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Comparing deliantra/server/server/player.C (file contents):
Revision 1.128 by root, Sat May 12 18:40:40 2007 UTC vs.
Revision 1.198 by root, Sat May 17 00:17:02 2008 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version. 11 * (at your option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
19 * along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 * 20 *
22 * The author can be reached via e-mail to <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 22 */
24 23
25#include <global.h> 24#include <global.h>
26#include <sproto.h> 25#include <sproto.h>
27#include <sounds.h> 26#include <sounds.h>
157 op->x = -1; 156 op->x = -1;
158 op->y = -1; 157 op->y = -1;
159} 158}
160 159
161void 160void
162player::enter_map ()
163{
164 object *tmp = object::create ();
165
166 EXIT_PATH (tmp) = maplevel;
167 EXIT_X (tmp) = ob->x;
168 EXIT_Y (tmp) = ob->y;
169 ob->enter_exit (tmp);
170
171 tmp->destroy ();
172}
173
174void
175player::activate () 161player::activate ()
176{ 162{
177 if (active) 163 if (active)
178 return; 164 return;
179 165
181 ob->remove (); 167 ob->remove ();
182 ob->map = 0; 168 ob->map = 0;
183 ob->activate_recursive (); 169 ob->activate_recursive ();
184 CLEAR_FLAG (ob, FLAG_FRIENDLY); 170 CLEAR_FLAG (ob, FLAG_FRIENDLY);
185 add_friendly_object (ob); 171 add_friendly_object (ob);
186 enter_map ();
187} 172}
188 173
189void 174void
190player::deactivate () 175player::deactivate ()
191{ 176{
198 183
199 if (ob->map) 184 if (ob->map)
200 maplevel = ob->map->path; 185 maplevel = ob->map->path;
201 186
202 ob->remove (); 187 ob->remove ();
188 ob->enemy = 0; // sometimes keeps an extra refcount on itself
203 ob->map = 0; 189 ob->map = 0;
204 party = 0; 190 party = 0;
205 191
206 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this 192 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
207 193
221 ob->close_container (); //TODO: client-specific 207 ob->close_container (); //TODO: client-specific
222 208
223 ns->update_look = 0; 209 ns->update_look = 0;
224 ns->look_position = 0; 210 ns->look_position = 0;
225 211
226 clear_los (ob); 212 clear_los (this);
227 213
228 ns->reset_stats (); 214 ns->reset_stats ();
229 215
230 /* make sure he's a player -- needed because of class change. */ 216 /* make sure he's a player -- needed because of class change. */
231 ob->type = PLAYER; // we are paranoid 217 ob->type = PLAYER; // we are paranoid
232 ob->race = ob->arch->clone.race; 218 ob->race = ob->arch->race;
233 219
234 ob->carrying = sum_weight (ob); 220 ob->update_weight ();
235 link_player_skills (ob); 221 link_player_skills (ob);
236 222
237 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); 223 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
238 224
239 assign (title, ob->arch->clone.name); 225 assign (title, ob->arch->object::name);
240 226
241 /* if it's a dragon player, set the correct title here */ 227 /* if it's a dragon player, set the correct title here */
242 if (is_dragon_pl (ob)) 228 if (is_dragon_pl (ob))
243 { 229 {
244 object *tmp, *abil = 0, *skin = 0; 230 object *tmp, *abil = 0, *skin = 0;
245 231
246 shstr_cmp dragon_ability_force ("dragon_ability_force");
247 shstr_cmp dragon_skin_force ("dragon_skin_force");
248
249 for (tmp = ob->inv; tmp; tmp = tmp->below) 232 for (tmp = ob->inv; tmp; tmp = tmp->below)
250 if (tmp->type == FORCE) 233 if (tmp->type == FORCE)
251 if (tmp->arch->name == dragon_ability_force) 234 if (tmp->arch->archname == shstr_dragon_ability_force)
252 abil = tmp; 235 abil = tmp;
253 else if (tmp->arch->name == dragon_skin_force) 236 else if (tmp->arch->archname == shstr_dragon_skin_force)
254 skin = tmp; 237 skin = tmp;
255 238
256 set_dragon_name (ob, abil, skin); 239 set_dragon_name (ob, abil, skin);
257 } 240 }
258 241
259 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 242 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
260 243
261 esrv_new_player (this, ob->weight + ob->carrying); 244 esrv_new_player (this);
245
246 ob->update_stats ();
247
248 ns->floorbox_update ();
249 esrv_send_inventory (ob, ob);
250 esrv_add_spells (this, 0);
251
252 activate ();
253
254 send_rules (ob);
255 send_news (ob);
256 display_motd (ob);
257
258 INVOKE_PLAYER (CONNECT, this);
259 INVOKE_PLAYER (LOGIN, this);
260}
261
262void
263player::disconnect ()
264{
265 if (ob)
266 {
267 ob->close_container (); //TODO: client-specific
268 ob->drop_unpaid_items ();
269 }
270
271 if (ns)
272 {
273 if (active)
274 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
275
276 INVOKE_PLAYER (DISCONNECT, this);
277
278 ns->reset_stats ();
279 ns->pl = 0;
280 ns = 0;
281 }
282
283 observe = ob;
284
285 deactivate ();
286}
287
288// the need for this function can be explained
289// by load_object not returning the object
290void
291player::set_object (object *op)
292{
293 ob = observe = op;
294 ob->contr = this; /* this aren't yet in archetype */
295
296 ob->speed = 1.0f;
297 ob->speed_left = 0.5f;
298
299 ob->direction = 5; /* So player faces south */
300
301 ob->flag [FLAG_READY_WEAPON] = false;
302 ob->flag [FLAG_READY_SKILL] = false;
303 ob->flag [FLAG_READY_BOW] = false;
262 304
263 for (object *op = ob->inv; op; op = op->below) 305 for (object *op = ob->inv; op; op = op->below)
264 if (op->flag [FLAG_APPLIED]) 306 if (op->flag [FLAG_APPLIED])
265 switch (op->type) 307 switch (op->type)
266 { 308 {
309 case SKILL:
310 ob->flag [FLAG_APPLIED] = false;
311 break;
312
267 case WAND: 313 case WAND:
268 case ROD: 314 case ROD:
269 case HORN: 315 case HORN:
270 case BOW: 316 case BOW:
271 case SKILL: 317 ranged_ob = op;
272 case SKILL_TOOL: 318 break;
319
273 case WEAPON: 320 case WEAPON:
274 apply_special (ob, op, AP_UNAPPLY); 321 combat_ob = op;
275 apply_special (ob, op, AP_APPLY);
276 break; 322 break;
277 } 323 }
278 324
279 ob->update_stats (); 325 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
280 ns->floorbox_update (); 326 ob->deactivate (); // change_weapon activates, fix this better
281
282 esrv_send_inventory (ob, ob);
283 esrv_add_spells (this, 0);
284
285 activate ();
286
287 send_rules (ob);
288 send_news (ob);
289 display_motd (ob);
290
291 INVOKE_PLAYER (CONNECT, this);
292 INVOKE_PLAYER (LOGIN, this);
293} 327}
294 328
295void 329void
296player::disconnect ()
297{
298 if (ns)
299 {
300 if (active)
301 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
302
303 INVOKE_PLAYER (DISCONNECT, this);
304
305 ns->reset_stats ();
306 ns->pl = 0;
307 ns = 0;
308 }
309
310 if (ob)
311 ob->close_container (); //TODO: client-specific
312
313 deactivate ();
314}
315
316// the need for this function can be explained
317// by load_object not returning the object
318void
319player::set_object (object *op) 330player::set_observe (object *op)
320{ 331{
321 ob = op; 332 observe = op ? op : ob;
322 ob->contr = this; /* this aren't yet in archetype */ 333 do_los = 1;
323
324 ob->speed_left = 0.5;
325 ob->speed = 1.0;
326 ob->direction = 5; /* So player faces south */
327} 334}
328 335
329player::player () 336player::player ()
330{ 337{
331 /* There are some elements we want initialised to non zero value - 338 /* There are some elements we want initialised to non zero value -
342 petmode = pet_normal; 349 petmode = pet_normal;
343 listening = 10; 350 listening = 10;
344 usekeys = containers; 351 usekeys = containers;
345 peaceful = 1; /* default peaceful */ 352 peaceful = 1; /* default peaceful */
346 do_los = 1; 353 do_los = 1;
354
355 weapon_sp = 1.0f;
356 weapon_sp_left = 0.5f;
347} 357}
348 358
349void 359void
350player::do_destroy () 360player::do_destroy ()
351{ 361{
356 if (ob) 366 if (ob)
357 { 367 {
358 ob->destroy_inv (false); 368 ob->destroy_inv (false);
359 ob->destroy (); 369 ob->destroy ();
360 } 370 }
371
372 ob = observe = 0;
361} 373}
362 374
363player::~player () 375player::~player ()
364{ 376{
365 /* Clear item stack */ 377 /* Clear item stack */
392 * Note: there MUST be at least one player archetype! 404 * Note: there MUST be at least one player archetype!
393 */ 405 */
394archetype * 406archetype *
395get_player_archetype (archetype *at) 407get_player_archetype (archetype *at)
396{ 408{
397 archetype *start = at; 409 // archetypes could have been reloaded
410 archetype *nat = at ? archetype::find (at->archname) : archetypes [0];
411
412 if (!nat)
413 return at;
414
415 archvec::iterator i = archetypes.find (nat);
398 416
399 for (;;) 417 for (;;)
400 { 418 {
401 if (at == NULL || at->next == NULL) 419 if (++i == archetypes.end ())
402 at = first_archetype; 420 i = archetypes.begin ();
403 else 421 else if (*i == at)
404 at = at->next; 422 cleanup ("not a single player archetype found");
405 423
406 if (at->clone.type == PLAYER) 424 if ((*i)->type == PLAYER)
407 return at; 425 return *i;
408
409 if (at == start)
410 {
411 LOG (llevError, "No Player archetypes\n");
412 exit (-1);
413 }
414 } 426 }
415} 427}
416 428
417object * 429object *
418get_nearest_player (object *mon) 430get_nearest_player (object *mon)
422 unsigned lastdist; 434 unsigned lastdist;
423 rv_vector rv; 435 rv_vector rv;
424 436
425 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next) 437 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
426 { 438 {
427 /* We should not find free objects on this friendly list, but it
428 * does periodically happen. Given that, lets deal with it.
429 * While unlikely, it is possible the next object on the friendly
430 * list is also free, so encapsulate this in a while loop.
431 */
432 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
433 {
434 object *tmp = ol->ob;
435
436 /* Can't do much more other than log the fact, because the object
437 * itself will have been cleared.
438 */
439 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
440 tmp->debug_desc ());
441 ol = ol->next;
442 remove_friendly_object (tmp);
443 if (!ol)
444 return op;
445 }
446
447 /* Remove special check for player from this. First, it looks to cause
448 * some crashes (ol->ob->contr not set properly?), but secondly, a more
449 * complicated method of state checking would be needed in any case -
450 * as it was, a clever player could type quit, and the function would
451 * skip them over while waiting for confirmation. Remove
452 * on_same_map check, as can_detect_enemy also does this
453 */
454 if (!can_detect_enemy (mon, ol->ob, &rv)) 439 if (!can_detect_enemy (mon, ol->ob, &rv))
455 continue; 440 continue;
456 441
457 if (lastdist > rv.distance) 442 if (lastdist > rv.distance)
458 { 443 {
653 638
654 return firstdir; 639 return firstdir;
655} 640}
656 641
657void 642void
658give_initial_items (object *pl, treasurelist * items) 643give_initial_items (object *pl, treasurelist *items)
659{ 644{
660 object *op, *next = NULL;
661
662 if (pl->randomitems != NULL) 645 if (pl->randomitems)
663 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); 646 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
664 647
665 for (op = pl->inv; op; op = next) 648 for (object *next, *op = pl->inv; op; op = next)
666 { 649 {
667 next = op->below; 650 next = op->below;
668 651
669 /* Forces get applied per default, unless they have the 652 /* Forces get applied per default, unless they have the
670 * flag "neutral" set. Sorry but I can't think of a better way 653 * flag "neutral" set. Sorry but I can't think of a better way
675 /* we never give weapons/armour if these cannot be used 658 /* we never give weapons/armour if these cannot be used
676 * by this player due to race restrictions 659 * by this player due to race restrictions
677 */ 660 */
678 if (pl->type == PLAYER) 661 if (pl->type == PLAYER)
679 { 662 {
680 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) && 663 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR)
664 &&
681 (op->type == ARMOUR || op->type == BOOTS || 665 (op->type == ARMOUR || op->type == BOOTS
682 op->type == CLOAK || op->type == HELMET || 666 || op->type == CLOAK || op->type == HELMET
683 op->type == SHIELD || op->type == GLOVES || 667 || op->type == SHIELD || op->type == GLOVES
668 || op->type == BRACERS || op->type == GIRDLE))
684 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) 669 || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
685 { 670 {
686 op->destroy (); 671 op->destroy ();
687 continue; 672 continue;
688 } 673 }
689 } 674 }
712 if (op->nrof > 1) 697 if (op->nrof > 1)
713 op->nrof = 1; 698 op->nrof = 1;
714 } 699 }
715 700
716 if (op->type == SPELLBOOK && op->inv) 701 if (op->type == SPELLBOOK && op->inv)
717 {
718 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); 702 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
719 }
720 703
721 /* Give starting characters identified, uncursed, and undamned 704 /* Give starting characters identified, uncursed, and undamned
722 * items. Just don't identify gold or silver, or it won't be 705 * items. Just don't identify gold or silver, or it won't be
723 * merged properly. 706 * merged properly.
724 */ 707 */
725 if (need_identify (op)) 708 if (need_identify (op))
726 { 709 {
727 SET_FLAG (op, FLAG_IDENTIFIED); 710 SET_FLAG (op, FLAG_IDENTIFIED);
728 CLEAR_FLAG (op, FLAG_CURSED); 711 CLEAR_FLAG (op, FLAG_CURSED);
729 CLEAR_FLAG (op, FLAG_DAMNED); 712 CLEAR_FLAG (op, FLAG_DAMNED);
730 } 713 }
714
731 if (op->type == SPELL) 715 if (op->type == SPELL)
732 { 716 {
733 op->destroy (); 717 op->destroy ();
734 continue; 718 continue;
735 } 719 }
737 { 721 {
738 SET_FLAG (op, FLAG_CAN_USE_SKILL); 722 SET_FLAG (op, FLAG_CAN_USE_SKILL);
739 op->stats.exp = 0; 723 op->stats.exp = 0;
740 op->level = 1; 724 op->level = 1;
741 } 725 }
742 /* lock all 'normal items by default */ 726 else /* lock all 'normal items by default */
743 else
744 SET_FLAG (op, FLAG_INV_LOCKED); 727 SET_FLAG (op, FLAG_INV_LOCKED);
745 } /* for loop of objects in player inv */ 728 } /* for loop of objects in player inv */
746 729
747 /* Need to set up the skill pointers */ 730 /* Need to set up the skill pointers */
748 link_player_skills (pl); 731 link_player_skills (pl);
854static void 837static void
855start_info (object *op) 838start_info (object *op)
856{ 839{
857 char buf[MAX_BUF]; 840 char buf[MAX_BUF];
858 841
859 sprintf (buf, "Welcome to Crossfire v%s!", VERSION); 842 sprintf (buf, "Welcome to Deliantra v%s!", VERSION);
860 new_draw_info (NDI_UNIQUE, 0, op, buf); 843 new_draw_info (NDI_UNIQUE, 0, op, buf);
861 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
862 //new_draw_info (NDI_UNIQUE, 0, op, " ");
863} 844}
864 845
865/* This function takes the key that is passed, and does the 846/* This function takes the key that is passed, and does the
866 * appropriate action with it (change race, or other things). 847 * appropriate action with it (change race, or other things).
867 * The function name is for historical reasons - now we have 848 * The function name is for historical reasons - now we have
870 */ 851 */
871void 852void
872player::chargen_race_done () 853player::chargen_race_done ()
873{ 854{
874 /* this must before then initial items are given */ 855 /* this must before then initial items are given */
875 esrv_new_player (ob->contr, ob->weight + ob->carrying); 856 esrv_new_player (ob->contr);
876 857
877 treasurelist *tl = treasurelist::find ("starting_wealth"); 858 treasurelist *tl = treasurelist::find ("starting_wealth");
878 if (tl) 859 if (tl)
879 create_treasure (tl, ob, 0, 0, 0); 860 create_treasure (tl, ob, 0, 0, 0);
880 861
883 864
884 ob->contr->ns->state = ST_PLAYING; 865 ob->contr->ns->state = ST_PLAYING;
885 866
886 if (ob->msg) 867 if (ob->msg)
887 ob->msg = 0; 868 ob->msg = 0;
888
889 /* We create this now because some of the unique maps will need it
890 * to save here.
891 */
892 {
893 char buf[MAX_BUF];
894 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
895 make_path_to_file (buf);
896 }
897 869
898 start_info (ob); 870 start_info (ob);
899 CLEAR_FLAG (ob, FLAG_WIZ); 871 CLEAR_FLAG (ob, FLAG_WIZ);
900 give_initial_items (ob, ob->randomitems); 872 give_initial_items (ob, ob->randomitems);
901 link_player_skills (ob); 873 link_player_skills (ob);
904 876
905 /* This moves the player to a different start map, if there 877 /* This moves the player to a different start map, if there
906 * is one for this race 878 * is one for this race
907 */ 879 */
908 if (*first_map_ext_path) 880 if (*first_map_ext_path)
909 { 881 ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y);
910 object *tmp;
911 char mapname[MAX_BUF];
912
913 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->name);
914 tmp = object::create ();
915 EXIT_PATH (tmp) = mapname;
916 EXIT_X (tmp) = ob->x;
917 EXIT_Y (tmp) = ob->y;
918 ob->enter_exit (tmp); /* we don't really care if it succeeded;
919 * if the map isn't there, then stay on the
920 * default initial map */
921 tmp->destroy ();
922 }
923 else 882 else
924 LOG (llevDebug, "first_map_ext_path not set\n"); 883 LOG (llevDebug, "first_map_ext_path not set\n");
925} 884}
926 885
927void 886void
937 int x = ob->x, y = ob->y; 896 int x = ob->x, y = ob->y;
938 897
939 ob->remove_statbonus (); 898 ob->remove_statbonus ();
940 ob->remove (); 899 ob->remove ();
941 ob->arch = get_player_archetype (ob->arch); 900 ob->arch = get_player_archetype (ob->arch);
942 ob->arch->clone.copy_to (ob); 901 ob->arch->copy_to (ob);
943 ob->instantiate (); 902 ob->instantiate ();
944 ob->stats = ob->contr->orig_stats; 903 ob->stats = ob->contr->orig_stats;
945 ob->name = ob->name_pl = name; 904 ob->name = ob->name_pl = name;
946 ob->x = x; 905 ob->x = x;
947 ob->y = y; 906 ob->y = y;
948 SET_ANIMATION (ob, 2); /* So player faces south */ 907 SET_ANIMATION (ob, 2); /* So player faces south */
949 insert_ob_in_map (ob, ob->map, ob, 0); 908 insert_ob_in_map (ob, ob->map, ob, 0);
950 assign (ob->contr->title, ob->arch->clone.name); 909 assign (ob->contr->title, ob->arch->object::name);
951 ob->add_statbonus (); 910 ob->add_statbonus ();
952 } 911 }
953 while (!allowed_class (ob)); 912 while (!allowed_class (ob));
954 913
955 update_object (ob, UP_OBJ_FACE); 914 update_object (ob, UP_OBJ_FACE);
1030 if (op->move_type & MOVE_FLYING) 989 if (op->move_type & MOVE_FLYING)
1031 return 1; 990 return 1;
1032 991
1033 next = op->below; 992 next = op->below;
1034 993
994 int cnt = MAX_ITEM_PER_DROP;
995#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
996
1035 /* loop while there are items on the floor that are not marked as 997 /* loop while there are items on the floor that are not marked as
1036 * destroyed */ 998 * destroyed */
1037 while (next && !next->destroyed ()) 999 while (next && !next->destroyed ())
1038 { 1000 {
1039 tmp = next; 1001 tmp = next;
1040 next = tmp->below; 1002 next = tmp->below;
1041 1003
1004 if (cnt <= 0)
1005 {
1006 op->failmsg ("Couldn't pickup all items at once.");
1007 return 0;
1008 }
1009
1042 if (op->destroyed ()) 1010 if (op->destroyed ())
1043 return 0; 1011 return 0;
1044 1012
1045 if (!can_pick (op, tmp)) 1013 if (!can_pick (op, tmp))
1046 continue; 1014 continue;
1047 1015
1048 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 1016 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1049 { 1017 {
1050 if (item_matched_string (op, tmp, op->contr->search_str)) 1018 if (item_matched_string (op, tmp, op->contr->search_str))
1051 pick_up (op, tmp); 1019 CHK_PICK_PICKUP;
1052 continue; 1020 continue;
1053 } 1021 }
1054 1022
1055 /* high not bit set? We're using the old autopickup model */ 1023 /* high not bit set? We're using the old autopickup model */
1056 if (!(op->contr->mode & PU_NEWMODE)) 1024 if (!(op->contr->mode & PU_NEWMODE))
1058 switch (op->contr->mode) 1026 switch (op->contr->mode)
1059 { 1027 {
1060 case 0: 1028 case 0:
1061 return 1; /* don't pick up */ 1029 return 1; /* don't pick up */
1062 case 1: 1030 case 1:
1063 pick_up (op, tmp); 1031 CHK_PICK_PICKUP;
1064 return 1; 1032 return 1;
1065 case 2: 1033 case 2:
1066 pick_up (op, tmp); 1034 CHK_PICK_PICKUP;
1067 return 0; 1035 return 0;
1068 case 3: 1036 case 3:
1069 return 0; /* stop before pickup */ 1037 return 0; /* stop before pickup */
1070 case 4: 1038 case 4:
1071 pick_up (op, tmp); 1039 CHK_PICK_PICKUP;
1072 break; 1040 break;
1073 case 5: 1041 case 5:
1074 pick_up (op, tmp); 1042 CHK_PICK_PICKUP;
1075 stop = 1; 1043 stop = 1;
1076 break; 1044 break;
1077 case 6: 1045 case 6:
1078 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1046 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)
1079 pick_up (op, tmp); 1047 && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1048 CHK_PICK_PICKUP;
1080 break; 1049 break;
1081 1050
1082 case 7: 1051 case 7:
1083 if (tmp->type == MONEY || tmp->type == GEM) 1052 if (tmp->type == MONEY || tmp->type == GEM)
1084 pick_up (op, tmp); 1053 CHK_PICK_PICKUP;
1085 break; 1054 break;
1086 1055
1087 default: 1056 default:
1088 /* use value density */ 1057 /* use value density */
1089 if (!QUERY_FLAG (tmp, FLAG_UNPAID) 1058 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1090 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode) 1059 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1091 pick_up (op, tmp); 1060 CHK_PICK_PICKUP;
1092 } 1061 }
1093 } 1062 }
1094 else 1063 else
1095 { /* old model */ 1064 { /* old model */
1096 /* NEW pickup handling */ 1065 /* NEW pickup handling */
1100 if (tmp->name != NULL) 1069 if (tmp->name != NULL)
1101 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1070 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1102 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1071 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1103 else 1072 else
1104 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1073 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1105 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1074 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1106 1075
1107 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1076 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1108 } 1077 }
1109 1078
1110 /* philosophy: 1079 /* philosophy:
1151 /* all food and drink if desired */ 1120 /* all food and drink if desired */
1152 /* question: don't pick up known-poisonous stuff? */ 1121 /* question: don't pick up known-poisonous stuff? */
1153 if (op->contr->mode & PU_FOOD) 1122 if (op->contr->mode & PU_FOOD)
1154 if (tmp->type == FOOD) 1123 if (tmp->type == FOOD)
1155 { 1124 {
1156 pick_up (op, tmp); 1125 CHK_PICK_PICKUP;
1157 continue; 1126 continue;
1158 } 1127 }
1159 1128
1160 if (op->contr->mode & PU_DRINK) 1129 if (op->contr->mode & PU_DRINK)
1161 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1130 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1162 { 1131 {
1163 pick_up (op, tmp); 1132 CHK_PICK_PICKUP;
1164 continue; 1133 continue;
1165 } 1134 }
1166 1135
1167 if (op->contr->mode & PU_POTION) 1136 if (op->contr->mode & PU_POTION)
1168 if (tmp->type == POTION) 1137 if (tmp->type == POTION)
1169 { 1138 {
1170 pick_up (op, tmp); 1139 CHK_PICK_PICKUP;
1171 continue; 1140 continue;
1172 } 1141 }
1173 1142
1174 /* spellbooks, skillscrolls and normal books/scrolls */ 1143 /* spellbooks, skillscrolls and normal books/scrolls */
1175 if (op->contr->mode & PU_SPELLBOOK) 1144 if (op->contr->mode & PU_SPELLBOOK)
1176 if (tmp->type == SPELLBOOK) 1145 if (tmp->type == SPELLBOOK)
1177 { 1146 {
1178 pick_up (op, tmp); 1147 CHK_PICK_PICKUP;
1179 continue; 1148 continue;
1180 } 1149 }
1181 1150
1182 if (op->contr->mode & PU_SKILLSCROLL) 1151 if (op->contr->mode & PU_SKILLSCROLL)
1183 if (tmp->type == SKILLSCROLL) 1152 if (tmp->type == SKILLSCROLL)
1184 { 1153 {
1185 pick_up (op, tmp); 1154 CHK_PICK_PICKUP;
1186 continue; 1155 continue;
1187 } 1156 }
1188 1157
1189 if (op->contr->mode & PU_READABLES) 1158 if (op->contr->mode & PU_READABLES)
1190 if (tmp->type == BOOK || tmp->type == SCROLL) 1159 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1191 { 1160 {
1192 pick_up (op, tmp); 1161 CHK_PICK_PICKUP;
1193 continue; 1162 continue;
1194 } 1163 }
1195 1164
1196 /* wands/staves/rods/horns */ 1165 /* wands/staves/rods/horns */
1197 if (op->contr->mode & PU_MAGIC_DEVICE) 1166 if (op->contr->mode & PU_MAGIC_DEVICE)
1198 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 1167 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1199 { 1168 {
1200 pick_up (op, tmp); 1169 CHK_PICK_PICKUP;
1201 continue; 1170 continue;
1202 } 1171 }
1203 1172
1204 /* pick up all magical items */ 1173 /* pick up all magical items */
1205 if (op->contr->mode & PU_MAGICAL) 1174 if (op->contr->mode & PU_MAGICAL)
1206 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1175 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1207 { 1176 {
1208 pick_up (op, tmp); 1177 CHK_PICK_PICKUP;
1209 continue; 1178 continue;
1210 } 1179 }
1211 1180
1212 if (op->contr->mode & PU_VALUABLES) 1181 if (op->contr->mode & PU_VALUABLES)
1213 { 1182 {
1214 if (tmp->type == MONEY || tmp->type == GEM) 1183 if (tmp->type == MONEY || tmp->type == GEM)
1215 { 1184 {
1216 pick_up (op, tmp); 1185 CHK_PICK_PICKUP;
1217 continue; 1186 continue;
1218 } 1187 }
1219 } 1188 }
1220 1189
1221 /* rings & amulets - talismans seems to be typed AMULET */ 1190 /* rings & amulets - talismans seems to be typed AMULET */
1222 if (op->contr->mode & PU_JEWELS) 1191 if (op->contr->mode & PU_JEWELS)
1223 if (tmp->type == RING || tmp->type == AMULET) 1192 if (tmp->type == RING || tmp->type == AMULET)
1224 { 1193 {
1225 pick_up (op, tmp); 1194 CHK_PICK_PICKUP;
1226 continue; 1195 continue;
1227 } 1196 }
1228 1197
1229 /* we don't forget dragon food */ 1198 /* we don't forget dragon food */
1230 if (op->contr->mode & PU_FLESH) 1199 if (op->contr->mode & PU_FLESH)
1231 if (tmp->type == FLESH) 1200 if (tmp->type == FLESH)
1232 { 1201 {
1233 pick_up (op, tmp); 1202 CHK_PICK_PICKUP;
1234 continue; 1203 continue;
1235 } 1204 }
1236 1205
1237 /* bows and arrows. Bows are good for selling! */ 1206 /* bows and arrows. Bows are good for selling! */
1238 if (op->contr->mode & PU_BOW) 1207 if (op->contr->mode & PU_BOW)
1239 if (tmp->type == BOW) 1208 if (tmp->type == BOW)
1240 { 1209 {
1241 pick_up (op, tmp); 1210 CHK_PICK_PICKUP;
1242 continue; 1211 continue;
1243 } 1212 }
1244 1213
1245 if (op->contr->mode & PU_ARROW) 1214 if (op->contr->mode & PU_ARROW)
1246 if (tmp->type == ARROW) 1215 if (tmp->type == ARROW)
1247 { 1216 {
1248 pick_up (op, tmp); 1217 CHK_PICK_PICKUP;
1249 continue; 1218 continue;
1250 } 1219 }
1251 1220
1252 /* all kinds of armor etc. */ 1221 /* all kinds of armor etc. */
1253 if (op->contr->mode & PU_ARMOUR) 1222 if (op->contr->mode & PU_ARMOUR)
1254 if (tmp->type == ARMOUR) 1223 if (tmp->type == ARMOUR)
1255 { 1224 {
1256 pick_up (op, tmp); 1225 CHK_PICK_PICKUP;
1257 continue; 1226 continue;
1258 } 1227 }
1259 1228
1260 if (op->contr->mode & PU_HELMET) 1229 if (op->contr->mode & PU_HELMET)
1261 if (tmp->type == HELMET) 1230 if (tmp->type == HELMET)
1262 { 1231 {
1263 pick_up (op, tmp); 1232 CHK_PICK_PICKUP;
1264 continue; 1233 continue;
1265 } 1234 }
1266 1235
1267 if (op->contr->mode & PU_SHIELD) 1236 if (op->contr->mode & PU_SHIELD)
1268 if (tmp->type == SHIELD) 1237 if (tmp->type == SHIELD)
1269 { 1238 {
1270 pick_up (op, tmp); 1239 CHK_PICK_PICKUP;
1271 continue; 1240 continue;
1272 } 1241 }
1273 1242
1274 if (op->contr->mode & PU_BOOTS) 1243 if (op->contr->mode & PU_BOOTS)
1275 if (tmp->type == BOOTS) 1244 if (tmp->type == BOOTS)
1276 { 1245 {
1277 pick_up (op, tmp); 1246 CHK_PICK_PICKUP;
1278 continue; 1247 continue;
1279 } 1248 }
1280 1249
1281 if (op->contr->mode & PU_GLOVES) 1250 if (op->contr->mode & PU_GLOVES)
1282 if (tmp->type == GLOVES) 1251 if (tmp->type == GLOVES)
1283 { 1252 {
1284 pick_up (op, tmp); 1253 CHK_PICK_PICKUP;
1285 continue; 1254 continue;
1286 } 1255 }
1287 1256
1288 if (op->contr->mode & PU_CLOAK) 1257 if (op->contr->mode & PU_CLOAK)
1289 if (tmp->type == CLOAK) 1258 if (tmp->type == CLOAK)
1290 { 1259 {
1291 pick_up (op, tmp); 1260 CHK_PICK_PICKUP;
1292 continue; 1261 continue;
1293 } 1262 }
1294 1263
1295 /* hoping to catch throwing daggers here */ 1264 /* hoping to catch throwing daggers here */
1296 if (op->contr->mode & PU_MISSILEWEAPON) 1265 if (op->contr->mode & PU_MISSILEWEAPON)
1297 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN)) 1266 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1298 { 1267 {
1299 pick_up (op, tmp); 1268 CHK_PICK_PICKUP;
1300 continue; 1269 continue;
1301 } 1270 }
1302 1271
1303 /* careful: chairs and tables are weapons! */ 1272 /* careful: chairs and tables are weapons! */
1304 if (op->contr->mode & PU_ALLWEAPON) 1273 if (op->contr->mode & PU_ALLWEAPON)
1305 { 1274 {
1306 if (tmp->type == WEAPON && tmp->name != NULL) 1275 if (tmp->type == WEAPON && tmp->name != NULL)
1307 { 1276 {
1308 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL && 1277 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL &&
1309 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) 1278 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1310 { 1279 {
1311 pick_up (op, tmp); 1280 CHK_PICK_PICKUP;
1312 continue; 1281 continue;
1313 } 1282 }
1314 } 1283 }
1315 1284
1316 if (tmp->type == WEAPON && tmp->name == NULL) 1285 if (tmp->type == WEAPON && tmp->name == NULL)
1317 { 1286 {
1318 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL) 1287 if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL)
1319 { 1288 {
1320 pick_up (op, tmp); 1289 CHK_PICK_PICKUP;
1321 continue; 1290 continue;
1322 } 1291 }
1323 } 1292 }
1324 } 1293 }
1325 1294
1326 /* misc stuff that's useful */ 1295 /* misc stuff that's useful */
1327 if (op->contr->mode & PU_KEY) 1296 if (op->contr->mode & PU_KEY)
1328 if (tmp->type == KEY || tmp->type == SPECIAL_KEY) 1297 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1329 { 1298 {
1330 pick_up (op, tmp); 1299 CHK_PICK_PICKUP;
1331 continue; 1300 continue;
1332 } 1301 }
1333 1302
1334 /* any of the last 4 bits set means we use the ratio for value 1303 /* any of the last 4 bits set means we use the ratio for value
1335 * pickups */ 1304 * pickups */
1340 /* >=7 is the old standard setting. Now we take the last 4 bits 1309 /* >=7 is the old standard setting. Now we take the last 4 bits
1341 * and multiply them by 5, giving 0..15*5== 5..75 */ 1310 * and multiply them by 5, giving 0..15*5== 5..75 */
1342 wvratio = (op->contr->mode & PU_RATIO) * 5; 1311 wvratio = (op->contr->mode & PU_RATIO) * 5;
1343 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio) 1312 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1344 { 1313 {
1345 pick_up (op, tmp); 1314 CHK_PICK_PICKUP;
1346#if 0 1315#if 0
1347 fprintf (stderr, "HIGH WEIGHT/VALUE ["); 1316 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1348 if (tmp->name != NULL) 1317 if (tmp->name != NULL)
1349 { 1318 {
1350 fprintf (stderr, "%s", tmp->name); 1319 fprintf (stderr, "%s", tmp->name);
1351 } 1320 }
1352 else 1321 else
1353 fprintf (stderr, "%s", tmp->arch->name); 1322 fprintf (stderr, "%s", tmp->arch->archname);
1354 fprintf (stderr, ",%d] = ", tmp->type); 1323 fprintf (stderr, ",%d] = ", tmp->type);
1355 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1324 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1356#endif 1325#endif
1357 continue; 1326 continue;
1358 } 1327 }
1369 * found object is returned. 1338 * found object is returned.
1370 */ 1339 */
1371object * 1340object *
1372find_arrow (object *op, const char *type) 1341find_arrow (object *op, const char *type)
1373{ 1342{
1374 object *tmp = 0;
1375
1376 for (op = op->inv; op; op = op->below) 1343 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1377 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1378 tmp = find_arrow (op, type);
1379 else if (op->type == ARROW && op->race == type) 1344 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1345 return splay (tmp);
1346
1347 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1348 if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && !strcmp (&tmp->race, type))
1349 if (object *arrow = find_arrow (tmp, type))
1350 {
1351 splay (tmp);
1380 return op; 1352 return arrow;
1353 }
1381 1354
1382 return tmp; 1355 return 0;
1383} 1356}
1384 1357
1385/* 1358/*
1386 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1359 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1387 * against the target. A full test is not performed, simply a basic test 1360 * against the target. A full test is not performed, simply a basic test
1410 } 1383 }
1411 } 1384 }
1412 else if (arrow->type == ARROW && arrow->race == type) 1385 else if (arrow->type == ARROW && arrow->race == type)
1413 { 1386 {
1414 /* allways prefer assasination/slaying */ 1387 /* allways prefer assasination/slaying */
1415 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race)) 1388 if (target->race && arrow->slaying && strstr (arrow->slaying, target->race))
1416 { 1389 {
1417 if (arrow->attacktype & AT_DEATH) 1390 if (arrow->attacktype & AT_DEATH)
1418 { 1391 {
1419 *better = 100; 1392 *better = 100;
1420 return arrow; 1393 return arrow;
1428 else 1401 else
1429 { 1402 {
1430 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1403 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1431 { 1404 {
1432 attacktype = 1 << attacknum; 1405 attacktype = 1 << attacknum;
1433 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1406 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1434 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby) 1407 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1435 { 1408 {
1436 tmp = arrow; 1409 tmp = arrow;
1437 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100; 1410 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1438 } 1411 }
1439 } 1412 }
1440 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1413 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1441 { 1414 {
1442 tmp = arrow; 1415 tmp = arrow;
1448 betterby = 1 + arrow->magic + arrow->stats.dam; 1421 betterby = 1 + arrow->magic + arrow->stats.dam;
1449 } 1422 }
1450 } 1423 }
1451 } 1424 }
1452 } 1425 }
1426
1453 if (tmp == NULL && arrow == NULL) 1427 if (tmp == NULL && arrow == NULL)
1454 return find_arrow (op, type); 1428 return find_arrow (op, type);
1455 1429
1456 *better = betterby; 1430 *better = betterby;
1457 return tmp; 1431 return tmp;
1535 */ 1509 */
1536int 1510int
1537fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) 1511fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1538{ 1512{
1539 object *left, *bow; 1513 object *left, *bow;
1540 int bowspeed, mflags; 1514 int mflags;
1541 maptile *m; 1515 maptile *m;
1542 1516
1543 if (!dir) 1517 if (!dir)
1544 { 1518 {
1545 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1519 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1546 return 0; 1520 return 0;
1547 } 1521 }
1548 1522
1549 if (player *pl = op->contr) 1523 if (op->contr)
1550 { 1524 bow = op->current_weapon;
1551 bow = pl->ranged_ob;
1552 if (!op->change_weapon (bow))
1553 return 0;
1554 }
1555 else 1525 else
1556 { 1526 {
1557 for (bow = op->inv; bow; bow = bow->below) 1527 for (bow = op->inv; bow; bow = bow->below)
1558 /* Don't check for applied - monsters don't apply bows - in that way, they 1528 /* Don't check for applied - monsters don't apply bows - in that way, they
1559 * don't need to switch back and forth between bows and weapons. 1529 * don't need to switch back and forth between bows and weapons.
1580 { 1550 {
1581 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1551 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1582 return 0; 1552 return 0;
1583 } 1553 }
1584 1554
1585 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1586
1587 /* penalize ROF for bestarrow */
1588 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1589 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1590
1591 if (bowspeed < 1)
1592 bowspeed = 1;
1593
1594 if (arrow == NULL) 1555 if (arrow == NULL)
1595 { 1556 {
1596 if ((arrow = find_arrow (op, bow->race)) == NULL) 1557 if ((arrow = find_arrow (op, bow->race)) == NULL)
1597 { 1558 {
1598 if (op->type == PLAYER) 1559 if (op->type == PLAYER)
1621 arrow->destroy (); 1582 arrow->destroy ();
1622 return 0; 1583 return 0;
1623 } 1584 }
1624 1585
1625 left = arrow; /* these are arrows left to the player */ 1586 left = arrow; /* these are arrows left to the player */
1626 arrow = get_split_ob (arrow, 1); 1587 arrow = arrow->split ();
1627 if (!arrow) 1588 if (!arrow)
1628 { 1589 {
1629 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1590 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1630 return 0; 1591 return 0;
1631 } 1592 }
1639 arrow->stats.grace = arrow->attacktype; 1600 arrow->stats.grace = arrow->attacktype;
1640 1601
1641 if (arrow->slaying) 1602 if (arrow->slaying)
1642 arrow->spellarg = strdup (arrow->slaying); 1603 arrow->spellarg = strdup (arrow->slaying);
1643 1604
1605#if 0
1606 if (player *pl = op->contr)
1607 {
1608 float speed = pl->weapon_sp;
1609
1610 /* penalize ROF for bestarrow */
1611 if (pl->bowtype == bow_bestarrow)
1612 speed *= .9f;
1613 else
1614 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1615
1616 op->speed_left += speed - op->speed;
1617 }
1618#endif
1619
1620 SET_ANIMATION (arrow, arrow->direction);
1621
1622 /* update the speed */
1623 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1624 + bow->stats.dam / 7.f;
1625
1626 arrow->set_speed (max (arrow->speed, 2.f));
1627 arrow->speed_left = 0;
1628
1629 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1630
1644 if (op->type == PLAYER) 1631 if (op->type == PLAYER)
1645 { 1632 {
1646 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1647 op->update_stats ();
1648 }
1649
1650 SET_ANIMATION (arrow, arrow->direction);
1651
1652 arrow->stats.dam += op->stats.dam + arrow->magic;
1653
1654 /* update the speed */
1655 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0
1656 + bow->stats.dam / 7.0;
1657
1658 arrow->set_speed (max (arrow->speed, 2.0));
1659 arrow->speed_left = 0;
1660
1661 arrow->stats.wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1662
1663 if (op->type == PLAYER)
1664 {
1665 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; 1633 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1666 arrow->stats.wc -= dex_bonus[op->stats.Dex]; 1634 wc -= dex_bonus[op->stats.Dex];
1667 1635
1668 if (!arrow->slaying) 1636 if (!arrow->slaying)
1669 arrow->slaying = op->slaying; 1637 arrow->slaying = op->slaying;
1670 1638
1671 arrow->attacktype |= op->attacktype; 1639 arrow->attacktype |= op->attacktype;
1679 arrow->slaying = bow->slaying; 1647 arrow->slaying = bow->slaying;
1680 1648
1681 arrow->attacktype |= bow->attacktype; 1649 arrow->attacktype |= bow->attacktype;
1682 } 1650 }
1683 1651
1684 arrow->stats.wc -= arrow->level; 1652 wc -= arrow->level;
1653 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1685 1654
1655 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1686 arrow->move_type = MOVE_FLY_LOW; 1656 arrow->move_type = MOVE_FLY_LOW;
1687 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1657 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1688 1658
1689 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1659 op->play_sound (sound_find ("fire_arrow"));
1690 m->insert (arrow, sx, sy, op); 1660 m->insert (arrow, sx, sy, op);
1691 1661
1692 if (!arrow->destroyed ()) 1662 if (!arrow->destroyed ())
1693 move_arrow (arrow); 1663 move_arrow (arrow);
1694
1695 if (op->type == PLAYER)
1696 {
1697 if (left->destroyed ())
1698 esrv_del_item (op->contr, left->count);
1699 else
1700 esrv_send_item (op, left);
1701 }
1702 1664
1703 return 1; 1665 return 1;
1704} 1666}
1705 1667
1706/* Special fire code for players - this takes into 1668/* Special fire code for players - this takes into
1745 } 1707 }
1746 1708
1747 return ret; 1709 return ret;
1748} 1710}
1749 1711
1750
1751/* Fires a misc (wand/rod/horn) object in 'dir'. 1712/* Fires a misc (wand/rod/horn) object in 'dir'.
1752 * Broken apart from 'fire' to keep it more readable. 1713 * Broken apart from 'fire' to keep it more readable.
1753 */ 1714 */
1754void 1715void
1755fire_misc_object (object *op, int dir) 1716fire_misc_object (object *op, int dir)
1773 1734
1774 if (item->type == WAND) 1735 if (item->type == WAND)
1775 { 1736 {
1776 if (item->stats.food <= 0) 1737 if (item->stats.food <= 0)
1777 { 1738 {
1778 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1739 op->contr->play_sound (sound_find ("wand_poof"));
1779 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); 1740 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1780 1741
1781 return; 1742 return;
1782 } 1743 }
1783 } 1744 }
1784 else if (item->type == ROD || item->type == HORN) 1745 else if (item->type == ROD || item->type == HORN)
1785 { 1746 {
1786 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1747 sint16 spell_sp = MAX (item->inv->stats.sp, item->inv->stats.grace);
1748
1749 // using the maximum of the rods charge allows at least one spell cast
1750 // for a rod or horn, this fixes some broken rods.
1751 if (item->stats.hp < MIN (spell_sp, item->stats.maxhp))
1787 { 1752 {
1788 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1753 op->contr->play_sound (sound_find ("wand_poof"));
1789 1754
1790 if (item->type == ROD) 1755 if (item->type == ROD)
1791 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); 1756 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1792 else 1757 else
1793 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1758 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1806 object *tmp; 1771 object *tmp;
1807 1772
1808 if (item->arch) 1773 if (item->arch)
1809 { 1774 {
1810 CLEAR_FLAG (item, FLAG_ANIMATE); 1775 CLEAR_FLAG (item, FLAG_ANIMATE);
1811 item->face = item->arch->clone.face; 1776 item->face = item->arch->face;
1812 item->set_speed (0); 1777 item->set_speed (0);
1813 } 1778 }
1814 1779
1815 if ((tmp = item->in_player ())) 1780 if (object *pl = item->visible_to ())
1816 esrv_update_item (UPD_ANIM, tmp, item); 1781 esrv_update_item (UPD_ANIM, pl, item);
1817 } 1782 }
1818 } 1783 }
1819 else if (item->type == ROD || item->type == HORN) 1784 else if (item->type == ROD || item->type == HORN)
1820 drain_rod_charge (item); 1785 drain_rod_charge (item);
1821 } 1786 }
1822} 1787}
1823 1788
1824/* Received a fire command for the player - go and do it. 1789/* Received a fire command for the player - go and do it.
1825 */ 1790 */
1826void 1791bool
1827fire (object *op, int dir) 1792fire (object *op, int dir)
1828{ 1793{
1829 int spellcost = 0; 1794 int spellcost = 0;
1830 1795
1831 /* check for loss of invisiblity/hide */ 1796 /* check for loss of invisiblity/hide */
1835 player *pl = op->contr; 1800 player *pl = op->contr;
1836 1801
1837 if (pl->golem) 1802 if (pl->golem)
1838 { 1803 {
1839 control_golem (op->contr->golem, dir); 1804 control_golem (op->contr->golem, dir);
1840 return; 1805 return false;
1841 } 1806 }
1842 1807
1843 object *ob = pl->ranged_ob; 1808 object *ob = pl->ranged_ob;
1844 1809
1845 if (!ob) 1810 if (!ob)
1846 return; 1811 return false;
1812
1813 if (!op->change_weapon (ob))
1814 return false;
1815
1816 if (op->speed_left > 0.f)
1817 --op->speed_left;
1818 else
1819 return false;
1847 1820
1848 switch (ob->type) 1821 switch (ob->type)
1849 { 1822 {
1850 case BOW: 1823 case BOW:
1851 player_fire_bow (op, dir); 1824 player_fire_bow (op, dir);
1858 case BUILDER: 1831 case BUILDER:
1859 apply_map_builder (op, dir); 1832 apply_map_builder (op, dir);
1860 break; 1833 break;
1861 1834
1862 case SKILL: 1835 case SKILL:
1863 case SKILL_TOOL:
1864 do_skill (op, op, ob, dir, 0); 1836 do_skill (op, op, ob, dir, 0);
1865 break; 1837 break;
1866 1838
1867 default: 1839 default:
1868 fire_misc_object (op, dir); 1840 fire_misc_object (op, dir);
1869 break; 1841 break;
1870 } 1842 }
1843
1844 return true;
1871} 1845}
1872 1846
1873/* find_key 1847/* find_key
1874 * We try to find a key for the door as passed. If we find a key 1848 * We try to find a key for the door as passed. If we find a key
1875 * and successfully use it, we return the key, otherwise NULL 1849 * and successfully use it, we return the key, otherwise NULL
1962 * 0 otherwise 1936 * 0 otherwise
1963 */ 1937 */
1964static int 1938static int
1965player_attack_door (object *op, object *door) 1939player_attack_door (object *op, object *door)
1966{ 1940{
1967 /* If its a door, try to find a use a key. If we do destroy the door, 1941 /* If its a door, try to find a key. If we do destroy the door,
1968 * might as well return immediately as there is nothing more to do - 1942 * might as well return immediately as there is nothing more to do -
1969 * otherwise, we fall through to the rest of the code. 1943 * otherwise, we fall through to the rest of the code.
1970 */ 1944 */
1971 object *key = find_key (op, op, door); 1945 object *key = find_key (op, op, door);
1972 1946
1973 /* IF we found a key, do some extra work */ 1947 /* If we found a key, do some extra work */
1974 if (key) 1948 if (key)
1975 { 1949 {
1976 object *container = key->env; 1950 object *container = key->env;
1977
1978 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1979 1951
1980 if (action_makes_visible (op)) 1952 if (action_makes_visible (op))
1981 make_visible (op); 1953 make_visible (op);
1982 1954
1983 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1955 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1985 1957
1986 if (door->type == DOOR) 1958 if (door->type == DOOR)
1987 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1959 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1988 else if (door->type == LOCKED_DOOR) 1960 else if (door->type == LOCKED_DOOR)
1989 { 1961 {
1990 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1962 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN);
1991 remove_door2 (door); /* remove door without violence ;-) */ 1963 remove_door2 (door); /* remove door without violence ;-) */
1992 } 1964 }
1993 1965
1994 /* Do this after we print the message */ 1966 /* Do this after we print the message */
1995 decrease_ob (key); /* Use up one of the keys */ 1967 key->decrease (); /* Use up one of the keys */
1996 /* Need to update the weight the container the key was in */
1997 if (container != op)
1998 esrv_update_item (UPD_WEIGHT, op, container);
1999 1968
2000 return 1; /* Nothing more to do below */ 1969 return 1; /* Nothing more to do below */
2001 } 1970 }
2002 else if (door->type == LOCKED_DOOR) 1971 else if (door->type == LOCKED_DOOR)
2003 { 1972 {
2004 /* Might as well return now - no other way to open this */ 1973 /* Might as well return now - no other way to open this */
2005 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1974 op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door...");
2006 return 1; 1975 return 1;
2007 } 1976 }
2008 1977
2009 return 0; 1978 return 0;
2010} 1979}
2013 * It should keep the code cleaner. 1982 * It should keep the code cleaner.
2014 * When this is called, the players direction has been updated 1983 * When this is called, the players direction has been updated
2015 * (taking into account confusion.) The player is also actually 1984 * (taking into account confusion.) The player is also actually
2016 * going to try and move (not fire weapons). 1985 * going to try and move (not fire weapons).
2017 */ 1986 */
2018void 1987bool
2019move_player_attack (object *op, int dir) 1988move_player_attack (object *op, int dir)
2020{ 1989{
2021 object *tmp, *mon;
2022 int on_battleground; 1990 int on_battleground;
2023 maptile *m;
2024 1991
2025 sint16 nx = freearr_x[dir] + op->x; 1992 sint16 nx = freearr_x[dir] + op->x;
2026 sint16 ny = freearr_y[dir] + op->y; 1993 sint16 ny = freearr_y[dir] + op->y;
2027 1994
2028 on_battleground = op_on_battleground (op, 0, 0); 1995 on_battleground = op_on_battleground (op, 0, 0);
1996
1997 if (out_of_map (op->map, nx, ny))
1998 return false;
1999
2000 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2001 {
2002 --op->speed_left;
2003 return true;
2004 }
2029 2005
2030 /* If braced, or can't move to the square, and it is not out of the 2006 /* If braced, or can't move to the square, and it is not out of the
2031 * map, attack it. Note order of if statement is important - don't 2007 * map, attack it. Note order of if statement is important - don't
2032 * want to be calling move_ob if braced, because move_ob will move the 2008 * want to be calling move_ob if braced, because move_ob will move the
2033 * player. This is a pretty nasty hack, because if we could 2009 * player. This is a pretty nasty hack, because if we could
2034 * move to some space, it then means that if we are braced, we should 2010 * move to some space, it then means that if we are braced, we should
2035 * do nothing at all. As it is, if we are braced, we go through 2011 * do nothing at all. As it is, if we are braced, we go through
2036 * quite a bit of processing. However, it probably is less than what 2012 * quite a bit of processing. However, it probably is less than what
2037 * move_ob uses. 2013 * move_ob uses.
2038 */ 2014 */
2039 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2040 {
2041 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2042 {
2043 m = op->map->xy_find (nx, ny); 2015 maptile *m = op->map->xy_find (nx, ny);
2044 if (!m)
2045 return; /* Don't think this should happen */
2046 }
2047 else
2048 m = op->map;
2049 2016
2050 if (!(tmp = m->at (nx, ny).bot))
2051 return;
2052
2053 mon = 0;
2054 /* Go through all the objects, and find ones of interest. Only stop if 2017 /* Go through all the objects, and find ones of interest. Only stop if
2055 * we find a monster - that is something we know we want to attack. 2018 * we find a monster - that is something we know we want to attack.
2056 * if its a door or barrel (can roll) see if there may be monsters 2019 * if its a door or barrel (can roll) see if there may be monsters
2057 * on the space 2020 * on the space
2058 */ 2021 */
2059 while (tmp) 2022 object *mon;
2060 { 2023 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2061 if (tmp == op) 2024 {
2062 { 2025 if ((mon->flag [FLAG_ALIVE]
2063 tmp = tmp->above; 2026 || mon->type == LOCKED_DOOR
2064 continue; 2027 || mon->flag [FLAG_CAN_ROLL])
2065 }
2066
2067 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2068 {
2069 mon = tmp; 2028 && mon != op)
2070 break; 2029 break;
2071 } 2030 }
2072 2031
2073 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2074 mon = tmp;
2075
2076 tmp = tmp->above;
2077 }
2078
2079 if (!mon) /* This happens anytime the player tries to move */ 2032 if (!mon) /* This happens anytime the player tries to move */
2080 return; /* into a wall */ 2033 return false; /* into a wall */
2081 2034
2082 if (mon->head)
2083 mon = mon->head; 2035 mon = mon->head_ ();
2084 2036
2085 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 2037 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2038 if (op->contr->weapon_sp_left > 0.f)
2086 if (player_attack_door (op, mon)) 2039 if (player_attack_door (op, mon))
2040 {
2041 --op->contr->weapon_sp_left;
2087 return; 2042 return true;
2043 }
2088 2044
2089 /* The following deals with possibly attacking peaceful 2045 /* The following deals with possibly attacking peaceful
2090 * or frienddly creatures. Basically, all players are considered 2046 * or friendly creatures. Basically, all players are considered
2091 * unaggressive. If the moving player has peaceful set, then the 2047 * unaggressive. If the moving player has peaceful set, then the
2092 * object should be pushed instead of attacked. It is assumed that 2048 * object should be pushed instead of attacked. It is assumed that
2093 * if you are braced, you will not attack friends accidently, 2049 * if you are braced, you will not attack friends accidently,
2094 * and thus will not push them. 2050 * and thus will not push them.
2095 */ 2051 */
2096 2052
2097 /* If the creature is a pet, push it even if the player is not 2053 /* If the creature is a pet, push it even if the player is not
2098 * peaceful. Our assumption is the creature is a pet if the 2054 * peaceful. Our assumption is the creature is a pet if the
2099 * player owns it and it is either friendly or unagressive. 2055 * player owns it and it is either friendly or unagressive.
2100 */ 2056 */
2101 if ((op->type == PLAYER) 2057 if (op->type == PLAYER
2102#if COZY_SERVER
2103 &&
2104 ((mon->owner && mon->owner->contr 2058 && ((mon->owner && mon->owner->contr
2105 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op) 2059 && same_party (mon->owner->contr->party, op->contr->party))
2106#else
2107 && mon->owner == op 2060 || mon->owner == op)
2108#endif
2109 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2061 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2110 { 2062 {
2111 /* If we're braced, we don't want to switch places with it */ 2063 /* If we're braced, we don't want to switch places with it */
2112 if (op->contr->braced) 2064 if (op->contr->braced)
2113 return; 2065 return false;
2114 2066
2115 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2067 if (op->speed_left > 0.f)
2068 {
2069 --op->speed_left;
2070
2071 op->play_sound (sound_find ("push_player"));
2116 push_ob (mon, dir, op); 2072 push_ob (mon, dir, op);
2073
2117 if (op->contr->tmp_invis || op->hide) 2074 if (op->contr->tmp_invis || op->hide)
2118 make_visible (op); 2075 make_visible (op);
2119 2076
2120 return; 2077 return true;
2121 } 2078 }
2079 else
2080 return false;
2081 }
2122 2082
2123 /* in certain circumstances, you shouldn't attack friendly 2083 /* in certain circumstances, you shouldn't attack friendly
2124 * creatures. Note that if you are braced, you can't push 2084 * creatures. Note that if you are braced, you can't push
2125 * someone, but put it inside this loop so that you won't 2085 * someone, but put it inside this loop so that you won't
2126 * attack them either. 2086 * attack them either.
2127 */ 2087 */
2128 if ((mon->type == PLAYER || mon->enemy != op) && 2088 if ((mon->type == PLAYER || mon->enemy != op)
2129 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2089 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2130#ifdef PROHIBIT_PLAYERKILL
2131 (op->contr->peaceful 2090 && ((op->contr->peaceful
2132 || (mon->type == PLAYER 2091 || (mon->type == PLAYER && mon->contr->peaceful))
2133 && mon->contr->
2134 peaceful)) &&
2135#else
2136 op->contr->peaceful &&
2137#endif
2138 !on_battleground)) 2092 && !on_battleground))
2093 {
2094 if (op->speed_left > 0.f)
2139 { 2095 {
2096 --op->speed_left;
2097
2140 if (!op->contr->braced) 2098 if (!op->contr->braced)
2141 { 2099 {
2142 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2100 op->play_sound (sound_find ("push_player"));
2143 push_ob (mon, dir, op); 2101 push_ob (mon, dir, op);
2144 } 2102 }
2145 else 2103 else
2146 new_draw_info (0, 0, op, "You withhold your attack"); 2104 op->statusmsg ("You withhold your attack");
2147 2105
2148 if (op->contr->tmp_invis || op->hide) 2106 if (op->contr->tmp_invis || op->hide)
2149 make_visible (op); 2107 make_visible (op);
2150 }
2151 2108
2109 return true;
2110 }
2111 }
2152 /* If the object is a boulder or other rollable object, then 2112 /* If the object is a boulder or other rollable object, then
2153 * roll it if not braced. You can't roll it if you are braced. 2113 * roll it if not braced. You can't roll it if you are braced.
2154 */ 2114 */
2155 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 2115 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2116 {
2117 if (op->speed_left > 0.f)
2156 { 2118 {
2119 --op->speed_left;
2120
2157 recursive_roll (mon, dir, op); 2121 recursive_roll (mon, dir, op);
2158 if (action_makes_visible (op)) 2122 if (action_makes_visible (op))
2159 make_visible (op); 2123 make_visible (op);
2160 }
2161 2124
2125 return true;
2126 }
2127 }
2162 /* Any generic living creature. Including things like doors. 2128 /* Any generic living creature. Including things like doors.
2163 * Way it works is like this: First, it must have some hit points 2129 * Way it works is like this: First, it must have some hit points
2164 * and be living. Then, it must be one of the following: 2130 * and be living. Then, it must be one of the following:
2165 * 1) Not a player, 2) A player, but of a different party. Note 2131 * 1) Not a player, 2) A player, but of a different party. Note
2166 * that party_number -1 is no party, so attacks can still happen. 2132 * that party_number -1 is no party, so attacks can still happen.
2167 */ 2133 */
2168 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2134 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2169 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 2135 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2170 { 2136 {
2171 2137 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2172 /* If the player hasn't hit something this tick, and does
2173 * so, give them speed boost based on weapon speed. Doing
2174 * it here is better than process_players2, which basically
2175 * incurred a 1 tick offset.
2176 */
2177 if (!op->contr->has_hit)
2178 { 2138 {
2179 op->speed_left += op->speed / op->contr->weapon_sp; 2139 --op->contr->weapon_sp_left;
2180
2181 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2182 }
2183 2140
2184 skill_attack (mon, op, 0, 0, 0); 2141 skill_attack (mon, op, 0, 0, 0);
2185
2186 /* If attacking another player, that player gets automatic
2187 * hitback, and doesn't loose luck either.
2188 * Disable hitback on the battleground or if the target is
2189 * the wiz.
2190 */
2191 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2192 {
2193 short luck = mon->stats.luck;
2194
2195 mon->contr->has_hit = 1;
2196 skill_attack (op, mon, 0, 0, 0);
2197 mon->stats.luck = luck;
2198 }
2199 2142
2200 if (action_makes_visible (op)) 2143 if (action_makes_visible (op))
2201 make_visible (op); 2144 make_visible (op);
2202 }
2203 } /* if player should attack something */
2204}
2205 2145
2206int 2146 return true;
2147 }
2148 }
2149
2150 return false;
2151}
2152
2153bool
2207move_player (object *op, int dir) 2154move_player (object *op, int dir)
2208{ 2155{
2209 int pick; 2156 int pick;
2210 2157
2211 if (!op->map || op->map->in_memory != MAP_IN_MEMORY) 2158 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2212 return 0; 2159 return 0;
2213 2160
2214 /* Sanity check: make sure dir is valid */ 2161 /* Sanity check: make sure dir is valid */
2215 if ((dir < 0) || (dir >= 9)) 2162 if ((dir < 0) || (dir >= 9))
2216 { 2163 {
2225 op->facing = dir; 2172 op->facing = dir;
2226 2173
2227 if (op->hide) 2174 if (op->hide)
2228 do_hidden_move (op); 2175 do_hidden_move (op);
2229 2176
2177 bool retval;
2178
2230 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2179 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2231 /*nop */ ; 2180 retval = RESULT_INT (0);
2232 else if (op->contr->fire_on) 2181 else if (op->contr->fire_on)
2233 fire (op, dir); 2182 retval = fire (op, dir);
2234 else 2183 else
2235 { 2184 {
2236 move_player_attack (op, dir); 2185 retval = move_player_attack (op, dir);
2237 pick = check_pick (op); 2186 pick = check_pick (op);
2238 } 2187 }
2239 2188
2240 /* Add special check for newcs players and fire on - this way, the 2189 /* Add special check for newcs players and fire on - this way, the
2241 * server can handle repeat firing. 2190 * server can handle repeat firing.
2248 /* Update how the player looks. Use the facing, so direction may 2197 /* Update how the player looks. Use the facing, so direction may
2249 * get reset to zero. This allows for full animation capabilities 2198 * get reset to zero. This allows for full animation capabilities
2250 * for players. 2199 * for players.
2251 */ 2200 */
2252 animate_object (op, op->facing); 2201 animate_object (op, op->facing);
2253 return 0; 2202
2203 return retval;
2254} 2204}
2255 2205
2256/* This is similar to handle_player, below, but is only used by the 2206/* This is similar to handle_player, below, but is only used by the
2257 * new client/server stuff. 2207 * new client/server stuff.
2258 * This is sort of special, in that the new client/server actually uses 2208 * This is sort of special, in that the new client/server actually uses
2259 * the new speed values for commands. 2209 * the new speed values for commands.
2260 * 2210 *
2261 * Returns true if there are more actions we can do. 2211 * Returns true if there are more actions we can do. Should not do
2212 * many actions in a row, as that would be too unfair to other
2213 * players.
2262 */ 2214 */
2263int 2215bool
2264handle_newcs_player (object *op) 2216handle_newcs_player (object *op)
2265{ 2217{
2266 if (QUERY_FLAG (op, FLAG_SCARED)) 2218 if (QUERY_FLAG (op, FLAG_SCARED))
2267 { 2219 {
2268 flee_player (op); 2220 if (op->speed_left > 0.f)
2269 /* If player is still scared, that is his action for this tick */
2270 if (QUERY_FLAG (op, FLAG_SCARED))
2271 { 2221 {
2272 op->speed_left--; 2222 --op->speed_left;
2223 flee_player (op);
2224
2273 return 0; 2225 return true;
2274 } 2226 }
2227 else
2228 return false;
2275 } 2229 }
2276 2230
2277 /* call this here - we also will call this in do_ericserver, but 2231 /* call this here - we also will call this in do_ericserver, but
2278 * the players time has been increased when doericserver has been 2232 * the players time has been increased when doericserver has been
2279 * called, so we recheck it here. 2233 * called, so we recheck it here.
2280 */ 2234 */
2281 if (op->contr->ns->handle_command ()) 2235 if (op->contr->ns->handle_command ())
2282 return 1; 2236 return true;
2283 2237
2284 if (op->speed_left > 0)
2285 {
2286 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2238 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2287 {
2288 /* All move commands take 1 tick, at least for now */
2289 op->speed_left--;
2290
2291 /* Instead of all the stuff below, let move_player take care
2292 * of it. Also, some of the skill stuff is only put in
2293 * there, as well as the confusion stuff.
2294 */
2295 move_player (op, op->direction); 2239 return move_player (op, op->direction);
2296 2240
2297 return op->speed_left > 0;
2298 }
2299 }
2300
2301 return 0; 2241 return false;
2302} 2242}
2303 2243
2304int 2244int
2305save_life (object *op) 2245save_life (object *op)
2306{ 2246{
2308 return 0; 2248 return 0;
2309 2249
2310 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2250 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2311 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2251 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2312 { 2252 {
2313 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2253 op->play_sound (sound_find ("ob_evaporate"));
2314 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); 2254 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2315
2316 if (op->contr)
2317 esrv_del_item (op->contr, tmp->count);
2318 2255
2319 tmp->destroy (); 2256 tmp->destroy ();
2320 CLEAR_FLAG (op, FLAG_LIFESAVE); 2257 CLEAR_FLAG (op, FLAG_LIFESAVE);
2321 2258
2322 if (op->stats.hp < 0) 2259 if (op->stats.hp < 0)
2335 return 0; 2272 return 0;
2336} 2273}
2337 2274
2338/* This goes throws the inventory and removes unpaid objects, and puts them 2275/* This goes throws the inventory and removes unpaid objects, and puts them
2339 * back in the map (location and map determined by values of env). This 2276 * back in the map (location and map determined by values of env). This
2340 * function will descend into containers. op is the object to start the search 2277 * function will descend into containers. op is the object to start the search
2341 * from. 2278 * from.
2342 */ 2279 */
2280static void
2281drop_unpaid_items (object *op, object *env)
2282{
2283 while (op)
2284 {
2285 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2286
2287 if (QUERY_FLAG (op, FLAG_UNPAID))
2288 op->insert_at (env);
2289 else if (op->inv)
2290 drop_unpaid_items (op->inv, env);
2291
2292 op = next;
2293 }
2294}
2295
2343void 2296void
2344remove_unpaid_objects (object *op, object *env) 2297object::drop_unpaid_items ()
2345{ 2298{
2346 while (op) 2299 if (!flag [FLAG_REMOVED])
2347 { 2300 ::drop_unpaid_items (inv, this);
2348 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2349
2350 if (QUERY_FLAG (op, FLAG_UNPAID))
2351 {
2352 if (env->type == PLAYER)
2353 esrv_del_item (env->contr, op->count);
2354
2355 op->insert_at (env);
2356 }
2357 else if (op->inv)
2358 remove_unpaid_objects (op->inv, env);
2359
2360 op = next;
2361 }
2362} 2301}
2363 2302
2364/* 2303/*
2365 * Returns pointer a static string containing gravestone text 2304 * Returns pointer a static string containing gravestone text
2366 * Moved from apply.c to player.c - player.c is what 2305 * Moved from apply.c to player.c - player.c is what
2367 * actually uses this function. player.c may not be quite the 2306 * actually uses this function. player.c may not be quite the
2368 * best, a misc file for object actions is probably better, 2307 * best, a misc file for object actions is probably better,
2369 * but there isn't one in the server directory. 2308 * but there isn't one in the server directory.
2370 */ 2309 */
2371char * 2310const char *
2372gravestone_text (object *op) 2311gravestone_text (object *op)
2373{ 2312{
2374 static char buf2[MAX_BUF]; 2313 static dynbuf_text buf;
2375 char buf[MAX_BUF];
2376 time_t now = time (NULL);
2377 2314
2378 strcpy (buf2, " R.I.P.\n\n"); 2315 buf << "---- R.I.P. ----\n\n";
2316 op->name;
2317
2379 if (op->type == PLAYER) 2318 if (op->type == PLAYER)
2380 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2319 buf << " the " << op->contr->title;
2381 else
2382 sprintf (buf, "%s\n", &op->name);
2383 2320
2384 strncat (buf2, " ", 20 - strlen (buf) / 2); 2321 buf << "\n\n";
2385 strcat (buf2, buf); 2322
2323 buf << "who was level ";
2324 buf << (sint32)op->level << "\n\n" // OO breakdown
2325 << " when " << (op->contr ? "killed" : "died") << "\n\n";
2326
2386 if (op->type == PLAYER) 2327 if (op->type == PLAYER)
2387 sprintf (buf, "who was in level %d when killed\n", op->level); 2328 buf << "by " << op->contr->killer_name () << ".\n\n";
2388 else
2389 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2390 2329
2391 strncat (buf2, " ", 20 - strlen (buf) / 2);
2392 strcat (buf2, buf);
2393 if (op->type == PLAYER)
2394 { 2330 {
2395 sprintf (buf, "by %s.\n\n", op->contr->killer); 2331 static char buf2[128];
2396 strncat (buf2, " ", 21 - strlen (buf) / 2); 2332 time_t now = time (NULL);
2397 strcat (buf2, buf);
2398 }
2399
2400 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2333 strftime (buf2, 128, "%b %d %Y\n\n", localtime (&now));
2401 strncat (buf2, " ", 20 - strlen (buf) / 2); 2334 buf << buf2;
2402 strcat (buf2, buf); 2335 }
2403 2336
2404 return buf2; 2337 return buf;
2405} 2338}
2406 2339
2407void 2340void
2408do_some_living (object *op) 2341do_some_living (object *op)
2409{ 2342{
2461 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2394 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2462 else 2395 else
2463 { 2396 {
2464 gen_grace = op->stats.maxgrace; 2397 gen_grace = op->stats.maxgrace;
2465 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2398 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2466 }
2467
2468 /* Regenerate Spell Points */
2469 if (!op->contr->golem && --op->last_sp < 0)
2470 {
2471 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2472 if (op->stats.sp < op->stats.maxsp)
2473 {
2474 op->stats.sp++;
2475 /* dms do not consume food */
2476 if (!QUERY_FLAG (op, FLAG_WIZ))
2477 {
2478 op->stats.food--;
2479 if (op->contr->digestion < 0)
2480 op->stats.food += op->contr->digestion;
2481 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2482 op->stats.food = last_food;
2483 }
2484 }
2485
2486 if (max_sp > 1)
2487 {
2488 over_sp = (gen_sp + 10) / rate_sp;
2489 if (over_sp > 0)
2490 {
2491 if (op->stats.sp < op->stats.maxsp)
2492 {
2493 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2494
2495 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2496 op->stats.sp--;
2497
2498 if (op->stats.sp > op->stats.maxsp)
2499 op->stats.sp = op->stats.maxsp;
2500 }
2501 op->last_sp = 0;
2502 }
2503 else
2504 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2505 }
2506 else
2507 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2508 } 2399 }
2509 2400
2510 /* Regenerate Grace */ 2401 /* Regenerate Grace */
2511 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2402 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2512 if (--op->last_grace < 0) 2403 if (--op->last_grace < 0)
2533 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); 2424 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2534 } 2425 }
2535 /* wearing stuff doesn't detract from grace generation. */ 2426 /* wearing stuff doesn't detract from grace generation. */
2536 } 2427 }
2537 2428
2429 if (op->stats.food > 0)
2430 {
2538 /* Regenerate Hit Points */ 2431 /* Regenerate Spell Points */
2539 if (--op->last_heal < 0) 2432 if (!op->contr->golem && --op->last_sp < 0)
2540 {
2541 if (op->stats.hp < op->stats.maxhp)
2542 { 2433 {
2543 op->stats.hp++; 2434 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2544 /* dms do not consume food */ 2435
2545 if (!QUERY_FLAG (op, FLAG_WIZ)) 2436 if (op->stats.sp < op->stats.maxsp)
2546 { 2437 {
2438 op->stats.sp++;
2439
2440 /* dms do not consume food */
2441 if (!QUERY_FLAG (op, FLAG_WIZ))
2442 {
2547 op->stats.food--; 2443 op->stats.food--;
2444
2548 if (op->contr->digestion < 0) 2445 if (op->contr->digestion < 0)
2549 op->stats.food += op->contr->digestion; 2446 op->stats.food += op->contr->digestion;
2550 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2447 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2551 op->stats.food = last_food; 2448 op->stats.food = last_food;
2449 }
2552 } 2450 }
2553 }
2554 2451
2555 if (max_hp > 1) 2452 if (max_sp > 1)
2556 {
2557 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2558 if (over_hp > 0)
2559 { 2453 {
2560 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; 2454 over_sp = (gen_sp + 10) / rate_sp;
2455 if (over_sp > 0)
2456 {
2457 if (op->stats.sp < op->stats.maxsp)
2458 {
2459 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2460
2461 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2462 op->stats.sp--;
2463
2464 if (op->stats.sp > op->stats.maxsp)
2465 op->stats.sp = op->stats.maxsp;
2466 }
2467
2561 op->last_heal = 0; 2468 op->last_sp = 0;
2469 }
2470 else
2471 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2562 } 2472 }
2563 else 2473 else
2474 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2475 }
2476
2477 /* Regenerate Hit Points */
2478 if (--op->last_heal < 0)
2479 {
2480 if (op->stats.hp < op->stats.maxhp)
2564 { 2481 {
2565 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2482 op->stats.hp++;
2483
2484 /* dms do not consume food */
2485 if (!QUERY_FLAG (op, FLAG_WIZ))
2486 {
2487 op->stats.food--;
2488
2489 if (op->contr->digestion < 0)
2490 op->stats.food += op->contr->digestion;
2491 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2492 op->stats.food = last_food;
2493 }
2566 } 2494 }
2495
2496 if (max_hp > 1)
2497 {
2498 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2499
2500 if (over_hp > 0)
2501 {
2502 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2503 op->last_heal = 0;
2504 }
2505 else
2506 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2567 } 2507 }
2568 else 2508 else
2569 {
2570 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2509 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2571 } 2510 }
2572 } 2511 }
2573 2512
2574 /* Digestion */ 2513 /* Digestion */
2575 if (--op->last_eat < 0) 2514 if (--op->last_eat < 0)
2576 { 2515 {
2577#ifdef COZY_SERVER 2516 int bonus = max (0, op->contr->digestion),
2578 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion; 2517 penalty = max (0, -op->contr->digestion);
2579 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2580#else
2581 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2582#endif
2583 2518
2584 if (op->contr->gen_hp > 0)
2585 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2519 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2586 else
2587 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2588 2520
2589 /* dms do not consume food */ 2521 /* dms do not consume food */
2590 if (!QUERY_FLAG (op, FLAG_WIZ)) 2522 if (!QUERY_FLAG (op, FLAG_WIZ))
2591 op->stats.food--; 2523 op->stats.food--;
2592 } 2524 }
2593 2525
2594 if (op->stats.food < 0 && op->stats.hp >= 0) 2526 if (op->stats.food < 0 && op->stats.hp >= 0)
2595 { 2527 {
2596 object *tmp, *flesh = 0; 2528 object *flesh = 0;
2597 2529
2598 for (tmp = op->inv; tmp; tmp = tmp->below) 2530 for_inv_removable (op, tmp)
2599 { 2531 {
2600 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2532 if (QUERY_FLAG (tmp, FLAG_UNPAID))
2533 continue;
2534
2535 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2601 { 2536 {
2602 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2537 op->statusmsg ("You blindly grab for a bite of food. "
2603 { 2538 "H<To prevent you from starving, you ate some random item from your backpack.>");
2604 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2605 manual_apply (op, tmp, 0); 2539 manual_apply (op, tmp, 0);
2540
2606 if (op->stats.food >= 0 || op->stats.hp < 0) 2541 if (op->stats.food >= 0 || op->stats.hp < 0)
2607 break; 2542 break;
2608 } 2543 }
2609 else if (tmp->type == FLESH) 2544 else if (tmp->type == FLESH)
2610 flesh = tmp; 2545 flesh = tmp;
2611 } /* End if paid for object */ 2546 }
2612 } /* end of for loop */
2613 2547
2614 /* If player is still starving, it means they don't have any food, so 2548 /* If player is still starving, it means they don't have any food, so
2615 * eat flesh instead. 2549 * eat flesh instead.
2616 */ 2550 */
2617 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2551 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2618 { 2552 {
2619 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2553 op->statusmsg ("You blindly grab for a bite of food. "
2554 "H<To prevent you from starving, you ate some random item from your backpack.>");
2620 manual_apply (op, flesh, 0); 2555 manual_apply (op, flesh, 0);
2621 } 2556 }
2557
2558 // If player is still starving, alert him!
2559 if (op->stats.food < 0)
2560 op->failmsg ("You are starving! "
2561 "H<Eat some food to increase your food and prevent you from an untimely death.>");
2562 }
2563
2564 if (op->stats.food < 0)
2622 } 2565 {
2623 2566 op->stats.hp += op->stats.food;
2624 while (op->stats.food < 0 && op->stats.hp >= 0) 2567 op->stats.food = 0;
2625 op->stats.food++, op->stats.hp--; 2568 }
2626 2569
2627 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2570 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2628 kill_player (op); 2571 kill_player (op);
2629 } 2572 }
2630} 2573}
2635 * file. 2578 * file.
2636 */ 2579 */
2637void 2580void
2638kill_player (object *op) 2581kill_player (object *op)
2639{ 2582{
2583 int x, y;
2640 char buf[MAX_BUF]; 2584 char buf[MAX_BUF];
2641 int x, y;
2642
2643 //int i;
2644 maptile *map; /* this is for resurrection */ 2585 maptile *map; /* this is for resurrection */
2645
2646 /* int z;
2647 int num_stats_lose;
2648 int lost_a_stat;
2649 int lose_this_stat;
2650 int this_stat; */
2651 int will_kill_again; 2586 int will_kill_again;
2652 archetype *at; 2587 archetype *at;
2653 object *tmp; 2588 object *tmp;
2654 2589
2655 if (save_life (op)) 2590 if (save_life (op))
2656 return; 2591 return;
2657
2658 2592
2659 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2593 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2660 * in cities ONLY!!! It is very important that this doesn't get abused. 2594 * in cities ONLY!!! It is very important that this doesn't get abused.
2661 * Look at op_on_battleground() for more info --AndreasV 2595 * Look at op_on_battleground() for more info --AndreasV
2662 */ 2596 */
2678 { 2612 {
2679 tmp->destroy (); 2613 tmp->destroy ();
2680 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2614 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2681 } 2615 }
2682 2616
2683 cure_disease (op, 0); /* remove any disease */ 2617 cure_disease (op, 0, 0); /* remove any disease */
2684 op->stats.hp = op->stats.maxhp; 2618 op->stats.hp = op->stats.maxhp;
2685 if (op->stats.food <= 0) 2619 if (op->stats.food <= 0)
2686 op->stats.food = 999; 2620 op->stats.food = 999;
2687 2621
2688 /* create a bodypart-trophy to make the winner happy */ 2622 /* create a bodypart-trophy to make the winner happy */
2689 if (object *tmp = arch_to_object (archetype::find ("finger"))) 2623 if (object *tmp = arch_to_object (archetype::find ("finger")))
2690 { 2624 {
2691 sprintf (buf, "%s's finger", &op->name); 2625 tmp->name = format ("%s's finger" , &op->name);
2692 tmp->name = buf; 2626 tmp->name_pl = format ("%s's fingers", &op->name);
2693 sprintf (buf, " This finger has been cut off %s\n"
2694 " the %s, when he was defeated at\n level %d by %s.\n",
2695 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2696 tmp->msg = buf; 2627 tmp->msg = format (
2628 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
2629 &op->name, op->contr->title,
2630 (int)op->level,
2631 op->contr->killer_name ()
2632 );
2697 tmp->value = 0, tmp->type = 0; 2633 tmp->value = 0, tmp->type = 0;
2698 tmp->materialname = "organics"; 2634 tmp->materialname = "organics";
2699 tmp->insert_at (op, tmp); 2635 tmp->insert_at (op, tmp);
2700 } 2636 }
2701 2637
2709 2645
2710 command_kill_pets (op, 0); 2646 command_kill_pets (op, 0);
2711 2647
2712 if (op->stats.food < 0) 2648 if (op->stats.food < 0)
2713 { 2649 {
2714 sprintf (buf, "%s starved to death.", &op->name); 2650 op->contr->killer = archetype::get ("killer_starvation");
2715 strcpy (op->contr->killer, "starvation"); 2651 op->contr->killer->destroy ();
2716 } 2652 }
2717 else
2718 sprintf (buf, "%s died.", &op->name);
2719 2653
2720 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2654 op->contr->play_sound (sound_find ("player_dies"));
2721 2655
2722 /* save the map location for corpse, gravestone */ 2656 /* save the map location for corpse, gravestone */
2723 x = op->x; 2657 x = op->x;
2724 y = op->y; 2658 y = op->y;
2725 map = op->map; 2659 map = op->map;
2832 lost_a_stat = 1; 2766 lost_a_stat = 1;
2833 } 2767 }
2834 } 2768 }
2835 } 2769 }
2836 } 2770 }
2771
2837 /* If no stat lost, tell the player. */ 2772 /* If no stat lost, tell the player. */
2838 if (!lost_a_stat) 2773 if (!lost_a_stat)
2839 { 2774 {
2840 /* determine_god() seems to not work sometimes... why is this? 2775 /* determine_god() seems to not work sometimes... why is this?
2841 Should I be using something else? GD */ 2776 Should I be using something else? GD */
2845 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god); 2780 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
2846 else 2781 else
2847 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2782 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
2848 } 2783 }
2849#else 2784#else
2850 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2785 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you from losing yourself completely.");
2851#endif 2786#endif
2852 2787
2853 /* Put a gravestone up where the character 'almost' died. List the 2788 /* Put a gravestone up where the character 'almost' died. List the
2854 * exp loss on the stone. 2789 * exp loss on the stone.
2855 */ 2790 */
2856 tmp = arch_to_object (archetype::find ("gravestone")); 2791 tmp = arch_to_object (archetype::find ("gravestone"));
2857 sprintf (buf, "%s's gravestone", &op->name); 2792 tmp->name = format ("%s's gravestone", &op->name);
2858 tmp->name = buf; 2793 tmp->name_pl = format ("%s's gravestones", &op->name);
2859 sprintf (buf, "%s's gravestones", &op->name);
2860 tmp->name_pl = buf;
2861 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); 2794 tmp->msg = format ("RIP\nHere rests the hero %s the %s,\nwho was killed\nby %s.\n", &op->name, op->contr->title, op->contr->killer_name ());
2862 tmp->msg = buf;
2863 tmp->x = op->x, tmp->y = op->y; 2795 tmp->x = op->x, tmp->y = op->y;
2864 insert_ob_in_map (tmp, op->map, NULL, 0); 2796 insert_ob_in_map (tmp, op->map, NULL, 0);
2865 2797
2866 /**************************************/ 2798 /**************************************/
2867 /* */ 2799 /* */
2888 { 2820 {
2889 tmp->destroy (); 2821 tmp->destroy ();
2890 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2822 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2891 } 2823 }
2892 2824
2893 cure_disease (op, 0); /* remove any disease */ 2825 cure_disease (op, 0, 0); /* remove any disease */
2826
2827 // remove all spell effects that are active
2828 // to avoid long-term effects such as word-of-recall
2829 for (object *item = op->inv; item; )
2830 {
2831 object *next = item->below;
2832
2833 if (item->type == SPELL_EFFECT && item->active)
2834 item->destroy ();
2835
2836 item = next;
2837 }
2894 2838
2895 /*add_exp(op, (op->stats.exp * -0.20)); */ 2839 /*add_exp(op, (op->stats.exp * -0.20)); */
2896 apply_death_exp_penalty (op); 2840 apply_death_exp_penalty (op);
2841
2897 if (op->stats.food < 100) 2842 if (op->stats.food < 100)
2898 op->stats.food = 900; 2843 op->stats.food = 900;
2844
2899 op->stats.hp = op->stats.maxhp; 2845 op->stats.hp = op->stats.maxhp;
2900 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2846 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2901 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2847 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2902 2848
2903 /* 2849 /*
2904 * Check to see if the player has any unpaid items. If so, remove them 2850 * Check to see if the player has any unpaid items. If so, remove them
2905 * and put them back in the map. 2851 * and put them back in the map.
2906 */ 2852 */
2907 remove_unpaid_objects (op->inv, op); 2853 op->drop_unpaid_items ();
2908 2854
2909 /****************************************/ 2855 /****************************************/
2910 /* */ 2856 /* */
2911 /* Move player to his current respawn- */ 2857 /* Move player to his current respawn- */
2912 /* position (usually last savebed) */ 2858 /* position (usually last savebed) */
2932 object *force; 2878 object *force;
2933 int at; 2879 int at;
2934 2880
2935 force = get_archetype (FORCE_NAME); 2881 force = get_archetype (FORCE_NAME);
2936 /* 50 ticks should be enough time for the spell to abate */ 2882 /* 50 ticks should be enough time for the spell to abate */
2937 force->speed = 0.1; 2883 force->speed = 0.1f;
2938 force->speed_left = -5.0; 2884 force->speed_left = -5.f;
2939 SET_FLAG (force, FLAG_APPLIED); 2885 SET_FLAG (force, FLAG_APPLIED);
2940 for (at = 0; at < NROFATTACKS; at++) 2886 for (at = 0; at < NROFATTACKS; at++)
2941 if (will_kill_again & (1 << at)) 2887 if (will_kill_again & (1 << at))
2942 force->resist[at] = 100; 2888 force->resist[at] = 100;
2943 2889
2971 2917
2972 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3)))) 2918 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
2973 { 2919 {
2974 if (tmp->nrof > 1) 2920 if (tmp->nrof > 1)
2975 { 2921 {
2976 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2922 tmp->decrease (rndm (1, tmp->nrof - 1));
2977 tmp2->destroy ();
2978 insert_ob_in_map (tmp, op->map, NULL, 0); 2923 insert_ob_in_map (tmp, op->map, NULL, 0);
2979 } 2924 }
2980 else 2925 else
2981 tmp->destroy (); 2926 tmp->destroy ();
2982 } 2927 }
2993void 2938void
2994fix_weight (void) 2939fix_weight (void)
2995{ 2940{
2996 for_all_players (pl) 2941 for_all_players (pl)
2997 { 2942 {
2998 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2943 sint32 old = pl->ob->carrying;
2999 2944
3000 if (old == sum) 2945 pl->ob->update_weight ();
3001 continue; 2946
2947 if (old != pl->ob->carrying)
2948 {
3002 pl->ob->update_stats (); 2949 pl->ob->update_stats ();
3003 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 2950 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, (int)old, (int)pl->ob->carrying);
2951 }
3004 } 2952 }
3005} 2953}
3006 2954
3007void 2955void
3008fix_luck (void) 2956fix_luck (void)
3052void 3000void
3053make_visible (object *op) 3001make_visible (object *op)
3054{ 3002{
3055 op->hide = 0; 3003 op->hide = 0;
3056 op->invisible = 0; 3004 op->invisible = 0;
3005
3057 if (op->type == PLAYER) 3006 if (op->type == PLAYER)
3058 { 3007 {
3059 op->contr->tmp_invis = 0; 3008 op->contr->tmp_invis = 0;
3060 op->contr->invis_race = 0; 3009 op->contr->invis_race = 0;
3061 } 3010 }
3064} 3013}
3065 3014
3066int 3015int
3067is_true_undead (object *op) 3016is_true_undead (object *op)
3068{ 3017{
3069 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3018 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3070 return 1; 3019 return 1;
3071 3020
3072 return 0; 3021 return 0;
3073} 3022}
3074 3023
3075/* look at the surrounding terrain to determine 3024/* look at the surrounding terrain to determine
3076 * the hideability of this object. Positive levels 3025 * the hideability of this object. Positive levels
3077 * indicate greater hideability. 3026 * indicate greater hideability.
3078 */ 3027 */
3079
3080int 3028int
3081hideability (object *ob) 3029hideability (object *ob)
3082{ 3030{
3083 int i, level = 0, mflag; 3031 int i, level = 0, mflag;
3084 sint16 x, y; 3032 sint16 x, y;
3094 * as bad as carrying a light on a pitch dark map */ 3042 * as bad as carrying a light on a pitch dark map */
3095 if (has_carried_lights (ob)) 3043 if (has_carried_lights (ob))
3096 level = -(10 + (2 * ob->map->darkness)); 3044 level = -(10 + (2 * ob->map->darkness));
3097 3045
3098 /* scan through all nearby squares for terrain to hide in */ 3046 /* scan through all nearby squares for terrain to hide in */
3099 for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i]) 3047 for (i = 0, x = ob->x, y = ob->y;
3048 i <= SIZEOFFREE1;
3049 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3100 { 3050 {
3101 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); 3051 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3102 if (mflag & P_OUT_OF_MAP) 3052 if (mflag & P_OUT_OF_MAP)
3103 {
3104 continue; 3053 continue;
3105 } 3054
3106 if (mflag & P_BLOCKSVIEW) /* something to hide near! */ 3055 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3107 level += 2; 3056 level += 2;
3108 else /* open terrain! */ 3057 else /* open terrain! */
3109 level -= 1; 3058 level -= 1;
3110 } 3059 }
3118/* For Hidden creatures - a chance of becoming 'unhidden' 3067/* For Hidden creatures - a chance of becoming 'unhidden'
3119 * every time they move - as we subtract off 'invisibility' 3068 * every time they move - as we subtract off 'invisibility'
3120 * AND, for players, if they move into a ridiculously unhideable 3069 * AND, for players, if they move into a ridiculously unhideable
3121 * spot (surrounded by clear terrain in broad daylight). -b.t. 3070 * spot (surrounded by clear terrain in broad daylight). -b.t.
3122 */ 3071 */
3123
3124void 3072void
3125do_hidden_move (object *op) 3073do_hidden_move (object *op)
3126{ 3074{
3127 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 3075 int hide = 0;
3128 object *skop;
3129 3076
3130 if (!op || !op->map) 3077 if (!op || !op->map)
3131 return; 3078 return;
3132 3079
3133 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3080 object *skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3081 int num = random_roll (0, 19, op, PREFER_LOW);
3134 3082
3135 /* its *extremely* hard to run and sneak/hide at the same time! */ 3083 /* its *extremely* hard to run and sneak/hide at the same time! */
3136 if (op->type == PLAYER && op->contr->run_on) 3084 if (op->type == PLAYER && op->contr->run_on)
3137 if (!skop || num >= skop->level) 3085 if (!skop || num >= skop->level)
3138 { 3086 {
3148 num -= hide; 3096 num -= hide;
3149 3097
3150 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3098 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3151 { 3099 {
3152 make_visible (op); 3100 make_visible (op);
3101
3153 if (op->type == PLAYER) 3102 if (op->type == PLAYER)
3154 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 3103 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3155 } 3104 }
3156 else if (op->type == PLAYER && skop) 3105 else if (op->type == PLAYER && skop)
3157 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 3106 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3210 * object op. This function works fine for monsters, 3159 * object op. This function works fine for monsters,
3211 * but we dont worry if the object isnt the top one in 3160 * but we dont worry if the object isnt the top one in
3212 * a pile (say a coin under a table would return "viewable" 3161 * a pile (say a coin under a table would return "viewable"
3213 * by this routine). Another question, should we be 3162 * by this routine). Another question, should we be
3214 * concerned with the direction the player is looking 3163 * concerned with the direction the player is looking
3215 * in? Realistically, most of use cant see stuff behind 3164 * in? Realistically, most of us can't see stuff behind
3216 * our backs...on the other hand, does the "facing" direction 3165 * our backs...on the other hand, does the "facing" direction
3217 * imply the way your head, or body is facing? Its possible 3166 * imply the way your head, or body is facing? It's possible
3218 * for them to differ. Sigh, this fctn could get a bit more complex. 3167 * for them to differ. Sigh, this fctn could get a bit more complex.
3219 * -b.t. 3168 * -b.t.
3220 * This function is now map tiling safe. 3169 * This function is now map tiling safe.
3221 */ 3170 */
3222
3223int 3171int
3224player_can_view (object *pl, object *op) 3172player_can_view (object *pl, object *op)
3225{ 3173{
3226 rv_vector rv; 3174 rv_vector rv;
3227 int dx, dy; 3175 int dx, dy;
3239 3187
3240 get_rangevector (pl, op, &rv, 0x1); 3188 get_rangevector (pl, op, &rv, 0x1);
3241 3189
3242 /* starting with the 'head' part, lets loop 3190 /* starting with the 'head' part, lets loop
3243 * through the object and find if it has any 3191 * through the object and find if it has any
3244 * part that is in the los array but isnt on 3192 * part that is in the los array but isn't on
3245 * a blocked los square. 3193 * a blocked los square.
3246 * we use the archetype to figure out offsets. 3194 * we use the archetype to figure out offsets.
3247 */ 3195 */
3248 while (op) 3196 while (op)
3249 { 3197 {
3250 dx = rv.distance_x + op->arch->clone.x; 3198 dx = rv.distance_x + op->arch->x;
3251 dy = rv.distance_y + op->arch->clone.y; 3199 dy = rv.distance_y + op->arch->y;
3252 3200
3253 /* only the viewable area the player sees is updated by LOS 3201 /* only the viewable area the player sees is updated by LOS
3254 * code, so we need to restrict ourselves to that range of values 3202 * code, so we need to restrict ourselves to that range of values
3255 * for any meaningful values. 3203 * for any meaningful values.
3256 */ 3204 */
3257 if (FABS (dx) <= (pl->contr->ns->mapx / 2) && 3205 if (abs (dx) <= (pl->contr->ns->mapx / 2) &&
3258 FABS (dy) <= (pl->contr->ns->mapy / 2) && 3206 abs (dy) <= (pl->contr->ns->mapy / 2) &&
3259 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)]) 3207 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3260 return 1; 3208 return 1;
3209
3261 op = op->more; 3210 op = op->more;
3262 } 3211 }
3212
3263 return 0; 3213 return 0;
3264} 3214}
3265 3215
3266/* routine for both players and monsters. We call this when 3216/* routine for both players and monsters. We call this when
3267 * there is a possibility for our action distrubing our hiding 3217 * there is a possibility for our action distrubing our hiding
3270 * return 0. 3220 * return 0.
3271 */ 3221 */
3272int 3222int
3273action_makes_visible (object *op) 3223action_makes_visible (object *op)
3274{ 3224{
3275
3276 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) 3225 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3277 { 3226 {
3278 if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) 3227 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3279 return 0; 3228 return 0;
3280 3229
3286 { 3235 {
3287 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible"); 3236 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3288 return 1; 3237 return 1;
3289 } 3238 }
3290 } 3239 }
3240
3291 return 0; 3241 return 0;
3292} 3242}
3293 3243
3294/* op_on_battleground - checks if the given object op (usually 3244/* op_on_battleground - checks if the given object op (usually
3295 * a player) is standing on a valid battleground-tile, 3245 * a player) is standing on a valid battleground-tile,
3300 * Default is to do the same as before, so only people wanting to have different points need worry about this 3250 * Default is to do the same as before, so only people wanting to have different points need worry about this
3301 */ 3251 */
3302int 3252int
3303op_on_battleground (object *op, int *x, int *y) 3253op_on_battleground (object *op, int *x, int *y)
3304{ 3254{
3305 object *tmp;
3306
3307 /* A battleground-tile needs the following attributes to be valid: 3255 /* A battleground-tile needs the following attributes to be valid:
3308 * is_floor 1 (has to be the FIRST floor beneath the player's feet), 3256 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3309 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3257 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3310 * and the exit-coordinates sp/hp must both be > 0. 3258 * and the exit-coordinates sp/hp must both be > 0.
3311 * => The intention here is to prevent abuse of the battleground- 3259 * => The intention here is to prevent abuse of the battleground-
3312 * feature (like pickable or hidden battleground tiles). */ 3260 * feature (like pickable or hidden battleground tiles). */
3313 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3261 for (object *tmp = op->below; tmp; tmp = tmp->below)
3314 { 3262 {
3315 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3263 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3316 { 3264 {
3317 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3265 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3318 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp)) 3266 && tmp->type == BATTLEGROUND
3267 && tmp->name == shstr_battleground
3268 && EXIT_X (tmp) && EXIT_Y (tmp))
3319 { 3269 {
3320 /*before we assign the exit, check if this is a teambattle */ 3270 /* before we assign the exit, check if this is a teambattle */
3321 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) 3271 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3322 { 3272 {
3323 object *invtmp;
3324
3325 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below) 3273 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3326 { 3274 {
3327 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying)) 3275 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3328 { 3276 {
3329 if (x != NULL && y != NULL) 3277 if (x && y)
3330 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3278 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3279
3331 return 1; 3280 return 1;
3332 } 3281 }
3333 } 3282 }
3334 } 3283 }
3284
3335 if (x != NULL && y != NULL) 3285 if (x && y)
3336 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3286 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3287
3337 return 1; 3288 return 1;
3338 } 3289 }
3339 } 3290 }
3340 } 3291 }
3292
3341 /* If we got here, did not find a battleground */ 3293 /* If we got here, did not find a battleground */
3342 return 0; 3294 return 0;
3343} 3295}
3344 3296
3345/* 3297/*
3361 char buf[MAX_BUF]; /* tmp. string buffer */ 3313 char buf[MAX_BUF]; /* tmp. string buffer */
3362 int i = 0, j = 0; 3314 int i = 0, j = 0;
3363 3315
3364 /* get the appropriate treasurelist */ 3316 /* get the appropriate treasurelist */
3365 if (atnr == ATNR_FIRE) 3317 if (atnr == ATNR_FIRE)
3366 trlist = treasurelist::find ("dragon_ability_fire"); 3318 trlist = treasurelist::find (shstr_dragon_ability_fire);
3367 else if (atnr == ATNR_COLD) 3319 else if (atnr == ATNR_COLD)
3368 trlist = treasurelist::find ("dragon_ability_cold"); 3320 trlist = treasurelist::find (shstr_dragon_ability_cold);
3369 else if (atnr == ATNR_ELECTRICITY) 3321 else if (atnr == ATNR_ELECTRICITY)
3370 trlist = treasurelist::find ("dragon_ability_elec"); 3322 trlist = treasurelist::find (shstr_dragon_ability_elec);
3371 else if (atnr == ATNR_POISON) 3323 else if (atnr == ATNR_POISON)
3372 trlist = treasurelist::find ("dragon_ability_poison"); 3324 trlist = treasurelist::find (shstr_dragon_ability_poison);
3373 3325
3374 if (trlist == NULL || who->type != PLAYER) 3326 if (trlist == NULL || who->type != PLAYER)
3375 return; 3327 return;
3376 3328
3377 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3329 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3381 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3333 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3382 return; 3334 return;
3383 } 3335 }
3384 3336
3385 /* everything seems okay - now bring on the gift: */ 3337 /* everything seems okay - now bring on the gift: */
3386 item = &(tr->item->clone); 3338 item = tr->item;
3387 3339
3388 if (item->type == SPELL) 3340 if (item->type == SPELL)
3389 { 3341 {
3390 if (check_spell_known (who, item->name)) 3342 if (check_spell_known (who, item->name))
3391 return; 3343 return;
3450 { 3402 {
3451 /* forces in the treasurelist can alter the player's stats */ 3403 /* forces in the treasurelist can alter the player's stats */
3452 object *skin; 3404 object *skin;
3453 3405
3454 /* first get the dragon skin force */ 3406 /* first get the dragon skin force */
3455 shstr_cmp dragon_skin_force ("dragon_skin_force");
3456 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below) 3407 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3457 ; 3408 ;
3458 3409
3459 if (!skin) 3410 if (!skin)
3460 return; 3411 return;
3461 3412
3496 else 3447 else
3497 { 3448 {
3498 /* generate misc. treasure */ 3449 /* generate misc. treasure */
3499 tmp = arch_to_object (tr->item); 3450 tmp = arch_to_object (tr->item);
3500 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp)); 3451 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3501 tmp = insert_ob_in_ob (tmp, who); 3452 who->insert (tmp);
3502 if (who->type == PLAYER)
3503 esrv_send_item (who, tmp);
3504 } 3453 }
3505} 3454}
3506 3455
3507/** 3456/**
3508 * Unready an object for a player. This function does nothing if the object was 3457 * Unready an object for a player. This function does nothing if the object was
3537 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy)) 3486 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3538 return 0; 3487 return 0;
3539 3488
3540 return 100 - blocked_los [x][y]; 3489 return 100 - blocked_los [x][y];
3541} 3490}
3491
3492void
3493player::infobox (const char *title, const char *msg, int color)
3494{
3495 send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3496}
3497
3498void
3499player::statusmsg (const char *msg, int color)
3500{
3501 send_msg (color | NDI_REPLY, INFO_CHANNEL, msg);
3502}
3503
3504void
3505player::failmsg (const char *msg, int color)
3506{
3507 play_sound (sound_find ("generic_failure"));
3508 statusmsg (msg, color);
3509}
3510

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