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Comparing deliantra/server/server/player.C (file contents):
Revision 1.54 by root, Fri Dec 22 16:34:00 2006 UTC vs.
Revision 1.202 by root, Fri Aug 29 02:07:09 2008 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
8 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
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 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,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 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
18 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
20 21 * The authors can be reached via e-mail to <support@deliantra.net>
21 The author can be reached via e-mail to <crossfire@schmorp.de>
22*/ 22 */
23 23
24#include <global.h> 24#include <global.h>
25#include <pwd.h>
26#include <sproto.h> 25#include <sproto.h>
27#include <sounds.h> 26#include <sounds.h>
28#include <living.h> 27#include <living.h>
29#include <object.h> 28#include <object.h>
30#include <spells.h> 29#include <spells.h>
31#include <skills.h> 30#include <skills.h>
32 31
33#include <algorithm> 32#include <algorithm>
34#include <functional> 33#include <functional>
35 34
36player * 35playervec players;
37find_player (const char *plname)
38{
39 player *pl;
40
41 for (pl = first_player; pl; pl = pl->next)
42 if (pl->ob && !strcmp (query_name (pl->ob), plname))
43 return pl;
44
45 return 0;
46}
47 36
48void 37void
49display_motd (const object *op) 38display_motd (const object *op)
50{ 39{
51 char buf[MAX_BUF]; 40 char buf[MAX_BUF];
125 114
126 news[0] = '\0'; 115 news[0] = '\0';
127 subject[0] = '\0'; 116 subject[0] = '\0';
128 size = 0; 117 size = 0;
129 118
130 while (fgets (buf, MAX_BUF, fp) != NULL) 119 while (fgets (buf, MAX_BUF, fp))
131 { 120 {
132 if (*buf == '#') 121 if (*buf == '#')
133 continue; 122 continue;
134 123
135 if (*buf == '%') 124 if (*buf == '%')
136 { /* send one news */ 125 { /* send one news */
137 if (size > 0) 126 if (size > 0)
138 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */ 127 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
128 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS,
129 "INFORMATION: %s\n%s", (char *)"%s\n%s",
130 subject, news); /*send previously read news */
131
139 strcpy (subject, buf + 1); 132 strcpy (subject, buf + 1);
140 strip_endline (subject); 133 strip_endline (subject);
141 size = 0; 134 size = 0;
142 news[0] = '\0'; 135 news[0] = '\0';
143 } 136 }
152 size += strlen (buf); 145 size += strlen (buf);
153 } 146 }
154 } 147 }
155 148
156 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, 149 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
157 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news); 150 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news);
158 close_and_delete (fp, comp); 151 close_and_delete (fp, comp);
159} 152}
160 153
161/* This loads the first map an puts the player on it. */ 154/* This loads the first map an puts the player on it. */
162static void 155static void
163set_first_map (object *op) 156set_first_map (object *op)
164{ 157{
165 strcpy (op->contr->maplevel, first_map_path); 158 op->contr->maplevel = first_map_path;
166 op->x = -1; 159 op->x = -1;
167 op->y = -1; 160 op->y = -1;
168 enter_exit (op, 0);
169} 161}
170 162
163void
164player::activate ()
165{
166 if (active)
167 return;
168
169 players.insert (this);
170 ob->remove ();
171 ob->map = 0;
172 ob->activate_recursive ();
173 CLEAR_FLAG (ob, FLAG_FRIENDLY);
174 add_friendly_object (ob);
175}
176
177void
178player::deactivate ()
179{
180 if (!active)
181 return;
182
183 terminate_all_pets (ob);
184 remove_friendly_object (ob);
185 ob->deactivate_recursive ();
186
187 if (ob->map)
188 maplevel = ob->map->path;
189
190 ob->remove ();
191 ob->enemy = 0; // sometimes keeps an extra refcount on itself
192 ob->map = 0;
193 party = 0;
194
195 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
196
197 players.erase (this);
198}
199
200// connect the player with a specific client
201// also changes, rationalises, and fixes some incorrect settings
171void 202void
172player::connect (client *ns) 203player::connect (client *ns)
173{ 204{
174 this->ns = ns; 205 this->ns = ns;
175 ns->pl = this; 206 ns->pl = this;
176 207
177 next = first_player; 208 run_on = 0;
178 first_player = this; 209 fire_on = 0;
210 ob->close_container (); //TODO: client-specific
179 211
180 ns->update_look = 0; 212 ns->update_look = 0;
181 ns->look_position = 0; 213 ns->look_position = 0;
182 214
183 clear_los (ob); 215 clear_los (this);
184 216
217 ns->reset_stats ();
218
219 /* make sure he's a player -- needed because of class change. */
185 ob->type = PLAYER; // we are paranoid 220 ob->type = PLAYER; // we are paranoid
186 ob->race = ob->arch->clone.race; 221 ob->race = ob->arch->race;
222
223 ob->update_weight ();
224 link_player_skills (ob);
187 225
188 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); 226 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
189 ob->update_stats ();
190 update_ob_speed (ob);
191 227
192 ob->carrying = sum_weight (ob);
193 link_player_skills (ob);
194
195 if (!legal_range (ob, shoottype))
196 shoottype = range_none;
197
198 assign (title, ob->arch->clone.name); 228 assign (title, ob->arch->object::name);
199
200 /* can_use_shield is a new flag. However, the can_use.. seems to largely come
201 * from the class, and not race. I don't see any way to get the class information
202 * to then update this. I don't think this will actually break anything - anyone
203 * that can use armour should be able to use a shield. What this may 'break'
204 * are features new characters get, eg, if someone starts up with a Q, they
205 * should be able to use a shield. However, old Q's won't get that advantage.
206 */
207 if (QUERY_FLAG (ob, FLAG_USE_ARMOUR))
208 SET_FLAG (ob, FLAG_USE_SHIELD);
209 229
210 /* if it's a dragon player, set the correct title here */ 230 /* if it's a dragon player, set the correct title here */
211 if (is_dragon_pl (ob)) 231 if (is_dragon_pl (ob))
212 { 232 {
213 object *tmp, *abil = 0, *skin = 0; 233 object *tmp, *abil = 0, *skin = 0;
214 234
215 shstr_cmp dragon_ability_force ("dragon_ability_force");
216 shstr_cmp dragon_skin_force ("dragon_skin_force");
217
218 for (tmp = ob->inv; tmp; tmp = tmp->below) 235 for (tmp = ob->inv; tmp; tmp = tmp->below)
219 if (tmp->type == FORCE) 236 if (tmp->type == FORCE)
220 if (tmp->arch->name == dragon_ability_force) 237 if (tmp->arch->archname == shstr_dragon_ability_force)
221 abil = tmp; 238 abil = tmp;
222 else if (tmp->arch->name == dragon_skin_force) 239 else if (tmp->arch->archname == shstr_dragon_skin_force)
223 skin = tmp; 240 skin = tmp;
224 241
225 set_dragon_name (ob, abil, skin); 242 set_dragon_name (ob, abil, skin);
226 } 243 }
227 244
228 CLEAR_FLAG (ob, FLAG_FRIENDLY);
229 add_friendly_object (ob);
230
231 LOG (llevInfo, "LOGIN: Player named %s from ip %s\n", &ob->name, ns->host);
232
233 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 245 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
234 new_draw_info_format (NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, NULL, "%s has entered the game.", &ob->name); 246
247 esrv_new_player (this);
248
249 ob->update_stats ();
235 250
236 ns->floorbox_update (); 251 ns->floorbox_update ();
237
238 esrv_new_player (this, ob->weight + ob->carrying);
239 esrv_send_inventory (ob, ob); 252 esrv_send_inventory (ob, ob);
240 esrv_add_spells (this, 0); 253 esrv_add_spells (this, 0);
241 254
242 enter_exit (ob, 0); 255 activate ();
243 256
244// send_rules (ob);//TODO 257 send_rules (ob);
245// send_news (ob);//TODO 258 send_news (ob);
246// display_motd (ob);//TODO 259 display_motd (ob);
260
261 INVOKE_PLAYER (CONNECT, this);
247 INVOKE_PLAYER (LOGIN, this); 262 INVOKE_PLAYER (LOGIN, this);
263}
264
265void
266player::disconnect ()
267{
268 if (ob)
269 {
270 ob->close_container (); //TODO: client-specific
271 ob->drop_unpaid_items ();
272 }
273
274 if (ns)
275 {
276 if (active)
277 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
278
279 INVOKE_PLAYER (DISCONNECT, this);
280
281 ns->reset_stats ();
282 ns->pl = 0;
283 ns = 0;
284 }
285
286 observe = ob;
287
288 deactivate ();
248} 289}
249 290
250// the need for this function can be explained 291// the need for this function can be explained
251// by load_object not returning the object 292// by load_object not returning the object
252void 293void
253player::set_object (object *op) 294player::set_object (object *op)
254{ 295{
255 ob = op; 296 ob = observe = op;
256 ob->contr = this; /* this aren't yet in archetype */ 297 ob->contr = this; /* this aren't yet in archetype */
257 298
299 ob->speed = 1.0f;
258 ob->speed_left = 0.5; 300 ob->speed_left = 0.5f;
259 ob->speed = 1.0; 301
260 ob->direction = 5; /* So player faces south */ 302 ob->direction = 5; /* So player faces south */
261 ob->stats.wc = 2;
262 ob->run_away = 25; /* Then we panick... */
263 303
264 set_first_map (ob); 304 ob->flag [FLAG_READY_WEAPON] = false;
305 ob->flag [FLAG_READY_SKILL] = false;
306 ob->flag [FLAG_READY_BOW] = false;
265 307
266 ob->roll_stats (); 308 for (object *op = ob->inv; op; op = op->below)
309 if (op->flag [FLAG_APPLIED])
310 switch (op->type)
311 {
312 case SKILL:
313 ob->flag [FLAG_APPLIED] = false;
314 break;
315
316 case WAND:
317 case ROD:
318 case HORN:
319 case BOW:
320 ranged_ob = op;
321 break;
322
323 case WEAPON:
324 combat_ob = op;
325 break;
326 }
327
328 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
329 ob->deactivate (); // change_weapon activates, fix this better
330}
331
332void
333player::set_observe (object *op)
334{
335 observe = op ? op : ob;
336 do_los = 1;
267} 337}
268 338
269player::player () 339player::player ()
270{ 340{
271 /* There are some elements we want initialized to non zero value - 341 /* There are some elements we want initialised to non zero value -
272 * we deal with that below this point. 342 * we deal with that below this point.
273 */ 343 */
274 outputs_sync = 16; /* Every 2 seconds */ 344 outputs_sync = 4;
275 outputs_count = 8; /* Keeps present behaviour */ 345 outputs_count = 4;
276 unapply = unapply_nochoice; 346 unapply = unapply_nochoice;
277 347
278 assign (savebed_map, first_map_path); /* Init. respawn position */ 348 savebed_map = first_map_path; /* Init. respawn position */
279 349
280 gen_sp_armour = 10; 350 gen_sp_armour = 10;
281 last_speed = -1;
282 shoottype = range_none;
283 bowtype = bow_normal; 351 bowtype = bow_normal;
284 petmode = pet_normal; 352 petmode = pet_normal;
285 listening = 10;
286 usekeys = containers; 353 usekeys = containers;
287 last_weapon_sp = -1;
288 peaceful = 1; /* default peaceful */ 354 peaceful = 1; /* default peaceful */
289 do_los = 1; 355 do_los = 1;
290 356
291 /* we need to clear these to -1 and not zero - otherwise, 357 weapon_sp = 1.0f;
292 * if a player quits and starts a new character, we wont 358 weapon_sp_left = 0.5f;
293 * send new values to the client, as things like exp start 359}
294 * at zero.
295 */
296 for (int i = 0; i < NUM_SKILLS; i++)
297 last_skill_exp[i] = -1;
298 360
299 for (int i = 0; i < NROFATTACKS; i++) 361void
300 last_resist[i] = -1; 362player::do_destroy ()
363{
364 disconnect ();
301 365
302 last_stats.exp = -1; 366 attachable::do_destroy ();
303 last_weight = (uint32) - 1; 367
368 if (ob)
369 {
370 ob->destroy_inv (false);
371 ob->destroy ();
372 }
373
374 ob = observe = 0;
304} 375}
305 376
306player::~player () 377player::~player ()
307{ 378{
308 terminate_all_pets (ob);
309
310 if (first_player != this)
311 {
312 player *prev = first_player;
313
314 while (prev && prev->next && prev->next != this)
315 prev = prev->next;
316
317 if (prev->next != this)
318 {
319 LOG (llevError, "Free_player: Can't find previous player.\n");
320 abort ();
321 }
322
323 prev->next = next;
324 }
325 else
326 first_player = next;
327
328 if (ob)
329 {
330 ob->contr = 0;
331 ob->destroy (1);
332 }
333
334 if (ns)
335 {
336 ns->send_packet ("goodbye");
337 ns->flush ();
338 ns->pl = 0;
339 ns->destroy ();
340 }
341
342 /* Clear item stack */ 379 /* Clear item stack */
343 free (stack_items); 380 free (stack_items);
344} 381}
345 382
346/* Tries to add player on the connection passed in ns. 383/* Tries to add player on the connection passed in ns.
351player::create () 388player::create ()
352{ 389{
353 player *pl = new player; 390 player *pl = new player;
354 391
355 pl->set_object (arch_to_object (get_player_archetype (0))); 392 pl->set_object (arch_to_object (get_player_archetype (0)));
393
394 pl->ob->roll_stats ();
395 pl->ob->stats.wc = 2;
396 pl->ob->run_away = 25; /* Then we panick... */
397
398 set_first_map (pl->ob);
356 399
357 return pl; 400 return pl;
358} 401}
359 402
360/* 403/*
363 * Note: there MUST be at least one player archetype! 406 * Note: there MUST be at least one player archetype!
364 */ 407 */
365archetype * 408archetype *
366get_player_archetype (archetype *at) 409get_player_archetype (archetype *at)
367{ 410{
368 archetype *start = at; 411 // archetypes could have been reloaded
412 archetype *nat = at ? archetype::find (at->archname) : archetypes [0];
413
414 if (!nat)
415 return at;
416
417 archvec::iterator i = archetypes.find (nat);
369 418
370 for (;;) 419 for (;;)
371 { 420 {
372 if (at == NULL || at->next == NULL) 421 if (++i == archetypes.end ())
373 at = first_archetype; 422 i = archetypes.begin ();
374 else 423 else if (*i == at)
375 at = at->next; 424 cleanup ("not a single player archetype found");
376 425
377 if (at->clone.type == PLAYER) 426 if ((*i)->type == PLAYER)
378 return at; 427 return *i;
379
380 if (at == start)
381 {
382 LOG (llevError, "No Player archetypes\n");
383 exit (-1);
384 }
385 } 428 }
386} 429}
387 430
388object * 431object *
389get_nearest_player (object *mon) 432get_nearest_player (object *mon)
390{ 433{
391 object *op = NULL; 434 object *op = NULL;
392 player *pl = NULL;
393 objectlink *ol; 435 objectlink *ol;
394 unsigned lastdist; 436 unsigned lastdist;
395 rv_vector rv; 437 rv_vector rv;
396 438
397 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 439 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
398 { 440 {
399 /* We should not find free objects on this friendly list, but it
400 * does periodically happen. Given that, lets deal with it.
401 * While unlikely, it is possible the next object on the friendly
402 * list is also free, so encapsulate this in a while loop.
403 */
404 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
405 {
406 object *tmp = ol->ob;
407
408 /* Can't do much more other than log the fact, because the object
409 * itself will have been cleared.
410 */
411 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n");
412 ol = ol->next;
413 remove_friendly_object (tmp);
414 if (!ol)
415 return op;
416 }
417
418 /* Remove special check for player from this. First, it looks to cause
419 * some crashes (ol->ob->contr not set properly?), but secondly, a more
420 * complicated method of state checking would be needed in any case -
421 * as it was, a clever player could type quit, and the function would
422 * skip them over while waiting for confirmation. Remove
423 * on_same_map check, as can_detect_enemy also does this
424 */
425 if (!can_detect_enemy (mon, ol->ob, &rv)) 441 if (!can_detect_enemy (mon, ol->ob, &rv))
426 continue; 442 continue;
427 443
428 if (lastdist > rv.distance) 444 if (lastdist > rv.distance)
429 { 445 {
430 op = ol->ob; 446 op = ol->ob;
431 lastdist = rv.distance; 447 lastdist = rv.distance;
432 } 448 }
433 } 449 }
434 for (pl = first_player; pl != NULL; pl = pl->next) 450
435 { 451 for_all_players (pl)
436 if (can_detect_enemy (mon, pl->ob, &rv)) 452 if (can_detect_enemy (mon, pl->ob, &rv))
437 {
438
439 if (lastdist > rv.distance) 453 if (lastdist > rv.distance)
440 { 454 {
441 op = pl->ob; 455 op = pl->ob;
442 lastdist = rv.distance; 456 lastdist = rv.distance;
443 } 457 }
444 } 458
445 }
446#if 0 459#if 0
447 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)"); 460 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
448#endif 461#endif
449 return op; 462 return op;
450} 463}
508 x = mon->x; 521 x = mon->x;
509 y = mon->y; 522 y = mon->y;
510 m = mon->map; 523 m = mon->map;
511 dir = rv.direction; 524 dir = rv.direction;
512 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 525 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
513 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 526 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
527
514 /* If we can't solve it within the search distance, return now. */ 528 /* If we can't solve it within the search distance, return now. */
515 if (diff > max) 529 if (diff > max)
516 return 0; 530 return 0;
531
517 while (diff > 1 && max > 0) 532 while (diff > 1 && max > 0)
518 { 533 {
519 lastx = x; 534 lastx = x;
520 lasty = y; 535 lasty = y;
521 lastmap = m; 536 lastmap = m;
603 max--; 618 max--;
604 lastdir = dir; 619 lastdir = dir;
605 if (!firstdir) 620 if (!firstdir)
606 firstdir = dir; 621 firstdir = dir;
607 } 622 }
623
608 if (diff <= 1) 624 if (diff <= 1)
609 { 625 {
610 /* Recalculate diff (distance) because we may not have actually 626 /* Recalculate diff (distance) because we may not have actually
611 * headed toward player for entire distance. 627 * headed toward player for entire distance.
612 */ 628 */
613 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 629 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
614 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 630 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
615 } 631 }
632
616 if (diff > max) 633 if (diff > max)
617 return 0; 634 return 0;
618 } 635 }
636
619 /* If we reached the max, didn't find a direction in time */ 637 /* If we reached the max, didn't find a direction in time */
620 if (!max) 638 if (!max)
621 return 0; 639 return 0;
622 640
623 return firstdir; 641 return firstdir;
624} 642}
625 643
626void 644void
627give_initial_items (object *pl, treasurelist * items) 645give_initial_items (object *pl, treasurelist *items)
628{ 646{
629 object *op, *next = NULL;
630
631 if (pl->randomitems != NULL) 647 if (pl->randomitems)
632 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); 648 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
633 649
634 for (op = pl->inv; op; op = next) 650 for (object *next, *op = pl->inv; op; op = next)
635 { 651 {
636 next = op->below; 652 next = op->below;
637 653
638 /* Forces get applied per default, unless they have the 654 /* Forces get applied per default, unless they have the
639 * flag "neutral" set. Sorry but I can't think of a better way 655 * flag "neutral" set. Sorry but I can't think of a better way
644 /* we never give weapons/armour if these cannot be used 660 /* we never give weapons/armour if these cannot be used
645 * by this player due to race restrictions 661 * by this player due to race restrictions
646 */ 662 */
647 if (pl->type == PLAYER) 663 if (pl->type == PLAYER)
648 { 664 {
649 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) && 665 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR)
666 &&
650 (op->type == ARMOUR || op->type == BOOTS || 667 (op->type == ARMOUR || op->type == BOOTS
651 op->type == CLOAK || op->type == HELMET || 668 || op->type == CLOAK || op->type == HELMET
652 op->type == SHIELD || op->type == GLOVES || 669 || op->type == SHIELD || op->type == GLOVES
670 || op->type == BRACERS || op->type == GIRDLE))
653 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) 671 || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
654 { 672 {
655 op->destroy (); 673 op->destroy ();
656 continue; 674 continue;
657 } 675 }
658 } 676 }
681 if (op->nrof > 1) 699 if (op->nrof > 1)
682 op->nrof = 1; 700 op->nrof = 1;
683 } 701 }
684 702
685 if (op->type == SPELLBOOK && op->inv) 703 if (op->type == SPELLBOOK && op->inv)
686 {
687 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); 704 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
688 }
689 705
690 /* Give starting characters identified, uncursed, and undamned 706 /* Give starting characters identified, uncursed, and undamned
691 * items. Just don't identify gold or silver, or it won't be 707 * items. Just don't identify gold or silver, or it won't be
692 * merged properly. 708 * merged properly.
693 */ 709 */
694 if (need_identify (op)) 710 if (need_identify (op))
695 { 711 {
696 SET_FLAG (op, FLAG_IDENTIFIED); 712 SET_FLAG (op, FLAG_IDENTIFIED);
697 CLEAR_FLAG (op, FLAG_CURSED); 713 CLEAR_FLAG (op, FLAG_CURSED);
698 CLEAR_FLAG (op, FLAG_DAMNED); 714 CLEAR_FLAG (op, FLAG_DAMNED);
699 } 715 }
716
700 if (op->type == SPELL) 717 if (op->type == SPELL)
701 { 718 {
702 op->destroy (); 719 op->destroy ();
703 continue; 720 continue;
704 } 721 }
706 { 723 {
707 SET_FLAG (op, FLAG_CAN_USE_SKILL); 724 SET_FLAG (op, FLAG_CAN_USE_SKILL);
708 op->stats.exp = 0; 725 op->stats.exp = 0;
709 op->level = 1; 726 op->level = 1;
710 } 727 }
711 /* lock all 'normal items by default */ 728 else /* lock all 'normal items by default */
712 else
713 SET_FLAG (op, FLAG_INV_LOCKED); 729 SET_FLAG (op, FLAG_INV_LOCKED);
714 } /* for loop of objects in player inv */ 730 } /* for loop of objects in player inv */
715 731
716 /* Need to set up the skill pointers */ 732 /* Need to set up the skill pointers */
717 link_player_skills (pl); 733 link_player_skills (pl);
737roll_stat (void) 753roll_stat (void)
738{ 754{
739 int a[4], i, j, k; 755 int a[4], i, j, k;
740 756
741 for (i = 0; i < 4; i++) 757 for (i = 0; i < 4; i++)
742 a[i] = (int) RANDOM () % 6 + 1; 758 a[i] = (int) rndm (6) + 1;
743 759
744 for (i = 0, j = 0, k = 7; i < 4; i++) 760 for (i = 0, j = 0, k = 7; i < 4; i++)
745 if (a[i] < k) 761 if (a[i] < k)
746 k = a[i], j = i; 762 k = a[i], j = i;
747 763
753} 769}
754 770
755void 771void
756object::roll_stats () 772object::roll_stats ()
757{ 773{
758 int statsort [7]; 774 int statsort [NUM_STATS];
759 775
760 for (;;) 776 for (;;)
761 { 777 {
762 int sum = 0; 778 int sum = 0;
763 for (int i = 7; i--; ) 779 for (int i = NUM_STATS; i--; )
764 sum += statsort [i] = roll_stat (); 780 sum += statsort [i] = roll_stat ();
765 781
766 if (sum >= 82 && sum <= 116) 782 if (sum >= 82 && sum <= 116)
767 break; 783 break;
768 } 784 }
769 785
770 // Sort the stats so that rerolling is easier... 786 // Sort the stats so that rerolling is easier...
771 std::sort (statsort, statsort + 7, std::greater<int>()); 787 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
772 788
789 for (int i = 0; i < NUM_STATS; ++i)
773 stats.Str = statsort[0]; 790 stats.stat (i) = statsort [i];
774 stats.Dex = statsort[1];
775 stats.Con = statsort[2];
776 stats.Int = statsort[3];
777 stats.Wis = statsort[4];
778 stats.Pow = statsort[5];
779 stats.Cha = statsort[6];
780 791
781 stats.exp = 0; 792 stats.exp = 0;
782 stats.ac = 0; 793 stats.ac = 0;
783 794
784 stats.hp = stats.maxhp; 795 stats.hp = stats.maxhp;
796} 807}
797 808
798void 809void
799object::swap_stats (int a, int b) 810object::swap_stats (int a, int b)
800{ 811{
801 int tmp = get_attr_value (&contr->orig_stats, a); 812 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
802 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
803 set_attr_value (&contr->orig_stats, b, tmp);
804 813
814 for (int i = 0; i < NUM_STATS; ++i)
805 stats.Str = contr->orig_stats.Str; 815 stats.stat (i) = contr->orig_stats.stat (i);
806 stats.Dex = contr->orig_stats.Dex;
807 stats.Con = contr->orig_stats.Con;
808 stats.Int = contr->orig_stats.Int;
809 stats.Wis = contr->orig_stats.Wis;
810 stats.Pow = contr->orig_stats.Pow;
811 stats.Cha = contr->orig_stats.Cha;
812 816
813 //TODO: the following code looks so borked and should, at the very least, 817 //TODO: the following code looks so borked and should, at the very least,
814 // be merged with the similar code in roll_stats 818 // be merged with the similar code in roll_stats
815 stats.ac = 0; 819 stats.ac = 0;
816 820
828 contr->levsp[1] = 6; 832 contr->levsp[1] = 6;
829 contr->levgrace[1] = 3; 833 contr->levgrace[1] = 3;
830 834
831 contr->orig_stats = stats; 835 contr->orig_stats = stats;
832 } 836 }
837}
838
839static void
840start_info (object *op)
841{
842 char buf[MAX_BUF];
843
844 sprintf (buf, "Welcome to Deliantra v%s!", VERSION);
845 new_draw_info (NDI_UNIQUE, 0, op, buf);
833} 846}
834 847
835/* This function takes the key that is passed, and does the 848/* This function takes the key that is passed, and does the
836 * appropriate action with it (change race, or other things). 849 * appropriate action with it (change race, or other things).
837 * The function name is for historical reasons - now we have 850 * The function name is for historical reasons - now we have
838 * separate race and class; this actually changes the RACE, 851 * separate race and class; this actually changes the RACE,
839 * not the class. 852 * not the class.
840 */ 853 */
841int 854void
842key_change_class (object *op, char key) 855player::chargen_race_done ()
843{ 856{
844 int tmp_loop;
845
846 if (key == 'd' || key == 'D')
847 {
848 char buf[MAX_BUF];
849
850 /* this must before then initial items are given */ 857 /* this must before then initial items are given */
851 esrv_new_player (op->contr, op->weight + op->carrying); 858 esrv_new_player (ob->contr);
852 859
853 treasurelist *tl = find_treasurelist ("starting_wealth"); 860 treasurelist *tl = treasurelist::find ("starting_wealth");
854 if (tl) 861 if (tl)
855 create_treasure (tl, op, 0, 0, 0); 862 create_treasure (tl, ob, 0, 0, 0);
856 863
857 INVOKE_PLAYER (BIRTH, op->contr); 864 INVOKE_PLAYER (BIRTH, ob->contr);
858 INVOKE_PLAYER (LOGIN, op->contr); 865 INVOKE_PLAYER (LOGIN, ob->contr);
859 866
860 op->contr->ns->state = ST_PLAYING; 867 ob->contr->ns->state = ST_PLAYING;
861 868
862 if (op->msg) 869 if (ob->msg)
863 op->msg = NULL; 870 ob->msg = 0;
864 871
865 /* We create this now because some of the unique maps will need it
866 * to save here.
867 */
868 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name);
869 make_path_to_file (buf);
870
871#ifdef AUTOSAVE
872 op->contr->last_save_tick = pticks;
873#endif
874 start_info (op); 872 start_info (ob);
875 CLEAR_FLAG (op, FLAG_WIZ); 873 CLEAR_FLAG (ob, FLAG_WIZ);
876 give_initial_items (op, op->randomitems); 874 give_initial_items (ob, ob->randomitems);
877 link_player_skills (op); 875 link_player_skills (ob);
878 esrv_send_inventory (op, op); 876 esrv_send_inventory (ob, ob);
879 op->update_stats (); 877 ob->update_stats ();
880 878
881 /* This moves the player to a different start map, if there 879 /* This moves the player to a different start map, if there
882 * is one for this race 880 * is one for this race
883 */ 881 */
884 if (*first_map_ext_path) 882 if (*first_map_ext_path)
885 { 883 ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y);
886 object *tmp;
887 char mapname[MAX_BUF];
888
889 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name);
890 tmp = object::create ();
891 EXIT_PATH (tmp) = mapname;
892 EXIT_X (tmp) = op->x;
893 EXIT_Y (tmp) = op->y;
894 enter_exit (op, tmp); /* we don't really care if it succeeded;
895 * if the map isn't there, then stay on the
896 * default initial map */
897 tmp->destroy ();
898 }
899 else 884 else
900 LOG (llevDebug, "first_map_ext_path not set\n"); 885 LOG (llevDebug, "first_map_ext_path not set\n");
886}
901 887
902 return 0; 888void
903 } 889player::chargen_race_next ()
904 890{
905 /* Following actually changes the race - this is the default command 891 /* Following actually changes the race - this is the default command
906 * if we don't match with one of the options above. 892 * if we don't match with one of the options above.
907 */ 893 */
908 894
909 tmp_loop = 0; 895 do
910 while (!tmp_loop)
911 { 896 {
912 shstr name = op->name; 897 shstr name = ob->name;
913 int x = op->x, y = op->y; 898 int x = ob->x, y = ob->y;
914 899
915 op->remove_statbonus (); 900 ob->remove_statbonus ();
916 op->remove (); 901 ob->remove ();
917 op->arch = get_player_archetype (op->arch); 902 ob->arch = get_player_archetype (ob->arch);
918 op->arch->clone.copy_to (op); 903 ob->arch->copy_to (ob);
919 op->instantiate (); 904 ob->instantiate ();
920 op->stats = op->contr->orig_stats; 905 ob->stats = ob->contr->orig_stats;
921 op->name = op->name_pl = name; 906 ob->name = ob->name_pl = name;
922 op->x = x; 907 ob->x = x;
923 op->y = y; 908 ob->y = y;
924 SET_ANIMATION (op, 2); /* So player faces south */ 909 SET_ANIMATION (ob, 2); /* So player faces south */
925 insert_ob_in_map (op, op->map, op, 0); 910 insert_ob_in_map (ob, ob->map, ob, 0);
926 assign (op->contr->title, op->arch->clone.name); 911 assign (ob->contr->title, ob->arch->object::name);
927 op->add_statbonus (); 912 ob->add_statbonus ();
928 tmp_loop = allowed_class (op);
929 } 913 }
914 while (!allowed_class (ob));
930 915
931 update_object (op, UP_OBJ_FACE); 916 update_object (ob, UP_OBJ_FACE);
932 esrv_update_item (UPD_FACE, op, op); 917 esrv_update_item (UPD_FACE, ob, ob);
933 op->update_stats (); 918 ob->update_stats ();
934 op->stats.hp = op->stats.maxhp; 919 ob->stats.hp = ob->stats.maxhp;
935 op->stats.sp = op->stats.maxsp; 920 ob->stats.sp = ob->stats.maxsp;
936 op->stats.grace = 0; 921 ob->stats.grace = 0;
937
938 if (op->msg)
939 new_draw_info (NDI_BLUE, 0, op, op->msg);
940
941 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
942 return 0;
943}
944
945int
946key_confirm_quit (object *op, char key)
947{
948 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
949 {
950 op->contr->ns->state = ST_PLAYING;
951 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
952 return 1;
953 }
954
955 INVOKE_PLAYER (LOGOUT, op->contr);
956 INVOKE_PLAYER (QUIT, op->contr);
957
958 terminate_all_pets (op);
959 leave_map (op);
960 op->direction = 0;
961 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
962
963 strcpy (op->contr->killer, "quit");
964 check_score (op);
965 op->contr->party = 0;
966 op->contr->own_title[0] = '\0';
967
968 object_ptr ob = op;
969
970 delete ob->contr;
971
972 /* We need to hunt for any per player unique maps in memory and
973 * get rid of them. The trailing slash in the path is intentional,
974 * so that players named 'Ab' won't match against players 'Abe' pathname
975 */
976 char buf[MAX_BUF];
977 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
978
979 for (maptile *next, *mp = first_map; mp; mp = next)
980 {
981 next = mp->next;
982
983 if (!strncmp (mp->path, buf, strlen (buf)))
984 delete_map (mp);
985 }
986
987 delete_character (ob->name, 1);
988
989 return 1;
990} 922}
991 923
992void 924void
993flee_player (object *op) 925flee_player (object *op)
994{ 926{
1041 /* Cornered, get rid of scared */ 973 /* Cornered, get rid of scared */
1042 CLEAR_FLAG (op, FLAG_SCARED); 974 CLEAR_FLAG (op, FLAG_SCARED);
1043 op->enemy = NULL; 975 op->enemy = NULL;
1044} 976}
1045 977
1046
1047/* check_pick sees if there is stuff to be picked up/picks up stuff. 978/* check_pick sees if there is stuff to be picked up/picks up stuff.
1048 * IT returns 1 if the player should keep on moving, 0 if he should 979 * It returns 1 if the player should keep on moving, 0 if he should
1049 * stop. 980 * stop.
1050 */ 981 */
1051int 982int
1052check_pick (object *op) 983check_pick (object *op)
1053{ 984{
1054 object *tmp, *next; 985 object *tmp, *next;
1055 int stop = 0; 986 int stop = 0;
1056 int j, k, wvratio; 987 int wvratio;
1057 char putstring[128], tmpstr[16]; 988 char putstring[128];
1058 989
1059 /* if you're flying, you cna't pick up anything */ 990 /* if you're flying, you cna't pick up anything */
1060 if (op->move_type & MOVE_FLYING) 991 if (op->move_type & MOVE_FLYING)
1061 return 1; 992 return 1;
1062 993
1063 next = op->below; 994 next = op->below;
1064 995
996 int cnt = MAX_ITEM_PER_DROP;
997#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
998
1065 /* loop while there are items on the floor that are not marked as 999 /* loop while there are items on the floor that are not marked as
1066 * destroyed */ 1000 * destroyed */
1067 while (next && !next->destroyed ()) 1001 while (next && !next->destroyed ())
1068 { 1002 {
1069 tmp = next; 1003 tmp = next;
1070 next = tmp->below; 1004 next = tmp->below;
1071 1005
1006 if (cnt <= 0)
1007 {
1008 op->failmsg ("Couldn't pickup all items at once.");
1009 return 0;
1010 }
1011
1072 if (op->destroyed ()) 1012 if (op->destroyed ())
1073 return 0; 1013 return 0;
1074 1014
1075 if (!can_pick (op, tmp)) 1015 if (!can_pick (op, tmp))
1076 continue; 1016 continue;
1077 1017
1078 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 1018 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1079 { 1019 {
1080 if (item_matched_string (op, tmp, op->contr->search_str)) 1020 if (item_matched_string (op, tmp, op->contr->search_str))
1081 pick_up (op, tmp); 1021 CHK_PICK_PICKUP;
1082 continue; 1022 continue;
1083 } 1023 }
1084 1024
1085 /* high not bit set? We're using the old autopickup model */ 1025 /* high not bit set? We're using the old autopickup model */
1086 if (!(op->contr->mode & PU_NEWMODE)) 1026 if (!(op->contr->mode & PU_NEWMODE))
1088 switch (op->contr->mode) 1028 switch (op->contr->mode)
1089 { 1029 {
1090 case 0: 1030 case 0:
1091 return 1; /* don't pick up */ 1031 return 1; /* don't pick up */
1092 case 1: 1032 case 1:
1093 pick_up (op, tmp); 1033 CHK_PICK_PICKUP;
1094 return 1; 1034 return 1;
1095 case 2: 1035 case 2:
1096 pick_up (op, tmp); 1036 CHK_PICK_PICKUP;
1097 return 0; 1037 return 0;
1098 case 3: 1038 case 3:
1099 return 0; /* stop before pickup */ 1039 return 0; /* stop before pickup */
1100 case 4: 1040 case 4:
1101 pick_up (op, tmp); 1041 CHK_PICK_PICKUP;
1102 break; 1042 break;
1103 case 5: 1043 case 5:
1104 pick_up (op, tmp); 1044 CHK_PICK_PICKUP;
1105 stop = 1; 1045 stop = 1;
1106 break; 1046 break;
1107 case 6: 1047 case 6:
1108 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1048 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)
1109 pick_up (op, tmp); 1049 && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1050 CHK_PICK_PICKUP;
1110 break; 1051 break;
1111 1052
1112 case 7: 1053 case 7:
1113 if (tmp->type == MONEY || tmp->type == GEM) 1054 if (tmp->type == MONEY || tmp->type == GEM)
1114 pick_up (op, tmp); 1055 CHK_PICK_PICKUP;
1115 break; 1056 break;
1116 1057
1117 default: 1058 default:
1118 /* use value density */ 1059 /* use value density */
1119 if (!QUERY_FLAG (tmp, FLAG_UNPAID) 1060 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1120 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode) 1061 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1121 pick_up (op, tmp); 1062 CHK_PICK_PICKUP;
1122 } 1063 }
1123 } 1064 }
1124 else 1065 else
1125 { /* old model */ 1066 { /* old model */
1126 /* NEW pickup handling */ 1067 /* NEW pickup handling */
1130 if (tmp->name != NULL) 1071 if (tmp->name != NULL)
1131 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1072 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1132 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1073 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1133 else 1074 else
1134 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1075 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1135 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1076 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1077
1136 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1078 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1137
1138 sprintf (putstring, "...flags: ");
1139 for (k = 0; k < 4; k++)
1140 {
1141 for (j = 0; j < 32; j++)
1142 {
1143 if ((tmp->flags[k] >> j) & 0x01)
1144 {
1145 sprintf (tmpstr, "%d ", k * 32 + j);
1146 strcat (putstring, tmpstr);
1147 }
1148 }
1149 }
1150 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1151
1152#if 0
1153 /* print the flags too */
1154 for (k = 0; k < 4; k++)
1155 {
1156 fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1157 for (j = 0; j < 32; j++)
1158 {
1159 fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1160 if (!((j + 1) % 4))
1161 fprintf (stderr, " ");
1162 }
1163 fprintf (stderr, " [%d]\n", k * 32);
1164 }
1165#endif
1166 } 1079 }
1080
1167 /* philosophy: 1081 /* philosophy:
1168 * It's easy to grab an item type from a pile, as long as it's 1082 * It's easy to grab an item type from a pile, as long as it's
1169 * generic. This takes no game-time. For more detailed pickups 1083 * generic. This takes no game-time. For more detailed pickups
1170 * and selections, select-items shoul dbe used. This is a 1084 * and selections, select-items should be used. This is a
1171 * grab-as-you-run type mode that's really useful for arrows for 1085 * grab-as-you-run type mode that's really useful for arrows for
1172 * example. 1086 * example.
1173 * The drawback: right now it has no frontend, so you need to 1087 * The drawback: right now it has no frontend, so you need to
1174 * stick the bits you want into a calculator in hex mode and then 1088 * stick the bits you want into a calculator in hex mode and then
1175 * convert to decimal and then 'pickup <#> 1089 * convert to decimal and then 'pickup <#>
1208 /* all food and drink if desired */ 1122 /* all food and drink if desired */
1209 /* question: don't pick up known-poisonous stuff? */ 1123 /* question: don't pick up known-poisonous stuff? */
1210 if (op->contr->mode & PU_FOOD) 1124 if (op->contr->mode & PU_FOOD)
1211 if (tmp->type == FOOD) 1125 if (tmp->type == FOOD)
1212 { 1126 {
1213 pick_up (op, tmp); 1127 CHK_PICK_PICKUP;
1214 continue; 1128 continue;
1215 } 1129 }
1216 1130
1217 if (op->contr->mode & PU_DRINK) 1131 if (op->contr->mode & PU_DRINK)
1218 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1132 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1219 { 1133 {
1220 pick_up (op, tmp); 1134 CHK_PICK_PICKUP;
1221 continue; 1135 continue;
1222 } 1136 }
1223 1137
1224 if (op->contr->mode & PU_POTION) 1138 if (op->contr->mode & PU_POTION)
1225 if (tmp->type == POTION) 1139 if (tmp->type == POTION)
1226 { 1140 {
1227 pick_up (op, tmp); 1141 CHK_PICK_PICKUP;
1228 continue; 1142 continue;
1229 } 1143 }
1230 1144
1231 /* spellbooks, skillscrolls and normal books/scrolls */ 1145 /* spellbooks, skillscrolls and normal books/scrolls */
1232 if (op->contr->mode & PU_SPELLBOOK) 1146 if (op->contr->mode & PU_SPELLBOOK)
1233 if (tmp->type == SPELLBOOK) 1147 if (tmp->type == SPELLBOOK)
1234 { 1148 {
1235 pick_up (op, tmp); 1149 CHK_PICK_PICKUP;
1236 continue; 1150 continue;
1237 } 1151 }
1238 1152
1239 if (op->contr->mode & PU_SKILLSCROLL) 1153 if (op->contr->mode & PU_SKILLSCROLL)
1240 if (tmp->type == SKILLSCROLL) 1154 if (tmp->type == SKILLSCROLL)
1241 { 1155 {
1242 pick_up (op, tmp); 1156 CHK_PICK_PICKUP;
1243 continue; 1157 continue;
1244 } 1158 }
1245 1159
1246 if (op->contr->mode & PU_READABLES) 1160 if (op->contr->mode & PU_READABLES)
1247 if (tmp->type == BOOK || tmp->type == SCROLL) 1161 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1248 { 1162 {
1249 pick_up (op, tmp); 1163 CHK_PICK_PICKUP;
1250 continue; 1164 continue;
1251 } 1165 }
1252 1166
1253 /* wands/staves/rods/horns */ 1167 /* wands/staves/rods/horns */
1254 if (op->contr->mode & PU_MAGIC_DEVICE) 1168 if (op->contr->mode & PU_MAGIC_DEVICE)
1255 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 1169 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1256 { 1170 {
1257 pick_up (op, tmp); 1171 CHK_PICK_PICKUP;
1258 continue; 1172 continue;
1259 } 1173 }
1260 1174
1261 /* pick up all magical items */ 1175 /* pick up all magical items */
1262 if (op->contr->mode & PU_MAGICAL) 1176 if (op->contr->mode & PU_MAGICAL)
1263 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1177 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1264 { 1178 {
1265 pick_up (op, tmp); 1179 CHK_PICK_PICKUP;
1266 continue; 1180 continue;
1267 } 1181 }
1268 1182
1269 if (op->contr->mode & PU_VALUABLES) 1183 if (op->contr->mode & PU_VALUABLES)
1270 { 1184 {
1271 if (tmp->type == MONEY || tmp->type == GEM) 1185 if (tmp->type == MONEY || tmp->type == GEM)
1272 { 1186 {
1273 pick_up (op, tmp); 1187 CHK_PICK_PICKUP;
1274 continue; 1188 continue;
1275 } 1189 }
1276 } 1190 }
1277 1191
1278 /* rings & amulets - talismans seems to be typed AMULET */ 1192 /* rings & amulets - talismans seems to be typed AMULET */
1279 if (op->contr->mode & PU_JEWELS) 1193 if (op->contr->mode & PU_JEWELS)
1280 if (tmp->type == RING || tmp->type == AMULET) 1194 if (tmp->type == RING || tmp->type == AMULET)
1281 { 1195 {
1282 pick_up (op, tmp); 1196 CHK_PICK_PICKUP;
1283 continue; 1197 continue;
1284 } 1198 }
1285 1199
1286 /* we don't forget dragon food */ 1200 /* we don't forget dragon food */
1287 if (op->contr->mode & PU_FLESH) 1201 if (op->contr->mode & PU_FLESH)
1288 if (tmp->type == FLESH) 1202 if (tmp->type == FLESH)
1289 { 1203 {
1290 pick_up (op, tmp); 1204 CHK_PICK_PICKUP;
1291 continue; 1205 continue;
1292 } 1206 }
1293 1207
1294 /* bows and arrows. Bows are good for selling! */ 1208 /* bows and arrows. Bows are good for selling! */
1295 if (op->contr->mode & PU_BOW) 1209 if (op->contr->mode & PU_BOW)
1296 if (tmp->type == BOW) 1210 if (tmp->type == BOW)
1297 { 1211 {
1298 pick_up (op, tmp); 1212 CHK_PICK_PICKUP;
1299 continue; 1213 continue;
1300 } 1214 }
1301 1215
1302 if (op->contr->mode & PU_ARROW) 1216 if (op->contr->mode & PU_ARROW)
1303 if (tmp->type == ARROW) 1217 if (tmp->type == ARROW)
1304 { 1218 {
1305 pick_up (op, tmp); 1219 CHK_PICK_PICKUP;
1306 continue; 1220 continue;
1307 } 1221 }
1308 1222
1309 /* all kinds of armor etc. */ 1223 /* all kinds of armor etc. */
1310 if (op->contr->mode & PU_ARMOUR) 1224 if (op->contr->mode & PU_ARMOUR)
1311 if (tmp->type == ARMOUR) 1225 if (tmp->type == ARMOUR)
1312 { 1226 {
1313 pick_up (op, tmp); 1227 CHK_PICK_PICKUP;
1314 continue; 1228 continue;
1315 } 1229 }
1316 1230
1317 if (op->contr->mode & PU_HELMET) 1231 if (op->contr->mode & PU_HELMET)
1318 if (tmp->type == HELMET) 1232 if (tmp->type == HELMET)
1319 { 1233 {
1320 pick_up (op, tmp); 1234 CHK_PICK_PICKUP;
1321 continue; 1235 continue;
1322 } 1236 }
1323 1237
1324 if (op->contr->mode & PU_SHIELD) 1238 if (op->contr->mode & PU_SHIELD)
1325 if (tmp->type == SHIELD) 1239 if (tmp->type == SHIELD)
1326 { 1240 {
1327 pick_up (op, tmp); 1241 CHK_PICK_PICKUP;
1328 continue; 1242 continue;
1329 } 1243 }
1330 1244
1331 if (op->contr->mode & PU_BOOTS) 1245 if (op->contr->mode & PU_BOOTS)
1332 if (tmp->type == BOOTS) 1246 if (tmp->type == BOOTS)
1333 { 1247 {
1334 pick_up (op, tmp); 1248 CHK_PICK_PICKUP;
1335 continue; 1249 continue;
1336 } 1250 }
1337 1251
1338 if (op->contr->mode & PU_GLOVES) 1252 if (op->contr->mode & PU_GLOVES)
1339 if (tmp->type == GLOVES) 1253 if (tmp->type == GLOVES)
1340 { 1254 {
1341 pick_up (op, tmp); 1255 CHK_PICK_PICKUP;
1342 continue; 1256 continue;
1343 } 1257 }
1344 1258
1345 if (op->contr->mode & PU_CLOAK) 1259 if (op->contr->mode & PU_CLOAK)
1346 if (tmp->type == CLOAK) 1260 if (tmp->type == CLOAK)
1347 { 1261 {
1348 pick_up (op, tmp); 1262 CHK_PICK_PICKUP;
1349 continue; 1263 continue;
1350 } 1264 }
1351 1265
1352 /* hoping to catch throwing daggers here */ 1266 /* hoping to catch throwing daggers here */
1353 if (op->contr->mode & PU_MISSILEWEAPON) 1267 if (op->contr->mode & PU_MISSILEWEAPON)
1354 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN)) 1268 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1355 { 1269 {
1356 pick_up (op, tmp); 1270 CHK_PICK_PICKUP;
1357 continue; 1271 continue;
1358 } 1272 }
1359 1273
1360 /* careful: chairs and tables are weapons! */ 1274 /* careful: chairs and tables are weapons! */
1361 if (op->contr->mode & PU_ALLWEAPON) 1275 if (op->contr->mode & PU_ALLWEAPON)
1362 { 1276 {
1363 if (tmp->type == WEAPON && tmp->name != NULL) 1277 if (tmp->type == WEAPON && tmp->name != NULL)
1364 { 1278 {
1365 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL && 1279 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL &&
1366 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) 1280 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1367 { 1281 {
1368 pick_up (op, tmp); 1282 CHK_PICK_PICKUP;
1369 continue; 1283 continue;
1370 } 1284 }
1371 } 1285 }
1372 1286
1373 if (tmp->type == WEAPON && tmp->name == NULL) 1287 if (tmp->type == WEAPON && tmp->name == NULL)
1374 { 1288 {
1375 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL) 1289 if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL)
1376 { 1290 {
1377 pick_up (op, tmp); 1291 CHK_PICK_PICKUP;
1378 continue; 1292 continue;
1379 } 1293 }
1380 } 1294 }
1381 } 1295 }
1382 1296
1383 /* misc stuff that's useful */ 1297 /* misc stuff that's useful */
1384 if (op->contr->mode & PU_KEY) 1298 if (op->contr->mode & PU_KEY)
1385 if (tmp->type == KEY || tmp->type == SPECIAL_KEY) 1299 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1386 { 1300 {
1387 pick_up (op, tmp); 1301 CHK_PICK_PICKUP;
1388 continue; 1302 continue;
1389 } 1303 }
1390 1304
1391 /* any of the last 4 bits set means we use the ratio for value 1305 /* any of the last 4 bits set means we use the ratio for value
1392 * pickups */ 1306 * pickups */
1393 if (op->contr->mode & PU_RATIO) 1307 if (op->contr->mode & PU_RATIO)
1394 { 1308 {
1395 /* use value density to decide what else to grab */ 1309 /* use value density to decide what else to grab */
1396 /* >=7 was >= op->contr->mode */ 1310 /* >=7 was >= op->contr->mode */
1397 /* >=7 is the old standard setting. Now we take the last 4 bits 1311 /* >=7 is the old standard setting. Now we take the last 4 bits
1398 * and multiply them by 5, giving 0..15*5== 5..75 */ 1312 */
1399 wvratio = (op->contr->mode & PU_RATIO) * 5; 1313 wvratio = op->contr->mode & PU_RATIO;
1400 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio) 1314 if (1000 * query_cost (tmp, op, F_TRUE) / tmp->total_weight () >= wvratio * 100)
1401 { 1315 {
1402 pick_up (op, tmp); 1316 CHK_PICK_PICKUP;
1403#if 0 1317#if 0
1404 fprintf (stderr, "HIGH WEIGHT/VALUE ["); 1318 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1405 if (tmp->name != NULL) 1319 if (tmp->name != NULL)
1406 { 1320 {
1407 fprintf (stderr, "%s", tmp->name); 1321 fprintf (stderr, "%s", tmp->name);
1408 } 1322 }
1409 else 1323 else
1410 fprintf (stderr, "%s", tmp->arch->name); 1324 fprintf (stderr, "%s", tmp->arch->archname);
1411 fprintf (stderr, ",%d] = ", tmp->type); 1325 fprintf (stderr, ",%d] = ", tmp->type);
1412 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1326 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1413#endif 1327#endif
1414 continue; 1328 continue;
1415 } 1329 }
1426 * found object is returned. 1340 * found object is returned.
1427 */ 1341 */
1428object * 1342object *
1429find_arrow (object *op, const char *type) 1343find_arrow (object *op, const char *type)
1430{ 1344{
1431 object *tmp = NULL;
1432
1433 for (op = op->inv; op; op = op->below) 1345 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1434 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1435 tmp = find_arrow (op, type);
1436 else if (op->type == ARROW && op->race == type) 1346 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1347 return splay (tmp);
1348
1349 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1350 if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && !strcmp (&tmp->race, type))
1351 if (object *arrow = find_arrow (tmp, type))
1352 {
1353 splay (tmp);
1437 return op; 1354 return arrow;
1355 }
1356
1438 return tmp; 1357 return 0;
1439} 1358}
1440 1359
1441/* 1360/*
1442 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1361 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1443 * against the target. A full test is not performed, simply a basic test 1362 * against the target. A full test is not performed, simply a basic test
1444 * of resistances. The archer is making a quick guess at what he sees down 1363 * of resistances. The archer is making a quick guess at what he sees down
1445 * the hall. Failing that it does it's best to pick the highest plus arrow. 1364 * the hall. Failing that it does it's best to pick the highest plus arrow.
1446 */ 1365 */
1447
1448object * 1366object *
1449find_better_arrow (object *op, object *target, const char *type, int *better) 1367find_better_arrow (object *op, object *target, const char *type, int *better)
1450{ 1368{
1451 object *tmp = NULL, *arrow, *ntmp; 1369 object *tmp = NULL, *arrow, *ntmp;
1452 int attacknum, attacktype, betterby = 0, i; 1370 int attacknum, attacktype, betterby = 0, i;
1467 } 1385 }
1468 } 1386 }
1469 else if (arrow->type == ARROW && arrow->race == type) 1387 else if (arrow->type == ARROW && arrow->race == type)
1470 { 1388 {
1471 /* allways prefer assasination/slaying */ 1389 /* allways prefer assasination/slaying */
1472 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race)) 1390 if (target->race && arrow->slaying && strstr (arrow->slaying, target->race))
1473 { 1391 {
1474 if (arrow->attacktype & AT_DEATH) 1392 if (arrow->attacktype & AT_DEATH)
1475 { 1393 {
1476 *better = 100; 1394 *better = 100;
1477 return arrow; 1395 return arrow;
1485 else 1403 else
1486 { 1404 {
1487 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1405 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1488 { 1406 {
1489 attacktype = 1 << attacknum; 1407 attacktype = 1 << attacknum;
1490 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1408 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1491 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby) 1409 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1492 { 1410 {
1493 tmp = arrow; 1411 tmp = arrow;
1494 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100; 1412 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1495 } 1413 }
1496 } 1414 }
1497 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1415 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1498 { 1416 {
1499 tmp = arrow; 1417 tmp = arrow;
1505 betterby = 1 + arrow->magic + arrow->stats.dam; 1423 betterby = 1 + arrow->magic + arrow->stats.dam;
1506 } 1424 }
1507 } 1425 }
1508 } 1426 }
1509 } 1427 }
1428
1510 if (tmp == NULL && arrow == NULL) 1429 if (tmp == NULL && arrow == NULL)
1511 return find_arrow (op, type); 1430 return find_arrow (op, type);
1512 1431
1513 *better = betterby; 1432 *better = betterby;
1514 return tmp; 1433 return tmp;
1518 * find_better_arrow to find a decent arrow to use. 1437 * find_better_arrow to find a decent arrow to use.
1519 * op = the shooter 1438 * op = the shooter
1520 * type = bow->race 1439 * type = bow->race
1521 * dir = fire direction 1440 * dir = fire direction
1522 */ 1441 */
1523
1524object * 1442object *
1525pick_arrow_target (object *op, const char *type, int dir) 1443pick_arrow_target (object *op, const char *type, int dir)
1526{ 1444{
1527 object *tmp = NULL; 1445 object *tmp = NULL;
1528 maptile *m; 1446 maptile *m;
1593 */ 1511 */
1594int 1512int
1595fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) 1513fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1596{ 1514{
1597 object *left, *bow; 1515 object *left, *bow;
1598 int bowspeed, mflags; 1516 int mflags;
1599 maptile *m; 1517 maptile *m;
1600 1518
1601 if (!dir) 1519 if (!dir)
1602 { 1520 {
1603 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1521 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1604 return 0; 1522 return 0;
1605 } 1523 }
1606 1524
1607 if (op->type == PLAYER) 1525 if (op->contr)
1608 bow = op->contr->ranges[range_bow]; 1526 bow = op->current_weapon;
1609 else 1527 else
1610 { 1528 {
1611 for (bow = op->inv; bow; bow = bow->below) 1529 for (bow = op->inv; bow; bow = bow->below)
1612 /* Don't check for applied - monsters don't apply bows - in that way, they 1530 /* Don't check for applied - monsters don't apply bows - in that way, they
1613 * don't need to switch back and forth between bows and weapons. 1531 * don't need to switch back and forth between bows and weapons.
1618 if (!bow) 1536 if (!bow)
1619 { 1537 {
1620 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1538 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1621 return 0; 1539 return 0;
1622 } 1540 }
1541
1542 // optimisation: move object to top so we will find it quickly again
1543 if (bow->below)
1544 {
1545 bow->remove ();
1546 op->insert (bow);
1547 }
1548
1623 } 1549 }
1624 1550
1625 if (!bow->race || !bow->skill) 1551 if (!bow->race || !bow->skill)
1626 { 1552 {
1627 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1553 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1628 return 0; 1554 return 0;
1629 } 1555 }
1630
1631 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1632
1633 /* penalize ROF for bestarrow */
1634 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1635 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1636
1637 if (bowspeed < 1)
1638 bowspeed = 1;
1639 1556
1640 if (arrow == NULL) 1557 if (arrow == NULL)
1641 { 1558 {
1642 if ((arrow = find_arrow (op, bow->race)) == NULL) 1559 if ((arrow = find_arrow (op, bow->race)) == NULL)
1643 { 1560 {
1644 if (op->type == PLAYER) 1561 if (op->type == PLAYER)
1645 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1562 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1646 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1563 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1647 else 1564 else
1648 CLEAR_FLAG (op, FLAG_READY_BOW); 1565 CLEAR_FLAG (op, FLAG_READY_BOW);
1566
1649 return 0; 1567 return 0;
1650 } 1568 }
1651 } 1569 }
1652 1570
1653 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1571 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1666 arrow->destroy (); 1584 arrow->destroy ();
1667 return 0; 1585 return 0;
1668 } 1586 }
1669 1587
1670 left = arrow; /* these are arrows left to the player */ 1588 left = arrow; /* these are arrows left to the player */
1671 arrow = get_split_ob (arrow, 1); 1589 arrow = arrow->split ();
1672 if (!arrow) 1590 if (!arrow)
1673 { 1591 {
1674 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1592 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1675 return 0; 1593 return 0;
1676 } 1594 }
1677 1595
1678 arrow->set_owner (op); 1596 arrow->set_owner (op);
1679 arrow->skill = bow->skill; 1597 arrow->skill = bow->skill;
1680
1681 arrow->direction = dir; 1598 arrow->direction = dir;
1682 arrow->x = sx; 1599
1683 arrow->y = sy; 1600 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1601 arrow->stats.hp = arrow->stats.dam;
1602 arrow->stats.grace = arrow->attacktype;
1603
1604 if (arrow->slaying)
1605 arrow->spellarg = strdup (arrow->slaying);
1606
1607#if 0
1608 if (player *pl = op->contr)
1609 {
1610 float speed = pl->weapon_sp;
1611
1612 /* penalize ROF for bestarrow */
1613 if (pl->bowtype == bow_bestarrow)
1614 speed *= .9f;
1615 else
1616 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1617
1618 op->speed_left += speed - op->speed;
1619 }
1620#endif
1621
1622 SET_ANIMATION (arrow, arrow->direction);
1623
1624 /* update the speed */
1625 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1626 + bow->stats.dam / 7.f;
1627
1628 arrow->set_speed (max (arrow->speed, 2.f));
1629 arrow->speed_left = 0;
1630
1631 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1684 1632
1685 if (op->type == PLAYER) 1633 if (op->type == PLAYER)
1686 { 1634 {
1687 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1688 op->update_stats ();
1689 }
1690
1691 SET_ANIMATION (arrow, arrow->direction);
1692 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1693 arrow->stats.hp = arrow->stats.dam;
1694 arrow->stats.grace = arrow->attacktype;
1695 if (arrow->slaying != NULL)
1696 arrow->spellarg = strdup (arrow->slaying);
1697
1698 /* Note that this was different for monsters - they got their level
1699 * added to the damage. I think the strength bonus is more proper.
1700 */
1701
1702 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1703
1704 /* update the speed */
1705 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1706 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1707
1708 if (arrow->speed < 1.0)
1709 arrow->speed = 1.0;
1710 update_ob_speed (arrow);
1711 arrow->speed_left = 0;
1712
1713 if (op->type == PLAYER)
1714 {
1715 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1716 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1717 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1718
1719 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; 1635 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1636 wc -= dex_bonus[op->stats.Dex];
1637
1638 if (!arrow->slaying)
1639 arrow->slaying = op->slaying;
1640
1641 arrow->attacktype |= op->attacktype;
1720 } 1642 }
1721 else 1643 else
1722 { 1644 {
1723 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1724 arrow->level = op->level; 1645 arrow->level = op->level;
1725 } 1646 arrow->stats.wc -= bow->magic;
1726 1647
1727 if (arrow->attacktype == AT_PHYSICAL) 1648 if (!arrow->slaying)
1649 arrow->slaying = bow->slaying;
1650
1728 arrow->attacktype |= bow->attacktype; 1651 arrow->attacktype |= bow->attacktype;
1652 }
1729 1653
1730 if (bow->slaying) 1654 wc -= arrow->level;
1731 arrow->slaying = bow->slaying; 1655 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1732 1656
1733 arrow->map = m; 1657 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1734 arrow->move_type = MOVE_FLY_LOW; 1658 arrow->move_type = MOVE_FLY_LOW;
1735 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1659 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1736 1660
1737 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1661 op->play_sound (sound_find ("fire_arrow"));
1738 insert_ob_in_map (arrow, m, op, 0); 1662 m->insert (arrow, sx, sy, op);
1739 1663
1740 if (!arrow->destroyed ()) 1664 if (!arrow->destroyed ())
1741 move_arrow (arrow); 1665 move_arrow (arrow);
1742
1743 if (op->type == PLAYER)
1744 {
1745 if (left->destroyed ())
1746 esrv_del_item (op->contr, left->count);
1747 else
1748 esrv_send_item (op, left);
1749 }
1750 1666
1751 return 1; 1667 return 1;
1752} 1668}
1753 1669
1754/* Special fire code for players - this takes into 1670/* Special fire code for players - this takes into
1763{ 1679{
1764 int ret = 0, wcmod = 0; 1680 int ret = 0, wcmod = 0;
1765 1681
1766 if (op->contr->bowtype == bow_bestarrow) 1682 if (op->contr->bowtype == bow_bestarrow)
1767 { 1683 {
1768 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y); 1684 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1769 } 1685 }
1770 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1686 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1771 { 1687 {
1772 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1688 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1773 wcmod = -1; 1689 wcmod = -1;
1690
1774 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1691 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1775 } 1692 }
1776 else if (op->contr->bowtype == bow_threewide) 1693 else if (op->contr->bowtype == bow_threewide)
1777 { 1694 {
1778 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1695 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1782 else if (op->contr->bowtype == bow_spreadshot) 1699 else if (op->contr->bowtype == bow_spreadshot)
1783 { 1700 {
1784 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1701 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1785 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); 1702 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1786 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); 1703 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1787
1788 } 1704 }
1789 else 1705 else
1790 { 1706 {
1791 /* Simple case */ 1707 /* Simple case */
1792 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1708 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1793 } 1709 }
1710
1794 return ret; 1711 return ret;
1795} 1712}
1796
1797 1713
1798/* Fires a misc (wand/rod/horn) object in 'dir'. 1714/* Fires a misc (wand/rod/horn) object in 'dir'.
1799 * Broken apart from 'fire' to keep it more readable. 1715 * Broken apart from 'fire' to keep it more readable.
1800 */ 1716 */
1801void 1717void
1802fire_misc_object (object *op, int dir) 1718fire_misc_object (object *op, int dir)
1803{ 1719{
1804 object *item; 1720 object *item = op->contr->ranged_ob;
1805 1721
1806 if (!op->contr->ranges[range_misc]) 1722 if (!item)
1807 { 1723 {
1808 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); 1724 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1809 return; 1725 return;
1810 } 1726 }
1811 1727
1812 item = op->contr->ranges[range_misc];
1813 if (!item->inv) 1728 if (!item->inv)
1814 { 1729 {
1815 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1730 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1816 return; 1731 return;
1817 } 1732 }
1733
1734 if (!op->change_weapon (item))
1735 return;
1736
1818 if (item->type == WAND) 1737 if (item->type == WAND)
1819 { 1738 {
1820 if (item->stats.food <= 0) 1739 if (item->stats.food <= 0)
1821 { 1740 {
1822 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1741 op->contr->play_sound (sound_find ("wand_poof"));
1823 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); 1742 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1743
1824 return; 1744 return;
1825 } 1745 }
1826 } 1746 }
1827 else if (item->type == ROD || item->type == HORN) 1747 else if (item->type == ROD || item->type == HORN)
1828 { 1748 {
1829 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1749 sint16 spell_sp = MAX (item->inv->stats.sp, item->inv->stats.grace);
1750
1751 // using the maximum of the rods charge allows at least one spell cast
1752 // for a rod or horn, this fixes some broken rods.
1753 if (item->stats.hp < MIN (spell_sp, item->stats.maxhp))
1830 { 1754 {
1831 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1755 op->contr->play_sound (sound_find ("wand_poof"));
1756
1832 if (item->type == ROD) 1757 if (item->type == ROD)
1833 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); 1758 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1834 else 1759 else
1835 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1760 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1761
1836 return; 1762 return;
1837 } 1763 }
1838 } 1764 }
1839 1765
1840 if (cast_spell (op, item, dir, item->inv, NULL)) 1766 if (cast_spell (op, item, dir, item->inv, NULL))
1847 object *tmp; 1773 object *tmp;
1848 1774
1849 if (item->arch) 1775 if (item->arch)
1850 { 1776 {
1851 CLEAR_FLAG (item, FLAG_ANIMATE); 1777 CLEAR_FLAG (item, FLAG_ANIMATE);
1852 item->face = item->arch->clone.face; 1778 item->face = item->arch->face;
1853 item->speed = 0; 1779 item->set_speed (0);
1854 update_ob_speed (item);
1855 } 1780 }
1856 if ((tmp = item->in_player ())) 1781
1782 if (object *pl = item->visible_to ())
1857 esrv_update_item (UPD_ANIM, tmp, item); 1783 esrv_update_item (UPD_ANIM, pl, item);
1858 } 1784 }
1859 } 1785 }
1860 else if (item->type == ROD || item->type == HORN) 1786 else if (item->type == ROD || item->type == HORN)
1861 {
1862 drain_rod_charge (item); 1787 drain_rod_charge (item);
1863 }
1864 } 1788 }
1865} 1789}
1866 1790
1867/* Received a fire command for the player - go and do it. 1791/* Received a fire command for the player - go and do it.
1868 */ 1792 */
1869void 1793bool
1870fire (object *op, int dir) 1794fire (object *op, int dir)
1871{ 1795{
1872 int spellcost = 0; 1796 int spellcost = 0;
1873 1797
1874 /* check for loss of invisiblity/hide */ 1798 /* check for loss of invisiblity/hide */
1875 if (action_makes_visible (op)) 1799 if (action_makes_visible (op))
1876 make_visible (op); 1800 make_visible (op);
1877 1801
1878 switch (op->contr->shoottype) 1802 player *pl = op->contr;
1803
1804 if (pl->golem)
1805 {
1806 control_golem (op->contr->golem, dir);
1807 return false;
1879 { 1808 }
1880 case range_none:
1881 return;
1882 1809
1883 case range_bow: 1810 object *ob = pl->ranged_ob;
1811
1812 if (!ob)
1813 return false;
1814
1815 if (!op->change_weapon (ob))
1816 return false;
1817
1818 if (op->speed_left > 0.f)
1819 --op->speed_left;
1820 else
1821 return false;
1822
1823 switch (ob->type)
1824 {
1825 case BOW:
1884 player_fire_bow (op, dir); 1826 player_fire_bow (op, dir);
1885 return; 1827 break;
1886 1828
1887 case range_magic: /* Casting spells */ 1829 case SPELL:
1888 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0)); 1830 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
1889 return; 1831 break;
1890 1832
1891 case range_misc: 1833 case BUILDER:
1834 apply_map_builder (op, dir);
1835 break;
1836
1837 case SKILL:
1838 do_skill (op, op, ob, dir, 0);
1839 break;
1840
1841 default:
1892 fire_misc_object (op, dir); 1842 fire_misc_object (op, dir);
1893 return; 1843 break;
1894
1895 case range_golem: /* Control summoned monsters from scrolls */
1896 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
1897 {
1898 op->contr->ranges[range_golem] = 0;
1899 op->contr->shoottype = range_none;
1900 }
1901 else
1902 control_golem (op->contr->ranges[range_golem], dir);
1903 return;
1904
1905 case range_skill:
1906 if (!op->chosen_skill)
1907 {
1908 if (op->type == PLAYER)
1909 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
1910 return;
1911 }
1912 (void) do_skill (op, op, op->chosen_skill, dir, NULL);
1913 return;
1914 case range_builder:
1915 apply_map_builder (op, dir);
1916 return;
1917 default:
1918 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
1919 return;
1920 } 1844 }
1921}
1922 1845
1923 1846 return true;
1847}
1924 1848
1925/* find_key 1849/* find_key
1926 * We try to find a key for the door as passed. If we find a key 1850 * We try to find a key for the door as passed. If we find a key
1927 * and successfully use it, we return the key, otherwise NULL 1851 * and successfully use it, we return the key, otherwise NULL
1928 * This function merges both normal and locked door, since the logic 1852 * This function merges both normal and locked door, since the logic
1930 * pl is the player, 1854 * pl is the player,
1931 * inv is the objects inventory to searched 1855 * inv is the objects inventory to searched
1932 * door is the door we are trying to match against. 1856 * door is the door we are trying to match against.
1933 * This function can be called recursively to search containers. 1857 * This function can be called recursively to search containers.
1934 */ 1858 */
1935
1936object * 1859object *
1937find_key (object *pl, object *container, object *door) 1860find_key (object *pl, object *container, object *door)
1938{ 1861{
1939 object *tmp, *key; 1862 object *tmp, *key;
1940 1863
1941 /* Should not happen, but sanity checking is never bad */ 1864 /* Should not happen, but sanity checking is never bad */
1942 if (container->inv == NULL) 1865 if (!container->inv)
1943 return NULL; 1866 return 0;
1944 1867
1945 /* First, lets try to find a key in the top level inventory */ 1868 /* First, lets try to find a key in the top level inventory */
1946 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1869 for (tmp = container->inv; tmp; tmp = tmp->below)
1947 { 1870 {
1948 if (door->type == DOOR && tmp->type == KEY) 1871 if (door->type == DOOR && tmp->type == KEY)
1949 break; 1872 break;
1950 /* For sanity, we should really check door type, but other stuff 1873 /* For sanity, we should really check door type, but other stuff
1951 * (like containers) can be locked with special keys 1874 * (like containers) can be locked with special keys
1952 */ 1875 */
1953 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1876 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1954 break; 1877 break;
1955 } 1878 }
1879
1956 /* No key found - lets search inventories now */ 1880 /* No key found - lets search inventories now */
1957 /* If we find and use a key in an inventory, return at that time. 1881 /* If we find and use a key in an inventory, return at that time.
1958 * otherwise, if we search all the inventories and still don't find 1882 * otherwise, if we search all the inventories and still don't find
1959 * a key, return 1883 * a key, return
1960 */ 1884 */
1961 if (!tmp) 1885 if (!tmp)
1962 { 1886 {
1963 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1887 for (tmp = container->inv; tmp; tmp = tmp->below)
1964 { 1888 {
1965 /* No reason to search empty containers */ 1889 /* No reason to search empty containers */
1966 if (tmp->type == CONTAINER && tmp->inv) 1890 if (tmp->type == CONTAINER && tmp->inv)
1967 { 1891 {
1968 if ((key = find_key (pl, tmp, door)) != NULL) 1892 if ((key = find_key (pl, tmp, door)))
1969 return key; 1893 return key;
1970 } 1894 }
1971 } 1895 }
1896
1972 if (!tmp) 1897 if (!tmp)
1973 return NULL; 1898 return NULL;
1974 } 1899 }
1900
1975 /* We get down here if we have found a key. Now if its in a container, 1901 /* We get down here if we have found a key. Now if its in a container,
1976 * see if we actually want to use it 1902 * see if we actually want to use it
1977 */ 1903 */
1978 if (pl != container) 1904 if (pl != container)
1979 { 1905 {
2000 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1926 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
2001 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); 1927 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
2002 return NULL; 1928 return NULL;
2003 } 1929 }
2004 } 1930 }
1931
2005 return tmp; 1932 return tmp;
2006} 1933}
2007 1934
2008/* moved door processing out of move_player_attack. 1935/* moved door processing out of move_player_attack.
2009 * returns 1 if player has opened the door with a key 1936 * returns 1 if player has opened the door with a key
2011 * 0 otherwise 1938 * 0 otherwise
2012 */ 1939 */
2013static int 1940static int
2014player_attack_door (object *op, object *door) 1941player_attack_door (object *op, object *door)
2015{ 1942{
2016 /* If its a door, try to find a use a key. If we do destroy the door, 1943 /* If its a door, try to find a key. If we do destroy the door,
2017 * might as well return immediately as there is nothing more to do - 1944 * might as well return immediately as there is nothing more to do -
2018 * otherwise, we fall through to the rest of the code. 1945 * otherwise, we fall through to the rest of the code.
2019 */ 1946 */
2020 object *key = find_key (op, op, door); 1947 object *key = find_key (op, op, door);
2021 1948
2022 /* IF we found a key, do some extra work */ 1949 /* If we found a key, do some extra work */
2023 if (key) 1950 if (key)
2024 { 1951 {
2025 object *container = key->env; 1952 object *container = key->env;
2026 1953
2027 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
2028 if (action_makes_visible (op)) 1954 if (action_makes_visible (op))
2029 make_visible (op); 1955 make_visible (op);
1956
2030 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1957 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2031 spring_trap (door->inv, op); 1958 spring_trap (door->inv, op);
1959
2032 if (door->type == DOOR) 1960 if (door->type == DOOR)
2033 {
2034 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1961 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
2035 }
2036 else if (door->type == LOCKED_DOOR) 1962 else if (door->type == LOCKED_DOOR)
2037 { 1963 {
2038 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1964 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN);
2039 remove_door2 (door); /* remove door without violence ;-) */ 1965 remove_door2 (door); /* remove door without violence ;-) */
2040 } 1966 }
1967
2041 /* Do this after we print the message */ 1968 /* Do this after we print the message */
2042 decrease_ob (key); /* Use up one of the keys */ 1969 key->decrease (); /* Use up one of the keys */
2043 /* Need to update the weight the container the key was in */ 1970
2044 if (container != op)
2045 esrv_update_item (UPD_WEIGHT, op, container);
2046 return 1; /* Nothing more to do below */ 1971 return 1; /* Nothing more to do below */
2047 } 1972 }
2048 else if (door->type == LOCKED_DOOR) 1973 else if (door->type == LOCKED_DOOR)
2049 { 1974 {
2050 /* Might as well return now - no other way to open this */ 1975 /* Might as well return now - no other way to open this */
2051 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1976 op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door...");
2052 return 1; 1977 return 1;
2053 } 1978 }
1979
2054 return 0; 1980 return 0;
2055} 1981}
2056 1982
2057/* This function is just part of a breakup from move_player. 1983/* This function is just part of a breakup from move_player.
2058 * It should keep the code cleaner. 1984 * It should keep the code cleaner.
2059 * When this is called, the players direction has been updated 1985 * When this is called, the players direction has been updated
2060 * (taking into account confusion.) The player is also actually 1986 * (taking into account confusion.) The player is also actually
2061 * going to try and move (not fire weapons). 1987 * going to try and move (not fire weapons).
2062 */ 1988 */
2063void 1989bool
2064move_player_attack (object *op, int dir) 1990move_player_attack (object *op, int dir)
2065{ 1991{
2066 object *tmp, *mon;
2067 sint16 nx, ny;
2068 int on_battleground; 1992 int on_battleground;
2069 maptile *m;
2070 1993
2071 nx = freearr_x[dir] + op->x; 1994 sint16 nx = freearr_x[dir] + op->x;
2072 ny = freearr_y[dir] + op->y; 1995 sint16 ny = freearr_y[dir] + op->y;
2073 1996
2074 on_battleground = op_on_battleground (op, 0, 0); 1997 on_battleground = op_on_battleground (op, 0, 0);
1998
1999 if (out_of_map (op->map, nx, ny))
2000 return false;
2001
2002 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2003 {
2004 --op->speed_left;
2005 return true;
2006 }
2075 2007
2076 /* If braced, or can't move to the square, and it is not out of the 2008 /* If braced, or can't move to the square, and it is not out of the
2077 * map, attack it. Note order of if statement is important - don't 2009 * map, attack it. Note order of if statement is important - don't
2078 * want to be calling move_ob if braced, because move_ob will move the 2010 * want to be calling move_ob if braced, because move_ob will move the
2079 * player. This is a pretty nasty hack, because if we could 2011 * player. This is a pretty nasty hack, because if we could
2080 * move to some space, it then means that if we are braced, we should 2012 * move to some space, it then means that if we are braced, we should
2081 * do nothing at all. As it is, if we are braced, we go through 2013 * do nothing at all. As it is, if we are braced, we go through
2082 * quite a bit of processing. However, it probably is less than what 2014 * quite a bit of processing. However, it probably is less than what
2083 * move_ob uses. 2015 * move_ob uses.
2084 */ 2016 */
2085 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) 2017 maptile *m = op->map->xy_find (nx, ny);
2086 {
2087 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2088 {
2089 m = get_map_from_coord (op->map, &nx, &ny);
2090 if (!m)
2091 return; /* Don't think this should happen */
2092 }
2093 else
2094 m = op->map;
2095 2018
2096 if ((tmp = GET_MAP_OB (m, nx, ny)) == NULL)
2097 {
2098 /* LOG(llevError,"player_move_attack: GET_MAP_OB returns NULL, but player can not move there.\n"); */
2099 return;
2100 }
2101
2102 mon = 0;
2103 /* Go through all the objects, and find ones of interest. Only stop if 2019 /* Go through all the objects, and find ones of interest. Only stop if
2104 * we find a monster - that is something we know we want to attack. 2020 * we find a monster - that is something we know we want to attack.
2105 * if its a door or barrel (can roll) see if there may be monsters 2021 * if its a door or barrel (can roll) see if there may be monsters
2106 * on the space 2022 * on the space
2107 */ 2023 */
2108 while (tmp) 2024 object *mon;
2109 { 2025 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2110 if (tmp == op) 2026 {
2111 { 2027 if ((mon->flag [FLAG_ALIVE]
2112 tmp = tmp->above; 2028 || mon->type == LOCKED_DOOR
2113 continue; 2029 || mon->flag [FLAG_CAN_ROLL])
2114 }
2115
2116 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2117 {
2118 mon = tmp; 2030 && mon != op)
2119 break; 2031 break;
2120 } 2032 }
2121 2033
2122 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2123 mon = tmp;
2124
2125 tmp = tmp->above;
2126 }
2127
2128 if (!mon) /* This happens anytime the player tries to move */ 2034 if (!mon) /* This happens anytime the player tries to move */
2129 return; /* into a wall */ 2035 return false; /* into a wall */
2130 2036
2131 if (mon->head)
2132 mon = mon->head; 2037 mon = mon->head_ ();
2133 2038
2134 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 2039 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2040 if (op->contr->weapon_sp_left > 0.f)
2135 if (player_attack_door (op, mon)) 2041 if (player_attack_door (op, mon))
2042 {
2043 --op->contr->weapon_sp_left;
2136 return; 2044 return true;
2045 }
2137 2046
2138 /* The following deals with possibly attacking peaceful 2047 /* The following deals with possibly attacking peaceful
2139 * or frienddly creatures. Basically, all players are considered 2048 * or friendly creatures. Basically, all players are considered
2140 * unaggressive. If the moving player has peaceful set, then the 2049 * unaggressive. If the moving player has peaceful set, then the
2141 * object should be pushed instead of attacked. It is assumed that 2050 * object should be pushed instead of attacked. It is assumed that
2142 * if you are braced, you will not attack friends accidently, 2051 * if you are braced, you will not attack friends accidently,
2143 * and thus will not push them. 2052 * and thus will not push them.
2144 */ 2053 */
2145 2054
2146 /* If the creature is a pet, push it even if the player is not 2055 /* If the creature is a pet, push it even if the player is not
2147 * peaceful. Our assumption is the creature is a pet if the 2056 * peaceful. Our assumption is the creature is a pet if the
2148 * player owns it and it is either friendly or unagressive. 2057 * player owns it and it is either friendly or unagressive.
2149 */ 2058 */
2150 if ((op->type == PLAYER) 2059 if (op->type == PLAYER
2151#if COZY_SERVER
2152 &&
2153 ((mon->owner && mon->owner->contr 2060 && ((mon->owner && mon->owner->contr
2154 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op) 2061 && same_party (mon->owner->contr->party, op->contr->party))
2155#else
2156 && mon->owner == op 2062 || mon->owner == op)
2157#endif
2158 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2063 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2159 { 2064 {
2160 /* If we're braced, we don't want to switch places with it */ 2065 /* If we're braced, we don't want to switch places with it */
2161 if (op->contr->braced) 2066 if (op->contr->braced)
2162 return; 2067 return false;
2163 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2068
2069 if (op->speed_left > 0.f)
2070 {
2071 --op->speed_left;
2072
2073 op->play_sound (sound_find ("push_player"));
2164 (void) push_ob (mon, dir, op); 2074 push_ob (mon, dir, op);
2075
2165 if (op->contr->tmp_invis || op->hide) 2076 if (op->contr->tmp_invis || op->hide)
2166 make_visible (op); 2077 make_visible (op);
2078
2167 return; 2079 return true;
2168 } 2080 }
2081 else
2082 return false;
2083 }
2169 2084
2170 /* in certain circumstances, you shouldn't attack friendly 2085 /* in certain circumstances, you shouldn't attack friendly
2171 * creatures. Note that if you are braced, you can't push 2086 * creatures. Note that if you are braced, you can't push
2172 * someone, but put it inside this loop so that you won't 2087 * someone, but put it inside this loop so that you won't
2173 * attack them either. 2088 * attack them either.
2174 */ 2089 */
2175 if ((mon->type == PLAYER || mon->enemy != op) && 2090 if ((mon->type == PLAYER || mon->enemy != op)
2176 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2091 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2177#ifdef PROHIBIT_PLAYERKILL
2178 (op->contr->peaceful 2092 && ((op->contr->peaceful
2179 || (mon->type == PLAYER 2093 || (mon->type == PLAYER && mon->contr->peaceful))
2180 && mon->contr->
2181 peaceful)) &&
2182#else
2183 op->contr->peaceful &&
2184#endif
2185 !on_battleground)) 2094 && !on_battleground))
2095 {
2096 if (op->speed_left > 0.f)
2186 { 2097 {
2098 --op->speed_left;
2099
2187 if (!op->contr->braced) 2100 if (!op->contr->braced)
2188 { 2101 {
2189 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2102 op->play_sound (sound_find ("push_player"));
2190 (void) push_ob (mon, dir, op); 2103 push_ob (mon, dir, op);
2191 } 2104 }
2192 else 2105 else
2193 new_draw_info (0, 0, op, "You withhold your attack"); 2106 op->statusmsg ("You withhold your attack");
2194 2107
2195 if (op->contr->tmp_invis || op->hide) 2108 if (op->contr->tmp_invis || op->hide)
2196 make_visible (op); 2109 make_visible (op);
2197 }
2198 2110
2111 return true;
2112 }
2113 }
2199 /* If the object is a boulder or other rollable object, then 2114 /* If the object is a boulder or other rollable object, then
2200 * roll it if not braced. You can't roll it if you are braced. 2115 * roll it if not braced. You can't roll it if you are braced.
2201 */ 2116 */
2202 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 2117 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2118 {
2119 if (op->speed_left > 0.f)
2203 { 2120 {
2121 --op->speed_left;
2122
2204 recursive_roll (mon, dir, op); 2123 recursive_roll (mon, dir, op);
2205 if (action_makes_visible (op)) 2124 if (action_makes_visible (op))
2206 make_visible (op); 2125 make_visible (op);
2207 }
2208 2126
2127 return true;
2128 }
2129 }
2209 /* Any generic living creature. Including things like doors. 2130 /* Any generic living creature. Including things like doors.
2210 * Way it works is like this: First, it must have some hit points 2131 * Way it works is like this: First, it must have some hit points
2211 * and be living. Then, it must be one of the following: 2132 * and be living. Then, it must be one of the following:
2212 * 1) Not a player, 2) A player, but of a different party. Note 2133 * 1) Not a player, 2) A player, but of a different party. Note
2213 * that party_number -1 is no party, so attacks can still happen. 2134 * that party_number -1 is no party, so attacks can still happen.
2214 */ 2135 */
2215
2216 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2136 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2217 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 2137 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2218 { 2138 {
2219 2139 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2220 /* If the player hasn't hit something this tick, and does
2221 * so, give them speed boost based on weapon speed. Doing
2222 * it here is better than process_players2, which basically
2223 * incurred a 1 tick offset.
2224 */
2225 if (!op->contr->has_hit)
2226 { 2140 {
2227 op->speed_left += op->speed / op->contr->weapon_sp; 2141 --op->contr->weapon_sp_left;
2228
2229 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2230 }
2231 2142
2232 skill_attack (mon, op, 0, 0, 0); 2143 skill_attack (mon, op, 0, 0, 0);
2233
2234 /* If attacking another player, that player gets automatic
2235 * hitback, and doesn't loose luck either.
2236 * Disable hitback on the battleground or if the target is
2237 * the wiz.
2238 */
2239 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2240 {
2241 short luck = mon->stats.luck;
2242
2243 mon->contr->has_hit = 1;
2244 skill_attack (op, mon, 0, 0, 0);
2245 mon->stats.luck = luck;
2246 }
2247 2144
2248 if (action_makes_visible (op)) 2145 if (action_makes_visible (op))
2249 make_visible (op); 2146 make_visible (op);
2250 }
2251 } /* if player should attack something */
2252}
2253 2147
2254int 2148 return true;
2149 }
2150 }
2151
2152 return false;
2153}
2154
2155bool
2255move_player (object *op, int dir) 2156move_player (object *op, int dir)
2256{ 2157{
2257 int pick; 2158 int pick;
2258 2159
2259 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2160 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2260 return 0; 2161 return 0;
2261 2162
2262 /* Sanity check: make sure dir is valid */ 2163 /* Sanity check: make sure dir is valid */
2263 if ((dir < 0) || (dir >= 9)) 2164 if ((dir < 0) || (dir >= 9))
2264 { 2165 {
2265 LOG (llevError, "move_player: invalid direction %d\n", dir); 2166 LOG (llevError, "move_player: invalid direction %d\n", dir);
2266 return 0; 2167 return 0;
2267 } 2168 }
2268 2169
2269 /* peterm: added following line */ 2170 /* peterm: added following line */
2270 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2171 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2271 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2172 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2272 2173
2273 op->facing = dir; 2174 op->facing = dir;
2274 2175
2275 if (op->hide) 2176 if (op->hide)
2276 do_hidden_move (op); 2177 do_hidden_move (op);
2277 2178
2179 bool retval;
2180
2278 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2181 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2279 /*nop */ ; 2182 retval = RESULT_INT (0);
2280 else if (op->contr->fire_on) 2183 else if (op->contr->fire_on)
2281 fire (op, dir); 2184 retval = fire (op, dir);
2282 else 2185 else
2283 { 2186 {
2284 move_player_attack (op, dir); 2187 retval = move_player_attack (op, dir);
2285 pick = check_pick (op); 2188 pick = check_pick (op);
2286 } 2189 }
2287 2190
2288 /* Add special check for newcs players and fire on - this way, the 2191 /* Add special check for newcs players and fire on - this way, the
2289 * server can handle repeat firing. 2192 * server can handle repeat firing.
2296 /* Update how the player looks. Use the facing, so direction may 2199 /* Update how the player looks. Use the facing, so direction may
2297 * get reset to zero. This allows for full animation capabilities 2200 * get reset to zero. This allows for full animation capabilities
2298 * for players. 2201 * for players.
2299 */ 2202 */
2300 animate_object (op, op->facing); 2203 animate_object (op, op->facing);
2301 return 0; 2204
2205 return retval;
2302} 2206}
2303 2207
2304/* This is similar to handle_player, below, but is only used by the 2208/* This is similar to handle_player, below, but is only used by the
2305 * new client/server stuff. 2209 * new client/server stuff.
2306 * This is sort of special, in that the new client/server actually uses 2210 * This is sort of special, in that the new client/server actually uses
2307 * the new speed values for commands. 2211 * the new speed values for commands.
2308 * 2212 *
2309 * Returns true if there are more actions we can do. 2213 * Returns true if there are more actions we can do. Should not do
2214 * many actions in a row, as that would be too unfair to other
2215 * players.
2310 */ 2216 */
2311int 2217bool
2312handle_newcs_player (object *op) 2218handle_newcs_player (object *op)
2313{ 2219{
2314 if (op->contr->hidden)
2315 {
2316 op->invisible = 1000;
2317 /* the socket code flashes the player visible/invisible
2318 * depending on the value of invisible, so we need to
2319 * alternate it here for it to work correctly.
2320 */
2321 if (pticks & 2)
2322 op->invisible--;
2323 }
2324 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2325 {
2326 op->invisible--;
2327 if (!op->invisible)
2328 {
2329 make_visible (op);
2330 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2331 }
2332 }
2333
2334 if (QUERY_FLAG (op, FLAG_SCARED)) 2220 if (QUERY_FLAG (op, FLAG_SCARED))
2335 { 2221 {
2336 flee_player (op); 2222 if (op->speed_left > 0.f)
2337 /* If player is still scared, that is his action for this tick */
2338 if (QUERY_FLAG (op, FLAG_SCARED))
2339 { 2223 {
2340 op->speed_left--; 2224 --op->speed_left;
2225 flee_player (op);
2226
2341 return 0; 2227 return true;
2342 } 2228 }
2229 else
2230 return false;
2343 } 2231 }
2344
2345 /* I've been seeing crashes where the golem has been destroyed, but
2346 * the player object still points to the defunct golem. The code that
2347 * destroys the golem looks correct, and it doesn't always happen, so
2348 * put this in a a workaround to clean up the golem pointer.
2349 */
2350 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2351 op->contr->ranges[range_golem] = 0;
2352 2232
2353 /* call this here - we also will call this in do_ericserver, but 2233 /* call this here - we also will call this in do_ericserver, but
2354 * the players time has been increased when doericserver has been 2234 * the players time has been increased when doericserver has been
2355 * called, so we recheck it here. 2235 * called, so we recheck it here.
2356 */ 2236 */
2357 //TODO: better than handling 8 commands, use some more intelligent rate-limiting 2237 if (op->contr->ns->handle_command ())
2358 for (int rep = 8; --rep && op->contr->ns->handle_command (); )
2359 ;
2360
2361 if (op->speed_left < 0)
2362 return 0; 2238 return true;
2363 2239
2364 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2240 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2365 {
2366 /* All move commands take 1 tick, at least for now */
2367 op->speed_left--;
2368
2369 /* Instead of all the stuff below, let move_player take care
2370 * of it. Also, some of the skill stuff is only put in
2371 * there, as well as the confusion stuff.
2372 */
2373 move_player (op, op->direction); 2241 return move_player (op, op->direction);
2374 if (op->speed_left > 0)
2375 return 1;
2376 else
2377 return 0;
2378 }
2379 2242
2380 return 0; 2243 return false;
2381} 2244}
2382 2245
2383int 2246int
2384save_life (object *op) 2247save_life (object *op)
2385{ 2248{
2387 return 0; 2250 return 0;
2388 2251
2389 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2252 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2390 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2253 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2391 { 2254 {
2392 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2255 op->play_sound (sound_find ("ob_evaporate"));
2393 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); 2256 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2394
2395 if (op->contr)
2396 esrv_del_item (op->contr, tmp->count);
2397 2257
2398 tmp->destroy (); 2258 tmp->destroy ();
2399 CLEAR_FLAG (op, FLAG_LIFESAVE); 2259 CLEAR_FLAG (op, FLAG_LIFESAVE);
2400 2260
2401 if (op->stats.hp < 0) 2261 if (op->stats.hp < 0)
2414 return 0; 2274 return 0;
2415} 2275}
2416 2276
2417/* This goes throws the inventory and removes unpaid objects, and puts them 2277/* This goes throws the inventory and removes unpaid objects, and puts them
2418 * back in the map (location and map determined by values of env). This 2278 * back in the map (location and map determined by values of env). This
2419 * function will descend into containers. op is the object to start the search 2279 * function will descend into containers. op is the object to start the search
2420 * from. 2280 * from.
2421 */ 2281 */
2282static void
2283drop_unpaid_items (object *op, object *env)
2284{
2285 while (op)
2286 {
2287 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2288
2289 if (QUERY_FLAG (op, FLAG_UNPAID))
2290 op->insert_at (env);
2291 else if (op->inv)
2292 drop_unpaid_items (op->inv, env);
2293
2294 op = next;
2295 }
2296}
2297
2422void 2298void
2423remove_unpaid_objects (object *op, object *env) 2299object::drop_unpaid_items ()
2424{ 2300{
2425 object *next; 2301 if (!flag [FLAG_REMOVED])
2426 2302 ::drop_unpaid_items (inv, this);
2427 while (op)
2428 {
2429 next = op->below; /* Make sure we have a good value, in case
2430 * we remove object 'op'
2431 */
2432 if (QUERY_FLAG (op, FLAG_UNPAID))
2433 {
2434 op->remove ();
2435 op->x = env->x;
2436 op->y = env->y;
2437 if (env->type == PLAYER)
2438 esrv_del_item (env->contr, op->count);
2439 insert_ob_in_map (op, env->map, NULL, 0);
2440 }
2441 else if (op->inv)
2442 remove_unpaid_objects (op->inv, env);
2443
2444 op = next;
2445 }
2446} 2303}
2447
2448 2304
2449/* 2305/*
2450 * Returns pointer a static string containing gravestone text 2306 * Returns pointer a static string containing gravestone text
2451 * Moved from apply.c to player.c - player.c is what 2307 * Moved from apply.c to player.c - player.c is what
2452 * actually uses this function. player.c may not be quite the 2308 * actually uses this function. player.c may not be quite the
2453 * best, a misc file for object actions is probably better, 2309 * best, a misc file for object actions is probably better,
2454 * but there isn't one in the server directory. 2310 * but there isn't one in the server directory.
2455 */ 2311 */
2456char * 2312const char *
2457gravestone_text (object *op) 2313gravestone_text (object *op)
2458{ 2314{
2459 static char buf2[MAX_BUF]; 2315 static dynbuf_text buf;
2460 char buf[MAX_BUF];
2461 time_t now = time (NULL);
2462 2316
2463 strcpy (buf2, " R.I.P.\n\n"); 2317 buf << "---- R.I.P. ----\n\n";
2318 op->name;
2319
2464 if (op->type == PLAYER) 2320 if (op->type == PLAYER)
2465 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2321 buf << " the " << op->contr->title;
2466 else
2467 sprintf (buf, "%s\n", &op->name);
2468 2322
2469 strncat (buf2, " ", 20 - strlen (buf) / 2); 2323 buf << "\n\n";
2470 strcat (buf2, buf); 2324
2325 buf << "who was level ";
2326 buf << (sint32)op->level << "\n\n" // OO breakdown
2327 << " when " << (op->contr ? "killed" : "died") << "\n\n";
2328
2471 if (op->type == PLAYER) 2329 if (op->type == PLAYER)
2472 sprintf (buf, "who was in level %d when killed\n", op->level); 2330 buf << "by " << op->contr->killer_name () << ".\n\n";
2473 else
2474 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2475 2331
2476 strncat (buf2, " ", 20 - strlen (buf) / 2);
2477 strcat (buf2, buf);
2478 if (op->type == PLAYER)
2479 { 2332 {
2480 sprintf (buf, "by %s.\n\n", op->contr->killer); 2333 static char buf2[128];
2481 strncat (buf2, " ", 21 - strlen (buf) / 2); 2334 time_t now = time (NULL);
2482 strcat (buf2, buf);
2483 }
2484
2485 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2335 strftime (buf2, 128, "%b %d %Y\n\n", localtime (&now));
2486 strncat (buf2, " ", 20 - strlen (buf) / 2); 2336 buf << buf2;
2487 strcat (buf2, buf); 2337 }
2488 2338
2489 return buf2; 2339 return buf;
2490} 2340}
2491
2492
2493 2341
2494void 2342void
2495do_some_living (object *op) 2343do_some_living (object *op)
2496{ 2344{
2497 int last_food = op->stats.food; 2345 int last_food = op->stats.food;
2503 int rate_grace = 2000; 2351 int rate_grace = 2000;
2504 const int max_hp = 1; 2352 const int max_hp = 1;
2505 const int max_sp = 1; 2353 const int max_sp = 1;
2506 const int max_grace = 1; 2354 const int max_grace = 1;
2507 2355
2508 if (op->contr->outputs_sync) 2356 if (op->contr->hidden)
2357 {
2358 op->invisible = 1000;
2359 /* the socket code flashes the player visible/invisible
2360 * depending on the value of invisible, so we need to
2361 * alternate it here for it to work correctly.
2362 */
2363 if (pticks & 2)
2364 op->invisible--;
2509 { 2365 }
2510 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2366 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2511 if (op->contr->outputs[i].buf != NULL && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks) 2367 {
2512 flush_output_element (op, &op->contr->outputs[i]); 2368 if (!op->invisible--)
2369 {
2370 make_visible (op);
2371 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2372 }
2513 } 2373 }
2514 2374
2515 if (op->contr->ns->state == ST_PLAYING) 2375 if (op->contr->ns->state == ST_PLAYING)
2516 { 2376 {
2517
2518 /* these next three if clauses make it possible to SLOW DOWN 2377 /* these next three if clauses make it possible to SLOW DOWN
2519 hp/grace/spellpoint regeneration. */ 2378 hp/grace/spellpoint regeneration. */
2520 if (op->contr->gen_hp >= 0) 2379 if (op->contr->gen_hp >= 0)
2521 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2380 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2522 else 2381 else
2523 { 2382 {
2524 gen_hp = op->stats.maxhp; 2383 gen_hp = op->stats.maxhp;
2525 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2384 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2526 } 2385 }
2386
2527 if (op->contr->gen_sp >= 0) 2387 if (op->contr->gen_sp >= 0)
2528 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2388 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2529 else 2389 else
2530 { 2390 {
2531 gen_sp = op->stats.maxsp; 2391 gen_sp = op->stats.maxsp;
2532 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2392 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2533 } 2393 }
2394
2534 if (op->contr->gen_grace >= 0) 2395 if (op->contr->gen_grace >= 0)
2535 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2396 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2536 else 2397 else
2537 { 2398 {
2538 gen_grace = op->stats.maxgrace; 2399 gen_grace = op->stats.maxgrace;
2539 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2400 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2540 } 2401 }
2541 2402
2542 /* Regenerate Spell Points */
2543 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0)
2544 {
2545 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2546 if (op->stats.sp < op->stats.maxsp)
2547 {
2548 op->stats.sp++;
2549 /* dms do not consume food */
2550 if (!QUERY_FLAG (op, FLAG_WIZ))
2551 {
2552 op->stats.food--;
2553 if (op->contr->digestion < 0)
2554 op->stats.food += op->contr->digestion;
2555 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2556 op->stats.food = last_food;
2557 }
2558 }
2559 if (max_sp > 1)
2560 {
2561 over_sp = (gen_sp + 10) / rate_sp;
2562 if (over_sp > 0)
2563 {
2564 if (op->stats.sp < op->stats.maxsp)
2565 {
2566 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2567 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2568 op->stats.sp--;
2569 if (op->stats.sp > op->stats.maxsp)
2570 op->stats.sp = op->stats.maxsp;
2571 }
2572 op->last_sp = 0;
2573 }
2574 else
2575 {
2576 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2577 }
2578 }
2579 else
2580 {
2581 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2582 }
2583 }
2584
2585 /* Regenerate Grace */ 2403 /* Regenerate Grace */
2586 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2404 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2587 if (--op->last_grace < 0) 2405 if (--op->last_grace < 0)
2588 { 2406 {
2589 if (op->stats.grace < op->stats.maxgrace / 2) 2407 if (op->stats.grace < op->stats.maxgrace / 2)
2590 op->stats.grace++; /* no penalty in food for regaining grace */ 2408 op->stats.grace++; /* no penalty in food for regaining grace */
2409
2591 if (max_grace > 1) 2410 if (max_grace > 1)
2592 { 2411 {
2593 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2412 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2594 if (over_grace > 0) 2413 if (over_grace > 0)
2595 { 2414 {
2607 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); 2426 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2608 } 2427 }
2609 /* wearing stuff doesn't detract from grace generation. */ 2428 /* wearing stuff doesn't detract from grace generation. */
2610 } 2429 }
2611 2430
2431 if (op->stats.food > 0)
2432 {
2612 /* Regenerate Hit Points */ 2433 /* Regenerate Spell Points */
2613 if (--op->last_heal < 0) 2434 if (!op->contr->golem && --op->last_sp < 0)
2614 {
2615 if (op->stats.hp < op->stats.maxhp)
2616 { 2435 {
2617 op->stats.hp++; 2436 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2618 /* dms do not consume food */ 2437
2619 if (!QUERY_FLAG (op, FLAG_WIZ)) 2438 if (op->stats.sp < op->stats.maxsp)
2620 { 2439 {
2440 op->stats.sp++;
2441
2442 /* dms do not consume food */
2443 if (!QUERY_FLAG (op, FLAG_WIZ))
2444 {
2621 op->stats.food--; 2445 op->stats.food--;
2446
2622 if (op->contr->digestion < 0) 2447 if (op->contr->digestion < 0)
2623 op->stats.food += op->contr->digestion; 2448 op->stats.food += op->contr->digestion;
2624 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2449 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2625 op->stats.food = last_food; 2450 op->stats.food = last_food;
2451 }
2626 } 2452 }
2627 } 2453
2628 if (max_hp > 1) 2454 if (max_sp > 1)
2629 {
2630 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2631 if (over_hp > 0)
2632 { 2455 {
2633 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; 2456 over_sp = (gen_sp + 10) / rate_sp;
2457 if (over_sp > 0)
2458 {
2459 if (op->stats.sp < op->stats.maxsp)
2460 {
2461 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2462
2463 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2464 op->stats.sp--;
2465
2466 if (op->stats.sp > op->stats.maxsp)
2467 op->stats.sp = op->stats.maxsp;
2468 }
2469
2634 op->last_heal = 0; 2470 op->last_sp = 0;
2471 }
2472 else
2473 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2635 } 2474 }
2636 else 2475 else
2476 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2477 }
2478
2479 /* Regenerate Hit Points */
2480 if (--op->last_heal < 0)
2481 {
2482 if (op->stats.hp < op->stats.maxhp)
2637 { 2483 {
2638 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2484 op->stats.hp++;
2485
2486 /* dms do not consume food */
2487 if (!QUERY_FLAG (op, FLAG_WIZ))
2488 {
2489 op->stats.food--;
2490
2491 if (op->contr->digestion < 0)
2492 op->stats.food += op->contr->digestion;
2493 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2494 op->stats.food = last_food;
2495 }
2639 } 2496 }
2497
2498 if (max_hp > 1)
2499 {
2500 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2501
2502 if (over_hp > 0)
2503 {
2504 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2505 op->last_heal = 0;
2506 }
2507 else
2508 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2640 } 2509 }
2641 else 2510 else
2642 {
2643 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2511 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2644 } 2512 }
2645 } 2513 }
2646 2514
2647 /* Digestion */ 2515 /* Digestion */
2648 if (--op->last_eat < 0) 2516 if (--op->last_eat < 0)
2649 { 2517 {
2650#ifdef COZY_SERVER 2518 int bonus = max (0, op->contr->digestion),
2651 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion; 2519 penalty = max (0, -op->contr->digestion);
2652 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2653#else
2654 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2655#endif
2656 2520
2657 if (op->contr->gen_hp > 0)
2658 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2521 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2659 else 2522
2660 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2661 /* dms do not consume food */ 2523 /* dms do not consume food */
2662 if (!QUERY_FLAG (op, FLAG_WIZ)) 2524 if (!QUERY_FLAG (op, FLAG_WIZ))
2663 op->stats.food--; 2525 op->stats.food--;
2664 } 2526 }
2665 }
2666 2527
2667 if (op->contr->ns->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2528 if (op->stats.food < 0 && op->stats.hp >= 0)
2668 { 2529 {
2669 object *tmp, *flesh = NULL; 2530 object *flesh = 0;
2670 2531
2671 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2532 for_inv_removable (op, tmp)
2672 {
2673 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2674 { 2533 {
2534 if (QUERY_FLAG (tmp, FLAG_UNPAID))
2535 continue;
2536
2675 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2537 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2676 { 2538 {
2677 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2539 op->statusmsg ("You blindly grab for a bite of food. "
2540 "H<To prevent you from starving, you ate some random item from your backpack.>");
2678 manual_apply (op, tmp, 0); 2541 manual_apply (op, tmp, 0);
2542
2679 if (op->stats.food >= 0 || op->stats.hp < 0) 2543 if (op->stats.food >= 0 || op->stats.hp < 0)
2680 break; 2544 break;
2681 } 2545 }
2682 else if (tmp->type == FLESH) 2546 else if (tmp->type == FLESH)
2683 flesh = tmp; 2547 flesh = tmp;
2684 } /* End if paid for object */ 2548 }
2685 } /* end of for loop */ 2549
2686 /* If player is still starving, it means they don't have any food, so 2550 /* If player is still starving, it means they don't have any food, so
2687 * eat flesh instead. 2551 * eat flesh instead.
2688 */ 2552 */
2689 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2553 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2690 { 2554 {
2691 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2555 op->statusmsg ("You blindly grab for a bite of food. "
2556 "H<To prevent you from starving, you ate some random item from your backpack.>");
2692 manual_apply (op, flesh, 0); 2557 manual_apply (op, flesh, 0);
2558 }
2559
2560 // If player is still starving, alert him!
2561 if (op->stats.food < 0)
2562 op->failmsg ("You are starving! "
2563 "H<Eat some food to increase your food and prevent you from an untimely death.>");
2564 }
2565
2566 if (op->stats.food < 0)
2693 } 2567 {
2694 } /* end if player is starving */ 2568 op->stats.hp += op->stats.food;
2569 op->stats.food = 0;
2695 2570
2696 while (op->stats.food < 0 && op->stats.hp > 0) 2571 if (op->stats.hp < 0)
2697 op->stats.food++, op->stats.hp--; 2572 {
2573 op->contr->killer = archetype::get ("killer_starvation");
2574 op->contr->killer->destroy ();
2575 }
2576 }
2698 2577
2699 if (!op->contr->ns->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0)) 2578 /* killer should be set here already */
2579 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2700 kill_player (op); 2580 kill_player (op);
2581 }
2701} 2582}
2702
2703
2704 2583
2705/* If the player should die (lack of hp, food, etc), we call this. 2584/* If the player should die (lack of hp, food, etc), we call this.
2706 * op is the player in jeopardy. If the player can not be saved (not 2585 * op is the player in jeopardy. If the player can not be saved (not
2707 * permadeath, no lifesave), this will take care of removing the player 2586 * permadeath, no lifesave), this will take care of removing the player
2708 * file. 2587 * file.
2709 */ 2588 */
2710void 2589void
2711kill_player (object *op) 2590kill_player (object *op)
2712{ 2591{
2592 int x, y;
2713 char buf[MAX_BUF]; 2593 char buf[MAX_BUF];
2714 int x, y;
2715
2716 //int i;
2717 maptile *map; /* this is for resurrection */ 2594 maptile *map; /* this is for resurrection */
2718
2719 /* int z;
2720 int num_stats_lose;
2721 int lost_a_stat;
2722 int lose_this_stat;
2723 int this_stat; */
2724 int will_kill_again; 2595 int will_kill_again;
2725 archetype *at; 2596 archetype *at;
2726 object *tmp; 2597 object *tmp;
2727 2598
2728 if (save_life (op)) 2599 if (save_life (op))
2729 return; 2600 return;
2730
2731 2601
2732 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2602 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2733 * in cities ONLY!!! It is very important that this doesn't get abused. 2603 * in cities ONLY!!! It is very important that this doesn't get abused.
2734 * Look at op_on_battleground() for more info --AndreasV 2604 * Look at op_on_battleground() for more info --AndreasV
2735 */ 2605 */
2738 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2608 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2739 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life..."); 2609 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2740 2610
2741 /* restore player */ 2611 /* restore player */
2742 at = archetype::find ("poisoning"); 2612 at = archetype::find ("poisoning");
2743 tmp = present_arch_in_ob (at, op); 2613 if (object *tmp = present_arch_in_ob (at, op))
2744 if (tmp)
2745 { 2614 {
2746 tmp->destroy (); 2615 tmp->destroy ();
2747 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2616 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2748 } 2617 }
2749 2618
2750 at = archetype::find ("confusion"); 2619 at = archetype::find ("confusion");
2751 tmp = present_arch_in_ob (at, op); 2620 if (object *tmp = present_arch_in_ob (at, op))
2752 if (tmp)
2753 { 2621 {
2754 tmp->destroy (); 2622 tmp->destroy ();
2755 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2623 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2756 } 2624 }
2757 2625
2758 cure_disease (op, 0); /* remove any disease */ 2626 cure_disease (op, 0, 0); /* remove any disease */
2759 op->stats.hp = op->stats.maxhp; 2627 op->stats.hp = op->stats.maxhp;
2760 if (op->stats.food <= 0) 2628 if (op->stats.food <= 0)
2761 op->stats.food = 999; 2629 op->stats.food = 999;
2762 2630
2763 /* create a bodypart-trophy to make the winner happy */ 2631 /* create a bodypart-trophy to make the winner happy */
2764 tmp = arch_to_object (archetype::find ("finger")); 2632 if (object *tmp = arch_to_object (archetype::find ("finger")))
2765 if (tmp != NULL)
2766 { 2633 {
2767 sprintf (buf, "%s's finger", &op->name); 2634 tmp->name = format ("%s's finger" , &op->name);
2768 tmp->name = buf; 2635 tmp->name_pl = format ("%s's fingers", &op->name);
2769 sprintf (buf, " This finger has been cut off %s\n"
2770 " the %s, when he was defeated at\n level %d by %s.\n",
2771 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2772 tmp->msg = buf; 2636 tmp->msg = format (
2637 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
2638 &op->name, op->contr->title,
2639 (int)op->level,
2640 op->contr->killer_name ()
2641 );
2773 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2642 tmp->value = 0, tmp->type = 0;
2774 tmp->materialname = NULL; 2643 tmp->materialname = "organics";
2775 tmp->x = op->x, tmp->y = op->y; 2644 tmp->insert_at (op, tmp);
2776 insert_ob_in_map (tmp, op->map, op, 0);
2777 } 2645 }
2778 2646
2779 /* teleport defeated player to new destination */ 2647 /* teleport defeated player to new destination */
2780 transfer_ob (op, x, y, 0, NULL); 2648 transfer_ob (op, x, y, 0, NULL);
2781 op->contr->braced = 0; 2649 op->contr->braced = 0;
2784 2652
2785 INVOKE_PLAYER (DEATH, op->contr); 2653 INVOKE_PLAYER (DEATH, op->contr);
2786 2654
2787 command_kill_pets (op, 0); 2655 command_kill_pets (op, 0);
2788 2656
2789 if (op->stats.food < 0) 2657 op->contr->play_sound (sound_find ("player_dies"));
2790 {
2791 if (op->contr->explore)
2792 {
2793 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
2794 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2795 op->stats.food = 999;
2796 return;
2797 }
2798 sprintf (buf, "%s starved to death.", &op->name);
2799 strcpy (op->contr->killer, "starvation");
2800 }
2801 else
2802 {
2803 if (op->contr->explore)
2804 {
2805 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
2806 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2807 op->stats.hp = op->stats.maxhp;
2808 return;
2809 }
2810 sprintf (buf, "%s died.", &op->name);
2811 }
2812 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2813 2658
2814 /* save the map location for corpse, gravestone */ 2659 /* save the map location for corpse, gravestone */
2815 x = op->x; 2660 x = op->x;
2816 y = op->y; 2661 y = op->y;
2817 map = op->map; 2662 map = op->map;
2818
2819 2663
2820 /* NOT_PERMADEATH code. This basically brings the character back to 2664 /* NOT_PERMADEATH code. This basically brings the character back to
2821 * life if they are dead - it takes some exp and a random stat. 2665 * life if they are dead - it takes some exp and a random stat.
2822 * See the config.h file for a little more in depth detail about this. 2666 * See the config.h file for a little more in depth detail about this.
2823 */ 2667 */
2840 num_stats_lose = 1; 2684 num_stats_lose = 1;
2841 else 2685 else
2842 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO; 2686 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2843 } 2687 }
2844 else 2688 else
2845 {
2846 num_stats_lose = 1; 2689 num_stats_lose = 1;
2847 } 2690
2848 lost_a_stat = 0; 2691 lost_a_stat = 0;
2849 2692
2850 for (z = 0; z < num_stats_lose; z++) 2693 for (z = 0; z < num_stats_lose; z++)
2851 { 2694 {
2852 i = RANDOM () % NUM_STATS; 2695 i = RANDOM () % NUM_STATS;
2926 lost_a_stat = 1; 2769 lost_a_stat = 1;
2927 } 2770 }
2928 } 2771 }
2929 } 2772 }
2930 } 2773 }
2774
2931 /* If no stat lost, tell the player. */ 2775 /* If no stat lost, tell the player. */
2932 if (!lost_a_stat) 2776 if (!lost_a_stat)
2933 { 2777 {
2934 /* determine_god() seems to not work sometimes... why is this? 2778 /* determine_god() seems to not work sometimes... why is this?
2935 Should I be using something else? GD */ 2779 Should I be using something else? GD */
2939 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god); 2783 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
2940 else 2784 else
2941 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2785 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
2942 } 2786 }
2943#else 2787#else
2944 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2788 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you from losing yourself completely.");
2945#endif 2789#endif
2946 2790
2947 /* Put a gravestone up where the character 'almost' died. List the 2791 /* Put a gravestone up where the character 'almost' died. List the
2948 * exp loss on the stone. 2792 * exp loss on the stone.
2949 */ 2793 */
2950 tmp = arch_to_object (archetype::find ("gravestone")); 2794 tmp = arch_to_object (archetype::find ("gravestone"));
2951 sprintf (buf, "%s's gravestone", &op->name); 2795 tmp->name = format ("%s's gravestone", &op->name);
2952 tmp->name = buf; 2796 tmp->name_pl = format ("%s's gravestones", &op->name);
2953 sprintf (buf, "%s's gravestones", &op->name);
2954 tmp->name_pl = buf;
2955 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); 2797 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 ());
2956 tmp->msg = buf;
2957 tmp->x = op->x, tmp->y = op->y; 2798 tmp->x = op->x, tmp->y = op->y;
2958 insert_ob_in_map (tmp, op->map, NULL, 0); 2799 insert_ob_in_map (tmp, op->map, NULL, 0);
2959 2800
2960 /**************************************/ 2801 /**************************************/
2961 /* */ 2802 /* */
2982 { 2823 {
2983 tmp->destroy (); 2824 tmp->destroy ();
2984 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2825 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2985 } 2826 }
2986 2827
2987 cure_disease (op, 0); /* remove any disease */ 2828 cure_disease (op, 0, 0); /* remove any disease */
2829
2830 // remove all spell effects that are active
2831 // to avoid long-term effects such as word-of-recall
2832 for (object *item = op->inv; item; )
2833 {
2834 object *next = item->below;
2835
2836 if (item->type == SPELL_EFFECT && item->active)
2837 item->destroy ();
2838
2839 item = next;
2840 }
2988 2841
2989 /*add_exp(op, (op->stats.exp * -0.20)); */ 2842 /*add_exp(op, (op->stats.exp * -0.20)); */
2990 apply_death_exp_penalty (op); 2843 apply_death_exp_penalty (op);
2844
2991 if (op->stats.food < 100) 2845 if (op->stats.food < 100)
2992 op->stats.food = 900; 2846 op->stats.food = 900;
2847
2993 op->stats.hp = op->stats.maxhp; 2848 op->stats.hp = op->stats.maxhp;
2994 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2849 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2995 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2850 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2996 2851
2997 /* 2852 /*
2998 * Check to see if the player is in a shop. IF so, then check to see if
2999 * the player has any unpaid items. If so, remove them and put them back 2853 * Check to see if the player has any unpaid items. If so, remove them
3000 * in the map. 2854 * and put them back in the map.
3001 */ 2855 */
3002 2856 op->drop_unpaid_items ();
3003 if (is_in_shop (op))
3004 remove_unpaid_objects (op->inv, op);
3005 2857
3006 /****************************************/ 2858 /****************************************/
3007 /* */ 2859 /* */
3008 /* Move player to his current respawn- */ 2860 /* Move player to his current respawn- */
3009 /* position (usually last savebed) */ 2861 /* position (usually last savebed) */
3010 /* */ 2862 /* */
3011 /****************************************/ 2863 /****************************************/
3012 2864
3013 enter_player_savebed (op); 2865 enter_player_savebed (op);
3014 2866
3015 /* Save the player before inserting the force to reduce
3016 * chance of abuse.
3017 */
3018 op->contr->braced = 0; 2867 op->contr->braced = 0;
3019 op->contr->save ();
3020 2868
3021 /* it is possible that the player has blown something up 2869 /* it is possible that the player has blown something up
3022 * at his savebed location, and that can have long lasting 2870 * at his savebed location, and that can have long lasting
3023 * spell effects. So first see if there is a spell effect 2871 * spell effects. So first see if there is a spell effect
3024 * on the space that might harm the player. 2872 * on the space that might harm the player.
3033 object *force; 2881 object *force;
3034 int at; 2882 int at;
3035 2883
3036 force = get_archetype (FORCE_NAME); 2884 force = get_archetype (FORCE_NAME);
3037 /* 50 ticks should be enough time for the spell to abate */ 2885 /* 50 ticks should be enough time for the spell to abate */
3038 force->speed = 0.1; 2886 force->speed = 0.1f;
3039 force->speed_left = -5.0; 2887 force->speed_left = -5.f;
3040 SET_FLAG (force, FLAG_APPLIED); 2888 SET_FLAG (force, FLAG_APPLIED);
3041 for (at = 0; at < NROFATTACKS; at++) 2889 for (at = 0; at < NROFATTACKS; at++)
3042 if (will_kill_again & (1 << at)) 2890 if (will_kill_again & (1 << at))
3043 force->resist[at] = 100; 2891 force->resist[at] = 100;
3044 2892
3053void 2901void
3054loot_object (object *op) 2902loot_object (object *op)
3055{ /* Grab and destroy some treasure */ 2903{ /* Grab and destroy some treasure */
3056 object *tmp, *tmp2, *next; 2904 object *tmp, *tmp2, *next;
3057 2905
3058 if (op->container) 2906 op->close_container (); /* close open sack first */
3059 esrv_apply_container (op, op->container); /* close open sack first */
3060 2907
3061 for (tmp = op->inv; tmp; tmp = next) 2908 for (tmp = op->inv; tmp; tmp = next)
3062 { 2909 {
3063 next = tmp->below; 2910 next = tmp->below;
3064 2911
3065 if (tmp->invisible) 2912 if (tmp->invisible)
3066 continue; 2913 continue;
3067 2914
3068 tmp->remove (); 2915 tmp->remove ();
3069 tmp->x = op->x, tmp->y = op->y; 2916 tmp->x = op->x, tmp->y = op->y;
2917
3070 if (tmp->type == CONTAINER) 2918 if (tmp->type == CONTAINER)
3071 { /* empty container to ground */ 2919 loot_object (tmp); /* empty container to ground */
3072 loot_object (tmp); 2920
3073 }
3074 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) 2921 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
3075 { 2922 {
3076 if (tmp->nrof > 1) 2923 if (tmp->nrof > 1)
3077 { 2924 {
3078 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2925 tmp->decrease (rndm (1, tmp->nrof - 1));
3079 tmp2->destroy ();
3080 insert_ob_in_map (tmp, op->map, NULL, 0); 2926 insert_ob_in_map (tmp, op->map, NULL, 0);
3081 } 2927 }
3082 else 2928 else
3083 tmp->destroy (); 2929 tmp->destroy ();
3084 } 2930 }
3090/* 2936/*
3091 * fix_weight(): Check recursively the weight of all players, and fix 2937 * fix_weight(): Check recursively the weight of all players, and fix
3092 * what needs to be fixed. Refresh windows and fix speed if anything 2938 * what needs to be fixed. Refresh windows and fix speed if anything
3093 * was changed. 2939 * was changed.
3094 */ 2940 */
3095
3096void 2941void
3097fix_weight (void) 2942fix_weight (void)
3098{ 2943{
3099 for (player *pl = first_player; pl; pl = pl->next) 2944 for_all_players (pl)
3100 { 2945 {
3101 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2946 sint32 old = pl->ob->carrying;
3102 2947
3103 if (old == sum) 2948 pl->ob->update_weight ();
3104 continue; 2949
2950 if (old != pl->ob->carrying)
2951 {
3105 pl->ob->update_stats (); 2952 pl->ob->update_stats ();
3106 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 2953 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, (int)old, (int)pl->ob->carrying);
2954 }
3107 } 2955 }
3108} 2956}
3109 2957
3110void 2958void
3111fix_luck (void) 2959fix_luck (void)
3112{ 2960{
3113 for (player *pl = first_player; pl; pl = pl->next) 2961 for_all_players (pl)
3114 if (!pl->ob->contr->ns->state) 2962 if (!pl->ob->contr->ns->state)
3115 pl->ob->change_luck (0); 2963 pl->ob->change_luck (0);
3116} 2964}
3117 2965
3118/* cast_dust() - handles op throwing objects of type 'DUST'. 2966/* cast_dust() - handles op throwing objects of type 'DUST'.
3155void 3003void
3156make_visible (object *op) 3004make_visible (object *op)
3157{ 3005{
3158 op->hide = 0; 3006 op->hide = 0;
3159 op->invisible = 0; 3007 op->invisible = 0;
3008
3160 if (op->type == PLAYER) 3009 if (op->type == PLAYER)
3161 { 3010 {
3162 op->contr->tmp_invis = 0; 3011 op->contr->tmp_invis = 0;
3163 op->contr->invis_race = 0; 3012 op->contr->invis_race = 0;
3164 } 3013 }
3014
3165 update_object (op, UP_OBJ_FACE); 3015 update_object (op, UP_OBJ_CHANGE);
3166} 3016}
3167 3017
3168int 3018int
3169is_true_undead (object *op) 3019is_true_undead (object *op)
3170{ 3020{
3171 object *tmp = NULL;
3172
3173 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3021 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3174 return 1; 3022 return 1;
3175 3023
3176 return 0; 3024 return 0;
3177} 3025}
3178 3026
3179/* look at the surrounding terrain to determine 3027/* look at the surrounding terrain to determine
3180 * the hideability of this object. Positive levels 3028 * the hideability of this object. Positive levels
3181 * indicate greater hideability. 3029 * indicate greater hideability.
3182 */ 3030 */
3183
3184int 3031int
3185hideability (object *ob) 3032hideability (object *ob)
3186{ 3033{
3187 int i, level = 0, mflag; 3034 int i, level = 0, mflag;
3188 sint16 x, y; 3035 sint16 x, y;
3198 * as bad as carrying a light on a pitch dark map */ 3045 * as bad as carrying a light on a pitch dark map */
3199 if (has_carried_lights (ob)) 3046 if (has_carried_lights (ob))
3200 level = -(10 + (2 * ob->map->darkness)); 3047 level = -(10 + (2 * ob->map->darkness));
3201 3048
3202 /* scan through all nearby squares for terrain to hide in */ 3049 /* scan through all nearby squares for terrain to hide in */
3203 for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i]) 3050 for (i = 0, x = ob->x, y = ob->y;
3051 i <= SIZEOFFREE1;
3052 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3204 { 3053 {
3205 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); 3054 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3206 if (mflag & P_OUT_OF_MAP) 3055 if (mflag & P_OUT_OF_MAP)
3207 {
3208 continue; 3056 continue;
3209 } 3057
3210 if (mflag & P_BLOCKSVIEW) /* something to hide near! */ 3058 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3211 level += 2; 3059 level += 2;
3212 else /* open terrain! */ 3060 else /* open terrain! */
3213 level -= 1; 3061 level -= 1;
3214 } 3062 }
3222/* For Hidden creatures - a chance of becoming 'unhidden' 3070/* For Hidden creatures - a chance of becoming 'unhidden'
3223 * every time they move - as we subtract off 'invisibility' 3071 * every time they move - as we subtract off 'invisibility'
3224 * AND, for players, if they move into a ridiculously unhideable 3072 * AND, for players, if they move into a ridiculously unhideable
3225 * spot (surrounded by clear terrain in broad daylight). -b.t. 3073 * spot (surrounded by clear terrain in broad daylight). -b.t.
3226 */ 3074 */
3227
3228void 3075void
3229do_hidden_move (object *op) 3076do_hidden_move (object *op)
3230{ 3077{
3231 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 3078 int hide = 0;
3232 object *skop;
3233 3079
3234 if (!op || !op->map) 3080 if (!op || !op->map)
3235 return; 3081 return;
3236 3082
3237 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3083 object *skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3084 int num = random_roll (0, 19, op, PREFER_LOW);
3238 3085
3239 /* its *extremely* hard to run and sneak/hide at the same time! */ 3086 /* its *extremely* hard to run and sneak/hide at the same time! */
3240 if (op->type == PLAYER && op->contr->run_on) 3087 if (op->type == PLAYER && op->contr->run_on)
3241 {
3242 if (!skop || num >= skop->level) 3088 if (!skop || num >= skop->level)
3243 { 3089 {
3244 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!"); 3090 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3245 make_visible (op); 3091 make_visible (op);
3246 return; 3092 return;
3247 } 3093 }
3248 else 3094 else
3249 num += 20; 3095 num += 20;
3250 } 3096
3251 num += op->map->difficulty; 3097 num += op->map->difficulty;
3252 hide = hideability (op); /* modify by terrain hidden level */ 3098 hide = hideability (op); /* modify by terrain hidden level */
3253 num -= hide; 3099 num -= hide;
3100
3254 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3101 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3255 { 3102 {
3256 make_visible (op); 3103 make_visible (op);
3104
3257 if (op->type == PLAYER) 3105 if (op->type == PLAYER)
3258 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 3106 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3259 } 3107 }
3260 else if (op->type == PLAYER && skop) 3108 else if (op->type == PLAYER && skop)
3261 {
3262 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 3109 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3263 }
3264} 3110}
3265 3111
3266/* determine if who is standing near a hostile creature. */ 3112/* determine if who is standing near a hostile creature. */
3267 3113
3268int 3114int
3316 * object op. This function works fine for monsters, 3162 * object op. This function works fine for monsters,
3317 * but we dont worry if the object isnt the top one in 3163 * but we dont worry if the object isnt the top one in
3318 * a pile (say a coin under a table would return "viewable" 3164 * a pile (say a coin under a table would return "viewable"
3319 * by this routine). Another question, should we be 3165 * by this routine). Another question, should we be
3320 * concerned with the direction the player is looking 3166 * concerned with the direction the player is looking
3321 * in? Realistically, most of use cant see stuff behind 3167 * in? Realistically, most of us can't see stuff behind
3322 * our backs...on the other hand, does the "facing" direction 3168 * our backs...on the other hand, does the "facing" direction
3323 * imply the way your head, or body is facing? Its possible 3169 * imply the way your head, or body is facing? It's possible
3324 * for them to differ. Sigh, this fctn could get a bit more complex. 3170 * for them to differ. Sigh, this fctn could get a bit more complex.
3325 * -b.t. 3171 * -b.t.
3326 * This function is now map tiling safe. 3172 * This function is now map tiling safe.
3327 */ 3173 */
3328
3329int 3174int
3330player_can_view (object *pl, object *op) 3175player_can_view (object *pl, object *op)
3331{ 3176{
3332 rv_vector rv; 3177 rv_vector rv;
3333 int dx, dy; 3178 int dx, dy;
3335 if (pl->type != PLAYER) 3180 if (pl->type != PLAYER)
3336 { 3181 {
3337 LOG (llevError, "player_can_view() called for non-player object\n"); 3182 LOG (llevError, "player_can_view() called for non-player object\n");
3338 return -1; 3183 return -1;
3339 } 3184 }
3185
3340 if (!pl || !op) 3186 if (!pl || !op)
3341 return 0; 3187 return 0;
3342 3188
3343 if (op->head)
3344 {
3345 op = op->head; 3189 op = op->head_ ();
3346 } 3190
3347 get_rangevector (pl, op, &rv, 0x1); 3191 get_rangevector (pl, op, &rv, 0x1);
3348 3192
3349 /* starting with the 'head' part, lets loop 3193 /* starting with the 'head' part, lets loop
3350 * through the object and find if it has any 3194 * through the object and find if it has any
3351 * part that is in the los array but isnt on 3195 * part that is in the los array but isn't on
3352 * a blocked los square. 3196 * a blocked los square.
3353 * we use the archetype to figure out offsets. 3197 * we use the archetype to figure out offsets.
3354 */ 3198 */
3355 while (op) 3199 while (op)
3356 { 3200 {
3357 dx = rv.distance_x + op->arch->clone.x; 3201 dx = rv.distance_x + op->arch->x;
3358 dy = rv.distance_y + op->arch->clone.y; 3202 dy = rv.distance_y + op->arch->y;
3359 3203
3360 /* only the viewable area the player sees is updated by LOS 3204 /* only the viewable area the player sees is updated by LOS
3361 * code, so we need to restrict ourselves to that range of values 3205 * code, so we need to restrict ourselves to that range of values
3362 * for any meaningful values. 3206 * for any meaningful values.
3363 */ 3207 */
3364 if (FABS (dx) <= (pl->contr->ns->mapx / 2) && 3208 if (abs (dx) <= (pl->contr->ns->mapx / 2) &&
3365 FABS (dy) <= (pl->contr->ns->mapy / 2) && 3209 abs (dy) <= (pl->contr->ns->mapy / 2) &&
3366 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)]) 3210 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3367 return 1; 3211 return 1;
3212
3368 op = op->more; 3213 op = op->more;
3369 } 3214 }
3215
3370 return 0; 3216 return 0;
3371} 3217}
3372 3218
3373/* routine for both players and monsters. We call this when 3219/* routine for both players and monsters. We call this when
3374 * there is a possibility for our action distrubing our hiding 3220 * there is a possibility for our action distrubing our hiding
3377 * return 0. 3223 * return 0.
3378 */ 3224 */
3379int 3225int
3380action_makes_visible (object *op) 3226action_makes_visible (object *op)
3381{ 3227{
3382
3383 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) 3228 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3384 { 3229 {
3385 if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) 3230 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3386 return 0; 3231 return 0;
3387 3232
3393 { 3238 {
3394 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible"); 3239 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3395 return 1; 3240 return 1;
3396 } 3241 }
3397 } 3242 }
3243
3398 return 0; 3244 return 0;
3399} 3245}
3400 3246
3401/* op_on_battleground - checks if the given object op (usually 3247/* op_on_battleground - checks if the given object op (usually
3402 * a player) is standing on a valid battleground-tile, 3248 * a player) is standing on a valid battleground-tile,
3407 * Default is to do the same as before, so only people wanting to have different points need worry about this 3253 * Default is to do the same as before, so only people wanting to have different points need worry about this
3408 */ 3254 */
3409int 3255int
3410op_on_battleground (object *op, int *x, int *y) 3256op_on_battleground (object *op, int *x, int *y)
3411{ 3257{
3412 object *tmp;
3413
3414 /* A battleground-tile needs the following attributes to be valid: 3258 /* A battleground-tile needs the following attributes to be valid:
3415 * is_floor 1 (has to be the FIRST floor beneath the player's feet), 3259 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3416 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3260 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3417 * and the exit-coordinates sp/hp must both be > 0. 3261 * and the exit-coordinates sp/hp must both be > 0.
3418 * => The intention here is to prevent abuse of the battleground- 3262 * => The intention here is to prevent abuse of the battleground-
3419 * feature (like pickable or hidden battleground tiles). */ 3263 * feature (like pickable or hidden battleground tiles). */
3420 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3264 for (object *tmp = op->below; tmp; tmp = tmp->below)
3421 { 3265 {
3422 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3266 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3423 { 3267 {
3424 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3268 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3425 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp)) 3269 && tmp->type == BATTLEGROUND
3270 && tmp->name == shstr_battleground
3271 && EXIT_X (tmp) && EXIT_Y (tmp))
3426 { 3272 {
3427 /*before we assign the exit, check if this is a teambattle */ 3273 /* before we assign the exit, check if this is a teambattle */
3428 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) 3274 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3429 { 3275 {
3430 object *invtmp;
3431
3432 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below) 3276 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3433 { 3277 {
3434 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying)) 3278 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3435 { 3279 {
3436 if (x != NULL && y != NULL) 3280 if (x && y)
3437 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3281 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3282
3438 return 1; 3283 return 1;
3439 } 3284 }
3440 } 3285 }
3441 } 3286 }
3287
3442 if (x != NULL && y != NULL) 3288 if (x && y)
3443 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3289 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3290
3444 return 1; 3291 return 1;
3445 } 3292 }
3446 } 3293 }
3447 } 3294 }
3295
3448 /* If we got here, did not find a battleground */ 3296 /* If we got here, did not find a battleground */
3449 return 0; 3297 return 0;
3450} 3298}
3451 3299
3452/* 3300/*
3468 char buf[MAX_BUF]; /* tmp. string buffer */ 3316 char buf[MAX_BUF]; /* tmp. string buffer */
3469 int i = 0, j = 0; 3317 int i = 0, j = 0;
3470 3318
3471 /* get the appropriate treasurelist */ 3319 /* get the appropriate treasurelist */
3472 if (atnr == ATNR_FIRE) 3320 if (atnr == ATNR_FIRE)
3473 trlist = find_treasurelist ("dragon_ability_fire"); 3321 trlist = treasurelist::find (shstr_dragon_ability_fire);
3474 else if (atnr == ATNR_COLD) 3322 else if (atnr == ATNR_COLD)
3475 trlist = find_treasurelist ("dragon_ability_cold"); 3323 trlist = treasurelist::find (shstr_dragon_ability_cold);
3476 else if (atnr == ATNR_ELECTRICITY) 3324 else if (atnr == ATNR_ELECTRICITY)
3477 trlist = find_treasurelist ("dragon_ability_elec"); 3325 trlist = treasurelist::find (shstr_dragon_ability_elec);
3478 else if (atnr == ATNR_POISON) 3326 else if (atnr == ATNR_POISON)
3479 trlist = find_treasurelist ("dragon_ability_poison"); 3327 trlist = treasurelist::find (shstr_dragon_ability_poison);
3480 3328
3481 if (trlist == NULL || who->type != PLAYER) 3329 if (trlist == NULL || who->type != PLAYER)
3482 return; 3330 return;
3483 3331
3484 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3332 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3485 3333
3486 if (tr == NULL || tr->item == NULL) 3334 if (!tr || !tr->item)
3487 { 3335 {
3488 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3336 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3489 return; 3337 return;
3490 } 3338 }
3491 3339
3492 /* everything seems okay - now bring on the gift: */ 3340 /* everything seems okay - now bring on the gift: */
3493 item = &(tr->item->clone); 3341 item = tr->item;
3494 3342
3495 if (item->type == SPELL) 3343 if (item->type == SPELL)
3496 { 3344 {
3497 if (check_spell_known (who, item->name)) 3345 if (check_spell_known (who, item->name))
3498 return; 3346 return;
3557 { 3405 {
3558 /* forces in the treasurelist can alter the player's stats */ 3406 /* forces in the treasurelist can alter the player's stats */
3559 object *skin; 3407 object *skin;
3560 3408
3561 /* first get the dragon skin force */ 3409 /* first get the dragon skin force */
3562 shstr_cmp dragon_skin_force ("dragon_skin_force");
3563 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below) 3410 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3564 ; 3411 ;
3565 3412
3566 if (!skin) 3413 if (!skin)
3567 return; 3414 return;
3568 3415
3603 else 3450 else
3604 { 3451 {
3605 /* generate misc. treasure */ 3452 /* generate misc. treasure */
3606 tmp = arch_to_object (tr->item); 3453 tmp = arch_to_object (tr->item);
3607 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp)); 3454 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3608 tmp = insert_ob_in_ob (tmp, who); 3455 who->insert (tmp);
3609 if (who->type == PLAYER)
3610 esrv_send_item (who, tmp);
3611 } 3456 }
3612} 3457}
3613 3458
3614/** 3459/**
3615 * Unready an object for a player. This function does nothing if the object was 3460 * Unready an object for a player. This function does nothing if the object was
3616 * not readied. 3461 * not readied.
3617 */ 3462 */
3618void 3463void
3619player_unready_range_ob (player *pl, object *ob) 3464player_unready_range_ob (player *pl, object *ob)
3620{ 3465{
3621 rangetype i; 3466 if (pl->ob->current_weapon == ob)
3467 pl->ob->current_weapon = 0;
3622 3468
3623 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3469 if (pl->combat_ob == ob)
3624 { 3470 pl->combat_ob = 0;
3471
3625 if (pl->ranges[i] == ob) 3472 if (pl->ranged_ob == ob)
3626 { 3473 pl->ranged_ob = 0;
3627 pl->ranges[i] = NULL;
3628 if (pl->shoottype == i)
3629 {
3630 pl->shoottype = range_none;
3631 }
3632 }
3633 }
3634} 3474}
3475
3476sint8
3477player::visibility_at (maptile *map, int x, int y) const
3478{
3479 if (!ns)
3480 return 0;
3481
3482 int dx, dy;
3483 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3484 return 0;
3485
3486 x += dx - ns->current_x + ns->mapx / 2;
3487 y += dy - ns->current_y + ns->mapy / 2;
3488
3489 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3490 return 0;
3491
3492 return 100 - blocked_los [x][y];
3493}
3494
3495void
3496player::infobox (const char *title, const char *msg, int color)
3497{
3498 send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3499}
3500
3501void
3502player::statusmsg (const char *msg, int color)
3503{
3504 send_msg (color | NDI_REPLY, INFO_CHANNEL, msg);
3505}
3506
3507void
3508player::failmsg (const char *msg, int color)
3509{
3510 play_sound (sound_find ("generic_failure"));
3511 statusmsg (msg, color);
3512}
3513

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