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Comparing deliantra/server/server/player.C (file contents):
Revision 1.60 by root, Sat Dec 23 09:41:55 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); 161}
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);
169} 198}
170 199
171// connect the player with a specific client 200// connect the player with a specific client
172// also changed, rationalises, and fixes some incorrect settings 201// also changes, rationalises, and fixes some incorrect settings
173void 202void
174player::connect (client *ns) 203player::connect (client *ns)
175{ 204{
176 this->ns = ns; 205 this->ns = ns;
177 ns->pl = this; 206 ns->pl = this;
178 207
179 next = first_player; 208 run_on = 0;
180 first_player = this; 209 fire_on = 0;
210 ob->close_container (); //TODO: client-specific
181 211
182 ns->update_look = 0; 212 ns->update_look = 0;
183 ns->look_position = 0; 213 ns->look_position = 0;
184 214
185 clear_los (ob); 215 clear_los (this);
216
217 ns->reset_stats ();
186 218
187 /* make sure he's a player -- needed because of class change. */ 219 /* make sure he's a player -- needed because of class change. */
188 ob->type = PLAYER; // we are paranoid 220 ob->type = PLAYER; // we are paranoid
189 ob->race = ob->arch->clone.race; 221 ob->race = ob->arch->race;
190 222
191 if (!legal_range (ob, shoottype)) 223 ob->update_weight ();
192 shoottype = range_none;
193
194 ob->carrying = sum_weight (ob);
195 link_player_skills (ob); 224 link_player_skills (ob);
196 225
197 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); 226 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
198 update_ob_speed (ob);
199 227
200 assign (title, ob->arch->clone.name); 228 assign (title, ob->arch->object::name);
201
202 /* can_use_shield is a new flag. However, the can_use.. seems to largely come
203 * from the class, and not race. I don't see any way to get the class information
204 * to then update this. I don't think this will actually break anything - anyone
205 * that can use armour should be able to use a shield. What this may 'break'
206 * are features new characters get, eg, if someone starts up with a Q, they
207 * should be able to use a shield. However, old Q's won't get that advantage.
208 */
209 if (QUERY_FLAG (ob, FLAG_USE_ARMOUR))
210 SET_FLAG (ob, FLAG_USE_SHIELD);
211 229
212 /* if it's a dragon player, set the correct title here */ 230 /* if it's a dragon player, set the correct title here */
213 if (is_dragon_pl (ob)) 231 if (is_dragon_pl (ob))
214 { 232 {
215 object *tmp, *abil = 0, *skin = 0; 233 object *tmp, *abil = 0, *skin = 0;
216 234
217 shstr_cmp dragon_ability_force ("dragon_ability_force");
218 shstr_cmp dragon_skin_force ("dragon_skin_force");
219
220 for (tmp = ob->inv; tmp; tmp = tmp->below) 235 for (tmp = ob->inv; tmp; tmp = tmp->below)
221 if (tmp->type == FORCE) 236 if (tmp->type == FORCE)
222 if (tmp->arch->name == dragon_ability_force) 237 if (tmp->arch->archname == shstr_dragon_ability_force)
223 abil = tmp; 238 abil = tmp;
224 else if (tmp->arch->name == dragon_skin_force) 239 else if (tmp->arch->archname == shstr_dragon_skin_force)
225 skin = tmp; 240 skin = tmp;
226 241
227 set_dragon_name (ob, abil, skin); 242 set_dragon_name (ob, abil, skin);
228 } 243 }
229 244
230 CLEAR_FLAG (ob, FLAG_FRIENDLY);
231 add_friendly_object (ob);
232
233 LOG (llevInfo, "LOGIN: Player named %s from ip %s\n", &ob->name, ns->host);
234
235 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 245 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
236 new_draw_info_format (NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, NULL, "%s has entered the game.", &ob->name);
237 246
238 esrv_new_player (this, ob->weight + ob->carrying); 247 esrv_new_player (this);
239 248
240 ob->update_stats (); 249 ob->update_stats ();
250
241 ns->floorbox_update (); 251 ns->floorbox_update ();
242
243 esrv_send_inventory (ob, ob); 252 esrv_send_inventory (ob, ob);
244 esrv_add_spells (this, 0); 253 esrv_add_spells (this, 0);
245 254
246 enter_exit (ob, 0); 255 activate ();
247 256
248 send_rules (ob); 257 send_rules (ob);
249 send_news (ob); 258 send_news (ob);
250 display_motd (ob); 259 display_motd (ob);
260
261 INVOKE_PLAYER (CONNECT, this);
251 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 ();
252} 289}
253 290
254// the need for this function can be explained 291// the need for this function can be explained
255// by load_object not returning the object 292// by load_object not returning the object
256void 293void
257player::set_object (object *op) 294player::set_object (object *op)
258{ 295{
259 ob = op; 296 ob = observe = op;
260 ob->contr = this; /* this aren't yet in archetype */ 297 ob->contr = this; /* this aren't yet in archetype */
261 298
299 ob->speed = 1.0f;
262 ob->speed_left = 0.5; 300 ob->speed_left = 0.5f;
263 ob->speed = 1.0; 301
264 ob->direction = 5; /* So player faces south */ 302 ob->direction = 5; /* So player faces south */
265 ob->stats.wc = 2;
266 ob->run_away = 25; /* Then we panick... */
267 303
268 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;
269 307
270 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;
271} 337}
272 338
273player::player () 339player::player ()
274{ 340{
275 /* There are some elements we want initialized to non zero value - 341 /* There are some elements we want initialised to non zero value -
276 * we deal with that below this point. 342 * we deal with that below this point.
277 */ 343 */
278 outputs_sync = 16; /* Every 2 seconds */ 344 outputs_sync = 4;
279 outputs_count = 8; /* Keeps present behaviour */ 345 outputs_count = 4;
280 unapply = unapply_nochoice; 346 unapply = unapply_nochoice;
281 347
282 assign (savebed_map, first_map_path); /* Init. respawn position */ 348 savebed_map = first_map_path; /* Init. respawn position */
283 349
284 gen_sp_armour = 10; 350 gen_sp_armour = 10;
285 last_speed = -1;
286 shoottype = range_none;
287 bowtype = bow_normal; 351 bowtype = bow_normal;
288 petmode = pet_normal; 352 petmode = pet_normal;
289 listening = 10;
290 usekeys = containers; 353 usekeys = containers;
291 last_weapon_sp = -1;
292 peaceful = 1; /* default peaceful */ 354 peaceful = 1; /* default peaceful */
293 do_los = 1; 355 do_los = 1;
294 356
295 /* we need to clear these to -1 and not zero - otherwise, 357 weapon_sp = 1.0f;
296 * if a player quits and starts a new character, we wont 358 weapon_sp_left = 0.5f;
297 * send new values to the client, as things like exp start 359}
298 * at zero.
299 */
300 for (int i = 0; i < NUM_SKILLS; i++)
301 last_skill_exp[i] = -1;
302 360
303 for (int i = 0; i < NROFATTACKS; i++) 361void
304 last_resist[i] = -1; 362player::do_destroy ()
363{
364 disconnect ();
305 365
306 last_stats.exp = -1; 366 attachable::do_destroy ();
307 last_weight = (uint32) - 1; 367
368 if (ob)
369 {
370 ob->destroy_inv (false);
371 ob->destroy ();
372 }
373
374 ob = observe = 0;
308} 375}
309 376
310player::~player () 377player::~player ()
311{ 378{
312 terminate_all_pets (ob);
313
314 if (first_player != this)
315 {
316 player *prev = first_player;
317
318 while (prev && prev->next && prev->next != this)
319 prev = prev->next;
320
321 if (prev->next != this)
322 {
323 LOG (llevError, "Free_player: Can't find previous player.\n");
324 abort ();
325 }
326
327 prev->next = next;
328 }
329 else
330 first_player = next;
331
332 if (ob)
333 {
334 ob->contr = 0;
335 ob->destroy (1);
336 }
337
338 if (ns)
339 {
340 ns->send_packet ("goodbye");
341 ns->flush ();
342 ns->pl = 0;
343 ns->destroy ();
344 }
345
346 /* Clear item stack */ 379 /* Clear item stack */
347 free (stack_items); 380 free (stack_items);
348} 381}
349 382
350/* Tries to add player on the connection passed in ns. 383/* Tries to add player on the connection passed in ns.
355player::create () 388player::create ()
356{ 389{
357 player *pl = new player; 390 player *pl = new player;
358 391
359 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);
360 399
361 return pl; 400 return pl;
362} 401}
363 402
364/* 403/*
367 * Note: there MUST be at least one player archetype! 406 * Note: there MUST be at least one player archetype!
368 */ 407 */
369archetype * 408archetype *
370get_player_archetype (archetype *at) 409get_player_archetype (archetype *at)
371{ 410{
372 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);
373 418
374 for (;;) 419 for (;;)
375 { 420 {
376 if (at == NULL || at->next == NULL) 421 if (++i == archetypes.end ())
377 at = first_archetype; 422 i = archetypes.begin ();
378 else 423 else if (*i == at)
379 at = at->next; 424 cleanup ("not a single player archetype found");
380 425
381 if (at->clone.type == PLAYER) 426 if ((*i)->type == PLAYER)
382 return at; 427 return *i;
383
384 if (at == start)
385 {
386 LOG (llevError, "No Player archetypes\n");
387 exit (-1);
388 }
389 } 428 }
390} 429}
391 430
392object * 431object *
393get_nearest_player (object *mon) 432get_nearest_player (object *mon)
394{ 433{
395 object *op = NULL; 434 object *op = NULL;
396 player *pl = NULL;
397 objectlink *ol; 435 objectlink *ol;
398 unsigned lastdist; 436 unsigned lastdist;
399 rv_vector rv; 437 rv_vector rv;
400 438
401 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 439 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
402 { 440 {
403 /* We should not find free objects on this friendly list, but it
404 * does periodically happen. Given that, lets deal with it.
405 * While unlikely, it is possible the next object on the friendly
406 * list is also free, so encapsulate this in a while loop.
407 */
408 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
409 {
410 object *tmp = ol->ob;
411
412 /* Can't do much more other than log the fact, because the object
413 * itself will have been cleared.
414 */
415 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n");
416 ol = ol->next;
417 remove_friendly_object (tmp);
418 if (!ol)
419 return op;
420 }
421
422 /* Remove special check for player from this. First, it looks to cause
423 * some crashes (ol->ob->contr not set properly?), but secondly, a more
424 * complicated method of state checking would be needed in any case -
425 * as it was, a clever player could type quit, and the function would
426 * skip them over while waiting for confirmation. Remove
427 * on_same_map check, as can_detect_enemy also does this
428 */
429 if (!can_detect_enemy (mon, ol->ob, &rv)) 441 if (!can_detect_enemy (mon, ol->ob, &rv))
430 continue; 442 continue;
431 443
432 if (lastdist > rv.distance) 444 if (lastdist > rv.distance)
433 { 445 {
434 op = ol->ob; 446 op = ol->ob;
435 lastdist = rv.distance; 447 lastdist = rv.distance;
436 } 448 }
437 } 449 }
438 for (pl = first_player; pl != NULL; pl = pl->next) 450
439 { 451 for_all_players (pl)
440 if (can_detect_enemy (mon, pl->ob, &rv)) 452 if (can_detect_enemy (mon, pl->ob, &rv))
441 {
442
443 if (lastdist > rv.distance) 453 if (lastdist > rv.distance)
444 { 454 {
445 op = pl->ob; 455 op = pl->ob;
446 lastdist = rv.distance; 456 lastdist = rv.distance;
447 } 457 }
448 } 458
449 }
450#if 0 459#if 0
451 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)");
452#endif 461#endif
453 return op; 462 return op;
454} 463}
512 x = mon->x; 521 x = mon->x;
513 y = mon->y; 522 y = mon->y;
514 m = mon->map; 523 m = mon->map;
515 dir = rv.direction; 524 dir = rv.direction;
516 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 */
517 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
518 /* 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. */
519 if (diff > max) 529 if (diff > max)
520 return 0; 530 return 0;
531
521 while (diff > 1 && max > 0) 532 while (diff > 1 && max > 0)
522 { 533 {
523 lastx = x; 534 lastx = x;
524 lasty = y; 535 lasty = y;
525 lastmap = m; 536 lastmap = m;
607 max--; 618 max--;
608 lastdir = dir; 619 lastdir = dir;
609 if (!firstdir) 620 if (!firstdir)
610 firstdir = dir; 621 firstdir = dir;
611 } 622 }
623
612 if (diff <= 1) 624 if (diff <= 1)
613 { 625 {
614 /* Recalculate diff (distance) because we may not have actually 626 /* Recalculate diff (distance) because we may not have actually
615 * headed toward player for entire distance. 627 * headed toward player for entire distance.
616 */ 628 */
617 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 629 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
618 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));
619 } 631 }
632
620 if (diff > max) 633 if (diff > max)
621 return 0; 634 return 0;
622 } 635 }
636
623 /* 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 */
624 if (!max) 638 if (!max)
625 return 0; 639 return 0;
626 640
627 return firstdir; 641 return firstdir;
628} 642}
629 643
630void 644void
631give_initial_items (object *pl, treasurelist * items) 645give_initial_items (object *pl, treasurelist *items)
632{ 646{
633 object *op, *next = NULL;
634
635 if (pl->randomitems != NULL) 647 if (pl->randomitems)
636 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); 648 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
637 649
638 for (op = pl->inv; op; op = next) 650 for (object *next, *op = pl->inv; op; op = next)
639 { 651 {
640 next = op->below; 652 next = op->below;
641 653
642 /* Forces get applied per default, unless they have the 654 /* Forces get applied per default, unless they have the
643 * 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
648 /* we never give weapons/armour if these cannot be used 660 /* we never give weapons/armour if these cannot be used
649 * by this player due to race restrictions 661 * by this player due to race restrictions
650 */ 662 */
651 if (pl->type == PLAYER) 663 if (pl->type == PLAYER)
652 { 664 {
653 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) && 665 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR)
666 &&
654 (op->type == ARMOUR || op->type == BOOTS || 667 (op->type == ARMOUR || op->type == BOOTS
655 op->type == CLOAK || op->type == HELMET || 668 || op->type == CLOAK || op->type == HELMET
656 op->type == SHIELD || op->type == GLOVES || 669 || op->type == SHIELD || op->type == GLOVES
670 || op->type == BRACERS || op->type == GIRDLE))
657 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))
658 { 672 {
659 op->destroy (); 673 op->destroy ();
660 continue; 674 continue;
661 } 675 }
662 } 676 }
685 if (op->nrof > 1) 699 if (op->nrof > 1)
686 op->nrof = 1; 700 op->nrof = 1;
687 } 701 }
688 702
689 if (op->type == SPELLBOOK && op->inv) 703 if (op->type == SPELLBOOK && op->inv)
690 {
691 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); 704 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
692 }
693 705
694 /* Give starting characters identified, uncursed, and undamned 706 /* Give starting characters identified, uncursed, and undamned
695 * 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
696 * merged properly. 708 * merged properly.
697 */ 709 */
698 if (need_identify (op)) 710 if (need_identify (op))
699 { 711 {
700 SET_FLAG (op, FLAG_IDENTIFIED); 712 SET_FLAG (op, FLAG_IDENTIFIED);
701 CLEAR_FLAG (op, FLAG_CURSED); 713 CLEAR_FLAG (op, FLAG_CURSED);
702 CLEAR_FLAG (op, FLAG_DAMNED); 714 CLEAR_FLAG (op, FLAG_DAMNED);
703 } 715 }
716
704 if (op->type == SPELL) 717 if (op->type == SPELL)
705 { 718 {
706 op->destroy (); 719 op->destroy ();
707 continue; 720 continue;
708 } 721 }
710 { 723 {
711 SET_FLAG (op, FLAG_CAN_USE_SKILL); 724 SET_FLAG (op, FLAG_CAN_USE_SKILL);
712 op->stats.exp = 0; 725 op->stats.exp = 0;
713 op->level = 1; 726 op->level = 1;
714 } 727 }
715 /* lock all 'normal items by default */ 728 else /* lock all 'normal items by default */
716 else
717 SET_FLAG (op, FLAG_INV_LOCKED); 729 SET_FLAG (op, FLAG_INV_LOCKED);
718 } /* for loop of objects in player inv */ 730 } /* for loop of objects in player inv */
719 731
720 /* Need to set up the skill pointers */ 732 /* Need to set up the skill pointers */
721 link_player_skills (pl); 733 link_player_skills (pl);
741roll_stat (void) 753roll_stat (void)
742{ 754{
743 int a[4], i, j, k; 755 int a[4], i, j, k;
744 756
745 for (i = 0; i < 4; i++) 757 for (i = 0; i < 4; i++)
746 a[i] = (int) RANDOM () % 6 + 1; 758 a[i] = (int) rndm (6) + 1;
747 759
748 for (i = 0, j = 0, k = 7; i < 4; i++) 760 for (i = 0, j = 0, k = 7; i < 4; i++)
749 if (a[i] < k) 761 if (a[i] < k)
750 k = a[i], j = i; 762 k = a[i], j = i;
751 763
757} 769}
758 770
759void 771void
760object::roll_stats () 772object::roll_stats ()
761{ 773{
762 int statsort [7]; 774 int statsort [NUM_STATS];
763 775
764 for (;;) 776 for (;;)
765 { 777 {
766 int sum = 0; 778 int sum = 0;
767 for (int i = 7; i--; ) 779 for (int i = NUM_STATS; i--; )
768 sum += statsort [i] = roll_stat (); 780 sum += statsort [i] = roll_stat ();
769 781
770 if (sum >= 82 && sum <= 116) 782 if (sum >= 82 && sum <= 116)
771 break; 783 break;
772 } 784 }
773 785
774 // Sort the stats so that rerolling is easier... 786 // Sort the stats so that rerolling is easier...
775 std::sort (statsort, statsort + 7, std::greater<int>()); 787 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
776 788
789 for (int i = 0; i < NUM_STATS; ++i)
777 stats.Str = statsort[0]; 790 stats.stat (i) = statsort [i];
778 stats.Dex = statsort[1];
779 stats.Con = statsort[2];
780 stats.Int = statsort[3];
781 stats.Wis = statsort[4];
782 stats.Pow = statsort[5];
783 stats.Cha = statsort[6];
784 791
785 stats.exp = 0; 792 stats.exp = 0;
786 stats.ac = 0; 793 stats.ac = 0;
787 794
788 stats.hp = stats.maxhp; 795 stats.hp = stats.maxhp;
800} 807}
801 808
802void 809void
803object::swap_stats (int a, int b) 810object::swap_stats (int a, int b)
804{ 811{
805 int tmp = get_attr_value (&contr->orig_stats, a); 812 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
806 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
807 set_attr_value (&contr->orig_stats, b, tmp);
808 813
814 for (int i = 0; i < NUM_STATS; ++i)
809 stats.Str = contr->orig_stats.Str; 815 stats.stat (i) = contr->orig_stats.stat (i);
810 stats.Dex = contr->orig_stats.Dex;
811 stats.Con = contr->orig_stats.Con;
812 stats.Int = contr->orig_stats.Int;
813 stats.Wis = contr->orig_stats.Wis;
814 stats.Pow = contr->orig_stats.Pow;
815 stats.Cha = contr->orig_stats.Cha;
816 816
817 //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,
818 // be merged with the similar code in roll_stats 818 // be merged with the similar code in roll_stats
819 stats.ac = 0; 819 stats.ac = 0;
820 820
832 contr->levsp[1] = 6; 832 contr->levsp[1] = 6;
833 contr->levgrace[1] = 3; 833 contr->levgrace[1] = 3;
834 834
835 contr->orig_stats = stats; 835 contr->orig_stats = stats;
836 } 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);
837} 846}
838 847
839/* This function takes the key that is passed, and does the 848/* This function takes the key that is passed, and does the
840 * appropriate action with it (change race, or other things). 849 * appropriate action with it (change race, or other things).
841 * The function name is for historical reasons - now we have 850 * The function name is for historical reasons - now we have
842 * separate race and class; this actually changes the RACE, 851 * separate race and class; this actually changes the RACE,
843 * not the class. 852 * not the class.
844 */ 853 */
845int 854void
846key_change_class (object *op, char key) 855player::chargen_race_done ()
847{ 856{
848 int tmp_loop;
849
850 if (key == 'd' || key == 'D')
851 {
852 char buf[MAX_BUF];
853
854 /* this must before then initial items are given */ 857 /* this must before then initial items are given */
855 esrv_new_player (op->contr, op->weight + op->carrying); 858 esrv_new_player (ob->contr);
856 859
857 treasurelist *tl = find_treasurelist ("starting_wealth"); 860 treasurelist *tl = treasurelist::find ("starting_wealth");
858 if (tl) 861 if (tl)
859 create_treasure (tl, op, 0, 0, 0); 862 create_treasure (tl, ob, 0, 0, 0);
860 863
861 INVOKE_PLAYER (BIRTH, op->contr); 864 INVOKE_PLAYER (BIRTH, ob->contr);
862 INVOKE_PLAYER (LOGIN, op->contr); 865 INVOKE_PLAYER (LOGIN, ob->contr);
863 866
864 op->contr->ns->state = ST_PLAYING; 867 ob->contr->ns->state = ST_PLAYING;
865 868
866 if (op->msg) 869 if (ob->msg)
867 op->msg = NULL; 870 ob->msg = 0;
868 871
869 /* We create this now because some of the unique maps will need it
870 * to save here.
871 */
872 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name);
873 make_path_to_file (buf);
874
875#ifdef AUTOSAVE
876 op->contr->last_save_tick = pticks;
877#endif
878 start_info (op); 872 start_info (ob);
879 CLEAR_FLAG (op, FLAG_WIZ); 873 CLEAR_FLAG (ob, FLAG_WIZ);
880 give_initial_items (op, op->randomitems); 874 give_initial_items (ob, ob->randomitems);
881 link_player_skills (op); 875 link_player_skills (ob);
882 esrv_send_inventory (op, op); 876 esrv_send_inventory (ob, ob);
883 op->update_stats (); 877 ob->update_stats ();
884 878
885 /* This moves the player to a different start map, if there 879 /* This moves the player to a different start map, if there
886 * is one for this race 880 * is one for this race
887 */ 881 */
888 if (*first_map_ext_path) 882 if (*first_map_ext_path)
889 { 883 ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y);
890 object *tmp;
891 char mapname[MAX_BUF];
892
893 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name);
894 tmp = object::create ();
895 EXIT_PATH (tmp) = mapname;
896 EXIT_X (tmp) = op->x;
897 EXIT_Y (tmp) = op->y;
898 enter_exit (op, tmp); /* we don't really care if it succeeded;
899 * if the map isn't there, then stay on the
900 * default initial map */
901 tmp->destroy ();
902 }
903 else 884 else
904 LOG (llevDebug, "first_map_ext_path not set\n"); 885 LOG (llevDebug, "first_map_ext_path not set\n");
886}
905 887
906 return 0; 888void
907 } 889player::chargen_race_next ()
908 890{
909 /* Following actually changes the race - this is the default command 891 /* Following actually changes the race - this is the default command
910 * if we don't match with one of the options above. 892 * if we don't match with one of the options above.
911 */ 893 */
912 894
913 tmp_loop = 0; 895 do
914 while (!tmp_loop)
915 { 896 {
916 shstr name = op->name; 897 shstr name = ob->name;
917 int x = op->x, y = op->y; 898 int x = ob->x, y = ob->y;
918 899
919 op->remove_statbonus (); 900 ob->remove_statbonus ();
920 op->remove (); 901 ob->remove ();
921 op->arch = get_player_archetype (op->arch); 902 ob->arch = get_player_archetype (ob->arch);
922 op->arch->clone.copy_to (op); 903 ob->arch->copy_to (ob);
923 op->instantiate (); 904 ob->instantiate ();
924 op->stats = op->contr->orig_stats; 905 ob->stats = ob->contr->orig_stats;
925 op->name = op->name_pl = name; 906 ob->name = ob->name_pl = name;
926 op->x = x; 907 ob->x = x;
927 op->y = y; 908 ob->y = y;
928 SET_ANIMATION (op, 2); /* So player faces south */ 909 SET_ANIMATION (ob, 2); /* So player faces south */
929 insert_ob_in_map (op, op->map, op, 0); 910 insert_ob_in_map (ob, ob->map, ob, 0);
930 assign (op->contr->title, op->arch->clone.name); 911 assign (ob->contr->title, ob->arch->object::name);
931 op->add_statbonus (); 912 ob->add_statbonus ();
932 tmp_loop = allowed_class (op);
933 } 913 }
914 while (!allowed_class (ob));
934 915
935 update_object (op, UP_OBJ_FACE); 916 update_object (ob, UP_OBJ_FACE);
936 esrv_update_item (UPD_FACE, op, op); 917 esrv_update_item (UPD_FACE, ob, ob);
937 op->update_stats (); 918 ob->update_stats ();
938 op->stats.hp = op->stats.maxhp; 919 ob->stats.hp = ob->stats.maxhp;
939 op->stats.sp = op->stats.maxsp; 920 ob->stats.sp = ob->stats.maxsp;
940 op->stats.grace = 0; 921 ob->stats.grace = 0;
941
942 if (op->msg)
943 new_draw_info (NDI_BLUE, 0, op, op->msg);
944
945 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
946 return 0;
947}
948
949int
950key_confirm_quit (object *op, char key)
951{
952 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
953 {
954 op->contr->ns->state = ST_PLAYING;
955 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
956 return 1;
957 }
958
959 INVOKE_PLAYER (LOGOUT, op->contr);
960 INVOKE_PLAYER (QUIT, op->contr);
961
962 terminate_all_pets (op);
963 leave_map (op);
964 op->direction = 0;
965 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
966
967 strcpy (op->contr->killer, "quit");
968 check_score (op);
969 op->contr->party = 0;
970 op->contr->own_title[0] = '\0';
971
972 object_ptr ob = op;
973
974 delete ob->contr;
975
976 /* We need to hunt for any per player unique maps in memory and
977 * get rid of them. The trailing slash in the path is intentional,
978 * so that players named 'Ab' won't match against players 'Abe' pathname
979 */
980 char buf[MAX_BUF];
981 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
982
983 for (maptile *next, *mp = first_map; mp; mp = next)
984 {
985 next = mp->next;
986
987 if (!strncmp (mp->path, buf, strlen (buf)))
988 delete_map (mp);
989 }
990
991 delete_character (ob->name, 1);
992
993 return 1;
994} 922}
995 923
996void 924void
997flee_player (object *op) 925flee_player (object *op)
998{ 926{
1045 /* Cornered, get rid of scared */ 973 /* Cornered, get rid of scared */
1046 CLEAR_FLAG (op, FLAG_SCARED); 974 CLEAR_FLAG (op, FLAG_SCARED);
1047 op->enemy = NULL; 975 op->enemy = NULL;
1048} 976}
1049 977
1050
1051/* 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.
1052 * 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
1053 * stop. 980 * stop.
1054 */ 981 */
1055int 982int
1056check_pick (object *op) 983check_pick (object *op)
1057{ 984{
1058 object *tmp, *next; 985 object *tmp, *next;
1059 int stop = 0; 986 int stop = 0;
1060 int j, k, wvratio; 987 int wvratio;
1061 char putstring[128], tmpstr[16]; 988 char putstring[128];
1062 989
1063 /* if you're flying, you cna't pick up anything */ 990 /* if you're flying, you cna't pick up anything */
1064 if (op->move_type & MOVE_FLYING) 991 if (op->move_type & MOVE_FLYING)
1065 return 1; 992 return 1;
1066 993
1067 next = op->below; 994 next = op->below;
1068 995
996 int cnt = MAX_ITEM_PER_DROP;
997#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
998
1069 /* 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
1070 * destroyed */ 1000 * destroyed */
1071 while (next && !next->destroyed ()) 1001 while (next && !next->destroyed ())
1072 { 1002 {
1073 tmp = next; 1003 tmp = next;
1074 next = tmp->below; 1004 next = tmp->below;
1075 1005
1006 if (cnt <= 0)
1007 {
1008 op->failmsg ("Couldn't pickup all items at once.");
1009 return 0;
1010 }
1011
1076 if (op->destroyed ()) 1012 if (op->destroyed ())
1077 return 0; 1013 return 0;
1078 1014
1079 if (!can_pick (op, tmp)) 1015 if (!can_pick (op, tmp))
1080 continue; 1016 continue;
1081 1017
1082 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 1018 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1083 { 1019 {
1084 if (item_matched_string (op, tmp, op->contr->search_str)) 1020 if (item_matched_string (op, tmp, op->contr->search_str))
1085 pick_up (op, tmp); 1021 CHK_PICK_PICKUP;
1086 continue; 1022 continue;
1087 } 1023 }
1088 1024
1089 /* high not bit set? We're using the old autopickup model */ 1025 /* high not bit set? We're using the old autopickup model */
1090 if (!(op->contr->mode & PU_NEWMODE)) 1026 if (!(op->contr->mode & PU_NEWMODE))
1092 switch (op->contr->mode) 1028 switch (op->contr->mode)
1093 { 1029 {
1094 case 0: 1030 case 0:
1095 return 1; /* don't pick up */ 1031 return 1; /* don't pick up */
1096 case 1: 1032 case 1:
1097 pick_up (op, tmp); 1033 CHK_PICK_PICKUP;
1098 return 1; 1034 return 1;
1099 case 2: 1035 case 2:
1100 pick_up (op, tmp); 1036 CHK_PICK_PICKUP;
1101 return 0; 1037 return 0;
1102 case 3: 1038 case 3:
1103 return 0; /* stop before pickup */ 1039 return 0; /* stop before pickup */
1104 case 4: 1040 case 4:
1105 pick_up (op, tmp); 1041 CHK_PICK_PICKUP;
1106 break; 1042 break;
1107 case 5: 1043 case 5:
1108 pick_up (op, tmp); 1044 CHK_PICK_PICKUP;
1109 stop = 1; 1045 stop = 1;
1110 break; 1046 break;
1111 case 6: 1047 case 6:
1112 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1048 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)
1113 pick_up (op, tmp); 1049 && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1050 CHK_PICK_PICKUP;
1114 break; 1051 break;
1115 1052
1116 case 7: 1053 case 7:
1117 if (tmp->type == MONEY || tmp->type == GEM) 1054 if (tmp->type == MONEY || tmp->type == GEM)
1118 pick_up (op, tmp); 1055 CHK_PICK_PICKUP;
1119 break; 1056 break;
1120 1057
1121 default: 1058 default:
1122 /* use value density */ 1059 /* use value density */
1123 if (!QUERY_FLAG (tmp, FLAG_UNPAID) 1060 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1124 && (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)
1125 pick_up (op, tmp); 1062 CHK_PICK_PICKUP;
1126 } 1063 }
1127 } 1064 }
1128 else 1065 else
1129 { /* old model */ 1066 { /* old model */
1130 /* NEW pickup handling */ 1067 /* NEW pickup handling */
1134 if (tmp->name != NULL) 1071 if (tmp->name != NULL)
1135 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1072 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1136 &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))));
1137 else 1074 else
1138 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1075 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1139 &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))));
1140 1077
1141 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1078 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1142 } 1079 }
1143 1080
1144 /* philosophy: 1081 /* philosophy:
1185 /* all food and drink if desired */ 1122 /* all food and drink if desired */
1186 /* question: don't pick up known-poisonous stuff? */ 1123 /* question: don't pick up known-poisonous stuff? */
1187 if (op->contr->mode & PU_FOOD) 1124 if (op->contr->mode & PU_FOOD)
1188 if (tmp->type == FOOD) 1125 if (tmp->type == FOOD)
1189 { 1126 {
1190 pick_up (op, tmp); 1127 CHK_PICK_PICKUP;
1191 continue; 1128 continue;
1192 } 1129 }
1193 1130
1194 if (op->contr->mode & PU_DRINK) 1131 if (op->contr->mode & PU_DRINK)
1195 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)))
1196 { 1133 {
1197 pick_up (op, tmp); 1134 CHK_PICK_PICKUP;
1198 continue; 1135 continue;
1199 } 1136 }
1200 1137
1201 if (op->contr->mode & PU_POTION) 1138 if (op->contr->mode & PU_POTION)
1202 if (tmp->type == POTION) 1139 if (tmp->type == POTION)
1203 { 1140 {
1204 pick_up (op, tmp); 1141 CHK_PICK_PICKUP;
1205 continue; 1142 continue;
1206 } 1143 }
1207 1144
1208 /* spellbooks, skillscrolls and normal books/scrolls */ 1145 /* spellbooks, skillscrolls and normal books/scrolls */
1209 if (op->contr->mode & PU_SPELLBOOK) 1146 if (op->contr->mode & PU_SPELLBOOK)
1210 if (tmp->type == SPELLBOOK) 1147 if (tmp->type == SPELLBOOK)
1211 { 1148 {
1212 pick_up (op, tmp); 1149 CHK_PICK_PICKUP;
1213 continue; 1150 continue;
1214 } 1151 }
1215 1152
1216 if (op->contr->mode & PU_SKILLSCROLL) 1153 if (op->contr->mode & PU_SKILLSCROLL)
1217 if (tmp->type == SKILLSCROLL) 1154 if (tmp->type == SKILLSCROLL)
1218 { 1155 {
1219 pick_up (op, tmp); 1156 CHK_PICK_PICKUP;
1220 continue; 1157 continue;
1221 } 1158 }
1222 1159
1223 if (op->contr->mode & PU_READABLES) 1160 if (op->contr->mode & PU_READABLES)
1224 if (tmp->type == BOOK || tmp->type == SCROLL) 1161 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1225 { 1162 {
1226 pick_up (op, tmp); 1163 CHK_PICK_PICKUP;
1227 continue; 1164 continue;
1228 } 1165 }
1229 1166
1230 /* wands/staves/rods/horns */ 1167 /* wands/staves/rods/horns */
1231 if (op->contr->mode & PU_MAGIC_DEVICE) 1168 if (op->contr->mode & PU_MAGIC_DEVICE)
1232 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 1169 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1233 { 1170 {
1234 pick_up (op, tmp); 1171 CHK_PICK_PICKUP;
1235 continue; 1172 continue;
1236 } 1173 }
1237 1174
1238 /* pick up all magical items */ 1175 /* pick up all magical items */
1239 if (op->contr->mode & PU_MAGICAL) 1176 if (op->contr->mode & PU_MAGICAL)
1240 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))
1241 { 1178 {
1242 pick_up (op, tmp); 1179 CHK_PICK_PICKUP;
1243 continue; 1180 continue;
1244 } 1181 }
1245 1182
1246 if (op->contr->mode & PU_VALUABLES) 1183 if (op->contr->mode & PU_VALUABLES)
1247 { 1184 {
1248 if (tmp->type == MONEY || tmp->type == GEM) 1185 if (tmp->type == MONEY || tmp->type == GEM)
1249 { 1186 {
1250 pick_up (op, tmp); 1187 CHK_PICK_PICKUP;
1251 continue; 1188 continue;
1252 } 1189 }
1253 } 1190 }
1254 1191
1255 /* rings & amulets - talismans seems to be typed AMULET */ 1192 /* rings & amulets - talismans seems to be typed AMULET */
1256 if (op->contr->mode & PU_JEWELS) 1193 if (op->contr->mode & PU_JEWELS)
1257 if (tmp->type == RING || tmp->type == AMULET) 1194 if (tmp->type == RING || tmp->type == AMULET)
1258 { 1195 {
1259 pick_up (op, tmp); 1196 CHK_PICK_PICKUP;
1260 continue; 1197 continue;
1261 } 1198 }
1262 1199
1263 /* we don't forget dragon food */ 1200 /* we don't forget dragon food */
1264 if (op->contr->mode & PU_FLESH) 1201 if (op->contr->mode & PU_FLESH)
1265 if (tmp->type == FLESH) 1202 if (tmp->type == FLESH)
1266 { 1203 {
1267 pick_up (op, tmp); 1204 CHK_PICK_PICKUP;
1268 continue; 1205 continue;
1269 } 1206 }
1270 1207
1271 /* bows and arrows. Bows are good for selling! */ 1208 /* bows and arrows. Bows are good for selling! */
1272 if (op->contr->mode & PU_BOW) 1209 if (op->contr->mode & PU_BOW)
1273 if (tmp->type == BOW) 1210 if (tmp->type == BOW)
1274 { 1211 {
1275 pick_up (op, tmp); 1212 CHK_PICK_PICKUP;
1276 continue; 1213 continue;
1277 } 1214 }
1278 1215
1279 if (op->contr->mode & PU_ARROW) 1216 if (op->contr->mode & PU_ARROW)
1280 if (tmp->type == ARROW) 1217 if (tmp->type == ARROW)
1281 { 1218 {
1282 pick_up (op, tmp); 1219 CHK_PICK_PICKUP;
1283 continue; 1220 continue;
1284 } 1221 }
1285 1222
1286 /* all kinds of armor etc. */ 1223 /* all kinds of armor etc. */
1287 if (op->contr->mode & PU_ARMOUR) 1224 if (op->contr->mode & PU_ARMOUR)
1288 if (tmp->type == ARMOUR) 1225 if (tmp->type == ARMOUR)
1289 { 1226 {
1290 pick_up (op, tmp); 1227 CHK_PICK_PICKUP;
1291 continue; 1228 continue;
1292 } 1229 }
1293 1230
1294 if (op->contr->mode & PU_HELMET) 1231 if (op->contr->mode & PU_HELMET)
1295 if (tmp->type == HELMET) 1232 if (tmp->type == HELMET)
1296 { 1233 {
1297 pick_up (op, tmp); 1234 CHK_PICK_PICKUP;
1298 continue; 1235 continue;
1299 } 1236 }
1300 1237
1301 if (op->contr->mode & PU_SHIELD) 1238 if (op->contr->mode & PU_SHIELD)
1302 if (tmp->type == SHIELD) 1239 if (tmp->type == SHIELD)
1303 { 1240 {
1304 pick_up (op, tmp); 1241 CHK_PICK_PICKUP;
1305 continue; 1242 continue;
1306 } 1243 }
1307 1244
1308 if (op->contr->mode & PU_BOOTS) 1245 if (op->contr->mode & PU_BOOTS)
1309 if (tmp->type == BOOTS) 1246 if (tmp->type == BOOTS)
1310 { 1247 {
1311 pick_up (op, tmp); 1248 CHK_PICK_PICKUP;
1312 continue; 1249 continue;
1313 } 1250 }
1314 1251
1315 if (op->contr->mode & PU_GLOVES) 1252 if (op->contr->mode & PU_GLOVES)
1316 if (tmp->type == GLOVES) 1253 if (tmp->type == GLOVES)
1317 { 1254 {
1318 pick_up (op, tmp); 1255 CHK_PICK_PICKUP;
1319 continue; 1256 continue;
1320 } 1257 }
1321 1258
1322 if (op->contr->mode & PU_CLOAK) 1259 if (op->contr->mode & PU_CLOAK)
1323 if (tmp->type == CLOAK) 1260 if (tmp->type == CLOAK)
1324 { 1261 {
1325 pick_up (op, tmp); 1262 CHK_PICK_PICKUP;
1326 continue; 1263 continue;
1327 } 1264 }
1328 1265
1329 /* hoping to catch throwing daggers here */ 1266 /* hoping to catch throwing daggers here */
1330 if (op->contr->mode & PU_MISSILEWEAPON) 1267 if (op->contr->mode & PU_MISSILEWEAPON)
1331 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN)) 1268 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1332 { 1269 {
1333 pick_up (op, tmp); 1270 CHK_PICK_PICKUP;
1334 continue; 1271 continue;
1335 } 1272 }
1336 1273
1337 /* careful: chairs and tables are weapons! */ 1274 /* careful: chairs and tables are weapons! */
1338 if (op->contr->mode & PU_ALLWEAPON) 1275 if (op->contr->mode & PU_ALLWEAPON)
1339 { 1276 {
1340 if (tmp->type == WEAPON && tmp->name != NULL) 1277 if (tmp->type == WEAPON && tmp->name != NULL)
1341 { 1278 {
1342 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 &&
1343 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) 1280 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1344 { 1281 {
1345 pick_up (op, tmp); 1282 CHK_PICK_PICKUP;
1346 continue; 1283 continue;
1347 } 1284 }
1348 } 1285 }
1349 1286
1350 if (tmp->type == WEAPON && tmp->name == NULL) 1287 if (tmp->type == WEAPON && tmp->name == NULL)
1351 { 1288 {
1352 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)
1353 { 1290 {
1354 pick_up (op, tmp); 1291 CHK_PICK_PICKUP;
1355 continue; 1292 continue;
1356 } 1293 }
1357 } 1294 }
1358 } 1295 }
1359 1296
1360 /* misc stuff that's useful */ 1297 /* misc stuff that's useful */
1361 if (op->contr->mode & PU_KEY) 1298 if (op->contr->mode & PU_KEY)
1362 if (tmp->type == KEY || tmp->type == SPECIAL_KEY) 1299 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1363 { 1300 {
1364 pick_up (op, tmp); 1301 CHK_PICK_PICKUP;
1365 continue; 1302 continue;
1366 } 1303 }
1367 1304
1368 /* 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
1369 * pickups */ 1306 * pickups */
1370 if (op->contr->mode & PU_RATIO) 1307 if (op->contr->mode & PU_RATIO)
1371 { 1308 {
1372 /* use value density to decide what else to grab */ 1309 /* use value density to decide what else to grab */
1373 /* >=7 was >= op->contr->mode */ 1310 /* >=7 was >= op->contr->mode */
1374 /* >=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
1375 * and multiply them by 5, giving 0..15*5== 5..75 */ 1312 */
1376 wvratio = (op->contr->mode & PU_RATIO) * 5; 1313 wvratio = op->contr->mode & PU_RATIO;
1377 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)
1378 { 1315 {
1379 pick_up (op, tmp); 1316 CHK_PICK_PICKUP;
1380#if 0 1317#if 0
1381 fprintf (stderr, "HIGH WEIGHT/VALUE ["); 1318 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1382 if (tmp->name != NULL) 1319 if (tmp->name != NULL)
1383 { 1320 {
1384 fprintf (stderr, "%s", tmp->name); 1321 fprintf (stderr, "%s", tmp->name);
1385 } 1322 }
1386 else 1323 else
1387 fprintf (stderr, "%s", tmp->arch->name); 1324 fprintf (stderr, "%s", tmp->arch->archname);
1388 fprintf (stderr, ",%d] = ", tmp->type); 1325 fprintf (stderr, ",%d] = ", tmp->type);
1389 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))));
1390#endif 1327#endif
1391 continue; 1328 continue;
1392 } 1329 }
1403 * found object is returned. 1340 * found object is returned.
1404 */ 1341 */
1405object * 1342object *
1406find_arrow (object *op, const char *type) 1343find_arrow (object *op, const char *type)
1407{ 1344{
1408 object *tmp = NULL;
1409
1410 for (op = op->inv; op; op = op->below) 1345 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1411 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1412 tmp = find_arrow (op, type);
1413 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);
1414 return op; 1354 return arrow;
1355 }
1356
1415 return tmp; 1357 return 0;
1416} 1358}
1417 1359
1418/* 1360/*
1419 * 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
1420 * 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
1421 * 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
1422 * 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.
1423 */ 1365 */
1424
1425object * 1366object *
1426find_better_arrow (object *op, object *target, const char *type, int *better) 1367find_better_arrow (object *op, object *target, const char *type, int *better)
1427{ 1368{
1428 object *tmp = NULL, *arrow, *ntmp; 1369 object *tmp = NULL, *arrow, *ntmp;
1429 int attacknum, attacktype, betterby = 0, i; 1370 int attacknum, attacktype, betterby = 0, i;
1444 } 1385 }
1445 } 1386 }
1446 else if (arrow->type == ARROW && arrow->race == type) 1387 else if (arrow->type == ARROW && arrow->race == type)
1447 { 1388 {
1448 /* allways prefer assasination/slaying */ 1389 /* allways prefer assasination/slaying */
1449 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race)) 1390 if (target->race && arrow->slaying && strstr (arrow->slaying, target->race))
1450 { 1391 {
1451 if (arrow->attacktype & AT_DEATH) 1392 if (arrow->attacktype & AT_DEATH)
1452 { 1393 {
1453 *better = 100; 1394 *better = 100;
1454 return arrow; 1395 return arrow;
1462 else 1403 else
1463 { 1404 {
1464 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1405 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1465 { 1406 {
1466 attacktype = 1 << attacknum; 1407 attacktype = 1 << attacknum;
1467 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1408 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1468 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)
1469 { 1410 {
1470 tmp = arrow; 1411 tmp = arrow;
1471 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;
1472 } 1413 }
1473 } 1414 }
1474 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1415 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1475 { 1416 {
1476 tmp = arrow; 1417 tmp = arrow;
1482 betterby = 1 + arrow->magic + arrow->stats.dam; 1423 betterby = 1 + arrow->magic + arrow->stats.dam;
1483 } 1424 }
1484 } 1425 }
1485 } 1426 }
1486 } 1427 }
1428
1487 if (tmp == NULL && arrow == NULL) 1429 if (tmp == NULL && arrow == NULL)
1488 return find_arrow (op, type); 1430 return find_arrow (op, type);
1489 1431
1490 *better = betterby; 1432 *better = betterby;
1491 return tmp; 1433 return tmp;
1495 * find_better_arrow to find a decent arrow to use. 1437 * find_better_arrow to find a decent arrow to use.
1496 * op = the shooter 1438 * op = the shooter
1497 * type = bow->race 1439 * type = bow->race
1498 * dir = fire direction 1440 * dir = fire direction
1499 */ 1441 */
1500
1501object * 1442object *
1502pick_arrow_target (object *op, const char *type, int dir) 1443pick_arrow_target (object *op, const char *type, int dir)
1503{ 1444{
1504 object *tmp = NULL; 1445 object *tmp = NULL;
1505 maptile *m; 1446 maptile *m;
1570 */ 1511 */
1571int 1512int
1572fire_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)
1573{ 1514{
1574 object *left, *bow; 1515 object *left, *bow;
1575 int bowspeed, mflags; 1516 int mflags;
1576 maptile *m; 1517 maptile *m;
1577 1518
1578 if (!dir) 1519 if (!dir)
1579 { 1520 {
1580 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!");
1581 return 0; 1522 return 0;
1582 } 1523 }
1583 1524
1584 if (op->type == PLAYER) 1525 if (op->contr)
1585 bow = op->contr->ranges[range_bow]; 1526 bow = op->current_weapon;
1586 else 1527 else
1587 { 1528 {
1588 for (bow = op->inv; bow; bow = bow->below) 1529 for (bow = op->inv; bow; bow = bow->below)
1589 /* 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
1590 * 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.
1595 if (!bow) 1536 if (!bow)
1596 { 1537 {
1597 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1538 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1598 return 0; 1539 return 0;
1599 } 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
1600 } 1549 }
1601 1550
1602 if (!bow->race || !bow->skill) 1551 if (!bow->race || !bow->skill)
1603 { 1552 {
1604 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);
1605 return 0; 1554 return 0;
1606 } 1555 }
1607
1608 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1609
1610 /* penalize ROF for bestarrow */
1611 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1612 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1613
1614 if (bowspeed < 1)
1615 bowspeed = 1;
1616 1556
1617 if (arrow == NULL) 1557 if (arrow == NULL)
1618 { 1558 {
1619 if ((arrow = find_arrow (op, bow->race)) == NULL) 1559 if ((arrow = find_arrow (op, bow->race)) == NULL)
1620 { 1560 {
1621 if (op->type == PLAYER) 1561 if (op->type == PLAYER)
1622 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);
1623 /* 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 */
1624 else 1564 else
1625 CLEAR_FLAG (op, FLAG_READY_BOW); 1565 CLEAR_FLAG (op, FLAG_READY_BOW);
1566
1626 return 0; 1567 return 0;
1627 } 1568 }
1628 } 1569 }
1629 1570
1630 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1571 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1643 arrow->destroy (); 1584 arrow->destroy ();
1644 return 0; 1585 return 0;
1645 } 1586 }
1646 1587
1647 left = arrow; /* these are arrows left to the player */ 1588 left = arrow; /* these are arrows left to the player */
1648 arrow = get_split_ob (arrow, 1); 1589 arrow = arrow->split ();
1649 if (!arrow) 1590 if (!arrow)
1650 { 1591 {
1651 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);
1652 return 0; 1593 return 0;
1653 } 1594 }
1654 1595
1655 arrow->set_owner (op); 1596 arrow->set_owner (op);
1656 arrow->skill = bow->skill; 1597 arrow->skill = bow->skill;
1657
1658 arrow->direction = dir; 1598 arrow->direction = dir;
1659 arrow->x = sx; 1599
1660 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;
1661 1632
1662 if (op->type == PLAYER) 1633 if (op->type == PLAYER)
1663 { 1634 {
1664 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1665 op->update_stats ();
1666 }
1667
1668 SET_ANIMATION (arrow, arrow->direction);
1669 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1670 arrow->stats.hp = arrow->stats.dam;
1671 arrow->stats.grace = arrow->attacktype;
1672 if (arrow->slaying != NULL)
1673 arrow->spellarg = strdup (arrow->slaying);
1674
1675 /* Note that this was different for monsters - they got their level
1676 * added to the damage. I think the strength bonus is more proper.
1677 */
1678
1679 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1680
1681 /* update the speed */
1682 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1683 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1684
1685 if (arrow->speed < 1.0)
1686 arrow->speed = 1.0;
1687 update_ob_speed (arrow);
1688 arrow->speed_left = 0;
1689
1690 if (op->type == PLAYER)
1691 {
1692 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1693 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1694 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1695
1696 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;
1697 } 1642 }
1698 else 1643 else
1699 { 1644 {
1700 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1701 arrow->level = op->level; 1645 arrow->level = op->level;
1702 } 1646 arrow->stats.wc -= bow->magic;
1703 1647
1704 if (arrow->attacktype == AT_PHYSICAL) 1648 if (!arrow->slaying)
1649 arrow->slaying = bow->slaying;
1650
1705 arrow->attacktype |= bow->attacktype; 1651 arrow->attacktype |= bow->attacktype;
1652 }
1706 1653
1707 if (bow->slaying) 1654 wc -= arrow->level;
1708 arrow->slaying = bow->slaying; 1655 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1709 1656
1710 arrow->map = m; 1657 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1711 arrow->move_type = MOVE_FLY_LOW; 1658 arrow->move_type = MOVE_FLY_LOW;
1712 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1659 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1713 1660
1714 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1661 op->play_sound (sound_find ("fire_arrow"));
1715 insert_ob_in_map (arrow, m, op, 0); 1662 m->insert (arrow, sx, sy, op);
1716 1663
1717 if (!arrow->destroyed ()) 1664 if (!arrow->destroyed ())
1718 move_arrow (arrow); 1665 move_arrow (arrow);
1719
1720 if (op->type == PLAYER)
1721 {
1722 if (left->destroyed ())
1723 esrv_del_item (op->contr, left->count);
1724 else
1725 esrv_send_item (op, left);
1726 }
1727 1666
1728 return 1; 1667 return 1;
1729} 1668}
1730 1669
1731/* Special fire code for players - this takes into 1670/* Special fire code for players - this takes into
1740{ 1679{
1741 int ret = 0, wcmod = 0; 1680 int ret = 0, wcmod = 0;
1742 1681
1743 if (op->contr->bowtype == bow_bestarrow) 1682 if (op->contr->bowtype == bow_bestarrow)
1744 { 1683 {
1745 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);
1746 } 1685 }
1747 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)
1748 { 1687 {
1749 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1688 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1750 wcmod = -1; 1689 wcmod = -1;
1690
1751 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);
1752 } 1692 }
1753 else if (op->contr->bowtype == bow_threewide) 1693 else if (op->contr->bowtype == bow_threewide)
1754 { 1694 {
1755 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);
1759 else if (op->contr->bowtype == bow_spreadshot) 1699 else if (op->contr->bowtype == bow_spreadshot)
1760 { 1700 {
1761 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);
1762 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);
1763 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);
1764
1765 } 1704 }
1766 else 1705 else
1767 { 1706 {
1768 /* Simple case */ 1707 /* Simple case */
1769 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);
1770 } 1709 }
1710
1771 return ret; 1711 return ret;
1772} 1712}
1773
1774 1713
1775/* Fires a misc (wand/rod/horn) object in 'dir'. 1714/* Fires a misc (wand/rod/horn) object in 'dir'.
1776 * Broken apart from 'fire' to keep it more readable. 1715 * Broken apart from 'fire' to keep it more readable.
1777 */ 1716 */
1778void 1717void
1779fire_misc_object (object *op, int dir) 1718fire_misc_object (object *op, int dir)
1780{ 1719{
1781 object *item; 1720 object *item = op->contr->ranged_ob;
1782 1721
1783 if (!op->contr->ranges[range_misc]) 1722 if (!item)
1784 { 1723 {
1785 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.");
1786 return; 1725 return;
1787 } 1726 }
1788 1727
1789 item = op->contr->ranges[range_misc];
1790 if (!item->inv) 1728 if (!item->inv)
1791 { 1729 {
1792 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1730 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1793 return; 1731 return;
1794 } 1732 }
1733
1734 if (!op->change_weapon (item))
1735 return;
1736
1795 if (item->type == WAND) 1737 if (item->type == WAND)
1796 { 1738 {
1797 if (item->stats.food <= 0) 1739 if (item->stats.food <= 0)
1798 { 1740 {
1799 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1741 op->contr->play_sound (sound_find ("wand_poof"));
1800 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
1801 return; 1744 return;
1802 } 1745 }
1803 } 1746 }
1804 else if (item->type == ROD || item->type == HORN) 1747 else if (item->type == ROD || item->type == HORN)
1805 { 1748 {
1806 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))
1807 { 1754 {
1808 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1755 op->contr->play_sound (sound_find ("wand_poof"));
1756
1809 if (item->type == ROD) 1757 if (item->type == ROD)
1810 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));
1811 else 1759 else
1812 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
1813 return; 1762 return;
1814 } 1763 }
1815 } 1764 }
1816 1765
1817 if (cast_spell (op, item, dir, item->inv, NULL)) 1766 if (cast_spell (op, item, dir, item->inv, NULL))
1824 object *tmp; 1773 object *tmp;
1825 1774
1826 if (item->arch) 1775 if (item->arch)
1827 { 1776 {
1828 CLEAR_FLAG (item, FLAG_ANIMATE); 1777 CLEAR_FLAG (item, FLAG_ANIMATE);
1829 item->face = item->arch->clone.face; 1778 item->face = item->arch->face;
1830 item->speed = 0; 1779 item->set_speed (0);
1831 update_ob_speed (item);
1832 } 1780 }
1833 if ((tmp = item->in_player ())) 1781
1782 if (object *pl = item->visible_to ())
1834 esrv_update_item (UPD_ANIM, tmp, item); 1783 esrv_update_item (UPD_ANIM, pl, item);
1835 } 1784 }
1836 } 1785 }
1837 else if (item->type == ROD || item->type == HORN) 1786 else if (item->type == ROD || item->type == HORN)
1838 {
1839 drain_rod_charge (item); 1787 drain_rod_charge (item);
1840 }
1841 } 1788 }
1842} 1789}
1843 1790
1844/* Received a fire command for the player - go and do it. 1791/* Received a fire command for the player - go and do it.
1845 */ 1792 */
1846void 1793bool
1847fire (object *op, int dir) 1794fire (object *op, int dir)
1848{ 1795{
1849 int spellcost = 0; 1796 int spellcost = 0;
1850 1797
1851 /* check for loss of invisiblity/hide */ 1798 /* check for loss of invisiblity/hide */
1852 if (action_makes_visible (op)) 1799 if (action_makes_visible (op))
1853 make_visible (op); 1800 make_visible (op);
1854 1801
1855 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;
1856 { 1808 }
1857 case range_none:
1858 return;
1859 1809
1860 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:
1861 player_fire_bow (op, dir); 1826 player_fire_bow (op, dir);
1862 return; 1827 break;
1863 1828
1864 case range_magic: /* Casting spells */ 1829 case SPELL:
1865 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);
1866 return; 1831 break;
1867 1832
1868 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:
1869 fire_misc_object (op, dir); 1842 fire_misc_object (op, dir);
1870 return; 1843 break;
1871
1872 case range_golem: /* Control summoned monsters from scrolls */
1873 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
1874 {
1875 op->contr->ranges[range_golem] = 0;
1876 op->contr->shoottype = range_none;
1877 }
1878 else
1879 control_golem (op->contr->ranges[range_golem], dir);
1880 return;
1881
1882 case range_skill:
1883 if (!op->chosen_skill)
1884 {
1885 if (op->type == PLAYER)
1886 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
1887 return;
1888 }
1889 (void) do_skill (op, op, op->chosen_skill, dir, NULL);
1890 return;
1891 case range_builder:
1892 apply_map_builder (op, dir);
1893 return;
1894 default:
1895 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
1896 return;
1897 } 1844 }
1898}
1899 1845
1900 1846 return true;
1847}
1901 1848
1902/* find_key 1849/* find_key
1903 * 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
1904 * and successfully use it, we return the key, otherwise NULL 1851 * and successfully use it, we return the key, otherwise NULL
1905 * This function merges both normal and locked door, since the logic 1852 * This function merges both normal and locked door, since the logic
1907 * pl is the player, 1854 * pl is the player,
1908 * inv is the objects inventory to searched 1855 * inv is the objects inventory to searched
1909 * door is the door we are trying to match against. 1856 * door is the door we are trying to match against.
1910 * This function can be called recursively to search containers. 1857 * This function can be called recursively to search containers.
1911 */ 1858 */
1912
1913object * 1859object *
1914find_key (object *pl, object *container, object *door) 1860find_key (object *pl, object *container, object *door)
1915{ 1861{
1916 object *tmp, *key; 1862 object *tmp, *key;
1917 1863
1918 /* Should not happen, but sanity checking is never bad */ 1864 /* Should not happen, but sanity checking is never bad */
1919 if (container->inv == NULL) 1865 if (!container->inv)
1920 return NULL; 1866 return 0;
1921 1867
1922 /* 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 */
1923 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1869 for (tmp = container->inv; tmp; tmp = tmp->below)
1924 { 1870 {
1925 if (door->type == DOOR && tmp->type == KEY) 1871 if (door->type == DOOR && tmp->type == KEY)
1926 break; 1872 break;
1927 /* For sanity, we should really check door type, but other stuff 1873 /* For sanity, we should really check door type, but other stuff
1928 * (like containers) can be locked with special keys 1874 * (like containers) can be locked with special keys
1929 */ 1875 */
1930 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1876 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1931 break; 1877 break;
1932 } 1878 }
1879
1933 /* No key found - lets search inventories now */ 1880 /* No key found - lets search inventories now */
1934 /* 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.
1935 * 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
1936 * a key, return 1883 * a key, return
1937 */ 1884 */
1938 if (!tmp) 1885 if (!tmp)
1939 { 1886 {
1940 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1887 for (tmp = container->inv; tmp; tmp = tmp->below)
1941 { 1888 {
1942 /* No reason to search empty containers */ 1889 /* No reason to search empty containers */
1943 if (tmp->type == CONTAINER && tmp->inv) 1890 if (tmp->type == CONTAINER && tmp->inv)
1944 { 1891 {
1945 if ((key = find_key (pl, tmp, door)) != NULL) 1892 if ((key = find_key (pl, tmp, door)))
1946 return key; 1893 return key;
1947 } 1894 }
1948 } 1895 }
1896
1949 if (!tmp) 1897 if (!tmp)
1950 return NULL; 1898 return NULL;
1951 } 1899 }
1900
1952 /* 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,
1953 * see if we actually want to use it 1902 * see if we actually want to use it
1954 */ 1903 */
1955 if (pl != container) 1904 if (pl != container)
1956 { 1905 {
1977 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1926 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1978 "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));
1979 return NULL; 1928 return NULL;
1980 } 1929 }
1981 } 1930 }
1931
1982 return tmp; 1932 return tmp;
1983} 1933}
1984 1934
1985/* moved door processing out of move_player_attack. 1935/* moved door processing out of move_player_attack.
1986 * returns 1 if player has opened the door with a key 1936 * returns 1 if player has opened the door with a key
1988 * 0 otherwise 1938 * 0 otherwise
1989 */ 1939 */
1990static int 1940static int
1991player_attack_door (object *op, object *door) 1941player_attack_door (object *op, object *door)
1992{ 1942{
1993 /* 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,
1994 * 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 -
1995 * otherwise, we fall through to the rest of the code. 1945 * otherwise, we fall through to the rest of the code.
1996 */ 1946 */
1997 object *key = find_key (op, op, door); 1947 object *key = find_key (op, op, door);
1998 1948
1999 /* IF we found a key, do some extra work */ 1949 /* If we found a key, do some extra work */
2000 if (key) 1950 if (key)
2001 { 1951 {
2002 object *container = key->env; 1952 object *container = key->env;
2003 1953
2004 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
2005 if (action_makes_visible (op)) 1954 if (action_makes_visible (op))
2006 make_visible (op); 1955 make_visible (op);
1956
2007 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1957 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2008 spring_trap (door->inv, op); 1958 spring_trap (door->inv, op);
1959
2009 if (door->type == DOOR) 1960 if (door->type == DOOR)
2010 {
2011 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 */
2012 }
2013 else if (door->type == LOCKED_DOOR) 1962 else if (door->type == LOCKED_DOOR)
2014 { 1963 {
2015 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);
2016 remove_door2 (door); /* remove door without violence ;-) */ 1965 remove_door2 (door); /* remove door without violence ;-) */
2017 } 1966 }
1967
2018 /* Do this after we print the message */ 1968 /* Do this after we print the message */
2019 decrease_ob (key); /* Use up one of the keys */ 1969 key->decrease (); /* Use up one of the keys */
2020 /* Need to update the weight the container the key was in */ 1970
2021 if (container != op)
2022 esrv_update_item (UPD_WEIGHT, op, container);
2023 return 1; /* Nothing more to do below */ 1971 return 1; /* Nothing more to do below */
2024 } 1972 }
2025 else if (door->type == LOCKED_DOOR) 1973 else if (door->type == LOCKED_DOOR)
2026 { 1974 {
2027 /* Might as well return now - no other way to open this */ 1975 /* Might as well return now - no other way to open this */
2028 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...");
2029 return 1; 1977 return 1;
2030 } 1978 }
1979
2031 return 0; 1980 return 0;
2032} 1981}
2033 1982
2034/* This function is just part of a breakup from move_player. 1983/* This function is just part of a breakup from move_player.
2035 * It should keep the code cleaner. 1984 * It should keep the code cleaner.
2036 * When this is called, the players direction has been updated 1985 * When this is called, the players direction has been updated
2037 * (taking into account confusion.) The player is also actually 1986 * (taking into account confusion.) The player is also actually
2038 * going to try and move (not fire weapons). 1987 * going to try and move (not fire weapons).
2039 */ 1988 */
2040void 1989bool
2041move_player_attack (object *op, int dir) 1990move_player_attack (object *op, int dir)
2042{ 1991{
2043 object *tmp, *mon;
2044 sint16 nx, ny;
2045 int on_battleground; 1992 int on_battleground;
2046 maptile *m;
2047 1993
2048 nx = freearr_x[dir] + op->x; 1994 sint16 nx = freearr_x[dir] + op->x;
2049 ny = freearr_y[dir] + op->y; 1995 sint16 ny = freearr_y[dir] + op->y;
2050 1996
2051 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 }
2052 2007
2053 /* 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
2054 * 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
2055 * 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
2056 * player. This is a pretty nasty hack, because if we could 2011 * player. This is a pretty nasty hack, because if we could
2057 * 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
2058 * 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
2059 * 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
2060 * move_ob uses. 2015 * move_ob uses.
2061 */ 2016 */
2062 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);
2063 {
2064 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2065 {
2066 m = get_map_from_coord (op->map, &nx, &ny);
2067 if (!m)
2068 return; /* Don't think this should happen */
2069 }
2070 else
2071 m = op->map;
2072 2018
2073 if ((tmp = GET_MAP_OB (m, nx, ny)) == NULL)
2074 {
2075 /* LOG(llevError,"player_move_attack: GET_MAP_OB returns NULL, but player can not move there.\n"); */
2076 return;
2077 }
2078
2079 mon = 0;
2080 /* 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
2081 * 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.
2082 * 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
2083 * on the space 2022 * on the space
2084 */ 2023 */
2085 while (tmp) 2024 object *mon;
2086 { 2025 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2087 if (tmp == op) 2026 {
2088 { 2027 if ((mon->flag [FLAG_ALIVE]
2089 tmp = tmp->above; 2028 || mon->type == LOCKED_DOOR
2090 continue; 2029 || mon->flag [FLAG_CAN_ROLL])
2091 }
2092
2093 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2094 {
2095 mon = tmp; 2030 && mon != op)
2096 break; 2031 break;
2097 } 2032 }
2098 2033
2099 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2100 mon = tmp;
2101
2102 tmp = tmp->above;
2103 }
2104
2105 if (!mon) /* This happens anytime the player tries to move */ 2034 if (!mon) /* This happens anytime the player tries to move */
2106 return; /* into a wall */ 2035 return false; /* into a wall */
2107 2036
2108 if (mon->head)
2109 mon = mon->head; 2037 mon = mon->head_ ();
2110 2038
2111 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)
2112 if (player_attack_door (op, mon)) 2041 if (player_attack_door (op, mon))
2042 {
2043 --op->contr->weapon_sp_left;
2113 return; 2044 return true;
2045 }
2114 2046
2115 /* The following deals with possibly attacking peaceful 2047 /* The following deals with possibly attacking peaceful
2116 * or frienddly creatures. Basically, all players are considered 2048 * or friendly creatures. Basically, all players are considered
2117 * unaggressive. If the moving player has peaceful set, then the 2049 * unaggressive. If the moving player has peaceful set, then the
2118 * object should be pushed instead of attacked. It is assumed that 2050 * object should be pushed instead of attacked. It is assumed that
2119 * if you are braced, you will not attack friends accidently, 2051 * if you are braced, you will not attack friends accidently,
2120 * and thus will not push them. 2052 * and thus will not push them.
2121 */ 2053 */
2122 2054
2123 /* 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
2124 * peaceful. Our assumption is the creature is a pet if the 2056 * peaceful. Our assumption is the creature is a pet if the
2125 * player owns it and it is either friendly or unagressive. 2057 * player owns it and it is either friendly or unagressive.
2126 */ 2058 */
2127 if ((op->type == PLAYER) 2059 if (op->type == PLAYER
2128#if COZY_SERVER
2129 &&
2130 ((mon->owner && mon->owner->contr 2060 && ((mon->owner && mon->owner->contr
2131 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op) 2061 && same_party (mon->owner->contr->party, op->contr->party))
2132#else
2133 && mon->owner == op 2062 || mon->owner == op)
2134#endif
2135 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2063 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2136 { 2064 {
2137 /* 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 */
2138 if (op->contr->braced) 2066 if (op->contr->braced)
2139 return; 2067 return false;
2140 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"));
2141 (void) push_ob (mon, dir, op); 2074 push_ob (mon, dir, op);
2075
2142 if (op->contr->tmp_invis || op->hide) 2076 if (op->contr->tmp_invis || op->hide)
2143 make_visible (op); 2077 make_visible (op);
2078
2144 return; 2079 return true;
2145 } 2080 }
2081 else
2082 return false;
2083 }
2146 2084
2147 /* in certain circumstances, you shouldn't attack friendly 2085 /* in certain circumstances, you shouldn't attack friendly
2148 * creatures. Note that if you are braced, you can't push 2086 * creatures. Note that if you are braced, you can't push
2149 * 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
2150 * attack them either. 2088 * attack them either.
2151 */ 2089 */
2152 if ((mon->type == PLAYER || mon->enemy != op) && 2090 if ((mon->type == PLAYER || mon->enemy != op)
2153 (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))
2154#ifdef PROHIBIT_PLAYERKILL
2155 (op->contr->peaceful 2092 && ((op->contr->peaceful
2156 || (mon->type == PLAYER 2093 || (mon->type == PLAYER && mon->contr->peaceful))
2157 && mon->contr->
2158 peaceful)) &&
2159#else
2160 op->contr->peaceful &&
2161#endif
2162 !on_battleground)) 2094 && !on_battleground))
2095 {
2096 if (op->speed_left > 0.f)
2163 { 2097 {
2098 --op->speed_left;
2099
2164 if (!op->contr->braced) 2100 if (!op->contr->braced)
2165 { 2101 {
2166 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2102 op->play_sound (sound_find ("push_player"));
2167 (void) push_ob (mon, dir, op); 2103 push_ob (mon, dir, op);
2168 } 2104 }
2169 else 2105 else
2170 new_draw_info (0, 0, op, "You withhold your attack"); 2106 op->statusmsg ("You withhold your attack");
2171 2107
2172 if (op->contr->tmp_invis || op->hide) 2108 if (op->contr->tmp_invis || op->hide)
2173 make_visible (op); 2109 make_visible (op);
2174 }
2175 2110
2111 return true;
2112 }
2113 }
2176 /* If the object is a boulder or other rollable object, then 2114 /* If the object is a boulder or other rollable object, then
2177 * 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.
2178 */ 2116 */
2179 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)
2180 { 2120 {
2121 --op->speed_left;
2122
2181 recursive_roll (mon, dir, op); 2123 recursive_roll (mon, dir, op);
2182 if (action_makes_visible (op)) 2124 if (action_makes_visible (op))
2183 make_visible (op); 2125 make_visible (op);
2184 }
2185 2126
2127 return true;
2128 }
2129 }
2186 /* Any generic living creature. Including things like doors. 2130 /* Any generic living creature. Including things like doors.
2187 * 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
2188 * and be living. Then, it must be one of the following: 2132 * and be living. Then, it must be one of the following:
2189 * 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
2190 * 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.
2191 */ 2135 */
2192
2193 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2136 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2194 ((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)))
2195 { 2138 {
2196 2139 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2197 /* If the player hasn't hit something this tick, and does
2198 * so, give them speed boost based on weapon speed. Doing
2199 * it here is better than process_players2, which basically
2200 * incurred a 1 tick offset.
2201 */
2202 if (!op->contr->has_hit)
2203 { 2140 {
2204 op->speed_left += op->speed / op->contr->weapon_sp; 2141 --op->contr->weapon_sp_left;
2205
2206 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2207 }
2208 2142
2209 skill_attack (mon, op, 0, 0, 0); 2143 skill_attack (mon, op, 0, 0, 0);
2210
2211 /* If attacking another player, that player gets automatic
2212 * hitback, and doesn't loose luck either.
2213 * Disable hitback on the battleground or if the target is
2214 * the wiz.
2215 */
2216 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2217 {
2218 short luck = mon->stats.luck;
2219
2220 mon->contr->has_hit = 1;
2221 skill_attack (op, mon, 0, 0, 0);
2222 mon->stats.luck = luck;
2223 }
2224 2144
2225 if (action_makes_visible (op)) 2145 if (action_makes_visible (op))
2226 make_visible (op); 2146 make_visible (op);
2227 }
2228 } /* if player should attack something */
2229}
2230 2147
2231int 2148 return true;
2149 }
2150 }
2151
2152 return false;
2153}
2154
2155bool
2232move_player (object *op, int dir) 2156move_player (object *op, int dir)
2233{ 2157{
2234 int pick; 2158 int pick;
2235 2159
2236 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2160 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2237 return 0; 2161 return 0;
2238 2162
2239 /* Sanity check: make sure dir is valid */ 2163 /* Sanity check: make sure dir is valid */
2240 if ((dir < 0) || (dir >= 9)) 2164 if ((dir < 0) || (dir >= 9))
2241 { 2165 {
2242 LOG (llevError, "move_player: invalid direction %d\n", dir); 2166 LOG (llevError, "move_player: invalid direction %d\n", dir);
2243 return 0; 2167 return 0;
2244 } 2168 }
2245 2169
2246 /* peterm: added following line */ 2170 /* peterm: added following line */
2247 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2171 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2248 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2172 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2249 2173
2250 op->facing = dir; 2174 op->facing = dir;
2251 2175
2252 if (op->hide) 2176 if (op->hide)
2253 do_hidden_move (op); 2177 do_hidden_move (op);
2254 2178
2179 bool retval;
2180
2255 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2181 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2256 /*nop */ ; 2182 retval = RESULT_INT (0);
2257 else if (op->contr->fire_on) 2183 else if (op->contr->fire_on)
2258 fire (op, dir); 2184 retval = fire (op, dir);
2259 else 2185 else
2260 { 2186 {
2261 move_player_attack (op, dir); 2187 retval = move_player_attack (op, dir);
2262 pick = check_pick (op); 2188 pick = check_pick (op);
2263 } 2189 }
2264 2190
2265 /* 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
2266 * server can handle repeat firing. 2192 * server can handle repeat firing.
2273 /* Update how the player looks. Use the facing, so direction may 2199 /* Update how the player looks. Use the facing, so direction may
2274 * get reset to zero. This allows for full animation capabilities 2200 * get reset to zero. This allows for full animation capabilities
2275 * for players. 2201 * for players.
2276 */ 2202 */
2277 animate_object (op, op->facing); 2203 animate_object (op, op->facing);
2278 return 0; 2204
2205 return retval;
2279} 2206}
2280 2207
2281/* 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
2282 * new client/server stuff. 2209 * new client/server stuff.
2283 * 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
2284 * the new speed values for commands. 2211 * the new speed values for commands.
2285 * 2212 *
2286 * 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.
2287 */ 2216 */
2288int 2217bool
2289handle_newcs_player (object *op) 2218handle_newcs_player (object *op)
2290{ 2219{
2291 if (op->contr->hidden)
2292 {
2293 op->invisible = 1000;
2294 /* the socket code flashes the player visible/invisible
2295 * depending on the value of invisible, so we need to
2296 * alternate it here for it to work correctly.
2297 */
2298 if (pticks & 2)
2299 op->invisible--;
2300 }
2301 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2302 {
2303 op->invisible--;
2304 if (!op->invisible)
2305 {
2306 make_visible (op);
2307 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2308 }
2309 }
2310
2311 if (QUERY_FLAG (op, FLAG_SCARED)) 2220 if (QUERY_FLAG (op, FLAG_SCARED))
2312 { 2221 {
2313 flee_player (op); 2222 if (op->speed_left > 0.f)
2314 /* If player is still scared, that is his action for this tick */
2315 if (QUERY_FLAG (op, FLAG_SCARED))
2316 { 2223 {
2317 op->speed_left--; 2224 --op->speed_left;
2225 flee_player (op);
2226
2318 return 0; 2227 return true;
2319 } 2228 }
2229 else
2230 return false;
2320 } 2231 }
2321
2322 /* I've been seeing crashes where the golem has been destroyed, but
2323 * the player object still points to the defunct golem. The code that
2324 * destroys the golem looks correct, and it doesn't always happen, so
2325 * put this in a a workaround to clean up the golem pointer.
2326 */
2327 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2328 op->contr->ranges[range_golem] = 0;
2329 2232
2330 /* 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
2331 * the players time has been increased when doericserver has been 2234 * the players time has been increased when doericserver has been
2332 * called, so we recheck it here. 2235 * called, so we recheck it here.
2333 */ 2236 */
2334 //TODO: better than handling 8 commands, use some more intelligent rate-limiting 2237 if (op->contr->ns->handle_command ())
2335 for (int rep = 8; --rep && op->contr->ns->handle_command (); )
2336 ;
2337
2338 if (op->speed_left < 0)
2339 return 0; 2238 return true;
2340 2239
2341 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2240 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2342 {
2343 /* All move commands take 1 tick, at least for now */
2344 op->speed_left--;
2345
2346 /* Instead of all the stuff below, let move_player take care
2347 * of it. Also, some of the skill stuff is only put in
2348 * there, as well as the confusion stuff.
2349 */
2350 move_player (op, op->direction); 2241 return move_player (op, op->direction);
2351 if (op->speed_left > 0)
2352 return 1;
2353 else
2354 return 0;
2355 }
2356 2242
2357 return 0; 2243 return false;
2358} 2244}
2359 2245
2360int 2246int
2361save_life (object *op) 2247save_life (object *op)
2362{ 2248{
2364 return 0; 2250 return 0;
2365 2251
2366 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2252 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2367 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2253 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2368 { 2254 {
2369 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2255 op->play_sound (sound_find ("ob_evaporate"));
2370 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));
2371
2372 if (op->contr)
2373 esrv_del_item (op->contr, tmp->count);
2374 2257
2375 tmp->destroy (); 2258 tmp->destroy ();
2376 CLEAR_FLAG (op, FLAG_LIFESAVE); 2259 CLEAR_FLAG (op, FLAG_LIFESAVE);
2377 2260
2378 if (op->stats.hp < 0) 2261 if (op->stats.hp < 0)
2391 return 0; 2274 return 0;
2392} 2275}
2393 2276
2394/* 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
2395 * 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
2396 * 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
2397 * from. 2280 * from.
2398 */ 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
2399void 2298void
2400remove_unpaid_objects (object *op, object *env) 2299object::drop_unpaid_items ()
2401{ 2300{
2402 object *next; 2301 if (!flag [FLAG_REMOVED])
2403 2302 ::drop_unpaid_items (inv, this);
2404 while (op)
2405 {
2406 next = op->below; /* Make sure we have a good value, in case
2407 * we remove object 'op'
2408 */
2409 if (QUERY_FLAG (op, FLAG_UNPAID))
2410 {
2411 op->remove ();
2412 op->x = env->x;
2413 op->y = env->y;
2414 if (env->type == PLAYER)
2415 esrv_del_item (env->contr, op->count);
2416 insert_ob_in_map (op, env->map, NULL, 0);
2417 }
2418 else if (op->inv)
2419 remove_unpaid_objects (op->inv, env);
2420
2421 op = next;
2422 }
2423} 2303}
2424 2304
2425/* 2305/*
2426 * Returns pointer a static string containing gravestone text 2306 * Returns pointer a static string containing gravestone text
2427 * Moved from apply.c to player.c - player.c is what 2307 * Moved from apply.c to player.c - player.c is what
2428 * actually uses this function. player.c may not be quite the 2308 * actually uses this function. player.c may not be quite the
2429 * best, a misc file for object actions is probably better, 2309 * best, a misc file for object actions is probably better,
2430 * but there isn't one in the server directory. 2310 * but there isn't one in the server directory.
2431 */ 2311 */
2432char * 2312const char *
2433gravestone_text (object *op) 2313gravestone_text (object *op)
2434{ 2314{
2435 static char buf2[MAX_BUF]; 2315 static dynbuf_text buf;
2436 char buf[MAX_BUF];
2437 time_t now = time (NULL);
2438 2316
2439 strcpy (buf2, " R.I.P.\n\n"); 2317 buf << "---- R.I.P. ----\n\n";
2318 op->name;
2319
2440 if (op->type == PLAYER) 2320 if (op->type == PLAYER)
2441 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2321 buf << " the " << op->contr->title;
2442 else
2443 sprintf (buf, "%s\n", &op->name);
2444 2322
2445 strncat (buf2, " ", 20 - strlen (buf) / 2); 2323 buf << "\n\n";
2446 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
2447 if (op->type == PLAYER) 2329 if (op->type == PLAYER)
2448 sprintf (buf, "who was in level %d when killed\n", op->level); 2330 buf << "by " << op->contr->killer_name () << ".\n\n";
2449 else
2450 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2451 2331
2452 strncat (buf2, " ", 20 - strlen (buf) / 2);
2453 strcat (buf2, buf);
2454 if (op->type == PLAYER)
2455 { 2332 {
2456 sprintf (buf, "by %s.\n\n", op->contr->killer); 2333 static char buf2[128];
2457 strncat (buf2, " ", 21 - strlen (buf) / 2); 2334 time_t now = time (NULL);
2458 strcat (buf2, buf);
2459 }
2460
2461 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2335 strftime (buf2, 128, "%b %d %Y\n\n", localtime (&now));
2462 strncat (buf2, " ", 20 - strlen (buf) / 2); 2336 buf << buf2;
2463 strcat (buf2, buf); 2337 }
2464 2338
2465 return buf2; 2339 return buf;
2466} 2340}
2467 2341
2468void 2342void
2469do_some_living (object *op) 2343do_some_living (object *op)
2470{ 2344{
2477 int rate_grace = 2000; 2351 int rate_grace = 2000;
2478 const int max_hp = 1; 2352 const int max_hp = 1;
2479 const int max_sp = 1; 2353 const int max_sp = 1;
2480 const int max_grace = 1; 2354 const int max_grace = 1;
2481 2355
2482 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--;
2483 { 2365 }
2484 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2366 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2485 if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks) 2367 {
2486 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 }
2487 } 2373 }
2488 2374
2489 if (op->contr->ns->state == ST_PLAYING) 2375 if (op->contr->ns->state == ST_PLAYING)
2490 { 2376 {
2491 /* these next three if clauses make it possible to SLOW DOWN 2377 /* these next three if clauses make it possible to SLOW DOWN
2510 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2396 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2511 else 2397 else
2512 { 2398 {
2513 gen_grace = op->stats.maxgrace; 2399 gen_grace = op->stats.maxgrace;
2514 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2400 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2515 }
2516
2517 /* Regenerate Spell Points */
2518 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0)
2519 {
2520 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2521 if (op->stats.sp < op->stats.maxsp)
2522 {
2523 op->stats.sp++;
2524 /* dms do not consume food */
2525 if (!QUERY_FLAG (op, FLAG_WIZ))
2526 {
2527 op->stats.food--;
2528 if (op->contr->digestion < 0)
2529 op->stats.food += op->contr->digestion;
2530 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2531 op->stats.food = last_food;
2532 }
2533 }
2534
2535 if (max_sp > 1)
2536 {
2537 over_sp = (gen_sp + 10) / rate_sp;
2538 if (over_sp > 0)
2539 {
2540 if (op->stats.sp < op->stats.maxsp)
2541 {
2542 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2543
2544 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2545 op->stats.sp--;
2546
2547 if (op->stats.sp > op->stats.maxsp)
2548 op->stats.sp = op->stats.maxsp;
2549 }
2550 op->last_sp = 0;
2551 }
2552 else
2553 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2554 }
2555 else
2556 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2557 } 2401 }
2558 2402
2559 /* Regenerate Grace */ 2403 /* Regenerate Grace */
2560 /* 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. */
2561 if (--op->last_grace < 0) 2405 if (--op->last_grace < 0)
2582 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);
2583 } 2427 }
2584 /* wearing stuff doesn't detract from grace generation. */ 2428 /* wearing stuff doesn't detract from grace generation. */
2585 } 2429 }
2586 2430
2431 if (op->stats.food > 0)
2432 {
2587 /* Regenerate Hit Points */ 2433 /* Regenerate Spell Points */
2588 if (--op->last_heal < 0) 2434 if (!op->contr->golem && --op->last_sp < 0)
2589 {
2590 if (op->stats.hp < op->stats.maxhp)
2591 { 2435 {
2592 op->stats.hp++; 2436 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2593 /* dms do not consume food */ 2437
2594 if (!QUERY_FLAG (op, FLAG_WIZ)) 2438 if (op->stats.sp < op->stats.maxsp)
2595 { 2439 {
2440 op->stats.sp++;
2441
2442 /* dms do not consume food */
2443 if (!QUERY_FLAG (op, FLAG_WIZ))
2444 {
2596 op->stats.food--; 2445 op->stats.food--;
2446
2597 if (op->contr->digestion < 0) 2447 if (op->contr->digestion < 0)
2598 op->stats.food += op->contr->digestion; 2448 op->stats.food += op->contr->digestion;
2599 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))
2600 op->stats.food = last_food; 2450 op->stats.food = last_food;
2451 }
2601 } 2452 }
2602 }
2603 2453
2604 if (max_hp > 1) 2454 if (max_sp > 1)
2605 {
2606 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2607 if (over_hp > 0)
2608 { 2455 {
2609 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
2610 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);
2611 } 2474 }
2612 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)
2613 { 2483 {
2614 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 }
2615 } 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);
2616 } 2509 }
2617 else 2510 else
2618 {
2619 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);
2620 } 2512 }
2621 } 2513 }
2622 2514
2623 /* Digestion */ 2515 /* Digestion */
2624 if (--op->last_eat < 0) 2516 if (--op->last_eat < 0)
2625 { 2517 {
2626#ifdef COZY_SERVER 2518 int bonus = max (0, op->contr->digestion),
2627 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion; 2519 penalty = max (0, -op->contr->digestion);
2628 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2629#else
2630 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2631#endif
2632 2520
2633 if (op->contr->gen_hp > 0)
2634 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);
2635 else
2636 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2637 2522
2638 /* dms do not consume food */ 2523 /* dms do not consume food */
2639 if (!QUERY_FLAG (op, FLAG_WIZ)) 2524 if (!QUERY_FLAG (op, FLAG_WIZ))
2640 op->stats.food--; 2525 op->stats.food--;
2641 } 2526 }
2642 2527
2643 if (op->stats.food < 0 && op->stats.hp >= 0) 2528 if (op->stats.food < 0 && op->stats.hp >= 0)
2644 { 2529 {
2645 object *tmp, *flesh = 0; 2530 object *flesh = 0;
2646 2531
2647 for (tmp = op->inv; tmp; tmp = tmp->below) 2532 for_inv_removable (op, tmp)
2648 { 2533 {
2649 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2534 if (QUERY_FLAG (tmp, FLAG_UNPAID))
2535 continue;
2536
2537 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2650 { 2538 {
2651 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2539 op->statusmsg ("You blindly grab for a bite of food. "
2652 { 2540 "H<To prevent you from starving, you ate some random item from your backpack.>");
2653 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2654 manual_apply (op, tmp, 0); 2541 manual_apply (op, tmp, 0);
2542
2655 if (op->stats.food >= 0 || op->stats.hp < 0) 2543 if (op->stats.food >= 0 || op->stats.hp < 0)
2656 break; 2544 break;
2657 } 2545 }
2658 else if (tmp->type == FLESH) 2546 else if (tmp->type == FLESH)
2659 flesh = tmp; 2547 flesh = tmp;
2660 } /* End if paid for object */ 2548 }
2661 } /* end of for loop */
2662 2549
2663 /* 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
2664 * eat flesh instead. 2551 * eat flesh instead.
2665 */ 2552 */
2666 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2553 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2667 { 2554 {
2668 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.>");
2669 manual_apply (op, flesh, 0); 2557 manual_apply (op, flesh, 0);
2670 } 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)
2671 } 2567 {
2568 op->stats.hp += op->stats.food;
2569 op->stats.food = 0;
2672 2570
2673 while (op->stats.food < 0 && op->stats.hp >= 0) 2571 if (op->stats.hp < 0)
2674 op->stats.food++, op->stats.hp--; 2572 {
2573 op->contr->killer = archetype::get ("killer_starvation");
2574 op->contr->killer->destroy ();
2575 }
2576 }
2675 2577
2578 /* killer should be set here already */
2676 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2579 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2677 kill_player (op); 2580 kill_player (op);
2678 } 2581 }
2679} 2582}
2680 2583
2684 * file. 2587 * file.
2685 */ 2588 */
2686void 2589void
2687kill_player (object *op) 2590kill_player (object *op)
2688{ 2591{
2592 int x, y;
2689 char buf[MAX_BUF]; 2593 char buf[MAX_BUF];
2690 int x, y;
2691
2692 //int i;
2693 maptile *map; /* this is for resurrection */ 2594 maptile *map; /* this is for resurrection */
2694
2695 /* int z;
2696 int num_stats_lose;
2697 int lost_a_stat;
2698 int lose_this_stat;
2699 int this_stat; */
2700 int will_kill_again; 2595 int will_kill_again;
2701 archetype *at; 2596 archetype *at;
2702 object *tmp; 2597 object *tmp;
2703 2598
2704 if (save_life (op)) 2599 if (save_life (op))
2705 return; 2600 return;
2706
2707 2601
2708 /* 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
2709 * 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.
2710 * Look at op_on_battleground() for more info --AndreasV 2604 * Look at op_on_battleground() for more info --AndreasV
2711 */ 2605 */
2714 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!");
2715 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...");
2716 2610
2717 /* restore player */ 2611 /* restore player */
2718 at = archetype::find ("poisoning"); 2612 at = archetype::find ("poisoning");
2719 tmp = present_arch_in_ob (at, op); 2613 if (object *tmp = present_arch_in_ob (at, op))
2720 if (tmp)
2721 { 2614 {
2722 tmp->destroy (); 2615 tmp->destroy ();
2723 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2616 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2724 } 2617 }
2725 2618
2726 at = archetype::find ("confusion"); 2619 at = archetype::find ("confusion");
2727 tmp = present_arch_in_ob (at, op); 2620 if (object *tmp = present_arch_in_ob (at, op))
2728 if (tmp)
2729 { 2621 {
2730 tmp->destroy (); 2622 tmp->destroy ();
2731 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2623 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2732 } 2624 }
2733 2625
2734 cure_disease (op, 0); /* remove any disease */ 2626 cure_disease (op, 0, 0); /* remove any disease */
2735 op->stats.hp = op->stats.maxhp; 2627 op->stats.hp = op->stats.maxhp;
2736 if (op->stats.food <= 0) 2628 if (op->stats.food <= 0)
2737 op->stats.food = 999; 2629 op->stats.food = 999;
2738 2630
2739 /* create a bodypart-trophy to make the winner happy */ 2631 /* create a bodypart-trophy to make the winner happy */
2740 tmp = arch_to_object (archetype::find ("finger")); 2632 if (object *tmp = arch_to_object (archetype::find ("finger")))
2741 if (tmp != NULL)
2742 { 2633 {
2743 sprintf (buf, "%s's finger", &op->name); 2634 tmp->name = format ("%s's finger" , &op->name);
2744 tmp->name = buf; 2635 tmp->name_pl = format ("%s's fingers", &op->name);
2745 sprintf (buf, " This finger has been cut off %s\n"
2746 " the %s, when he was defeated at\n level %d by %s.\n",
2747 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2748 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 );
2749 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2642 tmp->value = 0, tmp->type = 0;
2750 tmp->materialname = NULL; 2643 tmp->materialname = "organics";
2751 tmp->x = op->x, tmp->y = op->y; 2644 tmp->insert_at (op, tmp);
2752 insert_ob_in_map (tmp, op->map, op, 0);
2753 } 2645 }
2754 2646
2755 /* teleport defeated player to new destination */ 2647 /* teleport defeated player to new destination */
2756 transfer_ob (op, x, y, 0, NULL); 2648 transfer_ob (op, x, y, 0, NULL);
2757 op->contr->braced = 0; 2649 op->contr->braced = 0;
2760 2652
2761 INVOKE_PLAYER (DEATH, op->contr); 2653 INVOKE_PLAYER (DEATH, op->contr);
2762 2654
2763 command_kill_pets (op, 0); 2655 command_kill_pets (op, 0);
2764 2656
2765 if (op->stats.food < 0) 2657 op->contr->play_sound (sound_find ("player_dies"));
2766 {
2767 if (op->contr->explore)
2768 {
2769 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
2770 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2771 op->stats.food = 999;
2772 return;
2773 }
2774 sprintf (buf, "%s starved to death.", &op->name);
2775 strcpy (op->contr->killer, "starvation");
2776 }
2777 else
2778 {
2779 if (op->contr->explore)
2780 {
2781 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
2782 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2783 op->stats.hp = op->stats.maxhp;
2784 return;
2785 }
2786 sprintf (buf, "%s died.", &op->name);
2787 }
2788 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2789 2658
2790 /* save the map location for corpse, gravestone */ 2659 /* save the map location for corpse, gravestone */
2791 x = op->x; 2660 x = op->x;
2792 y = op->y; 2661 y = op->y;
2793 map = op->map; 2662 map = op->map;
2794
2795 2663
2796 /* NOT_PERMADEATH code. This basically brings the character back to 2664 /* NOT_PERMADEATH code. This basically brings the character back to
2797 * 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.
2798 * 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.
2799 */ 2667 */
2816 num_stats_lose = 1; 2684 num_stats_lose = 1;
2817 else 2685 else
2818 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO; 2686 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2819 } 2687 }
2820 else 2688 else
2821 {
2822 num_stats_lose = 1; 2689 num_stats_lose = 1;
2823 } 2690
2824 lost_a_stat = 0; 2691 lost_a_stat = 0;
2825 2692
2826 for (z = 0; z < num_stats_lose; z++) 2693 for (z = 0; z < num_stats_lose; z++)
2827 { 2694 {
2828 i = RANDOM () % NUM_STATS; 2695 i = RANDOM () % NUM_STATS;
2902 lost_a_stat = 1; 2769 lost_a_stat = 1;
2903 } 2770 }
2904 } 2771 }
2905 } 2772 }
2906 } 2773 }
2774
2907 /* If no stat lost, tell the player. */ 2775 /* If no stat lost, tell the player. */
2908 if (!lost_a_stat) 2776 if (!lost_a_stat)
2909 { 2777 {
2910 /* determine_god() seems to not work sometimes... why is this? 2778 /* determine_god() seems to not work sometimes... why is this?
2911 Should I be using something else? GD */ 2779 Should I be using something else? GD */
2915 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);
2916 else 2784 else
2917 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.");
2918 } 2786 }
2919#else 2787#else
2920 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.");
2921#endif 2789#endif
2922 2790
2923 /* Put a gravestone up where the character 'almost' died. List the 2791 /* Put a gravestone up where the character 'almost' died. List the
2924 * exp loss on the stone. 2792 * exp loss on the stone.
2925 */ 2793 */
2926 tmp = arch_to_object (archetype::find ("gravestone")); 2794 tmp = arch_to_object (archetype::find ("gravestone"));
2927 sprintf (buf, "%s's gravestone", &op->name); 2795 tmp->name = format ("%s's gravestone", &op->name);
2928 tmp->name = buf; 2796 tmp->name_pl = format ("%s's gravestones", &op->name);
2929 sprintf (buf, "%s's gravestones", &op->name);
2930 tmp->name_pl = buf;
2931 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 ());
2932 tmp->msg = buf;
2933 tmp->x = op->x, tmp->y = op->y; 2798 tmp->x = op->x, tmp->y = op->y;
2934 insert_ob_in_map (tmp, op->map, NULL, 0); 2799 insert_ob_in_map (tmp, op->map, NULL, 0);
2935 2800
2936 /**************************************/ 2801 /**************************************/
2937 /* */ 2802 /* */
2958 { 2823 {
2959 tmp->destroy (); 2824 tmp->destroy ();
2960 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2825 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2961 } 2826 }
2962 2827
2963 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 }
2964 2841
2965 /*add_exp(op, (op->stats.exp * -0.20)); */ 2842 /*add_exp(op, (op->stats.exp * -0.20)); */
2966 apply_death_exp_penalty (op); 2843 apply_death_exp_penalty (op);
2844
2967 if (op->stats.food < 100) 2845 if (op->stats.food < 100)
2968 op->stats.food = 900; 2846 op->stats.food = 900;
2847
2969 op->stats.hp = op->stats.maxhp; 2848 op->stats.hp = op->stats.maxhp;
2970 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2849 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2971 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2850 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2972 2851
2973 /* 2852 /*
2974 * Check to see if the player is in a shop. IF so, then check to see if
2975 * 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
2976 * in the map. 2854 * and put them back in the map.
2977 */ 2855 */
2978 2856 op->drop_unpaid_items ();
2979 if (is_in_shop (op))
2980 remove_unpaid_objects (op->inv, op);
2981 2857
2982 /****************************************/ 2858 /****************************************/
2983 /* */ 2859 /* */
2984 /* Move player to his current respawn- */ 2860 /* Move player to his current respawn- */
2985 /* position (usually last savebed) */ 2861 /* position (usually last savebed) */
2986 /* */ 2862 /* */
2987 /****************************************/ 2863 /****************************************/
2988 2864
2989 enter_player_savebed (op); 2865 enter_player_savebed (op);
2990 2866
2991 /* Save the player before inserting the force to reduce
2992 * chance of abuse.
2993 */
2994 op->contr->braced = 0; 2867 op->contr->braced = 0;
2995 op->contr->save ();
2996 2868
2997 /* it is possible that the player has blown something up 2869 /* it is possible that the player has blown something up
2998 * at his savebed location, and that can have long lasting 2870 * at his savebed location, and that can have long lasting
2999 * spell effects. So first see if there is a spell effect 2871 * spell effects. So first see if there is a spell effect
3000 * on the space that might harm the player. 2872 * on the space that might harm the player.
3009 object *force; 2881 object *force;
3010 int at; 2882 int at;
3011 2883
3012 force = get_archetype (FORCE_NAME); 2884 force = get_archetype (FORCE_NAME);
3013 /* 50 ticks should be enough time for the spell to abate */ 2885 /* 50 ticks should be enough time for the spell to abate */
3014 force->speed = 0.1; 2886 force->speed = 0.1f;
3015 force->speed_left = -5.0; 2887 force->speed_left = -5.f;
3016 SET_FLAG (force, FLAG_APPLIED); 2888 SET_FLAG (force, FLAG_APPLIED);
3017 for (at = 0; at < NROFATTACKS; at++) 2889 for (at = 0; at < NROFATTACKS; at++)
3018 if (will_kill_again & (1 << at)) 2890 if (will_kill_again & (1 << at))
3019 force->resist[at] = 100; 2891 force->resist[at] = 100;
3020 2892
3029void 2901void
3030loot_object (object *op) 2902loot_object (object *op)
3031{ /* Grab and destroy some treasure */ 2903{ /* Grab and destroy some treasure */
3032 object *tmp, *tmp2, *next; 2904 object *tmp, *tmp2, *next;
3033 2905
3034 if (op->container) 2906 op->close_container (); /* close open sack first */
3035 esrv_apply_container (op, op->container); /* close open sack first */
3036 2907
3037 for (tmp = op->inv; tmp; tmp = next) 2908 for (tmp = op->inv; tmp; tmp = next)
3038 { 2909 {
3039 next = tmp->below; 2910 next = tmp->below;
3040 2911
3041 if (tmp->invisible) 2912 if (tmp->invisible)
3042 continue; 2913 continue;
3043 2914
3044 tmp->remove (); 2915 tmp->remove ();
3045 tmp->x = op->x, tmp->y = op->y; 2916 tmp->x = op->x, tmp->y = op->y;
2917
3046 if (tmp->type == CONTAINER) 2918 if (tmp->type == CONTAINER)
3047 { /* empty container to ground */ 2919 loot_object (tmp); /* empty container to ground */
3048 loot_object (tmp); 2920
3049 }
3050 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))))
3051 { 2922 {
3052 if (tmp->nrof > 1) 2923 if (tmp->nrof > 1)
3053 { 2924 {
3054 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2925 tmp->decrease (rndm (1, tmp->nrof - 1));
3055 tmp2->destroy ();
3056 insert_ob_in_map (tmp, op->map, NULL, 0); 2926 insert_ob_in_map (tmp, op->map, NULL, 0);
3057 } 2927 }
3058 else 2928 else
3059 tmp->destroy (); 2929 tmp->destroy ();
3060 } 2930 }
3066/* 2936/*
3067 * fix_weight(): Check recursively the weight of all players, and fix 2937 * fix_weight(): Check recursively the weight of all players, and fix
3068 * 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
3069 * was changed. 2939 * was changed.
3070 */ 2940 */
3071
3072void 2941void
3073fix_weight (void) 2942fix_weight (void)
3074{ 2943{
3075 for (player *pl = first_player; pl; pl = pl->next) 2944 for_all_players (pl)
3076 { 2945 {
3077 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2946 sint32 old = pl->ob->carrying;
3078 2947
3079 if (old == sum) 2948 pl->ob->update_weight ();
3080 continue; 2949
2950 if (old != pl->ob->carrying)
2951 {
3081 pl->ob->update_stats (); 2952 pl->ob->update_stats ();
3082 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 }
3083 } 2955 }
3084} 2956}
3085 2957
3086void 2958void
3087fix_luck (void) 2959fix_luck (void)
3088{ 2960{
3089 for (player *pl = first_player; pl; pl = pl->next) 2961 for_all_players (pl)
3090 if (!pl->ob->contr->ns->state) 2962 if (!pl->ob->contr->ns->state)
3091 pl->ob->change_luck (0); 2963 pl->ob->change_luck (0);
3092} 2964}
3093 2965
3094/* cast_dust() - handles op throwing objects of type 'DUST'. 2966/* cast_dust() - handles op throwing objects of type 'DUST'.
3131void 3003void
3132make_visible (object *op) 3004make_visible (object *op)
3133{ 3005{
3134 op->hide = 0; 3006 op->hide = 0;
3135 op->invisible = 0; 3007 op->invisible = 0;
3008
3136 if (op->type == PLAYER) 3009 if (op->type == PLAYER)
3137 { 3010 {
3138 op->contr->tmp_invis = 0; 3011 op->contr->tmp_invis = 0;
3139 op->contr->invis_race = 0; 3012 op->contr->invis_race = 0;
3140 } 3013 }
3014
3141 update_object (op, UP_OBJ_FACE); 3015 update_object (op, UP_OBJ_CHANGE);
3142} 3016}
3143 3017
3144int 3018int
3145is_true_undead (object *op) 3019is_true_undead (object *op)
3146{ 3020{
3147 object *tmp = NULL;
3148
3149 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3021 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3150 return 1; 3022 return 1;
3151 3023
3152 return 0; 3024 return 0;
3153} 3025}
3154 3026
3155/* look at the surrounding terrain to determine 3027/* look at the surrounding terrain to determine
3156 * the hideability of this object. Positive levels 3028 * the hideability of this object. Positive levels
3157 * indicate greater hideability. 3029 * indicate greater hideability.
3158 */ 3030 */
3159
3160int 3031int
3161hideability (object *ob) 3032hideability (object *ob)
3162{ 3033{
3163 int i, level = 0, mflag; 3034 int i, level = 0, mflag;
3164 sint16 x, y; 3035 sint16 x, y;
3174 * as bad as carrying a light on a pitch dark map */ 3045 * as bad as carrying a light on a pitch dark map */
3175 if (has_carried_lights (ob)) 3046 if (has_carried_lights (ob))
3176 level = -(10 + (2 * ob->map->darkness)); 3047 level = -(10 + (2 * ob->map->darkness));
3177 3048
3178 /* scan through all nearby squares for terrain to hide in */ 3049 /* scan through all nearby squares for terrain to hide in */
3179 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])
3180 { 3053 {
3181 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); 3054 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3182 if (mflag & P_OUT_OF_MAP) 3055 if (mflag & P_OUT_OF_MAP)
3183 {
3184 continue; 3056 continue;
3185 } 3057
3186 if (mflag & P_BLOCKSVIEW) /* something to hide near! */ 3058 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3187 level += 2; 3059 level += 2;
3188 else /* open terrain! */ 3060 else /* open terrain! */
3189 level -= 1; 3061 level -= 1;
3190 } 3062 }
3198/* For Hidden creatures - a chance of becoming 'unhidden' 3070/* For Hidden creatures - a chance of becoming 'unhidden'
3199 * every time they move - as we subtract off 'invisibility' 3071 * every time they move - as we subtract off 'invisibility'
3200 * AND, for players, if they move into a ridiculously unhideable 3072 * AND, for players, if they move into a ridiculously unhideable
3201 * spot (surrounded by clear terrain in broad daylight). -b.t. 3073 * spot (surrounded by clear terrain in broad daylight). -b.t.
3202 */ 3074 */
3203
3204void 3075void
3205do_hidden_move (object *op) 3076do_hidden_move (object *op)
3206{ 3077{
3207 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 3078 int hide = 0;
3208 object *skop;
3209 3079
3210 if (!op || !op->map) 3080 if (!op || !op->map)
3211 return; 3081 return;
3212 3082
3213 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);
3214 3085
3215 /* 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! */
3216 if (op->type == PLAYER && op->contr->run_on) 3087 if (op->type == PLAYER && op->contr->run_on)
3217 {
3218 if (!skop || num >= skop->level) 3088 if (!skop || num >= skop->level)
3219 { 3089 {
3220 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!");
3221 make_visible (op); 3091 make_visible (op);
3222 return; 3092 return;
3223 } 3093 }
3224 else 3094 else
3225 num += 20; 3095 num += 20;
3226 } 3096
3227 num += op->map->difficulty; 3097 num += op->map->difficulty;
3228 hide = hideability (op); /* modify by terrain hidden level */ 3098 hide = hideability (op); /* modify by terrain hidden level */
3229 num -= hide; 3099 num -= hide;
3100
3230 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3101 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3231 { 3102 {
3232 make_visible (op); 3103 make_visible (op);
3104
3233 if (op->type == PLAYER) 3105 if (op->type == PLAYER)
3234 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!");
3235 } 3107 }
3236 else if (op->type == PLAYER && skop) 3108 else if (op->type == PLAYER && skop)
3237 {
3238 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);
3239 }
3240} 3110}
3241 3111
3242/* determine if who is standing near a hostile creature. */ 3112/* determine if who is standing near a hostile creature. */
3243 3113
3244int 3114int
3292 * object op. This function works fine for monsters, 3162 * object op. This function works fine for monsters,
3293 * 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
3294 * a pile (say a coin under a table would return "viewable" 3164 * a pile (say a coin under a table would return "viewable"
3295 * by this routine). Another question, should we be 3165 * by this routine). Another question, should we be
3296 * concerned with the direction the player is looking 3166 * concerned with the direction the player is looking
3297 * in? Realistically, most of use cant see stuff behind 3167 * in? Realistically, most of us can't see stuff behind
3298 * our backs...on the other hand, does the "facing" direction 3168 * our backs...on the other hand, does the "facing" direction
3299 * imply the way your head, or body is facing? Its possible 3169 * imply the way your head, or body is facing? It's possible
3300 * 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.
3301 * -b.t. 3171 * -b.t.
3302 * This function is now map tiling safe. 3172 * This function is now map tiling safe.
3303 */ 3173 */
3304
3305int 3174int
3306player_can_view (object *pl, object *op) 3175player_can_view (object *pl, object *op)
3307{ 3176{
3308 rv_vector rv; 3177 rv_vector rv;
3309 int dx, dy; 3178 int dx, dy;
3311 if (pl->type != PLAYER) 3180 if (pl->type != PLAYER)
3312 { 3181 {
3313 LOG (llevError, "player_can_view() called for non-player object\n"); 3182 LOG (llevError, "player_can_view() called for non-player object\n");
3314 return -1; 3183 return -1;
3315 } 3184 }
3185
3316 if (!pl || !op) 3186 if (!pl || !op)
3317 return 0; 3187 return 0;
3318 3188
3319 if (op->head)
3320 {
3321 op = op->head; 3189 op = op->head_ ();
3322 } 3190
3323 get_rangevector (pl, op, &rv, 0x1); 3191 get_rangevector (pl, op, &rv, 0x1);
3324 3192
3325 /* starting with the 'head' part, lets loop 3193 /* starting with the 'head' part, lets loop
3326 * through the object and find if it has any 3194 * through the object and find if it has any
3327 * part that is in the los array but isnt on 3195 * part that is in the los array but isn't on
3328 * a blocked los square. 3196 * a blocked los square.
3329 * we use the archetype to figure out offsets. 3197 * we use the archetype to figure out offsets.
3330 */ 3198 */
3331 while (op) 3199 while (op)
3332 { 3200 {
3333 dx = rv.distance_x + op->arch->clone.x; 3201 dx = rv.distance_x + op->arch->x;
3334 dy = rv.distance_y + op->arch->clone.y; 3202 dy = rv.distance_y + op->arch->y;
3335 3203
3336 /* only the viewable area the player sees is updated by LOS 3204 /* only the viewable area the player sees is updated by LOS
3337 * 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
3338 * for any meaningful values. 3206 * for any meaningful values.
3339 */ 3207 */
3340 if (FABS (dx) <= (pl->contr->ns->mapx / 2) && 3208 if (abs (dx) <= (pl->contr->ns->mapx / 2) &&
3341 FABS (dy) <= (pl->contr->ns->mapy / 2) && 3209 abs (dy) <= (pl->contr->ns->mapy / 2) &&
3342 !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)])
3343 return 1; 3211 return 1;
3212
3344 op = op->more; 3213 op = op->more;
3345 } 3214 }
3215
3346 return 0; 3216 return 0;
3347} 3217}
3348 3218
3349/* routine for both players and monsters. We call this when 3219/* routine for both players and monsters. We call this when
3350 * there is a possibility for our action distrubing our hiding 3220 * there is a possibility for our action distrubing our hiding
3353 * return 0. 3223 * return 0.
3354 */ 3224 */
3355int 3225int
3356action_makes_visible (object *op) 3226action_makes_visible (object *op)
3357{ 3227{
3358
3359 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) 3228 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3360 { 3229 {
3361 if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) 3230 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3362 return 0; 3231 return 0;
3363 3232
3369 { 3238 {
3370 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");
3371 return 1; 3240 return 1;
3372 } 3241 }
3373 } 3242 }
3243
3374 return 0; 3244 return 0;
3375} 3245}
3376 3246
3377/* op_on_battleground - checks if the given object op (usually 3247/* op_on_battleground - checks if the given object op (usually
3378 * a player) is standing on a valid battleground-tile, 3248 * a player) is standing on a valid battleground-tile,
3383 * 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
3384 */ 3254 */
3385int 3255int
3386op_on_battleground (object *op, int *x, int *y) 3256op_on_battleground (object *op, int *x, int *y)
3387{ 3257{
3388 object *tmp;
3389
3390 /* A battleground-tile needs the following attributes to be valid: 3258 /* A battleground-tile needs the following attributes to be valid:
3391 * 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),
3392 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3260 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3393 * and the exit-coordinates sp/hp must both be > 0. 3261 * and the exit-coordinates sp/hp must both be > 0.
3394 * => The intention here is to prevent abuse of the battleground- 3262 * => The intention here is to prevent abuse of the battleground-
3395 * feature (like pickable or hidden battleground tiles). */ 3263 * feature (like pickable or hidden battleground tiles). */
3396 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3264 for (object *tmp = op->below; tmp; tmp = tmp->below)
3397 { 3265 {
3398 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3266 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3399 { 3267 {
3400 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3268 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3401 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))
3402 { 3272 {
3403 /*before we assign the exit, check if this is a teambattle */ 3273 /* before we assign the exit, check if this is a teambattle */
3404 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))
3405 { 3275 {
3406 object *invtmp;
3407
3408 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below) 3276 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3409 { 3277 {
3410 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying)) 3278 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3411 { 3279 {
3412 if (x != NULL && y != NULL) 3280 if (x && y)
3413 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3281 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3282
3414 return 1; 3283 return 1;
3415 } 3284 }
3416 } 3285 }
3417 } 3286 }
3287
3418 if (x != NULL && y != NULL) 3288 if (x && y)
3419 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3289 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3290
3420 return 1; 3291 return 1;
3421 } 3292 }
3422 } 3293 }
3423 } 3294 }
3295
3424 /* If we got here, did not find a battleground */ 3296 /* If we got here, did not find a battleground */
3425 return 0; 3297 return 0;
3426} 3298}
3427 3299
3428/* 3300/*
3444 char buf[MAX_BUF]; /* tmp. string buffer */ 3316 char buf[MAX_BUF]; /* tmp. string buffer */
3445 int i = 0, j = 0; 3317 int i = 0, j = 0;
3446 3318
3447 /* get the appropriate treasurelist */ 3319 /* get the appropriate treasurelist */
3448 if (atnr == ATNR_FIRE) 3320 if (atnr == ATNR_FIRE)
3449 trlist = find_treasurelist ("dragon_ability_fire"); 3321 trlist = treasurelist::find (shstr_dragon_ability_fire);
3450 else if (atnr == ATNR_COLD) 3322 else if (atnr == ATNR_COLD)
3451 trlist = find_treasurelist ("dragon_ability_cold"); 3323 trlist = treasurelist::find (shstr_dragon_ability_cold);
3452 else if (atnr == ATNR_ELECTRICITY) 3324 else if (atnr == ATNR_ELECTRICITY)
3453 trlist = find_treasurelist ("dragon_ability_elec"); 3325 trlist = treasurelist::find (shstr_dragon_ability_elec);
3454 else if (atnr == ATNR_POISON) 3326 else if (atnr == ATNR_POISON)
3455 trlist = find_treasurelist ("dragon_ability_poison"); 3327 trlist = treasurelist::find (shstr_dragon_ability_poison);
3456 3328
3457 if (trlist == NULL || who->type != PLAYER) 3329 if (trlist == NULL || who->type != PLAYER)
3458 return; 3330 return;
3459 3331
3460 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++);
3461 3333
3462 if (tr == NULL || tr->item == NULL) 3334 if (!tr || !tr->item)
3463 { 3335 {
3464 /* 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]); */
3465 return; 3337 return;
3466 } 3338 }
3467 3339
3468 /* everything seems okay - now bring on the gift: */ 3340 /* everything seems okay - now bring on the gift: */
3469 item = &(tr->item->clone); 3341 item = tr->item;
3470 3342
3471 if (item->type == SPELL) 3343 if (item->type == SPELL)
3472 { 3344 {
3473 if (check_spell_known (who, item->name)) 3345 if (check_spell_known (who, item->name))
3474 return; 3346 return;
3533 { 3405 {
3534 /* forces in the treasurelist can alter the player's stats */ 3406 /* forces in the treasurelist can alter the player's stats */
3535 object *skin; 3407 object *skin;
3536 3408
3537 /* first get the dragon skin force */ 3409 /* first get the dragon skin force */
3538 shstr_cmp dragon_skin_force ("dragon_skin_force");
3539 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)
3540 ; 3411 ;
3541 3412
3542 if (!skin) 3413 if (!skin)
3543 return; 3414 return;
3544 3415
3579 else 3450 else
3580 { 3451 {
3581 /* generate misc. treasure */ 3452 /* generate misc. treasure */
3582 tmp = arch_to_object (tr->item); 3453 tmp = arch_to_object (tr->item);
3583 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));
3584 tmp = insert_ob_in_ob (tmp, who); 3455 who->insert (tmp);
3585 if (who->type == PLAYER)
3586 esrv_send_item (who, tmp);
3587 } 3456 }
3588} 3457}
3589 3458
3590/** 3459/**
3591 * 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
3592 * not readied. 3461 * not readied.
3593 */ 3462 */
3594void 3463void
3595player_unready_range_ob (player *pl, object *ob) 3464player_unready_range_ob (player *pl, object *ob)
3596{ 3465{
3597 rangetype i; 3466 if (pl->ob->current_weapon == ob)
3467 pl->ob->current_weapon = 0;
3598 3468
3599 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3469 if (pl->combat_ob == ob)
3600 { 3470 pl->combat_ob = 0;
3471
3601 if (pl->ranges[i] == ob) 3472 if (pl->ranged_ob == ob)
3602 { 3473 pl->ranged_ob = 0;
3603 pl->ranges[i] = NULL;
3604 if (pl->shoottype == i)
3605 {
3606 pl->shoottype = range_none;
3607 }
3608 }
3609 }
3610} 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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