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Comparing deliantra/server/server/player.C (file contents):
Revision 1.56 by root, Sat Dec 23 05:25:18 2006 UTC vs.
Revision 1.206 by root, Mon Sep 29 10:20:49 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);
186 216
217 ns->reset_stats ();
218
219 /* make sure he's a player -- needed because of class change. */
187 ob->type = PLAYER; // we are paranoid 220 ob->type = PLAYER; // we are paranoid
188 ob->race = ob->arch->clone.race; 221 ob->race = ob->arch->race;
189 222
190 if (!legal_range (ob, shoottype)) 223 ob->update_weight ();
191 shoottype = range_none;
192
193 ob->carrying = sum_weight (ob);
194 link_player_skills (ob); 224 link_skills ();
195 225
196 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); 226 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
197 ob->update_stats ();
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); 246
247 esrv_new_player (this);
248
249 ob->update_stats ();
237 250
238 ns->floorbox_update (); 251 ns->floorbox_update ();
239
240 esrv_new_player (this, ob->weight + ob->carrying);
241 esrv_send_inventory (ob, ob); 252 esrv_send_inventory (ob, ob);
242 esrv_add_spells (this, 0); 253 esrv_add_spells (this, 0);
243 254
244 enter_exit (ob, 0); 255 activate ();
245 256
246// send_rules (ob);//TODO 257 send_rules (ob);
247// send_news (ob);//TODO 258 send_news (ob);
248// display_motd (ob);//TODO 259 display_motd (ob);
260
261 INVOKE_PLAYER (CONNECT, this);
249 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 ();
250} 289}
251 290
252// the need for this function can be explained 291// the need for this function can be explained
253// by load_object not returning the object 292// by load_object not returning the object
254void 293void
255player::set_object (object *op) 294player::set_object (object *op)
256{ 295{
257 ob = op; 296 ob = observe = op;
258 ob->contr = this; /* this aren't yet in archetype */ 297 ob->contr = this; /* this aren't yet in archetype */
259 298
299 ob->speed = 1.0f;
260 ob->speed_left = 0.5; 300 ob->speed_left = 0.5f;
261 ob->speed = 1.0; 301
262 ob->direction = 5; /* So player faces south */ 302 ob->direction = 5; /* So player faces south */
263 ob->stats.wc = 2;
264 ob->run_away = 25; /* Then we panick... */
265 303
266 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;
267 307
268 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;
269} 337}
270 338
271player::player () 339player::player ()
272{ 340{
273 /* There are some elements we want initialized to non zero value - 341 /* There are some elements we want initialised to non zero value -
274 * we deal with that below this point. 342 * we deal with that below this point.
275 */ 343 */
276 outputs_sync = 16; /* Every 2 seconds */ 344 outputs_sync = 4;
277 outputs_count = 8; /* Keeps present behaviour */ 345 outputs_count = 4;
278 unapply = unapply_nochoice; 346 unapply = unapply_nochoice;
279 347
280 assign (savebed_map, first_map_path); /* Init. respawn position */ 348 savebed_map = first_map_path; /* Init. respawn position */
281 349
282 gen_sp_armour = 10; 350 gen_sp_armour = 10;
283 last_speed = -1;
284 shoottype = range_none;
285 bowtype = bow_normal; 351 bowtype = bow_normal;
286 petmode = pet_normal; 352 petmode = pet_normal;
287 listening = 10;
288 usekeys = containers; 353 usekeys = containers;
289 last_weapon_sp = -1;
290 peaceful = 1; /* default peaceful */ 354 peaceful = 1; /* default peaceful */
291 do_los = 1; 355 do_los = 1;
292 356
293 /* we need to clear these to -1 and not zero - otherwise, 357 weapon_sp = 1.0f;
294 * if a player quits and starts a new character, we wont 358 weapon_sp_left = 0.5f;
295 * send new values to the client, as things like exp start 359}
296 * at zero.
297 */
298 for (int i = 0; i < NUM_SKILLS; i++)
299 last_skill_exp[i] = -1;
300 360
301 for (int i = 0; i < NROFATTACKS; i++) 361void
302 last_resist[i] = -1; 362player::do_destroy ()
363{
364 disconnect ();
303 365
304 last_stats.exp = -1; 366 attachable::do_destroy ();
305 last_weight = (uint32) - 1; 367
368 if (ob)
369 {
370 ob->destroy_inv (false);
371 ob->destroy (true);
372 }
373
374 ob = observe = 0;
306} 375}
307 376
308player::~player () 377player::~player ()
309{ 378{
310 terminate_all_pets (ob);
311
312 if (first_player != this)
313 {
314 player *prev = first_player;
315
316 while (prev && prev->next && prev->next != this)
317 prev = prev->next;
318
319 if (prev->next != this)
320 {
321 LOG (llevError, "Free_player: Can't find previous player.\n");
322 abort ();
323 }
324
325 prev->next = next;
326 }
327 else
328 first_player = next;
329
330 if (ob)
331 {
332 ob->contr = 0;
333 ob->destroy (1);
334 }
335
336 if (ns)
337 {
338 ns->send_packet ("goodbye");
339 ns->flush ();
340 ns->pl = 0;
341 ns->destroy ();
342 }
343
344 /* Clear item stack */ 379 /* Clear item stack */
345 free (stack_items); 380 free (stack_items);
346} 381}
347 382
348/* Tries to add player on the connection passed in ns. 383/* Tries to add player on the connection passed in ns.
353player::create () 388player::create ()
354{ 389{
355 player *pl = new player; 390 player *pl = new player;
356 391
357 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);
358 399
359 return pl; 400 return pl;
360} 401}
361 402
362/* 403/*
365 * Note: there MUST be at least one player archetype! 406 * Note: there MUST be at least one player archetype!
366 */ 407 */
367archetype * 408archetype *
368get_player_archetype (archetype *at) 409get_player_archetype (archetype *at)
369{ 410{
370 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);
371 418
372 for (;;) 419 for (;;)
373 { 420 {
374 if (at == NULL || at->next == NULL) 421 if (++i == archetypes.end ())
375 at = first_archetype; 422 i = archetypes.begin ();
376 else 423 else if (*i == at)
377 at = at->next; 424 cleanup ("not a single player archetype found");
378 425
379 if (at->clone.type == PLAYER) 426 if ((*i)->type == PLAYER)
380 return at; 427 return *i;
381
382 if (at == start)
383 {
384 LOG (llevError, "No Player archetypes\n");
385 exit (-1);
386 }
387 } 428 }
388} 429}
389 430
390object * 431object *
391get_nearest_player (object *mon) 432get_nearest_player (object *mon)
392{ 433{
393 object *op = NULL; 434 object *op = NULL;
394 player *pl = NULL;
395 objectlink *ol; 435 objectlink *ol;
396 unsigned lastdist; 436 unsigned lastdist;
397 rv_vector rv; 437 rv_vector rv;
398 438
399 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 439 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
400 { 440 {
401 /* We should not find free objects on this friendly list, but it
402 * does periodically happen. Given that, lets deal with it.
403 * While unlikely, it is possible the next object on the friendly
404 * list is also free, so encapsulate this in a while loop.
405 */
406 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
407 {
408 object *tmp = ol->ob;
409
410 /* Can't do much more other than log the fact, because the object
411 * itself will have been cleared.
412 */
413 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n");
414 ol = ol->next;
415 remove_friendly_object (tmp);
416 if (!ol)
417 return op;
418 }
419
420 /* Remove special check for player from this. First, it looks to cause
421 * some crashes (ol->ob->contr not set properly?), but secondly, a more
422 * complicated method of state checking would be needed in any case -
423 * as it was, a clever player could type quit, and the function would
424 * skip them over while waiting for confirmation. Remove
425 * on_same_map check, as can_detect_enemy also does this
426 */
427 if (!can_detect_enemy (mon, ol->ob, &rv)) 441 if (!can_detect_enemy (mon, ol->ob, &rv))
428 continue; 442 continue;
429 443
430 if (lastdist > rv.distance) 444 if (lastdist > rv.distance)
431 { 445 {
432 op = ol->ob; 446 op = ol->ob;
433 lastdist = rv.distance; 447 lastdist = rv.distance;
434 } 448 }
435 } 449 }
436 for (pl = first_player; pl != NULL; pl = pl->next) 450
437 { 451 for_all_players (pl)
438 if (can_detect_enemy (mon, pl->ob, &rv)) 452 if (can_detect_enemy (mon, pl->ob, &rv))
439 {
440
441 if (lastdist > rv.distance) 453 if (lastdist > rv.distance)
442 { 454 {
443 op = pl->ob; 455 op = pl->ob;
444 lastdist = rv.distance; 456 lastdist = rv.distance;
445 } 457 }
446 } 458
447 }
448#if 0 459#if 0
449 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)");
450#endif 461#endif
451 return op; 462 return op;
452} 463}
510 x = mon->x; 521 x = mon->x;
511 y = mon->y; 522 y = mon->y;
512 m = mon->map; 523 m = mon->map;
513 dir = rv.direction; 524 dir = rv.direction;
514 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 */
515 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
516 /* 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. */
517 if (diff > max) 529 if (diff > max)
518 return 0; 530 return 0;
531
519 while (diff > 1 && max > 0) 532 while (diff > 1 && max > 0)
520 { 533 {
521 lastx = x; 534 lastx = x;
522 lasty = y; 535 lasty = y;
523 lastmap = m; 536 lastmap = m;
605 max--; 618 max--;
606 lastdir = dir; 619 lastdir = dir;
607 if (!firstdir) 620 if (!firstdir)
608 firstdir = dir; 621 firstdir = dir;
609 } 622 }
623
610 if (diff <= 1) 624 if (diff <= 1)
611 { 625 {
612 /* Recalculate diff (distance) because we may not have actually 626 /* Recalculate diff (distance) because we may not have actually
613 * headed toward player for entire distance. 627 * headed toward player for entire distance.
614 */ 628 */
615 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 629 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
616 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));
617 } 631 }
632
618 if (diff > max) 633 if (diff > max)
619 return 0; 634 return 0;
620 } 635 }
636
621 /* 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 */
622 if (!max) 638 if (!max)
623 return 0; 639 return 0;
624 640
625 return firstdir; 641 return firstdir;
626} 642}
627 643
628void 644void
629give_initial_items (object *pl, treasurelist * items) 645give_initial_items (object *pl, treasurelist *items)
630{ 646{
631 object *op, *next = NULL;
632
633 if (pl->randomitems != NULL) 647 if (pl->randomitems)
634 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); 648 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
635 649
636 for (op = pl->inv; op; op = next) 650 for (object *next, *op = pl->inv; op; op = next)
637 { 651 {
638 next = op->below; 652 next = op->below;
639 653
640 /* Forces get applied per default, unless they have the 654 /* Forces get applied per default, unless they have the
641 * 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
646 /* we never give weapons/armour if these cannot be used 660 /* we never give weapons/armour if these cannot be used
647 * by this player due to race restrictions 661 * by this player due to race restrictions
648 */ 662 */
649 if (pl->type == PLAYER) 663 if (pl->type == PLAYER)
650 { 664 {
651 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) && 665 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR)
666 &&
652 (op->type == ARMOUR || op->type == BOOTS || 667 (op->type == ARMOUR || op->type == BOOTS
653 op->type == CLOAK || op->type == HELMET || 668 || op->type == CLOAK || op->type == HELMET
654 op->type == SHIELD || op->type == GLOVES || 669 || op->type == SHIELD || op->type == GLOVES
670 || op->type == BRACERS || op->type == GIRDLE))
655 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))
656 { 672 {
657 op->destroy (); 673 op->destroy (true);
658 continue; 674 continue;
659 } 675 }
660 } 676 }
661 677
662 /* This really needs to be better - we should really give 678 /* This really needs to be better - we should really give
673 if (tmp->type == op->type && tmp->name == op->name) 689 if (tmp->type == op->type && tmp->name == op->name)
674 break; 690 break;
675 691
676 if (tmp) 692 if (tmp)
677 { 693 {
678 op->destroy (); 694 op->destroy (true);
679 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); 695 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name);
680 continue; 696 continue;
681 } 697 }
682 698
683 if (op->nrof > 1) 699 if (op->nrof > 1)
684 op->nrof = 1; 700 op->nrof = 1;
685 } 701 }
686 702
687 if (op->type == SPELLBOOK && op->inv) 703 if (op->type == SPELLBOOK && op->inv)
688 {
689 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); 704 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
690 }
691 705
692 /* Give starting characters identified, uncursed, and undamned 706 /* Give starting characters identified, uncursed, and undamned
693 * 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
694 * merged properly. 708 * merged properly.
695 */ 709 */
696 if (need_identify (op)) 710 if (need_identify (op))
697 { 711 {
698 SET_FLAG (op, FLAG_IDENTIFIED); 712 SET_FLAG (op, FLAG_IDENTIFIED);
699 CLEAR_FLAG (op, FLAG_CURSED); 713 CLEAR_FLAG (op, FLAG_CURSED);
700 CLEAR_FLAG (op, FLAG_DAMNED); 714 CLEAR_FLAG (op, FLAG_DAMNED);
701 } 715 }
716
702 if (op->type == SPELL) 717 if (op->type == SPELL)
703 { 718 {
704 op->destroy (); 719 op->destroy (true);
705 continue; 720 continue;
706 } 721 }
707 else if (op->type == SKILL) 722 else if (op->type == SKILL)
708 { 723 {
709 SET_FLAG (op, FLAG_CAN_USE_SKILL); 724 SET_FLAG (op, FLAG_CAN_USE_SKILL);
710 op->stats.exp = 0; 725 op->stats.exp = 0;
711 op->level = 1; 726 op->level = 1;
712 } 727 }
713 /* lock all 'normal items by default */ 728 else /* lock all 'normal items by default */
714 else
715 SET_FLAG (op, FLAG_INV_LOCKED); 729 SET_FLAG (op, FLAG_INV_LOCKED);
716 } /* for loop of objects in player inv */ 730 } /* for loop of objects in player inv */
717 731
718 /* Need to set up the skill pointers */ 732 /* Need to set up the skill pointers */
719 link_player_skills (pl); 733 pl->contr->link_skills ();
720} 734}
721 735
722void 736void
723get_party_password (object *op, partylist *party) 737get_party_password (object *op, partylist *party)
724{ 738{
739roll_stat (void) 753roll_stat (void)
740{ 754{
741 int a[4], i, j, k; 755 int a[4], i, j, k;
742 756
743 for (i = 0; i < 4; i++) 757 for (i = 0; i < 4; i++)
744 a[i] = (int) RANDOM () % 6 + 1; 758 a[i] = (int) rndm (6) + 1;
745 759
746 for (i = 0, j = 0, k = 7; i < 4; i++) 760 for (i = 0, j = 0, k = 7; i < 4; i++)
747 if (a[i] < k) 761 if (a[i] < k)
748 k = a[i], j = i; 762 k = a[i], j = i;
749 763
755} 769}
756 770
757void 771void
758object::roll_stats () 772object::roll_stats ()
759{ 773{
760 int statsort [7]; 774 int statsort [NUM_STATS];
761 775
762 for (;;) 776 for (;;)
763 { 777 {
764 int sum = 0; 778 int sum = 0;
765 for (int i = 7; i--; ) 779 for (int i = NUM_STATS; i--; )
766 sum += statsort [i] = roll_stat (); 780 sum += statsort [i] = roll_stat ();
767 781
768 if (sum >= 82 && sum <= 116) 782 if (sum >= 82 && sum <= 116)
769 break; 783 break;
770 } 784 }
771 785
772 // Sort the stats so that rerolling is easier... 786 // Sort the stats so that rerolling is easier...
773 std::sort (statsort, statsort + 7, std::greater<int>()); 787 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
774 788
789 for (int i = 0; i < NUM_STATS; ++i)
775 stats.Str = statsort[0]; 790 stats.stat (i) = statsort [i];
776 stats.Dex = statsort[1];
777 stats.Con = statsort[2];
778 stats.Int = statsort[3];
779 stats.Wis = statsort[4];
780 stats.Pow = statsort[5];
781 stats.Cha = statsort[6];
782 791
783 stats.exp = 0; 792 stats.exp = 0;
784 stats.ac = 0; 793 stats.ac = 0;
785 794
786 stats.hp = stats.maxhp; 795 stats.hp = stats.maxhp;
798} 807}
799 808
800void 809void
801object::swap_stats (int a, int b) 810object::swap_stats (int a, int b)
802{ 811{
803 int tmp = get_attr_value (&contr->orig_stats, a); 812 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
804 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
805 set_attr_value (&contr->orig_stats, b, tmp);
806 813
814 for (int i = 0; i < NUM_STATS; ++i)
807 stats.Str = contr->orig_stats.Str; 815 stats.stat (i) = contr->orig_stats.stat (i);
808 stats.Dex = contr->orig_stats.Dex;
809 stats.Con = contr->orig_stats.Con;
810 stats.Int = contr->orig_stats.Int;
811 stats.Wis = contr->orig_stats.Wis;
812 stats.Pow = contr->orig_stats.Pow;
813 stats.Cha = contr->orig_stats.Cha;
814 816
815 //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,
816 // be merged with the similar code in roll_stats 818 // be merged with the similar code in roll_stats
817 stats.ac = 0; 819 stats.ac = 0;
818 820
830 contr->levsp[1] = 6; 832 contr->levsp[1] = 6;
831 contr->levgrace[1] = 3; 833 contr->levgrace[1] = 3;
832 834
833 contr->orig_stats = stats; 835 contr->orig_stats = stats;
834 } 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);
835} 846}
836 847
837/* This function takes the key that is passed, and does the 848/* This function takes the key that is passed, and does the
838 * appropriate action with it (change race, or other things). 849 * appropriate action with it (change race, or other things).
839 * The function name is for historical reasons - now we have 850 * The function name is for historical reasons - now we have
840 * separate race and class; this actually changes the RACE, 851 * separate race and class; this actually changes the RACE,
841 * not the class. 852 * not the class.
842 */ 853 */
843int 854void
844key_change_class (object *op, char key) 855player::chargen_race_done ()
845{ 856{
846 int tmp_loop;
847
848 if (key == 'd' || key == 'D')
849 {
850 char buf[MAX_BUF];
851
852 /* this must before then initial items are given */ 857 /* this must before then initial items are given */
853 esrv_new_player (op->contr, op->weight + op->carrying); 858 esrv_new_player (ob->contr);
854 859
855 treasurelist *tl = find_treasurelist ("starting_wealth"); 860 treasurelist *tl = treasurelist::find ("starting_wealth");
856 if (tl) 861 if (tl)
857 create_treasure (tl, op, 0, 0, 0); 862 create_treasure (tl, ob, 0, 0, 0);
858 863
859 INVOKE_PLAYER (BIRTH, op->contr); 864 INVOKE_PLAYER (BIRTH, ob->contr);
860 INVOKE_PLAYER (LOGIN, op->contr); 865 INVOKE_PLAYER (LOGIN, ob->contr);
861 866
862 op->contr->ns->state = ST_PLAYING; 867 ob->contr->ns->state = ST_PLAYING;
863 868
864 if (op->msg) 869 if (ob->msg)
865 op->msg = NULL; 870 ob->msg = 0;
866 871
867 /* We create this now because some of the unique maps will need it
868 * to save here.
869 */
870 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name);
871 make_path_to_file (buf);
872
873#ifdef AUTOSAVE
874 op->contr->last_save_tick = pticks;
875#endif
876 start_info (op); 872 start_info (ob);
877 CLEAR_FLAG (op, FLAG_WIZ); 873 CLEAR_FLAG (ob, FLAG_WIZ);
878 give_initial_items (op, op->randomitems); 874 give_initial_items (ob, ob->randomitems);
879 link_player_skills (op);
880 esrv_send_inventory (op, op); 875 esrv_send_inventory (ob, ob);
881 op->update_stats (); 876 ob->update_stats ();
882 877
883 /* This moves the player to a different start map, if there 878 /* This moves the player to a different start map, if there
884 * is one for this race 879 * is one for this race
885 */ 880 */
886 if (*first_map_ext_path) 881 if (*first_map_ext_path)
887 { 882 ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y);
888 object *tmp;
889 char mapname[MAX_BUF];
890
891 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name);
892 tmp = object::create ();
893 EXIT_PATH (tmp) = mapname;
894 EXIT_X (tmp) = op->x;
895 EXIT_Y (tmp) = op->y;
896 enter_exit (op, tmp); /* we don't really care if it succeeded;
897 * if the map isn't there, then stay on the
898 * default initial map */
899 tmp->destroy ();
900 }
901 else 883 else
902 LOG (llevDebug, "first_map_ext_path not set\n"); 884 LOG (llevDebug, "first_map_ext_path not set\n");
885}
903 886
904 return 0; 887void
905 } 888player::chargen_race_next ()
906 889{
907 /* Following actually changes the race - this is the default command 890 /* Following actually changes the race - this is the default command
908 * if we don't match with one of the options above. 891 * if we don't match with one of the options above.
909 */ 892 */
910 893
911 tmp_loop = 0; 894 do
912 while (!tmp_loop)
913 { 895 {
914 shstr name = op->name; 896 shstr name = ob->name;
915 int x = op->x, y = op->y; 897 int x = ob->x, y = ob->y;
916 898
917 op->remove_statbonus (); 899 ob->remove_statbonus ();
918 op->remove (); 900 ob->remove ();
919 op->arch = get_player_archetype (op->arch); 901 ob->arch = get_player_archetype (ob->arch);
920 op->arch->clone.copy_to (op); 902 ob->arch->copy_to (ob);
921 op->instantiate (); 903 ob->instantiate ();
922 op->stats = op->contr->orig_stats; 904 ob->stats = ob->contr->orig_stats;
923 op->name = op->name_pl = name; 905 ob->name = ob->name_pl = name;
924 op->x = x; 906 ob->x = x;
925 op->y = y; 907 ob->y = y;
926 SET_ANIMATION (op, 2); /* So player faces south */ 908 SET_ANIMATION (ob, 2); /* So player faces south */
927 insert_ob_in_map (op, op->map, op, 0); 909 insert_ob_in_map (ob, ob->map, ob, 0);
928 assign (op->contr->title, op->arch->clone.name); 910 assign (ob->contr->title, ob->arch->object::name);
929 op->add_statbonus (); 911 ob->add_statbonus ();
930 tmp_loop = allowed_class (op);
931 } 912 }
913 while (!allowed_class (ob));
932 914
933 update_object (op, UP_OBJ_FACE); 915 update_object (ob, UP_OBJ_FACE);
934 esrv_update_item (UPD_FACE, op, op); 916 esrv_update_item (UPD_FACE, ob, ob);
935 op->update_stats (); 917 ob->update_stats ();
936 op->stats.hp = op->stats.maxhp; 918 ob->stats.hp = ob->stats.maxhp;
937 op->stats.sp = op->stats.maxsp; 919 ob->stats.sp = ob->stats.maxsp;
938 op->stats.grace = 0; 920 ob->stats.grace = 0;
939
940 if (op->msg)
941 new_draw_info (NDI_BLUE, 0, op, op->msg);
942
943 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
944 return 0;
945}
946
947int
948key_confirm_quit (object *op, char key)
949{
950 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
951 {
952 op->contr->ns->state = ST_PLAYING;
953 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
954 return 1;
955 }
956
957 INVOKE_PLAYER (LOGOUT, op->contr);
958 INVOKE_PLAYER (QUIT, op->contr);
959
960 terminate_all_pets (op);
961 leave_map (op);
962 op->direction = 0;
963 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
964
965 strcpy (op->contr->killer, "quit");
966 check_score (op);
967 op->contr->party = 0;
968 op->contr->own_title[0] = '\0';
969
970 object_ptr ob = op;
971
972 delete ob->contr;
973
974 /* We need to hunt for any per player unique maps in memory and
975 * get rid of them. The trailing slash in the path is intentional,
976 * so that players named 'Ab' won't match against players 'Abe' pathname
977 */
978 char buf[MAX_BUF];
979 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
980
981 for (maptile *next, *mp = first_map; mp; mp = next)
982 {
983 next = mp->next;
984
985 if (!strncmp (mp->path, buf, strlen (buf)))
986 delete_map (mp);
987 }
988
989 delete_character (ob->name, 1);
990
991 return 1;
992} 921}
993 922
994void 923void
995flee_player (object *op) 924flee_player (object *op)
996{ 925{
1043 /* Cornered, get rid of scared */ 972 /* Cornered, get rid of scared */
1044 CLEAR_FLAG (op, FLAG_SCARED); 973 CLEAR_FLAG (op, FLAG_SCARED);
1045 op->enemy = NULL; 974 op->enemy = NULL;
1046} 975}
1047 976
1048
1049/* check_pick sees if there is stuff to be picked up/picks up stuff. 977/* check_pick sees if there is stuff to be picked up/picks up stuff.
1050 * IT returns 1 if the player should keep on moving, 0 if he should 978 * It returns 1 if the player should keep on moving, 0 if he should
1051 * stop. 979 * stop.
1052 */ 980 */
1053int 981int
1054check_pick (object *op) 982check_pick (object *op)
1055{ 983{
1056 object *tmp, *next; 984 object *tmp, *next;
1057 int stop = 0; 985 int stop = 0;
1058 int j, k, wvratio; 986 int wvratio;
1059 char putstring[128], tmpstr[16]; 987 char putstring[128];
1060 988
1061 /* if you're flying, you cna't pick up anything */ 989 /* if you're flying, you cna't pick up anything */
1062 if (op->move_type & MOVE_FLYING) 990 if (op->move_type & MOVE_FLYING)
1063 return 1; 991 return 1;
1064 992
1065 next = op->below; 993 next = op->below;
1066 994
995 int cnt = MAX_ITEM_PER_DROP;
996#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
997
1067 /* loop while there are items on the floor that are not marked as 998 /* loop while there are items on the floor that are not marked as
1068 * destroyed */ 999 * destroyed */
1069 while (next && !next->destroyed ()) 1000 while (next && !next->destroyed ())
1070 { 1001 {
1071 tmp = next; 1002 tmp = next;
1072 next = tmp->below; 1003 next = tmp->below;
1073 1004
1005 if (cnt <= 0)
1006 {
1007 op->failmsg ("Couldn't pickup all items at once.");
1008 return 0;
1009 }
1010
1074 if (op->destroyed ()) 1011 if (op->destroyed ())
1075 return 0; 1012 return 0;
1076 1013
1077 if (!can_pick (op, tmp)) 1014 if (!can_pick (op, tmp))
1078 continue; 1015 continue;
1079 1016
1080 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 1017 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1081 { 1018 {
1082 if (item_matched_string (op, tmp, op->contr->search_str)) 1019 if (item_matched_string (op, tmp, op->contr->search_str))
1083 pick_up (op, tmp); 1020 CHK_PICK_PICKUP;
1084 continue; 1021 continue;
1085 } 1022 }
1086 1023
1087 /* high not bit set? We're using the old autopickup model */ 1024 /* high not bit set? We're using the old autopickup model */
1088 if (!(op->contr->mode & PU_NEWMODE)) 1025 if (!(op->contr->mode & PU_NEWMODE))
1090 switch (op->contr->mode) 1027 switch (op->contr->mode)
1091 { 1028 {
1092 case 0: 1029 case 0:
1093 return 1; /* don't pick up */ 1030 return 1; /* don't pick up */
1094 case 1: 1031 case 1:
1095 pick_up (op, tmp); 1032 CHK_PICK_PICKUP;
1096 return 1; 1033 return 1;
1097 case 2: 1034 case 2:
1098 pick_up (op, tmp); 1035 CHK_PICK_PICKUP;
1099 return 0; 1036 return 0;
1100 case 3: 1037 case 3:
1101 return 0; /* stop before pickup */ 1038 return 0; /* stop before pickup */
1102 case 4: 1039 case 4:
1103 pick_up (op, tmp); 1040 CHK_PICK_PICKUP;
1104 break; 1041 break;
1105 case 5: 1042 case 5:
1106 pick_up (op, tmp); 1043 CHK_PICK_PICKUP;
1107 stop = 1; 1044 stop = 1;
1108 break; 1045 break;
1109 case 6: 1046 case 6:
1110 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1047 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)
1111 pick_up (op, tmp); 1048 && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1049 CHK_PICK_PICKUP;
1112 break; 1050 break;
1113 1051
1114 case 7: 1052 case 7:
1115 if (tmp->type == MONEY || tmp->type == GEM) 1053 if (tmp->type == MONEY || tmp->type == GEM)
1116 pick_up (op, tmp); 1054 CHK_PICK_PICKUP;
1117 break; 1055 break;
1118 1056
1119 default: 1057 default:
1120 /* use value density */ 1058 /* use value density */
1121 if (!QUERY_FLAG (tmp, FLAG_UNPAID) 1059 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1122 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode) 1060 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1123 pick_up (op, tmp); 1061 CHK_PICK_PICKUP;
1124 } 1062 }
1125 } 1063 }
1126 else 1064 else
1127 { /* old model */ 1065 { /* old model */
1128 /* NEW pickup handling */ 1066 /* NEW pickup handling */
1132 if (tmp->name != NULL) 1070 if (tmp->name != NULL)
1133 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1071 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1134 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1072 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1135 else 1073 else
1136 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1074 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1137 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1075 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1076
1138 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1077 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1139
1140 sprintf (putstring, "...flags: ");
1141 for (k = 0; k < 4; k++)
1142 {
1143 for (j = 0; j < 32; j++)
1144 {
1145 if ((tmp->flags[k] >> j) & 0x01)
1146 {
1147 sprintf (tmpstr, "%d ", k * 32 + j);
1148 strcat (putstring, tmpstr);
1149 }
1150 }
1151 }
1152 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1153
1154#if 0
1155 /* print the flags too */
1156 for (k = 0; k < 4; k++)
1157 {
1158 fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1159 for (j = 0; j < 32; j++)
1160 {
1161 fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1162 if (!((j + 1) % 4))
1163 fprintf (stderr, " ");
1164 }
1165 fprintf (stderr, " [%d]\n", k * 32);
1166 }
1167#endif
1168 } 1078 }
1079
1169 /* philosophy: 1080 /* philosophy:
1170 * It's easy to grab an item type from a pile, as long as it's 1081 * It's easy to grab an item type from a pile, as long as it's
1171 * generic. This takes no game-time. For more detailed pickups 1082 * generic. This takes no game-time. For more detailed pickups
1172 * and selections, select-items shoul dbe used. This is a 1083 * and selections, select-items should be used. This is a
1173 * grab-as-you-run type mode that's really useful for arrows for 1084 * grab-as-you-run type mode that's really useful for arrows for
1174 * example. 1085 * example.
1175 * The drawback: right now it has no frontend, so you need to 1086 * The drawback: right now it has no frontend, so you need to
1176 * stick the bits you want into a calculator in hex mode and then 1087 * stick the bits you want into a calculator in hex mode and then
1177 * convert to decimal and then 'pickup <#> 1088 * convert to decimal and then 'pickup <#>
1210 /* all food and drink if desired */ 1121 /* all food and drink if desired */
1211 /* question: don't pick up known-poisonous stuff? */ 1122 /* question: don't pick up known-poisonous stuff? */
1212 if (op->contr->mode & PU_FOOD) 1123 if (op->contr->mode & PU_FOOD)
1213 if (tmp->type == FOOD) 1124 if (tmp->type == FOOD)
1214 { 1125 {
1215 pick_up (op, tmp); 1126 CHK_PICK_PICKUP;
1216 continue; 1127 continue;
1217 } 1128 }
1218 1129
1219 if (op->contr->mode & PU_DRINK) 1130 if (op->contr->mode & PU_DRINK)
1220 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1131 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1221 { 1132 {
1222 pick_up (op, tmp); 1133 CHK_PICK_PICKUP;
1223 continue; 1134 continue;
1224 } 1135 }
1225 1136
1226 if (op->contr->mode & PU_POTION) 1137 if (op->contr->mode & PU_POTION)
1227 if (tmp->type == POTION) 1138 if (tmp->type == POTION)
1228 { 1139 {
1229 pick_up (op, tmp); 1140 CHK_PICK_PICKUP;
1230 continue; 1141 continue;
1231 } 1142 }
1232 1143
1233 /* spellbooks, skillscrolls and normal books/scrolls */ 1144 /* spellbooks, skillscrolls and normal books/scrolls */
1234 if (op->contr->mode & PU_SPELLBOOK) 1145 if (op->contr->mode & PU_SPELLBOOK)
1235 if (tmp->type == SPELLBOOK) 1146 if (tmp->type == SPELLBOOK)
1236 { 1147 {
1237 pick_up (op, tmp); 1148 CHK_PICK_PICKUP;
1238 continue; 1149 continue;
1239 } 1150 }
1240 1151
1241 if (op->contr->mode & PU_SKILLSCROLL) 1152 if (op->contr->mode & PU_SKILLSCROLL)
1242 if (tmp->type == SKILLSCROLL) 1153 if (tmp->type == SKILLSCROLL)
1243 { 1154 {
1244 pick_up (op, tmp); 1155 CHK_PICK_PICKUP;
1245 continue; 1156 continue;
1246 } 1157 }
1247 1158
1248 if (op->contr->mode & PU_READABLES) 1159 if (op->contr->mode & PU_READABLES)
1249 if (tmp->type == BOOK || tmp->type == SCROLL) 1160 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1250 { 1161 {
1251 pick_up (op, tmp); 1162 CHK_PICK_PICKUP;
1252 continue; 1163 continue;
1253 } 1164 }
1254 1165
1255 /* wands/staves/rods/horns */ 1166 /* wands/staves/rods/horns */
1256 if (op->contr->mode & PU_MAGIC_DEVICE) 1167 if (op->contr->mode & PU_MAGIC_DEVICE)
1257 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 1168 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1258 { 1169 {
1259 pick_up (op, tmp); 1170 CHK_PICK_PICKUP;
1260 continue; 1171 continue;
1261 } 1172 }
1262 1173
1263 /* pick up all magical items */ 1174 /* pick up all magical items */
1264 if (op->contr->mode & PU_MAGICAL) 1175 if (op->contr->mode & PU_MAGICAL)
1265 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1176 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1266 { 1177 {
1267 pick_up (op, tmp); 1178 CHK_PICK_PICKUP;
1268 continue; 1179 continue;
1269 } 1180 }
1270 1181
1271 if (op->contr->mode & PU_VALUABLES) 1182 if (op->contr->mode & PU_VALUABLES)
1272 { 1183 {
1273 if (tmp->type == MONEY || tmp->type == GEM) 1184 if (tmp->type == MONEY || tmp->type == GEM)
1274 { 1185 {
1275 pick_up (op, tmp); 1186 CHK_PICK_PICKUP;
1276 continue; 1187 continue;
1277 } 1188 }
1278 } 1189 }
1279 1190
1280 /* rings & amulets - talismans seems to be typed AMULET */ 1191 /* rings & amulets - talismans seems to be typed AMULET */
1281 if (op->contr->mode & PU_JEWELS) 1192 if (op->contr->mode & PU_JEWELS)
1282 if (tmp->type == RING || tmp->type == AMULET) 1193 if (tmp->type == RING || tmp->type == AMULET)
1283 { 1194 {
1284 pick_up (op, tmp); 1195 CHK_PICK_PICKUP;
1285 continue; 1196 continue;
1286 } 1197 }
1287 1198
1288 /* we don't forget dragon food */ 1199 /* we don't forget dragon food */
1289 if (op->contr->mode & PU_FLESH) 1200 if (op->contr->mode & PU_FLESH)
1290 if (tmp->type == FLESH) 1201 if (tmp->type == FLESH)
1291 { 1202 {
1292 pick_up (op, tmp); 1203 CHK_PICK_PICKUP;
1293 continue; 1204 continue;
1294 } 1205 }
1295 1206
1296 /* bows and arrows. Bows are good for selling! */ 1207 /* bows and arrows. Bows are good for selling! */
1297 if (op->contr->mode & PU_BOW) 1208 if (op->contr->mode & PU_BOW)
1298 if (tmp->type == BOW) 1209 if (tmp->type == BOW)
1299 { 1210 {
1300 pick_up (op, tmp); 1211 CHK_PICK_PICKUP;
1301 continue; 1212 continue;
1302 } 1213 }
1303 1214
1304 if (op->contr->mode & PU_ARROW) 1215 if (op->contr->mode & PU_ARROW)
1305 if (tmp->type == ARROW) 1216 if (tmp->type == ARROW)
1306 { 1217 {
1307 pick_up (op, tmp); 1218 CHK_PICK_PICKUP;
1308 continue; 1219 continue;
1309 } 1220 }
1310 1221
1311 /* all kinds of armor etc. */ 1222 /* all kinds of armor etc. */
1312 if (op->contr->mode & PU_ARMOUR) 1223 if (op->contr->mode & PU_ARMOUR)
1313 if (tmp->type == ARMOUR) 1224 if (tmp->type == ARMOUR)
1314 { 1225 {
1315 pick_up (op, tmp); 1226 CHK_PICK_PICKUP;
1316 continue; 1227 continue;
1317 } 1228 }
1318 1229
1319 if (op->contr->mode & PU_HELMET) 1230 if (op->contr->mode & PU_HELMET)
1320 if (tmp->type == HELMET) 1231 if (tmp->type == HELMET)
1321 { 1232 {
1322 pick_up (op, tmp); 1233 CHK_PICK_PICKUP;
1323 continue; 1234 continue;
1324 } 1235 }
1325 1236
1326 if (op->contr->mode & PU_SHIELD) 1237 if (op->contr->mode & PU_SHIELD)
1327 if (tmp->type == SHIELD) 1238 if (tmp->type == SHIELD)
1328 { 1239 {
1329 pick_up (op, tmp); 1240 CHK_PICK_PICKUP;
1330 continue; 1241 continue;
1331 } 1242 }
1332 1243
1333 if (op->contr->mode & PU_BOOTS) 1244 if (op->contr->mode & PU_BOOTS)
1334 if (tmp->type == BOOTS) 1245 if (tmp->type == BOOTS)
1335 { 1246 {
1336 pick_up (op, tmp); 1247 CHK_PICK_PICKUP;
1337 continue; 1248 continue;
1338 } 1249 }
1339 1250
1340 if (op->contr->mode & PU_GLOVES) 1251 if (op->contr->mode & PU_GLOVES)
1341 if (tmp->type == GLOVES) 1252 if (tmp->type == GLOVES)
1342 { 1253 {
1343 pick_up (op, tmp); 1254 CHK_PICK_PICKUP;
1344 continue; 1255 continue;
1345 } 1256 }
1346 1257
1347 if (op->contr->mode & PU_CLOAK) 1258 if (op->contr->mode & PU_CLOAK)
1348 if (tmp->type == CLOAK) 1259 if (tmp->type == CLOAK)
1349 { 1260 {
1350 pick_up (op, tmp); 1261 CHK_PICK_PICKUP;
1351 continue; 1262 continue;
1352 } 1263 }
1353 1264
1354 /* hoping to catch throwing daggers here */ 1265 /* hoping to catch throwing daggers here */
1355 if (op->contr->mode & PU_MISSILEWEAPON) 1266 if (op->contr->mode & PU_MISSILEWEAPON)
1356 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN)) 1267 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1357 { 1268 {
1358 pick_up (op, tmp); 1269 CHK_PICK_PICKUP;
1359 continue; 1270 continue;
1360 } 1271 }
1361 1272
1362 /* careful: chairs and tables are weapons! */ 1273 /* careful: chairs and tables are weapons! */
1363 if (op->contr->mode & PU_ALLWEAPON) 1274 if (op->contr->mode & PU_ALLWEAPON)
1364 { 1275 {
1365 if (tmp->type == WEAPON && tmp->name != NULL) 1276 if (tmp->type == WEAPON && tmp->name != NULL)
1366 { 1277 {
1367 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL && 1278 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL &&
1368 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) 1279 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1369 { 1280 {
1370 pick_up (op, tmp); 1281 CHK_PICK_PICKUP;
1371 continue; 1282 continue;
1372 } 1283 }
1373 } 1284 }
1374 1285
1375 if (tmp->type == WEAPON && tmp->name == NULL) 1286 if (tmp->type == WEAPON && tmp->name == NULL)
1376 { 1287 {
1377 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL) 1288 if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL)
1378 { 1289 {
1379 pick_up (op, tmp); 1290 CHK_PICK_PICKUP;
1380 continue; 1291 continue;
1381 } 1292 }
1382 } 1293 }
1383 } 1294 }
1384 1295
1385 /* misc stuff that's useful */ 1296 /* misc stuff that's useful */
1386 if (op->contr->mode & PU_KEY) 1297 if (op->contr->mode & PU_KEY)
1387 if (tmp->type == KEY || tmp->type == SPECIAL_KEY) 1298 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1388 { 1299 {
1389 pick_up (op, tmp); 1300 CHK_PICK_PICKUP;
1390 continue; 1301 continue;
1391 } 1302 }
1392 1303
1393 /* any of the last 4 bits set means we use the ratio for value 1304 /* any of the last 4 bits set means we use the ratio for value
1394 * pickups */ 1305 * pickups */
1395 if (op->contr->mode & PU_RATIO) 1306 if (op->contr->mode & PU_RATIO)
1396 { 1307 {
1397 /* use value density to decide what else to grab */ 1308 /* use value density to decide what else to grab */
1398 /* >=7 was >= op->contr->mode */ 1309 /* >=7 was >= op->contr->mode */
1399 /* >=7 is the old standard setting. Now we take the last 4 bits 1310 /* >=7 is the old standard setting. Now we take the last 4 bits
1400 * and multiply them by 5, giving 0..15*5== 5..75 */ 1311 */
1401 wvratio = (op->contr->mode & PU_RATIO) * 5; 1312 wvratio = op->contr->mode & PU_RATIO;
1402 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio) 1313 if (1000 * query_cost (tmp, op, F_TRUE) / tmp->total_weight () >= wvratio * 100)
1403 { 1314 {
1404 pick_up (op, tmp); 1315 CHK_PICK_PICKUP;
1405#if 0 1316#if 0
1406 fprintf (stderr, "HIGH WEIGHT/VALUE ["); 1317 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1407 if (tmp->name != NULL) 1318 if (tmp->name != NULL)
1408 { 1319 {
1409 fprintf (stderr, "%s", tmp->name); 1320 fprintf (stderr, "%s", tmp->name);
1410 } 1321 }
1411 else 1322 else
1412 fprintf (stderr, "%s", tmp->arch->name); 1323 fprintf (stderr, "%s", tmp->arch->archname);
1413 fprintf (stderr, ",%d] = ", tmp->type); 1324 fprintf (stderr, ",%d] = ", tmp->type);
1414 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1325 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1415#endif 1326#endif
1416 continue; 1327 continue;
1417 } 1328 }
1428 * found object is returned. 1339 * found object is returned.
1429 */ 1340 */
1430object * 1341object *
1431find_arrow (object *op, const char *type) 1342find_arrow (object *op, const char *type)
1432{ 1343{
1433 object *tmp = NULL;
1434
1435 for (op = op->inv; op; op = op->below) 1344 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1436 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1437 tmp = find_arrow (op, type);
1438 else if (op->type == ARROW && op->race == type) 1345 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1346 return splay (tmp);
1347
1348 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1349 if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && !strcmp (&tmp->race, type))
1350 if (object *arrow = find_arrow (tmp, type))
1351 {
1352 splay (tmp);
1439 return op; 1353 return arrow;
1354 }
1355
1440 return tmp; 1356 return 0;
1441} 1357}
1442 1358
1443/* 1359/*
1444 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1360 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1445 * against the target. A full test is not performed, simply a basic test 1361 * against the target. A full test is not performed, simply a basic test
1446 * of resistances. The archer is making a quick guess at what he sees down 1362 * of resistances. The archer is making a quick guess at what he sees down
1447 * the hall. Failing that it does it's best to pick the highest plus arrow. 1363 * the hall. Failing that it does it's best to pick the highest plus arrow.
1448 */ 1364 */
1449
1450object * 1365object *
1451find_better_arrow (object *op, object *target, const char *type, int *better) 1366find_better_arrow (object *op, object *target, const char *type, int *better)
1452{ 1367{
1453 object *tmp = NULL, *arrow, *ntmp; 1368 object *tmp = NULL, *arrow, *ntmp;
1454 int attacknum, attacktype, betterby = 0, i; 1369 int attacknum, attacktype, betterby = 0, i;
1469 } 1384 }
1470 } 1385 }
1471 else if (arrow->type == ARROW && arrow->race == type) 1386 else if (arrow->type == ARROW && arrow->race == type)
1472 { 1387 {
1473 /* allways prefer assasination/slaying */ 1388 /* allways prefer assasination/slaying */
1474 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race)) 1389 if (target->race && arrow->slaying && strstr (arrow->slaying, target->race))
1475 { 1390 {
1476 if (arrow->attacktype & AT_DEATH) 1391 if (arrow->attacktype & AT_DEATH)
1477 { 1392 {
1478 *better = 100; 1393 *better = 100;
1479 return arrow; 1394 return arrow;
1487 else 1402 else
1488 { 1403 {
1489 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1404 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1490 { 1405 {
1491 attacktype = 1 << attacknum; 1406 attacktype = 1 << attacknum;
1492 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1407 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1493 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby) 1408 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1494 { 1409 {
1495 tmp = arrow; 1410 tmp = arrow;
1496 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100; 1411 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1497 } 1412 }
1498 } 1413 }
1499 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1414 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1500 { 1415 {
1501 tmp = arrow; 1416 tmp = arrow;
1507 betterby = 1 + arrow->magic + arrow->stats.dam; 1422 betterby = 1 + arrow->magic + arrow->stats.dam;
1508 } 1423 }
1509 } 1424 }
1510 } 1425 }
1511 } 1426 }
1427
1512 if (tmp == NULL && arrow == NULL) 1428 if (tmp == NULL && arrow == NULL)
1513 return find_arrow (op, type); 1429 return find_arrow (op, type);
1514 1430
1515 *better = betterby; 1431 *better = betterby;
1516 return tmp; 1432 return tmp;
1520 * find_better_arrow to find a decent arrow to use. 1436 * find_better_arrow to find a decent arrow to use.
1521 * op = the shooter 1437 * op = the shooter
1522 * type = bow->race 1438 * type = bow->race
1523 * dir = fire direction 1439 * dir = fire direction
1524 */ 1440 */
1525
1526object * 1441object *
1527pick_arrow_target (object *op, const char *type, int dir) 1442pick_arrow_target (object *op, const char *type, int dir)
1528{ 1443{
1529 object *tmp = NULL; 1444 object *tmp = NULL;
1530 maptile *m; 1445 maptile *m;
1595 */ 1510 */
1596int 1511int
1597fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) 1512fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1598{ 1513{
1599 object *left, *bow; 1514 object *left, *bow;
1600 int bowspeed, mflags; 1515 int mflags;
1601 maptile *m; 1516 maptile *m;
1602 1517
1603 if (!dir) 1518 if (!dir)
1604 { 1519 {
1605 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1520 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1606 return 0; 1521 return 0;
1607 } 1522 }
1608 1523
1609 if (op->type == PLAYER) 1524 if (op->contr)
1610 bow = op->contr->ranges[range_bow]; 1525 bow = op->current_weapon;
1611 else 1526 else
1612 { 1527 {
1613 for (bow = op->inv; bow; bow = bow->below) 1528 for (bow = op->inv; bow; bow = bow->below)
1614 /* Don't check for applied - monsters don't apply bows - in that way, they 1529 /* Don't check for applied - monsters don't apply bows - in that way, they
1615 * don't need to switch back and forth between bows and weapons. 1530 * don't need to switch back and forth between bows and weapons.
1620 if (!bow) 1535 if (!bow)
1621 { 1536 {
1622 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1537 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1623 return 0; 1538 return 0;
1624 } 1539 }
1540
1541 // optimisation: move object to top so we will find it quickly again
1542 if (bow->below)
1543 {
1544 bow->remove ();
1545 op->insert (bow);
1546 }
1547
1625 } 1548 }
1626 1549
1627 if (!bow->race || !bow->skill) 1550 if (!bow->race || !bow->skill)
1628 { 1551 {
1629 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1552 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1630 return 0; 1553 return 0;
1631 } 1554 }
1632
1633 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1634
1635 /* penalize ROF for bestarrow */
1636 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1637 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1638
1639 if (bowspeed < 1)
1640 bowspeed = 1;
1641 1555
1642 if (arrow == NULL) 1556 if (arrow == NULL)
1643 { 1557 {
1644 if ((arrow = find_arrow (op, bow->race)) == NULL) 1558 if ((arrow = find_arrow (op, bow->race)) == NULL)
1645 { 1559 {
1646 if (op->type == PLAYER) 1560 if (op->type == PLAYER)
1647 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1561 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1648 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1562 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1649 else 1563 else
1650 CLEAR_FLAG (op, FLAG_READY_BOW); 1564 CLEAR_FLAG (op, FLAG_READY_BOW);
1565
1651 return 0; 1566 return 0;
1652 } 1567 }
1653 } 1568 }
1654 1569
1655 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1570 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1663 } 1578 }
1664 1579
1665 /* this should not happen, but sometimes does */ 1580 /* this should not happen, but sometimes does */
1666 if (arrow->nrof == 0) 1581 if (arrow->nrof == 0)
1667 { 1582 {
1583 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1668 arrow->destroy (); 1584 arrow->destroy (true);
1669 return 0; 1585 return 0;
1670 } 1586 }
1671 1587
1672 left = arrow; /* these are arrows left to the player */ 1588 left = arrow; /* these are arrows left to the player */
1673 arrow = get_split_ob (arrow, 1); 1589 arrow = arrow->split ();
1674 if (!arrow) 1590 if (!arrow)
1675 { 1591 {
1676 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);
1677 return 0; 1593 return 0;
1678 } 1594 }
1679 1595
1680 arrow->set_owner (op); 1596 arrow->set_owner (op);
1681 arrow->skill = bow->skill; 1597 arrow->skill = bow->skill;
1682
1683 arrow->direction = dir; 1598 arrow->direction = dir;
1684 arrow->x = sx; 1599
1685 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;
1686 1632
1687 if (op->type == PLAYER) 1633 if (op->type == PLAYER)
1688 { 1634 {
1689 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1690 op->update_stats ();
1691 }
1692
1693 SET_ANIMATION (arrow, arrow->direction);
1694 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1695 arrow->stats.hp = arrow->stats.dam;
1696 arrow->stats.grace = arrow->attacktype;
1697 if (arrow->slaying != NULL)
1698 arrow->spellarg = strdup (arrow->slaying);
1699
1700 /* Note that this was different for monsters - they got their level
1701 * added to the damage. I think the strength bonus is more proper.
1702 */
1703
1704 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1705
1706 /* update the speed */
1707 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1708 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1709
1710 if (arrow->speed < 1.0)
1711 arrow->speed = 1.0;
1712 update_ob_speed (arrow);
1713 arrow->speed_left = 0;
1714
1715 if (op->type == PLAYER)
1716 {
1717 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1718 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1719 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1720
1721 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;
1722 } 1642 }
1723 else 1643 else
1724 { 1644 {
1725 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1726 arrow->level = op->level; 1645 arrow->level = op->level;
1727 } 1646 arrow->stats.wc -= bow->magic;
1728 1647
1729 if (arrow->attacktype == AT_PHYSICAL) 1648 if (!arrow->slaying)
1649 arrow->slaying = bow->slaying;
1650
1730 arrow->attacktype |= bow->attacktype; 1651 arrow->attacktype |= bow->attacktype;
1652 }
1731 1653
1732 if (bow->slaying) 1654 wc -= arrow->level;
1733 arrow->slaying = bow->slaying; 1655 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1734 1656
1735 arrow->map = m; 1657 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1736 arrow->move_type = MOVE_FLY_LOW; 1658 arrow->move_type = MOVE_FLY_LOW;
1737 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1659 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1738 1660
1739 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1661 op->play_sound (sound_find ("fire_arrow"));
1740 insert_ob_in_map (arrow, m, op, 0); 1662 m->insert (arrow, sx, sy, op);
1741 1663
1742 if (!arrow->destroyed ()) 1664 if (!arrow->destroyed ())
1743 move_arrow (arrow); 1665 move_arrow (arrow);
1744
1745 if (op->type == PLAYER)
1746 {
1747 if (left->destroyed ())
1748 esrv_del_item (op->contr, left->count);
1749 else
1750 esrv_send_item (op, left);
1751 }
1752 1666
1753 return 1; 1667 return 1;
1754} 1668}
1755 1669
1756/* Special fire code for players - this takes into 1670/* Special fire code for players - this takes into
1765{ 1679{
1766 int ret = 0, wcmod = 0; 1680 int ret = 0, wcmod = 0;
1767 1681
1768 if (op->contr->bowtype == bow_bestarrow) 1682 if (op->contr->bowtype == bow_bestarrow)
1769 { 1683 {
1770 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);
1771 } 1685 }
1772 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)
1773 { 1687 {
1774 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1688 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1775 wcmod = -1; 1689 wcmod = -1;
1690
1776 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);
1777 } 1692 }
1778 else if (op->contr->bowtype == bow_threewide) 1693 else if (op->contr->bowtype == bow_threewide)
1779 { 1694 {
1780 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);
1784 else if (op->contr->bowtype == bow_spreadshot) 1699 else if (op->contr->bowtype == bow_spreadshot)
1785 { 1700 {
1786 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);
1787 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);
1788 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);
1789
1790 } 1704 }
1791 else 1705 else
1792 { 1706 {
1793 /* Simple case */ 1707 /* Simple case */
1794 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);
1795 } 1709 }
1710
1796 return ret; 1711 return ret;
1797} 1712}
1798
1799 1713
1800/* Fires a misc (wand/rod/horn) object in 'dir'. 1714/* Fires a misc (wand/rod/horn) object in 'dir'.
1801 * Broken apart from 'fire' to keep it more readable. 1715 * Broken apart from 'fire' to keep it more readable.
1802 */ 1716 */
1803void 1717void
1804fire_misc_object (object *op, int dir) 1718fire_misc_object (object *op, int dir)
1805{ 1719{
1806 object *item; 1720 object *item = op->contr->ranged_ob;
1807 1721
1808 if (!op->contr->ranges[range_misc]) 1722 if (!item)
1809 { 1723 {
1810 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.");
1811 return; 1725 return;
1812 } 1726 }
1813 1727
1814 item = op->contr->ranges[range_misc];
1815 if (!item->inv) 1728 if (!item->inv)
1816 { 1729 {
1817 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1730 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1818 return; 1731 return;
1819 } 1732 }
1733
1734 if (!op->change_weapon (item))
1735 return;
1736
1820 if (item->type == WAND) 1737 if (item->type == WAND)
1821 { 1738 {
1822 if (item->stats.food <= 0) 1739 if (item->stats.food <= 0)
1823 { 1740 {
1824 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1741 op->contr->play_sound (sound_find ("wand_poof"));
1825 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
1826 return; 1744 return;
1827 } 1745 }
1828 } 1746 }
1829 else if (item->type == ROD || item->type == HORN) 1747 else if (item->type == ROD || item->type == HORN)
1830 { 1748 {
1831 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))
1832 { 1754 {
1833 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1755 op->contr->play_sound (sound_find ("wand_poof"));
1756
1834 if (item->type == ROD) 1757 if (item->type == ROD)
1835 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));
1836 else 1759 else
1837 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
1838 return; 1762 return;
1839 } 1763 }
1840 } 1764 }
1841 1765
1842 if (cast_spell (op, item, dir, item->inv, NULL)) 1766 if (cast_spell (op, item, dir, item->inv, NULL))
1849 object *tmp; 1773 object *tmp;
1850 1774
1851 if (item->arch) 1775 if (item->arch)
1852 { 1776 {
1853 CLEAR_FLAG (item, FLAG_ANIMATE); 1777 CLEAR_FLAG (item, FLAG_ANIMATE);
1854 item->face = item->arch->clone.face; 1778 item->face = item->arch->face;
1855 item->speed = 0; 1779 item->set_speed (0);
1856 update_ob_speed (item);
1857 } 1780 }
1858 if ((tmp = item->in_player ())) 1781
1782 if (object *pl = item->visible_to ())
1859 esrv_update_item (UPD_ANIM, tmp, item); 1783 esrv_update_item (UPD_ANIM, pl, item);
1860 } 1784 }
1861 } 1785 }
1862 else if (item->type == ROD || item->type == HORN) 1786 else if (item->type == ROD || item->type == HORN)
1863 {
1864 drain_rod_charge (item); 1787 drain_rod_charge (item);
1865 }
1866 } 1788 }
1867} 1789}
1868 1790
1869/* Received a fire command for the player - go and do it. 1791/* Received a fire command for the player - go and do it.
1870 */ 1792 */
1871void 1793bool
1872fire (object *op, int dir) 1794fire (object *op, int dir)
1873{ 1795{
1874 int spellcost = 0; 1796 int spellcost = 0;
1875 1797
1876 /* check for loss of invisiblity/hide */ 1798 /* check for loss of invisiblity/hide */
1877 if (action_makes_visible (op)) 1799 if (action_makes_visible (op))
1878 make_visible (op); 1800 make_visible (op);
1879 1801
1880 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;
1881 { 1808 }
1882 case range_none:
1883 return;
1884 1809
1885 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:
1886 player_fire_bow (op, dir); 1826 player_fire_bow (op, dir);
1887 return; 1827 break;
1888 1828
1889 case range_magic: /* Casting spells */ 1829 case SPELL:
1890 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);
1891 return; 1831 break;
1892 1832
1893 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:
1894 fire_misc_object (op, dir); 1842 fire_misc_object (op, dir);
1895 return; 1843 break;
1896
1897 case range_golem: /* Control summoned monsters from scrolls */
1898 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
1899 {
1900 op->contr->ranges[range_golem] = 0;
1901 op->contr->shoottype = range_none;
1902 }
1903 else
1904 control_golem (op->contr->ranges[range_golem], dir);
1905 return;
1906
1907 case range_skill:
1908 if (!op->chosen_skill)
1909 {
1910 if (op->type == PLAYER)
1911 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
1912 return;
1913 }
1914 (void) do_skill (op, op, op->chosen_skill, dir, NULL);
1915 return;
1916 case range_builder:
1917 apply_map_builder (op, dir);
1918 return;
1919 default:
1920 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
1921 return;
1922 } 1844 }
1923}
1924 1845
1925 1846 return true;
1847}
1926 1848
1927/* find_key 1849/* find_key
1928 * 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
1929 * and successfully use it, we return the key, otherwise NULL 1851 * and successfully use it, we return the key, otherwise NULL
1930 * This function merges both normal and locked door, since the logic 1852 * This function merges both normal and locked door, since the logic
1932 * pl is the player, 1854 * pl is the player,
1933 * inv is the objects inventory to searched 1855 * inv is the objects inventory to searched
1934 * door is the door we are trying to match against. 1856 * door is the door we are trying to match against.
1935 * This function can be called recursively to search containers. 1857 * This function can be called recursively to search containers.
1936 */ 1858 */
1937
1938object * 1859object *
1939find_key (object *pl, object *container, object *door) 1860find_key (object *pl, object *container, object *door)
1940{ 1861{
1941 object *tmp, *key; 1862 object *tmp, *key;
1942 1863
1943 /* Should not happen, but sanity checking is never bad */ 1864 /* Should not happen, but sanity checking is never bad */
1944 if (container->inv == NULL) 1865 if (!container->inv)
1945 return NULL; 1866 return 0;
1946 1867
1947 /* 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 */
1948 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1869 for (tmp = container->inv; tmp; tmp = tmp->below)
1949 { 1870 {
1950 if (door->type == DOOR && tmp->type == KEY) 1871 if (door->type == DOOR && tmp->type == KEY)
1951 break; 1872 break;
1952 /* For sanity, we should really check door type, but other stuff 1873 /* For sanity, we should really check door type, but other stuff
1953 * (like containers) can be locked with special keys 1874 * (like containers) can be locked with special keys
1954 */ 1875 */
1955 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1876 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1956 break; 1877 break;
1957 } 1878 }
1879
1958 /* No key found - lets search inventories now */ 1880 /* No key found - lets search inventories now */
1959 /* 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.
1960 * 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
1961 * a key, return 1883 * a key, return
1962 */ 1884 */
1963 if (!tmp) 1885 if (!tmp)
1964 { 1886 {
1965 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1887 for (tmp = container->inv; tmp; tmp = tmp->below)
1966 { 1888 {
1967 /* No reason to search empty containers */ 1889 /* No reason to search empty containers */
1968 if (tmp->type == CONTAINER && tmp->inv) 1890 if (tmp->type == CONTAINER && tmp->inv)
1969 { 1891 {
1970 if ((key = find_key (pl, tmp, door)) != NULL) 1892 if ((key = find_key (pl, tmp, door)))
1971 return key; 1893 return key;
1972 } 1894 }
1973 } 1895 }
1896
1974 if (!tmp) 1897 if (!tmp)
1975 return NULL; 1898 return NULL;
1976 } 1899 }
1900
1977 /* 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,
1978 * see if we actually want to use it 1902 * see if we actually want to use it
1979 */ 1903 */
1980 if (pl != container) 1904 if (pl != container)
1981 { 1905 {
2002 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1926 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
2003 "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));
2004 return NULL; 1928 return NULL;
2005 } 1929 }
2006 } 1930 }
1931
2007 return tmp; 1932 return tmp;
2008} 1933}
2009 1934
2010/* moved door processing out of move_player_attack. 1935/* moved door processing out of move_player_attack.
2011 * returns 1 if player has opened the door with a key 1936 * returns 1 if player has opened the door with a key
2013 * 0 otherwise 1938 * 0 otherwise
2014 */ 1939 */
2015static int 1940static int
2016player_attack_door (object *op, object *door) 1941player_attack_door (object *op, object *door)
2017{ 1942{
2018 /* 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,
2019 * 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 -
2020 * otherwise, we fall through to the rest of the code. 1945 * otherwise, we fall through to the rest of the code.
2021 */ 1946 */
2022 object *key = find_key (op, op, door); 1947 object *key = find_key (op, op, door);
2023 1948
2024 /* IF we found a key, do some extra work */ 1949 /* If we found a key, do some extra work */
2025 if (key) 1950 if (key)
2026 { 1951 {
2027 object *container = key->env; 1952 object *container = key->env;
2028 1953
2029 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
2030 if (action_makes_visible (op)) 1954 if (action_makes_visible (op))
2031 make_visible (op); 1955 make_visible (op);
1956
2032 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1957 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2033 spring_trap (door->inv, op); 1958 spring_trap (door->inv, op);
1959
2034 if (door->type == DOOR) 1960 if (door->type == DOOR)
2035 {
2036 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 */
2037 }
2038 else if (door->type == LOCKED_DOOR) 1962 else if (door->type == LOCKED_DOOR)
2039 { 1963 {
2040 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);
2041 remove_door2 (door); /* remove door without violence ;-) */ 1965 remove_door2 (door); /* remove door without violence ;-) */
2042 } 1966 }
1967
2043 /* Do this after we print the message */ 1968 /* Do this after we print the message */
2044 decrease_ob (key); /* Use up one of the keys */ 1969 key->decrease (); /* Use up one of the keys */
2045 /* Need to update the weight the container the key was in */ 1970
2046 if (container != op)
2047 esrv_update_item (UPD_WEIGHT, op, container);
2048 return 1; /* Nothing more to do below */ 1971 return 1; /* Nothing more to do below */
2049 } 1972 }
2050 else if (door->type == LOCKED_DOOR) 1973 else if (door->type == LOCKED_DOOR)
2051 { 1974 {
2052 /* Might as well return now - no other way to open this */ 1975 /* Might as well return now - no other way to open this */
2053 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...");
2054 return 1; 1977 return 1;
2055 } 1978 }
1979
2056 return 0; 1980 return 0;
2057} 1981}
2058 1982
2059/* This function is just part of a breakup from move_player. 1983/* This function is just part of a breakup from move_player.
2060 * It should keep the code cleaner. 1984 * It should keep the code cleaner.
2061 * When this is called, the players direction has been updated 1985 * When this is called, the players direction has been updated
2062 * (taking into account confusion.) The player is also actually 1986 * (taking into account confusion.) The player is also actually
2063 * going to try and move (not fire weapons). 1987 * going to try and move (not fire weapons).
2064 */ 1988 */
2065void 1989bool
2066move_player_attack (object *op, int dir) 1990move_player_attack (object *op, int dir)
2067{ 1991{
2068 object *tmp, *mon;
2069 sint16 nx, ny;
2070 int on_battleground; 1992 int on_battleground;
2071 maptile *m;
2072 1993
2073 nx = freearr_x[dir] + op->x; 1994 sint16 nx = freearr_x[dir] + op->x;
2074 ny = freearr_y[dir] + op->y; 1995 sint16 ny = freearr_y[dir] + op->y;
2075 1996
2076 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 }
2077 2007
2078 /* 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
2079 * 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
2080 * 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
2081 * player. This is a pretty nasty hack, because if we could 2011 * player. This is a pretty nasty hack, because if we could
2082 * 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
2083 * 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
2084 * 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
2085 * move_ob uses. 2015 * move_ob uses.
2086 */ 2016 */
2087 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);
2088 {
2089 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2090 {
2091 m = get_map_from_coord (op->map, &nx, &ny);
2092 if (!m)
2093 return; /* Don't think this should happen */
2094 }
2095 else
2096 m = op->map;
2097 2018
2098 if ((tmp = GET_MAP_OB (m, nx, ny)) == NULL)
2099 {
2100 /* LOG(llevError,"player_move_attack: GET_MAP_OB returns NULL, but player can not move there.\n"); */
2101 return;
2102 }
2103
2104 mon = 0;
2105 /* 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
2106 * 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.
2107 * 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
2108 * on the space 2022 * on the space
2109 */ 2023 */
2110 while (tmp) 2024 object *mon;
2111 { 2025 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2112 if (tmp == op) 2026 {
2113 { 2027 if ((mon->flag [FLAG_ALIVE]
2114 tmp = tmp->above; 2028 || mon->type == LOCKED_DOOR
2115 continue; 2029 || mon->flag [FLAG_CAN_ROLL])
2116 }
2117
2118 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2119 {
2120 mon = tmp; 2030 && mon != op)
2121 break; 2031 break;
2122 } 2032 }
2123 2033
2124 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2125 mon = tmp;
2126
2127 tmp = tmp->above;
2128 }
2129
2130 if (!mon) /* This happens anytime the player tries to move */ 2034 if (!mon) /* This happens anytime the player tries to move */
2131 return; /* into a wall */ 2035 return false; /* into a wall */
2132 2036
2133 if (mon->head)
2134 mon = mon->head; 2037 mon = mon->head_ ();
2135 2038
2136 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)
2137 if (player_attack_door (op, mon)) 2041 if (player_attack_door (op, mon))
2042 {
2043 --op->contr->weapon_sp_left;
2138 return; 2044 return true;
2045 }
2139 2046
2140 /* The following deals with possibly attacking peaceful 2047 /* The following deals with possibly attacking peaceful
2141 * or frienddly creatures. Basically, all players are considered 2048 * or friendly creatures. Basically, all players are considered
2142 * unaggressive. If the moving player has peaceful set, then the 2049 * unaggressive. If the moving player has peaceful set, then the
2143 * object should be pushed instead of attacked. It is assumed that 2050 * object should be pushed instead of attacked. It is assumed that
2144 * if you are braced, you will not attack friends accidently, 2051 * if you are braced, you will not attack friends accidently,
2145 * and thus will not push them. 2052 * and thus will not push them.
2146 */ 2053 */
2147 2054
2148 /* 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
2149 * peaceful. Our assumption is the creature is a pet if the 2056 * peaceful. Our assumption is the creature is a pet if the
2150 * player owns it and it is either friendly or unagressive. 2057 * player owns it and it is either friendly or unagressive.
2151 */ 2058 */
2152 if ((op->type == PLAYER) 2059 if (op->type == PLAYER
2153#if COZY_SERVER
2154 &&
2155 ((mon->owner && mon->owner->contr 2060 && ((mon->owner && mon->owner->contr
2156 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op) 2061 && same_party (mon->owner->contr->party, op->contr->party))
2157#else
2158 && mon->owner == op 2062 || mon->owner == op)
2159#endif
2160 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2063 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2161 { 2064 {
2162 /* 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 */
2163 if (op->contr->braced) 2066 if (op->contr->braced)
2164 return; 2067 return false;
2165 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"));
2166 (void) push_ob (mon, dir, op); 2074 push_ob (mon, dir, op);
2075
2167 if (op->contr->tmp_invis || op->hide) 2076 if (op->contr->tmp_invis || op->hide)
2168 make_visible (op); 2077 make_visible (op);
2078
2169 return; 2079 return true;
2170 } 2080 }
2081 else
2082 return false;
2083 }
2171 2084
2172 /* in certain circumstances, you shouldn't attack friendly 2085 /* in certain circumstances, you shouldn't attack friendly
2173 * creatures. Note that if you are braced, you can't push 2086 * creatures. Note that if you are braced, you can't push
2174 * 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
2175 * attack them either. 2088 * attack them either.
2176 */ 2089 */
2177 if ((mon->type == PLAYER || mon->enemy != op) && 2090 if ((mon->type == PLAYER || mon->enemy != op)
2178 (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))
2179#ifdef PROHIBIT_PLAYERKILL
2180 (op->contr->peaceful 2092 && ((op->contr->peaceful
2181 || (mon->type == PLAYER 2093 || (mon->type == PLAYER && mon->contr->peaceful))
2182 && mon->contr->
2183 peaceful)) &&
2184#else
2185 op->contr->peaceful &&
2186#endif
2187 !on_battleground)) 2094 && !on_battleground))
2095 {
2096 if (op->speed_left > 0.f)
2188 { 2097 {
2098 --op->speed_left;
2099
2189 if (!op->contr->braced) 2100 if (!op->contr->braced)
2190 { 2101 {
2191 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2102 op->play_sound (sound_find ("push_player"));
2192 (void) push_ob (mon, dir, op); 2103 push_ob (mon, dir, op);
2193 } 2104 }
2194 else 2105 else
2195 new_draw_info (0, 0, op, "You withhold your attack"); 2106 op->statusmsg ("You withhold your attack");
2196 2107
2197 if (op->contr->tmp_invis || op->hide) 2108 if (op->contr->tmp_invis || op->hide)
2198 make_visible (op); 2109 make_visible (op);
2199 }
2200 2110
2111 return true;
2112 }
2113 }
2201 /* If the object is a boulder or other rollable object, then 2114 /* If the object is a boulder or other rollable object, then
2202 * 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.
2203 */ 2116 */
2204 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)
2205 { 2120 {
2121 --op->speed_left;
2122
2206 recursive_roll (mon, dir, op); 2123 recursive_roll (mon, dir, op);
2207 if (action_makes_visible (op)) 2124 if (action_makes_visible (op))
2208 make_visible (op); 2125 make_visible (op);
2209 }
2210 2126
2127 return true;
2128 }
2129 }
2211 /* Any generic living creature. Including things like doors. 2130 /* Any generic living creature. Including things like doors.
2212 * 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
2213 * and be living. Then, it must be one of the following: 2132 * and be living. Then, it must be one of the following:
2214 * 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
2215 * 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.
2216 */ 2135 */
2217
2218 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2136 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2219 ((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)))
2220 { 2138 {
2221 2139 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2222 /* If the player hasn't hit something this tick, and does
2223 * so, give them speed boost based on weapon speed. Doing
2224 * it here is better than process_players2, which basically
2225 * incurred a 1 tick offset.
2226 */
2227 if (!op->contr->has_hit)
2228 { 2140 {
2229 op->speed_left += op->speed / op->contr->weapon_sp; 2141 --op->contr->weapon_sp_left;
2230
2231 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2232 }
2233 2142
2234 skill_attack (mon, op, 0, 0, 0); 2143 skill_attack (mon, op, 0, 0, 0);
2235
2236 /* If attacking another player, that player gets automatic
2237 * hitback, and doesn't loose luck either.
2238 * Disable hitback on the battleground or if the target is
2239 * the wiz.
2240 */
2241 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2242 {
2243 short luck = mon->stats.luck;
2244
2245 mon->contr->has_hit = 1;
2246 skill_attack (op, mon, 0, 0, 0);
2247 mon->stats.luck = luck;
2248 }
2249 2144
2250 if (action_makes_visible (op)) 2145 if (action_makes_visible (op))
2251 make_visible (op); 2146 make_visible (op);
2252 }
2253 } /* if player should attack something */
2254}
2255 2147
2256int 2148 return true;
2149 }
2150 }
2151
2152 return false;
2153}
2154
2155bool
2257move_player (object *op, int dir) 2156move_player (object *op, int dir)
2258{ 2157{
2259 int pick; 2158 int pick;
2260 2159
2261 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2160 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2262 return 0; 2161 return 0;
2263 2162
2264 /* Sanity check: make sure dir is valid */ 2163 /* Sanity check: make sure dir is valid */
2265 if ((dir < 0) || (dir >= 9)) 2164 if ((dir < 0) || (dir >= 9))
2266 { 2165 {
2267 LOG (llevError, "move_player: invalid direction %d\n", dir); 2166 LOG (llevError, "move_player: invalid direction %d\n", dir);
2268 return 0; 2167 return 0;
2269 } 2168 }
2270 2169
2271 /* peterm: added following line */ 2170 /* peterm: added following line */
2272 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2171 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2273 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2172 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2274 2173
2275 op->facing = dir; 2174 op->facing = dir;
2276 2175
2277 if (op->hide) 2176 if (op->hide)
2278 do_hidden_move (op); 2177 do_hidden_move (op);
2279 2178
2179 bool retval;
2180
2280 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2181 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2281 /*nop */ ; 2182 retval = RESULT_INT (0);
2282 else if (op->contr->fire_on) 2183 else if (op->contr->fire_on)
2283 fire (op, dir); 2184 retval = fire (op, dir);
2284 else 2185 else
2285 { 2186 {
2286 move_player_attack (op, dir); 2187 retval = move_player_attack (op, dir);
2287 pick = check_pick (op); 2188 pick = check_pick (op);
2288 } 2189 }
2289 2190
2290 /* 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
2291 * server can handle repeat firing. 2192 * server can handle repeat firing.
2298 /* Update how the player looks. Use the facing, so direction may 2199 /* Update how the player looks. Use the facing, so direction may
2299 * get reset to zero. This allows for full animation capabilities 2200 * get reset to zero. This allows for full animation capabilities
2300 * for players. 2201 * for players.
2301 */ 2202 */
2302 animate_object (op, op->facing); 2203 animate_object (op, op->facing);
2303 return 0; 2204
2205 return retval;
2304} 2206}
2305 2207
2306/* 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
2307 * new client/server stuff. 2209 * new client/server stuff.
2308 * 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
2309 * the new speed values for commands. 2211 * the new speed values for commands.
2310 * 2212 *
2311 * 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.
2312 */ 2216 */
2313int 2217bool
2314handle_newcs_player (object *op) 2218handle_newcs_player (object *op)
2315{ 2219{
2316 if (op->contr->hidden)
2317 {
2318 op->invisible = 1000;
2319 /* the socket code flashes the player visible/invisible
2320 * depending on the value of invisible, so we need to
2321 * alternate it here for it to work correctly.
2322 */
2323 if (pticks & 2)
2324 op->invisible--;
2325 }
2326 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2327 {
2328 op->invisible--;
2329 if (!op->invisible)
2330 {
2331 make_visible (op);
2332 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2333 }
2334 }
2335
2336 if (QUERY_FLAG (op, FLAG_SCARED)) 2220 if (QUERY_FLAG (op, FLAG_SCARED))
2337 { 2221 {
2338 flee_player (op); 2222 if (op->speed_left > 0.f)
2339 /* If player is still scared, that is his action for this tick */
2340 if (QUERY_FLAG (op, FLAG_SCARED))
2341 { 2223 {
2342 op->speed_left--; 2224 --op->speed_left;
2225 flee_player (op);
2226
2343 return 0; 2227 return true;
2344 } 2228 }
2229 else
2230 return false;
2345 } 2231 }
2346
2347 /* I've been seeing crashes where the golem has been destroyed, but
2348 * the player object still points to the defunct golem. The code that
2349 * destroys the golem looks correct, and it doesn't always happen, so
2350 * put this in a a workaround to clean up the golem pointer.
2351 */
2352 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2353 op->contr->ranges[range_golem] = 0;
2354 2232
2355 /* 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
2356 * the players time has been increased when doericserver has been 2234 * the players time has been increased when doericserver has been
2357 * called, so we recheck it here. 2235 * called, so we recheck it here.
2358 */ 2236 */
2359 //TODO: better than handling 8 commands, use some more intelligent rate-limiting 2237 if (op->contr->ns->handle_command ())
2360 for (int rep = 8; --rep && op->contr->ns->handle_command (); )
2361 ;
2362
2363 if (op->speed_left < 0)
2364 return 0; 2238 return true;
2365 2239
2366 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2240 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2367 {
2368 /* All move commands take 1 tick, at least for now */
2369 op->speed_left--;
2370
2371 /* Instead of all the stuff below, let move_player take care
2372 * of it. Also, some of the skill stuff is only put in
2373 * there, as well as the confusion stuff.
2374 */
2375 move_player (op, op->direction); 2241 return move_player (op, op->direction);
2376 if (op->speed_left > 0)
2377 return 1;
2378 else
2379 return 0;
2380 }
2381 2242
2382 return 0; 2243 return false;
2383} 2244}
2384 2245
2385int 2246int
2386save_life (object *op) 2247save_life (object *op)
2387{ 2248{
2389 return 0; 2250 return 0;
2390 2251
2391 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2252 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2392 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2253 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2393 { 2254 {
2394 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2255 op->play_sound (sound_find ("ob_evaporate"));
2395 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));
2396 2257
2397 if (op->contr)
2398 esrv_del_item (op->contr, tmp->count);
2399
2400 tmp->destroy (); 2258 tmp->destroy (true);
2401 CLEAR_FLAG (op, FLAG_LIFESAVE); 2259 CLEAR_FLAG (op, FLAG_LIFESAVE);
2402 2260
2403 if (op->stats.hp < 0) 2261 if (op->stats.hp < 0)
2404 op->stats.hp = op->stats.maxhp; 2262 op->stats.hp = op->stats.maxhp;
2405 2263
2416 return 0; 2274 return 0;
2417} 2275}
2418 2276
2419/* 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
2420 * 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
2421 * 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
2422 * from. 2280 * from.
2423 */ 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
2424void 2298void
2425remove_unpaid_objects (object *op, object *env) 2299object::drop_unpaid_items ()
2426{ 2300{
2427 object *next; 2301 if (!flag [FLAG_REMOVED])
2428 2302 ::drop_unpaid_items (inv, this);
2429 while (op)
2430 {
2431 next = op->below; /* Make sure we have a good value, in case
2432 * we remove object 'op'
2433 */
2434 if (QUERY_FLAG (op, FLAG_UNPAID))
2435 {
2436 op->remove ();
2437 op->x = env->x;
2438 op->y = env->y;
2439 if (env->type == PLAYER)
2440 esrv_del_item (env->contr, op->count);
2441 insert_ob_in_map (op, env->map, NULL, 0);
2442 }
2443 else if (op->inv)
2444 remove_unpaid_objects (op->inv, env);
2445
2446 op = next;
2447 }
2448} 2303}
2449 2304
2450/* 2305/*
2451 * Returns pointer a static string containing gravestone text 2306 * Returns pointer a static string containing gravestone text
2452 * Moved from apply.c to player.c - player.c is what 2307 * Moved from apply.c to player.c - player.c is what
2453 * actually uses this function. player.c may not be quite the 2308 * actually uses this function. player.c may not be quite the
2454 * best, a misc file for object actions is probably better, 2309 * best, a misc file for object actions is probably better,
2455 * but there isn't one in the server directory. 2310 * but there isn't one in the server directory.
2456 */ 2311 */
2457char * 2312const char *
2458gravestone_text (object *op) 2313gravestone_text (object *op)
2459{ 2314{
2460 static char buf2[MAX_BUF]; 2315 static dynbuf_text buf;
2461 char buf[MAX_BUF];
2462 time_t now = time (NULL);
2463 2316
2464 strcpy (buf2, " R.I.P.\n\n"); 2317 buf << "---- R.I.P. ----\n\n"
2318 << op->name;
2319
2465 if (op->type == PLAYER) 2320 if (op->type == PLAYER)
2466 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2321 buf << " the " << op->contr->title;
2467 else
2468 sprintf (buf, "%s\n", &op->name);
2469 2322
2470 strncat (buf2, " ", 20 - strlen (buf) / 2); 2323 buf << "\n\n";
2471 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
2472 if (op->type == PLAYER) 2329 if (op->type == PLAYER)
2473 sprintf (buf, "who was in level %d when killed\n", op->level); 2330 buf << "by " << op->contr->killer_name () << ".\n\n";
2474 else
2475 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2476 2331
2477 strncat (buf2, " ", 20 - strlen (buf) / 2);
2478 strcat (buf2, buf);
2479 if (op->type == PLAYER)
2480 { 2332 {
2481 sprintf (buf, "by %s.\n\n", op->contr->killer); 2333 static char buf2[128];
2482 strncat (buf2, " ", 21 - strlen (buf) / 2); 2334 time_t now = time (NULL);
2483 strcat (buf2, buf);
2484 }
2485
2486 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2335 strftime (buf2, 128, "%b %d %Y\n\n", localtime (&now));
2487 strncat (buf2, " ", 20 - strlen (buf) / 2); 2336 buf << buf2;
2488 strcat (buf2, buf); 2337 }
2489 2338
2490 return buf2; 2339 return buf;
2491} 2340}
2492 2341
2493void 2342void
2494do_some_living (object *op) 2343do_some_living (object *op)
2495{ 2344{
2502 int rate_grace = 2000; 2351 int rate_grace = 2000;
2503 const int max_hp = 1; 2352 const int max_hp = 1;
2504 const int max_sp = 1; 2353 const int max_sp = 1;
2505 const int max_grace = 1; 2354 const int max_grace = 1;
2506 2355
2507 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--;
2508 { 2365 }
2509 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2366 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2510 if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks) 2367 {
2511 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 }
2512 } 2373 }
2513 2374
2514 if (op->contr->ns->state == ST_PLAYING) 2375 if (op->contr->ns->state == ST_PLAYING)
2515 { 2376 {
2516 /* these next three if clauses make it possible to SLOW DOWN 2377 /* these next three if clauses make it possible to SLOW DOWN
2535 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2396 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2536 else 2397 else
2537 { 2398 {
2538 gen_grace = op->stats.maxgrace; 2399 gen_grace = op->stats.maxgrace;
2539 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2400 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2540 }
2541
2542 /* Regenerate Spell Points */
2543 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0)
2544 {
2545 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2546 if (op->stats.sp < op->stats.maxsp)
2547 {
2548 op->stats.sp++;
2549 /* dms do not consume food */
2550 if (!QUERY_FLAG (op, FLAG_WIZ))
2551 {
2552 op->stats.food--;
2553 if (op->contr->digestion < 0)
2554 op->stats.food += op->contr->digestion;
2555 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2556 op->stats.food = last_food;
2557 }
2558 }
2559
2560 if (max_sp > 1)
2561 {
2562 over_sp = (gen_sp + 10) / rate_sp;
2563 if (over_sp > 0)
2564 {
2565 if (op->stats.sp < op->stats.maxsp)
2566 {
2567 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2568
2569 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2570 op->stats.sp--;
2571
2572 if (op->stats.sp > op->stats.maxsp)
2573 op->stats.sp = op->stats.maxsp;
2574 }
2575 op->last_sp = 0;
2576 }
2577 else
2578 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2579 }
2580 else
2581 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2582 } 2401 }
2583 2402
2584 /* Regenerate Grace */ 2403 /* Regenerate Grace */
2585 /* 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. */
2586 if (--op->last_grace < 0) 2405 if (--op->last_grace < 0)
2607 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); 2426 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2608 } 2427 }
2609 /* wearing stuff doesn't detract from grace generation. */ 2428 /* wearing stuff doesn't detract from grace generation. */
2610 } 2429 }
2611 2430
2431 if (op->stats.food > 0)
2432 {
2612 /* Regenerate Hit Points */ 2433 /* Regenerate Spell Points */
2613 if (--op->last_heal < 0) 2434 if (!op->contr->golem && --op->last_sp < 0)
2614 {
2615 if (op->stats.hp < op->stats.maxhp)
2616 { 2435 {
2617 op->stats.hp++; 2436 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2618 /* dms do not consume food */ 2437
2619 if (!QUERY_FLAG (op, FLAG_WIZ)) 2438 if (op->stats.sp < op->stats.maxsp)
2620 { 2439 {
2440 op->stats.sp++;
2441
2442 /* dms do not consume food */
2443 if (!QUERY_FLAG (op, FLAG_WIZ))
2444 {
2621 op->stats.food--; 2445 op->stats.food--;
2446
2622 if (op->contr->digestion < 0) 2447 if (op->contr->digestion < 0)
2623 op->stats.food += op->contr->digestion; 2448 op->stats.food += op->contr->digestion;
2624 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2449 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2625 op->stats.food = last_food; 2450 op->stats.food = last_food;
2451 }
2626 } 2452 }
2627 }
2628 2453
2629 if (max_hp > 1) 2454 if (max_sp > 1)
2630 {
2631 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2632 if (over_hp > 0)
2633 { 2455 {
2634 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
2635 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);
2636 } 2474 }
2637 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)
2638 { 2483 {
2639 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 }
2640 } 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);
2641 } 2509 }
2642 else 2510 else
2643 {
2644 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);
2645 } 2512 }
2646 } 2513 }
2647 2514
2648 /* Digestion */ 2515 /* Digestion */
2649 if (--op->last_eat < 0) 2516 if (--op->last_eat < 0)
2650 { 2517 {
2651#ifdef COZY_SERVER 2518 int bonus = max (0, op->contr->digestion),
2652 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion; 2519 penalty = max (0, -op->contr->digestion);
2653 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2654#else
2655 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2656#endif
2657 2520
2658 if (op->contr->gen_hp > 0)
2659 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);
2660 else
2661 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2662 2522
2663 /* dms do not consume food */ 2523 /* dms do not consume food */
2664 if (!QUERY_FLAG (op, FLAG_WIZ)) 2524 if (!QUERY_FLAG (op, FLAG_WIZ))
2665 op->stats.food--; 2525 op->stats.food--;
2666 } 2526 }
2667 2527
2668 if (op->stats.food < 0 && op->stats.hp >= 0) 2528 if (op->stats.food < 0 && op->stats.hp >= 0)
2669 { 2529 {
2670 object *tmp, *flesh = 0; 2530 object *flesh = 0;
2671 2531
2672 for (tmp = op->inv; tmp; tmp = tmp->below) 2532 for_inv_removable (op, tmp)
2673 { 2533 {
2674 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)
2675 { 2538 {
2676 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2539 op->statusmsg ("You blindly grab for a bite of food. "
2677 { 2540 "H<To prevent you from starving, you ate some random item from your backpack.>");
2678 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2679 manual_apply (op, tmp, 0); 2541 manual_apply (op, tmp, 0);
2542
2680 if (op->stats.food >= 0 || op->stats.hp < 0) 2543 if (op->stats.food >= 0 || op->stats.hp < 0)
2681 break; 2544 break;
2682 } 2545 }
2683 else if (tmp->type == FLESH) 2546 else if (tmp->type == FLESH)
2684 flesh = tmp; 2547 flesh = tmp;
2685 } /* End if paid for object */ 2548 }
2686 } /* end of for loop */
2687 2549
2688 /* 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
2689 * eat flesh instead. 2551 * eat flesh instead.
2690 */ 2552 */
2691 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2553 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2692 { 2554 {
2693 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.>");
2694 manual_apply (op, flesh, 0); 2557 manual_apply (op, flesh, 0);
2695 } 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)
2696 } 2567 {
2568 op->stats.hp += op->stats.food;
2569 op->stats.food = 0;
2697 2570
2698 while (op->stats.food < 0 && op->stats.hp >= 0) 2571 if (op->stats.hp < 0)
2699 op->stats.food++, op->stats.hp--; 2572 {
2573 op->contr->killer = archetype::get ("killer_starvation");
2574 op->contr->killer->destroy (true);
2575 }
2576 }
2700 2577
2578 /* killer should be set here already */
2701 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2579 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2702 kill_player (op); 2580 kill_player (op);
2703 } 2581 }
2704} 2582}
2705 2583
2709 * file. 2587 * file.
2710 */ 2588 */
2711void 2589void
2712kill_player (object *op) 2590kill_player (object *op)
2713{ 2591{
2592 int x, y;
2714 char buf[MAX_BUF]; 2593 char buf[MAX_BUF];
2715 int x, y;
2716
2717 //int i;
2718 maptile *map; /* this is for resurrection */ 2594 maptile *map; /* this is for resurrection */
2719
2720 /* int z;
2721 int num_stats_lose;
2722 int lost_a_stat;
2723 int lose_this_stat;
2724 int this_stat; */
2725 int will_kill_again; 2595 int will_kill_again;
2726 archetype *at; 2596 archetype *at;
2727 object *tmp; 2597 object *tmp;
2728 2598
2729 if (save_life (op)) 2599 if (save_life (op))
2730 return; 2600 return;
2731
2732 2601
2733 /* 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
2734 * 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.
2735 * Look at op_on_battleground() for more info --AndreasV 2604 * Look at op_on_battleground() for more info --AndreasV
2736 */ 2605 */
2739 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!");
2740 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...");
2741 2610
2742 /* restore player */ 2611 /* restore player */
2743 at = archetype::find ("poisoning"); 2612 at = archetype::find ("poisoning");
2744 tmp = present_arch_in_ob (at, op); 2613 if (object *tmp = present_arch_in_ob (at, op))
2745 if (tmp)
2746 { 2614 {
2747 tmp->destroy (); 2615 tmp->destroy (true);
2748 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2616 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2749 } 2617 }
2750 2618
2751 at = archetype::find ("confusion"); 2619 at = archetype::find ("confusion");
2752 tmp = present_arch_in_ob (at, op); 2620 if (object *tmp = present_arch_in_ob (at, op))
2753 if (tmp)
2754 { 2621 {
2755 tmp->destroy (); 2622 tmp->destroy (true);
2756 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2623 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2757 } 2624 }
2758 2625
2759 cure_disease (op, 0); /* remove any disease */ 2626 cure_disease (op, 0, 0); /* remove any disease */
2760 op->stats.hp = op->stats.maxhp; 2627 op->stats.hp = op->stats.maxhp;
2761 if (op->stats.food <= 0) 2628 if (op->stats.food <= 0)
2762 op->stats.food = 999; 2629 op->stats.food = 999;
2763 2630
2764 /* create a bodypart-trophy to make the winner happy */ 2631 /* create a bodypart-trophy to make the winner happy */
2765 tmp = arch_to_object (archetype::find ("finger")); 2632 if (object *tmp = arch_to_object (archetype::find ("finger")))
2766 if (tmp != NULL)
2767 { 2633 {
2768 sprintf (buf, "%s's finger", &op->name); 2634 tmp->name = format ("%s's finger" , &op->name);
2769 tmp->name = buf; 2635 tmp->name_pl = format ("%s's fingers", &op->name);
2770 sprintf (buf, " This finger has been cut off %s\n"
2771 " the %s, when he was defeated at\n level %d by %s.\n",
2772 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2773 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 );
2774 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2642 tmp->value = 0, tmp->type = 0;
2775 tmp->materialname = NULL; 2643 tmp->materialname = "organics";
2776 tmp->x = op->x, tmp->y = op->y; 2644 tmp->insert_at (op, tmp);
2777 insert_ob_in_map (tmp, op->map, op, 0);
2778 } 2645 }
2779 2646
2780 /* teleport defeated player to new destination */ 2647 /* teleport defeated player to new destination */
2781 transfer_ob (op, x, y, 0, NULL); 2648 transfer_ob (op, x, y, 0, NULL);
2782 op->contr->braced = 0; 2649 op->contr->braced = 0;
2785 2652
2786 INVOKE_PLAYER (DEATH, op->contr); 2653 INVOKE_PLAYER (DEATH, op->contr);
2787 2654
2788 command_kill_pets (op, 0); 2655 command_kill_pets (op, 0);
2789 2656
2790 if (op->stats.food < 0) 2657 op->contr->play_sound (sound_find ("player_dies"));
2791 {
2792 if (op->contr->explore)
2793 {
2794 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
2795 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2796 op->stats.food = 999;
2797 return;
2798 }
2799 sprintf (buf, "%s starved to death.", &op->name);
2800 strcpy (op->contr->killer, "starvation");
2801 }
2802 else
2803 {
2804 if (op->contr->explore)
2805 {
2806 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
2807 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2808 op->stats.hp = op->stats.maxhp;
2809 return;
2810 }
2811 sprintf (buf, "%s died.", &op->name);
2812 }
2813 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2814 2658
2815 /* save the map location for corpse, gravestone */ 2659 /* save the map location for corpse, gravestone */
2816 x = op->x; 2660 x = op->x;
2817 y = op->y; 2661 y = op->y;
2818 map = op->map; 2662 map = op->map;
2819
2820 2663
2821 /* NOT_PERMADEATH code. This basically brings the character back to 2664 /* NOT_PERMADEATH code. This basically brings the character back to
2822 * 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.
2823 * 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.
2824 */ 2667 */
2841 num_stats_lose = 1; 2684 num_stats_lose = 1;
2842 else 2685 else
2843 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO; 2686 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2844 } 2687 }
2845 else 2688 else
2846 {
2847 num_stats_lose = 1; 2689 num_stats_lose = 1;
2848 } 2690
2849 lost_a_stat = 0; 2691 lost_a_stat = 0;
2850 2692
2851 for (z = 0; z < num_stats_lose; z++) 2693 for (z = 0; z < num_stats_lose; z++)
2852 { 2694 {
2853 i = RANDOM () % NUM_STATS; 2695 i = RANDOM () % NUM_STATS;
2927 lost_a_stat = 1; 2769 lost_a_stat = 1;
2928 } 2770 }
2929 } 2771 }
2930 } 2772 }
2931 } 2773 }
2774
2932 /* If no stat lost, tell the player. */ 2775 /* If no stat lost, tell the player. */
2933 if (!lost_a_stat) 2776 if (!lost_a_stat)
2934 { 2777 {
2935 /* determine_god() seems to not work sometimes... why is this? 2778 /* determine_god() seems to not work sometimes... why is this?
2936 Should I be using something else? GD */ 2779 Should I be using something else? GD */
2940 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);
2941 else 2784 else
2942 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.");
2943 } 2786 }
2944#else 2787#else
2945 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.");
2946#endif 2789#endif
2947 2790
2948 /* Put a gravestone up where the character 'almost' died. List the 2791 /* Put a gravestone up where the character 'almost' died. List the
2949 * exp loss on the stone. 2792 * exp loss on the stone.
2950 */ 2793 */
2951 tmp = arch_to_object (archetype::find ("gravestone")); 2794 tmp = arch_to_object (archetype::find ("gravestone"));
2952 sprintf (buf, "%s's gravestone", &op->name); 2795 tmp->name = format ("%s's gravestone", &op->name);
2953 tmp->name = buf; 2796 tmp->name_pl = format ("%s's gravestones", &op->name);
2954 sprintf (buf, "%s's gravestones", &op->name); 2797 tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n",
2955 tmp->name_pl = buf; 2798 &op->name, op->contr->title, op->contr->killer_name ());
2956 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);
2957 tmp->msg = buf;
2958 tmp->x = op->x, tmp->y = op->y; 2799 tmp->x = op->x, tmp->y = op->y;
2959 insert_ob_in_map (tmp, op->map, NULL, 0); 2800 insert_ob_in_map (tmp, op->map, NULL, 0);
2960 2801
2961 /**************************************/ 2802 /**************************************/
2962 /* */ 2803 /* */
2971 at = archetype::find ("poisoning"); 2812 at = archetype::find ("poisoning");
2972 tmp = present_arch_in_ob (at, op); 2813 tmp = present_arch_in_ob (at, op);
2973 2814
2974 if (tmp) 2815 if (tmp)
2975 { 2816 {
2976 tmp->destroy (); 2817 tmp->destroy (true);
2977 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2818 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2978 } 2819 }
2979 2820
2980 at = archetype::find ("confusion"); 2821 at = archetype::find ("confusion");
2981 tmp = present_arch_in_ob (at, op); 2822 tmp = present_arch_in_ob (at, op);
2982 if (tmp) 2823 if (tmp)
2983 { 2824 {
2984 tmp->destroy (); 2825 tmp->destroy (true);
2985 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2826 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2986 } 2827 }
2987 2828
2988 cure_disease (op, 0); /* remove any disease */ 2829 cure_disease (op, 0, 0); /* remove any disease */
2830
2831 // remove all spell effects that are active
2832 // to avoid long-term effects such as word-of-recall
2833 for (object *item = op->inv; item; )
2834 {
2835 object *next = item->below;
2836
2837 if (item->type == SPELL_EFFECT && item->active)
2838 item->destroy (true);
2839
2840 item = next;
2841 }
2989 2842
2990 /*add_exp(op, (op->stats.exp * -0.20)); */ 2843 /*add_exp(op, (op->stats.exp * -0.20)); */
2991 apply_death_exp_penalty (op); 2844 apply_death_exp_penalty (op);
2845
2992 if (op->stats.food < 100) 2846 if (op->stats.food < 100)
2993 op->stats.food = 900; 2847 op->stats.food = 900;
2848
2994 op->stats.hp = op->stats.maxhp; 2849 op->stats.hp = op->stats.maxhp;
2995 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2850 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2996 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2851 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2997 2852
2998 /* 2853 /*
2999 * Check to see if the player is in a shop. IF so, then check to see if
3000 * the player has any unpaid items. If so, remove them and put them back 2854 * Check to see if the player has any unpaid items. If so, remove them
3001 * in the map. 2855 * and put them back in the map.
3002 */ 2856 */
3003 2857 op->drop_unpaid_items ();
3004 if (is_in_shop (op))
3005 remove_unpaid_objects (op->inv, op);
3006 2858
3007 /****************************************/ 2859 /****************************************/
3008 /* */ 2860 /* */
3009 /* Move player to his current respawn- */ 2861 /* Move player to his current respawn- */
3010 /* position (usually last savebed) */ 2862 /* position (usually last savebed) */
3011 /* */ 2863 /* */
3012 /****************************************/ 2864 /****************************************/
3013 2865
3014 enter_player_savebed (op); 2866 enter_player_savebed (op);
3015 2867
3016 /* Save the player before inserting the force to reduce
3017 * chance of abuse.
3018 */
3019 op->contr->braced = 0; 2868 op->contr->braced = 0;
3020 op->contr->save ();
3021 2869
3022 /* it is possible that the player has blown something up 2870 /* it is possible that the player has blown something up
3023 * at his savebed location, and that can have long lasting 2871 * at his savebed location, and that can have long lasting
3024 * spell effects. So first see if there is a spell effect 2872 * spell effects. So first see if there is a spell effect
3025 * on the space that might harm the player. 2873 * on the space that might harm the player.
3034 object *force; 2882 object *force;
3035 int at; 2883 int at;
3036 2884
3037 force = get_archetype (FORCE_NAME); 2885 force = get_archetype (FORCE_NAME);
3038 /* 50 ticks should be enough time for the spell to abate */ 2886 /* 50 ticks should be enough time for the spell to abate */
3039 force->speed = 0.1; 2887 force->speed = 0.1f;
3040 force->speed_left = -5.0; 2888 force->speed_left = -5.f;
3041 SET_FLAG (force, FLAG_APPLIED); 2889 SET_FLAG (force, FLAG_APPLIED);
3042 for (at = 0; at < NROFATTACKS; at++) 2890 for (at = 0; at < NROFATTACKS; at++)
3043 if (will_kill_again & (1 << at)) 2891 if (will_kill_again & (1 << at))
3044 force->resist[at] = 100; 2892 force->resist[at] = 100;
3045 2893
3046 insert_ob_in_ob (force, op); 2894 insert_ob_in_ob (force, op);
3047 op->update_stats (); 2895 op->update_stats ();
3048
3049 } 2896 }
3050 2897
3051 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2898 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
3052} 2899}
3053 2900
3054void 2901void
3055loot_object (object *op) 2902loot_object (object *op)
3056{ /* Grab and destroy some treasure */ 2903{ /* Grab and destroy some treasure */
3057 object *tmp, *tmp2, *next; 2904 object *tmp, *tmp2, *next;
3058 2905
3059 if (op->container) 2906 op->close_container (); /* close open sack first */
3060 esrv_apply_container (op, op->container); /* close open sack first */
3061 2907
3062 for (tmp = op->inv; tmp; tmp = next) 2908 for (tmp = op->inv; tmp; tmp = next)
3063 { 2909 {
3064 next = tmp->below; 2910 next = tmp->below;
3065 2911
3066 if (tmp->invisible) 2912 if (tmp->invisible)
3067 continue; 2913 continue;
3068 2914
3069 tmp->remove (); 2915 tmp->remove ();
3070 tmp->x = op->x, tmp->y = op->y; 2916 tmp->x = op->x, tmp->y = op->y;
2917
3071 if (tmp->type == CONTAINER) 2918 if (tmp->type == CONTAINER)
3072 { /* empty container to ground */ 2919 loot_object (tmp); /* empty container to ground */
3073 loot_object (tmp); 2920
3074 }
3075 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))))
3076 { 2922 {
3077 if (tmp->nrof > 1) 2923 if (tmp->nrof > 1)
3078 { 2924 {
3079 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2925 tmp->decrease (rndm (1, tmp->nrof - 1));
3080 tmp2->destroy ();
3081 insert_ob_in_map (tmp, op->map, NULL, 0); 2926 insert_ob_in_map (tmp, op->map, NULL, 0);
3082 } 2927 }
3083 else 2928 else
3084 tmp->destroy (); 2929 tmp->destroy (true);
3085 } 2930 }
3086 else 2931 else
3087 insert_ob_in_map (tmp, op->map, NULL, 0); 2932 insert_ob_in_map (tmp, op->map, NULL, 0);
3088 } 2933 }
3089} 2934}
3091/* 2936/*
3092 * fix_weight(): Check recursively the weight of all players, and fix 2937 * fix_weight(): Check recursively the weight of all players, and fix
3093 * 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
3094 * was changed. 2939 * was changed.
3095 */ 2940 */
3096
3097void 2941void
3098fix_weight (void) 2942fix_weight (void)
3099{ 2943{
3100 for (player *pl = first_player; pl; pl = pl->next) 2944 for_all_players (pl)
3101 { 2945 {
3102 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2946 sint32 old = pl->ob->carrying;
3103 2947
3104 if (old == sum) 2948 pl->ob->update_weight ();
3105 continue; 2949
2950 if (old != pl->ob->carrying)
2951 {
3106 pl->ob->update_stats (); 2952 pl->ob->update_stats ();
3107 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 }
3108 } 2955 }
3109} 2956}
3110 2957
3111void 2958void
3112fix_luck (void) 2959fix_luck (void)
3113{ 2960{
3114 for (player *pl = first_player; pl; pl = pl->next) 2961 for_all_players (pl)
3115 if (!pl->ob->contr->ns->state) 2962 if (!pl->ob->contr->ns->state)
3116 pl->ob->change_luck (0); 2963 pl->ob->change_luck (0);
3117} 2964}
3118 2965
3119/* cast_dust() - handles op throwing objects of type 'DUST'. 2966/* cast_dust() - handles op throwing objects of type 'DUST'.
3148 if (op->type == PLAYER) 2995 if (op->type == PLAYER)
3149 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name); 2996 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3150 2997
3151 cast_spell (op, throw_ob, dir, spob, NULL); 2998 cast_spell (op, throw_ob, dir, spob, NULL);
3152 2999
3153 throw_ob->destroy (); 3000 throw_ob->destroy (true);
3154} 3001}
3155 3002
3156void 3003void
3157make_visible (object *op) 3004make_visible (object *op)
3158{ 3005{
3159 op->hide = 0; 3006 op->hide = 0;
3160 op->invisible = 0; 3007 op->invisible = 0;
3008
3161 if (op->type == PLAYER) 3009 if (op->type == PLAYER)
3162 { 3010 {
3163 op->contr->tmp_invis = 0; 3011 op->contr->tmp_invis = 0;
3164 op->contr->invis_race = 0; 3012 op->contr->invis_race = 0;
3165 } 3013 }
3014
3166 update_object (op, UP_OBJ_FACE); 3015 update_object (op, UP_OBJ_CHANGE);
3167} 3016}
3168 3017
3169int 3018int
3170is_true_undead (object *op) 3019is_true_undead (object *op)
3171{ 3020{
3172 object *tmp = NULL;
3173
3174 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3021 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3175 return 1; 3022 return 1;
3176 3023
3177 return 0; 3024 return 0;
3178} 3025}
3179 3026
3180/* look at the surrounding terrain to determine 3027/* look at the surrounding terrain to determine
3181 * the hideability of this object. Positive levels 3028 * the hideability of this object. Positive levels
3182 * indicate greater hideability. 3029 * indicate greater hideability.
3183 */ 3030 */
3184
3185int 3031int
3186hideability (object *ob) 3032hideability (object *ob)
3187{ 3033{
3188 int i, level = 0, mflag; 3034 int i, level = 0, mflag;
3189 sint16 x, y; 3035 sint16 x, y;
3199 * as bad as carrying a light on a pitch dark map */ 3045 * as bad as carrying a light on a pitch dark map */
3200 if (has_carried_lights (ob)) 3046 if (has_carried_lights (ob))
3201 level = -(10 + (2 * ob->map->darkness)); 3047 level = -(10 + (2 * ob->map->darkness));
3202 3048
3203 /* scan through all nearby squares for terrain to hide in */ 3049 /* scan through all nearby squares for terrain to hide in */
3204 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])
3205 { 3053 {
3206 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); 3054 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3207 if (mflag & P_OUT_OF_MAP) 3055 if (mflag & P_OUT_OF_MAP)
3208 {
3209 continue; 3056 continue;
3210 } 3057
3211 if (mflag & P_BLOCKSVIEW) /* something to hide near! */ 3058 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3212 level += 2; 3059 level += 2;
3213 else /* open terrain! */ 3060 else /* open terrain! */
3214 level -= 1; 3061 level -= 1;
3215 } 3062 }
3223/* For Hidden creatures - a chance of becoming 'unhidden' 3070/* For Hidden creatures - a chance of becoming 'unhidden'
3224 * every time they move - as we subtract off 'invisibility' 3071 * every time they move - as we subtract off 'invisibility'
3225 * AND, for players, if they move into a ridiculously unhideable 3072 * AND, for players, if they move into a ridiculously unhideable
3226 * spot (surrounded by clear terrain in broad daylight). -b.t. 3073 * spot (surrounded by clear terrain in broad daylight). -b.t.
3227 */ 3074 */
3228
3229void 3075void
3230do_hidden_move (object *op) 3076do_hidden_move (object *op)
3231{ 3077{
3232 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 3078 int hide = 0;
3233 object *skop;
3234 3079
3235 if (!op || !op->map) 3080 if (!op || !op->map)
3236 return; 3081 return;
3237 3082
3238 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);
3239 3085
3240 /* 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! */
3241 if (op->type == PLAYER && op->contr->run_on) 3087 if (op->type == PLAYER && op->contr->run_on)
3242 {
3243 if (!skop || num >= skop->level) 3088 if (!skop || num >= skop->level)
3244 { 3089 {
3245 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!");
3246 make_visible (op); 3091 make_visible (op);
3247 return; 3092 return;
3248 } 3093 }
3249 else 3094 else
3250 num += 20; 3095 num += 20;
3251 } 3096
3252 num += op->map->difficulty; 3097 num += op->map->difficulty;
3253 hide = hideability (op); /* modify by terrain hidden level */ 3098 hide = hideability (op); /* modify by terrain hidden level */
3254 num -= hide; 3099 num -= hide;
3100
3255 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3101 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3256 { 3102 {
3257 make_visible (op); 3103 make_visible (op);
3104
3258 if (op->type == PLAYER) 3105 if (op->type == PLAYER)
3259 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!");
3260 } 3107 }
3261 else if (op->type == PLAYER && skop) 3108 else if (op->type == PLAYER && skop)
3262 {
3263 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);
3264 }
3265} 3110}
3266 3111
3267/* determine if who is standing near a hostile creature. */ 3112/* determine if who is standing near a hostile creature. */
3268 3113
3269int 3114int
3317 * object op. This function works fine for monsters, 3162 * object op. This function works fine for monsters,
3318 * 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
3319 * a pile (say a coin under a table would return "viewable" 3164 * a pile (say a coin under a table would return "viewable"
3320 * by this routine). Another question, should we be 3165 * by this routine). Another question, should we be
3321 * concerned with the direction the player is looking 3166 * concerned with the direction the player is looking
3322 * in? Realistically, most of use cant see stuff behind 3167 * in? Realistically, most of us can't see stuff behind
3323 * our backs...on the other hand, does the "facing" direction 3168 * our backs...on the other hand, does the "facing" direction
3324 * imply the way your head, or body is facing? Its possible 3169 * imply the way your head, or body is facing? It's possible
3325 * 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.
3326 * -b.t. 3171 * -b.t.
3327 * This function is now map tiling safe. 3172 * This function is now map tiling safe.
3328 */ 3173 */
3329
3330int 3174int
3331player_can_view (object *pl, object *op) 3175player_can_view (object *pl, object *op)
3332{ 3176{
3333 rv_vector rv; 3177 rv_vector rv;
3334 int dx, dy; 3178 int dx, dy;
3336 if (pl->type != PLAYER) 3180 if (pl->type != PLAYER)
3337 { 3181 {
3338 LOG (llevError, "player_can_view() called for non-player object\n"); 3182 LOG (llevError, "player_can_view() called for non-player object\n");
3339 return -1; 3183 return -1;
3340 } 3184 }
3185
3341 if (!pl || !op) 3186 if (!pl || !op)
3342 return 0; 3187 return 0;
3343 3188
3344 if (op->head)
3345 {
3346 op = op->head; 3189 op = op->head_ ();
3347 } 3190
3348 get_rangevector (pl, op, &rv, 0x1); 3191 get_rangevector (pl, op, &rv, 0x1);
3349 3192
3350 /* starting with the 'head' part, lets loop 3193 /* starting with the 'head' part, lets loop
3351 * through the object and find if it has any 3194 * through the object and find if it has any
3352 * part that is in the los array but isnt on 3195 * part that is in the los array but isn't on
3353 * a blocked los square. 3196 * a blocked los square.
3354 * we use the archetype to figure out offsets. 3197 * we use the archetype to figure out offsets.
3355 */ 3198 */
3356 while (op) 3199 while (op)
3357 { 3200 {
3358 dx = rv.distance_x + op->arch->clone.x; 3201 dx = rv.distance_x + op->arch->x;
3359 dy = rv.distance_y + op->arch->clone.y; 3202 dy = rv.distance_y + op->arch->y;
3360 3203
3361 /* only the viewable area the player sees is updated by LOS 3204 /* only the viewable area the player sees is updated by LOS
3362 * 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
3363 * for any meaningful values. 3206 * for any meaningful values.
3364 */ 3207 */
3365 if (FABS (dx) <= (pl->contr->ns->mapx / 2) && 3208 if (abs (dx) <= (pl->contr->ns->mapx / 2) &&
3366 FABS (dy) <= (pl->contr->ns->mapy / 2) && 3209 abs (dy) <= (pl->contr->ns->mapy / 2) &&
3367 !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)])
3368 return 1; 3211 return 1;
3212
3369 op = op->more; 3213 op = op->more;
3370 } 3214 }
3215
3371 return 0; 3216 return 0;
3372} 3217}
3373 3218
3374/* routine for both players and monsters. We call this when 3219/* routine for both players and monsters. We call this when
3375 * there is a possibility for our action distrubing our hiding 3220 * there is a possibility for our action distrubing our hiding
3378 * return 0. 3223 * return 0.
3379 */ 3224 */
3380int 3225int
3381action_makes_visible (object *op) 3226action_makes_visible (object *op)
3382{ 3227{
3383
3384 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) 3228 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3385 { 3229 {
3386 if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) 3230 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3387 return 0; 3231 return 0;
3388 3232
3394 { 3238 {
3395 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");
3396 return 1; 3240 return 1;
3397 } 3241 }
3398 } 3242 }
3243
3399 return 0; 3244 return 0;
3400} 3245}
3401 3246
3402/* op_on_battleground - checks if the given object op (usually 3247/* op_on_battleground - checks if the given object op (usually
3403 * a player) is standing on a valid battleground-tile, 3248 * a player) is standing on a valid battleground-tile,
3408 * 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
3409 */ 3254 */
3410int 3255int
3411op_on_battleground (object *op, int *x, int *y) 3256op_on_battleground (object *op, int *x, int *y)
3412{ 3257{
3413 object *tmp;
3414
3415 /* A battleground-tile needs the following attributes to be valid: 3258 /* A battleground-tile needs the following attributes to be valid:
3416 * 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),
3417 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3260 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3418 * and the exit-coordinates sp/hp must both be > 0. 3261 * and the exit-coordinates sp/hp must both be > 0.
3419 * => The intention here is to prevent abuse of the battleground- 3262 * => The intention here is to prevent abuse of the battleground-
3420 * feature (like pickable or hidden battleground tiles). */ 3263 * feature (like pickable or hidden battleground tiles). */
3421 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3264 for (object *tmp = op->below; tmp; tmp = tmp->below)
3422 { 3265 {
3423 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3266 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3424 { 3267 {
3425 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3268 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3426 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))
3427 { 3272 {
3428 /*before we assign the exit, check if this is a teambattle */ 3273 /* before we assign the exit, check if this is a teambattle */
3429 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))
3430 { 3275 {
3431 object *invtmp;
3432
3433 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below) 3276 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3434 { 3277 {
3435 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying)) 3278 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3436 { 3279 {
3437 if (x != NULL && y != NULL) 3280 if (x && y)
3438 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3281 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3282
3439 return 1; 3283 return 1;
3440 } 3284 }
3441 } 3285 }
3442 } 3286 }
3287
3443 if (x != NULL && y != NULL) 3288 if (x && y)
3444 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3289 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3290
3445 return 1; 3291 return 1;
3446 } 3292 }
3447 } 3293 }
3448 } 3294 }
3295
3449 /* If we got here, did not find a battleground */ 3296 /* If we got here, did not find a battleground */
3450 return 0; 3297 return 0;
3451} 3298}
3452 3299
3453/* 3300/*
3469 char buf[MAX_BUF]; /* tmp. string buffer */ 3316 char buf[MAX_BUF]; /* tmp. string buffer */
3470 int i = 0, j = 0; 3317 int i = 0, j = 0;
3471 3318
3472 /* get the appropriate treasurelist */ 3319 /* get the appropriate treasurelist */
3473 if (atnr == ATNR_FIRE) 3320 if (atnr == ATNR_FIRE)
3474 trlist = find_treasurelist ("dragon_ability_fire"); 3321 trlist = treasurelist::find (shstr_dragon_ability_fire);
3475 else if (atnr == ATNR_COLD) 3322 else if (atnr == ATNR_COLD)
3476 trlist = find_treasurelist ("dragon_ability_cold"); 3323 trlist = treasurelist::find (shstr_dragon_ability_cold);
3477 else if (atnr == ATNR_ELECTRICITY) 3324 else if (atnr == ATNR_ELECTRICITY)
3478 trlist = find_treasurelist ("dragon_ability_elec"); 3325 trlist = treasurelist::find (shstr_dragon_ability_elec);
3479 else if (atnr == ATNR_POISON) 3326 else if (atnr == ATNR_POISON)
3480 trlist = find_treasurelist ("dragon_ability_poison"); 3327 trlist = treasurelist::find (shstr_dragon_ability_poison);
3481 3328
3482 if (trlist == NULL || who->type != PLAYER) 3329 if (trlist == NULL || who->type != PLAYER)
3483 return; 3330 return;
3484 3331
3485 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++);
3486 3333
3487 if (tr == NULL || tr->item == NULL) 3334 if (!tr || !tr->item)
3488 { 3335 {
3489 /* 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]); */
3490 return; 3337 return;
3491 } 3338 }
3492 3339
3493 /* everything seems okay - now bring on the gift: */ 3340 /* everything seems okay - now bring on the gift: */
3494 item = &(tr->item->clone); 3341 item = tr->item;
3495 3342
3496 if (item->type == SPELL) 3343 if (item->type == SPELL)
3497 { 3344 {
3498 if (check_spell_known (who, item->name)) 3345 if (check_spell_known (who, item->name))
3499 return; 3346 return;
3558 { 3405 {
3559 /* forces in the treasurelist can alter the player's stats */ 3406 /* forces in the treasurelist can alter the player's stats */
3560 object *skin; 3407 object *skin;
3561 3408
3562 /* first get the dragon skin force */ 3409 /* first get the dragon skin force */
3563 shstr_cmp dragon_skin_force ("dragon_skin_force");
3564 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)
3565 ; 3411 ;
3566 3412
3567 if (!skin) 3413 if (!skin)
3568 return; 3414 return;
3569 3415
3604 else 3450 else
3605 { 3451 {
3606 /* generate misc. treasure */ 3452 /* generate misc. treasure */
3607 tmp = arch_to_object (tr->item); 3453 tmp = arch_to_object (tr->item);
3608 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));
3609 tmp = insert_ob_in_ob (tmp, who); 3455 who->insert (tmp);
3610 if (who->type == PLAYER)
3611 esrv_send_item (who, tmp);
3612 } 3456 }
3613} 3457}
3614 3458
3615/** 3459/**
3616 * 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
3617 * not readied. 3461 * not readied.
3618 */ 3462 */
3619void 3463void
3620player_unready_range_ob (player *pl, object *ob) 3464player_unready_range_ob (player *pl, object *ob)
3621{ 3465{
3622 rangetype i; 3466 if (pl->ob->current_weapon == ob)
3467 pl->ob->current_weapon = 0;
3623 3468
3624 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3469 if (pl->combat_ob == ob)
3625 { 3470 pl->combat_ob = 0;
3471
3626 if (pl->ranges[i] == ob) 3472 if (pl->ranged_ob == ob)
3627 { 3473 pl->ranged_ob = 0;
3628 pl->ranges[i] = NULL;
3629 if (pl->shoottype == i)
3630 {
3631 pl->shoottype = range_none;
3632 }
3633 }
3634 }
3635} 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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