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Comparing deliantra/server/server/player.C (file contents):
Revision 1.104 by root, Fri Feb 16 19:43:41 2007 UTC vs.
Revision 1.209 by root, Thu Dec 18 05:13:38 2008 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version. 11 * (at your option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
19 * along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 * 20 *
22 * The author can be reached via e-mail to <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 22 */
24 23
25#include <global.h> 24#include <global.h>
26#include <pwd.h>
27#include <sproto.h> 25#include <sproto.h>
28#include <sounds.h> 26#include <sounds.h>
29#include <living.h> 27#include <living.h>
30#include <object.h> 28#include <object.h>
31#include <spells.h> 29#include <spells.h>
124 continue; 122 continue;
125 123
126 if (*buf == '%') 124 if (*buf == '%')
127 { /* send one news */ 125 { /* send one news */
128 if (size > 0) 126 if (size > 0)
129 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 */
130 131
131 strcpy (subject, buf + 1); 132 strcpy (subject, buf + 1);
132 strip_endline (subject); 133 strip_endline (subject);
133 size = 0; 134 size = 0;
134 news[0] = '\0'; 135 news[0] = '\0';
144 size += strlen (buf); 145 size += strlen (buf);
145 } 146 }
146 } 147 }
147 148
148 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, 149 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
149 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);
150 close_and_delete (fp, comp); 151 close_and_delete (fp, comp);
151} 152}
152 153
153/* This loads the first map an puts the player on it. */ 154/* This loads the first map an puts the player on it. */
154static void 155static void
155set_first_map (object *op) 156set_first_map (object *op)
156{ 157{
157 op->contr->maplevel = first_map_path; 158 op->contr->maplevel = first_map_path;
158 op->x = -1; 159 op->x = -1;
159 op->y = -1; 160 op->y = -1;
160}
161
162void
163player::enter_map ()
164{
165 object *tmp = object::create ();
166
167 EXIT_PATH (tmp) = maplevel;
168 EXIT_X (tmp) = ob->x;
169 EXIT_Y (tmp) = ob->y;
170 ob->enter_exit (tmp);
171
172 tmp->destroy ();
173} 161}
174 162
175void 163void
176player::activate () 164player::activate ()
177{ 165{
182 ob->remove (); 170 ob->remove ();
183 ob->map = 0; 171 ob->map = 0;
184 ob->activate_recursive (); 172 ob->activate_recursive ();
185 CLEAR_FLAG (ob, FLAG_FRIENDLY); 173 CLEAR_FLAG (ob, FLAG_FRIENDLY);
186 add_friendly_object (ob); 174 add_friendly_object (ob);
187 enter_map ();
188} 175}
189 176
190void 177void
191player::deactivate () 178player::deactivate ()
192{ 179{
194 return; 181 return;
195 182
196 terminate_all_pets (ob); 183 terminate_all_pets (ob);
197 remove_friendly_object (ob); 184 remove_friendly_object (ob);
198 ob->deactivate_recursive (); 185 ob->deactivate_recursive ();
186
187 if (ob->map)
199 maplevel = ob->map->path; 188 maplevel = ob->map->path;
189
200 ob->remove (); 190 ob->remove ();
191 ob->enemy = 0; // sometimes keeps an extra refcount on itself
201 ob->map = 0; 192 ob->map = 0;
202 party = 0; 193 party = 0;
203 194
204 // for weird reasons, this is often "ob", keeping a circular reference 195 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
205 ranges [range_skill] = 0;
206 196
207 players.erase (this); 197 players.erase (this);
208} 198}
209 199
210// connect the player with a specific client 200// connect the player with a specific client
211// also changed, rationalises, and fixes some incorrect settings 201// also changes, rationalises, and fixes some incorrect settings
212void 202void
213player::connect (client *ns) 203player::connect (client *ns)
214{ 204{
215 this->ns = ns; 205 this->ns = ns;
216 ns->pl = this; 206 ns->pl = this;
220 ob->close_container (); //TODO: client-specific 210 ob->close_container (); //TODO: client-specific
221 211
222 ns->update_look = 0; 212 ns->update_look = 0;
223 ns->look_position = 0; 213 ns->look_position = 0;
224 214
225 clear_los (ob); 215 clear_los (this);
226 216
227 ns->reset_stats (); 217 ns->reset_stats ();
228 218
229 /* make sure he's a player -- needed because of class change. */ 219 /* make sure he's a player -- needed because of class change. */
230 ob->type = PLAYER; // we are paranoid 220 ob->type = PLAYER; // we are paranoid
231 ob->race = ob->arch->clone.race; 221 ob->race = ob->arch->race;
232 222
233 if (!legal_range (ob, shoottype)) 223 ob->update_weight ();
234 shoottype = range_none;
235
236 ob->carrying = sum_weight (ob);
237 link_player_skills (ob); 224 link_skills ();
238 225
239 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); 226 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
240 227
241 assign (title, ob->arch->clone.name); 228 assign (title, ob->arch->object::name);
242 229
243 /* if it's a dragon player, set the correct title here */ 230 /* if it's a dragon player, set the correct title here */
244 if (is_dragon_pl (ob)) 231 if (is_dragon_pl (ob))
245 { 232 {
246 object *tmp, *abil = 0, *skin = 0; 233 object *tmp, *abil = 0, *skin = 0;
247 234
248 shstr_cmp dragon_ability_force ("dragon_ability_force");
249 shstr_cmp dragon_skin_force ("dragon_skin_force");
250
251 for (tmp = ob->inv; tmp; tmp = tmp->below) 235 for (tmp = ob->inv; tmp; tmp = tmp->below)
252 if (tmp->type == FORCE) 236 if (tmp->type == FORCE)
253 if (tmp->arch->name == dragon_ability_force) 237 if (tmp->arch->archname == shstr_dragon_ability_force)
254 abil = tmp; 238 abil = tmp;
255 else if (tmp->arch->name == dragon_skin_force) 239 else if (tmp->arch->archname == shstr_dragon_skin_force)
256 skin = tmp; 240 skin = tmp;
257 241
258 set_dragon_name (ob, abil, skin); 242 set_dragon_name (ob, abil, skin);
259 } 243 }
260 244
261 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 245 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
262 246
263 esrv_new_player (this, ob->weight + ob->carrying); 247 esrv_new_player (this);
264 248
265 ob->update_stats (); 249 ob->update_stats ();
250
266 ns->floorbox_update (); 251 ns->floorbox_update ();
267
268 esrv_send_inventory (ob, ob); 252 esrv_send_inventory (ob, ob);
269 esrv_add_spells (this, 0); 253 esrv_add_spells (this, 0);
270 254
271 activate (); 255 activate ();
272 256
279} 263}
280 264
281void 265void
282player::disconnect () 266player::disconnect ()
283{ 267{
268 if (ob)
269 {
270 ob->close_container (); //TODO: client-specific
271 ob->drop_unpaid_items ();
272 }
273
284 if (ns) 274 if (ns)
285 { 275 {
286 if (active) 276 if (active)
287 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0)); 277 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
288 278
289 INVOKE_PLAYER (DISCONNECT, this); 279 INVOKE_PLAYER (DISCONNECT, this);
290 280
291 ns->reset_stats (); 281 ns->reset_stats ();
292 ns->pl = 0; 282 ns->pl = 0;
293 this->ns = 0; 283 ns = 0;
294 } 284 }
295 285
296 ob->close_container (); //TODO: client-specific 286 observe = ob;
287
297 deactivate (); 288 deactivate ();
298} 289}
299 290
300// the need for this function can be explained 291// the need for this function can be explained
301// by load_object not returning the object 292// by load_object not returning the object
302void 293void
303player::set_object (object *op) 294player::set_object (object *op)
304{ 295{
305 ob = op; 296 ob = observe = op;
306 ob->contr = this; /* this aren't yet in archetype */ 297 ob->contr = this; /* this aren't yet in archetype */
307 298
308 ob->speed_left = 0.5;
309 ob->speed = 1.0; 299 ob->speed = 1.0f;
300 ob->speed_left = 0.5f;
301
310 ob->direction = 5; /* So player faces south */ 302 ob->direction = 5; /* So player faces south */
303
304 ob->flag [FLAG_READY_WEAPON] = false;
305 ob->flag [FLAG_READY_SKILL] = false;
306 ob->flag [FLAG_READY_BOW] = false;
307
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;
311} 337}
312 338
313player::player () 339player::player ()
314{ 340{
315 /* There are some elements we want initialised to non zero value - 341 /* There are some elements we want initialised to non zero value -
316 * we deal with that below this point. 342 * we deal with that below this point.
317 */ 343 */
318 outputs_sync = 16; /* Every 2 seconds */ 344 outputs_sync = 4;
319 outputs_count = 8; /* Keeps present behaviour */ 345 outputs_count = 4;
320 unapply = unapply_nochoice; 346 unapply = unapply_nochoice;
321 347
322 savebed_map = first_map_path; /* Init. respawn position */ 348 savebed_map = first_map_path; /* Init. respawn position */
323 349
324 gen_sp_armour = 10; 350 gen_sp_armour = 10;
325 shoottype = range_none;
326 bowtype = bow_normal; 351 bowtype = bow_normal;
327 petmode = pet_normal; 352 petmode = pet_normal;
328 listening = 10;
329 usekeys = containers; 353 usekeys = containers;
330 peaceful = 1; /* default peaceful */ 354 peaceful = 1; /* default peaceful */
331 do_los = 1; 355 do_los = 1;
356
357 weapon_sp = 1.0f;
358 weapon_sp_left = 0.5f;
332} 359}
333 360
334void 361void
335player::do_destroy () 362player::do_destroy ()
336{ 363{
341 if (ob) 368 if (ob)
342 { 369 {
343 ob->destroy_inv (false); 370 ob->destroy_inv (false);
344 ob->destroy (); 371 ob->destroy ();
345 } 372 }
373
374 ob = observe = 0;
346} 375}
347 376
348player::~player () 377player::~player ()
349{ 378{
350 /* Clear item stack */ 379 /* Clear item stack */
377 * Note: there MUST be at least one player archetype! 406 * Note: there MUST be at least one player archetype!
378 */ 407 */
379archetype * 408archetype *
380get_player_archetype (archetype *at) 409get_player_archetype (archetype *at)
381{ 410{
382 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);
383 418
384 for (;;) 419 for (;;)
385 { 420 {
386 if (at == NULL || at->next == NULL) 421 if (++i == archetypes.end ())
387 at = first_archetype; 422 i = archetypes.begin ();
388 else 423 else if (*i == at)
389 at = at->next; 424 cleanup ("not a single player archetype found");
390 425
391 if (at->clone.type == PLAYER) 426 if ((*i)->type == PLAYER)
392 return at; 427 return *i;
393
394 if (at == start)
395 {
396 LOG (llevError, "No Player archetypes\n");
397 exit (-1);
398 }
399 } 428 }
400} 429}
401 430
402object * 431object *
403get_nearest_player (object *mon) 432get_nearest_player (object *mon)
407 unsigned lastdist; 436 unsigned lastdist;
408 rv_vector rv; 437 rv_vector rv;
409 438
410 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next) 439 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
411 { 440 {
412 /* We should not find free objects on this friendly list, but it
413 * does periodically happen. Given that, lets deal with it.
414 * While unlikely, it is possible the next object on the friendly
415 * list is also free, so encapsulate this in a while loop.
416 */
417 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
418 {
419 object *tmp = ol->ob;
420
421 /* Can't do much more other than log the fact, because the object
422 * itself will have been cleared.
423 */
424 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
425 tmp->debug_desc ());
426 ol = ol->next;
427 remove_friendly_object (tmp);
428 if (!ol)
429 return op;
430 }
431
432 /* Remove special check for player from this. First, it looks to cause
433 * some crashes (ol->ob->contr not set properly?), but secondly, a more
434 * complicated method of state checking would be needed in any case -
435 * as it was, a clever player could type quit, and the function would
436 * skip them over while waiting for confirmation. Remove
437 * on_same_map check, as can_detect_enemy also does this
438 */
439 if (!can_detect_enemy (mon, ol->ob, &rv)) 441 if (!can_detect_enemy (mon, ol->ob, &rv))
440 continue; 442 continue;
441 443
442 if (lastdist > rv.distance) 444 if (lastdist > rv.distance)
443 { 445 {
638 640
639 return firstdir; 641 return firstdir;
640} 642}
641 643
642void 644void
643give_initial_items (object *pl, treasurelist * items) 645give_initial_items (object *pl, treasurelist *items)
644{ 646{
645 object *op, *next = NULL;
646
647 if (pl->randomitems != NULL) 647 if (pl->randomitems)
648 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); 648 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
649 649
650 for (op = pl->inv; op; op = next) 650 for (object *next, *op = pl->inv; op; op = next)
651 { 651 {
652 next = op->below; 652 next = op->below;
653 653
654 /* Forces get applied per default, unless they have the 654 /* Forces get applied per default, unless they have the
655 * 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
660 /* we never give weapons/armour if these cannot be used 660 /* we never give weapons/armour if these cannot be used
661 * by this player due to race restrictions 661 * by this player due to race restrictions
662 */ 662 */
663 if (pl->type == PLAYER) 663 if (pl->type == PLAYER)
664 { 664 {
665 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) && 665 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR)
666 &&
666 (op->type == ARMOUR || op->type == BOOTS || 667 (op->type == ARMOUR || op->type == BOOTS
667 op->type == CLOAK || op->type == HELMET || 668 || op->type == CLOAK || op->type == HELMET
668 op->type == SHIELD || op->type == GLOVES || 669 || op->type == SHIELD || op->type == GLOVES
670 || op->type == BRACERS || op->type == GIRDLE))
669 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))
670 { 672 {
671 op->destroy (); 673 op->destroy ();
672 continue; 674 continue;
673 } 675 }
674 } 676 }
697 if (op->nrof > 1) 699 if (op->nrof > 1)
698 op->nrof = 1; 700 op->nrof = 1;
699 } 701 }
700 702
701 if (op->type == SPELLBOOK && op->inv) 703 if (op->type == SPELLBOOK && op->inv)
702 {
703 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); 704 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
704 }
705 705
706 /* Give starting characters identified, uncursed, and undamned 706 /* Give starting characters identified, uncursed, and undamned
707 * 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
708 * merged properly. 708 * merged properly.
709 */ 709 */
710 if (need_identify (op)) 710 if (need_identify (op))
711 { 711 {
712 SET_FLAG (op, FLAG_IDENTIFIED); 712 SET_FLAG (op, FLAG_IDENTIFIED);
713 CLEAR_FLAG (op, FLAG_CURSED); 713 CLEAR_FLAG (op, FLAG_CURSED);
714 CLEAR_FLAG (op, FLAG_DAMNED); 714 CLEAR_FLAG (op, FLAG_DAMNED);
715 } 715 }
716
716 if (op->type == SPELL) 717 if (op->type == SPELL)
717 { 718 {
718 op->destroy (); 719 op->destroy ();
719 continue; 720 continue;
720 } 721 }
722 { 723 {
723 SET_FLAG (op, FLAG_CAN_USE_SKILL); 724 SET_FLAG (op, FLAG_CAN_USE_SKILL);
724 op->stats.exp = 0; 725 op->stats.exp = 0;
725 op->level = 1; 726 op->level = 1;
726 } 727 }
727 /* lock all 'normal items by default */ 728 else /* lock all 'normal items by default */
728 else
729 SET_FLAG (op, FLAG_INV_LOCKED); 729 SET_FLAG (op, FLAG_INV_LOCKED);
730 } /* for loop of objects in player inv */ 730 } /* for loop of objects in player inv */
731 731
732 /* Need to set up the skill pointers */ 732 /* Need to set up the skill pointers */
733 link_player_skills (pl); 733 pl->contr->link_skills ();
734} 734}
735 735
736void 736void
737get_party_password (object *op, partylist *party) 737get_party_password (object *op, partylist *party)
738{ 738{
769} 769}
770 770
771void 771void
772object::roll_stats () 772object::roll_stats ()
773{ 773{
774 int statsort [7]; 774 int statsort [NUM_STATS];
775 775
776 for (;;) 776 for (;;)
777 { 777 {
778 int sum = 0; 778 int sum = 0;
779 for (int i = 7; i--; ) 779 for (int i = NUM_STATS; i--; )
780 sum += statsort [i] = roll_stat (); 780 sum += statsort [i] = roll_stat ();
781 781
782 if (sum >= 82 && sum <= 116) 782 if (sum >= 82 && sum <= 116)
783 break; 783 break;
784 } 784 }
785 785
786 // Sort the stats so that rerolling is easier... 786 // Sort the stats so that rerolling is easier...
787 std::sort (statsort, statsort + 7, std::greater<int>()); 787 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
788 788
789 for (int i = 0; i < NUM_STATS; ++i)
789 stats.Str = statsort[0]; 790 stats.stat (i) = statsort [i];
790 stats.Dex = statsort[1];
791 stats.Con = statsort[2];
792 stats.Int = statsort[3];
793 stats.Wis = statsort[4];
794 stats.Pow = statsort[5];
795 stats.Cha = statsort[6];
796 791
797 stats.exp = 0; 792 stats.exp = 0;
798 stats.ac = 0; 793 stats.ac = 0;
799 794
800 stats.hp = stats.maxhp; 795 stats.hp = stats.maxhp;
812} 807}
813 808
814void 809void
815object::swap_stats (int a, int b) 810object::swap_stats (int a, int b)
816{ 811{
817 int tmp = get_attr_value (&contr->orig_stats, a); 812 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
818 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
819 set_attr_value (&contr->orig_stats, b, tmp);
820 813
814 for (int i = 0; i < NUM_STATS; ++i)
821 stats.Str = contr->orig_stats.Str; 815 stats.stat (i) = contr->orig_stats.stat (i);
822 stats.Dex = contr->orig_stats.Dex;
823 stats.Con = contr->orig_stats.Con;
824 stats.Int = contr->orig_stats.Int;
825 stats.Wis = contr->orig_stats.Wis;
826 stats.Pow = contr->orig_stats.Pow;
827 stats.Cha = contr->orig_stats.Cha;
828 816
829 //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,
830 // be merged with the similar code in roll_stats 818 // be merged with the similar code in roll_stats
831 stats.ac = 0; 819 stats.ac = 0;
832 820
851static void 839static void
852start_info (object *op) 840start_info (object *op)
853{ 841{
854 char buf[MAX_BUF]; 842 char buf[MAX_BUF];
855 843
856 sprintf (buf, "Welcome to Crossfire v%s!", VERSION); 844 sprintf (buf, "Welcome to Deliantra v%s!", VERSION);
857 new_draw_info (NDI_UNIQUE, 0, op, buf); 845 new_draw_info (NDI_UNIQUE, 0, op, buf);
858 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
859 //new_draw_info (NDI_UNIQUE, 0, op, " ");
860} 846}
861 847
862/* This function takes the key that is passed, and does the 848/* This function takes the key that is passed, and does the
863 * appropriate action with it (change race, or other things). 849 * appropriate action with it (change race, or other things).
864 * The function name is for historical reasons - now we have 850 * The function name is for historical reasons - now we have
865 * separate race and class; this actually changes the RACE, 851 * separate race and class; this actually changes the RACE,
866 * not the class. 852 * not the class.
867 */ 853 */
868int 854void
869key_change_class (object *op, char key) 855player::chargen_race_done ()
870{ 856{
871 int tmp_loop;
872
873 if (key == 'd' || key == 'D')
874 {
875 char buf[MAX_BUF];
876
877 /* this must before then initial items are given */ 857 /* this must before then initial items are given */
878 esrv_new_player (op->contr, op->weight + op->carrying); 858 esrv_new_player (ob->contr);
879 859
880 treasurelist *tl = find_treasurelist ("starting_wealth"); 860 treasurelist *tl = treasurelist::find ("starting_wealth");
881 if (tl) 861 if (tl)
882 create_treasure (tl, op, 0, 0, 0); 862 create_treasure (tl, ob, 0, 0, 0);
883 863
884 INVOKE_PLAYER (BIRTH, op->contr); 864 INVOKE_PLAYER (BIRTH, ob->contr);
885 INVOKE_PLAYER (LOGIN, op->contr); 865 INVOKE_PLAYER (LOGIN, ob->contr);
886 866
887 op->contr->ns->state = ST_PLAYING; 867 ob->contr->ns->state = ST_PLAYING;
888 868
889 if (op->msg) 869 if (ob->msg)
890 op->msg = NULL; 870 ob->msg = 0;
891 871
892 /* We create this now because some of the unique maps will need it
893 * to save here.
894 */
895 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name);
896 make_path_to_file (buf);
897
898 start_info (op); 872 start_info (ob);
899 CLEAR_FLAG (op, FLAG_WIZ); 873 CLEAR_FLAG (ob, FLAG_WIZ);
900 give_initial_items (op, op->randomitems); 874 give_initial_items (ob, ob->randomitems);
901 link_player_skills (op);
902 esrv_send_inventory (op, op); 875 esrv_send_inventory (ob, ob);
903 op->update_stats (); 876 ob->update_stats ();
904 877
905 /* This moves the player to a different start map, if there 878 /* This moves the player to a different start map, if there
906 * is one for this race 879 * is one for this race
907 */ 880 */
908 if (*first_map_ext_path) 881 if (*first_map_ext_path)
909 { 882 ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y);
910 object *tmp;
911 char mapname[MAX_BUF];
912
913 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &op->arch->name);
914 tmp = object::create ();
915 EXIT_PATH (tmp) = mapname;
916 EXIT_X (tmp) = op->x;
917 EXIT_Y (tmp) = op->y;
918 op->enter_exit (tmp); /* we don't really care if it succeeded;
919 * if the map isn't there, then stay on the
920 * default initial map */
921 tmp->destroy ();
922 }
923 else 883 else
924 LOG (llevDebug, "first_map_ext_path not set\n"); 884 LOG (llevDebug, "first_map_ext_path not set\n");
885}
925 886
926 return 0; 887void
927 } 888player::chargen_race_next ()
928 889{
929 /* Following actually changes the race - this is the default command 890 /* Following actually changes the race - this is the default command
930 * if we don't match with one of the options above. 891 * if we don't match with one of the options above.
931 */ 892 */
932 893
933 tmp_loop = 0; 894 do
934 while (!tmp_loop)
935 { 895 {
936 shstr name = op->name; 896 shstr name = ob->name;
937 int x = op->x, y = op->y; 897 int x = ob->x, y = ob->y;
938 898
939 op->remove_statbonus (); 899 ob->remove_statbonus ();
940 op->remove (); 900 ob->remove ();
941 op->arch = get_player_archetype (op->arch); 901 ob->arch = get_player_archetype (ob->arch);
942 op->arch->clone.copy_to (op); 902 ob->arch->copy_to (ob);
943 op->instantiate (); 903 ob->instantiate ();
944 op->stats = op->contr->orig_stats; 904 ob->stats = ob->contr->orig_stats;
945 op->name = op->name_pl = name; 905 ob->name = ob->name_pl = name;
946 op->x = x; 906 ob->x = x;
947 op->y = y; 907 ob->y = y;
948 SET_ANIMATION (op, 2); /* So player faces south */ 908 SET_ANIMATION (ob, 2); /* So player faces south */
949 insert_ob_in_map (op, op->map, op, 0); 909 insert_ob_in_map (ob, ob->map, ob, 0);
950 assign (op->contr->title, op->arch->clone.name); 910 assign (ob->contr->title, ob->arch->object::name);
951 op->add_statbonus (); 911 ob->add_statbonus ();
952 tmp_loop = allowed_class (op);
953 } 912 }
913 while (!allowed_class (ob));
954 914
955 update_object (op, UP_OBJ_FACE); 915 update_object (ob, UP_OBJ_FACE);
956 esrv_update_item (UPD_FACE, op, op); 916 esrv_update_item (UPD_FACE, ob, ob);
957 op->update_stats (); 917 ob->update_stats ();
958 op->stats.hp = op->stats.maxhp; 918 ob->stats.hp = ob->stats.maxhp;
959 op->stats.sp = op->stats.maxsp; 919 ob->stats.sp = ob->stats.maxsp;
960 op->stats.grace = 0; 920 ob->stats.grace = 0;
961
962 if (op->msg)
963 new_draw_info (NDI_BLUE, 0, op, op->msg);
964
965 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
966 return 0;
967} 921}
968 922
969void 923void
970flee_player (object *op) 924flee_player (object *op)
971{ 925{
1018 /* Cornered, get rid of scared */ 972 /* Cornered, get rid of scared */
1019 CLEAR_FLAG (op, FLAG_SCARED); 973 CLEAR_FLAG (op, FLAG_SCARED);
1020 op->enemy = NULL; 974 op->enemy = NULL;
1021} 975}
1022 976
1023
1024/* 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.
1025 * 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
1026 * stop. 979 * stop.
1027 */ 980 */
1028int 981int
1029check_pick (object *op) 982check_pick (object *op)
1030{ 983{
1031 object *tmp, *next; 984 object *tmp, *next;
1032 int stop = 0; 985 int stop = 0;
1033 int j, k, wvratio; 986 int wvratio;
1034 char putstring[128], tmpstr[16]; 987 char putstring[128];
1035 988
1036 /* if you're flying, you cna't pick up anything */ 989 /* if you're flying, you cna't pick up anything */
1037 if (op->move_type & MOVE_FLYING) 990 if (op->move_type & MOVE_FLYING)
1038 return 1; 991 return 1;
1039 992
1040 next = op->below; 993 next = op->below;
1041 994
995 int cnt = MAX_ITEM_PER_DROP;
996#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
997
1042 /* 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
1043 * destroyed */ 999 * destroyed */
1044 while (next && !next->destroyed ()) 1000 while (next && !next->destroyed ())
1045 { 1001 {
1046 tmp = next; 1002 tmp = next;
1047 next = tmp->below; 1003 next = tmp->below;
1048 1004
1005 if (cnt <= 0)
1006 {
1007 op->failmsg ("Couldn't pickup all items at once.");
1008 return 0;
1009 }
1010
1049 if (op->destroyed ()) 1011 if (op->destroyed ())
1050 return 0; 1012 return 0;
1051 1013
1052 if (!can_pick (op, tmp)) 1014 if (!can_pick (op, tmp))
1053 continue; 1015 continue;
1054 1016
1055 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 1017 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1056 { 1018 {
1057 if (item_matched_string (op, tmp, op->contr->search_str)) 1019 if (item_matched_string (op, tmp, op->contr->search_str))
1058 pick_up (op, tmp); 1020 CHK_PICK_PICKUP;
1059 continue; 1021 continue;
1060 } 1022 }
1061 1023
1062 /* high not bit set? We're using the old autopickup model */ 1024 /* high not bit set? We're using the old autopickup model */
1063 if (!(op->contr->mode & PU_NEWMODE)) 1025 if (!(op->contr->mode & PU_NEWMODE))
1065 switch (op->contr->mode) 1027 switch (op->contr->mode)
1066 { 1028 {
1067 case 0: 1029 case 0:
1068 return 1; /* don't pick up */ 1030 return 1; /* don't pick up */
1069 case 1: 1031 case 1:
1070 pick_up (op, tmp); 1032 CHK_PICK_PICKUP;
1071 return 1; 1033 return 1;
1072 case 2: 1034 case 2:
1073 pick_up (op, tmp); 1035 CHK_PICK_PICKUP;
1074 return 0; 1036 return 0;
1075 case 3: 1037 case 3:
1076 return 0; /* stop before pickup */ 1038 return 0; /* stop before pickup */
1077 case 4: 1039 case 4:
1078 pick_up (op, tmp); 1040 CHK_PICK_PICKUP;
1079 break; 1041 break;
1080 case 5: 1042 case 5:
1081 pick_up (op, tmp); 1043 CHK_PICK_PICKUP;
1082 stop = 1; 1044 stop = 1;
1083 break; 1045 break;
1084 case 6: 1046 case 6:
1085 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1047 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)
1086 pick_up (op, tmp); 1048 && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1049 CHK_PICK_PICKUP;
1087 break; 1050 break;
1088 1051
1089 case 7: 1052 case 7:
1090 if (tmp->type == MONEY || tmp->type == GEM) 1053 if (tmp->type == MONEY || tmp->type == GEM)
1091 pick_up (op, tmp); 1054 CHK_PICK_PICKUP;
1092 break; 1055 break;
1093 1056
1094 default: 1057 default:
1095 /* use value density */ 1058 /* use value density */
1096 if (!QUERY_FLAG (tmp, FLAG_UNPAID) 1059 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1097 && (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)
1098 pick_up (op, tmp); 1061 CHK_PICK_PICKUP;
1099 } 1062 }
1100 } 1063 }
1101 else 1064 else
1102 { /* old model */ 1065 { /* old model */
1103 /* NEW pickup handling */ 1066 /* NEW pickup handling */
1107 if (tmp->name != NULL) 1070 if (tmp->name != NULL)
1108 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1071 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1109 &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))));
1110 else 1073 else
1111 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1074 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1112 &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))));
1113 1076
1114 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1077 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1115 } 1078 }
1116 1079
1117 /* philosophy: 1080 /* philosophy:
1158 /* all food and drink if desired */ 1121 /* all food and drink if desired */
1159 /* question: don't pick up known-poisonous stuff? */ 1122 /* question: don't pick up known-poisonous stuff? */
1160 if (op->contr->mode & PU_FOOD) 1123 if (op->contr->mode & PU_FOOD)
1161 if (tmp->type == FOOD) 1124 if (tmp->type == FOOD)
1162 { 1125 {
1163 pick_up (op, tmp); 1126 CHK_PICK_PICKUP;
1164 continue; 1127 continue;
1165 } 1128 }
1166 1129
1167 if (op->contr->mode & PU_DRINK) 1130 if (op->contr->mode & PU_DRINK)
1168 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)))
1169 { 1132 {
1170 pick_up (op, tmp); 1133 CHK_PICK_PICKUP;
1171 continue; 1134 continue;
1172 } 1135 }
1173 1136
1174 if (op->contr->mode & PU_POTION) 1137 if (op->contr->mode & PU_POTION)
1175 if (tmp->type == POTION) 1138 if (tmp->type == POTION)
1176 { 1139 {
1177 pick_up (op, tmp); 1140 CHK_PICK_PICKUP;
1178 continue; 1141 continue;
1179 } 1142 }
1180 1143
1181 /* spellbooks, skillscrolls and normal books/scrolls */ 1144 /* spellbooks, skillscrolls and normal books/scrolls */
1182 if (op->contr->mode & PU_SPELLBOOK) 1145 if (op->contr->mode & PU_SPELLBOOK)
1183 if (tmp->type == SPELLBOOK) 1146 if (tmp->type == SPELLBOOK)
1184 { 1147 {
1185 pick_up (op, tmp); 1148 CHK_PICK_PICKUP;
1186 continue; 1149 continue;
1187 } 1150 }
1188 1151
1189 if (op->contr->mode & PU_SKILLSCROLL) 1152 if (op->contr->mode & PU_SKILLSCROLL)
1190 if (tmp->type == SKILLSCROLL) 1153 if (tmp->type == SKILLSCROLL)
1191 { 1154 {
1192 pick_up (op, tmp); 1155 CHK_PICK_PICKUP;
1193 continue; 1156 continue;
1194 } 1157 }
1195 1158
1196 if (op->contr->mode & PU_READABLES) 1159 if (op->contr->mode & PU_READABLES)
1197 if (tmp->type == BOOK || tmp->type == SCROLL) 1160 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1198 { 1161 {
1199 pick_up (op, tmp); 1162 CHK_PICK_PICKUP;
1200 continue; 1163 continue;
1201 } 1164 }
1202 1165
1203 /* wands/staves/rods/horns */ 1166 /* wands/staves/rods/horns */
1204 if (op->contr->mode & PU_MAGIC_DEVICE) 1167 if (op->contr->mode & PU_MAGIC_DEVICE)
1205 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 1168 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1206 { 1169 {
1207 pick_up (op, tmp); 1170 CHK_PICK_PICKUP;
1208 continue; 1171 continue;
1209 } 1172 }
1210 1173
1211 /* pick up all magical items */ 1174 /* pick up all magical items */
1212 if (op->contr->mode & PU_MAGICAL) 1175 if (op->contr->mode & PU_MAGICAL)
1213 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))
1214 { 1177 {
1215 pick_up (op, tmp); 1178 CHK_PICK_PICKUP;
1216 continue; 1179 continue;
1217 } 1180 }
1218 1181
1219 if (op->contr->mode & PU_VALUABLES) 1182 if (op->contr->mode & PU_VALUABLES)
1220 { 1183 {
1221 if (tmp->type == MONEY || tmp->type == GEM) 1184 if (tmp->type == MONEY || tmp->type == GEM)
1222 { 1185 {
1223 pick_up (op, tmp); 1186 CHK_PICK_PICKUP;
1224 continue; 1187 continue;
1225 } 1188 }
1226 } 1189 }
1227 1190
1228 /* rings & amulets - talismans seems to be typed AMULET */ 1191 /* rings & amulets - talismans seems to be typed AMULET */
1229 if (op->contr->mode & PU_JEWELS) 1192 if (op->contr->mode & PU_JEWELS)
1230 if (tmp->type == RING || tmp->type == AMULET) 1193 if (tmp->type == RING || tmp->type == AMULET)
1231 { 1194 {
1232 pick_up (op, tmp); 1195 CHK_PICK_PICKUP;
1233 continue; 1196 continue;
1234 } 1197 }
1235 1198
1236 /* we don't forget dragon food */ 1199 /* we don't forget dragon food */
1237 if (op->contr->mode & PU_FLESH) 1200 if (op->contr->mode & PU_FLESH)
1238 if (tmp->type == FLESH) 1201 if (tmp->type == FLESH)
1239 { 1202 {
1240 pick_up (op, tmp); 1203 CHK_PICK_PICKUP;
1241 continue; 1204 continue;
1242 } 1205 }
1243 1206
1244 /* bows and arrows. Bows are good for selling! */ 1207 /* bows and arrows. Bows are good for selling! */
1245 if (op->contr->mode & PU_BOW) 1208 if (op->contr->mode & PU_BOW)
1246 if (tmp->type == BOW) 1209 if (tmp->type == BOW)
1247 { 1210 {
1248 pick_up (op, tmp); 1211 CHK_PICK_PICKUP;
1249 continue; 1212 continue;
1250 } 1213 }
1251 1214
1252 if (op->contr->mode & PU_ARROW) 1215 if (op->contr->mode & PU_ARROW)
1253 if (tmp->type == ARROW) 1216 if (tmp->type == ARROW)
1254 { 1217 {
1255 pick_up (op, tmp); 1218 CHK_PICK_PICKUP;
1256 continue; 1219 continue;
1257 } 1220 }
1258 1221
1259 /* all kinds of armor etc. */ 1222 /* all kinds of armor etc. */
1260 if (op->contr->mode & PU_ARMOUR) 1223 if (op->contr->mode & PU_ARMOUR)
1261 if (tmp->type == ARMOUR) 1224 if (tmp->type == ARMOUR)
1262 { 1225 {
1263 pick_up (op, tmp); 1226 CHK_PICK_PICKUP;
1264 continue; 1227 continue;
1265 } 1228 }
1266 1229
1267 if (op->contr->mode & PU_HELMET) 1230 if (op->contr->mode & PU_HELMET)
1268 if (tmp->type == HELMET) 1231 if (tmp->type == HELMET)
1269 { 1232 {
1270 pick_up (op, tmp); 1233 CHK_PICK_PICKUP;
1271 continue; 1234 continue;
1272 } 1235 }
1273 1236
1274 if (op->contr->mode & PU_SHIELD) 1237 if (op->contr->mode & PU_SHIELD)
1275 if (tmp->type == SHIELD) 1238 if (tmp->type == SHIELD)
1276 { 1239 {
1277 pick_up (op, tmp); 1240 CHK_PICK_PICKUP;
1278 continue; 1241 continue;
1279 } 1242 }
1280 1243
1281 if (op->contr->mode & PU_BOOTS) 1244 if (op->contr->mode & PU_BOOTS)
1282 if (tmp->type == BOOTS) 1245 if (tmp->type == BOOTS)
1283 { 1246 {
1284 pick_up (op, tmp); 1247 CHK_PICK_PICKUP;
1285 continue; 1248 continue;
1286 } 1249 }
1287 1250
1288 if (op->contr->mode & PU_GLOVES) 1251 if (op->contr->mode & PU_GLOVES)
1289 if (tmp->type == GLOVES) 1252 if (tmp->type == GLOVES)
1290 { 1253 {
1291 pick_up (op, tmp); 1254 CHK_PICK_PICKUP;
1292 continue; 1255 continue;
1293 } 1256 }
1294 1257
1295 if (op->contr->mode & PU_CLOAK) 1258 if (op->contr->mode & PU_CLOAK)
1296 if (tmp->type == CLOAK) 1259 if (tmp->type == CLOAK)
1297 { 1260 {
1298 pick_up (op, tmp); 1261 CHK_PICK_PICKUP;
1299 continue; 1262 continue;
1300 } 1263 }
1301 1264
1302 /* hoping to catch throwing daggers here */ 1265 /* hoping to catch throwing daggers here */
1303 if (op->contr->mode & PU_MISSILEWEAPON) 1266 if (op->contr->mode & PU_MISSILEWEAPON)
1304 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN)) 1267 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1305 { 1268 {
1306 pick_up (op, tmp); 1269 CHK_PICK_PICKUP;
1307 continue; 1270 continue;
1308 } 1271 }
1309 1272
1310 /* careful: chairs and tables are weapons! */ 1273 /* careful: chairs and tables are weapons! */
1311 if (op->contr->mode & PU_ALLWEAPON) 1274 if (op->contr->mode & PU_ALLWEAPON)
1312 { 1275 {
1313 if (tmp->type == WEAPON && tmp->name != NULL) 1276 if (tmp->type == WEAPON && tmp->name != NULL)
1314 { 1277 {
1315 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 &&
1316 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) 1279 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1317 { 1280 {
1318 pick_up (op, tmp); 1281 CHK_PICK_PICKUP;
1319 continue; 1282 continue;
1320 } 1283 }
1321 } 1284 }
1322 1285
1323 if (tmp->type == WEAPON && tmp->name == NULL) 1286 if (tmp->type == WEAPON && tmp->name == NULL)
1324 { 1287 {
1325 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)
1326 { 1289 {
1327 pick_up (op, tmp); 1290 CHK_PICK_PICKUP;
1328 continue; 1291 continue;
1329 } 1292 }
1330 } 1293 }
1331 } 1294 }
1332 1295
1333 /* misc stuff that's useful */ 1296 /* misc stuff that's useful */
1334 if (op->contr->mode & PU_KEY) 1297 if (op->contr->mode & PU_KEY)
1335 if (tmp->type == KEY || tmp->type == SPECIAL_KEY) 1298 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1336 { 1299 {
1337 pick_up (op, tmp); 1300 CHK_PICK_PICKUP;
1338 continue; 1301 continue;
1339 } 1302 }
1340 1303
1341 /* 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
1342 * pickups */ 1305 * pickups */
1343 if (op->contr->mode & PU_RATIO) 1306 if (op->contr->mode & PU_RATIO)
1344 { 1307 {
1345 /* use value density to decide what else to grab */ 1308 /* use value density to decide what else to grab */
1346 /* >=7 was >= op->contr->mode */ 1309 /* >=7 was >= op->contr->mode */
1347 /* >=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
1348 * and multiply them by 5, giving 0..15*5== 5..75 */ 1311 */
1349 wvratio = (op->contr->mode & PU_RATIO) * 5; 1312 wvratio = op->contr->mode & PU_RATIO;
1350 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)
1351 { 1314 {
1352 pick_up (op, tmp); 1315 CHK_PICK_PICKUP;
1353#if 0 1316#if 0
1354 fprintf (stderr, "HIGH WEIGHT/VALUE ["); 1317 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1355 if (tmp->name != NULL) 1318 if (tmp->name != NULL)
1356 { 1319 {
1357 fprintf (stderr, "%s", tmp->name); 1320 fprintf (stderr, "%s", tmp->name);
1358 } 1321 }
1359 else 1322 else
1360 fprintf (stderr, "%s", tmp->arch->name); 1323 fprintf (stderr, "%s", tmp->arch->archname);
1361 fprintf (stderr, ",%d] = ", tmp->type); 1324 fprintf (stderr, ",%d] = ", tmp->type);
1362 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))));
1363#endif 1326#endif
1364 continue; 1327 continue;
1365 } 1328 }
1376 * found object is returned. 1339 * found object is returned.
1377 */ 1340 */
1378object * 1341object *
1379find_arrow (object *op, const char *type) 1342find_arrow (object *op, const char *type)
1380{ 1343{
1381 object *tmp = 0;
1382
1383 for (op = op->inv; op; op = op->below) 1344 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1384 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1385 tmp = find_arrow (op, type);
1386 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);
1387 return op; 1353 return arrow;
1354 }
1388 1355
1389 return tmp; 1356 return 0;
1390} 1357}
1391 1358
1392/* 1359/*
1393 * 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
1394 * 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
1417 } 1384 }
1418 } 1385 }
1419 else if (arrow->type == ARROW && arrow->race == type) 1386 else if (arrow->type == ARROW && arrow->race == type)
1420 { 1387 {
1421 /* allways prefer assasination/slaying */ 1388 /* allways prefer assasination/slaying */
1422 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race)) 1389 if (target->race && arrow->slaying && strstr (arrow->slaying, target->race))
1423 { 1390 {
1424 if (arrow->attacktype & AT_DEATH) 1391 if (arrow->attacktype & AT_DEATH)
1425 { 1392 {
1426 *better = 100; 1393 *better = 100;
1427 return arrow; 1394 return arrow;
1435 else 1402 else
1436 { 1403 {
1437 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1404 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1438 { 1405 {
1439 attacktype = 1 << attacknum; 1406 attacktype = 1 << attacknum;
1440 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1407 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1441 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)
1442 { 1409 {
1443 tmp = arrow; 1410 tmp = arrow;
1444 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;
1445 } 1412 }
1446 } 1413 }
1447 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1414 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1448 { 1415 {
1449 tmp = arrow; 1416 tmp = arrow;
1455 betterby = 1 + arrow->magic + arrow->stats.dam; 1422 betterby = 1 + arrow->magic + arrow->stats.dam;
1456 } 1423 }
1457 } 1424 }
1458 } 1425 }
1459 } 1426 }
1427
1460 if (tmp == NULL && arrow == NULL) 1428 if (tmp == NULL && arrow == NULL)
1461 return find_arrow (op, type); 1429 return find_arrow (op, type);
1462 1430
1463 *better = betterby; 1431 *better = betterby;
1464 return tmp; 1432 return tmp;
1468 * find_better_arrow to find a decent arrow to use. 1436 * find_better_arrow to find a decent arrow to use.
1469 * op = the shooter 1437 * op = the shooter
1470 * type = bow->race 1438 * type = bow->race
1471 * dir = fire direction 1439 * dir = fire direction
1472 */ 1440 */
1473
1474object * 1441object *
1475pick_arrow_target (object *op, const char *type, int dir) 1442pick_arrow_target (object *op, const char *type, int dir)
1476{ 1443{
1477 object *tmp = NULL; 1444 object *tmp = NULL;
1478 maptile *m; 1445 maptile *m;
1543 */ 1510 */
1544int 1511int
1545fire_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)
1546{ 1513{
1547 object *left, *bow; 1514 object *left, *bow;
1548 int bowspeed, mflags; 1515 int mflags;
1549 maptile *m; 1516 maptile *m;
1550 1517
1551 if (!dir) 1518 if (!dir)
1552 { 1519 {
1553 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!");
1554 return 0; 1521 return 0;
1555 } 1522 }
1556 1523
1557 if (op->type == PLAYER) 1524 if (op->contr)
1558 bow = op->contr->ranges[range_bow]; 1525 bow = op->current_weapon;
1559 else 1526 else
1560 { 1527 {
1561 for (bow = op->inv; bow; bow = bow->below) 1528 for (bow = op->inv; bow; bow = bow->below)
1562 /* 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
1563 * 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.
1568 if (!bow) 1535 if (!bow)
1569 { 1536 {
1570 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1537 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1571 return 0; 1538 return 0;
1572 } 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
1573 } 1548 }
1574 1549
1575 if (!bow->race || !bow->skill) 1550 if (!bow->race || !bow->skill)
1576 { 1551 {
1577 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);
1578 return 0; 1553 return 0;
1579 } 1554 }
1580
1581 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1582
1583 /* penalize ROF for bestarrow */
1584 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1585 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1586
1587 if (bowspeed < 1)
1588 bowspeed = 1;
1589 1555
1590 if (arrow == NULL) 1556 if (arrow == NULL)
1591 { 1557 {
1592 if ((arrow = find_arrow (op, bow->race)) == NULL) 1558 if ((arrow = find_arrow (op, bow->race)) == NULL)
1593 { 1559 {
1594 if (op->type == PLAYER) 1560 if (op->type == PLAYER)
1595 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);
1596 /* 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 */
1597 else 1563 else
1598 CLEAR_FLAG (op, FLAG_READY_BOW); 1564 CLEAR_FLAG (op, FLAG_READY_BOW);
1565
1599 return 0; 1566 return 0;
1600 } 1567 }
1601 } 1568 }
1602 1569
1603 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1570 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1611 } 1578 }
1612 1579
1613 /* this should not happen, but sometimes does */ 1580 /* this should not happen, but sometimes does */
1614 if (arrow->nrof == 0) 1581 if (arrow->nrof == 0)
1615 { 1582 {
1583 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1616 arrow->destroy (); 1584 arrow->destroy ();
1617 return 0; 1585 return 0;
1618 } 1586 }
1619 1587
1620 left = arrow; /* these are arrows left to the player */ 1588 left = arrow; /* these are arrows left to the player */
1621 arrow = get_split_ob (arrow, 1); 1589 arrow = arrow->split ();
1622 if (!arrow) 1590 if (!arrow)
1623 { 1591 {
1624 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);
1625 return 0; 1593 return 0;
1626 } 1594 }
1627 1595
1628 arrow->set_owner (op); 1596 arrow->set_owner (op);
1629 arrow->skill = bow->skill; 1597 arrow->skill = bow->skill;
1630 arrow->direction = dir; 1598 arrow->direction = dir;
1631 1599
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;
1632
1632 if (op->type == PLAYER) 1633 if (op->type == PLAYER)
1633 { 1634 {
1634 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1635 op->update_stats ();
1636 }
1637
1638 SET_ANIMATION (arrow, arrow->direction);
1639 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1640 arrow->stats.hp = arrow->stats.dam;
1641 arrow->stats.grace = arrow->attacktype;
1642 if (arrow->slaying != NULL)
1643 arrow->spellarg = strdup (arrow->slaying);
1644
1645 /* Note that this was different for monsters - they got their level
1646 * added to the damage. I think the strength bonus is more proper.
1647 */
1648
1649 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1650
1651 /* update the speed */
1652 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1653 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1654
1655 arrow->set_speed (max (arrow->speed, 1.0));
1656 arrow->speed_left = 0;
1657
1658 if (op->type == PLAYER)
1659 {
1660 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1661 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1662 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1663
1664 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;
1665 } 1642 }
1666 else 1643 else
1667 { 1644 {
1668 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1669 arrow->level = op->level; 1645 arrow->level = op->level;
1670 } 1646 arrow->stats.wc -= bow->magic;
1671 1647
1672 if (arrow->attacktype == AT_PHYSICAL) 1648 if (!arrow->slaying)
1649 arrow->slaying = bow->slaying;
1650
1673 arrow->attacktype |= bow->attacktype; 1651 arrow->attacktype |= bow->attacktype;
1652 }
1674 1653
1675 if (bow->slaying) 1654 wc -= arrow->level;
1676 arrow->slaying = bow->slaying; 1655 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1677 1656
1657 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1678 arrow->move_type = MOVE_FLY_LOW; 1658 arrow->move_type = MOVE_FLY_LOW;
1679 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1659 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1680 1660
1681 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1661 op->play_sound (sound_find ("fire_arrow"));
1682 m->insert (arrow, sx, sy, op); 1662 m->insert (arrow, sx, sy, op);
1683 1663
1684 if (!arrow->destroyed ()) 1664 if (!arrow->destroyed ())
1685 move_arrow (arrow); 1665 move_arrow (arrow);
1686
1687 if (op->type == PLAYER)
1688 {
1689 if (left->destroyed ())
1690 esrv_del_item (op->contr, left->count);
1691 else
1692 esrv_send_item (op, left);
1693 }
1694 1666
1695 return 1; 1667 return 1;
1696} 1668}
1697 1669
1698/* Special fire code for players - this takes into 1670/* Special fire code for players - this takes into
1707{ 1679{
1708 int ret = 0, wcmod = 0; 1680 int ret = 0, wcmod = 0;
1709 1681
1710 if (op->contr->bowtype == bow_bestarrow) 1682 if (op->contr->bowtype == bow_bestarrow)
1711 { 1683 {
1712 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);
1713 } 1685 }
1714 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)
1715 { 1687 {
1716 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1688 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1717 wcmod = -1; 1689 wcmod = -1;
1727 else if (op->contr->bowtype == bow_spreadshot) 1699 else if (op->contr->bowtype == bow_spreadshot)
1728 { 1700 {
1729 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);
1730 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);
1731 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);
1732
1733 } 1704 }
1734 else 1705 else
1735 { 1706 {
1736 /* Simple case */ 1707 /* Simple case */
1737 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);
1738 } 1709 }
1710
1739 return ret; 1711 return ret;
1740} 1712}
1741
1742 1713
1743/* Fires a misc (wand/rod/horn) object in 'dir'. 1714/* Fires a misc (wand/rod/horn) object in 'dir'.
1744 * Broken apart from 'fire' to keep it more readable. 1715 * Broken apart from 'fire' to keep it more readable.
1745 */ 1716 */
1746void 1717void
1747fire_misc_object (object *op, int dir) 1718fire_misc_object (object *op, int dir)
1748{ 1719{
1749 object *item; 1720 object *item = op->contr->ranged_ob;
1750 1721
1751 if (!op->contr->ranges[range_misc]) 1722 if (!item)
1752 { 1723 {
1753 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.");
1754 return; 1725 return;
1755 } 1726 }
1756 1727
1757 item = op->contr->ranges[range_misc];
1758 if (!item->inv) 1728 if (!item->inv)
1759 { 1729 {
1760 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1730 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1761 return; 1731 return;
1762 } 1732 }
1733
1734 if (!op->change_weapon (item))
1735 return;
1736
1763 if (item->type == WAND) 1737 if (item->type == WAND)
1764 { 1738 {
1765 if (item->stats.food <= 0) 1739 if (item->stats.food <= 0)
1766 { 1740 {
1767 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1741 op->contr->play_sound (sound_find ("wand_poof"));
1768 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
1769 return; 1744 return;
1770 } 1745 }
1771 } 1746 }
1772 else if (item->type == ROD || item->type == HORN) 1747 else if (item->type == ROD || item->type == HORN)
1773 { 1748 {
1774 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))
1775 { 1754 {
1776 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1755 op->contr->play_sound (sound_find ("wand_poof"));
1756
1777 if (item->type == ROD) 1757 if (item->type == ROD)
1778 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));
1779 else 1759 else
1780 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
1781 return; 1762 return;
1782 } 1763 }
1783 } 1764 }
1784 1765
1785 if (cast_spell (op, item, dir, item->inv, NULL)) 1766 if (cast_spell (op, item, dir, item->inv, NULL))
1792 object *tmp; 1773 object *tmp;
1793 1774
1794 if (item->arch) 1775 if (item->arch)
1795 { 1776 {
1796 CLEAR_FLAG (item, FLAG_ANIMATE); 1777 CLEAR_FLAG (item, FLAG_ANIMATE);
1797 item->face = item->arch->clone.face; 1778 item->face = item->arch->face;
1798 item->set_speed (0); 1779 item->set_speed (0);
1799 } 1780 }
1800 1781
1801 if ((tmp = item->in_player ())) 1782 if (object *pl = item->visible_to ())
1802 esrv_update_item (UPD_ANIM, tmp, item); 1783 esrv_update_item (UPD_ANIM, pl, item);
1803 } 1784 }
1804 } 1785 }
1805 else if (item->type == ROD || item->type == HORN) 1786 else if (item->type == ROD || item->type == HORN)
1806 drain_rod_charge (item); 1787 drain_rod_charge (item);
1807 } 1788 }
1808} 1789}
1809 1790
1810/* Received a fire command for the player - go and do it. 1791/* Received a fire command for the player - go and do it.
1811 */ 1792 */
1812void 1793bool
1813fire (object *op, int dir) 1794fire (object *op, int dir)
1814{ 1795{
1815 int spellcost = 0; 1796 int spellcost = 0;
1797
1798 player *pl = op->contr;
1799
1800 if (pl->golem)
1801 {
1802 control_golem (op->contr->golem, dir);
1803 return false;
1804 }
1805
1806 object *ob = pl->ranged_ob;
1807
1808 if (!ob)
1809 return false;
1810
1811 if (op->speed_left > 0.f)
1812 --op->speed_left;
1813 else
1814 return false;
1815
1816 if (!op->change_weapon (ob))
1817 return false;
1816 1818
1817 /* check for loss of invisiblity/hide */ 1819 /* check for loss of invisiblity/hide */
1818 if (action_makes_visible (op)) 1820 if (action_makes_visible (op))
1819 make_visible (op); 1821 make_visible (op);
1820 1822
1821 switch (op->contr->shoottype) 1823 switch (ob->type)
1822 { 1824 {
1823 case range_none: 1825 case BOW:
1824 return;
1825
1826 case range_bow:
1827 player_fire_bow (op, dir); 1826 player_fire_bow (op, dir);
1828 return; 1827 break;
1829 1828
1830 case range_magic: /* Casting spells */ 1829 case SPELL:
1831 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);
1832 return; 1831 break;
1833 1832
1834 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:
1835 fire_misc_object (op, dir); 1842 fire_misc_object (op, dir);
1836 return; 1843 break;
1837
1838 case range_golem: /* Control summoned monsters from scrolls */
1839 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
1840 {
1841 op->contr->ranges[range_golem] = 0;
1842 op->contr->shoottype = range_none;
1843 }
1844 else
1845 control_golem (op->contr->ranges[range_golem], dir);
1846 return;
1847
1848 case range_skill:
1849 if (!op->chosen_skill)
1850 {
1851 if (op->type == PLAYER)
1852 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
1853 return;
1854 }
1855
1856 do_skill (op, op, op->chosen_skill, dir, NULL);
1857 return;
1858 case range_builder:
1859 apply_map_builder (op, dir);
1860 return;
1861 default:
1862 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
1863 return;
1864 } 1844 }
1845
1846 return true;
1865} 1847}
1866 1848
1867/* find_key 1849/* find_key
1868 * 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
1869 * and successfully use it, we return the key, otherwise NULL 1851 * and successfully use it, we return the key, otherwise NULL
1956 * 0 otherwise 1938 * 0 otherwise
1957 */ 1939 */
1958static int 1940static int
1959player_attack_door (object *op, object *door) 1941player_attack_door (object *op, object *door)
1960{ 1942{
1961 /* 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,
1962 * 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 -
1963 * otherwise, we fall through to the rest of the code. 1945 * otherwise, we fall through to the rest of the code.
1964 */ 1946 */
1965 object *key = find_key (op, op, door); 1947 object *key = find_key (op, op, door);
1966 1948
1967 /* IF we found a key, do some extra work */ 1949 /* If we found a key, do some extra work */
1968 if (key) 1950 if (key)
1969 { 1951 {
1970 object *container = key->env; 1952 object *container = key->env;
1971 1953
1972 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1973 if (action_makes_visible (op)) 1954 if (action_makes_visible (op))
1974 make_visible (op); 1955 make_visible (op);
1956
1975 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1957 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1976 spring_trap (door->inv, op); 1958 spring_trap (door->inv, op);
1977 1959
1978 if (door->type == DOOR) 1960 if (door->type == DOOR)
1979 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 */
1980 else if (door->type == LOCKED_DOOR) 1962 else if (door->type == LOCKED_DOOR)
1981 { 1963 {
1982 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);
1983 remove_door2 (door); /* remove door without violence ;-) */ 1965 remove_door2 (door); /* remove door without violence ;-) */
1984 } 1966 }
1985 1967
1986 /* Do this after we print the message */ 1968 /* Do this after we print the message */
1987 decrease_ob (key); /* Use up one of the keys */ 1969 key->decrease (); /* Use up one of the keys */
1988 /* Need to update the weight the container the key was in */
1989 if (container != op)
1990 esrv_update_item (UPD_WEIGHT, op, container);
1991 1970
1992 return 1; /* Nothing more to do below */ 1971 return 1; /* Nothing more to do below */
1993 } 1972 }
1994 else if (door->type == LOCKED_DOOR) 1973 else if (door->type == LOCKED_DOOR)
1995 { 1974 {
1996 /* Might as well return now - no other way to open this */ 1975 /* Might as well return now - no other way to open this */
1997 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...");
1998 return 1; 1977 return 1;
1999 } 1978 }
2000 1979
2001 return 0; 1980 return 0;
2002} 1981}
2005 * It should keep the code cleaner. 1984 * It should keep the code cleaner.
2006 * When this is called, the players direction has been updated 1985 * When this is called, the players direction has been updated
2007 * (taking into account confusion.) The player is also actually 1986 * (taking into account confusion.) The player is also actually
2008 * going to try and move (not fire weapons). 1987 * going to try and move (not fire weapons).
2009 */ 1988 */
2010void 1989bool
2011move_player_attack (object *op, int dir) 1990move_player_attack (object *op, int dir)
2012{ 1991{
2013 object *tmp, *mon;
2014 sint16 nx, ny;
2015 int on_battleground; 1992 int on_battleground;
2016 maptile *m;
2017 1993
2018 nx = freearr_x[dir] + op->x; 1994 sint16 nx = freearr_x[dir] + op->x;
2019 ny = freearr_y[dir] + op->y; 1995 sint16 ny = freearr_y[dir] + op->y;
2020 1996
2021 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 }
2022 2007
2023 /* 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
2024 * 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
2025 * 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
2026 * player. This is a pretty nasty hack, because if we could 2011 * player. This is a pretty nasty hack, because if we could
2027 * 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
2028 * 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
2029 * 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
2030 * move_ob uses. 2015 * move_ob uses.
2031 */ 2016 */
2032 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);
2018
2019 /* Go through all the objects, and find ones of interest. Only stop if
2020 * we find a monster - that is something we know we want to attack.
2021 * if its a door or barrel (can roll) see if there may be monsters
2022 * on the space
2023 */
2024 object *mon;
2025 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2026 {
2027 if ((mon->flag [FLAG_ALIVE]
2028 || mon->type == LOCKED_DOOR
2029 || mon->flag [FLAG_CAN_ROLL])
2030 && mon != op)
2031 break;
2033 { 2032 }
2034 if (OUT_OF_REAL_MAP (op->map, nx, ny)) 2033
2034 if (!mon) /* This happens anytime the player tries to move */
2035 return false; /* into a wall */
2036
2037 mon = mon->head_ ();
2038
2039 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2040 if (op->contr->weapon_sp_left > 0.f)
2041 if (player_attack_door (op, mon))
2042 {
2043 --op->contr->weapon_sp_left;
2044 return true;
2035 { 2045 }
2036 m = op->map->xy_find (nx, ny); 2046
2037 if (!m) 2047 /* The following deals with possibly attacking peaceful
2038 return; /* Don't think this should happen */ 2048 * or friendly creatures. Basically, all players are considered
2049 * unaggressive. If the moving player has peaceful set, then the
2050 * object should be pushed instead of attacked. It is assumed that
2051 * if you are braced, you will not attack friends accidently,
2052 * and thus will not push them.
2053 */
2054
2055 /* If the creature is a pet, push it even if the player is not
2056 * peaceful. Our assumption is the creature is a pet if the
2057 * player owns it and it is either friendly or unagressive.
2058 */
2059 if (op->type == PLAYER
2060 && ((mon->owner && mon->owner->contr
2061 && same_party (mon->owner->contr->party, op->contr->party))
2062 || mon->owner == op)
2063 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2064 {
2065 /* If we're braced, we don't want to switch places with it */
2066 if (op->contr->braced)
2067 return false;
2068
2069 if (op->speed_left > 0.f)
2070 {
2071 --op->speed_left;
2072
2073 op->play_sound (sound_find ("push_player"));
2074 push_ob (mon, dir, op);
2075
2076 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
2077 make_visible (op);
2078
2079 return true;
2039 } 2080 }
2040 else 2081 else
2041 m = op->map;
2042
2043 if (!(tmp = m->at (nx, ny).bot))
2044 return; 2082 return false;
2083 }
2045 2084
2046 mon = 0;
2047 /* Go through all the objects, and find ones of interest. Only stop if
2048 * we find a monster - that is something we know we want to attack.
2049 * if its a door or barrel (can roll) see if there may be monsters
2050 * on the space
2051 */
2052 while (tmp)
2053 {
2054 if (tmp == op)
2055 {
2056 tmp = tmp->above;
2057 continue;
2058 }
2059
2060 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2061 {
2062 mon = tmp;
2063 break;
2064 }
2065
2066 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2067 mon = tmp;
2068
2069 tmp = tmp->above;
2070 }
2071
2072 if (!mon) /* This happens anytime the player tries to move */
2073 return; /* into a wall */
2074
2075 if (mon->head)
2076 mon = mon->head;
2077
2078 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2079 if (player_attack_door (op, mon))
2080 return;
2081
2082 /* The following deals with possibly attacking peaceful
2083 * or frienddly creatures. Basically, all players are considered
2084 * unaggressive. If the moving player has peaceful set, then the
2085 * object should be pushed instead of attacked. It is assumed that
2086 * if you are braced, you will not attack friends accidently,
2087 * and thus will not push them.
2088 */
2089
2090 /* If the creature is a pet, push it even if the player is not
2091 * peaceful. Our assumption is the creature is a pet if the
2092 * player owns it and it is either friendly or unagressive.
2093 */
2094 if ((op->type == PLAYER)
2095#if COZY_SERVER
2096 &&
2097 ((mon->owner && mon->owner->contr
2098 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op)
2099#else
2100 && mon->owner == op
2101#endif
2102 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2103 {
2104 /* If we're braced, we don't want to switch places with it */
2105 if (op->contr->braced)
2106 return;
2107
2108 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2109 (void) push_ob (mon, dir, op);
2110 if (op->contr->tmp_invis || op->hide)
2111 make_visible (op);
2112
2113 return;
2114 }
2115
2116 /* in certain circumstances, you shouldn't attack friendly 2085 /* in certain circumstances, you shouldn't attack friendly
2117 * creatures. Note that if you are braced, you can't push 2086 * creatures. Note that if you are braced, you can't push
2118 * 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
2119 * attack them either. 2088 * attack them either.
2120 */ 2089 */
2121 if ((mon->type == PLAYER || mon->enemy != op) && 2090 if ((mon->type == PLAYER || mon->enemy != op)
2122 (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))
2123#ifdef PROHIBIT_PLAYERKILL
2124 (op->contr->peaceful 2092 && ((op->contr->peaceful
2125 || (mon->type == PLAYER 2093 || (mon->type == PLAYER && mon->contr->peaceful))
2126 && mon->contr->
2127 peaceful)) &&
2128#else
2129 op->contr->peaceful &&
2130#endif
2131 !on_battleground)) 2094 && !on_battleground))
2095 {
2096 if (op->speed_left > 0.f)
2132 { 2097 {
2098 --op->speed_left;
2099
2133 if (!op->contr->braced) 2100 if (!op->contr->braced)
2134 { 2101 {
2135 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2102 op->play_sound (sound_find ("push_player"));
2136 push_ob (mon, dir, op); 2103 push_ob (mon, dir, op);
2137 } 2104 }
2138 else 2105 else
2139 new_draw_info (0, 0, op, "You withhold your attack"); 2106 op->statusmsg ("You withhold your attack");
2140 2107
2141 if (op->contr->tmp_invis || op->hide) 2108 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
2142 make_visible (op); 2109 make_visible (op);
2143 }
2144 2110
2111 return true;
2112 }
2113 }
2145 /* If the object is a boulder or other rollable object, then 2114 /* If the object is a boulder or other rollable object, then
2146 * 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.
2147 */ 2116 */
2148 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)
2149 { 2120 {
2121 --op->speed_left;
2122
2150 recursive_roll (mon, dir, op); 2123 recursive_roll (mon, dir, op);
2151 if (action_makes_visible (op)) 2124 if (action_makes_visible (op))
2152 make_visible (op); 2125 make_visible (op);
2153 }
2154 2126
2127 return true;
2128 }
2129 }
2155 /* Any generic living creature. Including things like doors. 2130 /* Any generic living creature. Including things like doors.
2156 * 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
2157 * and be living. Then, it must be one of the following: 2132 * and be living. Then, it must be one of the following:
2158 * 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
2159 * 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.
2160 */ 2135 */
2161 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2136 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2162 ((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)))
2163 { 2138 {
2164 2139 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2165 /* If the player hasn't hit something this tick, and does
2166 * so, give them speed boost based on weapon speed. Doing
2167 * it here is better than process_players2, which basically
2168 * incurred a 1 tick offset.
2169 */
2170 if (!op->contr->has_hit)
2171 { 2140 {
2172 op->speed_left += op->speed / op->contr->weapon_sp; 2141 --op->contr->weapon_sp_left;
2173
2174 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2175 }
2176 2142
2177 skill_attack (mon, op, 0, 0, 0); 2143 skill_attack (mon, op, 0, 0, 0);
2178
2179 /* If attacking another player, that player gets automatic
2180 * hitback, and doesn't loose luck either.
2181 * Disable hitback on the battleground or if the target is
2182 * the wiz.
2183 */
2184 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2185 {
2186 short luck = mon->stats.luck;
2187
2188 mon->contr->has_hit = 1;
2189 skill_attack (op, mon, 0, 0, 0);
2190 mon->stats.luck = luck;
2191 }
2192 2144
2193 if (action_makes_visible (op)) 2145 if (action_makes_visible (op))
2194 make_visible (op); 2146 make_visible (op);
2195 }
2196 } /* if player should attack something */
2197}
2198 2147
2199int 2148 return true;
2149 }
2150 }
2151
2152 return false;
2153}
2154
2155bool
2200move_player (object *op, int dir) 2156move_player (object *op, int dir)
2201{ 2157{
2202 int pick; 2158 int pick;
2203 2159
2204 if (!op->map || op->map->in_memory != MAP_IN_MEMORY) 2160 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2205 return 0; 2161 return 0;
2206 2162
2207 /* Sanity check: make sure dir is valid */ 2163 /* Sanity check: make sure dir is valid */
2208 if ((dir < 0) || (dir >= 9)) 2164 if ((dir < 0) || (dir >= 9))
2209 { 2165 {
2215 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2171 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2216 dir = absdir (dir + rndm (3) + rndm (3) - 2); 2172 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2217 2173
2218 op->facing = dir; 2174 op->facing = dir;
2219 2175
2220 if (op->hide) 2176 if (op->flag [FLAG_HIDDEN])
2221 do_hidden_move (op); 2177 do_hidden_move (op);
2222 2178
2179 bool retval;
2180
2223 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2181 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2224 /*nop */ ; 2182 retval = RESULT_INT (0);
2225 else if (op->contr->fire_on) 2183 else if (op->contr->fire_on)
2226 fire (op, dir); 2184 retval = fire (op, dir);
2227 else 2185 else
2228 { 2186 {
2229 move_player_attack (op, dir); 2187 retval = move_player_attack (op, dir);
2230 pick = check_pick (op); 2188 pick = check_pick (op);
2231 } 2189 }
2232 2190
2233 /* 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
2234 * server can handle repeat firing. 2192 * server can handle repeat firing.
2241 /* Update how the player looks. Use the facing, so direction may 2199 /* Update how the player looks. Use the facing, so direction may
2242 * get reset to zero. This allows for full animation capabilities 2200 * get reset to zero. This allows for full animation capabilities
2243 * for players. 2201 * for players.
2244 */ 2202 */
2245 animate_object (op, op->facing); 2203 animate_object (op, op->facing);
2246 return 0; 2204
2205 return retval;
2247} 2206}
2248 2207
2249/* 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
2250 * new client/server stuff. 2209 * new client/server stuff.
2251 * 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
2252 * the new speed values for commands. 2211 * the new speed values for commands.
2253 * 2212 *
2254 * 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.
2255 */ 2216 */
2256int 2217bool
2257handle_newcs_player (object *op) 2218handle_newcs_player (object *op)
2258{ 2219{
2259 if (op->contr->hidden)
2260 {
2261 op->invisible = 1000;
2262 /* the socket code flashes the player visible/invisible
2263 * depending on the value of invisible, so we need to
2264 * alternate it here for it to work correctly.
2265 */
2266 if (pticks & 2)
2267 op->invisible--;
2268 }
2269 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2270 {
2271 op->invisible--;
2272 if (!op->invisible)
2273 {
2274 make_visible (op);
2275 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2276 }
2277 }
2278
2279 if (QUERY_FLAG (op, FLAG_SCARED)) 2220 if (QUERY_FLAG (op, FLAG_SCARED))
2280 { 2221 {
2281 flee_player (op); 2222 if (op->speed_left > 0.f)
2282 /* If player is still scared, that is his action for this tick */
2283 if (QUERY_FLAG (op, FLAG_SCARED))
2284 { 2223 {
2285 op->speed_left--; 2224 --op->speed_left;
2225 flee_player (op);
2226
2286 return 0; 2227 return true;
2287 } 2228 }
2229 else
2230 return false;
2288 } 2231 }
2289
2290 /* I've been seeing crashes where the golem has been destroyed, but
2291 * the player object still points to the defunct golem. The code that
2292 * destroys the golem looks correct, and it doesn't always happen, so
2293 * put this in a a workaround to clean up the golem pointer.
2294 */
2295 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2296 op->contr->ranges[range_golem] = 0;
2297 2232
2298 /* 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
2299 * the players time has been increased when doericserver has been 2234 * the players time has been increased when doericserver has been
2300 * called, so we recheck it here. 2235 * called, so we recheck it here.
2301 */ 2236 */
2302 if (op->contr->ns->handle_command ()) 2237 if (op->contr->ns->handle_command ())
2303 return 1; 2238 return true;
2304 2239
2305 if (op->speed_left > 0)
2306 {
2307 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2240 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2308 {
2309 /* All move commands take 1 tick, at least for now */
2310 op->speed_left--;
2311
2312 /* Instead of all the stuff below, let move_player take care
2313 * of it. Also, some of the skill stuff is only put in
2314 * there, as well as the confusion stuff.
2315 */
2316 move_player (op, op->direction); 2241 return move_player (op, op->direction);
2317 2242
2318 return op->speed_left > 0;
2319 }
2320 }
2321
2322 return 0; 2243 return false;
2323} 2244}
2324 2245
2325int 2246int
2326save_life (object *op) 2247save_life (object *op)
2327{ 2248{
2329 return 0; 2250 return 0;
2330 2251
2331 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2252 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2332 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2253 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2333 { 2254 {
2334 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2255 op->play_sound (sound_find ("ob_evaporate"));
2335 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));
2336
2337 if (op->contr)
2338 esrv_del_item (op->contr, tmp->count);
2339 2257
2340 tmp->destroy (); 2258 tmp->destroy ();
2341 CLEAR_FLAG (op, FLAG_LIFESAVE); 2259 CLEAR_FLAG (op, FLAG_LIFESAVE);
2342 2260
2343 if (op->stats.hp < 0) 2261 if (op->stats.hp < 0)
2356 return 0; 2274 return 0;
2357} 2275}
2358 2276
2359/* 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
2360 * 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
2361 * 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
2362 * from. 2280 * from.
2363 */ 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
2364void 2298void
2365remove_unpaid_objects (object *op, object *env) 2299object::drop_unpaid_items ()
2366{ 2300{
2367 while (op) 2301 if (!flag [FLAG_REMOVED])
2368 { 2302 ::drop_unpaid_items (inv, this);
2369 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2370
2371 if (QUERY_FLAG (op, FLAG_UNPAID))
2372 {
2373 if (env->type == PLAYER)
2374 esrv_del_item (env->contr, op->count);
2375
2376 op->insert_at (env);
2377 }
2378 else if (op->inv)
2379 remove_unpaid_objects (op->inv, env);
2380
2381 op = next;
2382 }
2383} 2303}
2384 2304
2385/* 2305/*
2386 * Returns pointer a static string containing gravestone text 2306 * Returns pointer a static string containing gravestone text
2387 * Moved from apply.c to player.c - player.c is what 2307 * Moved from apply.c to player.c - player.c is what
2388 * actually uses this function. player.c may not be quite the 2308 * actually uses this function. player.c may not be quite the
2389 * best, a misc file for object actions is probably better, 2309 * best, a misc file for object actions is probably better,
2390 * but there isn't one in the server directory. 2310 * but there isn't one in the server directory.
2391 */ 2311 */
2392char * 2312const char *
2393gravestone_text (object *op) 2313gravestone_text (object *op)
2394{ 2314{
2395 static char buf2[MAX_BUF]; 2315 static dynbuf_text buf;
2396 char buf[MAX_BUF];
2397 time_t now = time (NULL);
2398 2316
2399 strcpy (buf2, " R.I.P.\n\n"); 2317 buf << "---- R.I.P. ----\n\n"
2318 << op->name;
2319
2400 if (op->type == PLAYER) 2320 if (op->type == PLAYER)
2401 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2321 buf << " the " << op->contr->title;
2402 else
2403 sprintf (buf, "%s\n", &op->name);
2404 2322
2405 strncat (buf2, " ", 20 - strlen (buf) / 2); 2323 buf << "\n\n";
2406 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
2407 if (op->type == PLAYER) 2329 if (op->type == PLAYER)
2408 sprintf (buf, "who was in level %d when killed\n", op->level); 2330 buf << "by " << op->contr->killer_name () << ".\n\n";
2409 else
2410 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2411 2331
2412 strncat (buf2, " ", 20 - strlen (buf) / 2);
2413 strcat (buf2, buf);
2414 if (op->type == PLAYER)
2415 { 2332 {
2416 sprintf (buf, "by %s.\n\n", op->contr->killer); 2333 static char buf2[128];
2417 strncat (buf2, " ", 21 - strlen (buf) / 2); 2334 time_t now = time (NULL);
2418 strcat (buf2, buf);
2419 }
2420
2421 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2335 strftime (buf2, 128, "%b %d %Y\n\n", localtime (&now));
2422 strncat (buf2, " ", 20 - strlen (buf) / 2); 2336 buf << buf2;
2423 strcat (buf2, buf); 2337 }
2424 2338
2425 return buf2; 2339 return buf;
2426} 2340}
2427 2341
2428void 2342void
2429do_some_living (object *op) 2343do_some_living (object *op)
2430{ 2344{
2437 int rate_grace = 2000; 2351 int rate_grace = 2000;
2438 const int max_hp = 1; 2352 const int max_hp = 1;
2439 const int max_sp = 1; 2353 const int max_sp = 1;
2440 const int max_grace = 1; 2354 const int max_grace = 1;
2441 2355
2442 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--;
2443 { 2365 }
2444 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2366 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2445 if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks) 2367 {
2446 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 }
2447 } 2373 }
2448 2374
2449 if (op->contr->ns->state == ST_PLAYING) 2375 if (op->contr->ns->state == ST_PLAYING)
2450 { 2376 {
2451 /* these next three if clauses make it possible to SLOW DOWN 2377 /* these next three if clauses make it possible to SLOW DOWN
2470 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2396 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2471 else 2397 else
2472 { 2398 {
2473 gen_grace = op->stats.maxgrace; 2399 gen_grace = op->stats.maxgrace;
2474 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2400 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2475 }
2476
2477 /* Regenerate Spell Points */
2478 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0)
2479 {
2480 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2481 if (op->stats.sp < op->stats.maxsp)
2482 {
2483 op->stats.sp++;
2484 /* dms do not consume food */
2485 if (!QUERY_FLAG (op, FLAG_WIZ))
2486 {
2487 op->stats.food--;
2488 if (op->contr->digestion < 0)
2489 op->stats.food += op->contr->digestion;
2490 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2491 op->stats.food = last_food;
2492 }
2493 }
2494
2495 if (max_sp > 1)
2496 {
2497 over_sp = (gen_sp + 10) / rate_sp;
2498 if (over_sp > 0)
2499 {
2500 if (op->stats.sp < op->stats.maxsp)
2501 {
2502 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2503
2504 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2505 op->stats.sp--;
2506
2507 if (op->stats.sp > op->stats.maxsp)
2508 op->stats.sp = op->stats.maxsp;
2509 }
2510 op->last_sp = 0;
2511 }
2512 else
2513 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2514 }
2515 else
2516 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2517 } 2401 }
2518 2402
2519 /* Regenerate Grace */ 2403 /* Regenerate Grace */
2520 /* 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. */
2521 if (--op->last_grace < 0) 2405 if (--op->last_grace < 0)
2542 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);
2543 } 2427 }
2544 /* wearing stuff doesn't detract from grace generation. */ 2428 /* wearing stuff doesn't detract from grace generation. */
2545 } 2429 }
2546 2430
2431 if (op->stats.food > 0)
2432 {
2547 /* Regenerate Hit Points */ 2433 /* Regenerate Spell Points */
2548 if (--op->last_heal < 0) 2434 if (!op->contr->golem && --op->last_sp < 0)
2549 {
2550 if (op->stats.hp < op->stats.maxhp)
2551 { 2435 {
2552 op->stats.hp++; 2436 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2553 /* dms do not consume food */ 2437
2554 if (!QUERY_FLAG (op, FLAG_WIZ)) 2438 if (op->stats.sp < op->stats.maxsp)
2555 { 2439 {
2440 op->stats.sp++;
2441
2442 /* dms do not consume food */
2443 if (!QUERY_FLAG (op, FLAG_WIZ))
2444 {
2556 op->stats.food--; 2445 op->stats.food--;
2446
2557 if (op->contr->digestion < 0) 2447 if (op->contr->digestion < 0)
2558 op->stats.food += op->contr->digestion; 2448 op->stats.food += op->contr->digestion;
2559 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))
2560 op->stats.food = last_food; 2450 op->stats.food = last_food;
2451 }
2561 } 2452 }
2562 }
2563 2453
2564 if (max_hp > 1) 2454 if (max_sp > 1)
2565 {
2566 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2567 if (over_hp > 0)
2568 { 2455 {
2569 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
2570 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);
2571 } 2474 }
2572 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)
2573 { 2483 {
2574 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 }
2575 } 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);
2576 } 2509 }
2577 else 2510 else
2578 {
2579 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);
2580 } 2512 }
2581 } 2513 }
2582 2514
2583 /* Digestion */ 2515 /* Digestion */
2584 if (--op->last_eat < 0) 2516 if (--op->last_eat < 0)
2585 { 2517 {
2586#ifdef COZY_SERVER 2518 int bonus = max (0, op->contr->digestion),
2587 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion; 2519 penalty = max (0, -op->contr->digestion);
2588 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2589#else
2590 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2591#endif
2592 2520
2593 if (op->contr->gen_hp > 0)
2594 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);
2595 else
2596 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2597 2522
2598 /* dms do not consume food */ 2523 /* dms do not consume food */
2599 if (!QUERY_FLAG (op, FLAG_WIZ)) 2524 if (!QUERY_FLAG (op, FLAG_WIZ))
2600 op->stats.food--; 2525 op->stats.food--;
2601 } 2526 }
2602 2527
2603 if (op->stats.food < 0 && op->stats.hp >= 0) 2528 if (op->stats.food < 0 && op->stats.hp >= 0)
2604 { 2529 {
2605 object *tmp, *flesh = 0; 2530 object *flesh = 0;
2606 2531
2607 for (tmp = op->inv; tmp; tmp = tmp->below) 2532 for_inv_removable (op, tmp)
2608 { 2533 {
2609 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)
2610 { 2538 {
2611 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2539 op->statusmsg ("You blindly grab for a bite of food. "
2612 { 2540 "H<To prevent you from starving, you ate some random item from your backpack.>");
2613 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2614 manual_apply (op, tmp, 0); 2541 manual_apply (op, tmp, 0);
2542
2615 if (op->stats.food >= 0 || op->stats.hp < 0) 2543 if (op->stats.food >= 0 || op->stats.hp < 0)
2616 break; 2544 break;
2617 } 2545 }
2618 else if (tmp->type == FLESH) 2546 else if (tmp->type == FLESH)
2619 flesh = tmp; 2547 flesh = tmp;
2620 } /* End if paid for object */ 2548 }
2621 } /* end of for loop */
2622 2549
2623 /* 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
2624 * eat flesh instead. 2551 * eat flesh instead.
2625 */ 2552 */
2626 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2553 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2627 { 2554 {
2628 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.>");
2629 manual_apply (op, flesh, 0); 2557 manual_apply (op, flesh, 0);
2630 } 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)
2631 } 2567 {
2568 op->stats.hp += op->stats.food;
2569 op->stats.food = 0;
2632 2570
2633 while (op->stats.food < 0 && op->stats.hp >= 0) 2571 if (op->stats.hp < 0)
2634 op->stats.food++, op->stats.hp--; 2572 {
2573 op->contr->killer = archetype::get ("killer_starvation");
2574 op->contr->killer->destroy ();
2575 }
2576 }
2635 2577
2578 /* killer should be set here already */
2636 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2579 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2637 kill_player (op); 2580 kill_player (op);
2638 } 2581 }
2639} 2582}
2640 2583
2644 * file. 2587 * file.
2645 */ 2588 */
2646void 2589void
2647kill_player (object *op) 2590kill_player (object *op)
2648{ 2591{
2592 int x, y;
2649 char buf[MAX_BUF]; 2593 char buf[MAX_BUF];
2650 int x, y;
2651
2652 //int i;
2653 maptile *map; /* this is for resurrection */ 2594 maptile *map; /* this is for resurrection */
2654
2655 /* int z;
2656 int num_stats_lose;
2657 int lost_a_stat;
2658 int lose_this_stat;
2659 int this_stat; */
2660 int will_kill_again; 2595 int will_kill_again;
2661 archetype *at; 2596 archetype *at;
2662 object *tmp; 2597 object *tmp;
2663 2598
2664 if (save_life (op)) 2599 if (save_life (op))
2665 return; 2600 return;
2666
2667 2601
2668 /* 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
2669 * 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.
2670 * Look at op_on_battleground() for more info --AndreasV 2604 * Look at op_on_battleground() for more info --AndreasV
2671 */ 2605 */
2687 { 2621 {
2688 tmp->destroy (); 2622 tmp->destroy ();
2689 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2623 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2690 } 2624 }
2691 2625
2692 cure_disease (op, 0); /* remove any disease */ 2626 cure_disease (op, 0, 0); /* remove any disease */
2693 op->stats.hp = op->stats.maxhp; 2627 op->stats.hp = op->stats.maxhp;
2694 if (op->stats.food <= 0) 2628 if (op->stats.food <= 0)
2695 op->stats.food = 999; 2629 op->stats.food = 999;
2696 2630
2697 /* create a bodypart-trophy to make the winner happy */ 2631 /* create a bodypart-trophy to make the winner happy */
2698 if (object *tmp = arch_to_object (archetype::find ("finger"))) 2632 if (object *tmp = arch_to_object (archetype::find ("finger")))
2699 { 2633 {
2700 sprintf (buf, "%s's finger", &op->name); 2634 tmp->name = format ("%s's finger" , &op->name);
2701 tmp->name = buf; 2635 tmp->name_pl = format ("%s's fingers", &op->name);
2702 sprintf (buf, " This finger has been cut off %s\n"
2703 " the %s, when he was defeated at\n level %d by %s.\n",
2704 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2705 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 );
2706 tmp->value = 0, tmp->type = 0; 2642 tmp->value = 0, tmp->type = 0;
2707 tmp->materialname = "organics"; 2643 tmp->materialname = "organics";
2708 tmp->insert_at (op, tmp); 2644 tmp->insert_at (op, tmp);
2709 } 2645 }
2710 2646
2716 2652
2717 INVOKE_PLAYER (DEATH, op->contr); 2653 INVOKE_PLAYER (DEATH, op->contr);
2718 2654
2719 command_kill_pets (op, 0); 2655 command_kill_pets (op, 0);
2720 2656
2721 if (op->stats.food < 0) 2657 op->contr->play_sound (sound_find ("player_dies"));
2722 {
2723 sprintf (buf, "%s starved to death.", &op->name);
2724 strcpy (op->contr->killer, "starvation");
2725 }
2726 else
2727 sprintf (buf, "%s died.", &op->name);
2728
2729 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2730 2658
2731 /* save the map location for corpse, gravestone */ 2659 /* save the map location for corpse, gravestone */
2732 x = op->x; 2660 x = op->x;
2733 y = op->y; 2661 y = op->y;
2734 map = op->map; 2662 map = op->map;
2841 lost_a_stat = 1; 2769 lost_a_stat = 1;
2842 } 2770 }
2843 } 2771 }
2844 } 2772 }
2845 } 2773 }
2774
2846 /* If no stat lost, tell the player. */ 2775 /* If no stat lost, tell the player. */
2847 if (!lost_a_stat) 2776 if (!lost_a_stat)
2848 { 2777 {
2849 /* determine_god() seems to not work sometimes... why is this? 2778 /* determine_god() seems to not work sometimes... why is this?
2850 Should I be using something else? GD */ 2779 Should I be using something else? GD */
2854 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);
2855 else 2784 else
2856 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.");
2857 } 2786 }
2858#else 2787#else
2859 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.");
2860#endif 2789#endif
2861 2790
2862 /* Put a gravestone up where the character 'almost' died. List the 2791 /* Put a gravestone up where the character 'almost' died. List the
2863 * exp loss on the stone. 2792 * exp loss on the stone.
2864 */ 2793 */
2865 tmp = arch_to_object (archetype::find ("gravestone")); 2794 tmp = arch_to_object (archetype::find ("gravestone"));
2866 sprintf (buf, "%s's gravestone", &op->name); 2795 tmp->name = format ("%s's gravestone", &op->name);
2867 tmp->name = buf; 2796 tmp->name_pl = format ("%s's gravestones", &op->name);
2868 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",
2869 tmp->name_pl = buf; 2798 &op->name, op->contr->title, op->contr->killer_name ());
2870 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);
2871 tmp->msg = buf;
2872 tmp->x = op->x, tmp->y = op->y; 2799 tmp->x = op->x, tmp->y = op->y;
2873 insert_ob_in_map (tmp, op->map, NULL, 0); 2800 insert_ob_in_map (tmp, op->map, NULL, 0);
2874 2801
2875 /**************************************/ 2802 /**************************************/
2876 /* */ 2803 /* */
2897 { 2824 {
2898 tmp->destroy (); 2825 tmp->destroy ();
2899 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2826 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2900 } 2827 }
2901 2828
2902 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 ();
2839
2840 item = next;
2841 }
2903 2842
2904 /*add_exp(op, (op->stats.exp * -0.20)); */ 2843 /*add_exp(op, (op->stats.exp * -0.20)); */
2905 apply_death_exp_penalty (op); 2844 apply_death_exp_penalty (op);
2845
2906 if (op->stats.food < 100) 2846 if (op->stats.food < 100)
2907 op->stats.food = 900; 2847 op->stats.food = 900;
2848
2908 op->stats.hp = op->stats.maxhp; 2849 op->stats.hp = op->stats.maxhp;
2909 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2850 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2910 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2851 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2911 2852
2912 /* 2853 /*
2913 * Check to see if the player is in a shop. IF so, then check to see if
2914 * 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
2915 * in the map. 2855 * and put them back in the map.
2916 */ 2856 */
2917 2857 op->drop_unpaid_items ();
2918 if (is_in_shop (op))
2919 remove_unpaid_objects (op->inv, op);
2920 2858
2921 /****************************************/ 2859 /****************************************/
2922 /* */ 2860 /* */
2923 /* Move player to his current respawn- */ 2861 /* Move player to his current respawn- */
2924 /* position (usually last savebed) */ 2862 /* position (usually last savebed) */
2944 object *force; 2882 object *force;
2945 int at; 2883 int at;
2946 2884
2947 force = get_archetype (FORCE_NAME); 2885 force = get_archetype (FORCE_NAME);
2948 /* 50 ticks should be enough time for the spell to abate */ 2886 /* 50 ticks should be enough time for the spell to abate */
2949 force->speed = 0.1; 2887 force->speed = 0.1f;
2950 force->speed_left = -5.0; 2888 force->speed_left = -5.f;
2951 SET_FLAG (force, FLAG_APPLIED); 2889 SET_FLAG (force, FLAG_APPLIED);
2952 for (at = 0; at < NROFATTACKS; at++) 2890 for (at = 0; at < NROFATTACKS; at++)
2953 if (will_kill_again & (1 << at)) 2891 if (will_kill_again & (1 << at))
2954 force->resist[at] = 100; 2892 force->resist[at] = 100;
2955 2893
2956 insert_ob_in_ob (force, op); 2894 insert_ob_in_ob (force, op);
2957 op->update_stats (); 2895 op->update_stats ();
2958
2959 } 2896 }
2960 2897
2961 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2898 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
2962} 2899}
2963 2900
2983 2920
2984 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3)))) 2921 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
2985 { 2922 {
2986 if (tmp->nrof > 1) 2923 if (tmp->nrof > 1)
2987 { 2924 {
2988 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2925 tmp->decrease (rndm (1, tmp->nrof - 1));
2989 tmp2->destroy ();
2990 insert_ob_in_map (tmp, op->map, NULL, 0); 2926 insert_ob_in_map (tmp, op->map, NULL, 0);
2991 } 2927 }
2992 else 2928 else
2993 tmp->destroy (); 2929 tmp->destroy ();
2994 } 2930 }
3005void 2941void
3006fix_weight (void) 2942fix_weight (void)
3007{ 2943{
3008 for_all_players (pl) 2944 for_all_players (pl)
3009 { 2945 {
3010 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2946 sint32 old = pl->ob->carrying;
3011 2947
3012 if (old == sum) 2948 pl->ob->update_weight ();
3013 continue; 2949
2950 if (old != pl->ob->carrying)
2951 {
3014 pl->ob->update_stats (); 2952 pl->ob->update_stats ();
3015 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 }
3016 } 2955 }
3017} 2956}
3018 2957
3019void 2958void
3020fix_luck (void) 2959fix_luck (void)
3062} 3001}
3063 3002
3064void 3003void
3065make_visible (object *op) 3004make_visible (object *op)
3066{ 3005{
3067 op->hide = 0; 3006 op->flag [FLAG_HIDDEN] = 0;
3068 op->invisible = 0; 3007 op->invisible = 0;
3008
3069 if (op->type == PLAYER) 3009 if (op->type == PLAYER)
3070 { 3010 {
3071 op->contr->tmp_invis = 0; 3011 op->contr->tmp_invis = 0;
3072 op->contr->invis_race = 0; 3012 op->contr->invis_race = 0;
3073 } 3013 }
3014
3074 update_object (op, UP_OBJ_FACE); 3015 update_object (op, UP_OBJ_CHANGE);
3075} 3016}
3076 3017
3077int 3018int
3078is_true_undead (object *op) 3019is_true_undead (object *op)
3079{ 3020{
3080 object *tmp = NULL;
3081
3082 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3021 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3083 return 1; 3022 return 1;
3084 3023
3085 return 0; 3024 return 0;
3086} 3025}
3087 3026
3088/* look at the surrounding terrain to determine 3027/* look at the surrounding terrain to determine
3089 * the hideability of this object. Positive levels 3028 * the hideability of this object. Positive levels
3090 * indicate greater hideability. 3029 * indicate greater hideability.
3091 */ 3030 */
3092
3093int 3031int
3094hideability (object *ob) 3032hideability (object *ob)
3095{ 3033{
3096 int i, level = 0, mflag; 3034 int i, level = 0, mflag;
3097 sint16 x, y; 3035 sint16 x, y;
3107 * as bad as carrying a light on a pitch dark map */ 3045 * as bad as carrying a light on a pitch dark map */
3108 if (has_carried_lights (ob)) 3046 if (has_carried_lights (ob))
3109 level = -(10 + (2 * ob->map->darkness)); 3047 level = -(10 + (2 * ob->map->darkness));
3110 3048
3111 /* scan through all nearby squares for terrain to hide in */ 3049 /* scan through all nearby squares for terrain to hide in */
3112 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])
3113 { 3053 {
3114 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); 3054 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3115 if (mflag & P_OUT_OF_MAP) 3055 if (mflag & P_OUT_OF_MAP)
3116 {
3117 continue; 3056 continue;
3118 } 3057
3119 if (mflag & P_BLOCKSVIEW) /* something to hide near! */ 3058 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3120 level += 2; 3059 level += 2;
3121 else /* open terrain! */ 3060 else /* open terrain! */
3122 level -= 1; 3061 level -= 1;
3123 } 3062 }
3131/* For Hidden creatures - a chance of becoming 'unhidden' 3070/* For Hidden creatures - a chance of becoming 'unhidden'
3132 * every time they move - as we subtract off 'invisibility' 3071 * every time they move - as we subtract off 'invisibility'
3133 * AND, for players, if they move into a ridiculously unhideable 3072 * AND, for players, if they move into a ridiculously unhideable
3134 * spot (surrounded by clear terrain in broad daylight). -b.t. 3073 * spot (surrounded by clear terrain in broad daylight). -b.t.
3135 */ 3074 */
3136
3137void 3075void
3138do_hidden_move (object *op) 3076do_hidden_move (object *op)
3139{ 3077{
3140 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 3078 int hide = 0;
3141 object *skop;
3142 3079
3143 if (!op || !op->map) 3080 if (!op || !op->map)
3144 return; 3081 return;
3145 3082
3146 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);
3147 3085
3148 /* 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! */
3149 if (op->type == PLAYER && op->contr->run_on) 3087 if (op->type == PLAYER && op->contr->run_on)
3150 if (!skop || num >= skop->level) 3088 if (!skop || num >= skop->level)
3151 { 3089 {
3161 num -= hide; 3099 num -= hide;
3162 3100
3163 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3101 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3164 { 3102 {
3165 make_visible (op); 3103 make_visible (op);
3104
3166 if (op->type == PLAYER) 3105 if (op->type == PLAYER)
3167 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!");
3168 } 3107 }
3169 else if (op->type == PLAYER && skop) 3108 else if (op->type == PLAYER && skop)
3170 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);
3223 * object op. This function works fine for monsters, 3162 * object op. This function works fine for monsters,
3224 * 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
3225 * a pile (say a coin under a table would return "viewable" 3164 * a pile (say a coin under a table would return "viewable"
3226 * by this routine). Another question, should we be 3165 * by this routine). Another question, should we be
3227 * concerned with the direction the player is looking 3166 * concerned with the direction the player is looking
3228 * in? Realistically, most of use cant see stuff behind 3167 * in? Realistically, most of us can't see stuff behind
3229 * our backs...on the other hand, does the "facing" direction 3168 * our backs...on the other hand, does the "facing" direction
3230 * imply the way your head, or body is facing? Its possible 3169 * imply the way your head, or body is facing? It's possible
3231 * 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.
3232 * -b.t. 3171 * -b.t.
3233 * This function is now map tiling safe. 3172 * This function is now map tiling safe.
3234 */ 3173 */
3235
3236int 3174int
3237player_can_view (object *pl, object *op) 3175player_can_view (object *pl, object *op)
3238{ 3176{
3239 rv_vector rv; 3177 rv_vector rv;
3240 int dx, dy; 3178 int dx, dy;
3252 3190
3253 get_rangevector (pl, op, &rv, 0x1); 3191 get_rangevector (pl, op, &rv, 0x1);
3254 3192
3255 /* starting with the 'head' part, lets loop 3193 /* starting with the 'head' part, lets loop
3256 * through the object and find if it has any 3194 * through the object and find if it has any
3257 * part that is in the los array but isnt on 3195 * part that is in the los array but isn't on
3258 * a blocked los square. 3196 * a blocked los square.
3259 * we use the archetype to figure out offsets. 3197 * we use the archetype to figure out offsets.
3260 */ 3198 */
3261 while (op) 3199 while (op)
3262 { 3200 {
3263 dx = rv.distance_x + op->arch->clone.x; 3201 dx = rv.distance_x + op->arch->x;
3264 dy = rv.distance_y + op->arch->clone.y; 3202 dy = rv.distance_y + op->arch->y;
3265 3203
3266 /* only the viewable area the player sees is updated by LOS 3204 /* only the viewable area the player sees is updated by LOS
3267 * 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
3268 * for any meaningful values. 3206 * for any meaningful values.
3269 */ 3207 */
3270 if (FABS (dx) <= (pl->contr->ns->mapx / 2) && 3208 if (abs (dx) <= (pl->contr->ns->mapx / 2) &&
3271 FABS (dy) <= (pl->contr->ns->mapy / 2) && 3209 abs (dy) <= (pl->contr->ns->mapy / 2) &&
3272 !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)])
3273 return 1; 3211 return 1;
3212
3274 op = op->more; 3213 op = op->more;
3275 } 3214 }
3215
3276 return 0; 3216 return 0;
3277} 3217}
3278 3218
3279/* routine for both players and monsters. We call this when 3219/* routine for both players and monsters. We call this when
3280 * there is a possibility for our action distrubing our hiding 3220 * there is a possibility for our action distrubing our hiding
3283 * return 0. 3223 * return 0.
3284 */ 3224 */
3285int 3225int
3286action_makes_visible (object *op) 3226action_makes_visible (object *op)
3287{ 3227{
3288
3289 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) 3228 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3290 { 3229 {
3291 if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) 3230 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3292 return 0; 3231 return 0;
3293 3232
3294 if (op->contr && op->contr->tmp_invis == 0) 3233 if (op->contr && op->contr->tmp_invis == 0)
3295 return 0; 3234 return 0;
3296 3235
3297 /* If monsters, they should become visible */ 3236 /* If monsters, they should become visible */
3298 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) 3237 if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis))
3299 { 3238 {
3300 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->flag [FLAG_HIDDEN] ? "unhidden" : "visible");
3301 return 1; 3240 return 1;
3302 } 3241 }
3303 } 3242 }
3243
3304 return 0; 3244 return 0;
3305} 3245}
3306 3246
3307/* op_on_battleground - checks if the given object op (usually 3247/* op_on_battleground - checks if the given object op (usually
3308 * a player) is standing on a valid battleground-tile, 3248 * a player) is standing on a valid battleground-tile,
3313 * 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
3314 */ 3254 */
3315int 3255int
3316op_on_battleground (object *op, int *x, int *y) 3256op_on_battleground (object *op, int *x, int *y)
3317{ 3257{
3318 object *tmp;
3319
3320 /* A battleground-tile needs the following attributes to be valid: 3258 /* A battleground-tile needs the following attributes to be valid:
3321 * 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),
3322 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3260 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3323 * and the exit-coordinates sp/hp must both be > 0. 3261 * and the exit-coordinates sp/hp must both be > 0.
3324 * => The intention here is to prevent abuse of the battleground- 3262 * => The intention here is to prevent abuse of the battleground-
3325 * feature (like pickable or hidden battleground tiles). */ 3263 * feature (like pickable or hidden battleground tiles). */
3326 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3264 for (object *tmp = op->below; tmp; tmp = tmp->below)
3327 { 3265 {
3328 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3266 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3329 { 3267 {
3330 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3268 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3331 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))
3332 { 3272 {
3333 /*before we assign the exit, check if this is a teambattle */ 3273 /* before we assign the exit, check if this is a teambattle */
3334 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))
3335 { 3275 {
3336 object *invtmp;
3337
3338 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below) 3276 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3339 { 3277 {
3340 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying)) 3278 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3341 { 3279 {
3342 if (x != NULL && y != NULL) 3280 if (x && y)
3343 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3281 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3282
3344 return 1; 3283 return 1;
3345 } 3284 }
3346 } 3285 }
3347 } 3286 }
3287
3348 if (x != NULL && y != NULL) 3288 if (x && y)
3349 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3289 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3290
3350 return 1; 3291 return 1;
3351 } 3292 }
3352 } 3293 }
3353 } 3294 }
3295
3354 /* If we got here, did not find a battleground */ 3296 /* If we got here, did not find a battleground */
3355 return 0; 3297 return 0;
3356} 3298}
3357 3299
3358/* 3300/*
3374 char buf[MAX_BUF]; /* tmp. string buffer */ 3316 char buf[MAX_BUF]; /* tmp. string buffer */
3375 int i = 0, j = 0; 3317 int i = 0, j = 0;
3376 3318
3377 /* get the appropriate treasurelist */ 3319 /* get the appropriate treasurelist */
3378 if (atnr == ATNR_FIRE) 3320 if (atnr == ATNR_FIRE)
3379 trlist = find_treasurelist ("dragon_ability_fire"); 3321 trlist = treasurelist::find (shstr_dragon_ability_fire);
3380 else if (atnr == ATNR_COLD) 3322 else if (atnr == ATNR_COLD)
3381 trlist = find_treasurelist ("dragon_ability_cold"); 3323 trlist = treasurelist::find (shstr_dragon_ability_cold);
3382 else if (atnr == ATNR_ELECTRICITY) 3324 else if (atnr == ATNR_ELECTRICITY)
3383 trlist = find_treasurelist ("dragon_ability_elec"); 3325 trlist = treasurelist::find (shstr_dragon_ability_elec);
3384 else if (atnr == ATNR_POISON) 3326 else if (atnr == ATNR_POISON)
3385 trlist = find_treasurelist ("dragon_ability_poison"); 3327 trlist = treasurelist::find (shstr_dragon_ability_poison);
3386 3328
3387 if (trlist == NULL || who->type != PLAYER) 3329 if (trlist == NULL || who->type != PLAYER)
3388 return; 3330 return;
3389 3331
3390 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++);
3394 /* 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]); */
3395 return; 3337 return;
3396 } 3338 }
3397 3339
3398 /* everything seems okay - now bring on the gift: */ 3340 /* everything seems okay - now bring on the gift: */
3399 item = &(tr->item->clone); 3341 item = tr->item;
3400 3342
3401 if (item->type == SPELL) 3343 if (item->type == SPELL)
3402 { 3344 {
3403 if (check_spell_known (who, item->name)) 3345 if (check_spell_known (who, item->name))
3404 return; 3346 return;
3463 { 3405 {
3464 /* forces in the treasurelist can alter the player's stats */ 3406 /* forces in the treasurelist can alter the player's stats */
3465 object *skin; 3407 object *skin;
3466 3408
3467 /* first get the dragon skin force */ 3409 /* first get the dragon skin force */
3468 shstr_cmp dragon_skin_force ("dragon_skin_force");
3469 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)
3470 ; 3411 ;
3471 3412
3472 if (!skin) 3413 if (!skin)
3473 return; 3414 return;
3474 3415
3509 else 3450 else
3510 { 3451 {
3511 /* generate misc. treasure */ 3452 /* generate misc. treasure */
3512 tmp = arch_to_object (tr->item); 3453 tmp = arch_to_object (tr->item);
3513 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));
3514 tmp = insert_ob_in_ob (tmp, who); 3455 who->insert (tmp);
3515 if (who->type == PLAYER)
3516 esrv_send_item (who, tmp);
3517 } 3456 }
3518} 3457}
3519 3458
3520/** 3459/**
3521 * 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
3522 * not readied. 3461 * not readied.
3523 */ 3462 */
3524void 3463void
3525player_unready_range_ob (player *pl, object *ob) 3464player_unready_range_ob (player *pl, object *ob)
3526{ 3465{
3527 for (rangetype i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3466 if (pl->ob->current_weapon == ob)
3467 pl->ob->current_weapon = 0;
3468
3469 if (pl->combat_ob == ob)
3470 pl->combat_ob = 0;
3471
3528 if (pl->ranges[i] == ob) 3472 if (pl->ranged_ob == ob)
3529 {
3530 pl->ranges[i] = 0; 3473 pl->ranged_ob = 0;
3531 if (pl->shoottype == i)
3532 pl->shoottype = range_none;
3533 }
3534} 3474}
3535 3475
3536sint8 3476sint8
3537player::visibility_at (maptile *map, int x, int y) const 3477player::visibility_at (maptile *map, int x, int y) const
3538{ 3478{
3549 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy)) 3489 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3550 return 0; 3490 return 0;
3551 3491
3552 return 100 - blocked_los [x][y]; 3492 return 100 - blocked_los [x][y];
3553} 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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