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Comparing deliantra/server/server/player.C (file contents):
Revision 1.65 by root, Tue Dec 26 04:05:56 2006 UTC vs.
Revision 1.209 by root, Thu Dec 18 05:13:38 2008 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
20 21 * The authors can be reached via e-mail to <support@deliantra.net>
21 The author can be reached via e-mail to <crossfire@schmorp.de>
22*/ 22 */
23 23
24#include <global.h> 24#include <global.h>
25#include <pwd.h>
26#include <sproto.h> 25#include <sproto.h>
27#include <sounds.h> 26#include <sounds.h>
28#include <living.h> 27#include <living.h>
29#include <object.h> 28#include <object.h>
30#include <spells.h> 29#include <spells.h>
31#include <skills.h> 30#include <skills.h>
32 31
33#include <algorithm> 32#include <algorithm>
34#include <functional> 33#include <functional>
35 34
36player * 35playervec players;
37find_player (const char *plname)
38{
39 for_all_players (pl)
40 if (pl->ob && !strcmp (query_name (pl->ob), plname))
41 return pl;
42
43 return 0;
44}
45 36
46void 37void
47display_motd (const object *op) 38display_motd (const object *op)
48{ 39{
49 char buf[MAX_BUF]; 40 char buf[MAX_BUF];
123 114
124 news[0] = '\0'; 115 news[0] = '\0';
125 subject[0] = '\0'; 116 subject[0] = '\0';
126 size = 0; 117 size = 0;
127 118
128 while (fgets (buf, MAX_BUF, fp) != NULL) 119 while (fgets (buf, MAX_BUF, fp))
129 { 120 {
130 if (*buf == '#') 121 if (*buf == '#')
131 continue; 122 continue;
132 123
133 if (*buf == '%') 124 if (*buf == '%')
134 { /* send one news */ 125 { /* send one news */
135 if (size > 0) 126 if (size > 0)
136 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */ 127 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
128 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS,
129 "INFORMATION: %s\n%s", (char *)"%s\n%s",
130 subject, news); /*send previously read news */
131
137 strcpy (subject, buf + 1); 132 strcpy (subject, buf + 1);
138 strip_endline (subject); 133 strip_endline (subject);
139 size = 0; 134 size = 0;
140 news[0] = '\0'; 135 news[0] = '\0';
141 } 136 }
150 size += strlen (buf); 145 size += strlen (buf);
151 } 146 }
152 } 147 }
153 148
154 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, 149 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
155 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);
156 close_and_delete (fp, comp); 151 close_and_delete (fp, comp);
157} 152}
158 153
159/* This loads the first map an puts the player on it. */ 154/* This loads the first map an puts the player on it. */
160static void 155static void
161set_first_map (object *op) 156set_first_map (object *op)
162{ 157{
163 strcpy (op->contr->maplevel, first_map_path); 158 op->contr->maplevel = first_map_path;
164 op->x = -1; 159 op->x = -1;
165 op->y = -1; 160 op->y = -1;
166 enter_exit (op, 0); 161}
162
163void
164player::activate ()
165{
166 if (active)
167 return;
168
169 players.insert (this);
170 ob->remove ();
171 ob->map = 0;
172 ob->activate_recursive ();
173 CLEAR_FLAG (ob, FLAG_FRIENDLY);
174 add_friendly_object (ob);
175}
176
177void
178player::deactivate ()
179{
180 if (!active)
181 return;
182
183 terminate_all_pets (ob);
184 remove_friendly_object (ob);
185 ob->deactivate_recursive ();
186
187 if (ob->map)
188 maplevel = ob->map->path;
189
190 ob->remove ();
191 ob->enemy = 0; // sometimes keeps an extra refcount on itself
192 ob->map = 0;
193 party = 0;
194
195 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
196
197 players.erase (this);
167} 198}
168 199
169// connect the player with a specific client 200// connect the player with a specific client
170// also changed, rationalises, and fixes some incorrect settings 201// also changes, rationalises, and fixes some incorrect settings
171void 202void
172player::connect (client *ns) 203player::connect (client *ns)
173{ 204{
174 this->ns = ns; 205 this->ns = ns;
175 ns->pl = this; 206 ns->pl = this;
176 207
177 next = first_player; 208 run_on = 0;
178 first_player = this; 209 fire_on = 0;
210 ob->close_container (); //TODO: client-specific
179 211
180 ns->update_look = 0; 212 ns->update_look = 0;
181 ns->look_position = 0; 213 ns->look_position = 0;
182 214
183 clear_los (ob); 215 clear_los (this);
216
217 ns->reset_stats ();
184 218
185 /* make sure he's a player -- needed because of class change. */ 219 /* make sure he's a player -- needed because of class change. */
186 ob->type = PLAYER; // we are paranoid 220 ob->type = PLAYER; // we are paranoid
187 ob->race = ob->arch->clone.race; 221 ob->race = ob->arch->race;
188 222
189 if (!legal_range (ob, shoottype)) 223 ob->update_weight ();
190 shoottype = range_none;
191
192 ob->carrying = sum_weight (ob);
193 link_player_skills (ob); 224 link_skills ();
194 225
195 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); 226 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
196 update_ob_speed (ob);
197 227
198 assign (title, ob->arch->clone.name); 228 assign (title, ob->arch->object::name);
199
200 /* can_use_shield is a new flag. However, the can_use.. seems to largely come
201 * from the class, and not race. I don't see any way to get the class information
202 * to then update this. I don't think this will actually break anything - anyone
203 * that can use armour should be able to use a shield. What this may 'break'
204 * are features new characters get, eg, if someone starts up with a Q, they
205 * should be able to use a shield. However, old Q's won't get that advantage.
206 */
207 if (QUERY_FLAG (ob, FLAG_USE_ARMOUR))
208 SET_FLAG (ob, FLAG_USE_SHIELD);
209 229
210 /* if it's a dragon player, set the correct title here */ 230 /* if it's a dragon player, set the correct title here */
211 if (is_dragon_pl (ob)) 231 if (is_dragon_pl (ob))
212 { 232 {
213 object *tmp, *abil = 0, *skin = 0; 233 object *tmp, *abil = 0, *skin = 0;
214 234
215 shstr_cmp dragon_ability_force ("dragon_ability_force");
216 shstr_cmp dragon_skin_force ("dragon_skin_force");
217
218 for (tmp = ob->inv; tmp; tmp = tmp->below) 235 for (tmp = ob->inv; tmp; tmp = tmp->below)
219 if (tmp->type == FORCE) 236 if (tmp->type == FORCE)
220 if (tmp->arch->name == dragon_ability_force) 237 if (tmp->arch->archname == shstr_dragon_ability_force)
221 abil = tmp; 238 abil = tmp;
222 else if (tmp->arch->name == dragon_skin_force) 239 else if (tmp->arch->archname == shstr_dragon_skin_force)
223 skin = tmp; 240 skin = tmp;
224 241
225 set_dragon_name (ob, abil, skin); 242 set_dragon_name (ob, abil, skin);
226 } 243 }
227 244
228 CLEAR_FLAG (ob, FLAG_FRIENDLY);
229 add_friendly_object (ob);
230
231 LOG (llevInfo, "LOGIN: Player named %s from ip %s\n", &ob->name, ns->host);
232
233 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 245 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
234 new_draw_info_format (NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, NULL, "%s has entered the game.", &ob->name);
235 246
236 esrv_new_player (this, ob->weight + ob->carrying); 247 esrv_new_player (this);
237 248
238 ob->update_stats (); 249 ob->update_stats ();
250
239 ns->floorbox_update (); 251 ns->floorbox_update ();
240
241 esrv_send_inventory (ob, ob); 252 esrv_send_inventory (ob, ob);
242 esrv_add_spells (this, 0); 253 esrv_add_spells (this, 0);
243 254
244 enter_exit (ob, 0); 255 activate ();
245 256
246 send_rules (ob); 257 send_rules (ob);
247 send_news (ob); 258 send_news (ob);
248 display_motd (ob); 259 display_motd (ob);
260
261 INVOKE_PLAYER (CONNECT, this);
249 INVOKE_PLAYER (LOGIN, this); 262 INVOKE_PLAYER (LOGIN, this);
250} 263}
251 264
252void 265void
253player::disconnect () 266player::disconnect ()
254{ 267{
255 //TODO: don't be so harsh and destroy :) 268 if (ob)
269 {
270 ob->close_container (); //TODO: client-specific
271 ob->drop_unpaid_items ();
272 }
273
256 if (ns) 274 if (ns)
257 destroy (); 275 {
276 if (active)
277 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
278
279 INVOKE_PLAYER (DISCONNECT, this);
280
281 ns->reset_stats ();
282 ns->pl = 0;
283 ns = 0;
284 }
285
286 observe = ob;
287
288 deactivate ();
258} 289}
259 290
260// the need for this function can be explained 291// the need for this function can be explained
261// by load_object not returning the object 292// by load_object not returning the object
262void 293void
263player::set_object (object *op) 294player::set_object (object *op)
264{ 295{
265 ob = op; 296 ob = observe = op;
266 ob->contr = this; /* this aren't yet in archetype */ 297 ob->contr = this; /* this aren't yet in archetype */
267 298
299 ob->speed = 1.0f;
268 ob->speed_left = 0.5; 300 ob->speed_left = 0.5f;
269 ob->speed = 1.0; 301
270 ob->direction = 5; /* So player faces south */ 302 ob->direction = 5; /* So player faces south */
271 ob->stats.wc = 2;
272 ob->run_away = 25; /* Then we panick... */
273 303
274 set_first_map (ob); 304 ob->flag [FLAG_READY_WEAPON] = false;
305 ob->flag [FLAG_READY_SKILL] = false;
306 ob->flag [FLAG_READY_BOW] = false;
275 307
276 ob->roll_stats (); 308 for (object *op = ob->inv; op; op = op->below)
309 if (op->flag [FLAG_APPLIED])
310 switch (op->type)
311 {
312 case SKILL:
313 ob->flag [FLAG_APPLIED] = false;
314 break;
315
316 case WAND:
317 case ROD:
318 case HORN:
319 case BOW:
320 ranged_ob = op;
321 break;
322
323 case WEAPON:
324 combat_ob = op;
325 break;
326 }
327
328 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
329 ob->deactivate (); // change_weapon activates, fix this better
330}
331
332void
333player::set_observe (object *op)
334{
335 observe = op ? op : ob;
336 do_los = 1;
277} 337}
278 338
279player::player () 339player::player ()
280{ 340{
281 /* There are some elements we want initialized to non zero value - 341 /* There are some elements we want initialised to non zero value -
282 * we deal with that below this point. 342 * we deal with that below this point.
283 */ 343 */
284 outputs_sync = 16; /* Every 2 seconds */ 344 outputs_sync = 4;
285 outputs_count = 8; /* Keeps present behaviour */ 345 outputs_count = 4;
286 unapply = unapply_nochoice; 346 unapply = unapply_nochoice;
287 347
288 assign (savebed_map, first_map_path); /* Init. respawn position */ 348 savebed_map = first_map_path; /* Init. respawn position */
289 349
290 gen_sp_armour = 10; 350 gen_sp_armour = 10;
291 last_speed = -1;
292 shoottype = range_none;
293 bowtype = bow_normal; 351 bowtype = bow_normal;
294 petmode = pet_normal; 352 petmode = pet_normal;
295 listening = 10;
296 usekeys = containers; 353 usekeys = containers;
297 last_weapon_sp = -1;
298 peaceful = 1; /* default peaceful */ 354 peaceful = 1; /* default peaceful */
299 do_los = 1; 355 do_los = 1;
300 356
301 /* we need to clear these to -1 and not zero - otherwise, 357 weapon_sp = 1.0f;
302 * if a player quits and starts a new character, we wont 358 weapon_sp_left = 0.5f;
303 * send new values to the client, as things like exp start
304 * at zero.
305 */
306 for (int i = 0; i < NUM_SKILLS; i++)
307 last_skill_exp[i] = -1;
308
309 for (int i = 0; i < NROFATTACKS; i++)
310 last_resist[i] = -1;
311
312 last_stats.exp = -1;
313 last_weight = (uint32) - 1;
314} 359}
315 360
316void 361void
317player::do_destroy () 362player::do_destroy ()
318{ 363{
364 disconnect ();
365
319 attachable::do_destroy (); 366 attachable::do_destroy ();
320 367
321 disconnect ();
322
323 terminate_all_pets (ob);
324
325 if (first_player != this)
326 {
327 player *prev = first_player;
328
329 while (prev && prev->next && prev->next != this)
330 prev = prev->next;
331
332 if (prev->next != this)
333 {
334 LOG (llevError, "Free_player: Can't find previous player.\n");
335 abort ();
336 }
337
338 prev->next = next;
339 }
340 else
341 first_player = next;
342
343 if (ob) 368 if (ob)
369 {
344 ob->destroy (true); 370 ob->destroy_inv (false);
345
346 if (ns)
347 {
348 client *ns = this->ns;
349 ns->send_packet ("goodbye");
350 ns->flush ();
351 ns->pl = 0;
352 this->ns = 0;
353 ns->destroy (); 371 ob->destroy ();
354 } 372 }
373
374 ob = observe = 0;
355} 375}
356 376
357player::~player () 377player::~player ()
358{ 378{
359 /* Clear item stack */ 379 /* Clear item stack */
368player::create () 388player::create ()
369{ 389{
370 player *pl = new player; 390 player *pl = new player;
371 391
372 pl->set_object (arch_to_object (get_player_archetype (0))); 392 pl->set_object (arch_to_object (get_player_archetype (0)));
393
394 pl->ob->roll_stats ();
395 pl->ob->stats.wc = 2;
396 pl->ob->run_away = 25; /* Then we panick... */
397
398 set_first_map (pl->ob);
373 399
374 return pl; 400 return pl;
375} 401}
376 402
377/* 403/*
380 * Note: there MUST be at least one player archetype! 406 * Note: there MUST be at least one player archetype!
381 */ 407 */
382archetype * 408archetype *
383get_player_archetype (archetype *at) 409get_player_archetype (archetype *at)
384{ 410{
385 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);
386 418
387 for (;;) 419 for (;;)
388 { 420 {
389 if (at == NULL || at->next == NULL) 421 if (++i == archetypes.end ())
390 at = first_archetype; 422 i = archetypes.begin ();
391 else 423 else if (*i == at)
392 at = at->next; 424 cleanup ("not a single player archetype found");
393 425
394 if (at->clone.type == PLAYER) 426 if ((*i)->type == PLAYER)
395 return at; 427 return *i;
396
397 if (at == start)
398 {
399 LOG (llevError, "No Player archetypes\n");
400 exit (-1);
401 }
402 } 428 }
403} 429}
404 430
405object * 431object *
406get_nearest_player (object *mon) 432get_nearest_player (object *mon)
408 object *op = NULL; 434 object *op = NULL;
409 objectlink *ol; 435 objectlink *ol;
410 unsigned lastdist; 436 unsigned lastdist;
411 rv_vector rv; 437 rv_vector rv;
412 438
413 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 439 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
414 { 440 {
415 /* We should not find free objects on this friendly list, but it
416 * does periodically happen. Given that, lets deal with it.
417 * While unlikely, it is possible the next object on the friendly
418 * list is also free, so encapsulate this in a while loop.
419 */
420 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
421 {
422 object *tmp = ol->ob;
423
424 /* Can't do much more other than log the fact, because the object
425 * itself will have been cleared.
426 */
427 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n");
428 ol = ol->next;
429 remove_friendly_object (tmp);
430 if (!ol)
431 return op;
432 }
433
434 /* Remove special check for player from this. First, it looks to cause
435 * some crashes (ol->ob->contr not set properly?), but secondly, a more
436 * complicated method of state checking would be needed in any case -
437 * as it was, a clever player could type quit, and the function would
438 * skip them over while waiting for confirmation. Remove
439 * on_same_map check, as can_detect_enemy also does this
440 */
441 if (!can_detect_enemy (mon, ol->ob, &rv)) 441 if (!can_detect_enemy (mon, ol->ob, &rv))
442 continue; 442 continue;
443 443
444 if (lastdist > rv.distance) 444 if (lastdist > rv.distance)
445 { 445 {
521 x = mon->x; 521 x = mon->x;
522 y = mon->y; 522 y = mon->y;
523 m = mon->map; 523 m = mon->map;
524 dir = rv.direction; 524 dir = rv.direction;
525 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 525 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
526 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 526 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
527
527 /* If we can't solve it within the search distance, return now. */ 528 /* If we can't solve it within the search distance, return now. */
528 if (diff > max) 529 if (diff > max)
529 return 0; 530 return 0;
531
530 while (diff > 1 && max > 0) 532 while (diff > 1 && max > 0)
531 { 533 {
532 lastx = x; 534 lastx = x;
533 lasty = y; 535 lasty = y;
534 lastmap = m; 536 lastmap = m;
616 max--; 618 max--;
617 lastdir = dir; 619 lastdir = dir;
618 if (!firstdir) 620 if (!firstdir)
619 firstdir = dir; 621 firstdir = dir;
620 } 622 }
623
621 if (diff <= 1) 624 if (diff <= 1)
622 { 625 {
623 /* Recalculate diff (distance) because we may not have actually 626 /* Recalculate diff (distance) because we may not have actually
624 * headed toward player for entire distance. 627 * headed toward player for entire distance.
625 */ 628 */
626 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 629 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
627 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 630 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
628 } 631 }
632
629 if (diff > max) 633 if (diff > max)
630 return 0; 634 return 0;
631 } 635 }
636
632 /* If we reached the max, didn't find a direction in time */ 637 /* If we reached the max, didn't find a direction in time */
633 if (!max) 638 if (!max)
634 return 0; 639 return 0;
635 640
636 return firstdir; 641 return firstdir;
637} 642}
638 643
639void 644void
640give_initial_items (object *pl, treasurelist * items) 645give_initial_items (object *pl, treasurelist *items)
641{ 646{
642 object *op, *next = NULL;
643
644 if (pl->randomitems != NULL) 647 if (pl->randomitems)
645 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); 648 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
646 649
647 for (op = pl->inv; op; op = next) 650 for (object *next, *op = pl->inv; op; op = next)
648 { 651 {
649 next = op->below; 652 next = op->below;
650 653
651 /* Forces get applied per default, unless they have the 654 /* Forces get applied per default, unless they have the
652 * 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
657 /* we never give weapons/armour if these cannot be used 660 /* we never give weapons/armour if these cannot be used
658 * by this player due to race restrictions 661 * by this player due to race restrictions
659 */ 662 */
660 if (pl->type == PLAYER) 663 if (pl->type == PLAYER)
661 { 664 {
662 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) && 665 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR)
666 &&
663 (op->type == ARMOUR || op->type == BOOTS || 667 (op->type == ARMOUR || op->type == BOOTS
664 op->type == CLOAK || op->type == HELMET || 668 || op->type == CLOAK || op->type == HELMET
665 op->type == SHIELD || op->type == GLOVES || 669 || op->type == SHIELD || op->type == GLOVES
670 || op->type == BRACERS || op->type == GIRDLE))
666 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))
667 { 672 {
668 op->destroy (); 673 op->destroy ();
669 continue; 674 continue;
670 } 675 }
671 } 676 }
694 if (op->nrof > 1) 699 if (op->nrof > 1)
695 op->nrof = 1; 700 op->nrof = 1;
696 } 701 }
697 702
698 if (op->type == SPELLBOOK && op->inv) 703 if (op->type == SPELLBOOK && op->inv)
699 {
700 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); 704 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
701 }
702 705
703 /* Give starting characters identified, uncursed, and undamned 706 /* Give starting characters identified, uncursed, and undamned
704 * 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
705 * merged properly. 708 * merged properly.
706 */ 709 */
707 if (need_identify (op)) 710 if (need_identify (op))
708 { 711 {
709 SET_FLAG (op, FLAG_IDENTIFIED); 712 SET_FLAG (op, FLAG_IDENTIFIED);
710 CLEAR_FLAG (op, FLAG_CURSED); 713 CLEAR_FLAG (op, FLAG_CURSED);
711 CLEAR_FLAG (op, FLAG_DAMNED); 714 CLEAR_FLAG (op, FLAG_DAMNED);
712 } 715 }
716
713 if (op->type == SPELL) 717 if (op->type == SPELL)
714 { 718 {
715 op->destroy (); 719 op->destroy ();
716 continue; 720 continue;
717 } 721 }
719 { 723 {
720 SET_FLAG (op, FLAG_CAN_USE_SKILL); 724 SET_FLAG (op, FLAG_CAN_USE_SKILL);
721 op->stats.exp = 0; 725 op->stats.exp = 0;
722 op->level = 1; 726 op->level = 1;
723 } 727 }
724 /* lock all 'normal items by default */ 728 else /* lock all 'normal items by default */
725 else
726 SET_FLAG (op, FLAG_INV_LOCKED); 729 SET_FLAG (op, FLAG_INV_LOCKED);
727 } /* for loop of objects in player inv */ 730 } /* for loop of objects in player inv */
728 731
729 /* Need to set up the skill pointers */ 732 /* Need to set up the skill pointers */
730 link_player_skills (pl); 733 pl->contr->link_skills ();
731} 734}
732 735
733void 736void
734get_party_password (object *op, partylist *party) 737get_party_password (object *op, partylist *party)
735{ 738{
750roll_stat (void) 753roll_stat (void)
751{ 754{
752 int a[4], i, j, k; 755 int a[4], i, j, k;
753 756
754 for (i = 0; i < 4; i++) 757 for (i = 0; i < 4; i++)
755 a[i] = (int) RANDOM () % 6 + 1; 758 a[i] = (int) rndm (6) + 1;
756 759
757 for (i = 0, j = 0, k = 7; i < 4; i++) 760 for (i = 0, j = 0, k = 7; i < 4; i++)
758 if (a[i] < k) 761 if (a[i] < k)
759 k = a[i], j = i; 762 k = a[i], j = i;
760 763
766} 769}
767 770
768void 771void
769object::roll_stats () 772object::roll_stats ()
770{ 773{
771 int statsort [7]; 774 int statsort [NUM_STATS];
772 775
773 for (;;) 776 for (;;)
774 { 777 {
775 int sum = 0; 778 int sum = 0;
776 for (int i = 7; i--; ) 779 for (int i = NUM_STATS; i--; )
777 sum += statsort [i] = roll_stat (); 780 sum += statsort [i] = roll_stat ();
778 781
779 if (sum >= 82 && sum <= 116) 782 if (sum >= 82 && sum <= 116)
780 break; 783 break;
781 } 784 }
782 785
783 // Sort the stats so that rerolling is easier... 786 // Sort the stats so that rerolling is easier...
784 std::sort (statsort, statsort + 7, std::greater<int>()); 787 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
785 788
789 for (int i = 0; i < NUM_STATS; ++i)
786 stats.Str = statsort[0]; 790 stats.stat (i) = statsort [i];
787 stats.Dex = statsort[1];
788 stats.Con = statsort[2];
789 stats.Int = statsort[3];
790 stats.Wis = statsort[4];
791 stats.Pow = statsort[5];
792 stats.Cha = statsort[6];
793 791
794 stats.exp = 0; 792 stats.exp = 0;
795 stats.ac = 0; 793 stats.ac = 0;
796 794
797 stats.hp = stats.maxhp; 795 stats.hp = stats.maxhp;
809} 807}
810 808
811void 809void
812object::swap_stats (int a, int b) 810object::swap_stats (int a, int b)
813{ 811{
814 int tmp = get_attr_value (&contr->orig_stats, a); 812 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
815 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
816 set_attr_value (&contr->orig_stats, b, tmp);
817 813
814 for (int i = 0; i < NUM_STATS; ++i)
818 stats.Str = contr->orig_stats.Str; 815 stats.stat (i) = contr->orig_stats.stat (i);
819 stats.Dex = contr->orig_stats.Dex;
820 stats.Con = contr->orig_stats.Con;
821 stats.Int = contr->orig_stats.Int;
822 stats.Wis = contr->orig_stats.Wis;
823 stats.Pow = contr->orig_stats.Pow;
824 stats.Cha = contr->orig_stats.Cha;
825 816
826 //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,
827 // be merged with the similar code in roll_stats 818 // be merged with the similar code in roll_stats
828 stats.ac = 0; 819 stats.ac = 0;
829 820
841 contr->levsp[1] = 6; 832 contr->levsp[1] = 6;
842 contr->levgrace[1] = 3; 833 contr->levgrace[1] = 3;
843 834
844 contr->orig_stats = stats; 835 contr->orig_stats = stats;
845 } 836 }
837}
838
839static void
840start_info (object *op)
841{
842 char buf[MAX_BUF];
843
844 sprintf (buf, "Welcome to Deliantra v%s!", VERSION);
845 new_draw_info (NDI_UNIQUE, 0, op, buf);
846} 846}
847 847
848/* This function takes the key that is passed, and does the 848/* This function takes the key that is passed, and does the
849 * appropriate action with it (change race, or other things). 849 * appropriate action with it (change race, or other things).
850 * The function name is for historical reasons - now we have 850 * The function name is for historical reasons - now we have
851 * separate race and class; this actually changes the RACE, 851 * separate race and class; this actually changes the RACE,
852 * not the class. 852 * not the class.
853 */ 853 */
854int 854void
855key_change_class (object *op, char key) 855player::chargen_race_done ()
856{ 856{
857 int tmp_loop;
858
859 if (key == 'd' || key == 'D')
860 {
861 char buf[MAX_BUF];
862
863 /* this must before then initial items are given */ 857 /* this must before then initial items are given */
864 esrv_new_player (op->contr, op->weight + op->carrying); 858 esrv_new_player (ob->contr);
865 859
866 treasurelist *tl = find_treasurelist ("starting_wealth"); 860 treasurelist *tl = treasurelist::find ("starting_wealth");
867 if (tl) 861 if (tl)
868 create_treasure (tl, op, 0, 0, 0); 862 create_treasure (tl, ob, 0, 0, 0);
869 863
870 INVOKE_PLAYER (BIRTH, op->contr); 864 INVOKE_PLAYER (BIRTH, ob->contr);
871 INVOKE_PLAYER (LOGIN, op->contr); 865 INVOKE_PLAYER (LOGIN, ob->contr);
872 866
873 op->contr->ns->state = ST_PLAYING; 867 ob->contr->ns->state = ST_PLAYING;
874 868
875 if (op->msg) 869 if (ob->msg)
876 op->msg = NULL; 870 ob->msg = 0;
877 871
878 /* We create this now because some of the unique maps will need it
879 * to save here.
880 */
881 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name);
882 make_path_to_file (buf);
883
884#ifdef AUTOSAVE
885 op->contr->last_save_tick = pticks;
886#endif
887 start_info (op); 872 start_info (ob);
888 CLEAR_FLAG (op, FLAG_WIZ); 873 CLEAR_FLAG (ob, FLAG_WIZ);
889 give_initial_items (op, op->randomitems); 874 give_initial_items (ob, ob->randomitems);
890 link_player_skills (op);
891 esrv_send_inventory (op, op); 875 esrv_send_inventory (ob, ob);
892 op->update_stats (); 876 ob->update_stats ();
893 877
894 /* This moves the player to a different start map, if there 878 /* This moves the player to a different start map, if there
895 * is one for this race 879 * is one for this race
896 */ 880 */
897 if (*first_map_ext_path) 881 if (*first_map_ext_path)
898 { 882 ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y);
899 object *tmp;
900 char mapname[MAX_BUF];
901
902 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name);
903 tmp = object::create ();
904 EXIT_PATH (tmp) = mapname;
905 EXIT_X (tmp) = op->x;
906 EXIT_Y (tmp) = op->y;
907 enter_exit (op, tmp); /* we don't really care if it succeeded;
908 * if the map isn't there, then stay on the
909 * default initial map */
910 tmp->destroy ();
911 }
912 else 883 else
913 LOG (llevDebug, "first_map_ext_path not set\n"); 884 LOG (llevDebug, "first_map_ext_path not set\n");
885}
914 886
915 return 0; 887void
916 } 888player::chargen_race_next ()
917 889{
918 /* Following actually changes the race - this is the default command 890 /* Following actually changes the race - this is the default command
919 * if we don't match with one of the options above. 891 * if we don't match with one of the options above.
920 */ 892 */
921 893
922 tmp_loop = 0; 894 do
923 while (!tmp_loop)
924 { 895 {
925 shstr name = op->name; 896 shstr name = ob->name;
926 int x = op->x, y = op->y; 897 int x = ob->x, y = ob->y;
927 898
928 op->remove_statbonus (); 899 ob->remove_statbonus ();
929 op->remove (); 900 ob->remove ();
930 op->arch = get_player_archetype (op->arch); 901 ob->arch = get_player_archetype (ob->arch);
931 op->arch->clone.copy_to (op); 902 ob->arch->copy_to (ob);
932 op->instantiate (); 903 ob->instantiate ();
933 op->stats = op->contr->orig_stats; 904 ob->stats = ob->contr->orig_stats;
934 op->name = op->name_pl = name; 905 ob->name = ob->name_pl = name;
935 op->x = x; 906 ob->x = x;
936 op->y = y; 907 ob->y = y;
937 SET_ANIMATION (op, 2); /* So player faces south */ 908 SET_ANIMATION (ob, 2); /* So player faces south */
938 insert_ob_in_map (op, op->map, op, 0); 909 insert_ob_in_map (ob, ob->map, ob, 0);
939 assign (op->contr->title, op->arch->clone.name); 910 assign (ob->contr->title, ob->arch->object::name);
940 op->add_statbonus (); 911 ob->add_statbonus ();
941 tmp_loop = allowed_class (op);
942 } 912 }
913 while (!allowed_class (ob));
943 914
944 update_object (op, UP_OBJ_FACE); 915 update_object (ob, UP_OBJ_FACE);
945 esrv_update_item (UPD_FACE, op, op); 916 esrv_update_item (UPD_FACE, ob, ob);
946 op->update_stats (); 917 ob->update_stats ();
947 op->stats.hp = op->stats.maxhp; 918 ob->stats.hp = ob->stats.maxhp;
948 op->stats.sp = op->stats.maxsp; 919 ob->stats.sp = ob->stats.maxsp;
949 op->stats.grace = 0; 920 ob->stats.grace = 0;
950
951 if (op->msg)
952 new_draw_info (NDI_BLUE, 0, op, op->msg);
953
954 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
955 return 0;
956}
957
958int
959key_confirm_quit (object *op, char key)
960{
961 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
962 {
963 op->contr->ns->state = ST_PLAYING;
964 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
965 return 1;
966 }
967
968 INVOKE_PLAYER (LOGOUT, op->contr);
969 INVOKE_PLAYER (QUIT, op->contr);
970
971 op->contr->enable_save = false;
972
973 terminate_all_pets (op);
974 leave_map (op);
975 op->direction = 0;
976 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
977
978 strcpy (op->contr->killer, "quit");
979 check_score (op);
980 op->contr->party = 0;
981 op->contr->own_title[0] = '\0';
982
983 object_ptr ob = op;
984
985 /* We need to hunt for any per player unique maps in memory and
986 * get rid of them. The trailing slash in the path is intentional,
987 * so that players named 'Ab' won't match against players 'Abe' pathname
988 */
989 char buf[MAX_BUF];
990 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
991
992 for (maptile *next, *mp = first_map; mp; mp = next)
993 {
994 next = mp->next;
995
996 if (!strncmp (mp->path, buf, strlen (buf)))
997 delete_map (mp);
998 }
999
1000 delete_character (ob->name, 1);
1001 ob->contr->destroy ();
1002
1003 return 1;
1004} 921}
1005 922
1006void 923void
1007flee_player (object *op) 924flee_player (object *op)
1008{ 925{
1055 /* Cornered, get rid of scared */ 972 /* Cornered, get rid of scared */
1056 CLEAR_FLAG (op, FLAG_SCARED); 973 CLEAR_FLAG (op, FLAG_SCARED);
1057 op->enemy = NULL; 974 op->enemy = NULL;
1058} 975}
1059 976
1060
1061/* 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.
1062 * 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
1063 * stop. 979 * stop.
1064 */ 980 */
1065int 981int
1066check_pick (object *op) 982check_pick (object *op)
1067{ 983{
1068 object *tmp, *next; 984 object *tmp, *next;
1069 int stop = 0; 985 int stop = 0;
1070 int j, k, wvratio; 986 int wvratio;
1071 char putstring[128], tmpstr[16]; 987 char putstring[128];
1072 988
1073 /* if you're flying, you cna't pick up anything */ 989 /* if you're flying, you cna't pick up anything */
1074 if (op->move_type & MOVE_FLYING) 990 if (op->move_type & MOVE_FLYING)
1075 return 1; 991 return 1;
1076 992
1077 next = op->below; 993 next = op->below;
1078 994
995 int cnt = MAX_ITEM_PER_DROP;
996#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
997
1079 /* 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
1080 * destroyed */ 999 * destroyed */
1081 while (next && !next->destroyed ()) 1000 while (next && !next->destroyed ())
1082 { 1001 {
1083 tmp = next; 1002 tmp = next;
1084 next = tmp->below; 1003 next = tmp->below;
1085 1004
1005 if (cnt <= 0)
1006 {
1007 op->failmsg ("Couldn't pickup all items at once.");
1008 return 0;
1009 }
1010
1086 if (op->destroyed ()) 1011 if (op->destroyed ())
1087 return 0; 1012 return 0;
1088 1013
1089 if (!can_pick (op, tmp)) 1014 if (!can_pick (op, tmp))
1090 continue; 1015 continue;
1091 1016
1092 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 1017 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1093 { 1018 {
1094 if (item_matched_string (op, tmp, op->contr->search_str)) 1019 if (item_matched_string (op, tmp, op->contr->search_str))
1095 pick_up (op, tmp); 1020 CHK_PICK_PICKUP;
1096 continue; 1021 continue;
1097 } 1022 }
1098 1023
1099 /* high not bit set? We're using the old autopickup model */ 1024 /* high not bit set? We're using the old autopickup model */
1100 if (!(op->contr->mode & PU_NEWMODE)) 1025 if (!(op->contr->mode & PU_NEWMODE))
1102 switch (op->contr->mode) 1027 switch (op->contr->mode)
1103 { 1028 {
1104 case 0: 1029 case 0:
1105 return 1; /* don't pick up */ 1030 return 1; /* don't pick up */
1106 case 1: 1031 case 1:
1107 pick_up (op, tmp); 1032 CHK_PICK_PICKUP;
1108 return 1; 1033 return 1;
1109 case 2: 1034 case 2:
1110 pick_up (op, tmp); 1035 CHK_PICK_PICKUP;
1111 return 0; 1036 return 0;
1112 case 3: 1037 case 3:
1113 return 0; /* stop before pickup */ 1038 return 0; /* stop before pickup */
1114 case 4: 1039 case 4:
1115 pick_up (op, tmp); 1040 CHK_PICK_PICKUP;
1116 break; 1041 break;
1117 case 5: 1042 case 5:
1118 pick_up (op, tmp); 1043 CHK_PICK_PICKUP;
1119 stop = 1; 1044 stop = 1;
1120 break; 1045 break;
1121 case 6: 1046 case 6:
1122 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1047 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)
1123 pick_up (op, tmp); 1048 && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1049 CHK_PICK_PICKUP;
1124 break; 1050 break;
1125 1051
1126 case 7: 1052 case 7:
1127 if (tmp->type == MONEY || tmp->type == GEM) 1053 if (tmp->type == MONEY || tmp->type == GEM)
1128 pick_up (op, tmp); 1054 CHK_PICK_PICKUP;
1129 break; 1055 break;
1130 1056
1131 default: 1057 default:
1132 /* use value density */ 1058 /* use value density */
1133 if (!QUERY_FLAG (tmp, FLAG_UNPAID) 1059 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1134 && (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)
1135 pick_up (op, tmp); 1061 CHK_PICK_PICKUP;
1136 } 1062 }
1137 } 1063 }
1138 else 1064 else
1139 { /* old model */ 1065 { /* old model */
1140 /* NEW pickup handling */ 1066 /* NEW pickup handling */
1144 if (tmp->name != NULL) 1070 if (tmp->name != NULL)
1145 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1071 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1146 &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))));
1147 else 1073 else
1148 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1074 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1149 &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))));
1150 1076
1151 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1077 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1152 } 1078 }
1153 1079
1154 /* philosophy: 1080 /* philosophy:
1195 /* all food and drink if desired */ 1121 /* all food and drink if desired */
1196 /* question: don't pick up known-poisonous stuff? */ 1122 /* question: don't pick up known-poisonous stuff? */
1197 if (op->contr->mode & PU_FOOD) 1123 if (op->contr->mode & PU_FOOD)
1198 if (tmp->type == FOOD) 1124 if (tmp->type == FOOD)
1199 { 1125 {
1200 pick_up (op, tmp); 1126 CHK_PICK_PICKUP;
1201 continue; 1127 continue;
1202 } 1128 }
1203 1129
1204 if (op->contr->mode & PU_DRINK) 1130 if (op->contr->mode & PU_DRINK)
1205 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)))
1206 { 1132 {
1207 pick_up (op, tmp); 1133 CHK_PICK_PICKUP;
1208 continue; 1134 continue;
1209 } 1135 }
1210 1136
1211 if (op->contr->mode & PU_POTION) 1137 if (op->contr->mode & PU_POTION)
1212 if (tmp->type == POTION) 1138 if (tmp->type == POTION)
1213 { 1139 {
1214 pick_up (op, tmp); 1140 CHK_PICK_PICKUP;
1215 continue; 1141 continue;
1216 } 1142 }
1217 1143
1218 /* spellbooks, skillscrolls and normal books/scrolls */ 1144 /* spellbooks, skillscrolls and normal books/scrolls */
1219 if (op->contr->mode & PU_SPELLBOOK) 1145 if (op->contr->mode & PU_SPELLBOOK)
1220 if (tmp->type == SPELLBOOK) 1146 if (tmp->type == SPELLBOOK)
1221 { 1147 {
1222 pick_up (op, tmp); 1148 CHK_PICK_PICKUP;
1223 continue; 1149 continue;
1224 } 1150 }
1225 1151
1226 if (op->contr->mode & PU_SKILLSCROLL) 1152 if (op->contr->mode & PU_SKILLSCROLL)
1227 if (tmp->type == SKILLSCROLL) 1153 if (tmp->type == SKILLSCROLL)
1228 { 1154 {
1229 pick_up (op, tmp); 1155 CHK_PICK_PICKUP;
1230 continue; 1156 continue;
1231 } 1157 }
1232 1158
1233 if (op->contr->mode & PU_READABLES) 1159 if (op->contr->mode & PU_READABLES)
1234 if (tmp->type == BOOK || tmp->type == SCROLL) 1160 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1235 { 1161 {
1236 pick_up (op, tmp); 1162 CHK_PICK_PICKUP;
1237 continue; 1163 continue;
1238 } 1164 }
1239 1165
1240 /* wands/staves/rods/horns */ 1166 /* wands/staves/rods/horns */
1241 if (op->contr->mode & PU_MAGIC_DEVICE) 1167 if (op->contr->mode & PU_MAGIC_DEVICE)
1242 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 1168 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1243 { 1169 {
1244 pick_up (op, tmp); 1170 CHK_PICK_PICKUP;
1245 continue; 1171 continue;
1246 } 1172 }
1247 1173
1248 /* pick up all magical items */ 1174 /* pick up all magical items */
1249 if (op->contr->mode & PU_MAGICAL) 1175 if (op->contr->mode & PU_MAGICAL)
1250 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))
1251 { 1177 {
1252 pick_up (op, tmp); 1178 CHK_PICK_PICKUP;
1253 continue; 1179 continue;
1254 } 1180 }
1255 1181
1256 if (op->contr->mode & PU_VALUABLES) 1182 if (op->contr->mode & PU_VALUABLES)
1257 { 1183 {
1258 if (tmp->type == MONEY || tmp->type == GEM) 1184 if (tmp->type == MONEY || tmp->type == GEM)
1259 { 1185 {
1260 pick_up (op, tmp); 1186 CHK_PICK_PICKUP;
1261 continue; 1187 continue;
1262 } 1188 }
1263 } 1189 }
1264 1190
1265 /* rings & amulets - talismans seems to be typed AMULET */ 1191 /* rings & amulets - talismans seems to be typed AMULET */
1266 if (op->contr->mode & PU_JEWELS) 1192 if (op->contr->mode & PU_JEWELS)
1267 if (tmp->type == RING || tmp->type == AMULET) 1193 if (tmp->type == RING || tmp->type == AMULET)
1268 { 1194 {
1269 pick_up (op, tmp); 1195 CHK_PICK_PICKUP;
1270 continue; 1196 continue;
1271 } 1197 }
1272 1198
1273 /* we don't forget dragon food */ 1199 /* we don't forget dragon food */
1274 if (op->contr->mode & PU_FLESH) 1200 if (op->contr->mode & PU_FLESH)
1275 if (tmp->type == FLESH) 1201 if (tmp->type == FLESH)
1276 { 1202 {
1277 pick_up (op, tmp); 1203 CHK_PICK_PICKUP;
1278 continue; 1204 continue;
1279 } 1205 }
1280 1206
1281 /* bows and arrows. Bows are good for selling! */ 1207 /* bows and arrows. Bows are good for selling! */
1282 if (op->contr->mode & PU_BOW) 1208 if (op->contr->mode & PU_BOW)
1283 if (tmp->type == BOW) 1209 if (tmp->type == BOW)
1284 { 1210 {
1285 pick_up (op, tmp); 1211 CHK_PICK_PICKUP;
1286 continue; 1212 continue;
1287 } 1213 }
1288 1214
1289 if (op->contr->mode & PU_ARROW) 1215 if (op->contr->mode & PU_ARROW)
1290 if (tmp->type == ARROW) 1216 if (tmp->type == ARROW)
1291 { 1217 {
1292 pick_up (op, tmp); 1218 CHK_PICK_PICKUP;
1293 continue; 1219 continue;
1294 } 1220 }
1295 1221
1296 /* all kinds of armor etc. */ 1222 /* all kinds of armor etc. */
1297 if (op->contr->mode & PU_ARMOUR) 1223 if (op->contr->mode & PU_ARMOUR)
1298 if (tmp->type == ARMOUR) 1224 if (tmp->type == ARMOUR)
1299 { 1225 {
1300 pick_up (op, tmp); 1226 CHK_PICK_PICKUP;
1301 continue; 1227 continue;
1302 } 1228 }
1303 1229
1304 if (op->contr->mode & PU_HELMET) 1230 if (op->contr->mode & PU_HELMET)
1305 if (tmp->type == HELMET) 1231 if (tmp->type == HELMET)
1306 { 1232 {
1307 pick_up (op, tmp); 1233 CHK_PICK_PICKUP;
1308 continue; 1234 continue;
1309 } 1235 }
1310 1236
1311 if (op->contr->mode & PU_SHIELD) 1237 if (op->contr->mode & PU_SHIELD)
1312 if (tmp->type == SHIELD) 1238 if (tmp->type == SHIELD)
1313 { 1239 {
1314 pick_up (op, tmp); 1240 CHK_PICK_PICKUP;
1315 continue; 1241 continue;
1316 } 1242 }
1317 1243
1318 if (op->contr->mode & PU_BOOTS) 1244 if (op->contr->mode & PU_BOOTS)
1319 if (tmp->type == BOOTS) 1245 if (tmp->type == BOOTS)
1320 { 1246 {
1321 pick_up (op, tmp); 1247 CHK_PICK_PICKUP;
1322 continue; 1248 continue;
1323 } 1249 }
1324 1250
1325 if (op->contr->mode & PU_GLOVES) 1251 if (op->contr->mode & PU_GLOVES)
1326 if (tmp->type == GLOVES) 1252 if (tmp->type == GLOVES)
1327 { 1253 {
1328 pick_up (op, tmp); 1254 CHK_PICK_PICKUP;
1329 continue; 1255 continue;
1330 } 1256 }
1331 1257
1332 if (op->contr->mode & PU_CLOAK) 1258 if (op->contr->mode & PU_CLOAK)
1333 if (tmp->type == CLOAK) 1259 if (tmp->type == CLOAK)
1334 { 1260 {
1335 pick_up (op, tmp); 1261 CHK_PICK_PICKUP;
1336 continue; 1262 continue;
1337 } 1263 }
1338 1264
1339 /* hoping to catch throwing daggers here */ 1265 /* hoping to catch throwing daggers here */
1340 if (op->contr->mode & PU_MISSILEWEAPON) 1266 if (op->contr->mode & PU_MISSILEWEAPON)
1341 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN)) 1267 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1342 { 1268 {
1343 pick_up (op, tmp); 1269 CHK_PICK_PICKUP;
1344 continue; 1270 continue;
1345 } 1271 }
1346 1272
1347 /* careful: chairs and tables are weapons! */ 1273 /* careful: chairs and tables are weapons! */
1348 if (op->contr->mode & PU_ALLWEAPON) 1274 if (op->contr->mode & PU_ALLWEAPON)
1349 { 1275 {
1350 if (tmp->type == WEAPON && tmp->name != NULL) 1276 if (tmp->type == WEAPON && tmp->name != NULL)
1351 { 1277 {
1352 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 &&
1353 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) 1279 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1354 { 1280 {
1355 pick_up (op, tmp); 1281 CHK_PICK_PICKUP;
1356 continue; 1282 continue;
1357 } 1283 }
1358 } 1284 }
1359 1285
1360 if (tmp->type == WEAPON && tmp->name == NULL) 1286 if (tmp->type == WEAPON && tmp->name == NULL)
1361 { 1287 {
1362 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)
1363 { 1289 {
1364 pick_up (op, tmp); 1290 CHK_PICK_PICKUP;
1365 continue; 1291 continue;
1366 } 1292 }
1367 } 1293 }
1368 } 1294 }
1369 1295
1370 /* misc stuff that's useful */ 1296 /* misc stuff that's useful */
1371 if (op->contr->mode & PU_KEY) 1297 if (op->contr->mode & PU_KEY)
1372 if (tmp->type == KEY || tmp->type == SPECIAL_KEY) 1298 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1373 { 1299 {
1374 pick_up (op, tmp); 1300 CHK_PICK_PICKUP;
1375 continue; 1301 continue;
1376 } 1302 }
1377 1303
1378 /* 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
1379 * pickups */ 1305 * pickups */
1380 if (op->contr->mode & PU_RATIO) 1306 if (op->contr->mode & PU_RATIO)
1381 { 1307 {
1382 /* use value density to decide what else to grab */ 1308 /* use value density to decide what else to grab */
1383 /* >=7 was >= op->contr->mode */ 1309 /* >=7 was >= op->contr->mode */
1384 /* >=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
1385 * and multiply them by 5, giving 0..15*5== 5..75 */ 1311 */
1386 wvratio = (op->contr->mode & PU_RATIO) * 5; 1312 wvratio = op->contr->mode & PU_RATIO;
1387 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)
1388 { 1314 {
1389 pick_up (op, tmp); 1315 CHK_PICK_PICKUP;
1390#if 0 1316#if 0
1391 fprintf (stderr, "HIGH WEIGHT/VALUE ["); 1317 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1392 if (tmp->name != NULL) 1318 if (tmp->name != NULL)
1393 { 1319 {
1394 fprintf (stderr, "%s", tmp->name); 1320 fprintf (stderr, "%s", tmp->name);
1395 } 1321 }
1396 else 1322 else
1397 fprintf (stderr, "%s", tmp->arch->name); 1323 fprintf (stderr, "%s", tmp->arch->archname);
1398 fprintf (stderr, ",%d] = ", tmp->type); 1324 fprintf (stderr, ",%d] = ", tmp->type);
1399 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))));
1400#endif 1326#endif
1401 continue; 1327 continue;
1402 } 1328 }
1413 * found object is returned. 1339 * found object is returned.
1414 */ 1340 */
1415object * 1341object *
1416find_arrow (object *op, const char *type) 1342find_arrow (object *op, const char *type)
1417{ 1343{
1418 object *tmp = NULL;
1419
1420 for (op = op->inv; op; op = op->below) 1344 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1421 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1422 tmp = find_arrow (op, type);
1423 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);
1424 return op; 1353 return arrow;
1354 }
1355
1425 return tmp; 1356 return 0;
1426} 1357}
1427 1358
1428/* 1359/*
1429 * 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
1430 * 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
1431 * of resistances. The archer is making a quick guess at what he sees down 1362 * of resistances. The archer is making a quick guess at what he sees down
1432 * the hall. Failing that it does it's best to pick the highest plus arrow. 1363 * the hall. Failing that it does it's best to pick the highest plus arrow.
1433 */ 1364 */
1434
1435object * 1365object *
1436find_better_arrow (object *op, object *target, const char *type, int *better) 1366find_better_arrow (object *op, object *target, const char *type, int *better)
1437{ 1367{
1438 object *tmp = NULL, *arrow, *ntmp; 1368 object *tmp = NULL, *arrow, *ntmp;
1439 int attacknum, attacktype, betterby = 0, i; 1369 int attacknum, attacktype, betterby = 0, i;
1454 } 1384 }
1455 } 1385 }
1456 else if (arrow->type == ARROW && arrow->race == type) 1386 else if (arrow->type == ARROW && arrow->race == type)
1457 { 1387 {
1458 /* allways prefer assasination/slaying */ 1388 /* allways prefer assasination/slaying */
1459 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race)) 1389 if (target->race && arrow->slaying && strstr (arrow->slaying, target->race))
1460 { 1390 {
1461 if (arrow->attacktype & AT_DEATH) 1391 if (arrow->attacktype & AT_DEATH)
1462 { 1392 {
1463 *better = 100; 1393 *better = 100;
1464 return arrow; 1394 return arrow;
1472 else 1402 else
1473 { 1403 {
1474 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1404 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1475 { 1405 {
1476 attacktype = 1 << attacknum; 1406 attacktype = 1 << attacknum;
1477 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1407 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1478 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)
1479 { 1409 {
1480 tmp = arrow; 1410 tmp = arrow;
1481 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;
1482 } 1412 }
1483 } 1413 }
1484 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1414 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1485 { 1415 {
1486 tmp = arrow; 1416 tmp = arrow;
1492 betterby = 1 + arrow->magic + arrow->stats.dam; 1422 betterby = 1 + arrow->magic + arrow->stats.dam;
1493 } 1423 }
1494 } 1424 }
1495 } 1425 }
1496 } 1426 }
1427
1497 if (tmp == NULL && arrow == NULL) 1428 if (tmp == NULL && arrow == NULL)
1498 return find_arrow (op, type); 1429 return find_arrow (op, type);
1499 1430
1500 *better = betterby; 1431 *better = betterby;
1501 return tmp; 1432 return tmp;
1505 * find_better_arrow to find a decent arrow to use. 1436 * find_better_arrow to find a decent arrow to use.
1506 * op = the shooter 1437 * op = the shooter
1507 * type = bow->race 1438 * type = bow->race
1508 * dir = fire direction 1439 * dir = fire direction
1509 */ 1440 */
1510
1511object * 1441object *
1512pick_arrow_target (object *op, const char *type, int dir) 1442pick_arrow_target (object *op, const char *type, int dir)
1513{ 1443{
1514 object *tmp = NULL; 1444 object *tmp = NULL;
1515 maptile *m; 1445 maptile *m;
1580 */ 1510 */
1581int 1511int
1582fire_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)
1583{ 1513{
1584 object *left, *bow; 1514 object *left, *bow;
1585 int bowspeed, mflags; 1515 int mflags;
1586 maptile *m; 1516 maptile *m;
1587 1517
1588 if (!dir) 1518 if (!dir)
1589 { 1519 {
1590 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!");
1591 return 0; 1521 return 0;
1592 } 1522 }
1593 1523
1594 if (op->type == PLAYER) 1524 if (op->contr)
1595 bow = op->contr->ranges[range_bow]; 1525 bow = op->current_weapon;
1596 else 1526 else
1597 { 1527 {
1598 for (bow = op->inv; bow; bow = bow->below) 1528 for (bow = op->inv; bow; bow = bow->below)
1599 /* 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
1600 * 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.
1605 if (!bow) 1535 if (!bow)
1606 { 1536 {
1607 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1537 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1608 return 0; 1538 return 0;
1609 } 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
1610 } 1548 }
1611 1549
1612 if (!bow->race || !bow->skill) 1550 if (!bow->race || !bow->skill)
1613 { 1551 {
1614 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);
1615 return 0; 1553 return 0;
1616 } 1554 }
1617
1618 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1619
1620 /* penalize ROF for bestarrow */
1621 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1622 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1623
1624 if (bowspeed < 1)
1625 bowspeed = 1;
1626 1555
1627 if (arrow == NULL) 1556 if (arrow == NULL)
1628 { 1557 {
1629 if ((arrow = find_arrow (op, bow->race)) == NULL) 1558 if ((arrow = find_arrow (op, bow->race)) == NULL)
1630 { 1559 {
1631 if (op->type == PLAYER) 1560 if (op->type == PLAYER)
1632 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);
1633 /* 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 */
1634 else 1563 else
1635 CLEAR_FLAG (op, FLAG_READY_BOW); 1564 CLEAR_FLAG (op, FLAG_READY_BOW);
1565
1636 return 0; 1566 return 0;
1637 } 1567 }
1638 } 1568 }
1639 1569
1640 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1570 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1648 } 1578 }
1649 1579
1650 /* this should not happen, but sometimes does */ 1580 /* this should not happen, but sometimes does */
1651 if (arrow->nrof == 0) 1581 if (arrow->nrof == 0)
1652 { 1582 {
1583 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1653 arrow->destroy (); 1584 arrow->destroy ();
1654 return 0; 1585 return 0;
1655 } 1586 }
1656 1587
1657 left = arrow; /* these are arrows left to the player */ 1588 left = arrow; /* these are arrows left to the player */
1658 arrow = get_split_ob (arrow, 1); 1589 arrow = arrow->split ();
1659 if (!arrow) 1590 if (!arrow)
1660 { 1591 {
1661 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);
1662 return 0; 1593 return 0;
1663 } 1594 }
1664 1595
1665 arrow->set_owner (op); 1596 arrow->set_owner (op);
1666 arrow->skill = bow->skill; 1597 arrow->skill = bow->skill;
1667
1668 arrow->direction = dir; 1598 arrow->direction = dir;
1669 arrow->x = sx; 1599
1670 arrow->y = sy; 1600 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1601 arrow->stats.hp = arrow->stats.dam;
1602 arrow->stats.grace = arrow->attacktype;
1603
1604 if (arrow->slaying)
1605 arrow->spellarg = strdup (arrow->slaying);
1606
1607#if 0
1608 if (player *pl = op->contr)
1609 {
1610 float speed = pl->weapon_sp;
1611
1612 /* penalize ROF for bestarrow */
1613 if (pl->bowtype == bow_bestarrow)
1614 speed *= .9f;
1615 else
1616 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1617
1618 op->speed_left += speed - op->speed;
1619 }
1620#endif
1621
1622 SET_ANIMATION (arrow, arrow->direction);
1623
1624 /* update the speed */
1625 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1626 + bow->stats.dam / 7.f;
1627
1628 arrow->set_speed (max (arrow->speed, 2.f));
1629 arrow->speed_left = 0;
1630
1631 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1671 1632
1672 if (op->type == PLAYER) 1633 if (op->type == PLAYER)
1673 { 1634 {
1674 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1675 op->update_stats ();
1676 }
1677
1678 SET_ANIMATION (arrow, arrow->direction);
1679 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1680 arrow->stats.hp = arrow->stats.dam;
1681 arrow->stats.grace = arrow->attacktype;
1682 if (arrow->slaying != NULL)
1683 arrow->spellarg = strdup (arrow->slaying);
1684
1685 /* Note that this was different for monsters - they got their level
1686 * added to the damage. I think the strength bonus is more proper.
1687 */
1688
1689 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1690
1691 /* update the speed */
1692 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1693 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1694
1695 if (arrow->speed < 1.0)
1696 arrow->speed = 1.0;
1697 update_ob_speed (arrow);
1698 arrow->speed_left = 0;
1699
1700 if (op->type == PLAYER)
1701 {
1702 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1703 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1704 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1705
1706 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;
1707 } 1642 }
1708 else 1643 else
1709 { 1644 {
1710 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1711 arrow->level = op->level; 1645 arrow->level = op->level;
1712 } 1646 arrow->stats.wc -= bow->magic;
1713 1647
1714 if (arrow->attacktype == AT_PHYSICAL) 1648 if (!arrow->slaying)
1649 arrow->slaying = bow->slaying;
1650
1715 arrow->attacktype |= bow->attacktype; 1651 arrow->attacktype |= bow->attacktype;
1652 }
1716 1653
1717 if (bow->slaying) 1654 wc -= arrow->level;
1718 arrow->slaying = bow->slaying; 1655 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1719 1656
1720 arrow->map = m; 1657 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1721 arrow->move_type = MOVE_FLY_LOW; 1658 arrow->move_type = MOVE_FLY_LOW;
1722 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1659 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1723 1660
1724 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1661 op->play_sound (sound_find ("fire_arrow"));
1725 insert_ob_in_map (arrow, m, op, 0); 1662 m->insert (arrow, sx, sy, op);
1726 1663
1727 if (!arrow->destroyed ()) 1664 if (!arrow->destroyed ())
1728 move_arrow (arrow); 1665 move_arrow (arrow);
1729
1730 if (op->type == PLAYER)
1731 {
1732 if (left->destroyed ())
1733 esrv_del_item (op->contr, left->count);
1734 else
1735 esrv_send_item (op, left);
1736 }
1737 1666
1738 return 1; 1667 return 1;
1739} 1668}
1740 1669
1741/* Special fire code for players - this takes into 1670/* Special fire code for players - this takes into
1750{ 1679{
1751 int ret = 0, wcmod = 0; 1680 int ret = 0, wcmod = 0;
1752 1681
1753 if (op->contr->bowtype == bow_bestarrow) 1682 if (op->contr->bowtype == bow_bestarrow)
1754 { 1683 {
1755 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);
1756 } 1685 }
1757 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)
1758 { 1687 {
1759 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1688 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1760 wcmod = -1; 1689 wcmod = -1;
1690
1761 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1691 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1762 } 1692 }
1763 else if (op->contr->bowtype == bow_threewide) 1693 else if (op->contr->bowtype == bow_threewide)
1764 { 1694 {
1765 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1695 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1769 else if (op->contr->bowtype == bow_spreadshot) 1699 else if (op->contr->bowtype == bow_spreadshot)
1770 { 1700 {
1771 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);
1772 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);
1773 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);
1774
1775 } 1704 }
1776 else 1705 else
1777 { 1706 {
1778 /* Simple case */ 1707 /* Simple case */
1779 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);
1780 } 1709 }
1710
1781 return ret; 1711 return ret;
1782} 1712}
1783
1784 1713
1785/* Fires a misc (wand/rod/horn) object in 'dir'. 1714/* Fires a misc (wand/rod/horn) object in 'dir'.
1786 * Broken apart from 'fire' to keep it more readable. 1715 * Broken apart from 'fire' to keep it more readable.
1787 */ 1716 */
1788void 1717void
1789fire_misc_object (object *op, int dir) 1718fire_misc_object (object *op, int dir)
1790{ 1719{
1791 object *item; 1720 object *item = op->contr->ranged_ob;
1792 1721
1793 if (!op->contr->ranges[range_misc]) 1722 if (!item)
1794 { 1723 {
1795 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.");
1796 return; 1725 return;
1797 } 1726 }
1798 1727
1799 item = op->contr->ranges[range_misc];
1800 if (!item->inv) 1728 if (!item->inv)
1801 { 1729 {
1802 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1730 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1803 return; 1731 return;
1804 } 1732 }
1733
1734 if (!op->change_weapon (item))
1735 return;
1736
1805 if (item->type == WAND) 1737 if (item->type == WAND)
1806 { 1738 {
1807 if (item->stats.food <= 0) 1739 if (item->stats.food <= 0)
1808 { 1740 {
1809 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1741 op->contr->play_sound (sound_find ("wand_poof"));
1810 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
1811 return; 1744 return;
1812 } 1745 }
1813 } 1746 }
1814 else if (item->type == ROD || item->type == HORN) 1747 else if (item->type == ROD || item->type == HORN)
1815 { 1748 {
1816 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))
1817 { 1754 {
1818 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1755 op->contr->play_sound (sound_find ("wand_poof"));
1756
1819 if (item->type == ROD) 1757 if (item->type == ROD)
1820 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));
1821 else 1759 else
1822 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
1823 return; 1762 return;
1824 } 1763 }
1825 } 1764 }
1826 1765
1827 if (cast_spell (op, item, dir, item->inv, NULL)) 1766 if (cast_spell (op, item, dir, item->inv, NULL))
1834 object *tmp; 1773 object *tmp;
1835 1774
1836 if (item->arch) 1775 if (item->arch)
1837 { 1776 {
1838 CLEAR_FLAG (item, FLAG_ANIMATE); 1777 CLEAR_FLAG (item, FLAG_ANIMATE);
1839 item->face = item->arch->clone.face; 1778 item->face = item->arch->face;
1840 item->speed = 0; 1779 item->set_speed (0);
1841 update_ob_speed (item);
1842 } 1780 }
1843 if ((tmp = item->in_player ())) 1781
1782 if (object *pl = item->visible_to ())
1844 esrv_update_item (UPD_ANIM, tmp, item); 1783 esrv_update_item (UPD_ANIM, pl, item);
1845 } 1784 }
1846 } 1785 }
1847 else if (item->type == ROD || item->type == HORN) 1786 else if (item->type == ROD || item->type == HORN)
1848 {
1849 drain_rod_charge (item); 1787 drain_rod_charge (item);
1850 }
1851 } 1788 }
1852} 1789}
1853 1790
1854/* Received a fire command for the player - go and do it. 1791/* Received a fire command for the player - go and do it.
1855 */ 1792 */
1856void 1793bool
1857fire (object *op, int dir) 1794fire (object *op, int dir)
1858{ 1795{
1859 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;
1860 1818
1861 /* check for loss of invisiblity/hide */ 1819 /* check for loss of invisiblity/hide */
1862 if (action_makes_visible (op)) 1820 if (action_makes_visible (op))
1863 make_visible (op); 1821 make_visible (op);
1864 1822
1865 switch (op->contr->shoottype) 1823 switch (ob->type)
1866 { 1824 {
1867 case range_none: 1825 case BOW:
1868 return;
1869
1870 case range_bow:
1871 player_fire_bow (op, dir); 1826 player_fire_bow (op, dir);
1872 return; 1827 break;
1873 1828
1874 case range_magic: /* Casting spells */ 1829 case SPELL:
1875 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);
1876 return; 1831 break;
1877 1832
1878 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:
1879 fire_misc_object (op, dir); 1842 fire_misc_object (op, dir);
1880 return; 1843 break;
1881
1882 case range_golem: /* Control summoned monsters from scrolls */
1883 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
1884 {
1885 op->contr->ranges[range_golem] = 0;
1886 op->contr->shoottype = range_none;
1887 }
1888 else
1889 control_golem (op->contr->ranges[range_golem], dir);
1890 return;
1891
1892 case range_skill:
1893 if (!op->chosen_skill)
1894 {
1895 if (op->type == PLAYER)
1896 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
1897 return;
1898 }
1899 (void) do_skill (op, op, op->chosen_skill, dir, NULL);
1900 return;
1901 case range_builder:
1902 apply_map_builder (op, dir);
1903 return;
1904 default:
1905 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
1906 return;
1907 } 1844 }
1908}
1909 1845
1910 1846 return true;
1847}
1911 1848
1912/* find_key 1849/* find_key
1913 * 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
1914 * and successfully use it, we return the key, otherwise NULL 1851 * and successfully use it, we return the key, otherwise NULL
1915 * This function merges both normal and locked door, since the logic 1852 * This function merges both normal and locked door, since the logic
1917 * pl is the player, 1854 * pl is the player,
1918 * inv is the objects inventory to searched 1855 * inv is the objects inventory to searched
1919 * door is the door we are trying to match against. 1856 * door is the door we are trying to match against.
1920 * This function can be called recursively to search containers. 1857 * This function can be called recursively to search containers.
1921 */ 1858 */
1922
1923object * 1859object *
1924find_key (object *pl, object *container, object *door) 1860find_key (object *pl, object *container, object *door)
1925{ 1861{
1926 object *tmp, *key; 1862 object *tmp, *key;
1927 1863
1928 /* Should not happen, but sanity checking is never bad */ 1864 /* Should not happen, but sanity checking is never bad */
1929 if (container->inv == NULL) 1865 if (!container->inv)
1930 return NULL; 1866 return 0;
1931 1867
1932 /* First, lets try to find a key in the top level inventory */ 1868 /* First, lets try to find a key in the top level inventory */
1933 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1869 for (tmp = container->inv; tmp; tmp = tmp->below)
1934 { 1870 {
1935 if (door->type == DOOR && tmp->type == KEY) 1871 if (door->type == DOOR && tmp->type == KEY)
1936 break; 1872 break;
1937 /* For sanity, we should really check door type, but other stuff 1873 /* For sanity, we should really check door type, but other stuff
1938 * (like containers) can be locked with special keys 1874 * (like containers) can be locked with special keys
1939 */ 1875 */
1940 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1876 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1941 break; 1877 break;
1942 } 1878 }
1879
1943 /* No key found - lets search inventories now */ 1880 /* No key found - lets search inventories now */
1944 /* If we find and use a key in an inventory, return at that time. 1881 /* If we find and use a key in an inventory, return at that time.
1945 * otherwise, if we search all the inventories and still don't find 1882 * otherwise, if we search all the inventories and still don't find
1946 * a key, return 1883 * a key, return
1947 */ 1884 */
1948 if (!tmp) 1885 if (!tmp)
1949 { 1886 {
1950 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1887 for (tmp = container->inv; tmp; tmp = tmp->below)
1951 { 1888 {
1952 /* No reason to search empty containers */ 1889 /* No reason to search empty containers */
1953 if (tmp->type == CONTAINER && tmp->inv) 1890 if (tmp->type == CONTAINER && tmp->inv)
1954 { 1891 {
1955 if ((key = find_key (pl, tmp, door)) != NULL) 1892 if ((key = find_key (pl, tmp, door)))
1956 return key; 1893 return key;
1957 } 1894 }
1958 } 1895 }
1896
1959 if (!tmp) 1897 if (!tmp)
1960 return NULL; 1898 return NULL;
1961 } 1899 }
1900
1962 /* We get down here if we have found a key. Now if its in a container, 1901 /* We get down here if we have found a key. Now if its in a container,
1963 * see if we actually want to use it 1902 * see if we actually want to use it
1964 */ 1903 */
1965 if (pl != container) 1904 if (pl != container)
1966 { 1905 {
1987 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1926 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1988 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); 1927 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1989 return NULL; 1928 return NULL;
1990 } 1929 }
1991 } 1930 }
1931
1992 return tmp; 1932 return tmp;
1993} 1933}
1994 1934
1995/* moved door processing out of move_player_attack. 1935/* moved door processing out of move_player_attack.
1996 * returns 1 if player has opened the door with a key 1936 * returns 1 if player has opened the door with a key
1998 * 0 otherwise 1938 * 0 otherwise
1999 */ 1939 */
2000static int 1940static int
2001player_attack_door (object *op, object *door) 1941player_attack_door (object *op, object *door)
2002{ 1942{
2003 /* 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,
2004 * 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 -
2005 * otherwise, we fall through to the rest of the code. 1945 * otherwise, we fall through to the rest of the code.
2006 */ 1946 */
2007 object *key = find_key (op, op, door); 1947 object *key = find_key (op, op, door);
2008 1948
2009 /* IF we found a key, do some extra work */ 1949 /* If we found a key, do some extra work */
2010 if (key) 1950 if (key)
2011 { 1951 {
2012 object *container = key->env; 1952 object *container = key->env;
2013 1953
2014 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
2015 if (action_makes_visible (op)) 1954 if (action_makes_visible (op))
2016 make_visible (op); 1955 make_visible (op);
1956
2017 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1957 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2018 spring_trap (door->inv, op); 1958 spring_trap (door->inv, op);
1959
2019 if (door->type == DOOR) 1960 if (door->type == DOOR)
2020 {
2021 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 */
2022 }
2023 else if (door->type == LOCKED_DOOR) 1962 else if (door->type == LOCKED_DOOR)
2024 { 1963 {
2025 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);
2026 remove_door2 (door); /* remove door without violence ;-) */ 1965 remove_door2 (door); /* remove door without violence ;-) */
2027 } 1966 }
1967
2028 /* Do this after we print the message */ 1968 /* Do this after we print the message */
2029 decrease_ob (key); /* Use up one of the keys */ 1969 key->decrease (); /* Use up one of the keys */
2030 /* Need to update the weight the container the key was in */ 1970
2031 if (container != op)
2032 esrv_update_item (UPD_WEIGHT, op, container);
2033 return 1; /* Nothing more to do below */ 1971 return 1; /* Nothing more to do below */
2034 } 1972 }
2035 else if (door->type == LOCKED_DOOR) 1973 else if (door->type == LOCKED_DOOR)
2036 { 1974 {
2037 /* Might as well return now - no other way to open this */ 1975 /* Might as well return now - no other way to open this */
2038 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...");
2039 return 1; 1977 return 1;
2040 } 1978 }
1979
2041 return 0; 1980 return 0;
2042} 1981}
2043 1982
2044/* This function is just part of a breakup from move_player. 1983/* This function is just part of a breakup from move_player.
2045 * It should keep the code cleaner. 1984 * It should keep the code cleaner.
2046 * When this is called, the players direction has been updated 1985 * When this is called, the players direction has been updated
2047 * (taking into account confusion.) The player is also actually 1986 * (taking into account confusion.) The player is also actually
2048 * going to try and move (not fire weapons). 1987 * going to try and move (not fire weapons).
2049 */ 1988 */
2050void 1989bool
2051move_player_attack (object *op, int dir) 1990move_player_attack (object *op, int dir)
2052{ 1991{
2053 object *tmp, *mon;
2054 sint16 nx, ny;
2055 int on_battleground; 1992 int on_battleground;
2056 maptile *m;
2057 1993
2058 nx = freearr_x[dir] + op->x; 1994 sint16 nx = freearr_x[dir] + op->x;
2059 ny = freearr_y[dir] + op->y; 1995 sint16 ny = freearr_y[dir] + op->y;
2060 1996
2061 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 }
2062 2007
2063 /* 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
2064 * 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
2065 * 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
2066 * player. This is a pretty nasty hack, because if we could 2011 * player. This is a pretty nasty hack, because if we could
2067 * 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
2068 * 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
2069 * 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
2070 * move_ob uses. 2015 * move_ob uses.
2071 */ 2016 */
2072 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;
2073 { 2032 }
2074 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;
2075 { 2045 }
2076 m = get_map_from_coord (op->map, &nx, &ny); 2046
2077 if (!m) 2047 /* The following deals with possibly attacking peaceful
2078 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;
2079 } 2080 }
2080 else 2081 else
2081 m = op->map;
2082
2083 if ((tmp = GET_MAP_OB (m, nx, ny)) == NULL)
2084 {
2085 /* LOG(llevError,"player_move_attack: GET_MAP_OB returns NULL, but player can not move there.\n"); */
2086 return; 2082 return false;
2087 } 2083 }
2088 2084
2089 mon = 0;
2090 /* Go through all the objects, and find ones of interest. Only stop if
2091 * we find a monster - that is something we know we want to attack.
2092 * if its a door or barrel (can roll) see if there may be monsters
2093 * on the space
2094 */
2095 while (tmp)
2096 {
2097 if (tmp == op)
2098 {
2099 tmp = tmp->above;
2100 continue;
2101 }
2102
2103 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2104 {
2105 mon = tmp;
2106 break;
2107 }
2108
2109 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2110 mon = tmp;
2111
2112 tmp = tmp->above;
2113 }
2114
2115 if (!mon) /* This happens anytime the player tries to move */
2116 return; /* into a wall */
2117
2118 if (mon->head)
2119 mon = mon->head;
2120
2121 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2122 if (player_attack_door (op, mon))
2123 return;
2124
2125 /* The following deals with possibly attacking peaceful
2126 * or frienddly creatures. Basically, all players are considered
2127 * unaggressive. If the moving player has peaceful set, then the
2128 * object should be pushed instead of attacked. It is assumed that
2129 * if you are braced, you will not attack friends accidently,
2130 * and thus will not push them.
2131 */
2132
2133 /* If the creature is a pet, push it even if the player is not
2134 * peaceful. Our assumption is the creature is a pet if the
2135 * player owns it and it is either friendly or unagressive.
2136 */
2137 if ((op->type == PLAYER)
2138#if COZY_SERVER
2139 &&
2140 ((mon->owner && mon->owner->contr
2141 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op)
2142#else
2143 && mon->owner == op
2144#endif
2145 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2146 {
2147 /* If we're braced, we don't want to switch places with it */
2148 if (op->contr->braced)
2149 return;
2150 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2151 (void) push_ob (mon, dir, op);
2152 if (op->contr->tmp_invis || op->hide)
2153 make_visible (op);
2154 return;
2155 }
2156
2157 /* in certain circumstances, you shouldn't attack friendly 2085 /* in certain circumstances, you shouldn't attack friendly
2158 * creatures. Note that if you are braced, you can't push 2086 * creatures. Note that if you are braced, you can't push
2159 * 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
2160 * attack them either. 2088 * attack them either.
2161 */ 2089 */
2162 if ((mon->type == PLAYER || mon->enemy != op) && 2090 if ((mon->type == PLAYER || mon->enemy != op)
2163 (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))
2164#ifdef PROHIBIT_PLAYERKILL
2165 (op->contr->peaceful 2092 && ((op->contr->peaceful
2166 || (mon->type == PLAYER 2093 || (mon->type == PLAYER && mon->contr->peaceful))
2167 && mon->contr->
2168 peaceful)) &&
2169#else
2170 op->contr->peaceful &&
2171#endif
2172 !on_battleground)) 2094 && !on_battleground))
2095 {
2096 if (op->speed_left > 0.f)
2173 { 2097 {
2098 --op->speed_left;
2099
2174 if (!op->contr->braced) 2100 if (!op->contr->braced)
2175 { 2101 {
2176 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2102 op->play_sound (sound_find ("push_player"));
2177 (void) push_ob (mon, dir, op); 2103 push_ob (mon, dir, op);
2178 } 2104 }
2179 else 2105 else
2180 new_draw_info (0, 0, op, "You withhold your attack"); 2106 op->statusmsg ("You withhold your attack");
2181 2107
2182 if (op->contr->tmp_invis || op->hide) 2108 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
2183 make_visible (op); 2109 make_visible (op);
2184 }
2185 2110
2111 return true;
2112 }
2113 }
2186 /* If the object is a boulder or other rollable object, then 2114 /* If the object is a boulder or other rollable object, then
2187 * 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.
2188 */ 2116 */
2189 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)
2190 { 2120 {
2121 --op->speed_left;
2122
2191 recursive_roll (mon, dir, op); 2123 recursive_roll (mon, dir, op);
2192 if (action_makes_visible (op)) 2124 if (action_makes_visible (op))
2193 make_visible (op); 2125 make_visible (op);
2194 }
2195 2126
2127 return true;
2128 }
2129 }
2196 /* Any generic living creature. Including things like doors. 2130 /* Any generic living creature. Including things like doors.
2197 * 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
2198 * and be living. Then, it must be one of the following: 2132 * and be living. Then, it must be one of the following:
2199 * 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
2200 * 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.
2201 */ 2135 */
2202
2203 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2136 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2204 ((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)))
2205 { 2138 {
2206 2139 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2207 /* If the player hasn't hit something this tick, and does
2208 * so, give them speed boost based on weapon speed. Doing
2209 * it here is better than process_players2, which basically
2210 * incurred a 1 tick offset.
2211 */
2212 if (!op->contr->has_hit)
2213 { 2140 {
2214 op->speed_left += op->speed / op->contr->weapon_sp; 2141 --op->contr->weapon_sp_left;
2215
2216 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2217 }
2218 2142
2219 skill_attack (mon, op, 0, 0, 0); 2143 skill_attack (mon, op, 0, 0, 0);
2220
2221 /* If attacking another player, that player gets automatic
2222 * hitback, and doesn't loose luck either.
2223 * Disable hitback on the battleground or if the target is
2224 * the wiz.
2225 */
2226 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2227 {
2228 short luck = mon->stats.luck;
2229
2230 mon->contr->has_hit = 1;
2231 skill_attack (op, mon, 0, 0, 0);
2232 mon->stats.luck = luck;
2233 }
2234 2144
2235 if (action_makes_visible (op)) 2145 if (action_makes_visible (op))
2236 make_visible (op); 2146 make_visible (op);
2237 }
2238 } /* if player should attack something */
2239}
2240 2147
2241int 2148 return true;
2149 }
2150 }
2151
2152 return false;
2153}
2154
2155bool
2242move_player (object *op, int dir) 2156move_player (object *op, int dir)
2243{ 2157{
2244 int pick; 2158 int pick;
2245 2159
2246 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2160 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2247 return 0; 2161 return 0;
2248 2162
2249 /* Sanity check: make sure dir is valid */ 2163 /* Sanity check: make sure dir is valid */
2250 if ((dir < 0) || (dir >= 9)) 2164 if ((dir < 0) || (dir >= 9))
2251 { 2165 {
2252 LOG (llevError, "move_player: invalid direction %d\n", dir); 2166 LOG (llevError, "move_player: invalid direction %d\n", dir);
2253 return 0; 2167 return 0;
2254 } 2168 }
2255 2169
2256 /* peterm: added following line */ 2170 /* peterm: added following line */
2257 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2171 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2258 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2172 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2259 2173
2260 op->facing = dir; 2174 op->facing = dir;
2261 2175
2262 if (op->hide) 2176 if (op->flag [FLAG_HIDDEN])
2263 do_hidden_move (op); 2177 do_hidden_move (op);
2264 2178
2179 bool retval;
2180
2265 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2181 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2266 /*nop */ ; 2182 retval = RESULT_INT (0);
2267 else if (op->contr->fire_on) 2183 else if (op->contr->fire_on)
2268 fire (op, dir); 2184 retval = fire (op, dir);
2269 else 2185 else
2270 { 2186 {
2271 move_player_attack (op, dir); 2187 retval = move_player_attack (op, dir);
2272 pick = check_pick (op); 2188 pick = check_pick (op);
2273 } 2189 }
2274 2190
2275 /* 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
2276 * server can handle repeat firing. 2192 * server can handle repeat firing.
2283 /* Update how the player looks. Use the facing, so direction may 2199 /* Update how the player looks. Use the facing, so direction may
2284 * get reset to zero. This allows for full animation capabilities 2200 * get reset to zero. This allows for full animation capabilities
2285 * for players. 2201 * for players.
2286 */ 2202 */
2287 animate_object (op, op->facing); 2203 animate_object (op, op->facing);
2288 return 0; 2204
2205 return retval;
2289} 2206}
2290 2207
2291/* 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
2292 * new client/server stuff. 2209 * new client/server stuff.
2293 * 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
2294 * the new speed values for commands. 2211 * the new speed values for commands.
2295 * 2212 *
2296 * 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.
2297 */ 2216 */
2298int 2217bool
2299handle_newcs_player (object *op) 2218handle_newcs_player (object *op)
2300{ 2219{
2301 if (op->contr->hidden)
2302 {
2303 op->invisible = 1000;
2304 /* the socket code flashes the player visible/invisible
2305 * depending on the value of invisible, so we need to
2306 * alternate it here for it to work correctly.
2307 */
2308 if (pticks & 2)
2309 op->invisible--;
2310 }
2311 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2312 {
2313 op->invisible--;
2314 if (!op->invisible)
2315 {
2316 make_visible (op);
2317 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2318 }
2319 }
2320
2321 if (QUERY_FLAG (op, FLAG_SCARED)) 2220 if (QUERY_FLAG (op, FLAG_SCARED))
2322 { 2221 {
2323 flee_player (op); 2222 if (op->speed_left > 0.f)
2324 /* If player is still scared, that is his action for this tick */
2325 if (QUERY_FLAG (op, FLAG_SCARED))
2326 { 2223 {
2327 op->speed_left--; 2224 --op->speed_left;
2225 flee_player (op);
2226
2328 return 0; 2227 return true;
2329 } 2228 }
2229 else
2230 return false;
2330 } 2231 }
2331
2332 /* I've been seeing crashes where the golem has been destroyed, but
2333 * the player object still points to the defunct golem. The code that
2334 * destroys the golem looks correct, and it doesn't always happen, so
2335 * put this in a a workaround to clean up the golem pointer.
2336 */
2337 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2338 op->contr->ranges[range_golem] = 0;
2339 2232
2340 /* 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
2341 * the players time has been increased when doericserver has been 2234 * the players time has been increased when doericserver has been
2342 * called, so we recheck it here. 2235 * called, so we recheck it here.
2343 */ 2236 */
2344 //TODO: better than handling 8 commands, use some more intelligent rate-limiting 2237 if (op->contr->ns->handle_command ())
2345 for (int rep = 8; --rep && op->contr->ns->handle_command (); )
2346 ;
2347
2348 if (op->speed_left < 0)
2349 return 0; 2238 return true;
2350 2239
2351 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2240 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2352 {
2353 /* All move commands take 1 tick, at least for now */
2354 op->speed_left--;
2355
2356 /* Instead of all the stuff below, let move_player take care
2357 * of it. Also, some of the skill stuff is only put in
2358 * there, as well as the confusion stuff.
2359 */
2360 move_player (op, op->direction); 2241 return move_player (op, op->direction);
2361 if (op->speed_left > 0)
2362 return 1;
2363 else
2364 return 0;
2365 }
2366 2242
2367 return 0; 2243 return false;
2368} 2244}
2369 2245
2370int 2246int
2371save_life (object *op) 2247save_life (object *op)
2372{ 2248{
2374 return 0; 2250 return 0;
2375 2251
2376 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2252 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2377 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2253 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2378 { 2254 {
2379 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2255 op->play_sound (sound_find ("ob_evaporate"));
2380 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));
2381
2382 if (op->contr)
2383 esrv_del_item (op->contr, tmp->count);
2384 2257
2385 tmp->destroy (); 2258 tmp->destroy ();
2386 CLEAR_FLAG (op, FLAG_LIFESAVE); 2259 CLEAR_FLAG (op, FLAG_LIFESAVE);
2387 2260
2388 if (op->stats.hp < 0) 2261 if (op->stats.hp < 0)
2401 return 0; 2274 return 0;
2402} 2275}
2403 2276
2404/* 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
2405 * 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
2406 * 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
2407 * from. 2280 * from.
2408 */ 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
2409void 2298void
2410remove_unpaid_objects (object *op, object *env) 2299object::drop_unpaid_items ()
2411{ 2300{
2412 object *next; 2301 if (!flag [FLAG_REMOVED])
2413 2302 ::drop_unpaid_items (inv, this);
2414 while (op)
2415 {
2416 next = op->below; /* Make sure we have a good value, in case
2417 * we remove object 'op'
2418 */
2419 if (QUERY_FLAG (op, FLAG_UNPAID))
2420 {
2421 op->remove ();
2422 op->x = env->x;
2423 op->y = env->y;
2424 if (env->type == PLAYER)
2425 esrv_del_item (env->contr, op->count);
2426 insert_ob_in_map (op, env->map, NULL, 0);
2427 }
2428 else if (op->inv)
2429 remove_unpaid_objects (op->inv, env);
2430
2431 op = next;
2432 }
2433} 2303}
2434 2304
2435/* 2305/*
2436 * Returns pointer a static string containing gravestone text 2306 * Returns pointer a static string containing gravestone text
2437 * Moved from apply.c to player.c - player.c is what 2307 * Moved from apply.c to player.c - player.c is what
2438 * actually uses this function. player.c may not be quite the 2308 * actually uses this function. player.c may not be quite the
2439 * best, a misc file for object actions is probably better, 2309 * best, a misc file for object actions is probably better,
2440 * but there isn't one in the server directory. 2310 * but there isn't one in the server directory.
2441 */ 2311 */
2442char * 2312const char *
2443gravestone_text (object *op) 2313gravestone_text (object *op)
2444{ 2314{
2445 static char buf2[MAX_BUF]; 2315 static dynbuf_text buf;
2446 char buf[MAX_BUF];
2447 time_t now = time (NULL);
2448 2316
2449 strcpy (buf2, " R.I.P.\n\n"); 2317 buf << "---- R.I.P. ----\n\n"
2318 << op->name;
2319
2450 if (op->type == PLAYER) 2320 if (op->type == PLAYER)
2451 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2321 buf << " the " << op->contr->title;
2452 else
2453 sprintf (buf, "%s\n", &op->name);
2454 2322
2455 strncat (buf2, " ", 20 - strlen (buf) / 2); 2323 buf << "\n\n";
2456 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
2457 if (op->type == PLAYER) 2329 if (op->type == PLAYER)
2458 sprintf (buf, "who was in level %d when killed\n", op->level); 2330 buf << "by " << op->contr->killer_name () << ".\n\n";
2459 else
2460 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2461 2331
2462 strncat (buf2, " ", 20 - strlen (buf) / 2);
2463 strcat (buf2, buf);
2464 if (op->type == PLAYER)
2465 { 2332 {
2466 sprintf (buf, "by %s.\n\n", op->contr->killer); 2333 static char buf2[128];
2467 strncat (buf2, " ", 21 - strlen (buf) / 2); 2334 time_t now = time (NULL);
2468 strcat (buf2, buf);
2469 }
2470
2471 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2335 strftime (buf2, 128, "%b %d %Y\n\n", localtime (&now));
2472 strncat (buf2, " ", 20 - strlen (buf) / 2); 2336 buf << buf2;
2473 strcat (buf2, buf); 2337 }
2474 2338
2475 return buf2; 2339 return buf;
2476} 2340}
2477 2341
2478void 2342void
2479do_some_living (object *op) 2343do_some_living (object *op)
2480{ 2344{
2487 int rate_grace = 2000; 2351 int rate_grace = 2000;
2488 const int max_hp = 1; 2352 const int max_hp = 1;
2489 const int max_sp = 1; 2353 const int max_sp = 1;
2490 const int max_grace = 1; 2354 const int max_grace = 1;
2491 2355
2492 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--;
2493 { 2365 }
2494 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2366 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2495 if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks) 2367 {
2496 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 }
2497 } 2373 }
2498 2374
2499 if (op->contr->ns->state == ST_PLAYING) 2375 if (op->contr->ns->state == ST_PLAYING)
2500 { 2376 {
2501 /* these next three if clauses make it possible to SLOW DOWN 2377 /* these next three if clauses make it possible to SLOW DOWN
2520 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2396 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2521 else 2397 else
2522 { 2398 {
2523 gen_grace = op->stats.maxgrace; 2399 gen_grace = op->stats.maxgrace;
2524 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2400 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2525 }
2526
2527 /* Regenerate Spell Points */
2528 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0)
2529 {
2530 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2531 if (op->stats.sp < op->stats.maxsp)
2532 {
2533 op->stats.sp++;
2534 /* dms do not consume food */
2535 if (!QUERY_FLAG (op, FLAG_WIZ))
2536 {
2537 op->stats.food--;
2538 if (op->contr->digestion < 0)
2539 op->stats.food += op->contr->digestion;
2540 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2541 op->stats.food = last_food;
2542 }
2543 }
2544
2545 if (max_sp > 1)
2546 {
2547 over_sp = (gen_sp + 10) / rate_sp;
2548 if (over_sp > 0)
2549 {
2550 if (op->stats.sp < op->stats.maxsp)
2551 {
2552 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2553
2554 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2555 op->stats.sp--;
2556
2557 if (op->stats.sp > op->stats.maxsp)
2558 op->stats.sp = op->stats.maxsp;
2559 }
2560 op->last_sp = 0;
2561 }
2562 else
2563 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2564 }
2565 else
2566 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2567 } 2401 }
2568 2402
2569 /* Regenerate Grace */ 2403 /* Regenerate Grace */
2570 /* 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. */
2571 if (--op->last_grace < 0) 2405 if (--op->last_grace < 0)
2592 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);
2593 } 2427 }
2594 /* wearing stuff doesn't detract from grace generation. */ 2428 /* wearing stuff doesn't detract from grace generation. */
2595 } 2429 }
2596 2430
2431 if (op->stats.food > 0)
2432 {
2597 /* Regenerate Hit Points */ 2433 /* Regenerate Spell Points */
2598 if (--op->last_heal < 0) 2434 if (!op->contr->golem && --op->last_sp < 0)
2599 {
2600 if (op->stats.hp < op->stats.maxhp)
2601 { 2435 {
2602 op->stats.hp++; 2436 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2603 /* dms do not consume food */ 2437
2604 if (!QUERY_FLAG (op, FLAG_WIZ)) 2438 if (op->stats.sp < op->stats.maxsp)
2605 { 2439 {
2440 op->stats.sp++;
2441
2442 /* dms do not consume food */
2443 if (!QUERY_FLAG (op, FLAG_WIZ))
2444 {
2606 op->stats.food--; 2445 op->stats.food--;
2446
2607 if (op->contr->digestion < 0) 2447 if (op->contr->digestion < 0)
2608 op->stats.food += op->contr->digestion; 2448 op->stats.food += op->contr->digestion;
2609 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))
2610 op->stats.food = last_food; 2450 op->stats.food = last_food;
2451 }
2611 } 2452 }
2612 }
2613 2453
2614 if (max_hp > 1) 2454 if (max_sp > 1)
2615 {
2616 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2617 if (over_hp > 0)
2618 { 2455 {
2619 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
2620 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);
2621 } 2474 }
2622 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)
2623 { 2483 {
2624 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 }
2625 } 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);
2626 } 2509 }
2627 else 2510 else
2628 {
2629 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);
2630 } 2512 }
2631 } 2513 }
2632 2514
2633 /* Digestion */ 2515 /* Digestion */
2634 if (--op->last_eat < 0) 2516 if (--op->last_eat < 0)
2635 { 2517 {
2636#ifdef COZY_SERVER 2518 int bonus = max (0, op->contr->digestion),
2637 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion; 2519 penalty = max (0, -op->contr->digestion);
2638 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2639#else
2640 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2641#endif
2642 2520
2643 if (op->contr->gen_hp > 0)
2644 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);
2645 else
2646 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2647 2522
2648 /* dms do not consume food */ 2523 /* dms do not consume food */
2649 if (!QUERY_FLAG (op, FLAG_WIZ)) 2524 if (!QUERY_FLAG (op, FLAG_WIZ))
2650 op->stats.food--; 2525 op->stats.food--;
2651 } 2526 }
2652 2527
2653 if (op->stats.food < 0 && op->stats.hp >= 0) 2528 if (op->stats.food < 0 && op->stats.hp >= 0)
2654 { 2529 {
2655 object *tmp, *flesh = 0; 2530 object *flesh = 0;
2656 2531
2657 for (tmp = op->inv; tmp; tmp = tmp->below) 2532 for_inv_removable (op, tmp)
2658 { 2533 {
2659 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)
2660 { 2538 {
2661 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2539 op->statusmsg ("You blindly grab for a bite of food. "
2662 { 2540 "H<To prevent you from starving, you ate some random item from your backpack.>");
2663 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2664 manual_apply (op, tmp, 0); 2541 manual_apply (op, tmp, 0);
2542
2665 if (op->stats.food >= 0 || op->stats.hp < 0) 2543 if (op->stats.food >= 0 || op->stats.hp < 0)
2666 break; 2544 break;
2667 } 2545 }
2668 else if (tmp->type == FLESH) 2546 else if (tmp->type == FLESH)
2669 flesh = tmp; 2547 flesh = tmp;
2670 } /* End if paid for object */ 2548 }
2671 } /* end of for loop */
2672 2549
2673 /* 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
2674 * eat flesh instead. 2551 * eat flesh instead.
2675 */ 2552 */
2676 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2553 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2677 { 2554 {
2678 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.>");
2679 manual_apply (op, flesh, 0); 2557 manual_apply (op, flesh, 0);
2680 } 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)
2681 } 2567 {
2568 op->stats.hp += op->stats.food;
2569 op->stats.food = 0;
2682 2570
2683 while (op->stats.food < 0 && op->stats.hp >= 0) 2571 if (op->stats.hp < 0)
2684 op->stats.food++, op->stats.hp--; 2572 {
2573 op->contr->killer = archetype::get ("killer_starvation");
2574 op->contr->killer->destroy ();
2575 }
2576 }
2685 2577
2578 /* killer should be set here already */
2686 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2579 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2687 kill_player (op); 2580 kill_player (op);
2688 } 2581 }
2689} 2582}
2690 2583
2694 * file. 2587 * file.
2695 */ 2588 */
2696void 2589void
2697kill_player (object *op) 2590kill_player (object *op)
2698{ 2591{
2592 int x, y;
2699 char buf[MAX_BUF]; 2593 char buf[MAX_BUF];
2700 int x, y;
2701
2702 //int i;
2703 maptile *map; /* this is for resurrection */ 2594 maptile *map; /* this is for resurrection */
2704
2705 /* int z;
2706 int num_stats_lose;
2707 int lost_a_stat;
2708 int lose_this_stat;
2709 int this_stat; */
2710 int will_kill_again; 2595 int will_kill_again;
2711 archetype *at; 2596 archetype *at;
2712 object *tmp; 2597 object *tmp;
2713 2598
2714 if (save_life (op)) 2599 if (save_life (op))
2715 return; 2600 return;
2716
2717 2601
2718 /* 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
2719 * 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.
2720 * Look at op_on_battleground() for more info --AndreasV 2604 * Look at op_on_battleground() for more info --AndreasV
2721 */ 2605 */
2724 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2608 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2725 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life..."); 2609 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2726 2610
2727 /* restore player */ 2611 /* restore player */
2728 at = archetype::find ("poisoning"); 2612 at = archetype::find ("poisoning");
2729 tmp = present_arch_in_ob (at, op); 2613 if (object *tmp = present_arch_in_ob (at, op))
2730 if (tmp)
2731 { 2614 {
2732 tmp->destroy (); 2615 tmp->destroy ();
2733 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2616 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2734 } 2617 }
2735 2618
2736 at = archetype::find ("confusion"); 2619 at = archetype::find ("confusion");
2737 tmp = present_arch_in_ob (at, op); 2620 if (object *tmp = present_arch_in_ob (at, op))
2738 if (tmp)
2739 { 2621 {
2740 tmp->destroy (); 2622 tmp->destroy ();
2741 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2623 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2742 } 2624 }
2743 2625
2744 cure_disease (op, 0); /* remove any disease */ 2626 cure_disease (op, 0, 0); /* remove any disease */
2745 op->stats.hp = op->stats.maxhp; 2627 op->stats.hp = op->stats.maxhp;
2746 if (op->stats.food <= 0) 2628 if (op->stats.food <= 0)
2747 op->stats.food = 999; 2629 op->stats.food = 999;
2748 2630
2749 /* create a bodypart-trophy to make the winner happy */ 2631 /* create a bodypart-trophy to make the winner happy */
2750 tmp = arch_to_object (archetype::find ("finger")); 2632 if (object *tmp = arch_to_object (archetype::find ("finger")))
2751 if (tmp != NULL)
2752 { 2633 {
2753 sprintf (buf, "%s's finger", &op->name); 2634 tmp->name = format ("%s's finger" , &op->name);
2754 tmp->name = buf; 2635 tmp->name_pl = format ("%s's fingers", &op->name);
2755 sprintf (buf, " This finger has been cut off %s\n"
2756 " the %s, when he was defeated at\n level %d by %s.\n",
2757 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2758 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 );
2759 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2642 tmp->value = 0, tmp->type = 0;
2760 tmp->materialname = NULL; 2643 tmp->materialname = "organics";
2761 tmp->x = op->x, tmp->y = op->y; 2644 tmp->insert_at (op, tmp);
2762 insert_ob_in_map (tmp, op->map, op, 0);
2763 } 2645 }
2764 2646
2765 /* teleport defeated player to new destination */ 2647 /* teleport defeated player to new destination */
2766 transfer_ob (op, x, y, 0, NULL); 2648 transfer_ob (op, x, y, 0, NULL);
2767 op->contr->braced = 0; 2649 op->contr->braced = 0;
2770 2652
2771 INVOKE_PLAYER (DEATH, op->contr); 2653 INVOKE_PLAYER (DEATH, op->contr);
2772 2654
2773 command_kill_pets (op, 0); 2655 command_kill_pets (op, 0);
2774 2656
2775 if (op->stats.food < 0) 2657 op->contr->play_sound (sound_find ("player_dies"));
2776 {
2777 if (op->contr->explore)
2778 {
2779 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
2780 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2781 op->stats.food = 999;
2782 return;
2783 }
2784 sprintf (buf, "%s starved to death.", &op->name);
2785 strcpy (op->contr->killer, "starvation");
2786 }
2787 else
2788 {
2789 if (op->contr->explore)
2790 {
2791 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
2792 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2793 op->stats.hp = op->stats.maxhp;
2794 return;
2795 }
2796 sprintf (buf, "%s died.", &op->name);
2797 }
2798 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2799 2658
2800 /* save the map location for corpse, gravestone */ 2659 /* save the map location for corpse, gravestone */
2801 x = op->x; 2660 x = op->x;
2802 y = op->y; 2661 y = op->y;
2803 map = op->map; 2662 map = op->map;
2804
2805 2663
2806 /* NOT_PERMADEATH code. This basically brings the character back to 2664 /* NOT_PERMADEATH code. This basically brings the character back to
2807 * life if they are dead - it takes some exp and a random stat. 2665 * life if they are dead - it takes some exp and a random stat.
2808 * See the config.h file for a little more in depth detail about this. 2666 * See the config.h file for a little more in depth detail about this.
2809 */ 2667 */
2826 num_stats_lose = 1; 2684 num_stats_lose = 1;
2827 else 2685 else
2828 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO; 2686 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2829 } 2687 }
2830 else 2688 else
2831 {
2832 num_stats_lose = 1; 2689 num_stats_lose = 1;
2833 } 2690
2834 lost_a_stat = 0; 2691 lost_a_stat = 0;
2835 2692
2836 for (z = 0; z < num_stats_lose; z++) 2693 for (z = 0; z < num_stats_lose; z++)
2837 { 2694 {
2838 i = RANDOM () % NUM_STATS; 2695 i = RANDOM () % NUM_STATS;
2912 lost_a_stat = 1; 2769 lost_a_stat = 1;
2913 } 2770 }
2914 } 2771 }
2915 } 2772 }
2916 } 2773 }
2774
2917 /* If no stat lost, tell the player. */ 2775 /* If no stat lost, tell the player. */
2918 if (!lost_a_stat) 2776 if (!lost_a_stat)
2919 { 2777 {
2920 /* determine_god() seems to not work sometimes... why is this? 2778 /* determine_god() seems to not work sometimes... why is this?
2921 Should I be using something else? GD */ 2779 Should I be using something else? GD */
2925 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);
2926 else 2784 else
2927 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.");
2928 } 2786 }
2929#else 2787#else
2930 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.");
2931#endif 2789#endif
2932 2790
2933 /* Put a gravestone up where the character 'almost' died. List the 2791 /* Put a gravestone up where the character 'almost' died. List the
2934 * exp loss on the stone. 2792 * exp loss on the stone.
2935 */ 2793 */
2936 tmp = arch_to_object (archetype::find ("gravestone")); 2794 tmp = arch_to_object (archetype::find ("gravestone"));
2937 sprintf (buf, "%s's gravestone", &op->name); 2795 tmp->name = format ("%s's gravestone", &op->name);
2938 tmp->name = buf; 2796 tmp->name_pl = format ("%s's gravestones", &op->name);
2939 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",
2940 tmp->name_pl = buf; 2798 &op->name, op->contr->title, op->contr->killer_name ());
2941 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);
2942 tmp->msg = buf;
2943 tmp->x = op->x, tmp->y = op->y; 2799 tmp->x = op->x, tmp->y = op->y;
2944 insert_ob_in_map (tmp, op->map, NULL, 0); 2800 insert_ob_in_map (tmp, op->map, NULL, 0);
2945 2801
2946 /**************************************/ 2802 /**************************************/
2947 /* */ 2803 /* */
2968 { 2824 {
2969 tmp->destroy (); 2825 tmp->destroy ();
2970 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2826 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2971 } 2827 }
2972 2828
2973 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 }
2974 2842
2975 /*add_exp(op, (op->stats.exp * -0.20)); */ 2843 /*add_exp(op, (op->stats.exp * -0.20)); */
2976 apply_death_exp_penalty (op); 2844 apply_death_exp_penalty (op);
2845
2977 if (op->stats.food < 100) 2846 if (op->stats.food < 100)
2978 op->stats.food = 900; 2847 op->stats.food = 900;
2848
2979 op->stats.hp = op->stats.maxhp; 2849 op->stats.hp = op->stats.maxhp;
2980 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2850 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2981 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2851 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2982 2852
2983 /* 2853 /*
2984 * Check to see if the player is in a shop. IF so, then check to see if
2985 * 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
2986 * in the map. 2855 * and put them back in the map.
2987 */ 2856 */
2988 2857 op->drop_unpaid_items ();
2989 if (is_in_shop (op))
2990 remove_unpaid_objects (op->inv, op);
2991 2858
2992 /****************************************/ 2859 /****************************************/
2993 /* */ 2860 /* */
2994 /* Move player to his current respawn- */ 2861 /* Move player to his current respawn- */
2995 /* position (usually last savebed) */ 2862 /* position (usually last savebed) */
2996 /* */ 2863 /* */
2997 /****************************************/ 2864 /****************************************/
2998 2865
2999 enter_player_savebed (op); 2866 enter_player_savebed (op);
3000 2867
3001 /* Save the player before inserting the force to reduce
3002 * chance of abuse.
3003 */
3004 op->contr->braced = 0; 2868 op->contr->braced = 0;
3005 op->contr->save ();
3006 2869
3007 /* it is possible that the player has blown something up 2870 /* it is possible that the player has blown something up
3008 * at his savebed location, and that can have long lasting 2871 * at his savebed location, and that can have long lasting
3009 * spell effects. So first see if there is a spell effect 2872 * spell effects. So first see if there is a spell effect
3010 * on the space that might harm the player. 2873 * on the space that might harm the player.
3019 object *force; 2882 object *force;
3020 int at; 2883 int at;
3021 2884
3022 force = get_archetype (FORCE_NAME); 2885 force = get_archetype (FORCE_NAME);
3023 /* 50 ticks should be enough time for the spell to abate */ 2886 /* 50 ticks should be enough time for the spell to abate */
3024 force->speed = 0.1; 2887 force->speed = 0.1f;
3025 force->speed_left = -5.0; 2888 force->speed_left = -5.f;
3026 SET_FLAG (force, FLAG_APPLIED); 2889 SET_FLAG (force, FLAG_APPLIED);
3027 for (at = 0; at < NROFATTACKS; at++) 2890 for (at = 0; at < NROFATTACKS; at++)
3028 if (will_kill_again & (1 << at)) 2891 if (will_kill_again & (1 << at))
3029 force->resist[at] = 100; 2892 force->resist[at] = 100;
3030 2893
3031 insert_ob_in_ob (force, op); 2894 insert_ob_in_ob (force, op);
3032 op->update_stats (); 2895 op->update_stats ();
3033
3034 } 2896 }
3035 2897
3036 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2898 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
3037} 2899}
3038 2900
3039void 2901void
3040loot_object (object *op) 2902loot_object (object *op)
3041{ /* Grab and destroy some treasure */ 2903{ /* Grab and destroy some treasure */
3042 object *tmp, *tmp2, *next; 2904 object *tmp, *tmp2, *next;
3043 2905
3044 if (op->container) 2906 op->close_container (); /* close open sack first */
3045 esrv_apply_container (op, op->container); /* close open sack first */
3046 2907
3047 for (tmp = op->inv; tmp; tmp = next) 2908 for (tmp = op->inv; tmp; tmp = next)
3048 { 2909 {
3049 next = tmp->below; 2910 next = tmp->below;
3050 2911
3051 if (tmp->invisible) 2912 if (tmp->invisible)
3052 continue; 2913 continue;
3053 2914
3054 tmp->remove (); 2915 tmp->remove ();
3055 tmp->x = op->x, tmp->y = op->y; 2916 tmp->x = op->x, tmp->y = op->y;
2917
3056 if (tmp->type == CONTAINER) 2918 if (tmp->type == CONTAINER)
3057 { /* empty container to ground */ 2919 loot_object (tmp); /* empty container to ground */
3058 loot_object (tmp); 2920
3059 }
3060 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) 2921 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
3061 { 2922 {
3062 if (tmp->nrof > 1) 2923 if (tmp->nrof > 1)
3063 { 2924 {
3064 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2925 tmp->decrease (rndm (1, tmp->nrof - 1));
3065 tmp2->destroy ();
3066 insert_ob_in_map (tmp, op->map, NULL, 0); 2926 insert_ob_in_map (tmp, op->map, NULL, 0);
3067 } 2927 }
3068 else 2928 else
3069 tmp->destroy (); 2929 tmp->destroy ();
3070 } 2930 }
3076/* 2936/*
3077 * fix_weight(): Check recursively the weight of all players, and fix 2937 * fix_weight(): Check recursively the weight of all players, and fix
3078 * what needs to be fixed. Refresh windows and fix speed if anything 2938 * what needs to be fixed. Refresh windows and fix speed if anything
3079 * was changed. 2939 * was changed.
3080 */ 2940 */
3081
3082void 2941void
3083fix_weight (void) 2942fix_weight (void)
3084{ 2943{
3085 for_all_players (pl) 2944 for_all_players (pl)
3086 { 2945 {
3087 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2946 sint32 old = pl->ob->carrying;
3088 2947
3089 if (old == sum) 2948 pl->ob->update_weight ();
3090 continue; 2949
2950 if (old != pl->ob->carrying)
2951 {
3091 pl->ob->update_stats (); 2952 pl->ob->update_stats ();
3092 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 }
3093 } 2955 }
3094} 2956}
3095 2957
3096void 2958void
3097fix_luck (void) 2959fix_luck (void)
3139} 3001}
3140 3002
3141void 3003void
3142make_visible (object *op) 3004make_visible (object *op)
3143{ 3005{
3144 op->hide = 0; 3006 op->flag [FLAG_HIDDEN] = 0;
3145 op->invisible = 0; 3007 op->invisible = 0;
3008
3146 if (op->type == PLAYER) 3009 if (op->type == PLAYER)
3147 { 3010 {
3148 op->contr->tmp_invis = 0; 3011 op->contr->tmp_invis = 0;
3149 op->contr->invis_race = 0; 3012 op->contr->invis_race = 0;
3150 } 3013 }
3014
3151 update_object (op, UP_OBJ_FACE); 3015 update_object (op, UP_OBJ_CHANGE);
3152} 3016}
3153 3017
3154int 3018int
3155is_true_undead (object *op) 3019is_true_undead (object *op)
3156{ 3020{
3157 object *tmp = NULL;
3158
3159 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3021 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3160 return 1; 3022 return 1;
3161 3023
3162 return 0; 3024 return 0;
3163} 3025}
3164 3026
3165/* look at the surrounding terrain to determine 3027/* look at the surrounding terrain to determine
3166 * the hideability of this object. Positive levels 3028 * the hideability of this object. Positive levels
3167 * indicate greater hideability. 3029 * indicate greater hideability.
3168 */ 3030 */
3169
3170int 3031int
3171hideability (object *ob) 3032hideability (object *ob)
3172{ 3033{
3173 int i, level = 0, mflag; 3034 int i, level = 0, mflag;
3174 sint16 x, y; 3035 sint16 x, y;
3184 * as bad as carrying a light on a pitch dark map */ 3045 * as bad as carrying a light on a pitch dark map */
3185 if (has_carried_lights (ob)) 3046 if (has_carried_lights (ob))
3186 level = -(10 + (2 * ob->map->darkness)); 3047 level = -(10 + (2 * ob->map->darkness));
3187 3048
3188 /* scan through all nearby squares for terrain to hide in */ 3049 /* scan through all nearby squares for terrain to hide in */
3189 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])
3190 { 3053 {
3191 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); 3054 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3192 if (mflag & P_OUT_OF_MAP) 3055 if (mflag & P_OUT_OF_MAP)
3193 {
3194 continue; 3056 continue;
3195 } 3057
3196 if (mflag & P_BLOCKSVIEW) /* something to hide near! */ 3058 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3197 level += 2; 3059 level += 2;
3198 else /* open terrain! */ 3060 else /* open terrain! */
3199 level -= 1; 3061 level -= 1;
3200 } 3062 }
3208/* For Hidden creatures - a chance of becoming 'unhidden' 3070/* For Hidden creatures - a chance of becoming 'unhidden'
3209 * every time they move - as we subtract off 'invisibility' 3071 * every time they move - as we subtract off 'invisibility'
3210 * AND, for players, if they move into a ridiculously unhideable 3072 * AND, for players, if they move into a ridiculously unhideable
3211 * spot (surrounded by clear terrain in broad daylight). -b.t. 3073 * spot (surrounded by clear terrain in broad daylight). -b.t.
3212 */ 3074 */
3213
3214void 3075void
3215do_hidden_move (object *op) 3076do_hidden_move (object *op)
3216{ 3077{
3217 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 3078 int hide = 0;
3218 object *skop;
3219 3079
3220 if (!op || !op->map) 3080 if (!op || !op->map)
3221 return; 3081 return;
3222 3082
3223 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);
3224 3085
3225 /* 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! */
3226 if (op->type == PLAYER && op->contr->run_on) 3087 if (op->type == PLAYER && op->contr->run_on)
3227 {
3228 if (!skop || num >= skop->level) 3088 if (!skop || num >= skop->level)
3229 { 3089 {
3230 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!"); 3090 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3231 make_visible (op); 3091 make_visible (op);
3232 return; 3092 return;
3233 } 3093 }
3234 else 3094 else
3235 num += 20; 3095 num += 20;
3236 } 3096
3237 num += op->map->difficulty; 3097 num += op->map->difficulty;
3238 hide = hideability (op); /* modify by terrain hidden level */ 3098 hide = hideability (op); /* modify by terrain hidden level */
3239 num -= hide; 3099 num -= hide;
3100
3240 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3101 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3241 { 3102 {
3242 make_visible (op); 3103 make_visible (op);
3104
3243 if (op->type == PLAYER) 3105 if (op->type == PLAYER)
3244 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!");
3245 } 3107 }
3246 else if (op->type == PLAYER && skop) 3108 else if (op->type == PLAYER && skop)
3247 {
3248 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);
3249 }
3250} 3110}
3251 3111
3252/* determine if who is standing near a hostile creature. */ 3112/* determine if who is standing near a hostile creature. */
3253 3113
3254int 3114int
3302 * object op. This function works fine for monsters, 3162 * object op. This function works fine for monsters,
3303 * 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
3304 * a pile (say a coin under a table would return "viewable" 3164 * a pile (say a coin under a table would return "viewable"
3305 * by this routine). Another question, should we be 3165 * by this routine). Another question, should we be
3306 * concerned with the direction the player is looking 3166 * concerned with the direction the player is looking
3307 * in? Realistically, most of use cant see stuff behind 3167 * in? Realistically, most of us can't see stuff behind
3308 * our backs...on the other hand, does the "facing" direction 3168 * our backs...on the other hand, does the "facing" direction
3309 * imply the way your head, or body is facing? Its possible 3169 * imply the way your head, or body is facing? It's possible
3310 * 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.
3311 * -b.t. 3171 * -b.t.
3312 * This function is now map tiling safe. 3172 * This function is now map tiling safe.
3313 */ 3173 */
3314
3315int 3174int
3316player_can_view (object *pl, object *op) 3175player_can_view (object *pl, object *op)
3317{ 3176{
3318 rv_vector rv; 3177 rv_vector rv;
3319 int dx, dy; 3178 int dx, dy;
3321 if (pl->type != PLAYER) 3180 if (pl->type != PLAYER)
3322 { 3181 {
3323 LOG (llevError, "player_can_view() called for non-player object\n"); 3182 LOG (llevError, "player_can_view() called for non-player object\n");
3324 return -1; 3183 return -1;
3325 } 3184 }
3185
3326 if (!pl || !op) 3186 if (!pl || !op)
3327 return 0; 3187 return 0;
3328 3188
3329 if (op->head)
3330 {
3331 op = op->head; 3189 op = op->head_ ();
3332 } 3190
3333 get_rangevector (pl, op, &rv, 0x1); 3191 get_rangevector (pl, op, &rv, 0x1);
3334 3192
3335 /* starting with the 'head' part, lets loop 3193 /* starting with the 'head' part, lets loop
3336 * through the object and find if it has any 3194 * through the object and find if it has any
3337 * part that is in the los array but isnt on 3195 * part that is in the los array but isn't on
3338 * a blocked los square. 3196 * a blocked los square.
3339 * we use the archetype to figure out offsets. 3197 * we use the archetype to figure out offsets.
3340 */ 3198 */
3341 while (op) 3199 while (op)
3342 { 3200 {
3343 dx = rv.distance_x + op->arch->clone.x; 3201 dx = rv.distance_x + op->arch->x;
3344 dy = rv.distance_y + op->arch->clone.y; 3202 dy = rv.distance_y + op->arch->y;
3345 3203
3346 /* only the viewable area the player sees is updated by LOS 3204 /* only the viewable area the player sees is updated by LOS
3347 * 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
3348 * for any meaningful values. 3206 * for any meaningful values.
3349 */ 3207 */
3350 if (FABS (dx) <= (pl->contr->ns->mapx / 2) && 3208 if (abs (dx) <= (pl->contr->ns->mapx / 2) &&
3351 FABS (dy) <= (pl->contr->ns->mapy / 2) && 3209 abs (dy) <= (pl->contr->ns->mapy / 2) &&
3352 !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)])
3353 return 1; 3211 return 1;
3212
3354 op = op->more; 3213 op = op->more;
3355 } 3214 }
3215
3356 return 0; 3216 return 0;
3357} 3217}
3358 3218
3359/* routine for both players and monsters. We call this when 3219/* routine for both players and monsters. We call this when
3360 * there is a possibility for our action distrubing our hiding 3220 * there is a possibility for our action distrubing our hiding
3363 * return 0. 3223 * return 0.
3364 */ 3224 */
3365int 3225int
3366action_makes_visible (object *op) 3226action_makes_visible (object *op)
3367{ 3227{
3368
3369 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) 3228 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3370 { 3229 {
3371 if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) 3230 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3372 return 0; 3231 return 0;
3373 3232
3374 if (op->contr && op->contr->tmp_invis == 0) 3233 if (op->contr && op->contr->tmp_invis == 0)
3375 return 0; 3234 return 0;
3376 3235
3377 /* If monsters, they should become visible */ 3236 /* If monsters, they should become visible */
3378 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))
3379 { 3238 {
3380 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");
3381 return 1; 3240 return 1;
3382 } 3241 }
3383 } 3242 }
3243
3384 return 0; 3244 return 0;
3385} 3245}
3386 3246
3387/* op_on_battleground - checks if the given object op (usually 3247/* op_on_battleground - checks if the given object op (usually
3388 * a player) is standing on a valid battleground-tile, 3248 * a player) is standing on a valid battleground-tile,
3393 * 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
3394 */ 3254 */
3395int 3255int
3396op_on_battleground (object *op, int *x, int *y) 3256op_on_battleground (object *op, int *x, int *y)
3397{ 3257{
3398 object *tmp;
3399
3400 /* A battleground-tile needs the following attributes to be valid: 3258 /* A battleground-tile needs the following attributes to be valid:
3401 * 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),
3402 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3260 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3403 * and the exit-coordinates sp/hp must both be > 0. 3261 * and the exit-coordinates sp/hp must both be > 0.
3404 * => The intention here is to prevent abuse of the battleground- 3262 * => The intention here is to prevent abuse of the battleground-
3405 * feature (like pickable or hidden battleground tiles). */ 3263 * feature (like pickable or hidden battleground tiles). */
3406 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3264 for (object *tmp = op->below; tmp; tmp = tmp->below)
3407 { 3265 {
3408 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3266 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3409 { 3267 {
3410 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3268 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3411 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))
3412 { 3272 {
3413 /*before we assign the exit, check if this is a teambattle */ 3273 /* before we assign the exit, check if this is a teambattle */
3414 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))
3415 { 3275 {
3416 object *invtmp;
3417
3418 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below) 3276 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3419 { 3277 {
3420 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying)) 3278 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3421 { 3279 {
3422 if (x != NULL && y != NULL) 3280 if (x && y)
3423 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3281 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3282
3424 return 1; 3283 return 1;
3425 } 3284 }
3426 } 3285 }
3427 } 3286 }
3287
3428 if (x != NULL && y != NULL) 3288 if (x && y)
3429 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3289 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3290
3430 return 1; 3291 return 1;
3431 } 3292 }
3432 } 3293 }
3433 } 3294 }
3295
3434 /* If we got here, did not find a battleground */ 3296 /* If we got here, did not find a battleground */
3435 return 0; 3297 return 0;
3436} 3298}
3437 3299
3438/* 3300/*
3454 char buf[MAX_BUF]; /* tmp. string buffer */ 3316 char buf[MAX_BUF]; /* tmp. string buffer */
3455 int i = 0, j = 0; 3317 int i = 0, j = 0;
3456 3318
3457 /* get the appropriate treasurelist */ 3319 /* get the appropriate treasurelist */
3458 if (atnr == ATNR_FIRE) 3320 if (atnr == ATNR_FIRE)
3459 trlist = find_treasurelist ("dragon_ability_fire"); 3321 trlist = treasurelist::find (shstr_dragon_ability_fire);
3460 else if (atnr == ATNR_COLD) 3322 else if (atnr == ATNR_COLD)
3461 trlist = find_treasurelist ("dragon_ability_cold"); 3323 trlist = treasurelist::find (shstr_dragon_ability_cold);
3462 else if (atnr == ATNR_ELECTRICITY) 3324 else if (atnr == ATNR_ELECTRICITY)
3463 trlist = find_treasurelist ("dragon_ability_elec"); 3325 trlist = treasurelist::find (shstr_dragon_ability_elec);
3464 else if (atnr == ATNR_POISON) 3326 else if (atnr == ATNR_POISON)
3465 trlist = find_treasurelist ("dragon_ability_poison"); 3327 trlist = treasurelist::find (shstr_dragon_ability_poison);
3466 3328
3467 if (trlist == NULL || who->type != PLAYER) 3329 if (trlist == NULL || who->type != PLAYER)
3468 return; 3330 return;
3469 3331
3470 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++);
3471 3333
3472 if (tr == NULL || tr->item == NULL) 3334 if (!tr || !tr->item)
3473 { 3335 {
3474 /* 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]); */
3475 return; 3337 return;
3476 } 3338 }
3477 3339
3478 /* everything seems okay - now bring on the gift: */ 3340 /* everything seems okay - now bring on the gift: */
3479 item = &(tr->item->clone); 3341 item = tr->item;
3480 3342
3481 if (item->type == SPELL) 3343 if (item->type == SPELL)
3482 { 3344 {
3483 if (check_spell_known (who, item->name)) 3345 if (check_spell_known (who, item->name))
3484 return; 3346 return;
3543 { 3405 {
3544 /* forces in the treasurelist can alter the player's stats */ 3406 /* forces in the treasurelist can alter the player's stats */
3545 object *skin; 3407 object *skin;
3546 3408
3547 /* first get the dragon skin force */ 3409 /* first get the dragon skin force */
3548 shstr_cmp dragon_skin_force ("dragon_skin_force");
3549 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)
3550 ; 3411 ;
3551 3412
3552 if (!skin) 3413 if (!skin)
3553 return; 3414 return;
3554 3415
3589 else 3450 else
3590 { 3451 {
3591 /* generate misc. treasure */ 3452 /* generate misc. treasure */
3592 tmp = arch_to_object (tr->item); 3453 tmp = arch_to_object (tr->item);
3593 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));
3594 tmp = insert_ob_in_ob (tmp, who); 3455 who->insert (tmp);
3595 if (who->type == PLAYER)
3596 esrv_send_item (who, tmp);
3597 } 3456 }
3598} 3457}
3599 3458
3600/** 3459/**
3601 * 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
3602 * not readied. 3461 * not readied.
3603 */ 3462 */
3604void 3463void
3605player_unready_range_ob (player *pl, object *ob) 3464player_unready_range_ob (player *pl, object *ob)
3606{ 3465{
3607 rangetype i; 3466 if (pl->ob->current_weapon == ob)
3467 pl->ob->current_weapon = 0;
3608 3468
3609 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3469 if (pl->combat_ob == ob)
3610 { 3470 pl->combat_ob = 0;
3471
3611 if (pl->ranges[i] == ob) 3472 if (pl->ranged_ob == ob)
3612 { 3473 pl->ranged_ob = 0;
3613 pl->ranges[i] = NULL;
3614 if (pl->shoottype == i)
3615 {
3616 pl->shoottype = range_none;
3617 }
3618 }
3619 }
3620} 3474}
3475
3476sint8
3477player::visibility_at (maptile *map, int x, int y) const
3478{
3479 if (!ns)
3480 return 0;
3481
3482 int dx, dy;
3483 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3484 return 0;
3485
3486 x += dx - ns->current_x + ns->mapx / 2;
3487 y += dy - ns->current_y + ns->mapy / 2;
3488
3489 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3490 return 0;
3491
3492 return 100 - blocked_los [x][y];
3493}
3494
3495void
3496player::infobox (const char *title, const char *msg, int color)
3497{
3498 send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3499}
3500
3501void
3502player::statusmsg (const char *msg, int color)
3503{
3504 send_msg (color | NDI_REPLY, INFO_CHANNEL, msg);
3505}
3506
3507void
3508player::failmsg (const char *msg, int color)
3509{
3510 play_sound (sound_find ("generic_failure"));
3511 statusmsg (msg, color);
3512}
3513

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