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Comparing deliantra/server/server/player.C (file contents):
Revision 1.105 by root, Thu Mar 1 20:25:06 2007 UTC vs.
Revision 1.237 by root, Thu Nov 5 15:18:26 2009 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
21 * 21 *
22 * The author can be reached via e-mail to <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 23 */
24 24
25#include <global.h> 25#include <global.h>
26#include <pwd.h>
27#include <sproto.h> 26#include <sproto.h>
28#include <sounds.h> 27#include <sounds.h>
29#include <living.h> 28#include <living.h>
30#include <object.h> 29#include <object.h>
31#include <spells.h> 30#include <spells.h>
34#include <algorithm> 33#include <algorithm>
35#include <functional> 34#include <functional>
36 35
37playervec players; 36playervec players;
38 37
39void
40display_motd (const object *op)
41{
42 char buf[MAX_BUF];
43 char motd[HUGE_BUF];
44 FILE *fp;
45 int comp;
46 int size;
47
48 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
49 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
50 return;
51
52 motd[0] = '\0';
53 size = 0;
54
55 while (fgets (buf, MAX_BUF, fp))
56 {
57 if (*buf == '#')
58 continue;
59
60 strncat (motd + size, buf, HUGE_BUF - size);
61 size += strlen (buf);
62 }
63
64 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
65 close_and_delete (fp, comp);
66}
67
68void
69send_rules (const object *op)
70{
71 char buf[MAX_BUF];
72 char rules[HUGE_BUF];
73 FILE *fp;
74 int comp;
75 int size;
76
77 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
78 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
79 return;
80
81 rules[0] = '\0';
82 size = 0;
83
84 while (fgets (buf, MAX_BUF, fp))
85 {
86 if (*buf == '#')
87 continue;
88
89 if (size + strlen (buf) >= HUGE_BUF)
90 {
91 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
92 break;
93 }
94
95 strncat (rules + size, buf, HUGE_BUF - size);
96 size += strlen (buf);
97 }
98
99 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
100 close_and_delete (fp, comp);
101}
102
103void
104send_news (const object *op)
105{
106 char buf[MAX_BUF];
107 char news[HUGE_BUF];
108 char subject[MAX_BUF];
109 FILE *fp;
110 int comp;
111 int size;
112
113 sprintf (buf, "%s/%s", settings.confdir, settings.news);
114 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
115 return;
116
117 news[0] = '\0';
118 subject[0] = '\0';
119 size = 0;
120
121 while (fgets (buf, MAX_BUF, fp))
122 {
123 if (*buf == '#')
124 continue;
125
126 if (*buf == '%')
127 { /* send one news */
128 if (size > 0)
129 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */
130
131 strcpy (subject, buf + 1);
132 strip_endline (subject);
133 size = 0;
134 news[0] = '\0';
135 }
136 else
137 {
138 if (size + strlen (buf) >= HUGE_BUF)
139 {
140 LOG (llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
141 break;
142 }
143 strncat (news + size, buf, HUGE_BUF - size);
144 size += strlen (buf);
145 }
146 }
147
148 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
149 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news);
150 close_and_delete (fp, comp);
151}
152
153/* This loads the first map an puts the player on it. */ 38/* This loads the first map an puts the player on it. */
154static void 39static void
155set_first_map (object *op) 40set_first_map (object *op)
156{ 41{
157 op->contr->maplevel = first_map_path; 42 op->contr->maplevel = first_map_path;
158 op->x = -1; 43 op->x = -1;
159 op->y = -1; 44 op->y = -1;
160}
161
162void
163player::enter_map ()
164{
165 object *tmp = object::create ();
166
167 EXIT_PATH (tmp) = maplevel;
168 EXIT_X (tmp) = ob->x;
169 EXIT_Y (tmp) = ob->y;
170 ob->enter_exit (tmp);
171
172 tmp->destroy ();
173} 45}
174 46
175void 47void
176player::activate () 48player::activate ()
177{ 49{
182 ob->remove (); 54 ob->remove ();
183 ob->map = 0; 55 ob->map = 0;
184 ob->activate_recursive (); 56 ob->activate_recursive ();
185 CLEAR_FLAG (ob, FLAG_FRIENDLY); 57 CLEAR_FLAG (ob, FLAG_FRIENDLY);
186 add_friendly_object (ob); 58 add_friendly_object (ob);
187 enter_map ();
188} 59}
189 60
190void 61void
191player::deactivate () 62player::deactivate ()
192{ 63{
194 return; 65 return;
195 66
196 terminate_all_pets (ob); 67 terminate_all_pets (ob);
197 remove_friendly_object (ob); 68 remove_friendly_object (ob);
198 ob->deactivate_recursive (); 69 ob->deactivate_recursive ();
70
71 if (ob->map)
199 maplevel = ob->map->path; 72 maplevel = ob->map->path;
73
200 ob->remove (); 74 ob->remove ();
75 ob->enemy = 0; // sometimes keeps an extra refcount on itself
201 ob->map = 0; 76 ob->map = 0;
202 party = 0; 77 party = 0;
203 78
204 // for weird reasons, this is often "ob", keeping a circular reference 79 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
205 ranges [range_skill] = 0;
206 80
207 players.erase (this); 81 players.erase (this);
208} 82}
209 83
210// connect the player with a specific client 84// connect the player with a specific client
211// also changed, rationalises, and fixes some incorrect settings 85// also changes, rationalises, and fixes some incorrect settings
212void 86void
213player::connect (client *ns) 87player::connect (client *ns)
214{ 88{
215 this->ns = ns; 89 this->ns = ns;
216 ns->pl = this; 90 ns->pl = this;
220 ob->close_container (); //TODO: client-specific 94 ob->close_container (); //TODO: client-specific
221 95
222 ns->update_look = 0; 96 ns->update_look = 0;
223 ns->look_position = 0; 97 ns->look_position = 0;
224 98
225 clear_los (ob); 99 clear_los ();
226 100
227 ns->reset_stats (); 101 ns->reset_stats ();
228 102
229 /* make sure he's a player -- needed because of class change. */ 103 /* make sure he's a player -- needed because of class change. */
230 ob->type = PLAYER; // we are paranoid 104 ob->type = PLAYER; // we are paranoid
231 ob->race = ob->arch->clone.race; 105 ob->race = ob->arch->race;
232 106
233 if (!legal_range (ob, shoottype)) 107 ob->update_weight ();
234 shoottype = range_none;
235
236 ob->carrying = sum_weight (ob);
237 link_player_skills (ob); 108 link_skills ();
238 109
239 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); 110 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
240 111
241 assign (title, ob->arch->clone.name); 112 assign (title, ob->arch->object::name);
242 113
243 /* if it's a dragon player, set the correct title here */ 114 /* if it's a dragon player, set the correct title here */
244 if (is_dragon_pl (ob)) 115 if (is_dragon_pl (ob))
245 { 116 {
246 object *tmp, *abil = 0, *skin = 0; 117 object *tmp, *abil = 0, *skin = 0;
247 118
248 shstr_cmp dragon_ability_force ("dragon_ability_force");
249 shstr_cmp dragon_skin_force ("dragon_skin_force");
250
251 for (tmp = ob->inv; tmp; tmp = tmp->below) 119 for (tmp = ob->inv; tmp; tmp = tmp->below)
252 if (tmp->type == FORCE) 120 if (tmp->type == FORCE)
253 if (tmp->arch->name == dragon_ability_force) 121 if (tmp->arch->archname == shstr_dragon_ability_force)
254 abil = tmp; 122 abil = tmp;
255 else if (tmp->arch->name == dragon_skin_force) 123 else if (tmp->arch->archname == shstr_dragon_skin_force)
256 skin = tmp; 124 skin = tmp;
257 125
258 set_dragon_name (ob, abil, skin); 126 set_dragon_name (ob, abil, skin);
259 } 127 }
260 128
261 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 129 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
262 130
263 esrv_new_player (this, ob->weight + ob->carrying); 131 esrv_new_player (this);
264 132
265 ob->update_stats (); 133 ob->update_stats ();
134
266 ns->floorbox_update (); 135 ns->floorbox_update ();
267
268 esrv_send_inventory (ob, ob); 136 esrv_send_inventory (ob, ob);
269 esrv_add_spells (this, 0); 137 esrv_add_spells (this, 0);
270 138
271 activate (); 139 activate ();
272 140
273 send_rules (ob);
274 send_news (ob);
275 display_motd (ob);
276
277 INVOKE_PLAYER (CONNECT, this); 141 INVOKE_PLAYER (CONNECT, this);
278 INVOKE_PLAYER (LOGIN, this); 142 INVOKE_PLAYER (LOGIN, this);
279} 143}
280 144
281void 145void
282player::disconnect () 146player::disconnect ()
283{ 147{
148 if (ob)
149 {
150 ob->close_container (); //TODO: client-specific
151 ob->drop_unpaid_items ();
152 }
153
284 if (ns) 154 if (ns)
285 { 155 {
286 if (active) 156 if (active)
287 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0)); 157 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
288 158
289 INVOKE_PLAYER (DISCONNECT, this); 159 INVOKE_PLAYER (DISCONNECT, this);
290 160
291 ns->reset_stats (); 161 ns->reset_stats ();
292 ns->pl = 0; 162 ns->pl = 0;
293 this->ns = 0; 163 ns = 0;
294 } 164 }
295 165
296 if (ob) 166 // this is important for the player scheduler to get the correct refcount
297 ob->close_container (); //TODO: client-specific 167 // when ns = 0
168 observe = viewpoint = ob;
298 169
299 deactivate (); 170 deactivate ();
300} 171}
301 172
302// the need for this function can be explained 173// the need for this function can be explained
303// by load_object not returning the object 174// by load_object not returning the object
304void 175void
305player::set_object (object *op) 176player::set_object (object *op)
306{ 177{
307 ob = op; 178 ob = observe = viewpoint = op;
308 ob->contr = this; /* this aren't yet in archetype */ 179 ob->contr = this; /* this aren't yet in archetype */
309 180
310 ob->speed_left = 0.5;
311 ob->speed = 1.0; 181 ob->speed = 1.0f;
182 ob->speed_left = 0.5f;
183
312 ob->direction = 5; /* So player faces south */ 184 ob->direction = 5; /* So player faces south */
185
186 ob->flag [FLAG_READY_WEAPON] = false;
187 ob->flag [FLAG_READY_SKILL] = false;
188 ob->flag [FLAG_READY_BOW] = false;
189
190 for (object *op = ob->inv; op; op = op->below)
191 if (op->flag [FLAG_APPLIED])
192 switch (op->type)
193 {
194 case SKILL:
195 ob->flag [FLAG_APPLIED] = false;
196 break;
197
198 case WAND:
199 case ROD:
200 case HORN:
201 case BOW:
202 ranged_ob = op;
203 break;
204
205 case WEAPON:
206 combat_ob = op;
207 break;
208 }
209
210 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
211 ob->deactivate (); // change_weapon activates, fix this better
212}
213
214void
215player::set_observe (object *op)
216{
217 observe = viewpoint = op ? op : ob;
218 do_los = 1;
219}
220
221void
222player::set_viewpoint (object *op)
223{
224 viewpoint = op ? op : (object *)observe;
225 do_los = 1;
313} 226}
314 227
315player::player () 228player::player ()
316{ 229{
317 /* There are some elements we want initialised to non zero value - 230 /* There are some elements we want initialised to non zero value -
318 * we deal with that below this point. 231 * we deal with that below this point.
319 */ 232 */
320 outputs_sync = 16; /* Every 2 seconds */ 233 outputs_sync = 4;
321 outputs_count = 8; /* Keeps present behaviour */ 234 outputs_count = 4;
322 unapply = unapply_nochoice; 235 unapply = unapply_nochoice;
323 236
324 savebed_map = first_map_path; /* Init. respawn position */ 237 savebed_map = first_map_path; /* Init. respawn position */
325 238
326 gen_sp_armour = 10; 239 gen_sp_armour = 10;
327 shoottype = range_none;
328 bowtype = bow_normal; 240 bowtype = bow_normal;
329 petmode = pet_normal; 241 petmode = pet_normal;
330 listening = 10;
331 usekeys = containers; 242 usekeys = containers;
332 peaceful = 1; /* default peaceful */ 243 peaceful = 1; /* default peaceful */
333 do_los = 1; 244 do_los = 1;
245
246 weapon_sp = 1.0f;
247 weapon_sp_left = 0.5f;
334} 248}
335 249
336void 250void
337player::do_destroy () 251player::do_destroy ()
338{ 252{
343 if (ob) 257 if (ob)
344 { 258 {
345 ob->destroy_inv (false); 259 ob->destroy_inv (false);
346 ob->destroy (); 260 ob->destroy ();
347 } 261 }
262
263 ob = observe = viewpoint = 0;
348} 264}
349 265
350player::~player () 266player::~player ()
351{ 267{
352 /* Clear item stack */ 268 /* Clear item stack */
379 * Note: there MUST be at least one player archetype! 295 * Note: there MUST be at least one player archetype!
380 */ 296 */
381archetype * 297archetype *
382get_player_archetype (archetype *at) 298get_player_archetype (archetype *at)
383{ 299{
384 archetype *start = at; 300 // archetypes could have been reloaded
301 archetype *nat = at ? archetype::find (at->archname) : archetypes [0];
302
303 if (!nat)
304 return at;
305
306 archvec::iterator i = archetypes.find (nat);
385 307
386 for (;;) 308 for (;;)
387 { 309 {
388 if (at == NULL || at->next == NULL) 310 if (++i == archetypes.end ())
389 at = first_archetype; 311 i = archetypes.begin ();
390 else 312 else if (*i == at)
391 at = at->next; 313 cleanup ("not a single player archetype found");
392 314
393 if (at->clone.type == PLAYER) 315 if ((*i)->type == PLAYER)
394 return at; 316 return *i;
395
396 if (at == start)
397 {
398 LOG (llevError, "No Player archetypes\n");
399 exit (-1);
400 }
401 } 317 }
402} 318}
403 319
404object * 320object *
405get_nearest_player (object *mon) 321get_nearest_player (object *mon)
409 unsigned lastdist; 325 unsigned lastdist;
410 rv_vector rv; 326 rv_vector rv;
411 327
412 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next) 328 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
413 { 329 {
414 /* We should not find free objects on this friendly list, but it
415 * does periodically happen. Given that, lets deal with it.
416 * While unlikely, it is possible the next object on the friendly
417 * list is also free, so encapsulate this in a while loop.
418 */
419 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
420 {
421 object *tmp = ol->ob;
422
423 /* Can't do much more other than log the fact, because the object
424 * itself will have been cleared.
425 */
426 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
427 tmp->debug_desc ());
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)) 330 if (!can_detect_enemy (mon, ol->ob, &rv))
442 continue; 331 continue;
443 332
444 if (lastdist > rv.distance) 333 if (lastdist > rv.distance)
445 { 334 {
640 529
641 return firstdir; 530 return firstdir;
642} 531}
643 532
644void 533void
645give_initial_items (object *pl, treasurelist * items) 534give_initial_items (object *pl, treasurelist *items)
646{ 535{
647 object *op, *next = NULL;
648
649 if (pl->randomitems != NULL) 536 if (pl->randomitems)
650 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); 537 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
651 538
652 for (op = pl->inv; op; op = next) 539 for (object *next, *op = pl->inv; op; op = next)
653 { 540 {
654 next = op->below; 541 next = op->below;
655 542
656 /* Forces get applied per default, unless they have the 543 /* Forces get applied per default, unless they have the
657 * flag "neutral" set. Sorry but I can't think of a better way 544 * flag "neutral" set. Sorry but I can't think of a better way
662 /* we never give weapons/armour if these cannot be used 549 /* we never give weapons/armour if these cannot be used
663 * by this player due to race restrictions 550 * by this player due to race restrictions
664 */ 551 */
665 if (pl->type == PLAYER) 552 if (pl->type == PLAYER)
666 { 553 {
667 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) && 554 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR)
555 &&
668 (op->type == ARMOUR || op->type == BOOTS || 556 (op->type == ARMOUR || op->type == BOOTS
669 op->type == CLOAK || op->type == HELMET || 557 || op->type == CLOAK || op->type == HELMET
670 op->type == SHIELD || op->type == GLOVES || 558 || op->type == SHIELD || op->type == GLOVES
559 || op->type == BRACERS || op->type == GIRDLE))
671 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) 560 || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
672 { 561 {
673 op->destroy (); 562 op->destroy ();
674 continue; 563 continue;
675 } 564 }
676 } 565 }
677 566
678 /* This really needs to be better - we should really give 567 /* Here we remove duplicated skills (as duplicated spell objects have
679 * a substitute spellbook. The problem is that we don't really 568 * _very_ confusing effects for players), which could for instance be
680 * have a good idea what to replace it with (need something like 569 * generated by bad treasurelists. - elmex
681 * a first level treasurelist for each skill.)
682 * remove duplicate skills also
683 */ 570 */
684 if (op->type == SPELLBOOK || op->type == SKILL) 571 if (op->type == SKILL)
685 { 572 {
686 object *tmp;
687
688 for (tmp = op->below; tmp; tmp = tmp->below) 573 for (object *tmp = op->below; tmp; tmp = tmp->below)
689 if (tmp->type == op->type && tmp->name == op->name) 574 if (tmp->type == op->type && tmp->name == op->name)
690 break;
691
692 if (tmp)
693 { 575 {
694 op->destroy (); 576 op->destroy ();
577 LOG (llevError,
695 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); 578 "give_initial_items: Removing duplicate skill %s\n", &tmp->name);
696 continue; 579 break;
697 } 580 }
698 581
699 if (op->nrof > 1) 582 if (op->nrof > 1)
700 op->nrof = 1; 583 op->nrof = 1;
701 } 584 }
702 585
703 if (op->type == SPELLBOOK && op->inv) 586 if (op->type == SPELLBOOK && op->inv)
704 {
705 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); 587 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
706 }
707 588
708 /* Give starting characters identified, uncursed, and undamned 589 /* Give starting characters identified, uncursed, and undamned
709 * items. Just don't identify gold or silver, or it won't be 590 * items. Just don't identify gold or silver, or it won't be
710 * merged properly. 591 * merged properly.
711 */ 592 */
712 if (need_identify (op)) 593 if (need_identify (op))
713 { 594 {
714 SET_FLAG (op, FLAG_IDENTIFIED); 595 SET_FLAG (op, FLAG_IDENTIFIED);
715 CLEAR_FLAG (op, FLAG_CURSED); 596 CLEAR_FLAG (op, FLAG_CURSED);
716 CLEAR_FLAG (op, FLAG_DAMNED); 597 CLEAR_FLAG (op, FLAG_DAMNED);
717 } 598 }
599
718 if (op->type == SPELL) 600 if (op->type == SPELL)
719 { 601 {
720 op->destroy (); 602 op->destroy ();
721 continue; 603 continue;
722 } 604 }
724 { 606 {
725 SET_FLAG (op, FLAG_CAN_USE_SKILL); 607 SET_FLAG (op, FLAG_CAN_USE_SKILL);
726 op->stats.exp = 0; 608 op->stats.exp = 0;
727 op->level = 1; 609 op->level = 1;
728 } 610 }
729 /* lock all 'normal items by default */ 611 else /* lock all 'normal items by default */
730 else
731 SET_FLAG (op, FLAG_INV_LOCKED); 612 SET_FLAG (op, FLAG_INV_LOCKED);
732 } /* for loop of objects in player inv */ 613 } /* for loop of objects in player inv */
733 614
734 /* Need to set up the skill pointers */ 615 /* Need to set up the skill pointers */
735 link_player_skills (pl); 616 pl->contr->link_skills ();
736} 617}
737 618
738void 619void
739get_party_password (object *op, partylist *party) 620get_party_password (object *op, partylist *party)
740{ 621{
771} 652}
772 653
773void 654void
774object::roll_stats () 655object::roll_stats ()
775{ 656{
776 int statsort [7]; 657 int statsort [NUM_STATS];
777 658
778 for (;;) 659 for (;;)
779 { 660 {
780 int sum = 0; 661 int sum = 0;
781 for (int i = 7; i--; ) 662 for (int i = NUM_STATS; i--; )
782 sum += statsort [i] = roll_stat (); 663 sum += statsort [i] = roll_stat ();
783 664
784 if (sum >= 82 && sum <= 116) 665 if (sum >= 82 && sum <= 116)
785 break; 666 break;
786 } 667 }
787 668
788 // Sort the stats so that rerolling is easier... 669 // Sort the stats so that rerolling is easier...
789 std::sort (statsort, statsort + 7, std::greater<int>()); 670 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
790 671
672 for (int i = 0; i < NUM_STATS; ++i)
791 stats.Str = statsort[0]; 673 stats.stat (i) = statsort [i];
792 stats.Dex = statsort[1];
793 stats.Con = statsort[2];
794 stats.Int = statsort[3];
795 stats.Wis = statsort[4];
796 stats.Pow = statsort[5];
797 stats.Cha = statsort[6];
798 674
799 stats.exp = 0; 675 stats.exp = 0;
800 stats.ac = 0; 676 stats.ac = 0;
801 677
802 stats.hp = stats.maxhp; 678 stats.hp = stats.maxhp;
814} 690}
815 691
816void 692void
817object::swap_stats (int a, int b) 693object::swap_stats (int a, int b)
818{ 694{
819 int tmp = get_attr_value (&contr->orig_stats, a); 695 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
820 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
821 set_attr_value (&contr->orig_stats, b, tmp);
822 696
697 for (int i = 0; i < NUM_STATS; ++i)
823 stats.Str = contr->orig_stats.Str; 698 stats.stat (i) = contr->orig_stats.stat (i);
824 stats.Dex = contr->orig_stats.Dex;
825 stats.Con = contr->orig_stats.Con;
826 stats.Int = contr->orig_stats.Int;
827 stats.Wis = contr->orig_stats.Wis;
828 stats.Pow = contr->orig_stats.Pow;
829 stats.Cha = contr->orig_stats.Cha;
830 699
831 //TODO: the following code looks so borked and should, at the very least, 700 //TODO: the following code looks so borked and should, at the very least,
832 // be merged with the similar code in roll_stats 701 // be merged with the similar code in roll_stats
833 stats.ac = 0; 702 stats.ac = 0;
834 703
853static void 722static void
854start_info (object *op) 723start_info (object *op)
855{ 724{
856 char buf[MAX_BUF]; 725 char buf[MAX_BUF];
857 726
858 sprintf (buf, "Welcome to Crossfire v%s!", VERSION); 727 sprintf (buf, "Welcome to Deliantra v%s!", VERSION);
859 new_draw_info (NDI_UNIQUE, 0, op, buf); 728 new_draw_info (NDI_UNIQUE, 0, op, buf);
860 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
861 //new_draw_info (NDI_UNIQUE, 0, op, " ");
862} 729}
863 730
864/* This function takes the key that is passed, and does the 731/* This function takes the key that is passed, and does the
865 * appropriate action with it (change race, or other things). 732 * appropriate action with it (change race, or other things).
866 * The function name is for historical reasons - now we have 733 * The function name is for historical reasons - now we have
867 * separate race and class; this actually changes the RACE, 734 * separate race and class; this actually changes the RACE,
868 * not the class. 735 * not the class.
869 */ 736 */
870int 737void
871key_change_class (object *op, char key) 738player::chargen_race_done ()
872{ 739{
873 int tmp_loop;
874
875 if (key == 'd' || key == 'D')
876 {
877 char buf[MAX_BUF];
878
879 /* this must before then initial items are given */ 740 /* this must before then initial items are given */
880 esrv_new_player (op->contr, op->weight + op->carrying); 741 esrv_new_player (ob->contr);
881 742
882 treasurelist *tl = find_treasurelist ("starting_wealth"); 743 treasurelist *tl = treasurelist::find ("starting_wealth");
883 if (tl) 744 if (tl)
884 create_treasure (tl, op, 0, 0, 0); 745 create_treasure (tl, ob, 0, 0, 0);
885 746
886 INVOKE_PLAYER (BIRTH, op->contr); 747 INVOKE_PLAYER (BIRTH, ob->contr);
887 INVOKE_PLAYER (LOGIN, op->contr); 748 INVOKE_PLAYER (LOGIN, ob->contr);
888 749
889 op->contr->ns->state = ST_PLAYING; 750 ob->contr->ns->state = ST_PLAYING;
890 751
891 if (op->msg) 752 if (ob->msg)
892 op->msg = NULL; 753 ob->msg = 0;
893 754
894 /* We create this now because some of the unique maps will need it
895 * to save here.
896 */
897 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name);
898 make_path_to_file (buf);
899
900 start_info (op); 755 start_info (ob);
901 CLEAR_FLAG (op, FLAG_WIZ); 756 CLEAR_FLAG (ob, FLAG_WIZ);
902 give_initial_items (op, op->randomitems); 757 give_initial_items (ob, ob->randomitems);
903 link_player_skills (op);
904 esrv_send_inventory (op, op); 758 esrv_send_inventory (ob, ob);
905 op->update_stats (); 759 ob->update_stats ();
906 760
907 /* This moves the player to a different start map, if there 761 /* This moves the player to a different start map, if there
908 * is one for this race 762 * is one for this race
909 */ 763 */
910 if (*first_map_ext_path) 764 if (*first_map_ext_path)
911 { 765 ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y);
912 object *tmp;
913 char mapname[MAX_BUF];
914
915 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &op->arch->name);
916 tmp = object::create ();
917 EXIT_PATH (tmp) = mapname;
918 EXIT_X (tmp) = op->x;
919 EXIT_Y (tmp) = op->y;
920 op->enter_exit (tmp); /* we don't really care if it succeeded;
921 * if the map isn't there, then stay on the
922 * default initial map */
923 tmp->destroy ();
924 }
925 else 766 else
926 LOG (llevDebug, "first_map_ext_path not set\n"); 767 LOG (llevDebug, "first_map_ext_path not set\n");
768}
927 769
928 return 0; 770void
929 } 771player::chargen_race_next ()
930 772{
931 /* Following actually changes the race - this is the default command 773 /* Following actually changes the race - this is the default command
932 * if we don't match with one of the options above. 774 * if we don't match with one of the options above.
933 */ 775 */
934 776
935 tmp_loop = 0; 777 do
936 while (!tmp_loop)
937 { 778 {
938 shstr name = op->name; 779 shstr name = ob->name;
939 int x = op->x, y = op->y; 780 int x = ob->x, y = ob->y;
940 781
941 op->remove_statbonus (); 782 ob->remove_statbonus ();
942 op->remove (); 783 ob->remove ();
943 op->arch = get_player_archetype (op->arch); 784 ob->arch = get_player_archetype (ob->arch);
944 op->arch->clone.copy_to (op); 785 ob->arch->copy_to (ob);
945 op->instantiate (); 786 ob->instantiate ();
946 op->stats = op->contr->orig_stats; 787 ob->stats = ob->contr->orig_stats;
947 op->name = op->name_pl = name; 788 ob->name = ob->name_pl = name;
948 op->x = x; 789 ob->x = x;
949 op->y = y; 790 ob->y = y;
950 SET_ANIMATION (op, 2); /* So player faces south */ 791 SET_ANIMATION (ob, 2); /* So player faces south */
951 insert_ob_in_map (op, op->map, op, 0); 792 insert_ob_in_map (ob, ob->map, ob, 0);
952 assign (op->contr->title, op->arch->clone.name); 793 assign (ob->contr->title, ob->arch->object::name);
953 op->add_statbonus (); 794 ob->add_statbonus ();
954 tmp_loop = allowed_class (op);
955 } 795 }
796 while (!allowed_class (ob));
956 797
957 update_object (op, UP_OBJ_FACE); 798 update_object (ob, UP_OBJ_FACE);
958 esrv_update_item (UPD_FACE, op, op); 799 esrv_update_item (UPD_FACE, ob, ob);
959 op->update_stats (); 800 ob->update_stats ();
960 op->stats.hp = op->stats.maxhp; 801 ob->stats.hp = ob->stats.maxhp;
961 op->stats.sp = op->stats.maxsp; 802 ob->stats.sp = ob->stats.maxsp;
962 op->stats.grace = 0; 803 ob->stats.grace = 0;
963
964 if (op->msg)
965 new_draw_info (NDI_BLUE, 0, op, op->msg);
966
967 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
968 return 0;
969} 804}
970 805
971void 806void
972flee_player (object *op) 807flee_player (object *op)
973{ 808{
979 LOG (llevDebug, "Fleeing player is dead.\n"); 814 LOG (llevDebug, "Fleeing player is dead.\n");
980 CLEAR_FLAG (op, FLAG_SCARED); 815 CLEAR_FLAG (op, FLAG_SCARED);
981 return; 816 return;
982 } 817 }
983 818
984 if (op->enemy == NULL) 819 if (!op->enemy)
985 { 820 {
986 LOG (llevDebug, "Fleeing player had no enemy.\n"); 821 LOG (llevDebug, "Fleeing player had no enemy.\n");
987 CLEAR_FLAG (op, FLAG_SCARED); 822 CLEAR_FLAG (op, FLAG_SCARED);
988 return; 823 return;
989 } 824 }
990 825
991 /* Seen some crashes here. Since we don't store an
992 * op->enemy_count, it is possible that something destroys the
993 * actual enemy, and the object is recycled.
994 */
995 if (op->enemy->map == NULL)
996 {
997 CLEAR_FLAG (op, FLAG_SCARED);
998 op->enemy = NULL;
999 return;
1000 }
1001
1002 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0)) 826 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
1003 { 827 {
1004 op->enemy = NULL; 828 op->enemy = NULL;
1005 CLEAR_FLAG (op, FLAG_SCARED); 829 CLEAR_FLAG (op, FLAG_SCARED);
1006 return; 830 return;
1009 get_rangevector (op, op->enemy, &rv, 0); 833 get_rangevector (op, op->enemy, &rv, 0);
1010 834
1011 dir = absdir (4 + rv.direction); 835 dir = absdir (4 + rv.direction);
1012 for (diff = 0; diff < 3; diff++) 836 for (diff = 0; diff < 3; diff++)
1013 { 837 {
1014 int m = 1 - (RANDOM () & 2); 838 int m = 1 - rndm (2) * 2;
1015 839
1016 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 840 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1017 return; 841 return;
1018 } 842 }
1019 843
1020 /* Cornered, get rid of scared */ 844 /* Cornered, get rid of scared */
1021 CLEAR_FLAG (op, FLAG_SCARED); 845 CLEAR_FLAG (op, FLAG_SCARED);
1022 op->enemy = NULL; 846 op->enemy = NULL;
1023} 847}
1024 848
1025
1026/* check_pick sees if there is stuff to be picked up/picks up stuff. 849/* check_pick sees if there is stuff to be picked up/picks up stuff.
1027 * IT returns 1 if the player should keep on moving, 0 if he should 850 * It returns 1 if the player should keep on moving, 0 if he should
1028 * stop. 851 * stop.
1029 */ 852 */
1030int 853int
1031check_pick (object *op) 854check_pick (object *op)
1032{ 855{
1033 object *tmp, *next; 856 object *tmp, *next;
1034 int stop = 0; 857 int stop = 0;
1035 int j, k, wvratio; 858 int wvratio;
1036 char putstring[128], tmpstr[16];
1037 859
1038 /* if you're flying, you cna't pick up anything */ 860 /* if you're flying, you cna't pick up anything */
1039 if (op->move_type & MOVE_FLYING) 861 if (op->move_type & MOVE_FLYING)
1040 return 1; 862 return 1;
1041 863
1042 next = op->below; 864 next = op->below;
1043 865
866 int cnt = MAX_ITEM_PER_DROP;
867#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
868
1044 /* loop while there are items on the floor that are not marked as 869 /* loop while there are items on the floor that are not marked as
1045 * destroyed */ 870 * destroyed */
1046 while (next && !next->destroyed ()) 871 while (next && !next->destroyed ())
1047 { 872 {
1048 tmp = next; 873 tmp = next;
1049 next = tmp->below; 874 next = tmp->below;
1050 875
876 if (cnt <= 0)
877 {
878 op->failmsg ("Couldn't pickup all items at once.");
879 return 0;
880 }
881
1051 if (op->destroyed ()) 882 if (op->destroyed ())
1052 return 0; 883 return 0;
1053 884
1054 if (!can_pick (op, tmp)) 885 if (!can_pick (op, tmp))
1055 continue; 886 continue;
1056 887
1057 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 888 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1058 { 889 {
1059 if (item_matched_string (op, tmp, op->contr->search_str)) 890 if (item_matched_string (op, tmp, op->contr->search_str))
1060 pick_up (op, tmp); 891 CHK_PICK_PICKUP;
892
1061 continue; 893 continue;
1062 } 894 }
1063 895
1064 /* high not bit set? We're using the old autopickup model */ 896 /* pickup handling */
897 if (op->contr->mode & PU_DEBUG)
898 {
899 /* some debugging code to figure out item information */
900 const char *str = tmp->name
901 ? format ("item name: %s item type: %d weight/value: %d",
902 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))))
903 : format ("item name: %s item type: %d weight/value: %d",
904 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
905
906 new_draw_info (NDI_UNIQUE, 0, op, str);
907 }
908
909 if (op->contr->mode & PU_INHIBIT)
910 return 1;
911
912 if (!(op->contr->mode & PU_ENABLE)) // TODO: fix client
913 return 1;
914
915 /* philosophy:
916 * It's easy to grab an item type from a pile, as long as it's
917 * generic. This takes no game-time. For more detailed pickups
918 * and selections, select-items should be used. This is a
919 * grab-as-you-run type mode that's really useful for arrows for
920 * example.
921 * The drawback: right now it has no frontend, so you need to
922 * stick the bits you want into a calculator in hex mode and then
923 * convert to decimal and then 'pickup <#>
924 */
925
926 /* the first two modes are exclusive: if NOTHING we return, if
927 * STOP then we stop. All the rest are applied sequentially,
928 * meaning if any test passes, the item gets picked up. */
929
930 /* if mode is set to pick nothing up, return */
931 if (op->contr->mode == PU_NOTHING)
932 return 1;
933
934 /* if mode is set to stop when encountering objects, return */
935 /* take STOP before INHIBIT since it doesn't actually pick
936 * anything up */
937 if (op->contr->mode & PU_STOP)
938 return 0;
939
940 /* useful for going into stores and not losing your settings... */
941 /* and for battles wher you don't want to get loaded down while
942 * fighting */
943 if (op->contr->mode & PU_INHIBIT)
944 return 1;
945
946 /* prevent us from turning into auto-thieves :) */
947 if (QUERY_FLAG (tmp, FLAG_UNPAID))
948 continue;
949
950 /* ignore known cursed objects */
951 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
952 continue;
953
954 /* all food and drink if desired */
955 /* question: don't pick up known-poisonous stuff? */
1065 if (!(op->contr->mode & PU_NEWMODE)) 956 if (op->contr->mode & PU_FOOD)
957 if (tmp->type == FOOD)
1066 { 958 {
1067 switch (op->contr->mode) 959 CHK_PICK_PICKUP;
960 continue;
961 }
962
963 if (op->contr->mode & PU_DRINK)
964 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
965 {
966 CHK_PICK_PICKUP;
967 continue;
968 }
969
970 if (op->contr->mode & PU_POTION)
971 if (tmp->type == POTION)
972 {
973 CHK_PICK_PICKUP;
974 continue;
975 }
976
977 /* spellbooks, skillscrolls and normal books/scrolls */
978 if (op->contr->mode & PU_SPELLBOOK)
979 if (tmp->type == SPELLBOOK)
980 {
981 CHK_PICK_PICKUP;
982 continue;
983 }
984
985 if (op->contr->mode & PU_SKILLSCROLL)
986 if (tmp->type == SKILLSCROLL)
987 {
988 CHK_PICK_PICKUP;
989 continue;
990 }
991
992 if (op->contr->mode & PU_READABLES)
993 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
994 {
995 CHK_PICK_PICKUP;
996 continue;
997 }
998
999 /* wands/staves/rods/horns */
1000 if (op->contr->mode & PU_MAGIC_DEVICE)
1001 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1002 {
1003 CHK_PICK_PICKUP;
1004 continue;
1005 }
1006
1007 /* pick up all magical items */
1008 if (op->contr->mode & PU_MAGICAL)
1009 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1010 {
1011 CHK_PICK_PICKUP;
1012 continue;
1013 }
1014
1015 if (op->contr->mode & PU_VALUABLES)
1016 {
1017 if (tmp->type == MONEY || tmp->type == GEM)
1068 { 1018 {
1069 case 0: 1019 CHK_PICK_PICKUP;
1070 return 1; /* don't pick up */ 1020 continue;
1071 case 1:
1072 pick_up (op, tmp);
1073 return 1;
1074 case 2:
1075 pick_up (op, tmp);
1076 return 0;
1077 case 3:
1078 return 0; /* stop before pickup */
1079 case 4:
1080 pick_up (op, tmp);
1081 break;
1082 case 5:
1083 pick_up (op, tmp);
1084 stop = 1;
1085 break;
1086 case 6:
1087 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1088 pick_up (op, tmp);
1089 break;
1090
1091 case 7:
1092 if (tmp->type == MONEY || tmp->type == GEM)
1093 pick_up (op, tmp);
1094 break;
1095
1096 default:
1097 /* use value density */
1098 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1099 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1100 pick_up (op, tmp);
1101 } 1021 }
1102 } 1022 }
1103 else 1023
1104 { /* old model */ 1024 /* rings & amulets - talismans seems to be typed AMULET */
1105 /* NEW pickup handling */
1106 if (op->contr->mode & PU_DEBUG) 1025 if (op->contr->mode & PU_JEWELS)
1026 if (tmp->type == RING || tmp->type == AMULET)
1107 { 1027 {
1108 /* some debugging code to figure out item information */ 1028 CHK_PICK_PICKUP;
1109 if (tmp->name != NULL)
1110 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1111 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1112 else
1113 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1114 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1115
1116 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1117 }
1118
1119 /* philosophy:
1120 * It's easy to grab an item type from a pile, as long as it's
1121 * generic. This takes no game-time. For more detailed pickups
1122 * and selections, select-items should be used. This is a
1123 * grab-as-you-run type mode that's really useful for arrows for
1124 * example.
1125 * The drawback: right now it has no frontend, so you need to
1126 * stick the bits you want into a calculator in hex mode and then
1127 * convert to decimal and then 'pickup <#>
1128 */
1129
1130 /* the first two modes are exclusive: if NOTHING we return, if
1131 * STOP then we stop. All the rest are applied sequentially,
1132 * meaning if any test passes, the item gets picked up. */
1133
1134 /* if mode is set to pick nothing up, return */
1135
1136 if (op->contr->mode & PU_NOTHING)
1137 return 1;
1138
1139 /* if mode is set to stop when encountering objects, return */
1140 /* take STOP before INHIBIT since it doesn't actually pick
1141 * anything up */
1142
1143 if (op->contr->mode & PU_STOP)
1144 return 0;
1145
1146 /* useful for going into stores and not losing your settings... */
1147 /* and for battles wher you don't want to get loaded down while
1148 * fighting */
1149 if (op->contr->mode & PU_INHIBIT)
1150 return 1;
1151
1152 /* prevent us from turning into auto-thieves :) */
1153 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1154 continue; 1029 continue;
1030 }
1155 1031
1156 /* ignore known cursed objects */ 1032 /* we don't forget dragon food */
1157 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) 1033 if (op->contr->mode & PU_FLESH)
1034 if (tmp->type == FLESH)
1035 {
1036 CHK_PICK_PICKUP;
1158 continue; 1037 continue;
1038 }
1159 1039
1160 /* all food and drink if desired */ 1040 /* bows and arrows. Bows are good for selling! */
1161 /* question: don't pick up known-poisonous stuff? */ 1041 if (op->contr->mode & PU_BOW)
1042 if (tmp->type == BOW)
1043 {
1044 CHK_PICK_PICKUP;
1045 continue;
1046 }
1047
1048 if (op->contr->mode & PU_ARROW)
1049 if (tmp->type == ARROW)
1050 {
1051 CHK_PICK_PICKUP;
1052 continue;
1053 }
1054
1055 /* all kinds of armor etc. */
1056 if (op->contr->mode & PU_ARMOUR)
1057 if (tmp->type == ARMOUR)
1058 {
1059 CHK_PICK_PICKUP;
1060 continue;
1061 }
1062
1063 if (op->contr->mode & PU_HELMET)
1064 if (tmp->type == HELMET)
1065 {
1066 CHK_PICK_PICKUP;
1067 continue;
1068 }
1069
1070 if (op->contr->mode & PU_SHIELD)
1071 if (tmp->type == SHIELD)
1072 {
1073 CHK_PICK_PICKUP;
1074 continue;
1075 }
1076
1162 if (op->contr->mode & PU_FOOD) 1077 if (op->contr->mode & PU_BOOTS)
1163 if (tmp->type == FOOD) 1078 if (tmp->type == BOOTS)
1079 {
1080 CHK_PICK_PICKUP;
1081 continue;
1082 }
1083
1084 if (op->contr->mode & PU_GLOVES)
1085 if (tmp->type == GLOVES)
1086 {
1087 CHK_PICK_PICKUP;
1088 continue;
1089 }
1090
1091 if (op->contr->mode & PU_CLOAK)
1092 if (tmp->type == CLOAK)
1093 {
1094 CHK_PICK_PICKUP;
1095 continue;
1096 }
1097
1098 /* hoping to catch throwing daggers here */
1099 if (op->contr->mode & PU_MISSILEWEAPON)
1100 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1101 {
1102 CHK_PICK_PICKUP;
1103 continue;
1104 }
1105
1106 /* careful: chairs and tables are weapons! */
1107 if (op->contr->mode & PU_ALLWEAPON)
1108 {
1109 if (tmp->type == WEAPON)
1110 if (!tmp->arch->archname.contains ("table") && !tmp->arch->archname.contains ("chair"))
1164 { 1111 {
1165 pick_up (op, tmp); 1112 CHK_PICK_PICKUP;
1166 continue; 1113 continue;
1167 } 1114 }
1115 }
1168 1116
1117 /* misc stuff that's useful */
1169 if (op->contr->mode & PU_DRINK) 1118 if (op->contr->mode & PU_KEY)
1170 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1119 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1171 { 1120 {
1172 pick_up (op, tmp); 1121 CHK_PICK_PICKUP;
1173 continue; 1122 continue;
1174 } 1123 }
1175 1124
1125 /* any of the last 4 bits set means we use the ratio for value
1126 * pickups */
1176 if (op->contr->mode & PU_POTION) 1127 if (op->contr->mode & PU_RATIO)
1177 if (tmp->type == POTION) 1128 {
1129 /* use value density to decide what else to grab */
1130 /* >=7 was >= op->contr->mode */
1131 /* >=7 is the old standard setting. Now we take the last 4 bits
1178 { 1132 */
1179 pick_up (op, tmp);
1180 continue;
1181 }
1182
1183 /* spellbooks, skillscrolls and normal books/scrolls */
1184 if (op->contr->mode & PU_SPELLBOOK)
1185 if (tmp->type == SPELLBOOK)
1186 {
1187 pick_up (op, tmp);
1188 continue;
1189 }
1190
1191 if (op->contr->mode & PU_SKILLSCROLL)
1192 if (tmp->type == SKILLSCROLL)
1193 {
1194 pick_up (op, tmp);
1195 continue;
1196 }
1197
1198 if (op->contr->mode & PU_READABLES)
1199 if (tmp->type == BOOK || tmp->type == SCROLL)
1200 {
1201 pick_up (op, tmp);
1202 continue;
1203 }
1204
1205 /* wands/staves/rods/horns */
1206 if (op->contr->mode & PU_MAGIC_DEVICE)
1207 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1208 {
1209 pick_up (op, tmp);
1210 continue;
1211 }
1212
1213 /* pick up all magical items */
1214 if (op->contr->mode & PU_MAGICAL) 1133 wvratio = op->contr->mode & PU_RATIO;
1215 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1134 if (1000 * query_cost (tmp, op, F_TRUE) / tmp->total_weight () >= wvratio * 100)
1216 {
1217 pick_up (op, tmp);
1218 continue;
1219 }
1220
1221 if (op->contr->mode & PU_VALUABLES)
1222 { 1135 {
1223 if (tmp->type == MONEY || tmp->type == GEM) 1136#if 0
1137 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1138 if (tmp->name != NULL)
1224 { 1139 {
1225 pick_up (op, tmp); 1140 fprintf (stderr, "%s", tmp->name);
1226 continue;
1227 } 1141 }
1228 }
1229
1230 /* rings & amulets - talismans seems to be typed AMULET */
1231 if (op->contr->mode & PU_JEWELS)
1232 if (tmp->type == RING || tmp->type == AMULET)
1233 {
1234 pick_up (op, tmp);
1235 continue;
1236 }
1237
1238 /* we don't forget dragon food */
1239 if (op->contr->mode & PU_FLESH)
1240 if (tmp->type == FLESH)
1241 {
1242 pick_up (op, tmp);
1243 continue;
1244 }
1245
1246 /* bows and arrows. Bows are good for selling! */
1247 if (op->contr->mode & PU_BOW)
1248 if (tmp->type == BOW)
1249 {
1250 pick_up (op, tmp);
1251 continue;
1252 }
1253
1254 if (op->contr->mode & PU_ARROW)
1255 if (tmp->type == ARROW)
1256 {
1257 pick_up (op, tmp);
1258 continue;
1259 }
1260
1261 /* all kinds of armor etc. */
1262 if (op->contr->mode & PU_ARMOUR)
1263 if (tmp->type == ARMOUR)
1264 {
1265 pick_up (op, tmp);
1266 continue;
1267 }
1268
1269 if (op->contr->mode & PU_HELMET)
1270 if (tmp->type == HELMET)
1271 {
1272 pick_up (op, tmp);
1273 continue;
1274 }
1275
1276 if (op->contr->mode & PU_SHIELD)
1277 if (tmp->type == SHIELD)
1278 {
1279 pick_up (op, tmp);
1280 continue;
1281 }
1282
1283 if (op->contr->mode & PU_BOOTS)
1284 if (tmp->type == BOOTS)
1285 {
1286 pick_up (op, tmp);
1287 continue;
1288 }
1289
1290 if (op->contr->mode & PU_GLOVES)
1291 if (tmp->type == GLOVES)
1292 {
1293 pick_up (op, tmp);
1294 continue;
1295 }
1296
1297 if (op->contr->mode & PU_CLOAK)
1298 if (tmp->type == CLOAK)
1299 {
1300 pick_up (op, tmp);
1301 continue;
1302 }
1303
1304 /* hoping to catch throwing daggers here */
1305 if (op->contr->mode & PU_MISSILEWEAPON)
1306 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1307 {
1308 pick_up (op, tmp);
1309 continue;
1310 }
1311
1312 /* careful: chairs and tables are weapons! */
1313 if (op->contr->mode & PU_ALLWEAPON)
1314 {
1315 if (tmp->type == WEAPON && tmp->name != NULL)
1316 {
1317 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1318 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1319 {
1320 pick_up (op, tmp);
1321 continue;
1322 }
1323 }
1324
1325 if (tmp->type == WEAPON && tmp->name == NULL)
1326 {
1327 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1328 {
1329 pick_up (op, tmp);
1330 continue;
1331 }
1332 }
1333 }
1334
1335 /* misc stuff that's useful */
1336 if (op->contr->mode & PU_KEY)
1337 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1338 {
1339 pick_up (op, tmp);
1340 continue;
1341 }
1342
1343 /* any of the last 4 bits set means we use the ratio for value
1344 * pickups */
1345 if (op->contr->mode & PU_RATIO)
1346 {
1347 /* use value density to decide what else to grab */
1348 /* >=7 was >= op->contr->mode */
1349 /* >=7 is the old standard setting. Now we take the last 4 bits
1350 * and multiply them by 5, giving 0..15*5== 5..75 */
1351 wvratio = (op->contr->mode & PU_RATIO) * 5;
1352 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1353 {
1354 pick_up (op, tmp);
1355#if 0
1356 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1357 if (tmp->name != NULL)
1358 {
1359 fprintf (stderr, "%s", tmp->name);
1360 }
1361 else 1142 else
1362 fprintf (stderr, "%s", tmp->arch->name); 1143 fprintf (stderr, "%s", tmp->arch->archname);
1363 fprintf (stderr, ",%d] = ", tmp->type); 1144 fprintf (stderr, ",%d] = ", tmp->type);
1364 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1145 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1365#endif 1146#endif
1147 CHK_PICK_PICKUP;
1366 continue; 1148 continue;
1367 }
1368 } 1149 }
1369 } /* the new pickup model */ 1150 } /* the new pickup model */
1370 } 1151 }
1371 1152
1372 return !stop; 1153 return !stop;
1378 * found object is returned. 1159 * found object is returned.
1379 */ 1160 */
1380object * 1161object *
1381find_arrow (object *op, const char *type) 1162find_arrow (object *op, const char *type)
1382{ 1163{
1383 object *tmp = 0;
1384
1385 for (op = op->inv; op; op = op->below) 1164 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1386 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1387 tmp = find_arrow (op, type);
1388 else if (op->type == ARROW && op->race == type) 1165 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1166 return splay (tmp);
1167
1168 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1169 if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && !strcmp (&tmp->race, type))
1170 if (object *arrow = find_arrow (tmp, type))
1171 {
1172 splay (tmp);
1389 return op; 1173 return arrow;
1174 }
1390 1175
1391 return tmp; 1176 return 0;
1392} 1177}
1393 1178
1394/* 1179/*
1395 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1180 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1396 * against the target. A full test is not performed, simply a basic test 1181 * against the target. A full test is not performed, simply a basic test
1397 * of resistances. The archer is making a quick guess at what he sees down 1182 * of resistances. The archer is making a quick guess at what he sees down
1398 * the hall. Failing that it does it's best to pick the highest plus arrow. 1183 * the hall. Failing that it does it's best to pick the highest plus arrow.
1399 */ 1184 */
1400object * 1185object *
1401find_better_arrow (object *op, object *target, const char *type, int *better) 1186find_better_arrow (object *op, object *target, shstr_cmp type, int *better)
1402{ 1187{
1403 object *tmp = NULL, *arrow, *ntmp; 1188 object *tmp = NULL, *arrow, *ntmp;
1404 int attacknum, attacktype, betterby = 0, i; 1189 int attacknum, attacktype, betterby = 0, i;
1405 1190
1406 if (!type) 1191 if (!type)
1410 { 1195 {
1411 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED)) 1196 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1412 { 1197 {
1413 i = 0; 1198 i = 0;
1414 ntmp = find_better_arrow (arrow, target, type, &i); 1199 ntmp = find_better_arrow (arrow, target, type, &i);
1200
1415 if (i > betterby) 1201 if (i > betterby)
1416 { 1202 {
1417 tmp = ntmp; 1203 tmp = ntmp;
1418 betterby = i; 1204 betterby = i;
1419 } 1205 }
1420 } 1206 }
1421 else if (arrow->type == ARROW && arrow->race == type) 1207 else if (arrow->type == ARROW && arrow->race == type)
1422 { 1208 {
1423 /* allways prefer assasination/slaying */ 1209 /* allways prefer assasination/slaying */
1424 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race)) 1210 if (target->race && arrow->slaying.contains (target->race))
1425 { 1211 {
1426 if (arrow->attacktype & AT_DEATH) 1212 if (arrow->attacktype & AT_DEATH)
1427 { 1213 {
1428 *better = 100; 1214 *better = 100;
1429 return arrow; 1215 return arrow;
1437 else 1223 else
1438 { 1224 {
1439 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1225 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1440 { 1226 {
1441 attacktype = 1 << attacknum; 1227 attacktype = 1 << attacknum;
1442 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1228 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1443 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby) 1229 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1444 { 1230 {
1445 tmp = arrow; 1231 tmp = arrow;
1446 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100; 1232 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1447 } 1233 }
1448 } 1234 }
1235
1449 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1236 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1450 { 1237 {
1451 tmp = arrow; 1238 tmp = arrow;
1452 betterby = 2 + arrow->magic + arrow->stats.dam; 1239 betterby = 2 + arrow->magic + arrow->stats.dam;
1453 } 1240 }
1241
1454 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) 1242 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1455 { 1243 {
1456 tmp = arrow; 1244 tmp = arrow;
1457 betterby = 1 + arrow->magic + arrow->stats.dam; 1245 betterby = 1 + arrow->magic + arrow->stats.dam;
1458 } 1246 }
1459 } 1247 }
1460 } 1248 }
1461 } 1249 }
1250
1462 if (tmp == NULL && arrow == NULL) 1251 if (tmp == NULL && arrow == NULL)
1463 return find_arrow (op, type); 1252 return find_arrow (op, type);
1464 1253
1465 *better = betterby; 1254 *better = betterby;
1466 return tmp; 1255 return tmp;
1470 * find_better_arrow to find a decent arrow to use. 1259 * find_better_arrow to find a decent arrow to use.
1471 * op = the shooter 1260 * op = the shooter
1472 * type = bow->race 1261 * type = bow->race
1473 * dir = fire direction 1262 * dir = fire direction
1474 */ 1263 */
1475
1476object * 1264object *
1477pick_arrow_target (object *op, const char *type, int dir) 1265pick_arrow_target (object *op, shstr_cmp type, int dir)
1478{ 1266{
1479 object *tmp = NULL; 1267 object *tmp = NULL;
1480 maptile *m; 1268 maptile *m;
1481 int i, mflags, found, number; 1269 int i, mflags, found, number;
1482 sint16 x, y; 1270 sint16 x, y;
1497 for (i = 0, found = 0; i < 20; i++) 1285 for (i = 0, found = 0; i < 20; i++)
1498 { 1286 {
1499 x += freearr_x[dir]; 1287 x += freearr_x[dir];
1500 y += freearr_y[dir]; 1288 y += freearr_y[dir];
1501 mflags = get_map_flags (m, &m, x, y, &x, &y); 1289 mflags = get_map_flags (m, &m, x, y, &x, &y);
1290
1502 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) 1291 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1503 { 1292 {
1504 tmp = NULL; 1293 tmp = 0;
1505 break; 1294 break;
1506 } 1295 }
1507 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW) 1296 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1508 { 1297 {
1509 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1298 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1510 * perhaps a bad assumption. 1299 * perhaps a bad assumption.
1511 */ 1300 */
1512 tmp = NULL; 1301 tmp = 0;
1513 break; 1302 break;
1514 } 1303 }
1304
1515 if (mflags & P_IS_ALIVE) 1305 if (mflags & P_IS_ALIVE)
1516 {
1517 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) 1306 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1518 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 1307 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1519 {
1520 found++;
1521 break;
1522 }
1523 if (found)
1524 break; 1308 break;
1525 }
1526 } 1309 }
1527 if (tmp == NULL) 1310
1311 if (!tmp)
1528 return find_arrow (op, type); 1312 return find_arrow (op, type);
1529 1313
1530 if (tmp->head) 1314 if (tmp->head)
1531 tmp = tmp->head; 1315 tmp = tmp->head;
1532 1316
1545 */ 1329 */
1546int 1330int
1547fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) 1331fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1548{ 1332{
1549 object *left, *bow; 1333 object *left, *bow;
1550 int bowspeed, mflags; 1334 int mflags;
1551 maptile *m; 1335 maptile *m;
1552 1336
1553 if (!dir) 1337 if (!dir)
1554 { 1338 {
1555 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1339 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1556 return 0; 1340 return 0;
1557 } 1341 }
1558 1342
1559 if (op->type == PLAYER) 1343 if (op->contr)
1560 bow = op->contr->ranges[range_bow]; 1344 bow = op->current_weapon;
1561 else 1345 else
1562 { 1346 {
1563 for (bow = op->inv; bow; bow = bow->below) 1347 for (bow = op->inv; bow; bow = bow->below)
1564 /* Don't check for applied - monsters don't apply bows - in that way, they 1348 /* Don't check for applied - monsters don't apply bows - in that way, they
1565 * don't need to switch back and forth between bows and weapons. 1349 * don't need to switch back and forth between bows and weapons.
1570 if (!bow) 1354 if (!bow)
1571 { 1355 {
1572 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1356 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1573 return 0; 1357 return 0;
1574 } 1358 }
1359
1360 // optimisation: move object to top so we will find it quickly again
1361 splay (bow);
1575 } 1362 }
1576 1363
1577 if (!bow->race || !bow->skill) 1364 if (!bow->race || !bow->skill)
1578 { 1365 {
1579 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1366 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1580 return 0; 1367 return 0;
1581 } 1368 }
1582
1583 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1584
1585 /* penalize ROF for bestarrow */
1586 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1587 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1588
1589 if (bowspeed < 1)
1590 bowspeed = 1;
1591 1369
1592 if (arrow == NULL) 1370 if (arrow == NULL)
1593 { 1371 {
1594 if ((arrow = find_arrow (op, bow->race)) == NULL) 1372 if ((arrow = find_arrow (op, bow->race)) == NULL)
1595 { 1373 {
1596 if (op->type == PLAYER) 1374 if (op->type == PLAYER)
1597 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1375 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1598 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1376 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1599 else 1377 else
1600 CLEAR_FLAG (op, FLAG_READY_BOW); 1378 CLEAR_FLAG (op, FLAG_READY_BOW);
1379
1601 return 0; 1380 return 0;
1602 } 1381 }
1603 } 1382 }
1604 1383
1605 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1384 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1613 } 1392 }
1614 1393
1615 /* this should not happen, but sometimes does */ 1394 /* this should not happen, but sometimes does */
1616 if (arrow->nrof == 0) 1395 if (arrow->nrof == 0)
1617 { 1396 {
1397 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1618 arrow->destroy (); 1398 arrow->destroy ();
1619 return 0; 1399 return 0;
1620 } 1400 }
1621 1401
1622 left = arrow; /* these are arrows left to the player */ 1402 left = arrow; /* these are arrows left to the player */
1623 arrow = get_split_ob (arrow, 1); 1403 arrow = arrow->split ();
1624 if (!arrow) 1404 if (!arrow)
1625 { 1405 {
1626 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1406 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1627 return 0; 1407 return 0;
1628 } 1408 }
1629 1409
1630 arrow->set_owner (op); 1410 arrow->set_owner (op);
1631 arrow->skill = bow->skill; 1411 arrow->skill = bow->skill;
1632 arrow->direction = dir; 1412 arrow->direction = dir;
1633 1413
1414 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1415 arrow->stats.hp = arrow->stats.dam;
1416 arrow->stats.grace = arrow->attacktype;
1417 arrow->custom_name = arrow->slaying;
1418
1419#if 0
1420 if (player *pl = op->contr)
1421 {
1422 float speed = pl->weapon_sp;
1423
1424 /* penalize ROF for bestarrow */
1425 if (pl->bowtype == bow_bestarrow)
1426 speed *= .9f;
1427 else
1428 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1429
1430 op->speed_left += speed - op->speed;
1431 }
1432#endif
1433
1434 SET_ANIMATION (arrow, arrow->direction);
1435
1436 /* update the speed */
1437 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1438 + bow->stats.dam / 7.f;
1439
1440 arrow->set_speed (max (arrow->speed, 2.f));
1441 arrow->speed_left = 0;
1442
1443 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1444
1634 if (op->type == PLAYER) 1445 if (op->type == PLAYER)
1635 { 1446 {
1636 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1637 op->update_stats ();
1638 }
1639
1640 SET_ANIMATION (arrow, arrow->direction);
1641 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1642 arrow->stats.hp = arrow->stats.dam;
1643 arrow->stats.grace = arrow->attacktype;
1644 if (arrow->slaying != NULL)
1645 arrow->spellarg = strdup (arrow->slaying);
1646
1647 /* Note that this was different for monsters - they got their level
1648 * added to the damage. I think the strength bonus is more proper.
1649 */
1650
1651 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1652
1653 /* update the speed */
1654 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1655 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1656
1657 arrow->set_speed (max (arrow->speed, 1.0));
1658 arrow->speed_left = 0;
1659
1660 if (op->type == PLAYER)
1661 {
1662 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1663 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1664 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1665
1666 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; 1447 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1448 wc -= dex_bonus[op->stats.Dex];
1449
1450 if (!arrow->slaying)
1451 arrow->slaying = op->slaying;
1452
1453 arrow->attacktype |= op->attacktype;
1667 } 1454 }
1668 else 1455 else
1669 { 1456 {
1670 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1671 arrow->level = op->level; 1457 arrow->level = op->level;
1672 } 1458 arrow->stats.wc -= bow->magic;
1673 1459
1674 if (arrow->attacktype == AT_PHYSICAL) 1460 if (!arrow->slaying)
1461 arrow->slaying = bow->slaying;
1462
1675 arrow->attacktype |= bow->attacktype; 1463 arrow->attacktype |= bow->attacktype;
1464 }
1676 1465
1677 if (bow->slaying) 1466 wc -= arrow->level;
1678 arrow->slaying = bow->slaying; 1467 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1679 1468
1469 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1680 arrow->move_type = MOVE_FLY_LOW; 1470 arrow->move_type = MOVE_FLY_LOW;
1681 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1471 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1682 1472
1683 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1473 op->play_sound (sound_find ("fire_arrow"));
1684 m->insert (arrow, sx, sy, op); 1474 m->insert (arrow, sx, sy, op);
1685 1475
1686 if (!arrow->destroyed ()) 1476 if (!arrow->destroyed ())
1687 move_arrow (arrow); 1477 move_arrow (arrow);
1688
1689 if (op->type == PLAYER)
1690 {
1691 if (left->destroyed ())
1692 esrv_del_item (op->contr, left->count);
1693 else
1694 esrv_send_item (op, left);
1695 }
1696 1478
1697 return 1; 1479 return 1;
1698} 1480}
1699 1481
1700/* Special fire code for players - this takes into 1482/* Special fire code for players - this takes into
1705 * hence the function name. 1487 * hence the function name.
1706 */ 1488 */
1707int 1489int
1708player_fire_bow (object *op, int dir) 1490player_fire_bow (object *op, int dir)
1709{ 1491{
1710 int ret = 0, wcmod = 0; 1492 int ret;
1711 1493
1712 if (op->contr->bowtype == bow_bestarrow) 1494 if (op->contr->bowtype == bow_bestarrow)
1713 { 1495 {
1714 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y); 1496 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1715 } 1497 }
1716 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1498 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1717 { 1499 {
1718 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1500 int wcmod = similar_direction (dir, op->contr->bowtype - bow_n + 1) ? 0 : -1;
1719 wcmod = -1;
1720
1721 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1501 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1722 } 1502 }
1723 else if (op->contr->bowtype == bow_threewide) 1503 else if (op->contr->bowtype == bow_threewide)
1724 { 1504 {
1725 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1505 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1726 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]); 1506 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]);
1727 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]); 1507 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1728 } 1508 }
1729 else if (op->contr->bowtype == bow_spreadshot) 1509 else if (op->contr->bowtype == bow_spreadshot)
1730 { 1510 {
1731 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1511 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1732 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); 1512 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1733 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); 1513 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1734
1735 } 1514 }
1736 else 1515 else
1737 { 1516 {
1738 /* Simple case */ 1517 /* Simple case */
1739 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1518 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1740 } 1519 }
1520
1741 return ret; 1521 return ret;
1742} 1522}
1743
1744 1523
1745/* Fires a misc (wand/rod/horn) object in 'dir'. 1524/* Fires a misc (wand/rod/horn) object in 'dir'.
1746 * Broken apart from 'fire' to keep it more readable. 1525 * Broken apart from 'fire' to keep it more readable.
1747 */ 1526 */
1748void 1527void
1749fire_misc_object (object *op, int dir) 1528fire_misc_object (object *op, int dir)
1750{ 1529{
1751 object *item; 1530 object *item = op->contr->ranged_ob;
1752 1531
1753 if (!op->contr->ranges[range_misc]) 1532 if (!item)
1754 { 1533 {
1755 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); 1534 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1756 return; 1535 return;
1757 } 1536 }
1758 1537
1759 item = op->contr->ranges[range_misc];
1760 if (!item->inv) 1538 if (!item->inv)
1761 { 1539 {
1762 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1540 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1763 return; 1541 return;
1764 } 1542 }
1543
1544 if (!op->change_weapon (item))
1545 return;
1546
1765 if (item->type == WAND) 1547 if (item->type == WAND)
1766 { 1548 {
1767 if (item->stats.food <= 0) 1549 if (item->stats.food <= 0)
1768 { 1550 {
1769 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1551 op->contr->play_sound (sound_find ("wand_poof"));
1770 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); 1552 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1553
1771 return; 1554 return;
1772 } 1555 }
1773 } 1556 }
1774 else if (item->type == ROD || item->type == HORN) 1557 else if (item->type == ROD || item->type == HORN)
1775 { 1558 {
1776 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1559 sint16 spell_sp = MAX (item->inv->stats.sp, item->inv->stats.grace);
1560
1561 // using the maximum of the rods charge allows at least one spell cast
1562 // for a rod or horn, this fixes some broken rods.
1563 if (item->stats.hp < MIN (spell_sp, item->stats.maxhp))
1777 { 1564 {
1778 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1565 op->contr->play_sound (sound_find ("wand_poof"));
1566
1779 if (item->type == ROD) 1567 if (item->type == ROD)
1780 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); 1568 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1781 else 1569 else
1782 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1570 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1571
1783 return; 1572 return;
1784 } 1573 }
1785 } 1574 }
1786 1575
1787 if (cast_spell (op, item, dir, item->inv, NULL)) 1576 if (cast_spell (op, item, dir, item->inv, NULL))
1788 { 1577 {
1789 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */ 1578 item->flag [FLAG_BEEN_APPLIED] = true; /* You now know something about it */
1579
1790 if (item->type == WAND) 1580 if (item->type == WAND)
1791 { 1581 {
1792 if (!(--item->stats.food)) 1582 if (!(--item->stats.food))
1793 { 1583 {
1794 object *tmp; 1584 object *tmp;
1795 1585
1796 if (item->arch) 1586 if (item->arch)
1797 { 1587 {
1798 CLEAR_FLAG (item, FLAG_ANIMATE); 1588 CLEAR_FLAG (item, FLAG_ANIMATE);
1799 item->face = item->arch->clone.face; 1589 item->face = item->arch->face;
1800 item->set_speed (0); 1590 item->set_speed (0);
1801 } 1591 }
1802 1592
1803 if ((tmp = item->in_player ())) 1593 if (object *pl = item->visible_to ())
1804 esrv_update_item (UPD_ANIM, tmp, item); 1594 esrv_update_item (UPD_ANIM, pl, item);
1805 } 1595 }
1806 } 1596 }
1807 else if (item->type == ROD || item->type == HORN) 1597 else if (item->type == ROD || item->type == HORN)
1808 drain_rod_charge (item); 1598 drain_rod_charge (item);
1809 } 1599 }
1810} 1600}
1811 1601
1812/* Received a fire command for the player - go and do it. 1602/* Received a fire command for the player - go and do it.
1813 */ 1603 */
1814void 1604bool
1815fire (object *op, int dir) 1605fire (object *op, int dir)
1816{ 1606{
1817 int spellcost = 0; 1607 int spellcost = 0;
1608
1609 player *pl = op->contr;
1610
1611 if (pl->golem)
1612 {
1613 control_golem (op->contr->golem, dir);
1614 return false;
1615 }
1616
1617 object *ob = pl->ranged_ob;
1618
1619 if (!ob)
1620 return false;
1621
1622 if (op->speed_left > 0.f)
1623 --op->speed_left;
1624 else
1625 return false;
1626
1627 if (!op->change_weapon (ob))
1628 return false;
1818 1629
1819 /* check for loss of invisiblity/hide */ 1630 /* check for loss of invisiblity/hide */
1820 if (action_makes_visible (op)) 1631 if (action_makes_visible (op))
1821 make_visible (op); 1632 make_visible (op);
1822 1633
1823 switch (op->contr->shoottype) 1634 switch (ob->type)
1824 { 1635 {
1825 case range_none: 1636 case BOW:
1826 return;
1827
1828 case range_bow:
1829 player_fire_bow (op, dir); 1637 player_fire_bow (op, dir);
1830 return; 1638 break;
1831 1639
1832 case range_magic: /* Casting spells */ 1640 case SPELL:
1833 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0)); 1641 spellcost = cast_spell (op, op, dir, ob, *pl->spellparam ? pl->spellparam : 0);
1834 return; 1642 break;
1835 1643
1836 case range_misc: 1644 case BUILDER:
1645 apply_map_builder (op, dir);
1646 break;
1647
1648 case SKILL:
1649 do_skill (op, op, ob, dir, 0);
1650 break;
1651
1652 default:
1837 fire_misc_object (op, dir); 1653 fire_misc_object (op, dir);
1838 return; 1654 break;
1839
1840 case range_golem: /* Control summoned monsters from scrolls */
1841 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
1842 {
1843 op->contr->ranges[range_golem] = 0;
1844 op->contr->shoottype = range_none;
1845 }
1846 else
1847 control_golem (op->contr->ranges[range_golem], dir);
1848 return;
1849
1850 case range_skill:
1851 if (!op->chosen_skill)
1852 {
1853 if (op->type == PLAYER)
1854 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
1855 return;
1856 }
1857
1858 do_skill (op, op, op->chosen_skill, dir, NULL);
1859 return;
1860 case range_builder:
1861 apply_map_builder (op, dir);
1862 return;
1863 default:
1864 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
1865 return;
1866 } 1655 }
1867}
1868 1656
1869/* find_key 1657 return true;
1870 * We try to find a key for the door as passed. If we find a key 1658}
1871 * and successfully use it, we return the key, otherwise NULL 1659
1872 * This function merges both normal and locked door, since the logic 1660static object *
1873 * for both is the same - just the specific key is different.
1874 * pl is the player,
1875 * inv is the objects inventory to searched
1876 * door is the door we are trying to match against.
1877 * This function can be called recursively to search containers.
1878 */
1879object *
1880find_key (object *pl, object *container, object *door) 1661find_key_ (object *pl, object *container, object *door)
1881{ 1662{
1882 object *tmp, *key; 1663 object *tmp, *key;
1883 1664
1884 /* Should not happen, but sanity checking is never bad */ 1665 /* Should not happen, but sanity checking is never bad */
1885 if (!container->inv) 1666 if (!container->inv)
1888 /* First, lets try to find a key in the top level inventory */ 1669 /* First, lets try to find a key in the top level inventory */
1889 for (tmp = container->inv; tmp; tmp = tmp->below) 1670 for (tmp = container->inv; tmp; tmp = tmp->below)
1890 { 1671 {
1891 if (door->type == DOOR && tmp->type == KEY) 1672 if (door->type == DOOR && tmp->type == KEY)
1892 break; 1673 break;
1674
1893 /* For sanity, we should really check door type, but other stuff 1675 /* For sanity, we should really check door type, but other stuff
1894 * (like containers) can be locked with special keys 1676 * (like containers) can be locked with special keys
1895 */ 1677 */
1896 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1678 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1897 break; 1679 break;
1903 * a key, return 1685 * a key, return
1904 */ 1686 */
1905 if (!tmp) 1687 if (!tmp)
1906 { 1688 {
1907 for (tmp = container->inv; tmp; tmp = tmp->below) 1689 for (tmp = container->inv; tmp; tmp = tmp->below)
1908 {
1909 /* No reason to search empty containers */ 1690 /* No reason to search empty containers */
1910 if (tmp->type == CONTAINER && tmp->inv) 1691 if (tmp->type == CONTAINER && tmp->inv)
1911 {
1912 if ((key = find_key (pl, tmp, door))) 1692 if ((key = find_key_ (pl, tmp, door)))
1913 return key; 1693 return key;
1914 }
1915 }
1916 1694
1917 if (!tmp) 1695 if (!tmp)
1918 return NULL; 1696 return 0;
1919 } 1697 }
1920 1698
1921 /* We get down here if we have found a key. Now if its in a container, 1699 /* We get down here if we have found a key. Now if its in a container,
1922 * see if we actually want to use it 1700 * see if we actually want to use it
1923 */ 1701 */
1924 if (pl != container) 1702 if (pl != container)
1925 { 1703 {
1926 /* Only let players use keys in containers */ 1704 /* Only let players use keys in containers */
1927 if (!pl->contr) 1705 if (!pl->contr)
1928 return NULL; 1706 return 0;
1707
1929 /* cases where this fails: 1708 /* cases where this fails:
1930 * If we only search the player inventory, return now since we 1709 * If we only search the player inventory, return now since we
1931 * are not in the players inventory. 1710 * are not in the players inventory.
1932 * If the container is not active, return now since only active 1711 * If the container is not active, return now since only active
1933 * containers can be used. 1712 * containers can be used.
1937 * inv must have been an container and must have been active. 1716 * inv must have been an container and must have been active.
1938 * 1717 *
1939 * Change the color so that the message doesn't disappear with 1718 * Change the color so that the message doesn't disappear with
1940 * all the others. 1719 * all the others.
1941 */ 1720 */
1942 if (pl->contr->usekeys == key_inventory || 1721 if (pl->contr->usekeys == key_inventory
1943 !QUERY_FLAG (container, FLAG_APPLIED) || 1722 || !QUERY_FLAG (container, FLAG_APPLIED)
1944 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys")))) 1723 || (pl->contr->usekeys == keyrings && container->race != shstr_keys))
1945 { 1724 {
1946 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1725 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1947 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); 1726 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1948 return NULL; 1727 return NULL;
1949 } 1728 }
1950 } 1729 }
1951 1730
1952 return tmp; 1731 return tmp;
1732}
1733
1734/* find_key
1735 * We try to find a key for the door as passed. If we find a key
1736 * and successfully use it, we return the key, otherwise NULL
1737 * This function merges both normal and locked door, since the logic
1738 * for both is the same - just the specific key is different.
1739 * pl is the player,
1740 * inv is the objects inventory to searched
1741 * door is the door we are trying to match against.
1742 * This function can be called recursively to search containers.
1743 */
1744object *
1745find_key (object *pl, object *container, object *door)
1746{
1747 if (door->slaying && is_match_expr (door->slaying))
1748 {
1749 // for match expressions, we try to find the key by applying the match
1750 // to the op itself, which is supposed to find the "key", instead
1751 // of searching through containers ourselves.
1752
1753 return match_one (door->slaying, container, door, pl, pl);
1754 }
1755 else
1756 return find_key_ (pl, container, door);
1953} 1757}
1954 1758
1955/* moved door processing out of move_player_attack. 1759/* moved door processing out of move_player_attack.
1956 * returns 1 if player has opened the door with a key 1760 * returns 1 if player has opened the door with a key
1957 * such that the caller should not do anything more, 1761 * such that the caller should not do anything more,
1958 * 0 otherwise 1762 * 0 otherwise
1959 */ 1763 */
1960static int 1764static int
1961player_attack_door (object *op, object *door) 1765player_attack_door (object *op, object *door)
1962{ 1766{
1963 /* If its a door, try to find a use a key. If we do destroy the door, 1767 /* If its a door, try to find a key. If we do destroy the door,
1964 * might as well return immediately as there is nothing more to do - 1768 * might as well return immediately as there is nothing more to do -
1965 * otherwise, we fall through to the rest of the code. 1769 * otherwise, we fall through to the rest of the code.
1966 */ 1770 */
1967 object *key = find_key (op, op, door); 1771 object *key = find_key (op, op, door);
1968 1772
1969 /* IF we found a key, do some extra work */ 1773 /* If we found a key, do some extra work */
1970 if (key) 1774 if (key)
1971 { 1775 {
1972 object *container = key->env; 1776 object *container = key->env;
1973 1777
1974 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1975 if (action_makes_visible (op)) 1778 if (action_makes_visible (op))
1976 make_visible (op); 1779 make_visible (op);
1780
1977 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1781 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1978 spring_trap (door->inv, op); 1782 spring_trap (door->inv, op);
1979 1783
1980 if (door->type == DOOR) 1784 if (door->type == DOOR)
1981 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1785 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1982 else if (door->type == LOCKED_DOOR) 1786 else if (door->type == LOCKED_DOOR)
1983 { 1787 {
1984 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1788 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN);
1985 remove_door2 (door); /* remove door without violence ;-) */ 1789 remove_door2 (door); /* remove door without violence ;-) */
1986 } 1790 }
1987 1791
1988 /* Do this after we print the message */ 1792 /* Do this after we print the message */
1989 decrease_ob (key); /* Use up one of the keys */ 1793 key->decrease (); /* Use up one of the keys */
1990 /* Need to update the weight the container the key was in */
1991 if (container != op)
1992 esrv_update_item (UPD_WEIGHT, op, container);
1993 1794
1994 return 1; /* Nothing more to do below */ 1795 return 1; /* Nothing more to do below */
1995 } 1796 }
1996 else if (door->type == LOCKED_DOOR) 1797 else if (door->type == LOCKED_DOOR)
1997 { 1798 {
1998 /* Might as well return now - no other way to open this */ 1799 /* Might as well return now - no other way to open this */
1999 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1800 op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door...");
2000 return 1; 1801 return 1;
2001 } 1802 }
2002 1803
2003 return 0; 1804 return 0;
2004} 1805}
2007 * It should keep the code cleaner. 1808 * It should keep the code cleaner.
2008 * When this is called, the players direction has been updated 1809 * When this is called, the players direction has been updated
2009 * (taking into account confusion.) The player is also actually 1810 * (taking into account confusion.) The player is also actually
2010 * going to try and move (not fire weapons). 1811 * going to try and move (not fire weapons).
2011 */ 1812 */
2012void 1813bool
2013move_player_attack (object *op, int dir) 1814move_player_attack (object *op, int dir)
2014{ 1815{
2015 object *tmp, *mon; 1816 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2016 sint16 nx, ny; 1817 {
1818 --op->speed_left;
1819 return true;
1820 }
1821
2017 int on_battleground; 1822 int on_battleground;
2018 maptile *m;
2019 1823
2020 nx = freearr_x[dir] + op->x; 1824 sint16 nx = freearr_x[dir] + op->x;
2021 ny = freearr_y[dir] + op->y; 1825 sint16 ny = freearr_y[dir] + op->y;
2022 1826
2023 on_battleground = op_on_battleground (op, 0, 0); 1827 on_battleground = op_on_battleground (op, 0, 0);
1828
1829 if (out_of_map (op->map, nx, ny))
1830 return false;
2024 1831
2025 /* If braced, or can't move to the square, and it is not out of the 1832 /* If braced, or can't move to the square, and it is not out of the
2026 * map, attack it. Note order of if statement is important - don't 1833 * map, attack it. Note order of if statement is important - don't
2027 * want to be calling move_ob if braced, because move_ob will move the 1834 * want to be calling move_ob if braced, because move_ob will move the
2028 * player. This is a pretty nasty hack, because if we could 1835 * player. This is a pretty nasty hack, because if we could
2029 * move to some space, it then means that if we are braced, we should 1836 * move to some space, it then means that if we are braced, we should
2030 * do nothing at all. As it is, if we are braced, we go through 1837 * do nothing at all. As it is, if we are braced, we go through
2031 * quite a bit of processing. However, it probably is less than what 1838 * quite a bit of processing. However, it probably is less than what
2032 * move_ob uses. 1839 * move_ob uses.
2033 */ 1840 */
2034 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) 1841 maptile *m = op->map->xy_find (nx, ny);
1842
1843 /* Go through all the objects, and find ones of interest. Only stop if
1844 * we find a monster - that is something we know we want to attack.
1845 * if its a door or barrel (can roll) see if there may be monsters
1846 * on the space
1847 */
1848 object *mon;
1849 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
1850 {
1851 if ((mon->flag [FLAG_ALIVE]
1852 || mon->type == LOCKED_DOOR
1853 || mon->flag [FLAG_CAN_ROLL])
1854 && mon != op)
1855 break;
2035 { 1856 }
2036 if (OUT_OF_REAL_MAP (op->map, nx, ny)) 1857
1858 if (!mon) /* This happens anytime the player tries to move */
1859 return false; /* into a wall */
1860
1861 mon = mon->head_ ();
1862
1863 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
1864 if (op->contr->weapon_sp_left > 0.f)
1865 if (player_attack_door (op, mon))
1866 {
1867 --op->contr->weapon_sp_left;
1868 return true;
2037 { 1869 }
2038 m = op->map->xy_find (nx, ny); 1870
2039 if (!m) 1871 /* The following deals with possibly attacking peaceful
2040 return; /* Don't think this should happen */ 1872 * or friendly creatures. Basically, all players are considered
1873 * unaggressive. If the moving player has peaceful set, then the
1874 * object should be pushed instead of attacked. It is assumed that
1875 * if you are braced, you will not attack friends accidently,
1876 * and thus will not push them.
1877 */
1878
1879 /* If the creature is a pet, push it even if the player is not
1880 * peaceful. Our assumption is the creature is a pet if the
1881 * player owns it and it is either friendly or unagressive.
1882 */
1883 if (op->type == PLAYER
1884 && ((mon->owner && mon->owner->contr
1885 && same_party (mon->owner->contr->party, op->contr->party))
1886 || mon->owner == op)
1887 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
1888 {
1889 /* If we're braced, we don't want to switch places with it */
1890 if (op->contr->braced)
1891 return false;
1892
1893 if (op->speed_left > 0.f)
1894 {
1895 --op->speed_left;
1896
1897 op->play_sound (sound_find ("push_player"));
1898 push_ob (mon, dir, op);
1899
1900 if (action_makes_visible (op))
1901 make_visible (op);
1902
1903 return true;
2041 } 1904 }
2042 else 1905 else
2043 m = op->map;
2044
2045 if (!(tmp = m->at (nx, ny).bot))
2046 return; 1906 return false;
1907 }
2047 1908
2048 mon = 0;
2049 /* Go through all the objects, and find ones of interest. Only stop if
2050 * we find a monster - that is something we know we want to attack.
2051 * if its a door or barrel (can roll) see if there may be monsters
2052 * on the space
2053 */
2054 while (tmp)
2055 {
2056 if (tmp == op)
2057 {
2058 tmp = tmp->above;
2059 continue;
2060 }
2061
2062 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2063 {
2064 mon = tmp;
2065 break;
2066 }
2067
2068 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2069 mon = tmp;
2070
2071 tmp = tmp->above;
2072 }
2073
2074 if (!mon) /* This happens anytime the player tries to move */
2075 return; /* into a wall */
2076
2077 if (mon->head)
2078 mon = mon->head;
2079
2080 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2081 if (player_attack_door (op, mon))
2082 return;
2083
2084 /* The following deals with possibly attacking peaceful
2085 * or frienddly creatures. Basically, all players are considered
2086 * unaggressive. If the moving player has peaceful set, then the
2087 * object should be pushed instead of attacked. It is assumed that
2088 * if you are braced, you will not attack friends accidently,
2089 * and thus will not push them.
2090 */
2091
2092 /* If the creature is a pet, push it even if the player is not
2093 * peaceful. Our assumption is the creature is a pet if the
2094 * player owns it and it is either friendly or unagressive.
2095 */
2096 if ((op->type == PLAYER)
2097#if COZY_SERVER
2098 &&
2099 ((mon->owner && mon->owner->contr
2100 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op)
2101#else
2102 && mon->owner == op
2103#endif
2104 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2105 {
2106 /* If we're braced, we don't want to switch places with it */
2107 if (op->contr->braced)
2108 return;
2109
2110 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2111 (void) push_ob (mon, dir, op);
2112 if (op->contr->tmp_invis || op->hide)
2113 make_visible (op);
2114
2115 return;
2116 }
2117
2118 /* in certain circumstances, you shouldn't attack friendly 1909 /* in certain circumstances, you shouldn't attack friendly
2119 * creatures. Note that if you are braced, you can't push 1910 * creatures. Note that if you are braced, you can't push
2120 * someone, but put it inside this loop so that you won't 1911 * someone, but put it inside this loop so that you won't
2121 * attack them either. 1912 * attack them either.
2122 */ 1913 */
2123 if ((mon->type == PLAYER || mon->enemy != op) && 1914 if ((mon->type == PLAYER || mon->enemy != op)
2124 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 1915 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2125#ifdef PROHIBIT_PLAYERKILL
2126 (op->contr->peaceful 1916 && ((op->contr->peaceful
2127 || (mon->type == PLAYER 1917 || (mon->type == PLAYER && mon->contr->peaceful))
2128 && mon->contr->
2129 peaceful)) &&
2130#else
2131 op->contr->peaceful &&
2132#endif
2133 !on_battleground)) 1918 && !on_battleground))
1919 {
1920 if (op->speed_left > 0.f)
2134 { 1921 {
1922 --op->speed_left;
1923
2135 if (!op->contr->braced) 1924 if (!op->contr->braced)
2136 { 1925 {
2137 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 1926 op->play_sound (sound_find ("push_player"));
2138 push_ob (mon, dir, op); 1927 push_ob (mon, dir, op);
2139 } 1928 }
2140 else 1929 else
2141 new_draw_info (0, 0, op, "You withhold your attack"); 1930 op->statusmsg ("You withhold your attack");
2142 1931
2143 if (op->contr->tmp_invis || op->hide) 1932 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
2144 make_visible (op); 1933 make_visible (op);
2145 }
2146 1934
1935 return true;
1936 }
1937 }
2147 /* If the object is a boulder or other rollable object, then 1938 /* If the object is a boulder or other rollable object, then
2148 * roll it if not braced. You can't roll it if you are braced. 1939 * roll it if not braced. You can't roll it if you are braced.
2149 */ 1940 */
2150 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 1941 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
1942 {
1943 if (op->speed_left > 0.f)
2151 { 1944 {
1945 --op->speed_left;
1946
2152 recursive_roll (mon, dir, op); 1947 recursive_roll (mon, dir, op);
2153 if (action_makes_visible (op)) 1948 if (action_makes_visible (op))
2154 make_visible (op); 1949 make_visible (op);
2155 }
2156 1950
1951 return true;
1952 }
1953 }
2157 /* Any generic living creature. Including things like doors. 1954 /* Any generic living creature. Including things like doors.
2158 * Way it works is like this: First, it must have some hit points 1955 * Way it works is like this: First, it must have some hit points
2159 * and be living. Then, it must be one of the following: 1956 * and be living. Then, it must be one of the following:
2160 * 1) Not a player, 2) A player, but of a different party. Note 1957 * 1) Not a player, 2) A player, but of a different party. Note
2161 * that party_number -1 is no party, so attacks can still happen. 1958 * that party_number -1 is no party, so attacks can still happen.
2162 */ 1959 */
2163 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 1960 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2164 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 1961 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2165 { 1962 {
2166 1963 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2167 /* If the player hasn't hit something this tick, and does
2168 * so, give them speed boost based on weapon speed. Doing
2169 * it here is better than process_players2, which basically
2170 * incurred a 1 tick offset.
2171 */
2172 if (!op->contr->has_hit)
2173 { 1964 {
2174 op->speed_left += op->speed / op->contr->weapon_sp; 1965 --op->contr->weapon_sp_left;
2175
2176 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2177 }
2178 1966
2179 skill_attack (mon, op, 0, 0, 0); 1967 skill_attack (mon, op, 0, 0, 0);
2180
2181 /* If attacking another player, that player gets automatic
2182 * hitback, and doesn't loose luck either.
2183 * Disable hitback on the battleground or if the target is
2184 * the wiz.
2185 */
2186 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2187 {
2188 short luck = mon->stats.luck;
2189
2190 mon->contr->has_hit = 1;
2191 skill_attack (op, mon, 0, 0, 0);
2192 mon->stats.luck = luck;
2193 }
2194 1968
2195 if (action_makes_visible (op)) 1969 if (action_makes_visible (op))
2196 make_visible (op); 1970 make_visible (op);
2197 }
2198 } /* if player should attack something */
2199}
2200 1971
2201int 1972 return true;
1973 }
1974 }
1975
1976 return false;
1977}
1978
1979bool
2202move_player (object *op, int dir) 1980move_player (object *op, int dir)
2203{ 1981{
2204 int pick; 1982 int pick;
2205 1983
2206 if (!op->map || op->map->in_memory != MAP_IN_MEMORY) 1984 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2207 return 0; 1985 return 0;
2208 1986
2209 /* Sanity check: make sure dir is valid */ 1987 /* Sanity check: make sure dir is valid */
2210 if ((dir < 0) || (dir >= 9)) 1988 if ((dir < 0) || (dir >= 9))
2211 { 1989 {
2217 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 1995 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2218 dir = absdir (dir + rndm (3) + rndm (3) - 2); 1996 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2219 1997
2220 op->facing = dir; 1998 op->facing = dir;
2221 1999
2222 if (op->hide) 2000 if (op->flag [FLAG_HIDDEN])
2223 do_hidden_move (op); 2001 do_hidden_move (op);
2224 2002
2003 bool retval;
2004
2225 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2005 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2226 /*nop */ ; 2006 retval = RESULT_INT (0);
2227 else if (op->contr->fire_on) 2007 else if (op->contr->fire_on)
2228 fire (op, dir); 2008 retval = fire (op, dir);
2229 else 2009 else
2230 { 2010 {
2231 move_player_attack (op, dir); 2011 retval = move_player_attack (op, dir);
2232 pick = check_pick (op); 2012 pick = check_pick (op);
2233 } 2013 }
2234 2014
2235 /* Add special check for newcs players and fire on - this way, the 2015 /* Add special check for newcs players and fire on - this way, the
2236 * server can handle repeat firing. 2016 * server can handle repeat firing.
2243 /* Update how the player looks. Use the facing, so direction may 2023 /* Update how the player looks. Use the facing, so direction may
2244 * get reset to zero. This allows for full animation capabilities 2024 * get reset to zero. This allows for full animation capabilities
2245 * for players. 2025 * for players.
2246 */ 2026 */
2247 animate_object (op, op->facing); 2027 animate_object (op, op->facing);
2248 return 0; 2028
2029 return retval;
2249} 2030}
2250 2031
2251/* This is similar to handle_player, below, but is only used by the 2032/* This is similar to handle_player, below, but is only used by the
2252 * new client/server stuff. 2033 * new client/server stuff.
2253 * This is sort of special, in that the new client/server actually uses 2034 * This is sort of special, in that the new client/server actually uses
2254 * the new speed values for commands. 2035 * the new speed values for commands.
2255 * 2036 *
2256 * Returns true if there are more actions we can do. 2037 * Returns true if there are more actions we can do. Should not do
2038 * many actions in a row, as that would be too unfair to other
2039 * players.
2257 */ 2040 */
2258int 2041bool
2259handle_newcs_player (object *op) 2042handle_newcs_player (object *op)
2260{ 2043{
2261 if (op->contr->hidden)
2262 {
2263 op->invisible = 1000;
2264 /* the socket code flashes the player visible/invisible
2265 * depending on the value of invisible, so we need to
2266 * alternate it here for it to work correctly.
2267 */
2268 if (pticks & 2)
2269 op->invisible--;
2270 }
2271 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2272 {
2273 op->invisible--;
2274 if (!op->invisible)
2275 {
2276 make_visible (op);
2277 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2278 }
2279 }
2280
2281 if (QUERY_FLAG (op, FLAG_SCARED)) 2044 if (QUERY_FLAG (op, FLAG_SCARED))
2282 { 2045 {
2283 flee_player (op); 2046 if (op->speed_left > 0.f)
2284 /* If player is still scared, that is his action for this tick */
2285 if (QUERY_FLAG (op, FLAG_SCARED))
2286 { 2047 {
2287 op->speed_left--; 2048 --op->speed_left;
2049 flee_player (op);
2050
2288 return 0; 2051 return true;
2289 } 2052 }
2053 else
2054 return false;
2290 } 2055 }
2291
2292 /* I've been seeing crashes where the golem has been destroyed, but
2293 * the player object still points to the defunct golem. The code that
2294 * destroys the golem looks correct, and it doesn't always happen, so
2295 * put this in a a workaround to clean up the golem pointer.
2296 */
2297 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2298 op->contr->ranges[range_golem] = 0;
2299 2056
2300 /* call this here - we also will call this in do_ericserver, but 2057 /* call this here - we also will call this in do_ericserver, but
2301 * the players time has been increased when doericserver has been 2058 * the players time has been increased when doericserver has been
2302 * called, so we recheck it here. 2059 * called, so we recheck it here.
2303 */ 2060 */
2304 if (op->contr->ns->handle_command ()) 2061 if (op->contr->ns->handle_command ())
2305 return 1; 2062 return true;
2306 2063
2307 if (op->speed_left > 0)
2308 {
2309 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2064 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2310 {
2311 /* All move commands take 1 tick, at least for now */
2312 op->speed_left--;
2313
2314 /* Instead of all the stuff below, let move_player take care
2315 * of it. Also, some of the skill stuff is only put in
2316 * there, as well as the confusion stuff.
2317 */
2318 move_player (op, op->direction); 2065 return move_player (op, op->direction);
2319 2066
2320 return op->speed_left > 0;
2321 }
2322 }
2323
2324 return 0; 2067 return false;
2325} 2068}
2326 2069
2327int 2070int
2328save_life (object *op) 2071save_life (object *op)
2329{ 2072{
2331 return 0; 2074 return 0;
2332 2075
2333 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2076 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2334 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2077 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2335 { 2078 {
2336 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2079 op->play_sound (sound_find ("ob_evaporate"));
2337 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); 2080 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2338
2339 if (op->contr)
2340 esrv_del_item (op->contr, tmp->count);
2341 2081
2342 tmp->destroy (); 2082 tmp->destroy ();
2343 CLEAR_FLAG (op, FLAG_LIFESAVE); 2083 CLEAR_FLAG (op, FLAG_LIFESAVE);
2344 2084
2345 if (op->stats.hp < 0) 2085 if (op->stats.hp < 0)
2358 return 0; 2098 return 0;
2359} 2099}
2360 2100
2361/* This goes throws the inventory and removes unpaid objects, and puts them 2101/* This goes throws the inventory and removes unpaid objects, and puts them
2362 * back in the map (location and map determined by values of env). This 2102 * back in the map (location and map determined by values of env). This
2363 * function will descend into containers. op is the object to start the search 2103 * function will descend into containers. op is the object to start the search
2364 * from. 2104 * from.
2365 */ 2105 */
2106static void
2107drop_unpaid_items (object *op, object *env)
2108{
2109 while (op)
2110 {
2111 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2112
2113 if (QUERY_FLAG (op, FLAG_UNPAID))
2114 op->insert_at (env);
2115 else if (op->inv)
2116 drop_unpaid_items (op->inv, env);
2117
2118 op = next;
2119 }
2120}
2121
2366void 2122void
2367remove_unpaid_objects (object *op, object *env) 2123object::drop_unpaid_items ()
2368{ 2124{
2369 while (op) 2125 if (!flag [FLAG_REMOVED])
2370 { 2126 ::drop_unpaid_items (inv, this);
2371 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2372
2373 if (QUERY_FLAG (op, FLAG_UNPAID))
2374 {
2375 if (env->type == PLAYER)
2376 esrv_del_item (env->contr, op->count);
2377
2378 op->insert_at (env);
2379 }
2380 else if (op->inv)
2381 remove_unpaid_objects (op->inv, env);
2382
2383 op = next;
2384 }
2385} 2127}
2386 2128
2387/* 2129/*
2388 * Returns pointer a static string containing gravestone text 2130 * Returns pointer a static string containing gravestone text
2389 * Moved from apply.c to player.c - player.c is what 2131 * Moved from apply.c to player.c - player.c is what
2390 * actually uses this function. player.c may not be quite the 2132 * actually uses this function. player.c may not be quite the
2391 * best, a misc file for object actions is probably better, 2133 * best, a misc file for object actions is probably better,
2392 * but there isn't one in the server directory. 2134 * but there isn't one in the server directory.
2393 */ 2135 */
2394char * 2136const char *
2395gravestone_text (object *op) 2137gravestone_text (object *op)
2396{ 2138{
2397 static char buf2[MAX_BUF]; 2139 static dynbuf_text buf;
2398 char buf[MAX_BUF];
2399 time_t now = time (NULL);
2400 2140
2401 strcpy (buf2, " R.I.P.\n\n"); 2141 buf << "---- R.I.P. ----\n\n"
2142 << op->name;
2143
2402 if (op->type == PLAYER) 2144 if (op->type == PLAYER)
2403 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2145 buf << " the " << op->contr->title;
2404 else
2405 sprintf (buf, "%s\n", &op->name);
2406 2146
2407 strncat (buf2, " ", 20 - strlen (buf) / 2); 2147 buf << "\n\n";
2408 strcat (buf2, buf); 2148
2149 buf << "who was level ";
2150 buf << (sint32)op->level << "\n\n" // OO breakdown
2151 << " when " << (op->contr ? "killed" : "died") << "\n\n";
2152
2409 if (op->type == PLAYER) 2153 if (op->type == PLAYER)
2410 sprintf (buf, "who was in level %d when killed\n", op->level); 2154 buf << "by " << op->contr->killer_name () << ".\n\n";
2411 else
2412 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2413 2155
2414 strncat (buf2, " ", 20 - strlen (buf) / 2);
2415 strcat (buf2, buf);
2416 if (op->type == PLAYER)
2417 { 2156 {
2418 sprintf (buf, "by %s.\n\n", op->contr->killer); 2157 static char buf2[128];
2419 strncat (buf2, " ", 21 - strlen (buf) / 2); 2158 time_t now = time (NULL);
2420 strcat (buf2, buf);
2421 }
2422
2423 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2159 strftime (buf2, 128, "%b %d %Y\n\n", localtime (&now));
2424 strncat (buf2, " ", 20 - strlen (buf) / 2); 2160 buf << buf2;
2425 strcat (buf2, buf); 2161 }
2426 2162
2427 return buf2; 2163 return buf;
2428} 2164}
2429 2165
2430void 2166void
2431do_some_living (object *op) 2167do_some_living (object *op)
2432{ 2168{
2439 int rate_grace = 2000; 2175 int rate_grace = 2000;
2440 const int max_hp = 1; 2176 const int max_hp = 1;
2441 const int max_sp = 1; 2177 const int max_sp = 1;
2442 const int max_grace = 1; 2178 const int max_grace = 1;
2443 2179
2444 if (op->contr->outputs_sync) 2180 if (op->contr->hidden)
2181 {
2182 op->invisible = 1000;
2183 /* the socket code flashes the player visible/invisible
2184 * depending on the value of invisible, so we need to
2185 * alternate it here for it to work correctly.
2186 */
2187 if (pticks & 2)
2188 op->invisible--;
2445 { 2189 }
2446 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2190 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2447 if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks) 2191 {
2448 flush_output_element (op, &op->contr->outputs[i]); 2192 if (!op->invisible--)
2193 {
2194 make_visible (op);
2195 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2196 }
2449 } 2197 }
2450 2198
2451 if (op->contr->ns->state == ST_PLAYING) 2199 if (op->contr->ns->state == ST_PLAYING)
2452 { 2200 {
2453 /* these next three if clauses make it possible to SLOW DOWN 2201 /* these next three if clauses make it possible to SLOW DOWN
2472 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2220 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2473 else 2221 else
2474 { 2222 {
2475 gen_grace = op->stats.maxgrace; 2223 gen_grace = op->stats.maxgrace;
2476 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2224 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2477 }
2478
2479 /* Regenerate Spell Points */
2480 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0)
2481 {
2482 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2483 if (op->stats.sp < op->stats.maxsp)
2484 {
2485 op->stats.sp++;
2486 /* dms do not consume food */
2487 if (!QUERY_FLAG (op, FLAG_WIZ))
2488 {
2489 op->stats.food--;
2490 if (op->contr->digestion < 0)
2491 op->stats.food += op->contr->digestion;
2492 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2493 op->stats.food = last_food;
2494 }
2495 }
2496
2497 if (max_sp > 1)
2498 {
2499 over_sp = (gen_sp + 10) / rate_sp;
2500 if (over_sp > 0)
2501 {
2502 if (op->stats.sp < op->stats.maxsp)
2503 {
2504 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2505
2506 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2507 op->stats.sp--;
2508
2509 if (op->stats.sp > op->stats.maxsp)
2510 op->stats.sp = op->stats.maxsp;
2511 }
2512 op->last_sp = 0;
2513 }
2514 else
2515 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2516 }
2517 else
2518 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2519 } 2225 }
2520 2226
2521 /* Regenerate Grace */ 2227 /* Regenerate Grace */
2522 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2228 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2523 if (--op->last_grace < 0) 2229 if (--op->last_grace < 0)
2544 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); 2250 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2545 } 2251 }
2546 /* wearing stuff doesn't detract from grace generation. */ 2252 /* wearing stuff doesn't detract from grace generation. */
2547 } 2253 }
2548 2254
2255 if (op->stats.food > 0)
2256 {
2549 /* Regenerate Hit Points */ 2257 /* Regenerate Spell Points */
2550 if (--op->last_heal < 0) 2258 if (!op->contr->golem && --op->last_sp < 0)
2551 {
2552 if (op->stats.hp < op->stats.maxhp)
2553 { 2259 {
2554 op->stats.hp++; 2260 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2555 /* dms do not consume food */ 2261
2556 if (!QUERY_FLAG (op, FLAG_WIZ)) 2262 if (op->stats.sp < op->stats.maxsp)
2557 { 2263 {
2264 op->stats.sp++;
2265
2266 /* dms do not consume food */
2267 if (!QUERY_FLAG (op, FLAG_WIZ))
2268 {
2558 op->stats.food--; 2269 op->stats.food--;
2270
2559 if (op->contr->digestion < 0) 2271 if (op->contr->digestion < 0)
2560 op->stats.food += op->contr->digestion; 2272 op->stats.food += op->contr->digestion;
2561 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2273 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2562 op->stats.food = last_food; 2274 op->stats.food = last_food;
2275 }
2563 } 2276 }
2564 }
2565 2277
2566 if (max_hp > 1) 2278 if (max_sp > 1)
2567 {
2568 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2569 if (over_hp > 0)
2570 { 2279 {
2571 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; 2280 over_sp = (gen_sp + 10) / rate_sp;
2281 if (over_sp > 0)
2282 {
2283 if (op->stats.sp < op->stats.maxsp)
2284 {
2285 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2286
2287 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2288 op->stats.sp--;
2289
2290 if (op->stats.sp > op->stats.maxsp)
2291 op->stats.sp = op->stats.maxsp;
2292 }
2293
2572 op->last_heal = 0; 2294 op->last_sp = 0;
2295 }
2296 else
2297 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2573 } 2298 }
2574 else 2299 else
2300 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2301 }
2302
2303 /* Regenerate Hit Points */
2304 if (--op->last_heal < 0)
2305 {
2306 if (op->stats.hp < op->stats.maxhp)
2575 { 2307 {
2576 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2308 op->stats.hp++;
2309
2310 /* dms do not consume food */
2311 if (!QUERY_FLAG (op, FLAG_WIZ))
2312 {
2313 op->stats.food--;
2314
2315 if (op->contr->digestion < 0)
2316 op->stats.food += op->contr->digestion;
2317 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2318 op->stats.food = last_food;
2319 }
2577 } 2320 }
2321
2322 if (max_hp > 1)
2323 {
2324 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2325
2326 if (over_hp > 0)
2327 {
2328 op->stats.sp += over_hp + (rndm (rate_hp) > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2329 op->last_heal = 0;
2330 }
2331 else
2332 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2578 } 2333 }
2579 else 2334 else
2580 {
2581 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2335 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2582 } 2336 }
2583 } 2337 }
2584 2338
2585 /* Digestion */ 2339 /* Digestion */
2586 if (--op->last_eat < 0) 2340 if (--op->last_eat < 0)
2587 { 2341 {
2588#ifdef COZY_SERVER 2342 int bonus = max (0, op->contr->digestion),
2589 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion; 2343 penalty = max (0, -op->contr->digestion);
2590 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2591#else
2592 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2593#endif
2594 2344
2595 if (op->contr->gen_hp > 0)
2596 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2345 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2597 else
2598 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2599 2346
2600 /* dms do not consume food */ 2347 /* dms do not consume food */
2601 if (!QUERY_FLAG (op, FLAG_WIZ)) 2348 if (!QUERY_FLAG (op, FLAG_WIZ))
2602 op->stats.food--; 2349 op->stats.food--;
2603 } 2350 }
2604 2351
2605 if (op->stats.food < 0 && op->stats.hp >= 0) 2352 if (op->stats.food < 0 && op->stats.hp >= 0)
2606 { 2353 {
2607 object *tmp, *flesh = 0; 2354 object *flesh = 0;
2608 2355
2609 for (tmp = op->inv; tmp; tmp = tmp->below) 2356 for_inv_removable (op, tmp)
2610 { 2357 {
2611 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2358 if (QUERY_FLAG (tmp, FLAG_UNPAID))
2359 continue;
2360
2361 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2612 { 2362 {
2613 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2363 op->statusmsg ("You blindly grab for a bite of food. "
2614 { 2364 "H<To prevent you from starving, you ate some random item from your backpack.>");
2615 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2616 manual_apply (op, tmp, 0); 2365 manual_apply (op, tmp, 0);
2366
2617 if (op->stats.food >= 0 || op->stats.hp < 0) 2367 if (op->stats.food >= 0 || op->stats.hp < 0)
2618 break; 2368 break;
2619 } 2369 }
2620 else if (tmp->type == FLESH) 2370 else if (tmp->type == FLESH)
2621 flesh = tmp; 2371 flesh = tmp;
2622 } /* End if paid for object */ 2372 }
2623 } /* end of for loop */
2624 2373
2625 /* If player is still starving, it means they don't have any food, so 2374 /* If player is still starving, it means they don't have any food, so
2626 * eat flesh instead. 2375 * eat flesh instead.
2627 */ 2376 */
2628 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2377 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2629 { 2378 {
2630 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2379 op->statusmsg ("You blindly grab for a bite of food. "
2380 "H<To prevent you from starving, you ate some random item from your backpack.>");
2631 manual_apply (op, flesh, 0); 2381 manual_apply (op, flesh, 0);
2632 } 2382 }
2383
2384 // If player is still starving, alert him!
2385 if (op->stats.food < 0)
2386 op->failmsg ("You are starving! "
2387 "H<Eat some food to increase your food and prevent you from an untimely death.>");
2388 }
2389
2390 if (op->stats.food < 0)
2633 } 2391 {
2392 op->stats.hp += op->stats.food;
2393 op->stats.food = 0;
2634 2394
2635 while (op->stats.food < 0 && op->stats.hp >= 0) 2395 if (op->stats.hp < 0)
2636 op->stats.food++, op->stats.hp--; 2396 {
2397 op->contr->killer = archetype::get ("killer_starvation");
2398 op->contr->killer->destroy ();
2399 }
2400 }
2637 2401
2402 /* killer should be set here already */
2638 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2403 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2639 kill_player (op); 2404 kill_player (op);
2640 } 2405 }
2641} 2406}
2642 2407
2646 * file. 2411 * file.
2647 */ 2412 */
2648void 2413void
2649kill_player (object *op) 2414kill_player (object *op)
2650{ 2415{
2651 char buf[MAX_BUF];
2652 int x, y; 2416 int x, y;
2653
2654 //int i;
2655 maptile *map; /* this is for resurrection */ 2417 maptile *map; /* this is for resurrection */
2656
2657 /* int z;
2658 int num_stats_lose;
2659 int lost_a_stat;
2660 int lose_this_stat;
2661 int this_stat; */
2662 int will_kill_again; 2418 int will_kill_again;
2663 archetype *at; 2419 archetype *at;
2664 object *tmp; 2420 object *tmp;
2665 2421
2666 if (save_life (op)) 2422 if (save_life (op))
2667 return; 2423 return;
2668 2424
2425 dynbuf_text deathtab;
2426
2427 /* restore player */
2428 at = archetype::find ("poisoning");
2429 if (object *tmp = present_arch_in_ob (at, op))
2430 {
2431 tmp->destroy ();
2432 deathtab << "Your body feels cleansed...\r";
2433 }
2434
2435 at = archetype::find ("confusion");
2436 if (object *tmp = present_arch_in_ob (at, op))
2437 {
2438 tmp->destroy ();
2439 deathtab << "Your mind feels clearer...\r";
2440 }
2441
2442 cure_disease (op, 0, 0); /* remove any disease */
2443
2444 max_it (op->stats.hp , op->stats.maxhp);
2445 max_it (op->stats.sp , op->stats.maxsp);
2446 max_it (op->stats.grace, op->stats.maxgrace);
2447
2448 if (op->stats.food <= 0)
2449 op->stats.food = 999;
2450
2451 // remove all spell effects that are active
2452 // to avoid long-term effects such as word-of-recall
2453 for (object *item = op->inv; item; )
2454 {
2455 object *next = item->below;
2456
2457 if (item->type == SPELL_EFFECT && item->active)
2458 item->destroy ();
2459
2460 item = next;
2461 }
2669 2462
2670 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2463 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2671 * in cities ONLY!!! It is very important that this doesn't get abused. 2464 * in cities ONLY!!! It is very important that this doesn't get abused.
2672 * Look at op_on_battleground() for more info --AndreasV 2465 * Look at op_on_battleground() for more info --AndreasV
2673 */ 2466 */
2674 if (op_on_battleground (op, &x, &y)) 2467 if (op_on_battleground (op, &x, &y))
2675 { 2468 {
2676 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2469 deathtab << "You almost died in combat, but local medics have saved your life...\r";
2677 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2678
2679 /* restore player */
2680 at = archetype::find ("poisoning");
2681 if (object *tmp = present_arch_in_ob (at, op))
2682 {
2683 tmp->destroy ();
2684 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2685 }
2686
2687 at = archetype::find ("confusion");
2688 if (object *tmp = present_arch_in_ob (at, op))
2689 {
2690 tmp->destroy ();
2691 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2692 }
2693
2694 cure_disease (op, 0); /* remove any disease */
2695 op->stats.hp = op->stats.maxhp;
2696 if (op->stats.food <= 0)
2697 op->stats.food = 999;
2698 2470
2699 /* create a bodypart-trophy to make the winner happy */ 2471 /* create a bodypart-trophy to make the winner happy */
2700 if (object *tmp = arch_to_object (archetype::find ("finger"))) 2472 if (object *tmp = arch_to_object (archetype::find ("finger")))
2701 { 2473 {
2702 sprintf (buf, "%s's finger", &op->name); 2474 tmp->name = format ("%s's finger" , &op->name);
2703 tmp->name = buf; 2475 tmp->name_pl = format ("%s's fingers", &op->name);
2704 sprintf (buf, " This finger has been cut off %s\n"
2705 " the %s, when he was defeated at\n level %d by %s.\n",
2706 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2707 tmp->msg = buf; 2476 tmp->msg = format (
2477 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
2478 &op->name, op->contr->title,
2479 (int)op->level,
2480 op->contr->killer_name ()
2481 );
2708 tmp->value = 0, tmp->type = 0; 2482 tmp->value = 0, tmp->type = 0;
2709 tmp->materialname = "organics"; 2483 tmp->materialname = "organics";
2710 tmp->insert_at (op, tmp); 2484 tmp->insert_at (op, tmp);
2711 } 2485 }
2712 2486
2713 /* teleport defeated player to new destination */ 2487 /* teleport defeated player to new destination */
2714 transfer_ob (op, x, y, 0, NULL); 2488 transfer_ob (op, x, y, 0, NULL);
2715 op->contr->braced = 0; 2489 op->contr->braced = 0;
2490
2491 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2716 return; 2492 return;
2717 } 2493 }
2718 2494
2495 deathtab << "You were killed by " << op->contr->killer_name () << ".\n\n";
2496 deathtab << "T<YOU HAVE DIED>\n\n";
2497
2719 INVOKE_PLAYER (DEATH, op->contr); 2498 INVOKE_PLAYER (DEATH, op->contr);
2720 2499
2721 command_kill_pets (op, 0); 2500 command_kill_pets (op, 0);
2722 2501
2723 if (op->stats.food < 0) 2502 op->contr->play_sound (sound_find ("player_dies"));
2724 {
2725 sprintf (buf, "%s starved to death.", &op->name);
2726 strcpy (op->contr->killer, "starvation");
2727 }
2728 else
2729 sprintf (buf, "%s died.", &op->name);
2730
2731 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2732 2503
2733 /* save the map location for corpse, gravestone */ 2504 /* save the map location for corpse, gravestone */
2734 x = op->x; 2505 x = op->x;
2735 y = op->y; 2506 y = op->y;
2736 map = op->map; 2507 map = op->map;
2764 2535
2765 lost_a_stat = 0; 2536 lost_a_stat = 0;
2766 2537
2767 for (z = 0; z < num_stats_lose; z++) 2538 for (z = 0; z < num_stats_lose; z++)
2768 { 2539 {
2769 i = RANDOM () % NUM_STATS; 2540 i = rndm (NUM_STATS);
2770 2541
2771 if (settings.stat_loss_on_death) 2542 if (settings.stat_loss_on_death)
2772 { 2543 {
2773 /* Pick a random stat and take a point off it. Tell the player 2544 /* Pick a random stat and take a point off it. Tell the player
2774 * what he lost. 2545 * what he lost.
2825 } 2596 }
2826 } 2597 }
2827 2598
2828 if (lose_this_stat) 2599 if (lose_this_stat)
2829 { 2600 {
2830 this_stat = get_attr_value (&(dep->stats), i); 2601 this_stat = get_attr_value (&dep->stats, i);
2831 /* We could try to do something clever like find another 2602 /* We could try to do something clever like find another
2832 * stat to reduce if this fails. But chances are, if 2603 * stat to reduce if this fails. But chances are, if
2833 * stats have been depleted to -50, all are pretty low 2604 * stats have been depleted to -50, all are pretty low
2834 * and should be roughly the same, so it shouldn't make a 2605 * and should be roughly the same, so it shouldn't make a
2835 * difference. 2606 * difference.
2843 lost_a_stat = 1; 2614 lost_a_stat = 1;
2844 } 2615 }
2845 } 2616 }
2846 } 2617 }
2847 } 2618 }
2619
2848 /* If no stat lost, tell the player. */ 2620 /* If no stat lost, tell the player. */
2849 if (!lost_a_stat) 2621 if (!lost_a_stat)
2850 { 2622 {
2851 /* determine_god() seems to not work sometimes... why is this? 2623 /* determine_god() seems to not work sometimes... why is this?
2852 Should I be using something else? GD */ 2624 Should I be using something else? GD */
2853 const char *god = determine_god (op); 2625 shstr_tmp god = determine_god (op);
2854 2626
2855 if (god && (strcmp (god, "none"))) 2627 if (god != shstr_none)
2856 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god); 2628 deathtab << "For a brief moment you feel the holy presence of " << god << " protecting you.\r";
2857 else 2629 else
2858 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2630 deathtab << "For a brief moment you feel a holy presence protecting you.\r";
2859 } 2631 }
2860#else 2632#else
2861 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2633 deathtab << "For a brief moment you feel a holy presence protecting you from losing yourself completely.";
2862#endif 2634#endif
2863 2635
2864 /* Put a gravestone up where the character 'almost' died. List the 2636 /* Put a gravestone up where the character 'almost' died. List the
2865 * exp loss on the stone. 2637 * exp loss on the stone.
2866 */ 2638 */
2867 tmp = arch_to_object (archetype::find ("gravestone")); 2639 tmp = arch_to_object (archetype::find ("gravestone"));
2868 sprintf (buf, "%s's gravestone", &op->name); 2640 tmp->name = format ("%s's gravestone", &op->name);
2869 tmp->name = buf; 2641 tmp->name_pl = format ("%s's gravestones", &op->name);
2870 sprintf (buf, "%s's gravestones", &op->name); 2642 tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n",
2871 tmp->name_pl = buf; 2643 &op->name, op->contr->title, op->contr->killer_name ());
2872 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);
2873 tmp->msg = buf;
2874 tmp->x = op->x, tmp->y = op->y; 2644 tmp->x = op->x, tmp->y = op->y;
2875 insert_ob_in_map (tmp, op->map, NULL, 0); 2645 insert_ob_in_map (tmp, op->map, NULL, 0);
2876 2646
2877 /**************************************/ 2647 /**************************************/
2878 /* */ 2648 /* */
2879 /* Subtract the experience points, */ 2649 /* Subtract the experience points, */
2880 /* if we died cause of food, give us */
2881 /* food, and reset HP's... */
2882 /* */ 2650 /* */
2883 /**************************************/ 2651 /**************************************/
2884 2652
2885 /* remove any poisoning and confusion the character may be suffering. */
2886 /* restore player */
2887 at = archetype::find ("poisoning");
2888 tmp = present_arch_in_ob (at, op);
2889
2890 if (tmp)
2891 {
2892 tmp->destroy ();
2893 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2894 }
2895
2896 at = archetype::find ("confusion");
2897 tmp = present_arch_in_ob (at, op);
2898 if (tmp)
2899 {
2900 tmp->destroy ();
2901 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2902 }
2903
2904 cure_disease (op, 0); /* remove any disease */
2905
2906 /*add_exp(op, (op->stats.exp * -0.20)); */ 2653 /*add_exp(op, (op->stats.exp * -0.20)); */
2907 apply_death_exp_penalty (op); 2654 apply_death_exp_penalty (op);
2908 if (op->stats.food < 100)
2909 op->stats.food = 900;
2910 op->stats.hp = op->stats.maxhp;
2911 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2912 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2913 2655
2914 /* 2656 /*
2915 * Check to see if the player is in a shop. IF so, then check to see if
2916 * the player has any unpaid items. If so, remove them and put them back 2657 * Check to see if the player has any unpaid items. If so, remove them
2917 * in the map. 2658 * and put them back in the map.
2918 */ 2659 */
2919 2660 op->drop_unpaid_items ();
2920 if (is_in_shop (op))
2921 remove_unpaid_objects (op->inv, op);
2922 2661
2923 /****************************************/ 2662 /****************************************/
2924 /* */ 2663 /* */
2925 /* Move player to his current respawn- */ 2664 /* Move player to his current respawn- */
2926 /* position (usually last savebed) */ 2665 /* position (usually last savebed) */
2946 object *force; 2685 object *force;
2947 int at; 2686 int at;
2948 2687
2949 force = get_archetype (FORCE_NAME); 2688 force = get_archetype (FORCE_NAME);
2950 /* 50 ticks should be enough time for the spell to abate */ 2689 /* 50 ticks should be enough time for the spell to abate */
2951 force->speed = 0.1; 2690 force->speed = 0.1f;
2952 force->speed_left = -5.0; 2691 force->speed_left = -5.f;
2953 SET_FLAG (force, FLAG_APPLIED); 2692 SET_FLAG (force, FLAG_APPLIED);
2954 for (at = 0; at < NROFATTACKS; at++) 2693 for (at = 0; at < NROFATTACKS; at++)
2955 if (will_kill_again & (1 << at)) 2694 if (will_kill_again & (1 << at))
2956 force->resist[at] = 100; 2695 force->resist[at] = 100;
2957 2696
2958 insert_ob_in_ob (force, op); 2697 insert_ob_in_ob (force, op);
2959 op->update_stats (); 2698 op->update_stats ();
2960
2961 } 2699 }
2962 2700
2963 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2701 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2964} 2702}
2965 2703
2966void 2704void
2967loot_object (object *op) 2705loot_object (object *op)
2968{ /* Grab and destroy some treasure */ 2706{ /* Grab and destroy some treasure */
2985 2723
2986 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3)))) 2724 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
2987 { 2725 {
2988 if (tmp->nrof > 1) 2726 if (tmp->nrof > 1)
2989 { 2727 {
2990 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2728 tmp->decrease (rndm (1, tmp->nrof - 1));
2991 tmp2->destroy ();
2992 insert_ob_in_map (tmp, op->map, NULL, 0); 2729 insert_ob_in_map (tmp, op->map, NULL, 0);
2993 } 2730 }
2994 else 2731 else
2995 tmp->destroy (); 2732 tmp->destroy ();
2996 } 2733 }
3007void 2744void
3008fix_weight (void) 2745fix_weight (void)
3009{ 2746{
3010 for_all_players (pl) 2747 for_all_players (pl)
3011 { 2748 {
3012 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2749 sint32 old = pl->ob->carrying;
3013 2750
3014 if (old == sum) 2751 pl->ob->update_weight ();
3015 continue; 2752
2753 if (old != pl->ob->carrying)
2754 {
3016 pl->ob->update_stats (); 2755 pl->ob->update_stats ();
3017 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 2756 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, (int)old, (int)pl->ob->carrying);
2757 }
3018 } 2758 }
3019} 2759}
3020 2760
3021void 2761void
3022fix_luck (void) 2762fix_luck (void)
3064} 2804}
3065 2805
3066void 2806void
3067make_visible (object *op) 2807make_visible (object *op)
3068{ 2808{
3069 op->hide = 0; 2809 op->flag [FLAG_HIDDEN] = 0;
3070 op->invisible = 0; 2810 op->invisible = 0;
2811
3071 if (op->type == PLAYER) 2812 if (op->type == PLAYER)
3072 { 2813 {
3073 op->contr->tmp_invis = 0; 2814 op->contr->tmp_invis = 0;
3074 op->contr->invis_race = 0; 2815 op->contr->invis_race = 0;
3075 } 2816 }
2817
3076 update_object (op, UP_OBJ_FACE); 2818 update_object (op, UP_OBJ_CHANGE);
3077} 2819}
3078 2820
3079int 2821int
3080is_true_undead (object *op) 2822is_true_undead (object *op)
3081{ 2823{
3082 object *tmp = NULL;
3083
3084 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 2824 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3085 return 1; 2825 return 1;
3086 2826
3087 return 0; 2827 return 0;
3088} 2828}
3089 2829
3090/* look at the surrounding terrain to determine 2830/* look at the surrounding terrain to determine
3091 * the hideability of this object. Positive levels 2831 * the hideability of this object. Positive levels
3092 * indicate greater hideability. 2832 * indicate greater hideability.
3093 */ 2833 */
3094
3095int 2834int
3096hideability (object *ob) 2835hideability (object *ob)
3097{ 2836{
3098 int i, level = 0, mflag; 2837 int i, level = 0, mflag;
3099 sint16 x, y; 2838 sint16 x, y;
3100 2839
3101 if (!ob || !ob->map) 2840 if (!ob || !ob->map)
3102 return 0; 2841 return 0;
3103 2842
3104 /* so, on normal lighted maps, its hard to hide */ 2843 /* so, on normal lighted maps, its hard to hide */
3105 level = ob->map->darkness - 2; 2844 level = ob->map->darklevel () - 2;
3106 2845
3107 /* this also picks up whether the object is glowing. 2846 /* this also picks up whether the object is glowing.
3108 * If you carry a light on a non-dark map, its not 2847 * If you carry a light on a non-dark map, its not
3109 * as bad as carrying a light on a pitch dark map */ 2848 * as bad as carrying a light on a pitch dark map */
3110 if (has_carried_lights (ob)) 2849 if (ob->has_carried_lights ())
3111 level = -(10 + (2 * ob->map->darkness)); 2850 level = -(10 + (2 * ob->map->darklevel ()));
3112 2851
3113 /* scan through all nearby squares for terrain to hide in */ 2852 /* scan through all nearby squares for terrain to hide in */
3114 for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i]) 2853 for (i = 0, x = ob->x, y = ob->y;
2854 i <= SIZEOFFREE1;
2855 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3115 { 2856 {
3116 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); 2857 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3117 if (mflag & P_OUT_OF_MAP) 2858 if (mflag & P_OUT_OF_MAP)
3118 {
3119 continue; 2859 continue;
3120 } 2860
3121 if (mflag & P_BLOCKSVIEW) /* something to hide near! */ 2861 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3122 level += 2; 2862 level += 2;
3123 else /* open terrain! */ 2863 else /* open terrain! */
3124 level -= 1; 2864 level -= 1;
3125 } 2865 }
3133/* For Hidden creatures - a chance of becoming 'unhidden' 2873/* For Hidden creatures - a chance of becoming 'unhidden'
3134 * every time they move - as we subtract off 'invisibility' 2874 * every time they move - as we subtract off 'invisibility'
3135 * AND, for players, if they move into a ridiculously unhideable 2875 * AND, for players, if they move into a ridiculously unhideable
3136 * spot (surrounded by clear terrain in broad daylight). -b.t. 2876 * spot (surrounded by clear terrain in broad daylight). -b.t.
3137 */ 2877 */
3138
3139void 2878void
3140do_hidden_move (object *op) 2879do_hidden_move (object *op)
3141{ 2880{
3142 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 2881 int hide = 0;
3143 object *skop;
3144 2882
3145 if (!op || !op->map) 2883 if (!op || !op->map)
3146 return; 2884 return;
3147 2885
3148 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 2886 object *skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
2887 int num = random_roll (0, 19, op, PREFER_LOW);
3149 2888
3150 /* its *extremely* hard to run and sneak/hide at the same time! */ 2889 /* its *extremely* hard to run and sneak/hide at the same time! */
3151 if (op->type == PLAYER && op->contr->run_on) 2890 if (op->type == PLAYER && op->contr->run_on)
3152 if (!skop || num >= skop->level) 2891 if (!skop || num >= skop->level)
3153 { 2892 {
3163 num -= hide; 2902 num -= hide;
3164 2903
3165 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 2904 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3166 { 2905 {
3167 make_visible (op); 2906 make_visible (op);
2907
3168 if (op->type == PLAYER) 2908 if (op->type == PLAYER)
3169 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 2909 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3170 } 2910 }
3171 else if (op->type == PLAYER && skop) 2911 else if (op->type == PLAYER && skop)
3172 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 2912 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3225 * object op. This function works fine for monsters, 2965 * object op. This function works fine for monsters,
3226 * but we dont worry if the object isnt the top one in 2966 * but we dont worry if the object isnt the top one in
3227 * a pile (say a coin under a table would return "viewable" 2967 * a pile (say a coin under a table would return "viewable"
3228 * by this routine). Another question, should we be 2968 * by this routine). Another question, should we be
3229 * concerned with the direction the player is looking 2969 * concerned with the direction the player is looking
3230 * in? Realistically, most of use cant see stuff behind 2970 * in? Realistically, most of us can't see stuff behind
3231 * our backs...on the other hand, does the "facing" direction 2971 * our backs...on the other hand, does the "facing" direction
3232 * imply the way your head, or body is facing? Its possible 2972 * imply the way your head, or body is facing? It's possible
3233 * for them to differ. Sigh, this fctn could get a bit more complex. 2973 * for them to differ. Sigh, this fctn could get a bit more complex.
3234 * -b.t. 2974 * -b.t.
3235 * This function is now map tiling safe. 2975 * This function is now map tiling safe.
3236 */ 2976 */
3237
3238int 2977int
3239player_can_view (object *pl, object *op) 2978player_can_view (object *pl, object *op)
3240{ 2979{
3241 rv_vector rv; 2980 rv_vector rv;
3242 int dx, dy; 2981 int dx, dy;
3254 2993
3255 get_rangevector (pl, op, &rv, 0x1); 2994 get_rangevector (pl, op, &rv, 0x1);
3256 2995
3257 /* starting with the 'head' part, lets loop 2996 /* starting with the 'head' part, lets loop
3258 * through the object and find if it has any 2997 * through the object and find if it has any
3259 * part that is in the los array but isnt on 2998 * part that is in the los array but isn't on
3260 * a blocked los square. 2999 * a blocked los square.
3261 * we use the archetype to figure out offsets. 3000 * we use the archetype to figure out offsets.
3262 */ 3001 */
3263 while (op) 3002 while (op)
3264 { 3003 {
3265 dx = rv.distance_x + op->arch->clone.x; 3004 dx = rv.distance_x + op->arch->x;
3266 dy = rv.distance_y + op->arch->clone.y; 3005 dy = rv.distance_y + op->arch->y;
3267 3006
3268 /* only the viewable area the player sees is updated by LOS 3007 if (pl->contr->blocked_los (dx, dy) != LOS_BLOCKED)
3269 * code, so we need to restrict ourselves to that range of values
3270 * for any meaningful values.
3271 */
3272 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3273 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3274 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3275 return 1; 3008 return 1;
3009
3276 op = op->more; 3010 op = op->more;
3277 } 3011 }
3012
3278 return 0; 3013 return 0;
3279} 3014}
3280 3015
3281/* routine for both players and monsters. We call this when 3016/* routine for both players and monsters. We call this when
3282 * there is a possibility for our action distrubing our hiding 3017 * there is a possibility for our action distrubing our hiding
3283 * place or invisiblity spell. Artefact invisiblity is not 3018 * place or invisiblity spell. Artefact invisiblity causes
3284 * effected by this. If we arent invisible to begin with, we 3019 * "noise" instead. If we arent invisible to begin with, we
3285 * return 0. 3020 * return 0.
3286 */ 3021 */
3287int 3022int
3288action_makes_visible (object *op) 3023action_makes_visible (object *op)
3289{ 3024{
3290
3291 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) 3025 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3292 { 3026 {
3293 if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) 3027 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3028 {
3029 // artefact invisibility is permanent, but we still make noise
3030 // this is important for game-balance.
3031 if (op->contr)
3032 op->make_noise ();
3033
3294 return 0; 3034 return 0;
3035 }
3295 3036
3296 if (op->contr && op->contr->tmp_invis == 0) 3037 if (op->contr && op->contr->tmp_invis == 0)
3297 return 0; 3038 return 0;
3298 3039
3299 /* If monsters, they should become visible */ 3040 /* If monsters, they should become visible */
3300 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) 3041 if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis))
3301 { 3042 {
3302 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible"); 3043 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible");
3303 return 1; 3044 return 1;
3304 } 3045 }
3305 } 3046 }
3047
3306 return 0; 3048 return 0;
3307} 3049}
3308 3050
3309/* op_on_battleground - checks if the given object op (usually 3051/* op_on_battleground - checks if the given object op (usually
3310 * a player) is standing on a valid battleground-tile, 3052 * a player) is standing on a valid battleground-tile,
3315 * Default is to do the same as before, so only people wanting to have different points need worry about this 3057 * Default is to do the same as before, so only people wanting to have different points need worry about this
3316 */ 3058 */
3317int 3059int
3318op_on_battleground (object *op, int *x, int *y) 3060op_on_battleground (object *op, int *x, int *y)
3319{ 3061{
3320 object *tmp;
3321
3322 /* A battleground-tile needs the following attributes to be valid: 3062 /* A battleground-tile needs the following attributes to be valid:
3323 * is_floor 1 (has to be the FIRST floor beneath the player's feet), 3063 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3324 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3064 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3325 * and the exit-coordinates sp/hp must both be > 0. 3065 * and the exit-coordinates sp/hp must both be > 0.
3326 * => The intention here is to prevent abuse of the battleground- 3066 * => The intention here is to prevent abuse of the battleground-
3327 * feature (like pickable or hidden battleground tiles). */ 3067 * feature (like pickable or hidden battleground tiles). */
3328 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3068 for (object *tmp = op->below; tmp; tmp = tmp->below)
3329 { 3069 {
3330 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3070 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3331 { 3071 {
3332 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3072 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3333 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp)) 3073 && tmp->type == BATTLEGROUND
3074 && tmp->name == shstr_battleground
3075 && EXIT_X (tmp) && EXIT_Y (tmp))
3334 { 3076 {
3335 /*before we assign the exit, check if this is a teambattle */ 3077 /* before we assign the exit, check if this is a teambattle */
3336 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) 3078 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3337 { 3079 {
3338 object *invtmp;
3339
3340 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below) 3080 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3341 { 3081 {
3342 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying)) 3082 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3343 { 3083 {
3344 if (x != NULL && y != NULL) 3084 if (x && y)
3345 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3085 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3086
3346 return 1; 3087 return 1;
3347 } 3088 }
3348 } 3089 }
3349 } 3090 }
3091
3350 if (x != NULL && y != NULL) 3092 if (x && y)
3351 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3093 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3094
3352 return 1; 3095 return 1;
3353 } 3096 }
3354 } 3097 }
3355 } 3098 }
3099
3356 /* If we got here, did not find a battleground */ 3100 /* If we got here, did not find a battleground */
3357 return 0; 3101 return 0;
3358} 3102}
3359 3103
3360/* 3104/*
3376 char buf[MAX_BUF]; /* tmp. string buffer */ 3120 char buf[MAX_BUF]; /* tmp. string buffer */
3377 int i = 0, j = 0; 3121 int i = 0, j = 0;
3378 3122
3379 /* get the appropriate treasurelist */ 3123 /* get the appropriate treasurelist */
3380 if (atnr == ATNR_FIRE) 3124 if (atnr == ATNR_FIRE)
3381 trlist = find_treasurelist ("dragon_ability_fire"); 3125 trlist = treasurelist::find (shstr_dragon_ability_fire);
3382 else if (atnr == ATNR_COLD) 3126 else if (atnr == ATNR_COLD)
3383 trlist = find_treasurelist ("dragon_ability_cold"); 3127 trlist = treasurelist::find (shstr_dragon_ability_cold);
3384 else if (atnr == ATNR_ELECTRICITY) 3128 else if (atnr == ATNR_ELECTRICITY)
3385 trlist = find_treasurelist ("dragon_ability_elec"); 3129 trlist = treasurelist::find (shstr_dragon_ability_elec);
3386 else if (atnr == ATNR_POISON) 3130 else if (atnr == ATNR_POISON)
3387 trlist = find_treasurelist ("dragon_ability_poison"); 3131 trlist = treasurelist::find (shstr_dragon_ability_poison);
3388 3132
3389 if (trlist == NULL || who->type != PLAYER) 3133 if (trlist == NULL || who->type != PLAYER)
3390 return; 3134 return;
3391 3135
3392 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3136 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3396 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3140 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3397 return; 3141 return;
3398 } 3142 }
3399 3143
3400 /* everything seems okay - now bring on the gift: */ 3144 /* everything seems okay - now bring on the gift: */
3401 item = &(tr->item->clone); 3145 item = tr->item;
3402 3146
3403 if (item->type == SPELL) 3147 if (item->type == SPELL)
3404 { 3148 {
3405 if (check_spell_known (who, item->name)) 3149 if (check_spell_known (who, item->name))
3406 return; 3150 return;
3465 { 3209 {
3466 /* forces in the treasurelist can alter the player's stats */ 3210 /* forces in the treasurelist can alter the player's stats */
3467 object *skin; 3211 object *skin;
3468 3212
3469 /* first get the dragon skin force */ 3213 /* first get the dragon skin force */
3470 shstr_cmp dragon_skin_force ("dragon_skin_force");
3471 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below) 3214 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3472 ; 3215 ;
3473 3216
3474 if (!skin) 3217 if (!skin)
3475 return; 3218 return;
3476 3219
3511 else 3254 else
3512 { 3255 {
3513 /* generate misc. treasure */ 3256 /* generate misc. treasure */
3514 tmp = arch_to_object (tr->item); 3257 tmp = arch_to_object (tr->item);
3515 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp)); 3258 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3516 tmp = insert_ob_in_ob (tmp, who); 3259 who->insert (tmp);
3517 if (who->type == PLAYER)
3518 esrv_send_item (who, tmp);
3519 } 3260 }
3520} 3261}
3521 3262
3522/** 3263/**
3523 * Unready an object for a player. This function does nothing if the object was 3264 * Unready an object for a player. This function does nothing if the object was
3524 * not readied. 3265 * not readied.
3525 */ 3266 */
3526void 3267void
3527player_unready_range_ob (player *pl, object *ob) 3268player_unready_range_ob (player *pl, object *ob)
3528{ 3269{
3529 for (rangetype i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3270 if (pl->ob->current_weapon == ob)
3271 pl->ob->current_weapon = 0;
3272
3273 if (pl->combat_ob == ob)
3274 pl->combat_ob = 0;
3275
3530 if (pl->ranges[i] == ob) 3276 if (pl->ranged_ob == ob)
3531 {
3532 pl->ranges[i] = 0; 3277 pl->ranged_ob = 0;
3533 if (pl->shoottype == i)
3534 pl->shoottype = range_none;
3535 }
3536} 3278}
3537 3279
3538sint8 3280sint8
3539player::visibility_at (maptile *map, int x, int y) const 3281player::darkness_at (maptile *map, int x, int y) const
3540{ 3282{
3541 if (!ns) 3283 if (!ns)
3542 return 0; 3284 return LOS_BLOCKED;
3543 3285
3544 int dx, dy; 3286 int dx, dy;
3545 if (!adjacent_map (map, ns->current_map, &dx, &dy)) 3287 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3546 return 0; 3288 return LOS_BLOCKED;
3547 3289
3548 x += dx - ns->current_x + ns->mapx / 2; 3290 x += dx - ns->current_x;
3549 y += dy - ns->current_y + ns->mapy / 2; 3291 y += dy - ns->current_y;
3550 3292
3551 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3552 return 0;
3553
3554 return 100 - blocked_los [x][y]; 3293 return blocked_los (x, y);
3555} 3294}
3295
3296void
3297player::infobox (const char *title, const char *msg, int color)
3298{
3299 send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3300}
3301
3302void
3303player::statusmsg (const char *msg, int color)
3304{
3305 send_msg (color | NDI_REPLY, INFO_CHANNEL, msg);
3306}
3307
3308void
3309player::failmsg (const char *msg, int color)
3310{
3311 play_sound (sound_find ("generic_failure"));
3312 statusmsg (msg, color);
3313}
3314

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