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Comparing deliantra/server/server/player.C (file contents):
Revision 1.111 by root, Mon Apr 23 11:43:22 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", (char *)"%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", (char *)"%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{
199 70
200 if (ob->map) 71 if (ob->map)
201 maplevel = ob->map->path; 72 maplevel = ob->map->path;
202 73
203 ob->remove (); 74 ob->remove ();
75 ob->enemy = 0; // sometimes keeps an extra refcount on itself
204 ob->map = 0; 76 ob->map = 0;
205 party = 0; 77 party = 0;
206 78
207 // 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
208 ranges [range_skill] = 0;
209 80
210 players.erase (this); 81 players.erase (this);
211} 82}
212 83
213// connect the player with a specific client 84// connect the player with a specific client
214// also changed, rationalises, and fixes some incorrect settings 85// also changes, rationalises, and fixes some incorrect settings
215void 86void
216player::connect (client *ns) 87player::connect (client *ns)
217{ 88{
218 this->ns = ns; 89 this->ns = ns;
219 ns->pl = this; 90 ns->pl = this;
223 ob->close_container (); //TODO: client-specific 94 ob->close_container (); //TODO: client-specific
224 95
225 ns->update_look = 0; 96 ns->update_look = 0;
226 ns->look_position = 0; 97 ns->look_position = 0;
227 98
228 clear_los (ob); 99 clear_los ();
229 100
230 ns->reset_stats (); 101 ns->reset_stats ();
231 102
232 /* make sure he's a player -- needed because of class change. */ 103 /* make sure he's a player -- needed because of class change. */
233 ob->type = PLAYER; // we are paranoid 104 ob->type = PLAYER; // we are paranoid
234 ob->race = ob->arch->clone.race; 105 ob->race = ob->arch->race;
235 106
236 if (!legal_range (ob, shoottype)) 107 ob->update_weight ();
237 shoottype = range_none;
238
239 ob->carrying = sum_weight (ob);
240 link_player_skills (ob); 108 link_skills ();
241 109
242 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); 110 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
243 111
244 assign (title, ob->arch->clone.name); 112 assign (title, ob->arch->object::name);
245 113
246 /* if it's a dragon player, set the correct title here */ 114 /* if it's a dragon player, set the correct title here */
247 if (is_dragon_pl (ob)) 115 if (is_dragon_pl (ob))
248 { 116 {
249 object *tmp, *abil = 0, *skin = 0; 117 object *tmp, *abil = 0, *skin = 0;
250 118
251 shstr_cmp dragon_ability_force ("dragon_ability_force");
252 shstr_cmp dragon_skin_force ("dragon_skin_force");
253
254 for (tmp = ob->inv; tmp; tmp = tmp->below) 119 for (tmp = ob->inv; tmp; tmp = tmp->below)
255 if (tmp->type == FORCE) 120 if (tmp->type == FORCE)
256 if (tmp->arch->name == dragon_ability_force) 121 if (tmp->arch->archname == shstr_dragon_ability_force)
257 abil = tmp; 122 abil = tmp;
258 else if (tmp->arch->name == dragon_skin_force) 123 else if (tmp->arch->archname == shstr_dragon_skin_force)
259 skin = tmp; 124 skin = tmp;
260 125
261 set_dragon_name (ob, abil, skin); 126 set_dragon_name (ob, abil, skin);
262 } 127 }
263 128
264 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 129 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
265 130
266 esrv_new_player (this, ob->weight + ob->carrying); 131 esrv_new_player (this);
267 132
268 ob->update_stats (); 133 ob->update_stats ();
134
269 ns->floorbox_update (); 135 ns->floorbox_update ();
270
271 esrv_send_inventory (ob, ob); 136 esrv_send_inventory (ob, ob);
272 esrv_add_spells (this, 0); 137 esrv_add_spells (this, 0);
273 138
274 activate (); 139 activate ();
275 140
276 send_rules (ob);
277 send_news (ob);
278 display_motd (ob);
279
280 INVOKE_PLAYER (CONNECT, this); 141 INVOKE_PLAYER (CONNECT, this);
281 INVOKE_PLAYER (LOGIN, this); 142 INVOKE_PLAYER (LOGIN, this);
282} 143}
283 144
284void 145void
285player::disconnect () 146player::disconnect ()
286{ 147{
148 if (ob)
149 {
150 ob->close_container (); //TODO: client-specific
151 ob->drop_unpaid_items ();
152 }
153
287 if (ns) 154 if (ns)
288 { 155 {
289 if (active) 156 if (active)
290 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0)); 157 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
291 158
292 INVOKE_PLAYER (DISCONNECT, this); 159 INVOKE_PLAYER (DISCONNECT, this);
293 160
294 ns->reset_stats (); 161 ns->reset_stats ();
295 ns->pl = 0; 162 ns->pl = 0;
296 this->ns = 0; 163 ns = 0;
297 } 164 }
298 165
299 if (ob) 166 // this is important for the player scheduler to get the correct refcount
300 ob->close_container (); //TODO: client-specific 167 // when ns = 0
168 observe = viewpoint = ob;
301 169
302 deactivate (); 170 deactivate ();
303} 171}
304 172
305// the need for this function can be explained 173// the need for this function can be explained
306// by load_object not returning the object 174// by load_object not returning the object
307void 175void
308player::set_object (object *op) 176player::set_object (object *op)
309{ 177{
310 ob = op; 178 ob = observe = viewpoint = op;
311 ob->contr = this; /* this aren't yet in archetype */ 179 ob->contr = this; /* this aren't yet in archetype */
312 180
313 ob->speed_left = 0.5;
314 ob->speed = 1.0; 181 ob->speed = 1.0f;
182 ob->speed_left = 0.5f;
183
315 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;
316} 226}
317 227
318player::player () 228player::player ()
319{ 229{
320 /* There are some elements we want initialised to non zero value - 230 /* There are some elements we want initialised to non zero value -
321 * we deal with that below this point. 231 * we deal with that below this point.
322 */ 232 */
323 outputs_sync = 6; /* Every 2 seconds */ 233 outputs_sync = 4;
324 outputs_count = 10; /* Keeps present behaviour */ 234 outputs_count = 4;
325 unapply = unapply_nochoice; 235 unapply = unapply_nochoice;
326 236
327 savebed_map = first_map_path; /* Init. respawn position */ 237 savebed_map = first_map_path; /* Init. respawn position */
328 238
329 gen_sp_armour = 10; 239 gen_sp_armour = 10;
330 shoottype = range_none;
331 bowtype = bow_normal; 240 bowtype = bow_normal;
332 petmode = pet_normal; 241 petmode = pet_normal;
333 listening = 10;
334 usekeys = containers; 242 usekeys = containers;
335 peaceful = 1; /* default peaceful */ 243 peaceful = 1; /* default peaceful */
336 do_los = 1; 244 do_los = 1;
245
246 weapon_sp = 1.0f;
247 weapon_sp_left = 0.5f;
337} 248}
338 249
339void 250void
340player::do_destroy () 251player::do_destroy ()
341{ 252{
346 if (ob) 257 if (ob)
347 { 258 {
348 ob->destroy_inv (false); 259 ob->destroy_inv (false);
349 ob->destroy (); 260 ob->destroy ();
350 } 261 }
262
263 ob = observe = viewpoint = 0;
351} 264}
352 265
353player::~player () 266player::~player ()
354{ 267{
355 /* Clear item stack */ 268 /* Clear item stack */
382 * Note: there MUST be at least one player archetype! 295 * Note: there MUST be at least one player archetype!
383 */ 296 */
384archetype * 297archetype *
385get_player_archetype (archetype *at) 298get_player_archetype (archetype *at)
386{ 299{
387 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);
388 307
389 for (;;) 308 for (;;)
390 { 309 {
391 if (at == NULL || at->next == NULL) 310 if (++i == archetypes.end ())
392 at = first_archetype; 311 i = archetypes.begin ();
393 else 312 else if (*i == at)
394 at = at->next; 313 cleanup ("not a single player archetype found");
395 314
396 if (at->clone.type == PLAYER) 315 if ((*i)->type == PLAYER)
397 return at; 316 return *i;
398
399 if (at == start)
400 {
401 LOG (llevError, "No Player archetypes\n");
402 exit (-1);
403 }
404 } 317 }
405} 318}
406 319
407object * 320object *
408get_nearest_player (object *mon) 321get_nearest_player (object *mon)
412 unsigned lastdist; 325 unsigned lastdist;
413 rv_vector rv; 326 rv_vector rv;
414 327
415 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next) 328 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
416 { 329 {
417 /* We should not find free objects on this friendly list, but it
418 * does periodically happen. Given that, lets deal with it.
419 * While unlikely, it is possible the next object on the friendly
420 * list is also free, so encapsulate this in a while loop.
421 */
422 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
423 {
424 object *tmp = ol->ob;
425
426 /* Can't do much more other than log the fact, because the object
427 * itself will have been cleared.
428 */
429 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
430 tmp->debug_desc ());
431 ol = ol->next;
432 remove_friendly_object (tmp);
433 if (!ol)
434 return op;
435 }
436
437 /* Remove special check for player from this. First, it looks to cause
438 * some crashes (ol->ob->contr not set properly?), but secondly, a more
439 * complicated method of state checking would be needed in any case -
440 * as it was, a clever player could type quit, and the function would
441 * skip them over while waiting for confirmation. Remove
442 * on_same_map check, as can_detect_enemy also does this
443 */
444 if (!can_detect_enemy (mon, ol->ob, &rv)) 330 if (!can_detect_enemy (mon, ol->ob, &rv))
445 continue; 331 continue;
446 332
447 if (lastdist > rv.distance) 333 if (lastdist > rv.distance)
448 { 334 {
643 529
644 return firstdir; 530 return firstdir;
645} 531}
646 532
647void 533void
648give_initial_items (object *pl, treasurelist * items) 534give_initial_items (object *pl, treasurelist *items)
649{ 535{
650 object *op, *next = NULL;
651
652 if (pl->randomitems != NULL) 536 if (pl->randomitems)
653 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); 537 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
654 538
655 for (op = pl->inv; op; op = next) 539 for (object *next, *op = pl->inv; op; op = next)
656 { 540 {
657 next = op->below; 541 next = op->below;
658 542
659 /* Forces get applied per default, unless they have the 543 /* Forces get applied per default, unless they have the
660 * 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
665 /* we never give weapons/armour if these cannot be used 549 /* we never give weapons/armour if these cannot be used
666 * by this player due to race restrictions 550 * by this player due to race restrictions
667 */ 551 */
668 if (pl->type == PLAYER) 552 if (pl->type == PLAYER)
669 { 553 {
670 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) && 554 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR)
555 &&
671 (op->type == ARMOUR || op->type == BOOTS || 556 (op->type == ARMOUR || op->type == BOOTS
672 op->type == CLOAK || op->type == HELMET || 557 || op->type == CLOAK || op->type == HELMET
673 op->type == SHIELD || op->type == GLOVES || 558 || op->type == SHIELD || op->type == GLOVES
559 || op->type == BRACERS || op->type == GIRDLE))
674 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))
675 { 561 {
676 op->destroy (); 562 op->destroy ();
677 continue; 563 continue;
678 } 564 }
679 } 565 }
680 566
681 /* This really needs to be better - we should really give 567 /* Here we remove duplicated skills (as duplicated spell objects have
682 * a substitute spellbook. The problem is that we don't really 568 * _very_ confusing effects for players), which could for instance be
683 * have a good idea what to replace it with (need something like 569 * generated by bad treasurelists. - elmex
684 * a first level treasurelist for each skill.)
685 * remove duplicate skills also
686 */ 570 */
687 if (op->type == SPELLBOOK || op->type == SKILL) 571 if (op->type == SKILL)
688 { 572 {
689 object *tmp;
690
691 for (tmp = op->below; tmp; tmp = tmp->below) 573 for (object *tmp = op->below; tmp; tmp = tmp->below)
692 if (tmp->type == op->type && tmp->name == op->name) 574 if (tmp->type == op->type && tmp->name == op->name)
693 break;
694
695 if (tmp)
696 { 575 {
697 op->destroy (); 576 op->destroy ();
577 LOG (llevError,
698 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); 578 "give_initial_items: Removing duplicate skill %s\n", &tmp->name);
699 continue; 579 break;
700 } 580 }
701 581
702 if (op->nrof > 1) 582 if (op->nrof > 1)
703 op->nrof = 1; 583 op->nrof = 1;
704 } 584 }
705 585
706 if (op->type == SPELLBOOK && op->inv) 586 if (op->type == SPELLBOOK && op->inv)
707 {
708 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); 587 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
709 }
710 588
711 /* Give starting characters identified, uncursed, and undamned 589 /* Give starting characters identified, uncursed, and undamned
712 * 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
713 * merged properly. 591 * merged properly.
714 */ 592 */
715 if (need_identify (op)) 593 if (need_identify (op))
716 { 594 {
717 SET_FLAG (op, FLAG_IDENTIFIED); 595 SET_FLAG (op, FLAG_IDENTIFIED);
718 CLEAR_FLAG (op, FLAG_CURSED); 596 CLEAR_FLAG (op, FLAG_CURSED);
719 CLEAR_FLAG (op, FLAG_DAMNED); 597 CLEAR_FLAG (op, FLAG_DAMNED);
720 } 598 }
599
721 if (op->type == SPELL) 600 if (op->type == SPELL)
722 { 601 {
723 op->destroy (); 602 op->destroy ();
724 continue; 603 continue;
725 } 604 }
727 { 606 {
728 SET_FLAG (op, FLAG_CAN_USE_SKILL); 607 SET_FLAG (op, FLAG_CAN_USE_SKILL);
729 op->stats.exp = 0; 608 op->stats.exp = 0;
730 op->level = 1; 609 op->level = 1;
731 } 610 }
732 /* lock all 'normal items by default */ 611 else /* lock all 'normal items by default */
733 else
734 SET_FLAG (op, FLAG_INV_LOCKED); 612 SET_FLAG (op, FLAG_INV_LOCKED);
735 } /* for loop of objects in player inv */ 613 } /* for loop of objects in player inv */
736 614
737 /* Need to set up the skill pointers */ 615 /* Need to set up the skill pointers */
738 link_player_skills (pl); 616 pl->contr->link_skills ();
739} 617}
740 618
741void 619void
742get_party_password (object *op, partylist *party) 620get_party_password (object *op, partylist *party)
743{ 621{
774} 652}
775 653
776void 654void
777object::roll_stats () 655object::roll_stats ()
778{ 656{
779 int statsort [7]; 657 int statsort [NUM_STATS];
780 658
781 for (;;) 659 for (;;)
782 { 660 {
783 int sum = 0; 661 int sum = 0;
784 for (int i = 7; i--; ) 662 for (int i = NUM_STATS; i--; )
785 sum += statsort [i] = roll_stat (); 663 sum += statsort [i] = roll_stat ();
786 664
787 if (sum >= 82 && sum <= 116) 665 if (sum >= 82 && sum <= 116)
788 break; 666 break;
789 } 667 }
790 668
791 // Sort the stats so that rerolling is easier... 669 // Sort the stats so that rerolling is easier...
792 std::sort (statsort, statsort + 7, std::greater<int>()); 670 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
793 671
672 for (int i = 0; i < NUM_STATS; ++i)
794 stats.Str = statsort[0]; 673 stats.stat (i) = statsort [i];
795 stats.Dex = statsort[1];
796 stats.Con = statsort[2];
797 stats.Int = statsort[3];
798 stats.Wis = statsort[4];
799 stats.Pow = statsort[5];
800 stats.Cha = statsort[6];
801 674
802 stats.exp = 0; 675 stats.exp = 0;
803 stats.ac = 0; 676 stats.ac = 0;
804 677
805 stats.hp = stats.maxhp; 678 stats.hp = stats.maxhp;
817} 690}
818 691
819void 692void
820object::swap_stats (int a, int b) 693object::swap_stats (int a, int b)
821{ 694{
822 int tmp = get_attr_value (&contr->orig_stats, a); 695 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
823 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
824 set_attr_value (&contr->orig_stats, b, tmp);
825 696
697 for (int i = 0; i < NUM_STATS; ++i)
826 stats.Str = contr->orig_stats.Str; 698 stats.stat (i) = contr->orig_stats.stat (i);
827 stats.Dex = contr->orig_stats.Dex;
828 stats.Con = contr->orig_stats.Con;
829 stats.Int = contr->orig_stats.Int;
830 stats.Wis = contr->orig_stats.Wis;
831 stats.Pow = contr->orig_stats.Pow;
832 stats.Cha = contr->orig_stats.Cha;
833 699
834 //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,
835 // be merged with the similar code in roll_stats 701 // be merged with the similar code in roll_stats
836 stats.ac = 0; 702 stats.ac = 0;
837 703
856static void 722static void
857start_info (object *op) 723start_info (object *op)
858{ 724{
859 char buf[MAX_BUF]; 725 char buf[MAX_BUF];
860 726
861 sprintf (buf, "Welcome to Crossfire v%s!", VERSION); 727 sprintf (buf, "Welcome to Deliantra v%s!", VERSION);
862 new_draw_info (NDI_UNIQUE, 0, op, buf); 728 new_draw_info (NDI_UNIQUE, 0, op, buf);
863 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
864 //new_draw_info (NDI_UNIQUE, 0, op, " ");
865} 729}
866 730
867/* This function takes the key that is passed, and does the 731/* This function takes the key that is passed, and does the
868 * appropriate action with it (change race, or other things). 732 * appropriate action with it (change race, or other things).
869 * The function name is for historical reasons - now we have 733 * The function name is for historical reasons - now we have
870 * separate race and class; this actually changes the RACE, 734 * separate race and class; this actually changes the RACE,
871 * not the class. 735 * not the class.
872 */ 736 */
873int 737void
874key_change_class (object *op, char key) 738player::chargen_race_done ()
875{ 739{
876 int tmp_loop;
877
878 if (key == 'd' || key == 'D')
879 {
880 char buf[MAX_BUF];
881
882 /* this must before then initial items are given */ 740 /* this must before then initial items are given */
883 esrv_new_player (op->contr, op->weight + op->carrying); 741 esrv_new_player (ob->contr);
884 742
885 treasurelist *tl = treasurelist::find ("starting_wealth"); 743 treasurelist *tl = treasurelist::find ("starting_wealth");
886 if (tl) 744 if (tl)
887 create_treasure (tl, op, 0, 0, 0); 745 create_treasure (tl, ob, 0, 0, 0);
888 746
889 INVOKE_PLAYER (BIRTH, op->contr); 747 INVOKE_PLAYER (BIRTH, ob->contr);
890 INVOKE_PLAYER (LOGIN, op->contr); 748 INVOKE_PLAYER (LOGIN, ob->contr);
891 749
892 op->contr->ns->state = ST_PLAYING; 750 ob->contr->ns->state = ST_PLAYING;
893 751
894 if (op->msg) 752 if (ob->msg)
895 op->msg = NULL; 753 ob->msg = 0;
896 754
897 /* We create this now because some of the unique maps will need it
898 * to save here.
899 */
900 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name);
901 make_path_to_file (buf);
902
903 start_info (op); 755 start_info (ob);
904 CLEAR_FLAG (op, FLAG_WIZ); 756 CLEAR_FLAG (ob, FLAG_WIZ);
905 give_initial_items (op, op->randomitems); 757 give_initial_items (ob, ob->randomitems);
906 link_player_skills (op);
907 esrv_send_inventory (op, op); 758 esrv_send_inventory (ob, ob);
908 op->update_stats (); 759 ob->update_stats ();
909 760
910 /* This moves the player to a different start map, if there 761 /* This moves the player to a different start map, if there
911 * is one for this race 762 * is one for this race
912 */ 763 */
913 if (*first_map_ext_path) 764 if (*first_map_ext_path)
914 { 765 ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y);
915 object *tmp;
916 char mapname[MAX_BUF];
917
918 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &op->arch->name);
919 tmp = object::create ();
920 EXIT_PATH (tmp) = mapname;
921 EXIT_X (tmp) = op->x;
922 EXIT_Y (tmp) = op->y;
923 op->enter_exit (tmp); /* we don't really care if it succeeded;
924 * if the map isn't there, then stay on the
925 * default initial map */
926 tmp->destroy ();
927 }
928 else 766 else
929 LOG (llevDebug, "first_map_ext_path not set\n"); 767 LOG (llevDebug, "first_map_ext_path not set\n");
768}
930 769
931 return 0; 770void
932 } 771player::chargen_race_next ()
933 772{
934 /* Following actually changes the race - this is the default command 773 /* Following actually changes the race - this is the default command
935 * if we don't match with one of the options above. 774 * if we don't match with one of the options above.
936 */ 775 */
937 776
938 tmp_loop = 0; 777 do
939 while (!tmp_loop)
940 { 778 {
941 shstr name = op->name; 779 shstr name = ob->name;
942 int x = op->x, y = op->y; 780 int x = ob->x, y = ob->y;
943 781
944 op->remove_statbonus (); 782 ob->remove_statbonus ();
945 op->remove (); 783 ob->remove ();
946 op->arch = get_player_archetype (op->arch); 784 ob->arch = get_player_archetype (ob->arch);
947 op->arch->clone.copy_to (op); 785 ob->arch->copy_to (ob);
948 op->instantiate (); 786 ob->instantiate ();
949 op->stats = op->contr->orig_stats; 787 ob->stats = ob->contr->orig_stats;
950 op->name = op->name_pl = name; 788 ob->name = ob->name_pl = name;
951 op->x = x; 789 ob->x = x;
952 op->y = y; 790 ob->y = y;
953 SET_ANIMATION (op, 2); /* So player faces south */ 791 SET_ANIMATION (ob, 2); /* So player faces south */
954 insert_ob_in_map (op, op->map, op, 0); 792 insert_ob_in_map (ob, ob->map, ob, 0);
955 assign (op->contr->title, op->arch->clone.name); 793 assign (ob->contr->title, ob->arch->object::name);
956 op->add_statbonus (); 794 ob->add_statbonus ();
957 tmp_loop = allowed_class (op);
958 } 795 }
796 while (!allowed_class (ob));
959 797
960 update_object (op, UP_OBJ_FACE); 798 update_object (ob, UP_OBJ_FACE);
961 esrv_update_item (UPD_FACE, op, op); 799 esrv_update_item (UPD_FACE, ob, ob);
962 op->update_stats (); 800 ob->update_stats ();
963 op->stats.hp = op->stats.maxhp; 801 ob->stats.hp = ob->stats.maxhp;
964 op->stats.sp = op->stats.maxsp; 802 ob->stats.sp = ob->stats.maxsp;
965 op->stats.grace = 0; 803 ob->stats.grace = 0;
966
967 if (op->msg)
968 new_draw_info (NDI_BLUE, 0, op, op->msg);
969
970 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
971 return 0;
972} 804}
973 805
974void 806void
975flee_player (object *op) 807flee_player (object *op)
976{ 808{
982 LOG (llevDebug, "Fleeing player is dead.\n"); 814 LOG (llevDebug, "Fleeing player is dead.\n");
983 CLEAR_FLAG (op, FLAG_SCARED); 815 CLEAR_FLAG (op, FLAG_SCARED);
984 return; 816 return;
985 } 817 }
986 818
987 if (op->enemy == NULL) 819 if (!op->enemy)
988 { 820 {
989 LOG (llevDebug, "Fleeing player had no enemy.\n"); 821 LOG (llevDebug, "Fleeing player had no enemy.\n");
990 CLEAR_FLAG (op, FLAG_SCARED); 822 CLEAR_FLAG (op, FLAG_SCARED);
991 return; 823 return;
992 } 824 }
993 825
994 /* Seen some crashes here. Since we don't store an
995 * op->enemy_count, it is possible that something destroys the
996 * actual enemy, and the object is recycled.
997 */
998 if (op->enemy->map == NULL)
999 {
1000 CLEAR_FLAG (op, FLAG_SCARED);
1001 op->enemy = NULL;
1002 return;
1003 }
1004
1005 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))
1006 { 827 {
1007 op->enemy = NULL; 828 op->enemy = NULL;
1008 CLEAR_FLAG (op, FLAG_SCARED); 829 CLEAR_FLAG (op, FLAG_SCARED);
1009 return; 830 return;
1012 get_rangevector (op, op->enemy, &rv, 0); 833 get_rangevector (op, op->enemy, &rv, 0);
1013 834
1014 dir = absdir (4 + rv.direction); 835 dir = absdir (4 + rv.direction);
1015 for (diff = 0; diff < 3; diff++) 836 for (diff = 0; diff < 3; diff++)
1016 { 837 {
1017 int m = 1 - (RANDOM () & 2); 838 int m = 1 - rndm (2) * 2;
1018 839
1019 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)))
1020 return; 841 return;
1021 } 842 }
1022 843
1023 /* Cornered, get rid of scared */ 844 /* Cornered, get rid of scared */
1024 CLEAR_FLAG (op, FLAG_SCARED); 845 CLEAR_FLAG (op, FLAG_SCARED);
1025 op->enemy = NULL; 846 op->enemy = NULL;
1026} 847}
1027 848
1028
1029/* 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.
1030 * 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
1031 * stop. 851 * stop.
1032 */ 852 */
1033int 853int
1034check_pick (object *op) 854check_pick (object *op)
1035{ 855{
1036 object *tmp, *next; 856 object *tmp, *next;
1037 int stop = 0; 857 int stop = 0;
1038 int wvratio; 858 int wvratio;
1039 char putstring[128];
1040 859
1041 /* if you're flying, you cna't pick up anything */ 860 /* if you're flying, you cna't pick up anything */
1042 if (op->move_type & MOVE_FLYING) 861 if (op->move_type & MOVE_FLYING)
1043 return 1; 862 return 1;
1044 863
1045 next = op->below; 864 next = op->below;
1046 865
866 int cnt = MAX_ITEM_PER_DROP;
867#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
868
1047 /* 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
1048 * destroyed */ 870 * destroyed */
1049 while (next && !next->destroyed ()) 871 while (next && !next->destroyed ())
1050 { 872 {
1051 tmp = next; 873 tmp = next;
1052 next = tmp->below; 874 next = tmp->below;
1053 875
876 if (cnt <= 0)
877 {
878 op->failmsg ("Couldn't pickup all items at once.");
879 return 0;
880 }
881
1054 if (op->destroyed ()) 882 if (op->destroyed ())
1055 return 0; 883 return 0;
1056 884
1057 if (!can_pick (op, tmp)) 885 if (!can_pick (op, tmp))
1058 continue; 886 continue;
1059 887
1060 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 888 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1061 { 889 {
1062 if (item_matched_string (op, tmp, op->contr->search_str)) 890 if (item_matched_string (op, tmp, op->contr->search_str))
1063 pick_up (op, tmp); 891 CHK_PICK_PICKUP;
892
1064 continue; 893 continue;
1065 } 894 }
1066 895
1067 /* 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? */
1068 if (!(op->contr->mode & PU_NEWMODE)) 956 if (op->contr->mode & PU_FOOD)
957 if (tmp->type == FOOD)
1069 { 958 {
1070 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)
1071 { 1018 {
1072 case 0: 1019 CHK_PICK_PICKUP;
1073 return 1; /* don't pick up */ 1020 continue;
1074 case 1:
1075 pick_up (op, tmp);
1076 return 1;
1077 case 2:
1078 pick_up (op, tmp);
1079 return 0;
1080 case 3:
1081 return 0; /* stop before pickup */
1082 case 4:
1083 pick_up (op, tmp);
1084 break;
1085 case 5:
1086 pick_up (op, tmp);
1087 stop = 1;
1088 break;
1089 case 6:
1090 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1091 pick_up (op, tmp);
1092 break;
1093
1094 case 7:
1095 if (tmp->type == MONEY || tmp->type == GEM)
1096 pick_up (op, tmp);
1097 break;
1098
1099 default:
1100 /* use value density */
1101 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1102 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1103 pick_up (op, tmp);
1104 } 1021 }
1105 } 1022 }
1106 else 1023
1107 { /* old model */ 1024 /* rings & amulets - talismans seems to be typed AMULET */
1108 /* NEW pickup handling */
1109 if (op->contr->mode & PU_DEBUG) 1025 if (op->contr->mode & PU_JEWELS)
1026 if (tmp->type == RING || tmp->type == AMULET)
1110 { 1027 {
1111 /* some debugging code to figure out item information */ 1028 CHK_PICK_PICKUP;
1112 if (tmp->name != NULL)
1113 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1114 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1115 else
1116 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1117 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1118
1119 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1120 }
1121
1122 /* philosophy:
1123 * It's easy to grab an item type from a pile, as long as it's
1124 * generic. This takes no game-time. For more detailed pickups
1125 * and selections, select-items should be used. This is a
1126 * grab-as-you-run type mode that's really useful for arrows for
1127 * example.
1128 * The drawback: right now it has no frontend, so you need to
1129 * stick the bits you want into a calculator in hex mode and then
1130 * convert to decimal and then 'pickup <#>
1131 */
1132
1133 /* the first two modes are exclusive: if NOTHING we return, if
1134 * STOP then we stop. All the rest are applied sequentially,
1135 * meaning if any test passes, the item gets picked up. */
1136
1137 /* if mode is set to pick nothing up, return */
1138
1139 if (op->contr->mode & PU_NOTHING)
1140 return 1;
1141
1142 /* if mode is set to stop when encountering objects, return */
1143 /* take STOP before INHIBIT since it doesn't actually pick
1144 * anything up */
1145
1146 if (op->contr->mode & PU_STOP)
1147 return 0;
1148
1149 /* useful for going into stores and not losing your settings... */
1150 /* and for battles wher you don't want to get loaded down while
1151 * fighting */
1152 if (op->contr->mode & PU_INHIBIT)
1153 return 1;
1154
1155 /* prevent us from turning into auto-thieves :) */
1156 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1157 continue; 1029 continue;
1030 }
1158 1031
1159 /* ignore known cursed objects */ 1032 /* we don't forget dragon food */
1160 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;
1161 continue; 1037 continue;
1038 }
1162 1039
1163 /* all food and drink if desired */ 1040 /* bows and arrows. Bows are good for selling! */
1164 /* 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
1165 if (op->contr->mode & PU_FOOD) 1077 if (op->contr->mode & PU_BOOTS)
1166 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"))
1167 { 1111 {
1168 pick_up (op, tmp); 1112 CHK_PICK_PICKUP;
1169 continue; 1113 continue;
1170 } 1114 }
1115 }
1171 1116
1117 /* misc stuff that's useful */
1172 if (op->contr->mode & PU_DRINK) 1118 if (op->contr->mode & PU_KEY)
1173 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1119 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1174 { 1120 {
1175 pick_up (op, tmp); 1121 CHK_PICK_PICKUP;
1176 continue; 1122 continue;
1177 } 1123 }
1178 1124
1125 /* any of the last 4 bits set means we use the ratio for value
1126 * pickups */
1179 if (op->contr->mode & PU_POTION) 1127 if (op->contr->mode & PU_RATIO)
1180 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
1181 { 1132 */
1182 pick_up (op, tmp);
1183 continue;
1184 }
1185
1186 /* spellbooks, skillscrolls and normal books/scrolls */
1187 if (op->contr->mode & PU_SPELLBOOK)
1188 if (tmp->type == SPELLBOOK)
1189 {
1190 pick_up (op, tmp);
1191 continue;
1192 }
1193
1194 if (op->contr->mode & PU_SKILLSCROLL)
1195 if (tmp->type == SKILLSCROLL)
1196 {
1197 pick_up (op, tmp);
1198 continue;
1199 }
1200
1201 if (op->contr->mode & PU_READABLES)
1202 if (tmp->type == BOOK || tmp->type == SCROLL)
1203 {
1204 pick_up (op, tmp);
1205 continue;
1206 }
1207
1208 /* wands/staves/rods/horns */
1209 if (op->contr->mode & PU_MAGIC_DEVICE)
1210 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1211 {
1212 pick_up (op, tmp);
1213 continue;
1214 }
1215
1216 /* pick up all magical items */
1217 if (op->contr->mode & PU_MAGICAL) 1133 wvratio = op->contr->mode & PU_RATIO;
1218 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)
1219 {
1220 pick_up (op, tmp);
1221 continue;
1222 }
1223
1224 if (op->contr->mode & PU_VALUABLES)
1225 { 1135 {
1226 if (tmp->type == MONEY || tmp->type == GEM) 1136#if 0
1137 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1138 if (tmp->name != NULL)
1227 { 1139 {
1228 pick_up (op, tmp); 1140 fprintf (stderr, "%s", tmp->name);
1229 continue;
1230 } 1141 }
1231 }
1232
1233 /* rings & amulets - talismans seems to be typed AMULET */
1234 if (op->contr->mode & PU_JEWELS)
1235 if (tmp->type == RING || tmp->type == AMULET)
1236 {
1237 pick_up (op, tmp);
1238 continue;
1239 }
1240
1241 /* we don't forget dragon food */
1242 if (op->contr->mode & PU_FLESH)
1243 if (tmp->type == FLESH)
1244 {
1245 pick_up (op, tmp);
1246 continue;
1247 }
1248
1249 /* bows and arrows. Bows are good for selling! */
1250 if (op->contr->mode & PU_BOW)
1251 if (tmp->type == BOW)
1252 {
1253 pick_up (op, tmp);
1254 continue;
1255 }
1256
1257 if (op->contr->mode & PU_ARROW)
1258 if (tmp->type == ARROW)
1259 {
1260 pick_up (op, tmp);
1261 continue;
1262 }
1263
1264 /* all kinds of armor etc. */
1265 if (op->contr->mode & PU_ARMOUR)
1266 if (tmp->type == ARMOUR)
1267 {
1268 pick_up (op, tmp);
1269 continue;
1270 }
1271
1272 if (op->contr->mode & PU_HELMET)
1273 if (tmp->type == HELMET)
1274 {
1275 pick_up (op, tmp);
1276 continue;
1277 }
1278
1279 if (op->contr->mode & PU_SHIELD)
1280 if (tmp->type == SHIELD)
1281 {
1282 pick_up (op, tmp);
1283 continue;
1284 }
1285
1286 if (op->contr->mode & PU_BOOTS)
1287 if (tmp->type == BOOTS)
1288 {
1289 pick_up (op, tmp);
1290 continue;
1291 }
1292
1293 if (op->contr->mode & PU_GLOVES)
1294 if (tmp->type == GLOVES)
1295 {
1296 pick_up (op, tmp);
1297 continue;
1298 }
1299
1300 if (op->contr->mode & PU_CLOAK)
1301 if (tmp->type == CLOAK)
1302 {
1303 pick_up (op, tmp);
1304 continue;
1305 }
1306
1307 /* hoping to catch throwing daggers here */
1308 if (op->contr->mode & PU_MISSILEWEAPON)
1309 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1310 {
1311 pick_up (op, tmp);
1312 continue;
1313 }
1314
1315 /* careful: chairs and tables are weapons! */
1316 if (op->contr->mode & PU_ALLWEAPON)
1317 {
1318 if (tmp->type == WEAPON && tmp->name != NULL)
1319 {
1320 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1321 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1322 {
1323 pick_up (op, tmp);
1324 continue;
1325 }
1326 }
1327
1328 if (tmp->type == WEAPON && tmp->name == NULL)
1329 {
1330 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1331 {
1332 pick_up (op, tmp);
1333 continue;
1334 }
1335 }
1336 }
1337
1338 /* misc stuff that's useful */
1339 if (op->contr->mode & PU_KEY)
1340 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1341 {
1342 pick_up (op, tmp);
1343 continue;
1344 }
1345
1346 /* any of the last 4 bits set means we use the ratio for value
1347 * pickups */
1348 if (op->contr->mode & PU_RATIO)
1349 {
1350 /* use value density to decide what else to grab */
1351 /* >=7 was >= op->contr->mode */
1352 /* >=7 is the old standard setting. Now we take the last 4 bits
1353 * and multiply them by 5, giving 0..15*5== 5..75 */
1354 wvratio = (op->contr->mode & PU_RATIO) * 5;
1355 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1356 {
1357 pick_up (op, tmp);
1358#if 0
1359 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1360 if (tmp->name != NULL)
1361 {
1362 fprintf (stderr, "%s", tmp->name);
1363 }
1364 else 1142 else
1365 fprintf (stderr, "%s", tmp->arch->name); 1143 fprintf (stderr, "%s", tmp->arch->archname);
1366 fprintf (stderr, ",%d] = ", tmp->type); 1144 fprintf (stderr, ",%d] = ", tmp->type);
1367 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))));
1368#endif 1146#endif
1147 CHK_PICK_PICKUP;
1369 continue; 1148 continue;
1370 }
1371 } 1149 }
1372 } /* the new pickup model */ 1150 } /* the new pickup model */
1373 } 1151 }
1374 1152
1375 return !stop; 1153 return !stop;
1381 * found object is returned. 1159 * found object is returned.
1382 */ 1160 */
1383object * 1161object *
1384find_arrow (object *op, const char *type) 1162find_arrow (object *op, const char *type)
1385{ 1163{
1386 object *tmp = 0;
1387
1388 for (op = op->inv; op; op = op->below) 1164 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1389 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1390 tmp = find_arrow (op, type);
1391 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);
1392 return op; 1173 return arrow;
1174 }
1393 1175
1394 return tmp; 1176 return 0;
1395} 1177}
1396 1178
1397/* 1179/*
1398 * 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
1399 * 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
1400 * 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
1401 * 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.
1402 */ 1184 */
1403object * 1185object *
1404find_better_arrow (object *op, object *target, const char *type, int *better) 1186find_better_arrow (object *op, object *target, shstr_cmp type, int *better)
1405{ 1187{
1406 object *tmp = NULL, *arrow, *ntmp; 1188 object *tmp = NULL, *arrow, *ntmp;
1407 int attacknum, attacktype, betterby = 0, i; 1189 int attacknum, attacktype, betterby = 0, i;
1408 1190
1409 if (!type) 1191 if (!type)
1413 { 1195 {
1414 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))
1415 { 1197 {
1416 i = 0; 1198 i = 0;
1417 ntmp = find_better_arrow (arrow, target, type, &i); 1199 ntmp = find_better_arrow (arrow, target, type, &i);
1200
1418 if (i > betterby) 1201 if (i > betterby)
1419 { 1202 {
1420 tmp = ntmp; 1203 tmp = ntmp;
1421 betterby = i; 1204 betterby = i;
1422 } 1205 }
1423 } 1206 }
1424 else if (arrow->type == ARROW && arrow->race == type) 1207 else if (arrow->type == ARROW && arrow->race == type)
1425 { 1208 {
1426 /* allways prefer assasination/slaying */ 1209 /* allways prefer assasination/slaying */
1427 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race)) 1210 if (target->race && arrow->slaying.contains (target->race))
1428 { 1211 {
1429 if (arrow->attacktype & AT_DEATH) 1212 if (arrow->attacktype & AT_DEATH)
1430 { 1213 {
1431 *better = 100; 1214 *better = 100;
1432 return arrow; 1215 return arrow;
1440 else 1223 else
1441 { 1224 {
1442 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1225 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1443 { 1226 {
1444 attacktype = 1 << attacknum; 1227 attacktype = 1 << attacknum;
1445 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1228 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1446 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)
1447 { 1230 {
1448 tmp = arrow; 1231 tmp = arrow;
1449 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;
1450 } 1233 }
1451 } 1234 }
1235
1452 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1236 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1453 { 1237 {
1454 tmp = arrow; 1238 tmp = arrow;
1455 betterby = 2 + arrow->magic + arrow->stats.dam; 1239 betterby = 2 + arrow->magic + arrow->stats.dam;
1456 } 1240 }
1241
1457 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) 1242 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1458 { 1243 {
1459 tmp = arrow; 1244 tmp = arrow;
1460 betterby = 1 + arrow->magic + arrow->stats.dam; 1245 betterby = 1 + arrow->magic + arrow->stats.dam;
1461 } 1246 }
1462 } 1247 }
1463 } 1248 }
1464 } 1249 }
1250
1465 if (tmp == NULL && arrow == NULL) 1251 if (tmp == NULL && arrow == NULL)
1466 return find_arrow (op, type); 1252 return find_arrow (op, type);
1467 1253
1468 *better = betterby; 1254 *better = betterby;
1469 return tmp; 1255 return tmp;
1473 * find_better_arrow to find a decent arrow to use. 1259 * find_better_arrow to find a decent arrow to use.
1474 * op = the shooter 1260 * op = the shooter
1475 * type = bow->race 1261 * type = bow->race
1476 * dir = fire direction 1262 * dir = fire direction
1477 */ 1263 */
1478
1479object * 1264object *
1480pick_arrow_target (object *op, const char *type, int dir) 1265pick_arrow_target (object *op, shstr_cmp type, int dir)
1481{ 1266{
1482 object *tmp = NULL; 1267 object *tmp = NULL;
1483 maptile *m; 1268 maptile *m;
1484 int i, mflags, found, number; 1269 int i, mflags, found, number;
1485 sint16 x, y; 1270 sint16 x, y;
1500 for (i = 0, found = 0; i < 20; i++) 1285 for (i = 0, found = 0; i < 20; i++)
1501 { 1286 {
1502 x += freearr_x[dir]; 1287 x += freearr_x[dir];
1503 y += freearr_y[dir]; 1288 y += freearr_y[dir];
1504 mflags = get_map_flags (m, &m, x, y, &x, &y); 1289 mflags = get_map_flags (m, &m, x, y, &x, &y);
1290
1505 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) 1291 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1506 { 1292 {
1507 tmp = NULL; 1293 tmp = 0;
1508 break; 1294 break;
1509 } 1295 }
1510 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)
1511 { 1297 {
1512 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1298 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1513 * perhaps a bad assumption. 1299 * perhaps a bad assumption.
1514 */ 1300 */
1515 tmp = NULL; 1301 tmp = 0;
1516 break; 1302 break;
1517 } 1303 }
1304
1518 if (mflags & P_IS_ALIVE) 1305 if (mflags & P_IS_ALIVE)
1519 {
1520 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)
1521 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 1307 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1522 {
1523 found++;
1524 break;
1525 }
1526 if (found)
1527 break; 1308 break;
1528 }
1529 } 1309 }
1530 if (tmp == NULL) 1310
1311 if (!tmp)
1531 return find_arrow (op, type); 1312 return find_arrow (op, type);
1532 1313
1533 if (tmp->head) 1314 if (tmp->head)
1534 tmp = tmp->head; 1315 tmp = tmp->head;
1535 1316
1548 */ 1329 */
1549int 1330int
1550fire_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)
1551{ 1332{
1552 object *left, *bow; 1333 object *left, *bow;
1553 int bowspeed, mflags; 1334 int mflags;
1554 maptile *m; 1335 maptile *m;
1555 1336
1556 if (!dir) 1337 if (!dir)
1557 { 1338 {
1558 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!");
1559 return 0; 1340 return 0;
1560 } 1341 }
1561 1342
1562 if (op->type == PLAYER) 1343 if (op->contr)
1563 bow = op->contr->ranges[range_bow]; 1344 bow = op->current_weapon;
1564 else 1345 else
1565 { 1346 {
1566 for (bow = op->inv; bow; bow = bow->below) 1347 for (bow = op->inv; bow; bow = bow->below)
1567 /* 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
1568 * 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.
1573 if (!bow) 1354 if (!bow)
1574 { 1355 {
1575 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1356 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1576 return 0; 1357 return 0;
1577 } 1358 }
1359
1360 // optimisation: move object to top so we will find it quickly again
1361 splay (bow);
1578 } 1362 }
1579 1363
1580 if (!bow->race || !bow->skill) 1364 if (!bow->race || !bow->skill)
1581 { 1365 {
1582 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);
1583 return 0; 1367 return 0;
1584 } 1368 }
1585
1586 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1587
1588 /* penalize ROF for bestarrow */
1589 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1590 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1591
1592 if (bowspeed < 1)
1593 bowspeed = 1;
1594 1369
1595 if (arrow == NULL) 1370 if (arrow == NULL)
1596 { 1371 {
1597 if ((arrow = find_arrow (op, bow->race)) == NULL) 1372 if ((arrow = find_arrow (op, bow->race)) == NULL)
1598 { 1373 {
1599 if (op->type == PLAYER) 1374 if (op->type == PLAYER)
1600 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);
1601 /* 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 */
1602 else 1377 else
1603 CLEAR_FLAG (op, FLAG_READY_BOW); 1378 CLEAR_FLAG (op, FLAG_READY_BOW);
1379
1604 return 0; 1380 return 0;
1605 } 1381 }
1606 } 1382 }
1607 1383
1608 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1384 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1616 } 1392 }
1617 1393
1618 /* this should not happen, but sometimes does */ 1394 /* this should not happen, but sometimes does */
1619 if (arrow->nrof == 0) 1395 if (arrow->nrof == 0)
1620 { 1396 {
1397 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1621 arrow->destroy (); 1398 arrow->destroy ();
1622 return 0; 1399 return 0;
1623 } 1400 }
1624 1401
1625 left = arrow; /* these are arrows left to the player */ 1402 left = arrow; /* these are arrows left to the player */
1626 arrow = get_split_ob (arrow, 1); 1403 arrow = arrow->split ();
1627 if (!arrow) 1404 if (!arrow)
1628 { 1405 {
1629 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);
1630 return 0; 1407 return 0;
1631 } 1408 }
1632 1409
1633 arrow->set_owner (op); 1410 arrow->set_owner (op);
1634 arrow->skill = bow->skill; 1411 arrow->skill = bow->skill;
1635 arrow->direction = dir; 1412 arrow->direction = dir;
1636 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
1637 if (op->type == PLAYER) 1445 if (op->type == PLAYER)
1638 { 1446 {
1639 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1640 op->update_stats ();
1641 }
1642
1643 SET_ANIMATION (arrow, arrow->direction);
1644 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1645 arrow->stats.hp = arrow->stats.dam;
1646 arrow->stats.grace = arrow->attacktype;
1647 if (arrow->slaying != NULL)
1648 arrow->spellarg = strdup (arrow->slaying);
1649
1650 /* Note that this was different for monsters - they got their level
1651 * added to the damage. I think the strength bonus is more proper.
1652 */
1653
1654 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1655
1656 /* update the speed */
1657 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1658 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1659
1660 arrow->set_speed (max (arrow->speed, 1.0));
1661 arrow->speed_left = 0;
1662
1663 if (op->type == PLAYER)
1664 {
1665 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1666 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1667 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1668
1669 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;
1670 } 1454 }
1671 else 1455 else
1672 { 1456 {
1673 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1674 arrow->level = op->level; 1457 arrow->level = op->level;
1675 } 1458 arrow->stats.wc -= bow->magic;
1676 1459
1677 if (arrow->attacktype == AT_PHYSICAL) 1460 if (!arrow->slaying)
1461 arrow->slaying = bow->slaying;
1462
1678 arrow->attacktype |= bow->attacktype; 1463 arrow->attacktype |= bow->attacktype;
1464 }
1679 1465
1680 if (bow->slaying) 1466 wc -= arrow->level;
1681 arrow->slaying = bow->slaying; 1467 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1682 1468
1469 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1683 arrow->move_type = MOVE_FLY_LOW; 1470 arrow->move_type = MOVE_FLY_LOW;
1684 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1471 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1685 1472
1686 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1473 op->play_sound (sound_find ("fire_arrow"));
1687 m->insert (arrow, sx, sy, op); 1474 m->insert (arrow, sx, sy, op);
1688 1475
1689 if (!arrow->destroyed ()) 1476 if (!arrow->destroyed ())
1690 move_arrow (arrow); 1477 move_arrow (arrow);
1691
1692 if (op->type == PLAYER)
1693 {
1694 if (left->destroyed ())
1695 esrv_del_item (op->contr, left->count);
1696 else
1697 esrv_send_item (op, left);
1698 }
1699 1478
1700 return 1; 1479 return 1;
1701} 1480}
1702 1481
1703/* Special fire code for players - this takes into 1482/* Special fire code for players - this takes into
1708 * hence the function name. 1487 * hence the function name.
1709 */ 1488 */
1710int 1489int
1711player_fire_bow (object *op, int dir) 1490player_fire_bow (object *op, int dir)
1712{ 1491{
1713 int ret = 0, wcmod = 0; 1492 int ret;
1714 1493
1715 if (op->contr->bowtype == bow_bestarrow) 1494 if (op->contr->bowtype == bow_bestarrow)
1716 { 1495 {
1717 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);
1718 } 1497 }
1719 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)
1720 { 1499 {
1721 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1500 int wcmod = similar_direction (dir, op->contr->bowtype - bow_n + 1) ? 0 : -1;
1722 wcmod = -1;
1723
1724 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);
1725 } 1502 }
1726 else if (op->contr->bowtype == bow_threewide) 1503 else if (op->contr->bowtype == bow_threewide)
1727 { 1504 {
1728 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);
1729 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)]);
1730 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)]);
1731 } 1508 }
1732 else if (op->contr->bowtype == bow_spreadshot) 1509 else if (op->contr->bowtype == bow_spreadshot)
1733 { 1510 {
1734 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);
1735 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);
1736 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);
1737
1738 } 1514 }
1739 else 1515 else
1740 { 1516 {
1741 /* Simple case */ 1517 /* Simple case */
1742 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);
1743 } 1519 }
1520
1744 return ret; 1521 return ret;
1745} 1522}
1746
1747 1523
1748/* Fires a misc (wand/rod/horn) object in 'dir'. 1524/* Fires a misc (wand/rod/horn) object in 'dir'.
1749 * Broken apart from 'fire' to keep it more readable. 1525 * Broken apart from 'fire' to keep it more readable.
1750 */ 1526 */
1751void 1527void
1752fire_misc_object (object *op, int dir) 1528fire_misc_object (object *op, int dir)
1753{ 1529{
1754 object *item; 1530 object *item = op->contr->ranged_ob;
1755 1531
1756 if (!op->contr->ranges[range_misc]) 1532 if (!item)
1757 { 1533 {
1758 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.");
1759 return; 1535 return;
1760 } 1536 }
1761 1537
1762 item = op->contr->ranges[range_misc];
1763 if (!item->inv) 1538 if (!item->inv)
1764 { 1539 {
1765 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1540 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1766 return; 1541 return;
1767 } 1542 }
1543
1544 if (!op->change_weapon (item))
1545 return;
1546
1768 if (item->type == WAND) 1547 if (item->type == WAND)
1769 { 1548 {
1770 if (item->stats.food <= 0) 1549 if (item->stats.food <= 0)
1771 { 1550 {
1772 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1551 op->contr->play_sound (sound_find ("wand_poof"));
1773 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
1774 return; 1554 return;
1775 } 1555 }
1776 } 1556 }
1777 else if (item->type == ROD || item->type == HORN) 1557 else if (item->type == ROD || item->type == HORN)
1778 { 1558 {
1779 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))
1780 { 1564 {
1781 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1565 op->contr->play_sound (sound_find ("wand_poof"));
1566
1782 if (item->type == ROD) 1567 if (item->type == ROD)
1783 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));
1784 else 1569 else
1785 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
1786 return; 1572 return;
1787 } 1573 }
1788 } 1574 }
1789 1575
1790 if (cast_spell (op, item, dir, item->inv, NULL)) 1576 if (cast_spell (op, item, dir, item->inv, NULL))
1791 { 1577 {
1792 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
1793 if (item->type == WAND) 1580 if (item->type == WAND)
1794 { 1581 {
1795 if (!(--item->stats.food)) 1582 if (!(--item->stats.food))
1796 { 1583 {
1797 object *tmp; 1584 object *tmp;
1798 1585
1799 if (item->arch) 1586 if (item->arch)
1800 { 1587 {
1801 CLEAR_FLAG (item, FLAG_ANIMATE); 1588 CLEAR_FLAG (item, FLAG_ANIMATE);
1802 item->face = item->arch->clone.face; 1589 item->face = item->arch->face;
1803 item->set_speed (0); 1590 item->set_speed (0);
1804 } 1591 }
1805 1592
1806 if ((tmp = item->in_player ())) 1593 if (object *pl = item->visible_to ())
1807 esrv_update_item (UPD_ANIM, tmp, item); 1594 esrv_update_item (UPD_ANIM, pl, item);
1808 } 1595 }
1809 } 1596 }
1810 else if (item->type == ROD || item->type == HORN) 1597 else if (item->type == ROD || item->type == HORN)
1811 drain_rod_charge (item); 1598 drain_rod_charge (item);
1812 } 1599 }
1813} 1600}
1814 1601
1815/* Received a fire command for the player - go and do it. 1602/* Received a fire command for the player - go and do it.
1816 */ 1603 */
1817void 1604bool
1818fire (object *op, int dir) 1605fire (object *op, int dir)
1819{ 1606{
1820 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;
1821 1629
1822 /* check for loss of invisiblity/hide */ 1630 /* check for loss of invisiblity/hide */
1823 if (action_makes_visible (op)) 1631 if (action_makes_visible (op))
1824 make_visible (op); 1632 make_visible (op);
1825 1633
1826 switch (op->contr->shoottype) 1634 switch (ob->type)
1827 { 1635 {
1828 case range_none: 1636 case BOW:
1829 return;
1830
1831 case range_bow:
1832 player_fire_bow (op, dir); 1637 player_fire_bow (op, dir);
1833 return; 1638 break;
1834 1639
1835 case range_magic: /* Casting spells */ 1640 case SPELL:
1836 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);
1837 return; 1642 break;
1838 1643
1839 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:
1840 fire_misc_object (op, dir); 1653 fire_misc_object (op, dir);
1841 return; 1654 break;
1842
1843 case range_golem: /* Control summoned monsters from scrolls */
1844 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
1845 {
1846 op->contr->ranges[range_golem] = 0;
1847 op->contr->shoottype = range_none;
1848 }
1849 else
1850 control_golem (op->contr->ranges[range_golem], dir);
1851 return;
1852
1853 case range_skill:
1854 if (!op->chosen_skill)
1855 {
1856 if (op->type == PLAYER)
1857 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
1858 return;
1859 }
1860
1861 do_skill (op, op, op->chosen_skill, dir, NULL);
1862 return;
1863 case range_builder:
1864 apply_map_builder (op, dir);
1865 return;
1866 default:
1867 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
1868 return;
1869 } 1655 }
1870}
1871 1656
1872/* find_key 1657 return true;
1873 * We try to find a key for the door as passed. If we find a key 1658}
1874 * and successfully use it, we return the key, otherwise NULL 1659
1875 * This function merges both normal and locked door, since the logic 1660static object *
1876 * for both is the same - just the specific key is different.
1877 * pl is the player,
1878 * inv is the objects inventory to searched
1879 * door is the door we are trying to match against.
1880 * This function can be called recursively to search containers.
1881 */
1882object *
1883find_key (object *pl, object *container, object *door) 1661find_key_ (object *pl, object *container, object *door)
1884{ 1662{
1885 object *tmp, *key; 1663 object *tmp, *key;
1886 1664
1887 /* Should not happen, but sanity checking is never bad */ 1665 /* Should not happen, but sanity checking is never bad */
1888 if (!container->inv) 1666 if (!container->inv)
1891 /* 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 */
1892 for (tmp = container->inv; tmp; tmp = tmp->below) 1670 for (tmp = container->inv; tmp; tmp = tmp->below)
1893 { 1671 {
1894 if (door->type == DOOR && tmp->type == KEY) 1672 if (door->type == DOOR && tmp->type == KEY)
1895 break; 1673 break;
1674
1896 /* For sanity, we should really check door type, but other stuff 1675 /* For sanity, we should really check door type, but other stuff
1897 * (like containers) can be locked with special keys 1676 * (like containers) can be locked with special keys
1898 */ 1677 */
1899 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1678 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1900 break; 1679 break;
1906 * a key, return 1685 * a key, return
1907 */ 1686 */
1908 if (!tmp) 1687 if (!tmp)
1909 { 1688 {
1910 for (tmp = container->inv; tmp; tmp = tmp->below) 1689 for (tmp = container->inv; tmp; tmp = tmp->below)
1911 {
1912 /* No reason to search empty containers */ 1690 /* No reason to search empty containers */
1913 if (tmp->type == CONTAINER && tmp->inv) 1691 if (tmp->type == CONTAINER && tmp->inv)
1914 {
1915 if ((key = find_key (pl, tmp, door))) 1692 if ((key = find_key_ (pl, tmp, door)))
1916 return key; 1693 return key;
1917 }
1918 }
1919 1694
1920 if (!tmp) 1695 if (!tmp)
1921 return NULL; 1696 return 0;
1922 } 1697 }
1923 1698
1924 /* 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,
1925 * see if we actually want to use it 1700 * see if we actually want to use it
1926 */ 1701 */
1927 if (pl != container) 1702 if (pl != container)
1928 { 1703 {
1929 /* Only let players use keys in containers */ 1704 /* Only let players use keys in containers */
1930 if (!pl->contr) 1705 if (!pl->contr)
1931 return NULL; 1706 return 0;
1707
1932 /* cases where this fails: 1708 /* cases where this fails:
1933 * If we only search the player inventory, return now since we 1709 * If we only search the player inventory, return now since we
1934 * are not in the players inventory. 1710 * are not in the players inventory.
1935 * If the container is not active, return now since only active 1711 * If the container is not active, return now since only active
1936 * containers can be used. 1712 * containers can be used.
1940 * inv must have been an container and must have been active. 1716 * inv must have been an container and must have been active.
1941 * 1717 *
1942 * Change the color so that the message doesn't disappear with 1718 * Change the color so that the message doesn't disappear with
1943 * all the others. 1719 * all the others.
1944 */ 1720 */
1945 if (pl->contr->usekeys == key_inventory || 1721 if (pl->contr->usekeys == key_inventory
1946 !QUERY_FLAG (container, FLAG_APPLIED) || 1722 || !QUERY_FLAG (container, FLAG_APPLIED)
1947 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys")))) 1723 || (pl->contr->usekeys == keyrings && container->race != shstr_keys))
1948 { 1724 {
1949 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1725 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1950 "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));
1951 return NULL; 1727 return NULL;
1952 } 1728 }
1953 } 1729 }
1954 1730
1955 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);
1956} 1757}
1957 1758
1958/* moved door processing out of move_player_attack. 1759/* moved door processing out of move_player_attack.
1959 * returns 1 if player has opened the door with a key 1760 * returns 1 if player has opened the door with a key
1960 * such that the caller should not do anything more, 1761 * such that the caller should not do anything more,
1961 * 0 otherwise 1762 * 0 otherwise
1962 */ 1763 */
1963static int 1764static int
1964player_attack_door (object *op, object *door) 1765player_attack_door (object *op, object *door)
1965{ 1766{
1966 /* 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,
1967 * 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 -
1968 * otherwise, we fall through to the rest of the code. 1769 * otherwise, we fall through to the rest of the code.
1969 */ 1770 */
1970 object *key = find_key (op, op, door); 1771 object *key = find_key (op, op, door);
1971 1772
1972 /* IF we found a key, do some extra work */ 1773 /* If we found a key, do some extra work */
1973 if (key) 1774 if (key)
1974 { 1775 {
1975 object *container = key->env; 1776 object *container = key->env;
1976 1777
1977 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1978 if (action_makes_visible (op)) 1778 if (action_makes_visible (op))
1979 make_visible (op); 1779 make_visible (op);
1780
1980 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1781 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1981 spring_trap (door->inv, op); 1782 spring_trap (door->inv, op);
1982 1783
1983 if (door->type == DOOR) 1784 if (door->type == DOOR)
1984 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 */
1985 else if (door->type == LOCKED_DOOR) 1786 else if (door->type == LOCKED_DOOR)
1986 { 1787 {
1987 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);
1988 remove_door2 (door); /* remove door without violence ;-) */ 1789 remove_door2 (door); /* remove door without violence ;-) */
1989 } 1790 }
1990 1791
1991 /* Do this after we print the message */ 1792 /* Do this after we print the message */
1992 decrease_ob (key); /* Use up one of the keys */ 1793 key->decrease (); /* Use up one of the keys */
1993 /* Need to update the weight the container the key was in */
1994 if (container != op)
1995 esrv_update_item (UPD_WEIGHT, op, container);
1996 1794
1997 return 1; /* Nothing more to do below */ 1795 return 1; /* Nothing more to do below */
1998 } 1796 }
1999 else if (door->type == LOCKED_DOOR) 1797 else if (door->type == LOCKED_DOOR)
2000 { 1798 {
2001 /* Might as well return now - no other way to open this */ 1799 /* Might as well return now - no other way to open this */
2002 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...");
2003 return 1; 1801 return 1;
2004 } 1802 }
2005 1803
2006 return 0; 1804 return 0;
2007} 1805}
2010 * It should keep the code cleaner. 1808 * It should keep the code cleaner.
2011 * When this is called, the players direction has been updated 1809 * When this is called, the players direction has been updated
2012 * (taking into account confusion.) The player is also actually 1810 * (taking into account confusion.) The player is also actually
2013 * going to try and move (not fire weapons). 1811 * going to try and move (not fire weapons).
2014 */ 1812 */
2015void 1813bool
2016move_player_attack (object *op, int dir) 1814move_player_attack (object *op, int dir)
2017{ 1815{
2018 object *tmp, *mon; 1816 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2019 sint16 nx, ny; 1817 {
1818 --op->speed_left;
1819 return true;
1820 }
1821
2020 int on_battleground; 1822 int on_battleground;
2021 maptile *m;
2022 1823
2023 nx = freearr_x[dir] + op->x; 1824 sint16 nx = freearr_x[dir] + op->x;
2024 ny = freearr_y[dir] + op->y; 1825 sint16 ny = freearr_y[dir] + op->y;
2025 1826
2026 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;
2027 1831
2028 /* 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
2029 * 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
2030 * 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
2031 * player. This is a pretty nasty hack, because if we could 1835 * player. This is a pretty nasty hack, because if we could
2032 * 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
2033 * 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
2034 * 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
2035 * move_ob uses. 1839 * move_ob uses.
2036 */ 1840 */
2037 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;
2038 { 1856 }
2039 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;
2040 { 1869 }
2041 m = op->map->xy_find (nx, ny); 1870
2042 if (!m) 1871 /* The following deals with possibly attacking peaceful
2043 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;
2044 } 1904 }
2045 else 1905 else
2046 m = op->map;
2047
2048 if (!(tmp = m->at (nx, ny).bot))
2049 return; 1906 return false;
1907 }
2050 1908
2051 mon = 0;
2052 /* Go through all the objects, and find ones of interest. Only stop if
2053 * we find a monster - that is something we know we want to attack.
2054 * if its a door or barrel (can roll) see if there may be monsters
2055 * on the space
2056 */
2057 while (tmp)
2058 {
2059 if (tmp == op)
2060 {
2061 tmp = tmp->above;
2062 continue;
2063 }
2064
2065 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2066 {
2067 mon = tmp;
2068 break;
2069 }
2070
2071 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2072 mon = tmp;
2073
2074 tmp = tmp->above;
2075 }
2076
2077 if (!mon) /* This happens anytime the player tries to move */
2078 return; /* into a wall */
2079
2080 if (mon->head)
2081 mon = mon->head;
2082
2083 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2084 if (player_attack_door (op, mon))
2085 return;
2086
2087 /* The following deals with possibly attacking peaceful
2088 * or frienddly creatures. Basically, all players are considered
2089 * unaggressive. If the moving player has peaceful set, then the
2090 * object should be pushed instead of attacked. It is assumed that
2091 * if you are braced, you will not attack friends accidently,
2092 * and thus will not push them.
2093 */
2094
2095 /* If the creature is a pet, push it even if the player is not
2096 * peaceful. Our assumption is the creature is a pet if the
2097 * player owns it and it is either friendly or unagressive.
2098 */
2099 if ((op->type == PLAYER)
2100#if COZY_SERVER
2101 &&
2102 ((mon->owner && mon->owner->contr
2103 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op)
2104#else
2105 && mon->owner == op
2106#endif
2107 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2108 {
2109 /* If we're braced, we don't want to switch places with it */
2110 if (op->contr->braced)
2111 return;
2112
2113 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2114 (void) push_ob (mon, dir, op);
2115 if (op->contr->tmp_invis || op->hide)
2116 make_visible (op);
2117
2118 return;
2119 }
2120
2121 /* in certain circumstances, you shouldn't attack friendly 1909 /* in certain circumstances, you shouldn't attack friendly
2122 * creatures. Note that if you are braced, you can't push 1910 * creatures. Note that if you are braced, you can't push
2123 * 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
2124 * attack them either. 1912 * attack them either.
2125 */ 1913 */
2126 if ((mon->type == PLAYER || mon->enemy != op) && 1914 if ((mon->type == PLAYER || mon->enemy != op)
2127 (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))
2128#ifdef PROHIBIT_PLAYERKILL
2129 (op->contr->peaceful 1916 && ((op->contr->peaceful
2130 || (mon->type == PLAYER 1917 || (mon->type == PLAYER && mon->contr->peaceful))
2131 && mon->contr->
2132 peaceful)) &&
2133#else
2134 op->contr->peaceful &&
2135#endif
2136 !on_battleground)) 1918 && !on_battleground))
1919 {
1920 if (op->speed_left > 0.f)
2137 { 1921 {
1922 --op->speed_left;
1923
2138 if (!op->contr->braced) 1924 if (!op->contr->braced)
2139 { 1925 {
2140 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 1926 op->play_sound (sound_find ("push_player"));
2141 push_ob (mon, dir, op); 1927 push_ob (mon, dir, op);
2142 } 1928 }
2143 else 1929 else
2144 new_draw_info (0, 0, op, "You withhold your attack"); 1930 op->statusmsg ("You withhold your attack");
2145 1931
2146 if (op->contr->tmp_invis || op->hide) 1932 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
2147 make_visible (op); 1933 make_visible (op);
2148 }
2149 1934
1935 return true;
1936 }
1937 }
2150 /* If the object is a boulder or other rollable object, then 1938 /* If the object is a boulder or other rollable object, then
2151 * 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.
2152 */ 1940 */
2153 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)
2154 { 1944 {
1945 --op->speed_left;
1946
2155 recursive_roll (mon, dir, op); 1947 recursive_roll (mon, dir, op);
2156 if (action_makes_visible (op)) 1948 if (action_makes_visible (op))
2157 make_visible (op); 1949 make_visible (op);
2158 }
2159 1950
1951 return true;
1952 }
1953 }
2160 /* Any generic living creature. Including things like doors. 1954 /* Any generic living creature. Including things like doors.
2161 * 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
2162 * and be living. Then, it must be one of the following: 1956 * and be living. Then, it must be one of the following:
2163 * 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
2164 * 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.
2165 */ 1959 */
2166 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 1960 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2167 ((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)))
2168 { 1962 {
2169 1963 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2170 /* If the player hasn't hit something this tick, and does
2171 * so, give them speed boost based on weapon speed. Doing
2172 * it here is better than process_players2, which basically
2173 * incurred a 1 tick offset.
2174 */
2175 if (!op->contr->has_hit)
2176 { 1964 {
2177 op->speed_left += op->speed / op->contr->weapon_sp; 1965 --op->contr->weapon_sp_left;
2178
2179 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2180 }
2181 1966
2182 skill_attack (mon, op, 0, 0, 0); 1967 skill_attack (mon, op, 0, 0, 0);
2183
2184 /* If attacking another player, that player gets automatic
2185 * hitback, and doesn't loose luck either.
2186 * Disable hitback on the battleground or if the target is
2187 * the wiz.
2188 */
2189 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2190 {
2191 short luck = mon->stats.luck;
2192
2193 mon->contr->has_hit = 1;
2194 skill_attack (op, mon, 0, 0, 0);
2195 mon->stats.luck = luck;
2196 }
2197 1968
2198 if (action_makes_visible (op)) 1969 if (action_makes_visible (op))
2199 make_visible (op); 1970 make_visible (op);
2200 }
2201 } /* if player should attack something */
2202}
2203 1971
2204int 1972 return true;
1973 }
1974 }
1975
1976 return false;
1977}
1978
1979bool
2205move_player (object *op, int dir) 1980move_player (object *op, int dir)
2206{ 1981{
2207 int pick; 1982 int pick;
2208 1983
2209 if (!op->map || op->map->in_memory != MAP_IN_MEMORY) 1984 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2210 return 0; 1985 return 0;
2211 1986
2212 /* Sanity check: make sure dir is valid */ 1987 /* Sanity check: make sure dir is valid */
2213 if ((dir < 0) || (dir >= 9)) 1988 if ((dir < 0) || (dir >= 9))
2214 { 1989 {
2220 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 1995 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2221 dir = absdir (dir + rndm (3) + rndm (3) - 2); 1996 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2222 1997
2223 op->facing = dir; 1998 op->facing = dir;
2224 1999
2225 if (op->hide) 2000 if (op->flag [FLAG_HIDDEN])
2226 do_hidden_move (op); 2001 do_hidden_move (op);
2227 2002
2003 bool retval;
2004
2228 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2005 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2229 /*nop */ ; 2006 retval = RESULT_INT (0);
2230 else if (op->contr->fire_on) 2007 else if (op->contr->fire_on)
2231 fire (op, dir); 2008 retval = fire (op, dir);
2232 else 2009 else
2233 { 2010 {
2234 move_player_attack (op, dir); 2011 retval = move_player_attack (op, dir);
2235 pick = check_pick (op); 2012 pick = check_pick (op);
2236 } 2013 }
2237 2014
2238 /* 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
2239 * server can handle repeat firing. 2016 * server can handle repeat firing.
2246 /* Update how the player looks. Use the facing, so direction may 2023 /* Update how the player looks. Use the facing, so direction may
2247 * get reset to zero. This allows for full animation capabilities 2024 * get reset to zero. This allows for full animation capabilities
2248 * for players. 2025 * for players.
2249 */ 2026 */
2250 animate_object (op, op->facing); 2027 animate_object (op, op->facing);
2251 return 0; 2028
2029 return retval;
2252} 2030}
2253 2031
2254/* 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
2255 * new client/server stuff. 2033 * new client/server stuff.
2256 * 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
2257 * the new speed values for commands. 2035 * the new speed values for commands.
2258 * 2036 *
2259 * 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.
2260 */ 2040 */
2261int 2041bool
2262handle_newcs_player (object *op) 2042handle_newcs_player (object *op)
2263{ 2043{
2264 if (QUERY_FLAG (op, FLAG_SCARED)) 2044 if (QUERY_FLAG (op, FLAG_SCARED))
2265 { 2045 {
2266 flee_player (op); 2046 if (op->speed_left > 0.f)
2267 /* If player is still scared, that is his action for this tick */
2268 if (QUERY_FLAG (op, FLAG_SCARED))
2269 { 2047 {
2270 op->speed_left--; 2048 --op->speed_left;
2049 flee_player (op);
2050
2271 return 0; 2051 return true;
2272 } 2052 }
2053 else
2054 return false;
2273 } 2055 }
2274
2275 /* I've been seeing crashes where the golem has been destroyed, but
2276 * the player object still points to the defunct golem. The code that
2277 * destroys the golem looks correct, and it doesn't always happen, so
2278 * put this in a a workaround to clean up the golem pointer.
2279 */
2280 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2281 op->contr->ranges[range_golem] = 0;
2282 2056
2283 /* 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
2284 * the players time has been increased when doericserver has been 2058 * the players time has been increased when doericserver has been
2285 * called, so we recheck it here. 2059 * called, so we recheck it here.
2286 */ 2060 */
2287 if (op->contr->ns->handle_command ()) 2061 if (op->contr->ns->handle_command ())
2288 return 1; 2062 return true;
2289 2063
2290 if (op->speed_left > 0)
2291 {
2292 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2064 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2293 {
2294 /* All move commands take 1 tick, at least for now */
2295 op->speed_left--;
2296
2297 /* Instead of all the stuff below, let move_player take care
2298 * of it. Also, some of the skill stuff is only put in
2299 * there, as well as the confusion stuff.
2300 */
2301 move_player (op, op->direction); 2065 return move_player (op, op->direction);
2302 2066
2303 return op->speed_left > 0;
2304 }
2305 }
2306
2307 return 0; 2067 return false;
2308} 2068}
2309 2069
2310int 2070int
2311save_life (object *op) 2071save_life (object *op)
2312{ 2072{
2314 return 0; 2074 return 0;
2315 2075
2316 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2076 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2317 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2077 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2318 { 2078 {
2319 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2079 op->play_sound (sound_find ("ob_evaporate"));
2320 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));
2321
2322 if (op->contr)
2323 esrv_del_item (op->contr, tmp->count);
2324 2081
2325 tmp->destroy (); 2082 tmp->destroy ();
2326 CLEAR_FLAG (op, FLAG_LIFESAVE); 2083 CLEAR_FLAG (op, FLAG_LIFESAVE);
2327 2084
2328 if (op->stats.hp < 0) 2085 if (op->stats.hp < 0)
2341 return 0; 2098 return 0;
2342} 2099}
2343 2100
2344/* 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
2345 * 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
2346 * 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
2347 * from. 2104 * from.
2348 */ 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
2349void 2122void
2350remove_unpaid_objects (object *op, object *env) 2123object::drop_unpaid_items ()
2351{ 2124{
2352 while (op) 2125 if (!flag [FLAG_REMOVED])
2353 { 2126 ::drop_unpaid_items (inv, this);
2354 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2355
2356 if (QUERY_FLAG (op, FLAG_UNPAID))
2357 {
2358 if (env->type == PLAYER)
2359 esrv_del_item (env->contr, op->count);
2360
2361 op->insert_at (env);
2362 }
2363 else if (op->inv)
2364 remove_unpaid_objects (op->inv, env);
2365
2366 op = next;
2367 }
2368} 2127}
2369 2128
2370/* 2129/*
2371 * Returns pointer a static string containing gravestone text 2130 * Returns pointer a static string containing gravestone text
2372 * Moved from apply.c to player.c - player.c is what 2131 * Moved from apply.c to player.c - player.c is what
2373 * actually uses this function. player.c may not be quite the 2132 * actually uses this function. player.c may not be quite the
2374 * best, a misc file for object actions is probably better, 2133 * best, a misc file for object actions is probably better,
2375 * but there isn't one in the server directory. 2134 * but there isn't one in the server directory.
2376 */ 2135 */
2377char * 2136const char *
2378gravestone_text (object *op) 2137gravestone_text (object *op)
2379{ 2138{
2380 static char buf2[MAX_BUF]; 2139 static dynbuf_text buf;
2381 char buf[MAX_BUF];
2382 time_t now = time (NULL);
2383 2140
2384 strcpy (buf2, " R.I.P.\n\n"); 2141 buf << "---- R.I.P. ----\n\n"
2142 << op->name;
2143
2385 if (op->type == PLAYER) 2144 if (op->type == PLAYER)
2386 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2145 buf << " the " << op->contr->title;
2387 else
2388 sprintf (buf, "%s\n", &op->name);
2389 2146
2390 strncat (buf2, " ", 20 - strlen (buf) / 2); 2147 buf << "\n\n";
2391 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
2392 if (op->type == PLAYER) 2153 if (op->type == PLAYER)
2393 sprintf (buf, "who was in level %d when killed\n", op->level); 2154 buf << "by " << op->contr->killer_name () << ".\n\n";
2394 else
2395 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2396 2155
2397 strncat (buf2, " ", 20 - strlen (buf) / 2);
2398 strcat (buf2, buf);
2399 if (op->type == PLAYER)
2400 { 2156 {
2401 sprintf (buf, "by %s.\n\n", op->contr->killer); 2157 static char buf2[128];
2402 strncat (buf2, " ", 21 - strlen (buf) / 2); 2158 time_t now = time (NULL);
2403 strcat (buf2, buf);
2404 }
2405
2406 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2159 strftime (buf2, 128, "%b %d %Y\n\n", localtime (&now));
2407 strncat (buf2, " ", 20 - strlen (buf) / 2); 2160 buf << buf2;
2408 strcat (buf2, buf); 2161 }
2409 2162
2410 return buf2; 2163 return buf;
2411} 2164}
2412 2165
2413void 2166void
2414do_some_living (object *op) 2167do_some_living (object *op)
2415{ 2168{
2441 make_visible (op); 2194 make_visible (op);
2442 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out."); 2195 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2443 } 2196 }
2444 } 2197 }
2445 2198
2446 if (op->contr->outputs_sync)
2447 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2448 if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2449 flush_output_element (op, &op->contr->outputs[i]);
2450
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
2454 hp/grace/spellpoint regeneration. */ 2202 hp/grace/spellpoint regeneration. */
2455 if (op->contr->gen_hp >= 0) 2203 if (op->contr->gen_hp >= 0)
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 has any unpaid items. If so, remove them 2657 * Check to see if the player has any unpaid items. If so, remove them
2916 * and put them back in the map. 2658 * and put them back in the map.
2917 */ 2659 */
2918 remove_unpaid_objects (op->inv, op); 2660 op->drop_unpaid_items ();
2919 2661
2920 /****************************************/ 2662 /****************************************/
2921 /* */ 2663 /* */
2922 /* Move player to his current respawn- */ 2664 /* Move player to his current respawn- */
2923 /* position (usually last savebed) */ 2665 /* position (usually last savebed) */
2943 object *force; 2685 object *force;
2944 int at; 2686 int at;
2945 2687
2946 force = get_archetype (FORCE_NAME); 2688 force = get_archetype (FORCE_NAME);
2947 /* 50 ticks should be enough time for the spell to abate */ 2689 /* 50 ticks should be enough time for the spell to abate */
2948 force->speed = 0.1; 2690 force->speed = 0.1f;
2949 force->speed_left = -5.0; 2691 force->speed_left = -5.f;
2950 SET_FLAG (force, FLAG_APPLIED); 2692 SET_FLAG (force, FLAG_APPLIED);
2951 for (at = 0; at < NROFATTACKS; at++) 2693 for (at = 0; at < NROFATTACKS; at++)
2952 if (will_kill_again & (1 << at)) 2694 if (will_kill_again & (1 << at))
2953 force->resist[at] = 100; 2695 force->resist[at] = 100;
2954 2696
2955 insert_ob_in_ob (force, op); 2697 insert_ob_in_ob (force, op);
2956 op->update_stats (); 2698 op->update_stats ();
2957
2958 } 2699 }
2959 2700
2960 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2701 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2961} 2702}
2962 2703
2963void 2704void
2964loot_object (object *op) 2705loot_object (object *op)
2965{ /* Grab and destroy some treasure */ 2706{ /* Grab and destroy some treasure */
2982 2723
2983 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))))
2984 { 2725 {
2985 if (tmp->nrof > 1) 2726 if (tmp->nrof > 1)
2986 { 2727 {
2987 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2728 tmp->decrease (rndm (1, tmp->nrof - 1));
2988 tmp2->destroy ();
2989 insert_ob_in_map (tmp, op->map, NULL, 0); 2729 insert_ob_in_map (tmp, op->map, NULL, 0);
2990 } 2730 }
2991 else 2731 else
2992 tmp->destroy (); 2732 tmp->destroy ();
2993 } 2733 }
3004void 2744void
3005fix_weight (void) 2745fix_weight (void)
3006{ 2746{
3007 for_all_players (pl) 2747 for_all_players (pl)
3008 { 2748 {
3009 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2749 sint32 old = pl->ob->carrying;
3010 2750
3011 if (old == sum) 2751 pl->ob->update_weight ();
3012 continue; 2752
2753 if (old != pl->ob->carrying)
2754 {
3013 pl->ob->update_stats (); 2755 pl->ob->update_stats ();
3014 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 }
3015 } 2758 }
3016} 2759}
3017 2760
3018void 2761void
3019fix_luck (void) 2762fix_luck (void)
3061} 2804}
3062 2805
3063void 2806void
3064make_visible (object *op) 2807make_visible (object *op)
3065{ 2808{
3066 op->hide = 0; 2809 op->flag [FLAG_HIDDEN] = 0;
3067 op->invisible = 0; 2810 op->invisible = 0;
2811
3068 if (op->type == PLAYER) 2812 if (op->type == PLAYER)
3069 { 2813 {
3070 op->contr->tmp_invis = 0; 2814 op->contr->tmp_invis = 0;
3071 op->contr->invis_race = 0; 2815 op->contr->invis_race = 0;
3072 } 2816 }
3075} 2819}
3076 2820
3077int 2821int
3078is_true_undead (object *op) 2822is_true_undead (object *op)
3079{ 2823{
3080 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 2824 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3081 return 1; 2825 return 1;
3082 2826
3083 return 0; 2827 return 0;
3084} 2828}
3085 2829
3086/* look at the surrounding terrain to determine 2830/* look at the surrounding terrain to determine
3087 * the hideability of this object. Positive levels 2831 * the hideability of this object. Positive levels
3088 * indicate greater hideability. 2832 * indicate greater hideability.
3089 */ 2833 */
3090
3091int 2834int
3092hideability (object *ob) 2835hideability (object *ob)
3093{ 2836{
3094 int i, level = 0, mflag; 2837 int i, level = 0, mflag;
3095 sint16 x, y; 2838 sint16 x, y;
3096 2839
3097 if (!ob || !ob->map) 2840 if (!ob || !ob->map)
3098 return 0; 2841 return 0;
3099 2842
3100 /* so, on normal lighted maps, its hard to hide */ 2843 /* so, on normal lighted maps, its hard to hide */
3101 level = ob->map->darkness - 2; 2844 level = ob->map->darklevel () - 2;
3102 2845
3103 /* this also picks up whether the object is glowing. 2846 /* this also picks up whether the object is glowing.
3104 * 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
3105 * as bad as carrying a light on a pitch dark map */ 2848 * as bad as carrying a light on a pitch dark map */
3106 if (has_carried_lights (ob)) 2849 if (ob->has_carried_lights ())
3107 level = -(10 + (2 * ob->map->darkness)); 2850 level = -(10 + (2 * ob->map->darklevel ()));
3108 2851
3109 /* scan through all nearby squares for terrain to hide in */ 2852 /* scan through all nearby squares for terrain to hide in */
3110 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])
3111 { 2856 {
3112 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); 2857 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3113 if (mflag & P_OUT_OF_MAP) 2858 if (mflag & P_OUT_OF_MAP)
3114 {
3115 continue; 2859 continue;
3116 } 2860
3117 if (mflag & P_BLOCKSVIEW) /* something to hide near! */ 2861 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3118 level += 2; 2862 level += 2;
3119 else /* open terrain! */ 2863 else /* open terrain! */
3120 level -= 1; 2864 level -= 1;
3121 } 2865 }
3129/* For Hidden creatures - a chance of becoming 'unhidden' 2873/* For Hidden creatures - a chance of becoming 'unhidden'
3130 * every time they move - as we subtract off 'invisibility' 2874 * every time they move - as we subtract off 'invisibility'
3131 * AND, for players, if they move into a ridiculously unhideable 2875 * AND, for players, if they move into a ridiculously unhideable
3132 * spot (surrounded by clear terrain in broad daylight). -b.t. 2876 * spot (surrounded by clear terrain in broad daylight). -b.t.
3133 */ 2877 */
3134
3135void 2878void
3136do_hidden_move (object *op) 2879do_hidden_move (object *op)
3137{ 2880{
3138 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 2881 int hide = 0;
3139 object *skop;
3140 2882
3141 if (!op || !op->map) 2883 if (!op || !op->map)
3142 return; 2884 return;
3143 2885
3144 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);
3145 2888
3146 /* 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! */
3147 if (op->type == PLAYER && op->contr->run_on) 2890 if (op->type == PLAYER && op->contr->run_on)
3148 if (!skop || num >= skop->level) 2891 if (!skop || num >= skop->level)
3149 { 2892 {
3159 num -= hide; 2902 num -= hide;
3160 2903
3161 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 2904 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3162 { 2905 {
3163 make_visible (op); 2906 make_visible (op);
2907
3164 if (op->type == PLAYER) 2908 if (op->type == PLAYER)
3165 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!");
3166 } 2910 }
3167 else if (op->type == PLAYER && skop) 2911 else if (op->type == PLAYER && skop)
3168 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);
3221 * object op. This function works fine for monsters, 2965 * object op. This function works fine for monsters,
3222 * 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
3223 * a pile (say a coin under a table would return "viewable" 2967 * a pile (say a coin under a table would return "viewable"
3224 * by this routine). Another question, should we be 2968 * by this routine). Another question, should we be
3225 * concerned with the direction the player is looking 2969 * concerned with the direction the player is looking
3226 * in? Realistically, most of use cant see stuff behind 2970 * in? Realistically, most of us can't see stuff behind
3227 * our backs...on the other hand, does the "facing" direction 2971 * our backs...on the other hand, does the "facing" direction
3228 * imply the way your head, or body is facing? Its possible 2972 * imply the way your head, or body is facing? It's possible
3229 * 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.
3230 * -b.t. 2974 * -b.t.
3231 * This function is now map tiling safe. 2975 * This function is now map tiling safe.
3232 */ 2976 */
3233
3234int 2977int
3235player_can_view (object *pl, object *op) 2978player_can_view (object *pl, object *op)
3236{ 2979{
3237 rv_vector rv; 2980 rv_vector rv;
3238 int dx, dy; 2981 int dx, dy;
3250 2993
3251 get_rangevector (pl, op, &rv, 0x1); 2994 get_rangevector (pl, op, &rv, 0x1);
3252 2995
3253 /* starting with the 'head' part, lets loop 2996 /* starting with the 'head' part, lets loop
3254 * through the object and find if it has any 2997 * through the object and find if it has any
3255 * part that is in the los array but isnt on 2998 * part that is in the los array but isn't on
3256 * a blocked los square. 2999 * a blocked los square.
3257 * we use the archetype to figure out offsets. 3000 * we use the archetype to figure out offsets.
3258 */ 3001 */
3259 while (op) 3002 while (op)
3260 { 3003 {
3261 dx = rv.distance_x + op->arch->clone.x; 3004 dx = rv.distance_x + op->arch->x;
3262 dy = rv.distance_y + op->arch->clone.y; 3005 dy = rv.distance_y + op->arch->y;
3263 3006
3264 /* only the viewable area the player sees is updated by LOS 3007 if (pl->contr->blocked_los (dx, dy) != LOS_BLOCKED)
3265 * code, so we need to restrict ourselves to that range of values
3266 * for any meaningful values.
3267 */
3268 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3269 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3270 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3271 return 1; 3008 return 1;
3009
3272 op = op->more; 3010 op = op->more;
3273 } 3011 }
3012
3274 return 0; 3013 return 0;
3275} 3014}
3276 3015
3277/* routine for both players and monsters. We call this when 3016/* routine for both players and monsters. We call this when
3278 * there is a possibility for our action distrubing our hiding 3017 * there is a possibility for our action distrubing our hiding
3279 * place or invisiblity spell. Artefact invisiblity is not 3018 * place or invisiblity spell. Artefact invisiblity causes
3280 * effected by this. If we arent invisible to begin with, we 3019 * "noise" instead. If we arent invisible to begin with, we
3281 * return 0. 3020 * return 0.
3282 */ 3021 */
3283int 3022int
3284action_makes_visible (object *op) 3023action_makes_visible (object *op)
3285{ 3024{
3286
3287 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) 3025 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3288 { 3026 {
3289 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
3290 return 0; 3034 return 0;
3035 }
3291 3036
3292 if (op->contr && op->contr->tmp_invis == 0) 3037 if (op->contr && op->contr->tmp_invis == 0)
3293 return 0; 3038 return 0;
3294 3039
3295 /* If monsters, they should become visible */ 3040 /* If monsters, they should become visible */
3296 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))
3297 { 3042 {
3298 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");
3299 return 1; 3044 return 1;
3300 } 3045 }
3301 } 3046 }
3047
3302 return 0; 3048 return 0;
3303} 3049}
3304 3050
3305/* op_on_battleground - checks if the given object op (usually 3051/* op_on_battleground - checks if the given object op (usually
3306 * a player) is standing on a valid battleground-tile, 3052 * a player) is standing on a valid battleground-tile,
3311 * 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
3312 */ 3058 */
3313int 3059int
3314op_on_battleground (object *op, int *x, int *y) 3060op_on_battleground (object *op, int *x, int *y)
3315{ 3061{
3316 object *tmp;
3317
3318 /* A battleground-tile needs the following attributes to be valid: 3062 /* A battleground-tile needs the following attributes to be valid:
3319 * 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),
3320 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3064 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3321 * and the exit-coordinates sp/hp must both be > 0. 3065 * and the exit-coordinates sp/hp must both be > 0.
3322 * => The intention here is to prevent abuse of the battleground- 3066 * => The intention here is to prevent abuse of the battleground-
3323 * feature (like pickable or hidden battleground tiles). */ 3067 * feature (like pickable or hidden battleground tiles). */
3324 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3068 for (object *tmp = op->below; tmp; tmp = tmp->below)
3325 { 3069 {
3326 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3070 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3327 { 3071 {
3328 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3072 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3329 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))
3330 { 3076 {
3331 /*before we assign the exit, check if this is a teambattle */ 3077 /* before we assign the exit, check if this is a teambattle */
3332 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))
3333 { 3079 {
3334 object *invtmp;
3335
3336 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below) 3080 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3337 { 3081 {
3338 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying)) 3082 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3339 { 3083 {
3340 if (x != NULL && y != NULL) 3084 if (x && y)
3341 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3085 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3086
3342 return 1; 3087 return 1;
3343 } 3088 }
3344 } 3089 }
3345 } 3090 }
3091
3346 if (x != NULL && y != NULL) 3092 if (x && y)
3347 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3093 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3094
3348 return 1; 3095 return 1;
3349 } 3096 }
3350 } 3097 }
3351 } 3098 }
3099
3352 /* If we got here, did not find a battleground */ 3100 /* If we got here, did not find a battleground */
3353 return 0; 3101 return 0;
3354} 3102}
3355 3103
3356/* 3104/*
3372 char buf[MAX_BUF]; /* tmp. string buffer */ 3120 char buf[MAX_BUF]; /* tmp. string buffer */
3373 int i = 0, j = 0; 3121 int i = 0, j = 0;
3374 3122
3375 /* get the appropriate treasurelist */ 3123 /* get the appropriate treasurelist */
3376 if (atnr == ATNR_FIRE) 3124 if (atnr == ATNR_FIRE)
3377 trlist = treasurelist::find ("dragon_ability_fire"); 3125 trlist = treasurelist::find (shstr_dragon_ability_fire);
3378 else if (atnr == ATNR_COLD) 3126 else if (atnr == ATNR_COLD)
3379 trlist = treasurelist::find ("dragon_ability_cold"); 3127 trlist = treasurelist::find (shstr_dragon_ability_cold);
3380 else if (atnr == ATNR_ELECTRICITY) 3128 else if (atnr == ATNR_ELECTRICITY)
3381 trlist = treasurelist::find ("dragon_ability_elec"); 3129 trlist = treasurelist::find (shstr_dragon_ability_elec);
3382 else if (atnr == ATNR_POISON) 3130 else if (atnr == ATNR_POISON)
3383 trlist = treasurelist::find ("dragon_ability_poison"); 3131 trlist = treasurelist::find (shstr_dragon_ability_poison);
3384 3132
3385 if (trlist == NULL || who->type != PLAYER) 3133 if (trlist == NULL || who->type != PLAYER)
3386 return; 3134 return;
3387 3135
3388 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++);
3392 /* 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]); */
3393 return; 3141 return;
3394 } 3142 }
3395 3143
3396 /* everything seems okay - now bring on the gift: */ 3144 /* everything seems okay - now bring on the gift: */
3397 item = &(tr->item->clone); 3145 item = tr->item;
3398 3146
3399 if (item->type == SPELL) 3147 if (item->type == SPELL)
3400 { 3148 {
3401 if (check_spell_known (who, item->name)) 3149 if (check_spell_known (who, item->name))
3402 return; 3150 return;
3461 { 3209 {
3462 /* forces in the treasurelist can alter the player's stats */ 3210 /* forces in the treasurelist can alter the player's stats */
3463 object *skin; 3211 object *skin;
3464 3212
3465 /* first get the dragon skin force */ 3213 /* first get the dragon skin force */
3466 shstr_cmp dragon_skin_force ("dragon_skin_force");
3467 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)
3468 ; 3215 ;
3469 3216
3470 if (!skin) 3217 if (!skin)
3471 return; 3218 return;
3472 3219
3507 else 3254 else
3508 { 3255 {
3509 /* generate misc. treasure */ 3256 /* generate misc. treasure */
3510 tmp = arch_to_object (tr->item); 3257 tmp = arch_to_object (tr->item);
3511 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));
3512 tmp = insert_ob_in_ob (tmp, who); 3259 who->insert (tmp);
3513 if (who->type == PLAYER)
3514 esrv_send_item (who, tmp);
3515 } 3260 }
3516} 3261}
3517 3262
3518/** 3263/**
3519 * 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
3520 * not readied. 3265 * not readied.
3521 */ 3266 */
3522void 3267void
3523player_unready_range_ob (player *pl, object *ob) 3268player_unready_range_ob (player *pl, object *ob)
3524{ 3269{
3525 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
3526 if (pl->ranges[i] == ob) 3276 if (pl->ranged_ob == ob)
3527 {
3528 pl->ranges[i] = 0; 3277 pl->ranged_ob = 0;
3529 if (pl->shoottype == i)
3530 pl->shoottype = range_none;
3531 }
3532} 3278}
3533 3279
3534sint8 3280sint8
3535player::visibility_at (maptile *map, int x, int y) const 3281player::darkness_at (maptile *map, int x, int y) const
3536{ 3282{
3537 if (!ns) 3283 if (!ns)
3538 return 0; 3284 return LOS_BLOCKED;
3539 3285
3540 int dx, dy; 3286 int dx, dy;
3541 if (!adjacent_map (map, ns->current_map, &dx, &dy)) 3287 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3542 return 0; 3288 return LOS_BLOCKED;
3543 3289
3544 x += dx - ns->current_x + ns->mapx / 2; 3290 x += dx - ns->current_x;
3545 y += dy - ns->current_y + ns->mapy / 2; 3291 y += dy - ns->current_y;
3546 3292
3547 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3548 return 0;
3549
3550 return 100 - blocked_los [x][y]; 3293 return blocked_los (x, y);
3551} 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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