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Comparing deliantra/server/server/player.C (file contents):
Revision 1.113 by root, Tue Apr 24 12:32:16 2007 UTC vs.
Revision 1.250 by root, Sat Dec 12 03:17:21 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//+GPL
26
25#include <global.h> 27#include <global.h>
26#include <pwd.h>
27#include <sproto.h> 28#include <sproto.h>
28#include <sounds.h> 29#include <sounds.h>
29#include <living.h> 30#include <living.h>
30#include <object.h> 31#include <object.h>
31#include <spells.h> 32#include <spells.h>
34#include <algorithm> 35#include <algorithm>
35#include <functional> 36#include <functional>
36 37
37playervec players; 38playervec players;
38 39
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. */ 40/* This loads the first map an puts the player on it. */
154static void 41static void
155set_first_map (object *op) 42set_first_map (object *op)
156{ 43{
157 op->contr->maplevel = first_map_path; 44 op->contr->maplevel = first_map_path;
158 op->x = -1; 45 op->x = -1;
159 op->y = -1; 46 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} 47}
174 48
175void 49void
176player::activate () 50player::activate ()
177{ 51{
182 ob->remove (); 56 ob->remove ();
183 ob->map = 0; 57 ob->map = 0;
184 ob->activate_recursive (); 58 ob->activate_recursive ();
185 CLEAR_FLAG (ob, FLAG_FRIENDLY); 59 CLEAR_FLAG (ob, FLAG_FRIENDLY);
186 add_friendly_object (ob); 60 add_friendly_object (ob);
187 enter_map ();
188} 61}
189 62
190void 63void
191player::deactivate () 64player::deactivate ()
192{ 65{
199 72
200 if (ob->map) 73 if (ob->map)
201 maplevel = ob->map->path; 74 maplevel = ob->map->path;
202 75
203 ob->remove (); 76 ob->remove ();
77 ob->enemy = 0; // sometimes keeps an extra refcount on itself
204 ob->map = 0; 78 ob->map = 0;
205 party = 0; 79 party = 0;
206 80
207 // for weird reasons, this is often "ob", keeping a circular reference 81 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
208 ranges [range_skill] = 0;
209 82
210 players.erase (this); 83 players.erase (this);
211} 84}
212 85
213// connect the player with a specific client 86// connect the player with a specific client
214// also changed, rationalises, and fixes some incorrect settings 87// also changes, rationalises, and fixes some incorrect settings
215void 88void
216player::connect (client *ns) 89player::connect (client *ns)
217{ 90{
218 this->ns = ns; 91 this->ns = ns;
219 ns->pl = this; 92 ns->pl = this;
223 ob->close_container (); //TODO: client-specific 96 ob->close_container (); //TODO: client-specific
224 97
225 ns->update_look = 0; 98 ns->update_look = 0;
226 ns->look_position = 0; 99 ns->look_position = 0;
227 100
228 clear_los (ob); 101 clear_los ();
229 102
230 ns->reset_stats (); 103 ns->reset_stats ();
231 104
232 /* make sure he's a player -- needed because of class change. */ 105 /* make sure he's a player -- needed because of class change. */
233 ob->type = PLAYER; // we are paranoid 106 ob->type = PLAYER; // we are paranoid
234 ob->race = ob->arch->clone.race; 107 ob->race = ob->arch->race;
235 108
236 if (!legal_range (ob, shoottype)) 109 ob->update_weight ();
237 shoottype = range_none;
238
239 ob->carrying = sum_weight (ob);
240 link_player_skills (ob); 110 link_skills ();
241 111
242 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
243
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 ob->flag [FLAG_READY_WEAPON] = false;
140 ob->flag [FLAG_READY_SKILL] = false;
141 ob->flag [FLAG_READY_BOW] = false;
275 142
276 send_rules (ob); 143 for (object *op = ob->inv; op; op = op->below)
277 send_news (ob); 144 if (op->flag [FLAG_APPLIED])
278 display_motd (ob); 145 switch (op->type)
146 {
147 case SKILL:
148 op->flag [FLAG_APPLIED] = false;
149 break;
150
151 case WAND:
152 case ROD:
153 case HORN:
154 case BOW:
155 ranged_ob = op;
156 break;
157
158 case WEAPON:
159 combat_ob = op;
160 break;
161 }
162
163 ob->current_weapon = 0;
164 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
165 activate (); // change_weapon also activates, but this doesn't hurt
279 166
280 INVOKE_PLAYER (CONNECT, this); 167 INVOKE_PLAYER (CONNECT, this);
281 INVOKE_PLAYER (LOGIN, this); 168 INVOKE_PLAYER (LOGIN, this);
282} 169}
283 170
284void 171void
285player::disconnect () 172player::disconnect ()
286{ 173{
174 if (ob)
175 {
176 ob->close_container (); //TODO: client-specific
177 ob->drop_unpaid_items ();
178 }
179
287 if (ns) 180 if (ns)
288 { 181 {
289 if (active) 182 if (active)
290 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0)); 183 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
291 184
292 INVOKE_PLAYER (DISCONNECT, this); 185 INVOKE_PLAYER (DISCONNECT, this);
293 186
294 ns->reset_stats (); 187 ns->reset_stats ();
295 ns->pl = 0; 188 ns->pl = 0;
296 this->ns = 0; 189 ns = 0;
297 } 190 }
298 191
299 if (ob) 192 // this is important for the player scheduler to get the correct refcount
300 ob->close_container (); //TODO: client-specific 193 // when ns = 0
194 observe = viewpoint = ob;
301 195
302 deactivate (); 196 deactivate ();
303} 197}
198
199//-GPL
304 200
305// the need for this function can be explained 201// the need for this function can be explained
306// by load_object not returning the object 202// by load_object not returning the object
307void 203void
308player::set_object (object *op) 204player::set_object (object *op)
309{ 205{
310 ob = op; 206 ob = observe = viewpoint = op;
311 ob->contr = this; /* this aren't yet in archetype */ 207 ob->contr = this; /* this aren't yet in archetype */
312 208
313 ob->speed_left = 0.5;
314 ob->speed = 1.0; 209 ob->speed = 1.0f;
210 ob->speed_left = 0.5f;
211
315 ob->direction = 5; /* So player faces south */ 212 ob->direction = 5; /* So player faces south */
316} 213}
214
215void
216player::set_observe (object *op)
217{
218 observe = viewpoint = op ? op : ob;
219 do_los = 1;
220}
221
222void
223player::set_viewpoint (object *op)
224{
225 viewpoint = op ? op : (object *)observe;
226 do_los = 1;
227}
228
229//+GPL
317 230
318player::player () 231player::player ()
319{ 232{
320 /* There are some elements we want initialised to non zero value - 233 /* There are some elements we want initialised to non zero value -
321 * we deal with that below this point. 234 * we deal with that below this point.
322 */ 235 */
323 outputs_sync = 6; /* Every 2 seconds */ 236 outputs_sync = 4;
324 outputs_count = 10; /* Keeps present behaviour */ 237 outputs_count = 4;
325 unapply = unapply_nochoice; 238 unapply = unapply_nochoice;
326 239
327 savebed_map = first_map_path; /* Init. respawn position */ 240 savebed_map = first_map_path; /* Init. respawn position */
328 241
329 gen_sp_armour = 10; 242 gen_sp_armour = 10;
330 shoottype = range_none;
331 bowtype = bow_normal; 243 bowtype = bow_normal;
332 petmode = pet_normal; 244 petmode = pet_normal;
333 listening = 10;
334 usekeys = containers; 245 usekeys = containers;
335 peaceful = 1; /* default peaceful */ 246 peaceful = 1; /* default peaceful */
336 do_los = 1; 247 do_los = 1;
248
249 weapon_sp = 1.0f;
250 weapon_sp_left = 0.5f;
337} 251}
338 252
339void 253void
340player::do_destroy () 254player::do_destroy ()
341{ 255{
346 if (ob) 260 if (ob)
347 { 261 {
348 ob->destroy_inv (false); 262 ob->destroy_inv (false);
349 ob->destroy (); 263 ob->destroy ();
350 } 264 }
265
266 ob = observe = viewpoint = 0;
351} 267}
352 268
353player::~player () 269player::~player ()
354{ 270{
355 /* Clear item stack */ 271 /* Clear item stack */
356 free (stack_items); 272 free (stack_items);
273}
274
275/*
276 * get_player_archetype() return next player archetype from archetype
277 * list. Not very efficient routine, but used only creating new players.
278 * Note: there MUST be at least one player archetype!
279 */
280static archetype *
281get_player_archetype (archetype *at)
282{
283 // archetypes could have been reloaded
284 archetype *nat = at ? archetype::find (at->archname) : archetypes [0];
285
286 if (!nat)
287 return at;
288
289 archvec::iterator i = archetypes.find (nat);
290
291 for (;;)
292 {
293 if (++i == archetypes.end ())
294 i = archetypes.begin ();
295 else if (*i == at)
296 cleanup ("not a single player archetype found");
297
298 if ((*i)->type == PLAYER)
299 return *i;
300 }
357} 301}
358 302
359/* Tries to add player on the connection passed in ns. 303/* Tries to add player on the connection passed in ns.
360 * All we can really get in this is some settings like host and display 304 * All we can really get in this is some settings like host and display
361 * mode. 305 * mode.
363player * 307player *
364player::create () 308player::create ()
365{ 309{
366 player *pl = new player; 310 player *pl = new player;
367 311
368 pl->set_object (arch_to_object (get_player_archetype (0))); 312 pl->set_object (get_player_archetype (0)->instance ());
369 313
370 pl->ob->roll_stats (); 314 pl->ob->roll_stats ();
371 pl->ob->stats.wc = 2; 315 pl->ob->stats.wc = 2;
372 pl->ob->run_away = 25; /* Then we panick... */ 316 pl->ob->run_away = 25; /* Then we panick... */
373 317
374 set_first_map (pl->ob); 318 set_first_map (pl->ob);
375 319
376 return pl; 320 return pl;
377}
378
379/*
380 * get_player_archetype() return next player archetype from archetype
381 * list. Not very efficient routine, but used only creating new players.
382 * Note: there MUST be at least one player archetype!
383 */
384archetype *
385get_player_archetype (archetype *at)
386{
387 archetype *start = at;
388
389 for (;;)
390 {
391 if (at == NULL || at->next == NULL)
392 at = first_archetype;
393 else
394 at = at->next;
395
396 if (at->clone.type == PLAYER)
397 return at;
398
399 if (at == start)
400 {
401 LOG (llevError, "No Player archetypes\n");
402 exit (-1);
403 }
404 }
405} 321}
406 322
407object * 323object *
408get_nearest_player (object *mon) 324get_nearest_player (object *mon)
409{ 325{
412 unsigned lastdist; 328 unsigned lastdist;
413 rv_vector rv; 329 rv_vector rv;
414 330
415 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next) 331 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
416 { 332 {
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)) 333 if (!can_detect_enemy (mon, ol->ob, &rv))
445 continue; 334 continue;
446 335
447 if (lastdist > rv.distance) 336 if (lastdist > rv.distance)
448 { 337 {
643 532
644 return firstdir; 533 return firstdir;
645} 534}
646 535
647void 536void
648give_initial_items (object *pl, treasurelist * items) 537give_initial_items (object *pl, treasurelist *items)
649{ 538{
650 object *op, *next = NULL;
651
652 if (pl->randomitems != NULL) 539 if (pl->randomitems)
653 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); 540 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
654 541
655 for (op = pl->inv; op; op = next) 542 for (object *next, *op = pl->inv; op; op = next)
656 { 543 {
657 next = op->below; 544 next = op->below;
658 545
659 /* Forces get applied per default, unless they have the 546 /* Forces get applied per default, unless they have the
660 * flag "neutral" set. Sorry but I can't think of a better way 547 * flag "neutral" set. Sorry but I can't think of a better way
665 /* we never give weapons/armour if these cannot be used 552 /* we never give weapons/armour if these cannot be used
666 * by this player due to race restrictions 553 * by this player due to race restrictions
667 */ 554 */
668 if (pl->type == PLAYER) 555 if (pl->type == PLAYER)
669 { 556 {
670 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) && 557 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR)
558 &&
671 (op->type == ARMOUR || op->type == BOOTS || 559 (op->type == ARMOUR || op->type == BOOTS
672 op->type == CLOAK || op->type == HELMET || 560 || op->type == CLOAK || op->type == HELMET
673 op->type == SHIELD || op->type == GLOVES || 561 || op->type == SHIELD || op->type == GLOVES
562 || op->type == BRACERS || op->type == GIRDLE))
674 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) 563 || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
675 { 564 {
676 op->destroy (); 565 op->destroy ();
677 continue; 566 continue;
678 } 567 }
679 } 568 }
680 569
681 /* This really needs to be better - we should really give 570 /* Here we remove duplicated skills (as duplicated spell objects have
682 * a substitute spellbook. The problem is that we don't really 571 * _very_ confusing effects for players), which could for instance be
683 * have a good idea what to replace it with (need something like 572 * generated by bad treasurelists. - elmex
684 * a first level treasurelist for each skill.)
685 * remove duplicate skills also
686 */ 573 */
687 if (op->type == SPELLBOOK || op->type == SKILL) 574 if (op->type == SKILL)
688 { 575 {
689 object *tmp;
690
691 for (tmp = op->below; tmp; tmp = tmp->below) 576 for (object *tmp = op->below; tmp; tmp = tmp->below)
692 if (tmp->type == op->type && tmp->name == op->name) 577 if (tmp->type == op->type && tmp->name == op->name)
693 break;
694
695 if (tmp)
696 { 578 {
697 op->destroy (); 579 op->destroy ();
580 LOG (llevError,
698 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); 581 "give_initial_items: Removing duplicate skill %s\n", &tmp->name);
699 continue; 582 break;
700 } 583 }
701 584
702 if (op->nrof > 1) 585 if (op->nrof > 1)
703 op->nrof = 1; 586 op->nrof = 1;
704 } 587 }
705 588
706 if (op->type == SPELLBOOK && op->inv) 589 if (op->type == SPELLBOOK && op->inv)
707 {
708 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); 590 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
709 }
710 591
711 /* Give starting characters identified, uncursed, and undamned 592 /* Give starting characters identified, uncursed, and undamned
712 * items. Just don't identify gold or silver, or it won't be 593 * items. Just don't identify gold or silver, or it won't be
713 * merged properly. 594 * merged properly.
714 */ 595 */
715 if (need_identify (op)) 596 if (need_identify (op))
716 { 597 {
717 SET_FLAG (op, FLAG_IDENTIFIED); 598 SET_FLAG (op, FLAG_IDENTIFIED);
718 CLEAR_FLAG (op, FLAG_CURSED); 599 CLEAR_FLAG (op, FLAG_CURSED);
719 CLEAR_FLAG (op, FLAG_DAMNED); 600 CLEAR_FLAG (op, FLAG_DAMNED);
720 } 601 }
602
721 if (op->type == SPELL) 603 if (op->type == SPELL)
722 { 604 {
723 op->destroy (); 605 op->destroy ();
724 continue; 606 continue;
725 } 607 }
727 { 609 {
728 SET_FLAG (op, FLAG_CAN_USE_SKILL); 610 SET_FLAG (op, FLAG_CAN_USE_SKILL);
729 op->stats.exp = 0; 611 op->stats.exp = 0;
730 op->level = 1; 612 op->level = 1;
731 } 613 }
732 /* lock all 'normal items by default */ 614 else /* lock all 'normal items by default */
733 else
734 SET_FLAG (op, FLAG_INV_LOCKED); 615 SET_FLAG (op, FLAG_INV_LOCKED);
735 } /* for loop of objects in player inv */ 616 } /* for loop of objects in player inv */
736 617
737 /* Need to set up the skill pointers */ 618 /* Need to set up the skill pointers */
738 link_player_skills (pl); 619 pl->contr->link_skills ();
739} 620}
740 621
741void 622void
742get_party_password (object *op, partylist *party) 623get_party_password (object *op, partylist *party)
743{ 624{
753 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 634 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
754} 635}
755 636
756/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 637/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
757static int 638static int
758roll_stat (void) 639roll_stat ()
759{ 640{
760 int a[4], i, j, k; 641 int a[4], i, j, k;
761 642
762 for (i = 0; i < 4; i++) 643 for (i = 0; i < 4; i++)
763 a[i] = (int) rndm (6) + 1; 644 a[i] = (int) rndm (6) + 1;
774} 655}
775 656
776void 657void
777object::roll_stats () 658object::roll_stats ()
778{ 659{
779 int statsort [7]; 660 int statsort [NUM_STATS];
780 661
781 for (;;) 662 for (;;)
782 { 663 {
783 int sum = 0; 664 int sum = 0;
784 for (int i = 7; i--; ) 665 for (int i = NUM_STATS; i--; )
785 sum += statsort [i] = roll_stat (); 666 sum += statsort [i] = roll_stat ();
786 667
787 if (sum >= 82 && sum <= 116) 668 if (sum >= 82 && sum <= 116)
788 break; 669 break;
789 } 670 }
790 671
791 // Sort the stats so that rerolling is easier... 672 // Sort the stats so that rerolling is easier...
792 std::sort (statsort, statsort + 7, std::greater<int>()); 673 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
793 674
675 for (int i = 0; i < NUM_STATS; ++i)
794 stats.Str = statsort[0]; 676 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];
801 677
802 stats.exp = 0; 678 stats.exp = 0;
803 stats.ac = 0; 679 stats.ac = 0;
804 680
805 stats.hp = stats.maxhp; 681 stats.hp = stats.maxhp;
817} 693}
818 694
819void 695void
820object::swap_stats (int a, int b) 696object::swap_stats (int a, int b)
821{ 697{
822 int tmp = get_attr_value (&contr->orig_stats, a); 698 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);
825 699
700 for (int i = 0; i < NUM_STATS; ++i)
826 stats.Str = contr->orig_stats.Str; 701 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;
833 702
834 //TODO: the following code looks so borked and should, at the very least, 703 //TODO: the following code looks so borked and should, at the very least,
835 // be merged with the similar code in roll_stats 704 // be merged with the similar code in roll_stats
836 stats.ac = 0; 705 stats.ac = 0;
837 706
856static void 725static void
857start_info (object *op) 726start_info (object *op)
858{ 727{
859 char buf[MAX_BUF]; 728 char buf[MAX_BUF];
860 729
861 sprintf (buf, "Welcome to Crossfire v%s!", VERSION); 730 sprintf (buf, "Welcome to Deliantra v%s!", VERSION);
862 new_draw_info (NDI_UNIQUE, 0, op, buf); 731 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} 732}
866 733
867/* This function takes the key that is passed, and does the 734/* This function takes the key that is passed, and does the
868 * appropriate action with it (change race, or other things). 735 * appropriate action with it (change race, or other things).
869 * The function name is for historical reasons - now we have 736 * The function name is for historical reasons - now we have
872 */ 739 */
873void 740void
874player::chargen_race_done () 741player::chargen_race_done ()
875{ 742{
876 /* this must before then initial items are given */ 743 /* this must before then initial items are given */
877 esrv_new_player (ob->contr, ob->weight + ob->carrying); 744 esrv_new_player (ob->contr);
878 745
879 treasurelist *tl = treasurelist::find ("starting_wealth"); 746 treasurelist *tl = treasurelist::find (shstr_starting_wealth);
880 if (tl) 747 if (tl)
881 create_treasure (tl, ob, 0, 0, 0); 748 create_treasure (tl, ob, 0, 0, 0);
882 749
883 INVOKE_PLAYER (BIRTH, ob->contr); 750 INVOKE_PLAYER (BIRTH, ob->contr);
884 INVOKE_PLAYER (LOGIN, ob->contr); 751 INVOKE_PLAYER (LOGIN, ob->contr);
885 752
886 ob->contr->ns->state = ST_PLAYING; 753 ob->contr->ns->state = ST_PLAYING;
887 754
888 if (ob->msg) 755 if (ob->msg)
889 ob->msg = 0; 756 ob->msg = 0;
890
891 /* We create this now because some of the unique maps will need it
892 * to save here.
893 */
894 {
895 char buf[MAX_BUF];
896 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
897 make_path_to_file (buf);
898 }
899 757
900 start_info (ob); 758 start_info (ob);
901 CLEAR_FLAG (ob, FLAG_WIZ); 759 CLEAR_FLAG (ob, FLAG_WIZ);
902 give_initial_items (ob, ob->randomitems); 760 give_initial_items (ob, ob->randomitems);
903 link_player_skills (ob);
904 esrv_send_inventory (ob, ob); 761 esrv_send_inventory (ob, ob);
905 ob->update_stats (); 762 ob->update_stats ();
906 763
907 /* This moves the player to a different start map, if there 764 /* This moves the player to a different start map, if there
908 * is one for this race 765 * is one for this race
909 */ 766 */
910 if (*first_map_ext_path) 767 if (*first_map_ext_path)
911 { 768 ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y);
912 object *tmp;
913 char mapname[MAX_BUF];
914
915 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->name);
916 tmp = object::create ();
917 EXIT_PATH (tmp) = mapname;
918 EXIT_X (tmp) = ob->x;
919 EXIT_Y (tmp) = ob->y;
920 ob->enter_exit (tmp); /* we don't really care if it succeeded;
921 * if the map isn't there, then stay on the
922 * default initial map */
923 tmp->destroy ();
924 }
925 else 769 else
926 LOG (llevDebug, "first_map_ext_path not set\n"); 770 LOG (llevDebug, "first_map_ext_path not set\n");
927} 771}
928 772
929void 773void
939 int x = ob->x, y = ob->y; 783 int x = ob->x, y = ob->y;
940 784
941 ob->remove_statbonus (); 785 ob->remove_statbonus ();
942 ob->remove (); 786 ob->remove ();
943 ob->arch = get_player_archetype (ob->arch); 787 ob->arch = get_player_archetype (ob->arch);
944 ob->arch->clone.copy_to (ob); 788 ob->arch->copy_to (ob);
945 ob->instantiate (); 789 ob->instantiate ();
946 ob->stats = ob->contr->orig_stats; 790 ob->stats = ob->contr->orig_stats;
947 ob->name = ob->name_pl = name; 791 ob->name = ob->name_pl = name;
948 ob->x = x; 792 ob->x = x;
949 ob->y = y; 793 ob->y = y;
950 SET_ANIMATION (ob, 2); /* So player faces south */ 794 SET_ANIMATION (ob, 2); /* So player faces south */
951 insert_ob_in_map (ob, ob->map, ob, 0); 795 insert_ob_in_map (ob, ob->map, ob, 0);
952 assign (ob->contr->title, ob->arch->clone.name); 796 assign (ob->contr->title, ob->arch->object::name);
953 ob->add_statbonus (); 797 ob->add_statbonus ();
954 } 798 }
955 while (!allowed_class (ob)); 799 while (!allowed_class (ob));
956 800
957 update_object (ob, UP_OBJ_FACE); 801 update_object (ob, UP_OBJ_FACE);
960 ob->stats.hp = ob->stats.maxhp; 804 ob->stats.hp = ob->stats.maxhp;
961 ob->stats.sp = ob->stats.maxsp; 805 ob->stats.sp = ob->stats.maxsp;
962 ob->stats.grace = 0; 806 ob->stats.grace = 0;
963} 807}
964 808
965void 809static void
966flee_player (object *op) 810flee_player (object *op)
967{ 811{
968 int dir, diff; 812 int dir, diff;
969 rv_vector rv; 813 rv_vector rv;
970 814
973 LOG (llevDebug, "Fleeing player is dead.\n"); 817 LOG (llevDebug, "Fleeing player is dead.\n");
974 CLEAR_FLAG (op, FLAG_SCARED); 818 CLEAR_FLAG (op, FLAG_SCARED);
975 return; 819 return;
976 } 820 }
977 821
978 if (op->enemy == NULL) 822 if (!op->enemy)
979 { 823 {
980 LOG (llevDebug, "Fleeing player had no enemy.\n"); 824 LOG (llevDebug, "Fleeing player had no enemy.\n");
981 CLEAR_FLAG (op, FLAG_SCARED); 825 CLEAR_FLAG (op, FLAG_SCARED);
982 return; 826 return;
983 } 827 }
984 828
985 /* Seen some crashes here. Since we don't store an
986 * op->enemy_count, it is possible that something destroys the
987 * actual enemy, and the object is recycled.
988 */
989 if (op->enemy->map == NULL)
990 {
991 CLEAR_FLAG (op, FLAG_SCARED);
992 op->enemy = NULL;
993 return;
994 }
995
996 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0)) 829 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
997 { 830 {
998 op->enemy = NULL; 831 op->enemy = NULL;
999 CLEAR_FLAG (op, FLAG_SCARED); 832 CLEAR_FLAG (op, FLAG_SCARED);
1000 return; 833 return;
1003 get_rangevector (op, op->enemy, &rv, 0); 836 get_rangevector (op, op->enemy, &rv, 0);
1004 837
1005 dir = absdir (4 + rv.direction); 838 dir = absdir (4 + rv.direction);
1006 for (diff = 0; diff < 3; diff++) 839 for (diff = 0; diff < 3; diff++)
1007 { 840 {
1008 int m = 1 - (RANDOM () & 2); 841 int m = 1 - rndm (2) * 2;
1009 842
1010 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 843 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1011 return; 844 return;
1012 } 845 }
1013 846
1014 /* Cornered, get rid of scared */ 847 /* Cornered, get rid of scared */
1015 CLEAR_FLAG (op, FLAG_SCARED); 848 CLEAR_FLAG (op, FLAG_SCARED);
1016 op->enemy = NULL; 849 op->enemy = NULL;
1017} 850}
1018 851
1019
1020/* check_pick sees if there is stuff to be picked up/picks up stuff. 852/* check_pick sees if there is stuff to be picked up/picks up stuff.
1021 * IT returns 1 if the player should keep on moving, 0 if he should 853 * It returns 1 if the player should keep on moving, 0 if he should
1022 * stop. 854 * stop.
1023 */ 855 */
1024int 856int
1025check_pick (object *op) 857check_pick (object *op)
1026{ 858{
1027 object *tmp, *next; 859 object *tmp, *next;
1028 int stop = 0; 860 int stop = 0;
1029 int wvratio; 861 int wvratio;
1030 char putstring[128];
1031 862
1032 /* if you're flying, you cna't pick up anything */ 863 /* if you're flying, you cna't pick up anything */
1033 if (op->move_type & MOVE_FLYING) 864 if (op->move_type & MOVE_FLYING)
1034 return 1; 865 return 1;
1035 866
1036 next = op->below; 867 next = op->below;
1037 868
869 int cnt = MAX_ITEM_PER_ACTION;
870#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
871
1038 /* loop while there are items on the floor that are not marked as 872 /* loop while there are items on the floor that are not marked as
1039 * destroyed */ 873 * destroyed */
1040 while (next && !next->destroyed ()) 874 while (next && !next->destroyed ())
1041 { 875 {
1042 tmp = next; 876 tmp = next;
1043 next = tmp->below; 877 next = tmp->below;
1044 878
879 if (cnt <= 0)
880 {
881 op->failmsg ("Couldn't pickup all items at once.");
882 return 0;
883 }
884
1045 if (op->destroyed ()) 885 if (op->destroyed ())
1046 return 0; 886 return 0;
1047 887
1048 if (!can_pick (op, tmp)) 888 if (!can_pick (op, tmp))
1049 continue; 889 continue;
1050 890
1051 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 891 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1052 { 892 {
1053 if (item_matched_string (op, tmp, op->contr->search_str)) 893 if (item_matched_string (op, tmp, op->contr->search_str))
1054 pick_up (op, tmp); 894 CHK_PICK_PICKUP;
895
1055 continue; 896 continue;
1056 } 897 }
1057 898
1058 /* high not bit set? We're using the old autopickup model */ 899 /* pickup handling */
900 if (op->contr->mode & PU_DEBUG)
901 {
902 /* some debugging code to figure out item information */
903 const char *str = tmp->name
904 ? format ("item name: %s item type: %d weight/value: %d",
905 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))))
906 : format ("item name: %s item type: %d weight/value: %d",
907 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
908
909 new_draw_info (NDI_UNIQUE, 0, op, str);
910 }
911
912 if (op->contr->mode & PU_INHIBIT)
913 return 1;
914
915 if (!(op->contr->mode & PU_ENABLE)) // TODO: fix client
916 return 1;
917
918 /* philosophy:
919 * It's easy to grab an item type from a pile, as long as it's
920 * generic. This takes no game-time. For more detailed pickups
921 * and selections, select-items should be used. This is a
922 * grab-as-you-run type mode that's really useful for arrows for
923 * example.
924 * The drawback: right now it has no frontend, so you need to
925 * stick the bits you want into a calculator in hex mode and then
926 * convert to decimal and then 'pickup <#>
927 */
928
929 /* the first two modes are exclusive: if NOTHING we return, if
930 * STOP then we stop. All the rest are applied sequentially,
931 * meaning if any test passes, the item gets picked up. */
932
933 /* if mode is set to pick nothing up, return */
934 if (op->contr->mode == PU_NOTHING)
935 return 1;
936
937 /* if mode is set to stop when encountering objects, return */
938 /* take STOP before INHIBIT since it doesn't actually pick
939 * anything up */
940 if (op->contr->mode & PU_STOP)
941 return 0;
942
943 /* useful for going into stores and not losing your settings... */
944 /* and for battles wher you don't want to get loaded down while
945 * fighting */
946 if (op->contr->mode & PU_INHIBIT)
947 return 1;
948
949 /* prevent us from turning into auto-thieves :) */
950 if (QUERY_FLAG (tmp, FLAG_UNPAID))
951 continue;
952
953 /* ignore known cursed objects */
954 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
955 continue;
956
957 /* all food and drink if desired */
958 /* question: don't pick up known-poisonous stuff? */
1059 if (!(op->contr->mode & PU_NEWMODE)) 959 if (op->contr->mode & PU_FOOD)
960 if (tmp->type == FOOD)
1060 { 961 {
1061 switch (op->contr->mode) 962 CHK_PICK_PICKUP;
963 continue;
964 }
965
966 if (op->contr->mode & PU_DRINK)
967 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
968 {
969 CHK_PICK_PICKUP;
970 continue;
971 }
972
973 if (op->contr->mode & PU_POTION)
974 if (tmp->type == POTION)
975 {
976 CHK_PICK_PICKUP;
977 continue;
978 }
979
980 /* spellbooks, skillscrolls and normal books/scrolls */
981 if (op->contr->mode & PU_SPELLBOOK)
982 if (tmp->type == SPELLBOOK)
983 {
984 CHK_PICK_PICKUP;
985 continue;
986 }
987
988 if (op->contr->mode & PU_SKILLSCROLL)
989 if (tmp->type == SKILLSCROLL)
990 {
991 CHK_PICK_PICKUP;
992 continue;
993 }
994
995 if (op->contr->mode & PU_READABLES)
996 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
997 {
998 CHK_PICK_PICKUP;
999 continue;
1000 }
1001
1002 /* wands/staves/rods/horns */
1003 if (op->contr->mode & PU_MAGIC_DEVICE)
1004 if (tmp->type == WAND
1005 || tmp->type == ROD
1006 || tmp->type == HORN
1007 || tmp->type == POWER_CRYSTAL)
1008 {
1009 CHK_PICK_PICKUP;
1010 continue;
1011 }
1012
1013 /* pick up all magical items */
1014 if (op->contr->mode & PU_MAGICAL)
1015 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)
1016 && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1017 {
1018 CHK_PICK_PICKUP;
1019 continue;
1020 }
1021
1022 if (op->contr->mode & PU_VALUABLES)
1023 {
1024 if (tmp->type == MONEY || tmp->type == GEM)
1062 { 1025 {
1063 case 0: 1026 CHK_PICK_PICKUP;
1064 return 1; /* don't pick up */ 1027 continue;
1065 case 1:
1066 pick_up (op, tmp);
1067 return 1;
1068 case 2:
1069 pick_up (op, tmp);
1070 return 0;
1071 case 3:
1072 return 0; /* stop before pickup */
1073 case 4:
1074 pick_up (op, tmp);
1075 break;
1076 case 5:
1077 pick_up (op, tmp);
1078 stop = 1;
1079 break;
1080 case 6:
1081 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1082 pick_up (op, tmp);
1083 break;
1084
1085 case 7:
1086 if (tmp->type == MONEY || tmp->type == GEM)
1087 pick_up (op, tmp);
1088 break;
1089
1090 default:
1091 /* use value density */
1092 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1093 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1094 pick_up (op, tmp);
1095 } 1028 }
1096 } 1029 }
1097 else 1030
1098 { /* old model */ 1031 /* rings & amulets - talismans seems to be typed AMULET */
1099 /* NEW pickup handling */
1100 if (op->contr->mode & PU_DEBUG) 1032 if (op->contr->mode & PU_JEWELS)
1033 if (tmp->type == RING
1034 || tmp->type == AMULET
1035 || tmp->type == GIRDLE
1036 || tmp->type == SKILL_TOOL)
1101 { 1037 {
1102 /* some debugging code to figure out item information */ 1038 CHK_PICK_PICKUP;
1103 if (tmp->name != NULL)
1104 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1105 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1106 else
1107 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1108 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1109
1110 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1111 }
1112
1113 /* philosophy:
1114 * It's easy to grab an item type from a pile, as long as it's
1115 * generic. This takes no game-time. For more detailed pickups
1116 * and selections, select-items should be used. This is a
1117 * grab-as-you-run type mode that's really useful for arrows for
1118 * example.
1119 * The drawback: right now it has no frontend, so you need to
1120 * stick the bits you want into a calculator in hex mode and then
1121 * convert to decimal and then 'pickup <#>
1122 */
1123
1124 /* the first two modes are exclusive: if NOTHING we return, if
1125 * STOP then we stop. All the rest are applied sequentially,
1126 * meaning if any test passes, the item gets picked up. */
1127
1128 /* if mode is set to pick nothing up, return */
1129
1130 if (op->contr->mode & PU_NOTHING)
1131 return 1;
1132
1133 /* if mode is set to stop when encountering objects, return */
1134 /* take STOP before INHIBIT since it doesn't actually pick
1135 * anything up */
1136
1137 if (op->contr->mode & PU_STOP)
1138 return 0;
1139
1140 /* useful for going into stores and not losing your settings... */
1141 /* and for battles wher you don't want to get loaded down while
1142 * fighting */
1143 if (op->contr->mode & PU_INHIBIT)
1144 return 1;
1145
1146 /* prevent us from turning into auto-thieves :) */
1147 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1148 continue; 1039 continue;
1040 }
1149 1041
1150 /* ignore known cursed objects */ 1042 /* we don't forget dragon food */
1151 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) 1043 if (op->contr->mode & PU_FLESH)
1044 if (tmp->type == FLESH)
1045 {
1046 CHK_PICK_PICKUP;
1152 continue; 1047 continue;
1048 }
1153 1049
1154 /* all food and drink if desired */ 1050 /* bows and arrows. Bows are good for selling! */
1155 /* question: don't pick up known-poisonous stuff? */ 1051 if (op->contr->mode & PU_BOW)
1052 if (tmp->type == BOW)
1053 {
1054 CHK_PICK_PICKUP;
1055 continue;
1056 }
1057
1058 if (op->contr->mode & PU_ARROW)
1059 if (tmp->type == ARROW)
1060 {
1061 CHK_PICK_PICKUP;
1062 continue;
1063 }
1064
1065 /* all kinds of armor etc. */
1066 if (op->contr->mode & PU_ARMOUR)
1067 if (tmp->type == ARMOUR)
1068 {
1069 CHK_PICK_PICKUP;
1070 continue;
1071 }
1072
1073 if (op->contr->mode & PU_HELMET)
1074 if (tmp->type == HELMET)
1075 {
1076 CHK_PICK_PICKUP;
1077 continue;
1078 }
1079
1080 if (op->contr->mode & PU_SHIELD)
1081 if (tmp->type == SHIELD)
1082 {
1083 CHK_PICK_PICKUP;
1084 continue;
1085 }
1086
1156 if (op->contr->mode & PU_FOOD) 1087 if (op->contr->mode & PU_BOOTS)
1157 if (tmp->type == FOOD) 1088 if (tmp->type == BOOTS)
1089 {
1090 CHK_PICK_PICKUP;
1091 continue;
1092 }
1093
1094 if (op->contr->mode & PU_GLOVES)
1095 if (tmp->type == GLOVES || tmp->type == BRACERS)
1096 {
1097 CHK_PICK_PICKUP;
1098 continue;
1099 }
1100
1101 if (op->contr->mode & PU_CLOAK)
1102 if (tmp->type == CLOAK)
1103 {
1104 CHK_PICK_PICKUP;
1105 continue;
1106 }
1107
1108 /* hoping to catch throwing daggers here */
1109 if (op->contr->mode & PU_MISSILEWEAPON)
1110 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1111 {
1112 CHK_PICK_PICKUP;
1113 continue;
1114 }
1115
1116 /* careful: chairs and tables are weapons! */
1117 if (op->contr->mode & PU_ALLWEAPON)
1118 {
1119 if (tmp->type == WEAPON)
1120 if (!tmp->arch->archname.contains ("table") && !tmp->arch->archname.contains ("chair"))
1158 { 1121 {
1159 pick_up (op, tmp); 1122 CHK_PICK_PICKUP;
1160 continue; 1123 continue;
1161 } 1124 }
1125 }
1162 1126
1127 /* misc stuff that's useful */
1163 if (op->contr->mode & PU_DRINK) 1128 if (op->contr->mode & PU_KEY)
1164 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1129 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1165 { 1130 {
1166 pick_up (op, tmp); 1131 CHK_PICK_PICKUP;
1167 continue; 1132 continue;
1168 } 1133 }
1169 1134
1135 /* any of the last 4 bits set means we use the ratio for value
1136 * pickups */
1170 if (op->contr->mode & PU_POTION) 1137 if (op->contr->mode & PU_RATIO)
1171 if (tmp->type == POTION) 1138 {
1139 /* use value density to decide what else to grab */
1140 /* >=7 was >= op->contr->mode */
1141 /* >=7 is the old standard setting. Now we take the last 4 bits
1172 { 1142 */
1173 pick_up (op, tmp);
1174 continue;
1175 }
1176
1177 /* spellbooks, skillscrolls and normal books/scrolls */
1178 if (op->contr->mode & PU_SPELLBOOK)
1179 if (tmp->type == SPELLBOOK)
1180 {
1181 pick_up (op, tmp);
1182 continue;
1183 }
1184
1185 if (op->contr->mode & PU_SKILLSCROLL)
1186 if (tmp->type == SKILLSCROLL)
1187 {
1188 pick_up (op, tmp);
1189 continue;
1190 }
1191
1192 if (op->contr->mode & PU_READABLES)
1193 if (tmp->type == BOOK || tmp->type == SCROLL)
1194 {
1195 pick_up (op, tmp);
1196 continue;
1197 }
1198
1199 /* wands/staves/rods/horns */
1200 if (op->contr->mode & PU_MAGIC_DEVICE)
1201 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1202 {
1203 pick_up (op, tmp);
1204 continue;
1205 }
1206
1207 /* pick up all magical items */
1208 if (op->contr->mode & PU_MAGICAL) 1143 wvratio = op->contr->mode & PU_RATIO;
1209 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1144 if (1000 * query_cost (tmp, op, F_TRUE) / tmp->total_weight () >= wvratio * 100)
1210 {
1211 pick_up (op, tmp);
1212 continue;
1213 }
1214
1215 if (op->contr->mode & PU_VALUABLES)
1216 { 1145 {
1217 if (tmp->type == MONEY || tmp->type == GEM) 1146#if 0
1147 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1148 if (tmp->name != NULL)
1218 { 1149 {
1219 pick_up (op, tmp); 1150 fprintf (stderr, "%s", tmp->name);
1220 continue;
1221 } 1151 }
1222 }
1223
1224 /* rings & amulets - talismans seems to be typed AMULET */
1225 if (op->contr->mode & PU_JEWELS)
1226 if (tmp->type == RING || tmp->type == AMULET)
1227 {
1228 pick_up (op, tmp);
1229 continue;
1230 }
1231
1232 /* we don't forget dragon food */
1233 if (op->contr->mode & PU_FLESH)
1234 if (tmp->type == FLESH)
1235 {
1236 pick_up (op, tmp);
1237 continue;
1238 }
1239
1240 /* bows and arrows. Bows are good for selling! */
1241 if (op->contr->mode & PU_BOW)
1242 if (tmp->type == BOW)
1243 {
1244 pick_up (op, tmp);
1245 continue;
1246 }
1247
1248 if (op->contr->mode & PU_ARROW)
1249 if (tmp->type == ARROW)
1250 {
1251 pick_up (op, tmp);
1252 continue;
1253 }
1254
1255 /* all kinds of armor etc. */
1256 if (op->contr->mode & PU_ARMOUR)
1257 if (tmp->type == ARMOUR)
1258 {
1259 pick_up (op, tmp);
1260 continue;
1261 }
1262
1263 if (op->contr->mode & PU_HELMET)
1264 if (tmp->type == HELMET)
1265 {
1266 pick_up (op, tmp);
1267 continue;
1268 }
1269
1270 if (op->contr->mode & PU_SHIELD)
1271 if (tmp->type == SHIELD)
1272 {
1273 pick_up (op, tmp);
1274 continue;
1275 }
1276
1277 if (op->contr->mode & PU_BOOTS)
1278 if (tmp->type == BOOTS)
1279 {
1280 pick_up (op, tmp);
1281 continue;
1282 }
1283
1284 if (op->contr->mode & PU_GLOVES)
1285 if (tmp->type == GLOVES)
1286 {
1287 pick_up (op, tmp);
1288 continue;
1289 }
1290
1291 if (op->contr->mode & PU_CLOAK)
1292 if (tmp->type == CLOAK)
1293 {
1294 pick_up (op, tmp);
1295 continue;
1296 }
1297
1298 /* hoping to catch throwing daggers here */
1299 if (op->contr->mode & PU_MISSILEWEAPON)
1300 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1301 {
1302 pick_up (op, tmp);
1303 continue;
1304 }
1305
1306 /* careful: chairs and tables are weapons! */
1307 if (op->contr->mode & PU_ALLWEAPON)
1308 {
1309 if (tmp->type == WEAPON && tmp->name != NULL)
1310 {
1311 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1312 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1313 {
1314 pick_up (op, tmp);
1315 continue;
1316 }
1317 }
1318
1319 if (tmp->type == WEAPON && tmp->name == NULL)
1320 {
1321 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1322 {
1323 pick_up (op, tmp);
1324 continue;
1325 }
1326 }
1327 }
1328
1329 /* misc stuff that's useful */
1330 if (op->contr->mode & PU_KEY)
1331 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1332 {
1333 pick_up (op, tmp);
1334 continue;
1335 }
1336
1337 /* any of the last 4 bits set means we use the ratio for value
1338 * pickups */
1339 if (op->contr->mode & PU_RATIO)
1340 {
1341 /* use value density to decide what else to grab */
1342 /* >=7 was >= op->contr->mode */
1343 /* >=7 is the old standard setting. Now we take the last 4 bits
1344 * and multiply them by 5, giving 0..15*5== 5..75 */
1345 wvratio = (op->contr->mode & PU_RATIO) * 5;
1346 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1347 {
1348 pick_up (op, tmp);
1349#if 0
1350 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1351 if (tmp->name != NULL)
1352 {
1353 fprintf (stderr, "%s", tmp->name);
1354 }
1355 else 1152 else
1356 fprintf (stderr, "%s", tmp->arch->name); 1153 fprintf (stderr, "%s", tmp->arch->archname);
1357 fprintf (stderr, ",%d] = ", tmp->type); 1154 fprintf (stderr, ",%d] = ", tmp->type);
1358 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1155 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
1359#endif 1156#endif
1157 CHK_PICK_PICKUP;
1360 continue; 1158 continue;
1361 }
1362 } 1159 }
1363 } /* the new pickup model */ 1160 } /* the new pickup model */
1364 } 1161 }
1365 1162
1366 return !stop; 1163 return !stop;
1164}
1165
1166/* routine for both players and monsters. We call this when
1167 * there is a possibility for our action distrubing our hiding
1168 * place or invisiblity spell. Artefact invisiblity causes
1169 * "noise" instead. If we arent invisible to begin with, we
1170 * return 0.
1171 */
1172static int
1173action_makes_visible (object *op)
1174{
1175 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
1176 {
1177 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
1178 {
1179 // artefact invisibility is permanent, but we still make noise
1180 // this is important for game-balance.
1181 if (op->contr)
1182 op->make_noise ();
1183
1184 return 0;
1185 }
1186
1187 if (op->contr && op->contr->tmp_invis == 0)
1188 return 0;
1189
1190 /* If monsters, they should become visible */
1191 if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis))
1192 {
1193 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible");
1194 return 1;
1195 }
1196 }
1197
1198 return 0;
1367} 1199}
1368 1200
1369/* 1201/*
1370 * Find an arrow in the inventory and after that 1202 * Find an arrow in the inventory and after that
1371 * in the right type container (quiver). Pointer to the 1203 * in the right type container (quiver). Pointer to the
1372 * found object is returned. 1204 * found object is returned.
1373 */ 1205 */
1374object * 1206static object *
1375find_arrow (object *op, const char *type) 1207find_arrow (object *op, const char *type)
1376{ 1208{
1377 object *tmp = 0;
1378
1379 for (op = op->inv; op; op = op->below) 1209 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1380 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1381 tmp = find_arrow (op, type);
1382 else if (op->type == ARROW && op->race == type) 1210 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1211 return splay (tmp);
1212
1213 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1214 if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && !strcmp (&tmp->race, type))
1215 if (object *arrow = find_arrow (tmp, type))
1216 {
1217 splay (tmp);
1383 return op; 1218 return arrow;
1219 }
1384 1220
1385 return tmp; 1221 return 0;
1386} 1222}
1387 1223
1388/* 1224/*
1389 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1225 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1390 * against the target. A full test is not performed, simply a basic test 1226 * against the target. A full test is not performed, simply a basic test
1391 * of resistances. The archer is making a quick guess at what he sees down 1227 * of resistances. The archer is making a quick guess at what he sees down
1392 * the hall. Failing that it does it's best to pick the highest plus arrow. 1228 * the hall. Failing that it does it's best to pick the highest plus arrow.
1393 */ 1229 */
1394object * 1230static object *
1395find_better_arrow (object *op, object *target, const char *type, int *better) 1231find_better_arrow (object *op, object *target, shstr_cmp type, int *better)
1396{ 1232{
1397 object *tmp = NULL, *arrow, *ntmp; 1233 object *tmp = NULL, *arrow, *ntmp;
1398 int attacknum, attacktype, betterby = 0, i; 1234 int attacknum, attacktype, betterby = 0, i;
1399 1235
1400 if (!type) 1236 if (!type)
1404 { 1240 {
1405 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED)) 1241 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1406 { 1242 {
1407 i = 0; 1243 i = 0;
1408 ntmp = find_better_arrow (arrow, target, type, &i); 1244 ntmp = find_better_arrow (arrow, target, type, &i);
1245
1409 if (i > betterby) 1246 if (i > betterby)
1410 { 1247 {
1411 tmp = ntmp; 1248 tmp = ntmp;
1412 betterby = i; 1249 betterby = i;
1413 } 1250 }
1414 } 1251 }
1415 else if (arrow->type == ARROW && arrow->race == type) 1252 else if (arrow->type == ARROW && arrow->race == type)
1416 { 1253 {
1417 /* allways prefer assasination/slaying */ 1254 /* allways prefer assasination/slaying */
1418 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race)) 1255 if (target->race && arrow->slaying.contains (target->race))
1419 { 1256 {
1420 if (arrow->attacktype & AT_DEATH) 1257 if (arrow->attacktype & AT_DEATH)
1421 { 1258 {
1422 *better = 100; 1259 *better = 100;
1423 return arrow; 1260 return arrow;
1431 else 1268 else
1432 { 1269 {
1433 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1270 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1434 { 1271 {
1435 attacktype = 1 << attacknum; 1272 attacktype = 1 << attacknum;
1436 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1273 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1437 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby) 1274 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1438 { 1275 {
1439 tmp = arrow; 1276 tmp = arrow;
1440 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100; 1277 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1441 } 1278 }
1442 } 1279 }
1280
1443 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1281 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1444 { 1282 {
1445 tmp = arrow; 1283 tmp = arrow;
1446 betterby = 2 + arrow->magic + arrow->stats.dam; 1284 betterby = 2 + arrow->magic + arrow->stats.dam;
1447 } 1285 }
1286
1448 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) 1287 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1449 { 1288 {
1450 tmp = arrow; 1289 tmp = arrow;
1451 betterby = 1 + arrow->magic + arrow->stats.dam; 1290 betterby = 1 + arrow->magic + arrow->stats.dam;
1452 } 1291 }
1453 } 1292 }
1454 } 1293 }
1455 } 1294 }
1295
1456 if (tmp == NULL && arrow == NULL) 1296 if (tmp == NULL && arrow == NULL)
1457 return find_arrow (op, type); 1297 return find_arrow (op, type);
1458 1298
1459 *better = betterby; 1299 *better = betterby;
1460 return tmp; 1300 return tmp;
1464 * find_better_arrow to find a decent arrow to use. 1304 * find_better_arrow to find a decent arrow to use.
1465 * op = the shooter 1305 * op = the shooter
1466 * type = bow->race 1306 * type = bow->race
1467 * dir = fire direction 1307 * dir = fire direction
1468 */ 1308 */
1469 1309static object *
1470object *
1471pick_arrow_target (object *op, const char *type, int dir) 1310pick_arrow_target (object *op, shstr_cmp type, int dir)
1472{ 1311{
1473 object *tmp = NULL; 1312 object *tmp = NULL;
1474 maptile *m; 1313 maptile *m;
1475 int i, mflags, found, number; 1314 int i, mflags, found, number;
1476 sint16 x, y; 1315 sint16 x, y;
1491 for (i = 0, found = 0; i < 20; i++) 1330 for (i = 0, found = 0; i < 20; i++)
1492 { 1331 {
1493 x += freearr_x[dir]; 1332 x += freearr_x[dir];
1494 y += freearr_y[dir]; 1333 y += freearr_y[dir];
1495 mflags = get_map_flags (m, &m, x, y, &x, &y); 1334 mflags = get_map_flags (m, &m, x, y, &x, &y);
1335
1496 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) 1336 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1497 { 1337 {
1498 tmp = NULL; 1338 tmp = 0;
1499 break; 1339 break;
1500 } 1340 }
1501 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW) 1341 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1502 { 1342 {
1503 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1343 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1504 * perhaps a bad assumption. 1344 * perhaps a bad assumption.
1505 */ 1345 */
1506 tmp = NULL; 1346 tmp = 0;
1507 break; 1347 break;
1508 } 1348 }
1349
1509 if (mflags & P_IS_ALIVE) 1350 if (mflags & P_IS_ALIVE)
1510 {
1511 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) 1351 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1512 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 1352 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1513 {
1514 found++;
1515 break;
1516 }
1517 if (found)
1518 break; 1353 break;
1519 }
1520 } 1354 }
1521 if (tmp == NULL) 1355
1356 if (!tmp)
1522 return find_arrow (op, type); 1357 return find_arrow (op, type);
1523 1358
1524 if (tmp->head) 1359 if (tmp->head)
1525 tmp = tmp->head; 1360 tmp = tmp->head;
1526 1361
1539 */ 1374 */
1540int 1375int
1541fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) 1376fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1542{ 1377{
1543 object *left, *bow; 1378 object *left, *bow;
1544 int bowspeed, mflags; 1379 int mflags;
1545 maptile *m; 1380 maptile *m;
1546 1381
1547 if (!dir) 1382 if (!dir)
1548 { 1383 {
1549 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1384 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1550 return 0; 1385 return 0;
1551 } 1386 }
1552 1387
1553 if (op->type == PLAYER) 1388 if (op->contr)
1554 bow = op->contr->ranges[range_bow]; 1389 bow = op->current_weapon;
1555 else 1390 else
1556 { 1391 {
1557 for (bow = op->inv; bow; bow = bow->below) 1392 for (bow = op->inv; bow; bow = bow->below)
1558 /* Don't check for applied - monsters don't apply bows - in that way, they 1393 /* Don't check for applied - monsters don't apply bows - in that way, they
1559 * don't need to switch back and forth between bows and weapons. 1394 * don't need to switch back and forth between bows and weapons.
1564 if (!bow) 1399 if (!bow)
1565 { 1400 {
1566 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1401 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1567 return 0; 1402 return 0;
1568 } 1403 }
1404
1405 // optimisation: move object to top so we will find it quickly again
1406 splay (bow);
1569 } 1407 }
1570 1408
1571 if (!bow->race || !bow->skill) 1409 if (!bow->race || !bow->skill)
1572 { 1410 {
1573 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1411 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1574 return 0; 1412 return 0;
1575 } 1413 }
1576
1577 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1578
1579 /* penalize ROF for bestarrow */
1580 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1581 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1582
1583 if (bowspeed < 1)
1584 bowspeed = 1;
1585 1414
1586 if (arrow == NULL) 1415 if (arrow == NULL)
1587 { 1416 {
1588 if ((arrow = find_arrow (op, bow->race)) == NULL) 1417 if ((arrow = find_arrow (op, bow->race)) == NULL)
1589 { 1418 {
1590 if (op->type == PLAYER) 1419 if (op->type == PLAYER)
1591 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1420 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1592 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1421 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1593 else 1422 else
1594 CLEAR_FLAG (op, FLAG_READY_BOW); 1423 CLEAR_FLAG (op, FLAG_READY_BOW);
1424
1595 return 0; 1425 return 0;
1596 } 1426 }
1597 } 1427 }
1598 1428
1599 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1429 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1607 } 1437 }
1608 1438
1609 /* this should not happen, but sometimes does */ 1439 /* this should not happen, but sometimes does */
1610 if (arrow->nrof == 0) 1440 if (arrow->nrof == 0)
1611 { 1441 {
1442 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1612 arrow->destroy (); 1443 arrow->destroy ();
1613 return 0; 1444 return 0;
1614 } 1445 }
1615 1446
1616 left = arrow; /* these are arrows left to the player */ 1447 left = arrow; /* these are arrows left to the player */
1617 arrow = get_split_ob (arrow, 1); 1448 arrow = arrow->split ();
1618 if (!arrow) 1449 if (!arrow)
1619 { 1450 {
1620 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1451 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1621 return 0; 1452 return 0;
1622 } 1453 }
1623 1454
1624 arrow->set_owner (op); 1455 arrow->set_owner (op);
1625 arrow->skill = bow->skill; 1456 arrow->skill = bow->skill;
1626 arrow->direction = dir; 1457 arrow->direction = dir;
1627 1458
1459 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1460 arrow->stats.hp = arrow->stats.dam;
1461 arrow->stats.grace = arrow->attacktype;
1462 arrow->custom_name = arrow->slaying;
1463
1464#if 0
1465 if (player *pl = op->contr)
1466 {
1467 float speed = pl->weapon_sp;
1468
1469 /* penalize ROF for bestarrow */
1470 if (pl->bowtype == bow_bestarrow)
1471 speed *= .9f;
1472 else
1473 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1474
1475 op->speed_left += speed - op->speed;
1476 }
1477#endif
1478
1479 SET_ANIMATION (arrow, arrow->direction);
1480
1481 /* update the speed */
1482 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1483 + bow->stats.dam / 7.f;
1484
1485 arrow->set_speed (max (arrow->speed, 2.f));
1486 arrow->speed_left = 0;
1487
1488 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1489
1628 if (op->type == PLAYER) 1490 if (op->type == PLAYER)
1629 { 1491 {
1630 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1631 op->update_stats ();
1632 }
1633
1634 SET_ANIMATION (arrow, arrow->direction);
1635 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1636 arrow->stats.hp = arrow->stats.dam;
1637 arrow->stats.grace = arrow->attacktype;
1638 if (arrow->slaying != NULL)
1639 arrow->spellarg = strdup (arrow->slaying);
1640
1641 /* Note that this was different for monsters - they got their level
1642 * added to the damage. I think the strength bonus is more proper.
1643 */
1644
1645 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1646
1647 /* update the speed */
1648 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1649 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1650
1651 arrow->set_speed (max (arrow->speed, 1.0));
1652 arrow->speed_left = 0;
1653
1654 if (op->type == PLAYER)
1655 {
1656 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1657 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1658 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1659
1660 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; 1492 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1493 wc -= dex_bonus[op->stats.Dex];
1494
1495 if (!arrow->slaying)
1496 arrow->slaying = op->slaying;
1497
1498 arrow->attacktype |= op->attacktype;
1661 } 1499 }
1662 else 1500 else
1663 { 1501 {
1664 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1665 arrow->level = op->level; 1502 arrow->level = op->level;
1666 } 1503 arrow->stats.wc -= bow->magic;
1667 1504
1668 if (arrow->attacktype == AT_PHYSICAL) 1505 if (!arrow->slaying)
1506 arrow->slaying = bow->slaying;
1507
1669 arrow->attacktype |= bow->attacktype; 1508 arrow->attacktype |= bow->attacktype;
1509 }
1670 1510
1671 if (bow->slaying) 1511 wc -= arrow->level;
1672 arrow->slaying = bow->slaying; 1512 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1673 1513
1514 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1674 arrow->move_type = MOVE_FLY_LOW; 1515 arrow->move_type = MOVE_FLY_LOW;
1675 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1516 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1676 1517
1677 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1518 op->play_sound (sound_find ("fire_arrow"));
1678 m->insert (arrow, sx, sy, op); 1519 m->insert (arrow, sx, sy, op);
1679 1520
1680 if (!arrow->destroyed ()) 1521 if (!arrow->destroyed ())
1681 move_arrow (arrow); 1522 move_arrow (arrow);
1682
1683 if (op->type == PLAYER)
1684 {
1685 if (left->destroyed ())
1686 esrv_del_item (op->contr, left->count);
1687 else
1688 esrv_send_item (op, left);
1689 }
1690 1523
1691 return 1; 1524 return 1;
1692} 1525}
1693 1526
1694/* Special fire code for players - this takes into 1527/* Special fire code for players - this takes into
1696 * but monsters can't. Putting that code here 1529 * but monsters can't. Putting that code here
1697 * makes the fire_bow code much cleaner. 1530 * makes the fire_bow code much cleaner.
1698 * this function should only be called if 'op' is a player, 1531 * this function should only be called if 'op' is a player,
1699 * hence the function name. 1532 * hence the function name.
1700 */ 1533 */
1701int 1534static int
1702player_fire_bow (object *op, int dir) 1535player_fire_bow (object *op, int dir)
1703{ 1536{
1704 int ret = 0, wcmod = 0; 1537 int ret;
1705 1538
1706 if (op->contr->bowtype == bow_bestarrow) 1539 if (op->contr->bowtype == bow_bestarrow)
1707 { 1540 {
1708 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y); 1541 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1709 } 1542 }
1710 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1543 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1711 { 1544 {
1712 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1545 int wcmod = similar_direction (dir, op->contr->bowtype - bow_n + 1) ? 0 : -1;
1713 wcmod = -1;
1714
1715 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1546 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1716 } 1547 }
1717 else if (op->contr->bowtype == bow_threewide) 1548 else if (op->contr->bowtype == bow_threewide)
1718 { 1549 {
1719 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1550 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1720 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]); 1551 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]);
1721 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]); 1552 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1722 } 1553 }
1723 else if (op->contr->bowtype == bow_spreadshot) 1554 else if (op->contr->bowtype == bow_spreadshot)
1724 { 1555 {
1725 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1556 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1726 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); 1557 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1727 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); 1558 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1728
1729 } 1559 }
1730 else 1560 else
1731 { 1561 {
1732 /* Simple case */ 1562 /* Simple case */
1733 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1563 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1734 } 1564 }
1565
1735 return ret; 1566 return ret;
1736} 1567}
1737
1738 1568
1739/* Fires a misc (wand/rod/horn) object in 'dir'. 1569/* Fires a misc (wand/rod/horn) object in 'dir'.
1740 * Broken apart from 'fire' to keep it more readable. 1570 * Broken apart from 'fire' to keep it more readable.
1741 */ 1571 */
1742void 1572static void
1743fire_misc_object (object *op, int dir) 1573fire_misc_object (object *op, int dir)
1744{ 1574{
1745 object *item; 1575 object *item = op->contr->ranged_ob;
1746 1576
1747 if (!op->contr->ranges[range_misc]) 1577 if (!item)
1748 { 1578 {
1749 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); 1579 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1750 return; 1580 return;
1751 } 1581 }
1752 1582
1753 item = op->contr->ranges[range_misc];
1754 if (!item->inv) 1583 if (!item->inv)
1755 { 1584 {
1756 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1585 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1757 return; 1586 return;
1758 } 1587 }
1588
1589 if (!op->change_weapon (item))
1590 return;
1591
1759 if (item->type == WAND) 1592 if (item->type == WAND)
1760 { 1593 {
1761 if (item->stats.food <= 0) 1594 if (item->stats.food <= 0)
1762 { 1595 {
1763 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1596 op->contr->play_sound (sound_find ("wand_poof"));
1764 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); 1597 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1598
1765 return; 1599 return;
1766 } 1600 }
1767 } 1601 }
1768 else if (item->type == ROD || item->type == HORN) 1602 else if (item->type == ROD || item->type == HORN)
1769 { 1603 {
1770 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1604 sint16 spell_sp = max (item->inv->stats.sp, item->inv->stats.grace);
1605
1606 // using the maximum of the rods charge allows at least one spell cast
1607 // for a rod or horn, this fixes some broken rods.
1608 if (item->stats.hp < min (spell_sp, item->stats.maxhp))
1771 { 1609 {
1772 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1610 op->contr->play_sound (sound_find ("wand_poof"));
1611
1773 if (item->type == ROD) 1612 if (item->type == ROD)
1774 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); 1613 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1775 else 1614 else
1776 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1615 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1616
1777 return; 1617 return;
1778 } 1618 }
1779 } 1619 }
1780 1620
1781 if (cast_spell (op, item, dir, item->inv, NULL)) 1621 if (cast_spell (op, item, dir, item->inv, NULL))
1782 { 1622 {
1783 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */ 1623 item->flag [FLAG_BEEN_APPLIED] = true; /* You now know something about it */
1624
1784 if (item->type == WAND) 1625 if (item->type == WAND)
1785 { 1626 {
1786 if (!(--item->stats.food)) 1627 if (!(--item->stats.food))
1787 { 1628 {
1788 object *tmp; 1629 object *tmp;
1789 1630
1790 if (item->arch) 1631 if (item->arch)
1791 { 1632 {
1792 CLEAR_FLAG (item, FLAG_ANIMATE); 1633 CLEAR_FLAG (item, FLAG_ANIMATE);
1793 item->face = item->arch->clone.face; 1634 item->face = item->arch->face;
1794 item->set_speed (0); 1635 item->set_speed (0);
1795 } 1636 }
1796 1637
1797 if ((tmp = item->in_player ())) 1638 if (object *pl = item->visible_to ())
1798 esrv_update_item (UPD_ANIM, tmp, item); 1639 esrv_update_item (UPD_ANIM, pl, item);
1799 } 1640 }
1800 } 1641 }
1801 else if (item->type == ROD || item->type == HORN) 1642 else if (item->type == ROD || item->type == HORN)
1802 drain_rod_charge (item); 1643 drain_rod_charge (item);
1803 } 1644 }
1804} 1645}
1805 1646
1806/* Received a fire command for the player - go and do it. 1647/* Received a fire command for the player - go and do it.
1807 */ 1648 */
1808void 1649bool
1809fire (object *op, int dir) 1650fire (object *op, int dir)
1810{ 1651{
1811 int spellcost = 0; 1652 int spellcost = 0;
1653
1654 player *pl = op->contr;
1655
1656 if (pl->golem)
1657 {
1658 control_golem (op->contr->golem, dir);
1659 return false;
1660 }
1661
1662 object *ob = pl->ranged_ob;
1663
1664 if (!ob)
1665 return false;
1666
1667 if (op->speed_left > 0.f)
1668 --op->speed_left;
1669 else
1670 return false;
1671
1672 if (!op->change_weapon (ob))
1673 return false;
1812 1674
1813 /* check for loss of invisiblity/hide */ 1675 /* check for loss of invisiblity/hide */
1814 if (action_makes_visible (op)) 1676 if (action_makes_visible (op))
1815 make_visible (op); 1677 make_visible (op);
1816 1678
1817 switch (op->contr->shoottype) 1679 switch (ob->type)
1818 { 1680 {
1819 case range_none: 1681 case BOW:
1820 return;
1821
1822 case range_bow:
1823 player_fire_bow (op, dir); 1682 player_fire_bow (op, dir);
1824 return; 1683 break;
1825 1684
1826 case range_magic: /* Casting spells */ 1685 case SPELL:
1827 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0)); 1686 spellcost = cast_spell (op, op, dir, ob, *pl->spellparam ? pl->spellparam : 0);
1828 return; 1687 break;
1829 1688
1830 case range_misc: 1689 case BUILDER:
1690 apply_map_builder (op, dir);
1691 break;
1692
1693 case SKILL:
1694 do_skill (op, op, ob, dir, 0);
1695 break;
1696
1697 default:
1831 fire_misc_object (op, dir); 1698 fire_misc_object (op, dir);
1832 return; 1699 break;
1833
1834 case range_golem: /* Control summoned monsters from scrolls */
1835 control_golem (op->contr->ranges[range_golem], dir);
1836 return;
1837
1838 case range_skill:
1839 if (!op->chosen_skill)
1840 {
1841 if (op->type == PLAYER)
1842 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
1843
1844 return;
1845 }
1846
1847 do_skill (op, op, op->chosen_skill, dir, NULL);
1848 return;
1849 case range_builder:
1850 apply_map_builder (op, dir);
1851 return;
1852 default:
1853 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
1854 return;
1855 } 1700 }
1856}
1857 1701
1858/* find_key 1702 return true;
1859 * We try to find a key for the door as passed. If we find a key 1703}
1860 * and successfully use it, we return the key, otherwise NULL 1704
1861 * This function merges both normal and locked door, since the logic 1705static object *
1862 * for both is the same - just the specific key is different.
1863 * pl is the player,
1864 * inv is the objects inventory to searched
1865 * door is the door we are trying to match against.
1866 * This function can be called recursively to search containers.
1867 */
1868object *
1869find_key (object *pl, object *container, object *door) 1706find_key_ (object *pl, object *container, object *door)
1870{ 1707{
1871 object *tmp, *key; 1708 object *tmp, *key;
1872 1709
1873 /* Should not happen, but sanity checking is never bad */ 1710 /* Should not happen, but sanity checking is never bad */
1874 if (!container->inv) 1711 if (!container->inv)
1877 /* First, lets try to find a key in the top level inventory */ 1714 /* First, lets try to find a key in the top level inventory */
1878 for (tmp = container->inv; tmp; tmp = tmp->below) 1715 for (tmp = container->inv; tmp; tmp = tmp->below)
1879 { 1716 {
1880 if (door->type == DOOR && tmp->type == KEY) 1717 if (door->type == DOOR && tmp->type == KEY)
1881 break; 1718 break;
1719
1882 /* For sanity, we should really check door type, but other stuff 1720 /* For sanity, we should really check door type, but other stuff
1883 * (like containers) can be locked with special keys 1721 * (like containers) can be locked with special keys
1884 */ 1722 */
1885 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1723 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1886 break; 1724 break;
1892 * a key, return 1730 * a key, return
1893 */ 1731 */
1894 if (!tmp) 1732 if (!tmp)
1895 { 1733 {
1896 for (tmp = container->inv; tmp; tmp = tmp->below) 1734 for (tmp = container->inv; tmp; tmp = tmp->below)
1897 {
1898 /* No reason to search empty containers */ 1735 /* No reason to search empty containers */
1899 if (tmp->type == CONTAINER && tmp->inv) 1736 if (tmp->type == CONTAINER && tmp->inv)
1900 {
1901 if ((key = find_key (pl, tmp, door))) 1737 if ((key = find_key_ (pl, tmp, door)))
1902 return key; 1738 return key;
1903 }
1904 }
1905 1739
1906 if (!tmp) 1740 if (!tmp)
1907 return NULL; 1741 return 0;
1908 } 1742 }
1909 1743
1910 /* We get down here if we have found a key. Now if its in a container, 1744 /* We get down here if we have found a key. Now if its in a container,
1911 * see if we actually want to use it 1745 * see if we actually want to use it
1912 */ 1746 */
1913 if (pl != container) 1747 if (pl != container)
1914 { 1748 {
1915 /* Only let players use keys in containers */ 1749 /* Only let players use keys in containers */
1916 if (!pl->contr) 1750 if (!pl->contr)
1917 return NULL; 1751 return 0;
1752
1918 /* cases where this fails: 1753 /* cases where this fails:
1919 * If we only search the player inventory, return now since we 1754 * If we only search the player inventory, return now since we
1920 * are not in the players inventory. 1755 * are not in the players inventory.
1921 * If the container is not active, return now since only active 1756 * If the container is not active, return now since only active
1922 * containers can be used. 1757 * containers can be used.
1926 * inv must have been an container and must have been active. 1761 * inv must have been an container and must have been active.
1927 * 1762 *
1928 * Change the color so that the message doesn't disappear with 1763 * Change the color so that the message doesn't disappear with
1929 * all the others. 1764 * all the others.
1930 */ 1765 */
1931 if (pl->contr->usekeys == key_inventory || 1766 if (pl->contr->usekeys == key_inventory
1932 !QUERY_FLAG (container, FLAG_APPLIED) || 1767 || !QUERY_FLAG (container, FLAG_APPLIED)
1933 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys")))) 1768 || (pl->contr->usekeys == keyrings && container->race != shstr_keys))
1934 { 1769 {
1935 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1770 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1936 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); 1771 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1937 return NULL; 1772 return NULL;
1938 } 1773 }
1939 } 1774 }
1940 1775
1941 return tmp; 1776 return tmp;
1777}
1778
1779/* find_key
1780 * We try to find a key for the door as passed. If we find a key
1781 * and successfully use it, we return the key, otherwise NULL
1782 * This function merges both normal and locked door, since the logic
1783 * for both is the same - just the specific key is different.
1784 * pl is the player,
1785 * inv is the objects inventory to searched
1786 * door is the door we are trying to match against.
1787 * This function can be called recursively to search containers.
1788 */
1789object *
1790find_key (object *pl, object *container, object *door)
1791{
1792 if (door->slaying && is_match_expr (door->slaying))
1793 {
1794 // for match expressions, we try to find the key by applying the match
1795 // to the op itself, which is supposed to find the "key", instead
1796 // of searching through containers ourselves.
1797
1798 return match_one (door->slaying, container, door, pl, pl);
1799 }
1800 else
1801 return find_key_ (pl, container, door);
1942} 1802}
1943 1803
1944/* moved door processing out of move_player_attack. 1804/* moved door processing out of move_player_attack.
1945 * returns 1 if player has opened the door with a key 1805 * returns 1 if player has opened the door with a key
1946 * such that the caller should not do anything more, 1806 * such that the caller should not do anything more,
1947 * 0 otherwise 1807 * 0 otherwise
1948 */ 1808 */
1949static int 1809static int
1950player_attack_door (object *op, object *door) 1810player_attack_door (object *op, object *door)
1951{ 1811{
1952 /* If its a door, try to find a use a key. If we do destroy the door, 1812 /* If its a door, try to find a key. If we do destroy the door,
1953 * might as well return immediately as there is nothing more to do - 1813 * might as well return immediately as there is nothing more to do -
1954 * otherwise, we fall through to the rest of the code. 1814 * otherwise, we fall through to the rest of the code.
1955 */ 1815 */
1956 object *key = find_key (op, op, door); 1816 object *key = find_key (op, op, door);
1957 1817
1958 /* IF we found a key, do some extra work */ 1818 /* If we found a key, do some extra work */
1959 if (key) 1819 if (key)
1960 { 1820 {
1961 object *container = key->env; 1821 object *container = key->env;
1962 1822
1963 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1964 if (action_makes_visible (op)) 1823 if (action_makes_visible (op))
1965 make_visible (op); 1824 make_visible (op);
1825
1966 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1826 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1967 spring_trap (door->inv, op); 1827 spring_trap (door->inv, op);
1968 1828
1969 if (door->type == DOOR) 1829 if (door->type == DOOR)
1970 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1830 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1971 else if (door->type == LOCKED_DOOR) 1831 else if (door->type == LOCKED_DOOR)
1972 { 1832 {
1973 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1833 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN);
1974 remove_door2 (door); /* remove door without violence ;-) */ 1834 remove_door2 (door); /* remove door without violence ;-) */
1975 } 1835 }
1976 1836
1977 /* Do this after we print the message */ 1837 /* Do this after we print the message */
1978 decrease_ob (key); /* Use up one of the keys */ 1838 key->decrease (); /* Use up one of the keys */
1979 /* Need to update the weight the container the key was in */
1980 if (container != op)
1981 esrv_update_item (UPD_WEIGHT, op, container);
1982 1839
1983 return 1; /* Nothing more to do below */ 1840 return 1; /* Nothing more to do below */
1984 } 1841 }
1985 else if (door->type == LOCKED_DOOR) 1842 else if (door->type == LOCKED_DOOR)
1986 { 1843 {
1987 /* Might as well return now - no other way to open this */ 1844 /* Might as well return now - no other way to open this */
1988 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1845 op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door...");
1989 return 1; 1846 return 1;
1990 } 1847 }
1991 1848
1992 return 0; 1849 return 0;
1993} 1850}
1996 * It should keep the code cleaner. 1853 * It should keep the code cleaner.
1997 * When this is called, the players direction has been updated 1854 * When this is called, the players direction has been updated
1998 * (taking into account confusion.) The player is also actually 1855 * (taking into account confusion.) The player is also actually
1999 * going to try and move (not fire weapons). 1856 * going to try and move (not fire weapons).
2000 */ 1857 */
2001void 1858bool
2002move_player_attack (object *op, int dir) 1859move_player_attack (object *op, int dir)
2003{ 1860{
2004 object *tmp, *mon; 1861 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2005 sint16 nx, ny; 1862 {
1863 --op->speed_left;
1864 return true;
1865 }
1866
2006 int on_battleground; 1867 int on_battleground;
2007 maptile *m;
2008 1868
2009 nx = freearr_x[dir] + op->x; 1869 sint16 nx = freearr_x[dir] + op->x;
2010 ny = freearr_y[dir] + op->y; 1870 sint16 ny = freearr_y[dir] + op->y;
2011 1871
2012 on_battleground = op_on_battleground (op, 0, 0); 1872 on_battleground = op_on_battleground (op, 0, 0);
1873
1874 if (out_of_map (op->map, nx, ny))
1875 return false;
2013 1876
2014 /* If braced, or can't move to the square, and it is not out of the 1877 /* If braced, or can't move to the square, and it is not out of the
2015 * map, attack it. Note order of if statement is important - don't 1878 * map, attack it. Note order of if statement is important - don't
2016 * want to be calling move_ob if braced, because move_ob will move the 1879 * want to be calling move_ob if braced, because move_ob will move the
2017 * player. This is a pretty nasty hack, because if we could 1880 * player. This is a pretty nasty hack, because if we could
2018 * move to some space, it then means that if we are braced, we should 1881 * move to some space, it then means that if we are braced, we should
2019 * do nothing at all. As it is, if we are braced, we go through 1882 * do nothing at all. As it is, if we are braced, we go through
2020 * quite a bit of processing. However, it probably is less than what 1883 * quite a bit of processing. However, it probably is less than what
2021 * move_ob uses. 1884 * move_ob uses.
2022 */ 1885 */
2023 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) 1886 maptile *m = op->map->xy_find (nx, ny);
1887
1888 /* Go through all the objects, and find ones of interest. Only stop if
1889 * we find a monster - that is something we know we want to attack.
1890 * if its a door or barrel (can roll) see if there may be monsters
1891 * on the space
1892 */
1893 object *mon;
1894 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
1895 {
1896 if ((mon->flag [FLAG_ALIVE]
1897 || mon->type == LOCKED_DOOR
1898 || mon->flag [FLAG_CAN_ROLL])
1899 && mon != op)
1900 break;
2024 { 1901 }
2025 if (OUT_OF_REAL_MAP (op->map, nx, ny)) 1902
1903 if (!mon) /* This happens anytime the player tries to move */
1904 return false; /* into a wall */
1905
1906 mon = mon->head_ ();
1907
1908 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
1909 if (op->contr->weapon_sp_left > 0.f)
1910 if (player_attack_door (op, mon))
1911 {
1912 --op->contr->weapon_sp_left;
1913 return true;
2026 { 1914 }
2027 m = op->map->xy_find (nx, ny); 1915
2028 if (!m) 1916 /* The following deals with possibly attacking peaceful
2029 return; /* Don't think this should happen */ 1917 * or friendly creatures. Basically, all players are considered
1918 * unaggressive. If the moving player has peaceful set, then the
1919 * object should be pushed instead of attacked. It is assumed that
1920 * if you are braced, you will not attack friends accidently,
1921 * and thus will not push them.
1922 */
1923
1924 /* If the creature is a pet, push it even if the player is not
1925 * peaceful. Our assumption is the creature is a pet if the
1926 * player owns it and it is either friendly or unagressive.
1927 */
1928 if (op->type == PLAYER
1929 && ((mon->owner && mon->owner->contr
1930 && same_party (mon->owner->contr->party, op->contr->party))
1931 || mon->owner == op)
1932 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
1933 {
1934 /* If we're braced, we don't want to switch places with it */
1935 if (op->contr->braced)
1936 return false;
1937
1938 if (op->speed_left > 0.f)
1939 {
1940 --op->speed_left;
1941
1942 op->play_sound (sound_find ("push_player"));
1943 push_ob (mon, dir, op);
1944
1945 if (action_makes_visible (op))
1946 make_visible (op);
1947
1948 return true;
2030 } 1949 }
2031 else 1950 else
2032 m = op->map;
2033
2034 if (!(tmp = m->at (nx, ny).bot))
2035 return; 1951 return false;
1952 }
2036 1953
2037 mon = 0;
2038 /* Go through all the objects, and find ones of interest. Only stop if
2039 * we find a monster - that is something we know we want to attack.
2040 * if its a door or barrel (can roll) see if there may be monsters
2041 * on the space
2042 */
2043 while (tmp)
2044 {
2045 if (tmp == op)
2046 {
2047 tmp = tmp->above;
2048 continue;
2049 }
2050
2051 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2052 {
2053 mon = tmp;
2054 break;
2055 }
2056
2057 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2058 mon = tmp;
2059
2060 tmp = tmp->above;
2061 }
2062
2063 if (!mon) /* This happens anytime the player tries to move */
2064 return; /* into a wall */
2065
2066 if (mon->head)
2067 mon = mon->head;
2068
2069 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2070 if (player_attack_door (op, mon))
2071 return;
2072
2073 /* The following deals with possibly attacking peaceful
2074 * or frienddly creatures. Basically, all players are considered
2075 * unaggressive. If the moving player has peaceful set, then the
2076 * object should be pushed instead of attacked. It is assumed that
2077 * if you are braced, you will not attack friends accidently,
2078 * and thus will not push them.
2079 */
2080
2081 /* If the creature is a pet, push it even if the player is not
2082 * peaceful. Our assumption is the creature is a pet if the
2083 * player owns it and it is either friendly or unagressive.
2084 */
2085 if ((op->type == PLAYER)
2086#if COZY_SERVER
2087 &&
2088 ((mon->owner && mon->owner->contr
2089 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op)
2090#else
2091 && mon->owner == op
2092#endif
2093 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2094 {
2095 /* If we're braced, we don't want to switch places with it */
2096 if (op->contr->braced)
2097 return;
2098
2099 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2100 (void) push_ob (mon, dir, op);
2101 if (op->contr->tmp_invis || op->hide)
2102 make_visible (op);
2103
2104 return;
2105 }
2106
2107 /* in certain circumstances, you shouldn't attack friendly 1954 /* in certain circumstances, you shouldn't attack friendly
2108 * creatures. Note that if you are braced, you can't push 1955 * creatures. Note that if you are braced, you can't push
2109 * someone, but put it inside this loop so that you won't 1956 * someone, but put it inside this loop so that you won't
2110 * attack them either. 1957 * attack them either.
2111 */ 1958 */
2112 if ((mon->type == PLAYER || mon->enemy != op) && 1959 if ((mon->type == PLAYER || mon->enemy != op)
2113 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 1960 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2114#ifdef PROHIBIT_PLAYERKILL
2115 (op->contr->peaceful 1961 && ((op->contr->peaceful
2116 || (mon->type == PLAYER 1962 || (mon->type == PLAYER && mon->contr->peaceful))
2117 && mon->contr->
2118 peaceful)) &&
2119#else
2120 op->contr->peaceful &&
2121#endif
2122 !on_battleground)) 1963 && !on_battleground))
1964 {
1965 if (op->speed_left > 0.f)
2123 { 1966 {
1967 --op->speed_left;
1968
2124 if (!op->contr->braced) 1969 if (!op->contr->braced)
2125 { 1970 {
2126 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 1971 op->play_sound (sound_find ("push_player"));
2127 push_ob (mon, dir, op); 1972 push_ob (mon, dir, op);
2128 } 1973 }
2129 else 1974 else
2130 new_draw_info (0, 0, op, "You withhold your attack"); 1975 op->statusmsg ("You withhold your attack");
2131 1976
2132 if (op->contr->tmp_invis || op->hide) 1977 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
2133 make_visible (op); 1978 make_visible (op);
2134 }
2135 1979
1980 return true;
1981 }
1982 }
2136 /* If the object is a boulder or other rollable object, then 1983 /* If the object is a boulder or other rollable object, then
2137 * roll it if not braced. You can't roll it if you are braced. 1984 * roll it if not braced. You can't roll it if you are braced.
2138 */ 1985 */
2139 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 1986 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
1987 {
1988 if (op->speed_left > 0.f)
2140 { 1989 {
1990 --op->speed_left;
1991
2141 recursive_roll (mon, dir, op); 1992 recursive_roll (mon, dir, op);
2142 if (action_makes_visible (op)) 1993 if (action_makes_visible (op))
2143 make_visible (op); 1994 make_visible (op);
2144 }
2145 1995
1996 return true;
1997 }
1998 }
2146 /* Any generic living creature. Including things like doors. 1999 /* Any generic living creature. Including things like doors.
2147 * Way it works is like this: First, it must have some hit points 2000 * Way it works is like this: First, it must have some hit points
2148 * and be living. Then, it must be one of the following: 2001 * and be living. Then, it must be one of the following:
2149 * 1) Not a player, 2) A player, but of a different party. Note 2002 * 1) Not a player, 2) A player, but of a different party. Note
2150 * that party_number -1 is no party, so attacks can still happen. 2003 * that party_number -1 is no party, so attacks can still happen.
2151 */ 2004 */
2152 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2005 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2153 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 2006 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2154 { 2007 {
2155 2008 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2156 /* If the player hasn't hit something this tick, and does
2157 * so, give them speed boost based on weapon speed. Doing
2158 * it here is better than process_players2, which basically
2159 * incurred a 1 tick offset.
2160 */
2161 if (!op->contr->has_hit)
2162 { 2009 {
2163 op->speed_left += op->speed / op->contr->weapon_sp; 2010 --op->contr->weapon_sp_left;
2164
2165 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2166 }
2167 2011
2168 skill_attack (mon, op, 0, 0, 0); 2012 skill_attack (mon, op, 0, 0, 0);
2169
2170 /* If attacking another player, that player gets automatic
2171 * hitback, and doesn't loose luck either.
2172 * Disable hitback on the battleground or if the target is
2173 * the wiz.
2174 */
2175 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2176 {
2177 short luck = mon->stats.luck;
2178
2179 mon->contr->has_hit = 1;
2180 skill_attack (op, mon, 0, 0, 0);
2181 mon->stats.luck = luck;
2182 }
2183 2013
2184 if (action_makes_visible (op)) 2014 if (action_makes_visible (op))
2185 make_visible (op); 2015 make_visible (op);
2186 }
2187 } /* if player should attack something */
2188}
2189 2016
2190int 2017 return true;
2018 }
2019 }
2020
2021 return false;
2022}
2023
2024bool
2191move_player (object *op, int dir) 2025move_player (object *op, int dir)
2192{ 2026{
2193 int pick;
2194
2195 if (!op->map || op->map->in_memory != MAP_IN_MEMORY) 2027 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2196 return 0; 2028 return 0;
2197 2029
2198 /* Sanity check: make sure dir is valid */ 2030 /* Sanity check: make sure dir is valid */
2199 if ((dir < 0) || (dir >= 9)) 2031 if ((dir < 0) || (dir >= 9))
2200 { 2032 {
2206 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2038 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2207 dir = absdir (dir + rndm (3) + rndm (3) - 2); 2039 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2208 2040
2209 op->facing = dir; 2041 op->facing = dir;
2210 2042
2211 if (op->hide) 2043 if (op->flag [FLAG_HIDDEN])
2212 do_hidden_move (op); 2044 do_hidden_move (op);
2213 2045
2046 bool retval;
2047 int pick = 0;
2048
2214 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2049 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2215 /*nop */ ; 2050 retval = RESULT_INT (0);
2216 else if (op->contr->fire_on) 2051 else if (op->contr->fire_on)
2217 fire (op, dir); 2052 retval = fire (op, dir);
2218 else 2053 else
2219 { 2054 {
2220 move_player_attack (op, dir); 2055 retval = move_player_attack (op, dir);
2221 pick = check_pick (op); 2056 pick = check_pick (op);
2222 } 2057 }
2223 2058
2224 /* Add special check for newcs players and fire on - this way, the 2059 /* Add special check for newcs players and fire on - this way, the
2225 * server can handle repeat firing. 2060 * server can handle repeat firing.
2232 /* Update how the player looks. Use the facing, so direction may 2067 /* Update how the player looks. Use the facing, so direction may
2233 * get reset to zero. This allows for full animation capabilities 2068 * get reset to zero. This allows for full animation capabilities
2234 * for players. 2069 * for players.
2235 */ 2070 */
2236 animate_object (op, op->facing); 2071 animate_object (op, op->facing);
2237 return 0; 2072
2073 return retval;
2238} 2074}
2239 2075
2240/* This is similar to handle_player, below, but is only used by the 2076/* This is similar to handle_player, below, but is only used by the
2241 * new client/server stuff. 2077 * new client/server stuff.
2242 * This is sort of special, in that the new client/server actually uses 2078 * This is sort of special, in that the new client/server actually uses
2243 * the new speed values for commands. 2079 * the new speed values for commands.
2244 * 2080 *
2245 * Returns true if there are more actions we can do. 2081 * Returns true if there are more actions we can do. Should not do
2082 * many actions in a row, as that would be too unfair to other
2083 * players.
2246 */ 2084 */
2247int 2085bool
2248handle_newcs_player (object *op) 2086handle_newcs_player (object *op)
2249{ 2087{
2250 if (QUERY_FLAG (op, FLAG_SCARED)) 2088 if (QUERY_FLAG (op, FLAG_SCARED))
2251 { 2089 {
2252 flee_player (op); 2090 if (op->speed_left > 0.f)
2253 /* If player is still scared, that is his action for this tick */
2254 if (QUERY_FLAG (op, FLAG_SCARED))
2255 { 2091 {
2256 op->speed_left--; 2092 --op->speed_left;
2093 flee_player (op);
2094
2257 return 0; 2095 return true;
2258 } 2096 }
2097 else
2098 return false;
2259 } 2099 }
2260 2100
2261 /* call this here - we also will call this in do_ericserver, but 2101 /* call this here - we also will call this in do_ericserver, but
2262 * the players time has been increased when doericserver has been 2102 * the players time has been increased when doericserver has been
2263 * called, so we recheck it here. 2103 * called, so we recheck it here.
2264 */ 2104 */
2265 if (op->contr->ns->handle_command ()) 2105 if (op->contr->ns->handle_command ())
2266 return 1; 2106 return true;
2267 2107
2268 if (op->speed_left > 0)
2269 {
2270 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2108 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2271 {
2272 /* All move commands take 1 tick, at least for now */
2273 op->speed_left--;
2274
2275 /* Instead of all the stuff below, let move_player take care
2276 * of it. Also, some of the skill stuff is only put in
2277 * there, as well as the confusion stuff.
2278 */
2279 move_player (op, op->direction); 2109 return move_player (op, op->direction);
2280 2110
2281 return op->speed_left > 0;
2282 }
2283 }
2284
2285 return 0; 2111 return false;
2286} 2112}
2287 2113
2288int 2114static int
2289save_life (object *op) 2115save_life (object *op)
2290{ 2116{
2291 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2117 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2292 return 0; 2118 return 0;
2293 2119
2294 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2120 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2295 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2121 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2296 { 2122 {
2297 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2123 op->play_sound (sound_find ("ob_evaporate"));
2298 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); 2124 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2299
2300 if (op->contr)
2301 esrv_del_item (op->contr, tmp->count);
2302 2125
2303 tmp->destroy (); 2126 tmp->destroy ();
2304 CLEAR_FLAG (op, FLAG_LIFESAVE); 2127 CLEAR_FLAG (op, FLAG_LIFESAVE);
2305 2128
2306 if (op->stats.hp < 0) 2129 if (op->stats.hp < 0)
2319 return 0; 2142 return 0;
2320} 2143}
2321 2144
2322/* This goes throws the inventory and removes unpaid objects, and puts them 2145/* This goes throws the inventory and removes unpaid objects, and puts them
2323 * back in the map (location and map determined by values of env). This 2146 * back in the map (location and map determined by values of env). This
2324 * function will descend into containers. op is the object to start the search 2147 * function will descend into containers. op is the object to start the search
2325 * from. 2148 * from.
2326 */ 2149 */
2150static void
2151drop_unpaid_items (object *op, object *env)
2152{
2153 while (op)
2154 {
2155 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2156
2157 if (QUERY_FLAG (op, FLAG_UNPAID))
2158 op->insert_at (env);
2159 else if (op->inv)
2160 drop_unpaid_items (op->inv, env);
2161
2162 op = next;
2163 }
2164}
2165
2327void 2166void
2328remove_unpaid_objects (object *op, object *env) 2167object::drop_unpaid_items ()
2329{ 2168{
2330 while (op) 2169 if (!flag [FLAG_REMOVED])
2331 { 2170 ::drop_unpaid_items (inv, this);
2332 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2333
2334 if (QUERY_FLAG (op, FLAG_UNPAID))
2335 {
2336 if (env->type == PLAYER)
2337 esrv_del_item (env->contr, op->count);
2338
2339 op->insert_at (env);
2340 }
2341 else if (op->inv)
2342 remove_unpaid_objects (op->inv, env);
2343
2344 op = next;
2345 }
2346}
2347
2348/*
2349 * Returns pointer a static string containing gravestone text
2350 * Moved from apply.c to player.c - player.c is what
2351 * actually uses this function. player.c may not be quite the
2352 * best, a misc file for object actions is probably better,
2353 * but there isn't one in the server directory.
2354 */
2355char *
2356gravestone_text (object *op)
2357{
2358 static char buf2[MAX_BUF];
2359 char buf[MAX_BUF];
2360 time_t now = time (NULL);
2361
2362 strcpy (buf2, " R.I.P.\n\n");
2363 if (op->type == PLAYER)
2364 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2365 else
2366 sprintf (buf, "%s\n", &op->name);
2367
2368 strncat (buf2, " ", 20 - strlen (buf) / 2);
2369 strcat (buf2, buf);
2370 if (op->type == PLAYER)
2371 sprintf (buf, "who was in level %d when killed\n", op->level);
2372 else
2373 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2374
2375 strncat (buf2, " ", 20 - strlen (buf) / 2);
2376 strcat (buf2, buf);
2377 if (op->type == PLAYER)
2378 {
2379 sprintf (buf, "by %s.\n\n", op->contr->killer);
2380 strncat (buf2, " ", 21 - strlen (buf) / 2);
2381 strcat (buf2, buf);
2382 }
2383
2384 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2385 strncat (buf2, " ", 20 - strlen (buf) / 2);
2386 strcat (buf2, buf);
2387
2388 return buf2;
2389} 2171}
2390 2172
2391void 2173void
2392do_some_living (object *op) 2174do_some_living (object *op)
2393{ 2175{
2419 make_visible (op); 2201 make_visible (op);
2420 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out."); 2202 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2421 } 2203 }
2422 } 2204 }
2423 2205
2424 if (op->contr->outputs_sync)
2425 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2426 if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2427 flush_output_element (op, &op->contr->outputs[i]);
2428
2429 if (op->contr->ns->state == ST_PLAYING) 2206 if (op->contr->ns->state == ST_PLAYING)
2430 { 2207 {
2431 /* these next three if clauses make it possible to SLOW DOWN 2208 /* these next three if clauses make it possible to SLOW DOWN
2432 hp/grace/spellpoint regeneration. */ 2209 hp/grace/spellpoint regeneration. */
2433 if (op->contr->gen_hp >= 0) 2210 if (op->contr->gen_hp >= 0)
2450 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2227 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2451 else 2228 else
2452 { 2229 {
2453 gen_grace = op->stats.maxgrace; 2230 gen_grace = op->stats.maxgrace;
2454 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2231 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2455 }
2456
2457 /* Regenerate Spell Points */
2458 if (!op->contr->ranges[range_golem] && --op->last_sp < 0)
2459 {
2460 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2461 if (op->stats.sp < op->stats.maxsp)
2462 {
2463 op->stats.sp++;
2464 /* dms do not consume food */
2465 if (!QUERY_FLAG (op, FLAG_WIZ))
2466 {
2467 op->stats.food--;
2468 if (op->contr->digestion < 0)
2469 op->stats.food += op->contr->digestion;
2470 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2471 op->stats.food = last_food;
2472 }
2473 }
2474
2475 if (max_sp > 1)
2476 {
2477 over_sp = (gen_sp + 10) / rate_sp;
2478 if (over_sp > 0)
2479 {
2480 if (op->stats.sp < op->stats.maxsp)
2481 {
2482 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2483
2484 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2485 op->stats.sp--;
2486
2487 if (op->stats.sp > op->stats.maxsp)
2488 op->stats.sp = op->stats.maxsp;
2489 }
2490 op->last_sp = 0;
2491 }
2492 else
2493 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2494 }
2495 else
2496 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2497 } 2232 }
2498 2233
2499 /* Regenerate Grace */ 2234 /* Regenerate Grace */
2500 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2235 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2501 if (--op->last_grace < 0) 2236 if (--op->last_grace < 0)
2522 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); 2257 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2523 } 2258 }
2524 /* wearing stuff doesn't detract from grace generation. */ 2259 /* wearing stuff doesn't detract from grace generation. */
2525 } 2260 }
2526 2261
2262 if (op->stats.food > 0)
2263 {
2527 /* Regenerate Hit Points */ 2264 /* Regenerate Spell Points */
2528 if (--op->last_heal < 0) 2265 if (!op->contr->golem && --op->last_sp < 0)
2529 {
2530 if (op->stats.hp < op->stats.maxhp)
2531 { 2266 {
2532 op->stats.hp++; 2267 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2533 /* dms do not consume food */ 2268
2534 if (!QUERY_FLAG (op, FLAG_WIZ)) 2269 if (op->stats.sp < op->stats.maxsp)
2535 { 2270 {
2271 op->stats.sp++;
2272
2273 /* dms do not consume food */
2274 if (!QUERY_FLAG (op, FLAG_WIZ))
2275 {
2536 op->stats.food--; 2276 op->stats.food--;
2277
2537 if (op->contr->digestion < 0) 2278 if (op->contr->digestion < 0)
2538 op->stats.food += op->contr->digestion; 2279 op->stats.food += op->contr->digestion;
2539 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2280 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2540 op->stats.food = last_food; 2281 op->stats.food = last_food;
2282 }
2541 } 2283 }
2542 }
2543 2284
2544 if (max_hp > 1) 2285 if (max_sp > 1)
2545 {
2546 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2547 if (over_hp > 0)
2548 { 2286 {
2549 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; 2287 over_sp = (gen_sp + 10) / rate_sp;
2288 if (over_sp > 0)
2289 {
2290 if (op->stats.sp < op->stats.maxsp)
2291 {
2292 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2293
2294 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2295 op->stats.sp--;
2296
2297 if (op->stats.sp > op->stats.maxsp)
2298 op->stats.sp = op->stats.maxsp;
2299 }
2300
2550 op->last_heal = 0; 2301 op->last_sp = 0;
2302 }
2303 else
2304 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2551 } 2305 }
2552 else 2306 else
2307 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2308 }
2309
2310 /* Regenerate Hit Points */
2311 if (--op->last_heal < 0)
2312 {
2313 if (op->stats.hp < op->stats.maxhp)
2553 { 2314 {
2554 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2315 op->stats.hp++;
2316
2317 /* dms do not consume food */
2318 if (!QUERY_FLAG (op, FLAG_WIZ))
2319 {
2320 op->stats.food--;
2321
2322 if (op->contr->digestion < 0)
2323 op->stats.food += op->contr->digestion;
2324 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2325 op->stats.food = last_food;
2326 }
2555 } 2327 }
2328
2329 if (max_hp > 1)
2330 {
2331 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2332
2333 if (over_hp > 0)
2334 {
2335 op->stats.sp += over_hp + (rndm (rate_hp) > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2336 op->last_heal = 0;
2337 }
2338 else
2339 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2556 } 2340 }
2557 else 2341 else
2558 {
2559 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2342 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2560 } 2343 }
2561 } 2344 }
2562 2345
2563 /* Digestion */ 2346 /* Digestion */
2564 if (--op->last_eat < 0) 2347 if (--op->last_eat < 0)
2565 { 2348 {
2566#ifdef COZY_SERVER 2349 int bonus = max (0, op->contr->digestion),
2567 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion; 2350 penalty = max (0, -op->contr->digestion);
2568 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2569#else
2570 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2571#endif
2572 2351
2573 if (op->contr->gen_hp > 0)
2574 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2352 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2575 else
2576 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2577 2353
2578 /* dms do not consume food */ 2354 /* dms do not consume food */
2579 if (!QUERY_FLAG (op, FLAG_WIZ)) 2355 if (!QUERY_FLAG (op, FLAG_WIZ))
2580 op->stats.food--; 2356 op->stats.food--;
2581 } 2357 }
2582 2358
2583 if (op->stats.food < 0 && op->stats.hp >= 0) 2359 if (op->stats.food < 0 && op->stats.hp >= 0)
2584 { 2360 {
2585 object *tmp, *flesh = 0; 2361 object *flesh = 0;
2586 2362
2587 for (tmp = op->inv; tmp; tmp = tmp->below) 2363 for_inv_removable (op, tmp)
2588 { 2364 {
2589 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2365 if (QUERY_FLAG (tmp, FLAG_UNPAID))
2366 continue;
2367
2368 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2590 { 2369 {
2591 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2370 op->statusmsg ("You blindly grab for a bite of food. "
2592 { 2371 "H<To prevent you from starving, you ate some random item from your backpack.>");
2593 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2594 manual_apply (op, tmp, 0); 2372 manual_apply (op, tmp, 0);
2373
2595 if (op->stats.food >= 0 || op->stats.hp < 0) 2374 if (op->stats.food >= 0 || op->stats.hp < 0)
2596 break; 2375 break;
2597 } 2376 }
2598 else if (tmp->type == FLESH) 2377 else if (tmp->type == FLESH)
2599 flesh = tmp; 2378 flesh = tmp;
2600 } /* End if paid for object */ 2379 }
2601 } /* end of for loop */
2602 2380
2603 /* If player is still starving, it means they don't have any food, so 2381 /* If player is still starving, it means they don't have any food, so
2604 * eat flesh instead. 2382 * eat flesh instead.
2605 */ 2383 */
2606 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2384 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2607 { 2385 {
2608 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2386 op->statusmsg ("You blindly grab for a bite of food. "
2387 "H<To prevent you from starving, you ate some random item from your backpack.>");
2609 manual_apply (op, flesh, 0); 2388 manual_apply (op, flesh, 0);
2610 } 2389 }
2390
2391 // If player is still starving, alert him!
2392 if (op->stats.food < 0)
2393 op->failmsg ("You are starving! "
2394 "H<Eat some food to increase your food and prevent you from an untimely death.>");
2395 }
2396
2397 if (op->stats.food < 0)
2611 } 2398 {
2399 op->stats.hp += op->stats.food;
2400 op->stats.food = 0;
2612 2401
2613 while (op->stats.food < 0 && op->stats.hp >= 0) 2402 if (op->stats.hp < 0)
2614 op->stats.food++, op->stats.hp--; 2403 {
2404 op->contr->killer = archetype::get ("killer_starvation");
2405 op->contr->killer->destroy ();
2406 }
2407 }
2615 2408
2409 /* killer should be set here already */
2616 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2410 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2617 kill_player (op); 2411 kill_player (op);
2618 } 2412 }
2619} 2413}
2620 2414
2624 * file. 2418 * file.
2625 */ 2419 */
2626void 2420void
2627kill_player (object *op) 2421kill_player (object *op)
2628{ 2422{
2629 char buf[MAX_BUF];
2630 int x, y; 2423 int x, y;
2631
2632 //int i;
2633 maptile *map; /* this is for resurrection */ 2424 maptile *map; /* this is for resurrection */
2634
2635 /* int z;
2636 int num_stats_lose;
2637 int lost_a_stat;
2638 int lose_this_stat;
2639 int this_stat; */
2640 int will_kill_again; 2425 int will_kill_again;
2641 archetype *at; 2426 archetype *at;
2642 object *tmp; 2427 object *tmp;
2643 2428
2644 if (save_life (op)) 2429 if (save_life (op))
2645 return; 2430 return;
2646 2431
2432 dynbuf_text deathtab;
2433
2434 /* restore player */
2435 at = archetype::find (shstr_poisoning);
2436 if (object *tmp = present_arch_in_ob (at, op))
2437 {
2438 tmp->destroy ();
2439 deathtab << "Your body feels cleansed...\r";
2440 }
2441
2442 at = archetype::find (shstr_confusion);
2443 if (object *tmp = present_arch_in_ob (at, op))
2444 {
2445 tmp->destroy ();
2446 deathtab << "Your mind feels clearer...\r";
2447 }
2448
2449 cure_disease (op, 0, 0); /* remove any disease */
2450
2451 max_it (op->stats.hp , op->stats.maxhp);
2452 max_it (op->stats.sp , op->stats.maxsp);
2453 max_it (op->stats.grace, op->stats.maxgrace);
2454
2455 if (op->stats.food <= 0)
2456 op->stats.food = 999;
2457
2458 // remove all spell effects that are active
2459 // to avoid long-term effects such as word-of-recall
2460 for (object *item = op->inv; item; )
2461 {
2462 object *next = item->below;
2463
2464 if (item->type == SPELL_EFFECT && item->active)
2465 item->destroy ();
2466
2467 item = next;
2468 }
2647 2469
2648 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2470 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2649 * in cities ONLY!!! It is very important that this doesn't get abused. 2471 * in cities ONLY!!! It is very important that this doesn't get abused.
2650 * Look at op_on_battleground() for more info --AndreasV 2472 * Look at op_on_battleground() for more info --AndreasV
2651 */ 2473 */
2652 if (op_on_battleground (op, &x, &y)) 2474 if (op_on_battleground (op, &x, &y))
2653 { 2475 {
2654 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2476 deathtab << "You almost died in combat, but local medics have saved your life...\r";
2655 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2656
2657 /* restore player */
2658 at = archetype::find ("poisoning");
2659 if (object *tmp = present_arch_in_ob (at, op))
2660 {
2661 tmp->destroy ();
2662 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2663 }
2664
2665 at = archetype::find ("confusion");
2666 if (object *tmp = present_arch_in_ob (at, op))
2667 {
2668 tmp->destroy ();
2669 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2670 }
2671
2672 cure_disease (op, 0); /* remove any disease */
2673 op->stats.hp = op->stats.maxhp;
2674 if (op->stats.food <= 0)
2675 op->stats.food = 999;
2676 2477
2677 /* create a bodypart-trophy to make the winner happy */ 2478 /* create a bodypart-trophy to make the winner happy */
2678 if (object *tmp = arch_to_object (archetype::find ("finger"))) 2479 object *tmp = archetype::find (shstr_finger)->instance ();
2679 { 2480
2680 sprintf (buf, "%s's finger", &op->name); 2481 tmp->name = format ("%s's finger" , &op->name);
2681 tmp->name = buf; 2482 tmp->name_pl = format ("%s's fingers", &op->name);
2682 sprintf (buf, " This finger has been cut off %s\n" 2483 tmp->msg = format (
2683 " the %s, when he was defeated at\n level %d by %s.\n", 2484 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
2684 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2485 &op->name, op->contr->title,
2685 tmp->msg = buf; 2486 (int)op->level,
2487 op->contr->killer_name ()
2488 );
2686 tmp->value = 0, tmp->type = 0; 2489 tmp->value = 0, tmp->type = 0;
2687 tmp->materialname = "organics"; 2490 tmp->material = name_to_material (shstr_organic);
2688 tmp->insert_at (op, tmp); 2491 tmp->insert_at (op, tmp);
2689 }
2690 2492
2691 /* teleport defeated player to new destination */ 2493 /* teleport defeated player to new destination */
2692 transfer_ob (op, x, y, 0, NULL); 2494 transfer_ob (op, x, y, 0, NULL);
2693 op->contr->braced = 0; 2495 op->contr->braced = 0;
2496
2497 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2694 return; 2498 return;
2695 } 2499 }
2696 2500
2501 deathtab << "You were killed by " << op->contr->killer_name () << ".\n\n";
2502 deathtab << "T<YOU HAVE DIED>\n\n";
2503
2697 INVOKE_PLAYER (DEATH, op->contr); 2504 INVOKE_PLAYER (DEATH, op->contr);
2698 2505
2699 command_kill_pets (op, 0); 2506 command_kill_pets (op, 0);
2700 2507
2701 if (op->stats.food < 0) 2508 op->contr->play_sound (sound_find ("player_dies"));
2702 {
2703 sprintf (buf, "%s starved to death.", &op->name);
2704 strcpy (op->contr->killer, "starvation");
2705 }
2706 else
2707 sprintf (buf, "%s died.", &op->name);
2708
2709 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2710 2509
2711 /* save the map location for corpse, gravestone */ 2510 /* save the map location for corpse, gravestone */
2712 x = op->x; 2511 x = op->x;
2713 y = op->y; 2512 y = op->y;
2714 map = op->map; 2513 map = op->map;
2742 2541
2743 lost_a_stat = 0; 2542 lost_a_stat = 0;
2744 2543
2745 for (z = 0; z < num_stats_lose; z++) 2544 for (z = 0; z < num_stats_lose; z++)
2746 { 2545 {
2747 i = RANDOM () % NUM_STATS; 2546 i = rndm (NUM_STATS);
2748 2547
2749 if (settings.stat_loss_on_death) 2548 if (settings.stat_loss_on_death)
2750 { 2549 {
2751 /* Pick a random stat and take a point off it. Tell the player 2550 /* Pick a random stat and take a point off it. Tell the player
2752 * what he lost. 2551 * what he lost.
2759 lost_a_stat = 1; 2558 lost_a_stat = 1;
2760 } 2559 }
2761 else 2560 else
2762 { 2561 {
2763 /* deplete a stat */ 2562 /* deplete a stat */
2764 archetype *deparch = archetype::find ("depletion"); 2563 archetype *deparch = archetype::find (shstr_depletion);
2765 object *dep; 2564 object *dep;
2766 2565
2767 dep = present_arch_in_ob (deparch, op); 2566 dep = present_arch_in_ob (deparch, op);
2768 if (!dep) 2567 if (!dep)
2769 { 2568 {
2770 dep = arch_to_object (deparch); 2569 dep = deparch->instance ();
2771 insert_ob_in_ob (dep, op); 2570 insert_ob_in_ob (dep, op);
2772 } 2571 }
2773 lose_this_stat = 1; 2572 lose_this_stat = 1;
2774 if (settings.balanced_stat_loss) 2573 if (settings.balanced_stat_loss)
2775 { 2574 {
2803 } 2602 }
2804 } 2603 }
2805 2604
2806 if (lose_this_stat) 2605 if (lose_this_stat)
2807 { 2606 {
2808 this_stat = get_attr_value (&(dep->stats), i); 2607 this_stat = get_attr_value (&dep->stats, i);
2809 /* We could try to do something clever like find another 2608 /* We could try to do something clever like find another
2810 * stat to reduce if this fails. But chances are, if 2609 * stat to reduce if this fails. But chances are, if
2811 * stats have been depleted to -50, all are pretty low 2610 * stats have been depleted to -50, all are pretty low
2812 * and should be roughly the same, so it shouldn't make a 2611 * and should be roughly the same, so it shouldn't make a
2813 * difference. 2612 * difference.
2821 lost_a_stat = 1; 2620 lost_a_stat = 1;
2822 } 2621 }
2823 } 2622 }
2824 } 2623 }
2825 } 2624 }
2625
2826 /* If no stat lost, tell the player. */ 2626 /* If no stat lost, tell the player. */
2827 if (!lost_a_stat) 2627 if (!lost_a_stat)
2828 { 2628 {
2829 /* determine_god() seems to not work sometimes... why is this? 2629 /* determine_god() seems to not work sometimes... why is this?
2830 Should I be using something else? GD */ 2630 Should I be using something else? GD */
2831 const char *god = determine_god (op); 2631 shstr_tmp god = determine_god (op);
2832 2632
2833 if (god && (strcmp (god, "none"))) 2633 if (god != shstr_none)
2834 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god); 2634 deathtab << "For a brief moment you feel the holy presence of " << god << " protecting you.\r";
2835 else 2635 else
2836 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2636 deathtab << "For a brief moment you feel a holy presence protecting you.\r";
2837 } 2637 }
2838#else 2638#else
2839 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2639 deathtab << "For a brief moment you feel a holy presence protecting you from losing yourself completely.";
2840#endif 2640#endif
2841 2641
2842 /* Put a gravestone up where the character 'almost' died. List the 2642 /* Put a gravestone up where the character 'almost' died. List the
2843 * exp loss on the stone. 2643 * exp loss on the stone.
2844 */ 2644 */
2845 tmp = arch_to_object (archetype::find ("gravestone")); 2645 tmp = archetype::find (shstr_gravestone)->instance ();
2846 sprintf (buf, "%s's gravestone", &op->name); 2646 tmp->name = format ("%s's gravestone", &op->name);
2847 tmp->name = buf; 2647 tmp->name_pl = format ("%s's gravestones", &op->name);
2848 sprintf (buf, "%s's gravestones", &op->name); 2648 tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n",
2849 tmp->name_pl = buf; 2649 &op->name, op->contr->title, op->contr->killer_name ());
2850 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);
2851 tmp->msg = buf;
2852 tmp->x = op->x, tmp->y = op->y; 2650 tmp->x = op->x, tmp->y = op->y;
2853 insert_ob_in_map (tmp, op->map, NULL, 0); 2651 insert_ob_in_map (tmp, op->map, NULL, 0);
2854 2652
2855 /**************************************/ 2653 /**************************************/
2856 /* */ 2654 /* */
2857 /* Subtract the experience points, */ 2655 /* Subtract the experience points, */
2858 /* if we died cause of food, give us */
2859 /* food, and reset HP's... */
2860 /* */ 2656 /* */
2861 /**************************************/ 2657 /**************************************/
2862 2658
2863 /* remove any poisoning and confusion the character may be suffering. */
2864 /* restore player */
2865 at = archetype::find ("poisoning");
2866 tmp = present_arch_in_ob (at, op);
2867
2868 if (tmp)
2869 {
2870 tmp->destroy ();
2871 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2872 }
2873
2874 at = archetype::find ("confusion");
2875 tmp = present_arch_in_ob (at, op);
2876 if (tmp)
2877 {
2878 tmp->destroy ();
2879 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2880 }
2881
2882 cure_disease (op, 0); /* remove any disease */
2883
2884 /*add_exp(op, (op->stats.exp * -0.20)); */ 2659 /*add_exp(op, (op->stats.exp * -0.20)); */
2885 apply_death_exp_penalty (op); 2660 apply_death_exp_penalty (op);
2886 if (op->stats.food < 100)
2887 op->stats.food = 900;
2888 op->stats.hp = op->stats.maxhp;
2889 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2890 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2891 2661
2892 /* 2662 /*
2893 * Check to see if the player has any unpaid items. If so, remove them 2663 * Check to see if the player has any unpaid items. If so, remove them
2894 * and put them back in the map. 2664 * and put them back in the map.
2895 */ 2665 */
2896 remove_unpaid_objects (op->inv, op); 2666 op->drop_unpaid_items ();
2897 2667
2898 /****************************************/ 2668 /****************************************/
2899 /* */ 2669 /* */
2900 /* Move player to his current respawn- */ 2670 /* Move player to his current respawn- */
2901 /* position (usually last savebed) */ 2671 /* position (usually last savebed) */
2921 object *force; 2691 object *force;
2922 int at; 2692 int at;
2923 2693
2924 force = get_archetype (FORCE_NAME); 2694 force = get_archetype (FORCE_NAME);
2925 /* 50 ticks should be enough time for the spell to abate */ 2695 /* 50 ticks should be enough time for the spell to abate */
2926 force->speed = 0.1; 2696 force->speed = 0.1f;
2927 force->speed_left = -5.0; 2697 force->speed_left = -5.f;
2928 SET_FLAG (force, FLAG_APPLIED); 2698 SET_FLAG (force, FLAG_APPLIED);
2929 for (at = 0; at < NROFATTACKS; at++) 2699 for (at = 0; at < NROFATTACKS; at++)
2930 if (will_kill_again & (1 << at)) 2700 if (will_kill_again & (1 << at))
2931 force->resist[at] = 100; 2701 force->resist[at] = 100;
2932 2702
2933 insert_ob_in_ob (force, op); 2703 insert_ob_in_ob (force, op);
2934 op->update_stats (); 2704 op->update_stats ();
2935
2936 } 2705 }
2937 2706
2938 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2707 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2939} 2708}
2940 2709
2941void 2710static void
2942loot_object (object *op) 2711loot_object (object *op)
2943{ /* Grab and destroy some treasure */ 2712{ /* Grab and destroy some treasure */
2944 object *tmp, *tmp2, *next; 2713 object *tmp, *tmp2, *next;
2945 2714
2946 op->close_container (); /* close open sack first */ 2715 op->close_container (); /* close open sack first */
2960 2729
2961 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3)))) 2730 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
2962 { 2731 {
2963 if (tmp->nrof > 1) 2732 if (tmp->nrof > 1)
2964 { 2733 {
2965 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2734 tmp->decrease (rndm (1, tmp->nrof - 1));
2966 tmp2->destroy ();
2967 insert_ob_in_map (tmp, op->map, NULL, 0); 2735 insert_ob_in_map (tmp, op->map, NULL, 0);
2968 } 2736 }
2969 else 2737 else
2970 tmp->destroy (); 2738 tmp->destroy ();
2971 } 2739 }
2978 * fix_weight(): Check recursively the weight of all players, and fix 2746 * fix_weight(): Check recursively the weight of all players, and fix
2979 * what needs to be fixed. Refresh windows and fix speed if anything 2747 * what needs to be fixed. Refresh windows and fix speed if anything
2980 * was changed. 2748 * was changed.
2981 */ 2749 */
2982void 2750void
2983fix_weight (void) 2751fix_weight ()
2984{ 2752{
2985 for_all_players (pl) 2753 for_all_players (pl)
2986 { 2754 {
2987 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2755 sint32 old = pl->ob->carrying;
2988 2756
2989 if (old == sum) 2757 pl->ob->update_weight ();
2990 continue; 2758
2759 if (old != pl->ob->carrying)
2760 {
2991 pl->ob->update_stats (); 2761 pl->ob->update_stats ();
2992 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 2762 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, (int)old, (int)pl->ob->carrying);
2763 }
2993 } 2764 }
2994} 2765}
2995 2766
2996void 2767void
2997fix_luck (void) 2768fix_luck ()
2998{ 2769{
2999 for_all_players (pl) 2770 for_all_players (pl)
3000 if (!pl->ob->contr->ns->state) 2771 if (!pl->ob->contr->ns->state)
3001 pl->ob->change_luck (0); 2772 pl->ob->change_luck (0);
3002} 2773}
3039} 2810}
3040 2811
3041void 2812void
3042make_visible (object *op) 2813make_visible (object *op)
3043{ 2814{
3044 op->hide = 0; 2815 op->flag [FLAG_HIDDEN] = 0;
3045 op->invisible = 0; 2816 op->invisible = 0;
2817
3046 if (op->type == PLAYER) 2818 if (op->type == PLAYER)
3047 { 2819 {
3048 op->contr->tmp_invis = 0; 2820 op->contr->tmp_invis = 0;
3049 op->contr->invis_race = 0; 2821 op->contr->invis_race = 0;
3050 } 2822 }
3053} 2825}
3054 2826
3055int 2827int
3056is_true_undead (object *op) 2828is_true_undead (object *op)
3057{ 2829{
3058 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 2830 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3059 return 1; 2831 return 1;
3060 2832
3061 return 0; 2833 return 0;
3062} 2834}
3063 2835
3064/* look at the surrounding terrain to determine 2836/* look at the surrounding terrain to determine
3065 * the hideability of this object. Positive levels 2837 * the hideability of this object. Positive levels
3066 * indicate greater hideability. 2838 * indicate greater hideability.
3067 */ 2839 */
3068
3069int 2840int
3070hideability (object *ob) 2841hideability (object *ob)
3071{ 2842{
3072 int i, level = 0, mflag; 2843 int i, level = 0, mflag;
3073 sint16 x, y; 2844 sint16 x, y;
3074 2845
3075 if (!ob || !ob->map) 2846 if (!ob || !ob->map)
3076 return 0; 2847 return 0;
3077 2848
3078 /* so, on normal lighted maps, its hard to hide */ 2849 /* so, on normal lighted maps, its hard to hide */
3079 level = ob->map->darkness - 2; 2850 level = ob->map->darklevel () - 2;
3080 2851
3081 /* this also picks up whether the object is glowing. 2852 /* this also picks up whether the object is glowing.
3082 * If you carry a light on a non-dark map, its not 2853 * If you carry a light on a non-dark map, its not
3083 * as bad as carrying a light on a pitch dark map */ 2854 * as bad as carrying a light on a pitch dark map */
3084 if (has_carried_lights (ob)) 2855 if (ob->has_carried_lights ())
3085 level = -(10 + (2 * ob->map->darkness)); 2856 level = -(10 + (2 * ob->map->darklevel ()));
3086 2857
3087 /* scan through all nearby squares for terrain to hide in */ 2858 /* scan through all nearby squares for terrain to hide in */
3088 for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i]) 2859 for (i = 0, x = ob->x, y = ob->y;
2860 i <= SIZEOFFREE1;
2861 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3089 { 2862 {
3090 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); 2863 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3091 if (mflag & P_OUT_OF_MAP) 2864 if (mflag & P_OUT_OF_MAP)
3092 {
3093 continue; 2865 continue;
3094 } 2866
3095 if (mflag & P_BLOCKSVIEW) /* something to hide near! */ 2867 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3096 level += 2; 2868 level += 2;
3097 else /* open terrain! */ 2869 else /* open terrain! */
3098 level -= 1; 2870 level -= 1;
3099 } 2871 }
3107/* For Hidden creatures - a chance of becoming 'unhidden' 2879/* For Hidden creatures - a chance of becoming 'unhidden'
3108 * every time they move - as we subtract off 'invisibility' 2880 * every time they move - as we subtract off 'invisibility'
3109 * AND, for players, if they move into a ridiculously unhideable 2881 * AND, for players, if they move into a ridiculously unhideable
3110 * spot (surrounded by clear terrain in broad daylight). -b.t. 2882 * spot (surrounded by clear terrain in broad daylight). -b.t.
3111 */ 2883 */
3112
3113void 2884void
3114do_hidden_move (object *op) 2885do_hidden_move (object *op)
3115{ 2886{
3116 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 2887 int hide = 0;
3117 object *skop;
3118 2888
3119 if (!op || !op->map) 2889 if (!op || !op->map)
3120 return; 2890 return;
3121 2891
3122 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 2892 object *skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
2893 int num = random_roll (0, 19, op, PREFER_LOW);
3123 2894
3124 /* its *extremely* hard to run and sneak/hide at the same time! */ 2895 /* its *extremely* hard to run and sneak/hide at the same time! */
3125 if (op->type == PLAYER && op->contr->run_on) 2896 if (op->type == PLAYER && op->contr->run_on)
3126 if (!skop || num >= skop->level) 2897 if (!skop || num >= skop->level)
3127 { 2898 {
3137 num -= hide; 2908 num -= hide;
3138 2909
3139 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 2910 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3140 { 2911 {
3141 make_visible (op); 2912 make_visible (op);
2913
3142 if (op->type == PLAYER) 2914 if (op->type == PLAYER)
3143 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 2915 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3144 } 2916 }
3145 else if (op->type == PLAYER && skop) 2917 else if (op->type == PLAYER && skop)
3146 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 2918 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3199 * object op. This function works fine for monsters, 2971 * object op. This function works fine for monsters,
3200 * but we dont worry if the object isnt the top one in 2972 * but we dont worry if the object isnt the top one in
3201 * a pile (say a coin under a table would return "viewable" 2973 * a pile (say a coin under a table would return "viewable"
3202 * by this routine). Another question, should we be 2974 * by this routine). Another question, should we be
3203 * concerned with the direction the player is looking 2975 * concerned with the direction the player is looking
3204 * in? Realistically, most of use cant see stuff behind 2976 * in? Realistically, most of us can't see stuff behind
3205 * our backs...on the other hand, does the "facing" direction 2977 * our backs...on the other hand, does the "facing" direction
3206 * imply the way your head, or body is facing? Its possible 2978 * imply the way your head, or body is facing? It's possible
3207 * for them to differ. Sigh, this fctn could get a bit more complex. 2979 * for them to differ. Sigh, this fctn could get a bit more complex.
3208 * -b.t. 2980 * -b.t.
3209 * This function is now map tiling safe. 2981 * This function is now map tiling safe.
3210 */ 2982 */
3211
3212int 2983int
3213player_can_view (object *pl, object *op) 2984player_can_view (object *pl, object *op)
3214{ 2985{
3215 rv_vector rv; 2986 rv_vector rv;
3216 int dx, dy; 2987 int dx, dy;
3228 2999
3229 get_rangevector (pl, op, &rv, 0x1); 3000 get_rangevector (pl, op, &rv, 0x1);
3230 3001
3231 /* starting with the 'head' part, lets loop 3002 /* starting with the 'head' part, lets loop
3232 * through the object and find if it has any 3003 * through the object and find if it has any
3233 * part that is in the los array but isnt on 3004 * part that is in the los array but isn't on
3234 * a blocked los square. 3005 * a blocked los square.
3235 * we use the archetype to figure out offsets. 3006 * we use the archetype to figure out offsets.
3236 */ 3007 */
3237 while (op) 3008 while (op)
3238 { 3009 {
3239 dx = rv.distance_x + op->arch->clone.x; 3010 dx = rv.distance_x + op->arch->x;
3240 dy = rv.distance_y + op->arch->clone.y; 3011 dy = rv.distance_y + op->arch->y;
3241 3012
3242 /* only the viewable area the player sees is updated by LOS 3013 if (pl->contr->blocked_los (dx, dy) != LOS_BLOCKED)
3243 * code, so we need to restrict ourselves to that range of values
3244 * for any meaningful values.
3245 */
3246 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3247 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3248 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3249 return 1; 3014 return 1;
3015
3250 op = op->more; 3016 op = op->more;
3251 } 3017 }
3252 return 0;
3253}
3254 3018
3255/* routine for both players and monsters. We call this when
3256 * there is a possibility for our action distrubing our hiding
3257 * place or invisiblity spell. Artefact invisiblity is not
3258 * effected by this. If we arent invisible to begin with, we
3259 * return 0.
3260 */
3261int
3262action_makes_visible (object *op)
3263{
3264
3265 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3266 {
3267 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3268 return 0;
3269
3270 if (op->contr && op->contr->tmp_invis == 0)
3271 return 0;
3272
3273 /* If monsters, they should become visible */
3274 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3275 {
3276 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3277 return 1;
3278 }
3279 }
3280 return 0; 3019 return 0;
3281} 3020}
3282 3021
3283/* op_on_battleground - checks if the given object op (usually 3022/* op_on_battleground - checks if the given object op (usually
3284 * a player) is standing on a valid battleground-tile, 3023 * a player) is standing on a valid battleground-tile,
3289 * Default is to do the same as before, so only people wanting to have different points need worry about this 3028 * Default is to do the same as before, so only people wanting to have different points need worry about this
3290 */ 3029 */
3291int 3030int
3292op_on_battleground (object *op, int *x, int *y) 3031op_on_battleground (object *op, int *x, int *y)
3293{ 3032{
3294 object *tmp;
3295
3296 /* A battleground-tile needs the following attributes to be valid: 3033 /* A battleground-tile needs the following attributes to be valid:
3297 * is_floor 1 (has to be the FIRST floor beneath the player's feet), 3034 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3298 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3035 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3299 * and the exit-coordinates sp/hp must both be > 0. 3036 * and the exit-coordinates sp/hp must both be > 0.
3300 * => The intention here is to prevent abuse of the battleground- 3037 * => The intention here is to prevent abuse of the battleground-
3301 * feature (like pickable or hidden battleground tiles). */ 3038 * feature (like pickable or hidden battleground tiles). */
3302 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3039 for (object *tmp = op->below; tmp; tmp = tmp->below)
3303 { 3040 {
3304 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3041 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3305 { 3042 {
3306 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3043 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3307 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp)) 3044 && tmp->type == BATTLEGROUND
3045 && tmp->name == shstr_battleground
3046 && EXIT_X (tmp) && EXIT_Y (tmp))
3308 { 3047 {
3309 /*before we assign the exit, check if this is a teambattle */ 3048 /* before we assign the exit, check if this is a teambattle */
3310 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) 3049 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3311 { 3050 {
3312 object *invtmp;
3313
3314 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below) 3051 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3315 { 3052 {
3316 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying)) 3053 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3317 { 3054 {
3318 if (x != NULL && y != NULL) 3055 if (x && y)
3319 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3056 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3057
3320 return 1; 3058 return 1;
3321 } 3059 }
3322 } 3060 }
3323 } 3061 }
3062
3324 if (x != NULL && y != NULL) 3063 if (x && y)
3325 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3064 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3065
3326 return 1; 3066 return 1;
3327 } 3067 }
3328 } 3068 }
3329 } 3069 }
3070
3330 /* If we got here, did not find a battleground */ 3071 /* If we got here, did not find a battleground */
3331 return 0; 3072 return 0;
3332} 3073}
3333 3074
3334/* 3075/*
3350 char buf[MAX_BUF]; /* tmp. string buffer */ 3091 char buf[MAX_BUF]; /* tmp. string buffer */
3351 int i = 0, j = 0; 3092 int i = 0, j = 0;
3352 3093
3353 /* get the appropriate treasurelist */ 3094 /* get the appropriate treasurelist */
3354 if (atnr == ATNR_FIRE) 3095 if (atnr == ATNR_FIRE)
3355 trlist = treasurelist::find ("dragon_ability_fire"); 3096 trlist = treasurelist::find (shstr_dragon_ability_fire);
3356 else if (atnr == ATNR_COLD) 3097 else if (atnr == ATNR_COLD)
3357 trlist = treasurelist::find ("dragon_ability_cold"); 3098 trlist = treasurelist::find (shstr_dragon_ability_cold);
3358 else if (atnr == ATNR_ELECTRICITY) 3099 else if (atnr == ATNR_ELECTRICITY)
3359 trlist = treasurelist::find ("dragon_ability_elec"); 3100 trlist = treasurelist::find (shstr_dragon_ability_elec);
3360 else if (atnr == ATNR_POISON) 3101 else if (atnr == ATNR_POISON)
3361 trlist = treasurelist::find ("dragon_ability_poison"); 3102 trlist = treasurelist::find (shstr_dragon_ability_poison);
3362 3103
3363 if (trlist == NULL || who->type != PLAYER) 3104 if (trlist == NULL || who->type != PLAYER)
3364 return; 3105 return;
3365 3106
3366 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3107 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3370 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3111 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3371 return; 3112 return;
3372 } 3113 }
3373 3114
3374 /* everything seems okay - now bring on the gift: */ 3115 /* everything seems okay - now bring on the gift: */
3375 item = &(tr->item->clone); 3116 item = tr->item;
3376 3117
3377 if (item->type == SPELL) 3118 if (item->type == SPELL)
3378 { 3119 {
3379 if (check_spell_known (who, item->name)) 3120 if (check_spell_known (who, item->name))
3380 return; 3121 return;
3439 { 3180 {
3440 /* forces in the treasurelist can alter the player's stats */ 3181 /* forces in the treasurelist can alter the player's stats */
3441 object *skin; 3182 object *skin;
3442 3183
3443 /* first get the dragon skin force */ 3184 /* first get the dragon skin force */
3444 shstr_cmp dragon_skin_force ("dragon_skin_force");
3445 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below) 3185 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3446 ; 3186 ;
3447 3187
3448 if (!skin) 3188 if (!skin)
3449 return; 3189 return;
3450 3190
3483 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg); 3223 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3484 } 3224 }
3485 else 3225 else
3486 { 3226 {
3487 /* generate misc. treasure */ 3227 /* generate misc. treasure */
3488 tmp = arch_to_object (tr->item); 3228 tmp = tr->item->instance ();
3489 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp)); 3229 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3490 tmp = insert_ob_in_ob (tmp, who); 3230 who->insert (tmp);
3491 if (who->type == PLAYER)
3492 esrv_send_item (who, tmp);
3493 } 3231 }
3494} 3232}
3495 3233
3496/** 3234/**
3497 * Unready an object for a player. This function does nothing if the object was 3235 * Unready an object for a player. This function does nothing if the object was
3498 * not readied. 3236 * not readied.
3499 */ 3237 */
3500void 3238void
3501player_unready_range_ob (player *pl, object *ob) 3239player_unready_range_ob (player *pl, object *ob)
3502{ 3240{
3503 for (rangetype i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3241 if (pl->ob->current_weapon == ob)
3242 pl->ob->current_weapon = 0;
3243
3244 if (pl->combat_ob == ob)
3245 pl->combat_ob = 0;
3246
3504 if (pl->ranges[i] == ob) 3247 if (pl->ranged_ob == ob)
3505 {
3506 pl->ranges[i] = 0; 3248 pl->ranged_ob = 0;
3507 if (pl->shoottype == i)
3508 pl->shoottype = range_none;
3509 }
3510} 3249}
3250
3251//-GPL
3511 3252
3512sint8 3253sint8
3513player::visibility_at (maptile *map, int x, int y) const 3254player::darkness_at (maptile *map, int x, int y) const
3514{ 3255{
3515 if (!ns) 3256 if (!ns)
3516 return 0; 3257 return LOS_BLOCKED;
3517 3258
3518 int dx, dy; 3259 int dx, dy;
3519 if (!adjacent_map (map, ns->current_map, &dx, &dy)) 3260 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3520 return 0; 3261 return LOS_BLOCKED;
3521 3262
3522 x += dx - ns->current_x + ns->mapx / 2; 3263 x += dx - ns->current_x;
3523 y += dy - ns->current_y + ns->mapy / 2; 3264 y += dy - ns->current_y;
3524 3265
3525 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3526 return 0;
3527
3528 return 100 - blocked_los [x][y]; 3266 return blocked_los (x, y);
3529} 3267}
3268
3269void
3270player::infobox (const char *title, const char *msg, int color)
3271{
3272 send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3273}
3274
3275void
3276player::statusmsg (const char *msg, int color)
3277{
3278 send_msg (color | NDI_REPLY, INFO_CHANNEL, msg);
3279}
3280
3281void
3282player::failmsg (const char *msg, int color)
3283{
3284 play_sound (sound_find ("generic_failure"));
3285 statusmsg (msg, color);
3286}
3287

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