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Comparing deliantra/server/server/player.C (file contents):
Revision 1.111 by root, Mon Apr 23 11:43:22 2007 UTC vs.
Revision 1.254 by root, Fri Mar 26 00:05:45 2010 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 (ob->is_dragon ())
248 { 116 {
249 object *tmp, *abil = 0, *skin = 0; 117 object *tmp, *abil = 0, *skin = 0;
250
251 shstr_cmp dragon_ability_force ("dragon_ability_force");
252 shstr_cmp dragon_skin_force ("dragon_skin_force");
253 118
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
870 * separate race and class; this actually changes the RACE, 737 * separate race and class; this actually changes the RACE,
871 * not the class. 738 * not the class.
872 */ 739 */
873int 740void
874key_change_class (object *op, char key) 741player::chargen_race_done ()
875{ 742{
876 int tmp_loop;
877
878 if (key == 'd' || key == 'D')
879 {
880 char buf[MAX_BUF];
881
882 /* this must before then initial items are given */ 743 /* this must before then initial items are given */
883 esrv_new_player (op->contr, op->weight + op->carrying); 744 esrv_new_player (ob->contr);
884 745
885 treasurelist *tl = treasurelist::find ("starting_wealth"); 746 treasurelist *tl = treasurelist::find (shstr_starting_wealth);
886 if (tl) 747 if (tl)
887 create_treasure (tl, op, 0, 0, 0); 748 create_treasure (tl, ob, 0, 0, 0);
888 749
889 INVOKE_PLAYER (BIRTH, op->contr); 750 INVOKE_PLAYER (BIRTH, ob->contr);
890 INVOKE_PLAYER (LOGIN, op->contr); 751 INVOKE_PLAYER (LOGIN, ob->contr);
891 752
892 op->contr->ns->state = ST_PLAYING; 753 ob->contr->ns->state = ST_PLAYING;
893 754
894 if (op->msg) 755 if (ob->msg)
895 op->msg = NULL; 756 ob->msg = 0;
896 757
897 /* We create this now because some of the unique maps will need it
898 * to save here.
899 */
900 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name);
901 make_path_to_file (buf);
902
903 start_info (op); 758 start_info (ob);
904 CLEAR_FLAG (op, FLAG_WIZ); 759 CLEAR_FLAG (ob, FLAG_WIZ);
905 give_initial_items (op, op->randomitems); 760 give_initial_items (ob, ob->randomitems);
906 link_player_skills (op);
907 esrv_send_inventory (op, op); 761 esrv_send_inventory (ob, ob);
908 op->update_stats (); 762 ob->update_stats ();
909 763
910 /* This moves the player to a different start map, if there 764 /* This moves the player to a different start map, if there
911 * is one for this race 765 * is one for this race
912 */ 766 */
913 if (*first_map_ext_path) 767 if (*first_map_ext_path)
914 { 768 ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y);
915 object *tmp;
916 char mapname[MAX_BUF];
917
918 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &op->arch->name);
919 tmp = object::create ();
920 EXIT_PATH (tmp) = mapname;
921 EXIT_X (tmp) = op->x;
922 EXIT_Y (tmp) = op->y;
923 op->enter_exit (tmp); /* we don't really care if it succeeded;
924 * if the map isn't there, then stay on the
925 * default initial map */
926 tmp->destroy ();
927 }
928 else 769 else
929 LOG (llevDebug, "first_map_ext_path not set\n"); 770 LOG (llevDebug, "first_map_ext_path not set\n");
771}
930 772
931 return 0; 773void
932 } 774player::chargen_race_next ()
933 775{
934 /* Following actually changes the race - this is the default command 776 /* Following actually changes the race - this is the default command
935 * if we don't match with one of the options above. 777 * if we don't match with one of the options above.
936 */ 778 */
937 779
938 tmp_loop = 0; 780 do
939 while (!tmp_loop)
940 { 781 {
941 shstr name = op->name; 782 shstr name = ob->name;
942 int x = op->x, y = op->y; 783 int x = ob->x, y = ob->y;
943 784
944 op->remove_statbonus (); 785 ob->remove_statbonus ();
945 op->remove (); 786 ob->remove ();
946 op->arch = get_player_archetype (op->arch); 787 ob->arch = get_player_archetype (ob->arch);
947 op->arch->clone.copy_to (op); 788 ob->arch->copy_to (ob);
948 op->instantiate (); 789 ob->instantiate ();
949 op->stats = op->contr->orig_stats; 790 ob->stats = ob->contr->orig_stats;
950 op->name = op->name_pl = name; 791 ob->name = ob->name_pl = name;
951 op->x = x; 792 ob->x = x;
952 op->y = y; 793 ob->y = y;
953 SET_ANIMATION (op, 2); /* So player faces south */ 794 SET_ANIMATION (ob, 2); /* So player faces south */
954 insert_ob_in_map (op, op->map, op, 0); 795 insert_ob_in_map (ob, ob->map, ob, 0);
955 assign (op->contr->title, op->arch->clone.name); 796 assign (ob->contr->title, ob->arch->object::name);
956 op->add_statbonus (); 797 ob->add_statbonus ();
957 tmp_loop = allowed_class (op);
958 } 798 }
799 while (!allowed_class (ob));
959 800
960 update_object (op, UP_OBJ_FACE); 801 update_object (ob, UP_OBJ_FACE);
961 esrv_update_item (UPD_FACE, op, op); 802 esrv_update_item (UPD_FACE, ob, ob);
962 op->update_stats (); 803 ob->update_stats ();
963 op->stats.hp = op->stats.maxhp; 804 ob->stats.hp = ob->stats.maxhp;
964 op->stats.sp = op->stats.maxsp; 805 ob->stats.sp = ob->stats.maxsp;
965 op->stats.grace = 0; 806 ob->stats.grace = 0;
966
967 if (op->msg)
968 new_draw_info (NDI_BLUE, 0, op, op->msg);
969
970 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
971 return 0;
972} 807}
973 808
974void 809static void
975flee_player (object *op) 810flee_player (object *op)
976{ 811{
977 int dir, diff; 812 int dir, diff;
978 rv_vector rv; 813 rv_vector rv;
979 814
982 LOG (llevDebug, "Fleeing player is dead.\n"); 817 LOG (llevDebug, "Fleeing player is dead.\n");
983 CLEAR_FLAG (op, FLAG_SCARED); 818 CLEAR_FLAG (op, FLAG_SCARED);
984 return; 819 return;
985 } 820 }
986 821
987 if (op->enemy == NULL) 822 if (!op->enemy)
988 { 823 {
989 LOG (llevDebug, "Fleeing player had no enemy.\n"); 824 LOG (llevDebug, "Fleeing player had no enemy.\n");
990 CLEAR_FLAG (op, FLAG_SCARED); 825 CLEAR_FLAG (op, FLAG_SCARED);
991 return; 826 return;
992 } 827 }
993 828
994 /* Seen some crashes here. Since we don't store an
995 * op->enemy_count, it is possible that something destroys the
996 * actual enemy, and the object is recycled.
997 */
998 if (op->enemy->map == NULL)
999 {
1000 CLEAR_FLAG (op, FLAG_SCARED);
1001 op->enemy = NULL;
1002 return;
1003 }
1004
1005 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0)) 829 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
1006 { 830 {
1007 op->enemy = NULL; 831 op->enemy = NULL;
1008 CLEAR_FLAG (op, FLAG_SCARED); 832 CLEAR_FLAG (op, FLAG_SCARED);
1009 return; 833 return;
1012 get_rangevector (op, op->enemy, &rv, 0); 836 get_rangevector (op, op->enemy, &rv, 0);
1013 837
1014 dir = absdir (4 + rv.direction); 838 dir = absdir (4 + rv.direction);
1015 for (diff = 0; diff < 3; diff++) 839 for (diff = 0; diff < 3; diff++)
1016 { 840 {
1017 int m = 1 - (RANDOM () & 2); 841 int m = 1 - rndm (2) * 2;
1018 842
1019 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)))
1020 return; 844 return;
1021 } 845 }
1022 846
1023 /* Cornered, get rid of scared */ 847 /* Cornered, get rid of scared */
1024 CLEAR_FLAG (op, FLAG_SCARED); 848 CLEAR_FLAG (op, FLAG_SCARED);
1025 op->enemy = NULL; 849 op->enemy = NULL;
1026} 850}
1027 851
1028
1029/* 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.
1030 * 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
1031 * stop. 854 * stop.
1032 */ 855 */
1033int 856int
1034check_pick (object *op) 857check_pick (object *op)
1035{ 858{
1036 object *tmp, *next; 859 object *tmp, *next;
1037 int stop = 0; 860 int stop = 0;
1038 int wvratio; 861 int wvratio;
1039 char putstring[128];
1040 862
1041 /* if you're flying, you cna't pick up anything */ 863 /* if you're flying, you cna't pick up anything */
1042 if (op->move_type & MOVE_FLYING) 864 if (op->move_type & MOVE_FLYING)
1043 return 1; 865 return 1;
1044 866
1045 next = op->below; 867 next = op->below;
1046 868
869 int cnt = MAX_ITEM_PER_ACTION;
870#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
871
1047 /* 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
1048 * destroyed */ 873 * destroyed */
1049 while (next && !next->destroyed ()) 874 while (next && !next->destroyed ())
1050 { 875 {
1051 tmp = next; 876 tmp = next;
1052 next = tmp->below; 877 next = tmp->below;
1053 878
879 if (cnt <= 0)
880 {
881 op->failmsg ("Couldn't pickup all items at once.");
882 return 0;
883 }
884
1054 if (op->destroyed ()) 885 if (op->destroyed ())
1055 return 0; 886 return 0;
1056 887
1057 if (!can_pick (op, tmp)) 888 if (!can_pick (op, tmp))
1058 continue; 889 continue;
1059 890
1060 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 891 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1061 { 892 {
1062 if (item_matched_string (op, tmp, op->contr->search_str)) 893 if (item_matched_string (op, tmp, op->contr->search_str))
1063 pick_up (op, tmp); 894 CHK_PICK_PICKUP;
895
1064 continue; 896 continue;
1065 } 897 }
1066 898
1067 /* 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? */
1068 if (!(op->contr->mode & PU_NEWMODE)) 959 if (op->contr->mode & PU_FOOD)
960 if (tmp->type == FOOD)
1069 { 961 {
1070 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)
1071 { 1025 {
1072 case 0: 1026 CHK_PICK_PICKUP;
1073 return 1; /* don't pick up */ 1027 continue;
1074 case 1:
1075 pick_up (op, tmp);
1076 return 1;
1077 case 2:
1078 pick_up (op, tmp);
1079 return 0;
1080 case 3:
1081 return 0; /* stop before pickup */
1082 case 4:
1083 pick_up (op, tmp);
1084 break;
1085 case 5:
1086 pick_up (op, tmp);
1087 stop = 1;
1088 break;
1089 case 6:
1090 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1091 pick_up (op, tmp);
1092 break;
1093
1094 case 7:
1095 if (tmp->type == MONEY || tmp->type == GEM)
1096 pick_up (op, tmp);
1097 break;
1098
1099 default:
1100 /* use value density */
1101 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1102 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1103 pick_up (op, tmp);
1104 } 1028 }
1105 } 1029 }
1106 else 1030
1107 { /* old model */ 1031 /* rings & amulets - talismans seems to be typed AMULET */
1108 /* NEW pickup handling */
1109 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)
1110 { 1037 {
1111 /* some debugging code to figure out item information */ 1038 CHK_PICK_PICKUP;
1112 if (tmp->name != NULL)
1113 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1114 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1115 else
1116 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1117 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1118
1119 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1120 }
1121
1122 /* philosophy:
1123 * It's easy to grab an item type from a pile, as long as it's
1124 * generic. This takes no game-time. For more detailed pickups
1125 * and selections, select-items should be used. This is a
1126 * grab-as-you-run type mode that's really useful for arrows for
1127 * example.
1128 * The drawback: right now it has no frontend, so you need to
1129 * stick the bits you want into a calculator in hex mode and then
1130 * convert to decimal and then 'pickup <#>
1131 */
1132
1133 /* the first two modes are exclusive: if NOTHING we return, if
1134 * STOP then we stop. All the rest are applied sequentially,
1135 * meaning if any test passes, the item gets picked up. */
1136
1137 /* if mode is set to pick nothing up, return */
1138
1139 if (op->contr->mode & PU_NOTHING)
1140 return 1;
1141
1142 /* if mode is set to stop when encountering objects, return */
1143 /* take STOP before INHIBIT since it doesn't actually pick
1144 * anything up */
1145
1146 if (op->contr->mode & PU_STOP)
1147 return 0;
1148
1149 /* useful for going into stores and not losing your settings... */
1150 /* and for battles wher you don't want to get loaded down while
1151 * fighting */
1152 if (op->contr->mode & PU_INHIBIT)
1153 return 1;
1154
1155 /* prevent us from turning into auto-thieves :) */
1156 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1157 continue; 1039 continue;
1040 }
1158 1041
1159 /* ignore known cursed objects */ 1042 /* we don't forget dragon food */
1160 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;
1161 continue; 1047 continue;
1048 }
1162 1049
1163 /* all food and drink if desired */ 1050 /* bows and arrows. Bows are good for selling! */
1164 /* 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
1165 if (op->contr->mode & PU_FOOD) 1087 if (op->contr->mode & PU_BOOTS)
1166 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"))
1167 { 1121 {
1168 pick_up (op, tmp); 1122 CHK_PICK_PICKUP;
1169 continue; 1123 continue;
1170 } 1124 }
1125 }
1171 1126
1127 /* misc stuff that's useful */
1172 if (op->contr->mode & PU_DRINK) 1128 if (op->contr->mode & PU_KEY)
1173 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1129 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1174 { 1130 {
1175 pick_up (op, tmp); 1131 CHK_PICK_PICKUP;
1176 continue; 1132 continue;
1177 } 1133 }
1178 1134
1135 /* any of the last 4 bits set means we use the ratio for value
1136 * pickups */
1179 if (op->contr->mode & PU_POTION) 1137 if (op->contr->mode & PU_RATIO)
1180 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
1181 { 1142 */
1182 pick_up (op, tmp);
1183 continue;
1184 }
1185
1186 /* spellbooks, skillscrolls and normal books/scrolls */
1187 if (op->contr->mode & PU_SPELLBOOK)
1188 if (tmp->type == SPELLBOOK)
1189 {
1190 pick_up (op, tmp);
1191 continue;
1192 }
1193
1194 if (op->contr->mode & PU_SKILLSCROLL)
1195 if (tmp->type == SKILLSCROLL)
1196 {
1197 pick_up (op, tmp);
1198 continue;
1199 }
1200
1201 if (op->contr->mode & PU_READABLES)
1202 if (tmp->type == BOOK || tmp->type == SCROLL)
1203 {
1204 pick_up (op, tmp);
1205 continue;
1206 }
1207
1208 /* wands/staves/rods/horns */
1209 if (op->contr->mode & PU_MAGIC_DEVICE)
1210 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1211 {
1212 pick_up (op, tmp);
1213 continue;
1214 }
1215
1216 /* pick up all magical items */
1217 if (op->contr->mode & PU_MAGICAL) 1143 wvratio = op->contr->mode & PU_RATIO;
1218 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)
1219 {
1220 pick_up (op, tmp);
1221 continue;
1222 }
1223
1224 if (op->contr->mode & PU_VALUABLES)
1225 { 1145 {
1226 if (tmp->type == MONEY || tmp->type == GEM) 1146#if 0
1147 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1148 if (tmp->name != NULL)
1227 { 1149 {
1228 pick_up (op, tmp); 1150 fprintf (stderr, "%s", tmp->name);
1229 continue;
1230 } 1151 }
1231 }
1232
1233 /* rings & amulets - talismans seems to be typed AMULET */
1234 if (op->contr->mode & PU_JEWELS)
1235 if (tmp->type == RING || tmp->type == AMULET)
1236 {
1237 pick_up (op, tmp);
1238 continue;
1239 }
1240
1241 /* we don't forget dragon food */
1242 if (op->contr->mode & PU_FLESH)
1243 if (tmp->type == FLESH)
1244 {
1245 pick_up (op, tmp);
1246 continue;
1247 }
1248
1249 /* bows and arrows. Bows are good for selling! */
1250 if (op->contr->mode & PU_BOW)
1251 if (tmp->type == BOW)
1252 {
1253 pick_up (op, tmp);
1254 continue;
1255 }
1256
1257 if (op->contr->mode & PU_ARROW)
1258 if (tmp->type == ARROW)
1259 {
1260 pick_up (op, tmp);
1261 continue;
1262 }
1263
1264 /* all kinds of armor etc. */
1265 if (op->contr->mode & PU_ARMOUR)
1266 if (tmp->type == ARMOUR)
1267 {
1268 pick_up (op, tmp);
1269 continue;
1270 }
1271
1272 if (op->contr->mode & PU_HELMET)
1273 if (tmp->type == HELMET)
1274 {
1275 pick_up (op, tmp);
1276 continue;
1277 }
1278
1279 if (op->contr->mode & PU_SHIELD)
1280 if (tmp->type == SHIELD)
1281 {
1282 pick_up (op, tmp);
1283 continue;
1284 }
1285
1286 if (op->contr->mode & PU_BOOTS)
1287 if (tmp->type == BOOTS)
1288 {
1289 pick_up (op, tmp);
1290 continue;
1291 }
1292
1293 if (op->contr->mode & PU_GLOVES)
1294 if (tmp->type == GLOVES)
1295 {
1296 pick_up (op, tmp);
1297 continue;
1298 }
1299
1300 if (op->contr->mode & PU_CLOAK)
1301 if (tmp->type == CLOAK)
1302 {
1303 pick_up (op, tmp);
1304 continue;
1305 }
1306
1307 /* hoping to catch throwing daggers here */
1308 if (op->contr->mode & PU_MISSILEWEAPON)
1309 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1310 {
1311 pick_up (op, tmp);
1312 continue;
1313 }
1314
1315 /* careful: chairs and tables are weapons! */
1316 if (op->contr->mode & PU_ALLWEAPON)
1317 {
1318 if (tmp->type == WEAPON && tmp->name != NULL)
1319 {
1320 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1321 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1322 {
1323 pick_up (op, tmp);
1324 continue;
1325 }
1326 }
1327
1328 if (tmp->type == WEAPON && tmp->name == NULL)
1329 {
1330 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1331 {
1332 pick_up (op, tmp);
1333 continue;
1334 }
1335 }
1336 }
1337
1338 /* misc stuff that's useful */
1339 if (op->contr->mode & PU_KEY)
1340 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1341 {
1342 pick_up (op, tmp);
1343 continue;
1344 }
1345
1346 /* any of the last 4 bits set means we use the ratio for value
1347 * pickups */
1348 if (op->contr->mode & PU_RATIO)
1349 {
1350 /* use value density to decide what else to grab */
1351 /* >=7 was >= op->contr->mode */
1352 /* >=7 is the old standard setting. Now we take the last 4 bits
1353 * and multiply them by 5, giving 0..15*5== 5..75 */
1354 wvratio = (op->contr->mode & PU_RATIO) * 5;
1355 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1356 {
1357 pick_up (op, tmp);
1358#if 0
1359 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1360 if (tmp->name != NULL)
1361 {
1362 fprintf (stderr, "%s", tmp->name);
1363 }
1364 else 1152 else
1365 fprintf (stderr, "%s", tmp->arch->name); 1153 fprintf (stderr, "%s", tmp->arch->archname);
1366 fprintf (stderr, ",%d] = ", tmp->type); 1154 fprintf (stderr, ",%d] = ", tmp->type);
1367 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))));
1368#endif 1156#endif
1157 CHK_PICK_PICKUP;
1369 continue; 1158 continue;
1370 }
1371 } 1159 }
1372 } /* the new pickup model */ 1160 } /* the new pickup model */
1373 } 1161 }
1374 1162
1375 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;
1376} 1199}
1377 1200
1378/* 1201/*
1379 * Find an arrow in the inventory and after that 1202 * Find an arrow in the inventory and after that
1380 * in the right type container (quiver). Pointer to the 1203 * in the right type container (quiver). Pointer to the
1381 * found object is returned. 1204 * found object is returned.
1382 */ 1205 */
1383object * 1206static object *
1384find_arrow (object *op, const char *type) 1207find_arrow (object *op, const char *type)
1385{ 1208{
1386 object *tmp = 0;
1387
1388 for (op = op->inv; op; op = op->below) 1209 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1389 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1390 tmp = find_arrow (op, type);
1391 else if (op->type == ARROW && op->race == type) 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);
1392 return op; 1218 return arrow;
1219 }
1393 1220
1394 return tmp; 1221 return 0;
1395} 1222}
1396 1223
1397/* 1224/*
1398 * 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
1399 * 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
1400 * 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
1401 * 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.
1402 */ 1229 */
1403object * 1230static object *
1404find_better_arrow (object *op, object *target, const char *type, int *better) 1231find_better_arrow (object *op, object *target, shstr_cmp type, int *better)
1405{ 1232{
1406 object *tmp = NULL, *arrow, *ntmp; 1233 object *tmp = NULL, *arrow, *ntmp;
1407 int attacknum, attacktype, betterby = 0, i; 1234 int attacknum, attacktype, betterby = 0, i;
1408 1235
1409 if (!type) 1236 if (!type)
1413 { 1240 {
1414 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))
1415 { 1242 {
1416 i = 0; 1243 i = 0;
1417 ntmp = find_better_arrow (arrow, target, type, &i); 1244 ntmp = find_better_arrow (arrow, target, type, &i);
1245
1418 if (i > betterby) 1246 if (i > betterby)
1419 { 1247 {
1420 tmp = ntmp; 1248 tmp = ntmp;
1421 betterby = i; 1249 betterby = i;
1422 } 1250 }
1423 } 1251 }
1424 else if (arrow->type == ARROW && arrow->race == type) 1252 else if (arrow->type == ARROW && arrow->race == type)
1425 { 1253 {
1426 /* allways prefer assasination/slaying */ 1254 /* allways prefer assasination/slaying */
1427 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race)) 1255 if (target->race && arrow->slaying.contains (target->race))
1428 { 1256 {
1429 if (arrow->attacktype & AT_DEATH) 1257 if (arrow->attacktype & AT_DEATH)
1430 { 1258 {
1431 *better = 100; 1259 *better = 100;
1432 return arrow; 1260 return arrow;
1440 else 1268 else
1441 { 1269 {
1442 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1270 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1443 { 1271 {
1444 attacktype = 1 << attacknum; 1272 attacktype = 1 << attacknum;
1445 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1273 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1446 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)
1447 { 1275 {
1448 tmp = arrow; 1276 tmp = arrow;
1449 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;
1450 } 1278 }
1451 } 1279 }
1280
1452 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1281 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1453 { 1282 {
1454 tmp = arrow; 1283 tmp = arrow;
1455 betterby = 2 + arrow->magic + arrow->stats.dam; 1284 betterby = 2 + arrow->magic + arrow->stats.dam;
1456 } 1285 }
1286
1457 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) 1287 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1458 { 1288 {
1459 tmp = arrow; 1289 tmp = arrow;
1460 betterby = 1 + arrow->magic + arrow->stats.dam; 1290 betterby = 1 + arrow->magic + arrow->stats.dam;
1461 } 1291 }
1462 } 1292 }
1463 } 1293 }
1464 } 1294 }
1295
1465 if (tmp == NULL && arrow == NULL) 1296 if (tmp == NULL && arrow == NULL)
1466 return find_arrow (op, type); 1297 return find_arrow (op, type);
1467 1298
1468 *better = betterby; 1299 *better = betterby;
1469 return tmp; 1300 return tmp;
1473 * find_better_arrow to find a decent arrow to use. 1304 * find_better_arrow to find a decent arrow to use.
1474 * op = the shooter 1305 * op = the shooter
1475 * type = bow->race 1306 * type = bow->race
1476 * dir = fire direction 1307 * dir = fire direction
1477 */ 1308 */
1478 1309static object *
1479object *
1480pick_arrow_target (object *op, const char *type, int dir) 1310pick_arrow_target (object *op, shstr_cmp type, int dir)
1481{ 1311{
1482 object *tmp = NULL; 1312 object *tmp = NULL;
1483 maptile *m; 1313 maptile *m;
1484 int i, mflags, found, number; 1314 int i, mflags, found, number;
1485 sint16 x, y; 1315 sint16 x, y;
1500 for (i = 0, found = 0; i < 20; i++) 1330 for (i = 0, found = 0; i < 20; i++)
1501 { 1331 {
1502 x += freearr_x[dir]; 1332 x += freearr_x[dir];
1503 y += freearr_y[dir]; 1333 y += freearr_y[dir];
1504 mflags = get_map_flags (m, &m, x, y, &x, &y); 1334 mflags = get_map_flags (m, &m, x, y, &x, &y);
1335
1505 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) 1336 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1506 { 1337 {
1507 tmp = NULL; 1338 tmp = 0;
1508 break; 1339 break;
1509 } 1340 }
1510 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)
1511 { 1342 {
1512 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1343 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1513 * perhaps a bad assumption. 1344 * perhaps a bad assumption.
1514 */ 1345 */
1515 tmp = NULL; 1346 tmp = 0;
1516 break; 1347 break;
1517 } 1348 }
1349
1518 if (mflags & P_IS_ALIVE) 1350 if (mflags & P_IS_ALIVE)
1519 {
1520 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)
1521 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 1352 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1522 {
1523 found++;
1524 break;
1525 }
1526 if (found)
1527 break; 1353 break;
1528 }
1529 } 1354 }
1530 if (tmp == NULL) 1355
1356 if (!tmp)
1531 return find_arrow (op, type); 1357 return find_arrow (op, type);
1532 1358
1533 if (tmp->head) 1359 if (tmp->head)
1534 tmp = tmp->head; 1360 tmp = tmp->head;
1535 1361
1548 */ 1374 */
1549int 1375int
1550fire_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)
1551{ 1377{
1552 object *left, *bow; 1378 object *left, *bow;
1553 int bowspeed, mflags; 1379 int mflags;
1554 maptile *m; 1380 maptile *m;
1555 1381
1556 if (!dir) 1382 if (!dir)
1557 { 1383 {
1558 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!");
1559 return 0; 1385 return 0;
1560 } 1386 }
1561 1387
1562 if (op->type == PLAYER) 1388 if (op->contr)
1563 bow = op->contr->ranges[range_bow]; 1389 bow = op->current_weapon;
1564 else 1390 else
1565 { 1391 {
1566 for (bow = op->inv; bow; bow = bow->below) 1392 for (bow = op->inv; bow; bow = bow->below)
1567 /* 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
1568 * 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.
1573 if (!bow) 1399 if (!bow)
1574 { 1400 {
1575 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1401 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1576 return 0; 1402 return 0;
1577 } 1403 }
1404
1405 // optimisation: move object to top so we will find it quickly again
1406 splay (bow);
1578 } 1407 }
1579 1408
1580 if (!bow->race || !bow->skill) 1409 if (!bow->race || !bow->skill)
1581 { 1410 {
1582 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);
1583 return 0; 1412 return 0;
1584 } 1413 }
1585
1586 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1587
1588 /* penalize ROF for bestarrow */
1589 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1590 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1591
1592 if (bowspeed < 1)
1593 bowspeed = 1;
1594 1414
1595 if (arrow == NULL) 1415 if (arrow == NULL)
1596 { 1416 {
1597 if ((arrow = find_arrow (op, bow->race)) == NULL) 1417 if ((arrow = find_arrow (op, bow->race)) == NULL)
1598 { 1418 {
1599 if (op->type == PLAYER) 1419 if (op->type == PLAYER)
1600 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);
1601 /* 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 */
1602 else 1422 else
1603 CLEAR_FLAG (op, FLAG_READY_BOW); 1423 CLEAR_FLAG (op, FLAG_READY_BOW);
1424
1604 return 0; 1425 return 0;
1605 } 1426 }
1606 } 1427 }
1607 1428
1608 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1429 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1616 } 1437 }
1617 1438
1618 /* this should not happen, but sometimes does */ 1439 /* this should not happen, but sometimes does */
1619 if (arrow->nrof == 0) 1440 if (arrow->nrof == 0)
1620 { 1441 {
1442 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1621 arrow->destroy (); 1443 arrow->destroy ();
1622 return 0; 1444 return 0;
1623 } 1445 }
1624 1446
1625 left = arrow; /* these are arrows left to the player */ 1447 left = arrow; /* these are arrows left to the player */
1626 arrow = get_split_ob (arrow, 1); 1448 arrow = arrow->split ();
1627 if (!arrow) 1449 if (!arrow)
1628 { 1450 {
1629 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);
1630 return 0; 1452 return 0;
1631 } 1453 }
1632 1454
1633 arrow->set_owner (op); 1455 arrow->set_owner (op);
1634 arrow->skill = bow->skill; 1456 arrow->skill = bow->skill;
1635 arrow->direction = dir; 1457 arrow->direction = dir;
1636 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
1637 if (op->type == PLAYER) 1490 if (op->type == PLAYER)
1638 { 1491 {
1639 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1640 op->update_stats ();
1641 }
1642
1643 SET_ANIMATION (arrow, arrow->direction);
1644 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1645 arrow->stats.hp = arrow->stats.dam;
1646 arrow->stats.grace = arrow->attacktype;
1647 if (arrow->slaying != NULL)
1648 arrow->spellarg = strdup (arrow->slaying);
1649
1650 /* Note that this was different for monsters - they got their level
1651 * added to the damage. I think the strength bonus is more proper.
1652 */
1653
1654 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1655
1656 /* update the speed */
1657 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1658 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1659
1660 arrow->set_speed (max (arrow->speed, 1.0));
1661 arrow->speed_left = 0;
1662
1663 if (op->type == PLAYER)
1664 {
1665 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1666 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1667 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1668
1669 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; 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;
1670 } 1499 }
1671 else 1500 else
1672 { 1501 {
1673 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1674 arrow->level = op->level; 1502 arrow->level = op->level;
1675 } 1503 arrow->stats.wc -= bow->magic;
1676 1504
1677 if (arrow->attacktype == AT_PHYSICAL) 1505 if (!arrow->slaying)
1506 arrow->slaying = bow->slaying;
1507
1678 arrow->attacktype |= bow->attacktype; 1508 arrow->attacktype |= bow->attacktype;
1509 }
1679 1510
1680 if (bow->slaying) 1511 wc -= arrow->level;
1681 arrow->slaying = bow->slaying; 1512 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1682 1513
1514 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1683 arrow->move_type = MOVE_FLY_LOW; 1515 arrow->move_type = MOVE_FLY_LOW;
1684 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1516 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1685 1517
1686 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1518 op->play_sound (sound_find ("fire_arrow"));
1687 m->insert (arrow, sx, sy, op); 1519 m->insert (arrow, sx, sy, op);
1688 1520
1689 if (!arrow->destroyed ()) 1521 if (!arrow->destroyed ())
1690 move_arrow (arrow); 1522 move_arrow (arrow);
1691
1692 if (op->type == PLAYER)
1693 {
1694 if (left->destroyed ())
1695 esrv_del_item (op->contr, left->count);
1696 else
1697 esrv_send_item (op, left);
1698 }
1699 1523
1700 return 1; 1524 return 1;
1701} 1525}
1702 1526
1703/* Special fire code for players - this takes into 1527/* Special fire code for players - this takes into
1705 * but monsters can't. Putting that code here 1529 * but monsters can't. Putting that code here
1706 * makes the fire_bow code much cleaner. 1530 * makes the fire_bow code much cleaner.
1707 * this function should only be called if 'op' is a player, 1531 * this function should only be called if 'op' is a player,
1708 * hence the function name. 1532 * hence the function name.
1709 */ 1533 */
1710int 1534static int
1711player_fire_bow (object *op, int dir) 1535player_fire_bow (object *op, int dir)
1712{ 1536{
1713 int ret = 0, wcmod = 0; 1537 int ret;
1714 1538
1715 if (op->contr->bowtype == bow_bestarrow) 1539 if (op->contr->bowtype == bow_bestarrow)
1716 { 1540 {
1717 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);
1718 } 1542 }
1719 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)
1720 { 1544 {
1721 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1545 int wcmod = similar_direction (dir, op->contr->bowtype - bow_n + 1) ? 0 : -1;
1722 wcmod = -1;
1723
1724 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1546 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1725 } 1547 }
1726 else if (op->contr->bowtype == bow_threewide) 1548 else if (op->contr->bowtype == bow_threewide)
1727 { 1549 {
1728 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);
1729 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)]);
1730 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)]);
1731 } 1553 }
1732 else if (op->contr->bowtype == bow_spreadshot) 1554 else if (op->contr->bowtype == bow_spreadshot)
1733 { 1555 {
1734 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);
1735 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);
1736 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);
1737
1738 } 1559 }
1739 else 1560 else
1740 { 1561 {
1741 /* Simple case */ 1562 /* Simple case */
1742 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);
1743 } 1564 }
1565
1744 return ret; 1566 return ret;
1745} 1567}
1746
1747 1568
1748/* Fires a misc (wand/rod/horn) object in 'dir'. 1569/* Fires a misc (wand/rod/horn) object in 'dir'.
1749 * Broken apart from 'fire' to keep it more readable. 1570 * Broken apart from 'fire' to keep it more readable.
1750 */ 1571 */
1751void 1572static void
1752fire_misc_object (object *op, int dir) 1573fire_misc_object (object *op, int dir)
1753{ 1574{
1754 object *item; 1575 object *item = op->contr->ranged_ob;
1755 1576
1756 if (!op->contr->ranges[range_misc]) 1577 if (!item)
1757 { 1578 {
1758 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.");
1759 return; 1580 return;
1760 } 1581 }
1761 1582
1762 item = op->contr->ranges[range_misc];
1763 if (!item->inv) 1583 if (!item->inv)
1764 { 1584 {
1765 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1585 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1766 return; 1586 return;
1767 } 1587 }
1588
1589 if (!op->change_weapon (item))
1590 return;
1591
1768 if (item->type == WAND) 1592 if (item->type == WAND)
1769 { 1593 {
1770 if (item->stats.food <= 0) 1594 if (item->stats.food <= 0)
1771 { 1595 {
1772 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1596 op->contr->play_sound (sound_find ("wand_poof"));
1773 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); 1597 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1598
1774 return; 1599 return;
1775 } 1600 }
1776 } 1601 }
1777 else if (item->type == ROD || item->type == HORN) 1602 else if (item->type == ROD || item->type == HORN)
1778 { 1603 {
1779 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))
1780 { 1609 {
1781 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1610 op->contr->play_sound (sound_find ("wand_poof"));
1611
1782 if (item->type == ROD) 1612 if (item->type == ROD)
1783 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); 1613 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1784 else 1614 else
1785 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
1786 return; 1617 return;
1787 } 1618 }
1788 } 1619 }
1789 1620
1790 if (cast_spell (op, item, dir, item->inv, NULL)) 1621 if (cast_spell (op, item, dir, item->inv, NULL))
1791 { 1622 {
1792 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
1793 if (item->type == WAND) 1625 if (item->type == WAND)
1794 { 1626 {
1795 if (!(--item->stats.food)) 1627 if (!(--item->stats.food))
1796 { 1628 {
1797 object *tmp; 1629 object *tmp;
1798 1630
1799 if (item->arch) 1631 if (item->arch)
1800 { 1632 {
1801 CLEAR_FLAG (item, FLAG_ANIMATE); 1633 CLEAR_FLAG (item, FLAG_ANIMATE);
1802 item->face = item->arch->clone.face; 1634 item->face = item->arch->face;
1803 item->set_speed (0); 1635 item->set_speed (0);
1804 } 1636 }
1805 1637
1806 if ((tmp = item->in_player ())) 1638 if (object *pl = item->visible_to ())
1807 esrv_update_item (UPD_ANIM, tmp, item); 1639 esrv_update_item (UPD_ANIM, pl, item);
1808 } 1640 }
1809 } 1641 }
1810 else if (item->type == ROD || item->type == HORN) 1642 else if (item->type == ROD || item->type == HORN)
1811 drain_rod_charge (item); 1643 drain_rod_charge (item);
1812 } 1644 }
1813} 1645}
1814 1646
1815/* Received a fire command for the player - go and do it. 1647/* Received a fire command for the player - go and do it.
1816 */ 1648 */
1817void 1649bool
1818fire (object *op, int dir) 1650fire (object *op, int dir)
1819{ 1651{
1820 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;
1821 1674
1822 /* check for loss of invisiblity/hide */ 1675 /* check for loss of invisiblity/hide */
1823 if (action_makes_visible (op)) 1676 if (action_makes_visible (op))
1824 make_visible (op); 1677 make_visible (op);
1825 1678
1826 switch (op->contr->shoottype) 1679 switch (ob->type)
1827 { 1680 {
1828 case range_none: 1681 case BOW:
1829 return;
1830
1831 case range_bow:
1832 player_fire_bow (op, dir); 1682 player_fire_bow (op, dir);
1833 return; 1683 break;
1834 1684
1835 case range_magic: /* Casting spells */ 1685 case SPELL:
1836 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);
1837 return; 1687 break;
1838 1688
1839 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:
1840 fire_misc_object (op, dir); 1698 fire_misc_object (op, dir);
1841 return; 1699 break;
1842
1843 case range_golem: /* Control summoned monsters from scrolls */
1844 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
1845 {
1846 op->contr->ranges[range_golem] = 0;
1847 op->contr->shoottype = range_none;
1848 }
1849 else
1850 control_golem (op->contr->ranges[range_golem], dir);
1851 return;
1852
1853 case range_skill:
1854 if (!op->chosen_skill)
1855 {
1856 if (op->type == PLAYER)
1857 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
1858 return;
1859 }
1860
1861 do_skill (op, op, op->chosen_skill, dir, NULL);
1862 return;
1863 case range_builder:
1864 apply_map_builder (op, dir);
1865 return;
1866 default:
1867 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
1868 return;
1869 } 1700 }
1870}
1871 1701
1872/* find_key 1702 return true;
1873 * We try to find a key for the door as passed. If we find a key 1703}
1874 * and successfully use it, we return the key, otherwise NULL 1704
1875 * This function merges both normal and locked door, since the logic 1705static object *
1876 * for both is the same - just the specific key is different.
1877 * pl is the player,
1878 * inv is the objects inventory to searched
1879 * door is the door we are trying to match against.
1880 * This function can be called recursively to search containers.
1881 */
1882object *
1883find_key (object *pl, object *container, object *door) 1706find_key_ (object *pl, object *container, object *door)
1884{ 1707{
1885 object *tmp, *key; 1708 object *tmp, *key;
1886 1709
1887 /* Should not happen, but sanity checking is never bad */ 1710 /* Should not happen, but sanity checking is never bad */
1888 if (!container->inv) 1711 if (!container->inv)
1891 /* 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 */
1892 for (tmp = container->inv; tmp; tmp = tmp->below) 1715 for (tmp = container->inv; tmp; tmp = tmp->below)
1893 { 1716 {
1894 if (door->type == DOOR && tmp->type == KEY) 1717 if (door->type == DOOR && tmp->type == KEY)
1895 break; 1718 break;
1719
1896 /* For sanity, we should really check door type, but other stuff 1720 /* For sanity, we should really check door type, but other stuff
1897 * (like containers) can be locked with special keys 1721 * (like containers) can be locked with special keys
1898 */ 1722 */
1899 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1723 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1900 break; 1724 break;
1906 * a key, return 1730 * a key, return
1907 */ 1731 */
1908 if (!tmp) 1732 if (!tmp)
1909 { 1733 {
1910 for (tmp = container->inv; tmp; tmp = tmp->below) 1734 for (tmp = container->inv; tmp; tmp = tmp->below)
1911 {
1912 /* No reason to search empty containers */ 1735 /* No reason to search empty containers */
1913 if (tmp->type == CONTAINER && tmp->inv) 1736 if (tmp->type == CONTAINER && tmp->inv)
1914 {
1915 if ((key = find_key (pl, tmp, door))) 1737 if ((key = find_key_ (pl, tmp, door)))
1916 return key; 1738 return key;
1917 }
1918 }
1919 1739
1920 if (!tmp) 1740 if (!tmp)
1921 return NULL; 1741 return 0;
1922 } 1742 }
1923 1743
1924 /* 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,
1925 * see if we actually want to use it 1745 * see if we actually want to use it
1926 */ 1746 */
1927 if (pl != container) 1747 if (pl != container)
1928 { 1748 {
1929 /* Only let players use keys in containers */ 1749 /* Only let players use keys in containers */
1930 if (!pl->contr) 1750 if (!pl->contr)
1931 return NULL; 1751 return 0;
1752
1932 /* cases where this fails: 1753 /* cases where this fails:
1933 * If we only search the player inventory, return now since we 1754 * If we only search the player inventory, return now since we
1934 * are not in the players inventory. 1755 * are not in the players inventory.
1935 * If the container is not active, return now since only active 1756 * If the container is not active, return now since only active
1936 * containers can be used. 1757 * containers can be used.
1940 * inv must have been an container and must have been active. 1761 * inv must have been an container and must have been active.
1941 * 1762 *
1942 * Change the color so that the message doesn't disappear with 1763 * Change the color so that the message doesn't disappear with
1943 * all the others. 1764 * all the others.
1944 */ 1765 */
1945 if (pl->contr->usekeys == key_inventory || 1766 if (pl->contr->usekeys == key_inventory
1946 !QUERY_FLAG (container, FLAG_APPLIED) || 1767 || !QUERY_FLAG (container, FLAG_APPLIED)
1947 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys")))) 1768 || (pl->contr->usekeys == keyrings && container->race != shstr_keys))
1948 { 1769 {
1949 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1770 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1950 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); 1771 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1951 return NULL; 1772 return NULL;
1952 } 1773 }
1953 } 1774 }
1954 1775
1955 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);
1956} 1802}
1957 1803
1958/* moved door processing out of move_player_attack. 1804/* moved door processing out of move_player_attack.
1959 * returns 1 if player has opened the door with a key 1805 * returns 1 if player has opened the door with a key
1960 * such that the caller should not do anything more, 1806 * such that the caller should not do anything more,
1961 * 0 otherwise 1807 * 0 otherwise
1962 */ 1808 */
1963static int 1809static int
1964player_attack_door (object *op, object *door) 1810player_attack_door (object *op, object *door)
1965{ 1811{
1966 /* 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,
1967 * 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 -
1968 * otherwise, we fall through to the rest of the code. 1814 * otherwise, we fall through to the rest of the code.
1969 */ 1815 */
1970 object *key = find_key (op, op, door); 1816 object *key = find_key (op, op, door);
1971 1817
1972 /* IF we found a key, do some extra work */ 1818 /* If we found a key, do some extra work */
1973 if (key) 1819 if (key)
1974 { 1820 {
1975 object *container = key->env; 1821 object *container = key->env;
1976 1822
1977 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1978 if (action_makes_visible (op)) 1823 if (action_makes_visible (op))
1979 make_visible (op); 1824 make_visible (op);
1825
1980 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1826 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1981 spring_trap (door->inv, op); 1827 spring_trap (door->inv, op);
1982 1828
1983 if (door->type == DOOR) 1829 if (door->type == DOOR)
1984 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 */
1985 else if (door->type == LOCKED_DOOR) 1831 else if (door->type == LOCKED_DOOR)
1986 { 1832 {
1987 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);
1988 remove_door2 (door); /* remove door without violence ;-) */ 1834 remove_door2 (door); /* remove door without violence ;-) */
1989 } 1835 }
1990 1836
1991 /* Do this after we print the message */ 1837 /* Do this after we print the message */
1992 decrease_ob (key); /* Use up one of the keys */ 1838 key->decrease (); /* Use up one of the keys */
1993 /* Need to update the weight the container the key was in */
1994 if (container != op)
1995 esrv_update_item (UPD_WEIGHT, op, container);
1996 1839
1997 return 1; /* Nothing more to do below */ 1840 return 1; /* Nothing more to do below */
1998 } 1841 }
1999 else if (door->type == LOCKED_DOOR) 1842 else if (door->type == LOCKED_DOOR)
2000 { 1843 {
2001 /* Might as well return now - no other way to open this */ 1844 /* Might as well return now - no other way to open this */
2002 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...");
2003 return 1; 1846 return 1;
2004 } 1847 }
2005 1848
2006 return 0; 1849 return 0;
2007} 1850}
2010 * It should keep the code cleaner. 1853 * It should keep the code cleaner.
2011 * When this is called, the players direction has been updated 1854 * When this is called, the players direction has been updated
2012 * (taking into account confusion.) The player is also actually 1855 * (taking into account confusion.) The player is also actually
2013 * going to try and move (not fire weapons). 1856 * going to try and move (not fire weapons).
2014 */ 1857 */
2015void 1858bool
2016move_player_attack (object *op, int dir) 1859move_player_attack (object *op, int dir)
2017{ 1860{
2018 object *tmp, *mon; 1861 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2019 sint16 nx, ny; 1862 {
2020 int on_battleground; 1863 --op->speed_left;
2021 maptile *m; 1864 return true;
1865 }
2022 1866
2023 nx = freearr_x[dir] + op->x; 1867 sint16 nx = freearr_x[dir] + op->x;
2024 ny = freearr_y[dir] + op->y; 1868 sint16 ny = freearr_y[dir] + op->y;
2025 1869
2026 on_battleground = op_on_battleground (op, 0, 0); 1870 if (out_of_map (op->map, nx, ny))
1871 return false;
2027 1872
2028 /* If braced, or can't move to the square, and it is not out of the 1873 /* If braced, or can't move to the square, and it is not out of the
2029 * map, attack it. Note order of if statement is important - don't 1874 * map, attack it. Note order of if statement is important - don't
2030 * want to be calling move_ob if braced, because move_ob will move the 1875 * want to be calling move_ob if braced, because move_ob will move the
2031 * player. This is a pretty nasty hack, because if we could 1876 * player. This is a pretty nasty hack, because if we could
2032 * move to some space, it then means that if we are braced, we should 1877 * move to some space, it then means that if we are braced, we should
2033 * do nothing at all. As it is, if we are braced, we go through 1878 * do nothing at all. As it is, if we are braced, we go through
2034 * quite a bit of processing. However, it probably is less than what 1879 * quite a bit of processing. However, it probably is less than what
2035 * move_ob uses. 1880 * move_ob uses.
2036 */ 1881 */
2037 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) 1882 maptile *m = op->map->xy_find (nx, ny);
1883
1884 /* Go through all the objects, and find ones of interest. Only stop if
1885 * we find a monster - that is something we know we want to attack.
1886 * if its a door or barrel (can roll) see if there may be monsters
1887 * on the space
1888 */
1889 object *mon;
1890 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
1891 {
1892 if ((mon->flag [FLAG_ALIVE]
1893 || mon->type == LOCKED_DOOR
1894 || mon->flag [FLAG_CAN_ROLL])
1895 && mon != op)
1896 break;
2038 { 1897 }
2039 if (OUT_OF_REAL_MAP (op->map, nx, ny)) 1898
1899 if (!mon) /* This happens anytime the player tries to move */
1900 return false; /* into a wall */
1901
1902 mon = mon->head_ ();
1903
1904 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
1905 if (op->contr->weapon_sp_left > 0.f)
1906 if (player_attack_door (op, mon))
1907 {
1908 --op->contr->weapon_sp_left;
1909 return true;
2040 { 1910 }
2041 m = op->map->xy_find (nx, ny); 1911
2042 if (!m) 1912 /* The following deals with possibly attacking peaceful
2043 return; /* Don't think this should happen */ 1913 * or friendly creatures. Basically, all players are considered
1914 * unaggressive. If the moving player has peaceful set, then the
1915 * object should be pushed instead of attacked. It is assumed that
1916 * if you are braced, you will not attack friends accidently,
1917 * and thus will not push them.
1918 */
1919
1920 /* If the creature is a pet, push it even if the player is not
1921 * peaceful. Our assumption is the creature is a pet if the
1922 * player owns it and it is either friendly or unagressive.
1923 */
1924 if (op->type == PLAYER
1925 && ((mon->owner && mon->owner->contr
1926 && same_party (mon->owner->contr->party, op->contr->party))
1927 || mon->owner == op)
1928 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
1929 {
1930 /* If we're braced, we don't want to switch places with it */
1931 if (op->contr->braced)
1932 return false;
1933
1934 if (op->speed_left > 0.f)
1935 {
1936 --op->speed_left;
1937
1938 op->play_sound (sound_find ("push_player"));
1939 push_ob (mon, dir, op);
1940
1941 if (action_makes_visible (op))
1942 make_visible (op);
1943
1944 return true;
2044 } 1945 }
2045 else 1946 else
2046 m = op->map;
2047
2048 if (!(tmp = m->at (nx, ny).bot))
2049 return; 1947 return false;
1948 }
2050 1949
2051 mon = 0; 1950 bool on_battleground = op_on_battleground (op, 0, 0);
2052 /* Go through all the objects, and find ones of interest. Only stop if
2053 * we find a monster - that is something we know we want to attack.
2054 * if its a door or barrel (can roll) see if there may be monsters
2055 * on the space
2056 */
2057 while (tmp)
2058 {
2059 if (tmp == op)
2060 {
2061 tmp = tmp->above;
2062 continue;
2063 }
2064 1951
2065 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2066 {
2067 mon = tmp;
2068 break;
2069 }
2070
2071 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2072 mon = tmp;
2073
2074 tmp = tmp->above;
2075 }
2076
2077 if (!mon) /* This happens anytime the player tries to move */
2078 return; /* into a wall */
2079
2080 if (mon->head)
2081 mon = mon->head;
2082
2083 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2084 if (player_attack_door (op, mon))
2085 return;
2086
2087 /* The following deals with possibly attacking peaceful
2088 * or frienddly creatures. Basically, all players are considered
2089 * unaggressive. If the moving player has peaceful set, then the
2090 * object should be pushed instead of attacked. It is assumed that
2091 * if you are braced, you will not attack friends accidently,
2092 * and thus will not push them.
2093 */
2094
2095 /* If the creature is a pet, push it even if the player is not
2096 * peaceful. Our assumption is the creature is a pet if the
2097 * player owns it and it is either friendly or unagressive.
2098 */
2099 if ((op->type == PLAYER)
2100#if COZY_SERVER
2101 &&
2102 ((mon->owner && mon->owner->contr
2103 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op)
2104#else
2105 && mon->owner == op
2106#endif
2107 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2108 {
2109 /* If we're braced, we don't want to switch places with it */
2110 if (op->contr->braced)
2111 return;
2112
2113 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2114 (void) push_ob (mon, dir, op);
2115 if (op->contr->tmp_invis || op->hide)
2116 make_visible (op);
2117
2118 return;
2119 }
2120
2121 /* in certain circumstances, you shouldn't attack friendly 1952 /* in certain circumstances, you shouldn't attack friendly
2122 * creatures. Note that if you are braced, you can't push 1953 * creatures. Note that if you are braced, you can't push
2123 * someone, but put it inside this loop so that you won't 1954 * someone, but put it inside this loop so that you won't
2124 * attack them either. 1955 * attack them either.
2125 */ 1956 */
2126 if ((mon->type == PLAYER || mon->enemy != op) && 1957 if ((mon->type == PLAYER || mon->enemy != op)
2127 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 1958 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2128#ifdef PROHIBIT_PLAYERKILL
2129 (op->contr->peaceful 1959 && ((op->contr->peaceful
2130 || (mon->type == PLAYER 1960 || (mon->type == PLAYER && mon->contr->peaceful))
2131 && mon->contr->
2132 peaceful)) &&
2133#else
2134 op->contr->peaceful &&
2135#endif
2136 !on_battleground)) 1961 && !on_battleground))
1962 {
1963 if (op->speed_left > 0.f)
2137 { 1964 {
1965 --op->speed_left;
1966
2138 if (!op->contr->braced) 1967 if (!op->contr->braced)
2139 { 1968 {
2140 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 1969 op->play_sound (sound_find ("push_player"));
2141 push_ob (mon, dir, op); 1970 push_ob (mon, dir, op);
2142 } 1971 }
2143 else 1972 else
2144 new_draw_info (0, 0, op, "You withhold your attack"); 1973 op->statusmsg ("You withhold your attack");
2145 1974
2146 if (op->contr->tmp_invis || op->hide) 1975 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
2147 make_visible (op); 1976 make_visible (op);
2148 }
2149 1977
1978 return true;
1979 }
1980 }
2150 /* If the object is a boulder or other rollable object, then 1981 /* If the object is a boulder or other rollable object, then
2151 * roll it if not braced. You can't roll it if you are braced. 1982 * roll it if not braced. You can't roll it if you are braced.
2152 */ 1983 */
2153 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 1984 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
1985 {
1986 if (op->speed_left > 0.f)
2154 { 1987 {
1988 --op->speed_left;
1989
2155 recursive_roll (mon, dir, op); 1990 recursive_roll (mon, dir, op);
2156 if (action_makes_visible (op)) 1991 if (action_makes_visible (op))
2157 make_visible (op); 1992 make_visible (op);
2158 }
2159 1993
1994 return true;
1995 }
1996 }
2160 /* Any generic living creature. Including things like doors. 1997 /* Any generic living creature. Including things like doors.
2161 * Way it works is like this: First, it must have some hit points 1998 * Way it works is like this: First, it must have some hit points
2162 * and be living. Then, it must be one of the following: 1999 * and be living. Then, it must be one of the following:
2163 * 1) Not a player, 2) A player, but of a different party. Note 2000 * 1) Not a player, 2) A player, but of a different party. Note
2164 * that party_number -1 is no party, so attacks can still happen. 2001 * that party_number -1 is no party, so attacks can still happen.
2165 */ 2002 */
2166 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2003 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2167 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 2004 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2168 { 2005 {
2169 2006 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2170 /* If the player hasn't hit something this tick, and does
2171 * so, give them speed boost based on weapon speed. Doing
2172 * it here is better than process_players2, which basically
2173 * incurred a 1 tick offset.
2174 */
2175 if (!op->contr->has_hit)
2176 { 2007 {
2177 op->speed_left += op->speed / op->contr->weapon_sp; 2008 --op->contr->weapon_sp_left;
2178
2179 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2180 }
2181 2009
2182 skill_attack (mon, op, 0, 0, 0); 2010 skill_attack (mon, op, 0, 0, 0);
2183
2184 /* If attacking another player, that player gets automatic
2185 * hitback, and doesn't loose luck either.
2186 * Disable hitback on the battleground or if the target is
2187 * the wiz.
2188 */
2189 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2190 {
2191 short luck = mon->stats.luck;
2192
2193 mon->contr->has_hit = 1;
2194 skill_attack (op, mon, 0, 0, 0);
2195 mon->stats.luck = luck;
2196 }
2197 2011
2198 if (action_makes_visible (op)) 2012 if (action_makes_visible (op))
2199 make_visible (op); 2013 make_visible (op);
2200 }
2201 } /* if player should attack something */
2202}
2203 2014
2204int 2015 return true;
2016 }
2017 }
2018
2019 return false;
2020}
2021
2022bool
2205move_player (object *op, int dir) 2023move_player (object *op, int dir)
2206{ 2024{
2207 int pick;
2208
2209 if (!op->map || op->map->in_memory != MAP_IN_MEMORY) 2025 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2210 return 0; 2026 return 0;
2211 2027
2212 /* Sanity check: make sure dir is valid */ 2028 /* Sanity check: make sure dir is valid */
2213 if ((dir < 0) || (dir >= 9)) 2029 if (dir < 0 || dir >= 9)
2214 { 2030 {
2215 LOG (llevError, "move_player: invalid direction %d\n", dir); 2031 LOG (llevError, "move_player: invalid direction %d\n", dir);
2216 return 0; 2032 return 0;
2217 } 2033 }
2218 2034
2220 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2036 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2221 dir = absdir (dir + rndm (3) + rndm (3) - 2); 2037 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2222 2038
2223 op->facing = dir; 2039 op->facing = dir;
2224 2040
2225 if (op->hide) 2041 if (op->flag [FLAG_HIDDEN])
2226 do_hidden_move (op); 2042 do_hidden_move (op);
2227 2043
2044 bool retval;
2045 int pick = 0;
2046
2228 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2047 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2229 /*nop */ ; 2048 retval = RESULT_INT (0);
2230 else if (op->contr->fire_on) 2049 else if (op->contr->fire_on)
2231 fire (op, dir); 2050 retval = fire (op, dir);
2232 else 2051 else
2233 { 2052 {
2234 move_player_attack (op, dir); 2053 retval = move_player_attack (op, dir);
2235 pick = check_pick (op); 2054 pick = check_pick (op);
2236 } 2055 }
2237 2056
2238 /* Add special check for newcs players and fire on - this way, the 2057 /* Add special check for newcs players and fire on - this way, the
2239 * server can handle repeat firing. 2058 * server can handle repeat firing.
2246 /* Update how the player looks. Use the facing, so direction may 2065 /* Update how the player looks. Use the facing, so direction may
2247 * get reset to zero. This allows for full animation capabilities 2066 * get reset to zero. This allows for full animation capabilities
2248 * for players. 2067 * for players.
2249 */ 2068 */
2250 animate_object (op, op->facing); 2069 animate_object (op, op->facing);
2251 return 0; 2070
2071 return retval;
2252} 2072}
2253 2073
2254/* This is similar to handle_player, below, but is only used by the 2074/* This is similar to handle_player, below, but is only used by the
2255 * new client/server stuff. 2075 * new client/server stuff.
2256 * This is sort of special, in that the new client/server actually uses 2076 * This is sort of special, in that the new client/server actually uses
2257 * the new speed values for commands. 2077 * the new speed values for commands.
2258 * 2078 *
2259 * Returns true if there are more actions we can do. 2079 * Returns true if there are more actions we can do. Should not do
2080 * many actions in a row, as that would be too unfair to other
2081 * players.
2260 */ 2082 */
2261int 2083bool
2262handle_newcs_player (object *op) 2084handle_newcs_player (object *op)
2263{ 2085{
2264 if (QUERY_FLAG (op, FLAG_SCARED)) 2086 if (QUERY_FLAG (op, FLAG_SCARED))
2265 { 2087 {
2266 flee_player (op); 2088 if (op->speed_left > 0.f)
2267 /* If player is still scared, that is his action for this tick */
2268 if (QUERY_FLAG (op, FLAG_SCARED))
2269 { 2089 {
2270 op->speed_left--; 2090 --op->speed_left;
2091 flee_player (op);
2092
2271 return 0; 2093 return true;
2272 } 2094 }
2095 else
2096 return false;
2273 } 2097 }
2274
2275 /* I've been seeing crashes where the golem has been destroyed, but
2276 * the player object still points to the defunct golem. The code that
2277 * destroys the golem looks correct, and it doesn't always happen, so
2278 * put this in a a workaround to clean up the golem pointer.
2279 */
2280 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2281 op->contr->ranges[range_golem] = 0;
2282 2098
2283 /* call this here - we also will call this in do_ericserver, but 2099 /* call this here - we also will call this in do_ericserver, but
2284 * the players time has been increased when doericserver has been 2100 * the players time has been increased when doericserver has been
2285 * called, so we recheck it here. 2101 * called, so we recheck it here.
2286 */ 2102 */
2287 if (op->contr->ns->handle_command ()) 2103 if (op->contr->ns->handle_command ())
2288 return 1; 2104 return true;
2289 2105
2290 if (op->speed_left > 0)
2291 {
2292 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2106 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2293 {
2294 /* All move commands take 1 tick, at least for now */
2295 op->speed_left--;
2296
2297 /* Instead of all the stuff below, let move_player take care
2298 * of it. Also, some of the skill stuff is only put in
2299 * there, as well as the confusion stuff.
2300 */
2301 move_player (op, op->direction); 2107 return move_player (op, op->direction);
2302 2108
2303 return op->speed_left > 0;
2304 }
2305 }
2306
2307 return 0; 2109 return false;
2308} 2110}
2309 2111
2310int 2112static int
2311save_life (object *op) 2113save_life (object *op)
2312{ 2114{
2313 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2115 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2314 return 0; 2116 return 0;
2315 2117
2316 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2118 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2317 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2119 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2318 { 2120 {
2319 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2121 op->play_sound (sound_find ("ob_evaporate"));
2320 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); 2122 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2321
2322 if (op->contr)
2323 esrv_del_item (op->contr, tmp->count);
2324 2123
2325 tmp->destroy (); 2124 tmp->destroy ();
2326 CLEAR_FLAG (op, FLAG_LIFESAVE); 2125 CLEAR_FLAG (op, FLAG_LIFESAVE);
2327 2126
2328 if (op->stats.hp < 0) 2127 if (op->stats.hp < 0)
2341 return 0; 2140 return 0;
2342} 2141}
2343 2142
2344/* This goes throws the inventory and removes unpaid objects, and puts them 2143/* This goes throws the inventory and removes unpaid objects, and puts them
2345 * back in the map (location and map determined by values of env). This 2144 * back in the map (location and map determined by values of env). This
2346 * function will descend into containers. op is the object to start the search 2145 * function will descend into containers. op is the object to start the search
2347 * from. 2146 * from.
2348 */ 2147 */
2148static void
2149drop_unpaid_items (object *op, object *env)
2150{
2151 while (op)
2152 {
2153 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2154
2155 if (QUERY_FLAG (op, FLAG_UNPAID))
2156 op->insert_at (env);
2157 else if (op->inv)
2158 drop_unpaid_items (op->inv, env);
2159
2160 op = next;
2161 }
2162}
2163
2349void 2164void
2350remove_unpaid_objects (object *op, object *env) 2165object::drop_unpaid_items ()
2351{ 2166{
2352 while (op) 2167 if (!flag [FLAG_REMOVED])
2353 { 2168 ::drop_unpaid_items (inv, this);
2354 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2355
2356 if (QUERY_FLAG (op, FLAG_UNPAID))
2357 {
2358 if (env->type == PLAYER)
2359 esrv_del_item (env->contr, op->count);
2360
2361 op->insert_at (env);
2362 }
2363 else if (op->inv)
2364 remove_unpaid_objects (op->inv, env);
2365
2366 op = next;
2367 }
2368}
2369
2370/*
2371 * Returns pointer a static string containing gravestone text
2372 * Moved from apply.c to player.c - player.c is what
2373 * actually uses this function. player.c may not be quite the
2374 * best, a misc file for object actions is probably better,
2375 * but there isn't one in the server directory.
2376 */
2377char *
2378gravestone_text (object *op)
2379{
2380 static char buf2[MAX_BUF];
2381 char buf[MAX_BUF];
2382 time_t now = time (NULL);
2383
2384 strcpy (buf2, " R.I.P.\n\n");
2385 if (op->type == PLAYER)
2386 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2387 else
2388 sprintf (buf, "%s\n", &op->name);
2389
2390 strncat (buf2, " ", 20 - strlen (buf) / 2);
2391 strcat (buf2, buf);
2392 if (op->type == PLAYER)
2393 sprintf (buf, "who was in level %d when killed\n", op->level);
2394 else
2395 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2396
2397 strncat (buf2, " ", 20 - strlen (buf) / 2);
2398 strcat (buf2, buf);
2399 if (op->type == PLAYER)
2400 {
2401 sprintf (buf, "by %s.\n\n", op->contr->killer);
2402 strncat (buf2, " ", 21 - strlen (buf) / 2);
2403 strcat (buf2, buf);
2404 }
2405
2406 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2407 strncat (buf2, " ", 20 - strlen (buf) / 2);
2408 strcat (buf2, buf);
2409
2410 return buf2;
2411} 2169}
2412 2170
2413void 2171void
2414do_some_living (object *op) 2172do_some_living (object *op)
2415{ 2173{
2441 make_visible (op); 2199 make_visible (op);
2442 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out."); 2200 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2443 } 2201 }
2444 } 2202 }
2445 2203
2446 if (op->contr->outputs_sync)
2447 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2448 if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2449 flush_output_element (op, &op->contr->outputs[i]);
2450
2451 if (op->contr->ns->state == ST_PLAYING) 2204 if (op->contr->ns->state == ST_PLAYING)
2452 { 2205 {
2453 /* these next three if clauses make it possible to SLOW DOWN 2206 /* these next three if clauses make it possible to SLOW DOWN
2454 hp/grace/spellpoint regeneration. */ 2207 hp/grace/spellpoint regeneration. */
2455 if (op->contr->gen_hp >= 0) 2208 if (op->contr->gen_hp >= 0)
2472 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2225 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2473 else 2226 else
2474 { 2227 {
2475 gen_grace = op->stats.maxgrace; 2228 gen_grace = op->stats.maxgrace;
2476 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2229 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2477 }
2478
2479 /* Regenerate Spell Points */
2480 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0)
2481 {
2482 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2483 if (op->stats.sp < op->stats.maxsp)
2484 {
2485 op->stats.sp++;
2486 /* dms do not consume food */
2487 if (!QUERY_FLAG (op, FLAG_WIZ))
2488 {
2489 op->stats.food--;
2490 if (op->contr->digestion < 0)
2491 op->stats.food += op->contr->digestion;
2492 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2493 op->stats.food = last_food;
2494 }
2495 }
2496
2497 if (max_sp > 1)
2498 {
2499 over_sp = (gen_sp + 10) / rate_sp;
2500 if (over_sp > 0)
2501 {
2502 if (op->stats.sp < op->stats.maxsp)
2503 {
2504 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2505
2506 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2507 op->stats.sp--;
2508
2509 if (op->stats.sp > op->stats.maxsp)
2510 op->stats.sp = op->stats.maxsp;
2511 }
2512 op->last_sp = 0;
2513 }
2514 else
2515 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2516 }
2517 else
2518 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2519 } 2230 }
2520 2231
2521 /* Regenerate Grace */ 2232 /* Regenerate Grace */
2522 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2233 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2523 if (--op->last_grace < 0) 2234 if (--op->last_grace < 0)
2544 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); 2255 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2545 } 2256 }
2546 /* wearing stuff doesn't detract from grace generation. */ 2257 /* wearing stuff doesn't detract from grace generation. */
2547 } 2258 }
2548 2259
2260 if (op->stats.food > 0)
2261 {
2549 /* Regenerate Hit Points */ 2262 /* Regenerate Spell Points */
2550 if (--op->last_heal < 0) 2263 if (!op->contr->golem && --op->last_sp < 0)
2551 {
2552 if (op->stats.hp < op->stats.maxhp)
2553 { 2264 {
2554 op->stats.hp++; 2265 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2555 /* dms do not consume food */ 2266
2556 if (!QUERY_FLAG (op, FLAG_WIZ)) 2267 if (op->stats.sp < op->stats.maxsp)
2557 { 2268 {
2269 op->stats.sp++;
2270
2271 /* dms do not consume food */
2272 if (!QUERY_FLAG (op, FLAG_WIZ))
2273 {
2558 op->stats.food--; 2274 op->stats.food--;
2275
2559 if (op->contr->digestion < 0) 2276 if (op->contr->digestion < 0)
2560 op->stats.food += op->contr->digestion; 2277 op->stats.food += op->contr->digestion;
2561 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2278 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2562 op->stats.food = last_food; 2279 op->stats.food = last_food;
2280 }
2563 } 2281 }
2564 }
2565 2282
2566 if (max_hp > 1) 2283 if (max_sp > 1)
2567 {
2568 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2569 if (over_hp > 0)
2570 { 2284 {
2571 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; 2285 over_sp = (gen_sp + 10) / rate_sp;
2286 if (over_sp > 0)
2287 {
2288 if (op->stats.sp < op->stats.maxsp)
2289 {
2290 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2291
2292 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2293 op->stats.sp--;
2294
2295 if (op->stats.sp > op->stats.maxsp)
2296 op->stats.sp = op->stats.maxsp;
2297 }
2298
2572 op->last_heal = 0; 2299 op->last_sp = 0;
2300 }
2301 else
2302 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2573 } 2303 }
2574 else 2304 else
2305 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2306 }
2307
2308 /* Regenerate Hit Points */
2309 if (--op->last_heal < 0)
2310 {
2311 if (op->stats.hp < op->stats.maxhp)
2575 { 2312 {
2576 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2313 op->stats.hp++;
2314
2315 /* dms do not consume food */
2316 if (!QUERY_FLAG (op, FLAG_WIZ))
2317 {
2318 op->stats.food--;
2319
2320 if (op->contr->digestion < 0)
2321 op->stats.food += op->contr->digestion;
2322 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2323 op->stats.food = last_food;
2324 }
2577 } 2325 }
2326
2327 if (max_hp > 1)
2328 {
2329 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2330
2331 if (over_hp > 0)
2332 {
2333 op->stats.sp += over_hp + (rndm (rate_hp) > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2334 op->last_heal = 0;
2335 }
2336 else
2337 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2578 } 2338 }
2579 else 2339 else
2580 {
2581 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2340 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2582 } 2341 }
2583 } 2342 }
2584 2343
2585 /* Digestion */ 2344 /* Digestion */
2586 if (--op->last_eat < 0) 2345 if (--op->last_eat < 0)
2587 { 2346 {
2588#ifdef COZY_SERVER 2347 int bonus = max (0, op->contr->digestion),
2589 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion; 2348 penalty = max (0, -op->contr->digestion);
2590 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2591#else
2592 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2593#endif
2594 2349
2595 if (op->contr->gen_hp > 0)
2596 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2350 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2597 else
2598 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2599 2351
2600 /* dms do not consume food */ 2352 /* dms do not consume food */
2601 if (!QUERY_FLAG (op, FLAG_WIZ)) 2353 if (!QUERY_FLAG (op, FLAG_WIZ))
2602 op->stats.food--; 2354 op->stats.food--;
2603 } 2355 }
2604 2356
2605 if (op->stats.food < 0 && op->stats.hp >= 0) 2357 if (op->stats.food < 0 && op->stats.hp >= 0)
2606 { 2358 {
2607 object *tmp, *flesh = 0; 2359 object *flesh = 0;
2608 2360
2609 for (tmp = op->inv; tmp; tmp = tmp->below) 2361 for_inv_removable (op, tmp)
2610 { 2362 {
2611 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2363 if (QUERY_FLAG (tmp, FLAG_UNPAID))
2364 continue;
2365
2366 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2612 { 2367 {
2613 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2368 op->statusmsg ("You blindly grab for a bite of food. "
2614 { 2369 "H<To prevent you from starving, you ate some random item from your backpack.>");
2615 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2616 manual_apply (op, tmp, 0); 2370 manual_apply (op, tmp, 0);
2371
2617 if (op->stats.food >= 0 || op->stats.hp < 0) 2372 if (op->stats.food >= 0 || op->stats.hp < 0)
2618 break; 2373 break;
2619 } 2374 }
2620 else if (tmp->type == FLESH) 2375 else if (tmp->type == FLESH)
2621 flesh = tmp; 2376 flesh = tmp;
2622 } /* End if paid for object */ 2377 }
2623 } /* end of for loop */
2624 2378
2625 /* If player is still starving, it means they don't have any food, so 2379 /* If player is still starving, it means they don't have any food, so
2626 * eat flesh instead. 2380 * eat flesh instead.
2627 */ 2381 */
2628 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2382 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2629 { 2383 {
2630 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2384 op->statusmsg ("You blindly grab for a bite of food. "
2385 "H<To prevent you from starving, you ate some random item from your backpack.>");
2631 manual_apply (op, flesh, 0); 2386 manual_apply (op, flesh, 0);
2632 } 2387 }
2388
2389 // If player is still starving, alert him!
2390 if (op->stats.food < 0)
2391 op->failmsg ("You are starving! "
2392 "H<Eat some food to increase your food and prevent you from an untimely death.>");
2393 }
2394
2395 if (op->stats.food < 0)
2633 } 2396 {
2397 op->stats.hp += op->stats.food;
2398 op->stats.food = 0;
2634 2399
2635 while (op->stats.food < 0 && op->stats.hp >= 0) 2400 if (op->stats.hp < 0)
2636 op->stats.food++, op->stats.hp--; 2401 {
2402 op->contr->killer = archetype::get ("killer_starvation");
2403 op->contr->killer->destroy ();
2404 }
2405 }
2637 2406
2407 /* killer should be set here already */
2638 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2408 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2639 kill_player (op); 2409 kill_player (op);
2640 } 2410 }
2641} 2411}
2642 2412
2646 * file. 2416 * file.
2647 */ 2417 */
2648void 2418void
2649kill_player (object *op) 2419kill_player (object *op)
2650{ 2420{
2651 char buf[MAX_BUF];
2652 int x, y; 2421 int x, y;
2653
2654 //int i;
2655 maptile *map; /* this is for resurrection */ 2422 maptile *map; /* this is for resurrection */
2656
2657 /* int z;
2658 int num_stats_lose;
2659 int lost_a_stat;
2660 int lose_this_stat;
2661 int this_stat; */
2662 int will_kill_again; 2423 int will_kill_again;
2663 archetype *at; 2424 archetype *at;
2664 object *tmp; 2425 object *tmp;
2665 2426
2666 if (save_life (op)) 2427 if (save_life (op))
2667 return; 2428 return;
2668 2429
2430 dynbuf_text deathtab;
2431
2432 /* restore player */
2433 at = archetype::find (shstr_poisoning);
2434 if (object *tmp = present_arch_in_ob (at, op))
2435 {
2436 tmp->destroy ();
2437 deathtab << "Your body feels cleansed...\r";
2438 }
2439
2440 at = archetype::find (shstr_confusion);
2441 if (object *tmp = present_arch_in_ob (at, op))
2442 {
2443 tmp->destroy ();
2444 deathtab << "Your mind feels clearer...\r";
2445 }
2446
2447 cure_disease (op, 0, 0); /* remove any disease */
2448
2449 max_it (op->stats.hp , op->stats.maxhp);
2450 max_it (op->stats.sp , op->stats.maxsp);
2451 max_it (op->stats.grace, op->stats.maxgrace);
2452
2453 if (op->stats.food <= 0)
2454 op->stats.food = 999;
2455
2456 // remove all spell effects that are active
2457 // to avoid long-term effects such as word-of-recall
2458 for (object *item = op->inv; item; )
2459 {
2460 object *next = item->below;
2461
2462 if (item->type == SPELL_EFFECT && item->active)
2463 item->destroy ();
2464
2465 item = next;
2466 }
2669 2467
2670 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2468 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2671 * in cities ONLY!!! It is very important that this doesn't get abused. 2469 * in cities ONLY!!! It is very important that this doesn't get abused.
2672 * Look at op_on_battleground() for more info --AndreasV 2470 * Look at op_on_battleground() for more info --AndreasV
2673 */ 2471 */
2674 if (op_on_battleground (op, &x, &y)) 2472 if (op_on_battleground (op, &x, &y))
2675 { 2473 {
2676 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2474 deathtab << "You almost died in combat, but local medics have saved your life...\r";
2677 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2678
2679 /* restore player */
2680 at = archetype::find ("poisoning");
2681 if (object *tmp = present_arch_in_ob (at, op))
2682 {
2683 tmp->destroy ();
2684 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2685 }
2686
2687 at = archetype::find ("confusion");
2688 if (object *tmp = present_arch_in_ob (at, op))
2689 {
2690 tmp->destroy ();
2691 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2692 }
2693
2694 cure_disease (op, 0); /* remove any disease */
2695 op->stats.hp = op->stats.maxhp;
2696 if (op->stats.food <= 0)
2697 op->stats.food = 999;
2698 2475
2699 /* create a bodypart-trophy to make the winner happy */ 2476 /* create a bodypart-trophy to make the winner happy */
2700 if (object *tmp = arch_to_object (archetype::find ("finger"))) 2477 object *tmp = archetype::find (shstr_finger)->instance ();
2701 { 2478
2702 sprintf (buf, "%s's finger", &op->name); 2479 tmp->name = format ("%s's finger" , &op->name);
2703 tmp->name = buf; 2480 tmp->name_pl = format ("%s's fingers", &op->name);
2704 sprintf (buf, " This finger has been cut off %s\n" 2481 tmp->msg = format (
2705 " the %s, when he was defeated at\n level %d by %s.\n", 2482 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
2706 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2483 &op->name, op->contr->title,
2707 tmp->msg = buf; 2484 (int)op->level,
2485 op->contr->killer_name ()
2486 );
2708 tmp->value = 0, tmp->type = 0; 2487 tmp->value = 0, tmp->type = 0;
2709 tmp->materialname = "organics"; 2488 tmp->material = name_to_material (shstr_organic);
2710 tmp->insert_at (op, tmp); 2489 tmp->insert_at (op, tmp);
2711 }
2712 2490
2713 /* teleport defeated player to new destination */ 2491 /* teleport defeated player to new destination */
2714 transfer_ob (op, x, y, 0, NULL); 2492 transfer_ob (op, x, y, 0, NULL);
2715 op->contr->braced = 0; 2493 op->contr->braced = 0;
2494
2495 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2716 return; 2496 return;
2717 } 2497 }
2718 2498
2499 deathtab << "You were killed by " << op->contr->killer_name () << ".\n\n";
2500 deathtab << "T<YOU HAVE DIED>\n\n";
2501
2719 INVOKE_PLAYER (DEATH, op->contr); 2502 INVOKE_PLAYER (DEATH, op->contr);
2720 2503
2721 command_kill_pets (op, 0); 2504 command_kill_pets (op, 0);
2722 2505
2723 if (op->stats.food < 0) 2506 op->contr->play_sound (sound_find ("player_dies"));
2724 {
2725 sprintf (buf, "%s starved to death.", &op->name);
2726 strcpy (op->contr->killer, "starvation");
2727 }
2728 else
2729 sprintf (buf, "%s died.", &op->name);
2730
2731 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2732 2507
2733 /* save the map location for corpse, gravestone */ 2508 /* save the map location for corpse, gravestone */
2734 x = op->x; 2509 x = op->x;
2735 y = op->y; 2510 y = op->y;
2736 map = op->map; 2511 map = op->map;
2764 2539
2765 lost_a_stat = 0; 2540 lost_a_stat = 0;
2766 2541
2767 for (z = 0; z < num_stats_lose; z++) 2542 for (z = 0; z < num_stats_lose; z++)
2768 { 2543 {
2769 i = RANDOM () % NUM_STATS; 2544 i = rndm (NUM_STATS);
2770 2545
2771 if (settings.stat_loss_on_death) 2546 if (settings.stat_loss_on_death)
2772 { 2547 {
2773 /* Pick a random stat and take a point off it. Tell the player 2548 /* Pick a random stat and take a point off it. Tell the player
2774 * what he lost. 2549 * what he lost.
2781 lost_a_stat = 1; 2556 lost_a_stat = 1;
2782 } 2557 }
2783 else 2558 else
2784 { 2559 {
2785 /* deplete a stat */ 2560 /* deplete a stat */
2786 archetype *deparch = archetype::find ("depletion"); 2561 archetype *deparch = archetype::find (shstr_depletion);
2787 object *dep; 2562 object *dep;
2788 2563
2789 dep = present_arch_in_ob (deparch, op); 2564 dep = present_arch_in_ob (deparch, op);
2790 if (!dep) 2565 if (!dep)
2791 { 2566 {
2792 dep = arch_to_object (deparch); 2567 dep = deparch->instance ();
2793 insert_ob_in_ob (dep, op); 2568 insert_ob_in_ob (dep, op);
2794 } 2569 }
2795 lose_this_stat = 1; 2570 lose_this_stat = 1;
2796 if (settings.balanced_stat_loss) 2571 if (settings.balanced_stat_loss)
2797 { 2572 {
2825 } 2600 }
2826 } 2601 }
2827 2602
2828 if (lose_this_stat) 2603 if (lose_this_stat)
2829 { 2604 {
2830 this_stat = get_attr_value (&(dep->stats), i); 2605 this_stat = get_attr_value (&dep->stats, i);
2831 /* We could try to do something clever like find another 2606 /* We could try to do something clever like find another
2832 * stat to reduce if this fails. But chances are, if 2607 * stat to reduce if this fails. But chances are, if
2833 * stats have been depleted to -50, all are pretty low 2608 * stats have been depleted to -50, all are pretty low
2834 * and should be roughly the same, so it shouldn't make a 2609 * and should be roughly the same, so it shouldn't make a
2835 * difference. 2610 * difference.
2843 lost_a_stat = 1; 2618 lost_a_stat = 1;
2844 } 2619 }
2845 } 2620 }
2846 } 2621 }
2847 } 2622 }
2623
2848 /* If no stat lost, tell the player. */ 2624 /* If no stat lost, tell the player. */
2849 if (!lost_a_stat) 2625 if (!lost_a_stat)
2850 { 2626 {
2851 /* determine_god() seems to not work sometimes... why is this? 2627 /* determine_god() seems to not work sometimes... why is this?
2852 Should I be using something else? GD */ 2628 Should I be using something else? GD */
2853 const char *god = determine_god (op); 2629 shstr_tmp god = determine_god (op);
2854 2630
2855 if (god && (strcmp (god, "none"))) 2631 if (god != shstr_none)
2856 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god); 2632 deathtab << "For a brief moment you feel the holy presence of " << god << " protecting you.\r";
2857 else 2633 else
2858 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2634 deathtab << "For a brief moment you feel a holy presence protecting you.\r";
2859 } 2635 }
2860#else 2636#else
2861 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2637 deathtab << "For a brief moment you feel a holy presence protecting you from losing yourself completely.";
2862#endif 2638#endif
2863 2639
2864 /* Put a gravestone up where the character 'almost' died. List the 2640 /* Put a gravestone up where the character 'almost' died. List the
2865 * exp loss on the stone. 2641 * exp loss on the stone.
2866 */ 2642 */
2867 tmp = arch_to_object (archetype::find ("gravestone")); 2643 tmp = archetype::find (shstr_gravestone)->instance ();
2868 sprintf (buf, "%s's gravestone", &op->name); 2644 tmp->name = format ("%s's gravestone", &op->name);
2869 tmp->name = buf; 2645 tmp->name_pl = format ("%s's gravestones", &op->name);
2870 sprintf (buf, "%s's gravestones", &op->name); 2646 tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n",
2871 tmp->name_pl = buf; 2647 &op->name, op->contr->title, op->contr->killer_name ());
2872 sprintf (buf, "RIP\nHere rests the hero %s the %s,\n" "who was killed\n" "by %s.\n", &op->name, op->contr->title, op->contr->killer);
2873 tmp->msg = buf;
2874 tmp->x = op->x, tmp->y = op->y; 2648 tmp->x = op->x, tmp->y = op->y;
2875 insert_ob_in_map (tmp, op->map, NULL, 0); 2649 insert_ob_in_map (tmp, op->map, NULL, 0);
2876 2650
2877 /**************************************/ 2651 /**************************************/
2878 /* */ 2652 /* */
2879 /* Subtract the experience points, */ 2653 /* Subtract the experience points, */
2880 /* if we died cause of food, give us */
2881 /* food, and reset HP's... */
2882 /* */ 2654 /* */
2883 /**************************************/ 2655 /**************************************/
2884 2656
2885 /* remove any poisoning and confusion the character may be suffering. */
2886 /* restore player */
2887 at = archetype::find ("poisoning");
2888 tmp = present_arch_in_ob (at, op);
2889
2890 if (tmp)
2891 {
2892 tmp->destroy ();
2893 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2894 }
2895
2896 at = archetype::find ("confusion");
2897 tmp = present_arch_in_ob (at, op);
2898 if (tmp)
2899 {
2900 tmp->destroy ();
2901 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2902 }
2903
2904 cure_disease (op, 0); /* remove any disease */
2905
2906 /*add_exp(op, (op->stats.exp * -0.20)); */ 2657 /*add_exp(op, (op->stats.exp * -0.20)); */
2907 apply_death_exp_penalty (op); 2658 apply_death_exp_penalty (op);
2908 if (op->stats.food < 100)
2909 op->stats.food = 900;
2910 op->stats.hp = op->stats.maxhp;
2911 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2912 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2913 2659
2914 /* 2660 /*
2915 * Check to see if the player has any unpaid items. If so, remove them 2661 * Check to see if the player has any unpaid items. If so, remove them
2916 * and put them back in the map. 2662 * and put them back in the map.
2917 */ 2663 */
2918 remove_unpaid_objects (op->inv, op); 2664 op->drop_unpaid_items ();
2919 2665
2920 /****************************************/ 2666 /****************************************/
2921 /* */ 2667 /* */
2922 /* Move player to his current respawn- */ 2668 /* Move player to his current respawn- */
2923 /* position (usually last savebed) */ 2669 /* position (usually last savebed) */
2943 object *force; 2689 object *force;
2944 int at; 2690 int at;
2945 2691
2946 force = get_archetype (FORCE_NAME); 2692 force = get_archetype (FORCE_NAME);
2947 /* 50 ticks should be enough time for the spell to abate */ 2693 /* 50 ticks should be enough time for the spell to abate */
2948 force->speed = 0.1; 2694 force->speed = 0.1f;
2949 force->speed_left = -5.0; 2695 force->speed_left = -5.f;
2950 SET_FLAG (force, FLAG_APPLIED); 2696 SET_FLAG (force, FLAG_APPLIED);
2951 for (at = 0; at < NROFATTACKS; at++) 2697 for (at = 0; at < NROFATTACKS; at++)
2952 if (will_kill_again & (1 << at)) 2698 if (will_kill_again & (1 << at))
2953 force->resist[at] = 100; 2699 force->resist[at] = 100;
2954 2700
2955 insert_ob_in_ob (force, op); 2701 insert_ob_in_ob (force, op);
2956 op->update_stats (); 2702 op->update_stats ();
2957
2958 } 2703 }
2959 2704
2960 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2705 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2961} 2706}
2962 2707
2963void 2708static void
2964loot_object (object *op) 2709loot_object (object *op)
2965{ /* Grab and destroy some treasure */ 2710{ /* Grab and destroy some treasure */
2966 object *tmp, *tmp2, *next; 2711 object *tmp, *tmp2, *next;
2967 2712
2968 op->close_container (); /* close open sack first */ 2713 op->close_container (); /* close open sack first */
2982 2727
2983 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3)))) 2728 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
2984 { 2729 {
2985 if (tmp->nrof > 1) 2730 if (tmp->nrof > 1)
2986 { 2731 {
2987 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2732 tmp->decrease (rndm (1, tmp->nrof - 1));
2988 tmp2->destroy ();
2989 insert_ob_in_map (tmp, op->map, NULL, 0); 2733 insert_ob_in_map (tmp, op->map, NULL, 0);
2990 } 2734 }
2991 else 2735 else
2992 tmp->destroy (); 2736 tmp->destroy ();
2993 } 2737 }
3000 * fix_weight(): Check recursively the weight of all players, and fix 2744 * fix_weight(): Check recursively the weight of all players, and fix
3001 * what needs to be fixed. Refresh windows and fix speed if anything 2745 * what needs to be fixed. Refresh windows and fix speed if anything
3002 * was changed. 2746 * was changed.
3003 */ 2747 */
3004void 2748void
3005fix_weight (void) 2749fix_weight ()
3006{ 2750{
3007 for_all_players (pl) 2751 for_all_players (pl)
3008 { 2752 {
3009 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2753 sint32 old = pl->ob->carrying;
3010 2754
3011 if (old == sum) 2755 pl->ob->update_weight ();
3012 continue; 2756
2757 if (old != pl->ob->carrying)
2758 {
3013 pl->ob->update_stats (); 2759 pl->ob->update_stats ();
3014 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 2760 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, (int)old, (int)pl->ob->carrying);
2761 }
3015 } 2762 }
3016} 2763}
3017 2764
3018void 2765void
3019fix_luck (void) 2766fix_luck ()
3020{ 2767{
3021 for_all_players (pl) 2768 for_all_players (pl)
3022 if (!pl->ob->contr->ns->state) 2769 if (!pl->ob->contr->ns->state)
3023 pl->ob->change_luck (0); 2770 pl->ob->change_luck (0);
3024} 2771}
3061} 2808}
3062 2809
3063void 2810void
3064make_visible (object *op) 2811make_visible (object *op)
3065{ 2812{
3066 op->hide = 0; 2813 op->flag [FLAG_HIDDEN] = 0;
3067 op->invisible = 0; 2814 op->invisible = 0;
2815
3068 if (op->type == PLAYER) 2816 if (op->type == PLAYER)
3069 { 2817 {
3070 op->contr->tmp_invis = 0; 2818 op->contr->tmp_invis = 0;
3071 op->contr->invis_race = 0; 2819 op->contr->invis_race = 0;
3072 } 2820 }
3075} 2823}
3076 2824
3077int 2825int
3078is_true_undead (object *op) 2826is_true_undead (object *op)
3079{ 2827{
3080 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 2828 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3081 return 1; 2829 return 1;
3082 2830
3083 return 0; 2831 return 0;
3084} 2832}
3085 2833
3086/* look at the surrounding terrain to determine 2834/* look at the surrounding terrain to determine
3087 * the hideability of this object. Positive levels 2835 * the hideability of this object. Positive levels
3088 * indicate greater hideability. 2836 * indicate greater hideability.
3089 */ 2837 */
3090
3091int 2838int
3092hideability (object *ob) 2839hideability (object *ob)
3093{ 2840{
3094 int i, level = 0, mflag; 2841 int i, level = 0, mflag;
3095 sint16 x, y; 2842 sint16 x, y;
3096 2843
3097 if (!ob || !ob->map) 2844 if (!ob || !ob->map)
3098 return 0; 2845 return 0;
3099 2846
3100 /* so, on normal lighted maps, its hard to hide */ 2847 /* so, on normal lighted maps, its hard to hide */
3101 level = ob->map->darkness - 2; 2848 level = ob->map->darklevel () - 2;
3102 2849
3103 /* this also picks up whether the object is glowing. 2850 /* this also picks up whether the object is glowing.
3104 * If you carry a light on a non-dark map, its not 2851 * If you carry a light on a non-dark map, its not
3105 * as bad as carrying a light on a pitch dark map */ 2852 * as bad as carrying a light on a pitch dark map */
3106 if (has_carried_lights (ob)) 2853 if (ob->has_carried_lights ())
3107 level = -(10 + (2 * ob->map->darkness)); 2854 level = -(10 + (2 * ob->map->darklevel ()));
3108 2855
3109 /* scan through all nearby squares for terrain to hide in */ 2856 /* scan through all nearby squares for terrain to hide in */
3110 for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i]) 2857 for (i = 0, x = ob->x, y = ob->y;
2858 i <= SIZEOFFREE1;
2859 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3111 { 2860 {
3112 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); 2861 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3113 if (mflag & P_OUT_OF_MAP) 2862 if (mflag & P_OUT_OF_MAP)
3114 {
3115 continue; 2863 continue;
3116 } 2864
3117 if (mflag & P_BLOCKSVIEW) /* something to hide near! */ 2865 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3118 level += 2; 2866 level += 2;
3119 else /* open terrain! */ 2867 else /* open terrain! */
3120 level -= 1; 2868 level -= 1;
3121 } 2869 }
3129/* For Hidden creatures - a chance of becoming 'unhidden' 2877/* For Hidden creatures - a chance of becoming 'unhidden'
3130 * every time they move - as we subtract off 'invisibility' 2878 * every time they move - as we subtract off 'invisibility'
3131 * AND, for players, if they move into a ridiculously unhideable 2879 * AND, for players, if they move into a ridiculously unhideable
3132 * spot (surrounded by clear terrain in broad daylight). -b.t. 2880 * spot (surrounded by clear terrain in broad daylight). -b.t.
3133 */ 2881 */
3134
3135void 2882void
3136do_hidden_move (object *op) 2883do_hidden_move (object *op)
3137{ 2884{
3138 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 2885 int hide = 0;
3139 object *skop;
3140 2886
3141 if (!op || !op->map) 2887 if (!op || !op->map)
3142 return; 2888 return;
3143 2889
3144 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 2890 object *skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
2891 int num = random_roll (0, 19, op, PREFER_LOW);
3145 2892
3146 /* its *extremely* hard to run and sneak/hide at the same time! */ 2893 /* its *extremely* hard to run and sneak/hide at the same time! */
3147 if (op->type == PLAYER && op->contr->run_on) 2894 if (op->type == PLAYER && op->contr->run_on)
3148 if (!skop || num >= skop->level) 2895 if (!skop || num >= skop->level)
3149 { 2896 {
3159 num -= hide; 2906 num -= hide;
3160 2907
3161 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 2908 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3162 { 2909 {
3163 make_visible (op); 2910 make_visible (op);
2911
3164 if (op->type == PLAYER) 2912 if (op->type == PLAYER)
3165 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 2913 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3166 } 2914 }
3167 else if (op->type == PLAYER && skop) 2915 else if (op->type == PLAYER && skop)
3168 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 2916 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3221 * object op. This function works fine for monsters, 2969 * object op. This function works fine for monsters,
3222 * but we dont worry if the object isnt the top one in 2970 * but we dont worry if the object isnt the top one in
3223 * a pile (say a coin under a table would return "viewable" 2971 * a pile (say a coin under a table would return "viewable"
3224 * by this routine). Another question, should we be 2972 * by this routine). Another question, should we be
3225 * concerned with the direction the player is looking 2973 * concerned with the direction the player is looking
3226 * in? Realistically, most of use cant see stuff behind 2974 * in? Realistically, most of us can't see stuff behind
3227 * our backs...on the other hand, does the "facing" direction 2975 * our backs...on the other hand, does the "facing" direction
3228 * imply the way your head, or body is facing? Its possible 2976 * imply the way your head, or body is facing? It's possible
3229 * for them to differ. Sigh, this fctn could get a bit more complex. 2977 * for them to differ. Sigh, this fctn could get a bit more complex.
3230 * -b.t. 2978 * -b.t.
3231 * This function is now map tiling safe. 2979 * This function is now map tiling safe.
3232 */ 2980 */
3233
3234int 2981int
3235player_can_view (object *pl, object *op) 2982player_can_view (object *pl, object *op)
3236{ 2983{
3237 rv_vector rv; 2984 rv_vector rv;
3238 int dx, dy; 2985 int dx, dy;
3250 2997
3251 get_rangevector (pl, op, &rv, 0x1); 2998 get_rangevector (pl, op, &rv, 0x1);
3252 2999
3253 /* starting with the 'head' part, lets loop 3000 /* starting with the 'head' part, lets loop
3254 * through the object and find if it has any 3001 * through the object and find if it has any
3255 * part that is in the los array but isnt on 3002 * part that is in the los array but isn't on
3256 * a blocked los square. 3003 * a blocked los square.
3257 * we use the archetype to figure out offsets. 3004 * we use the archetype to figure out offsets.
3258 */ 3005 */
3259 while (op) 3006 while (op)
3260 { 3007 {
3261 dx = rv.distance_x + op->arch->clone.x; 3008 dx = rv.distance_x + op->arch->x;
3262 dy = rv.distance_y + op->arch->clone.y; 3009 dy = rv.distance_y + op->arch->y;
3263 3010
3264 /* only the viewable area the player sees is updated by LOS 3011 if (pl->contr->blocked_los (dx, dy) != LOS_BLOCKED)
3265 * code, so we need to restrict ourselves to that range of values
3266 * for any meaningful values.
3267 */
3268 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3269 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3270 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3271 return 1; 3012 return 1;
3013
3272 op = op->more; 3014 op = op->more;
3273 } 3015 }
3274 return 0;
3275}
3276 3016
3277/* routine for both players and monsters. We call this when
3278 * there is a possibility for our action distrubing our hiding
3279 * place or invisiblity spell. Artefact invisiblity is not
3280 * effected by this. If we arent invisible to begin with, we
3281 * return 0.
3282 */
3283int
3284action_makes_visible (object *op)
3285{
3286
3287 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3288 {
3289 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3290 return 0;
3291
3292 if (op->contr && op->contr->tmp_invis == 0)
3293 return 0;
3294
3295 /* If monsters, they should become visible */
3296 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3297 {
3298 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3299 return 1;
3300 }
3301 }
3302 return 0; 3017 return 0;
3303} 3018}
3304 3019
3305/* op_on_battleground - checks if the given object op (usually 3020/* op_on_battleground - checks if the given object op (usually
3306 * a player) is standing on a valid battleground-tile, 3021 * a player) is standing on a valid battleground-tile,
3311 * Default is to do the same as before, so only people wanting to have different points need worry about this 3026 * Default is to do the same as before, so only people wanting to have different points need worry about this
3312 */ 3027 */
3313int 3028int
3314op_on_battleground (object *op, int *x, int *y) 3029op_on_battleground (object *op, int *x, int *y)
3315{ 3030{
3316 object *tmp;
3317
3318 /* A battleground-tile needs the following attributes to be valid: 3031 /* A battleground-tile needs the following attributes to be valid:
3319 * is_floor 1 (has to be the FIRST floor beneath the player's feet), 3032 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3320 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3033 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3321 * and the exit-coordinates sp/hp must both be > 0. 3034 * and the exit-coordinates sp/hp must both be > 0.
3322 * => The intention here is to prevent abuse of the battleground- 3035 * => The intention here is to prevent abuse of the battleground-
3323 * feature (like pickable or hidden battleground tiles). */ 3036 * feature (like pickable or hidden battleground tiles). */
3324 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3037 for (object *tmp = op->below; tmp; tmp = tmp->below)
3325 { 3038 {
3326 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3039 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3327 { 3040 {
3328 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3041 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3329 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp)) 3042 && tmp->type == BATTLEGROUND
3043 && tmp->name == shstr_battleground
3044 && EXIT_X (tmp) && EXIT_Y (tmp))
3330 { 3045 {
3331 /*before we assign the exit, check if this is a teambattle */ 3046 /* before we assign the exit, check if this is a teambattle */
3332 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) 3047 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3333 {
3334 object *invtmp;
3335
3336 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below) 3048 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3049 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3337 { 3050 {
3338 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3339 {
3340 if (x != NULL && y != NULL) 3051 if (x && y)
3341 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3052 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3053
3342 return 1; 3054 return 1;
3343 }
3344 } 3055 }
3345 } 3056
3346 if (x != NULL && y != NULL) 3057 if (x && y)
3347 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3058 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3059
3348 return 1; 3060 return 1;
3349 } 3061 }
3350 } 3062 }
3351 } 3063 }
3064
3352 /* If we got here, did not find a battleground */ 3065 /* If we got here, did not find a battleground */
3353 return 0; 3066 return 0;
3354} 3067}
3355 3068
3356/* 3069/*
3372 char buf[MAX_BUF]; /* tmp. string buffer */ 3085 char buf[MAX_BUF]; /* tmp. string buffer */
3373 int i = 0, j = 0; 3086 int i = 0, j = 0;
3374 3087
3375 /* get the appropriate treasurelist */ 3088 /* get the appropriate treasurelist */
3376 if (atnr == ATNR_FIRE) 3089 if (atnr == ATNR_FIRE)
3377 trlist = treasurelist::find ("dragon_ability_fire"); 3090 trlist = treasurelist::find (shstr_dragon_ability_fire);
3378 else if (atnr == ATNR_COLD) 3091 else if (atnr == ATNR_COLD)
3379 trlist = treasurelist::find ("dragon_ability_cold"); 3092 trlist = treasurelist::find (shstr_dragon_ability_cold);
3380 else if (atnr == ATNR_ELECTRICITY) 3093 else if (atnr == ATNR_ELECTRICITY)
3381 trlist = treasurelist::find ("dragon_ability_elec"); 3094 trlist = treasurelist::find (shstr_dragon_ability_elec);
3382 else if (atnr == ATNR_POISON) 3095 else if (atnr == ATNR_POISON)
3383 trlist = treasurelist::find ("dragon_ability_poison"); 3096 trlist = treasurelist::find (shstr_dragon_ability_poison);
3384 3097
3385 if (trlist == NULL || who->type != PLAYER) 3098 if (trlist == NULL || who->type != PLAYER)
3386 return; 3099 return;
3387 3100
3388 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3101 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3392 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3105 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3393 return; 3106 return;
3394 } 3107 }
3395 3108
3396 /* everything seems okay - now bring on the gift: */ 3109 /* everything seems okay - now bring on the gift: */
3397 item = &(tr->item->clone); 3110 item = tr->item;
3398 3111
3399 if (item->type == SPELL) 3112 if (item->type == SPELL)
3400 { 3113 {
3401 if (check_spell_known (who, item->name)) 3114 if (check_spell_known (who, item->name))
3402 return; 3115 return;
3461 { 3174 {
3462 /* forces in the treasurelist can alter the player's stats */ 3175 /* forces in the treasurelist can alter the player's stats */
3463 object *skin; 3176 object *skin;
3464 3177
3465 /* first get the dragon skin force */ 3178 /* first get the dragon skin force */
3466 shstr_cmp dragon_skin_force ("dragon_skin_force");
3467 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below) 3179 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3468 ; 3180 ;
3469 3181
3470 if (!skin) 3182 if (!skin)
3471 return; 3183 return;
3472 3184
3505 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg); 3217 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3506 } 3218 }
3507 else 3219 else
3508 { 3220 {
3509 /* generate misc. treasure */ 3221 /* generate misc. treasure */
3510 tmp = arch_to_object (tr->item); 3222 tmp = tr->item->instance ();
3511 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp)); 3223 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3512 tmp = insert_ob_in_ob (tmp, who); 3224 who->insert (tmp);
3513 if (who->type == PLAYER)
3514 esrv_send_item (who, tmp);
3515 } 3225 }
3516} 3226}
3517 3227
3518/** 3228/**
3519 * Unready an object for a player. This function does nothing if the object was 3229 * Unready an object for a player. This function does nothing if the object was
3520 * not readied. 3230 * not readied.
3521 */ 3231 */
3522void 3232void
3523player_unready_range_ob (player *pl, object *ob) 3233player_unready_range_ob (player *pl, object *ob)
3524{ 3234{
3525 for (rangetype i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3235 if (pl->ob->current_weapon == ob)
3236 pl->ob->current_weapon = 0;
3237
3238 if (pl->combat_ob == ob)
3239 pl->combat_ob = 0;
3240
3526 if (pl->ranges[i] == ob) 3241 if (pl->ranged_ob == ob)
3527 {
3528 pl->ranges[i] = 0; 3242 pl->ranged_ob = 0;
3529 if (pl->shoottype == i)
3530 pl->shoottype = range_none;
3531 }
3532} 3243}
3244
3245//-GPL
3533 3246
3534sint8 3247sint8
3535player::visibility_at (maptile *map, int x, int y) const 3248player::darkness_at (maptile *map, int x, int y) const
3536{ 3249{
3537 if (!ns) 3250 if (!ns)
3538 return 0; 3251 return LOS_BLOCKED;
3539 3252
3540 int dx, dy; 3253 int dx, dy;
3541 if (!adjacent_map (map, ns->current_map, &dx, &dy)) 3254 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3542 return 0; 3255 return LOS_BLOCKED;
3543 3256
3544 x += dx - ns->current_x + ns->mapx / 2; 3257 x += dx - ns->current_x;
3545 y += dy - ns->current_y + ns->mapy / 2; 3258 y += dy - ns->current_y;
3546 3259
3547 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3548 return 0;
3549
3550 return 100 - blocked_los [x][y]; 3260 return blocked_los (x, y);
3551} 3261}
3262
3263void
3264player::infobox (const char *title, const char *msg, int color)
3265{
3266 send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3267}
3268
3269void
3270player::statusmsg (const char *msg, int color)
3271{
3272 send_msg (color | NDI_REPLY, INFO_CHANNEL, msg);
3273}
3274
3275void
3276player::failmsg (const char *msg, int color)
3277{
3278 play_sound (sound_find ("generic_failure"));
3279 statusmsg (msg, color);
3280}
3281

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