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Comparing deliantra/server/server/player.C (file contents):
Revision 1.103 by root, Sat Feb 10 01:52:29 2007 UTC vs.
Revision 1.263 by root, Sat Apr 3 22:30:21 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 (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 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) != NULL)
122 {
123 if (*buf == '#')
124 continue;
125
126 if (*buf == '%')
127 { /* send one news */
128 if (size > 0)
129 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */
130
131 strcpy (subject, buf + 1);
132 strip_endline (subject);
133 size = 0;
134 news[0] = '\0';
135 }
136 else
137 {
138 if (size + strlen (buf) >= HUGE_BUF)
139 {
140 LOG (llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
141 break;
142 }
143 strncat (news + size, buf, HUGE_BUF - size);
144 size += strlen (buf);
145 }
146 }
147
148 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
149 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news);
150 close_and_delete (fp, comp);
151}
152
153/* This loads the first map an puts the player on it. */ 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{
194 return; 67 return;
195 68
196 terminate_all_pets (ob); 69 terminate_all_pets (ob);
197 remove_friendly_object (ob); 70 remove_friendly_object (ob);
198 ob->deactivate_recursive (); 71 ob->deactivate_recursive ();
72
73 if (ob->map)
199 maplevel = ob->map->path; 74 maplevel = ob->map->path;
75
200 ob->remove (); 76 ob->remove ();
77 ob->enemy = 0; // sometimes keeps an extra refcount on itself
201 ob->map = 0; 78 ob->map = 0;
79 party = 0;
202 80
203 // 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
204 ranges [range_skill] = 0;
205 82
206 players.erase (this); 83 players.erase (this);
207} 84}
208 85
209// connect the player with a specific client 86// connect the player with a specific client
210// also changed, rationalises, and fixes some incorrect settings 87// also changes, rationalises, and fixes some incorrect settings
211void 88void
212player::connect (client *ns) 89player::connect (client *ns)
213{ 90{
214 this->ns = ns; 91 this->ns = ns;
215 ns->pl = this; 92 ns->pl = this;
219 ob->close_container (); //TODO: client-specific 96 ob->close_container (); //TODO: client-specific
220 97
221 ns->update_look = 0; 98 ns->update_look = 0;
222 ns->look_position = 0; 99 ns->look_position = 0;
223 100
224 clear_los (ob); 101 clear_los ();
225 102
226 ns->reset_stats (); 103 ns->reset_stats ();
227 104
228 /* make sure he's a player -- needed because of class change. */ 105 /* make sure he's a player -- needed because of class change. */
229 ob->type = PLAYER; // we are paranoid 106 ob->type = PLAYER; // we are paranoid
230 ob->race = ob->arch->clone.race; 107 ob->race = ob->arch->race;
231 108
232 if (!legal_range (ob, shoottype)) 109 ob->update_weight ();
233 shoottype = range_none;
234
235 ob->carrying = sum_weight (ob);
236 link_player_skills (ob); 110 link_skills ();
237 111
238 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
239
240 assign (title, ob->arch->clone.name); 112 assign (title, ob->arch->object::name);
241
242 /* can_use_shield is a new flag. However, the can_use.. seems to largely come
243 * from the class, and not race. I don't see any way to get the class information
244 * to then update this. I don't think this will actually break anything - anyone
245 * that can use armour should be able to use a shield. What this may 'break'
246 * are features new characters get, eg, if someone starts up with a Q, they
247 * should be able to use a shield. However, old Q's won't get that advantage.
248 */
249 if (QUERY_FLAG (ob, FLAG_USE_ARMOUR))
250 SET_FLAG (ob, FLAG_USE_SHIELD);
251 113
252 /* if it's a dragon player, set the correct title here */ 114 /* if it's a dragon player, set the correct title here */
253 if (is_dragon_pl (ob)) 115 if (ob->is_dragon ())
254 { 116 {
255 object *tmp, *abil = 0, *skin = 0; 117 object *tmp, *abil = 0, *skin = 0;
256
257 shstr_cmp dragon_ability_force ("dragon_ability_force");
258 shstr_cmp dragon_skin_force ("dragon_skin_force");
259 118
260 for (tmp = ob->inv; tmp; tmp = tmp->below) 119 for (tmp = ob->inv; tmp; tmp = tmp->below)
261 if (tmp->type == FORCE) 120 if (tmp->type == FORCE)
262 if (tmp->arch->name == dragon_ability_force) 121 if (tmp->arch->archname == shstr_dragon_ability_force)
263 abil = tmp; 122 abil = tmp;
264 else if (tmp->arch->name == dragon_skin_force) 123 else if (tmp->arch->archname == shstr_dragon_skin_force)
265 skin = tmp; 124 skin = tmp;
266 125
267 set_dragon_name (ob, abil, skin); 126 set_dragon_name (ob, abil, skin);
268 } 127 }
269 128
270 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 129 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
271 130
272 esrv_new_player (this, ob->weight + ob->carrying); 131 esrv_new_player (this);
273 132
274 ob->update_stats (); 133 ob->update_stats ();
134
275 ns->floorbox_update (); 135 ns->floorbox_update ();
276
277 esrv_send_inventory (ob, ob); 136 esrv_send_inventory (ob, ob);
278 esrv_add_spells (this, 0); 137 esrv_add_spells (this, 0);
279 138
139 ob->flag [FLAG_READY_WEAPON] = false;
140 ob->flag [FLAG_READY_SKILL] = false;
141 ob->flag [FLAG_READY_RANGE] = false;
142 ob->flag [FLAG_READY_BOW] = false;
143
144 for (object *op = ob->inv; op; op = op->below)
145 if (op->flag [FLAG_APPLIED])
146 switch (op->type)
147 {
148 case SKILL:
149 op->flag [FLAG_APPLIED] = false;
150 break;
151
152 case SPELL:
153 case WAND:
154 case ROD:
155 case HORN:
156 case BOW:
157 case RANGED:
158 ranged_ob = op;
159 op->flag [FLAG_APPLIED] = false;
160 break;
161
162 case WEAPON:
163 combat_ob = op;
164 op->flag [FLAG_APPLIED] = false;
165 break;
166 }
167
168 ob->update_stats (); // we unapplied stuff above
169
170 ob->current_weapon = 0;
171 if (object *item = combat_ob ? combat_ob : ranged_ob)
172 ob->apply (item);
173
280 activate (); 174 activate ();
281
282 send_rules (ob);
283 send_news (ob);
284 display_motd (ob);
285 175
286 INVOKE_PLAYER (CONNECT, this); 176 INVOKE_PLAYER (CONNECT, this);
287 INVOKE_PLAYER (LOGIN, this); 177 INVOKE_PLAYER (LOGIN, this);
288} 178}
289 179
290void 180void
291player::disconnect () 181player::disconnect ()
292{ 182{
183 if (ob)
184 {
185 ob->close_container (); //TODO: client-specific
186 ob->drop_unpaid_items ();
187 }
188
293 if (ns) 189 if (ns)
294 { 190 {
295 if (active) 191 if (active)
296 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0)); 192 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
297 193
298 INVOKE_PLAYER (DISCONNECT, this); 194 INVOKE_PLAYER (DISCONNECT, this);
299 195
300 ns->reset_stats (); 196 ns->reset_stats ();
301 ns->pl = 0; 197 ns->pl = 0;
302 this->ns = 0; 198 ns = 0;
303 } 199 }
304 200
305 ob->close_container (); //TODO: client-specific 201 // this is important for the player scheduler to get the correct refcount
202 // when ns = 0
203 observe = viewpoint = ob;
204
306 deactivate (); 205 deactivate ();
307} 206}
207
208//-GPL
308 209
309// the need for this function can be explained 210// the need for this function can be explained
310// by load_object not returning the object 211// by load_object not returning the object
311void 212void
312player::set_object (object *op) 213player::set_object (object *op)
313{ 214{
314 ob = op; 215 ob = observe = viewpoint = op;
315 ob->contr = this; /* this aren't yet in archetype */ 216 ob->contr = this; /* this aren't yet in archetype */
316 217
218 ob->speed = 1.0f;
317 ob->speed_left = 0.5; 219 ob->speed_left = 0.5f;
318 ob->speed = 1.0; 220
319 ob->direction = 5; /* So player faces south */ 221 ob->direction = 5; /* So player faces south */
320 ob->stats.wc = 2;
321 ob->run_away = 25; /* Then we panick... */
322
323 ob->roll_stats ();
324} 222}
223
224void
225player::set_observe (object *op)
226{
227 observe = viewpoint = op ? op : ob;
228 do_los = 1;
229}
230
231void
232player::set_viewpoint (object *op)
233{
234 viewpoint = op ? op : (object *)observe;
235 do_los = 1;
236}
237
238//+GPL
325 239
326player::player () 240player::player ()
327{ 241{
328 /* There are some elements we want initialised to non zero value - 242 /* There are some elements we want initialised to non zero value -
329 * we deal with that below this point. 243 * we deal with that below this point.
330 */ 244 */
331 outputs_sync = 16; /* Every 2 seconds */ 245 outputs_sync = 4;
332 outputs_count = 8; /* Keeps present behaviour */ 246 outputs_count = 4;
333 unapply = unapply_nochoice; 247 unapply = unapply_nochoice;
334 248
335 savebed_map = first_map_path; /* Init. respawn position */ 249 savebed_map = first_map_path; /* Init. respawn position */
336 250
337 gen_sp_armour = 10; 251 gen_sp_armour = 10;
338 shoottype = range_none;
339 bowtype = bow_normal; 252 bowtype = bow_normal;
340 petmode = pet_normal; 253 petmode = pet_normal;
341 listening = 10;
342 usekeys = containers; 254 usekeys = containers;
343 peaceful = 1; /* default peaceful */ 255 peaceful = 1; /* default peaceful */
344 do_los = 1; 256 do_los = 1;
257
258 weapon_sp = 1.0f;
259 weapon_sp_left = 0.5f;
345} 260}
346 261
347void 262void
348player::do_destroy () 263player::do_destroy ()
349{ 264{
354 if (ob) 269 if (ob)
355 { 270 {
356 ob->destroy_inv (false); 271 ob->destroy_inv (false);
357 ob->destroy (); 272 ob->destroy ();
358 } 273 }
274
275 ob = observe = viewpoint = 0;
359} 276}
360 277
361player::~player () 278player::~player ()
362{ 279{
363 /* Clear item stack */ 280 /* Clear item stack */
364 free (stack_items); 281 free (stack_items);
282}
283
284/*
285 * get_player_archetype() return next player archetype from archetype
286 * list. Not very efficient routine, but used only creating new players.
287 * Note: there MUST be at least one player archetype!
288 */
289static archetype *
290get_player_archetype (archetype *at)
291{
292 // archetypes could have been reloaded
293 archetype *nat = at ? archetype::find (at->archname) : archetypes [0];
294
295 if (!nat)
296 return at;
297
298 archvec::iterator i = archetypes.find (nat);
299
300 for (;;)
301 {
302 if (++i == archetypes.end ())
303 i = archetypes.begin ();
304 else if (*i == at)
305 cleanup ("not a single player archetype found");
306
307 if ((*i)->type == PLAYER)
308 return *i;
309 }
365} 310}
366 311
367/* Tries to add player on the connection passed in ns. 312/* Tries to add player on the connection passed in ns.
368 * All we can really get in this is some settings like host and display 313 * All we can really get in this is some settings like host and display
369 * mode. 314 * mode.
371player * 316player *
372player::create () 317player::create ()
373{ 318{
374 player *pl = new player; 319 player *pl = new player;
375 320
376 pl->set_object (arch_to_object (get_player_archetype (0))); 321 pl->set_object (get_player_archetype (0)->instance ());
322
323 pl->ob->roll_stats ();
324 pl->ob->stats.wc = 2;
325 pl->ob->run_away = 25; /* Then we panick... */
326
377 set_first_map (pl->ob); 327 set_first_map (pl->ob);
378 328
379 return pl; 329 return pl;
380}
381
382/*
383 * get_player_archetype() return next player archetype from archetype
384 * list. Not very efficient routine, but used only creating new players.
385 * Note: there MUST be at least one player archetype!
386 */
387archetype *
388get_player_archetype (archetype *at)
389{
390 archetype *start = at;
391
392 for (;;)
393 {
394 if (at == NULL || at->next == NULL)
395 at = first_archetype;
396 else
397 at = at->next;
398
399 if (at->clone.type == PLAYER)
400 return at;
401
402 if (at == start)
403 {
404 LOG (llevError, "No Player archetypes\n");
405 exit (-1);
406 }
407 }
408} 330}
409 331
410object * 332object *
411get_nearest_player (object *mon) 333get_nearest_player (object *mon)
412{ 334{
415 unsigned lastdist; 337 unsigned lastdist;
416 rv_vector rv; 338 rv_vector rv;
417 339
418 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next) 340 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
419 { 341 {
420 /* We should not find free objects on this friendly list, but it
421 * does periodically happen. Given that, lets deal with it.
422 * While unlikely, it is possible the next object on the friendly
423 * list is also free, so encapsulate this in a while loop.
424 */
425 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
426 {
427 object *tmp = ol->ob;
428
429 /* Can't do much more other than log the fact, because the object
430 * itself will have been cleared.
431 */
432 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
433 tmp->debug_desc ());
434 ol = ol->next;
435 remove_friendly_object (tmp);
436 if (!ol)
437 return op;
438 }
439
440 /* Remove special check for player from this. First, it looks to cause
441 * some crashes (ol->ob->contr not set properly?), but secondly, a more
442 * complicated method of state checking would be needed in any case -
443 * as it was, a clever player could type quit, and the function would
444 * skip them over while waiting for confirmation. Remove
445 * on_same_map check, as can_detect_enemy also does this
446 */
447 if (!can_detect_enemy (mon, ol->ob, &rv)) 342 if (!can_detect_enemy (mon, ol->ob, &rv))
448 continue; 343 continue;
449 344
450 if (lastdist > rv.distance) 345 if (lastdist > rv.distance)
451 { 346 {
646 541
647 return firstdir; 542 return firstdir;
648} 543}
649 544
650void 545void
651give_initial_items (object *pl, treasurelist * items) 546give_initial_items (object *pl, treasurelist *items)
652{ 547{
653 object *op, *next = NULL;
654
655 if (pl->randomitems != NULL) 548 if (pl->randomitems)
656 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); 549 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
657 550
658 for (op = pl->inv; op; op = next) 551 for (object *next, *op = pl->inv; op; op = next)
659 { 552 {
660 next = op->below; 553 next = op->below;
661 554
662 /* Forces get applied per default, unless they have the 555 /* Forces get applied per default, unless they have the
663 * flag "neutral" set. Sorry but I can't think of a better way 556 * flag "neutral" set. Sorry but I can't think of a better way
668 /* we never give weapons/armour if these cannot be used 561 /* we never give weapons/armour if these cannot be used
669 * by this player due to race restrictions 562 * by this player due to race restrictions
670 */ 563 */
671 if (pl->type == PLAYER) 564 if (pl->type == PLAYER)
672 { 565 {
673 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) && 566 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR)
567 &&
674 (op->type == ARMOUR || op->type == BOOTS || 568 (op->type == ARMOUR || op->type == BOOTS
675 op->type == CLOAK || op->type == HELMET || 569 || op->type == CLOAK || op->type == HELMET
676 op->type == SHIELD || op->type == GLOVES || 570 || op->type == SHIELD || op->type == GLOVES
571 || op->type == BRACERS || op->type == GIRDLE))
677 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) 572 || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
678 { 573 {
679 op->destroy (); 574 op->destroy ();
680 continue; 575 continue;
681 } 576 }
682 } 577 }
683 578
684 /* This really needs to be better - we should really give 579 /* Here we remove duplicated skills (as duplicated spell objects have
685 * a substitute spellbook. The problem is that we don't really 580 * _very_ confusing effects for players), which could for instance be
686 * have a good idea what to replace it with (need something like 581 * generated by bad treasurelists. - elmex
687 * a first level treasurelist for each skill.)
688 * remove duplicate skills also
689 */ 582 */
690 if (op->type == SPELLBOOK || op->type == SKILL) 583 if (op->type == SKILL)
691 { 584 {
692 object *tmp;
693
694 for (tmp = op->below; tmp; tmp = tmp->below) 585 for (object *tmp = op->below; tmp; tmp = tmp->below)
695 if (tmp->type == op->type && tmp->name == op->name) 586 if (tmp->type == op->type && tmp->name == op->name)
696 break;
697
698 if (tmp)
699 { 587 {
700 op->destroy (); 588 op->destroy ();
589 LOG (llevError,
701 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); 590 "give_initial_items: Removing duplicate skill %s\n", &tmp->name);
702 continue; 591 break;
703 } 592 }
704 593
705 if (op->nrof > 1) 594 if (op->nrof > 1)
706 op->nrof = 1; 595 op->nrof = 1;
707 } 596 }
708 597
709 if (op->type == SPELLBOOK && op->inv) 598 if (op->type == SPELLBOOK && op->inv)
710 {
711 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); 599 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
712 }
713 600
714 /* Give starting characters identified, uncursed, and undamned 601 /* Give starting characters identified, uncursed, and undamned
715 * items. Just don't identify gold or silver, or it won't be 602 * items. Just don't identify gold or silver, or it won't be
716 * merged properly. 603 * merged properly.
717 */ 604 */
718 if (need_identify (op)) 605 if (need_identify (op))
719 { 606 {
720 SET_FLAG (op, FLAG_IDENTIFIED); 607 SET_FLAG (op, FLAG_IDENTIFIED);
721 CLEAR_FLAG (op, FLAG_CURSED); 608 CLEAR_FLAG (op, FLAG_CURSED);
722 CLEAR_FLAG (op, FLAG_DAMNED); 609 CLEAR_FLAG (op, FLAG_DAMNED);
723 } 610 }
611
724 if (op->type == SPELL) 612 if (op->type == SPELL)
725 { 613 {
726 op->destroy (); 614 op->destroy ();
727 continue; 615 continue;
728 } 616 }
730 { 618 {
731 SET_FLAG (op, FLAG_CAN_USE_SKILL); 619 SET_FLAG (op, FLAG_CAN_USE_SKILL);
732 op->stats.exp = 0; 620 op->stats.exp = 0;
733 op->level = 1; 621 op->level = 1;
734 } 622 }
735 /* lock all 'normal items by default */ 623 else /* lock all 'normal items by default */
736 else
737 SET_FLAG (op, FLAG_INV_LOCKED); 624 SET_FLAG (op, FLAG_INV_LOCKED);
738 } /* for loop of objects in player inv */ 625 } /* for loop of objects in player inv */
739 626
740 /* Need to set up the skill pointers */ 627 /* Need to set up the skill pointers */
741 link_player_skills (pl); 628 pl->contr->link_skills ();
742} 629}
743 630
744void 631void
745get_party_password (object *op, partylist *party) 632get_party_password (object *op, partylist *party)
746{ 633{
756 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 643 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
757} 644}
758 645
759/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 646/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
760static int 647static int
761roll_stat (void) 648roll_stat ()
762{ 649{
763 int a[4], i, j, k; 650 int a[4], i, j, k;
764 651
765 for (i = 0; i < 4; i++) 652 for (i = 0; i < 4; i++)
766 a[i] = (int) rndm (6) + 1; 653 a[i] = (int) rndm (6) + 1;
777} 664}
778 665
779void 666void
780object::roll_stats () 667object::roll_stats ()
781{ 668{
782 int statsort [7]; 669 int statsort [NUM_STATS];
783 670
784 for (;;) 671 for (;;)
785 { 672 {
786 int sum = 0; 673 int sum = 0;
787 for (int i = 7; i--; ) 674 for (int i = NUM_STATS; i--; )
788 sum += statsort [i] = roll_stat (); 675 sum += statsort [i] = roll_stat ();
789 676
790 if (sum >= 82 && sum <= 116) 677 if (sum >= 82 && sum <= 116)
791 break; 678 break;
792 } 679 }
793 680
794 // Sort the stats so that rerolling is easier... 681 // Sort the stats so that rerolling is easier...
795 std::sort (statsort, statsort + 7, std::greater<int>()); 682 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
796 683
684 for (int i = 0; i < NUM_STATS; ++i)
797 stats.Str = statsort[0]; 685 stats.stat (i) = statsort [i];
798 stats.Dex = statsort[1];
799 stats.Con = statsort[2];
800 stats.Int = statsort[3];
801 stats.Wis = statsort[4];
802 stats.Pow = statsort[5];
803 stats.Cha = statsort[6];
804 686
805 stats.exp = 0; 687 stats.exp = 0;
806 stats.ac = 0; 688 stats.ac = 0;
807 689
808 stats.hp = stats.maxhp; 690 stats.hp = stats.maxhp;
820} 702}
821 703
822void 704void
823object::swap_stats (int a, int b) 705object::swap_stats (int a, int b)
824{ 706{
825 int tmp = get_attr_value (&contr->orig_stats, a); 707 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
826 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
827 set_attr_value (&contr->orig_stats, b, tmp);
828 708
709 for (int i = 0; i < NUM_STATS; ++i)
829 stats.Str = contr->orig_stats.Str; 710 stats.stat (i) = contr->orig_stats.stat (i);
830 stats.Dex = contr->orig_stats.Dex;
831 stats.Con = contr->orig_stats.Con;
832 stats.Int = contr->orig_stats.Int;
833 stats.Wis = contr->orig_stats.Wis;
834 stats.Pow = contr->orig_stats.Pow;
835 stats.Cha = contr->orig_stats.Cha;
836 711
837 //TODO: the following code looks so borked and should, at the very least, 712 //TODO: the following code looks so borked and should, at the very least,
838 // be merged with the similar code in roll_stats 713 // be merged with the similar code in roll_stats
839 stats.ac = 0; 714 stats.ac = 0;
840 715
859static void 734static void
860start_info (object *op) 735start_info (object *op)
861{ 736{
862 char buf[MAX_BUF]; 737 char buf[MAX_BUF];
863 738
864 sprintf (buf, "Welcome to Crossfire v%s!", VERSION); 739 sprintf (buf, "Welcome to Deliantra v%s!", VERSION);
865 new_draw_info (NDI_UNIQUE, 0, op, buf); 740 new_draw_info (NDI_UNIQUE, 0, op, buf);
866 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
867 //new_draw_info (NDI_UNIQUE, 0, op, " ");
868} 741}
869 742
870/* This function takes the key that is passed, and does the 743/* This function takes the key that is passed, and does the
871 * appropriate action with it (change race, or other things). 744 * appropriate action with it (change race, or other things).
872 * The function name is for historical reasons - now we have 745 * The function name is for historical reasons - now we have
873 * separate race and class; this actually changes the RACE, 746 * separate race and class; this actually changes the RACE,
874 * not the class. 747 * not the class.
875 */ 748 */
876int 749void
877key_change_class (object *op, char key) 750player::chargen_race_done ()
878{ 751{
879 int tmp_loop;
880
881 if (key == 'd' || key == 'D')
882 {
883 char buf[MAX_BUF];
884
885 /* this must before then initial items are given */ 752 /* this must before then initial items are given */
886 esrv_new_player (op->contr, op->weight + op->carrying); 753 esrv_new_player (ob->contr);
887 754
888 treasurelist *tl = find_treasurelist ("starting_wealth"); 755 treasurelist *tl = treasurelist::find (shstr_starting_wealth);
889 if (tl) 756 if (tl)
890 create_treasure (tl, op, 0, 0, 0); 757 create_treasure (tl, ob, 0, 0, 0);
891 758
892 INVOKE_PLAYER (BIRTH, op->contr); 759 INVOKE_PLAYER (BIRTH, ob->contr);
893 INVOKE_PLAYER (LOGIN, op->contr); 760 INVOKE_PLAYER (LOGIN, ob->contr);
894 761
895 op->contr->ns->state = ST_PLAYING; 762 ob->contr->ns->state = ST_PLAYING;
896 763
897 if (op->msg) 764 if (ob->msg)
898 op->msg = NULL; 765 ob->msg = 0;
899 766
900 /* We create this now because some of the unique maps will need it
901 * to save here.
902 */
903 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name);
904 make_path_to_file (buf);
905
906 start_info (op); 767 start_info (ob);
907 CLEAR_FLAG (op, FLAG_WIZ); 768 CLEAR_FLAG (ob, FLAG_WIZ);
908 give_initial_items (op, op->randomitems); 769 give_initial_items (ob, ob->randomitems);
909 link_player_skills (op);
910 esrv_send_inventory (op, op); 770 esrv_send_inventory (ob, ob);
911 op->update_stats (); 771 ob->update_stats ();
912 772
913 /* This moves the player to a different start map, if there 773 /* This moves the player to a different start map, if there
914 * is one for this race 774 * is one for this race
915 */ 775 */
916 if (*first_map_ext_path) 776 if (*first_map_ext_path)
917 { 777 ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y);
918 object *tmp;
919 char mapname[MAX_BUF];
920
921 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &op->arch->name);
922 tmp = object::create ();
923 EXIT_PATH (tmp) = mapname;
924 EXIT_X (tmp) = op->x;
925 EXIT_Y (tmp) = op->y;
926 op->enter_exit (tmp); /* we don't really care if it succeeded;
927 * if the map isn't there, then stay on the
928 * default initial map */
929 tmp->destroy ();
930 }
931 else 778 else
932 LOG (llevDebug, "first_map_ext_path not set\n"); 779 LOG (llevDebug, "first_map_ext_path not set\n");
780}
933 781
934 return 0; 782void
935 } 783player::chargen_race_next ()
936 784{
937 /* Following actually changes the race - this is the default command 785 /* Following actually changes the race - this is the default command
938 * if we don't match with one of the options above. 786 * if we don't match with one of the options above.
939 */ 787 */
940 788
941 tmp_loop = 0; 789 do
942 while (!tmp_loop)
943 { 790 {
944 shstr name = op->name; 791 shstr name = ob->name;
945 int x = op->x, y = op->y; 792 int x = ob->x, y = ob->y;
946 793
947 op->remove_statbonus (); 794 ob->remove_statbonus ();
948 op->remove (); 795 ob->remove ();
949 op->arch = get_player_archetype (op->arch); 796 ob->arch = get_player_archetype (ob->arch);
950 op->arch->clone.copy_to (op); 797 ob->arch->copy_to (ob);
951 op->instantiate (); 798 ob->instantiate ();
952 op->stats = op->contr->orig_stats; 799 ob->stats = ob->contr->orig_stats;
953 op->name = op->name_pl = name; 800 ob->name = ob->name_pl = name;
954 op->x = x; 801 ob->x = x;
955 op->y = y; 802 ob->y = y;
956 SET_ANIMATION (op, 2); /* So player faces south */ 803 SET_ANIMATION (ob, 2); /* So player faces south */
957 insert_ob_in_map (op, op->map, op, 0); 804 insert_ob_in_map (ob, ob->map, ob, 0);
958 assign (op->contr->title, op->arch->clone.name); 805 assign (ob->contr->title, ob->arch->object::name);
959 op->add_statbonus (); 806 ob->add_statbonus ();
960 tmp_loop = allowed_class (op);
961 } 807 }
808 while (!allowed_class (ob));
962 809
963 update_object (op, UP_OBJ_FACE); 810 update_object (ob, UP_OBJ_FACE);
964 esrv_update_item (UPD_FACE, op, op); 811 esrv_update_item (UPD_FACE, ob, ob);
965 op->update_stats (); 812 ob->update_stats ();
966 op->stats.hp = op->stats.maxhp; 813 ob->stats.hp = ob->stats.maxhp;
967 op->stats.sp = op->stats.maxsp; 814 ob->stats.sp = ob->stats.maxsp;
968 op->stats.grace = 0; 815 ob->stats.grace = 0;
969
970 if (op->msg)
971 new_draw_info (NDI_BLUE, 0, op, op->msg);
972
973 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
974 return 0;
975} 816}
976 817
977void 818static void
978flee_player (object *op) 819flee_player (object *op)
979{ 820{
980 int dir, diff; 821 int dir, diff;
981 rv_vector rv; 822 rv_vector rv;
982 823
985 LOG (llevDebug, "Fleeing player is dead.\n"); 826 LOG (llevDebug, "Fleeing player is dead.\n");
986 CLEAR_FLAG (op, FLAG_SCARED); 827 CLEAR_FLAG (op, FLAG_SCARED);
987 return; 828 return;
988 } 829 }
989 830
990 if (op->enemy == NULL) 831 if (!op->enemy)
991 { 832 {
992 LOG (llevDebug, "Fleeing player had no enemy.\n"); 833 LOG (llevDebug, "Fleeing player had no enemy.\n");
993 CLEAR_FLAG (op, FLAG_SCARED); 834 CLEAR_FLAG (op, FLAG_SCARED);
994 return; 835 return;
995 } 836 }
996 837
997 /* Seen some crashes here. Since we don't store an
998 * op->enemy_count, it is possible that something destroys the
999 * actual enemy, and the object is recycled.
1000 */
1001 if (op->enemy->map == NULL)
1002 {
1003 CLEAR_FLAG (op, FLAG_SCARED);
1004 op->enemy = NULL;
1005 return;
1006 }
1007
1008 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0)) 838 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
1009 { 839 {
1010 op->enemy = NULL; 840 op->enemy = NULL;
1011 CLEAR_FLAG (op, FLAG_SCARED); 841 CLEAR_FLAG (op, FLAG_SCARED);
1012 return; 842 return;
1015 get_rangevector (op, op->enemy, &rv, 0); 845 get_rangevector (op, op->enemy, &rv, 0);
1016 846
1017 dir = absdir (4 + rv.direction); 847 dir = absdir (4 + rv.direction);
1018 for (diff = 0; diff < 3; diff++) 848 for (diff = 0; diff < 3; diff++)
1019 { 849 {
1020 int m = 1 - (RANDOM () & 2); 850 int m = 1 - rndm (2) * 2;
1021 851
1022 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 852 if (op->move (absdir (dir + diff * m)) || (diff == 0 && op->move (absdir (dir - diff * m))))
1023 return; 853 return;
1024 } 854 }
1025 855
1026 /* Cornered, get rid of scared */ 856 /* Cornered, get rid of scared */
1027 CLEAR_FLAG (op, FLAG_SCARED); 857 CLEAR_FLAG (op, FLAG_SCARED);
1028 op->enemy = NULL; 858 op->enemy = NULL;
1029} 859}
1030 860
1031
1032/* check_pick sees if there is stuff to be picked up/picks up stuff. 861/* check_pick sees if there is stuff to be picked up/picks up stuff.
1033 * IT returns 1 if the player should keep on moving, 0 if he should 862 * It returns 1 if the player should keep on moving, 0 if he should
1034 * stop. 863 * stop.
1035 */ 864 */
1036int 865int
1037check_pick (object *op) 866check_pick (object *op)
1038{ 867{
1039 object *tmp, *next; 868 object *tmp, *next;
1040 int stop = 0; 869 int stop = 0;
1041 int j, k, wvratio; 870 int wvratio;
1042 char putstring[128], tmpstr[16];
1043 871
1044 /* if you're flying, you cna't pick up anything */ 872 /* if you're flying, you can't pick up anything */
1045 if (op->move_type & MOVE_FLYING) 873 if (op->move_type & MOVE_FLYING)
1046 return 1; 874 return 1;
1047 875
1048 next = op->below; 876 next = op->below;
877
878 int cnt = MAX_ITEM_PER_ACTION;
879#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
1049 880
1050 /* loop while there are items on the floor that are not marked as 881 /* loop while there are items on the floor that are not marked as
1051 * destroyed */ 882 * destroyed */
1052 while (next && !next->destroyed ()) 883 while (next && !next->destroyed ())
1053 { 884 {
1054 tmp = next; 885 tmp = next;
1055 next = tmp->below; 886 next = tmp->below;
1056 887
888 if (cnt <= 0)
889 {
890 op->failmsg ("Couldn't pickup all items at once.");
891 return 0;
892 }
893
1057 if (op->destroyed ()) 894 if (op->destroyed ())
1058 return 0; 895 return 0;
1059 896
1060 if (!can_pick (op, tmp)) 897 if (!can_pick (op, tmp))
1061 continue; 898 continue;
1062 899
1063 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 900 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1064 { 901 {
1065 if (item_matched_string (op, tmp, op->contr->search_str)) 902 if (item_matched_string (op, tmp, op->contr->search_str))
1066 pick_up (op, tmp); 903 CHK_PICK_PICKUP;
904
1067 continue; 905 continue;
1068 } 906 }
1069 907
1070 /* high not bit set? We're using the old autopickup model */ 908 /* pickup handling */
909 if (op->contr->mode & PU_DEBUG)
910 {
911 /* some debugging code to figure out item information */
912 const char *str = tmp->name
913 ? format ("item name: %s item type: %d weight/value: %d",
914 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))))
915 : format ("item name: %s item type: %d weight/value: %d",
916 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
917
918 new_draw_info (NDI_UNIQUE, 0, op, str);
919 }
920
921 if (op->contr->mode & PU_INHIBIT)
922 return 1;
923
924 if (!(op->contr->mode & PU_ENABLE)) // TODO: fix client
925 return 1;
926
927 /* philosophy:
928 * It's easy to grab an item type from a pile, as long as it's
929 * generic. This takes no game-time. For more detailed pickups
930 * and selections, select-items should be used. This is a
931 * grab-as-you-run type mode that's really useful for arrows for
932 * example.
933 * The drawback: right now it has no frontend, so you need to
934 * stick the bits you want into a calculator in hex mode and then
935 * convert to decimal and then 'pickup <#>
936 */
937
938 /* the first two modes are exclusive: if NOTHING we return, if
939 * STOP then we stop. All the rest are applied sequentially,
940 * meaning if any test passes, the item gets picked up. */
941
942 /* if mode is set to pick nothing up, return */
943 if (op->contr->mode == PU_NOTHING)
944 return 1;
945
946 /* if mode is set to stop when encountering objects, return */
947 /* take STOP before INHIBIT since it doesn't actually pick
948 * anything up */
949 if (op->contr->mode & PU_STOP)
950 return 0;
951
952 /* useful for going into stores and not losing your settings... */
953 /* and for battles wher you don't want to get loaded down while
954 * fighting */
955 if (op->contr->mode & PU_INHIBIT)
956 return 1;
957
958 /* prevent us from turning into auto-thieves :) */
959 if (QUERY_FLAG (tmp, FLAG_UNPAID))
960 continue;
961
962 /* ignore known cursed objects */
963 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
964 continue;
965
966 /* all food and drink if desired */
967 /* question: don't pick up known-poisonous stuff? */
1071 if (!(op->contr->mode & PU_NEWMODE)) 968 if (op->contr->mode & PU_FOOD)
969 if (tmp->type == FOOD)
1072 { 970 {
1073 switch (op->contr->mode) 971 CHK_PICK_PICKUP;
972 continue;
973 }
974
975 if (op->contr->mode & PU_DRINK)
976 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
977 {
978 CHK_PICK_PICKUP;
979 continue;
980 }
981
982 if (op->contr->mode & PU_POTION)
983 if (tmp->type == POTION)
984 {
985 CHK_PICK_PICKUP;
986 continue;
987 }
988
989 /* spellbooks, skillscrolls and normal books/scrolls */
990 if (op->contr->mode & PU_SPELLBOOK)
991 if (tmp->type == SPELLBOOK)
992 {
993 CHK_PICK_PICKUP;
994 continue;
995 }
996
997 if (op->contr->mode & PU_SKILLSCROLL)
998 if (tmp->type == SKILLSCROLL)
999 {
1000 CHK_PICK_PICKUP;
1001 continue;
1002 }
1003
1004 if (op->contr->mode & PU_READABLES)
1005 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1006 {
1007 CHK_PICK_PICKUP;
1008 continue;
1009 }
1010
1011 /* wands/staves/rods/horns */
1012 if (op->contr->mode & PU_MAGIC_DEVICE)
1013 if (tmp->type == WAND
1014 || tmp->type == ROD
1015 || tmp->type == HORN
1016 || tmp->type == POWER_CRYSTAL)
1017 {
1018 CHK_PICK_PICKUP;
1019 continue;
1020 }
1021
1022 /* pick up all magical items */
1023 if (op->contr->mode & PU_MAGICAL)
1024 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)
1025 && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1026 {
1027 CHK_PICK_PICKUP;
1028 continue;
1029 }
1030
1031 if (op->contr->mode & PU_VALUABLES)
1032 {
1033 if (tmp->type == MONEY || tmp->type == GEM)
1074 { 1034 {
1075 case 0: 1035 CHK_PICK_PICKUP;
1076 return 1; /* don't pick up */ 1036 continue;
1077 case 1:
1078 pick_up (op, tmp);
1079 return 1;
1080 case 2:
1081 pick_up (op, tmp);
1082 return 0;
1083 case 3:
1084 return 0; /* stop before pickup */
1085 case 4:
1086 pick_up (op, tmp);
1087 break;
1088 case 5:
1089 pick_up (op, tmp);
1090 stop = 1;
1091 break;
1092 case 6:
1093 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1094 pick_up (op, tmp);
1095 break;
1096
1097 case 7:
1098 if (tmp->type == MONEY || tmp->type == GEM)
1099 pick_up (op, tmp);
1100 break;
1101
1102 default:
1103 /* use value density */
1104 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1105 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1106 pick_up (op, tmp);
1107 } 1037 }
1108 } 1038 }
1109 else 1039
1110 { /* old model */ 1040 /* rings & amulets - talismans seems to be typed AMULET */
1111 /* NEW pickup handling */
1112 if (op->contr->mode & PU_DEBUG) 1041 if (op->contr->mode & PU_JEWELS)
1042 if (tmp->type == RING
1043 || tmp->type == AMULET
1044 || tmp->type == GIRDLE
1045 || tmp->type == SKILL_TOOL)
1113 { 1046 {
1114 /* some debugging code to figure out item information */ 1047 CHK_PICK_PICKUP;
1115 if (tmp->name != NULL)
1116 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1117 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1118 else
1119 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1120 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1121
1122 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1123 }
1124
1125 /* philosophy:
1126 * It's easy to grab an item type from a pile, as long as it's
1127 * generic. This takes no game-time. For more detailed pickups
1128 * and selections, select-items should be used. This is a
1129 * grab-as-you-run type mode that's really useful for arrows for
1130 * example.
1131 * The drawback: right now it has no frontend, so you need to
1132 * stick the bits you want into a calculator in hex mode and then
1133 * convert to decimal and then 'pickup <#>
1134 */
1135
1136 /* the first two modes are exclusive: if NOTHING we return, if
1137 * STOP then we stop. All the rest are applied sequentially,
1138 * meaning if any test passes, the item gets picked up. */
1139
1140 /* if mode is set to pick nothing up, return */
1141
1142 if (op->contr->mode & PU_NOTHING)
1143 return 1;
1144
1145 /* if mode is set to stop when encountering objects, return */
1146 /* take STOP before INHIBIT since it doesn't actually pick
1147 * anything up */
1148
1149 if (op->contr->mode & PU_STOP)
1150 return 0;
1151
1152 /* useful for going into stores and not losing your settings... */
1153 /* and for battles wher you don't want to get loaded down while
1154 * fighting */
1155 if (op->contr->mode & PU_INHIBIT)
1156 return 1;
1157
1158 /* prevent us from turning into auto-thieves :) */
1159 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1160 continue; 1048 continue;
1049 }
1161 1050
1162 /* ignore known cursed objects */ 1051 /* we don't forget dragon food */
1163 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) 1052 if (op->contr->mode & PU_FLESH)
1053 if (tmp->type == FLESH)
1054 {
1055 CHK_PICK_PICKUP;
1164 continue; 1056 continue;
1057 }
1165 1058
1166 /* all food and drink if desired */ 1059 /* bows and arrows. Bows are good for selling! */
1167 /* question: don't pick up known-poisonous stuff? */ 1060 if (op->contr->mode & PU_BOW)
1061 if (tmp->type == BOW)
1062 {
1063 CHK_PICK_PICKUP;
1064 continue;
1065 }
1066
1067 if (op->contr->mode & PU_ARROW)
1068 if (tmp->type == ARROW)
1069 {
1070 CHK_PICK_PICKUP;
1071 continue;
1072 }
1073
1074 /* all kinds of armor etc. */
1075 if (op->contr->mode & PU_ARMOUR)
1076 if (tmp->type == ARMOUR)
1077 {
1078 CHK_PICK_PICKUP;
1079 continue;
1080 }
1081
1082 if (op->contr->mode & PU_HELMET)
1083 if (tmp->type == HELMET)
1084 {
1085 CHK_PICK_PICKUP;
1086 continue;
1087 }
1088
1089 if (op->contr->mode & PU_SHIELD)
1090 if (tmp->type == SHIELD)
1091 {
1092 CHK_PICK_PICKUP;
1093 continue;
1094 }
1095
1168 if (op->contr->mode & PU_FOOD) 1096 if (op->contr->mode & PU_BOOTS)
1169 if (tmp->type == FOOD) 1097 if (tmp->type == BOOTS)
1098 {
1099 CHK_PICK_PICKUP;
1100 continue;
1101 }
1102
1103 if (op->contr->mode & PU_GLOVES)
1104 if (tmp->type == GLOVES || tmp->type == BRACERS)
1105 {
1106 CHK_PICK_PICKUP;
1107 continue;
1108 }
1109
1110 if (op->contr->mode & PU_CLOAK)
1111 if (tmp->type == CLOAK)
1112 {
1113 CHK_PICK_PICKUP;
1114 continue;
1115 }
1116
1117 /* hoping to catch throwing daggers here */
1118 if (op->contr->mode & PU_MISSILEWEAPON)
1119 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1120 {
1121 CHK_PICK_PICKUP;
1122 continue;
1123 }
1124
1125 /* careful: chairs and tables are weapons! */
1126 if (op->contr->mode & PU_ALLWEAPON)
1127 {
1128 if (tmp->type == WEAPON)
1129 if (!tmp->arch->archname.contains ("table") && !tmp->arch->archname.contains ("chair"))
1170 { 1130 {
1171 pick_up (op, tmp); 1131 CHK_PICK_PICKUP;
1172 continue; 1132 continue;
1173 } 1133 }
1134 }
1174 1135
1136 /* misc stuff that's useful */
1175 if (op->contr->mode & PU_DRINK) 1137 if (op->contr->mode & PU_KEY)
1176 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1138 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1177 { 1139 {
1178 pick_up (op, tmp); 1140 CHK_PICK_PICKUP;
1179 continue; 1141 continue;
1180 } 1142 }
1181 1143
1144 /* any of the last 4 bits set means we use the ratio for value
1145 * pickups */
1182 if (op->contr->mode & PU_POTION) 1146 if (op->contr->mode & PU_RATIO)
1183 if (tmp->type == POTION) 1147 {
1148 /* use value density to decide what else to grab */
1149 /* >=7 was >= op->contr->mode */
1150 /* >=7 is the old standard setting. Now we take the last 4 bits
1184 { 1151 */
1185 pick_up (op, tmp);
1186 continue;
1187 }
1188
1189 /* spellbooks, skillscrolls and normal books/scrolls */
1190 if (op->contr->mode & PU_SPELLBOOK)
1191 if (tmp->type == SPELLBOOK)
1192 {
1193 pick_up (op, tmp);
1194 continue;
1195 }
1196
1197 if (op->contr->mode & PU_SKILLSCROLL)
1198 if (tmp->type == SKILLSCROLL)
1199 {
1200 pick_up (op, tmp);
1201 continue;
1202 }
1203
1204 if (op->contr->mode & PU_READABLES)
1205 if (tmp->type == BOOK || tmp->type == SCROLL)
1206 {
1207 pick_up (op, tmp);
1208 continue;
1209 }
1210
1211 /* wands/staves/rods/horns */
1212 if (op->contr->mode & PU_MAGIC_DEVICE)
1213 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1214 {
1215 pick_up (op, tmp);
1216 continue;
1217 }
1218
1219 /* pick up all magical items */
1220 if (op->contr->mode & PU_MAGICAL) 1152 wvratio = op->contr->mode & PU_RATIO;
1221 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1153 if (1000 * query_cost (tmp, op, F_TRUE) / tmp->total_weight () >= wvratio * 100)
1222 {
1223 pick_up (op, tmp);
1224 continue;
1225 }
1226
1227 if (op->contr->mode & PU_VALUABLES)
1228 { 1154 {
1229 if (tmp->type == MONEY || tmp->type == GEM) 1155#if 0
1156 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1157 if (tmp->name != NULL)
1230 { 1158 {
1231 pick_up (op, tmp); 1159 fprintf (stderr, "%s", tmp->name);
1232 continue;
1233 } 1160 }
1234 }
1235
1236 /* rings & amulets - talismans seems to be typed AMULET */
1237 if (op->contr->mode & PU_JEWELS)
1238 if (tmp->type == RING || tmp->type == AMULET)
1239 {
1240 pick_up (op, tmp);
1241 continue;
1242 }
1243
1244 /* we don't forget dragon food */
1245 if (op->contr->mode & PU_FLESH)
1246 if (tmp->type == FLESH)
1247 {
1248 pick_up (op, tmp);
1249 continue;
1250 }
1251
1252 /* bows and arrows. Bows are good for selling! */
1253 if (op->contr->mode & PU_BOW)
1254 if (tmp->type == BOW)
1255 {
1256 pick_up (op, tmp);
1257 continue;
1258 }
1259
1260 if (op->contr->mode & PU_ARROW)
1261 if (tmp->type == ARROW)
1262 {
1263 pick_up (op, tmp);
1264 continue;
1265 }
1266
1267 /* all kinds of armor etc. */
1268 if (op->contr->mode & PU_ARMOUR)
1269 if (tmp->type == ARMOUR)
1270 {
1271 pick_up (op, tmp);
1272 continue;
1273 }
1274
1275 if (op->contr->mode & PU_HELMET)
1276 if (tmp->type == HELMET)
1277 {
1278 pick_up (op, tmp);
1279 continue;
1280 }
1281
1282 if (op->contr->mode & PU_SHIELD)
1283 if (tmp->type == SHIELD)
1284 {
1285 pick_up (op, tmp);
1286 continue;
1287 }
1288
1289 if (op->contr->mode & PU_BOOTS)
1290 if (tmp->type == BOOTS)
1291 {
1292 pick_up (op, tmp);
1293 continue;
1294 }
1295
1296 if (op->contr->mode & PU_GLOVES)
1297 if (tmp->type == GLOVES)
1298 {
1299 pick_up (op, tmp);
1300 continue;
1301 }
1302
1303 if (op->contr->mode & PU_CLOAK)
1304 if (tmp->type == CLOAK)
1305 {
1306 pick_up (op, tmp);
1307 continue;
1308 }
1309
1310 /* hoping to catch throwing daggers here */
1311 if (op->contr->mode & PU_MISSILEWEAPON)
1312 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1313 {
1314 pick_up (op, tmp);
1315 continue;
1316 }
1317
1318 /* careful: chairs and tables are weapons! */
1319 if (op->contr->mode & PU_ALLWEAPON)
1320 {
1321 if (tmp->type == WEAPON && tmp->name != NULL)
1322 {
1323 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1324 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1325 {
1326 pick_up (op, tmp);
1327 continue;
1328 }
1329 }
1330
1331 if (tmp->type == WEAPON && tmp->name == NULL)
1332 {
1333 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1334 {
1335 pick_up (op, tmp);
1336 continue;
1337 }
1338 }
1339 }
1340
1341 /* misc stuff that's useful */
1342 if (op->contr->mode & PU_KEY)
1343 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1344 {
1345 pick_up (op, tmp);
1346 continue;
1347 }
1348
1349 /* any of the last 4 bits set means we use the ratio for value
1350 * pickups */
1351 if (op->contr->mode & PU_RATIO)
1352 {
1353 /* use value density to decide what else to grab */
1354 /* >=7 was >= op->contr->mode */
1355 /* >=7 is the old standard setting. Now we take the last 4 bits
1356 * and multiply them by 5, giving 0..15*5== 5..75 */
1357 wvratio = (op->contr->mode & PU_RATIO) * 5;
1358 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1359 {
1360 pick_up (op, tmp);
1361#if 0
1362 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1363 if (tmp->name != NULL)
1364 {
1365 fprintf (stderr, "%s", tmp->name);
1366 }
1367 else 1161 else
1368 fprintf (stderr, "%s", tmp->arch->name); 1162 fprintf (stderr, "%s", tmp->arch->archname);
1369 fprintf (stderr, ",%d] = ", tmp->type); 1163 fprintf (stderr, ",%d] = ", tmp->type);
1370 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1164 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
1371#endif 1165#endif
1166 CHK_PICK_PICKUP;
1372 continue; 1167 continue;
1373 }
1374 } 1168 }
1375 } /* the new pickup model */ 1169 } /* the new pickup model */
1376 } 1170 }
1377 1171
1378 return !stop; 1172 return !stop;
1173}
1174
1175/* routine for both players and monsters. We call this when
1176 * there is a possibility for our action distrubing our hiding
1177 * place or invisiblity spell. Artefact invisiblity causes
1178 * "noise" instead. If we arent invisible to begin with, we
1179 * return 0.
1180 */
1181static int
1182action_makes_visible (object *op)
1183{
1184 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
1185 {
1186 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
1187 {
1188 // artefact invisibility is permanent, but we still make noise
1189 // this is important for game-balance.
1190 if (op->contr)
1191 op->make_noise ();
1192
1193 return 0;
1194 }
1195
1196 if (op->contr && op->contr->tmp_invis == 0)
1197 return 0;
1198
1199 /* If monsters, they should become visible */
1200 if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis))
1201 {
1202 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible");
1203 return 1;
1204 }
1205 }
1206
1207 return 0;
1379} 1208}
1380 1209
1381/* 1210/*
1382 * Find an arrow in the inventory and after that 1211 * Find an arrow in the inventory and after that
1383 * in the right type container (quiver). Pointer to the 1212 * in the right type container (quiver). Pointer to the
1384 * found object is returned. 1213 * found object is returned.
1385 */ 1214 */
1386object * 1215static object *
1387find_arrow (object *op, const char *type) 1216find_arrow (object *op, const char *type)
1388{ 1217{
1389 object *tmp = 0;
1390
1391 for (op = op->inv; op; op = op->below) 1218 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1392 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1393 tmp = find_arrow (op, type);
1394 else if (op->type == ARROW && op->race == type) 1219 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1220 return splay (tmp);
1221
1222 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1223 if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && !strcmp (&tmp->race, type))
1224 if (object *arrow = find_arrow (tmp, type))
1225 {
1226 splay (tmp);
1395 return op; 1227 return arrow;
1228 }
1396 1229
1397 return tmp; 1230 return 0;
1398} 1231}
1399 1232
1400/* 1233/*
1401 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1234 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1402 * against the target. A full test is not performed, simply a basic test 1235 * against the target. A full test is not performed, simply a basic test
1403 * of resistances. The archer is making a quick guess at what he sees down 1236 * of resistances. The archer is making a quick guess at what he sees down
1404 * the hall. Failing that it does it's best to pick the highest plus arrow. 1237 * the hall. Failing that it does it's best to pick the highest plus arrow.
1405 */ 1238 */
1406object * 1239static object *
1407find_better_arrow (object *op, object *target, const char *type, int *better) 1240find_better_arrow (object *op, object *target, shstr_cmp type, int *better)
1408{ 1241{
1409 object *tmp = NULL, *arrow, *ntmp; 1242 object *tmp = NULL, *arrow, *ntmp;
1410 int attacknum, attacktype, betterby = 0, i; 1243 int attacknum, attacktype, betterby = 0, i;
1411 1244
1412 if (!type) 1245 if (!type)
1416 { 1249 {
1417 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED)) 1250 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1418 { 1251 {
1419 i = 0; 1252 i = 0;
1420 ntmp = find_better_arrow (arrow, target, type, &i); 1253 ntmp = find_better_arrow (arrow, target, type, &i);
1254
1421 if (i > betterby) 1255 if (i > betterby)
1422 { 1256 {
1423 tmp = ntmp; 1257 tmp = ntmp;
1424 betterby = i; 1258 betterby = i;
1425 } 1259 }
1426 } 1260 }
1427 else if (arrow->type == ARROW && arrow->race == type) 1261 else if (arrow->type == ARROW && arrow->race == type)
1428 { 1262 {
1429 /* allways prefer assasination/slaying */ 1263 /* allways prefer assasination/slaying */
1430 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race)) 1264 if (target->race && arrow->slaying.contains (target->race))
1431 { 1265 {
1432 if (arrow->attacktype & AT_DEATH) 1266 if (arrow->attacktype & AT_DEATH)
1433 { 1267 {
1434 *better = 100; 1268 *better = 100;
1435 return arrow; 1269 return arrow;
1443 else 1277 else
1444 { 1278 {
1445 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1279 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1446 { 1280 {
1447 attacktype = 1 << attacknum; 1281 attacktype = 1 << attacknum;
1448 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1282 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1449 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby) 1283 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1450 { 1284 {
1451 tmp = arrow; 1285 tmp = arrow;
1452 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100; 1286 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1453 } 1287 }
1454 } 1288 }
1289
1455 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1290 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1456 { 1291 {
1457 tmp = arrow; 1292 tmp = arrow;
1458 betterby = 2 + arrow->magic + arrow->stats.dam; 1293 betterby = 2 + arrow->magic + arrow->stats.dam;
1459 } 1294 }
1295
1460 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) 1296 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1461 { 1297 {
1462 tmp = arrow; 1298 tmp = arrow;
1463 betterby = 1 + arrow->magic + arrow->stats.dam; 1299 betterby = 1 + arrow->magic + arrow->stats.dam;
1464 } 1300 }
1465 } 1301 }
1466 } 1302 }
1467 } 1303 }
1304
1468 if (tmp == NULL && arrow == NULL) 1305 if (tmp == NULL && arrow == NULL)
1469 return find_arrow (op, type); 1306 return find_arrow (op, type);
1470 1307
1471 *better = betterby; 1308 *better = betterby;
1472 return tmp; 1309 return tmp;
1476 * find_better_arrow to find a decent arrow to use. 1313 * find_better_arrow to find a decent arrow to use.
1477 * op = the shooter 1314 * op = the shooter
1478 * type = bow->race 1315 * type = bow->race
1479 * dir = fire direction 1316 * dir = fire direction
1480 */ 1317 */
1481 1318static object *
1482object *
1483pick_arrow_target (object *op, const char *type, int dir) 1319pick_arrow_target (object *op, shstr_cmp type, int dir)
1484{ 1320{
1485 object *tmp = NULL; 1321 object *tmp = NULL;
1486 maptile *m; 1322 maptile *m;
1487 int i, mflags, found, number; 1323 int i, mflags, found, number;
1488 sint16 x, y; 1324 sint16 x, y;
1503 for (i = 0, found = 0; i < 20; i++) 1339 for (i = 0, found = 0; i < 20; i++)
1504 { 1340 {
1505 x += freearr_x[dir]; 1341 x += freearr_x[dir];
1506 y += freearr_y[dir]; 1342 y += freearr_y[dir];
1507 mflags = get_map_flags (m, &m, x, y, &x, &y); 1343 mflags = get_map_flags (m, &m, x, y, &x, &y);
1344
1508 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) 1345 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1509 { 1346 {
1510 tmp = NULL; 1347 tmp = 0;
1511 break; 1348 break;
1512 } 1349 }
1513 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW) 1350 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1514 { 1351 {
1515 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1352 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1516 * perhaps a bad assumption. 1353 * perhaps a bad assumption.
1517 */ 1354 */
1518 tmp = NULL; 1355 tmp = 0;
1519 break; 1356 break;
1520 } 1357 }
1358
1521 if (mflags & P_IS_ALIVE) 1359 if (mflags & P_IS_ALIVE)
1522 {
1523 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) 1360 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1524 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 1361 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1525 {
1526 found++;
1527 break;
1528 }
1529 if (found)
1530 break; 1362 break;
1531 }
1532 } 1363 }
1533 if (tmp == NULL) 1364
1365 if (!tmp)
1534 return find_arrow (op, type); 1366 return find_arrow (op, type);
1535 1367
1536 if (tmp->head) 1368 if (tmp->head)
1537 tmp = tmp->head; 1369 tmp = tmp->head;
1538 1370
1551 */ 1383 */
1552int 1384int
1553fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) 1385fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1554{ 1386{
1555 object *left, *bow; 1387 object *left, *bow;
1556 int bowspeed, mflags; 1388 int mflags;
1557 maptile *m; 1389 maptile *m;
1558 1390
1559 if (!dir) 1391 if (!dir)
1560 { 1392 {
1561 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1393 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1562 return 0; 1394 return 0;
1563 } 1395 }
1564 1396
1565 if (op->type == PLAYER) 1397 if (op->contr)
1566 bow = op->contr->ranges[range_bow]; 1398 bow = op->current_weapon;
1567 else 1399 else
1568 { 1400 {
1569 for (bow = op->inv; bow; bow = bow->below) 1401 for (bow = op->inv; bow; bow = bow->below)
1570 /* Don't check for applied - monsters don't apply bows - in that way, they 1402 /* Don't check for applied - monsters don't apply bows - in that way, they
1571 * don't need to switch back and forth between bows and weapons. 1403 * don't need to switch back and forth between bows and weapons.
1576 if (!bow) 1408 if (!bow)
1577 { 1409 {
1578 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1410 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1579 return 0; 1411 return 0;
1580 } 1412 }
1413
1414 // optimisation: move object to top so we will find it quickly again
1415 splay (bow);
1581 } 1416 }
1582 1417
1583 if (!bow->race || !bow->skill) 1418 if (!bow->race || !bow->skill)
1584 { 1419 {
1585 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1420 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1586 return 0; 1421 return 0;
1587 } 1422 }
1588
1589 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1590
1591 /* penalize ROF for bestarrow */
1592 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1593 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1594
1595 if (bowspeed < 1)
1596 bowspeed = 1;
1597 1423
1598 if (arrow == NULL) 1424 if (arrow == NULL)
1599 { 1425 {
1600 if ((arrow = find_arrow (op, bow->race)) == NULL) 1426 if ((arrow = find_arrow (op, bow->race)) == NULL)
1601 { 1427 {
1602 if (op->type == PLAYER) 1428 if (op->type == PLAYER)
1603 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1429 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1604 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1430 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1605 else 1431 else
1606 CLEAR_FLAG (op, FLAG_READY_BOW); 1432 CLEAR_FLAG (op, FLAG_READY_BOW);
1433
1607 return 0; 1434 return 0;
1608 } 1435 }
1609 } 1436 }
1610 1437
1611 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1438 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1619 } 1446 }
1620 1447
1621 /* this should not happen, but sometimes does */ 1448 /* this should not happen, but sometimes does */
1622 if (arrow->nrof == 0) 1449 if (arrow->nrof == 0)
1623 { 1450 {
1451 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1624 arrow->destroy (); 1452 arrow->destroy ();
1625 return 0; 1453 return 0;
1626 } 1454 }
1627 1455
1628 left = arrow; /* these are arrows left to the player */ 1456 left = arrow; /* these are arrows left to the player */
1629 arrow = get_split_ob (arrow, 1); 1457 arrow = arrow->split ();
1630 if (!arrow) 1458 if (!arrow)
1631 { 1459 {
1632 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1460 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1633 return 0; 1461 return 0;
1634 } 1462 }
1635 1463
1636 arrow->set_owner (op); 1464 arrow->set_owner (op);
1637 arrow->skill = bow->skill; 1465 arrow->skill = bow->skill;
1638 arrow->direction = dir; 1466 arrow->direction = dir;
1639 1467
1468 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1469 arrow->stats.hp = arrow->stats.dam;
1470 arrow->stats.grace = arrow->attacktype;
1471 arrow->custom_name = arrow->slaying;
1472
1473#if 0
1474 if (player *pl = op->contr)
1475 {
1476 float speed = pl->weapon_sp;
1477
1478 /* penalize ROF for bestarrow */
1479 if (pl->bowtype == bow_bestarrow)
1480 speed *= .9f;
1481 else
1482 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1483
1484 op->speed_left += speed - op->speed;
1485 }
1486#endif
1487
1488 SET_ANIMATION (arrow, arrow->direction);
1489
1490 /* update the speed */
1491 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1492 + bow->stats.dam / 7.f;
1493
1494 arrow->set_speed (max (arrow->speed, 2.f));
1495 arrow->speed_left = 0;
1496
1497 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1498
1640 if (op->type == PLAYER) 1499 if (op->type == PLAYER)
1641 { 1500 {
1642 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1643 op->update_stats ();
1644 }
1645
1646 SET_ANIMATION (arrow, arrow->direction);
1647 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1648 arrow->stats.hp = arrow->stats.dam;
1649 arrow->stats.grace = arrow->attacktype;
1650 if (arrow->slaying != NULL)
1651 arrow->spellarg = strdup (arrow->slaying);
1652
1653 /* Note that this was different for monsters - they got their level
1654 * added to the damage. I think the strength bonus is more proper.
1655 */
1656
1657 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1658
1659 /* update the speed */
1660 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1661 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1662
1663 arrow->set_speed (max (arrow->speed, 1.0));
1664 arrow->speed_left = 0;
1665
1666 if (op->type == PLAYER)
1667 {
1668 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1669 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1670 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1671
1672 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; 1501 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1502 wc -= dex_bonus[op->stats.Dex];
1503
1504 if (!arrow->slaying)
1505 arrow->slaying = op->slaying;
1506
1507 arrow->attacktype |= op->attacktype;
1673 } 1508 }
1674 else 1509 else
1675 { 1510 {
1676 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1677 arrow->level = op->level; 1511 arrow->level = op->level;
1678 } 1512 arrow->stats.wc -= bow->magic;
1679 1513
1680 if (arrow->attacktype == AT_PHYSICAL) 1514 if (!arrow->slaying)
1515 arrow->slaying = bow->slaying;
1516
1681 arrow->attacktype |= bow->attacktype; 1517 arrow->attacktype |= bow->attacktype;
1518 }
1682 1519
1683 if (bow->slaying) 1520 wc -= arrow->level;
1684 arrow->slaying = bow->slaying; 1521 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1685 1522
1523 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1686 arrow->move_type = MOVE_FLY_LOW; 1524 arrow->move_type = MOVE_FLY_LOW;
1687 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1525 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1688 1526
1689 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1527 op->play_sound (sound_find ("fire_arrow"));
1690 m->insert (arrow, sx, sy, op); 1528 m->insert (arrow, sx, sy, op);
1691 1529
1692 if (!arrow->destroyed ()) 1530 if (!arrow->destroyed ())
1693 move_arrow (arrow); 1531 move_arrow (arrow);
1694
1695 if (op->type == PLAYER)
1696 {
1697 if (left->destroyed ())
1698 esrv_del_item (op->contr, left->count);
1699 else
1700 esrv_send_item (op, left);
1701 }
1702 1532
1703 return 1; 1533 return 1;
1704} 1534}
1705 1535
1706/* Special fire code for players - this takes into 1536/* Special fire code for players - this takes into
1708 * but monsters can't. Putting that code here 1538 * but monsters can't. Putting that code here
1709 * makes the fire_bow code much cleaner. 1539 * makes the fire_bow code much cleaner.
1710 * this function should only be called if 'op' is a player, 1540 * this function should only be called if 'op' is a player,
1711 * hence the function name. 1541 * hence the function name.
1712 */ 1542 */
1713int 1543static int
1714player_fire_bow (object *op, int dir) 1544player_fire_bow (object *op, int dir)
1715{ 1545{
1716 int ret = 0, wcmod = 0; 1546 int ret;
1717 1547
1718 if (op->contr->bowtype == bow_bestarrow) 1548 if (op->contr->bowtype == bow_bestarrow)
1719 { 1549 {
1720 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y); 1550 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1721 } 1551 }
1722 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1552 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1723 { 1553 {
1724 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1554 int wcmod = similar_direction (dir, op->contr->bowtype - bow_n + 1) ? 0 : -1;
1725 wcmod = -1;
1726
1727 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1555 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1728 } 1556 }
1729 else if (op->contr->bowtype == bow_threewide) 1557 else if (op->contr->bowtype == bow_threewide)
1730 { 1558 {
1731 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1559 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1732 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]); 1560 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]);
1733 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]); 1561 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1734 } 1562 }
1735 else if (op->contr->bowtype == bow_spreadshot) 1563 else if (op->contr->bowtype == bow_spreadshot)
1736 { 1564 {
1737 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1565 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1738 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); 1566 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1739 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); 1567 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1740
1741 } 1568 }
1742 else 1569 else
1743 { 1570 {
1744 /* Simple case */ 1571 /* Simple case */
1745 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1572 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1746 } 1573 }
1574
1747 return ret; 1575 return ret;
1748} 1576}
1749
1750 1577
1751/* Fires a misc (wand/rod/horn) object in 'dir'. 1578/* Fires a misc (wand/rod/horn) object in 'dir'.
1752 * Broken apart from 'fire' to keep it more readable. 1579 * Broken apart from 'fire' to keep it more readable.
1753 */ 1580 */
1754void 1581static void
1755fire_misc_object (object *op, int dir) 1582fire_misc_object (object *op, int dir)
1756{ 1583{
1757 object *item; 1584 object *item = op->contr->ranged_ob;
1758 1585
1759 if (!op->contr->ranges[range_misc]) 1586 if (!item)
1760 { 1587 {
1761 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); 1588 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1762 return; 1589 return;
1763 } 1590 }
1764 1591
1765 item = op->contr->ranges[range_misc];
1766 if (!item->inv) 1592 if (!item->inv)
1767 { 1593 {
1768 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1594 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1769 return; 1595 return;
1770 } 1596 }
1597
1598 if (!op->apply (item))
1599 return;
1600
1771 if (item->type == WAND) 1601 if (item->type == WAND)
1772 { 1602 {
1773 if (item->stats.food <= 0) 1603 if (item->stats.food <= 0)
1774 { 1604 {
1775 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1605 op->contr->play_sound (sound_find ("wand_poof"));
1776 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); 1606 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1607
1777 return; 1608 return;
1778 } 1609 }
1779 } 1610 }
1780 else if (item->type == ROD || item->type == HORN) 1611 else if (item->type == ROD || item->type == HORN)
1781 { 1612 {
1782 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1613 sint16 spell_sp = max (item->inv->stats.sp, item->inv->stats.grace);
1614
1615 // using the maximum of the rods charge allows at least one spell cast
1616 // for a rod or horn, this fixes some broken rods.
1617 if (item->stats.hp < min (spell_sp, item->stats.maxhp))
1783 { 1618 {
1784 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1619 op->contr->play_sound (sound_find ("wand_poof"));
1620
1785 if (item->type == ROD) 1621 if (item->type == ROD)
1786 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); 1622 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1787 else 1623 else
1788 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1624 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1625
1789 return; 1626 return;
1790 } 1627 }
1791 } 1628 }
1792 1629
1793 if (cast_spell (op, item, dir, item->inv, NULL)) 1630 if (cast_spell (op, item, dir, item->inv, NULL))
1794 { 1631 {
1795 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */ 1632 item->flag [FLAG_BEEN_APPLIED] = true; /* You now know something about it */
1633
1796 if (item->type == WAND) 1634 if (item->type == WAND)
1797 { 1635 {
1798 if (!(--item->stats.food)) 1636 if (!(--item->stats.food))
1799 { 1637 {
1800 object *tmp; 1638 object *tmp;
1801 1639
1802 if (item->arch) 1640 if (item->arch)
1803 { 1641 {
1804 CLEAR_FLAG (item, FLAG_ANIMATE); 1642 CLEAR_FLAG (item, FLAG_ANIMATE);
1805 item->face = item->arch->clone.face; 1643 item->face = item->arch->face;
1806 item->set_speed (0); 1644 item->set_speed (0);
1807 } 1645 }
1808 1646
1809 if ((tmp = item->in_player ())) 1647 if (object *pl = item->visible_to ())
1810 esrv_update_item (UPD_ANIM, tmp, item); 1648 esrv_update_item (UPD_ANIM, pl, item);
1811 } 1649 }
1812 } 1650 }
1813 else if (item->type == ROD || item->type == HORN) 1651 else if (item->type == ROD || item->type == HORN)
1814 drain_rod_charge (item); 1652 drain_rod_charge (item);
1815 } 1653 }
1816} 1654}
1817 1655
1818/* Received a fire command for the player - go and do it. 1656/* Received a fire command for the player - go and do it.
1819 */ 1657 */
1820void 1658bool
1821fire (object *op, int dir) 1659fire (object *who, int dir)
1822{ 1660{
1823 int spellcost = 0; 1661 int spellcost = 0;
1824 1662
1663 player *pl = who->contr;
1664
1665 if (pl->golem)
1666 {
1667 control_golem (who->contr->golem, dir);
1668 return false;
1669 }
1670
1671 object *ob = pl->ranged_ob;
1672
1673 if (!ob)
1674 return false;
1675
1676 if (who->speed_left > 0.f)
1677 --who->speed_left;
1678 else
1679 return false;
1680
1681 if (!who->apply (ob))
1682 return false;
1683
1825 /* check for loss of invisiblity/hide */ 1684 /* check for loss of invisiblity/hide */
1826 if (action_makes_visible (op)) 1685 if (action_makes_visible (who))
1827 make_visible (op); 1686 make_visible (who);
1828 1687
1829 switch (op->contr->shoottype) 1688 switch (ob->type)
1830 { 1689 {
1831 case range_none: 1690 case BOW:
1832 return;
1833
1834 case range_bow:
1835 player_fire_bow (op, dir); 1691 player_fire_bow (who, dir);
1836 return; 1692 break;
1837 1693
1838 case range_magic: /* Casting spells */ 1694 case SPELL:
1839 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0)); 1695 spellcost = cast_spell (who, who, dir, ob, *pl->spellparam ? pl->spellparam : 0);
1840 return; 1696 break;
1841 1697
1842 case range_misc: 1698 case BUILDER:
1843 fire_misc_object (op, dir);
1844 return;
1845
1846 case range_golem: /* Control summoned monsters from scrolls */
1847 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
1848 {
1849 op->contr->ranges[range_golem] = 0;
1850 op->contr->shoottype = range_none;
1851 }
1852 else
1853 control_golem (op->contr->ranges[range_golem], dir);
1854 return;
1855
1856 case range_skill:
1857 if (!op->chosen_skill)
1858 {
1859 if (op->type == PLAYER)
1860 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
1861 return;
1862 }
1863
1864 do_skill (op, op, op->chosen_skill, dir, NULL);
1865 return;
1866 case range_builder:
1867 apply_map_builder (op, dir); 1699 apply_map_builder (who, dir);
1868 return; 1700 break;
1701
1702 case SKILL:
1703 do_skill (who, who, ob, dir, 0);
1704 break;
1705
1706 case RANGED:
1707 do_skill (who, ob, who->chosen_skill, dir, 0);
1708 break;
1709
1869 default: 1710 default:
1870 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type."); 1711 fire_misc_object (who, dir);
1871 return; 1712 break;
1872 } 1713 }
1873}
1874 1714
1875/* find_key 1715 return true;
1876 * We try to find a key for the door as passed. If we find a key 1716}
1877 * and successfully use it, we return the key, otherwise NULL 1717
1878 * This function merges both normal and locked door, since the logic 1718static object *
1879 * for both is the same - just the specific key is different.
1880 * pl is the player,
1881 * inv is the objects inventory to searched
1882 * door is the door we are trying to match against.
1883 * This function can be called recursively to search containers.
1884 */
1885object *
1886find_key (object *pl, object *container, object *door) 1719find_key_ (object *pl, object *container, object *door)
1887{ 1720{
1888 object *tmp, *key; 1721 object *tmp, *key;
1889 1722
1890 /* Should not happen, but sanity checking is never bad */ 1723 /* Should not happen, but sanity checking is never bad */
1891 if (!container->inv) 1724 if (!container->inv)
1894 /* First, lets try to find a key in the top level inventory */ 1727 /* First, lets try to find a key in the top level inventory */
1895 for (tmp = container->inv; tmp; tmp = tmp->below) 1728 for (tmp = container->inv; tmp; tmp = tmp->below)
1896 { 1729 {
1897 if (door->type == DOOR && tmp->type == KEY) 1730 if (door->type == DOOR && tmp->type == KEY)
1898 break; 1731 break;
1732
1899 /* For sanity, we should really check door type, but other stuff 1733 /* For sanity, we should really check door type, but other stuff
1900 * (like containers) can be locked with special keys 1734 * (like containers) can be locked with special keys
1901 */ 1735 */
1902 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1736 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1903 break; 1737 break;
1909 * a key, return 1743 * a key, return
1910 */ 1744 */
1911 if (!tmp) 1745 if (!tmp)
1912 { 1746 {
1913 for (tmp = container->inv; tmp; tmp = tmp->below) 1747 for (tmp = container->inv; tmp; tmp = tmp->below)
1914 {
1915 /* No reason to search empty containers */ 1748 /* No reason to search empty containers */
1916 if (tmp->type == CONTAINER && tmp->inv) 1749 if (tmp->type == CONTAINER && tmp->inv)
1917 {
1918 if ((key = find_key (pl, tmp, door))) 1750 if ((key = find_key_ (pl, tmp, door)))
1919 return key; 1751 return key;
1920 }
1921 }
1922 1752
1923 if (!tmp) 1753 if (!tmp)
1924 return NULL; 1754 return 0;
1925 } 1755 }
1926 1756
1927 /* We get down here if we have found a key. Now if its in a container, 1757 /* We get down here if we have found a key. Now if its in a container,
1928 * see if we actually want to use it 1758 * see if we actually want to use it
1929 */ 1759 */
1930 if (pl != container) 1760 if (pl != container)
1931 { 1761 {
1932 /* Only let players use keys in containers */ 1762 /* Only let players use keys in containers */
1933 if (!pl->contr) 1763 if (!pl->contr)
1934 return NULL; 1764 return 0;
1765
1935 /* cases where this fails: 1766 /* cases where this fails:
1936 * If we only search the player inventory, return now since we 1767 * If we only search the player inventory, return now since we
1937 * are not in the players inventory. 1768 * are not in the players inventory.
1938 * If the container is not active, return now since only active 1769 * If the container is not active, return now since only active
1939 * containers can be used. 1770 * containers can be used.
1943 * inv must have been an container and must have been active. 1774 * inv must have been an container and must have been active.
1944 * 1775 *
1945 * Change the color so that the message doesn't disappear with 1776 * Change the color so that the message doesn't disappear with
1946 * all the others. 1777 * all the others.
1947 */ 1778 */
1948 if (pl->contr->usekeys == key_inventory || 1779 if (pl->contr->usekeys == key_inventory
1949 !QUERY_FLAG (container, FLAG_APPLIED) || 1780 || !QUERY_FLAG (container, FLAG_APPLIED)
1950 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys")))) 1781 || (pl->contr->usekeys == keyrings && container->race != shstr_keys))
1951 { 1782 {
1952 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1783 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1953 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); 1784 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1954 return NULL; 1785 return NULL;
1955 } 1786 }
1956 } 1787 }
1957 1788
1958 return tmp; 1789 return tmp;
1790}
1791
1792/* find_key
1793 * We try to find a key for the door as passed. If we find a key
1794 * and successfully use it, we return the key, otherwise NULL
1795 * This function merges both normal and locked door, since the logic
1796 * for both is the same - just the specific key is different.
1797 * pl is the player,
1798 * inv is the objects inventory to searched
1799 * door is the door we are trying to match against.
1800 * This function can be called recursively to search containers.
1801 */
1802object *
1803find_key (object *pl, object *container, object *door)
1804{
1805 if (door->slaying && is_match_expr (door->slaying))
1806 {
1807 // for match expressions, we try to find the key by applying the match
1808 // to the op itself, which is supposed to find the "key", instead
1809 // of searching through containers ourselves.
1810
1811 return match_one (door->slaying, container, door, pl, pl);
1812 }
1813 else
1814 return find_key_ (pl, container, door);
1959} 1815}
1960 1816
1961/* moved door processing out of move_player_attack. 1817/* moved door processing out of move_player_attack.
1962 * returns 1 if player has opened the door with a key 1818 * returns 1 if player has opened the door with a key
1963 * such that the caller should not do anything more, 1819 * such that the caller should not do anything more,
1964 * 0 otherwise 1820 * 0 otherwise
1965 */ 1821 */
1966static int 1822static int
1967player_attack_door (object *op, object *door) 1823player_attack_door (object *op, object *door)
1968{ 1824{
1969 /* If its a door, try to find a use a key. If we do destroy the door, 1825 /* If its a door, try to find a key. If we do destroy the door,
1970 * might as well return immediately as there is nothing more to do - 1826 * might as well return immediately as there is nothing more to do -
1971 * otherwise, we fall through to the rest of the code. 1827 * otherwise, we fall through to the rest of the code.
1972 */ 1828 */
1973 object *key = find_key (op, op, door); 1829 object *key = find_key (op, op, door);
1974 1830
1975 /* IF we found a key, do some extra work */ 1831 /* If we found a key, do some extra work */
1976 if (key) 1832 if (key)
1977 { 1833 {
1978 object *container = key->env; 1834 object *container = key->env;
1979 1835
1980 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1981 if (action_makes_visible (op)) 1836 if (action_makes_visible (op))
1982 make_visible (op); 1837 make_visible (op);
1838
1983 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1839 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1984 spring_trap (door->inv, op); 1840 spring_trap (door->inv, op);
1985 1841
1986 if (door->type == DOOR) 1842 if (door->type == DOOR)
1987 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1843 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1988 else if (door->type == LOCKED_DOOR) 1844 else if (door->type == LOCKED_DOOR)
1989 { 1845 {
1990 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1846 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN);
1991 remove_door2 (door); /* remove door without violence ;-) */ 1847 remove_door2 (door); /* remove door without violence ;-) */
1992 } 1848 }
1993 1849
1994 /* Do this after we print the message */ 1850 /* Do this after we print the message */
1995 decrease_ob (key); /* Use up one of the keys */ 1851 key->decrease (); /* Use up one of the keys */
1996 /* Need to update the weight the container the key was in */
1997 if (container != op)
1998 esrv_update_item (UPD_WEIGHT, op, container);
1999 1852
2000 return 1; /* Nothing more to do below */ 1853 return 1; /* Nothing more to do below */
2001 } 1854 }
2002 else if (door->type == LOCKED_DOOR) 1855 else if (door->type == LOCKED_DOOR)
2003 { 1856 {
2004 /* Might as well return now - no other way to open this */ 1857 /* Might as well return now - no other way to open this */
2005 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1858 op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door...");
2006 return 1; 1859 return 1;
2007 } 1860 }
2008 1861
2009 return 0; 1862 return 0;
2010} 1863}
2013 * It should keep the code cleaner. 1866 * It should keep the code cleaner.
2014 * When this is called, the players direction has been updated 1867 * When this is called, the players direction has been updated
2015 * (taking into account confusion.) The player is also actually 1868 * (taking into account confusion.) The player is also actually
2016 * going to try and move (not fire weapons). 1869 * going to try and move (not fire weapons).
2017 */ 1870 */
2018void 1871bool
2019move_player_attack (object *op, int dir) 1872move_player_attack (object *op, int dir)
2020{ 1873{
2021 object *tmp, *mon; 1874 if (!op->contr->braced && op->speed_left > 0.f && op->move (dir))
2022 sint16 nx, ny; 1875 {
2023 int on_battleground; 1876 --op->speed_left;
2024 maptile *m; 1877 return true;
1878 }
2025 1879
2026 nx = freearr_x[dir] + op->x; 1880 sint16 nx = freearr_x[dir] + op->x;
2027 ny = freearr_y[dir] + op->y; 1881 sint16 ny = freearr_y[dir] + op->y;
2028 1882
2029 on_battleground = op_on_battleground (op, 0, 0); 1883 if (out_of_map (op->map, nx, ny))
1884 return false;
2030 1885
2031 /* If braced, or can't move to the square, and it is not out of the 1886 /* If braced, or can't move to the square, and it is not out of the
2032 * map, attack it. Note order of if statement is important - don't 1887 * map, attack it. Note order of if statement is important - don't
2033 * want to be calling move_ob if braced, because move_ob will move the 1888 * want to be calling move_ob if braced, because move_ob will move the
2034 * player. This is a pretty nasty hack, because if we could 1889 * player. This is a pretty nasty hack, because if we could
2035 * move to some space, it then means that if we are braced, we should 1890 * move to some space, it then means that if we are braced, we should
2036 * do nothing at all. As it is, if we are braced, we go through 1891 * do nothing at all. As it is, if we are braced, we go through
2037 * quite a bit of processing. However, it probably is less than what 1892 * quite a bit of processing. However, it probably is less than what
2038 * move_ob uses. 1893 * move_ob uses.
2039 */ 1894 */
2040 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) 1895 maptile *m = op->map->xy_find (nx, ny);
1896
1897 /* Go through all the objects, and find ones of interest. Only stop if
1898 * we find a monster - that is something we know we want to attack.
1899 * if its a door or barrel (can roll) see if there may be monsters
1900 * on the space
1901 */
1902 object *mon;
1903 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
1904 {
1905 if ((mon->flag [FLAG_ALIVE]
1906 || mon->type == LOCKED_DOOR
1907 || mon->flag [FLAG_CAN_ROLL])
1908 && mon != op)
1909 break;
2041 { 1910 }
2042 if (OUT_OF_REAL_MAP (op->map, nx, ny)) 1911
1912 if (!mon) /* This happens anytime the player tries to move */
1913 return false; /* into a wall */
1914
1915 mon = mon->head_ ();
1916
1917 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
1918 if (op->contr->weapon_sp_left > 0.f)
1919 if (player_attack_door (op, mon))
1920 {
1921 --op->contr->weapon_sp_left;
1922 return true;
2043 { 1923 }
2044 m = op->map->xy_find (nx, ny); 1924
2045 if (!m) 1925 /* The following deals with possibly attacking peaceful
2046 return; /* Don't think this should happen */ 1926 * or friendly creatures. Basically, all players are considered
1927 * unaggressive. If the moving player has peaceful set, then the
1928 * object should be pushed instead of attacked. It is assumed that
1929 * if you are braced, you will not attack friends accidently,
1930 * and thus will not push them.
1931 */
1932
1933 /* If the creature is a pet, push it even if the player is not
1934 * peaceful. Our assumption is the creature is a pet if the
1935 * player owns it and it is either friendly or unagressive.
1936 */
1937 if (op->type == PLAYER
1938 && ((mon->owner && mon->owner->contr
1939 && same_party (mon->owner->contr->party, op->contr->party))
1940 || mon->owner == op)
1941 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
1942 {
1943 /* If we're braced, we don't want to switch places with it */
1944 if (op->contr->braced)
1945 return false;
1946
1947 if (op->speed_left > 0.f)
1948 {
1949 --op->speed_left;
1950
1951 op->play_sound (sound_find ("push_player"));
1952 push_ob (mon, dir, op);
1953
1954 if (action_makes_visible (op))
1955 make_visible (op);
1956
1957 return true;
2047 } 1958 }
2048 else 1959 else
2049 m = op->map;
2050
2051 if (!(tmp = m->at (nx, ny).bot))
2052 return; 1960 return false;
1961 }
2053 1962
2054 mon = 0; 1963 bool on_battleground = op_on_battleground (op, 0, 0);
2055 /* Go through all the objects, and find ones of interest. Only stop if
2056 * we find a monster - that is something we know we want to attack.
2057 * if its a door or barrel (can roll) see if there may be monsters
2058 * on the space
2059 */
2060 while (tmp)
2061 {
2062 if (tmp == op)
2063 {
2064 tmp = tmp->above;
2065 continue;
2066 }
2067 1964
2068 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2069 {
2070 mon = tmp;
2071 break;
2072 }
2073
2074 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2075 mon = tmp;
2076
2077 tmp = tmp->above;
2078 }
2079
2080 if (!mon) /* This happens anytime the player tries to move */
2081 return; /* into a wall */
2082
2083 if (mon->head)
2084 mon = mon->head;
2085
2086 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2087 if (player_attack_door (op, mon))
2088 return;
2089
2090 /* The following deals with possibly attacking peaceful
2091 * or frienddly creatures. Basically, all players are considered
2092 * unaggressive. If the moving player has peaceful set, then the
2093 * object should be pushed instead of attacked. It is assumed that
2094 * if you are braced, you will not attack friends accidently,
2095 * and thus will not push them.
2096 */
2097
2098 /* If the creature is a pet, push it even if the player is not
2099 * peaceful. Our assumption is the creature is a pet if the
2100 * player owns it and it is either friendly or unagressive.
2101 */
2102 if ((op->type == PLAYER)
2103#if COZY_SERVER
2104 &&
2105 ((mon->owner && mon->owner->contr
2106 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op)
2107#else
2108 && mon->owner == op
2109#endif
2110 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2111 {
2112 /* If we're braced, we don't want to switch places with it */
2113 if (op->contr->braced)
2114 return;
2115
2116 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2117 (void) push_ob (mon, dir, op);
2118 if (op->contr->tmp_invis || op->hide)
2119 make_visible (op);
2120
2121 return;
2122 }
2123
2124 /* in certain circumstances, you shouldn't attack friendly 1965 /* in certain circumstances, you shouldn't attack friendly
2125 * creatures. Note that if you are braced, you can't push 1966 * creatures. Note that if you are braced, you can't push
2126 * someone, but put it inside this loop so that you won't 1967 * someone, but put it inside this loop so that you won't
2127 * attack them either. 1968 * attack them either.
2128 */ 1969 */
2129 if ((mon->type == PLAYER || mon->enemy != op) && 1970 if ((mon->type == PLAYER || mon->enemy != op)
2130 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 1971 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2131#ifdef PROHIBIT_PLAYERKILL
2132 (op->contr->peaceful 1972 && ((op->contr->peaceful
2133 || (mon->type == PLAYER 1973 || (mon->type == PLAYER && mon->contr->peaceful))
2134 && mon->contr->
2135 peaceful)) &&
2136#else
2137 op->contr->peaceful &&
2138#endif
2139 !on_battleground)) 1974 && !on_battleground))
1975 {
1976 if (op->speed_left > 0.f)
2140 { 1977 {
1978 --op->speed_left;
1979
2141 if (!op->contr->braced) 1980 if (!op->contr->braced)
2142 { 1981 {
2143 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 1982 op->play_sound (sound_find ("push_player"));
2144 push_ob (mon, dir, op); 1983 push_ob (mon, dir, op);
2145 } 1984 }
2146 else 1985 else
2147 new_draw_info (0, 0, op, "You withhold your attack"); 1986 op->statusmsg ("You withhold your attack");
2148 1987
2149 if (op->contr->tmp_invis || op->hide) 1988 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
2150 make_visible (op); 1989 make_visible (op);
2151 }
2152 1990
1991 return true;
1992 }
1993 }
2153 /* If the object is a boulder or other rollable object, then 1994 /* If the object is a boulder or other rollable object, then
2154 * roll it if not braced. You can't roll it if you are braced. 1995 * roll it if not braced. You can't roll it if you are braced.
2155 */ 1996 */
2156 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 1997 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
1998 {
1999 if (op->speed_left > 0.f)
2157 { 2000 {
2001 --op->speed_left;
2002
2158 recursive_roll (mon, dir, op); 2003 recursive_roll (mon, dir, op);
2159 if (action_makes_visible (op)) 2004 if (action_makes_visible (op))
2160 make_visible (op); 2005 make_visible (op);
2161 }
2162 2006
2007 return true;
2008 }
2009 }
2163 /* Any generic living creature. Including things like doors. 2010 /* Any generic living creature. Including things like doors.
2164 * Way it works is like this: First, it must have some hit points 2011 * Way it works is like this: First, it must have some hit points
2165 * and be living. Then, it must be one of the following: 2012 * and be living. Then, it must be one of the following:
2166 * 1) Not a player, 2) A player, but of a different party. Note 2013 * 1) Not a player, 2) A player, but of a different party. Note
2167 * that party_number -1 is no party, so attacks can still happen. 2014 * that party_number -1 is no party, so attacks can still happen.
2168 */ 2015 */
2169 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2016 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2170 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 2017 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2171 { 2018 {
2172 2019 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2173 /* If the player hasn't hit something this tick, and does
2174 * so, give them speed boost based on weapon speed. Doing
2175 * it here is better than process_players2, which basically
2176 * incurred a 1 tick offset.
2177 */
2178 if (!op->contr->has_hit)
2179 { 2020 {
2180 op->speed_left += op->speed / op->contr->weapon_sp; 2021 --op->contr->weapon_sp_left;
2181
2182 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2183 }
2184 2022
2185 skill_attack (mon, op, 0, 0, 0); 2023 skill_attack (mon, op, 0, 0, 0);
2186
2187 /* If attacking another player, that player gets automatic
2188 * hitback, and doesn't loose luck either.
2189 * Disable hitback on the battleground or if the target is
2190 * the wiz.
2191 */
2192 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2193 {
2194 short luck = mon->stats.luck;
2195
2196 mon->contr->has_hit = 1;
2197 skill_attack (op, mon, 0, 0, 0);
2198 mon->stats.luck = luck;
2199 }
2200 2024
2201 if (action_makes_visible (op)) 2025 if (action_makes_visible (op))
2202 make_visible (op); 2026 make_visible (op);
2203 }
2204 } /* if player should attack something */
2205}
2206 2027
2207int 2028 return true;
2029 }
2030 }
2031
2032 return false;
2033}
2034
2035bool
2208move_player (object *op, int dir) 2036move_player (object *op, int dir)
2209{ 2037{
2210 int pick;
2211
2212 if (!op->map || op->map->in_memory != MAP_IN_MEMORY) 2038 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2213 return 0; 2039 return 0;
2214 2040
2215 /* Sanity check: make sure dir is valid */ 2041 /* Sanity check: make sure dir is valid */
2216 if ((dir < 0) || (dir >= 9)) 2042 if (dir < 0 || dir >= 9)
2217 { 2043 {
2218 LOG (llevError, "move_player: invalid direction %d\n", dir); 2044 LOG (llevError, "move_player: invalid direction %d\n", dir);
2219 return 0; 2045 return 0;
2220 } 2046 }
2221 2047
2223 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2049 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2224 dir = absdir (dir + rndm (3) + rndm (3) - 2); 2050 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2225 2051
2226 op->facing = dir; 2052 op->facing = dir;
2227 2053
2228 if (op->hide) 2054 if (op->flag [FLAG_HIDDEN])
2229 do_hidden_move (op); 2055 do_hidden_move (op);
2230 2056
2057 bool retval;
2058 int pick = 0;
2059
2231 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2060 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2232 /*nop */ ; 2061 retval = RESULT_INT (0);
2233 else if (op->contr->fire_on) 2062 else if (op->contr->fire_on)
2234 fire (op, dir); 2063 retval = fire (op, dir);
2235 else 2064 else
2236 { 2065 {
2237 move_player_attack (op, dir); 2066 retval = move_player_attack (op, dir);
2238 pick = check_pick (op); 2067 pick = check_pick (op);
2239 } 2068 }
2240 2069
2241 /* Add special check for newcs players and fire on - this way, the 2070 /* Add special check for newcs players and fire on - this way, the
2242 * server can handle repeat firing. 2071 * server can handle repeat firing.
2249 /* Update how the player looks. Use the facing, so direction may 2078 /* Update how the player looks. Use the facing, so direction may
2250 * get reset to zero. This allows for full animation capabilities 2079 * get reset to zero. This allows for full animation capabilities
2251 * for players. 2080 * for players.
2252 */ 2081 */
2253 animate_object (op, op->facing); 2082 animate_object (op, op->facing);
2254 return 0; 2083
2084 return retval;
2255} 2085}
2256 2086
2257/* This is similar to handle_player, below, but is only used by the 2087/* This is similar to handle_player, below, but is only used by the
2258 * new client/server stuff. 2088 * new client/server stuff.
2259 * This is sort of special, in that the new client/server actually uses 2089 * This is sort of special, in that the new client/server actually uses
2260 * the new speed values for commands. 2090 * the new speed values for commands.
2261 * 2091 *
2262 * Returns true if there are more actions we can do. 2092 * Returns true if there are more actions we can do. Should not do
2093 * many actions in a row, as that would be too unfair to other
2094 * players.
2263 */ 2095 */
2264int 2096bool
2265handle_newcs_player (object *op) 2097handle_newcs_player (object *op)
2266{ 2098{
2267 if (op->contr->hidden)
2268 {
2269 op->invisible = 1000;
2270 /* the socket code flashes the player visible/invisible
2271 * depending on the value of invisible, so we need to
2272 * alternate it here for it to work correctly.
2273 */
2274 if (pticks & 2)
2275 op->invisible--;
2276 }
2277 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2278 {
2279 op->invisible--;
2280 if (!op->invisible)
2281 {
2282 make_visible (op);
2283 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2284 }
2285 }
2286
2287 if (QUERY_FLAG (op, FLAG_SCARED)) 2099 if (QUERY_FLAG (op, FLAG_SCARED))
2288 { 2100 {
2289 flee_player (op); 2101 if (op->speed_left > 0.f)
2290 /* If player is still scared, that is his action for this tick */
2291 if (QUERY_FLAG (op, FLAG_SCARED))
2292 { 2102 {
2293 op->speed_left--; 2103 --op->speed_left;
2104 flee_player (op);
2105
2294 return 0; 2106 return true;
2295 } 2107 }
2108 else
2109 return false;
2296 } 2110 }
2297
2298 /* I've been seeing crashes where the golem has been destroyed, but
2299 * the player object still points to the defunct golem. The code that
2300 * destroys the golem looks correct, and it doesn't always happen, so
2301 * put this in a a workaround to clean up the golem pointer.
2302 */
2303 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2304 op->contr->ranges[range_golem] = 0;
2305 2111
2306 /* call this here - we also will call this in do_ericserver, but 2112 /* call this here - we also will call this in do_ericserver, but
2307 * the players time has been increased when doericserver has been 2113 * the players time has been increased when doericserver has been
2308 * called, so we recheck it here. 2114 * called, so we recheck it here.
2309 */ 2115 */
2310 if (op->contr->ns->handle_command ()) 2116 if (op->contr->ns->handle_command ())
2311 return 1; 2117 return true;
2312 2118
2313 if (op->speed_left > 0)
2314 {
2315 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2119 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2316 {
2317 /* All move commands take 1 tick, at least for now */
2318 op->speed_left--;
2319
2320 /* Instead of all the stuff below, let move_player take care
2321 * of it. Also, some of the skill stuff is only put in
2322 * there, as well as the confusion stuff.
2323 */
2324 move_player (op, op->direction); 2120 return move_player (op, op->direction);
2325 2121
2326 return op->speed_left > 0;
2327 }
2328 }
2329
2330 return 0; 2122 return false;
2331} 2123}
2332 2124
2333int 2125static int
2334save_life (object *op) 2126save_life (object *op)
2335{ 2127{
2336 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2128 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2337 return 0; 2129 return 0;
2338 2130
2339 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2131 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2340 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2132 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2341 { 2133 {
2342 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2134 op->play_sound (sound_find ("ob_evaporate"));
2343 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); 2135 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2344
2345 if (op->contr)
2346 esrv_del_item (op->contr, tmp->count);
2347 2136
2348 tmp->destroy (); 2137 tmp->destroy ();
2349 CLEAR_FLAG (op, FLAG_LIFESAVE); 2138 CLEAR_FLAG (op, FLAG_LIFESAVE);
2350 2139
2351 if (op->stats.hp < 0) 2140 if (op->stats.hp < 0)
2352 op->stats.hp = op->stats.maxhp; 2141 op->stats.hp = op->stats.maxhp;
2353 2142
2354 if (op->stats.food < 0) 2143 if (op->stats.food < 0)
2355 op->stats.food = 999; 2144 op->stats.food = MAX_FOOD;
2356 2145
2357 op->update_stats (); 2146 op->update_stats ();
2358 return 1; 2147 return 1;
2359 } 2148 }
2360 2149
2364 return 0; 2153 return 0;
2365} 2154}
2366 2155
2367/* This goes throws the inventory and removes unpaid objects, and puts them 2156/* This goes throws the inventory and removes unpaid objects, and puts them
2368 * back in the map (location and map determined by values of env). This 2157 * back in the map (location and map determined by values of env). This
2369 * function will descend into containers. op is the object to start the search 2158 * function will descend into containers. op is the object to start the search
2370 * from. 2159 * from.
2371 */ 2160 */
2161static void
2162drop_unpaid_items (object *op, object *env)
2163{
2164 while (op)
2165 {
2166 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2167
2168 if (QUERY_FLAG (op, FLAG_UNPAID))
2169 op->insert_at (env);
2170 else if (op->inv)
2171 drop_unpaid_items (op->inv, env);
2172
2173 op = next;
2174 }
2175}
2176
2372void 2177void
2373remove_unpaid_objects (object *op, object *env) 2178object::drop_unpaid_items ()
2374{ 2179{
2375 while (op) 2180 if (!flag [FLAG_REMOVED])
2376 { 2181 ::drop_unpaid_items (inv, this);
2377 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2378
2379 if (QUERY_FLAG (op, FLAG_UNPAID))
2380 {
2381 if (env->type == PLAYER)
2382 esrv_del_item (env->contr, op->count);
2383
2384 op->insert_at (env);
2385 }
2386 else if (op->inv)
2387 remove_unpaid_objects (op->inv, env);
2388
2389 op = next;
2390 }
2391}
2392
2393/*
2394 * Returns pointer a static string containing gravestone text
2395 * Moved from apply.c to player.c - player.c is what
2396 * actually uses this function. player.c may not be quite the
2397 * best, a misc file for object actions is probably better,
2398 * but there isn't one in the server directory.
2399 */
2400char *
2401gravestone_text (object *op)
2402{
2403 static char buf2[MAX_BUF];
2404 char buf[MAX_BUF];
2405 time_t now = time (NULL);
2406
2407 strcpy (buf2, " R.I.P.\n\n");
2408 if (op->type == PLAYER)
2409 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2410 else
2411 sprintf (buf, "%s\n", &op->name);
2412
2413 strncat (buf2, " ", 20 - strlen (buf) / 2);
2414 strcat (buf2, buf);
2415 if (op->type == PLAYER)
2416 sprintf (buf, "who was in level %d when killed\n", op->level);
2417 else
2418 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2419
2420 strncat (buf2, " ", 20 - strlen (buf) / 2);
2421 strcat (buf2, buf);
2422 if (op->type == PLAYER)
2423 {
2424 sprintf (buf, "by %s.\n\n", op->contr->killer);
2425 strncat (buf2, " ", 21 - strlen (buf) / 2);
2426 strcat (buf2, buf);
2427 }
2428
2429 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2430 strncat (buf2, " ", 20 - strlen (buf) / 2);
2431 strcat (buf2, buf);
2432
2433 return buf2;
2434} 2182}
2435 2183
2436void 2184void
2437do_some_living (object *op) 2185do_some_living (object *op)
2438{ 2186{
2445 int rate_grace = 2000; 2193 int rate_grace = 2000;
2446 const int max_hp = 1; 2194 const int max_hp = 1;
2447 const int max_sp = 1; 2195 const int max_sp = 1;
2448 const int max_grace = 1; 2196 const int max_grace = 1;
2449 2197
2450 if (op->contr->outputs_sync) 2198 if (op->contr->hidden)
2199 {
2200 op->invisible = 1000;
2201 /* the socket code flashes the player visible/invisible
2202 * depending on the value of invisible, so we need to
2203 * alternate it here for it to work correctly.
2204 */
2205 if (pticks & 2)
2206 op->invisible--;
2451 { 2207 }
2452 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2208 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2453 if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks) 2209 {
2454 flush_output_element (op, &op->contr->outputs[i]); 2210 if (!op->invisible--)
2211 {
2212 make_visible (op);
2213 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2214 }
2455 } 2215 }
2456 2216
2457 if (op->contr->ns->state == ST_PLAYING) 2217 if (op->contr->ns->state == ST_PLAYING)
2458 { 2218 {
2459 /* these next three if clauses make it possible to SLOW DOWN 2219 /* these next three if clauses make it possible to SLOW DOWN
2478 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2238 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2479 else 2239 else
2480 { 2240 {
2481 gen_grace = op->stats.maxgrace; 2241 gen_grace = op->stats.maxgrace;
2482 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2242 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2483 }
2484
2485 /* Regenerate Spell Points */
2486 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0)
2487 {
2488 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2489 if (op->stats.sp < op->stats.maxsp)
2490 {
2491 op->stats.sp++;
2492 /* dms do not consume food */
2493 if (!QUERY_FLAG (op, FLAG_WIZ))
2494 {
2495 op->stats.food--;
2496 if (op->contr->digestion < 0)
2497 op->stats.food += op->contr->digestion;
2498 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2499 op->stats.food = last_food;
2500 }
2501 }
2502
2503 if (max_sp > 1)
2504 {
2505 over_sp = (gen_sp + 10) / rate_sp;
2506 if (over_sp > 0)
2507 {
2508 if (op->stats.sp < op->stats.maxsp)
2509 {
2510 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2511
2512 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2513 op->stats.sp--;
2514
2515 if (op->stats.sp > op->stats.maxsp)
2516 op->stats.sp = op->stats.maxsp;
2517 }
2518 op->last_sp = 0;
2519 }
2520 else
2521 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2522 }
2523 else
2524 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2525 } 2243 }
2526 2244
2527 /* Regenerate Grace */ 2245 /* Regenerate Grace */
2528 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2246 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2529 if (--op->last_grace < 0) 2247 if (--op->last_grace < 0)
2550 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); 2268 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2551 } 2269 }
2552 /* wearing stuff doesn't detract from grace generation. */ 2270 /* wearing stuff doesn't detract from grace generation. */
2553 } 2271 }
2554 2272
2273 if (op->stats.food > 0)
2274 {
2555 /* Regenerate Hit Points */ 2275 /* Regenerate Spell Points */
2556 if (--op->last_heal < 0) 2276 if (!op->contr->golem && --op->last_sp < 0)
2557 {
2558 if (op->stats.hp < op->stats.maxhp)
2559 { 2277 {
2560 op->stats.hp++; 2278 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2561 /* dms do not consume food */ 2279
2562 if (!QUERY_FLAG (op, FLAG_WIZ)) 2280 if (op->stats.sp < op->stats.maxsp)
2563 { 2281 {
2282 op->stats.sp++;
2283
2284 /* dms do not consume food */
2285 if (!QUERY_FLAG (op, FLAG_WIZ))
2286 {
2564 op->stats.food--; 2287 op->stats.food--;
2288
2565 if (op->contr->digestion < 0) 2289 if (op->contr->digestion < 0)
2566 op->stats.food += op->contr->digestion; 2290 op->stats.food += op->contr->digestion;
2567 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2291 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2568 op->stats.food = last_food; 2292 op->stats.food = last_food;
2293 }
2569 } 2294 }
2570 }
2571 2295
2572 if (max_hp > 1) 2296 if (max_sp > 1)
2573 {
2574 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2575 if (over_hp > 0)
2576 { 2297 {
2577 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; 2298 over_sp = (gen_sp + 10) / rate_sp;
2299 if (over_sp > 0)
2300 {
2301 if (op->stats.sp < op->stats.maxsp)
2302 {
2303 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2304
2305 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2306 op->stats.sp--;
2307
2308 if (op->stats.sp > op->stats.maxsp)
2309 op->stats.sp = op->stats.maxsp;
2310 }
2311
2578 op->last_heal = 0; 2312 op->last_sp = 0;
2313 }
2314 else
2315 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2579 } 2316 }
2580 else 2317 else
2318 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2319 }
2320
2321 /* Regenerate Hit Points */
2322 if (--op->last_heal < 0)
2323 {
2324 if (op->stats.hp < op->stats.maxhp)
2581 { 2325 {
2582 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2326 op->stats.hp++;
2327
2328 /* dms do not consume food */
2329 if (!QUERY_FLAG (op, FLAG_WIZ))
2330 {
2331 op->stats.food--;
2332
2333 if (op->contr->digestion < 0)
2334 op->stats.food += op->contr->digestion;
2335 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2336 op->stats.food = last_food;
2337 }
2583 } 2338 }
2339
2340 if (max_hp > 1)
2341 {
2342 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2343
2344 if (over_hp > 0)
2345 {
2346 op->stats.sp += over_hp + (rndm (rate_hp) > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2347 op->last_heal = 0;
2348 }
2349 else
2350 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2584 } 2351 }
2585 else 2352 else
2586 {
2587 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2353 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2588 } 2354 }
2589 } 2355 }
2590 2356
2591 /* Digestion */ 2357 /* Digestion */
2592 if (--op->last_eat < 0) 2358 if (--op->last_eat < 0)
2593 { 2359 {
2594#ifdef COZY_SERVER 2360 int bonus = max (0, op->contr->digestion),
2595 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion; 2361 penalty = max (0, -op->contr->digestion);
2596 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2597#else
2598 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2599#endif
2600 2362
2601 if (op->contr->gen_hp > 0)
2602 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2363 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2603 else
2604 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2605 2364
2606 /* dms do not consume food */ 2365 /* dms do not consume food */
2607 if (!QUERY_FLAG (op, FLAG_WIZ)) 2366 if (!QUERY_FLAG (op, FLAG_WIZ))
2608 op->stats.food--; 2367 op->stats.food--;
2609 } 2368 }
2610 2369
2611 if (op->stats.food < 0 && op->stats.hp >= 0) 2370 if (op->stats.food < 0 && op->stats.hp >= 0)
2612 { 2371 {
2613 object *tmp, *flesh = 0; 2372 object *flesh = 0;
2614 2373
2615 for (tmp = op->inv; tmp; tmp = tmp->below) 2374 for_inv_removable (op, tmp)
2616 { 2375 {
2617 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2376 if (QUERY_FLAG (tmp, FLAG_UNPAID))
2377 continue;
2378
2379 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2618 { 2380 {
2619 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2381 op->statusmsg ("You blindly grab for a bite of food. "
2620 { 2382 "H<To prevent you from starving, you ate some random item from your backpack.>");
2621 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2383 op->apply (tmp);
2622 manual_apply (op, tmp, 0); 2384
2623 if (op->stats.food >= 0 || op->stats.hp < 0) 2385 if (op->stats.food >= 0 || op->stats.hp < 0)
2624 break; 2386 break;
2625 } 2387 }
2626 else if (tmp->type == FLESH) 2388 else if (tmp->type == FLESH)
2627 flesh = tmp; 2389 flesh = tmp;
2628 } /* End if paid for object */ 2390 }
2629 } /* end of for loop */
2630 2391
2631 /* If player is still starving, it means they don't have any food, so 2392 /* If player is still starving, it means they don't have any food, so
2632 * eat flesh instead. 2393 * eat flesh instead.
2633 */ 2394 */
2634 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2395 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2635 { 2396 {
2636 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2397 op->statusmsg ("You blindly grab for a bite of food. "
2398 "H<To prevent you from starving, you ate some random item from your backpack.>");
2637 manual_apply (op, flesh, 0); 2399 op->apply (flesh);
2638 } 2400 }
2401
2402 // If player is still starving, alert him!
2403 if (op->stats.food < 0)
2404 op->failmsg ("You are starving! "
2405 "H<Eat some food to increase your food and prevent you from an untimely death.>");
2406 }
2407
2408 if (op->stats.food < 0)
2639 } 2409 {
2410 op->stats.hp += op->stats.food;
2411 op->stats.food = 0;
2640 2412
2641 while (op->stats.food < 0 && op->stats.hp >= 0) 2413 if (op->stats.hp < 0)
2642 op->stats.food++, op->stats.hp--; 2414 {
2415 op->contr->killer = archetype::get ("killer_starvation");
2416 op->contr->killer->destroy ();
2417 }
2418 }
2643 2419
2420 /* killer should be set here already */
2644 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2421 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2645 kill_player (op); 2422 kill_player (op);
2646 } 2423 }
2647} 2424}
2648 2425
2652 * file. 2429 * file.
2653 */ 2430 */
2654void 2431void
2655kill_player (object *op) 2432kill_player (object *op)
2656{ 2433{
2657 char buf[MAX_BUF];
2658 int x, y; 2434 int x, y;
2659
2660 //int i;
2661 maptile *map; /* this is for resurrection */ 2435 maptile *map; /* this is for resurrection */
2662
2663 /* int z;
2664 int num_stats_lose;
2665 int lost_a_stat;
2666 int lose_this_stat;
2667 int this_stat; */
2668 int will_kill_again; 2436 int will_kill_again;
2669 archetype *at; 2437 archetype *at;
2670 object *tmp; 2438 object *tmp;
2671 2439
2672 if (save_life (op)) 2440 if (save_life (op))
2673 return; 2441 return;
2674 2442
2443 dynbuf_text deathtab;
2444
2445 /* restore player */
2446 at = archetype::find (shstr_poisoning);
2447 if (object *tmp = present_arch_in_ob (at, op))
2448 {
2449 tmp->destroy ();
2450 deathtab << "Your body feels cleansed...\r";
2451 }
2452
2453 at = archetype::find (shstr_confusion);
2454 if (object *tmp = present_arch_in_ob (at, op))
2455 {
2456 tmp->destroy ();
2457 deathtab << "Your mind feels clearer...\r";
2458 }
2459
2460 cure_disease (op, 0, 0); /* remove any disease */
2461
2462 max_it (op->stats.hp , op->stats.maxhp);
2463 max_it (op->stats.sp , op->stats.maxsp);
2464 max_it (op->stats.grace, op->stats.maxgrace);
2465 max_it (op->stats.food , 200);
2466
2467 // remove all spell effects that are active
2468 // to avoid long-term effects such as word-of-recall
2469 for (object *item = op->inv; item; )
2470 {
2471 object *next = item->below;
2472
2473 if (item->type == SPELL_EFFECT && item->active)
2474 item->destroy ();
2475
2476 item = next;
2477 }
2675 2478
2676 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2479 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2677 * in cities ONLY!!! It is very important that this doesn't get abused. 2480 * in cities ONLY!!! It is very important that this doesn't get abused.
2678 * Look at op_on_battleground() for more info --AndreasV 2481 * Look at op_on_battleground() for more info --AndreasV
2679 */ 2482 */
2680 if (op_on_battleground (op, &x, &y)) 2483 if (op_on_battleground (op, &x, &y))
2681 { 2484 {
2682 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2485 deathtab << "You almost died in combat, but local medics have saved your life...\r";
2683 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2684
2685 /* restore player */
2686 at = archetype::find ("poisoning");
2687 if (object *tmp = present_arch_in_ob (at, op))
2688 {
2689 tmp->destroy ();
2690 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2691 }
2692
2693 at = archetype::find ("confusion");
2694 if (object *tmp = present_arch_in_ob (at, op))
2695 {
2696 tmp->destroy ();
2697 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2698 }
2699
2700 cure_disease (op, 0); /* remove any disease */
2701 op->stats.hp = op->stats.maxhp;
2702 if (op->stats.food <= 0)
2703 op->stats.food = 999;
2704 2486
2705 /* create a bodypart-trophy to make the winner happy */ 2487 /* create a bodypart-trophy to make the winner happy */
2706 if (object *tmp = arch_to_object (archetype::find ("finger"))) 2488 object *tmp = archetype::find (shstr_finger)->instance ();
2707 { 2489
2708 sprintf (buf, "%s's finger", &op->name); 2490 tmp->name = format ("%s's finger" , &op->name);
2709 tmp->name = buf; 2491 tmp->name_pl = format ("%s's fingers", &op->name);
2710 sprintf (buf, " This finger has been cut off %s\n" 2492 tmp->msg = format (
2711 " the %s, when he was defeated at\n level %d by %s.\n", 2493 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
2712 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2494 &op->name, op->contr->title,
2713 tmp->msg = buf; 2495 (int)op->level,
2496 op->contr->killer_name ()
2497 );
2714 tmp->value = 0, tmp->type = 0; 2498 tmp->value = 0, tmp->type = 0;
2715 tmp->materialname = "organics"; 2499 tmp->material = name_to_material (shstr_organic);
2716 tmp->insert_at (op, tmp); 2500 tmp->insert_at (op, tmp);
2717 }
2718 2501
2719 /* teleport defeated player to new destination */ 2502 /* teleport defeated player to new destination */
2720 transfer_ob (op, x, y, 0, NULL); 2503 transfer_ob (op, x, y, 0, NULL);
2721 op->contr->braced = 0; 2504 op->contr->braced = 0;
2505
2506 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2722 return; 2507 return;
2723 } 2508 }
2724 2509
2510 deathtab << "You were killed by " << op->contr->killer_name () << ".\n\n";
2511 deathtab << "T<YOU HAVE DIED>\n\n";
2512
2725 INVOKE_PLAYER (DEATH, op->contr); 2513 INVOKE_PLAYER (DEATH, op->contr);
2726 2514
2727 command_kill_pets (op, 0); 2515 command_kill_pets (op, 0);
2728 2516
2729 if (op->stats.food < 0) 2517 op->contr->play_sound (sound_find ("player_dies"));
2730 {
2731 sprintf (buf, "%s starved to death.", &op->name);
2732 strcpy (op->contr->killer, "starvation");
2733 }
2734 else
2735 sprintf (buf, "%s died.", &op->name);
2736
2737 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2738 2518
2739 /* save the map location for corpse, gravestone */ 2519 /* save the map location for corpse, gravestone */
2740 x = op->x; 2520 x = op->x;
2741 y = op->y; 2521 y = op->y;
2742 map = op->map; 2522 map = op->map;
2770 2550
2771 lost_a_stat = 0; 2551 lost_a_stat = 0;
2772 2552
2773 for (z = 0; z < num_stats_lose; z++) 2553 for (z = 0; z < num_stats_lose; z++)
2774 { 2554 {
2775 i = RANDOM () % NUM_STATS; 2555 i = rndm (NUM_STATS);
2776 2556
2777 if (settings.stat_loss_on_death) 2557 if (settings.stat_loss_on_death)
2778 { 2558 {
2779 /* Pick a random stat and take a point off it. Tell the player 2559 /* Pick a random stat and take a point off it. Tell the player
2780 * what he lost. 2560 * what he lost.
2787 lost_a_stat = 1; 2567 lost_a_stat = 1;
2788 } 2568 }
2789 else 2569 else
2790 { 2570 {
2791 /* deplete a stat */ 2571 /* deplete a stat */
2792 archetype *deparch = archetype::find ("depletion"); 2572 archetype *deparch = archetype::find (shstr_depletion);
2793 object *dep; 2573 object *dep;
2794 2574
2795 dep = present_arch_in_ob (deparch, op); 2575 dep = present_arch_in_ob (deparch, op);
2796 if (!dep) 2576 if (!dep)
2797 { 2577 {
2798 dep = arch_to_object (deparch); 2578 dep = deparch->instance ();
2799 insert_ob_in_ob (dep, op); 2579 insert_ob_in_ob (dep, op);
2800 } 2580 }
2801 lose_this_stat = 1; 2581 lose_this_stat = 1;
2802 if (settings.balanced_stat_loss) 2582 if (settings.balanced_stat_loss)
2803 { 2583 {
2831 } 2611 }
2832 } 2612 }
2833 2613
2834 if (lose_this_stat) 2614 if (lose_this_stat)
2835 { 2615 {
2836 this_stat = get_attr_value (&(dep->stats), i); 2616 this_stat = get_attr_value (&dep->stats, i);
2837 /* We could try to do something clever like find another 2617 /* We could try to do something clever like find another
2838 * stat to reduce if this fails. But chances are, if 2618 * stat to reduce if this fails. But chances are, if
2839 * stats have been depleted to -50, all are pretty low 2619 * stats have been depleted to -50, all are pretty low
2840 * and should be roughly the same, so it shouldn't make a 2620 * and should be roughly the same, so it shouldn't make a
2841 * difference. 2621 * difference.
2849 lost_a_stat = 1; 2629 lost_a_stat = 1;
2850 } 2630 }
2851 } 2631 }
2852 } 2632 }
2853 } 2633 }
2634
2854 /* If no stat lost, tell the player. */ 2635 /* If no stat lost, tell the player. */
2855 if (!lost_a_stat) 2636 if (!lost_a_stat)
2856 { 2637 {
2857 /* determine_god() seems to not work sometimes... why is this? 2638 /* determine_god() seems to not work sometimes... why is this?
2858 Should I be using something else? GD */ 2639 Should I be using something else? GD */
2859 const char *god = determine_god (op); 2640 shstr_tmp god = determine_god (op);
2860 2641
2861 if (god && (strcmp (god, "none"))) 2642 if (god != shstr_none)
2862 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god); 2643 deathtab << "For a brief moment you feel the holy presence of " << god << " protecting you.\r";
2863 else 2644 else
2864 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2645 deathtab << "For a brief moment you feel a holy presence protecting you.\r";
2865 } 2646 }
2866#else 2647#else
2867 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2648 deathtab << "For a brief moment you feel a holy presence protecting you from losing yourself completely.";
2868#endif 2649#endif
2869 2650
2870 /* Put a gravestone up where the character 'almost' died. List the 2651 /* Put a gravestone up where the character 'almost' died. List the
2871 * exp loss on the stone. 2652 * exp loss on the stone.
2872 */ 2653 */
2873 tmp = arch_to_object (archetype::find ("gravestone")); 2654 tmp = archetype::find (shstr_gravestone)->instance ();
2874 sprintf (buf, "%s's gravestone", &op->name); 2655 tmp->name = format ("%s's gravestone", &op->name);
2875 tmp->name = buf; 2656 tmp->name_pl = format ("%s's gravestones", &op->name);
2876 sprintf (buf, "%s's gravestones", &op->name); 2657 tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n",
2877 tmp->name_pl = buf; 2658 &op->name, op->contr->title, op->contr->killer_name ());
2878 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);
2879 tmp->msg = buf;
2880 tmp->x = op->x, tmp->y = op->y; 2659 tmp->x = op->x, tmp->y = op->y;
2881 insert_ob_in_map (tmp, op->map, NULL, 0); 2660 insert_ob_in_map (tmp, op->map, NULL, 0);
2882 2661
2883 /**************************************/ 2662 /**************************************/
2884 /* */ 2663 /* */
2885 /* Subtract the experience points, */ 2664 /* Subtract the experience points, */
2886 /* if we died cause of food, give us */
2887 /* food, and reset HP's... */
2888 /* */ 2665 /* */
2889 /**************************************/ 2666 /**************************************/
2890 2667
2891 /* remove any poisoning and confusion the character may be suffering. */
2892 /* restore player */
2893 at = archetype::find ("poisoning");
2894 tmp = present_arch_in_ob (at, op);
2895
2896 if (tmp)
2897 {
2898 tmp->destroy ();
2899 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2900 }
2901
2902 at = archetype::find ("confusion");
2903 tmp = present_arch_in_ob (at, op);
2904 if (tmp)
2905 {
2906 tmp->destroy ();
2907 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2908 }
2909
2910 cure_disease (op, 0); /* remove any disease */
2911
2912 /*add_exp(op, (op->stats.exp * -0.20)); */ 2668 /*add_exp(op, (op->stats.exp * -0.20)); */
2913 apply_death_exp_penalty (op); 2669 apply_death_exp_penalty (op);
2914 if (op->stats.food < 100)
2915 op->stats.food = 900;
2916 op->stats.hp = op->stats.maxhp;
2917 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2918 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2919 2670
2920 /* 2671 /*
2921 * Check to see if the player is in a shop. IF so, then check to see if
2922 * the player has any unpaid items. If so, remove them and put them back 2672 * Check to see if the player has any unpaid items. If so, remove them
2923 * in the map. 2673 * and put them back in the map.
2924 */ 2674 */
2925 2675 op->drop_unpaid_items ();
2926 if (is_in_shop (op))
2927 remove_unpaid_objects (op->inv, op);
2928 2676
2929 /****************************************/ 2677 /****************************************/
2930 /* */ 2678 /* */
2931 /* Move player to his current respawn- */ 2679 /* Move player to his current respawn- */
2932 /* position (usually last savebed) */ 2680 /* position (usually last savebed) */
2952 object *force; 2700 object *force;
2953 int at; 2701 int at;
2954 2702
2955 force = get_archetype (FORCE_NAME); 2703 force = get_archetype (FORCE_NAME);
2956 /* 50 ticks should be enough time for the spell to abate */ 2704 /* 50 ticks should be enough time for the spell to abate */
2957 force->speed = 0.1; 2705 force->speed = 0.1f;
2958 force->speed_left = -5.0; 2706 force->speed_left = -5.f;
2959 SET_FLAG (force, FLAG_APPLIED); 2707 SET_FLAG (force, FLAG_APPLIED);
2960 for (at = 0; at < NROFATTACKS; at++) 2708 for (at = 0; at < NROFATTACKS; at++)
2961 if (will_kill_again & (1 << at)) 2709 if (will_kill_again & (1 << at))
2962 force->resist[at] = 100; 2710 force->resist[at] = 100;
2963 2711
2964 insert_ob_in_ob (force, op); 2712 insert_ob_in_ob (force, op);
2965 op->update_stats (); 2713 op->update_stats ();
2966
2967 } 2714 }
2968 2715
2969 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2716 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2970} 2717}
2971 2718
2972void 2719static void
2973loot_object (object *op) 2720loot_object (object *op)
2974{ /* Grab and destroy some treasure */ 2721{ /* Grab and destroy some treasure */
2975 object *tmp, *tmp2, *next; 2722 object *tmp, *tmp2, *next;
2976 2723
2977 op->close_container (); /* close open sack first */ 2724 op->close_container (); /* close open sack first */
2991 2738
2992 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3)))) 2739 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
2993 { 2740 {
2994 if (tmp->nrof > 1) 2741 if (tmp->nrof > 1)
2995 { 2742 {
2996 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2743 tmp->decrease (rndm (1, tmp->nrof - 1));
2997 tmp2->destroy ();
2998 insert_ob_in_map (tmp, op->map, NULL, 0); 2744 insert_ob_in_map (tmp, op->map, NULL, 0);
2999 } 2745 }
3000 else 2746 else
3001 tmp->destroy (); 2747 tmp->destroy ();
3002 } 2748 }
3009 * fix_weight(): Check recursively the weight of all players, and fix 2755 * fix_weight(): Check recursively the weight of all players, and fix
3010 * what needs to be fixed. Refresh windows and fix speed if anything 2756 * what needs to be fixed. Refresh windows and fix speed if anything
3011 * was changed. 2757 * was changed.
3012 */ 2758 */
3013void 2759void
3014fix_weight (void) 2760fix_weight ()
3015{ 2761{
3016 for_all_players (pl) 2762 for_all_players (pl)
3017 { 2763 {
3018 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2764 sint32 old = pl->ob->carrying;
3019 2765
3020 if (old == sum) 2766 pl->ob->update_weight ();
3021 continue; 2767
2768 if (old != pl->ob->carrying)
2769 {
3022 pl->ob->update_stats (); 2770 pl->ob->update_stats ();
3023 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 2771 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, (int)old, (int)pl->ob->carrying);
2772 }
3024 } 2773 }
3025} 2774}
3026 2775
3027void 2776void
3028fix_luck (void) 2777fix_luck ()
3029{ 2778{
3030 for_all_players (pl) 2779 for_all_players (pl)
3031 if (!pl->ob->contr->ns->state) 2780 if (!pl->ob->contr->ns->state)
3032 pl->ob->change_luck (0); 2781 pl->ob->change_luck (0);
3033} 2782}
3070} 2819}
3071 2820
3072void 2821void
3073make_visible (object *op) 2822make_visible (object *op)
3074{ 2823{
3075 op->hide = 0; 2824 op->flag [FLAG_HIDDEN] = 0;
3076 op->invisible = 0; 2825 op->invisible = 0;
2826
3077 if (op->type == PLAYER) 2827 if (op->type == PLAYER)
3078 { 2828 {
3079 op->contr->tmp_invis = 0; 2829 op->contr->tmp_invis = 0;
3080 op->contr->invis_race = 0; 2830 op->contr->invis_race = 0;
3081 } 2831 }
2832
3082 update_object (op, UP_OBJ_FACE); 2833 update_object (op, UP_OBJ_CHANGE);
3083} 2834}
3084 2835
3085int 2836int
3086is_true_undead (object *op) 2837is_true_undead (object *op)
3087{ 2838{
3088 object *tmp = NULL;
3089
3090 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 2839 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3091 return 1; 2840 return 1;
3092 2841
3093 return 0; 2842 return 0;
3094} 2843}
3095 2844
3096/* look at the surrounding terrain to determine 2845/* look at the surrounding terrain to determine
3097 * the hideability of this object. Positive levels 2846 * the hideability of this object. Positive levels
3098 * indicate greater hideability. 2847 * indicate greater hideability.
3099 */ 2848 */
3100
3101int 2849int
3102hideability (object *ob) 2850hideability (object *ob)
3103{ 2851{
3104 int i, level = 0, mflag; 2852 int i, level = 0, mflag;
3105 sint16 x, y; 2853 sint16 x, y;
3106 2854
3107 if (!ob || !ob->map) 2855 if (!ob || !ob->map)
3108 return 0; 2856 return 0;
3109 2857
3110 /* so, on normal lighted maps, its hard to hide */ 2858 /* so, on normal lighted maps, its hard to hide */
3111 level = ob->map->darkness - 2; 2859 level = ob->map->darklevel () - 2;
3112 2860
3113 /* this also picks up whether the object is glowing. 2861 /* this also picks up whether the object is glowing.
3114 * If you carry a light on a non-dark map, its not 2862 * If you carry a light on a non-dark map, its not
3115 * as bad as carrying a light on a pitch dark map */ 2863 * as bad as carrying a light on a pitch dark map */
3116 if (has_carried_lights (ob)) 2864 if (ob->has_carried_lights ())
3117 level = -(10 + (2 * ob->map->darkness)); 2865 level = -(10 + (2 * ob->map->darklevel ()));
3118 2866
3119 /* scan through all nearby squares for terrain to hide in */ 2867 /* scan through all nearby squares for terrain to hide in */
3120 for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i]) 2868 for (i = 0, x = ob->x, y = ob->y;
2869 i <= SIZEOFFREE1;
2870 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3121 { 2871 {
3122 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); 2872 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3123 if (mflag & P_OUT_OF_MAP) 2873 if (mflag & P_OUT_OF_MAP)
3124 {
3125 continue; 2874 continue;
3126 } 2875
3127 if (mflag & P_BLOCKSVIEW) /* something to hide near! */ 2876 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3128 level += 2; 2877 level += 2;
3129 else /* open terrain! */ 2878 else /* open terrain! */
3130 level -= 1; 2879 level -= 1;
3131 } 2880 }
3139/* For Hidden creatures - a chance of becoming 'unhidden' 2888/* For Hidden creatures - a chance of becoming 'unhidden'
3140 * every time they move - as we subtract off 'invisibility' 2889 * every time they move - as we subtract off 'invisibility'
3141 * AND, for players, if they move into a ridiculously unhideable 2890 * AND, for players, if they move into a ridiculously unhideable
3142 * spot (surrounded by clear terrain in broad daylight). -b.t. 2891 * spot (surrounded by clear terrain in broad daylight). -b.t.
3143 */ 2892 */
3144
3145void 2893void
3146do_hidden_move (object *op) 2894do_hidden_move (object *op)
3147{ 2895{
3148 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 2896 int hide = 0;
3149 object *skop;
3150 2897
3151 if (!op || !op->map) 2898 if (!op || !op->map)
3152 return; 2899 return;
3153 2900
3154 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 2901 object *skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
2902 int num = random_roll (0, 19, op, PREFER_LOW);
3155 2903
3156 /* its *extremely* hard to run and sneak/hide at the same time! */ 2904 /* its *extremely* hard to run and sneak/hide at the same time! */
3157 if (op->type == PLAYER && op->contr->run_on) 2905 if (op->type == PLAYER && op->contr->run_on)
3158 if (!skop || num >= skop->level) 2906 if (!skop || num >= skop->level)
3159 { 2907 {
3169 num -= hide; 2917 num -= hide;
3170 2918
3171 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 2919 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3172 { 2920 {
3173 make_visible (op); 2921 make_visible (op);
2922
3174 if (op->type == PLAYER) 2923 if (op->type == PLAYER)
3175 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 2924 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3176 } 2925 }
3177 else if (op->type == PLAYER && skop) 2926 else if (op->type == PLAYER && skop)
3178 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 2927 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3231 * object op. This function works fine for monsters, 2980 * object op. This function works fine for monsters,
3232 * but we dont worry if the object isnt the top one in 2981 * but we dont worry if the object isnt the top one in
3233 * a pile (say a coin under a table would return "viewable" 2982 * a pile (say a coin under a table would return "viewable"
3234 * by this routine). Another question, should we be 2983 * by this routine). Another question, should we be
3235 * concerned with the direction the player is looking 2984 * concerned with the direction the player is looking
3236 * in? Realistically, most of use cant see stuff behind 2985 * in? Realistically, most of us can't see stuff behind
3237 * our backs...on the other hand, does the "facing" direction 2986 * our backs...on the other hand, does the "facing" direction
3238 * imply the way your head, or body is facing? Its possible 2987 * imply the way your head, or body is facing? It's possible
3239 * for them to differ. Sigh, this fctn could get a bit more complex. 2988 * for them to differ. Sigh, this fctn could get a bit more complex.
3240 * -b.t. 2989 * -b.t.
3241 * This function is now map tiling safe. 2990 * This function is now map tiling safe.
3242 */ 2991 */
3243
3244int 2992int
3245player_can_view (object *pl, object *op) 2993player_can_view (object *pl, object *op)
3246{ 2994{
3247 rv_vector rv; 2995 rv_vector rv;
3248 int dx, dy; 2996 int dx, dy;
3260 3008
3261 get_rangevector (pl, op, &rv, 0x1); 3009 get_rangevector (pl, op, &rv, 0x1);
3262 3010
3263 /* starting with the 'head' part, lets loop 3011 /* starting with the 'head' part, lets loop
3264 * through the object and find if it has any 3012 * through the object and find if it has any
3265 * part that is in the los array but isnt on 3013 * part that is in the los array but isn't on
3266 * a blocked los square. 3014 * a blocked los square.
3267 * we use the archetype to figure out offsets. 3015 * we use the archetype to figure out offsets.
3268 */ 3016 */
3269 while (op) 3017 while (op)
3270 { 3018 {
3271 dx = rv.distance_x + op->arch->clone.x; 3019 dx = rv.distance_x + op->arch->x;
3272 dy = rv.distance_y + op->arch->clone.y; 3020 dy = rv.distance_y + op->arch->y;
3273 3021
3274 /* only the viewable area the player sees is updated by LOS 3022 if (pl->contr->blocked_los (dx, dy) != LOS_BLOCKED)
3275 * code, so we need to restrict ourselves to that range of values
3276 * for any meaningful values.
3277 */
3278 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3279 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3280 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3281 return 1; 3023 return 1;
3024
3282 op = op->more; 3025 op = op->more;
3283 } 3026 }
3284 return 0;
3285}
3286 3027
3287/* routine for both players and monsters. We call this when
3288 * there is a possibility for our action distrubing our hiding
3289 * place or invisiblity spell. Artefact invisiblity is not
3290 * effected by this. If we arent invisible to begin with, we
3291 * return 0.
3292 */
3293int
3294action_makes_visible (object *op)
3295{
3296
3297 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3298 {
3299 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3300 return 0;
3301
3302 if (op->contr && op->contr->tmp_invis == 0)
3303 return 0;
3304
3305 /* If monsters, they should become visible */
3306 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3307 {
3308 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3309 return 1;
3310 }
3311 }
3312 return 0; 3028 return 0;
3313} 3029}
3314 3030
3315/* op_on_battleground - checks if the given object op (usually 3031/* op_on_battleground - checks if the given object op (usually
3316 * a player) is standing on a valid battleground-tile, 3032 * a player) is standing on a valid battleground-tile,
3321 * Default is to do the same as before, so only people wanting to have different points need worry about this 3037 * Default is to do the same as before, so only people wanting to have different points need worry about this
3322 */ 3038 */
3323int 3039int
3324op_on_battleground (object *op, int *x, int *y) 3040op_on_battleground (object *op, int *x, int *y)
3325{ 3041{
3326 object *tmp;
3327
3328 /* A battleground-tile needs the following attributes to be valid: 3042 /* A battleground-tile needs the following attributes to be valid:
3329 * is_floor 1 (has to be the FIRST floor beneath the player's feet), 3043 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3330 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3044 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3331 * and the exit-coordinates sp/hp must both be > 0. 3045 * and the exit-coordinates sp/hp must both be > 0.
3332 * => The intention here is to prevent abuse of the battleground- 3046 * => The intention here is to prevent abuse of the battleground-
3333 * feature (like pickable or hidden battleground tiles). */ 3047 * feature (like pickable or hidden battleground tiles). */
3334 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3048 for (object *tmp = op->below; tmp; tmp = tmp->below)
3335 { 3049 {
3336 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3050 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3337 { 3051 {
3338 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3052 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3339 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp)) 3053 && tmp->type == BATTLEGROUND
3054 && tmp->name == shstr_battleground
3055 && EXIT_X (tmp) && EXIT_Y (tmp))
3340 { 3056 {
3341 /*before we assign the exit, check if this is a teambattle */ 3057 /* before we assign the exit, check if this is a teambattle */
3342 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) 3058 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3343 {
3344 object *invtmp;
3345
3346 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below) 3059 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3060 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3347 { 3061 {
3348 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3349 {
3350 if (x != NULL && y != NULL) 3062 if (x && y)
3351 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3063 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3064
3352 return 1; 3065 return 1;
3353 }
3354 } 3066 }
3355 } 3067
3356 if (x != NULL && y != NULL) 3068 if (x && y)
3357 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3069 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3070
3358 return 1; 3071 return 1;
3359 } 3072 }
3360 } 3073 }
3361 } 3074 }
3075
3362 /* If we got here, did not find a battleground */ 3076 /* If we got here, did not find a battleground */
3363 return 0; 3077 return 0;
3364} 3078}
3365 3079
3366/* 3080/*
3382 char buf[MAX_BUF]; /* tmp. string buffer */ 3096 char buf[MAX_BUF]; /* tmp. string buffer */
3383 int i = 0, j = 0; 3097 int i = 0, j = 0;
3384 3098
3385 /* get the appropriate treasurelist */ 3099 /* get the appropriate treasurelist */
3386 if (atnr == ATNR_FIRE) 3100 if (atnr == ATNR_FIRE)
3387 trlist = find_treasurelist ("dragon_ability_fire"); 3101 trlist = treasurelist::find (shstr_dragon_ability_fire);
3388 else if (atnr == ATNR_COLD) 3102 else if (atnr == ATNR_COLD)
3389 trlist = find_treasurelist ("dragon_ability_cold"); 3103 trlist = treasurelist::find (shstr_dragon_ability_cold);
3390 else if (atnr == ATNR_ELECTRICITY) 3104 else if (atnr == ATNR_ELECTRICITY)
3391 trlist = find_treasurelist ("dragon_ability_elec"); 3105 trlist = treasurelist::find (shstr_dragon_ability_elec);
3392 else if (atnr == ATNR_POISON) 3106 else if (atnr == ATNR_POISON)
3393 trlist = find_treasurelist ("dragon_ability_poison"); 3107 trlist = treasurelist::find (shstr_dragon_ability_poison);
3394 3108
3395 if (trlist == NULL || who->type != PLAYER) 3109 if (trlist == NULL || who->type != PLAYER)
3396 return; 3110 return;
3397 3111
3398 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3112 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3402 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3116 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3403 return; 3117 return;
3404 } 3118 }
3405 3119
3406 /* everything seems okay - now bring on the gift: */ 3120 /* everything seems okay - now bring on the gift: */
3407 item = &(tr->item->clone); 3121 item = tr->item;
3408 3122
3409 if (item->type == SPELL) 3123 if (item->type == SPELL)
3410 { 3124 {
3411 if (check_spell_known (who, item->name)) 3125 if (check_spell_known (who, item->name))
3412 return; 3126 return;
3471 { 3185 {
3472 /* forces in the treasurelist can alter the player's stats */ 3186 /* forces in the treasurelist can alter the player's stats */
3473 object *skin; 3187 object *skin;
3474 3188
3475 /* first get the dragon skin force */ 3189 /* first get the dragon skin force */
3476 shstr_cmp dragon_skin_force ("dragon_skin_force");
3477 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below) 3190 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3478 ; 3191 ;
3479 3192
3480 if (!skin) 3193 if (!skin)
3481 return; 3194 return;
3482 3195
3515 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg); 3228 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3516 } 3229 }
3517 else 3230 else
3518 { 3231 {
3519 /* generate misc. treasure */ 3232 /* generate misc. treasure */
3520 tmp = arch_to_object (tr->item); 3233 tmp = tr->item->instance ();
3521 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp)); 3234 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3522 tmp = insert_ob_in_ob (tmp, who); 3235 who->insert (tmp);
3523 if (who->type == PLAYER)
3524 esrv_send_item (who, tmp);
3525 }
3526}
3527
3528/**
3529 * Unready an object for a player. This function does nothing if the object was
3530 * not readied.
3531 */
3532void
3533player_unready_range_ob (player *pl, object *ob)
3534{
3535 for (rangetype i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1))
3536 if (pl->ranges[i] == ob)
3537 {
3538 pl->ranges[i] = 0;
3539 if (pl->shoottype == i)
3540 pl->shoottype = range_none;
3541 } 3236 }
3542} 3237}
3238
3239//-GPL
3543 3240
3544sint8 3241sint8
3545player::visibility_at (maptile *map, int x, int y) const 3242player::darkness_at (maptile *map, int x, int y) const
3546{ 3243{
3547 if (!ns) 3244 if (!ns)
3548 return 0; 3245 return LOS_BLOCKED;
3549 3246
3550 int dx, dy; 3247 int dx, dy;
3551 if (!adjacent_map (map, ns->current_map, &dx, &dy)) 3248 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3552 return 0; 3249 return LOS_BLOCKED;
3553 3250
3554 x += dx - ns->current_x + ns->mapx / 2; 3251 x += dx - ns->current_x;
3555 y += dy - ns->current_y + ns->mapy / 2; 3252 y += dy - ns->current_y;
3556 3253
3557 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3558 return 0;
3559
3560 return 100 - blocked_los [x][y]; 3254 return blocked_los (x, y);
3561} 3255}
3256
3257void
3258player::infobox (const char *title, const char *msg, int color)
3259{
3260 send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3261}
3262
3263void
3264player::statusmsg (const char *msg, int color)
3265{
3266 send_msg (color | NDI_REPLY, INFO_CHANNEL, msg);
3267}
3268
3269void
3270player::failmsg (const char *msg, int color)
3271{
3272 play_sound (sound_find ("generic_failure"));
3273 statusmsg (msg, color);
3274}
3275

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