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Comparing deliantra/server/server/player.C (file contents):
Revision 1.116 by root, Sun Apr 29 03:44:36 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))
122 {
123 if (*buf == '#')
124 continue;
125
126 if (*buf == '%')
127 { /* send one news */
128 if (size > 0)
129 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", (char *)"%s\n%s", subject, news); /*send previously read news */
130
131 strcpy (subject, buf + 1);
132 strip_endline (subject);
133 size = 0;
134 news[0] = '\0';
135 }
136 else
137 {
138 if (size + strlen (buf) >= HUGE_BUF)
139 {
140 LOG (llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
141 break;
142 }
143 strncat (news + size, buf, HUGE_BUF - size);
144 size += strlen (buf);
145 }
146 }
147
148 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
149 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news);
150 close_and_delete (fp, comp);
151}
152
153/* This loads the first map an puts the player on it. */ 40/* This loads the first map an puts the player on it. */
154static void 41static void
155set_first_map (object *op) 42set_first_map (object *op)
156{ 43{
157 op->contr->maplevel = first_map_path; 44 op->contr->maplevel = first_map_path;
158 op->x = -1; 45 op->x = -1;
159 op->y = -1; 46 op->y = -1;
160}
161
162void
163player::enter_map ()
164{
165 object *tmp = object::create ();
166
167 EXIT_PATH (tmp) = maplevel;
168 EXIT_X (tmp) = ob->x;
169 EXIT_Y (tmp) = ob->y;
170 ob->enter_exit (tmp);
171
172 tmp->destroy ();
173} 47}
174 48
175void 49void
176player::activate () 50player::activate ()
177{ 51{
182 ob->remove (); 56 ob->remove ();
183 ob->map = 0; 57 ob->map = 0;
184 ob->activate_recursive (); 58 ob->activate_recursive ();
185 CLEAR_FLAG (ob, FLAG_FRIENDLY); 59 CLEAR_FLAG (ob, FLAG_FRIENDLY);
186 add_friendly_object (ob); 60 add_friendly_object (ob);
187 enter_map ();
188} 61}
189 62
190void 63void
191player::deactivate () 64player::deactivate ()
192{ 65{
199 72
200 if (ob->map) 73 if (ob->map)
201 maplevel = ob->map->path; 74 maplevel = ob->map->path;
202 75
203 ob->remove (); 76 ob->remove ();
77 ob->enemy = 0; // sometimes keeps an extra refcount on itself
204 ob->map = 0; 78 ob->map = 0;
205 party = 0; 79 party = 0;
206 80
207 // for weird reasons, this is often "ob", keeping a circular reference 81 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
208 ranges [range_skill] = 0;
209 82
210 players.erase (this); 83 players.erase (this);
211} 84}
212 85
213// connect the player with a specific client 86// connect the player with a specific client
214// also changed, rationalises, and fixes some incorrect settings 87// also changes, rationalises, and fixes some incorrect settings
215void 88void
216player::connect (client *ns) 89player::connect (client *ns)
217{ 90{
218 this->ns = ns; 91 this->ns = ns;
219 ns->pl = this; 92 ns->pl = this;
223 ob->close_container (); //TODO: client-specific 96 ob->close_container (); //TODO: client-specific
224 97
225 ns->update_look = 0; 98 ns->update_look = 0;
226 ns->look_position = 0; 99 ns->look_position = 0;
227 100
228 clear_los (ob); 101 clear_los ();
229 102
230 ns->reset_stats (); 103 ns->reset_stats ();
231 104
232 /* make sure he's a player -- needed because of class change. */ 105 /* make sure he's a player -- needed because of class change. */
233 ob->type = PLAYER; // we are paranoid 106 ob->type = PLAYER; // we are paranoid
234 ob->race = ob->arch->clone.race; 107 ob->race = ob->arch->race;
235 108
236 if (!legal_range (ob, shoottype)) 109 ob->update_weight ();
237 shoottype = range_none;
238
239 ob->carrying = sum_weight (ob);
240 link_player_skills (ob); 110 link_skills ();
241 111
242 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
243
244 assign (title, ob->arch->clone.name); 112 assign (title, ob->arch->object::name);
245 113
246 /* if it's a dragon player, set the correct title here */ 114 /* if it's a dragon player, set the correct title here */
247 if (is_dragon_pl (ob)) 115 if (ob->is_dragon ())
248 { 116 {
249 object *tmp, *abil = 0, *skin = 0; 117 object *tmp, *abil = 0, *skin = 0;
250
251 shstr_cmp dragon_ability_force ("dragon_ability_force");
252 shstr_cmp dragon_skin_force ("dragon_skin_force");
253 118
254 for (tmp = ob->inv; tmp; tmp = tmp->below) 119 for (tmp = ob->inv; tmp; tmp = tmp->below)
255 if (tmp->type == FORCE) 120 if (tmp->type == FORCE)
256 if (tmp->arch->name == dragon_ability_force) 121 if (tmp->arch->archname == shstr_dragon_ability_force)
257 abil = tmp; 122 abil = tmp;
258 else if (tmp->arch->name == dragon_skin_force) 123 else if (tmp->arch->archname == shstr_dragon_skin_force)
259 skin = tmp; 124 skin = tmp;
260 125
261 set_dragon_name (ob, abil, skin); 126 set_dragon_name (ob, abil, skin);
262 } 127 }
263 128
264 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 129 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
265 130
266 esrv_new_player (this, ob->weight + ob->carrying); 131 esrv_new_player (this);
267 132
268 ob->update_stats (); 133 ob->update_stats ();
134
269 ns->floorbox_update (); 135 ns->floorbox_update ();
270
271 esrv_send_inventory (ob, ob); 136 esrv_send_inventory (ob, ob);
272 esrv_add_spells (this, 0); 137 esrv_add_spells (this, 0);
273 138
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
274 activate (); 174 activate ();
275
276 send_rules (ob);
277 send_news (ob);
278 display_motd (ob);
279 175
280 INVOKE_PLAYER (CONNECT, this); 176 INVOKE_PLAYER (CONNECT, this);
281 INVOKE_PLAYER (LOGIN, this); 177 INVOKE_PLAYER (LOGIN, this);
282} 178}
283 179
284void 180void
285player::disconnect () 181player::disconnect ()
286{ 182{
183 if (ob)
184 {
185 ob->close_container (); //TODO: client-specific
186 ob->drop_unpaid_items ();
187 }
188
287 if (ns) 189 if (ns)
288 { 190 {
289 if (active) 191 if (active)
290 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0)); 192 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
291 193
294 ns->reset_stats (); 196 ns->reset_stats ();
295 ns->pl = 0; 197 ns->pl = 0;
296 ns = 0; 198 ns = 0;
297 } 199 }
298 200
299 if (ob) 201 // this is important for the player scheduler to get the correct refcount
300 ob->close_container (); //TODO: client-specific 202 // when ns = 0
203 observe = viewpoint = ob;
301 204
302 deactivate (); 205 deactivate ();
303} 206}
207
208//-GPL
304 209
305// the need for this function can be explained 210// the need for this function can be explained
306// by load_object not returning the object 211// by load_object not returning the object
307void 212void
308player::set_object (object *op) 213player::set_object (object *op)
309{ 214{
310 ob = op; 215 ob = observe = viewpoint = op;
311 ob->contr = this; /* this aren't yet in archetype */ 216 ob->contr = this; /* this aren't yet in archetype */
312 217
313 ob->speed_left = 0.5;
314 ob->speed = 1.0; 218 ob->speed = 1.0f;
219 ob->speed_left = 0.5f;
220
315 ob->direction = 5; /* So player faces south */ 221 ob->direction = 5; /* So player faces south */
316} 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
317 239
318player::player () 240player::player ()
319{ 241{
320 /* There are some elements we want initialised to non zero value - 242 /* There are some elements we want initialised to non zero value -
321 * we deal with that below this point. 243 * we deal with that below this point.
325 unapply = unapply_nochoice; 247 unapply = unapply_nochoice;
326 248
327 savebed_map = first_map_path; /* Init. respawn position */ 249 savebed_map = first_map_path; /* Init. respawn position */
328 250
329 gen_sp_armour = 10; 251 gen_sp_armour = 10;
330 shoottype = range_none;
331 bowtype = bow_normal; 252 bowtype = bow_normal;
332 petmode = pet_normal; 253 petmode = pet_normal;
333 listening = 10;
334 usekeys = containers; 254 usekeys = containers;
335 peaceful = 1; /* default peaceful */ 255 peaceful = 1; /* default peaceful */
336 do_los = 1; 256 do_los = 1;
257
258 weapon_sp = 1.0f;
259 weapon_sp_left = 0.5f;
337} 260}
338 261
339void 262void
340player::do_destroy () 263player::do_destroy ()
341{ 264{
346 if (ob) 269 if (ob)
347 { 270 {
348 ob->destroy_inv (false); 271 ob->destroy_inv (false);
349 ob->destroy (); 272 ob->destroy ();
350 } 273 }
274
275 ob = observe = viewpoint = 0;
351} 276}
352 277
353player::~player () 278player::~player ()
354{ 279{
355 /* Clear item stack */ 280 /* Clear item stack */
356 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 }
357} 310}
358 311
359/* Tries to add player on the connection passed in ns. 312/* Tries to add player on the connection passed in ns.
360 * All we can really get in this is some settings like host and display 313 * All we can really get in this is some settings like host and display
361 * mode. 314 * mode.
363player * 316player *
364player::create () 317player::create ()
365{ 318{
366 player *pl = new player; 319 player *pl = new player;
367 320
368 pl->set_object (arch_to_object (get_player_archetype (0))); 321 pl->set_object (get_player_archetype (0)->instance ());
369 322
370 pl->ob->roll_stats (); 323 pl->ob->roll_stats ();
371 pl->ob->stats.wc = 2; 324 pl->ob->stats.wc = 2;
372 pl->ob->run_away = 25; /* Then we panick... */ 325 pl->ob->run_away = 25; /* Then we panick... */
373 326
374 set_first_map (pl->ob); 327 set_first_map (pl->ob);
375 328
376 return pl; 329 return pl;
377}
378
379/*
380 * get_player_archetype() return next player archetype from archetype
381 * list. Not very efficient routine, but used only creating new players.
382 * Note: there MUST be at least one player archetype!
383 */
384archetype *
385get_player_archetype (archetype *at)
386{
387 archetype *start = at;
388
389 for (;;)
390 {
391 if (at == NULL || at->next == NULL)
392 at = first_archetype;
393 else
394 at = at->next;
395
396 if (at->clone.type == PLAYER)
397 return at;
398
399 if (at == start)
400 {
401 LOG (llevError, "No Player archetypes\n");
402 exit (-1);
403 }
404 }
405} 330}
406 331
407object * 332object *
408get_nearest_player (object *mon) 333get_nearest_player (object *mon)
409{ 334{
412 unsigned lastdist; 337 unsigned lastdist;
413 rv_vector rv; 338 rv_vector rv;
414 339
415 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next) 340 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
416 { 341 {
417 /* We should not find free objects on this friendly list, but it
418 * does periodically happen. Given that, lets deal with it.
419 * While unlikely, it is possible the next object on the friendly
420 * list is also free, so encapsulate this in a while loop.
421 */
422 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
423 {
424 object *tmp = ol->ob;
425
426 /* Can't do much more other than log the fact, because the object
427 * itself will have been cleared.
428 */
429 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
430 tmp->debug_desc ());
431 ol = ol->next;
432 remove_friendly_object (tmp);
433 if (!ol)
434 return op;
435 }
436
437 /* Remove special check for player from this. First, it looks to cause
438 * some crashes (ol->ob->contr not set properly?), but secondly, a more
439 * complicated method of state checking would be needed in any case -
440 * as it was, a clever player could type quit, and the function would
441 * skip them over while waiting for confirmation. Remove
442 * on_same_map check, as can_detect_enemy also does this
443 */
444 if (!can_detect_enemy (mon, ol->ob, &rv)) 342 if (!can_detect_enemy (mon, ol->ob, &rv))
445 continue; 343 continue;
446 344
447 if (lastdist > rv.distance) 345 if (lastdist > rv.distance)
448 { 346 {
643 541
644 return firstdir; 542 return firstdir;
645} 543}
646 544
647void 545void
648give_initial_items (object *pl, treasurelist * items) 546give_initial_items (object *pl, treasurelist *items)
649{ 547{
650 object *op, *next = NULL;
651
652 if (pl->randomitems != NULL) 548 if (pl->randomitems)
653 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); 549 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
654 550
655 for (op = pl->inv; op; op = next) 551 for (object *next, *op = pl->inv; op; op = next)
656 { 552 {
657 next = op->below; 553 next = op->below;
658 554
659 /* Forces get applied per default, unless they have the 555 /* Forces get applied per default, unless they have the
660 * 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
665 /* we never give weapons/armour if these cannot be used 561 /* we never give weapons/armour if these cannot be used
666 * by this player due to race restrictions 562 * by this player due to race restrictions
667 */ 563 */
668 if (pl->type == PLAYER) 564 if (pl->type == PLAYER)
669 { 565 {
670 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) && 566 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR)
567 &&
671 (op->type == ARMOUR || op->type == BOOTS || 568 (op->type == ARMOUR || op->type == BOOTS
672 op->type == CLOAK || op->type == HELMET || 569 || op->type == CLOAK || op->type == HELMET
673 op->type == SHIELD || op->type == GLOVES || 570 || op->type == SHIELD || op->type == GLOVES
571 || op->type == BRACERS || op->type == GIRDLE))
674 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))
675 { 573 {
676 op->destroy (); 574 op->destroy ();
677 continue; 575 continue;
678 } 576 }
679 } 577 }
680 578
681 /* This really needs to be better - we should really give 579 /* Here we remove duplicated skills (as duplicated spell objects have
682 * a substitute spellbook. The problem is that we don't really 580 * _very_ confusing effects for players), which could for instance be
683 * have a good idea what to replace it with (need something like 581 * generated by bad treasurelists. - elmex
684 * a first level treasurelist for each skill.)
685 * remove duplicate skills also
686 */ 582 */
687 if (op->type == SPELLBOOK || op->type == SKILL) 583 if (op->type == SKILL)
688 { 584 {
689 object *tmp;
690
691 for (tmp = op->below; tmp; tmp = tmp->below) 585 for (object *tmp = op->below; tmp; tmp = tmp->below)
692 if (tmp->type == op->type && tmp->name == op->name) 586 if (tmp->type == op->type && tmp->name == op->name)
693 break;
694
695 if (tmp)
696 { 587 {
697 op->destroy (); 588 op->destroy ();
589 LOG (llevError,
698 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); 590 "give_initial_items: Removing duplicate skill %s\n", &tmp->name);
699 continue; 591 break;
700 } 592 }
701 593
702 if (op->nrof > 1) 594 if (op->nrof > 1)
703 op->nrof = 1; 595 op->nrof = 1;
704 } 596 }
705 597
706 if (op->type == SPELLBOOK && op->inv) 598 if (op->type == SPELLBOOK && op->inv)
707 {
708 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); 599 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
709 }
710 600
711 /* Give starting characters identified, uncursed, and undamned 601 /* Give starting characters identified, uncursed, and undamned
712 * 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
713 * merged properly. 603 * merged properly.
714 */ 604 */
715 if (need_identify (op)) 605 if (need_identify (op))
716 { 606 {
717 SET_FLAG (op, FLAG_IDENTIFIED); 607 SET_FLAG (op, FLAG_IDENTIFIED);
718 CLEAR_FLAG (op, FLAG_CURSED); 608 CLEAR_FLAG (op, FLAG_CURSED);
719 CLEAR_FLAG (op, FLAG_DAMNED); 609 CLEAR_FLAG (op, FLAG_DAMNED);
720 } 610 }
611
721 if (op->type == SPELL) 612 if (op->type == SPELL)
722 { 613 {
723 op->destroy (); 614 op->destroy ();
724 continue; 615 continue;
725 } 616 }
727 { 618 {
728 SET_FLAG (op, FLAG_CAN_USE_SKILL); 619 SET_FLAG (op, FLAG_CAN_USE_SKILL);
729 op->stats.exp = 0; 620 op->stats.exp = 0;
730 op->level = 1; 621 op->level = 1;
731 } 622 }
732 /* lock all 'normal items by default */ 623 else /* lock all 'normal items by default */
733 else
734 SET_FLAG (op, FLAG_INV_LOCKED); 624 SET_FLAG (op, FLAG_INV_LOCKED);
735 } /* for loop of objects in player inv */ 625 } /* for loop of objects in player inv */
736 626
737 /* Need to set up the skill pointers */ 627 /* Need to set up the skill pointers */
738 link_player_skills (pl); 628 pl->contr->link_skills ();
739} 629}
740 630
741void 631void
742get_party_password (object *op, partylist *party) 632get_party_password (object *op, partylist *party)
743{ 633{
753 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:");
754} 644}
755 645
756/* 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. */
757static int 647static int
758roll_stat (void) 648roll_stat ()
759{ 649{
760 int a[4], i, j, k; 650 int a[4], i, j, k;
761 651
762 for (i = 0; i < 4; i++) 652 for (i = 0; i < 4; i++)
763 a[i] = (int) rndm (6) + 1; 653 a[i] = (int) rndm (6) + 1;
774} 664}
775 665
776void 666void
777object::roll_stats () 667object::roll_stats ()
778{ 668{
779 int statsort [7]; 669 int statsort [NUM_STATS];
780 670
781 for (;;) 671 for (;;)
782 { 672 {
783 int sum = 0; 673 int sum = 0;
784 for (int i = 7; i--; ) 674 for (int i = NUM_STATS; i--; )
785 sum += statsort [i] = roll_stat (); 675 sum += statsort [i] = roll_stat ();
786 676
787 if (sum >= 82 && sum <= 116) 677 if (sum >= 82 && sum <= 116)
788 break; 678 break;
789 } 679 }
790 680
791 // Sort the stats so that rerolling is easier... 681 // Sort the stats so that rerolling is easier...
792 std::sort (statsort, statsort + 7, std::greater<int>()); 682 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
793 683
684 for (int i = 0; i < NUM_STATS; ++i)
794 stats.Str = statsort[0]; 685 stats.stat (i) = statsort [i];
795 stats.Dex = statsort[1];
796 stats.Con = statsort[2];
797 stats.Int = statsort[3];
798 stats.Wis = statsort[4];
799 stats.Pow = statsort[5];
800 stats.Cha = statsort[6];
801 686
802 stats.exp = 0; 687 stats.exp = 0;
803 stats.ac = 0; 688 stats.ac = 0;
804 689
805 stats.hp = stats.maxhp; 690 stats.hp = stats.maxhp;
817} 702}
818 703
819void 704void
820object::swap_stats (int a, int b) 705object::swap_stats (int a, int b)
821{ 706{
822 int tmp = get_attr_value (&contr->orig_stats, a); 707 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
823 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
824 set_attr_value (&contr->orig_stats, b, tmp);
825 708
709 for (int i = 0; i < NUM_STATS; ++i)
826 stats.Str = contr->orig_stats.Str; 710 stats.stat (i) = contr->orig_stats.stat (i);
827 stats.Dex = contr->orig_stats.Dex;
828 stats.Con = contr->orig_stats.Con;
829 stats.Int = contr->orig_stats.Int;
830 stats.Wis = contr->orig_stats.Wis;
831 stats.Pow = contr->orig_stats.Pow;
832 stats.Cha = contr->orig_stats.Cha;
833 711
834 //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,
835 // be merged with the similar code in roll_stats 713 // be merged with the similar code in roll_stats
836 stats.ac = 0; 714 stats.ac = 0;
837 715
856static void 734static void
857start_info (object *op) 735start_info (object *op)
858{ 736{
859 char buf[MAX_BUF]; 737 char buf[MAX_BUF];
860 738
861 sprintf (buf, "Welcome to Crossfire v%s!", VERSION); 739 sprintf (buf, "Welcome to Deliantra v%s!", VERSION);
862 new_draw_info (NDI_UNIQUE, 0, op, buf); 740 new_draw_info (NDI_UNIQUE, 0, op, buf);
863 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
864 //new_draw_info (NDI_UNIQUE, 0, op, " ");
865} 741}
866 742
867/* This function takes the key that is passed, and does the 743/* This function takes the key that is passed, and does the
868 * appropriate action with it (change race, or other things). 744 * appropriate action with it (change race, or other things).
869 * The function name is for historical reasons - now we have 745 * The function name is for historical reasons - now we have
872 */ 748 */
873void 749void
874player::chargen_race_done () 750player::chargen_race_done ()
875{ 751{
876 /* this must before then initial items are given */ 752 /* this must before then initial items are given */
877 esrv_new_player (ob->contr, ob->weight + ob->carrying); 753 esrv_new_player (ob->contr);
878 754
879 treasurelist *tl = treasurelist::find ("starting_wealth"); 755 treasurelist *tl = treasurelist::find (shstr_starting_wealth);
880 if (tl) 756 if (tl)
881 create_treasure (tl, ob, 0, 0, 0); 757 create_treasure (tl, ob, 0, 0, 0);
882 758
883 INVOKE_PLAYER (BIRTH, ob->contr); 759 INVOKE_PLAYER (BIRTH, ob->contr);
884 INVOKE_PLAYER (LOGIN, ob->contr); 760 INVOKE_PLAYER (LOGIN, ob->contr);
885 761
886 ob->contr->ns->state = ST_PLAYING; 762 ob->contr->ns->state = ST_PLAYING;
887 763
888 if (ob->msg) 764 if (ob->msg)
889 ob->msg = 0; 765 ob->msg = 0;
890
891 /* We create this now because some of the unique maps will need it
892 * to save here.
893 */
894 {
895 char buf[MAX_BUF];
896 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
897 make_path_to_file (buf);
898 }
899 766
900 start_info (ob); 767 start_info (ob);
901 CLEAR_FLAG (ob, FLAG_WIZ); 768 CLEAR_FLAG (ob, FLAG_WIZ);
902 give_initial_items (ob, ob->randomitems); 769 give_initial_items (ob, ob->randomitems);
903 link_player_skills (ob);
904 esrv_send_inventory (ob, ob); 770 esrv_send_inventory (ob, ob);
905 ob->update_stats (); 771 ob->update_stats ();
906 772
907 /* This moves the player to a different start map, if there 773 /* This moves the player to a different start map, if there
908 * is one for this race 774 * is one for this race
909 */ 775 */
910 if (*first_map_ext_path) 776 if (*first_map_ext_path)
911 { 777 ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y);
912 object *tmp;
913 char mapname[MAX_BUF];
914
915 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->name);
916 tmp = object::create ();
917 EXIT_PATH (tmp) = mapname;
918 EXIT_X (tmp) = ob->x;
919 EXIT_Y (tmp) = ob->y;
920 ob->enter_exit (tmp); /* we don't really care if it succeeded;
921 * if the map isn't there, then stay on the
922 * default initial map */
923 tmp->destroy ();
924 }
925 else 778 else
926 LOG (llevDebug, "first_map_ext_path not set\n"); 779 LOG (llevDebug, "first_map_ext_path not set\n");
927} 780}
928 781
929void 782void
939 int x = ob->x, y = ob->y; 792 int x = ob->x, y = ob->y;
940 793
941 ob->remove_statbonus (); 794 ob->remove_statbonus ();
942 ob->remove (); 795 ob->remove ();
943 ob->arch = get_player_archetype (ob->arch); 796 ob->arch = get_player_archetype (ob->arch);
944 ob->arch->clone.copy_to (ob); 797 ob->arch->copy_to (ob);
945 ob->instantiate (); 798 ob->instantiate ();
946 ob->stats = ob->contr->orig_stats; 799 ob->stats = ob->contr->orig_stats;
947 ob->name = ob->name_pl = name; 800 ob->name = ob->name_pl = name;
948 ob->x = x; 801 ob->x = x;
949 ob->y = y; 802 ob->y = y;
950 SET_ANIMATION (ob, 2); /* So player faces south */ 803 SET_ANIMATION (ob, 2); /* So player faces south */
951 insert_ob_in_map (ob, ob->map, ob, 0); 804 insert_ob_in_map (ob, ob->map, ob, 0);
952 assign (ob->contr->title, ob->arch->clone.name); 805 assign (ob->contr->title, ob->arch->object::name);
953 ob->add_statbonus (); 806 ob->add_statbonus ();
954 } 807 }
955 while (!allowed_class (ob)); 808 while (!allowed_class (ob));
956 809
957 update_object (ob, UP_OBJ_FACE); 810 update_object (ob, UP_OBJ_FACE);
960 ob->stats.hp = ob->stats.maxhp; 813 ob->stats.hp = ob->stats.maxhp;
961 ob->stats.sp = ob->stats.maxsp; 814 ob->stats.sp = ob->stats.maxsp;
962 ob->stats.grace = 0; 815 ob->stats.grace = 0;
963} 816}
964 817
965void 818static void
966flee_player (object *op) 819flee_player (object *op)
967{ 820{
968 int dir, diff; 821 int dir, diff;
969 rv_vector rv; 822 rv_vector rv;
970 823
973 LOG (llevDebug, "Fleeing player is dead.\n"); 826 LOG (llevDebug, "Fleeing player is dead.\n");
974 CLEAR_FLAG (op, FLAG_SCARED); 827 CLEAR_FLAG (op, FLAG_SCARED);
975 return; 828 return;
976 } 829 }
977 830
978 if (op->enemy == NULL) 831 if (!op->enemy)
979 { 832 {
980 LOG (llevDebug, "Fleeing player had no enemy.\n"); 833 LOG (llevDebug, "Fleeing player had no enemy.\n");
981 CLEAR_FLAG (op, FLAG_SCARED); 834 CLEAR_FLAG (op, FLAG_SCARED);
982 return; 835 return;
983 } 836 }
984 837
985 /* Seen some crashes here. Since we don't store an
986 * op->enemy_count, it is possible that something destroys the
987 * actual enemy, and the object is recycled.
988 */
989 if (op->enemy->map == NULL)
990 {
991 CLEAR_FLAG (op, FLAG_SCARED);
992 op->enemy = NULL;
993 return;
994 }
995
996 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0)) 838 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
997 { 839 {
998 op->enemy = NULL; 840 op->enemy = NULL;
999 CLEAR_FLAG (op, FLAG_SCARED); 841 CLEAR_FLAG (op, FLAG_SCARED);
1000 return; 842 return;
1003 get_rangevector (op, op->enemy, &rv, 0); 845 get_rangevector (op, op->enemy, &rv, 0);
1004 846
1005 dir = absdir (4 + rv.direction); 847 dir = absdir (4 + rv.direction);
1006 for (diff = 0; diff < 3; diff++) 848 for (diff = 0; diff < 3; diff++)
1007 { 849 {
1008 int m = 1 - (RANDOM () & 2); 850 int m = 1 - rndm (2) * 2;
1009 851
1010 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))))
1011 return; 853 return;
1012 } 854 }
1013 855
1014 /* Cornered, get rid of scared */ 856 /* Cornered, get rid of scared */
1015 CLEAR_FLAG (op, FLAG_SCARED); 857 CLEAR_FLAG (op, FLAG_SCARED);
1016 op->enemy = NULL; 858 op->enemy = NULL;
1017} 859}
1018 860
1019
1020/* 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.
1021 * 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
1022 * stop. 863 * stop.
1023 */ 864 */
1024int 865int
1025check_pick (object *op) 866check_pick (object *op)
1026{ 867{
1027 object *tmp, *next; 868 object *tmp, *next;
1028 int stop = 0; 869 int stop = 0;
1029 int wvratio; 870 int wvratio;
1030 char putstring[128];
1031 871
1032 /* if you're flying, you cna't pick up anything */ 872 /* if you're flying, you can't pick up anything */
1033 if (op->move_type & MOVE_FLYING) 873 if (op->move_type & MOVE_FLYING)
1034 return 1; 874 return 1;
1035 875
1036 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)
1037 880
1038 /* 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
1039 * destroyed */ 882 * destroyed */
1040 while (next && !next->destroyed ()) 883 while (next && !next->destroyed ())
1041 { 884 {
1042 tmp = next; 885 tmp = next;
1043 next = tmp->below; 886 next = tmp->below;
1044 887
888 if (cnt <= 0)
889 {
890 op->failmsg ("Couldn't pickup all items at once.");
891 return 0;
892 }
893
1045 if (op->destroyed ()) 894 if (op->destroyed ())
1046 return 0; 895 return 0;
1047 896
1048 if (!can_pick (op, tmp)) 897 if (!can_pick (op, tmp))
1049 continue; 898 continue;
1050 899
1051 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 900 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1052 { 901 {
1053 if (item_matched_string (op, tmp, op->contr->search_str)) 902 if (item_matched_string (op, tmp, op->contr->search_str))
1054 pick_up (op, tmp); 903 CHK_PICK_PICKUP;
904
1055 continue; 905 continue;
1056 } 906 }
1057 907
1058 /* 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? */
1059 if (!(op->contr->mode & PU_NEWMODE)) 968 if (op->contr->mode & PU_FOOD)
969 if (tmp->type == FOOD)
1060 { 970 {
1061 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)
1062 { 1034 {
1063 case 0: 1035 CHK_PICK_PICKUP;
1064 return 1; /* don't pick up */ 1036 continue;
1065 case 1:
1066 pick_up (op, tmp);
1067 return 1;
1068 case 2:
1069 pick_up (op, tmp);
1070 return 0;
1071 case 3:
1072 return 0; /* stop before pickup */
1073 case 4:
1074 pick_up (op, tmp);
1075 break;
1076 case 5:
1077 pick_up (op, tmp);
1078 stop = 1;
1079 break;
1080 case 6:
1081 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1082 pick_up (op, tmp);
1083 break;
1084
1085 case 7:
1086 if (tmp->type == MONEY || tmp->type == GEM)
1087 pick_up (op, tmp);
1088 break;
1089
1090 default:
1091 /* use value density */
1092 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1093 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1094 pick_up (op, tmp);
1095 } 1037 }
1096 } 1038 }
1097 else 1039
1098 { /* old model */ 1040 /* rings & amulets - talismans seems to be typed AMULET */
1099 /* NEW pickup handling */
1100 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)
1101 { 1046 {
1102 /* some debugging code to figure out item information */ 1047 CHK_PICK_PICKUP;
1103 if (tmp->name != NULL)
1104 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1105 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1106 else
1107 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1108 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1109
1110 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1111 }
1112
1113 /* philosophy:
1114 * It's easy to grab an item type from a pile, as long as it's
1115 * generic. This takes no game-time. For more detailed pickups
1116 * and selections, select-items should be used. This is a
1117 * grab-as-you-run type mode that's really useful for arrows for
1118 * example.
1119 * The drawback: right now it has no frontend, so you need to
1120 * stick the bits you want into a calculator in hex mode and then
1121 * convert to decimal and then 'pickup <#>
1122 */
1123
1124 /* the first two modes are exclusive: if NOTHING we return, if
1125 * STOP then we stop. All the rest are applied sequentially,
1126 * meaning if any test passes, the item gets picked up. */
1127
1128 /* if mode is set to pick nothing up, return */
1129
1130 if (op->contr->mode & PU_NOTHING)
1131 return 1;
1132
1133 /* if mode is set to stop when encountering objects, return */
1134 /* take STOP before INHIBIT since it doesn't actually pick
1135 * anything up */
1136
1137 if (op->contr->mode & PU_STOP)
1138 return 0;
1139
1140 /* useful for going into stores and not losing your settings... */
1141 /* and for battles wher you don't want to get loaded down while
1142 * fighting */
1143 if (op->contr->mode & PU_INHIBIT)
1144 return 1;
1145
1146 /* prevent us from turning into auto-thieves :) */
1147 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1148 continue; 1048 continue;
1049 }
1149 1050
1150 /* ignore known cursed objects */ 1051 /* we don't forget dragon food */
1151 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;
1152 continue; 1056 continue;
1057 }
1153 1058
1154 /* all food and drink if desired */ 1059 /* bows and arrows. Bows are good for selling! */
1155 /* 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
1156 if (op->contr->mode & PU_FOOD) 1096 if (op->contr->mode & PU_BOOTS)
1157 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"))
1158 { 1130 {
1159 pick_up (op, tmp); 1131 CHK_PICK_PICKUP;
1160 continue; 1132 continue;
1161 } 1133 }
1134 }
1162 1135
1136 /* misc stuff that's useful */
1163 if (op->contr->mode & PU_DRINK) 1137 if (op->contr->mode & PU_KEY)
1164 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1138 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1165 { 1139 {
1166 pick_up (op, tmp); 1140 CHK_PICK_PICKUP;
1167 continue; 1141 continue;
1168 } 1142 }
1169 1143
1144 /* any of the last 4 bits set means we use the ratio for value
1145 * pickups */
1170 if (op->contr->mode & PU_POTION) 1146 if (op->contr->mode & PU_RATIO)
1171 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
1172 { 1151 */
1173 pick_up (op, tmp);
1174 continue;
1175 }
1176
1177 /* spellbooks, skillscrolls and normal books/scrolls */
1178 if (op->contr->mode & PU_SPELLBOOK)
1179 if (tmp->type == SPELLBOOK)
1180 {
1181 pick_up (op, tmp);
1182 continue;
1183 }
1184
1185 if (op->contr->mode & PU_SKILLSCROLL)
1186 if (tmp->type == SKILLSCROLL)
1187 {
1188 pick_up (op, tmp);
1189 continue;
1190 }
1191
1192 if (op->contr->mode & PU_READABLES)
1193 if (tmp->type == BOOK || tmp->type == SCROLL)
1194 {
1195 pick_up (op, tmp);
1196 continue;
1197 }
1198
1199 /* wands/staves/rods/horns */
1200 if (op->contr->mode & PU_MAGIC_DEVICE)
1201 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1202 {
1203 pick_up (op, tmp);
1204 continue;
1205 }
1206
1207 /* pick up all magical items */
1208 if (op->contr->mode & PU_MAGICAL) 1152 wvratio = op->contr->mode & PU_RATIO;
1209 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)
1210 {
1211 pick_up (op, tmp);
1212 continue;
1213 }
1214
1215 if (op->contr->mode & PU_VALUABLES)
1216 { 1154 {
1217 if (tmp->type == MONEY || tmp->type == GEM) 1155#if 0
1156 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1157 if (tmp->name != NULL)
1218 { 1158 {
1219 pick_up (op, tmp); 1159 fprintf (stderr, "%s", tmp->name);
1220 continue;
1221 } 1160 }
1222 }
1223
1224 /* rings & amulets - talismans seems to be typed AMULET */
1225 if (op->contr->mode & PU_JEWELS)
1226 if (tmp->type == RING || tmp->type == AMULET)
1227 {
1228 pick_up (op, tmp);
1229 continue;
1230 }
1231
1232 /* we don't forget dragon food */
1233 if (op->contr->mode & PU_FLESH)
1234 if (tmp->type == FLESH)
1235 {
1236 pick_up (op, tmp);
1237 continue;
1238 }
1239
1240 /* bows and arrows. Bows are good for selling! */
1241 if (op->contr->mode & PU_BOW)
1242 if (tmp->type == BOW)
1243 {
1244 pick_up (op, tmp);
1245 continue;
1246 }
1247
1248 if (op->contr->mode & PU_ARROW)
1249 if (tmp->type == ARROW)
1250 {
1251 pick_up (op, tmp);
1252 continue;
1253 }
1254
1255 /* all kinds of armor etc. */
1256 if (op->contr->mode & PU_ARMOUR)
1257 if (tmp->type == ARMOUR)
1258 {
1259 pick_up (op, tmp);
1260 continue;
1261 }
1262
1263 if (op->contr->mode & PU_HELMET)
1264 if (tmp->type == HELMET)
1265 {
1266 pick_up (op, tmp);
1267 continue;
1268 }
1269
1270 if (op->contr->mode & PU_SHIELD)
1271 if (tmp->type == SHIELD)
1272 {
1273 pick_up (op, tmp);
1274 continue;
1275 }
1276
1277 if (op->contr->mode & PU_BOOTS)
1278 if (tmp->type == BOOTS)
1279 {
1280 pick_up (op, tmp);
1281 continue;
1282 }
1283
1284 if (op->contr->mode & PU_GLOVES)
1285 if (tmp->type == GLOVES)
1286 {
1287 pick_up (op, tmp);
1288 continue;
1289 }
1290
1291 if (op->contr->mode & PU_CLOAK)
1292 if (tmp->type == CLOAK)
1293 {
1294 pick_up (op, tmp);
1295 continue;
1296 }
1297
1298 /* hoping to catch throwing daggers here */
1299 if (op->contr->mode & PU_MISSILEWEAPON)
1300 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1301 {
1302 pick_up (op, tmp);
1303 continue;
1304 }
1305
1306 /* careful: chairs and tables are weapons! */
1307 if (op->contr->mode & PU_ALLWEAPON)
1308 {
1309 if (tmp->type == WEAPON && tmp->name != NULL)
1310 {
1311 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1312 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1313 {
1314 pick_up (op, tmp);
1315 continue;
1316 }
1317 }
1318
1319 if (tmp->type == WEAPON && tmp->name == NULL)
1320 {
1321 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1322 {
1323 pick_up (op, tmp);
1324 continue;
1325 }
1326 }
1327 }
1328
1329 /* misc stuff that's useful */
1330 if (op->contr->mode & PU_KEY)
1331 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1332 {
1333 pick_up (op, tmp);
1334 continue;
1335 }
1336
1337 /* any of the last 4 bits set means we use the ratio for value
1338 * pickups */
1339 if (op->contr->mode & PU_RATIO)
1340 {
1341 /* use value density to decide what else to grab */
1342 /* >=7 was >= op->contr->mode */
1343 /* >=7 is the old standard setting. Now we take the last 4 bits
1344 * and multiply them by 5, giving 0..15*5== 5..75 */
1345 wvratio = (op->contr->mode & PU_RATIO) * 5;
1346 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1347 {
1348 pick_up (op, tmp);
1349#if 0
1350 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1351 if (tmp->name != NULL)
1352 {
1353 fprintf (stderr, "%s", tmp->name);
1354 }
1355 else 1161 else
1356 fprintf (stderr, "%s", tmp->arch->name); 1162 fprintf (stderr, "%s", tmp->arch->archname);
1357 fprintf (stderr, ",%d] = ", tmp->type); 1163 fprintf (stderr, ",%d] = ", tmp->type);
1358 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))));
1359#endif 1165#endif
1166 CHK_PICK_PICKUP;
1360 continue; 1167 continue;
1361 }
1362 } 1168 }
1363 } /* the new pickup model */ 1169 } /* the new pickup model */
1364 } 1170 }
1365 1171
1366 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;
1367} 1208}
1368 1209
1369/* 1210/*
1370 * Find an arrow in the inventory and after that 1211 * Find an arrow in the inventory and after that
1371 * in the right type container (quiver). Pointer to the 1212 * in the right type container (quiver). Pointer to the
1372 * found object is returned. 1213 * found object is returned.
1373 */ 1214 */
1374object * 1215static object *
1375find_arrow (object *op, const char *type) 1216find_arrow (object *op, const char *type)
1376{ 1217{
1377 object *tmp = 0;
1378
1379 for (op = op->inv; op; op = op->below) 1218 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1380 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1381 tmp = find_arrow (op, type);
1382 else if (op->type == ARROW && op->race == type) 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);
1383 return op; 1227 return arrow;
1228 }
1384 1229
1385 return tmp; 1230 return 0;
1386} 1231}
1387 1232
1388/* 1233/*
1389 * 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
1390 * 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
1391 * 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
1392 * 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.
1393 */ 1238 */
1394object * 1239static object *
1395find_better_arrow (object *op, object *target, const char *type, int *better) 1240find_better_arrow (object *op, object *target, shstr_cmp type, int *better)
1396{ 1241{
1397 object *tmp = NULL, *arrow, *ntmp; 1242 object *tmp = NULL, *arrow, *ntmp;
1398 int attacknum, attacktype, betterby = 0, i; 1243 int attacknum, attacktype, betterby = 0, i;
1399 1244
1400 if (!type) 1245 if (!type)
1404 { 1249 {
1405 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))
1406 { 1251 {
1407 i = 0; 1252 i = 0;
1408 ntmp = find_better_arrow (arrow, target, type, &i); 1253 ntmp = find_better_arrow (arrow, target, type, &i);
1254
1409 if (i > betterby) 1255 if (i > betterby)
1410 { 1256 {
1411 tmp = ntmp; 1257 tmp = ntmp;
1412 betterby = i; 1258 betterby = i;
1413 } 1259 }
1414 } 1260 }
1415 else if (arrow->type == ARROW && arrow->race == type) 1261 else if (arrow->type == ARROW && arrow->race == type)
1416 { 1262 {
1417 /* allways prefer assasination/slaying */ 1263 /* allways prefer assasination/slaying */
1418 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race)) 1264 if (target->race && arrow->slaying.contains (target->race))
1419 { 1265 {
1420 if (arrow->attacktype & AT_DEATH) 1266 if (arrow->attacktype & AT_DEATH)
1421 { 1267 {
1422 *better = 100; 1268 *better = 100;
1423 return arrow; 1269 return arrow;
1431 else 1277 else
1432 { 1278 {
1433 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1279 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1434 { 1280 {
1435 attacktype = 1 << attacknum; 1281 attacktype = 1 << attacknum;
1436 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1282 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1437 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)
1438 { 1284 {
1439 tmp = arrow; 1285 tmp = arrow;
1440 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;
1441 } 1287 }
1442 } 1288 }
1289
1443 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1290 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1444 { 1291 {
1445 tmp = arrow; 1292 tmp = arrow;
1446 betterby = 2 + arrow->magic + arrow->stats.dam; 1293 betterby = 2 + arrow->magic + arrow->stats.dam;
1447 } 1294 }
1295
1448 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) 1296 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1449 { 1297 {
1450 tmp = arrow; 1298 tmp = arrow;
1451 betterby = 1 + arrow->magic + arrow->stats.dam; 1299 betterby = 1 + arrow->magic + arrow->stats.dam;
1452 } 1300 }
1453 } 1301 }
1454 } 1302 }
1455 } 1303 }
1304
1456 if (tmp == NULL && arrow == NULL) 1305 if (tmp == NULL && arrow == NULL)
1457 return find_arrow (op, type); 1306 return find_arrow (op, type);
1458 1307
1459 *better = betterby; 1308 *better = betterby;
1460 return tmp; 1309 return tmp;
1464 * find_better_arrow to find a decent arrow to use. 1313 * find_better_arrow to find a decent arrow to use.
1465 * op = the shooter 1314 * op = the shooter
1466 * type = bow->race 1315 * type = bow->race
1467 * dir = fire direction 1316 * dir = fire direction
1468 */ 1317 */
1469 1318static object *
1470object *
1471pick_arrow_target (object *op, const char *type, int dir) 1319pick_arrow_target (object *op, shstr_cmp type, int dir)
1472{ 1320{
1473 object *tmp = NULL; 1321 object *tmp = NULL;
1474 maptile *m; 1322 maptile *m;
1475 int i, mflags, found, number; 1323 int i, mflags, found, number;
1476 sint16 x, y; 1324 sint16 x, y;
1491 for (i = 0, found = 0; i < 20; i++) 1339 for (i = 0, found = 0; i < 20; i++)
1492 { 1340 {
1493 x += freearr_x[dir]; 1341 x += freearr_x[dir];
1494 y += freearr_y[dir]; 1342 y += freearr_y[dir];
1495 mflags = get_map_flags (m, &m, x, y, &x, &y); 1343 mflags = get_map_flags (m, &m, x, y, &x, &y);
1344
1496 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) 1345 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1497 { 1346 {
1498 tmp = NULL; 1347 tmp = 0;
1499 break; 1348 break;
1500 } 1349 }
1501 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)
1502 { 1351 {
1503 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1352 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1504 * perhaps a bad assumption. 1353 * perhaps a bad assumption.
1505 */ 1354 */
1506 tmp = NULL; 1355 tmp = 0;
1507 break; 1356 break;
1508 } 1357 }
1358
1509 if (mflags & P_IS_ALIVE) 1359 if (mflags & P_IS_ALIVE)
1510 {
1511 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)
1512 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 1361 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1513 {
1514 found++;
1515 break;
1516 }
1517 if (found)
1518 break; 1362 break;
1519 }
1520 } 1363 }
1521 if (tmp == NULL) 1364
1365 if (!tmp)
1522 return find_arrow (op, type); 1366 return find_arrow (op, type);
1523 1367
1524 if (tmp->head) 1368 if (tmp->head)
1525 tmp = tmp->head; 1369 tmp = tmp->head;
1526 1370
1539 */ 1383 */
1540int 1384int
1541fire_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)
1542{ 1386{
1543 object *left, *bow; 1387 object *left, *bow;
1544 int bowspeed, mflags; 1388 int mflags;
1545 maptile *m; 1389 maptile *m;
1546 1390
1547 if (!dir) 1391 if (!dir)
1548 { 1392 {
1549 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!");
1550 return 0; 1394 return 0;
1551 } 1395 }
1552 1396
1553 if (op->type == PLAYER) 1397 if (op->contr)
1554 bow = op->contr->ranges[range_bow]; 1398 bow = op->current_weapon;
1555 else 1399 else
1556 { 1400 {
1557 for (bow = op->inv; bow; bow = bow->below) 1401 for (bow = op->inv; bow; bow = bow->below)
1558 /* 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
1559 * 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.
1564 if (!bow) 1408 if (!bow)
1565 { 1409 {
1566 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1410 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1567 return 0; 1411 return 0;
1568 } 1412 }
1413
1414 // optimisation: move object to top so we will find it quickly again
1415 splay (bow);
1569 } 1416 }
1570 1417
1571 if (!bow->race || !bow->skill) 1418 if (!bow->race || !bow->skill)
1572 { 1419 {
1573 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);
1574 return 0; 1421 return 0;
1575 } 1422 }
1576
1577 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1578
1579 /* penalize ROF for bestarrow */
1580 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1581 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1582
1583 if (bowspeed < 1)
1584 bowspeed = 1;
1585 1423
1586 if (arrow == NULL) 1424 if (arrow == NULL)
1587 { 1425 {
1588 if ((arrow = find_arrow (op, bow->race)) == NULL) 1426 if ((arrow = find_arrow (op, bow->race)) == NULL)
1589 { 1427 {
1608 } 1446 }
1609 1447
1610 /* this should not happen, but sometimes does */ 1448 /* this should not happen, but sometimes does */
1611 if (arrow->nrof == 0) 1449 if (arrow->nrof == 0)
1612 { 1450 {
1451 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1613 arrow->destroy (); 1452 arrow->destroy ();
1614 return 0; 1453 return 0;
1615 } 1454 }
1616 1455
1617 left = arrow; /* these are arrows left to the player */ 1456 left = arrow; /* these are arrows left to the player */
1618 arrow = get_split_ob (arrow, 1); 1457 arrow = arrow->split ();
1619 if (!arrow) 1458 if (!arrow)
1620 { 1459 {
1621 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);
1622 return 0; 1461 return 0;
1623 } 1462 }
1624 1463
1625 arrow->set_owner (op); 1464 arrow->set_owner (op);
1626 arrow->skill = bow->skill; 1465 arrow->skill = bow->skill;
1627 arrow->direction = dir; 1466 arrow->direction = dir;
1628 1467
1629 if (op->type == PLAYER)
1630 {
1631 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1632 op->update_stats ();
1633 }
1634
1635 SET_ANIMATION (arrow, arrow->direction);
1636
1637 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1468 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1638 arrow->stats.hp = arrow->stats.dam; 1469 arrow->stats.hp = arrow->stats.dam;
1639 arrow->stats.grace = arrow->attacktype; 1470 arrow->stats.grace = arrow->attacktype;
1471 arrow->custom_name = arrow->slaying;
1640 1472
1641 if (arrow->slaying) 1473#if 0
1642 arrow->spellarg = strdup (arrow->slaying); 1474 if (player *pl = op->contr)
1475 {
1476 float speed = pl->weapon_sp;
1643 1477
1644 arrow->stats.dam += op->stats.dam + arrow->magic; 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);
1645 1489
1646 /* update the speed */ 1490 /* update the speed */
1647 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 1491 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1648 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0; 1492 + bow->stats.dam / 7.f;
1649 1493
1650 arrow->set_speed (max (arrow->speed, 1.0)); 1494 arrow->set_speed (max (arrow->speed, 2.f));
1651 arrow->speed_left = 0; 1495 arrow->speed_left = 0;
1652 1496
1653 arrow->stats.wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc; 1497 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1654 1498
1655 if (op->type == PLAYER) 1499 if (op->type == PLAYER)
1656 { 1500 {
1657 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; 1501 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1658 arrow->stats.wc -= dex_bonus[op->stats.Dex]; 1502 wc -= dex_bonus[op->stats.Dex];
1659 1503
1660 if (!arrow->slaying) 1504 if (!arrow->slaying)
1661 arrow->slaying = op->slaying; 1505 arrow->slaying = op->slaying;
1506
1507 arrow->attacktype |= op->attacktype;
1662 } 1508 }
1663 else 1509 else
1664 { 1510 {
1665 arrow->level = op->level; 1511 arrow->level = op->level;
1666 arrow->stats.wc -= bow->magic; 1512 arrow->stats.wc -= bow->magic;
1667 1513
1668 if (!arrow->slaying) 1514 if (!arrow->slaying)
1669 arrow->slaying = bow->slaying; 1515 arrow->slaying = bow->slaying;
1670 }
1671 1516
1672 arrow->stats.wc -= arrow->level;
1673
1674 arrow->attacktype |= bow->attacktype; 1517 arrow->attacktype |= bow->attacktype;
1518 }
1675 1519
1520 wc -= arrow->level;
1521 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1522
1523 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1676 arrow->move_type = MOVE_FLY_LOW; 1524 arrow->move_type = MOVE_FLY_LOW;
1677 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1525 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1678 1526
1679 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1527 op->play_sound (sound_find ("fire_arrow"));
1680 m->insert (arrow, sx, sy, op); 1528 m->insert (arrow, sx, sy, op);
1681 1529
1682 if (!arrow->destroyed ()) 1530 if (!arrow->destroyed ())
1683 move_arrow (arrow); 1531 move_arrow (arrow);
1684
1685 if (op->type == PLAYER)
1686 {
1687 if (left->destroyed ())
1688 esrv_del_item (op->contr, left->count);
1689 else
1690 esrv_send_item (op, left);
1691 }
1692 1532
1693 return 1; 1533 return 1;
1694} 1534}
1695 1535
1696/* Special fire code for players - this takes into 1536/* Special fire code for players - this takes into
1698 * but monsters can't. Putting that code here 1538 * but monsters can't. Putting that code here
1699 * makes the fire_bow code much cleaner. 1539 * makes the fire_bow code much cleaner.
1700 * this function should only be called if 'op' is a player, 1540 * this function should only be called if 'op' is a player,
1701 * hence the function name. 1541 * hence the function name.
1702 */ 1542 */
1703int 1543static int
1704player_fire_bow (object *op, int dir) 1544player_fire_bow (object *op, int dir)
1705{ 1545{
1706 int ret = 0, wcmod = 0; 1546 int ret;
1707 1547
1708 if (op->contr->bowtype == bow_bestarrow) 1548 if (op->contr->bowtype == bow_bestarrow)
1709 { 1549 {
1710 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);
1711 } 1551 }
1712 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)
1713 { 1553 {
1714 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1554 int wcmod = similar_direction (dir, op->contr->bowtype - bow_n + 1) ? 0 : -1;
1715 wcmod = -1;
1716
1717 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);
1718 } 1556 }
1719 else if (op->contr->bowtype == bow_threewide) 1557 else if (op->contr->bowtype == bow_threewide)
1720 { 1558 {
1721 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);
1722 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)]);
1723 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)]);
1724 } 1562 }
1725 else if (op->contr->bowtype == bow_spreadshot) 1563 else if (op->contr->bowtype == bow_spreadshot)
1726 { 1564 {
1727 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);
1728 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);
1729 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);
1730
1731 } 1568 }
1732 else 1569 else
1733 { 1570 {
1734 /* Simple case */ 1571 /* Simple case */
1735 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);
1736 } 1573 }
1574
1737 return ret; 1575 return ret;
1738} 1576}
1739
1740 1577
1741/* Fires a misc (wand/rod/horn) object in 'dir'. 1578/* Fires a misc (wand/rod/horn) object in 'dir'.
1742 * Broken apart from 'fire' to keep it more readable. 1579 * Broken apart from 'fire' to keep it more readable.
1743 */ 1580 */
1744void 1581static void
1745fire_misc_object (object *op, int dir) 1582fire_misc_object (object *op, int dir)
1746{ 1583{
1747 object *item; 1584 object *item = op->contr->ranged_ob;
1748 1585
1749 if (!op->contr->ranges[range_misc]) 1586 if (!item)
1750 { 1587 {
1751 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.");
1752 return; 1589 return;
1753 } 1590 }
1754 1591
1755 item = op->contr->ranges[range_misc];
1756 if (!item->inv) 1592 if (!item->inv)
1757 { 1593 {
1758 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1594 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1759 return; 1595 return;
1760 } 1596 }
1597
1598 if (!op->apply (item))
1599 return;
1600
1761 if (item->type == WAND) 1601 if (item->type == WAND)
1762 { 1602 {
1763 if (item->stats.food <= 0) 1603 if (item->stats.food <= 0)
1764 { 1604 {
1765 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1605 op->contr->play_sound (sound_find ("wand_poof"));
1766 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
1767 return; 1608 return;
1768 } 1609 }
1769 } 1610 }
1770 else if (item->type == ROD || item->type == HORN) 1611 else if (item->type == ROD || item->type == HORN)
1771 { 1612 {
1772 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))
1773 { 1618 {
1774 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1619 op->contr->play_sound (sound_find ("wand_poof"));
1620
1775 if (item->type == ROD) 1621 if (item->type == ROD)
1776 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));
1777 else 1623 else
1778 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
1779 return; 1626 return;
1780 } 1627 }
1781 } 1628 }
1782 1629
1783 if (cast_spell (op, item, dir, item->inv, NULL)) 1630 if (cast_spell (op, item, dir, item->inv, NULL))
1784 { 1631 {
1785 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
1786 if (item->type == WAND) 1634 if (item->type == WAND)
1787 { 1635 {
1788 if (!(--item->stats.food)) 1636 if (!(--item->stats.food))
1789 { 1637 {
1790 object *tmp; 1638 object *tmp;
1791 1639
1792 if (item->arch) 1640 if (item->arch)
1793 { 1641 {
1794 CLEAR_FLAG (item, FLAG_ANIMATE); 1642 CLEAR_FLAG (item, FLAG_ANIMATE);
1795 item->face = item->arch->clone.face; 1643 item->face = item->arch->face;
1796 item->set_speed (0); 1644 item->set_speed (0);
1797 } 1645 }
1798 1646
1799 if ((tmp = item->in_player ())) 1647 if (object *pl = item->visible_to ())
1800 esrv_update_item (UPD_ANIM, tmp, item); 1648 esrv_update_item (UPD_ANIM, pl, item);
1801 } 1649 }
1802 } 1650 }
1803 else if (item->type == ROD || item->type == HORN) 1651 else if (item->type == ROD || item->type == HORN)
1804 drain_rod_charge (item); 1652 drain_rod_charge (item);
1805 } 1653 }
1806} 1654}
1807 1655
1808/* Received a fire command for the player - go and do it. 1656/* Received a fire command for the player - go and do it.
1809 */ 1657 */
1810void 1658bool
1811fire (object *op, int dir) 1659fire (object *who, int dir)
1812{ 1660{
1813 int spellcost = 0; 1661 int spellcost = 0;
1814 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
1815 /* check for loss of invisiblity/hide */ 1684 /* check for loss of invisiblity/hide */
1816 if (action_makes_visible (op)) 1685 if (action_makes_visible (who))
1817 make_visible (op); 1686 make_visible (who);
1818 1687
1819 switch (op->contr->shoottype) 1688 switch (ob->type)
1820 { 1689 {
1821 case range_none: 1690 case BOW:
1822 return;
1823
1824 case range_bow:
1825 player_fire_bow (op, dir); 1691 player_fire_bow (who, dir);
1826 return; 1692 break;
1827 1693
1828 case range_magic: /* Casting spells */ 1694 case SPELL:
1829 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);
1830 return; 1696 break;
1831 1697
1832 case range_misc: 1698 case BUILDER:
1833 fire_misc_object (op, dir);
1834 return;
1835
1836 case range_golem: /* Control summoned monsters from scrolls */
1837 control_golem (op->contr->ranges[range_golem], dir);
1838 return;
1839
1840 case range_skill:
1841 if (!op->chosen_skill)
1842 {
1843 if (op->type == PLAYER)
1844 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
1845
1846 return;
1847 }
1848
1849 do_skill (op, op, op->chosen_skill, dir, NULL);
1850 return;
1851 case range_builder:
1852 apply_map_builder (op, dir); 1699 apply_map_builder (who, dir);
1853 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
1854 default: 1710 default:
1855 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type."); 1711 fire_misc_object (who, dir);
1856 return; 1712 break;
1857 } 1713 }
1858}
1859 1714
1860/* find_key 1715 return true;
1861 * We try to find a key for the door as passed. If we find a key 1716}
1862 * and successfully use it, we return the key, otherwise NULL 1717
1863 * This function merges both normal and locked door, since the logic 1718static object *
1864 * for both is the same - just the specific key is different.
1865 * pl is the player,
1866 * inv is the objects inventory to searched
1867 * door is the door we are trying to match against.
1868 * This function can be called recursively to search containers.
1869 */
1870object *
1871find_key (object *pl, object *container, object *door) 1719find_key_ (object *pl, object *container, object *door)
1872{ 1720{
1873 object *tmp, *key; 1721 object *tmp, *key;
1874 1722
1875 /* Should not happen, but sanity checking is never bad */ 1723 /* Should not happen, but sanity checking is never bad */
1876 if (!container->inv) 1724 if (!container->inv)
1879 /* 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 */
1880 for (tmp = container->inv; tmp; tmp = tmp->below) 1728 for (tmp = container->inv; tmp; tmp = tmp->below)
1881 { 1729 {
1882 if (door->type == DOOR && tmp->type == KEY) 1730 if (door->type == DOOR && tmp->type == KEY)
1883 break; 1731 break;
1732
1884 /* For sanity, we should really check door type, but other stuff 1733 /* For sanity, we should really check door type, but other stuff
1885 * (like containers) can be locked with special keys 1734 * (like containers) can be locked with special keys
1886 */ 1735 */
1887 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1736 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1888 break; 1737 break;
1894 * a key, return 1743 * a key, return
1895 */ 1744 */
1896 if (!tmp) 1745 if (!tmp)
1897 { 1746 {
1898 for (tmp = container->inv; tmp; tmp = tmp->below) 1747 for (tmp = container->inv; tmp; tmp = tmp->below)
1899 {
1900 /* No reason to search empty containers */ 1748 /* No reason to search empty containers */
1901 if (tmp->type == CONTAINER && tmp->inv) 1749 if (tmp->type == CONTAINER && tmp->inv)
1902 {
1903 if ((key = find_key (pl, tmp, door))) 1750 if ((key = find_key_ (pl, tmp, door)))
1904 return key; 1751 return key;
1905 }
1906 }
1907 1752
1908 if (!tmp) 1753 if (!tmp)
1909 return NULL; 1754 return 0;
1910 } 1755 }
1911 1756
1912 /* 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,
1913 * see if we actually want to use it 1758 * see if we actually want to use it
1914 */ 1759 */
1915 if (pl != container) 1760 if (pl != container)
1916 { 1761 {
1917 /* Only let players use keys in containers */ 1762 /* Only let players use keys in containers */
1918 if (!pl->contr) 1763 if (!pl->contr)
1919 return NULL; 1764 return 0;
1765
1920 /* cases where this fails: 1766 /* cases where this fails:
1921 * If we only search the player inventory, return now since we 1767 * If we only search the player inventory, return now since we
1922 * are not in the players inventory. 1768 * are not in the players inventory.
1923 * If the container is not active, return now since only active 1769 * If the container is not active, return now since only active
1924 * containers can be used. 1770 * containers can be used.
1928 * inv must have been an container and must have been active. 1774 * inv must have been an container and must have been active.
1929 * 1775 *
1930 * Change the color so that the message doesn't disappear with 1776 * Change the color so that the message doesn't disappear with
1931 * all the others. 1777 * all the others.
1932 */ 1778 */
1933 if (pl->contr->usekeys == key_inventory || 1779 if (pl->contr->usekeys == key_inventory
1934 !QUERY_FLAG (container, FLAG_APPLIED) || 1780 || !QUERY_FLAG (container, FLAG_APPLIED)
1935 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys")))) 1781 || (pl->contr->usekeys == keyrings && container->race != shstr_keys))
1936 { 1782 {
1937 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1783 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1938 "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));
1939 return NULL; 1785 return NULL;
1940 } 1786 }
1941 } 1787 }
1942 1788
1943 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);
1944} 1815}
1945 1816
1946/* moved door processing out of move_player_attack. 1817/* moved door processing out of move_player_attack.
1947 * returns 1 if player has opened the door with a key 1818 * returns 1 if player has opened the door with a key
1948 * such that the caller should not do anything more, 1819 * such that the caller should not do anything more,
1949 * 0 otherwise 1820 * 0 otherwise
1950 */ 1821 */
1951static int 1822static int
1952player_attack_door (object *op, object *door) 1823player_attack_door (object *op, object *door)
1953{ 1824{
1954 /* 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,
1955 * 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 -
1956 * otherwise, we fall through to the rest of the code. 1827 * otherwise, we fall through to the rest of the code.
1957 */ 1828 */
1958 object *key = find_key (op, op, door); 1829 object *key = find_key (op, op, door);
1959 1830
1960 /* IF we found a key, do some extra work */ 1831 /* If we found a key, do some extra work */
1961 if (key) 1832 if (key)
1962 { 1833 {
1963 object *container = key->env; 1834 object *container = key->env;
1964 1835
1965 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1966 if (action_makes_visible (op)) 1836 if (action_makes_visible (op))
1967 make_visible (op); 1837 make_visible (op);
1838
1968 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1839 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1969 spring_trap (door->inv, op); 1840 spring_trap (door->inv, op);
1970 1841
1971 if (door->type == DOOR) 1842 if (door->type == DOOR)
1972 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 */
1973 else if (door->type == LOCKED_DOOR) 1844 else if (door->type == LOCKED_DOOR)
1974 { 1845 {
1975 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);
1976 remove_door2 (door); /* remove door without violence ;-) */ 1847 remove_door2 (door); /* remove door without violence ;-) */
1977 } 1848 }
1978 1849
1979 /* Do this after we print the message */ 1850 /* Do this after we print the message */
1980 decrease_ob (key); /* Use up one of the keys */ 1851 key->decrease (); /* Use up one of the keys */
1981 /* Need to update the weight the container the key was in */
1982 if (container != op)
1983 esrv_update_item (UPD_WEIGHT, op, container);
1984 1852
1985 return 1; /* Nothing more to do below */ 1853 return 1; /* Nothing more to do below */
1986 } 1854 }
1987 else if (door->type == LOCKED_DOOR) 1855 else if (door->type == LOCKED_DOOR)
1988 { 1856 {
1989 /* Might as well return now - no other way to open this */ 1857 /* Might as well return now - no other way to open this */
1990 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...");
1991 return 1; 1859 return 1;
1992 } 1860 }
1993 1861
1994 return 0; 1862 return 0;
1995} 1863}
1998 * It should keep the code cleaner. 1866 * It should keep the code cleaner.
1999 * When this is called, the players direction has been updated 1867 * When this is called, the players direction has been updated
2000 * (taking into account confusion.) The player is also actually 1868 * (taking into account confusion.) The player is also actually
2001 * going to try and move (not fire weapons). 1869 * going to try and move (not fire weapons).
2002 */ 1870 */
2003void 1871bool
2004move_player_attack (object *op, int dir) 1872move_player_attack (object *op, int dir)
2005{ 1873{
2006 object *tmp, *mon; 1874 if (!op->contr->braced && op->speed_left > 0.f && op->move (dir))
2007 sint16 nx, ny; 1875 {
2008 int on_battleground; 1876 --op->speed_left;
2009 maptile *m; 1877 return true;
1878 }
2010 1879
2011 nx = freearr_x[dir] + op->x; 1880 sint16 nx = freearr_x[dir] + op->x;
2012 ny = freearr_y[dir] + op->y; 1881 sint16 ny = freearr_y[dir] + op->y;
2013 1882
2014 on_battleground = op_on_battleground (op, 0, 0); 1883 if (out_of_map (op->map, nx, ny))
1884 return false;
2015 1885
2016 /* 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
2017 * 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
2018 * 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
2019 * player. This is a pretty nasty hack, because if we could 1889 * player. This is a pretty nasty hack, because if we could
2020 * 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
2021 * 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
2022 * 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
2023 * move_ob uses. 1893 * move_ob uses.
2024 */ 1894 */
2025 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;
2026 { 1910 }
2027 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;
2028 { 1923 }
2029 m = op->map->xy_find (nx, ny); 1924
2030 if (!m) 1925 /* The following deals with possibly attacking peaceful
2031 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;
2032 } 1958 }
2033 else 1959 else
2034 m = op->map;
2035
2036 if (!(tmp = m->at (nx, ny).bot))
2037 return; 1960 return false;
1961 }
2038 1962
2039 mon = 0; 1963 bool on_battleground = op_on_battleground (op, 0, 0);
2040 /* Go through all the objects, and find ones of interest. Only stop if
2041 * we find a monster - that is something we know we want to attack.
2042 * if its a door or barrel (can roll) see if there may be monsters
2043 * on the space
2044 */
2045 while (tmp)
2046 {
2047 if (tmp == op)
2048 {
2049 tmp = tmp->above;
2050 continue;
2051 }
2052 1964
2053 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2054 {
2055 mon = tmp;
2056 break;
2057 }
2058
2059 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2060 mon = tmp;
2061
2062 tmp = tmp->above;
2063 }
2064
2065 if (!mon) /* This happens anytime the player tries to move */
2066 return; /* into a wall */
2067
2068 if (mon->head)
2069 mon = mon->head;
2070
2071 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2072 if (player_attack_door (op, mon))
2073 return;
2074
2075 /* The following deals with possibly attacking peaceful
2076 * or frienddly creatures. Basically, all players are considered
2077 * unaggressive. If the moving player has peaceful set, then the
2078 * object should be pushed instead of attacked. It is assumed that
2079 * if you are braced, you will not attack friends accidently,
2080 * and thus will not push them.
2081 */
2082
2083 /* If the creature is a pet, push it even if the player is not
2084 * peaceful. Our assumption is the creature is a pet if the
2085 * player owns it and it is either friendly or unagressive.
2086 */
2087 if ((op->type == PLAYER)
2088#if COZY_SERVER
2089 &&
2090 ((mon->owner && mon->owner->contr
2091 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op)
2092#else
2093 && mon->owner == op
2094#endif
2095 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2096 {
2097 /* If we're braced, we don't want to switch places with it */
2098 if (op->contr->braced)
2099 return;
2100
2101 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2102 (void) push_ob (mon, dir, op);
2103 if (op->contr->tmp_invis || op->hide)
2104 make_visible (op);
2105
2106 return;
2107 }
2108
2109 /* in certain circumstances, you shouldn't attack friendly 1965 /* in certain circumstances, you shouldn't attack friendly
2110 * creatures. Note that if you are braced, you can't push 1966 * creatures. Note that if you are braced, you can't push
2111 * 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
2112 * attack them either. 1968 * attack them either.
2113 */ 1969 */
2114 if ((mon->type == PLAYER || mon->enemy != op) && 1970 if ((mon->type == PLAYER || mon->enemy != op)
2115 (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))
2116#ifdef PROHIBIT_PLAYERKILL
2117 (op->contr->peaceful 1972 && ((op->contr->peaceful
2118 || (mon->type == PLAYER 1973 || (mon->type == PLAYER && mon->contr->peaceful))
2119 && mon->contr->
2120 peaceful)) &&
2121#else
2122 op->contr->peaceful &&
2123#endif
2124 !on_battleground)) 1974 && !on_battleground))
1975 {
1976 if (op->speed_left > 0.f)
2125 { 1977 {
1978 --op->speed_left;
1979
2126 if (!op->contr->braced) 1980 if (!op->contr->braced)
2127 { 1981 {
2128 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 1982 op->play_sound (sound_find ("push_player"));
2129 push_ob (mon, dir, op); 1983 push_ob (mon, dir, op);
2130 } 1984 }
2131 else 1985 else
2132 new_draw_info (0, 0, op, "You withhold your attack"); 1986 op->statusmsg ("You withhold your attack");
2133 1987
2134 if (op->contr->tmp_invis || op->hide) 1988 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
2135 make_visible (op); 1989 make_visible (op);
2136 }
2137 1990
1991 return true;
1992 }
1993 }
2138 /* If the object is a boulder or other rollable object, then 1994 /* If the object is a boulder or other rollable object, then
2139 * 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.
2140 */ 1996 */
2141 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)
2142 { 2000 {
2001 --op->speed_left;
2002
2143 recursive_roll (mon, dir, op); 2003 recursive_roll (mon, dir, op);
2144 if (action_makes_visible (op)) 2004 if (action_makes_visible (op))
2145 make_visible (op); 2005 make_visible (op);
2146 }
2147 2006
2007 return true;
2008 }
2009 }
2148 /* Any generic living creature. Including things like doors. 2010 /* Any generic living creature. Including things like doors.
2149 * 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
2150 * and be living. Then, it must be one of the following: 2012 * and be living. Then, it must be one of the following:
2151 * 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
2152 * 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.
2153 */ 2015 */
2154 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2016 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2155 ((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)))
2156 { 2018 {
2157 2019 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2158 /* If the player hasn't hit something this tick, and does
2159 * so, give them speed boost based on weapon speed. Doing
2160 * it here is better than process_players2, which basically
2161 * incurred a 1 tick offset.
2162 */
2163 if (!op->contr->has_hit)
2164 { 2020 {
2165 op->speed_left += op->speed / op->contr->weapon_sp; 2021 --op->contr->weapon_sp_left;
2166
2167 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2168 }
2169 2022
2170 skill_attack (mon, op, 0, 0, 0); 2023 skill_attack (mon, op, 0, 0, 0);
2171
2172 /* If attacking another player, that player gets automatic
2173 * hitback, and doesn't loose luck either.
2174 * Disable hitback on the battleground or if the target is
2175 * the wiz.
2176 */
2177 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2178 {
2179 short luck = mon->stats.luck;
2180
2181 mon->contr->has_hit = 1;
2182 skill_attack (op, mon, 0, 0, 0);
2183 mon->stats.luck = luck;
2184 }
2185 2024
2186 if (action_makes_visible (op)) 2025 if (action_makes_visible (op))
2187 make_visible (op); 2026 make_visible (op);
2188 }
2189 } /* if player should attack something */
2190}
2191 2027
2192int 2028 return true;
2029 }
2030 }
2031
2032 return false;
2033}
2034
2035bool
2193move_player (object *op, int dir) 2036move_player (object *op, int dir)
2194{ 2037{
2195 int pick;
2196
2197 if (!op->map || op->map->in_memory != MAP_IN_MEMORY) 2038 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2198 return 0; 2039 return 0;
2199 2040
2200 /* Sanity check: make sure dir is valid */ 2041 /* Sanity check: make sure dir is valid */
2201 if ((dir < 0) || (dir >= 9)) 2042 if (dir < 0 || dir >= 9)
2202 { 2043 {
2203 LOG (llevError, "move_player: invalid direction %d\n", dir); 2044 LOG (llevError, "move_player: invalid direction %d\n", dir);
2204 return 0; 2045 return 0;
2205 } 2046 }
2206 2047
2208 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2049 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2209 dir = absdir (dir + rndm (3) + rndm (3) - 2); 2050 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2210 2051
2211 op->facing = dir; 2052 op->facing = dir;
2212 2053
2213 if (op->hide) 2054 if (op->flag [FLAG_HIDDEN])
2214 do_hidden_move (op); 2055 do_hidden_move (op);
2215 2056
2057 bool retval;
2058 int pick = 0;
2059
2216 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2060 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2217 /*nop */ ; 2061 retval = RESULT_INT (0);
2218 else if (op->contr->fire_on) 2062 else if (op->contr->fire_on)
2219 fire (op, dir); 2063 retval = fire (op, dir);
2220 else 2064 else
2221 { 2065 {
2222 move_player_attack (op, dir); 2066 retval = move_player_attack (op, dir);
2223 pick = check_pick (op); 2067 pick = check_pick (op);
2224 } 2068 }
2225 2069
2226 /* 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
2227 * server can handle repeat firing. 2071 * server can handle repeat firing.
2234 /* Update how the player looks. Use the facing, so direction may 2078 /* Update how the player looks. Use the facing, so direction may
2235 * get reset to zero. This allows for full animation capabilities 2079 * get reset to zero. This allows for full animation capabilities
2236 * for players. 2080 * for players.
2237 */ 2081 */
2238 animate_object (op, op->facing); 2082 animate_object (op, op->facing);
2239 return 0; 2083
2084 return retval;
2240} 2085}
2241 2086
2242/* 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
2243 * new client/server stuff. 2088 * new client/server stuff.
2244 * 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
2245 * the new speed values for commands. 2090 * the new speed values for commands.
2246 * 2091 *
2247 * 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.
2248 */ 2095 */
2249int 2096bool
2250handle_newcs_player (object *op) 2097handle_newcs_player (object *op)
2251{ 2098{
2252 if (QUERY_FLAG (op, FLAG_SCARED)) 2099 if (QUERY_FLAG (op, FLAG_SCARED))
2253 { 2100 {
2254 flee_player (op); 2101 if (op->speed_left > 0.f)
2255 /* If player is still scared, that is his action for this tick */
2256 if (QUERY_FLAG (op, FLAG_SCARED))
2257 { 2102 {
2258 op->speed_left--; 2103 --op->speed_left;
2104 flee_player (op);
2105
2259 return 0; 2106 return true;
2260 } 2107 }
2108 else
2109 return false;
2261 } 2110 }
2262 2111
2263 /* 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
2264 * the players time has been increased when doericserver has been 2113 * the players time has been increased when doericserver has been
2265 * called, so we recheck it here. 2114 * called, so we recheck it here.
2266 */ 2115 */
2267 if (op->contr->ns->handle_command ()) 2116 if (op->contr->ns->handle_command ())
2268 return 1; 2117 return true;
2269 2118
2270 if (op->speed_left > 0)
2271 {
2272 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2119 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2273 {
2274 /* All move commands take 1 tick, at least for now */
2275 op->speed_left--;
2276
2277 /* Instead of all the stuff below, let move_player take care
2278 * of it. Also, some of the skill stuff is only put in
2279 * there, as well as the confusion stuff.
2280 */
2281 move_player (op, op->direction); 2120 return move_player (op, op->direction);
2282 2121
2283 return op->speed_left > 0;
2284 }
2285 }
2286
2287 return 0; 2122 return false;
2288} 2123}
2289 2124
2290int 2125static int
2291save_life (object *op) 2126save_life (object *op)
2292{ 2127{
2293 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2128 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2294 return 0; 2129 return 0;
2295 2130
2296 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2131 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2297 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2132 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2298 { 2133 {
2299 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2134 op->play_sound (sound_find ("ob_evaporate"));
2300 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));
2301
2302 if (op->contr)
2303 esrv_del_item (op->contr, tmp->count);
2304 2136
2305 tmp->destroy (); 2137 tmp->destroy ();
2306 CLEAR_FLAG (op, FLAG_LIFESAVE); 2138 CLEAR_FLAG (op, FLAG_LIFESAVE);
2307 2139
2308 if (op->stats.hp < 0) 2140 if (op->stats.hp < 0)
2309 op->stats.hp = op->stats.maxhp; 2141 op->stats.hp = op->stats.maxhp;
2310 2142
2311 if (op->stats.food < 0) 2143 if (op->stats.food < 0)
2312 op->stats.food = 999; 2144 op->stats.food = MAX_FOOD;
2313 2145
2314 op->update_stats (); 2146 op->update_stats ();
2315 return 1; 2147 return 1;
2316 } 2148 }
2317 2149
2321 return 0; 2153 return 0;
2322} 2154}
2323 2155
2324/* 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
2325 * 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
2326 * 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
2327 * from. 2159 * from.
2328 */ 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
2329void 2177void
2330remove_unpaid_objects (object *op, object *env) 2178object::drop_unpaid_items ()
2331{ 2179{
2332 while (op) 2180 if (!flag [FLAG_REMOVED])
2333 { 2181 ::drop_unpaid_items (inv, this);
2334 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2335
2336 if (QUERY_FLAG (op, FLAG_UNPAID))
2337 {
2338 if (env->type == PLAYER)
2339 esrv_del_item (env->contr, op->count);
2340
2341 op->insert_at (env);
2342 }
2343 else if (op->inv)
2344 remove_unpaid_objects (op->inv, env);
2345
2346 op = next;
2347 }
2348}
2349
2350/*
2351 * Returns pointer a static string containing gravestone text
2352 * Moved from apply.c to player.c - player.c is what
2353 * actually uses this function. player.c may not be quite the
2354 * best, a misc file for object actions is probably better,
2355 * but there isn't one in the server directory.
2356 */
2357char *
2358gravestone_text (object *op)
2359{
2360 static char buf2[MAX_BUF];
2361 char buf[MAX_BUF];
2362 time_t now = time (NULL);
2363
2364 strcpy (buf2, " R.I.P.\n\n");
2365 if (op->type == PLAYER)
2366 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2367 else
2368 sprintf (buf, "%s\n", &op->name);
2369
2370 strncat (buf2, " ", 20 - strlen (buf) / 2);
2371 strcat (buf2, buf);
2372 if (op->type == PLAYER)
2373 sprintf (buf, "who was in level %d when killed\n", op->level);
2374 else
2375 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2376
2377 strncat (buf2, " ", 20 - strlen (buf) / 2);
2378 strcat (buf2, buf);
2379 if (op->type == PLAYER)
2380 {
2381 sprintf (buf, "by %s.\n\n", op->contr->killer);
2382 strncat (buf2, " ", 21 - strlen (buf) / 2);
2383 strcat (buf2, buf);
2384 }
2385
2386 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2387 strncat (buf2, " ", 20 - strlen (buf) / 2);
2388 strcat (buf2, buf);
2389
2390 return buf2;
2391} 2182}
2392 2183
2393void 2184void
2394do_some_living (object *op) 2185do_some_living (object *op)
2395{ 2186{
2447 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2238 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2448 else 2239 else
2449 { 2240 {
2450 gen_grace = op->stats.maxgrace; 2241 gen_grace = op->stats.maxgrace;
2451 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2242 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2452 }
2453
2454 /* Regenerate Spell Points */
2455 if (!op->contr->ranges[range_golem] && --op->last_sp < 0)
2456 {
2457 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2458 if (op->stats.sp < op->stats.maxsp)
2459 {
2460 op->stats.sp++;
2461 /* dms do not consume food */
2462 if (!QUERY_FLAG (op, FLAG_WIZ))
2463 {
2464 op->stats.food--;
2465 if (op->contr->digestion < 0)
2466 op->stats.food += op->contr->digestion;
2467 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2468 op->stats.food = last_food;
2469 }
2470 }
2471
2472 if (max_sp > 1)
2473 {
2474 over_sp = (gen_sp + 10) / rate_sp;
2475 if (over_sp > 0)
2476 {
2477 if (op->stats.sp < op->stats.maxsp)
2478 {
2479 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2480
2481 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2482 op->stats.sp--;
2483
2484 if (op->stats.sp > op->stats.maxsp)
2485 op->stats.sp = op->stats.maxsp;
2486 }
2487 op->last_sp = 0;
2488 }
2489 else
2490 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2491 }
2492 else
2493 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2494 } 2243 }
2495 2244
2496 /* Regenerate Grace */ 2245 /* Regenerate Grace */
2497 /* 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. */
2498 if (--op->last_grace < 0) 2247 if (--op->last_grace < 0)
2519 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);
2520 } 2269 }
2521 /* wearing stuff doesn't detract from grace generation. */ 2270 /* wearing stuff doesn't detract from grace generation. */
2522 } 2271 }
2523 2272
2273 if (op->stats.food > 0)
2274 {
2524 /* Regenerate Hit Points */ 2275 /* Regenerate Spell Points */
2525 if (--op->last_heal < 0) 2276 if (!op->contr->golem && --op->last_sp < 0)
2526 {
2527 if (op->stats.hp < op->stats.maxhp)
2528 { 2277 {
2529 op->stats.hp++; 2278 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2530 /* dms do not consume food */ 2279
2531 if (!QUERY_FLAG (op, FLAG_WIZ)) 2280 if (op->stats.sp < op->stats.maxsp)
2532 { 2281 {
2282 op->stats.sp++;
2283
2284 /* dms do not consume food */
2285 if (!QUERY_FLAG (op, FLAG_WIZ))
2286 {
2533 op->stats.food--; 2287 op->stats.food--;
2288
2534 if (op->contr->digestion < 0) 2289 if (op->contr->digestion < 0)
2535 op->stats.food += op->contr->digestion; 2290 op->stats.food += op->contr->digestion;
2536 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))
2537 op->stats.food = last_food; 2292 op->stats.food = last_food;
2293 }
2538 } 2294 }
2539 }
2540 2295
2541 if (max_hp > 1) 2296 if (max_sp > 1)
2542 {
2543 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2544 if (over_hp > 0)
2545 { 2297 {
2546 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
2547 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);
2548 } 2316 }
2549 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)
2550 { 2325 {
2551 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 }
2552 } 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);
2553 } 2351 }
2554 else 2352 else
2555 {
2556 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);
2557 } 2354 }
2558 } 2355 }
2559 2356
2560 /* Digestion */ 2357 /* Digestion */
2561 if (--op->last_eat < 0) 2358 if (--op->last_eat < 0)
2562 { 2359 {
2563#ifdef COZY_SERVER 2360 int bonus = max (0, op->contr->digestion),
2564 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion; 2361 penalty = max (0, -op->contr->digestion);
2565 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2566#else
2567 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2568#endif
2569 2362
2570 if (op->contr->gen_hp > 0)
2571 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);
2572 else
2573 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2574 2364
2575 /* dms do not consume food */ 2365 /* dms do not consume food */
2576 if (!QUERY_FLAG (op, FLAG_WIZ)) 2366 if (!QUERY_FLAG (op, FLAG_WIZ))
2577 op->stats.food--; 2367 op->stats.food--;
2578 } 2368 }
2579 2369
2580 if (op->stats.food < 0 && op->stats.hp >= 0) 2370 if (op->stats.food < 0 && op->stats.hp >= 0)
2581 { 2371 {
2582 object *tmp, *flesh = 0; 2372 object *flesh = 0;
2583 2373
2584 for (tmp = op->inv; tmp; tmp = tmp->below) 2374 for_inv_removable (op, tmp)
2585 { 2375 {
2586 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)
2587 { 2380 {
2588 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2381 op->statusmsg ("You blindly grab for a bite of food. "
2589 { 2382 "H<To prevent you from starving, you ate some random item from your backpack.>");
2590 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2383 op->apply (tmp);
2591 manual_apply (op, tmp, 0); 2384
2592 if (op->stats.food >= 0 || op->stats.hp < 0) 2385 if (op->stats.food >= 0 || op->stats.hp < 0)
2593 break; 2386 break;
2594 } 2387 }
2595 else if (tmp->type == FLESH) 2388 else if (tmp->type == FLESH)
2596 flesh = tmp; 2389 flesh = tmp;
2597 } /* End if paid for object */ 2390 }
2598 } /* end of for loop */
2599 2391
2600 /* 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
2601 * eat flesh instead. 2393 * eat flesh instead.
2602 */ 2394 */
2603 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2395 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2604 { 2396 {
2605 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.>");
2606 manual_apply (op, flesh, 0); 2399 op->apply (flesh);
2607 } 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)
2608 } 2409 {
2410 op->stats.hp += op->stats.food;
2411 op->stats.food = 0;
2609 2412
2610 while (op->stats.food < 0 && op->stats.hp >= 0) 2413 if (op->stats.hp < 0)
2611 op->stats.food++, op->stats.hp--; 2414 {
2415 op->contr->killer = archetype::get ("killer_starvation");
2416 op->contr->killer->destroy ();
2417 }
2418 }
2612 2419
2420 /* killer should be set here already */
2613 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2421 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2614 kill_player (op); 2422 kill_player (op);
2615 } 2423 }
2616} 2424}
2617 2425
2621 * file. 2429 * file.
2622 */ 2430 */
2623void 2431void
2624kill_player (object *op) 2432kill_player (object *op)
2625{ 2433{
2626 char buf[MAX_BUF];
2627 int x, y; 2434 int x, y;
2628
2629 //int i;
2630 maptile *map; /* this is for resurrection */ 2435 maptile *map; /* this is for resurrection */
2631
2632 /* int z;
2633 int num_stats_lose;
2634 int lost_a_stat;
2635 int lose_this_stat;
2636 int this_stat; */
2637 int will_kill_again; 2436 int will_kill_again;
2638 archetype *at; 2437 archetype *at;
2639 object *tmp; 2438 object *tmp;
2640 2439
2641 if (save_life (op)) 2440 if (save_life (op))
2642 return; 2441 return;
2643 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 }
2644 2478
2645 /* 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
2646 * 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.
2647 * Look at op_on_battleground() for more info --AndreasV 2481 * Look at op_on_battleground() for more info --AndreasV
2648 */ 2482 */
2649 if (op_on_battleground (op, &x, &y)) 2483 if (op_on_battleground (op, &x, &y))
2650 { 2484 {
2651 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";
2652 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2653
2654 /* restore player */
2655 at = archetype::find ("poisoning");
2656 if (object *tmp = present_arch_in_ob (at, op))
2657 {
2658 tmp->destroy ();
2659 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2660 }
2661
2662 at = archetype::find ("confusion");
2663 if (object *tmp = present_arch_in_ob (at, op))
2664 {
2665 tmp->destroy ();
2666 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2667 }
2668
2669 cure_disease (op, 0); /* remove any disease */
2670 op->stats.hp = op->stats.maxhp;
2671 if (op->stats.food <= 0)
2672 op->stats.food = 999;
2673 2486
2674 /* create a bodypart-trophy to make the winner happy */ 2487 /* create a bodypart-trophy to make the winner happy */
2675 if (object *tmp = arch_to_object (archetype::find ("finger"))) 2488 object *tmp = archetype::find (shstr_finger)->instance ();
2676 { 2489
2677 sprintf (buf, "%s's finger", &op->name); 2490 tmp->name = format ("%s's finger" , &op->name);
2678 tmp->name = buf; 2491 tmp->name_pl = format ("%s's fingers", &op->name);
2679 sprintf (buf, " This finger has been cut off %s\n" 2492 tmp->msg = format (
2680 " 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",
2681 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2494 &op->name, op->contr->title,
2682 tmp->msg = buf; 2495 (int)op->level,
2496 op->contr->killer_name ()
2497 );
2683 tmp->value = 0, tmp->type = 0; 2498 tmp->value = 0, tmp->type = 0;
2684 tmp->materialname = "organics"; 2499 tmp->material = name_to_material (shstr_organic);
2685 tmp->insert_at (op, tmp); 2500 tmp->insert_at (op, tmp);
2686 }
2687 2501
2688 /* teleport defeated player to new destination */ 2502 /* teleport defeated player to new destination */
2689 transfer_ob (op, x, y, 0, NULL); 2503 transfer_ob (op, x, y, 0, NULL);
2690 op->contr->braced = 0; 2504 op->contr->braced = 0;
2505
2506 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2691 return; 2507 return;
2692 } 2508 }
2693 2509
2510 deathtab << "You were killed by " << op->contr->killer_name () << ".\n\n";
2511 deathtab << "T<YOU HAVE DIED>\n\n";
2512
2694 INVOKE_PLAYER (DEATH, op->contr); 2513 INVOKE_PLAYER (DEATH, op->contr);
2695 2514
2696 command_kill_pets (op, 0); 2515 command_kill_pets (op, 0);
2697 2516
2698 if (op->stats.food < 0) 2517 op->contr->play_sound (sound_find ("player_dies"));
2699 {
2700 sprintf (buf, "%s starved to death.", &op->name);
2701 strcpy (op->contr->killer, "starvation");
2702 }
2703 else
2704 sprintf (buf, "%s died.", &op->name);
2705
2706 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2707 2518
2708 /* save the map location for corpse, gravestone */ 2519 /* save the map location for corpse, gravestone */
2709 x = op->x; 2520 x = op->x;
2710 y = op->y; 2521 y = op->y;
2711 map = op->map; 2522 map = op->map;
2739 2550
2740 lost_a_stat = 0; 2551 lost_a_stat = 0;
2741 2552
2742 for (z = 0; z < num_stats_lose; z++) 2553 for (z = 0; z < num_stats_lose; z++)
2743 { 2554 {
2744 i = RANDOM () % NUM_STATS; 2555 i = rndm (NUM_STATS);
2745 2556
2746 if (settings.stat_loss_on_death) 2557 if (settings.stat_loss_on_death)
2747 { 2558 {
2748 /* 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
2749 * what he lost. 2560 * what he lost.
2756 lost_a_stat = 1; 2567 lost_a_stat = 1;
2757 } 2568 }
2758 else 2569 else
2759 { 2570 {
2760 /* deplete a stat */ 2571 /* deplete a stat */
2761 archetype *deparch = archetype::find ("depletion"); 2572 archetype *deparch = archetype::find (shstr_depletion);
2762 object *dep; 2573 object *dep;
2763 2574
2764 dep = present_arch_in_ob (deparch, op); 2575 dep = present_arch_in_ob (deparch, op);
2765 if (!dep) 2576 if (!dep)
2766 { 2577 {
2767 dep = arch_to_object (deparch); 2578 dep = deparch->instance ();
2768 insert_ob_in_ob (dep, op); 2579 insert_ob_in_ob (dep, op);
2769 } 2580 }
2770 lose_this_stat = 1; 2581 lose_this_stat = 1;
2771 if (settings.balanced_stat_loss) 2582 if (settings.balanced_stat_loss)
2772 { 2583 {
2800 } 2611 }
2801 } 2612 }
2802 2613
2803 if (lose_this_stat) 2614 if (lose_this_stat)
2804 { 2615 {
2805 this_stat = get_attr_value (&(dep->stats), i); 2616 this_stat = get_attr_value (&dep->stats, i);
2806 /* We could try to do something clever like find another 2617 /* We could try to do something clever like find another
2807 * stat to reduce if this fails. But chances are, if 2618 * stat to reduce if this fails. But chances are, if
2808 * stats have been depleted to -50, all are pretty low 2619 * stats have been depleted to -50, all are pretty low
2809 * 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
2810 * difference. 2621 * difference.
2818 lost_a_stat = 1; 2629 lost_a_stat = 1;
2819 } 2630 }
2820 } 2631 }
2821 } 2632 }
2822 } 2633 }
2634
2823 /* If no stat lost, tell the player. */ 2635 /* If no stat lost, tell the player. */
2824 if (!lost_a_stat) 2636 if (!lost_a_stat)
2825 { 2637 {
2826 /* determine_god() seems to not work sometimes... why is this? 2638 /* determine_god() seems to not work sometimes... why is this?
2827 Should I be using something else? GD */ 2639 Should I be using something else? GD */
2828 const char *god = determine_god (op); 2640 shstr_tmp god = determine_god (op);
2829 2641
2830 if (god && (strcmp (god, "none"))) 2642 if (god != shstr_none)
2831 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";
2832 else 2644 else
2833 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";
2834 } 2646 }
2835#else 2647#else
2836 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.";
2837#endif 2649#endif
2838 2650
2839 /* Put a gravestone up where the character 'almost' died. List the 2651 /* Put a gravestone up where the character 'almost' died. List the
2840 * exp loss on the stone. 2652 * exp loss on the stone.
2841 */ 2653 */
2842 tmp = arch_to_object (archetype::find ("gravestone")); 2654 tmp = archetype::find (shstr_gravestone)->instance ();
2843 sprintf (buf, "%s's gravestone", &op->name); 2655 tmp->name = format ("%s's gravestone", &op->name);
2844 tmp->name = buf; 2656 tmp->name_pl = format ("%s's gravestones", &op->name);
2845 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",
2846 tmp->name_pl = buf; 2658 &op->name, op->contr->title, op->contr->killer_name ());
2847 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);
2848 tmp->msg = buf;
2849 tmp->x = op->x, tmp->y = op->y; 2659 tmp->x = op->x, tmp->y = op->y;
2850 insert_ob_in_map (tmp, op->map, NULL, 0); 2660 insert_ob_in_map (tmp, op->map, NULL, 0);
2851 2661
2852 /**************************************/ 2662 /**************************************/
2853 /* */ 2663 /* */
2854 /* Subtract the experience points, */ 2664 /* Subtract the experience points, */
2855 /* if we died cause of food, give us */
2856 /* food, and reset HP's... */
2857 /* */ 2665 /* */
2858 /**************************************/ 2666 /**************************************/
2859 2667
2860 /* remove any poisoning and confusion the character may be suffering. */
2861 /* restore player */
2862 at = archetype::find ("poisoning");
2863 tmp = present_arch_in_ob (at, op);
2864
2865 if (tmp)
2866 {
2867 tmp->destroy ();
2868 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2869 }
2870
2871 at = archetype::find ("confusion");
2872 tmp = present_arch_in_ob (at, op);
2873 if (tmp)
2874 {
2875 tmp->destroy ();
2876 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2877 }
2878
2879 cure_disease (op, 0); /* remove any disease */
2880
2881 /*add_exp(op, (op->stats.exp * -0.20)); */ 2668 /*add_exp(op, (op->stats.exp * -0.20)); */
2882 apply_death_exp_penalty (op); 2669 apply_death_exp_penalty (op);
2883 if (op->stats.food < 100)
2884 op->stats.food = 900;
2885 op->stats.hp = op->stats.maxhp;
2886 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2887 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2888 2670
2889 /* 2671 /*
2890 * Check to see if the player has any unpaid items. If so, remove them 2672 * Check to see if the player has any unpaid items. If so, remove them
2891 * and put them back in the map. 2673 * and put them back in the map.
2892 */ 2674 */
2893 remove_unpaid_objects (op->inv, op); 2675 op->drop_unpaid_items ();
2894 2676
2895 /****************************************/ 2677 /****************************************/
2896 /* */ 2678 /* */
2897 /* Move player to his current respawn- */ 2679 /* Move player to his current respawn- */
2898 /* position (usually last savebed) */ 2680 /* position (usually last savebed) */
2918 object *force; 2700 object *force;
2919 int at; 2701 int at;
2920 2702
2921 force = get_archetype (FORCE_NAME); 2703 force = get_archetype (FORCE_NAME);
2922 /* 50 ticks should be enough time for the spell to abate */ 2704 /* 50 ticks should be enough time for the spell to abate */
2923 force->speed = 0.1; 2705 force->speed = 0.1f;
2924 force->speed_left = -5.0; 2706 force->speed_left = -5.f;
2925 SET_FLAG (force, FLAG_APPLIED); 2707 SET_FLAG (force, FLAG_APPLIED);
2926 for (at = 0; at < NROFATTACKS; at++) 2708 for (at = 0; at < NROFATTACKS; at++)
2927 if (will_kill_again & (1 << at)) 2709 if (will_kill_again & (1 << at))
2928 force->resist[at] = 100; 2710 force->resist[at] = 100;
2929 2711
2930 insert_ob_in_ob (force, op); 2712 insert_ob_in_ob (force, op);
2931 op->update_stats (); 2713 op->update_stats ();
2932
2933 } 2714 }
2934 2715
2935 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2716 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2936} 2717}
2937 2718
2938void 2719static void
2939loot_object (object *op) 2720loot_object (object *op)
2940{ /* Grab and destroy some treasure */ 2721{ /* Grab and destroy some treasure */
2941 object *tmp, *tmp2, *next; 2722 object *tmp, *tmp2, *next;
2942 2723
2943 op->close_container (); /* close open sack first */ 2724 op->close_container (); /* close open sack first */
2957 2738
2958 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))))
2959 { 2740 {
2960 if (tmp->nrof > 1) 2741 if (tmp->nrof > 1)
2961 { 2742 {
2962 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2743 tmp->decrease (rndm (1, tmp->nrof - 1));
2963 tmp2->destroy ();
2964 insert_ob_in_map (tmp, op->map, NULL, 0); 2744 insert_ob_in_map (tmp, op->map, NULL, 0);
2965 } 2745 }
2966 else 2746 else
2967 tmp->destroy (); 2747 tmp->destroy ();
2968 } 2748 }
2975 * fix_weight(): Check recursively the weight of all players, and fix 2755 * fix_weight(): Check recursively the weight of all players, and fix
2976 * 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
2977 * was changed. 2757 * was changed.
2978 */ 2758 */
2979void 2759void
2980fix_weight (void) 2760fix_weight ()
2981{ 2761{
2982 for_all_players (pl) 2762 for_all_players (pl)
2983 { 2763 {
2984 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2764 sint32 old = pl->ob->carrying;
2985 2765
2986 if (old == sum) 2766 pl->ob->update_weight ();
2987 continue; 2767
2768 if (old != pl->ob->carrying)
2769 {
2988 pl->ob->update_stats (); 2770 pl->ob->update_stats ();
2989 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 }
2990 } 2773 }
2991} 2774}
2992 2775
2993void 2776void
2994fix_luck (void) 2777fix_luck ()
2995{ 2778{
2996 for_all_players (pl) 2779 for_all_players (pl)
2997 if (!pl->ob->contr->ns->state) 2780 if (!pl->ob->contr->ns->state)
2998 pl->ob->change_luck (0); 2781 pl->ob->change_luck (0);
2999} 2782}
3036} 2819}
3037 2820
3038void 2821void
3039make_visible (object *op) 2822make_visible (object *op)
3040{ 2823{
3041 op->hide = 0; 2824 op->flag [FLAG_HIDDEN] = 0;
3042 op->invisible = 0; 2825 op->invisible = 0;
2826
3043 if (op->type == PLAYER) 2827 if (op->type == PLAYER)
3044 { 2828 {
3045 op->contr->tmp_invis = 0; 2829 op->contr->tmp_invis = 0;
3046 op->contr->invis_race = 0; 2830 op->contr->invis_race = 0;
3047 } 2831 }
3050} 2834}
3051 2835
3052int 2836int
3053is_true_undead (object *op) 2837is_true_undead (object *op)
3054{ 2838{
3055 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 2839 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3056 return 1; 2840 return 1;
3057 2841
3058 return 0; 2842 return 0;
3059} 2843}
3060 2844
3061/* look at the surrounding terrain to determine 2845/* look at the surrounding terrain to determine
3062 * the hideability of this object. Positive levels 2846 * the hideability of this object. Positive levels
3063 * indicate greater hideability. 2847 * indicate greater hideability.
3064 */ 2848 */
3065
3066int 2849int
3067hideability (object *ob) 2850hideability (object *ob)
3068{ 2851{
3069 int i, level = 0, mflag; 2852 int i, level = 0, mflag;
3070 sint16 x, y; 2853 sint16 x, y;
3071 2854
3072 if (!ob || !ob->map) 2855 if (!ob || !ob->map)
3073 return 0; 2856 return 0;
3074 2857
3075 /* so, on normal lighted maps, its hard to hide */ 2858 /* so, on normal lighted maps, its hard to hide */
3076 level = ob->map->darkness - 2; 2859 level = ob->map->darklevel () - 2;
3077 2860
3078 /* this also picks up whether the object is glowing. 2861 /* this also picks up whether the object is glowing.
3079 * 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
3080 * as bad as carrying a light on a pitch dark map */ 2863 * as bad as carrying a light on a pitch dark map */
3081 if (has_carried_lights (ob)) 2864 if (ob->has_carried_lights ())
3082 level = -(10 + (2 * ob->map->darkness)); 2865 level = -(10 + (2 * ob->map->darklevel ()));
3083 2866
3084 /* scan through all nearby squares for terrain to hide in */ 2867 /* scan through all nearby squares for terrain to hide in */
3085 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])
3086 { 2871 {
3087 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); 2872 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3088 if (mflag & P_OUT_OF_MAP) 2873 if (mflag & P_OUT_OF_MAP)
3089 {
3090 continue; 2874 continue;
3091 } 2875
3092 if (mflag & P_BLOCKSVIEW) /* something to hide near! */ 2876 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3093 level += 2; 2877 level += 2;
3094 else /* open terrain! */ 2878 else /* open terrain! */
3095 level -= 1; 2879 level -= 1;
3096 } 2880 }
3104/* For Hidden creatures - a chance of becoming 'unhidden' 2888/* For Hidden creatures - a chance of becoming 'unhidden'
3105 * every time they move - as we subtract off 'invisibility' 2889 * every time they move - as we subtract off 'invisibility'
3106 * AND, for players, if they move into a ridiculously unhideable 2890 * AND, for players, if they move into a ridiculously unhideable
3107 * spot (surrounded by clear terrain in broad daylight). -b.t. 2891 * spot (surrounded by clear terrain in broad daylight). -b.t.
3108 */ 2892 */
3109
3110void 2893void
3111do_hidden_move (object *op) 2894do_hidden_move (object *op)
3112{ 2895{
3113 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 2896 int hide = 0;
3114 object *skop;
3115 2897
3116 if (!op || !op->map) 2898 if (!op || !op->map)
3117 return; 2899 return;
3118 2900
3119 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);
3120 2903
3121 /* 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! */
3122 if (op->type == PLAYER && op->contr->run_on) 2905 if (op->type == PLAYER && op->contr->run_on)
3123 if (!skop || num >= skop->level) 2906 if (!skop || num >= skop->level)
3124 { 2907 {
3134 num -= hide; 2917 num -= hide;
3135 2918
3136 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 2919 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3137 { 2920 {
3138 make_visible (op); 2921 make_visible (op);
2922
3139 if (op->type == PLAYER) 2923 if (op->type == PLAYER)
3140 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!");
3141 } 2925 }
3142 else if (op->type == PLAYER && skop) 2926 else if (op->type == PLAYER && skop)
3143 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);
3196 * object op. This function works fine for monsters, 2980 * object op. This function works fine for monsters,
3197 * 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
3198 * a pile (say a coin under a table would return "viewable" 2982 * a pile (say a coin under a table would return "viewable"
3199 * by this routine). Another question, should we be 2983 * by this routine). Another question, should we be
3200 * concerned with the direction the player is looking 2984 * concerned with the direction the player is looking
3201 * in? Realistically, most of use cant see stuff behind 2985 * in? Realistically, most of us can't see stuff behind
3202 * our backs...on the other hand, does the "facing" direction 2986 * our backs...on the other hand, does the "facing" direction
3203 * imply the way your head, or body is facing? Its possible 2987 * imply the way your head, or body is facing? It's possible
3204 * 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.
3205 * -b.t. 2989 * -b.t.
3206 * This function is now map tiling safe. 2990 * This function is now map tiling safe.
3207 */ 2991 */
3208
3209int 2992int
3210player_can_view (object *pl, object *op) 2993player_can_view (object *pl, object *op)
3211{ 2994{
3212 rv_vector rv; 2995 rv_vector rv;
3213 int dx, dy; 2996 int dx, dy;
3225 3008
3226 get_rangevector (pl, op, &rv, 0x1); 3009 get_rangevector (pl, op, &rv, 0x1);
3227 3010
3228 /* starting with the 'head' part, lets loop 3011 /* starting with the 'head' part, lets loop
3229 * through the object and find if it has any 3012 * through the object and find if it has any
3230 * part that is in the los array but isnt on 3013 * part that is in the los array but isn't on
3231 * a blocked los square. 3014 * a blocked los square.
3232 * we use the archetype to figure out offsets. 3015 * we use the archetype to figure out offsets.
3233 */ 3016 */
3234 while (op) 3017 while (op)
3235 { 3018 {
3236 dx = rv.distance_x + op->arch->clone.x; 3019 dx = rv.distance_x + op->arch->x;
3237 dy = rv.distance_y + op->arch->clone.y; 3020 dy = rv.distance_y + op->arch->y;
3238 3021
3239 /* only the viewable area the player sees is updated by LOS 3022 if (pl->contr->blocked_los (dx, dy) != LOS_BLOCKED)
3240 * code, so we need to restrict ourselves to that range of values
3241 * for any meaningful values.
3242 */
3243 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3244 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3245 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3246 return 1; 3023 return 1;
3024
3247 op = op->more; 3025 op = op->more;
3248 } 3026 }
3249 return 0;
3250}
3251 3027
3252/* routine for both players and monsters. We call this when
3253 * there is a possibility for our action distrubing our hiding
3254 * place or invisiblity spell. Artefact invisiblity is not
3255 * effected by this. If we arent invisible to begin with, we
3256 * return 0.
3257 */
3258int
3259action_makes_visible (object *op)
3260{
3261
3262 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3263 {
3264 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3265 return 0;
3266
3267 if (op->contr && op->contr->tmp_invis == 0)
3268 return 0;
3269
3270 /* If monsters, they should become visible */
3271 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3272 {
3273 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3274 return 1;
3275 }
3276 }
3277 return 0; 3028 return 0;
3278} 3029}
3279 3030
3280/* op_on_battleground - checks if the given object op (usually 3031/* op_on_battleground - checks if the given object op (usually
3281 * a player) is standing on a valid battleground-tile, 3032 * a player) is standing on a valid battleground-tile,
3286 * 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
3287 */ 3038 */
3288int 3039int
3289op_on_battleground (object *op, int *x, int *y) 3040op_on_battleground (object *op, int *x, int *y)
3290{ 3041{
3291 object *tmp;
3292
3293 /* A battleground-tile needs the following attributes to be valid: 3042 /* A battleground-tile needs the following attributes to be valid:
3294 * 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),
3295 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3044 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3296 * and the exit-coordinates sp/hp must both be > 0. 3045 * and the exit-coordinates sp/hp must both be > 0.
3297 * => The intention here is to prevent abuse of the battleground- 3046 * => The intention here is to prevent abuse of the battleground-
3298 * feature (like pickable or hidden battleground tiles). */ 3047 * feature (like pickable or hidden battleground tiles). */
3299 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3048 for (object *tmp = op->below; tmp; tmp = tmp->below)
3300 { 3049 {
3301 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3050 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3302 { 3051 {
3303 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3052 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3304 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))
3305 { 3056 {
3306 /*before we assign the exit, check if this is a teambattle */ 3057 /* before we assign the exit, check if this is a teambattle */
3307 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))
3308 {
3309 object *invtmp;
3310
3311 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)
3312 { 3061 {
3313 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3314 {
3315 if (x != NULL && y != NULL) 3062 if (x && y)
3316 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3063 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3064
3317 return 1; 3065 return 1;
3318 }
3319 } 3066 }
3320 } 3067
3321 if (x != NULL && y != NULL) 3068 if (x && y)
3322 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3069 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3070
3323 return 1; 3071 return 1;
3324 } 3072 }
3325 } 3073 }
3326 } 3074 }
3075
3327 /* If we got here, did not find a battleground */ 3076 /* If we got here, did not find a battleground */
3328 return 0; 3077 return 0;
3329} 3078}
3330 3079
3331/* 3080/*
3347 char buf[MAX_BUF]; /* tmp. string buffer */ 3096 char buf[MAX_BUF]; /* tmp. string buffer */
3348 int i = 0, j = 0; 3097 int i = 0, j = 0;
3349 3098
3350 /* get the appropriate treasurelist */ 3099 /* get the appropriate treasurelist */
3351 if (atnr == ATNR_FIRE) 3100 if (atnr == ATNR_FIRE)
3352 trlist = treasurelist::find ("dragon_ability_fire"); 3101 trlist = treasurelist::find (shstr_dragon_ability_fire);
3353 else if (atnr == ATNR_COLD) 3102 else if (atnr == ATNR_COLD)
3354 trlist = treasurelist::find ("dragon_ability_cold"); 3103 trlist = treasurelist::find (shstr_dragon_ability_cold);
3355 else if (atnr == ATNR_ELECTRICITY) 3104 else if (atnr == ATNR_ELECTRICITY)
3356 trlist = treasurelist::find ("dragon_ability_elec"); 3105 trlist = treasurelist::find (shstr_dragon_ability_elec);
3357 else if (atnr == ATNR_POISON) 3106 else if (atnr == ATNR_POISON)
3358 trlist = treasurelist::find ("dragon_ability_poison"); 3107 trlist = treasurelist::find (shstr_dragon_ability_poison);
3359 3108
3360 if (trlist == NULL || who->type != PLAYER) 3109 if (trlist == NULL || who->type != PLAYER)
3361 return; 3110 return;
3362 3111
3363 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++);
3367 /* 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]); */
3368 return; 3117 return;
3369 } 3118 }
3370 3119
3371 /* everything seems okay - now bring on the gift: */ 3120 /* everything seems okay - now bring on the gift: */
3372 item = &(tr->item->clone); 3121 item = tr->item;
3373 3122
3374 if (item->type == SPELL) 3123 if (item->type == SPELL)
3375 { 3124 {
3376 if (check_spell_known (who, item->name)) 3125 if (check_spell_known (who, item->name))
3377 return; 3126 return;
3436 { 3185 {
3437 /* forces in the treasurelist can alter the player's stats */ 3186 /* forces in the treasurelist can alter the player's stats */
3438 object *skin; 3187 object *skin;
3439 3188
3440 /* first get the dragon skin force */ 3189 /* first get the dragon skin force */
3441 shstr_cmp dragon_skin_force ("dragon_skin_force");
3442 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)
3443 ; 3191 ;
3444 3192
3445 if (!skin) 3193 if (!skin)
3446 return; 3194 return;
3447 3195
3480 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg); 3228 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3481 } 3229 }
3482 else 3230 else
3483 { 3231 {
3484 /* generate misc. treasure */ 3232 /* generate misc. treasure */
3485 tmp = arch_to_object (tr->item); 3233 tmp = tr->item->instance ();
3486 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));
3487 tmp = insert_ob_in_ob (tmp, who); 3235 who->insert (tmp);
3488 if (who->type == PLAYER)
3489 esrv_send_item (who, tmp);
3490 }
3491}
3492
3493/**
3494 * Unready an object for a player. This function does nothing if the object was
3495 * not readied.
3496 */
3497void
3498player_unready_range_ob (player *pl, object *ob)
3499{
3500 for (rangetype i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1))
3501 if (pl->ranges[i] == ob)
3502 {
3503 pl->ranges[i] = 0;
3504 if (pl->shoottype == i)
3505 pl->shoottype = range_none;
3506 } 3236 }
3507} 3237}
3238
3239//-GPL
3508 3240
3509sint8 3241sint8
3510player::visibility_at (maptile *map, int x, int y) const 3242player::darkness_at (maptile *map, int x, int y) const
3511{ 3243{
3512 if (!ns) 3244 if (!ns)
3513 return 0; 3245 return LOS_BLOCKED;
3514 3246
3515 int dx, dy; 3247 int dx, dy;
3516 if (!adjacent_map (map, ns->current_map, &dx, &dy)) 3248 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3517 return 0; 3249 return LOS_BLOCKED;
3518 3250
3519 x += dx - ns->current_x + ns->mapx / 2; 3251 x += dx - ns->current_x;
3520 y += dy - ns->current_y + ns->mapy / 2; 3252 y += dy - ns->current_y;
3521 3253
3522 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3523 return 0;
3524
3525 return 100 - blocked_los [x][y]; 3254 return blocked_los (x, y);
3526} 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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