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Comparing deliantra/server/server/player.C (file contents):
Revision 1.142 by root, Fri May 18 19:46:22 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
25//+GPL
24 26
25#include <global.h> 27#include <global.h>
26#include <sproto.h> 28#include <sproto.h>
27#include <sounds.h> 29#include <sounds.h>
28#include <living.h> 30#include <living.h>
33#include <algorithm> 35#include <algorithm>
34#include <functional> 36#include <functional>
35 37
36playervec players; 38playervec players;
37 39
38void
39display_motd (const object *op)
40{
41 char buf[MAX_BUF];
42 char motd[HUGE_BUF];
43 FILE *fp;
44 int comp;
45 int size;
46
47 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
48 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
49 return;
50
51 motd[0] = '\0';
52 size = 0;
53
54 while (fgets (buf, MAX_BUF, fp))
55 {
56 if (*buf == '#')
57 continue;
58
59 strncat (motd + size, buf, HUGE_BUF - size);
60 size += strlen (buf);
61 }
62
63 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
64 close_and_delete (fp, comp);
65}
66
67void
68send_rules (const object *op)
69{
70 char buf[MAX_BUF];
71 char rules[HUGE_BUF];
72 FILE *fp;
73 int comp;
74 int size;
75
76 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
77 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
78 return;
79
80 rules[0] = '\0';
81 size = 0;
82
83 while (fgets (buf, MAX_BUF, fp))
84 {
85 if (*buf == '#')
86 continue;
87
88 if (size + strlen (buf) >= HUGE_BUF)
89 {
90 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
91 break;
92 }
93
94 strncat (rules + size, buf, HUGE_BUF - size);
95 size += strlen (buf);
96 }
97
98 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
99 close_and_delete (fp, comp);
100}
101
102void
103send_news (const object *op)
104{
105 char buf[MAX_BUF];
106 char news[HUGE_BUF];
107 char subject[MAX_BUF];
108 FILE *fp;
109 int comp;
110 int size;
111
112 sprintf (buf, "%s/%s", settings.confdir, settings.news);
113 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
114 return;
115
116 news[0] = '\0';
117 subject[0] = '\0';
118 size = 0;
119
120 while (fgets (buf, MAX_BUF, fp))
121 {
122 if (*buf == '#')
123 continue;
124
125 if (*buf == '%')
126 { /* send one news */
127 if (size > 0)
128 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 */
129
130 strcpy (subject, buf + 1);
131 strip_endline (subject);
132 size = 0;
133 news[0] = '\0';
134 }
135 else
136 {
137 if (size + strlen (buf) >= HUGE_BUF)
138 {
139 LOG (llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
140 break;
141 }
142 strncat (news + size, buf, HUGE_BUF - size);
143 size += strlen (buf);
144 }
145 }
146
147 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
148 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news);
149 close_and_delete (fp, comp);
150}
151
152/* This loads the first map an puts the player on it. */ 40/* This loads the first map an puts the player on it. */
153static void 41static void
154set_first_map (object *op) 42set_first_map (object *op)
155{ 43{
156 op->contr->maplevel = first_map_path; 44 op->contr->maplevel = first_map_path;
157 op->x = -1; 45 op->x = -1;
158 op->y = -1; 46 op->y = -1;
159}
160
161void
162player::enter_map ()
163{
164 object *tmp = object::create ();
165
166 EXIT_PATH (tmp) = maplevel;
167 EXIT_X (tmp) = ob->x;
168 EXIT_Y (tmp) = ob->y;
169 ob->enter_exit (tmp);
170
171 tmp->destroy ();
172} 47}
173 48
174void 49void
175player::activate () 50player::activate ()
176{ 51{
181 ob->remove (); 56 ob->remove ();
182 ob->map = 0; 57 ob->map = 0;
183 ob->activate_recursive (); 58 ob->activate_recursive ();
184 CLEAR_FLAG (ob, FLAG_FRIENDLY); 59 CLEAR_FLAG (ob, FLAG_FRIENDLY);
185 add_friendly_object (ob); 60 add_friendly_object (ob);
186 enter_map ();
187} 61}
188 62
189void 63void
190player::deactivate () 64player::deactivate ()
191{ 65{
198 72
199 if (ob->map) 73 if (ob->map)
200 maplevel = ob->map->path; 74 maplevel = ob->map->path;
201 75
202 ob->remove (); 76 ob->remove ();
77 ob->enemy = 0; // sometimes keeps an extra refcount on itself
203 ob->map = 0; 78 ob->map = 0;
204 party = 0; 79 party = 0;
205 80
206 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this 81 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
207 82
221 ob->close_container (); //TODO: client-specific 96 ob->close_container (); //TODO: client-specific
222 97
223 ns->update_look = 0; 98 ns->update_look = 0;
224 ns->look_position = 0; 99 ns->look_position = 0;
225 100
226 clear_los (ob); 101 clear_los ();
227 102
228 ns->reset_stats (); 103 ns->reset_stats ();
229 104
230 /* make sure he's a player -- needed because of class change. */ 105 /* make sure he's a player -- needed because of class change. */
231 ob->type = PLAYER; // we are paranoid 106 ob->type = PLAYER; // we are paranoid
232 ob->race = ob->arch->clone.race; 107 ob->race = ob->arch->race;
233 108
234 ob->carrying = sum_weight (ob); 109 ob->update_weight ();
235 link_player_skills (ob); 110 link_skills ();
236 111
237 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
238
239 assign (title, ob->arch->clone.name); 112 assign (title, ob->arch->object::name);
240 113
241 /* if it's a dragon player, set the correct title here */ 114 /* if it's a dragon player, set the correct title here */
242 if (is_dragon_pl (ob)) 115 if (ob->is_dragon ())
243 { 116 {
244 object *tmp, *abil = 0, *skin = 0; 117 object *tmp, *abil = 0, *skin = 0;
245
246 shstr_cmp dragon_ability_force ("dragon_ability_force");
247 shstr_cmp dragon_skin_force ("dragon_skin_force");
248 118
249 for (tmp = ob->inv; tmp; tmp = tmp->below) 119 for (tmp = ob->inv; tmp; tmp = tmp->below)
250 if (tmp->type == FORCE) 120 if (tmp->type == FORCE)
251 if (tmp->arch->name == dragon_ability_force) 121 if (tmp->arch->archname == shstr_dragon_ability_force)
252 abil = tmp; 122 abil = tmp;
253 else if (tmp->arch->name == dragon_skin_force) 123 else if (tmp->arch->archname == shstr_dragon_skin_force)
254 skin = tmp; 124 skin = tmp;
255 125
256 set_dragon_name (ob, abil, skin); 126 set_dragon_name (ob, abil, skin);
257 } 127 }
258 128
259 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 129 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
260 130
261 esrv_new_player (this, ob->weight + ob->carrying); 131 esrv_new_player (this);
132
133 ob->update_stats ();
134
135 ns->floorbox_update ();
136 esrv_send_inventory (ob, ob);
137 esrv_add_spells (this, 0);
262 138
263 ob->flag [FLAG_READY_WEAPON] = false; 139 ob->flag [FLAG_READY_WEAPON] = false;
264 ob->flag [FLAG_READY_SKILL] = false; 140 ob->flag [FLAG_READY_SKILL] = false;
141 ob->flag [FLAG_READY_RANGE] = false;
265 ob->flag [FLAG_READY_BOW] = false; 142 ob->flag [FLAG_READY_BOW] = false;
266 143
267 for (object *op = ob->inv; op; op = op->below) 144 for (object *op = ob->inv; op; op = op->below)
268 if (op->flag [FLAG_APPLIED]) 145 if (op->flag [FLAG_APPLIED])
269 switch (op->type) 146 switch (op->type)
270 { 147 {
271 case SKILL: 148 case SKILL:
272 ob->flag [FLAG_APPLIED] = false; 149 op->flag [FLAG_APPLIED] = false;
273 break; 150 break;
274 151
152 case SPELL:
275 case WAND: 153 case WAND:
276 case ROD: 154 case ROD:
277 case HORN: 155 case HORN:
278 case BOW: 156 case BOW:
157 case RANGED:
279 ranged_ob = op; 158 ranged_ob = op;
159 op->flag [FLAG_APPLIED] = false;
280 break; 160 break;
281 161
282 case WEAPON: 162 case WEAPON:
283 combat_ob = op; 163 combat_ob = op;
164 op->flag [FLAG_APPLIED] = false;
284 break; 165 break;
285 } 166 }
286 167
287 ob->change_weapon (combat_ob ? combat_ob : ranged_ob); 168 ob->update_stats (); // we unapplied stuff above
288 ob->update_stats ();
289 169
290 ns->floorbox_update (); 170 ob->current_weapon = 0;
291 esrv_send_inventory (ob, ob); 171 if (object *item = combat_ob ? combat_ob : ranged_ob)
292 esrv_add_spells (this, 0); 172 ob->apply (item);
293 173
294 activate (); 174 activate ();
295
296 send_rules (ob);
297 send_news (ob);
298 display_motd (ob);
299 175
300 INVOKE_PLAYER (CONNECT, this); 176 INVOKE_PLAYER (CONNECT, this);
301 INVOKE_PLAYER (LOGIN, this); 177 INVOKE_PLAYER (LOGIN, this);
302} 178}
303 179
304void 180void
305player::disconnect () 181player::disconnect ()
306{ 182{
183 if (ob)
184 {
185 ob->close_container (); //TODO: client-specific
186 ob->drop_unpaid_items ();
187 }
188
307 if (ns) 189 if (ns)
308 { 190 {
309 if (active) 191 if (active)
310 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0)); 192 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
311 193
314 ns->reset_stats (); 196 ns->reset_stats ();
315 ns->pl = 0; 197 ns->pl = 0;
316 ns = 0; 198 ns = 0;
317 } 199 }
318 200
319 if (ob) 201 // this is important for the player scheduler to get the correct refcount
320 ob->close_container (); //TODO: client-specific 202 // when ns = 0
203 observe = viewpoint = ob;
321 204
322 deactivate (); 205 deactivate ();
323} 206}
207
208//-GPL
324 209
325// the need for this function can be explained 210// the need for this function can be explained
326// by load_object not returning the object 211// by load_object not returning the object
327void 212void
328player::set_object (object *op) 213player::set_object (object *op)
329{ 214{
330 ob = op; 215 ob = observe = viewpoint = op;
331 ob->contr = this; /* this aren't yet in archetype */ 216 ob->contr = this; /* this aren't yet in archetype */
332 217
333 ob->speed = 1.0f; 218 ob->speed = 1.0f;
334 ob->speed_left = 0.5f; 219 ob->speed_left = 0.5f;
335 220
336 ob->direction = 5; /* So player faces south */ 221 ob->direction = 5; /* So player faces south */
337} 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
338 239
339player::player () 240player::player ()
340{ 241{
341 /* There are some elements we want initialised to non zero value - 242 /* There are some elements we want initialised to non zero value -
342 * we deal with that below this point. 243 * we deal with that below this point.
348 savebed_map = first_map_path; /* Init. respawn position */ 249 savebed_map = first_map_path; /* Init. respawn position */
349 250
350 gen_sp_armour = 10; 251 gen_sp_armour = 10;
351 bowtype = bow_normal; 252 bowtype = bow_normal;
352 petmode = pet_normal; 253 petmode = pet_normal;
353 listening = 10;
354 usekeys = containers; 254 usekeys = containers;
355 peaceful = 1; /* default peaceful */ 255 peaceful = 1; /* default peaceful */
356 do_los = 1; 256 do_los = 1;
357 257
358 weapon_sp = 1.0f; 258 weapon_sp = 1.0f;
369 if (ob) 269 if (ob)
370 { 270 {
371 ob->destroy_inv (false); 271 ob->destroy_inv (false);
372 ob->destroy (); 272 ob->destroy ();
373 } 273 }
274
275 ob = observe = viewpoint = 0;
374} 276}
375 277
376player::~player () 278player::~player ()
377{ 279{
378 /* Clear item stack */ 280 /* Clear item stack */
379 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 }
380} 310}
381 311
382/* Tries to add player on the connection passed in ns. 312/* Tries to add player on the connection passed in ns.
383 * 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
384 * mode. 314 * mode.
386player * 316player *
387player::create () 317player::create ()
388{ 318{
389 player *pl = new player; 319 player *pl = new player;
390 320
391 pl->set_object (arch_to_object (get_player_archetype (0))); 321 pl->set_object (get_player_archetype (0)->instance ());
392 322
393 pl->ob->roll_stats (); 323 pl->ob->roll_stats ();
394 pl->ob->stats.wc = 2; 324 pl->ob->stats.wc = 2;
395 pl->ob->run_away = 25; /* Then we panick... */ 325 pl->ob->run_away = 25; /* Then we panick... */
396 326
397 set_first_map (pl->ob); 327 set_first_map (pl->ob);
398 328
399 return pl; 329 return pl;
400}
401
402/*
403 * get_player_archetype() return next player archetype from archetype
404 * list. Not very efficient routine, but used only creating new players.
405 * Note: there MUST be at least one player archetype!
406 */
407archetype *
408get_player_archetype (archetype *at)
409{
410 archetype *start = at;
411
412 for (;;)
413 {
414 if (at == NULL || at->next == NULL)
415 at = first_archetype;
416 else
417 at = at->next;
418
419 if (at->clone.type == PLAYER)
420 return at;
421
422 if (at == start)
423 {
424 LOG (llevError, "No Player archetypes\n");
425 exit (-1);
426 }
427 }
428} 330}
429 331
430object * 332object *
431get_nearest_player (object *mon) 333get_nearest_player (object *mon)
432{ 334{
435 unsigned lastdist; 337 unsigned lastdist;
436 rv_vector rv; 338 rv_vector rv;
437 339
438 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next) 340 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
439 { 341 {
440 /* We should not find free objects on this friendly list, but it
441 * does periodically happen. Given that, lets deal with it.
442 * While unlikely, it is possible the next object on the friendly
443 * list is also free, so encapsulate this in a while loop.
444 */
445 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
446 {
447 object *tmp = ol->ob;
448
449 /* Can't do much more other than log the fact, because the object
450 * itself will have been cleared.
451 */
452 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
453 tmp->debug_desc ());
454 ol = ol->next;
455 remove_friendly_object (tmp);
456 if (!ol)
457 return op;
458 }
459
460 /* Remove special check for player from this. First, it looks to cause
461 * some crashes (ol->ob->contr not set properly?), but secondly, a more
462 * complicated method of state checking would be needed in any case -
463 * as it was, a clever player could type quit, and the function would
464 * skip them over while waiting for confirmation. Remove
465 * on_same_map check, as can_detect_enemy also does this
466 */
467 if (!can_detect_enemy (mon, ol->ob, &rv)) 342 if (!can_detect_enemy (mon, ol->ob, &rv))
468 continue; 343 continue;
469 344
470 if (lastdist > rv.distance) 345 if (lastdist > rv.distance)
471 { 346 {
666 541
667 return firstdir; 542 return firstdir;
668} 543}
669 544
670void 545void
671give_initial_items (object *pl, treasurelist * items) 546give_initial_items (object *pl, treasurelist *items)
672{ 547{
673 object *op, *next = NULL;
674
675 if (pl->randomitems != NULL) 548 if (pl->randomitems)
676 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); 549 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
677 550
678 for (op = pl->inv; op; op = next) 551 for (object *next, *op = pl->inv; op; op = next)
679 { 552 {
680 next = op->below; 553 next = op->below;
681 554
682 /* Forces get applied per default, unless they have the 555 /* Forces get applied per default, unless they have the
683 * 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
688 /* we never give weapons/armour if these cannot be used 561 /* we never give weapons/armour if these cannot be used
689 * by this player due to race restrictions 562 * by this player due to race restrictions
690 */ 563 */
691 if (pl->type == PLAYER) 564 if (pl->type == PLAYER)
692 { 565 {
693 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) && 566 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR)
567 &&
694 (op->type == ARMOUR || op->type == BOOTS || 568 (op->type == ARMOUR || op->type == BOOTS
695 op->type == CLOAK || op->type == HELMET || 569 || op->type == CLOAK || op->type == HELMET
696 op->type == SHIELD || op->type == GLOVES || 570 || op->type == SHIELD || op->type == GLOVES
571 || op->type == BRACERS || op->type == GIRDLE))
697 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))
698 { 573 {
699 op->destroy (); 574 op->destroy ();
700 continue; 575 continue;
701 } 576 }
702 } 577 }
703 578
704 /* This really needs to be better - we should really give 579 /* Here we remove duplicated skills (as duplicated spell objects have
705 * a substitute spellbook. The problem is that we don't really 580 * _very_ confusing effects for players), which could for instance be
706 * have a good idea what to replace it with (need something like 581 * generated by bad treasurelists. - elmex
707 * a first level treasurelist for each skill.)
708 * remove duplicate skills also
709 */ 582 */
710 if (op->type == SPELLBOOK || op->type == SKILL) 583 if (op->type == SKILL)
711 { 584 {
712 object *tmp;
713
714 for (tmp = op->below; tmp; tmp = tmp->below) 585 for (object *tmp = op->below; tmp; tmp = tmp->below)
715 if (tmp->type == op->type && tmp->name == op->name) 586 if (tmp->type == op->type && tmp->name == op->name)
716 break;
717
718 if (tmp)
719 { 587 {
720 op->destroy (); 588 op->destroy ();
589 LOG (llevError,
721 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); 590 "give_initial_items: Removing duplicate skill %s\n", &tmp->name);
722 continue; 591 break;
723 } 592 }
724 593
725 if (op->nrof > 1) 594 if (op->nrof > 1)
726 op->nrof = 1; 595 op->nrof = 1;
727 } 596 }
728 597
729 if (op->type == SPELLBOOK && op->inv) 598 if (op->type == SPELLBOOK && op->inv)
730 {
731 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); 599 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
732 }
733 600
734 /* Give starting characters identified, uncursed, and undamned 601 /* Give starting characters identified, uncursed, and undamned
735 * 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
736 * merged properly. 603 * merged properly.
737 */ 604 */
738 if (need_identify (op)) 605 if (need_identify (op))
739 { 606 {
740 SET_FLAG (op, FLAG_IDENTIFIED); 607 SET_FLAG (op, FLAG_IDENTIFIED);
741 CLEAR_FLAG (op, FLAG_CURSED); 608 CLEAR_FLAG (op, FLAG_CURSED);
742 CLEAR_FLAG (op, FLAG_DAMNED); 609 CLEAR_FLAG (op, FLAG_DAMNED);
743 } 610 }
611
744 if (op->type == SPELL) 612 if (op->type == SPELL)
745 { 613 {
746 op->destroy (); 614 op->destroy ();
747 continue; 615 continue;
748 } 616 }
750 { 618 {
751 SET_FLAG (op, FLAG_CAN_USE_SKILL); 619 SET_FLAG (op, FLAG_CAN_USE_SKILL);
752 op->stats.exp = 0; 620 op->stats.exp = 0;
753 op->level = 1; 621 op->level = 1;
754 } 622 }
755 /* lock all 'normal items by default */ 623 else /* lock all 'normal items by default */
756 else
757 SET_FLAG (op, FLAG_INV_LOCKED); 624 SET_FLAG (op, FLAG_INV_LOCKED);
758 } /* for loop of objects in player inv */ 625 } /* for loop of objects in player inv */
759 626
760 /* Need to set up the skill pointers */ 627 /* Need to set up the skill pointers */
761 link_player_skills (pl); 628 pl->contr->link_skills ();
762} 629}
763 630
764void 631void
765get_party_password (object *op, partylist *party) 632get_party_password (object *op, partylist *party)
766{ 633{
776 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:");
777} 644}
778 645
779/* 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. */
780static int 647static int
781roll_stat (void) 648roll_stat ()
782{ 649{
783 int a[4], i, j, k; 650 int a[4], i, j, k;
784 651
785 for (i = 0; i < 4; i++) 652 for (i = 0; i < 4; i++)
786 a[i] = (int) rndm (6) + 1; 653 a[i] = (int) rndm (6) + 1;
867static void 734static void
868start_info (object *op) 735start_info (object *op)
869{ 736{
870 char buf[MAX_BUF]; 737 char buf[MAX_BUF];
871 738
872 sprintf (buf, "Welcome to Crossfire v%s!", VERSION); 739 sprintf (buf, "Welcome to Deliantra v%s!", VERSION);
873 new_draw_info (NDI_UNIQUE, 0, op, buf); 740 new_draw_info (NDI_UNIQUE, 0, op, buf);
874 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
875 //new_draw_info (NDI_UNIQUE, 0, op, " ");
876} 741}
877 742
878/* This function takes the key that is passed, and does the 743/* This function takes the key that is passed, and does the
879 * appropriate action with it (change race, or other things). 744 * appropriate action with it (change race, or other things).
880 * The function name is for historical reasons - now we have 745 * The function name is for historical reasons - now we have
883 */ 748 */
884void 749void
885player::chargen_race_done () 750player::chargen_race_done ()
886{ 751{
887 /* this must before then initial items are given */ 752 /* this must before then initial items are given */
888 esrv_new_player (ob->contr, ob->weight + ob->carrying); 753 esrv_new_player (ob->contr);
889 754
890 treasurelist *tl = treasurelist::find ("starting_wealth"); 755 treasurelist *tl = treasurelist::find (shstr_starting_wealth);
891 if (tl) 756 if (tl)
892 create_treasure (tl, ob, 0, 0, 0); 757 create_treasure (tl, ob, 0, 0, 0);
893 758
894 INVOKE_PLAYER (BIRTH, ob->contr); 759 INVOKE_PLAYER (BIRTH, ob->contr);
895 INVOKE_PLAYER (LOGIN, ob->contr); 760 INVOKE_PLAYER (LOGIN, ob->contr);
896 761
897 ob->contr->ns->state = ST_PLAYING; 762 ob->contr->ns->state = ST_PLAYING;
898 763
899 if (ob->msg) 764 if (ob->msg)
900 ob->msg = 0; 765 ob->msg = 0;
901
902 /* We create this now because some of the unique maps will need it
903 * to save here.
904 */
905 {
906 char buf[MAX_BUF];
907 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
908 make_path_to_file (buf);
909 }
910 766
911 start_info (ob); 767 start_info (ob);
912 CLEAR_FLAG (ob, FLAG_WIZ); 768 CLEAR_FLAG (ob, FLAG_WIZ);
913 give_initial_items (ob, ob->randomitems); 769 give_initial_items (ob, ob->randomitems);
914 link_player_skills (ob);
915 esrv_send_inventory (ob, ob); 770 esrv_send_inventory (ob, ob);
916 ob->update_stats (); 771 ob->update_stats ();
917 772
918 /* This moves the player to a different start map, if there 773 /* This moves the player to a different start map, if there
919 * is one for this race 774 * is one for this race
920 */ 775 */
921 if (*first_map_ext_path) 776 if (*first_map_ext_path)
922 { 777 ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y);
923 object *tmp;
924 char mapname[MAX_BUF];
925
926 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->name);
927 tmp = object::create ();
928 EXIT_PATH (tmp) = mapname;
929 EXIT_X (tmp) = ob->x;
930 EXIT_Y (tmp) = ob->y;
931 ob->enter_exit (tmp); /* we don't really care if it succeeded;
932 * if the map isn't there, then stay on the
933 * default initial map */
934 tmp->destroy ();
935 }
936 else 778 else
937 LOG (llevDebug, "first_map_ext_path not set\n"); 779 LOG (llevDebug, "first_map_ext_path not set\n");
938} 780}
939 781
940void 782void
950 int x = ob->x, y = ob->y; 792 int x = ob->x, y = ob->y;
951 793
952 ob->remove_statbonus (); 794 ob->remove_statbonus ();
953 ob->remove (); 795 ob->remove ();
954 ob->arch = get_player_archetype (ob->arch); 796 ob->arch = get_player_archetype (ob->arch);
955 ob->arch->clone.copy_to (ob); 797 ob->arch->copy_to (ob);
956 ob->instantiate (); 798 ob->instantiate ();
957 ob->stats = ob->contr->orig_stats; 799 ob->stats = ob->contr->orig_stats;
958 ob->name = ob->name_pl = name; 800 ob->name = ob->name_pl = name;
959 ob->x = x; 801 ob->x = x;
960 ob->y = y; 802 ob->y = y;
961 SET_ANIMATION (ob, 2); /* So player faces south */ 803 SET_ANIMATION (ob, 2); /* So player faces south */
962 insert_ob_in_map (ob, ob->map, ob, 0); 804 insert_ob_in_map (ob, ob->map, ob, 0);
963 assign (ob->contr->title, ob->arch->clone.name); 805 assign (ob->contr->title, ob->arch->object::name);
964 ob->add_statbonus (); 806 ob->add_statbonus ();
965 } 807 }
966 while (!allowed_class (ob)); 808 while (!allowed_class (ob));
967 809
968 update_object (ob, UP_OBJ_FACE); 810 update_object (ob, UP_OBJ_FACE);
971 ob->stats.hp = ob->stats.maxhp; 813 ob->stats.hp = ob->stats.maxhp;
972 ob->stats.sp = ob->stats.maxsp; 814 ob->stats.sp = ob->stats.maxsp;
973 ob->stats.grace = 0; 815 ob->stats.grace = 0;
974} 816}
975 817
976void 818static void
977flee_player (object *op) 819flee_player (object *op)
978{ 820{
979 int dir, diff; 821 int dir, diff;
980 rv_vector rv; 822 rv_vector rv;
981 823
984 LOG (llevDebug, "Fleeing player is dead.\n"); 826 LOG (llevDebug, "Fleeing player is dead.\n");
985 CLEAR_FLAG (op, FLAG_SCARED); 827 CLEAR_FLAG (op, FLAG_SCARED);
986 return; 828 return;
987 } 829 }
988 830
989 if (op->enemy == NULL) 831 if (!op->enemy)
990 { 832 {
991 LOG (llevDebug, "Fleeing player had no enemy.\n"); 833 LOG (llevDebug, "Fleeing player had no enemy.\n");
992 CLEAR_FLAG (op, FLAG_SCARED); 834 CLEAR_FLAG (op, FLAG_SCARED);
993 return; 835 return;
994 } 836 }
995 837
996 /* Seen some crashes here. Since we don't store an
997 * op->enemy_count, it is possible that something destroys the
998 * actual enemy, and the object is recycled.
999 */
1000 if (op->enemy->map == NULL)
1001 {
1002 CLEAR_FLAG (op, FLAG_SCARED);
1003 op->enemy = NULL;
1004 return;
1005 }
1006
1007 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))
1008 { 839 {
1009 op->enemy = NULL; 840 op->enemy = NULL;
1010 CLEAR_FLAG (op, FLAG_SCARED); 841 CLEAR_FLAG (op, FLAG_SCARED);
1011 return; 842 return;
1014 get_rangevector (op, op->enemy, &rv, 0); 845 get_rangevector (op, op->enemy, &rv, 0);
1015 846
1016 dir = absdir (4 + rv.direction); 847 dir = absdir (4 + rv.direction);
1017 for (diff = 0; diff < 3; diff++) 848 for (diff = 0; diff < 3; diff++)
1018 { 849 {
1019 int m = 1 - (RANDOM () & 2); 850 int m = 1 - rndm (2) * 2;
1020 851
1021 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))))
1022 return; 853 return;
1023 } 854 }
1024 855
1025 /* Cornered, get rid of scared */ 856 /* Cornered, get rid of scared */
1026 CLEAR_FLAG (op, FLAG_SCARED); 857 CLEAR_FLAG (op, FLAG_SCARED);
1035check_pick (object *op) 866check_pick (object *op)
1036{ 867{
1037 object *tmp, *next; 868 object *tmp, *next;
1038 int stop = 0; 869 int stop = 0;
1039 int wvratio; 870 int wvratio;
1040 char putstring[128];
1041 871
1042 /* if you're flying, you cna't pick up anything */ 872 /* if you're flying, you can't pick up anything */
1043 if (op->move_type & MOVE_FLYING) 873 if (op->move_type & MOVE_FLYING)
1044 return 1; 874 return 1;
1045 875
1046 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)
1047 880
1048 /* 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
1049 * destroyed */ 882 * destroyed */
1050 while (next && !next->destroyed ()) 883 while (next && !next->destroyed ())
1051 { 884 {
1052 tmp = next; 885 tmp = next;
1053 next = tmp->below; 886 next = tmp->below;
1054 887
888 if (cnt <= 0)
889 {
890 op->failmsg ("Couldn't pickup all items at once.");
891 return 0;
892 }
893
1055 if (op->destroyed ()) 894 if (op->destroyed ())
1056 return 0; 895 return 0;
1057 896
1058 if (!can_pick (op, tmp)) 897 if (!can_pick (op, tmp))
1059 continue; 898 continue;
1060 899
1061 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 900 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1062 { 901 {
1063 if (item_matched_string (op, tmp, op->contr->search_str)) 902 if (item_matched_string (op, tmp, op->contr->search_str))
1064 pick_up (op, tmp); 903 CHK_PICK_PICKUP;
904
1065 continue; 905 continue;
1066 } 906 }
1067 907
1068 /* 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? */
1069 if (!(op->contr->mode & PU_NEWMODE)) 968 if (op->contr->mode & PU_FOOD)
969 if (tmp->type == FOOD)
1070 { 970 {
1071 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)
1072 { 1034 {
1073 case 0: 1035 CHK_PICK_PICKUP;
1074 return 1; /* don't pick up */ 1036 continue;
1075 case 1:
1076 pick_up (op, tmp);
1077 return 1;
1078 case 2:
1079 pick_up (op, tmp);
1080 return 0;
1081 case 3:
1082 return 0; /* stop before pickup */
1083 case 4:
1084 pick_up (op, tmp);
1085 break;
1086 case 5:
1087 pick_up (op, tmp);
1088 stop = 1;
1089 break;
1090 case 6:
1091 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1092 pick_up (op, tmp);
1093 break;
1094
1095 case 7:
1096 if (tmp->type == MONEY || tmp->type == GEM)
1097 pick_up (op, tmp);
1098 break;
1099
1100 default:
1101 /* use value density */
1102 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1103 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1104 pick_up (op, tmp);
1105 } 1037 }
1106 } 1038 }
1107 else 1039
1108 { /* old model */ 1040 /* rings & amulets - talismans seems to be typed AMULET */
1109 /* NEW pickup handling */
1110 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)
1111 { 1046 {
1112 /* some debugging code to figure out item information */ 1047 CHK_PICK_PICKUP;
1113 if (tmp->name != NULL)
1114 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1115 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1116 else
1117 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1118 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1119
1120 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1121 }
1122
1123 /* philosophy:
1124 * It's easy to grab an item type from a pile, as long as it's
1125 * generic. This takes no game-time. For more detailed pickups
1126 * and selections, select-items should be used. This is a
1127 * grab-as-you-run type mode that's really useful for arrows for
1128 * example.
1129 * The drawback: right now it has no frontend, so you need to
1130 * stick the bits you want into a calculator in hex mode and then
1131 * convert to decimal and then 'pickup <#>
1132 */
1133
1134 /* the first two modes are exclusive: if NOTHING we return, if
1135 * STOP then we stop. All the rest are applied sequentially,
1136 * meaning if any test passes, the item gets picked up. */
1137
1138 /* if mode is set to pick nothing up, return */
1139
1140 if (op->contr->mode & PU_NOTHING)
1141 return 1;
1142
1143 /* if mode is set to stop when encountering objects, return */
1144 /* take STOP before INHIBIT since it doesn't actually pick
1145 * anything up */
1146
1147 if (op->contr->mode & PU_STOP)
1148 return 0;
1149
1150 /* useful for going into stores and not losing your settings... */
1151 /* and for battles wher you don't want to get loaded down while
1152 * fighting */
1153 if (op->contr->mode & PU_INHIBIT)
1154 return 1;
1155
1156 /* prevent us from turning into auto-thieves :) */
1157 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1158 continue; 1048 continue;
1049 }
1159 1050
1160 /* ignore known cursed objects */ 1051 /* we don't forget dragon food */
1161 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;
1162 continue; 1056 continue;
1057 }
1163 1058
1164 /* all food and drink if desired */ 1059 /* bows and arrows. Bows are good for selling! */
1165 /* 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
1166 if (op->contr->mode & PU_FOOD) 1096 if (op->contr->mode & PU_BOOTS)
1167 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"))
1168 { 1130 {
1169 pick_up (op, tmp); 1131 CHK_PICK_PICKUP;
1170 continue; 1132 continue;
1171 } 1133 }
1134 }
1172 1135
1136 /* misc stuff that's useful */
1173 if (op->contr->mode & PU_DRINK) 1137 if (op->contr->mode & PU_KEY)
1174 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1138 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1175 { 1139 {
1176 pick_up (op, tmp); 1140 CHK_PICK_PICKUP;
1177 continue; 1141 continue;
1178 } 1142 }
1179 1143
1144 /* any of the last 4 bits set means we use the ratio for value
1145 * pickups */
1180 if (op->contr->mode & PU_POTION) 1146 if (op->contr->mode & PU_RATIO)
1181 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
1182 { 1151 */
1183 pick_up (op, tmp);
1184 continue;
1185 }
1186
1187 /* spellbooks, skillscrolls and normal books/scrolls */
1188 if (op->contr->mode & PU_SPELLBOOK)
1189 if (tmp->type == SPELLBOOK)
1190 {
1191 pick_up (op, tmp);
1192 continue;
1193 }
1194
1195 if (op->contr->mode & PU_SKILLSCROLL)
1196 if (tmp->type == SKILLSCROLL)
1197 {
1198 pick_up (op, tmp);
1199 continue;
1200 }
1201
1202 if (op->contr->mode & PU_READABLES)
1203 if (tmp->type == BOOK || tmp->type == SCROLL)
1204 {
1205 pick_up (op, tmp);
1206 continue;
1207 }
1208
1209 /* wands/staves/rods/horns */
1210 if (op->contr->mode & PU_MAGIC_DEVICE)
1211 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1212 {
1213 pick_up (op, tmp);
1214 continue;
1215 }
1216
1217 /* pick up all magical items */
1218 if (op->contr->mode & PU_MAGICAL) 1152 wvratio = op->contr->mode & PU_RATIO;
1219 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)
1220 {
1221 pick_up (op, tmp);
1222 continue;
1223 }
1224
1225 if (op->contr->mode & PU_VALUABLES)
1226 { 1154 {
1227 if (tmp->type == MONEY || tmp->type == GEM) 1155#if 0
1156 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1157 if (tmp->name != NULL)
1228 { 1158 {
1229 pick_up (op, tmp); 1159 fprintf (stderr, "%s", tmp->name);
1230 continue;
1231 } 1160 }
1232 }
1233
1234 /* rings & amulets - talismans seems to be typed AMULET */
1235 if (op->contr->mode & PU_JEWELS)
1236 if (tmp->type == RING || tmp->type == AMULET)
1237 {
1238 pick_up (op, tmp);
1239 continue;
1240 }
1241
1242 /* we don't forget dragon food */
1243 if (op->contr->mode & PU_FLESH)
1244 if (tmp->type == FLESH)
1245 {
1246 pick_up (op, tmp);
1247 continue;
1248 }
1249
1250 /* bows and arrows. Bows are good for selling! */
1251 if (op->contr->mode & PU_BOW)
1252 if (tmp->type == BOW)
1253 {
1254 pick_up (op, tmp);
1255 continue;
1256 }
1257
1258 if (op->contr->mode & PU_ARROW)
1259 if (tmp->type == ARROW)
1260 {
1261 pick_up (op, tmp);
1262 continue;
1263 }
1264
1265 /* all kinds of armor etc. */
1266 if (op->contr->mode & PU_ARMOUR)
1267 if (tmp->type == ARMOUR)
1268 {
1269 pick_up (op, tmp);
1270 continue;
1271 }
1272
1273 if (op->contr->mode & PU_HELMET)
1274 if (tmp->type == HELMET)
1275 {
1276 pick_up (op, tmp);
1277 continue;
1278 }
1279
1280 if (op->contr->mode & PU_SHIELD)
1281 if (tmp->type == SHIELD)
1282 {
1283 pick_up (op, tmp);
1284 continue;
1285 }
1286
1287 if (op->contr->mode & PU_BOOTS)
1288 if (tmp->type == BOOTS)
1289 {
1290 pick_up (op, tmp);
1291 continue;
1292 }
1293
1294 if (op->contr->mode & PU_GLOVES)
1295 if (tmp->type == GLOVES)
1296 {
1297 pick_up (op, tmp);
1298 continue;
1299 }
1300
1301 if (op->contr->mode & PU_CLOAK)
1302 if (tmp->type == CLOAK)
1303 {
1304 pick_up (op, tmp);
1305 continue;
1306 }
1307
1308 /* hoping to catch throwing daggers here */
1309 if (op->contr->mode & PU_MISSILEWEAPON)
1310 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1311 {
1312 pick_up (op, tmp);
1313 continue;
1314 }
1315
1316 /* careful: chairs and tables are weapons! */
1317 if (op->contr->mode & PU_ALLWEAPON)
1318 {
1319 if (tmp->type == WEAPON && tmp->name != NULL)
1320 {
1321 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1322 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1323 {
1324 pick_up (op, tmp);
1325 continue;
1326 }
1327 }
1328
1329 if (tmp->type == WEAPON && tmp->name == NULL)
1330 {
1331 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1332 {
1333 pick_up (op, tmp);
1334 continue;
1335 }
1336 }
1337 }
1338
1339 /* misc stuff that's useful */
1340 if (op->contr->mode & PU_KEY)
1341 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1342 {
1343 pick_up (op, tmp);
1344 continue;
1345 }
1346
1347 /* any of the last 4 bits set means we use the ratio for value
1348 * pickups */
1349 if (op->contr->mode & PU_RATIO)
1350 {
1351 /* use value density to decide what else to grab */
1352 /* >=7 was >= op->contr->mode */
1353 /* >=7 is the old standard setting. Now we take the last 4 bits
1354 * and multiply them by 5, giving 0..15*5== 5..75 */
1355 wvratio = (op->contr->mode & PU_RATIO) * 5;
1356 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1357 {
1358 pick_up (op, tmp);
1359#if 0
1360 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1361 if (tmp->name != NULL)
1362 {
1363 fprintf (stderr, "%s", tmp->name);
1364 }
1365 else 1161 else
1366 fprintf (stderr, "%s", tmp->arch->name); 1162 fprintf (stderr, "%s", tmp->arch->archname);
1367 fprintf (stderr, ",%d] = ", tmp->type); 1163 fprintf (stderr, ",%d] = ", tmp->type);
1368 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))));
1369#endif 1165#endif
1166 CHK_PICK_PICKUP;
1370 continue; 1167 continue;
1371 }
1372 } 1168 }
1373 } /* the new pickup model */ 1169 } /* the new pickup model */
1374 } 1170 }
1375 1171
1376 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;
1377} 1208}
1378 1209
1379/* 1210/*
1380 * Find an arrow in the inventory and after that 1211 * Find an arrow in the inventory and after that
1381 * in the right type container (quiver). Pointer to the 1212 * in the right type container (quiver). Pointer to the
1382 * found object is returned. 1213 * found object is returned.
1383 */ 1214 */
1384object * 1215static object *
1385find_arrow (object *op, const char *type) 1216find_arrow (object *op, const char *type)
1386{ 1217{
1387 object *tmp = 0;
1388
1389 for (op = op->inv; op; op = op->below) 1218 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1390 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1391 tmp = find_arrow (op, type);
1392 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);
1393 return op; 1227 return arrow;
1228 }
1394 1229
1395 return tmp; 1230 return 0;
1396} 1231}
1397 1232
1398/* 1233/*
1399 * 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
1400 * 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
1401 * 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
1402 * 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.
1403 */ 1238 */
1404object * 1239static object *
1405find_better_arrow (object *op, object *target, const char *type, int *better) 1240find_better_arrow (object *op, object *target, shstr_cmp type, int *better)
1406{ 1241{
1407 object *tmp = NULL, *arrow, *ntmp; 1242 object *tmp = NULL, *arrow, *ntmp;
1408 int attacknum, attacktype, betterby = 0, i; 1243 int attacknum, attacktype, betterby = 0, i;
1409 1244
1410 if (!type) 1245 if (!type)
1414 { 1249 {
1415 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))
1416 { 1251 {
1417 i = 0; 1252 i = 0;
1418 ntmp = find_better_arrow (arrow, target, type, &i); 1253 ntmp = find_better_arrow (arrow, target, type, &i);
1254
1419 if (i > betterby) 1255 if (i > betterby)
1420 { 1256 {
1421 tmp = ntmp; 1257 tmp = ntmp;
1422 betterby = i; 1258 betterby = i;
1423 } 1259 }
1424 } 1260 }
1425 else if (arrow->type == ARROW && arrow->race == type) 1261 else if (arrow->type == ARROW && arrow->race == type)
1426 { 1262 {
1427 /* allways prefer assasination/slaying */ 1263 /* allways prefer assasination/slaying */
1428 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race)) 1264 if (target->race && arrow->slaying.contains (target->race))
1429 { 1265 {
1430 if (arrow->attacktype & AT_DEATH) 1266 if (arrow->attacktype & AT_DEATH)
1431 { 1267 {
1432 *better = 100; 1268 *better = 100;
1433 return arrow; 1269 return arrow;
1441 else 1277 else
1442 { 1278 {
1443 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1279 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1444 { 1280 {
1445 attacktype = 1 << attacknum; 1281 attacktype = 1 << attacknum;
1446 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1282 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1447 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)
1448 { 1284 {
1449 tmp = arrow; 1285 tmp = arrow;
1450 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;
1451 } 1287 }
1452 } 1288 }
1289
1453 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1290 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1454 { 1291 {
1455 tmp = arrow; 1292 tmp = arrow;
1456 betterby = 2 + arrow->magic + arrow->stats.dam; 1293 betterby = 2 + arrow->magic + arrow->stats.dam;
1457 } 1294 }
1295
1458 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) 1296 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1459 { 1297 {
1460 tmp = arrow; 1298 tmp = arrow;
1461 betterby = 1 + arrow->magic + arrow->stats.dam; 1299 betterby = 1 + arrow->magic + arrow->stats.dam;
1462 } 1300 }
1463 } 1301 }
1464 } 1302 }
1465 } 1303 }
1304
1466 if (tmp == NULL && arrow == NULL) 1305 if (tmp == NULL && arrow == NULL)
1467 return find_arrow (op, type); 1306 return find_arrow (op, type);
1468 1307
1469 *better = betterby; 1308 *better = betterby;
1470 return tmp; 1309 return tmp;
1474 * find_better_arrow to find a decent arrow to use. 1313 * find_better_arrow to find a decent arrow to use.
1475 * op = the shooter 1314 * op = the shooter
1476 * type = bow->race 1315 * type = bow->race
1477 * dir = fire direction 1316 * dir = fire direction
1478 */ 1317 */
1479object * 1318static object *
1480pick_arrow_target (object *op, const char *type, int dir) 1319pick_arrow_target (object *op, shstr_cmp type, int dir)
1481{ 1320{
1482 object *tmp = NULL; 1321 object *tmp = NULL;
1483 maptile *m; 1322 maptile *m;
1484 int i, mflags, found, number; 1323 int i, mflags, found, number;
1485 sint16 x, y; 1324 sint16 x, y;
1500 for (i = 0, found = 0; i < 20; i++) 1339 for (i = 0, found = 0; i < 20; i++)
1501 { 1340 {
1502 x += freearr_x[dir]; 1341 x += freearr_x[dir];
1503 y += freearr_y[dir]; 1342 y += freearr_y[dir];
1504 mflags = get_map_flags (m, &m, x, y, &x, &y); 1343 mflags = get_map_flags (m, &m, x, y, &x, &y);
1344
1505 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) 1345 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1506 { 1346 {
1507 tmp = NULL; 1347 tmp = 0;
1508 break; 1348 break;
1509 } 1349 }
1510 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)
1511 { 1351 {
1512 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1352 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1513 * perhaps a bad assumption. 1353 * perhaps a bad assumption.
1514 */ 1354 */
1515 tmp = NULL; 1355 tmp = 0;
1516 break; 1356 break;
1517 } 1357 }
1358
1518 if (mflags & P_IS_ALIVE) 1359 if (mflags & P_IS_ALIVE)
1519 {
1520 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)
1521 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 1361 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1522 {
1523 found++;
1524 break;
1525 }
1526 if (found)
1527 break; 1362 break;
1528 }
1529 } 1363 }
1530 if (tmp == NULL) 1364
1365 if (!tmp)
1531 return find_arrow (op, type); 1366 return find_arrow (op, type);
1532 1367
1533 if (tmp->head) 1368 if (tmp->head)
1534 tmp = tmp->head; 1369 tmp = tmp->head;
1535 1370
1575 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1410 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1576 return 0; 1411 return 0;
1577 } 1412 }
1578 1413
1579 // optimisation: move object to top so we will find it quickly again 1414 // optimisation: move object to top so we will find it quickly again
1580 if (bow->below) 1415 splay (bow);
1581 {
1582 bow->remove ();
1583 op->insert (bow);
1584 }
1585
1586 } 1416 }
1587 1417
1588 if (!bow->race || !bow->skill) 1418 if (!bow->race || !bow->skill)
1589 { 1419 {
1590 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);
1616 } 1446 }
1617 1447
1618 /* this should not happen, but sometimes does */ 1448 /* this should not happen, but sometimes does */
1619 if (arrow->nrof == 0) 1449 if (arrow->nrof == 0)
1620 { 1450 {
1451 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1621 arrow->destroy (); 1452 arrow->destroy ();
1622 return 0; 1453 return 0;
1623 } 1454 }
1624 1455
1625 left = arrow; /* these are arrows left to the player */ 1456 left = arrow; /* these are arrows left to the player */
1626 arrow = get_split_ob (arrow, 1); 1457 arrow = arrow->split ();
1627 if (!arrow) 1458 if (!arrow)
1628 { 1459 {
1629 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);
1630 return 0; 1461 return 0;
1631 } 1462 }
1635 arrow->direction = dir; 1466 arrow->direction = dir;
1636 1467
1637 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */ 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;
1640 1471 arrow->custom_name = arrow->slaying;
1641 if (arrow->slaying)
1642 arrow->spellarg = strdup (arrow->slaying);
1643 1472
1644#if 0 1473#if 0
1645 if (player *pl = op->contr) 1474 if (player *pl = op->contr)
1646 { 1475 {
1647 float speed = pl->weapon_sp; 1476 float speed = pl->weapon_sp;
1693 1522
1694 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC); 1523 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1695 arrow->move_type = MOVE_FLY_LOW; 1524 arrow->move_type = MOVE_FLY_LOW;
1696 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1525 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1697 1526
1698 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1527 op->play_sound (sound_find ("fire_arrow"));
1699 m->insert (arrow, sx, sy, op); 1528 m->insert (arrow, sx, sy, op);
1700 1529
1701 if (!arrow->destroyed ()) 1530 if (!arrow->destroyed ())
1702 move_arrow (arrow); 1531 move_arrow (arrow);
1703
1704 if (op->type == PLAYER)
1705 {
1706 if (left->destroyed ())
1707 esrv_del_item (op->contr, left->count);
1708 else
1709 esrv_send_item (op, left);
1710 }
1711 1532
1712 return 1; 1533 return 1;
1713} 1534}
1714 1535
1715/* Special fire code for players - this takes into 1536/* Special fire code for players - this takes into
1717 * but monsters can't. Putting that code here 1538 * but monsters can't. Putting that code here
1718 * makes the fire_bow code much cleaner. 1539 * makes the fire_bow code much cleaner.
1719 * this function should only be called if 'op' is a player, 1540 * this function should only be called if 'op' is a player,
1720 * hence the function name. 1541 * hence the function name.
1721 */ 1542 */
1722int 1543static int
1723player_fire_bow (object *op, int dir) 1544player_fire_bow (object *op, int dir)
1724{ 1545{
1725 int ret = 0, wcmod = 0; 1546 int ret;
1726 1547
1727 if (op->contr->bowtype == bow_bestarrow) 1548 if (op->contr->bowtype == bow_bestarrow)
1728 { 1549 {
1729 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->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);
1730 } 1551 }
1731 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)
1732 { 1553 {
1733 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1554 int wcmod = similar_direction (dir, op->contr->bowtype - bow_n + 1) ? 0 : -1;
1734 wcmod = -1;
1735
1736 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);
1737 } 1556 }
1738 else if (op->contr->bowtype == bow_threewide) 1557 else if (op->contr->bowtype == bow_threewide)
1739 { 1558 {
1740 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);
1741 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)]);
1742 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)]);
1743 } 1562 }
1744 else if (op->contr->bowtype == bow_spreadshot) 1563 else if (op->contr->bowtype == bow_spreadshot)
1745 { 1564 {
1746 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);
1747 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);
1748 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);
1749 } 1568 }
1750 else 1569 else
1751 { 1570 {
1757} 1576}
1758 1577
1759/* Fires a misc (wand/rod/horn) object in 'dir'. 1578/* Fires a misc (wand/rod/horn) object in 'dir'.
1760 * Broken apart from 'fire' to keep it more readable. 1579 * Broken apart from 'fire' to keep it more readable.
1761 */ 1580 */
1762void 1581static void
1763fire_misc_object (object *op, int dir) 1582fire_misc_object (object *op, int dir)
1764{ 1583{
1765 object *item = op->contr->ranged_ob; 1584 object *item = op->contr->ranged_ob;
1766 1585
1767 if (!item) 1586 if (!item)
1774 { 1593 {
1775 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1594 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1776 return; 1595 return;
1777 } 1596 }
1778 1597
1779 if (!op->change_weapon (item)) 1598 if (!op->apply (item))
1780 return; 1599 return;
1781 1600
1782 if (item->type == WAND) 1601 if (item->type == WAND)
1783 { 1602 {
1784 if (item->stats.food <= 0) 1603 if (item->stats.food <= 0)
1785 { 1604 {
1786 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1605 op->contr->play_sound (sound_find ("wand_poof"));
1787 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));
1788 1607
1789 return; 1608 return;
1790 } 1609 }
1791 } 1610 }
1792 else if (item->type == ROD || item->type == HORN) 1611 else if (item->type == ROD || item->type == HORN)
1793 { 1612 {
1794 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))
1795 { 1618 {
1796 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1619 op->contr->play_sound (sound_find ("wand_poof"));
1797 1620
1798 if (item->type == ROD) 1621 if (item->type == ROD)
1799 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));
1800 else 1623 else
1801 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));
1804 } 1627 }
1805 } 1628 }
1806 1629
1807 if (cast_spell (op, item, dir, item->inv, NULL)) 1630 if (cast_spell (op, item, dir, item->inv, NULL))
1808 { 1631 {
1809 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
1810 if (item->type == WAND) 1634 if (item->type == WAND)
1811 { 1635 {
1812 if (!(--item->stats.food)) 1636 if (!(--item->stats.food))
1813 { 1637 {
1814 object *tmp; 1638 object *tmp;
1815 1639
1816 if (item->arch) 1640 if (item->arch)
1817 { 1641 {
1818 CLEAR_FLAG (item, FLAG_ANIMATE); 1642 CLEAR_FLAG (item, FLAG_ANIMATE);
1819 item->face = item->arch->clone.face; 1643 item->face = item->arch->face;
1820 item->set_speed (0); 1644 item->set_speed (0);
1821 } 1645 }
1822 1646
1823 if ((tmp = item->in_player ())) 1647 if (object *pl = item->visible_to ())
1824 esrv_update_item (UPD_ANIM, tmp, item); 1648 esrv_update_item (UPD_ANIM, pl, item);
1825 } 1649 }
1826 } 1650 }
1827 else if (item->type == ROD || item->type == HORN) 1651 else if (item->type == ROD || item->type == HORN)
1828 drain_rod_charge (item); 1652 drain_rod_charge (item);
1829 } 1653 }
1830} 1654}
1831 1655
1832/* Received a fire command for the player - go and do it. 1656/* Received a fire command for the player - go and do it.
1833 */ 1657 */
1834bool 1658bool
1835fire (object *op, int dir) 1659fire (object *who, int dir)
1836{ 1660{
1837 int spellcost = 0; 1661 int spellcost = 0;
1838 1662
1839 /* check for loss of invisiblity/hide */
1840 if (action_makes_visible (op))
1841 make_visible (op);
1842
1843 player *pl = op->contr; 1663 player *pl = who->contr;
1844 1664
1845 if (pl->golem) 1665 if (pl->golem)
1846 { 1666 {
1847 control_golem (op->contr->golem, dir); 1667 control_golem (who->contr->golem, dir);
1848 return false; 1668 return false;
1849 } 1669 }
1850 1670
1851 object *ob = pl->ranged_ob; 1671 object *ob = pl->ranged_ob;
1852 1672
1853 if (!ob) 1673 if (!ob)
1854 return false; 1674 return false;
1855 1675
1856 if (!op->change_weapon (ob))
1857 return false;
1858
1859 if (op->speed_left > 0.f) 1676 if (who->speed_left > 0.f)
1860 --op->speed_left; 1677 --who->speed_left;
1861 else 1678 else
1862 return false; 1679 return false;
1863 1680
1681 if (!who->apply (ob))
1682 return false;
1683
1684 /* check for loss of invisiblity/hide */
1685 if (action_makes_visible (who))
1686 make_visible (who);
1687
1864 switch (ob->type) 1688 switch (ob->type)
1865 { 1689 {
1866 case BOW: 1690 case BOW:
1867 player_fire_bow (op, dir); 1691 player_fire_bow (who, dir);
1868 break; 1692 break;
1869 1693
1870 case SPELL: 1694 case SPELL:
1871 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0); 1695 spellcost = cast_spell (who, who, dir, ob, *pl->spellparam ? pl->spellparam : 0);
1872 break; 1696 break;
1873 1697
1874 case BUILDER: 1698 case BUILDER:
1875 apply_map_builder (op, dir); 1699 apply_map_builder (who, dir);
1876 break; 1700 break;
1877 1701
1878 case SKILL: 1702 case SKILL:
1879 do_skill (op, op, ob, dir, 0); 1703 do_skill (who, who, ob, dir, 0);
1880 break; 1704 break;
1881 1705
1706 case RANGED:
1707 do_skill (who, ob, who->chosen_skill, dir, 0);
1708 break;
1709
1882 default: 1710 default:
1883 fire_misc_object (op, dir); 1711 fire_misc_object (who, dir);
1884 break; 1712 break;
1885 } 1713 }
1886 1714
1887 return true; 1715 return true;
1888} 1716}
1889 1717
1890/* find_key 1718static object *
1891 * We try to find a key for the door as passed. If we find a key
1892 * and successfully use it, we return the key, otherwise NULL
1893 * This function merges both normal and locked door, since the logic
1894 * for both is the same - just the specific key is different.
1895 * pl is the player,
1896 * inv is the objects inventory to searched
1897 * door is the door we are trying to match against.
1898 * This function can be called recursively to search containers.
1899 */
1900object *
1901find_key (object *pl, object *container, object *door) 1719find_key_ (object *pl, object *container, object *door)
1902{ 1720{
1903 object *tmp, *key; 1721 object *tmp, *key;
1904 1722
1905 /* Should not happen, but sanity checking is never bad */ 1723 /* Should not happen, but sanity checking is never bad */
1906 if (!container->inv) 1724 if (!container->inv)
1909 /* 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 */
1910 for (tmp = container->inv; tmp; tmp = tmp->below) 1728 for (tmp = container->inv; tmp; tmp = tmp->below)
1911 { 1729 {
1912 if (door->type == DOOR && tmp->type == KEY) 1730 if (door->type == DOOR && tmp->type == KEY)
1913 break; 1731 break;
1732
1914 /* For sanity, we should really check door type, but other stuff 1733 /* For sanity, we should really check door type, but other stuff
1915 * (like containers) can be locked with special keys 1734 * (like containers) can be locked with special keys
1916 */ 1735 */
1917 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1736 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1918 break; 1737 break;
1924 * a key, return 1743 * a key, return
1925 */ 1744 */
1926 if (!tmp) 1745 if (!tmp)
1927 { 1746 {
1928 for (tmp = container->inv; tmp; tmp = tmp->below) 1747 for (tmp = container->inv; tmp; tmp = tmp->below)
1929 {
1930 /* No reason to search empty containers */ 1748 /* No reason to search empty containers */
1931 if (tmp->type == CONTAINER && tmp->inv) 1749 if (tmp->type == CONTAINER && tmp->inv)
1932 {
1933 if ((key = find_key (pl, tmp, door))) 1750 if ((key = find_key_ (pl, tmp, door)))
1934 return key; 1751 return key;
1935 }
1936 }
1937 1752
1938 if (!tmp) 1753 if (!tmp)
1939 return NULL; 1754 return 0;
1940 } 1755 }
1941 1756
1942 /* 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,
1943 * see if we actually want to use it 1758 * see if we actually want to use it
1944 */ 1759 */
1945 if (pl != container) 1760 if (pl != container)
1946 { 1761 {
1947 /* Only let players use keys in containers */ 1762 /* Only let players use keys in containers */
1948 if (!pl->contr) 1763 if (!pl->contr)
1949 return NULL; 1764 return 0;
1765
1950 /* cases where this fails: 1766 /* cases where this fails:
1951 * If we only search the player inventory, return now since we 1767 * If we only search the player inventory, return now since we
1952 * are not in the players inventory. 1768 * are not in the players inventory.
1953 * If the container is not active, return now since only active 1769 * If the container is not active, return now since only active
1954 * containers can be used. 1770 * containers can be used.
1958 * inv must have been an container and must have been active. 1774 * inv must have been an container and must have been active.
1959 * 1775 *
1960 * Change the color so that the message doesn't disappear with 1776 * Change the color so that the message doesn't disappear with
1961 * all the others. 1777 * all the others.
1962 */ 1778 */
1963 if (pl->contr->usekeys == key_inventory || 1779 if (pl->contr->usekeys == key_inventory
1964 !QUERY_FLAG (container, FLAG_APPLIED) || 1780 || !QUERY_FLAG (container, FLAG_APPLIED)
1965 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys")))) 1781 || (pl->contr->usekeys == keyrings && container->race != shstr_keys))
1966 { 1782 {
1967 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1783 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1968 "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));
1969 return NULL; 1785 return NULL;
1970 } 1786 }
1971 } 1787 }
1972 1788
1973 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);
1974} 1815}
1975 1816
1976/* moved door processing out of move_player_attack. 1817/* moved door processing out of move_player_attack.
1977 * returns 1 if player has opened the door with a key 1818 * returns 1 if player has opened the door with a key
1978 * such that the caller should not do anything more, 1819 * such that the caller should not do anything more,
1990 /* If we found a key, do some extra work */ 1831 /* If we found a key, do some extra work */
1991 if (key) 1832 if (key)
1992 { 1833 {
1993 object *container = key->env; 1834 object *container = key->env;
1994 1835
1995 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1996
1997 if (action_makes_visible (op)) 1836 if (action_makes_visible (op))
1998 make_visible (op); 1837 make_visible (op);
1999 1838
2000 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1839 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2001 spring_trap (door->inv, op); 1840 spring_trap (door->inv, op);
2002 1841
2003 if (door->type == DOOR) 1842 if (door->type == DOOR)
2004 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 */
2005 else if (door->type == LOCKED_DOOR) 1844 else if (door->type == LOCKED_DOOR)
2006 { 1845 {
2007 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);
2008 remove_door2 (door); /* remove door without violence ;-) */ 1847 remove_door2 (door); /* remove door without violence ;-) */
2009 } 1848 }
2010 1849
2011 /* Do this after we print the message */ 1850 /* Do this after we print the message */
2012 decrease_ob (key); /* Use up one of the keys */ 1851 key->decrease (); /* Use up one of the keys */
2013 /* Need to update the weight the container the key was in */
2014 if (container != op)
2015 esrv_update_item (UPD_WEIGHT, op, container);
2016 1852
2017 return 1; /* Nothing more to do below */ 1853 return 1; /* Nothing more to do below */
2018 } 1854 }
2019 else if (door->type == LOCKED_DOOR) 1855 else if (door->type == LOCKED_DOOR)
2020 { 1856 {
2021 /* Might as well return now - no other way to open this */ 1857 /* Might as well return now - no other way to open this */
2022 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...");
2023 return 1; 1859 return 1;
2024 } 1860 }
2025 1861
2026 return 0; 1862 return 0;
2027} 1863}
2033 * going to try and move (not fire weapons). 1869 * going to try and move (not fire weapons).
2034 */ 1870 */
2035bool 1871bool
2036move_player_attack (object *op, int dir) 1872move_player_attack (object *op, int dir)
2037{ 1873{
2038 int on_battleground; 1874 if (!op->contr->braced && op->speed_left > 0.f && op->move (dir))
1875 {
1876 --op->speed_left;
1877 return true;
1878 }
2039 1879
2040 sint16 nx = freearr_x[dir] + op->x; 1880 sint16 nx = freearr_x[dir] + op->x;
2041 sint16 ny = freearr_y[dir] + op->y; 1881 sint16 ny = freearr_y[dir] + op->y;
2042 1882
2043 on_battleground = op_on_battleground (op, 0, 0);
2044
2045 if (out_of_map (op->map, nx, ny)) 1883 if (out_of_map (op->map, nx, ny))
2046 return false; 1884 return false;
2047
2048 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2049 {
2050 --op->speed_left;
2051 return true;
2052 }
2053 1885
2054 /* 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
2055 * 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
2056 * 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
2057 * player. This is a pretty nasty hack, because if we could 1889 * player. This is a pretty nasty hack, because if we could
2114 1946
2115 if (op->speed_left > 0.f) 1947 if (op->speed_left > 0.f)
2116 { 1948 {
2117 --op->speed_left; 1949 --op->speed_left;
2118 1950
2119 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 1951 op->play_sound (sound_find ("push_player"));
2120 push_ob (mon, dir, op); 1952 push_ob (mon, dir, op);
2121 1953
2122 if (op->contr->tmp_invis || op->hide) 1954 if (action_makes_visible (op))
2123 make_visible (op); 1955 make_visible (op);
2124 1956
2125 return true; 1957 return true;
2126 } 1958 }
2127 else 1959 else
2128 return false; 1960 return false;
2129 } 1961 }
1962
1963 bool on_battleground = op_on_battleground (op, 0, 0);
2130 1964
2131 /* in certain circumstances, you shouldn't attack friendly 1965 /* in certain circumstances, you shouldn't attack friendly
2132 * creatures. Note that if you are braced, you can't push 1966 * creatures. Note that if you are braced, you can't push
2133 * 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
2134 * attack them either. 1968 * attack them either.
2143 { 1977 {
2144 --op->speed_left; 1978 --op->speed_left;
2145 1979
2146 if (!op->contr->braced) 1980 if (!op->contr->braced)
2147 { 1981 {
2148 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 1982 op->play_sound (sound_find ("push_player"));
2149 push_ob (mon, dir, op); 1983 push_ob (mon, dir, op);
2150 } 1984 }
2151 else 1985 else
2152 new_draw_info (0, 0, op, "You withhold your attack"); 1986 op->statusmsg ("You withhold your attack");
2153 1987
2154 if (op->contr->tmp_invis || op->hide) 1988 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
2155 make_visible (op); 1989 make_visible (op);
2156 1990
2157 return true; 1991 return true;
2158 } 1992 }
2159 } 1993 }
2180 * 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.
2181 */ 2015 */
2182 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2016 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2183 ((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)))
2184 { 2018 {
2185 if (op->contr->weapon_sp_left > 0.f) 2019 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2186 { 2020 {
2187 --op->contr->weapon_sp_left; 2021 --op->contr->weapon_sp_left;
2188 2022
2189 skill_attack (mon, op, 0, 0, 0); 2023 skill_attack (mon, op, 0, 0, 0);
2190 2024
2199} 2033}
2200 2034
2201bool 2035bool
2202move_player (object *op, int dir) 2036move_player (object *op, int dir)
2203{ 2037{
2204 int pick;
2205
2206 if (!op->map || op->map->in_memory != MAP_IN_MEMORY) 2038 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2207 return 0; 2039 return 0;
2208 2040
2209 /* Sanity check: make sure dir is valid */ 2041 /* Sanity check: make sure dir is valid */
2210 if ((dir < 0) || (dir >= 9)) 2042 if (dir < 0 || dir >= 9)
2211 { 2043 {
2212 LOG (llevError, "move_player: invalid direction %d\n", dir); 2044 LOG (llevError, "move_player: invalid direction %d\n", dir);
2213 return 0; 2045 return 0;
2214 } 2046 }
2215 2047
2217 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2049 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2218 dir = absdir (dir + rndm (3) + rndm (3) - 2); 2050 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2219 2051
2220 op->facing = dir; 2052 op->facing = dir;
2221 2053
2222 if (op->hide) 2054 if (op->flag [FLAG_HIDDEN])
2223 do_hidden_move (op); 2055 do_hidden_move (op);
2224 2056
2225 bool retval; 2057 bool retval;
2058 int pick = 0;
2226 2059
2227 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2060 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2228 retval = RESULT_INT (0); 2061 retval = RESULT_INT (0);
2229 else if (op->contr->fire_on) 2062 else if (op->contr->fire_on)
2230 retval = fire (op, dir); 2063 retval = fire (op, dir);
2287 return move_player (op, op->direction); 2120 return move_player (op, op->direction);
2288 2121
2289 return false; 2122 return false;
2290} 2123}
2291 2124
2292int 2125static int
2293save_life (object *op) 2126save_life (object *op)
2294{ 2127{
2295 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2128 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2296 return 0; 2129 return 0;
2297 2130
2298 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2131 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2299 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2132 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2300 { 2133 {
2301 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2134 op->play_sound (sound_find ("ob_evaporate"));
2302 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));
2303
2304 if (op->contr)
2305 esrv_del_item (op->contr, tmp->count);
2306 2136
2307 tmp->destroy (); 2137 tmp->destroy ();
2308 CLEAR_FLAG (op, FLAG_LIFESAVE); 2138 CLEAR_FLAG (op, FLAG_LIFESAVE);
2309 2139
2310 if (op->stats.hp < 0) 2140 if (op->stats.hp < 0)
2311 op->stats.hp = op->stats.maxhp; 2141 op->stats.hp = op->stats.maxhp;
2312 2142
2313 if (op->stats.food < 0) 2143 if (op->stats.food < 0)
2314 op->stats.food = 999; 2144 op->stats.food = MAX_FOOD;
2315 2145
2316 op->update_stats (); 2146 op->update_stats ();
2317 return 1; 2147 return 1;
2318 } 2148 }
2319 2149
2323 return 0; 2153 return 0;
2324} 2154}
2325 2155
2326/* 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
2327 * 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
2328 * 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
2329 * from. 2159 * from.
2330 */ 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
2331void 2177void
2332remove_unpaid_objects (object *op, object *env) 2178object::drop_unpaid_items ()
2333{ 2179{
2334 while (op) 2180 if (!flag [FLAG_REMOVED])
2335 { 2181 ::drop_unpaid_items (inv, this);
2336 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2337
2338 if (QUERY_FLAG (op, FLAG_UNPAID))
2339 {
2340 if (env->type == PLAYER)
2341 esrv_del_item (env->contr, op->count);
2342
2343 op->insert_at (env);
2344 }
2345 else if (op->inv)
2346 remove_unpaid_objects (op->inv, env);
2347
2348 op = next;
2349 }
2350}
2351
2352/*
2353 * Returns pointer a static string containing gravestone text
2354 * Moved from apply.c to player.c - player.c is what
2355 * actually uses this function. player.c may not be quite the
2356 * best, a misc file for object actions is probably better,
2357 * but there isn't one in the server directory.
2358 */
2359char *
2360gravestone_text (object *op)
2361{
2362 static char buf2[MAX_BUF];
2363 char buf[MAX_BUF];
2364 time_t now = time (NULL);
2365
2366 strcpy (buf2, " R.I.P.\n\n");
2367 if (op->type == PLAYER)
2368 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2369 else
2370 sprintf (buf, "%s\n", &op->name);
2371
2372 strncat (buf2, " ", 20 - strlen (buf) / 2);
2373 strcat (buf2, buf);
2374 if (op->type == PLAYER)
2375 sprintf (buf, "who was in level %d when killed\n", op->level);
2376 else
2377 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2378
2379 strncat (buf2, " ", 20 - strlen (buf) / 2);
2380 strcat (buf2, buf);
2381 if (op->type == PLAYER)
2382 {
2383 sprintf (buf, "by %s.\n\n", op->contr->killer);
2384 strncat (buf2, " ", 21 - strlen (buf) / 2);
2385 strcat (buf2, buf);
2386 }
2387
2388 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2389 strncat (buf2, " ", 20 - strlen (buf) / 2);
2390 strcat (buf2, buf);
2391
2392 return buf2;
2393} 2182}
2394 2183
2395void 2184void
2396do_some_living (object *op) 2185do_some_living (object *op)
2397{ 2186{
2449 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2238 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2450 else 2239 else
2451 { 2240 {
2452 gen_grace = op->stats.maxgrace; 2241 gen_grace = op->stats.maxgrace;
2453 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2242 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2454 }
2455
2456 /* Regenerate Spell Points */
2457 if (!op->contr->golem && --op->last_sp < 0)
2458 {
2459 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2460 if (op->stats.sp < op->stats.maxsp)
2461 {
2462 op->stats.sp++;
2463 /* dms do not consume food */
2464 if (!QUERY_FLAG (op, FLAG_WIZ))
2465 {
2466 op->stats.food--;
2467 if (op->contr->digestion < 0)
2468 op->stats.food += op->contr->digestion;
2469 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2470 op->stats.food = last_food;
2471 }
2472 }
2473
2474 if (max_sp > 1)
2475 {
2476 over_sp = (gen_sp + 10) / rate_sp;
2477 if (over_sp > 0)
2478 {
2479 if (op->stats.sp < op->stats.maxsp)
2480 {
2481 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2482
2483 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2484 op->stats.sp--;
2485
2486 if (op->stats.sp > op->stats.maxsp)
2487 op->stats.sp = op->stats.maxsp;
2488 }
2489 op->last_sp = 0;
2490 }
2491 else
2492 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2493 }
2494 else
2495 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2496 } 2243 }
2497 2244
2498 /* Regenerate Grace */ 2245 /* Regenerate Grace */
2499 /* 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. */
2500 if (--op->last_grace < 0) 2247 if (--op->last_grace < 0)
2521 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);
2522 } 2269 }
2523 /* wearing stuff doesn't detract from grace generation. */ 2270 /* wearing stuff doesn't detract from grace generation. */
2524 } 2271 }
2525 2272
2273 if (op->stats.food > 0)
2274 {
2526 /* Regenerate Hit Points */ 2275 /* Regenerate Spell Points */
2527 if (--op->last_heal < 0) 2276 if (!op->contr->golem && --op->last_sp < 0)
2528 {
2529 if (op->stats.hp < op->stats.maxhp)
2530 { 2277 {
2531 op->stats.hp++; 2278 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2532 /* dms do not consume food */ 2279
2533 if (!QUERY_FLAG (op, FLAG_WIZ)) 2280 if (op->stats.sp < op->stats.maxsp)
2534 { 2281 {
2282 op->stats.sp++;
2283
2284 /* dms do not consume food */
2285 if (!QUERY_FLAG (op, FLAG_WIZ))
2286 {
2535 op->stats.food--; 2287 op->stats.food--;
2288
2536 if (op->contr->digestion < 0) 2289 if (op->contr->digestion < 0)
2537 op->stats.food += op->contr->digestion; 2290 op->stats.food += op->contr->digestion;
2538 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))
2539 op->stats.food = last_food; 2292 op->stats.food = last_food;
2293 }
2540 } 2294 }
2541 }
2542 2295
2543 if (max_hp > 1) 2296 if (max_sp > 1)
2544 {
2545 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2546 if (over_hp > 0)
2547 { 2297 {
2548 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
2549 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);
2550 } 2316 }
2551 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)
2552 { 2325 {
2553 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 }
2554 } 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);
2555 } 2351 }
2556 else 2352 else
2557 {
2558 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);
2559 } 2354 }
2560 } 2355 }
2561 2356
2562 /* Digestion */ 2357 /* Digestion */
2563 if (--op->last_eat < 0) 2358 if (--op->last_eat < 0)
2564 { 2359 {
2565 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0; 2360 int bonus = max (0, op->contr->digestion),
2361 penalty = max (0, -op->contr->digestion);
2566 2362
2567 if (op->contr->gen_hp > 0)
2568 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);
2569 else
2570 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2571 2364
2572 /* dms do not consume food */ 2365 /* dms do not consume food */
2573 if (!QUERY_FLAG (op, FLAG_WIZ)) 2366 if (!QUERY_FLAG (op, FLAG_WIZ))
2574 op->stats.food--; 2367 op->stats.food--;
2575 } 2368 }
2576 2369
2577 if (op->stats.food < 0 && op->stats.hp >= 0) 2370 if (op->stats.food < 0 && op->stats.hp >= 0)
2578 { 2371 {
2579 object *tmp, *flesh = 0; 2372 object *flesh = 0;
2580 2373
2581 for (tmp = op->inv; tmp; tmp = tmp->below) 2374 for_inv_removable (op, tmp)
2582 { 2375 {
2583 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)
2584 { 2380 {
2585 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2381 op->statusmsg ("You blindly grab for a bite of food. "
2586 { 2382 "H<To prevent you from starving, you ate some random item from your backpack.>");
2587 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2383 op->apply (tmp);
2588 manual_apply (op, tmp, 0); 2384
2589 if (op->stats.food >= 0 || op->stats.hp < 0) 2385 if (op->stats.food >= 0 || op->stats.hp < 0)
2590 break; 2386 break;
2591 } 2387 }
2592 else if (tmp->type == FLESH) 2388 else if (tmp->type == FLESH)
2593 flesh = tmp; 2389 flesh = tmp;
2594 } /* End if paid for object */ 2390 }
2595 } /* end of for loop */
2596 2391
2597 /* 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
2598 * eat flesh instead. 2393 * eat flesh instead.
2599 */ 2394 */
2600 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2395 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2601 { 2396 {
2602 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.>");
2603 manual_apply (op, flesh, 0); 2399 op->apply (flesh);
2604 } 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)
2605 } 2409 {
2410 op->stats.hp += op->stats.food;
2411 op->stats.food = 0;
2606 2412
2607 while (op->stats.food < 0 && op->stats.hp >= 0) 2413 if (op->stats.hp < 0)
2608 op->stats.food++, op->stats.hp--; 2414 {
2415 op->contr->killer = archetype::get ("killer_starvation");
2416 op->contr->killer->destroy ();
2417 }
2418 }
2609 2419
2420 /* killer should be set here already */
2610 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2421 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2611 kill_player (op); 2422 kill_player (op);
2612 } 2423 }
2613} 2424}
2614 2425
2618 * file. 2429 * file.
2619 */ 2430 */
2620void 2431void
2621kill_player (object *op) 2432kill_player (object *op)
2622{ 2433{
2623 char buf[MAX_BUF];
2624 int x, y; 2434 int x, y;
2625
2626 //int i;
2627 maptile *map; /* this is for resurrection */ 2435 maptile *map; /* this is for resurrection */
2628
2629 /* int z;
2630 int num_stats_lose;
2631 int lost_a_stat;
2632 int lose_this_stat;
2633 int this_stat; */
2634 int will_kill_again; 2436 int will_kill_again;
2635 archetype *at; 2437 archetype *at;
2636 object *tmp; 2438 object *tmp;
2637 2439
2638 if (save_life (op)) 2440 if (save_life (op))
2639 return; 2441 return;
2640 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 }
2641 2478
2642 /* 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
2643 * 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.
2644 * Look at op_on_battleground() for more info --AndreasV 2481 * Look at op_on_battleground() for more info --AndreasV
2645 */ 2482 */
2646 if (op_on_battleground (op, &x, &y)) 2483 if (op_on_battleground (op, &x, &y))
2647 { 2484 {
2648 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";
2649 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2650
2651 /* restore player */
2652 at = archetype::find ("poisoning");
2653 if (object *tmp = present_arch_in_ob (at, op))
2654 {
2655 tmp->destroy ();
2656 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2657 }
2658
2659 at = archetype::find ("confusion");
2660 if (object *tmp = present_arch_in_ob (at, op))
2661 {
2662 tmp->destroy ();
2663 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2664 }
2665
2666 cure_disease (op, 0); /* remove any disease */
2667 op->stats.hp = op->stats.maxhp;
2668 if (op->stats.food <= 0)
2669 op->stats.food = 999;
2670 2486
2671 /* create a bodypart-trophy to make the winner happy */ 2487 /* create a bodypart-trophy to make the winner happy */
2672 if (object *tmp = arch_to_object (archetype::find ("finger"))) 2488 object *tmp = archetype::find (shstr_finger)->instance ();
2673 { 2489
2674 sprintf (buf, "%s's finger", &op->name); 2490 tmp->name = format ("%s's finger" , &op->name);
2675 tmp->name = buf; 2491 tmp->name_pl = format ("%s's fingers", &op->name);
2676 sprintf (buf, " This finger has been cut off %s\n" 2492 tmp->msg = format (
2677 " 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",
2678 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2494 &op->name, op->contr->title,
2679 tmp->msg = buf; 2495 (int)op->level,
2496 op->contr->killer_name ()
2497 );
2680 tmp->value = 0, tmp->type = 0; 2498 tmp->value = 0, tmp->type = 0;
2681 tmp->materialname = "organics"; 2499 tmp->material = name_to_material (shstr_organic);
2682 tmp->insert_at (op, tmp); 2500 tmp->insert_at (op, tmp);
2683 }
2684 2501
2685 /* teleport defeated player to new destination */ 2502 /* teleport defeated player to new destination */
2686 transfer_ob (op, x, y, 0, NULL); 2503 transfer_ob (op, x, y, 0, NULL);
2687 op->contr->braced = 0; 2504 op->contr->braced = 0;
2505
2506 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2688 return; 2507 return;
2689 } 2508 }
2690 2509
2510 deathtab << "You were killed by " << op->contr->killer_name () << ".\n\n";
2511 deathtab << "T<YOU HAVE DIED>\n\n";
2512
2691 INVOKE_PLAYER (DEATH, op->contr); 2513 INVOKE_PLAYER (DEATH, op->contr);
2692 2514
2693 command_kill_pets (op, 0); 2515 command_kill_pets (op, 0);
2694 2516
2695 if (op->stats.food < 0) 2517 op->contr->play_sound (sound_find ("player_dies"));
2696 {
2697 sprintf (buf, "%s starved to death.", &op->name);
2698 strcpy (op->contr->killer, "starvation");
2699 }
2700 else
2701 sprintf (buf, "%s died.", &op->name);
2702
2703 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2704 2518
2705 /* save the map location for corpse, gravestone */ 2519 /* save the map location for corpse, gravestone */
2706 x = op->x; 2520 x = op->x;
2707 y = op->y; 2521 y = op->y;
2708 map = op->map; 2522 map = op->map;
2736 2550
2737 lost_a_stat = 0; 2551 lost_a_stat = 0;
2738 2552
2739 for (z = 0; z < num_stats_lose; z++) 2553 for (z = 0; z < num_stats_lose; z++)
2740 { 2554 {
2741 i = RANDOM () % NUM_STATS; 2555 i = rndm (NUM_STATS);
2742 2556
2743 if (settings.stat_loss_on_death) 2557 if (settings.stat_loss_on_death)
2744 { 2558 {
2745 /* 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
2746 * what he lost. 2560 * what he lost.
2753 lost_a_stat = 1; 2567 lost_a_stat = 1;
2754 } 2568 }
2755 else 2569 else
2756 { 2570 {
2757 /* deplete a stat */ 2571 /* deplete a stat */
2758 archetype *deparch = archetype::find ("depletion"); 2572 archetype *deparch = archetype::find (shstr_depletion);
2759 object *dep; 2573 object *dep;
2760 2574
2761 dep = present_arch_in_ob (deparch, op); 2575 dep = present_arch_in_ob (deparch, op);
2762 if (!dep) 2576 if (!dep)
2763 { 2577 {
2764 dep = arch_to_object (deparch); 2578 dep = deparch->instance ();
2765 insert_ob_in_ob (dep, op); 2579 insert_ob_in_ob (dep, op);
2766 } 2580 }
2767 lose_this_stat = 1; 2581 lose_this_stat = 1;
2768 if (settings.balanced_stat_loss) 2582 if (settings.balanced_stat_loss)
2769 { 2583 {
2797 } 2611 }
2798 } 2612 }
2799 2613
2800 if (lose_this_stat) 2614 if (lose_this_stat)
2801 { 2615 {
2802 this_stat = get_attr_value (&(dep->stats), i); 2616 this_stat = get_attr_value (&dep->stats, i);
2803 /* We could try to do something clever like find another 2617 /* We could try to do something clever like find another
2804 * stat to reduce if this fails. But chances are, if 2618 * stat to reduce if this fails. But chances are, if
2805 * stats have been depleted to -50, all are pretty low 2619 * stats have been depleted to -50, all are pretty low
2806 * 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
2807 * difference. 2621 * difference.
2815 lost_a_stat = 1; 2629 lost_a_stat = 1;
2816 } 2630 }
2817 } 2631 }
2818 } 2632 }
2819 } 2633 }
2634
2820 /* If no stat lost, tell the player. */ 2635 /* If no stat lost, tell the player. */
2821 if (!lost_a_stat) 2636 if (!lost_a_stat)
2822 { 2637 {
2823 /* determine_god() seems to not work sometimes... why is this? 2638 /* determine_god() seems to not work sometimes... why is this?
2824 Should I be using something else? GD */ 2639 Should I be using something else? GD */
2825 const char *god = determine_god (op); 2640 shstr_tmp god = determine_god (op);
2826 2641
2827 if (god && (strcmp (god, "none"))) 2642 if (god != shstr_none)
2828 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";
2829 else 2644 else
2830 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";
2831 } 2646 }
2832#else 2647#else
2833 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.";
2834#endif 2649#endif
2835 2650
2836 /* Put a gravestone up where the character 'almost' died. List the 2651 /* Put a gravestone up where the character 'almost' died. List the
2837 * exp loss on the stone. 2652 * exp loss on the stone.
2838 */ 2653 */
2839 tmp = arch_to_object (archetype::find ("gravestone")); 2654 tmp = archetype::find (shstr_gravestone)->instance ();
2840 sprintf (buf, "%s's gravestone", &op->name); 2655 tmp->name = format ("%s's gravestone", &op->name);
2841 tmp->name = buf; 2656 tmp->name_pl = format ("%s's gravestones", &op->name);
2842 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",
2843 tmp->name_pl = buf; 2658 &op->name, op->contr->title, op->contr->killer_name ());
2844 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);
2845 tmp->msg = buf;
2846 tmp->x = op->x, tmp->y = op->y; 2659 tmp->x = op->x, tmp->y = op->y;
2847 insert_ob_in_map (tmp, op->map, NULL, 0); 2660 insert_ob_in_map (tmp, op->map, NULL, 0);
2848 2661
2849 /**************************************/ 2662 /**************************************/
2850 /* */ 2663 /* */
2851 /* Subtract the experience points, */ 2664 /* Subtract the experience points, */
2852 /* if we died cause of food, give us */
2853 /* food, and reset HP's... */
2854 /* */ 2665 /* */
2855 /**************************************/ 2666 /**************************************/
2856 2667
2857 /* remove any poisoning and confusion the character may be suffering. */
2858 /* restore player */
2859 at = archetype::find ("poisoning");
2860 tmp = present_arch_in_ob (at, op);
2861
2862 if (tmp)
2863 {
2864 tmp->destroy ();
2865 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2866 }
2867
2868 at = archetype::find ("confusion");
2869 tmp = present_arch_in_ob (at, op);
2870 if (tmp)
2871 {
2872 tmp->destroy ();
2873 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2874 }
2875
2876 cure_disease (op, 0); /* remove any disease */
2877
2878 /*add_exp(op, (op->stats.exp * -0.20)); */ 2668 /*add_exp(op, (op->stats.exp * -0.20)); */
2879 apply_death_exp_penalty (op); 2669 apply_death_exp_penalty (op);
2880 if (op->stats.food < 100)
2881 op->stats.food = 900;
2882 op->stats.hp = op->stats.maxhp;
2883 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2884 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2885 2670
2886 /* 2671 /*
2887 * 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
2888 * and put them back in the map. 2673 * and put them back in the map.
2889 */ 2674 */
2890 remove_unpaid_objects (op->inv, op); 2675 op->drop_unpaid_items ();
2891 2676
2892 /****************************************/ 2677 /****************************************/
2893 /* */ 2678 /* */
2894 /* Move player to his current respawn- */ 2679 /* Move player to his current respawn- */
2895 /* position (usually last savebed) */ 2680 /* position (usually last savebed) */
2924 if (will_kill_again & (1 << at)) 2709 if (will_kill_again & (1 << at))
2925 force->resist[at] = 100; 2710 force->resist[at] = 100;
2926 2711
2927 insert_ob_in_ob (force, op); 2712 insert_ob_in_ob (force, op);
2928 op->update_stats (); 2713 op->update_stats ();
2929
2930 } 2714 }
2931 2715
2932 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2716 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2933} 2717}
2934 2718
2935void 2719static void
2936loot_object (object *op) 2720loot_object (object *op)
2937{ /* Grab and destroy some treasure */ 2721{ /* Grab and destroy some treasure */
2938 object *tmp, *tmp2, *next; 2722 object *tmp, *tmp2, *next;
2939 2723
2940 op->close_container (); /* close open sack first */ 2724 op->close_container (); /* close open sack first */
2954 2738
2955 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))))
2956 { 2740 {
2957 if (tmp->nrof > 1) 2741 if (tmp->nrof > 1)
2958 { 2742 {
2959 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2743 tmp->decrease (rndm (1, tmp->nrof - 1));
2960 tmp2->destroy ();
2961 insert_ob_in_map (tmp, op->map, NULL, 0); 2744 insert_ob_in_map (tmp, op->map, NULL, 0);
2962 } 2745 }
2963 else 2746 else
2964 tmp->destroy (); 2747 tmp->destroy ();
2965 } 2748 }
2972 * fix_weight(): Check recursively the weight of all players, and fix 2755 * fix_weight(): Check recursively the weight of all players, and fix
2973 * 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
2974 * was changed. 2757 * was changed.
2975 */ 2758 */
2976void 2759void
2977fix_weight (void) 2760fix_weight ()
2978{ 2761{
2979 for_all_players (pl) 2762 for_all_players (pl)
2980 { 2763 {
2981 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2764 sint32 old = pl->ob->carrying;
2982 2765
2983 if (old == sum) 2766 pl->ob->update_weight ();
2984 continue; 2767
2768 if (old != pl->ob->carrying)
2769 {
2985 pl->ob->update_stats (); 2770 pl->ob->update_stats ();
2986 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 }
2987 } 2773 }
2988} 2774}
2989 2775
2990void 2776void
2991fix_luck (void) 2777fix_luck ()
2992{ 2778{
2993 for_all_players (pl) 2779 for_all_players (pl)
2994 if (!pl->ob->contr->ns->state) 2780 if (!pl->ob->contr->ns->state)
2995 pl->ob->change_luck (0); 2781 pl->ob->change_luck (0);
2996} 2782}
3033} 2819}
3034 2820
3035void 2821void
3036make_visible (object *op) 2822make_visible (object *op)
3037{ 2823{
3038 op->hide = 0; 2824 op->flag [FLAG_HIDDEN] = 0;
3039 op->invisible = 0; 2825 op->invisible = 0;
2826
3040 if (op->type == PLAYER) 2827 if (op->type == PLAYER)
3041 { 2828 {
3042 op->contr->tmp_invis = 0; 2829 op->contr->tmp_invis = 0;
3043 op->contr->invis_race = 0; 2830 op->contr->invis_race = 0;
3044 } 2831 }
3047} 2834}
3048 2835
3049int 2836int
3050is_true_undead (object *op) 2837is_true_undead (object *op)
3051{ 2838{
3052 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 2839 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3053 return 1; 2840 return 1;
3054 2841
3055 return 0; 2842 return 0;
3056} 2843}
3057 2844
3058/* look at the surrounding terrain to determine 2845/* look at the surrounding terrain to determine
3059 * the hideability of this object. Positive levels 2846 * the hideability of this object. Positive levels
3060 * indicate greater hideability. 2847 * indicate greater hideability.
3061 */ 2848 */
3062
3063int 2849int
3064hideability (object *ob) 2850hideability (object *ob)
3065{ 2851{
3066 int i, level = 0, mflag; 2852 int i, level = 0, mflag;
3067 sint16 x, y; 2853 sint16 x, y;
3068 2854
3069 if (!ob || !ob->map) 2855 if (!ob || !ob->map)
3070 return 0; 2856 return 0;
3071 2857
3072 /* so, on normal lighted maps, its hard to hide */ 2858 /* so, on normal lighted maps, its hard to hide */
3073 level = ob->map->darkness - 2; 2859 level = ob->map->darklevel () - 2;
3074 2860
3075 /* this also picks up whether the object is glowing. 2861 /* this also picks up whether the object is glowing.
3076 * 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
3077 * as bad as carrying a light on a pitch dark map */ 2863 * as bad as carrying a light on a pitch dark map */
3078 if (has_carried_lights (ob)) 2864 if (ob->has_carried_lights ())
3079 level = -(10 + (2 * ob->map->darkness)); 2865 level = -(10 + (2 * ob->map->darklevel ()));
3080 2866
3081 /* scan through all nearby squares for terrain to hide in */ 2867 /* scan through all nearby squares for terrain to hide in */
3082 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])
3083 { 2871 {
3084 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); 2872 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3085 if (mflag & P_OUT_OF_MAP) 2873 if (mflag & P_OUT_OF_MAP)
3086 {
3087 continue; 2874 continue;
3088 } 2875
3089 if (mflag & P_BLOCKSVIEW) /* something to hide near! */ 2876 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3090 level += 2; 2877 level += 2;
3091 else /* open terrain! */ 2878 else /* open terrain! */
3092 level -= 1; 2879 level -= 1;
3093 } 2880 }
3104 * spot (surrounded by clear terrain in broad daylight). -b.t. 2891 * spot (surrounded by clear terrain in broad daylight). -b.t.
3105 */ 2892 */
3106void 2893void
3107do_hidden_move (object *op) 2894do_hidden_move (object *op)
3108{ 2895{
3109 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 2896 int hide = 0;
3110 object *skop;
3111 2897
3112 if (!op || !op->map) 2898 if (!op || !op->map)
3113 return; 2899 return;
3114 2900
3115 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);
3116 2903
3117 /* 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! */
3118 if (op->type == PLAYER && op->contr->run_on) 2905 if (op->type == PLAYER && op->contr->run_on)
3119 if (!skop || num >= skop->level) 2906 if (!skop || num >= skop->level)
3120 { 2907 {
3130 num -= hide; 2917 num -= hide;
3131 2918
3132 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 2919 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3133 { 2920 {
3134 make_visible (op); 2921 make_visible (op);
2922
3135 if (op->type == PLAYER) 2923 if (op->type == PLAYER)
3136 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!");
3137 } 2925 }
3138 else if (op->type == PLAYER && skop) 2926 else if (op->type == PLAYER && skop)
3139 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);
3192 * object op. This function works fine for monsters, 2980 * object op. This function works fine for monsters,
3193 * 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
3194 * a pile (say a coin under a table would return "viewable" 2982 * a pile (say a coin under a table would return "viewable"
3195 * by this routine). Another question, should we be 2983 * by this routine). Another question, should we be
3196 * concerned with the direction the player is looking 2984 * concerned with the direction the player is looking
3197 * in? Realistically, most of use cant see stuff behind 2985 * in? Realistically, most of us can't see stuff behind
3198 * our backs...on the other hand, does the "facing" direction 2986 * our backs...on the other hand, does the "facing" direction
3199 * imply the way your head, or body is facing? Its possible 2987 * imply the way your head, or body is facing? It's possible
3200 * 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.
3201 * -b.t. 2989 * -b.t.
3202 * This function is now map tiling safe. 2990 * This function is now map tiling safe.
3203 */ 2991 */
3204
3205int 2992int
3206player_can_view (object *pl, object *op) 2993player_can_view (object *pl, object *op)
3207{ 2994{
3208 rv_vector rv; 2995 rv_vector rv;
3209 int dx, dy; 2996 int dx, dy;
3221 3008
3222 get_rangevector (pl, op, &rv, 0x1); 3009 get_rangevector (pl, op, &rv, 0x1);
3223 3010
3224 /* starting with the 'head' part, lets loop 3011 /* starting with the 'head' part, lets loop
3225 * through the object and find if it has any 3012 * through the object and find if it has any
3226 * part that is in the los array but isnt on 3013 * part that is in the los array but isn't on
3227 * a blocked los square. 3014 * a blocked los square.
3228 * we use the archetype to figure out offsets. 3015 * we use the archetype to figure out offsets.
3229 */ 3016 */
3230 while (op) 3017 while (op)
3231 { 3018 {
3232 dx = rv.distance_x + op->arch->clone.x; 3019 dx = rv.distance_x + op->arch->x;
3233 dy = rv.distance_y + op->arch->clone.y; 3020 dy = rv.distance_y + op->arch->y;
3234 3021
3235 /* only the viewable area the player sees is updated by LOS 3022 if (pl->contr->blocked_los (dx, dy) != LOS_BLOCKED)
3236 * code, so we need to restrict ourselves to that range of values
3237 * for any meaningful values.
3238 */
3239 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3240 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3241 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3242 return 1; 3023 return 1;
3024
3243 op = op->more; 3025 op = op->more;
3244 } 3026 }
3245 return 0;
3246}
3247 3027
3248/* routine for both players and monsters. We call this when
3249 * there is a possibility for our action distrubing our hiding
3250 * place or invisiblity spell. Artefact invisiblity is not
3251 * effected by this. If we arent invisible to begin with, we
3252 * return 0.
3253 */
3254int
3255action_makes_visible (object *op)
3256{
3257
3258 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3259 {
3260 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3261 return 0;
3262
3263 if (op->contr && op->contr->tmp_invis == 0)
3264 return 0;
3265
3266 /* If monsters, they should become visible */
3267 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3268 {
3269 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3270 return 1;
3271 }
3272 }
3273 return 0; 3028 return 0;
3274} 3029}
3275 3030
3276/* op_on_battleground - checks if the given object op (usually 3031/* op_on_battleground - checks if the given object op (usually
3277 * a player) is standing on a valid battleground-tile, 3032 * a player) is standing on a valid battleground-tile,
3282 * 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
3283 */ 3038 */
3284int 3039int
3285op_on_battleground (object *op, int *x, int *y) 3040op_on_battleground (object *op, int *x, int *y)
3286{ 3041{
3287 object *tmp;
3288
3289 /* A battleground-tile needs the following attributes to be valid: 3042 /* A battleground-tile needs the following attributes to be valid:
3290 * 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),
3291 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3044 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3292 * and the exit-coordinates sp/hp must both be > 0. 3045 * and the exit-coordinates sp/hp must both be > 0.
3293 * => The intention here is to prevent abuse of the battleground- 3046 * => The intention here is to prevent abuse of the battleground-
3294 * feature (like pickable or hidden battleground tiles). */ 3047 * feature (like pickable or hidden battleground tiles). */
3295 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3048 for (object *tmp = op->below; tmp; tmp = tmp->below)
3296 { 3049 {
3297 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3050 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3298 { 3051 {
3299 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3052 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3300 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))
3301 { 3056 {
3302 /*before we assign the exit, check if this is a teambattle */ 3057 /* before we assign the exit, check if this is a teambattle */
3303 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))
3304 {
3305 object *invtmp;
3306
3307 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)
3308 { 3061 {
3309 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3310 {
3311 if (x != NULL && y != NULL) 3062 if (x && y)
3312 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3063 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3064
3313 return 1; 3065 return 1;
3314 }
3315 } 3066 }
3316 } 3067
3317 if (x != NULL && y != NULL) 3068 if (x && y)
3318 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3069 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3070
3319 return 1; 3071 return 1;
3320 } 3072 }
3321 } 3073 }
3322 } 3074 }
3075
3323 /* If we got here, did not find a battleground */ 3076 /* If we got here, did not find a battleground */
3324 return 0; 3077 return 0;
3325} 3078}
3326 3079
3327/* 3080/*
3343 char buf[MAX_BUF]; /* tmp. string buffer */ 3096 char buf[MAX_BUF]; /* tmp. string buffer */
3344 int i = 0, j = 0; 3097 int i = 0, j = 0;
3345 3098
3346 /* get the appropriate treasurelist */ 3099 /* get the appropriate treasurelist */
3347 if (atnr == ATNR_FIRE) 3100 if (atnr == ATNR_FIRE)
3348 trlist = treasurelist::find ("dragon_ability_fire"); 3101 trlist = treasurelist::find (shstr_dragon_ability_fire);
3349 else if (atnr == ATNR_COLD) 3102 else if (atnr == ATNR_COLD)
3350 trlist = treasurelist::find ("dragon_ability_cold"); 3103 trlist = treasurelist::find (shstr_dragon_ability_cold);
3351 else if (atnr == ATNR_ELECTRICITY) 3104 else if (atnr == ATNR_ELECTRICITY)
3352 trlist = treasurelist::find ("dragon_ability_elec"); 3105 trlist = treasurelist::find (shstr_dragon_ability_elec);
3353 else if (atnr == ATNR_POISON) 3106 else if (atnr == ATNR_POISON)
3354 trlist = treasurelist::find ("dragon_ability_poison"); 3107 trlist = treasurelist::find (shstr_dragon_ability_poison);
3355 3108
3356 if (trlist == NULL || who->type != PLAYER) 3109 if (trlist == NULL || who->type != PLAYER)
3357 return; 3110 return;
3358 3111
3359 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++);
3363 /* 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]); */
3364 return; 3117 return;
3365 } 3118 }
3366 3119
3367 /* everything seems okay - now bring on the gift: */ 3120 /* everything seems okay - now bring on the gift: */
3368 item = &(tr->item->clone); 3121 item = tr->item;
3369 3122
3370 if (item->type == SPELL) 3123 if (item->type == SPELL)
3371 { 3124 {
3372 if (check_spell_known (who, item->name)) 3125 if (check_spell_known (who, item->name))
3373 return; 3126 return;
3432 { 3185 {
3433 /* forces in the treasurelist can alter the player's stats */ 3186 /* forces in the treasurelist can alter the player's stats */
3434 object *skin; 3187 object *skin;
3435 3188
3436 /* first get the dragon skin force */ 3189 /* first get the dragon skin force */
3437 shstr_cmp dragon_skin_force ("dragon_skin_force");
3438 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)
3439 ; 3191 ;
3440 3192
3441 if (!skin) 3193 if (!skin)
3442 return; 3194 return;
3443 3195
3476 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg); 3228 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3477 } 3229 }
3478 else 3230 else
3479 { 3231 {
3480 /* generate misc. treasure */ 3232 /* generate misc. treasure */
3481 tmp = arch_to_object (tr->item); 3233 tmp = tr->item->instance ();
3482 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));
3483 tmp = insert_ob_in_ob (tmp, who); 3235 who->insert (tmp);
3484 if (who->type == PLAYER)
3485 esrv_send_item (who, tmp);
3486 } 3236 }
3487} 3237}
3488 3238
3489/** 3239//-GPL
3490 * Unready an object for a player. This function does nothing if the object was
3491 * not readied.
3492 */
3493void
3494player_unready_range_ob (player *pl, object *ob)
3495{
3496 if (pl->ob->current_weapon == ob)
3497 pl->ob->current_weapon = 0;
3498
3499 if (pl->combat_ob == ob)
3500 pl->combat_ob = 0;
3501
3502 if (pl->ranged_ob == ob)
3503 pl->ranged_ob = 0;
3504}
3505 3240
3506sint8 3241sint8
3507player::visibility_at (maptile *map, int x, int y) const 3242player::darkness_at (maptile *map, int x, int y) const
3508{ 3243{
3509 if (!ns) 3244 if (!ns)
3510 return 0; 3245 return LOS_BLOCKED;
3511 3246
3512 int dx, dy; 3247 int dx, dy;
3513 if (!adjacent_map (map, ns->current_map, &dx, &dy)) 3248 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3514 return 0; 3249 return LOS_BLOCKED;
3515 3250
3516 x += dx - ns->current_x + ns->mapx / 2; 3251 x += dx - ns->current_x;
3517 y += dy - ns->current_y + ns->mapy / 2; 3252 y += dy - ns->current_y;
3518 3253
3519 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3520 return 0;
3521
3522 return 100 - blocked_los [x][y]; 3254 return blocked_los (x, y);
3523} 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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