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Comparing deliantra/server/server/player.C (file contents):
Revision 1.91 by root, Sun Jan 7 23:10:43 2007 UTC vs.
Revision 1.222 by root, Thu Jan 1 11:41:17 2009 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version. 11 * (at your 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 GNU General Public License
19 * along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 * 20 *
22 * The author can be reached via e-mail to <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 22 */
24 23
25#include <global.h> 24#include <global.h>
26#include <pwd.h>
27#include <sproto.h> 25#include <sproto.h>
28#include <sounds.h> 26#include <sounds.h>
29#include <living.h> 27#include <living.h>
30#include <object.h> 28#include <object.h>
31#include <spells.h> 29#include <spells.h>
116 114
117 news[0] = '\0'; 115 news[0] = '\0';
118 subject[0] = '\0'; 116 subject[0] = '\0';
119 size = 0; 117 size = 0;
120 118
121 while (fgets (buf, MAX_BUF, fp) != NULL) 119 while (fgets (buf, MAX_BUF, fp))
122 { 120 {
123 if (*buf == '#') 121 if (*buf == '#')
124 continue; 122 continue;
125 123
126 if (*buf == '%') 124 if (*buf == '%')
127 { /* send one news */ 125 { /* send one news */
128 if (size > 0) 126 if (size > 0)
129 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */ 127 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
128 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS,
129 "INFORMATION: %s\n%s", (char *)"%s\n%s",
130 subject, news); /*send previously read news */
130 131
131 strcpy (subject, buf + 1); 132 strcpy (subject, buf + 1);
132 strip_endline (subject); 133 strip_endline (subject);
133 size = 0; 134 size = 0;
134 news[0] = '\0'; 135 news[0] = '\0';
144 size += strlen (buf); 145 size += strlen (buf);
145 } 146 }
146 } 147 }
147 148
148 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, 149 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
149 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news); 150 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news);
150 close_and_delete (fp, comp); 151 close_and_delete (fp, comp);
151} 152}
152 153
153/* This loads the first map an puts the player on it. */ 154/* This loads the first map an puts the player on it. */
154static void 155static void
155set_first_map (object *op) 156set_first_map (object *op)
156{ 157{
157 op->contr->maplevel = first_map_path; 158 op->contr->maplevel = first_map_path;
158 op->x = -1; 159 op->x = -1;
159 op->y = -1; 160 op->y = -1;
160}
161
162void
163player::enter_map ()
164{
165 object *tmp = object::create ();
166
167 EXIT_PATH (tmp) = maplevel;
168 EXIT_X (tmp) = ob->x;
169 EXIT_Y (tmp) = ob->y;
170 ob->enter_exit (tmp);
171
172 tmp->destroy ();
173} 161}
174 162
175void 163void
176player::activate () 164player::activate ()
177{ 165{
180 168
181 players.insert (this); 169 players.insert (this);
182 ob->remove (); 170 ob->remove ();
183 ob->map = 0; 171 ob->map = 0;
184 ob->activate_recursive (); 172 ob->activate_recursive ();
185 enter_map (); 173 CLEAR_FLAG (ob, FLAG_FRIENDLY);
174 add_friendly_object (ob);
186} 175}
187 176
188void 177void
189player::deactivate () 178player::deactivate ()
190{ 179{
191 if (!active) 180 if (!active)
192 return; 181 return;
193 182
194 terminate_all_pets (ob); 183 terminate_all_pets (ob);
184 remove_friendly_object (ob);
195 ob->deactivate_recursive (); 185 ob->deactivate_recursive ();
186
187 if (ob->map)
188 maplevel = ob->map->path;
189
196 ob->remove (); 190 ob->remove ();
191 ob->enemy = 0; // sometimes keeps an extra refcount on itself
197 ob->map = 0; 192 ob->map = 0;
193 party = 0;
194
195 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
198 196
199 players.erase (this); 197 players.erase (this);
200} 198}
201 199
202// connect the player with a specific client 200// connect the player with a specific client
203// also changed, rationalises, and fixes some incorrect settings 201// also changes, rationalises, and fixes some incorrect settings
204void 202void
205player::connect (client *ns) 203player::connect (client *ns)
206{ 204{
207 this->ns = ns; 205 this->ns = ns;
208 ns->pl = this; 206 ns->pl = this;
209 207
208 run_on = 0;
209 fire_on = 0;
210 ob->close_container (); //TODO: client-specific
211
210 ns->update_look = 0; 212 ns->update_look = 0;
211 ns->look_position = 0; 213 ns->look_position = 0;
212 214
213 clear_los (ob); 215 clear_los ();
216
217 ns->reset_stats ();
214 218
215 /* make sure he's a player -- needed because of class change. */ 219 /* make sure he's a player -- needed because of class change. */
216 ob->type = PLAYER; // we are paranoid 220 ob->type = PLAYER; // we are paranoid
217 ob->race = ob->arch->clone.race; 221 ob->race = ob->arch->race;
218 222
219 if (!legal_range (ob, shoottype)) 223 ob->update_weight ();
220 shoottype = range_none;
221
222 ob->carrying = sum_weight (ob);
223 link_player_skills (ob); 224 link_skills ();
224 225
225 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); 226 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
226 227
227 assign (title, ob->arch->clone.name); 228 assign (title, ob->arch->object::name);
228
229 /* can_use_shield is a new flag. However, the can_use.. seems to largely come
230 * from the class, and not race. I don't see any way to get the class information
231 * to then update this. I don't think this will actually break anything - anyone
232 * that can use armour should be able to use a shield. What this may 'break'
233 * are features new characters get, eg, if someone starts up with a Q, they
234 * should be able to use a shield. However, old Q's won't get that advantage.
235 */
236 if (QUERY_FLAG (ob, FLAG_USE_ARMOUR))
237 SET_FLAG (ob, FLAG_USE_SHIELD);
238 229
239 /* if it's a dragon player, set the correct title here */ 230 /* if it's a dragon player, set the correct title here */
240 if (is_dragon_pl (ob)) 231 if (is_dragon_pl (ob))
241 { 232 {
242 object *tmp, *abil = 0, *skin = 0; 233 object *tmp, *abil = 0, *skin = 0;
243 234
244 shstr_cmp dragon_ability_force ("dragon_ability_force");
245 shstr_cmp dragon_skin_force ("dragon_skin_force");
246
247 for (tmp = ob->inv; tmp; tmp = tmp->below) 235 for (tmp = ob->inv; tmp; tmp = tmp->below)
248 if (tmp->type == FORCE) 236 if (tmp->type == FORCE)
249 if (tmp->arch->name == dragon_ability_force) 237 if (tmp->arch->archname == shstr_dragon_ability_force)
250 abil = tmp; 238 abil = tmp;
251 else if (tmp->arch->name == dragon_skin_force) 239 else if (tmp->arch->archname == shstr_dragon_skin_force)
252 skin = tmp; 240 skin = tmp;
253 241
254 set_dragon_name (ob, abil, skin); 242 set_dragon_name (ob, abil, skin);
255 } 243 }
256 244
257 CLEAR_FLAG (ob, FLAG_FRIENDLY);
258 add_friendly_object (ob);
259
260 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 245 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
261 246
262 esrv_new_player (this, ob->weight + ob->carrying); 247 esrv_new_player (this);
263 248
264 ob->update_stats (); 249 ob->update_stats ();
250
265 ns->floorbox_update (); 251 ns->floorbox_update ();
266
267 esrv_send_inventory (ob, ob); 252 esrv_send_inventory (ob, ob);
268 esrv_add_spells (this, 0); 253 esrv_add_spells (this, 0);
269 254
270 activate (); 255 activate ();
271 256
278} 263}
279 264
280void 265void
281player::disconnect () 266player::disconnect ()
282{ 267{
268 if (ob)
269 {
270 ob->close_container (); //TODO: client-specific
271 ob->drop_unpaid_items ();
272 }
273
283 if (ns) 274 if (ns)
284 { 275 {
285 if (active) 276 if (active)
286 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0)); 277 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
287 278
288 INVOKE_PLAYER (DISCONNECT, this); 279 INVOKE_PLAYER (DISCONNECT, this);
289 280
281 ns->reset_stats ();
290 ns->pl = 0; 282 ns->pl = 0;
291 this->ns = 0; 283 ns = 0;
292 } 284 }
285
286 observe = ob;
293 287
294 deactivate (); 288 deactivate ();
295} 289}
296 290
297// the need for this function can be explained 291// the need for this function can be explained
298// by load_object not returning the object 292// by load_object not returning the object
299void 293void
300player::set_object (object *op) 294player::set_object (object *op)
301{ 295{
302 ob = op; 296 ob = observe = op;
303 ob->contr = this; /* this aren't yet in archetype */ 297 ob->contr = this; /* this aren't yet in archetype */
304 298
299 ob->speed = 1.0f;
305 ob->speed_left = 0.5; 300 ob->speed_left = 0.5f;
306 ob->speed = 1.0; 301
307 ob->direction = 5; /* So player faces south */ 302 ob->direction = 5; /* So player faces south */
308 ob->stats.wc = 2;
309 ob->run_away = 25; /* Then we panick... */
310 303
311 ob->roll_stats (); 304 ob->flag [FLAG_READY_WEAPON] = false;
305 ob->flag [FLAG_READY_SKILL] = false;
306 ob->flag [FLAG_READY_BOW] = false;
307
308 for (object *op = ob->inv; op; op = op->below)
309 if (op->flag [FLAG_APPLIED])
310 switch (op->type)
311 {
312 case SKILL:
313 ob->flag [FLAG_APPLIED] = false;
314 break;
315
316 case WAND:
317 case ROD:
318 case HORN:
319 case BOW:
320 ranged_ob = op;
321 break;
322
323 case WEAPON:
324 combat_ob = op;
325 break;
326 }
327
328 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
329 ob->deactivate (); // change_weapon activates, fix this better
330}
331
332void
333player::set_observe (object *op)
334{
335 observe = op ? op : ob;
336 do_los = 1;
312} 337}
313 338
314player::player () 339player::player ()
315{ 340{
316 /* There are some elements we want initialised to non zero value - 341 /* There are some elements we want initialised to non zero value -
317 * we deal with that below this point. 342 * we deal with that below this point.
318 */ 343 */
319 outputs_sync = 16; /* Every 2 seconds */ 344 outputs_sync = 4;
320 outputs_count = 8; /* Keeps present behaviour */ 345 outputs_count = 4;
321 unapply = unapply_nochoice; 346 unapply = unapply_nochoice;
322 347
323 savebed_map = first_map_path; /* Init. respawn position */ 348 savebed_map = first_map_path; /* Init. respawn position */
324 349
325 gen_sp_armour = 10; 350 gen_sp_armour = 10;
326 last_speed = -1;
327 shoottype = range_none;
328 bowtype = bow_normal; 351 bowtype = bow_normal;
329 petmode = pet_normal; 352 petmode = pet_normal;
330 listening = 10;
331 usekeys = containers; 353 usekeys = containers;
332 last_weapon_sp = -1;
333 peaceful = 1; /* default peaceful */ 354 peaceful = 1; /* default peaceful */
334 do_los = 1; 355 do_los = 1;
335 356
336 /* we need to clear these to -1 and not zero - otherwise, 357 weapon_sp = 1.0f;
337 * if a player quits and starts a new character, we wont 358 weapon_sp_left = 0.5f;
338 * send new values to the client, as things like exp start
339 * at zero.
340 */
341 for (int i = 0; i < NUM_SKILLS; i++)
342 last_skill_exp[i] = -1;
343
344 for (int i = 0; i < NROFATTACKS; i++)
345 last_resist[i] = -1;
346
347 last_stats.exp = -1;
348 last_weight = (uint32) - 1;
349} 359}
350 360
351void 361void
352player::do_destroy () 362player::do_destroy ()
353{ 363{
358 if (ob) 368 if (ob)
359 { 369 {
360 ob->destroy_inv (false); 370 ob->destroy_inv (false);
361 ob->destroy (); 371 ob->destroy ();
362 } 372 }
373
374 ob = observe = 0;
363} 375}
364 376
365player::~player () 377player::~player ()
366{ 378{
367 /* Clear item stack */ 379 /* Clear item stack */
376player::create () 388player::create ()
377{ 389{
378 player *pl = new player; 390 player *pl = new player;
379 391
380 pl->set_object (arch_to_object (get_player_archetype (0))); 392 pl->set_object (arch_to_object (get_player_archetype (0)));
393
394 pl->ob->roll_stats ();
395 pl->ob->stats.wc = 2;
396 pl->ob->run_away = 25; /* Then we panick... */
397
381 set_first_map (pl->ob); 398 set_first_map (pl->ob);
382 399
383 return pl; 400 return pl;
384} 401}
385 402
389 * Note: there MUST be at least one player archetype! 406 * Note: there MUST be at least one player archetype!
390 */ 407 */
391archetype * 408archetype *
392get_player_archetype (archetype *at) 409get_player_archetype (archetype *at)
393{ 410{
394 archetype *start = at; 411 // archetypes could have been reloaded
412 archetype *nat = at ? archetype::find (at->archname) : archetypes [0];
413
414 if (!nat)
415 return at;
416
417 archvec::iterator i = archetypes.find (nat);
395 418
396 for (;;) 419 for (;;)
397 { 420 {
398 if (at == NULL || at->next == NULL) 421 if (++i == archetypes.end ())
399 at = first_archetype; 422 i = archetypes.begin ();
400 else 423 else if (*i == at)
401 at = at->next; 424 cleanup ("not a single player archetype found");
402 425
403 if (at->clone.type == PLAYER) 426 if ((*i)->type == PLAYER)
404 return at; 427 return *i;
405
406 if (at == start)
407 {
408 LOG (llevError, "No Player archetypes\n");
409 exit (-1);
410 }
411 } 428 }
412} 429}
413 430
414object * 431object *
415get_nearest_player (object *mon) 432get_nearest_player (object *mon)
417 object *op = NULL; 434 object *op = NULL;
418 objectlink *ol; 435 objectlink *ol;
419 unsigned lastdist; 436 unsigned lastdist;
420 rv_vector rv; 437 rv_vector rv;
421 438
422 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 439 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
423 { 440 {
424 /* We should not find free objects on this friendly list, but it
425 * does periodically happen. Given that, lets deal with it.
426 * While unlikely, it is possible the next object on the friendly
427 * list is also free, so encapsulate this in a while loop.
428 */
429 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
430 {
431 object *tmp = ol->ob;
432
433 /* Can't do much more other than log the fact, because the object
434 * itself will have been cleared.
435 */
436 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n");
437 ol = ol->next;
438 remove_friendly_object (tmp);
439 if (!ol)
440 return op;
441 }
442
443 /* Remove special check for player from this. First, it looks to cause
444 * some crashes (ol->ob->contr not set properly?), but secondly, a more
445 * complicated method of state checking would be needed in any case -
446 * as it was, a clever player could type quit, and the function would
447 * skip them over while waiting for confirmation. Remove
448 * on_same_map check, as can_detect_enemy also does this
449 */
450 if (!can_detect_enemy (mon, ol->ob, &rv)) 441 if (!can_detect_enemy (mon, ol->ob, &rv))
451 continue; 442 continue;
452 443
453 if (lastdist > rv.distance) 444 if (lastdist > rv.distance)
454 { 445 {
530 x = mon->x; 521 x = mon->x;
531 y = mon->y; 522 y = mon->y;
532 m = mon->map; 523 m = mon->map;
533 dir = rv.direction; 524 dir = rv.direction;
534 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 525 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
535 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 526 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
527
536 /* If we can't solve it within the search distance, return now. */ 528 /* If we can't solve it within the search distance, return now. */
537 if (diff > max) 529 if (diff > max)
538 return 0; 530 return 0;
531
539 while (diff > 1 && max > 0) 532 while (diff > 1 && max > 0)
540 { 533 {
541 lastx = x; 534 lastx = x;
542 lasty = y; 535 lasty = y;
543 lastmap = m; 536 lastmap = m;
625 max--; 618 max--;
626 lastdir = dir; 619 lastdir = dir;
627 if (!firstdir) 620 if (!firstdir)
628 firstdir = dir; 621 firstdir = dir;
629 } 622 }
623
630 if (diff <= 1) 624 if (diff <= 1)
631 { 625 {
632 /* Recalculate diff (distance) because we may not have actually 626 /* Recalculate diff (distance) because we may not have actually
633 * headed toward player for entire distance. 627 * headed toward player for entire distance.
634 */ 628 */
635 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 629 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
636 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 630 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
637 } 631 }
632
638 if (diff > max) 633 if (diff > max)
639 return 0; 634 return 0;
640 } 635 }
636
641 /* If we reached the max, didn't find a direction in time */ 637 /* If we reached the max, didn't find a direction in time */
642 if (!max) 638 if (!max)
643 return 0; 639 return 0;
644 640
645 return firstdir; 641 return firstdir;
646} 642}
647 643
648void 644void
649give_initial_items (object *pl, treasurelist * items) 645give_initial_items (object *pl, treasurelist *items)
650{ 646{
651 object *op, *next = NULL;
652
653 if (pl->randomitems != NULL) 647 if (pl->randomitems)
654 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); 648 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
655 649
656 for (op = pl->inv; op; op = next) 650 for (object *next, *op = pl->inv; op; op = next)
657 { 651 {
658 next = op->below; 652 next = op->below;
659 653
660 /* Forces get applied per default, unless they have the 654 /* Forces get applied per default, unless they have the
661 * flag "neutral" set. Sorry but I can't think of a better way 655 * flag "neutral" set. Sorry but I can't think of a better way
666 /* we never give weapons/armour if these cannot be used 660 /* we never give weapons/armour if these cannot be used
667 * by this player due to race restrictions 661 * by this player due to race restrictions
668 */ 662 */
669 if (pl->type == PLAYER) 663 if (pl->type == PLAYER)
670 { 664 {
671 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) && 665 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR)
666 &&
672 (op->type == ARMOUR || op->type == BOOTS || 667 (op->type == ARMOUR || op->type == BOOTS
673 op->type == CLOAK || op->type == HELMET || 668 || op->type == CLOAK || op->type == HELMET
674 op->type == SHIELD || op->type == GLOVES || 669 || op->type == SHIELD || op->type == GLOVES
670 || op->type == BRACERS || op->type == GIRDLE))
675 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) 671 || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
676 { 672 {
677 op->destroy (); 673 op->destroy ();
678 continue; 674 continue;
679 } 675 }
680 } 676 }
703 if (op->nrof > 1) 699 if (op->nrof > 1)
704 op->nrof = 1; 700 op->nrof = 1;
705 } 701 }
706 702
707 if (op->type == SPELLBOOK && op->inv) 703 if (op->type == SPELLBOOK && op->inv)
708 {
709 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); 704 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
710 }
711 705
712 /* Give starting characters identified, uncursed, and undamned 706 /* Give starting characters identified, uncursed, and undamned
713 * items. Just don't identify gold or silver, or it won't be 707 * items. Just don't identify gold or silver, or it won't be
714 * merged properly. 708 * merged properly.
715 */ 709 */
716 if (need_identify (op)) 710 if (need_identify (op))
717 { 711 {
718 SET_FLAG (op, FLAG_IDENTIFIED); 712 SET_FLAG (op, FLAG_IDENTIFIED);
719 CLEAR_FLAG (op, FLAG_CURSED); 713 CLEAR_FLAG (op, FLAG_CURSED);
720 CLEAR_FLAG (op, FLAG_DAMNED); 714 CLEAR_FLAG (op, FLAG_DAMNED);
721 } 715 }
716
722 if (op->type == SPELL) 717 if (op->type == SPELL)
723 { 718 {
724 op->destroy (); 719 op->destroy ();
725 continue; 720 continue;
726 } 721 }
728 { 723 {
729 SET_FLAG (op, FLAG_CAN_USE_SKILL); 724 SET_FLAG (op, FLAG_CAN_USE_SKILL);
730 op->stats.exp = 0; 725 op->stats.exp = 0;
731 op->level = 1; 726 op->level = 1;
732 } 727 }
733 /* lock all 'normal items by default */ 728 else /* lock all 'normal items by default */
734 else
735 SET_FLAG (op, FLAG_INV_LOCKED); 729 SET_FLAG (op, FLAG_INV_LOCKED);
736 } /* for loop of objects in player inv */ 730 } /* for loop of objects in player inv */
737 731
738 /* Need to set up the skill pointers */ 732 /* Need to set up the skill pointers */
739 link_player_skills (pl); 733 pl->contr->link_skills ();
740} 734}
741 735
742void 736void
743get_party_password (object *op, partylist *party) 737get_party_password (object *op, partylist *party)
744{ 738{
759roll_stat (void) 753roll_stat (void)
760{ 754{
761 int a[4], i, j, k; 755 int a[4], i, j, k;
762 756
763 for (i = 0; i < 4; i++) 757 for (i = 0; i < 4; i++)
764 a[i] = (int) RANDOM () % 6 + 1; 758 a[i] = (int) rndm (6) + 1;
765 759
766 for (i = 0, j = 0, k = 7; i < 4; i++) 760 for (i = 0, j = 0, k = 7; i < 4; i++)
767 if (a[i] < k) 761 if (a[i] < k)
768 k = a[i], j = i; 762 k = a[i], j = i;
769 763
775} 769}
776 770
777void 771void
778object::roll_stats () 772object::roll_stats ()
779{ 773{
780 int statsort [7]; 774 int statsort [NUM_STATS];
781 775
782 for (;;) 776 for (;;)
783 { 777 {
784 int sum = 0; 778 int sum = 0;
785 for (int i = 7; i--; ) 779 for (int i = NUM_STATS; i--; )
786 sum += statsort [i] = roll_stat (); 780 sum += statsort [i] = roll_stat ();
787 781
788 if (sum >= 82 && sum <= 116) 782 if (sum >= 82 && sum <= 116)
789 break; 783 break;
790 } 784 }
791 785
792 // Sort the stats so that rerolling is easier... 786 // Sort the stats so that rerolling is easier...
793 std::sort (statsort, statsort + 7, std::greater<int>()); 787 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
794 788
789 for (int i = 0; i < NUM_STATS; ++i)
795 stats.Str = statsort[0]; 790 stats.stat (i) = statsort [i];
796 stats.Dex = statsort[1];
797 stats.Con = statsort[2];
798 stats.Int = statsort[3];
799 stats.Wis = statsort[4];
800 stats.Pow = statsort[5];
801 stats.Cha = statsort[6];
802 791
803 stats.exp = 0; 792 stats.exp = 0;
804 stats.ac = 0; 793 stats.ac = 0;
805 794
806 stats.hp = stats.maxhp; 795 stats.hp = stats.maxhp;
818} 807}
819 808
820void 809void
821object::swap_stats (int a, int b) 810object::swap_stats (int a, int b)
822{ 811{
823 int tmp = get_attr_value (&contr->orig_stats, a); 812 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
824 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
825 set_attr_value (&contr->orig_stats, b, tmp);
826 813
814 for (int i = 0; i < NUM_STATS; ++i)
827 stats.Str = contr->orig_stats.Str; 815 stats.stat (i) = contr->orig_stats.stat (i);
828 stats.Dex = contr->orig_stats.Dex;
829 stats.Con = contr->orig_stats.Con;
830 stats.Int = contr->orig_stats.Int;
831 stats.Wis = contr->orig_stats.Wis;
832 stats.Pow = contr->orig_stats.Pow;
833 stats.Cha = contr->orig_stats.Cha;
834 816
835 //TODO: the following code looks so borked and should, at the very least, 817 //TODO: the following code looks so borked and should, at the very least,
836 // be merged with the similar code in roll_stats 818 // be merged with the similar code in roll_stats
837 stats.ac = 0; 819 stats.ac = 0;
838 820
857static void 839static void
858start_info (object *op) 840start_info (object *op)
859{ 841{
860 char buf[MAX_BUF]; 842 char buf[MAX_BUF];
861 843
862 sprintf (buf, "Welcome to Crossfire v%s!", VERSION); 844 sprintf (buf, "Welcome to Deliantra v%s!", VERSION);
863 new_draw_info (NDI_UNIQUE, 0, op, buf); 845 new_draw_info (NDI_UNIQUE, 0, op, buf);
864 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
865 //new_draw_info (NDI_UNIQUE, 0, op, " ");
866} 846}
867 847
868/* This function takes the key that is passed, and does the 848/* This function takes the key that is passed, and does the
869 * appropriate action with it (change race, or other things). 849 * appropriate action with it (change race, or other things).
870 * The function name is for historical reasons - now we have 850 * The function name is for historical reasons - now we have
871 * separate race and class; this actually changes the RACE, 851 * separate race and class; this actually changes the RACE,
872 * not the class. 852 * not the class.
873 */ 853 */
874int 854void
875key_change_class (object *op, char key) 855player::chargen_race_done ()
876{ 856{
877 int tmp_loop;
878
879 if (key == 'd' || key == 'D')
880 {
881 char buf[MAX_BUF];
882
883 /* this must before then initial items are given */ 857 /* this must before then initial items are given */
884 esrv_new_player (op->contr, op->weight + op->carrying); 858 esrv_new_player (ob->contr);
885 859
886 treasurelist *tl = find_treasurelist ("starting_wealth"); 860 treasurelist *tl = treasurelist::find ("starting_wealth");
887 if (tl) 861 if (tl)
888 create_treasure (tl, op, 0, 0, 0); 862 create_treasure (tl, ob, 0, 0, 0);
889 863
890 INVOKE_PLAYER (BIRTH, op->contr); 864 INVOKE_PLAYER (BIRTH, ob->contr);
891 INVOKE_PLAYER (LOGIN, op->contr); 865 INVOKE_PLAYER (LOGIN, ob->contr);
892 866
893 op->contr->ns->state = ST_PLAYING; 867 ob->contr->ns->state = ST_PLAYING;
894 868
895 if (op->msg) 869 if (ob->msg)
896 op->msg = NULL; 870 ob->msg = 0;
897 871
898 /* We create this now because some of the unique maps will need it
899 * to save here.
900 */
901 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name);
902 make_path_to_file (buf);
903
904#ifdef AUTOSAVE
905 op->contr->last_save_tick = pticks;
906#endif
907 start_info (op); 872 start_info (ob);
908 CLEAR_FLAG (op, FLAG_WIZ); 873 CLEAR_FLAG (ob, FLAG_WIZ);
909 give_initial_items (op, op->randomitems); 874 give_initial_items (ob, ob->randomitems);
910 link_player_skills (op);
911 esrv_send_inventory (op, op); 875 esrv_send_inventory (ob, ob);
912 op->update_stats (); 876 ob->update_stats ();
913 877
914 /* This moves the player to a different start map, if there 878 /* This moves the player to a different start map, if there
915 * is one for this race 879 * is one for this race
916 */ 880 */
917 if (*first_map_ext_path) 881 if (*first_map_ext_path)
918 { 882 ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y);
919 object *tmp;
920 char mapname[MAX_BUF];
921
922 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &op->arch->name);
923 tmp = object::create ();
924 EXIT_PATH (tmp) = mapname;
925 EXIT_X (tmp) = op->x;
926 EXIT_Y (tmp) = op->y;
927 op->enter_exit (tmp); /* we don't really care if it succeeded;
928 * if the map isn't there, then stay on the
929 * default initial map */
930 tmp->destroy ();
931 }
932 else 883 else
933 LOG (llevDebug, "first_map_ext_path not set\n"); 884 LOG (llevDebug, "first_map_ext_path not set\n");
885}
934 886
935 return 0; 887void
936 } 888player::chargen_race_next ()
937 889{
938 /* Following actually changes the race - this is the default command 890 /* Following actually changes the race - this is the default command
939 * if we don't match with one of the options above. 891 * if we don't match with one of the options above.
940 */ 892 */
941 893
942 tmp_loop = 0; 894 do
943 while (!tmp_loop)
944 { 895 {
945 shstr name = op->name; 896 shstr name = ob->name;
946 int x = op->x, y = op->y; 897 int x = ob->x, y = ob->y;
947 898
948 op->remove_statbonus (); 899 ob->remove_statbonus ();
949 op->remove (); 900 ob->remove ();
950 op->arch = get_player_archetype (op->arch); 901 ob->arch = get_player_archetype (ob->arch);
951 op->arch->clone.copy_to (op); 902 ob->arch->copy_to (ob);
952 op->instantiate (); 903 ob->instantiate ();
953 op->stats = op->contr->orig_stats; 904 ob->stats = ob->contr->orig_stats;
954 op->name = op->name_pl = name; 905 ob->name = ob->name_pl = name;
955 op->x = x; 906 ob->x = x;
956 op->y = y; 907 ob->y = y;
957 SET_ANIMATION (op, 2); /* So player faces south */ 908 SET_ANIMATION (ob, 2); /* So player faces south */
958 insert_ob_in_map (op, op->map, op, 0); 909 insert_ob_in_map (ob, ob->map, ob, 0);
959 assign (op->contr->title, op->arch->clone.name); 910 assign (ob->contr->title, ob->arch->object::name);
960 op->add_statbonus (); 911 ob->add_statbonus ();
961 tmp_loop = allowed_class (op);
962 } 912 }
913 while (!allowed_class (ob));
963 914
964 update_object (op, UP_OBJ_FACE); 915 update_object (ob, UP_OBJ_FACE);
965 esrv_update_item (UPD_FACE, op, op); 916 esrv_update_item (UPD_FACE, ob, ob);
966 op->update_stats (); 917 ob->update_stats ();
967 op->stats.hp = op->stats.maxhp; 918 ob->stats.hp = ob->stats.maxhp;
968 op->stats.sp = op->stats.maxsp; 919 ob->stats.sp = ob->stats.maxsp;
969 op->stats.grace = 0; 920 ob->stats.grace = 0;
970
971 if (op->msg)
972 new_draw_info (NDI_BLUE, 0, op, op->msg);
973
974 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
975 return 0;
976} 921}
977 922
978void 923void
979flee_player (object *op) 924flee_player (object *op)
980{ 925{
986 LOG (llevDebug, "Fleeing player is dead.\n"); 931 LOG (llevDebug, "Fleeing player is dead.\n");
987 CLEAR_FLAG (op, FLAG_SCARED); 932 CLEAR_FLAG (op, FLAG_SCARED);
988 return; 933 return;
989 } 934 }
990 935
991 if (op->enemy == NULL) 936 if (!op->enemy)
992 { 937 {
993 LOG (llevDebug, "Fleeing player had no enemy.\n"); 938 LOG (llevDebug, "Fleeing player had no enemy.\n");
994 CLEAR_FLAG (op, FLAG_SCARED); 939 CLEAR_FLAG (op, FLAG_SCARED);
995 return; 940 return;
996 } 941 }
997 942
998 /* Seen some crashes here. Since we don't store an
999 * op->enemy_count, it is possible that something destroys the
1000 * actual enemy, and the object is recycled.
1001 */
1002 if (op->enemy->map == NULL)
1003 {
1004 CLEAR_FLAG (op, FLAG_SCARED);
1005 op->enemy = NULL;
1006 return;
1007 }
1008
1009 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0)) 943 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
1010 { 944 {
1011 op->enemy = NULL; 945 op->enemy = NULL;
1012 CLEAR_FLAG (op, FLAG_SCARED); 946 CLEAR_FLAG (op, FLAG_SCARED);
1013 return; 947 return;
1016 get_rangevector (op, op->enemy, &rv, 0); 950 get_rangevector (op, op->enemy, &rv, 0);
1017 951
1018 dir = absdir (4 + rv.direction); 952 dir = absdir (4 + rv.direction);
1019 for (diff = 0; diff < 3; diff++) 953 for (diff = 0; diff < 3; diff++)
1020 { 954 {
1021 int m = 1 - (RANDOM () & 2); 955 int m = 1 - rndm (2) * 2;
1022 956
1023 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 957 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1024 return; 958 return;
1025 } 959 }
1026 960
1027 /* Cornered, get rid of scared */ 961 /* Cornered, get rid of scared */
1028 CLEAR_FLAG (op, FLAG_SCARED); 962 CLEAR_FLAG (op, FLAG_SCARED);
1029 op->enemy = NULL; 963 op->enemy = NULL;
1030} 964}
1031 965
1032
1033/* check_pick sees if there is stuff to be picked up/picks up stuff. 966/* check_pick sees if there is stuff to be picked up/picks up stuff.
1034 * IT returns 1 if the player should keep on moving, 0 if he should 967 * It returns 1 if the player should keep on moving, 0 if he should
1035 * stop. 968 * stop.
1036 */ 969 */
1037int 970int
1038check_pick (object *op) 971check_pick (object *op)
1039{ 972{
1040 object *tmp, *next; 973 object *tmp, *next;
1041 int stop = 0; 974 int stop = 0;
1042 int j, k, wvratio; 975 int wvratio;
1043 char putstring[128], tmpstr[16];
1044 976
1045 /* if you're flying, you cna't pick up anything */ 977 /* if you're flying, you cna't pick up anything */
1046 if (op->move_type & MOVE_FLYING) 978 if (op->move_type & MOVE_FLYING)
1047 return 1; 979 return 1;
1048 980
1049 next = op->below; 981 next = op->below;
1050 982
983 int cnt = MAX_ITEM_PER_DROP;
984#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
985
1051 /* loop while there are items on the floor that are not marked as 986 /* loop while there are items on the floor that are not marked as
1052 * destroyed */ 987 * destroyed */
1053 while (next && !next->destroyed ()) 988 while (next && !next->destroyed ())
1054 { 989 {
1055 tmp = next; 990 tmp = next;
1056 next = tmp->below; 991 next = tmp->below;
1057 992
993 if (cnt <= 0)
994 {
995 op->failmsg ("Couldn't pickup all items at once.");
996 return 0;
997 }
998
1058 if (op->destroyed ()) 999 if (op->destroyed ())
1059 return 0; 1000 return 0;
1060 1001
1061 if (!can_pick (op, tmp)) 1002 if (!can_pick (op, tmp))
1062 continue; 1003 continue;
1063 1004
1064 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 1005 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1065 { 1006 {
1066 if (item_matched_string (op, tmp, op->contr->search_str)) 1007 if (item_matched_string (op, tmp, op->contr->search_str))
1067 pick_up (op, tmp); 1008 CHK_PICK_PICKUP;
1009
1068 continue; 1010 continue;
1069 } 1011 }
1070 1012
1071 /* high not bit set? We're using the old autopickup model */ 1013 /* pickup handling */
1014 if (op->contr->mode & PU_DEBUG)
1015 {
1016 /* some debugging code to figure out item information */
1017 const char *str = tmp->name
1018 ? format ("item name: %s item type: %d weight/value: %d",
1019 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))))
1020 : format ("item name: %s item type: %d weight/value: %d",
1021 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1022
1023 new_draw_info (NDI_UNIQUE, 0, op, str);
1024 }
1025
1026 if (op->contr->mode & PU_INHIBIT)
1027 return 1;
1028
1029 if (!(op->contr->mode & PU_ENABLE)) // TODO: fix client
1030 return 1;
1031
1032 /* philosophy:
1033 * It's easy to grab an item type from a pile, as long as it's
1034 * generic. This takes no game-time. For more detailed pickups
1035 * and selections, select-items should be used. This is a
1036 * grab-as-you-run type mode that's really useful for arrows for
1037 * example.
1038 * The drawback: right now it has no frontend, so you need to
1039 * stick the bits you want into a calculator in hex mode and then
1040 * convert to decimal and then 'pickup <#>
1041 */
1042
1043 /* the first two modes are exclusive: if NOTHING we return, if
1044 * STOP then we stop. All the rest are applied sequentially,
1045 * meaning if any test passes, the item gets picked up. */
1046
1047 /* if mode is set to pick nothing up, return */
1048 if (op->contr->mode == PU_NOTHING)
1049 return 1;
1050
1051 /* if mode is set to stop when encountering objects, return */
1052 /* take STOP before INHIBIT since it doesn't actually pick
1053 * anything up */
1054 if (op->contr->mode & PU_STOP)
1055 return 0;
1056
1057 /* useful for going into stores and not losing your settings... */
1058 /* and for battles wher you don't want to get loaded down while
1059 * fighting */
1060 if (op->contr->mode & PU_INHIBIT)
1061 return 1;
1062
1063 /* prevent us from turning into auto-thieves :) */
1064 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1065 continue;
1066
1067 /* ignore known cursed objects */
1068 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
1069 continue;
1070
1071 /* all food and drink if desired */
1072 /* question: don't pick up known-poisonous stuff? */
1072 if (!(op->contr->mode & PU_NEWMODE)) 1073 if (op->contr->mode & PU_FOOD)
1074 if (tmp->type == FOOD)
1073 { 1075 {
1074 switch (op->contr->mode) 1076 CHK_PICK_PICKUP;
1077 continue;
1078 }
1079
1080 if (op->contr->mode & PU_DRINK)
1081 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1082 {
1083 CHK_PICK_PICKUP;
1084 continue;
1085 }
1086
1087 if (op->contr->mode & PU_POTION)
1088 if (tmp->type == POTION)
1089 {
1090 CHK_PICK_PICKUP;
1091 continue;
1092 }
1093
1094 /* spellbooks, skillscrolls and normal books/scrolls */
1095 if (op->contr->mode & PU_SPELLBOOK)
1096 if (tmp->type == SPELLBOOK)
1097 {
1098 CHK_PICK_PICKUP;
1099 continue;
1100 }
1101
1102 if (op->contr->mode & PU_SKILLSCROLL)
1103 if (tmp->type == SKILLSCROLL)
1104 {
1105 CHK_PICK_PICKUP;
1106 continue;
1107 }
1108
1109 if (op->contr->mode & PU_READABLES)
1110 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1111 {
1112 CHK_PICK_PICKUP;
1113 continue;
1114 }
1115
1116 /* wands/staves/rods/horns */
1117 if (op->contr->mode & PU_MAGIC_DEVICE)
1118 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1119 {
1120 CHK_PICK_PICKUP;
1121 continue;
1122 }
1123
1124 /* pick up all magical items */
1125 if (op->contr->mode & PU_MAGICAL)
1126 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1127 {
1128 CHK_PICK_PICKUP;
1129 continue;
1130 }
1131
1132 if (op->contr->mode & PU_VALUABLES)
1133 {
1134 if (tmp->type == MONEY || tmp->type == GEM)
1075 { 1135 {
1076 case 0: 1136 CHK_PICK_PICKUP;
1077 return 1; /* don't pick up */ 1137 continue;
1078 case 1:
1079 pick_up (op, tmp);
1080 return 1;
1081 case 2:
1082 pick_up (op, tmp);
1083 return 0;
1084 case 3:
1085 return 0; /* stop before pickup */
1086 case 4:
1087 pick_up (op, tmp);
1088 break;
1089 case 5:
1090 pick_up (op, tmp);
1091 stop = 1;
1092 break;
1093 case 6:
1094 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1095 pick_up (op, tmp);
1096 break;
1097
1098 case 7:
1099 if (tmp->type == MONEY || tmp->type == GEM)
1100 pick_up (op, tmp);
1101 break;
1102
1103 default:
1104 /* use value density */
1105 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1106 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1107 pick_up (op, tmp);
1108 } 1138 }
1109 } 1139 }
1110 else 1140
1111 { /* old model */ 1141 /* rings & amulets - talismans seems to be typed AMULET */
1112 /* NEW pickup handling */ 1142 if (op->contr->mode & PU_JEWELS)
1143 if (tmp->type == RING || tmp->type == AMULET)
1144 {
1145 CHK_PICK_PICKUP;
1146 continue;
1147 }
1148
1149 /* we don't forget dragon food */
1150 if (op->contr->mode & PU_FLESH)
1151 if (tmp->type == FLESH)
1152 {
1153 CHK_PICK_PICKUP;
1154 continue;
1155 }
1156
1157 /* bows and arrows. Bows are good for selling! */
1113 if (op->contr->mode & PU_DEBUG) 1158 if (op->contr->mode & PU_BOW)
1159 if (tmp->type == BOW)
1160 {
1161 CHK_PICK_PICKUP;
1162 continue;
1163 }
1164
1165 if (op->contr->mode & PU_ARROW)
1166 if (tmp->type == ARROW)
1167 {
1168 CHK_PICK_PICKUP;
1169 continue;
1170 }
1171
1172 /* all kinds of armor etc. */
1173 if (op->contr->mode & PU_ARMOUR)
1174 if (tmp->type == ARMOUR)
1175 {
1176 CHK_PICK_PICKUP;
1177 continue;
1178 }
1179
1180 if (op->contr->mode & PU_HELMET)
1181 if (tmp->type == HELMET)
1182 {
1183 CHK_PICK_PICKUP;
1184 continue;
1185 }
1186
1187 if (op->contr->mode & PU_SHIELD)
1188 if (tmp->type == SHIELD)
1189 {
1190 CHK_PICK_PICKUP;
1191 continue;
1192 }
1193
1194 if (op->contr->mode & PU_BOOTS)
1195 if (tmp->type == BOOTS)
1196 {
1197 CHK_PICK_PICKUP;
1198 continue;
1199 }
1200
1201 if (op->contr->mode & PU_GLOVES)
1202 if (tmp->type == GLOVES)
1203 {
1204 CHK_PICK_PICKUP;
1205 continue;
1206 }
1207
1208 if (op->contr->mode & PU_CLOAK)
1209 if (tmp->type == CLOAK)
1210 {
1211 CHK_PICK_PICKUP;
1212 continue;
1213 }
1214
1215 /* hoping to catch throwing daggers here */
1216 if (op->contr->mode & PU_MISSILEWEAPON)
1217 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1218 {
1219 CHK_PICK_PICKUP;
1220 continue;
1221 }
1222
1223 /* careful: chairs and tables are weapons! */
1224 if (op->contr->mode & PU_ALLWEAPON)
1225 {
1226 if (tmp->type == WEAPON && !tmp->name)
1114 { 1227 {
1115 /* some debugging code to figure out item information */ 1228 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL &&
1116 if (tmp->name != NULL) 1229 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1117 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1118 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1119 else
1120 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1121 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1122
1123 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1124 }
1125
1126 /* philosophy:
1127 * It's easy to grab an item type from a pile, as long as it's
1128 * generic. This takes no game-time. For more detailed pickups
1129 * and selections, select-items should be used. This is a
1130 * grab-as-you-run type mode that's really useful for arrows for
1131 * example.
1132 * The drawback: right now it has no frontend, so you need to
1133 * stick the bits you want into a calculator in hex mode and then
1134 * convert to decimal and then 'pickup <#>
1135 */
1136
1137 /* the first two modes are exclusive: if NOTHING we return, if
1138 * STOP then we stop. All the rest are applied sequentially,
1139 * meaning if any test passes, the item gets picked up. */
1140
1141 /* if mode is set to pick nothing up, return */
1142
1143 if (op->contr->mode & PU_NOTHING)
1144 return 1;
1145
1146 /* if mode is set to stop when encountering objects, return */
1147 /* take STOP before INHIBIT since it doesn't actually pick
1148 * anything up */
1149
1150 if (op->contr->mode & PU_STOP)
1151 return 0;
1152
1153 /* useful for going into stores and not losing your settings... */
1154 /* and for battles wher you don't want to get loaded down while
1155 * fighting */
1156 if (op->contr->mode & PU_INHIBIT)
1157 return 1;
1158
1159 /* prevent us from turning into auto-thieves :) */
1160 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1161 continue;
1162
1163 /* ignore known cursed objects */
1164 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
1165 continue;
1166
1167 /* all food and drink if desired */
1168 /* question: don't pick up known-poisonous stuff? */
1169 if (op->contr->mode & PU_FOOD)
1170 if (tmp->type == FOOD)
1171 {
1172 pick_up (op, tmp);
1173 continue;
1174 }
1175
1176 if (op->contr->mode & PU_DRINK)
1177 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1178 {
1179 pick_up (op, tmp);
1180 continue;
1181 }
1182
1183 if (op->contr->mode & PU_POTION)
1184 if (tmp->type == POTION)
1185 {
1186 pick_up (op, tmp);
1187 continue;
1188 }
1189
1190 /* spellbooks, skillscrolls and normal books/scrolls */
1191 if (op->contr->mode & PU_SPELLBOOK)
1192 if (tmp->type == SPELLBOOK)
1193 {
1194 pick_up (op, tmp);
1195 continue;
1196 }
1197
1198 if (op->contr->mode & PU_SKILLSCROLL)
1199 if (tmp->type == SKILLSCROLL)
1200 {
1201 pick_up (op, tmp);
1202 continue;
1203 }
1204
1205 if (op->contr->mode & PU_READABLES)
1206 if (tmp->type == BOOK || tmp->type == SCROLL)
1207 {
1208 pick_up (op, tmp);
1209 continue;
1210 }
1211
1212 /* wands/staves/rods/horns */
1213 if (op->contr->mode & PU_MAGIC_DEVICE)
1214 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1215 {
1216 pick_up (op, tmp);
1217 continue;
1218 }
1219
1220 /* pick up all magical items */
1221 if (op->contr->mode & PU_MAGICAL)
1222 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1223 {
1224 pick_up (op, tmp);
1225 continue;
1226 }
1227
1228 if (op->contr->mode & PU_VALUABLES)
1229 {
1230 if (tmp->type == MONEY || tmp->type == GEM)
1231 { 1230 {
1232 pick_up (op, tmp); 1231 CHK_PICK_PICKUP;
1233 continue; 1232 continue;
1234 } 1233 }
1235 } 1234 }
1236 1235
1237 /* rings & amulets - talismans seems to be typed AMULET */ 1236 if (tmp->type == WEAPON && !tmp->name)
1238 if (op->contr->mode & PU_JEWELS)
1239 if (tmp->type == RING || tmp->type == AMULET)
1240 {
1241 pick_up (op, tmp);
1242 continue;
1243 }
1244
1245 /* we don't forget dragon food */
1246 if (op->contr->mode & PU_FLESH)
1247 if (tmp->type == FLESH)
1248 {
1249 pick_up (op, tmp);
1250 continue;
1251 }
1252
1253 /* bows and arrows. Bows are good for selling! */
1254 if (op->contr->mode & PU_BOW)
1255 if (tmp->type == BOW)
1256 {
1257 pick_up (op, tmp);
1258 continue;
1259 }
1260
1261 if (op->contr->mode & PU_ARROW)
1262 if (tmp->type == ARROW)
1263 {
1264 pick_up (op, tmp);
1265 continue;
1266 }
1267
1268 /* all kinds of armor etc. */
1269 if (op->contr->mode & PU_ARMOUR)
1270 if (tmp->type == ARMOUR)
1271 {
1272 pick_up (op, tmp);
1273 continue;
1274 }
1275
1276 if (op->contr->mode & PU_HELMET)
1277 if (tmp->type == HELMET)
1278 {
1279 pick_up (op, tmp);
1280 continue;
1281 }
1282
1283 if (op->contr->mode & PU_SHIELD)
1284 if (tmp->type == SHIELD)
1285 {
1286 pick_up (op, tmp);
1287 continue;
1288 }
1289
1290 if (op->contr->mode & PU_BOOTS)
1291 if (tmp->type == BOOTS)
1292 {
1293 pick_up (op, tmp);
1294 continue;
1295 }
1296
1297 if (op->contr->mode & PU_GLOVES)
1298 if (tmp->type == GLOVES)
1299 {
1300 pick_up (op, tmp);
1301 continue;
1302 }
1303
1304 if (op->contr->mode & PU_CLOAK)
1305 if (tmp->type == CLOAK)
1306 {
1307 pick_up (op, tmp);
1308 continue;
1309 }
1310
1311 /* hoping to catch throwing daggers here */
1312 if (op->contr->mode & PU_MISSILEWEAPON)
1313 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1314 {
1315 pick_up (op, tmp);
1316 continue;
1317 }
1318
1319 /* careful: chairs and tables are weapons! */
1320 if (op->contr->mode & PU_ALLWEAPON)
1321 { 1237 {
1322 if (tmp->type == WEAPON && tmp->name != NULL) 1238 if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL)
1323 { 1239 {
1324 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL && 1240 CHK_PICK_PICKUP;
1325 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1326 {
1327 pick_up (op, tmp);
1328 continue; 1241 continue;
1329 }
1330 }
1331
1332 if (tmp->type == WEAPON && tmp->name == NULL)
1333 {
1334 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1335 {
1336 pick_up (op, tmp);
1337 continue;
1338 }
1339 } 1242 }
1340 } 1243 }
1244 }
1341 1245
1342 /* misc stuff that's useful */ 1246 /* misc stuff that's useful */
1343 if (op->contr->mode & PU_KEY) 1247 if (op->contr->mode & PU_KEY)
1344 if (tmp->type == KEY || tmp->type == SPECIAL_KEY) 1248 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1345 { 1249 {
1346 pick_up (op, tmp); 1250 CHK_PICK_PICKUP;
1347 continue; 1251 continue;
1348 } 1252 }
1349 1253
1350 /* any of the last 4 bits set means we use the ratio for value 1254 /* any of the last 4 bits set means we use the ratio for value
1351 * pickups */ 1255 * pickups */
1352 if (op->contr->mode & PU_RATIO) 1256 if (op->contr->mode & PU_RATIO)
1257 {
1258 /* use value density to decide what else to grab */
1259 /* >=7 was >= op->contr->mode */
1260 /* >=7 is the old standard setting. Now we take the last 4 bits
1261 */
1262 wvratio = op->contr->mode & PU_RATIO;
1263 if (1000 * query_cost (tmp, op, F_TRUE) / tmp->total_weight () >= wvratio * 100)
1353 { 1264 {
1354 /* use value density to decide what else to grab */ 1265#if 0
1355 /* >=7 was >= op->contr->mode */ 1266 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1356 /* >=7 is the old standard setting. Now we take the last 4 bits 1267 if (tmp->name != NULL)
1357 * and multiply them by 5, giving 0..15*5== 5..75 */
1358 wvratio = (op->contr->mode & PU_RATIO) * 5;
1359 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1360 { 1268 {
1361 pick_up (op, tmp);
1362#if 0
1363 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1364 if (tmp->name != NULL)
1365 {
1366 fprintf (stderr, "%s", tmp->name); 1269 fprintf (stderr, "%s", tmp->name);
1367 } 1270 }
1368 else 1271 else
1369 fprintf (stderr, "%s", tmp->arch->name); 1272 fprintf (stderr, "%s", tmp->arch->archname);
1370 fprintf (stderr, ",%d] = ", tmp->type); 1273 fprintf (stderr, ",%d] = ", tmp->type);
1371 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1274 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1372#endif 1275#endif
1276 CHK_PICK_PICKUP;
1373 continue; 1277 continue;
1374 }
1375 } 1278 }
1376 } /* the new pickup model */ 1279 } /* the new pickup model */
1377 } 1280 }
1378 1281
1379 return !stop; 1282 return !stop;
1385 * found object is returned. 1288 * found object is returned.
1386 */ 1289 */
1387object * 1290object *
1388find_arrow (object *op, const char *type) 1291find_arrow (object *op, const char *type)
1389{ 1292{
1390 object *tmp = NULL;
1391
1392 for (op = op->inv; op; op = op->below) 1293 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1393 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1394 tmp = find_arrow (op, type);
1395 else if (op->type == ARROW && op->race == type) 1294 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1295 return splay (tmp);
1296
1297 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1298 if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && !strcmp (&tmp->race, type))
1299 if (object *arrow = find_arrow (tmp, type))
1300 {
1301 splay (tmp);
1396 return op; 1302 return arrow;
1303 }
1304
1397 return tmp; 1305 return 0;
1398} 1306}
1399 1307
1400/* 1308/*
1401 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1309 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1402 * against the target. A full test is not performed, simply a basic test 1310 * against the target. A full test is not performed, simply a basic test
1403 * of resistances. The archer is making a quick guess at what he sees down 1311 * of resistances. The archer is making a quick guess at what he sees down
1404 * the hall. Failing that it does it's best to pick the highest plus arrow. 1312 * the hall. Failing that it does it's best to pick the highest plus arrow.
1405 */ 1313 */
1406
1407object * 1314object *
1408find_better_arrow (object *op, object *target, const char *type, int *better) 1315find_better_arrow (object *op, object *target, shstr_cmp type, int *better)
1409{ 1316{
1410 object *tmp = NULL, *arrow, *ntmp; 1317 object *tmp = NULL, *arrow, *ntmp;
1411 int attacknum, attacktype, betterby = 0, i; 1318 int attacknum, attacktype, betterby = 0, i;
1412 1319
1413 if (!type) 1320 if (!type)
1417 { 1324 {
1418 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED)) 1325 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1419 { 1326 {
1420 i = 0; 1327 i = 0;
1421 ntmp = find_better_arrow (arrow, target, type, &i); 1328 ntmp = find_better_arrow (arrow, target, type, &i);
1329
1422 if (i > betterby) 1330 if (i > betterby)
1423 { 1331 {
1424 tmp = ntmp; 1332 tmp = ntmp;
1425 betterby = i; 1333 betterby = i;
1426 } 1334 }
1427 } 1335 }
1428 else if (arrow->type == ARROW && arrow->race == type) 1336 else if (arrow->type == ARROW && arrow->race == type)
1429 { 1337 {
1430 /* allways prefer assasination/slaying */ 1338 /* allways prefer assasination/slaying */
1431 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race)) 1339 if (target->race && arrow->slaying && strstr (arrow->slaying, target->race))
1432 { 1340 {
1433 if (arrow->attacktype & AT_DEATH) 1341 if (arrow->attacktype & AT_DEATH)
1434 { 1342 {
1435 *better = 100; 1343 *better = 100;
1436 return arrow; 1344 return arrow;
1444 else 1352 else
1445 { 1353 {
1446 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1354 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1447 { 1355 {
1448 attacktype = 1 << attacknum; 1356 attacktype = 1 << attacknum;
1449 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1357 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1450 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby) 1358 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1451 { 1359 {
1452 tmp = arrow; 1360 tmp = arrow;
1453 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100; 1361 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1454 } 1362 }
1455 } 1363 }
1364
1456 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1365 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1457 { 1366 {
1458 tmp = arrow; 1367 tmp = arrow;
1459 betterby = 2 + arrow->magic + arrow->stats.dam; 1368 betterby = 2 + arrow->magic + arrow->stats.dam;
1460 } 1369 }
1370
1461 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) 1371 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1462 { 1372 {
1463 tmp = arrow; 1373 tmp = arrow;
1464 betterby = 1 + arrow->magic + arrow->stats.dam; 1374 betterby = 1 + arrow->magic + arrow->stats.dam;
1465 } 1375 }
1466 } 1376 }
1467 } 1377 }
1468 } 1378 }
1379
1469 if (tmp == NULL && arrow == NULL) 1380 if (tmp == NULL && arrow == NULL)
1470 return find_arrow (op, type); 1381 return find_arrow (op, type);
1471 1382
1472 *better = betterby; 1383 *better = betterby;
1473 return tmp; 1384 return tmp;
1477 * find_better_arrow to find a decent arrow to use. 1388 * find_better_arrow to find a decent arrow to use.
1478 * op = the shooter 1389 * op = the shooter
1479 * type = bow->race 1390 * type = bow->race
1480 * dir = fire direction 1391 * dir = fire direction
1481 */ 1392 */
1482
1483object * 1393object *
1484pick_arrow_target (object *op, const char *type, int dir) 1394pick_arrow_target (object *op, shstr_cmp type, int dir)
1485{ 1395{
1486 object *tmp = NULL; 1396 object *tmp = NULL;
1487 maptile *m; 1397 maptile *m;
1488 int i, mflags, found, number; 1398 int i, mflags, found, number;
1489 sint16 x, y; 1399 sint16 x, y;
1504 for (i = 0, found = 0; i < 20; i++) 1414 for (i = 0, found = 0; i < 20; i++)
1505 { 1415 {
1506 x += freearr_x[dir]; 1416 x += freearr_x[dir];
1507 y += freearr_y[dir]; 1417 y += freearr_y[dir];
1508 mflags = get_map_flags (m, &m, x, y, &x, &y); 1418 mflags = get_map_flags (m, &m, x, y, &x, &y);
1419
1509 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) 1420 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1510 { 1421 {
1511 tmp = NULL; 1422 tmp = 0;
1512 break; 1423 break;
1513 } 1424 }
1514 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW) 1425 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1515 { 1426 {
1516 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1427 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1517 * perhaps a bad assumption. 1428 * perhaps a bad assumption.
1518 */ 1429 */
1519 tmp = NULL; 1430 tmp = 0;
1520 break; 1431 break;
1521 } 1432 }
1433
1522 if (mflags & P_IS_ALIVE) 1434 if (mflags & P_IS_ALIVE)
1523 {
1524 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) 1435 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1525 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 1436 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1526 {
1527 found++;
1528 break;
1529 }
1530 if (found)
1531 break; 1437 break;
1532 }
1533 } 1438 }
1534 if (tmp == NULL) 1439
1440 if (!tmp)
1535 return find_arrow (op, type); 1441 return find_arrow (op, type);
1536 1442
1537 if (tmp->head) 1443 if (tmp->head)
1538 tmp = tmp->head; 1444 tmp = tmp->head;
1539 1445
1552 */ 1458 */
1553int 1459int
1554fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) 1460fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1555{ 1461{
1556 object *left, *bow; 1462 object *left, *bow;
1557 int bowspeed, mflags; 1463 int mflags;
1558 maptile *m; 1464 maptile *m;
1559 1465
1560 if (!dir) 1466 if (!dir)
1561 { 1467 {
1562 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1468 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1563 return 0; 1469 return 0;
1564 } 1470 }
1565 1471
1566 if (op->type == PLAYER) 1472 if (op->contr)
1567 bow = op->contr->ranges[range_bow]; 1473 bow = op->current_weapon;
1568 else 1474 else
1569 { 1475 {
1570 for (bow = op->inv; bow; bow = bow->below) 1476 for (bow = op->inv; bow; bow = bow->below)
1571 /* Don't check for applied - monsters don't apply bows - in that way, they 1477 /* Don't check for applied - monsters don't apply bows - in that way, they
1572 * don't need to switch back and forth between bows and weapons. 1478 * don't need to switch back and forth between bows and weapons.
1577 if (!bow) 1483 if (!bow)
1578 { 1484 {
1579 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1485 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1580 return 0; 1486 return 0;
1581 } 1487 }
1488
1489 // optimisation: move object to top so we will find it quickly again
1490 if (bow->below)
1491 {
1492 bow->remove ();
1493 op->insert (bow);
1494 }
1582 } 1495 }
1583 1496
1584 if (!bow->race || !bow->skill) 1497 if (!bow->race || !bow->skill)
1585 { 1498 {
1586 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1499 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1587 return 0; 1500 return 0;
1588 } 1501 }
1589
1590 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1591
1592 /* penalize ROF for bestarrow */
1593 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1594 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1595
1596 if (bowspeed < 1)
1597 bowspeed = 1;
1598 1502
1599 if (arrow == NULL) 1503 if (arrow == NULL)
1600 { 1504 {
1601 if ((arrow = find_arrow (op, bow->race)) == NULL) 1505 if ((arrow = find_arrow (op, bow->race)) == NULL)
1602 { 1506 {
1603 if (op->type == PLAYER) 1507 if (op->type == PLAYER)
1604 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1508 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1605 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1509 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1606 else 1510 else
1607 CLEAR_FLAG (op, FLAG_READY_BOW); 1511 CLEAR_FLAG (op, FLAG_READY_BOW);
1512
1608 return 0; 1513 return 0;
1609 } 1514 }
1610 } 1515 }
1611 1516
1612 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1517 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1620 } 1525 }
1621 1526
1622 /* this should not happen, but sometimes does */ 1527 /* this should not happen, but sometimes does */
1623 if (arrow->nrof == 0) 1528 if (arrow->nrof == 0)
1624 { 1529 {
1530 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1625 arrow->destroy (); 1531 arrow->destroy ();
1626 return 0; 1532 return 0;
1627 } 1533 }
1628 1534
1629 left = arrow; /* these are arrows left to the player */ 1535 left = arrow; /* these are arrows left to the player */
1630 arrow = get_split_ob (arrow, 1); 1536 arrow = arrow->split ();
1631 if (!arrow) 1537 if (!arrow)
1632 { 1538 {
1633 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1539 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1634 return 0; 1540 return 0;
1635 } 1541 }
1636 1542
1637 arrow->set_owner (op); 1543 arrow->set_owner (op);
1638 arrow->skill = bow->skill; 1544 arrow->skill = bow->skill;
1639 arrow->direction = dir; 1545 arrow->direction = dir;
1640 1546
1547 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1548 arrow->stats.hp = arrow->stats.dam;
1549 arrow->stats.grace = arrow->attacktype;
1550
1551 if (arrow->slaying)
1552 arrow->spellarg = strdup (arrow->slaying);
1553
1554#if 0
1555 if (player *pl = op->contr)
1556 {
1557 float speed = pl->weapon_sp;
1558
1559 /* penalize ROF for bestarrow */
1560 if (pl->bowtype == bow_bestarrow)
1561 speed *= .9f;
1562 else
1563 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1564
1565 op->speed_left += speed - op->speed;
1566 }
1567#endif
1568
1569 SET_ANIMATION (arrow, arrow->direction);
1570
1571 /* update the speed */
1572 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1573 + bow->stats.dam / 7.f;
1574
1575 arrow->set_speed (max (arrow->speed, 2.f));
1576 arrow->speed_left = 0;
1577
1578 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1579
1641 if (op->type == PLAYER) 1580 if (op->type == PLAYER)
1642 { 1581 {
1643 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1644 op->update_stats ();
1645 }
1646
1647 SET_ANIMATION (arrow, arrow->direction);
1648 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1649 arrow->stats.hp = arrow->stats.dam;
1650 arrow->stats.grace = arrow->attacktype;
1651 if (arrow->slaying != NULL)
1652 arrow->spellarg = strdup (arrow->slaying);
1653
1654 /* Note that this was different for monsters - they got their level
1655 * added to the damage. I think the strength bonus is more proper.
1656 */
1657
1658 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1659
1660 /* update the speed */
1661 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1662 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1663
1664 arrow->set_speed (max (arrow->speed, 1.0));
1665 arrow->speed_left = 0;
1666
1667 if (op->type == PLAYER)
1668 {
1669 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1670 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1671 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1672
1673 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; 1582 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1583 wc -= dex_bonus[op->stats.Dex];
1584
1585 if (!arrow->slaying)
1586 arrow->slaying = op->slaying;
1587
1588 arrow->attacktype |= op->attacktype;
1674 } 1589 }
1675 else 1590 else
1676 { 1591 {
1677 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1678 arrow->level = op->level; 1592 arrow->level = op->level;
1679 } 1593 arrow->stats.wc -= bow->magic;
1680 1594
1681 if (arrow->attacktype == AT_PHYSICAL) 1595 if (!arrow->slaying)
1596 arrow->slaying = bow->slaying;
1597
1682 arrow->attacktype |= bow->attacktype; 1598 arrow->attacktype |= bow->attacktype;
1599 }
1683 1600
1684 if (bow->slaying) 1601 wc -= arrow->level;
1685 arrow->slaying = bow->slaying; 1602 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1686 1603
1604 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1687 arrow->move_type = MOVE_FLY_LOW; 1605 arrow->move_type = MOVE_FLY_LOW;
1688 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1606 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1689 1607
1690 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1608 op->play_sound (sound_find ("fire_arrow"));
1691 m->insert (arrow, sx, sy, op); 1609 m->insert (arrow, sx, sy, op);
1692 1610
1693 if (!arrow->destroyed ()) 1611 if (!arrow->destroyed ())
1694 move_arrow (arrow); 1612 move_arrow (arrow);
1695
1696 if (op->type == PLAYER)
1697 {
1698 if (left->destroyed ())
1699 esrv_del_item (op->contr, left->count);
1700 else
1701 esrv_send_item (op, left);
1702 }
1703 1613
1704 return 1; 1614 return 1;
1705} 1615}
1706 1616
1707/* Special fire code for players - this takes into 1617/* Special fire code for players - this takes into
1712 * hence the function name. 1622 * hence the function name.
1713 */ 1623 */
1714int 1624int
1715player_fire_bow (object *op, int dir) 1625player_fire_bow (object *op, int dir)
1716{ 1626{
1717 int ret = 0, wcmod = 0; 1627 int ret;
1718 1628
1719 if (op->contr->bowtype == bow_bestarrow) 1629 if (op->contr->bowtype == bow_bestarrow)
1720 { 1630 {
1721 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y); 1631 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1722 } 1632 }
1723 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1633 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1724 { 1634 {
1725 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1635 int wcmod = similar_direction (dir, op->contr->bowtype - bow_n + 1) ? 0 : -1;
1726 wcmod = -1;
1727
1728 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1636 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1729 } 1637 }
1730 else if (op->contr->bowtype == bow_threewide) 1638 else if (op->contr->bowtype == bow_threewide)
1731 { 1639 {
1732 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1640 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1733 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]); 1641 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]);
1734 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]); 1642 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1735 } 1643 }
1736 else if (op->contr->bowtype == bow_spreadshot) 1644 else if (op->contr->bowtype == bow_spreadshot)
1737 { 1645 {
1738 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1646 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1739 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); 1647 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1740 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); 1648 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1741
1742 } 1649 }
1743 else 1650 else
1744 { 1651 {
1745 /* Simple case */ 1652 /* Simple case */
1746 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1653 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1747 } 1654 }
1655
1748 return ret; 1656 return ret;
1749} 1657}
1750
1751 1658
1752/* Fires a misc (wand/rod/horn) object in 'dir'. 1659/* Fires a misc (wand/rod/horn) object in 'dir'.
1753 * Broken apart from 'fire' to keep it more readable. 1660 * Broken apart from 'fire' to keep it more readable.
1754 */ 1661 */
1755void 1662void
1756fire_misc_object (object *op, int dir) 1663fire_misc_object (object *op, int dir)
1757{ 1664{
1758 object *item; 1665 object *item = op->contr->ranged_ob;
1759 1666
1760 if (!op->contr->ranges[range_misc]) 1667 if (!item)
1761 { 1668 {
1762 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); 1669 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1763 return; 1670 return;
1764 } 1671 }
1765 1672
1766 item = op->contr->ranges[range_misc];
1767 if (!item->inv) 1673 if (!item->inv)
1768 { 1674 {
1769 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1675 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1770 return; 1676 return;
1771 } 1677 }
1678
1679 if (!op->change_weapon (item))
1680 return;
1681
1772 if (item->type == WAND) 1682 if (item->type == WAND)
1773 { 1683 {
1774 if (item->stats.food <= 0) 1684 if (item->stats.food <= 0)
1775 { 1685 {
1776 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1686 op->contr->play_sound (sound_find ("wand_poof"));
1777 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); 1687 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1688
1778 return; 1689 return;
1779 } 1690 }
1780 } 1691 }
1781 else if (item->type == ROD || item->type == HORN) 1692 else if (item->type == ROD || item->type == HORN)
1782 { 1693 {
1783 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1694 sint16 spell_sp = MAX (item->inv->stats.sp, item->inv->stats.grace);
1695
1696 // using the maximum of the rods charge allows at least one spell cast
1697 // for a rod or horn, this fixes some broken rods.
1698 if (item->stats.hp < MIN (spell_sp, item->stats.maxhp))
1784 { 1699 {
1785 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1700 op->contr->play_sound (sound_find ("wand_poof"));
1701
1786 if (item->type == ROD) 1702 if (item->type == ROD)
1787 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); 1703 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1788 else 1704 else
1789 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1705 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1706
1790 return; 1707 return;
1791 } 1708 }
1792 } 1709 }
1793 1710
1794 if (cast_spell (op, item, dir, item->inv, NULL)) 1711 if (cast_spell (op, item, dir, item->inv, NULL))
1795 { 1712 {
1796 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */ 1713 item->flag [FLAG_BEEN_APPLIED] = true; /* You now know something about it */
1714
1797 if (item->type == WAND) 1715 if (item->type == WAND)
1798 { 1716 {
1799 if (!(--item->stats.food)) 1717 if (!(--item->stats.food))
1800 { 1718 {
1801 object *tmp; 1719 object *tmp;
1802 1720
1803 if (item->arch) 1721 if (item->arch)
1804 { 1722 {
1805 CLEAR_FLAG (item, FLAG_ANIMATE); 1723 CLEAR_FLAG (item, FLAG_ANIMATE);
1806 item->face = item->arch->clone.face; 1724 item->face = item->arch->face;
1807 item->set_speed (0); 1725 item->set_speed (0);
1808 } 1726 }
1809 1727
1810 if ((tmp = item->in_player ())) 1728 if (object *pl = item->visible_to ())
1811 esrv_update_item (UPD_ANIM, tmp, item); 1729 esrv_update_item (UPD_ANIM, pl, item);
1812 } 1730 }
1813 } 1731 }
1814 else if (item->type == ROD || item->type == HORN) 1732 else if (item->type == ROD || item->type == HORN)
1815 drain_rod_charge (item); 1733 drain_rod_charge (item);
1816 } 1734 }
1817} 1735}
1818 1736
1819/* Received a fire command for the player - go and do it. 1737/* Received a fire command for the player - go and do it.
1820 */ 1738 */
1821void 1739bool
1822fire (object *op, int dir) 1740fire (object *op, int dir)
1823{ 1741{
1824 int spellcost = 0; 1742 int spellcost = 0;
1743
1744 player *pl = op->contr;
1745
1746 if (pl->golem)
1747 {
1748 control_golem (op->contr->golem, dir);
1749 return false;
1750 }
1751
1752 object *ob = pl->ranged_ob;
1753
1754 if (!ob)
1755 return false;
1756
1757 if (op->speed_left > 0.f)
1758 --op->speed_left;
1759 else
1760 return false;
1761
1762 if (!op->change_weapon (ob))
1763 return false;
1825 1764
1826 /* check for loss of invisiblity/hide */ 1765 /* check for loss of invisiblity/hide */
1827 if (action_makes_visible (op)) 1766 if (action_makes_visible (op))
1828 make_visible (op); 1767 make_visible (op);
1829 1768
1830 switch (op->contr->shoottype) 1769 switch (ob->type)
1831 { 1770 {
1832 case range_none: 1771 case BOW:
1833 return;
1834
1835 case range_bow:
1836 player_fire_bow (op, dir); 1772 player_fire_bow (op, dir);
1837 return; 1773 break;
1838 1774
1839 case range_magic: /* Casting spells */ 1775 case SPELL:
1840 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0)); 1776 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
1841 return; 1777 break;
1842 1778
1843 case range_misc: 1779 case BUILDER:
1780 apply_map_builder (op, dir);
1781 break;
1782
1783 case SKILL:
1784 do_skill (op, op, ob, dir, 0);
1785 break;
1786
1787 default:
1844 fire_misc_object (op, dir); 1788 fire_misc_object (op, dir);
1845 return; 1789 break;
1846
1847 case range_golem: /* Control summoned monsters from scrolls */
1848 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
1849 {
1850 op->contr->ranges[range_golem] = 0;
1851 op->contr->shoottype = range_none;
1852 }
1853 else
1854 control_golem (op->contr->ranges[range_golem], dir);
1855 return;
1856
1857 case range_skill:
1858 if (!op->chosen_skill)
1859 {
1860 if (op->type == PLAYER)
1861 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
1862 return;
1863 }
1864 (void) do_skill (op, op, op->chosen_skill, dir, NULL);
1865 return;
1866 case range_builder:
1867 apply_map_builder (op, dir);
1868 return;
1869 default:
1870 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
1871 return;
1872 } 1790 }
1873}
1874 1791
1875 1792 return true;
1793}
1876 1794
1877/* find_key 1795/* find_key
1878 * We try to find a key for the door as passed. If we find a key 1796 * We try to find a key for the door as passed. If we find a key
1879 * and successfully use it, we return the key, otherwise NULL 1797 * and successfully use it, we return the key, otherwise NULL
1880 * This function merges both normal and locked door, since the logic 1798 * This function merges both normal and locked door, since the logic
1882 * pl is the player, 1800 * pl is the player,
1883 * inv is the objects inventory to searched 1801 * inv is the objects inventory to searched
1884 * door is the door we are trying to match against. 1802 * door is the door we are trying to match against.
1885 * This function can be called recursively to search containers. 1803 * This function can be called recursively to search containers.
1886 */ 1804 */
1887
1888object * 1805object *
1889find_key (object *pl, object *container, object *door) 1806find_key (object *pl, object *container, object *door)
1890{ 1807{
1891 object *tmp, *key; 1808 object *tmp, *key;
1892 1809
1893 /* Should not happen, but sanity checking is never bad */ 1810 /* Should not happen, but sanity checking is never bad */
1894 if (container->inv == NULL) 1811 if (!container->inv)
1895 return NULL; 1812 return 0;
1896 1813
1897 /* First, lets try to find a key in the top level inventory */ 1814 /* First, lets try to find a key in the top level inventory */
1898 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1815 for (tmp = container->inv; tmp; tmp = tmp->below)
1899 { 1816 {
1900 if (door->type == DOOR && tmp->type == KEY) 1817 if (door->type == DOOR && tmp->type == KEY)
1901 break; 1818 break;
1902 /* For sanity, we should really check door type, but other stuff 1819 /* For sanity, we should really check door type, but other stuff
1903 * (like containers) can be locked with special keys 1820 * (like containers) can be locked with special keys
1904 */ 1821 */
1905 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1822 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1906 break; 1823 break;
1907 } 1824 }
1825
1908 /* No key found - lets search inventories now */ 1826 /* No key found - lets search inventories now */
1909 /* If we find and use a key in an inventory, return at that time. 1827 /* If we find and use a key in an inventory, return at that time.
1910 * otherwise, if we search all the inventories and still don't find 1828 * otherwise, if we search all the inventories and still don't find
1911 * a key, return 1829 * a key, return
1912 */ 1830 */
1913 if (!tmp) 1831 if (!tmp)
1914 { 1832 {
1915 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1833 for (tmp = container->inv; tmp; tmp = tmp->below)
1916 { 1834 {
1917 /* No reason to search empty containers */ 1835 /* No reason to search empty containers */
1918 if (tmp->type == CONTAINER && tmp->inv) 1836 if (tmp->type == CONTAINER && tmp->inv)
1919 { 1837 {
1920 if ((key = find_key (pl, tmp, door)) != NULL) 1838 if ((key = find_key (pl, tmp, door)))
1921 return key; 1839 return key;
1922 } 1840 }
1923 } 1841 }
1842
1924 if (!tmp) 1843 if (!tmp)
1925 return NULL; 1844 return NULL;
1926 } 1845 }
1846
1927 /* We get down here if we have found a key. Now if its in a container, 1847 /* We get down here if we have found a key. Now if its in a container,
1928 * see if we actually want to use it 1848 * see if we actually want to use it
1929 */ 1849 */
1930 if (pl != container) 1850 if (pl != container)
1931 { 1851 {
1952 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1872 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1953 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); 1873 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1954 return NULL; 1874 return NULL;
1955 } 1875 }
1956 } 1876 }
1877
1957 return tmp; 1878 return tmp;
1958} 1879}
1959 1880
1960/* moved door processing out of move_player_attack. 1881/* moved door processing out of move_player_attack.
1961 * returns 1 if player has opened the door with a key 1882 * returns 1 if player has opened the door with a key
1963 * 0 otherwise 1884 * 0 otherwise
1964 */ 1885 */
1965static int 1886static int
1966player_attack_door (object *op, object *door) 1887player_attack_door (object *op, object *door)
1967{ 1888{
1968 /* If its a door, try to find a use a key. If we do destroy the door, 1889 /* If its a door, try to find a key. If we do destroy the door,
1969 * might as well return immediately as there is nothing more to do - 1890 * might as well return immediately as there is nothing more to do -
1970 * otherwise, we fall through to the rest of the code. 1891 * otherwise, we fall through to the rest of the code.
1971 */ 1892 */
1972 object *key = find_key (op, op, door); 1893 object *key = find_key (op, op, door);
1973 1894
1974 /* IF we found a key, do some extra work */ 1895 /* If we found a key, do some extra work */
1975 if (key) 1896 if (key)
1976 { 1897 {
1977 object *container = key->env; 1898 object *container = key->env;
1978 1899
1979 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1980 if (action_makes_visible (op)) 1900 if (action_makes_visible (op))
1981 make_visible (op); 1901 make_visible (op);
1902
1982 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1903 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1983 spring_trap (door->inv, op); 1904 spring_trap (door->inv, op);
1905
1984 if (door->type == DOOR) 1906 if (door->type == DOOR)
1985 {
1986 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1907 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1987 }
1988 else if (door->type == LOCKED_DOOR) 1908 else if (door->type == LOCKED_DOOR)
1989 { 1909 {
1990 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1910 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN);
1991 remove_door2 (door); /* remove door without violence ;-) */ 1911 remove_door2 (door); /* remove door without violence ;-) */
1992 } 1912 }
1913
1993 /* Do this after we print the message */ 1914 /* Do this after we print the message */
1994 decrease_ob (key); /* Use up one of the keys */ 1915 key->decrease (); /* Use up one of the keys */
1995 /* Need to update the weight the container the key was in */ 1916
1996 if (container != op)
1997 esrv_update_item (UPD_WEIGHT, op, container);
1998 return 1; /* Nothing more to do below */ 1917 return 1; /* Nothing more to do below */
1999 } 1918 }
2000 else if (door->type == LOCKED_DOOR) 1919 else if (door->type == LOCKED_DOOR)
2001 { 1920 {
2002 /* Might as well return now - no other way to open this */ 1921 /* Might as well return now - no other way to open this */
2003 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1922 op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door...");
2004 return 1; 1923 return 1;
2005 } 1924 }
1925
2006 return 0; 1926 return 0;
2007} 1927}
2008 1928
2009/* This function is just part of a breakup from move_player. 1929/* This function is just part of a breakup from move_player.
2010 * It should keep the code cleaner. 1930 * It should keep the code cleaner.
2011 * When this is called, the players direction has been updated 1931 * When this is called, the players direction has been updated
2012 * (taking into account confusion.) The player is also actually 1932 * (taking into account confusion.) The player is also actually
2013 * going to try and move (not fire weapons). 1933 * going to try and move (not fire weapons).
2014 */ 1934 */
2015void 1935bool
2016move_player_attack (object *op, int dir) 1936move_player_attack (object *op, int dir)
2017{ 1937{
2018 object *tmp, *mon;
2019 sint16 nx, ny;
2020 int on_battleground; 1938 int on_battleground;
2021 maptile *m;
2022 1939
2023 nx = freearr_x[dir] + op->x; 1940 sint16 nx = freearr_x[dir] + op->x;
2024 ny = freearr_y[dir] + op->y; 1941 sint16 ny = freearr_y[dir] + op->y;
2025 1942
2026 on_battleground = op_on_battleground (op, 0, 0); 1943 on_battleground = op_on_battleground (op, 0, 0);
1944
1945 if (out_of_map (op->map, nx, ny))
1946 return false;
1947
1948 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
1949 {
1950 --op->speed_left;
1951 return true;
1952 }
2027 1953
2028 /* If braced, or can't move to the square, and it is not out of the 1954 /* If braced, or can't move to the square, and it is not out of the
2029 * map, attack it. Note order of if statement is important - don't 1955 * map, attack it. Note order of if statement is important - don't
2030 * want to be calling move_ob if braced, because move_ob will move the 1956 * want to be calling move_ob if braced, because move_ob will move the
2031 * player. This is a pretty nasty hack, because if we could 1957 * player. This is a pretty nasty hack, because if we could
2032 * move to some space, it then means that if we are braced, we should 1958 * move to some space, it then means that if we are braced, we should
2033 * do nothing at all. As it is, if we are braced, we go through 1959 * do nothing at all. As it is, if we are braced, we go through
2034 * quite a bit of processing. However, it probably is less than what 1960 * quite a bit of processing. However, it probably is less than what
2035 * move_ob uses. 1961 * move_ob uses.
2036 */ 1962 */
2037 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) 1963 maptile *m = op->map->xy_find (nx, ny);
1964
1965 /* Go through all the objects, and find ones of interest. Only stop if
1966 * we find a monster - that is something we know we want to attack.
1967 * if its a door or barrel (can roll) see if there may be monsters
1968 * on the space
1969 */
1970 object *mon;
1971 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
1972 {
1973 if ((mon->flag [FLAG_ALIVE]
1974 || mon->type == LOCKED_DOOR
1975 || mon->flag [FLAG_CAN_ROLL])
1976 && mon != op)
1977 break;
2038 { 1978 }
2039 if (OUT_OF_REAL_MAP (op->map, nx, ny)) 1979
1980 if (!mon) /* This happens anytime the player tries to move */
1981 return false; /* into a wall */
1982
1983 mon = mon->head_ ();
1984
1985 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
1986 if (op->contr->weapon_sp_left > 0.f)
1987 if (player_attack_door (op, mon))
1988 {
1989 --op->contr->weapon_sp_left;
1990 return true;
2040 { 1991 }
2041 m = op->map->xy_find (nx, ny); 1992
2042 if (!m) 1993 /* The following deals with possibly attacking peaceful
2043 return; /* Don't think this should happen */ 1994 * or friendly creatures. Basically, all players are considered
1995 * unaggressive. If the moving player has peaceful set, then the
1996 * object should be pushed instead of attacked. It is assumed that
1997 * if you are braced, you will not attack friends accidently,
1998 * and thus will not push them.
1999 */
2000
2001 /* If the creature is a pet, push it even if the player is not
2002 * peaceful. Our assumption is the creature is a pet if the
2003 * player owns it and it is either friendly or unagressive.
2004 */
2005 if (op->type == PLAYER
2006 && ((mon->owner && mon->owner->contr
2007 && same_party (mon->owner->contr->party, op->contr->party))
2008 || mon->owner == op)
2009 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2010 {
2011 /* If we're braced, we don't want to switch places with it */
2012 if (op->contr->braced)
2013 return false;
2014
2015 if (op->speed_left > 0.f)
2016 {
2017 --op->speed_left;
2018
2019 op->play_sound (sound_find ("push_player"));
2020 push_ob (mon, dir, op);
2021
2022 if (action_makes_visible (op))
2023 make_visible (op);
2024
2025 return true;
2044 } 2026 }
2045 else 2027 else
2046 m = op->map;
2047
2048 if (!(tmp = m->at (nx, ny).bot))
2049 return; 2028 return false;
2029 }
2050 2030
2051 mon = 0;
2052 /* Go through all the objects, and find ones of interest. Only stop if
2053 * we find a monster - that is something we know we want to attack.
2054 * if its a door or barrel (can roll) see if there may be monsters
2055 * on the space
2056 */
2057 while (tmp)
2058 {
2059 if (tmp == op)
2060 {
2061 tmp = tmp->above;
2062 continue;
2063 }
2064
2065 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2066 {
2067 mon = tmp;
2068 break;
2069 }
2070
2071 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2072 mon = tmp;
2073
2074 tmp = tmp->above;
2075 }
2076
2077 if (!mon) /* This happens anytime the player tries to move */
2078 return; /* into a wall */
2079
2080 if (mon->head)
2081 mon = mon->head;
2082
2083 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2084 if (player_attack_door (op, mon))
2085 return;
2086
2087 /* The following deals with possibly attacking peaceful
2088 * or frienddly creatures. Basically, all players are considered
2089 * unaggressive. If the moving player has peaceful set, then the
2090 * object should be pushed instead of attacked. It is assumed that
2091 * if you are braced, you will not attack friends accidently,
2092 * and thus will not push them.
2093 */
2094
2095 /* If the creature is a pet, push it even if the player is not
2096 * peaceful. Our assumption is the creature is a pet if the
2097 * player owns it and it is either friendly or unagressive.
2098 */
2099 if ((op->type == PLAYER)
2100#if COZY_SERVER
2101 &&
2102 ((mon->owner && mon->owner->contr
2103 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op)
2104#else
2105 && mon->owner == op
2106#endif
2107 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2108 {
2109 /* If we're braced, we don't want to switch places with it */
2110 if (op->contr->braced)
2111 return;
2112
2113 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2114 (void) push_ob (mon, dir, op);
2115 if (op->contr->tmp_invis || op->hide)
2116 make_visible (op);
2117
2118 return;
2119 }
2120
2121 /* in certain circumstances, you shouldn't attack friendly 2031 /* in certain circumstances, you shouldn't attack friendly
2122 * creatures. Note that if you are braced, you can't push 2032 * creatures. Note that if you are braced, you can't push
2123 * someone, but put it inside this loop so that you won't 2033 * someone, but put it inside this loop so that you won't
2124 * attack them either. 2034 * attack them either.
2125 */ 2035 */
2126 if ((mon->type == PLAYER || mon->enemy != op) && 2036 if ((mon->type == PLAYER || mon->enemy != op)
2127 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2037 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2128#ifdef PROHIBIT_PLAYERKILL
2129 (op->contr->peaceful 2038 && ((op->contr->peaceful
2130 || (mon->type == PLAYER 2039 || (mon->type == PLAYER && mon->contr->peaceful))
2131 && mon->contr->
2132 peaceful)) &&
2133#else
2134 op->contr->peaceful &&
2135#endif
2136 !on_battleground)) 2040 && !on_battleground))
2041 {
2042 if (op->speed_left > 0.f)
2137 { 2043 {
2044 --op->speed_left;
2045
2138 if (!op->contr->braced) 2046 if (!op->contr->braced)
2139 { 2047 {
2140 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2048 op->play_sound (sound_find ("push_player"));
2141 push_ob (mon, dir, op); 2049 push_ob (mon, dir, op);
2142 } 2050 }
2143 else 2051 else
2144 new_draw_info (0, 0, op, "You withhold your attack"); 2052 op->statusmsg ("You withhold your attack");
2145 2053
2146 if (op->contr->tmp_invis || op->hide) 2054 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
2147 make_visible (op); 2055 make_visible (op);
2148 }
2149 2056
2057 return true;
2058 }
2059 }
2150 /* If the object is a boulder or other rollable object, then 2060 /* If the object is a boulder or other rollable object, then
2151 * roll it if not braced. You can't roll it if you are braced. 2061 * roll it if not braced. You can't roll it if you are braced.
2152 */ 2062 */
2153 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 2063 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2064 {
2065 if (op->speed_left > 0.f)
2154 { 2066 {
2067 --op->speed_left;
2068
2155 recursive_roll (mon, dir, op); 2069 recursive_roll (mon, dir, op);
2156 if (action_makes_visible (op)) 2070 if (action_makes_visible (op))
2157 make_visible (op); 2071 make_visible (op);
2158 }
2159 2072
2073 return true;
2074 }
2075 }
2160 /* Any generic living creature. Including things like doors. 2076 /* Any generic living creature. Including things like doors.
2161 * Way it works is like this: First, it must have some hit points 2077 * Way it works is like this: First, it must have some hit points
2162 * and be living. Then, it must be one of the following: 2078 * and be living. Then, it must be one of the following:
2163 * 1) Not a player, 2) A player, but of a different party. Note 2079 * 1) Not a player, 2) A player, but of a different party. Note
2164 * that party_number -1 is no party, so attacks can still happen. 2080 * that party_number -1 is no party, so attacks can still happen.
2165 */ 2081 */
2166 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2082 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2167 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 2083 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2168 { 2084 {
2169 2085 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2170 /* If the player hasn't hit something this tick, and does
2171 * so, give them speed boost based on weapon speed. Doing
2172 * it here is better than process_players2, which basically
2173 * incurred a 1 tick offset.
2174 */
2175 if (!op->contr->has_hit)
2176 { 2086 {
2177 op->speed_left += op->speed / op->contr->weapon_sp; 2087 --op->contr->weapon_sp_left;
2178
2179 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2180 }
2181 2088
2182 skill_attack (mon, op, 0, 0, 0); 2089 skill_attack (mon, op, 0, 0, 0);
2183
2184 /* If attacking another player, that player gets automatic
2185 * hitback, and doesn't loose luck either.
2186 * Disable hitback on the battleground or if the target is
2187 * the wiz.
2188 */
2189 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2190 {
2191 short luck = mon->stats.luck;
2192
2193 mon->contr->has_hit = 1;
2194 skill_attack (op, mon, 0, 0, 0);
2195 mon->stats.luck = luck;
2196 }
2197 2090
2198 if (action_makes_visible (op)) 2091 if (action_makes_visible (op))
2199 make_visible (op); 2092 make_visible (op);
2200 }
2201 } /* if player should attack something */
2202}
2203 2093
2204int 2094 return true;
2095 }
2096 }
2097
2098 return false;
2099}
2100
2101bool
2205move_player (object *op, int dir) 2102move_player (object *op, int dir)
2206{ 2103{
2207 int pick; 2104 int pick;
2208 2105
2209 if (!op->map || op->map->in_memory != MAP_IN_MEMORY) 2106 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2210 return 0; 2107 return 0;
2211 2108
2212 /* Sanity check: make sure dir is valid */ 2109 /* Sanity check: make sure dir is valid */
2213 if ((dir < 0) || (dir >= 9)) 2110 if ((dir < 0) || (dir >= 9))
2214 { 2111 {
2216 return 0; 2113 return 0;
2217 } 2114 }
2218 2115
2219 /* peterm: added following line */ 2116 /* peterm: added following line */
2220 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2117 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2221 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2118 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2222 2119
2223 op->facing = dir; 2120 op->facing = dir;
2224 2121
2225 if (op->hide) 2122 if (op->flag [FLAG_HIDDEN])
2226 do_hidden_move (op); 2123 do_hidden_move (op);
2227 2124
2125 bool retval;
2126
2228 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2127 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2229 /*nop */ ; 2128 retval = RESULT_INT (0);
2230 else if (op->contr->fire_on) 2129 else if (op->contr->fire_on)
2231 fire (op, dir); 2130 retval = fire (op, dir);
2232 else 2131 else
2233 { 2132 {
2234 move_player_attack (op, dir); 2133 retval = move_player_attack (op, dir);
2235 pick = check_pick (op); 2134 pick = check_pick (op);
2236 } 2135 }
2237 2136
2238 /* Add special check for newcs players and fire on - this way, the 2137 /* Add special check for newcs players and fire on - this way, the
2239 * server can handle repeat firing. 2138 * server can handle repeat firing.
2246 /* Update how the player looks. Use the facing, so direction may 2145 /* Update how the player looks. Use the facing, so direction may
2247 * get reset to zero. This allows for full animation capabilities 2146 * get reset to zero. This allows for full animation capabilities
2248 * for players. 2147 * for players.
2249 */ 2148 */
2250 animate_object (op, op->facing); 2149 animate_object (op, op->facing);
2251 return 0; 2150
2151 return retval;
2252} 2152}
2253 2153
2254/* This is similar to handle_player, below, but is only used by the 2154/* This is similar to handle_player, below, but is only used by the
2255 * new client/server stuff. 2155 * new client/server stuff.
2256 * This is sort of special, in that the new client/server actually uses 2156 * This is sort of special, in that the new client/server actually uses
2257 * the new speed values for commands. 2157 * the new speed values for commands.
2258 * 2158 *
2259 * Returns true if there are more actions we can do. 2159 * Returns true if there are more actions we can do. Should not do
2160 * many actions in a row, as that would be too unfair to other
2161 * players.
2260 */ 2162 */
2261int 2163bool
2262handle_newcs_player (object *op) 2164handle_newcs_player (object *op)
2263{ 2165{
2264 if (op->contr->hidden)
2265 {
2266 op->invisible = 1000;
2267 /* the socket code flashes the player visible/invisible
2268 * depending on the value of invisible, so we need to
2269 * alternate it here for it to work correctly.
2270 */
2271 if (pticks & 2)
2272 op->invisible--;
2273 }
2274 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2275 {
2276 op->invisible--;
2277 if (!op->invisible)
2278 {
2279 make_visible (op);
2280 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2281 }
2282 }
2283
2284 if (QUERY_FLAG (op, FLAG_SCARED)) 2166 if (QUERY_FLAG (op, FLAG_SCARED))
2285 { 2167 {
2286 flee_player (op); 2168 if (op->speed_left > 0.f)
2287 /* If player is still scared, that is his action for this tick */
2288 if (QUERY_FLAG (op, FLAG_SCARED))
2289 { 2169 {
2290 op->speed_left--; 2170 --op->speed_left;
2171 flee_player (op);
2172
2291 return 0; 2173 return true;
2292 } 2174 }
2175 else
2176 return false;
2293 } 2177 }
2294
2295 /* I've been seeing crashes where the golem has been destroyed, but
2296 * the player object still points to the defunct golem. The code that
2297 * destroys the golem looks correct, and it doesn't always happen, so
2298 * put this in a a workaround to clean up the golem pointer.
2299 */
2300 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2301 op->contr->ranges[range_golem] = 0;
2302 2178
2303 /* call this here - we also will call this in do_ericserver, but 2179 /* call this here - we also will call this in do_ericserver, but
2304 * the players time has been increased when doericserver has been 2180 * the players time has been increased when doericserver has been
2305 * called, so we recheck it here. 2181 * called, so we recheck it here.
2306 */ 2182 */
2307 if (op->contr->ns->handle_command ()) 2183 if (op->contr->ns->handle_command ())
2308 return 1; 2184 return true;
2309 2185
2310 if (op->speed_left > 0)
2311 {
2312 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2186 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2313 {
2314 /* All move commands take 1 tick, at least for now */
2315 op->speed_left--;
2316
2317 /* Instead of all the stuff below, let move_player take care
2318 * of it. Also, some of the skill stuff is only put in
2319 * there, as well as the confusion stuff.
2320 */
2321 move_player (op, op->direction); 2187 return move_player (op, op->direction);
2322 2188
2323 return op->speed_left > 0;
2324 }
2325 }
2326
2327 return 0; 2189 return false;
2328} 2190}
2329 2191
2330int 2192int
2331save_life (object *op) 2193save_life (object *op)
2332{ 2194{
2334 return 0; 2196 return 0;
2335 2197
2336 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2198 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2337 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2199 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2338 { 2200 {
2339 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2201 op->play_sound (sound_find ("ob_evaporate"));
2340 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); 2202 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2341
2342 if (op->contr)
2343 esrv_del_item (op->contr, tmp->count);
2344 2203
2345 tmp->destroy (); 2204 tmp->destroy ();
2346 CLEAR_FLAG (op, FLAG_LIFESAVE); 2205 CLEAR_FLAG (op, FLAG_LIFESAVE);
2347 2206
2348 if (op->stats.hp < 0) 2207 if (op->stats.hp < 0)
2361 return 0; 2220 return 0;
2362} 2221}
2363 2222
2364/* This goes throws the inventory and removes unpaid objects, and puts them 2223/* This goes throws the inventory and removes unpaid objects, and puts them
2365 * back in the map (location and map determined by values of env). This 2224 * back in the map (location and map determined by values of env). This
2366 * function will descend into containers. op is the object to start the search 2225 * function will descend into containers. op is the object to start the search
2367 * from. 2226 * from.
2368 */ 2227 */
2228static void
2229drop_unpaid_items (object *op, object *env)
2230{
2231 while (op)
2232 {
2233 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2234
2235 if (QUERY_FLAG (op, FLAG_UNPAID))
2236 op->insert_at (env);
2237 else if (op->inv)
2238 drop_unpaid_items (op->inv, env);
2239
2240 op = next;
2241 }
2242}
2243
2369void 2244void
2370remove_unpaid_objects (object *op, object *env) 2245object::drop_unpaid_items ()
2371{ 2246{
2372 object *next; 2247 if (!flag [FLAG_REMOVED])
2373 2248 ::drop_unpaid_items (inv, this);
2374 while (op)
2375 {
2376 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2377
2378 if (QUERY_FLAG (op, FLAG_UNPAID))
2379 {
2380 if (env->type == PLAYER)
2381 esrv_del_item (env->contr, op->count);
2382
2383 op->insert_at (env);
2384 }
2385 else if (op->inv)
2386 remove_unpaid_objects (op->inv, env);
2387
2388 op = next;
2389 }
2390} 2249}
2391 2250
2392/* 2251/*
2393 * Returns pointer a static string containing gravestone text 2252 * Returns pointer a static string containing gravestone text
2394 * Moved from apply.c to player.c - player.c is what 2253 * Moved from apply.c to player.c - player.c is what
2395 * actually uses this function. player.c may not be quite the 2254 * actually uses this function. player.c may not be quite the
2396 * best, a misc file for object actions is probably better, 2255 * best, a misc file for object actions is probably better,
2397 * but there isn't one in the server directory. 2256 * but there isn't one in the server directory.
2398 */ 2257 */
2399char * 2258const char *
2400gravestone_text (object *op) 2259gravestone_text (object *op)
2401{ 2260{
2402 static char buf2[MAX_BUF]; 2261 static dynbuf_text buf;
2403 char buf[MAX_BUF];
2404 time_t now = time (NULL);
2405 2262
2406 strcpy (buf2, " R.I.P.\n\n"); 2263 buf << "---- R.I.P. ----\n\n"
2264 << op->name;
2265
2407 if (op->type == PLAYER) 2266 if (op->type == PLAYER)
2408 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2267 buf << " the " << op->contr->title;
2409 else
2410 sprintf (buf, "%s\n", &op->name);
2411 2268
2412 strncat (buf2, " ", 20 - strlen (buf) / 2); 2269 buf << "\n\n";
2413 strcat (buf2, buf); 2270
2271 buf << "who was level ";
2272 buf << (sint32)op->level << "\n\n" // OO breakdown
2273 << " when " << (op->contr ? "killed" : "died") << "\n\n";
2274
2414 if (op->type == PLAYER) 2275 if (op->type == PLAYER)
2415 sprintf (buf, "who was in level %d when killed\n", op->level); 2276 buf << "by " << op->contr->killer_name () << ".\n\n";
2416 else
2417 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2418 2277
2419 strncat (buf2, " ", 20 - strlen (buf) / 2);
2420 strcat (buf2, buf);
2421 if (op->type == PLAYER)
2422 { 2278 {
2423 sprintf (buf, "by %s.\n\n", op->contr->killer); 2279 static char buf2[128];
2424 strncat (buf2, " ", 21 - strlen (buf) / 2); 2280 time_t now = time (NULL);
2425 strcat (buf2, buf);
2426 }
2427
2428 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2281 strftime (buf2, 128, "%b %d %Y\n\n", localtime (&now));
2429 strncat (buf2, " ", 20 - strlen (buf) / 2); 2282 buf << buf2;
2430 strcat (buf2, buf); 2283 }
2431 2284
2432 return buf2; 2285 return buf;
2433} 2286}
2434 2287
2435void 2288void
2436do_some_living (object *op) 2289do_some_living (object *op)
2437{ 2290{
2444 int rate_grace = 2000; 2297 int rate_grace = 2000;
2445 const int max_hp = 1; 2298 const int max_hp = 1;
2446 const int max_sp = 1; 2299 const int max_sp = 1;
2447 const int max_grace = 1; 2300 const int max_grace = 1;
2448 2301
2449 if (op->contr->outputs_sync) 2302 if (op->contr->hidden)
2303 {
2304 op->invisible = 1000;
2305 /* the socket code flashes the player visible/invisible
2306 * depending on the value of invisible, so we need to
2307 * alternate it here for it to work correctly.
2308 */
2309 if (pticks & 2)
2310 op->invisible--;
2450 { 2311 }
2451 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2312 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2452 if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks) 2313 {
2453 flush_output_element (op, &op->contr->outputs[i]); 2314 if (!op->invisible--)
2315 {
2316 make_visible (op);
2317 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2318 }
2454 } 2319 }
2455 2320
2456 if (op->contr->ns->state == ST_PLAYING) 2321 if (op->contr->ns->state == ST_PLAYING)
2457 { 2322 {
2458 /* these next three if clauses make it possible to SLOW DOWN 2323 /* these next three if clauses make it possible to SLOW DOWN
2477 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2342 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2478 else 2343 else
2479 { 2344 {
2480 gen_grace = op->stats.maxgrace; 2345 gen_grace = op->stats.maxgrace;
2481 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2346 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2482 }
2483
2484 /* Regenerate Spell Points */
2485 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0)
2486 {
2487 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2488 if (op->stats.sp < op->stats.maxsp)
2489 {
2490 op->stats.sp++;
2491 /* dms do not consume food */
2492 if (!QUERY_FLAG (op, FLAG_WIZ))
2493 {
2494 op->stats.food--;
2495 if (op->contr->digestion < 0)
2496 op->stats.food += op->contr->digestion;
2497 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2498 op->stats.food = last_food;
2499 }
2500 }
2501
2502 if (max_sp > 1)
2503 {
2504 over_sp = (gen_sp + 10) / rate_sp;
2505 if (over_sp > 0)
2506 {
2507 if (op->stats.sp < op->stats.maxsp)
2508 {
2509 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2510
2511 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2512 op->stats.sp--;
2513
2514 if (op->stats.sp > op->stats.maxsp)
2515 op->stats.sp = op->stats.maxsp;
2516 }
2517 op->last_sp = 0;
2518 }
2519 else
2520 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2521 }
2522 else
2523 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2524 } 2347 }
2525 2348
2526 /* Regenerate Grace */ 2349 /* Regenerate Grace */
2527 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2350 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2528 if (--op->last_grace < 0) 2351 if (--op->last_grace < 0)
2549 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); 2372 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2550 } 2373 }
2551 /* wearing stuff doesn't detract from grace generation. */ 2374 /* wearing stuff doesn't detract from grace generation. */
2552 } 2375 }
2553 2376
2377 if (op->stats.food > 0)
2378 {
2554 /* Regenerate Hit Points */ 2379 /* Regenerate Spell Points */
2555 if (--op->last_heal < 0) 2380 if (!op->contr->golem && --op->last_sp < 0)
2556 {
2557 if (op->stats.hp < op->stats.maxhp)
2558 { 2381 {
2559 op->stats.hp++; 2382 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2560 /* dms do not consume food */ 2383
2561 if (!QUERY_FLAG (op, FLAG_WIZ)) 2384 if (op->stats.sp < op->stats.maxsp)
2562 { 2385 {
2386 op->stats.sp++;
2387
2388 /* dms do not consume food */
2389 if (!QUERY_FLAG (op, FLAG_WIZ))
2390 {
2563 op->stats.food--; 2391 op->stats.food--;
2392
2564 if (op->contr->digestion < 0) 2393 if (op->contr->digestion < 0)
2565 op->stats.food += op->contr->digestion; 2394 op->stats.food += op->contr->digestion;
2566 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2395 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2567 op->stats.food = last_food; 2396 op->stats.food = last_food;
2397 }
2568 } 2398 }
2569 }
2570 2399
2571 if (max_hp > 1) 2400 if (max_sp > 1)
2572 {
2573 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2574 if (over_hp > 0)
2575 { 2401 {
2576 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; 2402 over_sp = (gen_sp + 10) / rate_sp;
2403 if (over_sp > 0)
2404 {
2405 if (op->stats.sp < op->stats.maxsp)
2406 {
2407 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2408
2409 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2410 op->stats.sp--;
2411
2412 if (op->stats.sp > op->stats.maxsp)
2413 op->stats.sp = op->stats.maxsp;
2414 }
2415
2577 op->last_heal = 0; 2416 op->last_sp = 0;
2417 }
2418 else
2419 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2578 } 2420 }
2579 else 2421 else
2422 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2423 }
2424
2425 /* Regenerate Hit Points */
2426 if (--op->last_heal < 0)
2427 {
2428 if (op->stats.hp < op->stats.maxhp)
2580 { 2429 {
2581 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2430 op->stats.hp++;
2431
2432 /* dms do not consume food */
2433 if (!QUERY_FLAG (op, FLAG_WIZ))
2434 {
2435 op->stats.food--;
2436
2437 if (op->contr->digestion < 0)
2438 op->stats.food += op->contr->digestion;
2439 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2440 op->stats.food = last_food;
2441 }
2582 } 2442 }
2443
2444 if (max_hp > 1)
2445 {
2446 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2447
2448 if (over_hp > 0)
2449 {
2450 op->stats.sp += over_hp + (rndm (rate_hp) > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2451 op->last_heal = 0;
2452 }
2453 else
2454 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2583 } 2455 }
2584 else 2456 else
2585 {
2586 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2457 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2587 } 2458 }
2588 } 2459 }
2589 2460
2590 /* Digestion */ 2461 /* Digestion */
2591 if (--op->last_eat < 0) 2462 if (--op->last_eat < 0)
2592 { 2463 {
2593#ifdef COZY_SERVER 2464 int bonus = max (0, op->contr->digestion),
2594 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion; 2465 penalty = max (0, -op->contr->digestion);
2595 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2596#else
2597 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2598#endif
2599 2466
2600 if (op->contr->gen_hp > 0)
2601 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2467 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2602 else
2603 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2604 2468
2605 /* dms do not consume food */ 2469 /* dms do not consume food */
2606 if (!QUERY_FLAG (op, FLAG_WIZ)) 2470 if (!QUERY_FLAG (op, FLAG_WIZ))
2607 op->stats.food--; 2471 op->stats.food--;
2608 } 2472 }
2609 2473
2610 if (op->stats.food < 0 && op->stats.hp >= 0) 2474 if (op->stats.food < 0 && op->stats.hp >= 0)
2611 { 2475 {
2612 object *tmp, *flesh = 0; 2476 object *flesh = 0;
2613 2477
2614 for (tmp = op->inv; tmp; tmp = tmp->below) 2478 for_inv_removable (op, tmp)
2615 { 2479 {
2616 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2480 if (QUERY_FLAG (tmp, FLAG_UNPAID))
2481 continue;
2482
2483 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2617 { 2484 {
2618 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2485 op->statusmsg ("You blindly grab for a bite of food. "
2619 { 2486 "H<To prevent you from starving, you ate some random item from your backpack.>");
2620 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2621 manual_apply (op, tmp, 0); 2487 manual_apply (op, tmp, 0);
2488
2622 if (op->stats.food >= 0 || op->stats.hp < 0) 2489 if (op->stats.food >= 0 || op->stats.hp < 0)
2623 break; 2490 break;
2624 } 2491 }
2625 else if (tmp->type == FLESH) 2492 else if (tmp->type == FLESH)
2626 flesh = tmp; 2493 flesh = tmp;
2627 } /* End if paid for object */ 2494 }
2628 } /* end of for loop */
2629 2495
2630 /* If player is still starving, it means they don't have any food, so 2496 /* If player is still starving, it means they don't have any food, so
2631 * eat flesh instead. 2497 * eat flesh instead.
2632 */ 2498 */
2633 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2499 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2634 { 2500 {
2635 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2501 op->statusmsg ("You blindly grab for a bite of food. "
2502 "H<To prevent you from starving, you ate some random item from your backpack.>");
2636 manual_apply (op, flesh, 0); 2503 manual_apply (op, flesh, 0);
2637 } 2504 }
2505
2506 // If player is still starving, alert him!
2507 if (op->stats.food < 0)
2508 op->failmsg ("You are starving! "
2509 "H<Eat some food to increase your food and prevent you from an untimely death.>");
2510 }
2511
2512 if (op->stats.food < 0)
2638 } 2513 {
2514 op->stats.hp += op->stats.food;
2515 op->stats.food = 0;
2639 2516
2640 while (op->stats.food < 0 && op->stats.hp >= 0) 2517 if (op->stats.hp < 0)
2641 op->stats.food++, op->stats.hp--; 2518 {
2519 op->contr->killer = archetype::get ("killer_starvation");
2520 op->contr->killer->destroy ();
2521 }
2522 }
2642 2523
2524 /* killer should be set here already */
2643 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2525 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2644 kill_player (op); 2526 kill_player (op);
2645 } 2527 }
2646} 2528}
2647 2529
2651 * file. 2533 * file.
2652 */ 2534 */
2653void 2535void
2654kill_player (object *op) 2536kill_player (object *op)
2655{ 2537{
2538 int x, y;
2656 char buf[MAX_BUF]; 2539 char buf[MAX_BUF];
2657 int x, y;
2658
2659 //int i;
2660 maptile *map; /* this is for resurrection */ 2540 maptile *map; /* this is for resurrection */
2661
2662 /* int z;
2663 int num_stats_lose;
2664 int lost_a_stat;
2665 int lose_this_stat;
2666 int this_stat; */
2667 int will_kill_again; 2541 int will_kill_again;
2668 archetype *at; 2542 archetype *at;
2669 object *tmp; 2543 object *tmp;
2670 2544
2671 if (save_life (op)) 2545 if (save_life (op))
2672 return; 2546 return;
2673 2547
2548 /* restore player */
2549 at = archetype::find ("poisoning");
2550 if (object *tmp = present_arch_in_ob (at, op))
2551 {
2552 tmp->destroy ();
2553 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2554 }
2555
2556 at = archetype::find ("confusion");
2557 if (object *tmp = present_arch_in_ob (at, op))
2558 {
2559 tmp->destroy ();
2560 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2561 }
2562
2563 cure_disease (op, 0, 0); /* remove any disease */
2564
2565 max_it (op->stats.hp , op->stats.maxhp);
2566 max_it (op->stats.sp , op->stats.maxsp);
2567 max_it (op->stats.grace, op->stats.maxgrace);
2568
2569 if (op->stats.food <= 0)
2570 op->stats.food = 999;
2571
2572 // remove all spell effects that are active
2573 // to avoid long-term effects such as word-of-recall
2574 for (object *item = op->inv; item; )
2575 {
2576 object *next = item->below;
2577
2578 if (item->type == SPELL_EFFECT && item->active)
2579 item->destroy ();
2580
2581 item = next;
2582 }
2674 2583
2675 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2584 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2676 * in cities ONLY!!! It is very important that this doesn't get abused. 2585 * in cities ONLY!!! It is very important that this doesn't get abused.
2677 * Look at op_on_battleground() for more info --AndreasV 2586 * Look at op_on_battleground() for more info --AndreasV
2678 */ 2587 */
2679 if (op_on_battleground (op, &x, &y)) 2588 if (op_on_battleground (op, &x, &y))
2680 { 2589 {
2681 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2590 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2682 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life..."); 2591 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2683 2592
2684 /* restore player */
2685 at = archetype::find ("poisoning");
2686 if (object *tmp = present_arch_in_ob (at, op))
2687 {
2688 tmp->destroy ();
2689 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2690 }
2691
2692 at = archetype::find ("confusion");
2693 if (object *tmp = present_arch_in_ob (at, op))
2694 {
2695 tmp->destroy ();
2696 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2697 }
2698
2699 cure_disease (op, 0); /* remove any disease */
2700 op->stats.hp = op->stats.maxhp;
2701 if (op->stats.food <= 0)
2702 op->stats.food = 999;
2703
2704 /* create a bodypart-trophy to make the winner happy */ 2593 /* create a bodypart-trophy to make the winner happy */
2705 if (object *tmp = arch_to_object (archetype::find ("finger"))) 2594 if (object *tmp = arch_to_object (archetype::find ("finger")))
2706 { 2595 {
2707 sprintf (buf, "%s's finger", &op->name); 2596 tmp->name = format ("%s's finger" , &op->name);
2708 tmp->name = buf; 2597 tmp->name_pl = format ("%s's fingers", &op->name);
2709 sprintf (buf, " This finger has been cut off %s\n"
2710 " the %s, when he was defeated at\n level %d by %s.\n",
2711 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2712 tmp->msg = buf; 2598 tmp->msg = format (
2599 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
2600 &op->name, op->contr->title,
2601 (int)op->level,
2602 op->contr->killer_name ()
2603 );
2713 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2604 tmp->value = 0, tmp->type = 0;
2714 tmp->materialname = NULL; 2605 tmp->materialname = "organics";
2715 tmp->insert_at (op, tmp); 2606 tmp->insert_at (op, tmp);
2716 } 2607 }
2717 2608
2718 /* teleport defeated player to new destination */ 2609 /* teleport defeated player to new destination */
2719 transfer_ob (op, x, y, 0, NULL); 2610 transfer_ob (op, x, y, 0, NULL);
2723 2614
2724 INVOKE_PLAYER (DEATH, op->contr); 2615 INVOKE_PLAYER (DEATH, op->contr);
2725 2616
2726 command_kill_pets (op, 0); 2617 command_kill_pets (op, 0);
2727 2618
2728 if (op->stats.food < 0) 2619 op->contr->play_sound (sound_find ("player_dies"));
2729 {
2730 sprintf (buf, "%s starved to death.", &op->name);
2731 strcpy (op->contr->killer, "starvation");
2732 }
2733 else
2734 sprintf (buf, "%s died.", &op->name);
2735
2736 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2737 2620
2738 /* save the map location for corpse, gravestone */ 2621 /* save the map location for corpse, gravestone */
2739 x = op->x; 2622 x = op->x;
2740 y = op->y; 2623 y = op->y;
2741 map = op->map; 2624 map = op->map;
2769 2652
2770 lost_a_stat = 0; 2653 lost_a_stat = 0;
2771 2654
2772 for (z = 0; z < num_stats_lose; z++) 2655 for (z = 0; z < num_stats_lose; z++)
2773 { 2656 {
2774 i = RANDOM () % NUM_STATS; 2657 i = rndm (NUM_STATS);
2775 2658
2776 if (settings.stat_loss_on_death) 2659 if (settings.stat_loss_on_death)
2777 { 2660 {
2778 /* Pick a random stat and take a point off it. Tell the player 2661 /* Pick a random stat and take a point off it. Tell the player
2779 * what he lost. 2662 * what he lost.
2830 } 2713 }
2831 } 2714 }
2832 2715
2833 if (lose_this_stat) 2716 if (lose_this_stat)
2834 { 2717 {
2835 this_stat = get_attr_value (&(dep->stats), i); 2718 this_stat = get_attr_value (&dep->stats, i);
2836 /* We could try to do something clever like find another 2719 /* We could try to do something clever like find another
2837 * stat to reduce if this fails. But chances are, if 2720 * stat to reduce if this fails. But chances are, if
2838 * stats have been depleted to -50, all are pretty low 2721 * stats have been depleted to -50, all are pretty low
2839 * and should be roughly the same, so it shouldn't make a 2722 * and should be roughly the same, so it shouldn't make a
2840 * difference. 2723 * difference.
2848 lost_a_stat = 1; 2731 lost_a_stat = 1;
2849 } 2732 }
2850 } 2733 }
2851 } 2734 }
2852 } 2735 }
2736
2853 /* If no stat lost, tell the player. */ 2737 /* If no stat lost, tell the player. */
2854 if (!lost_a_stat) 2738 if (!lost_a_stat)
2855 { 2739 {
2856 /* determine_god() seems to not work sometimes... why is this? 2740 /* determine_god() seems to not work sometimes... why is this?
2857 Should I be using something else? GD */ 2741 Should I be using something else? GD */
2858 const char *god = determine_god (op); 2742 shstr_tmp god = determine_god (op);
2859 2743
2860 if (god && (strcmp (god, "none"))) 2744 if (god != shstr_none)
2861 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god); 2745 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", &god);
2862 else 2746 else
2863 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2747 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
2864 } 2748 }
2865#else 2749#else
2866 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2750 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you from losing yourself completely.");
2867#endif 2751#endif
2868 2752
2869 /* Put a gravestone up where the character 'almost' died. List the 2753 /* Put a gravestone up where the character 'almost' died. List the
2870 * exp loss on the stone. 2754 * exp loss on the stone.
2871 */ 2755 */
2872 tmp = arch_to_object (archetype::find ("gravestone")); 2756 tmp = arch_to_object (archetype::find ("gravestone"));
2873 sprintf (buf, "%s's gravestone", &op->name); 2757 tmp->name = format ("%s's gravestone", &op->name);
2874 tmp->name = buf; 2758 tmp->name_pl = format ("%s's gravestones", &op->name);
2875 sprintf (buf, "%s's gravestones", &op->name); 2759 tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n",
2876 tmp->name_pl = buf; 2760 &op->name, op->contr->title, op->contr->killer_name ());
2877 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);
2878 tmp->msg = buf;
2879 tmp->x = op->x, tmp->y = op->y; 2761 tmp->x = op->x, tmp->y = op->y;
2880 insert_ob_in_map (tmp, op->map, NULL, 0); 2762 insert_ob_in_map (tmp, op->map, NULL, 0);
2881 2763
2882 /**************************************/ 2764 /**************************************/
2883 /* */ 2765 /* */
2884 /* Subtract the experience points, */ 2766 /* Subtract the experience points, */
2885 /* if we died cause of food, give us */
2886 /* food, and reset HP's... */
2887 /* */ 2767 /* */
2888 /**************************************/ 2768 /**************************************/
2889 2769
2890 /* remove any poisoning and confusion the character may be suffering. */
2891 /* restore player */
2892 at = archetype::find ("poisoning");
2893 tmp = present_arch_in_ob (at, op);
2894
2895 if (tmp)
2896 {
2897 tmp->destroy ();
2898 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2899 }
2900
2901 at = archetype::find ("confusion");
2902 tmp = present_arch_in_ob (at, op);
2903 if (tmp)
2904 {
2905 tmp->destroy ();
2906 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2907 }
2908
2909 cure_disease (op, 0); /* remove any disease */
2910
2911 /*add_exp(op, (op->stats.exp * -0.20)); */ 2770 /*add_exp(op, (op->stats.exp * -0.20)); */
2912 apply_death_exp_penalty (op); 2771 apply_death_exp_penalty (op);
2913 if (op->stats.food < 100)
2914 op->stats.food = 900;
2915 op->stats.hp = op->stats.maxhp;
2916 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2917 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2918 2772
2919 /* 2773 /*
2920 * Check to see if the player is in a shop. IF so, then check to see if
2921 * the player has any unpaid items. If so, remove them and put them back 2774 * Check to see if the player has any unpaid items. If so, remove them
2922 * in the map. 2775 * and put them back in the map.
2923 */ 2776 */
2924 2777 op->drop_unpaid_items ();
2925 if (is_in_shop (op))
2926 remove_unpaid_objects (op->inv, op);
2927 2778
2928 /****************************************/ 2779 /****************************************/
2929 /* */ 2780 /* */
2930 /* Move player to his current respawn- */ 2781 /* Move player to his current respawn- */
2931 /* position (usually last savebed) */ 2782 /* position (usually last savebed) */
2951 object *force; 2802 object *force;
2952 int at; 2803 int at;
2953 2804
2954 force = get_archetype (FORCE_NAME); 2805 force = get_archetype (FORCE_NAME);
2955 /* 50 ticks should be enough time for the spell to abate */ 2806 /* 50 ticks should be enough time for the spell to abate */
2956 force->speed = 0.1; 2807 force->speed = 0.1f;
2957 force->speed_left = -5.0; 2808 force->speed_left = -5.f;
2958 SET_FLAG (force, FLAG_APPLIED); 2809 SET_FLAG (force, FLAG_APPLIED);
2959 for (at = 0; at < NROFATTACKS; at++) 2810 for (at = 0; at < NROFATTACKS; at++)
2960 if (will_kill_again & (1 << at)) 2811 if (will_kill_again & (1 << at))
2961 force->resist[at] = 100; 2812 force->resist[at] = 100;
2962 2813
2963 insert_ob_in_ob (force, op); 2814 insert_ob_in_ob (force, op);
2964 op->update_stats (); 2815 op->update_stats ();
2965
2966 } 2816 }
2967 2817
2968 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2818 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
2969} 2819}
2970 2820
2971void 2821void
2972loot_object (object *op) 2822loot_object (object *op)
2973{ /* Grab and destroy some treasure */ 2823{ /* Grab and destroy some treasure */
2974 object *tmp, *tmp2, *next; 2824 object *tmp, *tmp2, *next;
2975 2825
2976 if (op->container) 2826 op->close_container (); /* close open sack first */
2977 esrv_apply_container (op, op->container); /* close open sack first */
2978 2827
2979 for (tmp = op->inv; tmp; tmp = next) 2828 for (tmp = op->inv; tmp; tmp = next)
2980 { 2829 {
2981 next = tmp->below; 2830 next = tmp->below;
2982 2831
2983 if (tmp->invisible) 2832 if (tmp->invisible)
2984 continue; 2833 continue;
2985 2834
2986 tmp->remove (); 2835 tmp->remove ();
2987 tmp->x = op->x, tmp->y = op->y; 2836 tmp->x = op->x, tmp->y = op->y;
2837
2988 if (tmp->type == CONTAINER) 2838 if (tmp->type == CONTAINER)
2989 { /* empty container to ground */ 2839 loot_object (tmp); /* empty container to ground */
2990 loot_object (tmp); 2840
2991 }
2992 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) 2841 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
2993 { 2842 {
2994 if (tmp->nrof > 1) 2843 if (tmp->nrof > 1)
2995 { 2844 {
2996 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2845 tmp->decrease (rndm (1, tmp->nrof - 1));
2997 tmp2->destroy ();
2998 insert_ob_in_map (tmp, op->map, NULL, 0); 2846 insert_ob_in_map (tmp, op->map, NULL, 0);
2999 } 2847 }
3000 else 2848 else
3001 tmp->destroy (); 2849 tmp->destroy ();
3002 } 2850 }
3008/* 2856/*
3009 * fix_weight(): Check recursively the weight of all players, and fix 2857 * fix_weight(): Check recursively the weight of all players, and fix
3010 * what needs to be fixed. Refresh windows and fix speed if anything 2858 * what needs to be fixed. Refresh windows and fix speed if anything
3011 * was changed. 2859 * was changed.
3012 */ 2860 */
3013
3014void 2861void
3015fix_weight (void) 2862fix_weight (void)
3016{ 2863{
3017 for_all_players (pl) 2864 for_all_players (pl)
3018 { 2865 {
3019 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2866 sint32 old = pl->ob->carrying;
3020 2867
3021 if (old == sum) 2868 pl->ob->update_weight ();
3022 continue; 2869
2870 if (old != pl->ob->carrying)
2871 {
3023 pl->ob->update_stats (); 2872 pl->ob->update_stats ();
3024 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 2873 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, (int)old, (int)pl->ob->carrying);
2874 }
3025 } 2875 }
3026} 2876}
3027 2877
3028void 2878void
3029fix_luck (void) 2879fix_luck (void)
3071} 2921}
3072 2922
3073void 2923void
3074make_visible (object *op) 2924make_visible (object *op)
3075{ 2925{
3076 op->hide = 0; 2926 op->flag [FLAG_HIDDEN] = 0;
3077 op->invisible = 0; 2927 op->invisible = 0;
2928
3078 if (op->type == PLAYER) 2929 if (op->type == PLAYER)
3079 { 2930 {
3080 op->contr->tmp_invis = 0; 2931 op->contr->tmp_invis = 0;
3081 op->contr->invis_race = 0; 2932 op->contr->invis_race = 0;
3082 } 2933 }
2934
3083 update_object (op, UP_OBJ_FACE); 2935 update_object (op, UP_OBJ_CHANGE);
3084} 2936}
3085 2937
3086int 2938int
3087is_true_undead (object *op) 2939is_true_undead (object *op)
3088{ 2940{
3089 object *tmp = NULL;
3090
3091 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 2941 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3092 return 1; 2942 return 1;
3093 2943
3094 return 0; 2944 return 0;
3095} 2945}
3096 2946
3097/* look at the surrounding terrain to determine 2947/* look at the surrounding terrain to determine
3098 * the hideability of this object. Positive levels 2948 * the hideability of this object. Positive levels
3099 * indicate greater hideability. 2949 * indicate greater hideability.
3100 */ 2950 */
3101
3102int 2951int
3103hideability (object *ob) 2952hideability (object *ob)
3104{ 2953{
3105 int i, level = 0, mflag; 2954 int i, level = 0, mflag;
3106 sint16 x, y; 2955 sint16 x, y;
3107 2956
3108 if (!ob || !ob->map) 2957 if (!ob || !ob->map)
3109 return 0; 2958 return 0;
3110 2959
3111 /* so, on normal lighted maps, its hard to hide */ 2960 /* so, on normal lighted maps, its hard to hide */
3112 level = ob->map->darkness - 2; 2961 level = ob->map->darklevel () - 2;
3113 2962
3114 /* this also picks up whether the object is glowing. 2963 /* this also picks up whether the object is glowing.
3115 * If you carry a light on a non-dark map, its not 2964 * If you carry a light on a non-dark map, its not
3116 * as bad as carrying a light on a pitch dark map */ 2965 * as bad as carrying a light on a pitch dark map */
3117 if (has_carried_lights (ob)) 2966 if (has_carried_lights (ob))
3118 level = -(10 + (2 * ob->map->darkness)); 2967 level = -(10 + (2 * ob->map->darklevel ()));
3119 2968
3120 /* scan through all nearby squares for terrain to hide in */ 2969 /* scan through all nearby squares for terrain to hide in */
3121 for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i]) 2970 for (i = 0, x = ob->x, y = ob->y;
2971 i <= SIZEOFFREE1;
2972 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3122 { 2973 {
3123 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); 2974 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3124 if (mflag & P_OUT_OF_MAP) 2975 if (mflag & P_OUT_OF_MAP)
3125 {
3126 continue; 2976 continue;
3127 } 2977
3128 if (mflag & P_BLOCKSVIEW) /* something to hide near! */ 2978 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3129 level += 2; 2979 level += 2;
3130 else /* open terrain! */ 2980 else /* open terrain! */
3131 level -= 1; 2981 level -= 1;
3132 } 2982 }
3140/* For Hidden creatures - a chance of becoming 'unhidden' 2990/* For Hidden creatures - a chance of becoming 'unhidden'
3141 * every time they move - as we subtract off 'invisibility' 2991 * every time they move - as we subtract off 'invisibility'
3142 * AND, for players, if they move into a ridiculously unhideable 2992 * AND, for players, if they move into a ridiculously unhideable
3143 * spot (surrounded by clear terrain in broad daylight). -b.t. 2993 * spot (surrounded by clear terrain in broad daylight). -b.t.
3144 */ 2994 */
3145
3146void 2995void
3147do_hidden_move (object *op) 2996do_hidden_move (object *op)
3148{ 2997{
3149 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 2998 int hide = 0;
3150 object *skop;
3151 2999
3152 if (!op || !op->map) 3000 if (!op || !op->map)
3153 return; 3001 return;
3154 3002
3155 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3003 object *skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3004 int num = random_roll (0, 19, op, PREFER_LOW);
3156 3005
3157 /* its *extremely* hard to run and sneak/hide at the same time! */ 3006 /* its *extremely* hard to run and sneak/hide at the same time! */
3158 if (op->type == PLAYER && op->contr->run_on) 3007 if (op->type == PLAYER && op->contr->run_on)
3159 if (!skop || num >= skop->level) 3008 if (!skop || num >= skop->level)
3160 { 3009 {
3170 num -= hide; 3019 num -= hide;
3171 3020
3172 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3021 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3173 { 3022 {
3174 make_visible (op); 3023 make_visible (op);
3024
3175 if (op->type == PLAYER) 3025 if (op->type == PLAYER)
3176 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 3026 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3177 } 3027 }
3178 else if (op->type == PLAYER && skop) 3028 else if (op->type == PLAYER && skop)
3179 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 3029 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3232 * object op. This function works fine for monsters, 3082 * object op. This function works fine for monsters,
3233 * but we dont worry if the object isnt the top one in 3083 * but we dont worry if the object isnt the top one in
3234 * a pile (say a coin under a table would return "viewable" 3084 * a pile (say a coin under a table would return "viewable"
3235 * by this routine). Another question, should we be 3085 * by this routine). Another question, should we be
3236 * concerned with the direction the player is looking 3086 * concerned with the direction the player is looking
3237 * in? Realistically, most of use cant see stuff behind 3087 * in? Realistically, most of us can't see stuff behind
3238 * our backs...on the other hand, does the "facing" direction 3088 * our backs...on the other hand, does the "facing" direction
3239 * imply the way your head, or body is facing? Its possible 3089 * imply the way your head, or body is facing? It's possible
3240 * for them to differ. Sigh, this fctn could get a bit more complex. 3090 * for them to differ. Sigh, this fctn could get a bit more complex.
3241 * -b.t. 3091 * -b.t.
3242 * This function is now map tiling safe. 3092 * This function is now map tiling safe.
3243 */ 3093 */
3244
3245int 3094int
3246player_can_view (object *pl, object *op) 3095player_can_view (object *pl, object *op)
3247{ 3096{
3248 rv_vector rv; 3097 rv_vector rv;
3249 int dx, dy; 3098 int dx, dy;
3261 3110
3262 get_rangevector (pl, op, &rv, 0x1); 3111 get_rangevector (pl, op, &rv, 0x1);
3263 3112
3264 /* starting with the 'head' part, lets loop 3113 /* starting with the 'head' part, lets loop
3265 * through the object and find if it has any 3114 * through the object and find if it has any
3266 * part that is in the los array but isnt on 3115 * part that is in the los array but isn't on
3267 * a blocked los square. 3116 * a blocked los square.
3268 * we use the archetype to figure out offsets. 3117 * we use the archetype to figure out offsets.
3269 */ 3118 */
3270 while (op) 3119 while (op)
3271 { 3120 {
3272 dx = rv.distance_x + op->arch->clone.x; 3121 dx = rv.distance_x + op->arch->x;
3273 dy = rv.distance_y + op->arch->clone.y; 3122 dy = rv.distance_y + op->arch->y;
3274 3123
3275 /* only the viewable area the player sees is updated by LOS 3124 if (pl->contr->blocked_los (dx, dy) != LOS_BLOCKED)
3276 * code, so we need to restrict ourselves to that range of values
3277 * for any meaningful values.
3278 */
3279 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3280 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3281 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3282 return 1; 3125 return 1;
3126
3283 op = op->more; 3127 op = op->more;
3284 } 3128 }
3129
3285 return 0; 3130 return 0;
3286} 3131}
3287 3132
3288/* routine for both players and monsters. We call this when 3133/* routine for both players and monsters. We call this when
3289 * there is a possibility for our action distrubing our hiding 3134 * there is a possibility for our action distrubing our hiding
3290 * place or invisiblity spell. Artefact invisiblity is not 3135 * place or invisiblity spell. Artefact invisiblity causes
3291 * effected by this. If we arent invisible to begin with, we 3136 * "noise" instead. If we arent invisible to begin with, we
3292 * return 0. 3137 * return 0.
3293 */ 3138 */
3294int 3139int
3295action_makes_visible (object *op) 3140action_makes_visible (object *op)
3296{ 3141{
3297
3298 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) 3142 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3299 { 3143 {
3300 if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) 3144 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3145 {
3146 // artefact invisibility is permanent, but we still make noise
3147 // this is important for game-balance.
3148 if (op->contr)
3149 op->make_noise ();
3150
3301 return 0; 3151 return 0;
3152 }
3302 3153
3303 if (op->contr && op->contr->tmp_invis == 0) 3154 if (op->contr && op->contr->tmp_invis == 0)
3304 return 0; 3155 return 0;
3305 3156
3306 /* If monsters, they should become visible */ 3157 /* If monsters, they should become visible */
3307 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) 3158 if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis))
3308 { 3159 {
3309 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible"); 3160 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible");
3310 return 1; 3161 return 1;
3311 } 3162 }
3312 } 3163 }
3164
3313 return 0; 3165 return 0;
3314} 3166}
3315 3167
3316/* op_on_battleground - checks if the given object op (usually 3168/* op_on_battleground - checks if the given object op (usually
3317 * a player) is standing on a valid battleground-tile, 3169 * a player) is standing on a valid battleground-tile,
3322 * Default is to do the same as before, so only people wanting to have different points need worry about this 3174 * Default is to do the same as before, so only people wanting to have different points need worry about this
3323 */ 3175 */
3324int 3176int
3325op_on_battleground (object *op, int *x, int *y) 3177op_on_battleground (object *op, int *x, int *y)
3326{ 3178{
3327 object *tmp;
3328
3329 /* A battleground-tile needs the following attributes to be valid: 3179 /* A battleground-tile needs the following attributes to be valid:
3330 * is_floor 1 (has to be the FIRST floor beneath the player's feet), 3180 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3331 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3181 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3332 * and the exit-coordinates sp/hp must both be > 0. 3182 * and the exit-coordinates sp/hp must both be > 0.
3333 * => The intention here is to prevent abuse of the battleground- 3183 * => The intention here is to prevent abuse of the battleground-
3334 * feature (like pickable or hidden battleground tiles). */ 3184 * feature (like pickable or hidden battleground tiles). */
3335 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3185 for (object *tmp = op->below; tmp; tmp = tmp->below)
3336 { 3186 {
3337 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3187 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3338 { 3188 {
3339 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3189 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3340 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp)) 3190 && tmp->type == BATTLEGROUND
3191 && tmp->name == shstr_battleground
3192 && EXIT_X (tmp) && EXIT_Y (tmp))
3341 { 3193 {
3342 /*before we assign the exit, check if this is a teambattle */ 3194 /* before we assign the exit, check if this is a teambattle */
3343 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) 3195 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3344 { 3196 {
3345 object *invtmp;
3346
3347 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below) 3197 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3348 { 3198 {
3349 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying)) 3199 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3350 { 3200 {
3351 if (x != NULL && y != NULL) 3201 if (x && y)
3352 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3202 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3203
3353 return 1; 3204 return 1;
3354 } 3205 }
3355 } 3206 }
3356 } 3207 }
3208
3357 if (x != NULL && y != NULL) 3209 if (x && y)
3358 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3210 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3211
3359 return 1; 3212 return 1;
3360 } 3213 }
3361 } 3214 }
3362 } 3215 }
3216
3363 /* If we got here, did not find a battleground */ 3217 /* If we got here, did not find a battleground */
3364 return 0; 3218 return 0;
3365} 3219}
3366 3220
3367/* 3221/*
3383 char buf[MAX_BUF]; /* tmp. string buffer */ 3237 char buf[MAX_BUF]; /* tmp. string buffer */
3384 int i = 0, j = 0; 3238 int i = 0, j = 0;
3385 3239
3386 /* get the appropriate treasurelist */ 3240 /* get the appropriate treasurelist */
3387 if (atnr == ATNR_FIRE) 3241 if (atnr == ATNR_FIRE)
3388 trlist = find_treasurelist ("dragon_ability_fire"); 3242 trlist = treasurelist::find (shstr_dragon_ability_fire);
3389 else if (atnr == ATNR_COLD) 3243 else if (atnr == ATNR_COLD)
3390 trlist = find_treasurelist ("dragon_ability_cold"); 3244 trlist = treasurelist::find (shstr_dragon_ability_cold);
3391 else if (atnr == ATNR_ELECTRICITY) 3245 else if (atnr == ATNR_ELECTRICITY)
3392 trlist = find_treasurelist ("dragon_ability_elec"); 3246 trlist = treasurelist::find (shstr_dragon_ability_elec);
3393 else if (atnr == ATNR_POISON) 3247 else if (atnr == ATNR_POISON)
3394 trlist = find_treasurelist ("dragon_ability_poison"); 3248 trlist = treasurelist::find (shstr_dragon_ability_poison);
3395 3249
3396 if (trlist == NULL || who->type != PLAYER) 3250 if (trlist == NULL || who->type != PLAYER)
3397 return; 3251 return;
3398 3252
3399 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3253 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3403 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3257 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3404 return; 3258 return;
3405 } 3259 }
3406 3260
3407 /* everything seems okay - now bring on the gift: */ 3261 /* everything seems okay - now bring on the gift: */
3408 item = &(tr->item->clone); 3262 item = tr->item;
3409 3263
3410 if (item->type == SPELL) 3264 if (item->type == SPELL)
3411 { 3265 {
3412 if (check_spell_known (who, item->name)) 3266 if (check_spell_known (who, item->name))
3413 return; 3267 return;
3472 { 3326 {
3473 /* forces in the treasurelist can alter the player's stats */ 3327 /* forces in the treasurelist can alter the player's stats */
3474 object *skin; 3328 object *skin;
3475 3329
3476 /* first get the dragon skin force */ 3330 /* first get the dragon skin force */
3477 shstr_cmp dragon_skin_force ("dragon_skin_force");
3478 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below) 3331 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3479 ; 3332 ;
3480 3333
3481 if (!skin) 3334 if (!skin)
3482 return; 3335 return;
3483 3336
3518 else 3371 else
3519 { 3372 {
3520 /* generate misc. treasure */ 3373 /* generate misc. treasure */
3521 tmp = arch_to_object (tr->item); 3374 tmp = arch_to_object (tr->item);
3522 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp)); 3375 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3523 tmp = insert_ob_in_ob (tmp, who); 3376 who->insert (tmp);
3524 if (who->type == PLAYER)
3525 esrv_send_item (who, tmp);
3526 } 3377 }
3527} 3378}
3528 3379
3529/** 3380/**
3530 * Unready an object for a player. This function does nothing if the object was 3381 * Unready an object for a player. This function does nothing if the object was
3531 * not readied. 3382 * not readied.
3532 */ 3383 */
3533void 3384void
3534player_unready_range_ob (player *pl, object *ob) 3385player_unready_range_ob (player *pl, object *ob)
3535{ 3386{
3536 rangetype i; 3387 if (pl->ob->current_weapon == ob)
3388 pl->ob->current_weapon = 0;
3537 3389
3538 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3390 if (pl->combat_ob == ob)
3539 { 3391 pl->combat_ob = 0;
3392
3540 if (pl->ranges[i] == ob) 3393 if (pl->ranged_ob == ob)
3541 { 3394 pl->ranged_ob = 0;
3542 pl->ranges[i] = NULL;
3543 if (pl->shoottype == i)
3544 {
3545 pl->shoottype = range_none;
3546 }
3547 }
3548 }
3549} 3395}
3396
3397sint8
3398player::darkness_at (maptile *map, int x, int y) const
3399{
3400 if (!ns)
3401 return LOS_BLOCKED;
3402
3403 int dx, dy;
3404 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3405 return LOS_BLOCKED;
3406
3407 x += dx - ns->current_x;
3408 y += dy - ns->current_y;
3409
3410 return blocked_los (x, y);
3411}
3412
3413void
3414player::infobox (const char *title, const char *msg, int color)
3415{
3416 send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3417}
3418
3419void
3420player::statusmsg (const char *msg, int color)
3421{
3422 send_msg (color | NDI_REPLY, INFO_CHANNEL, msg);
3423}
3424
3425void
3426player::failmsg (const char *msg, int color)
3427{
3428 play_sound (sound_find ("generic_failure"));
3429 statusmsg (msg, color);
3430}
3431

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