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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 1.231 by root, Sat Oct 3 18:46:26 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 }
681 677
682 /* This really needs to be better - we should really give 678 /* Here we remove duplicated skills (as duplicated spell objects have
683 * a substitute spellbook. The problem is that we don't really 679 * _very_ confusing effects for players), which could for instance be
684 * have a good idea what to replace it with (need something like 680 * generated by bad treasurelists. - elmex
685 * a first level treasurelist for each skill.)
686 * remove duplicate skills also
687 */ 681 */
688 if (op->type == SPELLBOOK || op->type == SKILL) 682 if (op->type == SKILL)
689 { 683 {
690 object *tmp;
691
692 for (tmp = op->below; tmp; tmp = tmp->below) 684 for (object *tmp = op->below; tmp; tmp = tmp->below)
693 if (tmp->type == op->type && tmp->name == op->name) 685 if (tmp->type == op->type && tmp->name == op->name)
694 break;
695
696 if (tmp)
697 { 686 {
698 op->destroy (); 687 op->destroy ();
688 LOG (llevError,
699 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); 689 "give_initial_items: Removing duplicate skill %s\n", &tmp->name);
700 continue; 690 break;
701 } 691 }
702 692
703 if (op->nrof > 1) 693 if (op->nrof > 1)
704 op->nrof = 1; 694 op->nrof = 1;
705 } 695 }
706 696
707 if (op->type == SPELLBOOK && op->inv) 697 if (op->type == SPELLBOOK && op->inv)
708 {
709 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); 698 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
710 }
711 699
712 /* Give starting characters identified, uncursed, and undamned 700 /* Give starting characters identified, uncursed, and undamned
713 * items. Just don't identify gold or silver, or it won't be 701 * items. Just don't identify gold or silver, or it won't be
714 * merged properly. 702 * merged properly.
715 */ 703 */
716 if (need_identify (op)) 704 if (need_identify (op))
717 { 705 {
718 SET_FLAG (op, FLAG_IDENTIFIED); 706 SET_FLAG (op, FLAG_IDENTIFIED);
719 CLEAR_FLAG (op, FLAG_CURSED); 707 CLEAR_FLAG (op, FLAG_CURSED);
720 CLEAR_FLAG (op, FLAG_DAMNED); 708 CLEAR_FLAG (op, FLAG_DAMNED);
721 } 709 }
710
722 if (op->type == SPELL) 711 if (op->type == SPELL)
723 { 712 {
724 op->destroy (); 713 op->destroy ();
725 continue; 714 continue;
726 } 715 }
728 { 717 {
729 SET_FLAG (op, FLAG_CAN_USE_SKILL); 718 SET_FLAG (op, FLAG_CAN_USE_SKILL);
730 op->stats.exp = 0; 719 op->stats.exp = 0;
731 op->level = 1; 720 op->level = 1;
732 } 721 }
733 /* lock all 'normal items by default */ 722 else /* lock all 'normal items by default */
734 else
735 SET_FLAG (op, FLAG_INV_LOCKED); 723 SET_FLAG (op, FLAG_INV_LOCKED);
736 } /* for loop of objects in player inv */ 724 } /* for loop of objects in player inv */
737 725
738 /* Need to set up the skill pointers */ 726 /* Need to set up the skill pointers */
739 link_player_skills (pl); 727 pl->contr->link_skills ();
740} 728}
741 729
742void 730void
743get_party_password (object *op, partylist *party) 731get_party_password (object *op, partylist *party)
744{ 732{
759roll_stat (void) 747roll_stat (void)
760{ 748{
761 int a[4], i, j, k; 749 int a[4], i, j, k;
762 750
763 for (i = 0; i < 4; i++) 751 for (i = 0; i < 4; i++)
764 a[i] = (int) RANDOM () % 6 + 1; 752 a[i] = (int) rndm (6) + 1;
765 753
766 for (i = 0, j = 0, k = 7; i < 4; i++) 754 for (i = 0, j = 0, k = 7; i < 4; i++)
767 if (a[i] < k) 755 if (a[i] < k)
768 k = a[i], j = i; 756 k = a[i], j = i;
769 757
775} 763}
776 764
777void 765void
778object::roll_stats () 766object::roll_stats ()
779{ 767{
780 int statsort [7]; 768 int statsort [NUM_STATS];
781 769
782 for (;;) 770 for (;;)
783 { 771 {
784 int sum = 0; 772 int sum = 0;
785 for (int i = 7; i--; ) 773 for (int i = NUM_STATS; i--; )
786 sum += statsort [i] = roll_stat (); 774 sum += statsort [i] = roll_stat ();
787 775
788 if (sum >= 82 && sum <= 116) 776 if (sum >= 82 && sum <= 116)
789 break; 777 break;
790 } 778 }
791 779
792 // Sort the stats so that rerolling is easier... 780 // Sort the stats so that rerolling is easier...
793 std::sort (statsort, statsort + 7, std::greater<int>()); 781 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
794 782
783 for (int i = 0; i < NUM_STATS; ++i)
795 stats.Str = statsort[0]; 784 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];
802 785
803 stats.exp = 0; 786 stats.exp = 0;
804 stats.ac = 0; 787 stats.ac = 0;
805 788
806 stats.hp = stats.maxhp; 789 stats.hp = stats.maxhp;
818} 801}
819 802
820void 803void
821object::swap_stats (int a, int b) 804object::swap_stats (int a, int b)
822{ 805{
823 int tmp = get_attr_value (&contr->orig_stats, a); 806 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);
826 807
808 for (int i = 0; i < NUM_STATS; ++i)
827 stats.Str = contr->orig_stats.Str; 809 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;
834 810
835 //TODO: the following code looks so borked and should, at the very least, 811 //TODO: the following code looks so borked and should, at the very least,
836 // be merged with the similar code in roll_stats 812 // be merged with the similar code in roll_stats
837 stats.ac = 0; 813 stats.ac = 0;
838 814
857static void 833static void
858start_info (object *op) 834start_info (object *op)
859{ 835{
860 char buf[MAX_BUF]; 836 char buf[MAX_BUF];
861 837
862 sprintf (buf, "Welcome to Crossfire v%s!", VERSION); 838 sprintf (buf, "Welcome to Deliantra v%s!", VERSION);
863 new_draw_info (NDI_UNIQUE, 0, op, buf); 839 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} 840}
867 841
868/* This function takes the key that is passed, and does the 842/* This function takes the key that is passed, and does the
869 * appropriate action with it (change race, or other things). 843 * appropriate action with it (change race, or other things).
870 * The function name is for historical reasons - now we have 844 * The function name is for historical reasons - now we have
871 * separate race and class; this actually changes the RACE, 845 * separate race and class; this actually changes the RACE,
872 * not the class. 846 * not the class.
873 */ 847 */
874int 848void
875key_change_class (object *op, char key) 849player::chargen_race_done ()
876{ 850{
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 */ 851 /* this must before then initial items are given */
884 esrv_new_player (op->contr, op->weight + op->carrying); 852 esrv_new_player (ob->contr);
885 853
886 treasurelist *tl = find_treasurelist ("starting_wealth"); 854 treasurelist *tl = treasurelist::find ("starting_wealth");
887 if (tl) 855 if (tl)
888 create_treasure (tl, op, 0, 0, 0); 856 create_treasure (tl, ob, 0, 0, 0);
889 857
890 INVOKE_PLAYER (BIRTH, op->contr); 858 INVOKE_PLAYER (BIRTH, ob->contr);
891 INVOKE_PLAYER (LOGIN, op->contr); 859 INVOKE_PLAYER (LOGIN, ob->contr);
892 860
893 op->contr->ns->state = ST_PLAYING; 861 ob->contr->ns->state = ST_PLAYING;
894 862
895 if (op->msg) 863 if (ob->msg)
896 op->msg = NULL; 864 ob->msg = 0;
897 865
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); 866 start_info (ob);
908 CLEAR_FLAG (op, FLAG_WIZ); 867 CLEAR_FLAG (ob, FLAG_WIZ);
909 give_initial_items (op, op->randomitems); 868 give_initial_items (ob, ob->randomitems);
910 link_player_skills (op);
911 esrv_send_inventory (op, op); 869 esrv_send_inventory (ob, ob);
912 op->update_stats (); 870 ob->update_stats ();
913 871
914 /* This moves the player to a different start map, if there 872 /* This moves the player to a different start map, if there
915 * is one for this race 873 * is one for this race
916 */ 874 */
917 if (*first_map_ext_path) 875 if (*first_map_ext_path)
918 { 876 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 877 else
933 LOG (llevDebug, "first_map_ext_path not set\n"); 878 LOG (llevDebug, "first_map_ext_path not set\n");
879}
934 880
935 return 0; 881void
936 } 882player::chargen_race_next ()
937 883{
938 /* Following actually changes the race - this is the default command 884 /* Following actually changes the race - this is the default command
939 * if we don't match with one of the options above. 885 * if we don't match with one of the options above.
940 */ 886 */
941 887
942 tmp_loop = 0; 888 do
943 while (!tmp_loop)
944 { 889 {
945 shstr name = op->name; 890 shstr name = ob->name;
946 int x = op->x, y = op->y; 891 int x = ob->x, y = ob->y;
947 892
948 op->remove_statbonus (); 893 ob->remove_statbonus ();
949 op->remove (); 894 ob->remove ();
950 op->arch = get_player_archetype (op->arch); 895 ob->arch = get_player_archetype (ob->arch);
951 op->arch->clone.copy_to (op); 896 ob->arch->copy_to (ob);
952 op->instantiate (); 897 ob->instantiate ();
953 op->stats = op->contr->orig_stats; 898 ob->stats = ob->contr->orig_stats;
954 op->name = op->name_pl = name; 899 ob->name = ob->name_pl = name;
955 op->x = x; 900 ob->x = x;
956 op->y = y; 901 ob->y = y;
957 SET_ANIMATION (op, 2); /* So player faces south */ 902 SET_ANIMATION (ob, 2); /* So player faces south */
958 insert_ob_in_map (op, op->map, op, 0); 903 insert_ob_in_map (ob, ob->map, ob, 0);
959 assign (op->contr->title, op->arch->clone.name); 904 assign (ob->contr->title, ob->arch->object::name);
960 op->add_statbonus (); 905 ob->add_statbonus ();
961 tmp_loop = allowed_class (op);
962 } 906 }
907 while (!allowed_class (ob));
963 908
964 update_object (op, UP_OBJ_FACE); 909 update_object (ob, UP_OBJ_FACE);
965 esrv_update_item (UPD_FACE, op, op); 910 esrv_update_item (UPD_FACE, ob, ob);
966 op->update_stats (); 911 ob->update_stats ();
967 op->stats.hp = op->stats.maxhp; 912 ob->stats.hp = ob->stats.maxhp;
968 op->stats.sp = op->stats.maxsp; 913 ob->stats.sp = ob->stats.maxsp;
969 op->stats.grace = 0; 914 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} 915}
977 916
978void 917void
979flee_player (object *op) 918flee_player (object *op)
980{ 919{
986 LOG (llevDebug, "Fleeing player is dead.\n"); 925 LOG (llevDebug, "Fleeing player is dead.\n");
987 CLEAR_FLAG (op, FLAG_SCARED); 926 CLEAR_FLAG (op, FLAG_SCARED);
988 return; 927 return;
989 } 928 }
990 929
991 if (op->enemy == NULL) 930 if (!op->enemy)
992 { 931 {
993 LOG (llevDebug, "Fleeing player had no enemy.\n"); 932 LOG (llevDebug, "Fleeing player had no enemy.\n");
994 CLEAR_FLAG (op, FLAG_SCARED); 933 CLEAR_FLAG (op, FLAG_SCARED);
995 return; 934 return;
996 } 935 }
997 936
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)) 937 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
1010 { 938 {
1011 op->enemy = NULL; 939 op->enemy = NULL;
1012 CLEAR_FLAG (op, FLAG_SCARED); 940 CLEAR_FLAG (op, FLAG_SCARED);
1013 return; 941 return;
1016 get_rangevector (op, op->enemy, &rv, 0); 944 get_rangevector (op, op->enemy, &rv, 0);
1017 945
1018 dir = absdir (4 + rv.direction); 946 dir = absdir (4 + rv.direction);
1019 for (diff = 0; diff < 3; diff++) 947 for (diff = 0; diff < 3; diff++)
1020 { 948 {
1021 int m = 1 - (RANDOM () & 2); 949 int m = 1 - rndm (2) * 2;
1022 950
1023 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 951 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1024 return; 952 return;
1025 } 953 }
1026 954
1027 /* Cornered, get rid of scared */ 955 /* Cornered, get rid of scared */
1028 CLEAR_FLAG (op, FLAG_SCARED); 956 CLEAR_FLAG (op, FLAG_SCARED);
1029 op->enemy = NULL; 957 op->enemy = NULL;
1030} 958}
1031 959
1032
1033/* check_pick sees if there is stuff to be picked up/picks up stuff. 960/* 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 961 * It returns 1 if the player should keep on moving, 0 if he should
1035 * stop. 962 * stop.
1036 */ 963 */
1037int 964int
1038check_pick (object *op) 965check_pick (object *op)
1039{ 966{
1040 object *tmp, *next; 967 object *tmp, *next;
1041 int stop = 0; 968 int stop = 0;
1042 int j, k, wvratio; 969 int wvratio;
1043 char putstring[128], tmpstr[16];
1044 970
1045 /* if you're flying, you cna't pick up anything */ 971 /* if you're flying, you cna't pick up anything */
1046 if (op->move_type & MOVE_FLYING) 972 if (op->move_type & MOVE_FLYING)
1047 return 1; 973 return 1;
1048 974
1049 next = op->below; 975 next = op->below;
1050 976
977 int cnt = MAX_ITEM_PER_DROP;
978#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
979
1051 /* loop while there are items on the floor that are not marked as 980 /* loop while there are items on the floor that are not marked as
1052 * destroyed */ 981 * destroyed */
1053 while (next && !next->destroyed ()) 982 while (next && !next->destroyed ())
1054 { 983 {
1055 tmp = next; 984 tmp = next;
1056 next = tmp->below; 985 next = tmp->below;
1057 986
987 if (cnt <= 0)
988 {
989 op->failmsg ("Couldn't pickup all items at once.");
990 return 0;
991 }
992
1058 if (op->destroyed ()) 993 if (op->destroyed ())
1059 return 0; 994 return 0;
1060 995
1061 if (!can_pick (op, tmp)) 996 if (!can_pick (op, tmp))
1062 continue; 997 continue;
1063 998
1064 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 999 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1065 { 1000 {
1066 if (item_matched_string (op, tmp, op->contr->search_str)) 1001 if (item_matched_string (op, tmp, op->contr->search_str))
1067 pick_up (op, tmp); 1002 CHK_PICK_PICKUP;
1003
1068 continue; 1004 continue;
1069 } 1005 }
1070 1006
1071 /* high not bit set? We're using the old autopickup model */ 1007 /* pickup handling */
1008 if (op->contr->mode & PU_DEBUG)
1009 {
1010 /* some debugging code to figure out item information */
1011 const char *str = tmp->name
1012 ? format ("item name: %s item type: %d weight/value: %d",
1013 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))))
1014 : format ("item name: %s item type: %d weight/value: %d",
1015 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1016
1017 new_draw_info (NDI_UNIQUE, 0, op, str);
1018 }
1019
1020 if (op->contr->mode & PU_INHIBIT)
1021 return 1;
1022
1023 if (!(op->contr->mode & PU_ENABLE)) // TODO: fix client
1024 return 1;
1025
1026 /* philosophy:
1027 * It's easy to grab an item type from a pile, as long as it's
1028 * generic. This takes no game-time. For more detailed pickups
1029 * and selections, select-items should be used. This is a
1030 * grab-as-you-run type mode that's really useful for arrows for
1031 * example.
1032 * The drawback: right now it has no frontend, so you need to
1033 * stick the bits you want into a calculator in hex mode and then
1034 * convert to decimal and then 'pickup <#>
1035 */
1036
1037 /* the first two modes are exclusive: if NOTHING we return, if
1038 * STOP then we stop. All the rest are applied sequentially,
1039 * meaning if any test passes, the item gets picked up. */
1040
1041 /* if mode is set to pick nothing up, return */
1042 if (op->contr->mode == PU_NOTHING)
1043 return 1;
1044
1045 /* if mode is set to stop when encountering objects, return */
1046 /* take STOP before INHIBIT since it doesn't actually pick
1047 * anything up */
1048 if (op->contr->mode & PU_STOP)
1049 return 0;
1050
1051 /* useful for going into stores and not losing your settings... */
1052 /* and for battles wher you don't want to get loaded down while
1053 * fighting */
1054 if (op->contr->mode & PU_INHIBIT)
1055 return 1;
1056
1057 /* prevent us from turning into auto-thieves :) */
1058 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1059 continue;
1060
1061 /* ignore known cursed objects */
1062 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
1063 continue;
1064
1065 /* all food and drink if desired */
1066 /* question: don't pick up known-poisonous stuff? */
1072 if (!(op->contr->mode & PU_NEWMODE)) 1067 if (op->contr->mode & PU_FOOD)
1068 if (tmp->type == FOOD)
1073 { 1069 {
1074 switch (op->contr->mode) 1070 CHK_PICK_PICKUP;
1071 continue;
1072 }
1073
1074 if (op->contr->mode & PU_DRINK)
1075 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1076 {
1077 CHK_PICK_PICKUP;
1078 continue;
1079 }
1080
1081 if (op->contr->mode & PU_POTION)
1082 if (tmp->type == POTION)
1083 {
1084 CHK_PICK_PICKUP;
1085 continue;
1086 }
1087
1088 /* spellbooks, skillscrolls and normal books/scrolls */
1089 if (op->contr->mode & PU_SPELLBOOK)
1090 if (tmp->type == SPELLBOOK)
1091 {
1092 CHK_PICK_PICKUP;
1093 continue;
1094 }
1095
1096 if (op->contr->mode & PU_SKILLSCROLL)
1097 if (tmp->type == SKILLSCROLL)
1098 {
1099 CHK_PICK_PICKUP;
1100 continue;
1101 }
1102
1103 if (op->contr->mode & PU_READABLES)
1104 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1105 {
1106 CHK_PICK_PICKUP;
1107 continue;
1108 }
1109
1110 /* wands/staves/rods/horns */
1111 if (op->contr->mode & PU_MAGIC_DEVICE)
1112 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1113 {
1114 CHK_PICK_PICKUP;
1115 continue;
1116 }
1117
1118 /* pick up all magical items */
1119 if (op->contr->mode & PU_MAGICAL)
1120 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1121 {
1122 CHK_PICK_PICKUP;
1123 continue;
1124 }
1125
1126 if (op->contr->mode & PU_VALUABLES)
1127 {
1128 if (tmp->type == MONEY || tmp->type == GEM)
1075 { 1129 {
1076 case 0: 1130 CHK_PICK_PICKUP;
1077 return 1; /* don't pick up */ 1131 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 } 1132 }
1109 } 1133 }
1110 else 1134
1111 { /* old model */ 1135 /* rings & amulets - talismans seems to be typed AMULET */
1112 /* NEW pickup handling */
1113 if (op->contr->mode & PU_DEBUG) 1136 if (op->contr->mode & PU_JEWELS)
1137 if (tmp->type == RING || tmp->type == AMULET)
1114 { 1138 {
1115 /* some debugging code to figure out item information */ 1139 CHK_PICK_PICKUP;
1116 if (tmp->name != 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; 1140 continue;
1141 }
1162 1142
1163 /* ignore known cursed objects */ 1143 /* we don't forget dragon food */
1164 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) 1144 if (op->contr->mode & PU_FLESH)
1145 if (tmp->type == FLESH)
1146 {
1147 CHK_PICK_PICKUP;
1165 continue; 1148 continue;
1149 }
1166 1150
1167 /* all food and drink if desired */ 1151 /* bows and arrows. Bows are good for selling! */
1168 /* question: don't pick up known-poisonous stuff? */ 1152 if (op->contr->mode & PU_BOW)
1153 if (tmp->type == BOW)
1154 {
1155 CHK_PICK_PICKUP;
1156 continue;
1157 }
1158
1159 if (op->contr->mode & PU_ARROW)
1160 if (tmp->type == ARROW)
1161 {
1162 CHK_PICK_PICKUP;
1163 continue;
1164 }
1165
1166 /* all kinds of armor etc. */
1167 if (op->contr->mode & PU_ARMOUR)
1168 if (tmp->type == ARMOUR)
1169 {
1170 CHK_PICK_PICKUP;
1171 continue;
1172 }
1173
1174 if (op->contr->mode & PU_HELMET)
1175 if (tmp->type == HELMET)
1176 {
1177 CHK_PICK_PICKUP;
1178 continue;
1179 }
1180
1181 if (op->contr->mode & PU_SHIELD)
1182 if (tmp->type == SHIELD)
1183 {
1184 CHK_PICK_PICKUP;
1185 continue;
1186 }
1187
1169 if (op->contr->mode & PU_FOOD) 1188 if (op->contr->mode & PU_BOOTS)
1170 if (tmp->type == FOOD) 1189 if (tmp->type == BOOTS)
1190 {
1191 CHK_PICK_PICKUP;
1192 continue;
1193 }
1194
1195 if (op->contr->mode & PU_GLOVES)
1196 if (tmp->type == GLOVES)
1197 {
1198 CHK_PICK_PICKUP;
1199 continue;
1200 }
1201
1202 if (op->contr->mode & PU_CLOAK)
1203 if (tmp->type == CLOAK)
1204 {
1205 CHK_PICK_PICKUP;
1206 continue;
1207 }
1208
1209 /* hoping to catch throwing daggers here */
1210 if (op->contr->mode & PU_MISSILEWEAPON)
1211 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1212 {
1213 CHK_PICK_PICKUP;
1214 continue;
1215 }
1216
1217 /* careful: chairs and tables are weapons! */
1218 if (op->contr->mode & PU_ALLWEAPON)
1219 {
1220 if (tmp->type == WEAPON)
1221 if (!tmp->arch->archname.contains ("table") && !tmp->arch->archname.contains ("chair"))
1171 { 1222 {
1172 pick_up (op, tmp); 1223 CHK_PICK_PICKUP;
1173 continue; 1224 continue;
1174 } 1225 }
1226 }
1175 1227
1228 /* misc stuff that's useful */
1176 if (op->contr->mode & PU_DRINK) 1229 if (op->contr->mode & PU_KEY)
1177 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1230 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1178 { 1231 {
1179 pick_up (op, tmp); 1232 CHK_PICK_PICKUP;
1180 continue; 1233 continue;
1181 } 1234 }
1182 1235
1236 /* any of the last 4 bits set means we use the ratio for value
1237 * pickups */
1183 if (op->contr->mode & PU_POTION) 1238 if (op->contr->mode & PU_RATIO)
1184 if (tmp->type == POTION) 1239 {
1240 /* use value density to decide what else to grab */
1241 /* >=7 was >= op->contr->mode */
1242 /* >=7 is the old standard setting. Now we take the last 4 bits
1185 { 1243 */
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) 1244 wvratio = op->contr->mode & PU_RATIO;
1222 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1245 if (1000 * query_cost (tmp, op, F_TRUE) / tmp->total_weight () >= wvratio * 100)
1223 {
1224 pick_up (op, tmp);
1225 continue;
1226 }
1227
1228 if (op->contr->mode & PU_VALUABLES)
1229 { 1246 {
1230 if (tmp->type == MONEY || tmp->type == GEM) 1247#if 0
1248 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1249 if (tmp->name != NULL)
1231 { 1250 {
1232 pick_up (op, tmp); 1251 fprintf (stderr, "%s", tmp->name);
1233 continue;
1234 } 1252 }
1235 }
1236
1237 /* rings & amulets - talismans seems to be typed AMULET */
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 {
1322 if (tmp->type == WEAPON && tmp->name != NULL)
1323 {
1324 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1325 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1326 {
1327 pick_up (op, tmp);
1328 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 }
1340 }
1341
1342 /* misc stuff that's useful */
1343 if (op->contr->mode & PU_KEY)
1344 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1345 {
1346 pick_up (op, tmp);
1347 continue;
1348 }
1349
1350 /* any of the last 4 bits set means we use the ratio for value
1351 * pickups */
1352 if (op->contr->mode & PU_RATIO)
1353 {
1354 /* use value density to decide what else to grab */
1355 /* >=7 was >= op->contr->mode */
1356 /* >=7 is the old standard setting. Now we take the last 4 bits
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 {
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);
1367 }
1368 else 1253 else
1369 fprintf (stderr, "%s", tmp->arch->name); 1254 fprintf (stderr, "%s", tmp->arch->archname);
1370 fprintf (stderr, ",%d] = ", tmp->type); 1255 fprintf (stderr, ",%d] = ", tmp->type);
1371 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1256 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1372#endif 1257#endif
1258 CHK_PICK_PICKUP;
1373 continue; 1259 continue;
1374 }
1375 } 1260 }
1376 } /* the new pickup model */ 1261 } /* the new pickup model */
1377 } 1262 }
1378 1263
1379 return !stop; 1264 return !stop;
1385 * found object is returned. 1270 * found object is returned.
1386 */ 1271 */
1387object * 1272object *
1388find_arrow (object *op, const char *type) 1273find_arrow (object *op, const char *type)
1389{ 1274{
1390 object *tmp = NULL;
1391
1392 for (op = op->inv; op; op = op->below) 1275 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) 1276 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1277 return splay (tmp);
1278
1279 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1280 if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && !strcmp (&tmp->race, type))
1281 if (object *arrow = find_arrow (tmp, type))
1282 {
1283 splay (tmp);
1396 return op; 1284 return arrow;
1285 }
1286
1397 return tmp; 1287 return 0;
1398} 1288}
1399 1289
1400/* 1290/*
1401 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1291 * 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 1292 * 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 1293 * 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. 1294 * the hall. Failing that it does it's best to pick the highest plus arrow.
1405 */ 1295 */
1406
1407object * 1296object *
1408find_better_arrow (object *op, object *target, const char *type, int *better) 1297find_better_arrow (object *op, object *target, shstr_cmp type, int *better)
1409{ 1298{
1410 object *tmp = NULL, *arrow, *ntmp; 1299 object *tmp = NULL, *arrow, *ntmp;
1411 int attacknum, attacktype, betterby = 0, i; 1300 int attacknum, attacktype, betterby = 0, i;
1412 1301
1413 if (!type) 1302 if (!type)
1417 { 1306 {
1418 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED)) 1307 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1419 { 1308 {
1420 i = 0; 1309 i = 0;
1421 ntmp = find_better_arrow (arrow, target, type, &i); 1310 ntmp = find_better_arrow (arrow, target, type, &i);
1311
1422 if (i > betterby) 1312 if (i > betterby)
1423 { 1313 {
1424 tmp = ntmp; 1314 tmp = ntmp;
1425 betterby = i; 1315 betterby = i;
1426 } 1316 }
1427 } 1317 }
1428 else if (arrow->type == ARROW && arrow->race == type) 1318 else if (arrow->type == ARROW && arrow->race == type)
1429 { 1319 {
1430 /* allways prefer assasination/slaying */ 1320 /* allways prefer assasination/slaying */
1431 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race)) 1321 if (target->race && arrow->slaying.contains (target->race))
1432 { 1322 {
1433 if (arrow->attacktype & AT_DEATH) 1323 if (arrow->attacktype & AT_DEATH)
1434 { 1324 {
1435 *better = 100; 1325 *better = 100;
1436 return arrow; 1326 return arrow;
1444 else 1334 else
1445 { 1335 {
1446 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1336 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1447 { 1337 {
1448 attacktype = 1 << attacknum; 1338 attacktype = 1 << attacknum;
1449 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1339 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1450 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby) 1340 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1451 { 1341 {
1452 tmp = arrow; 1342 tmp = arrow;
1453 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100; 1343 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1454 } 1344 }
1455 } 1345 }
1346
1456 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1347 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1457 { 1348 {
1458 tmp = arrow; 1349 tmp = arrow;
1459 betterby = 2 + arrow->magic + arrow->stats.dam; 1350 betterby = 2 + arrow->magic + arrow->stats.dam;
1460 } 1351 }
1352
1461 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) 1353 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1462 { 1354 {
1463 tmp = arrow; 1355 tmp = arrow;
1464 betterby = 1 + arrow->magic + arrow->stats.dam; 1356 betterby = 1 + arrow->magic + arrow->stats.dam;
1465 } 1357 }
1466 } 1358 }
1467 } 1359 }
1468 } 1360 }
1361
1469 if (tmp == NULL && arrow == NULL) 1362 if (tmp == NULL && arrow == NULL)
1470 return find_arrow (op, type); 1363 return find_arrow (op, type);
1471 1364
1472 *better = betterby; 1365 *better = betterby;
1473 return tmp; 1366 return tmp;
1477 * find_better_arrow to find a decent arrow to use. 1370 * find_better_arrow to find a decent arrow to use.
1478 * op = the shooter 1371 * op = the shooter
1479 * type = bow->race 1372 * type = bow->race
1480 * dir = fire direction 1373 * dir = fire direction
1481 */ 1374 */
1482
1483object * 1375object *
1484pick_arrow_target (object *op, const char *type, int dir) 1376pick_arrow_target (object *op, shstr_cmp type, int dir)
1485{ 1377{
1486 object *tmp = NULL; 1378 object *tmp = NULL;
1487 maptile *m; 1379 maptile *m;
1488 int i, mflags, found, number; 1380 int i, mflags, found, number;
1489 sint16 x, y; 1381 sint16 x, y;
1504 for (i = 0, found = 0; i < 20; i++) 1396 for (i = 0, found = 0; i < 20; i++)
1505 { 1397 {
1506 x += freearr_x[dir]; 1398 x += freearr_x[dir];
1507 y += freearr_y[dir]; 1399 y += freearr_y[dir];
1508 mflags = get_map_flags (m, &m, x, y, &x, &y); 1400 mflags = get_map_flags (m, &m, x, y, &x, &y);
1401
1509 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) 1402 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1510 { 1403 {
1511 tmp = NULL; 1404 tmp = 0;
1512 break; 1405 break;
1513 } 1406 }
1514 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW) 1407 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1515 { 1408 {
1516 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1409 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1517 * perhaps a bad assumption. 1410 * perhaps a bad assumption.
1518 */ 1411 */
1519 tmp = NULL; 1412 tmp = 0;
1520 break; 1413 break;
1521 } 1414 }
1415
1522 if (mflags & P_IS_ALIVE) 1416 if (mflags & P_IS_ALIVE)
1523 {
1524 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) 1417 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1525 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 1418 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1526 {
1527 found++;
1528 break;
1529 }
1530 if (found)
1531 break; 1419 break;
1532 }
1533 } 1420 }
1534 if (tmp == NULL) 1421
1422 if (!tmp)
1535 return find_arrow (op, type); 1423 return find_arrow (op, type);
1536 1424
1537 if (tmp->head) 1425 if (tmp->head)
1538 tmp = tmp->head; 1426 tmp = tmp->head;
1539 1427
1552 */ 1440 */
1553int 1441int
1554fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) 1442fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1555{ 1443{
1556 object *left, *bow; 1444 object *left, *bow;
1557 int bowspeed, mflags; 1445 int mflags;
1558 maptile *m; 1446 maptile *m;
1559 1447
1560 if (!dir) 1448 if (!dir)
1561 { 1449 {
1562 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1450 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1563 return 0; 1451 return 0;
1564 } 1452 }
1565 1453
1566 if (op->type == PLAYER) 1454 if (op->contr)
1567 bow = op->contr->ranges[range_bow]; 1455 bow = op->current_weapon;
1568 else 1456 else
1569 { 1457 {
1570 for (bow = op->inv; bow; bow = bow->below) 1458 for (bow = op->inv; bow; bow = bow->below)
1571 /* Don't check for applied - monsters don't apply bows - in that way, they 1459 /* 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. 1460 * don't need to switch back and forth between bows and weapons.
1577 if (!bow) 1465 if (!bow)
1578 { 1466 {
1579 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1467 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1580 return 0; 1468 return 0;
1581 } 1469 }
1470
1471 // optimisation: move object to top so we will find it quickly again
1472 splay (bow);
1582 } 1473 }
1583 1474
1584 if (!bow->race || !bow->skill) 1475 if (!bow->race || !bow->skill)
1585 { 1476 {
1586 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1477 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1587 return 0; 1478 return 0;
1588 } 1479 }
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 1480
1599 if (arrow == NULL) 1481 if (arrow == NULL)
1600 { 1482 {
1601 if ((arrow = find_arrow (op, bow->race)) == NULL) 1483 if ((arrow = find_arrow (op, bow->race)) == NULL)
1602 { 1484 {
1603 if (op->type == PLAYER) 1485 if (op->type == PLAYER)
1604 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1486 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 */ 1487 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1606 else 1488 else
1607 CLEAR_FLAG (op, FLAG_READY_BOW); 1489 CLEAR_FLAG (op, FLAG_READY_BOW);
1490
1608 return 0; 1491 return 0;
1609 } 1492 }
1610 } 1493 }
1611 1494
1612 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1495 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1620 } 1503 }
1621 1504
1622 /* this should not happen, but sometimes does */ 1505 /* this should not happen, but sometimes does */
1623 if (arrow->nrof == 0) 1506 if (arrow->nrof == 0)
1624 { 1507 {
1508 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1625 arrow->destroy (); 1509 arrow->destroy ();
1626 return 0; 1510 return 0;
1627 } 1511 }
1628 1512
1629 left = arrow; /* these are arrows left to the player */ 1513 left = arrow; /* these are arrows left to the player */
1630 arrow = get_split_ob (arrow, 1); 1514 arrow = arrow->split ();
1631 if (!arrow) 1515 if (!arrow)
1632 { 1516 {
1633 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1517 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1634 return 0; 1518 return 0;
1635 } 1519 }
1636 1520
1637 arrow->set_owner (op); 1521 arrow->set_owner (op);
1638 arrow->skill = bow->skill; 1522 arrow->skill = bow->skill;
1639 arrow->direction = dir; 1523 arrow->direction = dir;
1640 1524
1525 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1526 arrow->stats.hp = arrow->stats.dam;
1527 arrow->stats.grace = arrow->attacktype;
1528 arrow->custom_name = arrow->slaying;
1529
1530#if 0
1531 if (player *pl = op->contr)
1532 {
1533 float speed = pl->weapon_sp;
1534
1535 /* penalize ROF for bestarrow */
1536 if (pl->bowtype == bow_bestarrow)
1537 speed *= .9f;
1538 else
1539 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1540
1541 op->speed_left += speed - op->speed;
1542 }
1543#endif
1544
1545 SET_ANIMATION (arrow, arrow->direction);
1546
1547 /* update the speed */
1548 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1549 + bow->stats.dam / 7.f;
1550
1551 arrow->set_speed (max (arrow->speed, 2.f));
1552 arrow->speed_left = 0;
1553
1554 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1555
1641 if (op->type == PLAYER) 1556 if (op->type == PLAYER)
1642 { 1557 {
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; 1558 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1559 wc -= dex_bonus[op->stats.Dex];
1560
1561 if (!arrow->slaying)
1562 arrow->slaying = op->slaying;
1563
1564 arrow->attacktype |= op->attacktype;
1674 } 1565 }
1675 else 1566 else
1676 { 1567 {
1677 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1678 arrow->level = op->level; 1568 arrow->level = op->level;
1679 } 1569 arrow->stats.wc -= bow->magic;
1680 1570
1681 if (arrow->attacktype == AT_PHYSICAL) 1571 if (!arrow->slaying)
1572 arrow->slaying = bow->slaying;
1573
1682 arrow->attacktype |= bow->attacktype; 1574 arrow->attacktype |= bow->attacktype;
1575 }
1683 1576
1684 if (bow->slaying) 1577 wc -= arrow->level;
1685 arrow->slaying = bow->slaying; 1578 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1686 1579
1580 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1687 arrow->move_type = MOVE_FLY_LOW; 1581 arrow->move_type = MOVE_FLY_LOW;
1688 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1582 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1689 1583
1690 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1584 op->play_sound (sound_find ("fire_arrow"));
1691 m->insert (arrow, sx, sy, op); 1585 m->insert (arrow, sx, sy, op);
1692 1586
1693 if (!arrow->destroyed ()) 1587 if (!arrow->destroyed ())
1694 move_arrow (arrow); 1588 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 1589
1704 return 1; 1590 return 1;
1705} 1591}
1706 1592
1707/* Special fire code for players - this takes into 1593/* Special fire code for players - this takes into
1712 * hence the function name. 1598 * hence the function name.
1713 */ 1599 */
1714int 1600int
1715player_fire_bow (object *op, int dir) 1601player_fire_bow (object *op, int dir)
1716{ 1602{
1717 int ret = 0, wcmod = 0; 1603 int ret;
1718 1604
1719 if (op->contr->bowtype == bow_bestarrow) 1605 if (op->contr->bowtype == bow_bestarrow)
1720 { 1606 {
1721 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y); 1607 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1722 } 1608 }
1723 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1609 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1724 { 1610 {
1725 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1611 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); 1612 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1729 } 1613 }
1730 else if (op->contr->bowtype == bow_threewide) 1614 else if (op->contr->bowtype == bow_threewide)
1731 { 1615 {
1732 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1616 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)]); 1617 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)]); 1618 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1735 } 1619 }
1736 else if (op->contr->bowtype == bow_spreadshot) 1620 else if (op->contr->bowtype == bow_spreadshot)
1737 { 1621 {
1738 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1622 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); 1623 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); 1624 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1741
1742 } 1625 }
1743 else 1626 else
1744 { 1627 {
1745 /* Simple case */ 1628 /* Simple case */
1746 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1629 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1747 } 1630 }
1631
1748 return ret; 1632 return ret;
1749} 1633}
1750
1751 1634
1752/* Fires a misc (wand/rod/horn) object in 'dir'. 1635/* Fires a misc (wand/rod/horn) object in 'dir'.
1753 * Broken apart from 'fire' to keep it more readable. 1636 * Broken apart from 'fire' to keep it more readable.
1754 */ 1637 */
1755void 1638void
1756fire_misc_object (object *op, int dir) 1639fire_misc_object (object *op, int dir)
1757{ 1640{
1758 object *item; 1641 object *item = op->contr->ranged_ob;
1759 1642
1760 if (!op->contr->ranges[range_misc]) 1643 if (!item)
1761 { 1644 {
1762 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); 1645 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1763 return; 1646 return;
1764 } 1647 }
1765 1648
1766 item = op->contr->ranges[range_misc];
1767 if (!item->inv) 1649 if (!item->inv)
1768 { 1650 {
1769 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1651 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1770 return; 1652 return;
1771 } 1653 }
1654
1655 if (!op->change_weapon (item))
1656 return;
1657
1772 if (item->type == WAND) 1658 if (item->type == WAND)
1773 { 1659 {
1774 if (item->stats.food <= 0) 1660 if (item->stats.food <= 0)
1775 { 1661 {
1776 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1662 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)); 1663 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1664
1778 return; 1665 return;
1779 } 1666 }
1780 } 1667 }
1781 else if (item->type == ROD || item->type == HORN) 1668 else if (item->type == ROD || item->type == HORN)
1782 { 1669 {
1783 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1670 sint16 spell_sp = MAX (item->inv->stats.sp, item->inv->stats.grace);
1671
1672 // using the maximum of the rods charge allows at least one spell cast
1673 // for a rod or horn, this fixes some broken rods.
1674 if (item->stats.hp < MIN (spell_sp, item->stats.maxhp))
1784 { 1675 {
1785 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1676 op->contr->play_sound (sound_find ("wand_poof"));
1677
1786 if (item->type == ROD) 1678 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)); 1679 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1788 else 1680 else
1789 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1681 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1682
1790 return; 1683 return;
1791 } 1684 }
1792 } 1685 }
1793 1686
1794 if (cast_spell (op, item, dir, item->inv, NULL)) 1687 if (cast_spell (op, item, dir, item->inv, NULL))
1795 { 1688 {
1796 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */ 1689 item->flag [FLAG_BEEN_APPLIED] = true; /* You now know something about it */
1690
1797 if (item->type == WAND) 1691 if (item->type == WAND)
1798 { 1692 {
1799 if (!(--item->stats.food)) 1693 if (!(--item->stats.food))
1800 { 1694 {
1801 object *tmp; 1695 object *tmp;
1802 1696
1803 if (item->arch) 1697 if (item->arch)
1804 { 1698 {
1805 CLEAR_FLAG (item, FLAG_ANIMATE); 1699 CLEAR_FLAG (item, FLAG_ANIMATE);
1806 item->face = item->arch->clone.face; 1700 item->face = item->arch->face;
1807 item->set_speed (0); 1701 item->set_speed (0);
1808 } 1702 }
1809 1703
1810 if ((tmp = item->in_player ())) 1704 if (object *pl = item->visible_to ())
1811 esrv_update_item (UPD_ANIM, tmp, item); 1705 esrv_update_item (UPD_ANIM, pl, item);
1812 } 1706 }
1813 } 1707 }
1814 else if (item->type == ROD || item->type == HORN) 1708 else if (item->type == ROD || item->type == HORN)
1815 drain_rod_charge (item); 1709 drain_rod_charge (item);
1816 } 1710 }
1817} 1711}
1818 1712
1819/* Received a fire command for the player - go and do it. 1713/* Received a fire command for the player - go and do it.
1820 */ 1714 */
1821void 1715bool
1822fire (object *op, int dir) 1716fire (object *op, int dir)
1823{ 1717{
1824 int spellcost = 0; 1718 int spellcost = 0;
1719
1720 player *pl = op->contr;
1721
1722 if (pl->golem)
1723 {
1724 control_golem (op->contr->golem, dir);
1725 return false;
1726 }
1727
1728 object *ob = pl->ranged_ob;
1729
1730 if (!ob)
1731 return false;
1732
1733 if (op->speed_left > 0.f)
1734 --op->speed_left;
1735 else
1736 return false;
1737
1738 if (!op->change_weapon (ob))
1739 return false;
1825 1740
1826 /* check for loss of invisiblity/hide */ 1741 /* check for loss of invisiblity/hide */
1827 if (action_makes_visible (op)) 1742 if (action_makes_visible (op))
1828 make_visible (op); 1743 make_visible (op);
1829 1744
1830 switch (op->contr->shoottype) 1745 switch (ob->type)
1831 { 1746 {
1832 case range_none: 1747 case BOW:
1833 return;
1834
1835 case range_bow:
1836 player_fire_bow (op, dir); 1748 player_fire_bow (op, dir);
1837 return; 1749 break;
1838 1750
1839 case range_magic: /* Casting spells */ 1751 case SPELL:
1840 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0)); 1752 spellcost = cast_spell (op, op, dir, ob, *pl->spellparam ? pl->spellparam : 0);
1841 return; 1753 break;
1842 1754
1843 case range_misc: 1755 case BUILDER:
1756 apply_map_builder (op, dir);
1757 break;
1758
1759 case SKILL:
1760 do_skill (op, op, ob, dir, 0);
1761 break;
1762
1763 default:
1844 fire_misc_object (op, dir); 1764 fire_misc_object (op, dir);
1845 return; 1765 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 } 1766 }
1873}
1874 1767
1875 1768 return true;
1769}
1876 1770
1877/* find_key 1771/* find_key
1878 * We try to find a key for the door as passed. If we find a key 1772 * 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 1773 * and successfully use it, we return the key, otherwise NULL
1880 * This function merges both normal and locked door, since the logic 1774 * This function merges both normal and locked door, since the logic
1882 * pl is the player, 1776 * pl is the player,
1883 * inv is the objects inventory to searched 1777 * inv is the objects inventory to searched
1884 * door is the door we are trying to match against. 1778 * door is the door we are trying to match against.
1885 * This function can be called recursively to search containers. 1779 * This function can be called recursively to search containers.
1886 */ 1780 */
1887
1888object * 1781object *
1889find_key (object *pl, object *container, object *door) 1782find_key (object *pl, object *container, object *door)
1890{ 1783{
1891 object *tmp, *key; 1784 object *tmp, *key;
1892 1785
1893 /* Should not happen, but sanity checking is never bad */ 1786 /* Should not happen, but sanity checking is never bad */
1894 if (container->inv == NULL) 1787 if (!container->inv)
1895 return NULL; 1788 return 0;
1896 1789
1897 /* First, lets try to find a key in the top level inventory */ 1790 /* First, lets try to find a key in the top level inventory */
1898 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1791 for (tmp = container->inv; tmp; tmp = tmp->below)
1899 { 1792 {
1900 if (door->type == DOOR && tmp->type == KEY) 1793 if (door->type == DOOR && tmp->type == KEY)
1901 break; 1794 break;
1902 /* For sanity, we should really check door type, but other stuff 1795 /* For sanity, we should really check door type, but other stuff
1903 * (like containers) can be locked with special keys 1796 * (like containers) can be locked with special keys
1904 */ 1797 */
1905 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1798 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1906 break; 1799 break;
1907 } 1800 }
1801
1908 /* No key found - lets search inventories now */ 1802 /* No key found - lets search inventories now */
1909 /* If we find and use a key in an inventory, return at that time. 1803 /* 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 1804 * otherwise, if we search all the inventories and still don't find
1911 * a key, return 1805 * a key, return
1912 */ 1806 */
1913 if (!tmp) 1807 if (!tmp)
1914 { 1808 {
1915 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1809 for (tmp = container->inv; tmp; tmp = tmp->below)
1916 { 1810 {
1917 /* No reason to search empty containers */ 1811 /* No reason to search empty containers */
1918 if (tmp->type == CONTAINER && tmp->inv) 1812 if (tmp->type == CONTAINER && tmp->inv)
1919 { 1813 {
1920 if ((key = find_key (pl, tmp, door)) != NULL) 1814 if ((key = find_key (pl, tmp, door)))
1921 return key; 1815 return key;
1922 } 1816 }
1923 } 1817 }
1818
1924 if (!tmp) 1819 if (!tmp)
1925 return NULL; 1820 return NULL;
1926 } 1821 }
1822
1927 /* We get down here if we have found a key. Now if its in a container, 1823 /* 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 1824 * see if we actually want to use it
1929 */ 1825 */
1930 if (pl != container) 1826 if (pl != container)
1931 { 1827 {
1945 * Change the color so that the message doesn't disappear with 1841 * Change the color so that the message doesn't disappear with
1946 * all the others. 1842 * all the others.
1947 */ 1843 */
1948 if (pl->contr->usekeys == key_inventory || 1844 if (pl->contr->usekeys == key_inventory ||
1949 !QUERY_FLAG (container, FLAG_APPLIED) || 1845 !QUERY_FLAG (container, FLAG_APPLIED) ||
1950 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys")))) 1846 (pl->contr->usekeys == keyrings && container->race != shstr_keys))
1951 { 1847 {
1952 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1848 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)); 1849 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1954 return NULL; 1850 return NULL;
1955 } 1851 }
1956 } 1852 }
1853
1957 return tmp; 1854 return tmp;
1958} 1855}
1959 1856
1960/* moved door processing out of move_player_attack. 1857/* moved door processing out of move_player_attack.
1961 * returns 1 if player has opened the door with a key 1858 * returns 1 if player has opened the door with a key
1963 * 0 otherwise 1860 * 0 otherwise
1964 */ 1861 */
1965static int 1862static int
1966player_attack_door (object *op, object *door) 1863player_attack_door (object *op, object *door)
1967{ 1864{
1968 /* If its a door, try to find a use a key. If we do destroy the door, 1865 /* 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 - 1866 * might as well return immediately as there is nothing more to do -
1970 * otherwise, we fall through to the rest of the code. 1867 * otherwise, we fall through to the rest of the code.
1971 */ 1868 */
1972 object *key = find_key (op, op, door); 1869 object *key = find_key (op, op, door);
1973 1870
1974 /* IF we found a key, do some extra work */ 1871 /* If we found a key, do some extra work */
1975 if (key) 1872 if (key)
1976 { 1873 {
1977 object *container = key->env; 1874 object *container = key->env;
1978 1875
1979 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1980 if (action_makes_visible (op)) 1876 if (action_makes_visible (op))
1981 make_visible (op); 1877 make_visible (op);
1878
1982 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1879 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1983 spring_trap (door->inv, op); 1880 spring_trap (door->inv, op);
1881
1984 if (door->type == DOOR) 1882 if (door->type == DOOR)
1985 {
1986 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1883 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1987 }
1988 else if (door->type == LOCKED_DOOR) 1884 else if (door->type == LOCKED_DOOR)
1989 { 1885 {
1990 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1886 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN);
1991 remove_door2 (door); /* remove door without violence ;-) */ 1887 remove_door2 (door); /* remove door without violence ;-) */
1992 } 1888 }
1889
1993 /* Do this after we print the message */ 1890 /* Do this after we print the message */
1994 decrease_ob (key); /* Use up one of the keys */ 1891 key->decrease (); /* Use up one of the keys */
1995 /* Need to update the weight the container the key was in */ 1892
1996 if (container != op)
1997 esrv_update_item (UPD_WEIGHT, op, container);
1998 return 1; /* Nothing more to do below */ 1893 return 1; /* Nothing more to do below */
1999 } 1894 }
2000 else if (door->type == LOCKED_DOOR) 1895 else if (door->type == LOCKED_DOOR)
2001 { 1896 {
2002 /* Might as well return now - no other way to open this */ 1897 /* Might as well return now - no other way to open this */
2003 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1898 op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door...");
2004 return 1; 1899 return 1;
2005 } 1900 }
1901
2006 return 0; 1902 return 0;
2007} 1903}
2008 1904
2009/* This function is just part of a breakup from move_player. 1905/* This function is just part of a breakup from move_player.
2010 * It should keep the code cleaner. 1906 * It should keep the code cleaner.
2011 * When this is called, the players direction has been updated 1907 * When this is called, the players direction has been updated
2012 * (taking into account confusion.) The player is also actually 1908 * (taking into account confusion.) The player is also actually
2013 * going to try and move (not fire weapons). 1909 * going to try and move (not fire weapons).
2014 */ 1910 */
2015void 1911bool
2016move_player_attack (object *op, int dir) 1912move_player_attack (object *op, int dir)
2017{ 1913{
2018 object *tmp, *mon;
2019 sint16 nx, ny;
2020 int on_battleground; 1914 int on_battleground;
2021 maptile *m;
2022 1915
2023 nx = freearr_x[dir] + op->x; 1916 sint16 nx = freearr_x[dir] + op->x;
2024 ny = freearr_y[dir] + op->y; 1917 sint16 ny = freearr_y[dir] + op->y;
2025 1918
2026 on_battleground = op_on_battleground (op, 0, 0); 1919 on_battleground = op_on_battleground (op, 0, 0);
1920
1921 if (out_of_map (op->map, nx, ny))
1922 return false;
1923
1924 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
1925 {
1926 --op->speed_left;
1927 return true;
1928 }
2027 1929
2028 /* If braced, or can't move to the square, and it is not out of the 1930 /* 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 1931 * 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 1932 * 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 1933 * 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 1934 * 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 1935 * 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 1936 * quite a bit of processing. However, it probably is less than what
2035 * move_ob uses. 1937 * move_ob uses.
2036 */ 1938 */
2037 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) 1939 maptile *m = op->map->xy_find (nx, ny);
1940
1941 /* Go through all the objects, and find ones of interest. Only stop if
1942 * we find a monster - that is something we know we want to attack.
1943 * if its a door or barrel (can roll) see if there may be monsters
1944 * on the space
1945 */
1946 object *mon;
1947 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
1948 {
1949 if ((mon->flag [FLAG_ALIVE]
1950 || mon->type == LOCKED_DOOR
1951 || mon->flag [FLAG_CAN_ROLL])
1952 && mon != op)
1953 break;
2038 { 1954 }
2039 if (OUT_OF_REAL_MAP (op->map, nx, ny)) 1955
1956 if (!mon) /* This happens anytime the player tries to move */
1957 return false; /* into a wall */
1958
1959 mon = mon->head_ ();
1960
1961 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
1962 if (op->contr->weapon_sp_left > 0.f)
1963 if (player_attack_door (op, mon))
1964 {
1965 --op->contr->weapon_sp_left;
1966 return true;
2040 { 1967 }
2041 m = op->map->xy_find (nx, ny); 1968
2042 if (!m) 1969 /* The following deals with possibly attacking peaceful
2043 return; /* Don't think this should happen */ 1970 * or friendly creatures. Basically, all players are considered
1971 * unaggressive. If the moving player has peaceful set, then the
1972 * object should be pushed instead of attacked. It is assumed that
1973 * if you are braced, you will not attack friends accidently,
1974 * and thus will not push them.
1975 */
1976
1977 /* If the creature is a pet, push it even if the player is not
1978 * peaceful. Our assumption is the creature is a pet if the
1979 * player owns it and it is either friendly or unagressive.
1980 */
1981 if (op->type == PLAYER
1982 && ((mon->owner && mon->owner->contr
1983 && same_party (mon->owner->contr->party, op->contr->party))
1984 || mon->owner == op)
1985 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
1986 {
1987 /* If we're braced, we don't want to switch places with it */
1988 if (op->contr->braced)
1989 return false;
1990
1991 if (op->speed_left > 0.f)
1992 {
1993 --op->speed_left;
1994
1995 op->play_sound (sound_find ("push_player"));
1996 push_ob (mon, dir, op);
1997
1998 if (action_makes_visible (op))
1999 make_visible (op);
2000
2001 return true;
2044 } 2002 }
2045 else 2003 else
2046 m = op->map;
2047
2048 if (!(tmp = m->at (nx, ny).bot))
2049 return; 2004 return false;
2005 }
2050 2006
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 2007 /* in certain circumstances, you shouldn't attack friendly
2122 * creatures. Note that if you are braced, you can't push 2008 * creatures. Note that if you are braced, you can't push
2123 * someone, but put it inside this loop so that you won't 2009 * someone, but put it inside this loop so that you won't
2124 * attack them either. 2010 * attack them either.
2125 */ 2011 */
2126 if ((mon->type == PLAYER || mon->enemy != op) && 2012 if ((mon->type == PLAYER || mon->enemy != op)
2127 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2013 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2128#ifdef PROHIBIT_PLAYERKILL
2129 (op->contr->peaceful 2014 && ((op->contr->peaceful
2130 || (mon->type == PLAYER 2015 || (mon->type == PLAYER && mon->contr->peaceful))
2131 && mon->contr->
2132 peaceful)) &&
2133#else
2134 op->contr->peaceful &&
2135#endif
2136 !on_battleground)) 2016 && !on_battleground))
2017 {
2018 if (op->speed_left > 0.f)
2137 { 2019 {
2020 --op->speed_left;
2021
2138 if (!op->contr->braced) 2022 if (!op->contr->braced)
2139 { 2023 {
2140 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2024 op->play_sound (sound_find ("push_player"));
2141 push_ob (mon, dir, op); 2025 push_ob (mon, dir, op);
2142 } 2026 }
2143 else 2027 else
2144 new_draw_info (0, 0, op, "You withhold your attack"); 2028 op->statusmsg ("You withhold your attack");
2145 2029
2146 if (op->contr->tmp_invis || op->hide) 2030 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
2147 make_visible (op); 2031 make_visible (op);
2148 }
2149 2032
2033 return true;
2034 }
2035 }
2150 /* If the object is a boulder or other rollable object, then 2036 /* 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. 2037 * roll it if not braced. You can't roll it if you are braced.
2152 */ 2038 */
2153 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 2039 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2040 {
2041 if (op->speed_left > 0.f)
2154 { 2042 {
2043 --op->speed_left;
2044
2155 recursive_roll (mon, dir, op); 2045 recursive_roll (mon, dir, op);
2156 if (action_makes_visible (op)) 2046 if (action_makes_visible (op))
2157 make_visible (op); 2047 make_visible (op);
2158 }
2159 2048
2049 return true;
2050 }
2051 }
2160 /* Any generic living creature. Including things like doors. 2052 /* Any generic living creature. Including things like doors.
2161 * Way it works is like this: First, it must have some hit points 2053 * 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: 2054 * 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 2055 * 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. 2056 * that party_number -1 is no party, so attacks can still happen.
2165 */ 2057 */
2166 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2058 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))) 2059 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2168 { 2060 {
2169 2061 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 { 2062 {
2177 op->speed_left += op->speed / op->contr->weapon_sp; 2063 --op->contr->weapon_sp_left;
2178
2179 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2180 }
2181 2064
2182 skill_attack (mon, op, 0, 0, 0); 2065 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 2066
2198 if (action_makes_visible (op)) 2067 if (action_makes_visible (op))
2199 make_visible (op); 2068 make_visible (op);
2200 }
2201 } /* if player should attack something */
2202}
2203 2069
2204int 2070 return true;
2071 }
2072 }
2073
2074 return false;
2075}
2076
2077bool
2205move_player (object *op, int dir) 2078move_player (object *op, int dir)
2206{ 2079{
2207 int pick; 2080 int pick;
2208 2081
2209 if (!op->map || op->map->in_memory != MAP_IN_MEMORY) 2082 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2210 return 0; 2083 return 0;
2211 2084
2212 /* Sanity check: make sure dir is valid */ 2085 /* Sanity check: make sure dir is valid */
2213 if ((dir < 0) || (dir >= 9)) 2086 if ((dir < 0) || (dir >= 9))
2214 { 2087 {
2216 return 0; 2089 return 0;
2217 } 2090 }
2218 2091
2219 /* peterm: added following line */ 2092 /* peterm: added following line */
2220 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2093 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2221 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2094 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2222 2095
2223 op->facing = dir; 2096 op->facing = dir;
2224 2097
2225 if (op->hide) 2098 if (op->flag [FLAG_HIDDEN])
2226 do_hidden_move (op); 2099 do_hidden_move (op);
2227 2100
2101 bool retval;
2102
2228 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2103 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2229 /*nop */ ; 2104 retval = RESULT_INT (0);
2230 else if (op->contr->fire_on) 2105 else if (op->contr->fire_on)
2231 fire (op, dir); 2106 retval = fire (op, dir);
2232 else 2107 else
2233 { 2108 {
2234 move_player_attack (op, dir); 2109 retval = move_player_attack (op, dir);
2235 pick = check_pick (op); 2110 pick = check_pick (op);
2236 } 2111 }
2237 2112
2238 /* Add special check for newcs players and fire on - this way, the 2113 /* Add special check for newcs players and fire on - this way, the
2239 * server can handle repeat firing. 2114 * server can handle repeat firing.
2246 /* Update how the player looks. Use the facing, so direction may 2121 /* Update how the player looks. Use the facing, so direction may
2247 * get reset to zero. This allows for full animation capabilities 2122 * get reset to zero. This allows for full animation capabilities
2248 * for players. 2123 * for players.
2249 */ 2124 */
2250 animate_object (op, op->facing); 2125 animate_object (op, op->facing);
2251 return 0; 2126
2127 return retval;
2252} 2128}
2253 2129
2254/* This is similar to handle_player, below, but is only used by the 2130/* This is similar to handle_player, below, but is only used by the
2255 * new client/server stuff. 2131 * new client/server stuff.
2256 * This is sort of special, in that the new client/server actually uses 2132 * This is sort of special, in that the new client/server actually uses
2257 * the new speed values for commands. 2133 * the new speed values for commands.
2258 * 2134 *
2259 * Returns true if there are more actions we can do. 2135 * Returns true if there are more actions we can do. Should not do
2136 * many actions in a row, as that would be too unfair to other
2137 * players.
2260 */ 2138 */
2261int 2139bool
2262handle_newcs_player (object *op) 2140handle_newcs_player (object *op)
2263{ 2141{
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)) 2142 if (QUERY_FLAG (op, FLAG_SCARED))
2285 { 2143 {
2286 flee_player (op); 2144 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 { 2145 {
2290 op->speed_left--; 2146 --op->speed_left;
2147 flee_player (op);
2148
2291 return 0; 2149 return true;
2292 } 2150 }
2151 else
2152 return false;
2293 } 2153 }
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 2154
2303 /* call this here - we also will call this in do_ericserver, but 2155 /* call this here - we also will call this in do_ericserver, but
2304 * the players time has been increased when doericserver has been 2156 * the players time has been increased when doericserver has been
2305 * called, so we recheck it here. 2157 * called, so we recheck it here.
2306 */ 2158 */
2307 if (op->contr->ns->handle_command ()) 2159 if (op->contr->ns->handle_command ())
2308 return 1; 2160 return true;
2309 2161
2310 if (op->speed_left > 0)
2311 {
2312 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2162 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); 2163 return move_player (op, op->direction);
2322 2164
2323 return op->speed_left > 0;
2324 }
2325 }
2326
2327 return 0; 2165 return false;
2328} 2166}
2329 2167
2330int 2168int
2331save_life (object *op) 2169save_life (object *op)
2332{ 2170{
2334 return 0; 2172 return 0;
2335 2173
2336 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2174 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2337 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2175 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2338 { 2176 {
2339 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2177 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)); 2178 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 2179
2345 tmp->destroy (); 2180 tmp->destroy ();
2346 CLEAR_FLAG (op, FLAG_LIFESAVE); 2181 CLEAR_FLAG (op, FLAG_LIFESAVE);
2347 2182
2348 if (op->stats.hp < 0) 2183 if (op->stats.hp < 0)
2361 return 0; 2196 return 0;
2362} 2197}
2363 2198
2364/* This goes throws the inventory and removes unpaid objects, and puts them 2199/* 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 2200 * 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 2201 * function will descend into containers. op is the object to start the search
2367 * from. 2202 * from.
2368 */ 2203 */
2204static void
2205drop_unpaid_items (object *op, object *env)
2206{
2207 while (op)
2208 {
2209 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2210
2211 if (QUERY_FLAG (op, FLAG_UNPAID))
2212 op->insert_at (env);
2213 else if (op->inv)
2214 drop_unpaid_items (op->inv, env);
2215
2216 op = next;
2217 }
2218}
2219
2369void 2220void
2370remove_unpaid_objects (object *op, object *env) 2221object::drop_unpaid_items ()
2371{ 2222{
2372 object *next; 2223 if (!flag [FLAG_REMOVED])
2373 2224 ::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} 2225}
2391 2226
2392/* 2227/*
2393 * Returns pointer a static string containing gravestone text 2228 * Returns pointer a static string containing gravestone text
2394 * Moved from apply.c to player.c - player.c is what 2229 * Moved from apply.c to player.c - player.c is what
2395 * actually uses this function. player.c may not be quite the 2230 * actually uses this function. player.c may not be quite the
2396 * best, a misc file for object actions is probably better, 2231 * best, a misc file for object actions is probably better,
2397 * but there isn't one in the server directory. 2232 * but there isn't one in the server directory.
2398 */ 2233 */
2399char * 2234const char *
2400gravestone_text (object *op) 2235gravestone_text (object *op)
2401{ 2236{
2402 static char buf2[MAX_BUF]; 2237 static dynbuf_text buf;
2403 char buf[MAX_BUF];
2404 time_t now = time (NULL);
2405 2238
2406 strcpy (buf2, " R.I.P.\n\n"); 2239 buf << "---- R.I.P. ----\n\n"
2240 << op->name;
2241
2407 if (op->type == PLAYER) 2242 if (op->type == PLAYER)
2408 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2243 buf << " the " << op->contr->title;
2409 else
2410 sprintf (buf, "%s\n", &op->name);
2411 2244
2412 strncat (buf2, " ", 20 - strlen (buf) / 2); 2245 buf << "\n\n";
2413 strcat (buf2, buf); 2246
2247 buf << "who was level ";
2248 buf << (sint32)op->level << "\n\n" // OO breakdown
2249 << " when " << (op->contr ? "killed" : "died") << "\n\n";
2250
2414 if (op->type == PLAYER) 2251 if (op->type == PLAYER)
2415 sprintf (buf, "who was in level %d when killed\n", op->level); 2252 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 2253
2419 strncat (buf2, " ", 20 - strlen (buf) / 2);
2420 strcat (buf2, buf);
2421 if (op->type == PLAYER)
2422 { 2254 {
2423 sprintf (buf, "by %s.\n\n", op->contr->killer); 2255 static char buf2[128];
2424 strncat (buf2, " ", 21 - strlen (buf) / 2); 2256 time_t now = time (NULL);
2425 strcat (buf2, buf);
2426 }
2427
2428 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2257 strftime (buf2, 128, "%b %d %Y\n\n", localtime (&now));
2429 strncat (buf2, " ", 20 - strlen (buf) / 2); 2258 buf << buf2;
2430 strcat (buf2, buf); 2259 }
2431 2260
2432 return buf2; 2261 return buf;
2433} 2262}
2434 2263
2435void 2264void
2436do_some_living (object *op) 2265do_some_living (object *op)
2437{ 2266{
2444 int rate_grace = 2000; 2273 int rate_grace = 2000;
2445 const int max_hp = 1; 2274 const int max_hp = 1;
2446 const int max_sp = 1; 2275 const int max_sp = 1;
2447 const int max_grace = 1; 2276 const int max_grace = 1;
2448 2277
2449 if (op->contr->outputs_sync) 2278 if (op->contr->hidden)
2279 {
2280 op->invisible = 1000;
2281 /* the socket code flashes the player visible/invisible
2282 * depending on the value of invisible, so we need to
2283 * alternate it here for it to work correctly.
2284 */
2285 if (pticks & 2)
2286 op->invisible--;
2450 { 2287 }
2451 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2288 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) 2289 {
2453 flush_output_element (op, &op->contr->outputs[i]); 2290 if (!op->invisible--)
2291 {
2292 make_visible (op);
2293 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2294 }
2454 } 2295 }
2455 2296
2456 if (op->contr->ns->state == ST_PLAYING) 2297 if (op->contr->ns->state == ST_PLAYING)
2457 { 2298 {
2458 /* these next three if clauses make it possible to SLOW DOWN 2299 /* these next three if clauses make it possible to SLOW DOWN
2477 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2318 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2478 else 2319 else
2479 { 2320 {
2480 gen_grace = op->stats.maxgrace; 2321 gen_grace = op->stats.maxgrace;
2481 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2322 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 } 2323 }
2525 2324
2526 /* Regenerate Grace */ 2325 /* Regenerate Grace */
2527 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2326 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2528 if (--op->last_grace < 0) 2327 if (--op->last_grace < 0)
2549 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); 2348 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2550 } 2349 }
2551 /* wearing stuff doesn't detract from grace generation. */ 2350 /* wearing stuff doesn't detract from grace generation. */
2552 } 2351 }
2553 2352
2353 if (op->stats.food > 0)
2354 {
2554 /* Regenerate Hit Points */ 2355 /* Regenerate Spell Points */
2555 if (--op->last_heal < 0) 2356 if (!op->contr->golem && --op->last_sp < 0)
2556 {
2557 if (op->stats.hp < op->stats.maxhp)
2558 { 2357 {
2559 op->stats.hp++; 2358 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2560 /* dms do not consume food */ 2359
2561 if (!QUERY_FLAG (op, FLAG_WIZ)) 2360 if (op->stats.sp < op->stats.maxsp)
2562 { 2361 {
2362 op->stats.sp++;
2363
2364 /* dms do not consume food */
2365 if (!QUERY_FLAG (op, FLAG_WIZ))
2366 {
2563 op->stats.food--; 2367 op->stats.food--;
2368
2564 if (op->contr->digestion < 0) 2369 if (op->contr->digestion < 0)
2565 op->stats.food += op->contr->digestion; 2370 op->stats.food += op->contr->digestion;
2566 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2371 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2567 op->stats.food = last_food; 2372 op->stats.food = last_food;
2373 }
2568 } 2374 }
2569 }
2570 2375
2571 if (max_hp > 1) 2376 if (max_sp > 1)
2572 {
2573 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2574 if (over_hp > 0)
2575 { 2377 {
2576 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; 2378 over_sp = (gen_sp + 10) / rate_sp;
2379 if (over_sp > 0)
2380 {
2381 if (op->stats.sp < op->stats.maxsp)
2382 {
2383 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2384
2385 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2386 op->stats.sp--;
2387
2388 if (op->stats.sp > op->stats.maxsp)
2389 op->stats.sp = op->stats.maxsp;
2390 }
2391
2577 op->last_heal = 0; 2392 op->last_sp = 0;
2393 }
2394 else
2395 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2578 } 2396 }
2579 else 2397 else
2398 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2399 }
2400
2401 /* Regenerate Hit Points */
2402 if (--op->last_heal < 0)
2403 {
2404 if (op->stats.hp < op->stats.maxhp)
2580 { 2405 {
2581 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2406 op->stats.hp++;
2407
2408 /* dms do not consume food */
2409 if (!QUERY_FLAG (op, FLAG_WIZ))
2410 {
2411 op->stats.food--;
2412
2413 if (op->contr->digestion < 0)
2414 op->stats.food += op->contr->digestion;
2415 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2416 op->stats.food = last_food;
2417 }
2582 } 2418 }
2419
2420 if (max_hp > 1)
2421 {
2422 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2423
2424 if (over_hp > 0)
2425 {
2426 op->stats.sp += over_hp + (rndm (rate_hp) > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2427 op->last_heal = 0;
2428 }
2429 else
2430 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2583 } 2431 }
2584 else 2432 else
2585 {
2586 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2433 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2587 } 2434 }
2588 } 2435 }
2589 2436
2590 /* Digestion */ 2437 /* Digestion */
2591 if (--op->last_eat < 0) 2438 if (--op->last_eat < 0)
2592 { 2439 {
2593#ifdef COZY_SERVER 2440 int bonus = max (0, op->contr->digestion),
2594 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion; 2441 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 2442
2600 if (op->contr->gen_hp > 0)
2601 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2443 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 2444
2605 /* dms do not consume food */ 2445 /* dms do not consume food */
2606 if (!QUERY_FLAG (op, FLAG_WIZ)) 2446 if (!QUERY_FLAG (op, FLAG_WIZ))
2607 op->stats.food--; 2447 op->stats.food--;
2608 } 2448 }
2609 2449
2610 if (op->stats.food < 0 && op->stats.hp >= 0) 2450 if (op->stats.food < 0 && op->stats.hp >= 0)
2611 { 2451 {
2612 object *tmp, *flesh = 0; 2452 object *flesh = 0;
2613 2453
2614 for (tmp = op->inv; tmp; tmp = tmp->below) 2454 for_inv_removable (op, tmp)
2615 { 2455 {
2616 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2456 if (QUERY_FLAG (tmp, FLAG_UNPAID))
2457 continue;
2458
2459 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2617 { 2460 {
2618 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2461 op->statusmsg ("You blindly grab for a bite of food. "
2619 { 2462 "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); 2463 manual_apply (op, tmp, 0);
2464
2622 if (op->stats.food >= 0 || op->stats.hp < 0) 2465 if (op->stats.food >= 0 || op->stats.hp < 0)
2623 break; 2466 break;
2624 } 2467 }
2625 else if (tmp->type == FLESH) 2468 else if (tmp->type == FLESH)
2626 flesh = tmp; 2469 flesh = tmp;
2627 } /* End if paid for object */ 2470 }
2628 } /* end of for loop */
2629 2471
2630 /* If player is still starving, it means they don't have any food, so 2472 /* If player is still starving, it means they don't have any food, so
2631 * eat flesh instead. 2473 * eat flesh instead.
2632 */ 2474 */
2633 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2475 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2634 { 2476 {
2635 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2477 op->statusmsg ("You blindly grab for a bite of food. "
2478 "H<To prevent you from starving, you ate some random item from your backpack.>");
2636 manual_apply (op, flesh, 0); 2479 manual_apply (op, flesh, 0);
2637 } 2480 }
2481
2482 // If player is still starving, alert him!
2483 if (op->stats.food < 0)
2484 op->failmsg ("You are starving! "
2485 "H<Eat some food to increase your food and prevent you from an untimely death.>");
2486 }
2487
2488 if (op->stats.food < 0)
2638 } 2489 {
2490 op->stats.hp += op->stats.food;
2491 op->stats.food = 0;
2639 2492
2640 while (op->stats.food < 0 && op->stats.hp >= 0) 2493 if (op->stats.hp < 0)
2641 op->stats.food++, op->stats.hp--; 2494 {
2495 op->contr->killer = archetype::get ("killer_starvation");
2496 op->contr->killer->destroy ();
2497 }
2498 }
2642 2499
2500 /* killer should be set here already */
2643 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2501 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2644 kill_player (op); 2502 kill_player (op);
2645 } 2503 }
2646} 2504}
2647 2505
2651 * file. 2509 * file.
2652 */ 2510 */
2653void 2511void
2654kill_player (object *op) 2512kill_player (object *op)
2655{ 2513{
2656 char buf[MAX_BUF];
2657 int x, y; 2514 int x, y;
2658
2659 //int i;
2660 maptile *map; /* this is for resurrection */ 2515 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; 2516 int will_kill_again;
2668 archetype *at; 2517 archetype *at;
2669 object *tmp; 2518 object *tmp;
2670 2519
2671 if (save_life (op)) 2520 if (save_life (op))
2672 return; 2521 return;
2673 2522
2523 dynbuf_text deathtab;
2524
2525 /* restore player */
2526 at = archetype::find ("poisoning");
2527 if (object *tmp = present_arch_in_ob (at, op))
2528 {
2529 tmp->destroy ();
2530 deathtab << "Your body feels cleansed...\r";
2531 }
2532
2533 at = archetype::find ("confusion");
2534 if (object *tmp = present_arch_in_ob (at, op))
2535 {
2536 tmp->destroy ();
2537 deathtab << "Your mind feels clearer...\r";
2538 }
2539
2540 cure_disease (op, 0, 0); /* remove any disease */
2541
2542 max_it (op->stats.hp , op->stats.maxhp);
2543 max_it (op->stats.sp , op->stats.maxsp);
2544 max_it (op->stats.grace, op->stats.maxgrace);
2545
2546 if (op->stats.food <= 0)
2547 op->stats.food = 999;
2548
2549 // remove all spell effects that are active
2550 // to avoid long-term effects such as word-of-recall
2551 for (object *item = op->inv; item; )
2552 {
2553 object *next = item->below;
2554
2555 if (item->type == SPELL_EFFECT && item->active)
2556 item->destroy ();
2557
2558 item = next;
2559 }
2674 2560
2675 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2561 /* 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. 2562 * in cities ONLY!!! It is very important that this doesn't get abused.
2677 * Look at op_on_battleground() for more info --AndreasV 2563 * Look at op_on_battleground() for more info --AndreasV
2678 */ 2564 */
2679 if (op_on_battleground (op, &x, &y)) 2565 if (op_on_battleground (op, &x, &y))
2680 { 2566 {
2681 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2567 deathtab << "You almost died in combat, but local medics have saved your life...\r";
2682 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2683
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 2568
2704 /* create a bodypart-trophy to make the winner happy */ 2569 /* create a bodypart-trophy to make the winner happy */
2705 if (object *tmp = arch_to_object (archetype::find ("finger"))) 2570 if (object *tmp = arch_to_object (archetype::find ("finger")))
2706 { 2571 {
2707 sprintf (buf, "%s's finger", &op->name); 2572 tmp->name = format ("%s's finger" , &op->name);
2708 tmp->name = buf; 2573 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; 2574 tmp->msg = format (
2575 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
2576 &op->name, op->contr->title,
2577 (int)op->level,
2578 op->contr->killer_name ()
2579 );
2713 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2580 tmp->value = 0, tmp->type = 0;
2714 tmp->materialname = NULL; 2581 tmp->materialname = "organics";
2715 tmp->insert_at (op, tmp); 2582 tmp->insert_at (op, tmp);
2716 } 2583 }
2717 2584
2718 /* teleport defeated player to new destination */ 2585 /* teleport defeated player to new destination */
2719 transfer_ob (op, x, y, 0, NULL); 2586 transfer_ob (op, x, y, 0, NULL);
2720 op->contr->braced = 0; 2587 op->contr->braced = 0;
2588
2589 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2721 return; 2590 return;
2722 } 2591 }
2723 2592
2593 deathtab << "You were killed by " << op->contr->killer_name () << ".\n\n";
2594 deathtab << "T<YOU HAVE DIED>\n\n";
2595
2724 INVOKE_PLAYER (DEATH, op->contr); 2596 INVOKE_PLAYER (DEATH, op->contr);
2725 2597
2726 command_kill_pets (op, 0); 2598 command_kill_pets (op, 0);
2727 2599
2728 if (op->stats.food < 0) 2600 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 2601
2738 /* save the map location for corpse, gravestone */ 2602 /* save the map location for corpse, gravestone */
2739 x = op->x; 2603 x = op->x;
2740 y = op->y; 2604 y = op->y;
2741 map = op->map; 2605 map = op->map;
2769 2633
2770 lost_a_stat = 0; 2634 lost_a_stat = 0;
2771 2635
2772 for (z = 0; z < num_stats_lose; z++) 2636 for (z = 0; z < num_stats_lose; z++)
2773 { 2637 {
2774 i = RANDOM () % NUM_STATS; 2638 i = rndm (NUM_STATS);
2775 2639
2776 if (settings.stat_loss_on_death) 2640 if (settings.stat_loss_on_death)
2777 { 2641 {
2778 /* Pick a random stat and take a point off it. Tell the player 2642 /* Pick a random stat and take a point off it. Tell the player
2779 * what he lost. 2643 * what he lost.
2830 } 2694 }
2831 } 2695 }
2832 2696
2833 if (lose_this_stat) 2697 if (lose_this_stat)
2834 { 2698 {
2835 this_stat = get_attr_value (&(dep->stats), i); 2699 this_stat = get_attr_value (&dep->stats, i);
2836 /* We could try to do something clever like find another 2700 /* We could try to do something clever like find another
2837 * stat to reduce if this fails. But chances are, if 2701 * stat to reduce if this fails. But chances are, if
2838 * stats have been depleted to -50, all are pretty low 2702 * stats have been depleted to -50, all are pretty low
2839 * and should be roughly the same, so it shouldn't make a 2703 * and should be roughly the same, so it shouldn't make a
2840 * difference. 2704 * difference.
2848 lost_a_stat = 1; 2712 lost_a_stat = 1;
2849 } 2713 }
2850 } 2714 }
2851 } 2715 }
2852 } 2716 }
2717
2853 /* If no stat lost, tell the player. */ 2718 /* If no stat lost, tell the player. */
2854 if (!lost_a_stat) 2719 if (!lost_a_stat)
2855 { 2720 {
2856 /* determine_god() seems to not work sometimes... why is this? 2721 /* determine_god() seems to not work sometimes... why is this?
2857 Should I be using something else? GD */ 2722 Should I be using something else? GD */
2858 const char *god = determine_god (op); 2723 shstr_tmp god = determine_god (op);
2859 2724
2860 if (god && (strcmp (god, "none"))) 2725 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); 2726 deathtab << "For a brief moment you feel the holy presence of " << god << " protecting you.\r";
2862 else 2727 else
2863 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2728 deathtab << "For a brief moment you feel a holy presence protecting you.\r";
2864 } 2729 }
2865#else 2730#else
2866 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2731 deathtab << "For a brief moment you feel a holy presence protecting you from losing yourself completely.";
2867#endif 2732#endif
2868 2733
2869 /* Put a gravestone up where the character 'almost' died. List the 2734 /* Put a gravestone up where the character 'almost' died. List the
2870 * exp loss on the stone. 2735 * exp loss on the stone.
2871 */ 2736 */
2872 tmp = arch_to_object (archetype::find ("gravestone")); 2737 tmp = arch_to_object (archetype::find ("gravestone"));
2873 sprintf (buf, "%s's gravestone", &op->name); 2738 tmp->name = format ("%s's gravestone", &op->name);
2874 tmp->name = buf; 2739 tmp->name_pl = format ("%s's gravestones", &op->name);
2875 sprintf (buf, "%s's gravestones", &op->name); 2740 tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n",
2876 tmp->name_pl = buf; 2741 &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; 2742 tmp->x = op->x, tmp->y = op->y;
2880 insert_ob_in_map (tmp, op->map, NULL, 0); 2743 insert_ob_in_map (tmp, op->map, NULL, 0);
2881 2744
2882 /**************************************/ 2745 /**************************************/
2883 /* */ 2746 /* */
2884 /* Subtract the experience points, */ 2747 /* Subtract the experience points, */
2885 /* if we died cause of food, give us */
2886 /* food, and reset HP's... */
2887 /* */ 2748 /* */
2888 /**************************************/ 2749 /**************************************/
2889 2750
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)); */ 2751 /*add_exp(op, (op->stats.exp * -0.20)); */
2912 apply_death_exp_penalty (op); 2752 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 2753
2919 /* 2754 /*
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 2755 * Check to see if the player has any unpaid items. If so, remove them
2922 * in the map. 2756 * and put them back in the map.
2923 */ 2757 */
2924 2758 op->drop_unpaid_items ();
2925 if (is_in_shop (op))
2926 remove_unpaid_objects (op->inv, op);
2927 2759
2928 /****************************************/ 2760 /****************************************/
2929 /* */ 2761 /* */
2930 /* Move player to his current respawn- */ 2762 /* Move player to his current respawn- */
2931 /* position (usually last savebed) */ 2763 /* position (usually last savebed) */
2951 object *force; 2783 object *force;
2952 int at; 2784 int at;
2953 2785
2954 force = get_archetype (FORCE_NAME); 2786 force = get_archetype (FORCE_NAME);
2955 /* 50 ticks should be enough time for the spell to abate */ 2787 /* 50 ticks should be enough time for the spell to abate */
2956 force->speed = 0.1; 2788 force->speed = 0.1f;
2957 force->speed_left = -5.0; 2789 force->speed_left = -5.f;
2958 SET_FLAG (force, FLAG_APPLIED); 2790 SET_FLAG (force, FLAG_APPLIED);
2959 for (at = 0; at < NROFATTACKS; at++) 2791 for (at = 0; at < NROFATTACKS; at++)
2960 if (will_kill_again & (1 << at)) 2792 if (will_kill_again & (1 << at))
2961 force->resist[at] = 100; 2793 force->resist[at] = 100;
2962 2794
2963 insert_ob_in_ob (force, op); 2795 insert_ob_in_ob (force, op);
2964 op->update_stats (); 2796 op->update_stats ();
2965
2966 } 2797 }
2967 2798
2968 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2799 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2969} 2800}
2970 2801
2971void 2802void
2972loot_object (object *op) 2803loot_object (object *op)
2973{ /* Grab and destroy some treasure */ 2804{ /* Grab and destroy some treasure */
2974 object *tmp, *tmp2, *next; 2805 object *tmp, *tmp2, *next;
2975 2806
2976 if (op->container) 2807 op->close_container (); /* close open sack first */
2977 esrv_apply_container (op, op->container); /* close open sack first */
2978 2808
2979 for (tmp = op->inv; tmp; tmp = next) 2809 for (tmp = op->inv; tmp; tmp = next)
2980 { 2810 {
2981 next = tmp->below; 2811 next = tmp->below;
2982 2812
2983 if (tmp->invisible) 2813 if (tmp->invisible)
2984 continue; 2814 continue;
2985 2815
2986 tmp->remove (); 2816 tmp->remove ();
2987 tmp->x = op->x, tmp->y = op->y; 2817 tmp->x = op->x, tmp->y = op->y;
2818
2988 if (tmp->type == CONTAINER) 2819 if (tmp->type == CONTAINER)
2989 { /* empty container to ground */ 2820 loot_object (tmp); /* empty container to ground */
2990 loot_object (tmp); 2821
2991 }
2992 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) 2822 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
2993 { 2823 {
2994 if (tmp->nrof > 1) 2824 if (tmp->nrof > 1)
2995 { 2825 {
2996 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2826 tmp->decrease (rndm (1, tmp->nrof - 1));
2997 tmp2->destroy ();
2998 insert_ob_in_map (tmp, op->map, NULL, 0); 2827 insert_ob_in_map (tmp, op->map, NULL, 0);
2999 } 2828 }
3000 else 2829 else
3001 tmp->destroy (); 2830 tmp->destroy ();
3002 } 2831 }
3008/* 2837/*
3009 * fix_weight(): Check recursively the weight of all players, and fix 2838 * fix_weight(): Check recursively the weight of all players, and fix
3010 * what needs to be fixed. Refresh windows and fix speed if anything 2839 * what needs to be fixed. Refresh windows and fix speed if anything
3011 * was changed. 2840 * was changed.
3012 */ 2841 */
3013
3014void 2842void
3015fix_weight (void) 2843fix_weight (void)
3016{ 2844{
3017 for_all_players (pl) 2845 for_all_players (pl)
3018 { 2846 {
3019 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2847 sint32 old = pl->ob->carrying;
3020 2848
3021 if (old == sum) 2849 pl->ob->update_weight ();
3022 continue; 2850
2851 if (old != pl->ob->carrying)
2852 {
3023 pl->ob->update_stats (); 2853 pl->ob->update_stats ();
3024 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 2854 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, (int)old, (int)pl->ob->carrying);
2855 }
3025 } 2856 }
3026} 2857}
3027 2858
3028void 2859void
3029fix_luck (void) 2860fix_luck (void)
3071} 2902}
3072 2903
3073void 2904void
3074make_visible (object *op) 2905make_visible (object *op)
3075{ 2906{
3076 op->hide = 0; 2907 op->flag [FLAG_HIDDEN] = 0;
3077 op->invisible = 0; 2908 op->invisible = 0;
2909
3078 if (op->type == PLAYER) 2910 if (op->type == PLAYER)
3079 { 2911 {
3080 op->contr->tmp_invis = 0; 2912 op->contr->tmp_invis = 0;
3081 op->contr->invis_race = 0; 2913 op->contr->invis_race = 0;
3082 } 2914 }
2915
3083 update_object (op, UP_OBJ_FACE); 2916 update_object (op, UP_OBJ_CHANGE);
3084} 2917}
3085 2918
3086int 2919int
3087is_true_undead (object *op) 2920is_true_undead (object *op)
3088{ 2921{
3089 object *tmp = NULL;
3090
3091 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 2922 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3092 return 1; 2923 return 1;
3093 2924
3094 return 0; 2925 return 0;
3095} 2926}
3096 2927
3097/* look at the surrounding terrain to determine 2928/* look at the surrounding terrain to determine
3098 * the hideability of this object. Positive levels 2929 * the hideability of this object. Positive levels
3099 * indicate greater hideability. 2930 * indicate greater hideability.
3100 */ 2931 */
3101
3102int 2932int
3103hideability (object *ob) 2933hideability (object *ob)
3104{ 2934{
3105 int i, level = 0, mflag; 2935 int i, level = 0, mflag;
3106 sint16 x, y; 2936 sint16 x, y;
3107 2937
3108 if (!ob || !ob->map) 2938 if (!ob || !ob->map)
3109 return 0; 2939 return 0;
3110 2940
3111 /* so, on normal lighted maps, its hard to hide */ 2941 /* so, on normal lighted maps, its hard to hide */
3112 level = ob->map->darkness - 2; 2942 level = ob->map->darklevel () - 2;
3113 2943
3114 /* this also picks up whether the object is glowing. 2944 /* this also picks up whether the object is glowing.
3115 * If you carry a light on a non-dark map, its not 2945 * If you carry a light on a non-dark map, its not
3116 * as bad as carrying a light on a pitch dark map */ 2946 * as bad as carrying a light on a pitch dark map */
3117 if (has_carried_lights (ob)) 2947 if (ob->has_carried_lights ())
3118 level = -(10 + (2 * ob->map->darkness)); 2948 level = -(10 + (2 * ob->map->darklevel ()));
3119 2949
3120 /* scan through all nearby squares for terrain to hide in */ 2950 /* 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]) 2951 for (i = 0, x = ob->x, y = ob->y;
2952 i <= SIZEOFFREE1;
2953 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3122 { 2954 {
3123 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); 2955 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3124 if (mflag & P_OUT_OF_MAP) 2956 if (mflag & P_OUT_OF_MAP)
3125 {
3126 continue; 2957 continue;
3127 } 2958
3128 if (mflag & P_BLOCKSVIEW) /* something to hide near! */ 2959 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3129 level += 2; 2960 level += 2;
3130 else /* open terrain! */ 2961 else /* open terrain! */
3131 level -= 1; 2962 level -= 1;
3132 } 2963 }
3140/* For Hidden creatures - a chance of becoming 'unhidden' 2971/* For Hidden creatures - a chance of becoming 'unhidden'
3141 * every time they move - as we subtract off 'invisibility' 2972 * every time they move - as we subtract off 'invisibility'
3142 * AND, for players, if they move into a ridiculously unhideable 2973 * AND, for players, if they move into a ridiculously unhideable
3143 * spot (surrounded by clear terrain in broad daylight). -b.t. 2974 * spot (surrounded by clear terrain in broad daylight). -b.t.
3144 */ 2975 */
3145
3146void 2976void
3147do_hidden_move (object *op) 2977do_hidden_move (object *op)
3148{ 2978{
3149 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 2979 int hide = 0;
3150 object *skop;
3151 2980
3152 if (!op || !op->map) 2981 if (!op || !op->map)
3153 return; 2982 return;
3154 2983
3155 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 2984 object *skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
2985 int num = random_roll (0, 19, op, PREFER_LOW);
3156 2986
3157 /* its *extremely* hard to run and sneak/hide at the same time! */ 2987 /* its *extremely* hard to run and sneak/hide at the same time! */
3158 if (op->type == PLAYER && op->contr->run_on) 2988 if (op->type == PLAYER && op->contr->run_on)
3159 if (!skop || num >= skop->level) 2989 if (!skop || num >= skop->level)
3160 { 2990 {
3170 num -= hide; 3000 num -= hide;
3171 3001
3172 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3002 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3173 { 3003 {
3174 make_visible (op); 3004 make_visible (op);
3005
3175 if (op->type == PLAYER) 3006 if (op->type == PLAYER)
3176 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 3007 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3177 } 3008 }
3178 else if (op->type == PLAYER && skop) 3009 else if (op->type == PLAYER && skop)
3179 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 3010 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3232 * object op. This function works fine for monsters, 3063 * object op. This function works fine for monsters,
3233 * but we dont worry if the object isnt the top one in 3064 * but we dont worry if the object isnt the top one in
3234 * a pile (say a coin under a table would return "viewable" 3065 * a pile (say a coin under a table would return "viewable"
3235 * by this routine). Another question, should we be 3066 * by this routine). Another question, should we be
3236 * concerned with the direction the player is looking 3067 * concerned with the direction the player is looking
3237 * in? Realistically, most of use cant see stuff behind 3068 * in? Realistically, most of us can't see stuff behind
3238 * our backs...on the other hand, does the "facing" direction 3069 * our backs...on the other hand, does the "facing" direction
3239 * imply the way your head, or body is facing? Its possible 3070 * 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. 3071 * for them to differ. Sigh, this fctn could get a bit more complex.
3241 * -b.t. 3072 * -b.t.
3242 * This function is now map tiling safe. 3073 * This function is now map tiling safe.
3243 */ 3074 */
3244
3245int 3075int
3246player_can_view (object *pl, object *op) 3076player_can_view (object *pl, object *op)
3247{ 3077{
3248 rv_vector rv; 3078 rv_vector rv;
3249 int dx, dy; 3079 int dx, dy;
3261 3091
3262 get_rangevector (pl, op, &rv, 0x1); 3092 get_rangevector (pl, op, &rv, 0x1);
3263 3093
3264 /* starting with the 'head' part, lets loop 3094 /* starting with the 'head' part, lets loop
3265 * through the object and find if it has any 3095 * through the object and find if it has any
3266 * part that is in the los array but isnt on 3096 * part that is in the los array but isn't on
3267 * a blocked los square. 3097 * a blocked los square.
3268 * we use the archetype to figure out offsets. 3098 * we use the archetype to figure out offsets.
3269 */ 3099 */
3270 while (op) 3100 while (op)
3271 { 3101 {
3272 dx = rv.distance_x + op->arch->clone.x; 3102 dx = rv.distance_x + op->arch->x;
3273 dy = rv.distance_y + op->arch->clone.y; 3103 dy = rv.distance_y + op->arch->y;
3274 3104
3275 /* only the viewable area the player sees is updated by LOS 3105 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; 3106 return 1;
3107
3283 op = op->more; 3108 op = op->more;
3284 } 3109 }
3110
3285 return 0; 3111 return 0;
3286} 3112}
3287 3113
3288/* routine for both players and monsters. We call this when 3114/* routine for both players and monsters. We call this when
3289 * there is a possibility for our action distrubing our hiding 3115 * there is a possibility for our action distrubing our hiding
3290 * place or invisiblity spell. Artefact invisiblity is not 3116 * place or invisiblity spell. Artefact invisiblity causes
3291 * effected by this. If we arent invisible to begin with, we 3117 * "noise" instead. If we arent invisible to begin with, we
3292 * return 0. 3118 * return 0.
3293 */ 3119 */
3294int 3120int
3295action_makes_visible (object *op) 3121action_makes_visible (object *op)
3296{ 3122{
3297
3298 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) 3123 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3299 { 3124 {
3300 if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) 3125 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3126 {
3127 // artefact invisibility is permanent, but we still make noise
3128 // this is important for game-balance.
3129 if (op->contr)
3130 op->make_noise ();
3131
3301 return 0; 3132 return 0;
3133 }
3302 3134
3303 if (op->contr && op->contr->tmp_invis == 0) 3135 if (op->contr && op->contr->tmp_invis == 0)
3304 return 0; 3136 return 0;
3305 3137
3306 /* If monsters, they should become visible */ 3138 /* If monsters, they should become visible */
3307 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) 3139 if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis))
3308 { 3140 {
3309 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible"); 3141 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible");
3310 return 1; 3142 return 1;
3311 } 3143 }
3312 } 3144 }
3145
3313 return 0; 3146 return 0;
3314} 3147}
3315 3148
3316/* op_on_battleground - checks if the given object op (usually 3149/* op_on_battleground - checks if the given object op (usually
3317 * a player) is standing on a valid battleground-tile, 3150 * 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 3155 * Default is to do the same as before, so only people wanting to have different points need worry about this
3323 */ 3156 */
3324int 3157int
3325op_on_battleground (object *op, int *x, int *y) 3158op_on_battleground (object *op, int *x, int *y)
3326{ 3159{
3327 object *tmp;
3328
3329 /* A battleground-tile needs the following attributes to be valid: 3160 /* 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), 3161 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3331 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3162 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3332 * and the exit-coordinates sp/hp must both be > 0. 3163 * and the exit-coordinates sp/hp must both be > 0.
3333 * => The intention here is to prevent abuse of the battleground- 3164 * => The intention here is to prevent abuse of the battleground-
3334 * feature (like pickable or hidden battleground tiles). */ 3165 * feature (like pickable or hidden battleground tiles). */
3335 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3166 for (object *tmp = op->below; tmp; tmp = tmp->below)
3336 { 3167 {
3337 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3168 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3338 { 3169 {
3339 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3170 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3340 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp)) 3171 && tmp->type == BATTLEGROUND
3172 && tmp->name == shstr_battleground
3173 && EXIT_X (tmp) && EXIT_Y (tmp))
3341 { 3174 {
3342 /*before we assign the exit, check if this is a teambattle */ 3175 /* before we assign the exit, check if this is a teambattle */
3343 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) 3176 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3344 { 3177 {
3345 object *invtmp;
3346
3347 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below) 3178 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3348 { 3179 {
3349 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying)) 3180 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3350 { 3181 {
3351 if (x != NULL && y != NULL) 3182 if (x && y)
3352 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3183 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3184
3353 return 1; 3185 return 1;
3354 } 3186 }
3355 } 3187 }
3356 } 3188 }
3189
3357 if (x != NULL && y != NULL) 3190 if (x && y)
3358 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3191 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3192
3359 return 1; 3193 return 1;
3360 } 3194 }
3361 } 3195 }
3362 } 3196 }
3197
3363 /* If we got here, did not find a battleground */ 3198 /* If we got here, did not find a battleground */
3364 return 0; 3199 return 0;
3365} 3200}
3366 3201
3367/* 3202/*
3383 char buf[MAX_BUF]; /* tmp. string buffer */ 3218 char buf[MAX_BUF]; /* tmp. string buffer */
3384 int i = 0, j = 0; 3219 int i = 0, j = 0;
3385 3220
3386 /* get the appropriate treasurelist */ 3221 /* get the appropriate treasurelist */
3387 if (atnr == ATNR_FIRE) 3222 if (atnr == ATNR_FIRE)
3388 trlist = find_treasurelist ("dragon_ability_fire"); 3223 trlist = treasurelist::find (shstr_dragon_ability_fire);
3389 else if (atnr == ATNR_COLD) 3224 else if (atnr == ATNR_COLD)
3390 trlist = find_treasurelist ("dragon_ability_cold"); 3225 trlist = treasurelist::find (shstr_dragon_ability_cold);
3391 else if (atnr == ATNR_ELECTRICITY) 3226 else if (atnr == ATNR_ELECTRICITY)
3392 trlist = find_treasurelist ("dragon_ability_elec"); 3227 trlist = treasurelist::find (shstr_dragon_ability_elec);
3393 else if (atnr == ATNR_POISON) 3228 else if (atnr == ATNR_POISON)
3394 trlist = find_treasurelist ("dragon_ability_poison"); 3229 trlist = treasurelist::find (shstr_dragon_ability_poison);
3395 3230
3396 if (trlist == NULL || who->type != PLAYER) 3231 if (trlist == NULL || who->type != PLAYER)
3397 return; 3232 return;
3398 3233
3399 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3234 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]); */ 3238 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3404 return; 3239 return;
3405 } 3240 }
3406 3241
3407 /* everything seems okay - now bring on the gift: */ 3242 /* everything seems okay - now bring on the gift: */
3408 item = &(tr->item->clone); 3243 item = tr->item;
3409 3244
3410 if (item->type == SPELL) 3245 if (item->type == SPELL)
3411 { 3246 {
3412 if (check_spell_known (who, item->name)) 3247 if (check_spell_known (who, item->name))
3413 return; 3248 return;
3472 { 3307 {
3473 /* forces in the treasurelist can alter the player's stats */ 3308 /* forces in the treasurelist can alter the player's stats */
3474 object *skin; 3309 object *skin;
3475 3310
3476 /* first get the dragon skin force */ 3311 /* 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) 3312 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3479 ; 3313 ;
3480 3314
3481 if (!skin) 3315 if (!skin)
3482 return; 3316 return;
3483 3317
3518 else 3352 else
3519 { 3353 {
3520 /* generate misc. treasure */ 3354 /* generate misc. treasure */
3521 tmp = arch_to_object (tr->item); 3355 tmp = arch_to_object (tr->item);
3522 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp)); 3356 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); 3357 who->insert (tmp);
3524 if (who->type == PLAYER)
3525 esrv_send_item (who, tmp);
3526 } 3358 }
3527} 3359}
3528 3360
3529/** 3361/**
3530 * Unready an object for a player. This function does nothing if the object was 3362 * Unready an object for a player. This function does nothing if the object was
3531 * not readied. 3363 * not readied.
3532 */ 3364 */
3533void 3365void
3534player_unready_range_ob (player *pl, object *ob) 3366player_unready_range_ob (player *pl, object *ob)
3535{ 3367{
3536 rangetype i; 3368 if (pl->ob->current_weapon == ob)
3369 pl->ob->current_weapon = 0;
3537 3370
3538 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3371 if (pl->combat_ob == ob)
3539 { 3372 pl->combat_ob = 0;
3373
3540 if (pl->ranges[i] == ob) 3374 if (pl->ranged_ob == ob)
3541 { 3375 pl->ranged_ob = 0;
3542 pl->ranges[i] = NULL;
3543 if (pl->shoottype == i)
3544 {
3545 pl->shoottype = range_none;
3546 }
3547 }
3548 }
3549} 3376}
3377
3378sint8
3379player::darkness_at (maptile *map, int x, int y) const
3380{
3381 if (!ns)
3382 return LOS_BLOCKED;
3383
3384 int dx, dy;
3385 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3386 return LOS_BLOCKED;
3387
3388 x += dx - ns->current_x;
3389 y += dy - ns->current_y;
3390
3391 return blocked_los (x, y);
3392}
3393
3394void
3395player::infobox (const char *title, const char *msg, int color)
3396{
3397 send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3398}
3399
3400void
3401player::statusmsg (const char *msg, int color)
3402{
3403 send_msg (color | NDI_REPLY, INFO_CHANNEL, msg);
3404}
3405
3406void
3407player::failmsg (const char *msg, int color)
3408{
3409 play_sound (sound_find ("generic_failure"));
3410 statusmsg (msg, color);
3411}
3412

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