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Comparing deliantra/server/server/player.C (file contents):
Revision 1.94 by root, Mon Jan 8 14:29:05 2007 UTC vs.
Revision 1.228 by elmex, Sun Jan 18 17:50:19 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{
182 ob->remove (); 170 ob->remove ();
183 ob->map = 0; 171 ob->map = 0;
184 ob->activate_recursive (); 172 ob->activate_recursive ();
185 CLEAR_FLAG (ob, FLAG_FRIENDLY); 173 CLEAR_FLAG (ob, FLAG_FRIENDLY);
186 add_friendly_object (ob); 174 add_friendly_object (ob);
187 enter_map ();
188} 175}
189 176
190void 177void
191player::deactivate () 178player::deactivate ()
192{ 179{
194 return; 181 return;
195 182
196 terminate_all_pets (ob); 183 terminate_all_pets (ob);
197 remove_friendly_object (ob); 184 remove_friendly_object (ob);
198 ob->deactivate_recursive (); 185 ob->deactivate_recursive ();
186
187 if (ob->map)
188 maplevel = ob->map->path;
189
199 ob->remove (); 190 ob->remove ();
191 ob->enemy = 0; // sometimes keeps an extra refcount on itself
200 ob->map = 0; 192 ob->map = 0;
193 party = 0;
201 194
202 // for weird reasons, this is often "ob", keeping a circular reference 195 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
203 ranges [range_skill] = 0;
204 196
205 players.erase (this); 197 players.erase (this);
206} 198}
207 199
208// connect the player with a specific client 200// connect the player with a specific client
209// also changed, rationalises, and fixes some incorrect settings 201// also changes, rationalises, and fixes some incorrect settings
210void 202void
211player::connect (client *ns) 203player::connect (client *ns)
212{ 204{
213 this->ns = ns; 205 this->ns = ns;
214 ns->pl = this; 206 ns->pl = this;
215 207
208 run_on = 0;
209 fire_on = 0;
210 ob->close_container (); //TODO: client-specific
211
216 ns->update_look = 0; 212 ns->update_look = 0;
217 ns->look_position = 0; 213 ns->look_position = 0;
218 214
219 clear_los (ob); 215 clear_los ();
220 216
221//TODO: must move into client 217 ns->reset_stats ();
222/* we need to clear these to -1 and not zero - otherwise,
223 * if a player quits and starts a new character, we wont
224 * send new values to the client, as things like exp start
225 * at zero.
226 */
227for (int i = 0; i < NUM_SKILLS; i++)
228 last_skill_exp[i] = -1;
229
230for (int i = 0; i < NROFATTACKS; i++)
231 last_resist[i] = -1;
232
233last_weapon_sp = -1;
234last_level = -1;
235last_stats.exp = -1;
236last_weight = (uint32) - 1;
237last_flags = 0;
238last_weight = 0;
239last_weight_limit = 0;
240last_path_attuned = 0;
241last_path_repelled = 0;
242last_path_denied = 0;
243last_speed = 0;
244run_on = 0;
245fire_on = 0;
246memset (&last_stats, 0, sizeof (living)); //TODO dirty
247 218
248 /* make sure he's a player -- needed because of class change. */ 219 /* make sure he's a player -- needed because of class change. */
249 ob->type = PLAYER; // we are paranoid 220 ob->type = PLAYER; // we are paranoid
250 ob->race = ob->arch->clone.race; 221 ob->race = ob->arch->race;
251 222
252 if (!legal_range (ob, shoottype)) 223 ob->update_weight ();
253 shoottype = range_none;
254
255 ob->carrying = sum_weight (ob);
256 link_player_skills (ob); 224 link_skills ();
257 225
258 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); 226 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
259 227
260 assign (title, ob->arch->clone.name); 228 assign (title, ob->arch->object::name);
261
262 /* can_use_shield is a new flag. However, the can_use.. seems to largely come
263 * from the class, and not race. I don't see any way to get the class information
264 * to then update this. I don't think this will actually break anything - anyone
265 * that can use armour should be able to use a shield. What this may 'break'
266 * are features new characters get, eg, if someone starts up with a Q, they
267 * should be able to use a shield. However, old Q's won't get that advantage.
268 */
269 if (QUERY_FLAG (ob, FLAG_USE_ARMOUR))
270 SET_FLAG (ob, FLAG_USE_SHIELD);
271 229
272 /* if it's a dragon player, set the correct title here */ 230 /* if it's a dragon player, set the correct title here */
273 if (is_dragon_pl (ob)) 231 if (is_dragon_pl (ob))
274 { 232 {
275 object *tmp, *abil = 0, *skin = 0; 233 object *tmp, *abil = 0, *skin = 0;
276 234
277 shstr_cmp dragon_ability_force ("dragon_ability_force");
278 shstr_cmp dragon_skin_force ("dragon_skin_force");
279
280 for (tmp = ob->inv; tmp; tmp = tmp->below) 235 for (tmp = ob->inv; tmp; tmp = tmp->below)
281 if (tmp->type == FORCE) 236 if (tmp->type == FORCE)
282 if (tmp->arch->name == dragon_ability_force) 237 if (tmp->arch->archname == shstr_dragon_ability_force)
283 abil = tmp; 238 abil = tmp;
284 else if (tmp->arch->name == dragon_skin_force) 239 else if (tmp->arch->archname == shstr_dragon_skin_force)
285 skin = tmp; 240 skin = tmp;
286 241
287 set_dragon_name (ob, abil, skin); 242 set_dragon_name (ob, abil, skin);
288 } 243 }
289 244
290 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 245 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
291 246
292 esrv_new_player (this, ob->weight + ob->carrying); 247 esrv_new_player (this);
293 248
294 ob->update_stats (); 249 ob->update_stats ();
250
295 ns->floorbox_update (); 251 ns->floorbox_update ();
296
297 esrv_send_inventory (ob, ob); 252 esrv_send_inventory (ob, ob);
298 esrv_add_spells (this, 0); 253 esrv_add_spells (this, 0);
299 254
300 activate (); 255 activate ();
301 256
308} 263}
309 264
310void 265void
311player::disconnect () 266player::disconnect ()
312{ 267{
268 if (ob)
269 {
270 ob->close_container (); //TODO: client-specific
271 ob->drop_unpaid_items ();
272 }
273
313 if (ns) 274 if (ns)
314 { 275 {
315 if (active) 276 if (active)
316 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0)); 277 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
317 278
318 INVOKE_PLAYER (DISCONNECT, this); 279 INVOKE_PLAYER (DISCONNECT, this);
319 280
281 ns->reset_stats ();
320 ns->pl = 0; 282 ns->pl = 0;
321 this->ns = 0; 283 ns = 0;
322 } 284 }
285
286 observe = ob;
323 287
324 deactivate (); 288 deactivate ();
325} 289}
326 290
327// the need for this function can be explained 291// the need for this function can be explained
328// by load_object not returning the object 292// by load_object not returning the object
329void 293void
330player::set_object (object *op) 294player::set_object (object *op)
331{ 295{
332 ob = op; 296 ob = observe = op;
333 ob->contr = this; /* this aren't yet in archetype */ 297 ob->contr = this; /* this aren't yet in archetype */
334 298
299 ob->speed = 1.0f;
335 ob->speed_left = 0.5; 300 ob->speed_left = 0.5f;
336 ob->speed = 1.0; 301
337 ob->direction = 5; /* So player faces south */ 302 ob->direction = 5; /* So player faces south */
338 ob->stats.wc = 2;
339 ob->run_away = 25; /* Then we panick... */
340 303
341 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;
342} 337}
343 338
344player::player () 339player::player ()
345{ 340{
346 /* There are some elements we want initialised to non zero value - 341 /* There are some elements we want initialised to non zero value -
347 * we deal with that below this point. 342 * we deal with that below this point.
348 */ 343 */
349 outputs_sync = 16; /* Every 2 seconds */ 344 outputs_sync = 4;
350 outputs_count = 8; /* Keeps present behaviour */ 345 outputs_count = 4;
351 unapply = unapply_nochoice; 346 unapply = unapply_nochoice;
352 347
353 savebed_map = first_map_path; /* Init. respawn position */ 348 savebed_map = first_map_path; /* Init. respawn position */
354 349
355 gen_sp_armour = 10; 350 gen_sp_armour = 10;
356 shoottype = range_none;
357 bowtype = bow_normal; 351 bowtype = bow_normal;
358 petmode = pet_normal; 352 petmode = pet_normal;
359 listening = 10;
360 usekeys = containers; 353 usekeys = containers;
361 peaceful = 1; /* default peaceful */ 354 peaceful = 1; /* default peaceful */
362 do_los = 1; 355 do_los = 1;
356
357 weapon_sp = 1.0f;
358 weapon_sp_left = 0.5f;
363} 359}
364 360
365void 361void
366player::do_destroy () 362player::do_destroy ()
367{ 363{
372 if (ob) 368 if (ob)
373 { 369 {
374 ob->destroy_inv (false); 370 ob->destroy_inv (false);
375 ob->destroy (); 371 ob->destroy ();
376 } 372 }
373
374 ob = observe = 0;
377} 375}
378 376
379player::~player () 377player::~player ()
380{ 378{
381 /* Clear item stack */ 379 /* Clear item stack */
390player::create () 388player::create ()
391{ 389{
392 player *pl = new player; 390 player *pl = new player;
393 391
394 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
395 set_first_map (pl->ob); 398 set_first_map (pl->ob);
396 399
397 return pl; 400 return pl;
398} 401}
399 402
403 * Note: there MUST be at least one player archetype! 406 * Note: there MUST be at least one player archetype!
404 */ 407 */
405archetype * 408archetype *
406get_player_archetype (archetype *at) 409get_player_archetype (archetype *at)
407{ 410{
408 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);
409 418
410 for (;;) 419 for (;;)
411 { 420 {
412 if (at == NULL || at->next == NULL) 421 if (++i == archetypes.end ())
413 at = first_archetype; 422 i = archetypes.begin ();
414 else 423 else if (*i == at)
415 at = at->next; 424 cleanup ("not a single player archetype found");
416 425
417 if (at->clone.type == PLAYER) 426 if ((*i)->type == PLAYER)
418 return at; 427 return *i;
419
420 if (at == start)
421 {
422 LOG (llevError, "No Player archetypes\n");
423 exit (-1);
424 }
425 } 428 }
426} 429}
427 430
428object * 431object *
429get_nearest_player (object *mon) 432get_nearest_player (object *mon)
433 unsigned lastdist; 436 unsigned lastdist;
434 rv_vector rv; 437 rv_vector rv;
435 438
436 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next) 439 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
437 { 440 {
438 /* We should not find free objects on this friendly list, but it
439 * does periodically happen. Given that, lets deal with it.
440 * While unlikely, it is possible the next object on the friendly
441 * list is also free, so encapsulate this in a while loop.
442 */
443 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
444 {
445 object *tmp = ol->ob;
446
447 /* Can't do much more other than log the fact, because the object
448 * itself will have been cleared.
449 */
450 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
451 tmp->debug_desc ());
452 ol = ol->next;
453 remove_friendly_object (tmp);
454 if (!ol)
455 return op;
456 }
457
458 /* Remove special check for player from this. First, it looks to cause
459 * some crashes (ol->ob->contr not set properly?), but secondly, a more
460 * complicated method of state checking would be needed in any case -
461 * as it was, a clever player could type quit, and the function would
462 * skip them over while waiting for confirmation. Remove
463 * on_same_map check, as can_detect_enemy also does this
464 */
465 if (!can_detect_enemy (mon, ol->ob, &rv)) 441 if (!can_detect_enemy (mon, ol->ob, &rv))
466 continue; 442 continue;
467 443
468 if (lastdist > rv.distance) 444 if (lastdist > rv.distance)
469 { 445 {
545 x = mon->x; 521 x = mon->x;
546 y = mon->y; 522 y = mon->y;
547 m = mon->map; 523 m = mon->map;
548 dir = rv.direction; 524 dir = rv.direction;
549 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 */
550 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
551 /* 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. */
552 if (diff > max) 529 if (diff > max)
553 return 0; 530 return 0;
531
554 while (diff > 1 && max > 0) 532 while (diff > 1 && max > 0)
555 { 533 {
556 lastx = x; 534 lastx = x;
557 lasty = y; 535 lasty = y;
558 lastmap = m; 536 lastmap = m;
640 max--; 618 max--;
641 lastdir = dir; 619 lastdir = dir;
642 if (!firstdir) 620 if (!firstdir)
643 firstdir = dir; 621 firstdir = dir;
644 } 622 }
623
645 if (diff <= 1) 624 if (diff <= 1)
646 { 625 {
647 /* Recalculate diff (distance) because we may not have actually 626 /* Recalculate diff (distance) because we may not have actually
648 * headed toward player for entire distance. 627 * headed toward player for entire distance.
649 */ 628 */
650 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 629 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
651 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));
652 } 631 }
632
653 if (diff > max) 633 if (diff > max)
654 return 0; 634 return 0;
655 } 635 }
636
656 /* 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 */
657 if (!max) 638 if (!max)
658 return 0; 639 return 0;
659 640
660 return firstdir; 641 return firstdir;
661} 642}
662 643
663void 644void
664give_initial_items (object *pl, treasurelist * items) 645give_initial_items (object *pl, treasurelist *items)
665{ 646{
666 object *op, *next = NULL;
667
668 if (pl->randomitems != NULL) 647 if (pl->randomitems)
669 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); 648 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
670 649
671 for (op = pl->inv; op; op = next) 650 for (object *next, *op = pl->inv; op; op = next)
672 { 651 {
673 next = op->below; 652 next = op->below;
674 653
675 /* Forces get applied per default, unless they have the 654 /* Forces get applied per default, unless they have the
676 * 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
681 /* we never give weapons/armour if these cannot be used 660 /* we never give weapons/armour if these cannot be used
682 * by this player due to race restrictions 661 * by this player due to race restrictions
683 */ 662 */
684 if (pl->type == PLAYER) 663 if (pl->type == PLAYER)
685 { 664 {
686 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) && 665 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR)
666 &&
687 (op->type == ARMOUR || op->type == BOOTS || 667 (op->type == ARMOUR || op->type == BOOTS
688 op->type == CLOAK || op->type == HELMET || 668 || op->type == CLOAK || op->type == HELMET
689 op->type == SHIELD || op->type == GLOVES || 669 || op->type == SHIELD || op->type == GLOVES
670 || op->type == BRACERS || op->type == GIRDLE))
690 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))
691 { 672 {
692 op->destroy (); 673 op->destroy ();
693 continue; 674 continue;
694 } 675 }
695 } 676 }
696 677
697 /* This really needs to be better - we should really give 678 /* Here we remove duplicated skills (as duplicated spell objects have
698 * a substitute spellbook. The problem is that we don't really 679 * _very_ confusing effects for players), which could for instance be
699 * have a good idea what to replace it with (need something like 680 * generated by bad treasurelists. - elmex
700 * a first level treasurelist for each skill.)
701 * remove duplicate skills also
702 */ 681 */
703 if (op->type == SPELLBOOK || op->type == SKILL) 682 if (op->type == SKILL)
704 { 683 {
705 object *tmp;
706
707 for (tmp = op->below; tmp; tmp = tmp->below) 684 for (object *tmp = op->below; tmp; tmp = tmp->below)
708 if (tmp->type == op->type && tmp->name == op->name) 685 if (tmp->type == op->type && tmp->name == op->name)
709 break;
710
711 if (tmp)
712 { 686 {
713 op->destroy (); 687 op->destroy ();
688 LOG (llevError,
714 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); 689 "give_initial_items: Removing duplicate skill %s\n", &tmp->name);
715 continue; 690 break;
716 } 691 }
717 692
718 if (op->nrof > 1) 693 if (op->nrof > 1)
719 op->nrof = 1; 694 op->nrof = 1;
720 } 695 }
721 696
722 if (op->type == SPELLBOOK && op->inv) 697 if (op->type == SPELLBOOK && op->inv)
723 {
724 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); 698 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
725 }
726 699
727 /* Give starting characters identified, uncursed, and undamned 700 /* Give starting characters identified, uncursed, and undamned
728 * 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
729 * merged properly. 702 * merged properly.
730 */ 703 */
731 if (need_identify (op)) 704 if (need_identify (op))
732 { 705 {
733 SET_FLAG (op, FLAG_IDENTIFIED); 706 SET_FLAG (op, FLAG_IDENTIFIED);
734 CLEAR_FLAG (op, FLAG_CURSED); 707 CLEAR_FLAG (op, FLAG_CURSED);
735 CLEAR_FLAG (op, FLAG_DAMNED); 708 CLEAR_FLAG (op, FLAG_DAMNED);
736 } 709 }
710
737 if (op->type == SPELL) 711 if (op->type == SPELL)
738 { 712 {
739 op->destroy (); 713 op->destroy ();
740 continue; 714 continue;
741 } 715 }
743 { 717 {
744 SET_FLAG (op, FLAG_CAN_USE_SKILL); 718 SET_FLAG (op, FLAG_CAN_USE_SKILL);
745 op->stats.exp = 0; 719 op->stats.exp = 0;
746 op->level = 1; 720 op->level = 1;
747 } 721 }
748 /* lock all 'normal items by default */ 722 else /* lock all 'normal items by default */
749 else
750 SET_FLAG (op, FLAG_INV_LOCKED); 723 SET_FLAG (op, FLAG_INV_LOCKED);
751 } /* for loop of objects in player inv */ 724 } /* for loop of objects in player inv */
752 725
753 /* Need to set up the skill pointers */ 726 /* Need to set up the skill pointers */
754 link_player_skills (pl); 727 pl->contr->link_skills ();
755} 728}
756 729
757void 730void
758get_party_password (object *op, partylist *party) 731get_party_password (object *op, partylist *party)
759{ 732{
774roll_stat (void) 747roll_stat (void)
775{ 748{
776 int a[4], i, j, k; 749 int a[4], i, j, k;
777 750
778 for (i = 0; i < 4; i++) 751 for (i = 0; i < 4; i++)
779 a[i] = (int) RANDOM () % 6 + 1; 752 a[i] = (int) rndm (6) + 1;
780 753
781 for (i = 0, j = 0, k = 7; i < 4; i++) 754 for (i = 0, j = 0, k = 7; i < 4; i++)
782 if (a[i] < k) 755 if (a[i] < k)
783 k = a[i], j = i; 756 k = a[i], j = i;
784 757
790} 763}
791 764
792void 765void
793object::roll_stats () 766object::roll_stats ()
794{ 767{
795 int statsort [7]; 768 int statsort [NUM_STATS];
796 769
797 for (;;) 770 for (;;)
798 { 771 {
799 int sum = 0; 772 int sum = 0;
800 for (int i = 7; i--; ) 773 for (int i = NUM_STATS; i--; )
801 sum += statsort [i] = roll_stat (); 774 sum += statsort [i] = roll_stat ();
802 775
803 if (sum >= 82 && sum <= 116) 776 if (sum >= 82 && sum <= 116)
804 break; 777 break;
805 } 778 }
806 779
807 // Sort the stats so that rerolling is easier... 780 // Sort the stats so that rerolling is easier...
808 std::sort (statsort, statsort + 7, std::greater<int>()); 781 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
809 782
783 for (int i = 0; i < NUM_STATS; ++i)
810 stats.Str = statsort[0]; 784 stats.stat (i) = statsort [i];
811 stats.Dex = statsort[1];
812 stats.Con = statsort[2];
813 stats.Int = statsort[3];
814 stats.Wis = statsort[4];
815 stats.Pow = statsort[5];
816 stats.Cha = statsort[6];
817 785
818 stats.exp = 0; 786 stats.exp = 0;
819 stats.ac = 0; 787 stats.ac = 0;
820 788
821 stats.hp = stats.maxhp; 789 stats.hp = stats.maxhp;
833} 801}
834 802
835void 803void
836object::swap_stats (int a, int b) 804object::swap_stats (int a, int b)
837{ 805{
838 int tmp = get_attr_value (&contr->orig_stats, a); 806 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
839 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
840 set_attr_value (&contr->orig_stats, b, tmp);
841 807
808 for (int i = 0; i < NUM_STATS; ++i)
842 stats.Str = contr->orig_stats.Str; 809 stats.stat (i) = contr->orig_stats.stat (i);
843 stats.Dex = contr->orig_stats.Dex;
844 stats.Con = contr->orig_stats.Con;
845 stats.Int = contr->orig_stats.Int;
846 stats.Wis = contr->orig_stats.Wis;
847 stats.Pow = contr->orig_stats.Pow;
848 stats.Cha = contr->orig_stats.Cha;
849 810
850 //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,
851 // be merged with the similar code in roll_stats 812 // be merged with the similar code in roll_stats
852 stats.ac = 0; 813 stats.ac = 0;
853 814
872static void 833static void
873start_info (object *op) 834start_info (object *op)
874{ 835{
875 char buf[MAX_BUF]; 836 char buf[MAX_BUF];
876 837
877 sprintf (buf, "Welcome to Crossfire v%s!", VERSION); 838 sprintf (buf, "Welcome to Deliantra v%s!", VERSION);
878 new_draw_info (NDI_UNIQUE, 0, op, buf); 839 new_draw_info (NDI_UNIQUE, 0, op, buf);
879 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
880 //new_draw_info (NDI_UNIQUE, 0, op, " ");
881} 840}
882 841
883/* This function takes the key that is passed, and does the 842/* This function takes the key that is passed, and does the
884 * appropriate action with it (change race, or other things). 843 * appropriate action with it (change race, or other things).
885 * The function name is for historical reasons - now we have 844 * The function name is for historical reasons - now we have
886 * separate race and class; this actually changes the RACE, 845 * separate race and class; this actually changes the RACE,
887 * not the class. 846 * not the class.
888 */ 847 */
889int 848void
890key_change_class (object *op, char key) 849player::chargen_race_done ()
891{ 850{
892 int tmp_loop;
893
894 if (key == 'd' || key == 'D')
895 {
896 char buf[MAX_BUF];
897
898 /* this must before then initial items are given */ 851 /* this must before then initial items are given */
899 esrv_new_player (op->contr, op->weight + op->carrying); 852 esrv_new_player (ob->contr);
900 853
901 treasurelist *tl = find_treasurelist ("starting_wealth"); 854 treasurelist *tl = treasurelist::find ("starting_wealth");
902 if (tl) 855 if (tl)
903 create_treasure (tl, op, 0, 0, 0); 856 create_treasure (tl, ob, 0, 0, 0);
904 857
905 INVOKE_PLAYER (BIRTH, op->contr); 858 INVOKE_PLAYER (BIRTH, ob->contr);
906 INVOKE_PLAYER (LOGIN, op->contr); 859 INVOKE_PLAYER (LOGIN, ob->contr);
907 860
908 op->contr->ns->state = ST_PLAYING; 861 ob->contr->ns->state = ST_PLAYING;
909 862
910 if (op->msg) 863 if (ob->msg)
911 op->msg = NULL; 864 ob->msg = 0;
912 865
913 /* We create this now because some of the unique maps will need it
914 * to save here.
915 */
916 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name);
917 make_path_to_file (buf);
918
919#ifdef AUTOSAVE
920 op->contr->last_save_tick = pticks;
921#endif
922 start_info (op); 866 start_info (ob);
923 CLEAR_FLAG (op, FLAG_WIZ); 867 CLEAR_FLAG (ob, FLAG_WIZ);
924 give_initial_items (op, op->randomitems); 868 give_initial_items (ob, ob->randomitems);
925 link_player_skills (op);
926 esrv_send_inventory (op, op); 869 esrv_send_inventory (ob, ob);
927 op->update_stats (); 870 ob->update_stats ();
928 871
929 /* This moves the player to a different start map, if there 872 /* This moves the player to a different start map, if there
930 * is one for this race 873 * is one for this race
931 */ 874 */
932 if (*first_map_ext_path) 875 if (*first_map_ext_path)
933 { 876 ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y);
934 object *tmp;
935 char mapname[MAX_BUF];
936
937 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &op->arch->name);
938 tmp = object::create ();
939 EXIT_PATH (tmp) = mapname;
940 EXIT_X (tmp) = op->x;
941 EXIT_Y (tmp) = op->y;
942 op->enter_exit (tmp); /* we don't really care if it succeeded;
943 * if the map isn't there, then stay on the
944 * default initial map */
945 tmp->destroy ();
946 }
947 else 877 else
948 LOG (llevDebug, "first_map_ext_path not set\n"); 878 LOG (llevDebug, "first_map_ext_path not set\n");
879}
949 880
950 return 0; 881void
951 } 882player::chargen_race_next ()
952 883{
953 /* Following actually changes the race - this is the default command 884 /* Following actually changes the race - this is the default command
954 * if we don't match with one of the options above. 885 * if we don't match with one of the options above.
955 */ 886 */
956 887
957 tmp_loop = 0; 888 do
958 while (!tmp_loop)
959 { 889 {
960 shstr name = op->name; 890 shstr name = ob->name;
961 int x = op->x, y = op->y; 891 int x = ob->x, y = ob->y;
962 892
963 op->remove_statbonus (); 893 ob->remove_statbonus ();
964 op->remove (); 894 ob->remove ();
965 op->arch = get_player_archetype (op->arch); 895 ob->arch = get_player_archetype (ob->arch);
966 op->arch->clone.copy_to (op); 896 ob->arch->copy_to (ob);
967 op->instantiate (); 897 ob->instantiate ();
968 op->stats = op->contr->orig_stats; 898 ob->stats = ob->contr->orig_stats;
969 op->name = op->name_pl = name; 899 ob->name = ob->name_pl = name;
970 op->x = x; 900 ob->x = x;
971 op->y = y; 901 ob->y = y;
972 SET_ANIMATION (op, 2); /* So player faces south */ 902 SET_ANIMATION (ob, 2); /* So player faces south */
973 insert_ob_in_map (op, op->map, op, 0); 903 insert_ob_in_map (ob, ob->map, ob, 0);
974 assign (op->contr->title, op->arch->clone.name); 904 assign (ob->contr->title, ob->arch->object::name);
975 op->add_statbonus (); 905 ob->add_statbonus ();
976 tmp_loop = allowed_class (op);
977 } 906 }
907 while (!allowed_class (ob));
978 908
979 update_object (op, UP_OBJ_FACE); 909 update_object (ob, UP_OBJ_FACE);
980 esrv_update_item (UPD_FACE, op, op); 910 esrv_update_item (UPD_FACE, ob, ob);
981 op->update_stats (); 911 ob->update_stats ();
982 op->stats.hp = op->stats.maxhp; 912 ob->stats.hp = ob->stats.maxhp;
983 op->stats.sp = op->stats.maxsp; 913 ob->stats.sp = ob->stats.maxsp;
984 op->stats.grace = 0; 914 ob->stats.grace = 0;
985
986 if (op->msg)
987 new_draw_info (NDI_BLUE, 0, op, op->msg);
988
989 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
990 return 0;
991} 915}
992 916
993void 917void
994flee_player (object *op) 918flee_player (object *op)
995{ 919{
1001 LOG (llevDebug, "Fleeing player is dead.\n"); 925 LOG (llevDebug, "Fleeing player is dead.\n");
1002 CLEAR_FLAG (op, FLAG_SCARED); 926 CLEAR_FLAG (op, FLAG_SCARED);
1003 return; 927 return;
1004 } 928 }
1005 929
1006 if (op->enemy == NULL) 930 if (!op->enemy)
1007 { 931 {
1008 LOG (llevDebug, "Fleeing player had no enemy.\n"); 932 LOG (llevDebug, "Fleeing player had no enemy.\n");
1009 CLEAR_FLAG (op, FLAG_SCARED); 933 CLEAR_FLAG (op, FLAG_SCARED);
1010 return; 934 return;
1011 } 935 }
1012 936
1013 /* Seen some crashes here. Since we don't store an
1014 * op->enemy_count, it is possible that something destroys the
1015 * actual enemy, and the object is recycled.
1016 */
1017 if (op->enemy->map == NULL)
1018 {
1019 CLEAR_FLAG (op, FLAG_SCARED);
1020 op->enemy = NULL;
1021 return;
1022 }
1023
1024 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))
1025 { 938 {
1026 op->enemy = NULL; 939 op->enemy = NULL;
1027 CLEAR_FLAG (op, FLAG_SCARED); 940 CLEAR_FLAG (op, FLAG_SCARED);
1028 return; 941 return;
1031 get_rangevector (op, op->enemy, &rv, 0); 944 get_rangevector (op, op->enemy, &rv, 0);
1032 945
1033 dir = absdir (4 + rv.direction); 946 dir = absdir (4 + rv.direction);
1034 for (diff = 0; diff < 3; diff++) 947 for (diff = 0; diff < 3; diff++)
1035 { 948 {
1036 int m = 1 - (RANDOM () & 2); 949 int m = 1 - rndm (2) * 2;
1037 950
1038 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)))
1039 return; 952 return;
1040 } 953 }
1041 954
1042 /* Cornered, get rid of scared */ 955 /* Cornered, get rid of scared */
1043 CLEAR_FLAG (op, FLAG_SCARED); 956 CLEAR_FLAG (op, FLAG_SCARED);
1044 op->enemy = NULL; 957 op->enemy = NULL;
1045} 958}
1046 959
1047
1048/* 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.
1049 * 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
1050 * stop. 962 * stop.
1051 */ 963 */
1052int 964int
1053check_pick (object *op) 965check_pick (object *op)
1054{ 966{
1055 object *tmp, *next; 967 object *tmp, *next;
1056 int stop = 0; 968 int stop = 0;
1057 int j, k, wvratio; 969 int wvratio;
1058 char putstring[128], tmpstr[16];
1059 970
1060 /* if you're flying, you cna't pick up anything */ 971 /* if you're flying, you cna't pick up anything */
1061 if (op->move_type & MOVE_FLYING) 972 if (op->move_type & MOVE_FLYING)
1062 return 1; 973 return 1;
1063 974
1064 next = op->below; 975 next = op->below;
1065 976
977 int cnt = MAX_ITEM_PER_DROP;
978#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
979
1066 /* 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
1067 * destroyed */ 981 * destroyed */
1068 while (next && !next->destroyed ()) 982 while (next && !next->destroyed ())
1069 { 983 {
1070 tmp = next; 984 tmp = next;
1071 next = tmp->below; 985 next = tmp->below;
1072 986
987 if (cnt <= 0)
988 {
989 op->failmsg ("Couldn't pickup all items at once.");
990 return 0;
991 }
992
1073 if (op->destroyed ()) 993 if (op->destroyed ())
1074 return 0; 994 return 0;
1075 995
1076 if (!can_pick (op, tmp)) 996 if (!can_pick (op, tmp))
1077 continue; 997 continue;
1078 998
1079 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 999 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1080 { 1000 {
1081 if (item_matched_string (op, tmp, op->contr->search_str)) 1001 if (item_matched_string (op, tmp, op->contr->search_str))
1082 pick_up (op, tmp); 1002 CHK_PICK_PICKUP;
1003
1083 continue; 1004 continue;
1084 } 1005 }
1085 1006
1086 /* 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? */
1087 if (!(op->contr->mode & PU_NEWMODE)) 1067 if (op->contr->mode & PU_FOOD)
1068 if (tmp->type == FOOD)
1088 { 1069 {
1089 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)
1090 { 1129 {
1091 case 0: 1130 CHK_PICK_PICKUP;
1092 return 1; /* don't pick up */ 1131 continue;
1093 case 1:
1094 pick_up (op, tmp);
1095 return 1;
1096 case 2:
1097 pick_up (op, tmp);
1098 return 0;
1099 case 3:
1100 return 0; /* stop before pickup */
1101 case 4:
1102 pick_up (op, tmp);
1103 break;
1104 case 5:
1105 pick_up (op, tmp);
1106 stop = 1;
1107 break;
1108 case 6:
1109 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1110 pick_up (op, tmp);
1111 break;
1112
1113 case 7:
1114 if (tmp->type == MONEY || tmp->type == GEM)
1115 pick_up (op, tmp);
1116 break;
1117
1118 default:
1119 /* use value density */
1120 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1121 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1122 pick_up (op, tmp);
1123 } 1132 }
1124 } 1133 }
1125 else 1134
1126 { /* old model */ 1135 /* rings & amulets - talismans seems to be typed AMULET */
1127 /* NEW pickup handling */
1128 if (op->contr->mode & PU_DEBUG) 1136 if (op->contr->mode & PU_JEWELS)
1137 if (tmp->type == RING || tmp->type == AMULET)
1129 { 1138 {
1130 /* some debugging code to figure out item information */ 1139 CHK_PICK_PICKUP;
1131 if (tmp->name != NULL)
1132 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1133 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1134 else
1135 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1136 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1137
1138 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1139 }
1140
1141 /* philosophy:
1142 * It's easy to grab an item type from a pile, as long as it's
1143 * generic. This takes no game-time. For more detailed pickups
1144 * and selections, select-items should be used. This is a
1145 * grab-as-you-run type mode that's really useful for arrows for
1146 * example.
1147 * The drawback: right now it has no frontend, so you need to
1148 * stick the bits you want into a calculator in hex mode and then
1149 * convert to decimal and then 'pickup <#>
1150 */
1151
1152 /* the first two modes are exclusive: if NOTHING we return, if
1153 * STOP then we stop. All the rest are applied sequentially,
1154 * meaning if any test passes, the item gets picked up. */
1155
1156 /* if mode is set to pick nothing up, return */
1157
1158 if (op->contr->mode & PU_NOTHING)
1159 return 1;
1160
1161 /* if mode is set to stop when encountering objects, return */
1162 /* take STOP before INHIBIT since it doesn't actually pick
1163 * anything up */
1164
1165 if (op->contr->mode & PU_STOP)
1166 return 0;
1167
1168 /* useful for going into stores and not losing your settings... */
1169 /* and for battles wher you don't want to get loaded down while
1170 * fighting */
1171 if (op->contr->mode & PU_INHIBIT)
1172 return 1;
1173
1174 /* prevent us from turning into auto-thieves :) */
1175 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1176 continue; 1140 continue;
1141 }
1177 1142
1178 /* ignore known cursed objects */ 1143 /* we don't forget dragon food */
1179 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;
1180 continue; 1148 continue;
1149 }
1181 1150
1182 /* all food and drink if desired */ 1151 /* bows and arrows. Bows are good for selling! */
1183 /* 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
1184 if (op->contr->mode & PU_FOOD) 1188 if (op->contr->mode & PU_BOOTS)
1185 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"))
1186 { 1222 {
1187 pick_up (op, tmp); 1223 CHK_PICK_PICKUP;
1188 continue; 1224 continue;
1189 } 1225 }
1226 }
1190 1227
1228 /* misc stuff that's useful */
1191 if (op->contr->mode & PU_DRINK) 1229 if (op->contr->mode & PU_KEY)
1192 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1230 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1193 { 1231 {
1194 pick_up (op, tmp); 1232 CHK_PICK_PICKUP;
1195 continue; 1233 continue;
1196 } 1234 }
1197 1235
1236 /* any of the last 4 bits set means we use the ratio for value
1237 * pickups */
1198 if (op->contr->mode & PU_POTION) 1238 if (op->contr->mode & PU_RATIO)
1199 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
1200 { 1243 */
1201 pick_up (op, tmp);
1202 continue;
1203 }
1204
1205 /* spellbooks, skillscrolls and normal books/scrolls */
1206 if (op->contr->mode & PU_SPELLBOOK)
1207 if (tmp->type == SPELLBOOK)
1208 {
1209 pick_up (op, tmp);
1210 continue;
1211 }
1212
1213 if (op->contr->mode & PU_SKILLSCROLL)
1214 if (tmp->type == SKILLSCROLL)
1215 {
1216 pick_up (op, tmp);
1217 continue;
1218 }
1219
1220 if (op->contr->mode & PU_READABLES)
1221 if (tmp->type == BOOK || tmp->type == SCROLL)
1222 {
1223 pick_up (op, tmp);
1224 continue;
1225 }
1226
1227 /* wands/staves/rods/horns */
1228 if (op->contr->mode & PU_MAGIC_DEVICE)
1229 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1230 {
1231 pick_up (op, tmp);
1232 continue;
1233 }
1234
1235 /* pick up all magical items */
1236 if (op->contr->mode & PU_MAGICAL) 1244 wvratio = op->contr->mode & PU_RATIO;
1237 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)
1238 {
1239 pick_up (op, tmp);
1240 continue;
1241 }
1242
1243 if (op->contr->mode & PU_VALUABLES)
1244 { 1246 {
1245 if (tmp->type == MONEY || tmp->type == GEM) 1247#if 0
1248 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1249 if (tmp->name != NULL)
1246 { 1250 {
1247 pick_up (op, tmp); 1251 fprintf (stderr, "%s", tmp->name);
1248 continue;
1249 } 1252 }
1250 }
1251
1252 /* rings & amulets - talismans seems to be typed AMULET */
1253 if (op->contr->mode & PU_JEWELS)
1254 if (tmp->type == RING || tmp->type == AMULET)
1255 {
1256 pick_up (op, tmp);
1257 continue;
1258 }
1259
1260 /* we don't forget dragon food */
1261 if (op->contr->mode & PU_FLESH)
1262 if (tmp->type == FLESH)
1263 {
1264 pick_up (op, tmp);
1265 continue;
1266 }
1267
1268 /* bows and arrows. Bows are good for selling! */
1269 if (op->contr->mode & PU_BOW)
1270 if (tmp->type == BOW)
1271 {
1272 pick_up (op, tmp);
1273 continue;
1274 }
1275
1276 if (op->contr->mode & PU_ARROW)
1277 if (tmp->type == ARROW)
1278 {
1279 pick_up (op, tmp);
1280 continue;
1281 }
1282
1283 /* all kinds of armor etc. */
1284 if (op->contr->mode & PU_ARMOUR)
1285 if (tmp->type == ARMOUR)
1286 {
1287 pick_up (op, tmp);
1288 continue;
1289 }
1290
1291 if (op->contr->mode & PU_HELMET)
1292 if (tmp->type == HELMET)
1293 {
1294 pick_up (op, tmp);
1295 continue;
1296 }
1297
1298 if (op->contr->mode & PU_SHIELD)
1299 if (tmp->type == SHIELD)
1300 {
1301 pick_up (op, tmp);
1302 continue;
1303 }
1304
1305 if (op->contr->mode & PU_BOOTS)
1306 if (tmp->type == BOOTS)
1307 {
1308 pick_up (op, tmp);
1309 continue;
1310 }
1311
1312 if (op->contr->mode & PU_GLOVES)
1313 if (tmp->type == GLOVES)
1314 {
1315 pick_up (op, tmp);
1316 continue;
1317 }
1318
1319 if (op->contr->mode & PU_CLOAK)
1320 if (tmp->type == CLOAK)
1321 {
1322 pick_up (op, tmp);
1323 continue;
1324 }
1325
1326 /* hoping to catch throwing daggers here */
1327 if (op->contr->mode & PU_MISSILEWEAPON)
1328 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1329 {
1330 pick_up (op, tmp);
1331 continue;
1332 }
1333
1334 /* careful: chairs and tables are weapons! */
1335 if (op->contr->mode & PU_ALLWEAPON)
1336 {
1337 if (tmp->type == WEAPON && tmp->name != NULL)
1338 {
1339 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1340 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1341 {
1342 pick_up (op, tmp);
1343 continue;
1344 }
1345 }
1346
1347 if (tmp->type == WEAPON && tmp->name == NULL)
1348 {
1349 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1350 {
1351 pick_up (op, tmp);
1352 continue;
1353 }
1354 }
1355 }
1356
1357 /* misc stuff that's useful */
1358 if (op->contr->mode & PU_KEY)
1359 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1360 {
1361 pick_up (op, tmp);
1362 continue;
1363 }
1364
1365 /* any of the last 4 bits set means we use the ratio for value
1366 * pickups */
1367 if (op->contr->mode & PU_RATIO)
1368 {
1369 /* use value density to decide what else to grab */
1370 /* >=7 was >= op->contr->mode */
1371 /* >=7 is the old standard setting. Now we take the last 4 bits
1372 * and multiply them by 5, giving 0..15*5== 5..75 */
1373 wvratio = (op->contr->mode & PU_RATIO) * 5;
1374 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1375 {
1376 pick_up (op, tmp);
1377#if 0
1378 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1379 if (tmp->name != NULL)
1380 {
1381 fprintf (stderr, "%s", tmp->name);
1382 }
1383 else 1253 else
1384 fprintf (stderr, "%s", tmp->arch->name); 1254 fprintf (stderr, "%s", tmp->arch->archname);
1385 fprintf (stderr, ",%d] = ", tmp->type); 1255 fprintf (stderr, ",%d] = ", tmp->type);
1386 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))));
1387#endif 1257#endif
1258 CHK_PICK_PICKUP;
1388 continue; 1259 continue;
1389 }
1390 } 1260 }
1391 } /* the new pickup model */ 1261 } /* the new pickup model */
1392 } 1262 }
1393 1263
1394 return !stop; 1264 return !stop;
1400 * found object is returned. 1270 * found object is returned.
1401 */ 1271 */
1402object * 1272object *
1403find_arrow (object *op, const char *type) 1273find_arrow (object *op, const char *type)
1404{ 1274{
1405 object *tmp = NULL;
1406
1407 for (op = op->inv; op; op = op->below) 1275 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1408 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1409 tmp = find_arrow (op, type);
1410 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);
1411 return op; 1284 return arrow;
1285 }
1286
1412 return tmp; 1287 return 0;
1413} 1288}
1414 1289
1415/* 1290/*
1416 * 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
1417 * 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
1418 * 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
1419 * 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.
1420 */ 1295 */
1421
1422object * 1296object *
1423find_better_arrow (object *op, object *target, const char *type, int *better) 1297find_better_arrow (object *op, object *target, shstr_cmp type, int *better)
1424{ 1298{
1425 object *tmp = NULL, *arrow, *ntmp; 1299 object *tmp = NULL, *arrow, *ntmp;
1426 int attacknum, attacktype, betterby = 0, i; 1300 int attacknum, attacktype, betterby = 0, i;
1427 1301
1428 if (!type) 1302 if (!type)
1432 { 1306 {
1433 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))
1434 { 1308 {
1435 i = 0; 1309 i = 0;
1436 ntmp = find_better_arrow (arrow, target, type, &i); 1310 ntmp = find_better_arrow (arrow, target, type, &i);
1311
1437 if (i > betterby) 1312 if (i > betterby)
1438 { 1313 {
1439 tmp = ntmp; 1314 tmp = ntmp;
1440 betterby = i; 1315 betterby = i;
1441 } 1316 }
1442 } 1317 }
1443 else if (arrow->type == ARROW && arrow->race == type) 1318 else if (arrow->type == ARROW && arrow->race == type)
1444 { 1319 {
1445 /* allways prefer assasination/slaying */ 1320 /* allways prefer assasination/slaying */
1446 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race)) 1321 if (target->race && arrow->slaying.contains (target->race))
1447 { 1322 {
1448 if (arrow->attacktype & AT_DEATH) 1323 if (arrow->attacktype & AT_DEATH)
1449 { 1324 {
1450 *better = 100; 1325 *better = 100;
1451 return arrow; 1326 return arrow;
1459 else 1334 else
1460 { 1335 {
1461 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1336 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1462 { 1337 {
1463 attacktype = 1 << attacknum; 1338 attacktype = 1 << attacknum;
1464 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1339 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1465 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)
1466 { 1341 {
1467 tmp = arrow; 1342 tmp = arrow;
1468 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;
1469 } 1344 }
1470 } 1345 }
1346
1471 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1347 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1472 { 1348 {
1473 tmp = arrow; 1349 tmp = arrow;
1474 betterby = 2 + arrow->magic + arrow->stats.dam; 1350 betterby = 2 + arrow->magic + arrow->stats.dam;
1475 } 1351 }
1352
1476 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) 1353 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1477 { 1354 {
1478 tmp = arrow; 1355 tmp = arrow;
1479 betterby = 1 + arrow->magic + arrow->stats.dam; 1356 betterby = 1 + arrow->magic + arrow->stats.dam;
1480 } 1357 }
1481 } 1358 }
1482 } 1359 }
1483 } 1360 }
1361
1484 if (tmp == NULL && arrow == NULL) 1362 if (tmp == NULL && arrow == NULL)
1485 return find_arrow (op, type); 1363 return find_arrow (op, type);
1486 1364
1487 *better = betterby; 1365 *better = betterby;
1488 return tmp; 1366 return tmp;
1492 * find_better_arrow to find a decent arrow to use. 1370 * find_better_arrow to find a decent arrow to use.
1493 * op = the shooter 1371 * op = the shooter
1494 * type = bow->race 1372 * type = bow->race
1495 * dir = fire direction 1373 * dir = fire direction
1496 */ 1374 */
1497
1498object * 1375object *
1499pick_arrow_target (object *op, const char *type, int dir) 1376pick_arrow_target (object *op, shstr_cmp type, int dir)
1500{ 1377{
1501 object *tmp = NULL; 1378 object *tmp = NULL;
1502 maptile *m; 1379 maptile *m;
1503 int i, mflags, found, number; 1380 int i, mflags, found, number;
1504 sint16 x, y; 1381 sint16 x, y;
1519 for (i = 0, found = 0; i < 20; i++) 1396 for (i = 0, found = 0; i < 20; i++)
1520 { 1397 {
1521 x += freearr_x[dir]; 1398 x += freearr_x[dir];
1522 y += freearr_y[dir]; 1399 y += freearr_y[dir];
1523 mflags = get_map_flags (m, &m, x, y, &x, &y); 1400 mflags = get_map_flags (m, &m, x, y, &x, &y);
1401
1524 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) 1402 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1525 { 1403 {
1526 tmp = NULL; 1404 tmp = 0;
1527 break; 1405 break;
1528 } 1406 }
1529 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)
1530 { 1408 {
1531 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1409 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1532 * perhaps a bad assumption. 1410 * perhaps a bad assumption.
1533 */ 1411 */
1534 tmp = NULL; 1412 tmp = 0;
1535 break; 1413 break;
1536 } 1414 }
1415
1537 if (mflags & P_IS_ALIVE) 1416 if (mflags & P_IS_ALIVE)
1538 {
1539 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)
1540 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 1418 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1541 {
1542 found++;
1543 break;
1544 }
1545 if (found)
1546 break; 1419 break;
1547 }
1548 } 1420 }
1549 if (tmp == NULL) 1421
1422 if (!tmp)
1550 return find_arrow (op, type); 1423 return find_arrow (op, type);
1551 1424
1552 if (tmp->head) 1425 if (tmp->head)
1553 tmp = tmp->head; 1426 tmp = tmp->head;
1554 1427
1567 */ 1440 */
1568int 1441int
1569fire_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)
1570{ 1443{
1571 object *left, *bow; 1444 object *left, *bow;
1572 int bowspeed, mflags; 1445 int mflags;
1573 maptile *m; 1446 maptile *m;
1574 1447
1575 if (!dir) 1448 if (!dir)
1576 { 1449 {
1577 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!");
1578 return 0; 1451 return 0;
1579 } 1452 }
1580 1453
1581 if (op->type == PLAYER) 1454 if (op->contr)
1582 bow = op->contr->ranges[range_bow]; 1455 bow = op->current_weapon;
1583 else 1456 else
1584 { 1457 {
1585 for (bow = op->inv; bow; bow = bow->below) 1458 for (bow = op->inv; bow; bow = bow->below)
1586 /* 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
1587 * 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.
1592 if (!bow) 1465 if (!bow)
1593 { 1466 {
1594 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1467 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1595 return 0; 1468 return 0;
1596 } 1469 }
1470
1471 // optimisation: move object to top so we will find it quickly again
1472 if (bow->below)
1473 {
1474 bow->remove ();
1475 op->insert (bow);
1476 }
1597 } 1477 }
1598 1478
1599 if (!bow->race || !bow->skill) 1479 if (!bow->race || !bow->skill)
1600 { 1480 {
1601 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1481 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1602 return 0; 1482 return 0;
1603 } 1483 }
1604
1605 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1606
1607 /* penalize ROF for bestarrow */
1608 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1609 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1610
1611 if (bowspeed < 1)
1612 bowspeed = 1;
1613 1484
1614 if (arrow == NULL) 1485 if (arrow == NULL)
1615 { 1486 {
1616 if ((arrow = find_arrow (op, bow->race)) == NULL) 1487 if ((arrow = find_arrow (op, bow->race)) == NULL)
1617 { 1488 {
1618 if (op->type == PLAYER) 1489 if (op->type == PLAYER)
1619 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1490 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1620 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1491 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1621 else 1492 else
1622 CLEAR_FLAG (op, FLAG_READY_BOW); 1493 CLEAR_FLAG (op, FLAG_READY_BOW);
1494
1623 return 0; 1495 return 0;
1624 } 1496 }
1625 } 1497 }
1626 1498
1627 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1499 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1635 } 1507 }
1636 1508
1637 /* this should not happen, but sometimes does */ 1509 /* this should not happen, but sometimes does */
1638 if (arrow->nrof == 0) 1510 if (arrow->nrof == 0)
1639 { 1511 {
1512 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1640 arrow->destroy (); 1513 arrow->destroy ();
1641 return 0; 1514 return 0;
1642 } 1515 }
1643 1516
1644 left = arrow; /* these are arrows left to the player */ 1517 left = arrow; /* these are arrows left to the player */
1645 arrow = get_split_ob (arrow, 1); 1518 arrow = arrow->split ();
1646 if (!arrow) 1519 if (!arrow)
1647 { 1520 {
1648 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1521 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1649 return 0; 1522 return 0;
1650 } 1523 }
1651 1524
1652 arrow->set_owner (op); 1525 arrow->set_owner (op);
1653 arrow->skill = bow->skill; 1526 arrow->skill = bow->skill;
1654 arrow->direction = dir; 1527 arrow->direction = dir;
1655 1528
1529 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1530 arrow->stats.hp = arrow->stats.dam;
1531 arrow->stats.grace = arrow->attacktype;
1532
1533 if (arrow->slaying)
1534 arrow->spellarg = strdup (arrow->slaying);
1535
1536#if 0
1537 if (player *pl = op->contr)
1538 {
1539 float speed = pl->weapon_sp;
1540
1541 /* penalize ROF for bestarrow */
1542 if (pl->bowtype == bow_bestarrow)
1543 speed *= .9f;
1544 else
1545 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1546
1547 op->speed_left += speed - op->speed;
1548 }
1549#endif
1550
1551 SET_ANIMATION (arrow, arrow->direction);
1552
1553 /* update the speed */
1554 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1555 + bow->stats.dam / 7.f;
1556
1557 arrow->set_speed (max (arrow->speed, 2.f));
1558 arrow->speed_left = 0;
1559
1560 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1561
1656 if (op->type == PLAYER) 1562 if (op->type == PLAYER)
1657 { 1563 {
1658 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1659 op->update_stats ();
1660 }
1661
1662 SET_ANIMATION (arrow, arrow->direction);
1663 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1664 arrow->stats.hp = arrow->stats.dam;
1665 arrow->stats.grace = arrow->attacktype;
1666 if (arrow->slaying != NULL)
1667 arrow->spellarg = strdup (arrow->slaying);
1668
1669 /* Note that this was different for monsters - they got their level
1670 * added to the damage. I think the strength bonus is more proper.
1671 */
1672
1673 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1674
1675 /* update the speed */
1676 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1677 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1678
1679 arrow->set_speed (max (arrow->speed, 1.0));
1680 arrow->speed_left = 0;
1681
1682 if (op->type == PLAYER)
1683 {
1684 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1685 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1686 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1687
1688 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; 1564 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1565 wc -= dex_bonus[op->stats.Dex];
1566
1567 if (!arrow->slaying)
1568 arrow->slaying = op->slaying;
1569
1570 arrow->attacktype |= op->attacktype;
1689 } 1571 }
1690 else 1572 else
1691 { 1573 {
1692 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1693 arrow->level = op->level; 1574 arrow->level = op->level;
1694 } 1575 arrow->stats.wc -= bow->magic;
1695 1576
1696 if (arrow->attacktype == AT_PHYSICAL) 1577 if (!arrow->slaying)
1578 arrow->slaying = bow->slaying;
1579
1697 arrow->attacktype |= bow->attacktype; 1580 arrow->attacktype |= bow->attacktype;
1581 }
1698 1582
1699 if (bow->slaying) 1583 wc -= arrow->level;
1700 arrow->slaying = bow->slaying; 1584 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1701 1585
1586 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1702 arrow->move_type = MOVE_FLY_LOW; 1587 arrow->move_type = MOVE_FLY_LOW;
1703 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1588 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1704 1589
1705 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1590 op->play_sound (sound_find ("fire_arrow"));
1706 m->insert (arrow, sx, sy, op); 1591 m->insert (arrow, sx, sy, op);
1707 1592
1708 if (!arrow->destroyed ()) 1593 if (!arrow->destroyed ())
1709 move_arrow (arrow); 1594 move_arrow (arrow);
1710
1711 if (op->type == PLAYER)
1712 {
1713 if (left->destroyed ())
1714 esrv_del_item (op->contr, left->count);
1715 else
1716 esrv_send_item (op, left);
1717 }
1718 1595
1719 return 1; 1596 return 1;
1720} 1597}
1721 1598
1722/* Special fire code for players - this takes into 1599/* Special fire code for players - this takes into
1727 * hence the function name. 1604 * hence the function name.
1728 */ 1605 */
1729int 1606int
1730player_fire_bow (object *op, int dir) 1607player_fire_bow (object *op, int dir)
1731{ 1608{
1732 int ret = 0, wcmod = 0; 1609 int ret;
1733 1610
1734 if (op->contr->bowtype == bow_bestarrow) 1611 if (op->contr->bowtype == bow_bestarrow)
1735 { 1612 {
1736 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y); 1613 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1737 } 1614 }
1738 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1615 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1739 { 1616 {
1740 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1617 int wcmod = similar_direction (dir, op->contr->bowtype - bow_n + 1) ? 0 : -1;
1741 wcmod = -1;
1742
1743 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1618 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1744 } 1619 }
1745 else if (op->contr->bowtype == bow_threewide) 1620 else if (op->contr->bowtype == bow_threewide)
1746 { 1621 {
1747 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);
1748 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]); 1623 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]);
1749 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]); 1624 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1750 } 1625 }
1751 else if (op->contr->bowtype == bow_spreadshot) 1626 else if (op->contr->bowtype == bow_spreadshot)
1752 { 1627 {
1753 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1628 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1754 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); 1629 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1755 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); 1630 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1756
1757 } 1631 }
1758 else 1632 else
1759 { 1633 {
1760 /* Simple case */ 1634 /* Simple case */
1761 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1635 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1762 } 1636 }
1637
1763 return ret; 1638 return ret;
1764} 1639}
1765
1766 1640
1767/* Fires a misc (wand/rod/horn) object in 'dir'. 1641/* Fires a misc (wand/rod/horn) object in 'dir'.
1768 * Broken apart from 'fire' to keep it more readable. 1642 * Broken apart from 'fire' to keep it more readable.
1769 */ 1643 */
1770void 1644void
1771fire_misc_object (object *op, int dir) 1645fire_misc_object (object *op, int dir)
1772{ 1646{
1773 object *item; 1647 object *item = op->contr->ranged_ob;
1774 1648
1775 if (!op->contr->ranges[range_misc]) 1649 if (!item)
1776 { 1650 {
1777 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); 1651 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1778 return; 1652 return;
1779 } 1653 }
1780 1654
1781 item = op->contr->ranges[range_misc];
1782 if (!item->inv) 1655 if (!item->inv)
1783 { 1656 {
1784 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1657 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1785 return; 1658 return;
1786 } 1659 }
1660
1661 if (!op->change_weapon (item))
1662 return;
1663
1787 if (item->type == WAND) 1664 if (item->type == WAND)
1788 { 1665 {
1789 if (item->stats.food <= 0) 1666 if (item->stats.food <= 0)
1790 { 1667 {
1791 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1668 op->contr->play_sound (sound_find ("wand_poof"));
1792 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); 1669 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1670
1793 return; 1671 return;
1794 } 1672 }
1795 } 1673 }
1796 else if (item->type == ROD || item->type == HORN) 1674 else if (item->type == ROD || item->type == HORN)
1797 { 1675 {
1798 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1676 sint16 spell_sp = MAX (item->inv->stats.sp, item->inv->stats.grace);
1677
1678 // using the maximum of the rods charge allows at least one spell cast
1679 // for a rod or horn, this fixes some broken rods.
1680 if (item->stats.hp < MIN (spell_sp, item->stats.maxhp))
1799 { 1681 {
1800 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1682 op->contr->play_sound (sound_find ("wand_poof"));
1683
1801 if (item->type == ROD) 1684 if (item->type == ROD)
1802 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); 1685 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1803 else 1686 else
1804 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1687 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1688
1805 return; 1689 return;
1806 } 1690 }
1807 } 1691 }
1808 1692
1809 if (cast_spell (op, item, dir, item->inv, NULL)) 1693 if (cast_spell (op, item, dir, item->inv, NULL))
1810 { 1694 {
1811 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */ 1695 item->flag [FLAG_BEEN_APPLIED] = true; /* You now know something about it */
1696
1812 if (item->type == WAND) 1697 if (item->type == WAND)
1813 { 1698 {
1814 if (!(--item->stats.food)) 1699 if (!(--item->stats.food))
1815 { 1700 {
1816 object *tmp; 1701 object *tmp;
1817 1702
1818 if (item->arch) 1703 if (item->arch)
1819 { 1704 {
1820 CLEAR_FLAG (item, FLAG_ANIMATE); 1705 CLEAR_FLAG (item, FLAG_ANIMATE);
1821 item->face = item->arch->clone.face; 1706 item->face = item->arch->face;
1822 item->set_speed (0); 1707 item->set_speed (0);
1823 } 1708 }
1824 1709
1825 if ((tmp = item->in_player ())) 1710 if (object *pl = item->visible_to ())
1826 esrv_update_item (UPD_ANIM, tmp, item); 1711 esrv_update_item (UPD_ANIM, pl, item);
1827 } 1712 }
1828 } 1713 }
1829 else if (item->type == ROD || item->type == HORN) 1714 else if (item->type == ROD || item->type == HORN)
1830 drain_rod_charge (item); 1715 drain_rod_charge (item);
1831 } 1716 }
1832} 1717}
1833 1718
1834/* Received a fire command for the player - go and do it. 1719/* Received a fire command for the player - go and do it.
1835 */ 1720 */
1836void 1721bool
1837fire (object *op, int dir) 1722fire (object *op, int dir)
1838{ 1723{
1839 int spellcost = 0; 1724 int spellcost = 0;
1725
1726 player *pl = op->contr;
1727
1728 if (pl->golem)
1729 {
1730 control_golem (op->contr->golem, dir);
1731 return false;
1732 }
1733
1734 object *ob = pl->ranged_ob;
1735
1736 if (!ob)
1737 return false;
1738
1739 if (op->speed_left > 0.f)
1740 --op->speed_left;
1741 else
1742 return false;
1743
1744 if (!op->change_weapon (ob))
1745 return false;
1840 1746
1841 /* check for loss of invisiblity/hide */ 1747 /* check for loss of invisiblity/hide */
1842 if (action_makes_visible (op)) 1748 if (action_makes_visible (op))
1843 make_visible (op); 1749 make_visible (op);
1844 1750
1845 switch (op->contr->shoottype) 1751 switch (ob->type)
1846 { 1752 {
1847 case range_none: 1753 case BOW:
1848 return;
1849
1850 case range_bow:
1851 player_fire_bow (op, dir); 1754 player_fire_bow (op, dir);
1852 return; 1755 break;
1853 1756
1854 case range_magic: /* Casting spells */ 1757 case SPELL:
1855 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0)); 1758 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
1856 return; 1759 break;
1857 1760
1858 case range_misc: 1761 case BUILDER:
1762 apply_map_builder (op, dir);
1763 break;
1764
1765 case SKILL:
1766 do_skill (op, op, ob, dir, 0);
1767 break;
1768
1769 default:
1859 fire_misc_object (op, dir); 1770 fire_misc_object (op, dir);
1860 return; 1771 break;
1861
1862 case range_golem: /* Control summoned monsters from scrolls */
1863 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
1864 {
1865 op->contr->ranges[range_golem] = 0;
1866 op->contr->shoottype = range_none;
1867 }
1868 else
1869 control_golem (op->contr->ranges[range_golem], dir);
1870 return;
1871
1872 case range_skill:
1873 if (!op->chosen_skill)
1874 {
1875 if (op->type == PLAYER)
1876 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
1877 return;
1878 }
1879
1880 do_skill (op, op, op->chosen_skill, dir, NULL);
1881 return;
1882 case range_builder:
1883 apply_map_builder (op, dir);
1884 return;
1885 default:
1886 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
1887 return;
1888 } 1772 }
1889}
1890 1773
1891 1774 return true;
1775}
1892 1776
1893/* find_key 1777/* find_key
1894 * We try to find a key for the door as passed. If we find a key 1778 * We try to find a key for the door as passed. If we find a key
1895 * and successfully use it, we return the key, otherwise NULL 1779 * and successfully use it, we return the key, otherwise NULL
1896 * This function merges both normal and locked door, since the logic 1780 * This function merges both normal and locked door, since the logic
1898 * pl is the player, 1782 * pl is the player,
1899 * inv is the objects inventory to searched 1783 * inv is the objects inventory to searched
1900 * door is the door we are trying to match against. 1784 * door is the door we are trying to match against.
1901 * This function can be called recursively to search containers. 1785 * This function can be called recursively to search containers.
1902 */ 1786 */
1903
1904object * 1787object *
1905find_key (object *pl, object *container, object *door) 1788find_key (object *pl, object *container, object *door)
1906{ 1789{
1907 object *tmp, *key; 1790 object *tmp, *key;
1908 1791
1909 /* Should not happen, but sanity checking is never bad */ 1792 /* Should not happen, but sanity checking is never bad */
1910 if (container->inv == NULL) 1793 if (!container->inv)
1911 return NULL; 1794 return 0;
1912 1795
1913 /* First, lets try to find a key in the top level inventory */ 1796 /* First, lets try to find a key in the top level inventory */
1914 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1797 for (tmp = container->inv; tmp; tmp = tmp->below)
1915 { 1798 {
1916 if (door->type == DOOR && tmp->type == KEY) 1799 if (door->type == DOOR && tmp->type == KEY)
1917 break; 1800 break;
1918 /* For sanity, we should really check door type, but other stuff 1801 /* For sanity, we should really check door type, but other stuff
1919 * (like containers) can be locked with special keys 1802 * (like containers) can be locked with special keys
1920 */ 1803 */
1921 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1804 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1922 break; 1805 break;
1923 } 1806 }
1807
1924 /* No key found - lets search inventories now */ 1808 /* No key found - lets search inventories now */
1925 /* If we find and use a key in an inventory, return at that time. 1809 /* If we find and use a key in an inventory, return at that time.
1926 * otherwise, if we search all the inventories and still don't find 1810 * otherwise, if we search all the inventories and still don't find
1927 * a key, return 1811 * a key, return
1928 */ 1812 */
1929 if (!tmp) 1813 if (!tmp)
1930 { 1814 {
1931 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1815 for (tmp = container->inv; tmp; tmp = tmp->below)
1932 { 1816 {
1933 /* No reason to search empty containers */ 1817 /* No reason to search empty containers */
1934 if (tmp->type == CONTAINER && tmp->inv) 1818 if (tmp->type == CONTAINER && tmp->inv)
1935 { 1819 {
1936 if ((key = find_key (pl, tmp, door)) != NULL) 1820 if ((key = find_key (pl, tmp, door)))
1937 return key; 1821 return key;
1938 } 1822 }
1939 } 1823 }
1824
1940 if (!tmp) 1825 if (!tmp)
1941 return NULL; 1826 return NULL;
1942 } 1827 }
1828
1943 /* We get down here if we have found a key. Now if its in a container, 1829 /* We get down here if we have found a key. Now if its in a container,
1944 * see if we actually want to use it 1830 * see if we actually want to use it
1945 */ 1831 */
1946 if (pl != container) 1832 if (pl != container)
1947 { 1833 {
1961 * Change the color so that the message doesn't disappear with 1847 * Change the color so that the message doesn't disappear with
1962 * all the others. 1848 * all the others.
1963 */ 1849 */
1964 if (pl->contr->usekeys == key_inventory || 1850 if (pl->contr->usekeys == key_inventory ||
1965 !QUERY_FLAG (container, FLAG_APPLIED) || 1851 !QUERY_FLAG (container, FLAG_APPLIED) ||
1966 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys")))) 1852 (pl->contr->usekeys == keyrings && container->race != shstr_keys))
1967 { 1853 {
1968 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1854 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1969 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); 1855 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1970 return NULL; 1856 return NULL;
1971 } 1857 }
1972 } 1858 }
1859
1973 return tmp; 1860 return tmp;
1974} 1861}
1975 1862
1976/* moved door processing out of move_player_attack. 1863/* moved door processing out of move_player_attack.
1977 * returns 1 if player has opened the door with a key 1864 * returns 1 if player has opened the door with a key
1979 * 0 otherwise 1866 * 0 otherwise
1980 */ 1867 */
1981static int 1868static int
1982player_attack_door (object *op, object *door) 1869player_attack_door (object *op, object *door)
1983{ 1870{
1984 /* If its a door, try to find a use a key. If we do destroy the door, 1871 /* If its a door, try to find a key. If we do destroy the door,
1985 * might as well return immediately as there is nothing more to do - 1872 * might as well return immediately as there is nothing more to do -
1986 * otherwise, we fall through to the rest of the code. 1873 * otherwise, we fall through to the rest of the code.
1987 */ 1874 */
1988 object *key = find_key (op, op, door); 1875 object *key = find_key (op, op, door);
1989 1876
1990 /* IF we found a key, do some extra work */ 1877 /* If we found a key, do some extra work */
1991 if (key) 1878 if (key)
1992 { 1879 {
1993 object *container = key->env; 1880 object *container = key->env;
1994 1881
1995 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1996 if (action_makes_visible (op)) 1882 if (action_makes_visible (op))
1997 make_visible (op); 1883 make_visible (op);
1884
1998 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1885 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1999 spring_trap (door->inv, op); 1886 spring_trap (door->inv, op);
1887
2000 if (door->type == DOOR) 1888 if (door->type == DOOR)
2001 {
2002 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1889 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
2003 }
2004 else if (door->type == LOCKED_DOOR) 1890 else if (door->type == LOCKED_DOOR)
2005 { 1891 {
2006 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1892 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN);
2007 remove_door2 (door); /* remove door without violence ;-) */ 1893 remove_door2 (door); /* remove door without violence ;-) */
2008 } 1894 }
1895
2009 /* Do this after we print the message */ 1896 /* Do this after we print the message */
2010 decrease_ob (key); /* Use up one of the keys */ 1897 key->decrease (); /* Use up one of the keys */
2011 /* Need to update the weight the container the key was in */ 1898
2012 if (container != op)
2013 esrv_update_item (UPD_WEIGHT, op, container);
2014 return 1; /* Nothing more to do below */ 1899 return 1; /* Nothing more to do below */
2015 } 1900 }
2016 else if (door->type == LOCKED_DOOR) 1901 else if (door->type == LOCKED_DOOR)
2017 { 1902 {
2018 /* Might as well return now - no other way to open this */ 1903 /* Might as well return now - no other way to open this */
2019 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1904 op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door...");
2020 return 1; 1905 return 1;
2021 } 1906 }
1907
2022 return 0; 1908 return 0;
2023} 1909}
2024 1910
2025/* This function is just part of a breakup from move_player. 1911/* This function is just part of a breakup from move_player.
2026 * It should keep the code cleaner. 1912 * It should keep the code cleaner.
2027 * When this is called, the players direction has been updated 1913 * When this is called, the players direction has been updated
2028 * (taking into account confusion.) The player is also actually 1914 * (taking into account confusion.) The player is also actually
2029 * going to try and move (not fire weapons). 1915 * going to try and move (not fire weapons).
2030 */ 1916 */
2031void 1917bool
2032move_player_attack (object *op, int dir) 1918move_player_attack (object *op, int dir)
2033{ 1919{
2034 object *tmp, *mon;
2035 sint16 nx, ny;
2036 int on_battleground; 1920 int on_battleground;
2037 maptile *m;
2038 1921
2039 nx = freearr_x[dir] + op->x; 1922 sint16 nx = freearr_x[dir] + op->x;
2040 ny = freearr_y[dir] + op->y; 1923 sint16 ny = freearr_y[dir] + op->y;
2041 1924
2042 on_battleground = op_on_battleground (op, 0, 0); 1925 on_battleground = op_on_battleground (op, 0, 0);
1926
1927 if (out_of_map (op->map, nx, ny))
1928 return false;
1929
1930 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
1931 {
1932 --op->speed_left;
1933 return true;
1934 }
2043 1935
2044 /* If braced, or can't move to the square, and it is not out of the 1936 /* If braced, or can't move to the square, and it is not out of the
2045 * map, attack it. Note order of if statement is important - don't 1937 * map, attack it. Note order of if statement is important - don't
2046 * want to be calling move_ob if braced, because move_ob will move the 1938 * want to be calling move_ob if braced, because move_ob will move the
2047 * player. This is a pretty nasty hack, because if we could 1939 * player. This is a pretty nasty hack, because if we could
2048 * move to some space, it then means that if we are braced, we should 1940 * move to some space, it then means that if we are braced, we should
2049 * do nothing at all. As it is, if we are braced, we go through 1941 * do nothing at all. As it is, if we are braced, we go through
2050 * quite a bit of processing. However, it probably is less than what 1942 * quite a bit of processing. However, it probably is less than what
2051 * move_ob uses. 1943 * move_ob uses.
2052 */ 1944 */
2053 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) 1945 maptile *m = op->map->xy_find (nx, ny);
1946
1947 /* Go through all the objects, and find ones of interest. Only stop if
1948 * we find a monster - that is something we know we want to attack.
1949 * if its a door or barrel (can roll) see if there may be monsters
1950 * on the space
1951 */
1952 object *mon;
1953 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
1954 {
1955 if ((mon->flag [FLAG_ALIVE]
1956 || mon->type == LOCKED_DOOR
1957 || mon->flag [FLAG_CAN_ROLL])
1958 && mon != op)
1959 break;
2054 { 1960 }
2055 if (OUT_OF_REAL_MAP (op->map, nx, ny)) 1961
1962 if (!mon) /* This happens anytime the player tries to move */
1963 return false; /* into a wall */
1964
1965 mon = mon->head_ ();
1966
1967 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
1968 if (op->contr->weapon_sp_left > 0.f)
1969 if (player_attack_door (op, mon))
1970 {
1971 --op->contr->weapon_sp_left;
1972 return true;
2056 { 1973 }
2057 m = op->map->xy_find (nx, ny); 1974
2058 if (!m) 1975 /* The following deals with possibly attacking peaceful
2059 return; /* Don't think this should happen */ 1976 * or friendly creatures. Basically, all players are considered
1977 * unaggressive. If the moving player has peaceful set, then the
1978 * object should be pushed instead of attacked. It is assumed that
1979 * if you are braced, you will not attack friends accidently,
1980 * and thus will not push them.
1981 */
1982
1983 /* If the creature is a pet, push it even if the player is not
1984 * peaceful. Our assumption is the creature is a pet if the
1985 * player owns it and it is either friendly or unagressive.
1986 */
1987 if (op->type == PLAYER
1988 && ((mon->owner && mon->owner->contr
1989 && same_party (mon->owner->contr->party, op->contr->party))
1990 || mon->owner == op)
1991 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
1992 {
1993 /* If we're braced, we don't want to switch places with it */
1994 if (op->contr->braced)
1995 return false;
1996
1997 if (op->speed_left > 0.f)
1998 {
1999 --op->speed_left;
2000
2001 op->play_sound (sound_find ("push_player"));
2002 push_ob (mon, dir, op);
2003
2004 if (action_makes_visible (op))
2005 make_visible (op);
2006
2007 return true;
2060 } 2008 }
2061 else 2009 else
2062 m = op->map;
2063
2064 if (!(tmp = m->at (nx, ny).bot))
2065 return; 2010 return false;
2011 }
2066 2012
2067 mon = 0;
2068 /* Go through all the objects, and find ones of interest. Only stop if
2069 * we find a monster - that is something we know we want to attack.
2070 * if its a door or barrel (can roll) see if there may be monsters
2071 * on the space
2072 */
2073 while (tmp)
2074 {
2075 if (tmp == op)
2076 {
2077 tmp = tmp->above;
2078 continue;
2079 }
2080
2081 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2082 {
2083 mon = tmp;
2084 break;
2085 }
2086
2087 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2088 mon = tmp;
2089
2090 tmp = tmp->above;
2091 }
2092
2093 if (!mon) /* This happens anytime the player tries to move */
2094 return; /* into a wall */
2095
2096 if (mon->head)
2097 mon = mon->head;
2098
2099 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2100 if (player_attack_door (op, mon))
2101 return;
2102
2103 /* The following deals with possibly attacking peaceful
2104 * or frienddly creatures. Basically, all players are considered
2105 * unaggressive. If the moving player has peaceful set, then the
2106 * object should be pushed instead of attacked. It is assumed that
2107 * if you are braced, you will not attack friends accidently,
2108 * and thus will not push them.
2109 */
2110
2111 /* If the creature is a pet, push it even if the player is not
2112 * peaceful. Our assumption is the creature is a pet if the
2113 * player owns it and it is either friendly or unagressive.
2114 */
2115 if ((op->type == PLAYER)
2116#if COZY_SERVER
2117 &&
2118 ((mon->owner && mon->owner->contr
2119 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op)
2120#else
2121 && mon->owner == op
2122#endif
2123 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2124 {
2125 /* If we're braced, we don't want to switch places with it */
2126 if (op->contr->braced)
2127 return;
2128
2129 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2130 (void) push_ob (mon, dir, op);
2131 if (op->contr->tmp_invis || op->hide)
2132 make_visible (op);
2133
2134 return;
2135 }
2136
2137 /* in certain circumstances, you shouldn't attack friendly 2013 /* in certain circumstances, you shouldn't attack friendly
2138 * creatures. Note that if you are braced, you can't push 2014 * creatures. Note that if you are braced, you can't push
2139 * someone, but put it inside this loop so that you won't 2015 * someone, but put it inside this loop so that you won't
2140 * attack them either. 2016 * attack them either.
2141 */ 2017 */
2142 if ((mon->type == PLAYER || mon->enemy != op) && 2018 if ((mon->type == PLAYER || mon->enemy != op)
2143 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2019 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2144#ifdef PROHIBIT_PLAYERKILL
2145 (op->contr->peaceful 2020 && ((op->contr->peaceful
2146 || (mon->type == PLAYER 2021 || (mon->type == PLAYER && mon->contr->peaceful))
2147 && mon->contr->
2148 peaceful)) &&
2149#else
2150 op->contr->peaceful &&
2151#endif
2152 !on_battleground)) 2022 && !on_battleground))
2023 {
2024 if (op->speed_left > 0.f)
2153 { 2025 {
2026 --op->speed_left;
2027
2154 if (!op->contr->braced) 2028 if (!op->contr->braced)
2155 { 2029 {
2156 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2030 op->play_sound (sound_find ("push_player"));
2157 push_ob (mon, dir, op); 2031 push_ob (mon, dir, op);
2158 } 2032 }
2159 else 2033 else
2160 new_draw_info (0, 0, op, "You withhold your attack"); 2034 op->statusmsg ("You withhold your attack");
2161 2035
2162 if (op->contr->tmp_invis || op->hide) 2036 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
2163 make_visible (op); 2037 make_visible (op);
2164 }
2165 2038
2039 return true;
2040 }
2041 }
2166 /* If the object is a boulder or other rollable object, then 2042 /* If the object is a boulder or other rollable object, then
2167 * roll it if not braced. You can't roll it if you are braced. 2043 * roll it if not braced. You can't roll it if you are braced.
2168 */ 2044 */
2169 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 2045 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2046 {
2047 if (op->speed_left > 0.f)
2170 { 2048 {
2049 --op->speed_left;
2050
2171 recursive_roll (mon, dir, op); 2051 recursive_roll (mon, dir, op);
2172 if (action_makes_visible (op)) 2052 if (action_makes_visible (op))
2173 make_visible (op); 2053 make_visible (op);
2174 }
2175 2054
2055 return true;
2056 }
2057 }
2176 /* Any generic living creature. Including things like doors. 2058 /* Any generic living creature. Including things like doors.
2177 * Way it works is like this: First, it must have some hit points 2059 * Way it works is like this: First, it must have some hit points
2178 * and be living. Then, it must be one of the following: 2060 * and be living. Then, it must be one of the following:
2179 * 1) Not a player, 2) A player, but of a different party. Note 2061 * 1) Not a player, 2) A player, but of a different party. Note
2180 * that party_number -1 is no party, so attacks can still happen. 2062 * that party_number -1 is no party, so attacks can still happen.
2181 */ 2063 */
2182 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2064 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2183 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 2065 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2184 { 2066 {
2185 2067 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2186 /* If the player hasn't hit something this tick, and does
2187 * so, give them speed boost based on weapon speed. Doing
2188 * it here is better than process_players2, which basically
2189 * incurred a 1 tick offset.
2190 */
2191 if (!op->contr->has_hit)
2192 { 2068 {
2193 op->speed_left += op->speed / op->contr->weapon_sp; 2069 --op->contr->weapon_sp_left;
2194
2195 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2196 }
2197 2070
2198 skill_attack (mon, op, 0, 0, 0); 2071 skill_attack (mon, op, 0, 0, 0);
2199
2200 /* If attacking another player, that player gets automatic
2201 * hitback, and doesn't loose luck either.
2202 * Disable hitback on the battleground or if the target is
2203 * the wiz.
2204 */
2205 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2206 {
2207 short luck = mon->stats.luck;
2208
2209 mon->contr->has_hit = 1;
2210 skill_attack (op, mon, 0, 0, 0);
2211 mon->stats.luck = luck;
2212 }
2213 2072
2214 if (action_makes_visible (op)) 2073 if (action_makes_visible (op))
2215 make_visible (op); 2074 make_visible (op);
2216 }
2217 } /* if player should attack something */
2218}
2219 2075
2220int 2076 return true;
2077 }
2078 }
2079
2080 return false;
2081}
2082
2083bool
2221move_player (object *op, int dir) 2084move_player (object *op, int dir)
2222{ 2085{
2223 int pick; 2086 int pick;
2224 2087
2225 if (!op->map || op->map->in_memory != MAP_IN_MEMORY) 2088 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2226 return 0; 2089 return 0;
2227 2090
2228 /* Sanity check: make sure dir is valid */ 2091 /* Sanity check: make sure dir is valid */
2229 if ((dir < 0) || (dir >= 9)) 2092 if ((dir < 0) || (dir >= 9))
2230 { 2093 {
2232 return 0; 2095 return 0;
2233 } 2096 }
2234 2097
2235 /* peterm: added following line */ 2098 /* peterm: added following line */
2236 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2099 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2237 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2100 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2238 2101
2239 op->facing = dir; 2102 op->facing = dir;
2240 2103
2241 if (op->hide) 2104 if (op->flag [FLAG_HIDDEN])
2242 do_hidden_move (op); 2105 do_hidden_move (op);
2243 2106
2107 bool retval;
2108
2244 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2109 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2245 /*nop */ ; 2110 retval = RESULT_INT (0);
2246 else if (op->contr->fire_on) 2111 else if (op->contr->fire_on)
2247 fire (op, dir); 2112 retval = fire (op, dir);
2248 else 2113 else
2249 { 2114 {
2250 move_player_attack (op, dir); 2115 retval = move_player_attack (op, dir);
2251 pick = check_pick (op); 2116 pick = check_pick (op);
2252 } 2117 }
2253 2118
2254 /* Add special check for newcs players and fire on - this way, the 2119 /* Add special check for newcs players and fire on - this way, the
2255 * server can handle repeat firing. 2120 * server can handle repeat firing.
2262 /* Update how the player looks. Use the facing, so direction may 2127 /* Update how the player looks. Use the facing, so direction may
2263 * get reset to zero. This allows for full animation capabilities 2128 * get reset to zero. This allows for full animation capabilities
2264 * for players. 2129 * for players.
2265 */ 2130 */
2266 animate_object (op, op->facing); 2131 animate_object (op, op->facing);
2267 return 0; 2132
2133 return retval;
2268} 2134}
2269 2135
2270/* This is similar to handle_player, below, but is only used by the 2136/* This is similar to handle_player, below, but is only used by the
2271 * new client/server stuff. 2137 * new client/server stuff.
2272 * This is sort of special, in that the new client/server actually uses 2138 * This is sort of special, in that the new client/server actually uses
2273 * the new speed values for commands. 2139 * the new speed values for commands.
2274 * 2140 *
2275 * Returns true if there are more actions we can do. 2141 * Returns true if there are more actions we can do. Should not do
2142 * many actions in a row, as that would be too unfair to other
2143 * players.
2276 */ 2144 */
2277int 2145bool
2278handle_newcs_player (object *op) 2146handle_newcs_player (object *op)
2279{ 2147{
2280 if (op->contr->hidden)
2281 {
2282 op->invisible = 1000;
2283 /* the socket code flashes the player visible/invisible
2284 * depending on the value of invisible, so we need to
2285 * alternate it here for it to work correctly.
2286 */
2287 if (pticks & 2)
2288 op->invisible--;
2289 }
2290 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2291 {
2292 op->invisible--;
2293 if (!op->invisible)
2294 {
2295 make_visible (op);
2296 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2297 }
2298 }
2299
2300 if (QUERY_FLAG (op, FLAG_SCARED)) 2148 if (QUERY_FLAG (op, FLAG_SCARED))
2301 { 2149 {
2302 flee_player (op); 2150 if (op->speed_left > 0.f)
2303 /* If player is still scared, that is his action for this tick */
2304 if (QUERY_FLAG (op, FLAG_SCARED))
2305 { 2151 {
2306 op->speed_left--; 2152 --op->speed_left;
2153 flee_player (op);
2154
2307 return 0; 2155 return true;
2308 } 2156 }
2157 else
2158 return false;
2309 } 2159 }
2310
2311 /* I've been seeing crashes where the golem has been destroyed, but
2312 * the player object still points to the defunct golem. The code that
2313 * destroys the golem looks correct, and it doesn't always happen, so
2314 * put this in a a workaround to clean up the golem pointer.
2315 */
2316 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2317 op->contr->ranges[range_golem] = 0;
2318 2160
2319 /* call this here - we also will call this in do_ericserver, but 2161 /* call this here - we also will call this in do_ericserver, but
2320 * the players time has been increased when doericserver has been 2162 * the players time has been increased when doericserver has been
2321 * called, so we recheck it here. 2163 * called, so we recheck it here.
2322 */ 2164 */
2323 if (op->contr->ns->handle_command ()) 2165 if (op->contr->ns->handle_command ())
2324 return 1; 2166 return true;
2325 2167
2326 if (op->speed_left > 0)
2327 {
2328 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2168 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2329 {
2330 /* All move commands take 1 tick, at least for now */
2331 op->speed_left--;
2332
2333 /* Instead of all the stuff below, let move_player take care
2334 * of it. Also, some of the skill stuff is only put in
2335 * there, as well as the confusion stuff.
2336 */
2337 move_player (op, op->direction); 2169 return move_player (op, op->direction);
2338 2170
2339 return op->speed_left > 0;
2340 }
2341 }
2342
2343 return 0; 2171 return false;
2344} 2172}
2345 2173
2346int 2174int
2347save_life (object *op) 2175save_life (object *op)
2348{ 2176{
2350 return 0; 2178 return 0;
2351 2179
2352 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2180 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2353 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2181 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2354 { 2182 {
2355 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2183 op->play_sound (sound_find ("ob_evaporate"));
2356 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); 2184 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2357
2358 if (op->contr)
2359 esrv_del_item (op->contr, tmp->count);
2360 2185
2361 tmp->destroy (); 2186 tmp->destroy ();
2362 CLEAR_FLAG (op, FLAG_LIFESAVE); 2187 CLEAR_FLAG (op, FLAG_LIFESAVE);
2363 2188
2364 if (op->stats.hp < 0) 2189 if (op->stats.hp < 0)
2377 return 0; 2202 return 0;
2378} 2203}
2379 2204
2380/* This goes throws the inventory and removes unpaid objects, and puts them 2205/* This goes throws the inventory and removes unpaid objects, and puts them
2381 * back in the map (location and map determined by values of env). This 2206 * back in the map (location and map determined by values of env). This
2382 * function will descend into containers. op is the object to start the search 2207 * function will descend into containers. op is the object to start the search
2383 * from. 2208 * from.
2384 */ 2209 */
2210static void
2211drop_unpaid_items (object *op, object *env)
2212{
2213 while (op)
2214 {
2215 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2216
2217 if (QUERY_FLAG (op, FLAG_UNPAID))
2218 op->insert_at (env);
2219 else if (op->inv)
2220 drop_unpaid_items (op->inv, env);
2221
2222 op = next;
2223 }
2224}
2225
2385void 2226void
2386remove_unpaid_objects (object *op, object *env) 2227object::drop_unpaid_items ()
2387{ 2228{
2388 object *next; 2229 if (!flag [FLAG_REMOVED])
2389 2230 ::drop_unpaid_items (inv, this);
2390 while (op)
2391 {
2392 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2393
2394 if (QUERY_FLAG (op, FLAG_UNPAID))
2395 {
2396 if (env->type == PLAYER)
2397 esrv_del_item (env->contr, op->count);
2398
2399 op->insert_at (env);
2400 }
2401 else if (op->inv)
2402 remove_unpaid_objects (op->inv, env);
2403
2404 op = next;
2405 }
2406} 2231}
2407 2232
2408/* 2233/*
2409 * Returns pointer a static string containing gravestone text 2234 * Returns pointer a static string containing gravestone text
2410 * Moved from apply.c to player.c - player.c is what 2235 * Moved from apply.c to player.c - player.c is what
2411 * actually uses this function. player.c may not be quite the 2236 * actually uses this function. player.c may not be quite the
2412 * best, a misc file for object actions is probably better, 2237 * best, a misc file for object actions is probably better,
2413 * but there isn't one in the server directory. 2238 * but there isn't one in the server directory.
2414 */ 2239 */
2415char * 2240const char *
2416gravestone_text (object *op) 2241gravestone_text (object *op)
2417{ 2242{
2418 static char buf2[MAX_BUF]; 2243 static dynbuf_text buf;
2419 char buf[MAX_BUF];
2420 time_t now = time (NULL);
2421 2244
2422 strcpy (buf2, " R.I.P.\n\n"); 2245 buf << "---- R.I.P. ----\n\n"
2246 << op->name;
2247
2423 if (op->type == PLAYER) 2248 if (op->type == PLAYER)
2424 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2249 buf << " the " << op->contr->title;
2425 else
2426 sprintf (buf, "%s\n", &op->name);
2427 2250
2428 strncat (buf2, " ", 20 - strlen (buf) / 2); 2251 buf << "\n\n";
2429 strcat (buf2, buf); 2252
2253 buf << "who was level ";
2254 buf << (sint32)op->level << "\n\n" // OO breakdown
2255 << " when " << (op->contr ? "killed" : "died") << "\n\n";
2256
2430 if (op->type == PLAYER) 2257 if (op->type == PLAYER)
2431 sprintf (buf, "who was in level %d when killed\n", op->level); 2258 buf << "by " << op->contr->killer_name () << ".\n\n";
2432 else
2433 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2434 2259
2435 strncat (buf2, " ", 20 - strlen (buf) / 2);
2436 strcat (buf2, buf);
2437 if (op->type == PLAYER)
2438 { 2260 {
2439 sprintf (buf, "by %s.\n\n", op->contr->killer); 2261 static char buf2[128];
2440 strncat (buf2, " ", 21 - strlen (buf) / 2); 2262 time_t now = time (NULL);
2441 strcat (buf2, buf);
2442 }
2443
2444 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2263 strftime (buf2, 128, "%b %d %Y\n\n", localtime (&now));
2445 strncat (buf2, " ", 20 - strlen (buf) / 2); 2264 buf << buf2;
2446 strcat (buf2, buf); 2265 }
2447 2266
2448 return buf2; 2267 return buf;
2449} 2268}
2450 2269
2451void 2270void
2452do_some_living (object *op) 2271do_some_living (object *op)
2453{ 2272{
2460 int rate_grace = 2000; 2279 int rate_grace = 2000;
2461 const int max_hp = 1; 2280 const int max_hp = 1;
2462 const int max_sp = 1; 2281 const int max_sp = 1;
2463 const int max_grace = 1; 2282 const int max_grace = 1;
2464 2283
2465 if (op->contr->outputs_sync) 2284 if (op->contr->hidden)
2285 {
2286 op->invisible = 1000;
2287 /* the socket code flashes the player visible/invisible
2288 * depending on the value of invisible, so we need to
2289 * alternate it here for it to work correctly.
2290 */
2291 if (pticks & 2)
2292 op->invisible--;
2466 { 2293 }
2467 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2294 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2468 if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks) 2295 {
2469 flush_output_element (op, &op->contr->outputs[i]); 2296 if (!op->invisible--)
2297 {
2298 make_visible (op);
2299 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2300 }
2470 } 2301 }
2471 2302
2472 if (op->contr->ns->state == ST_PLAYING) 2303 if (op->contr->ns->state == ST_PLAYING)
2473 { 2304 {
2474 /* these next three if clauses make it possible to SLOW DOWN 2305 /* these next three if clauses make it possible to SLOW DOWN
2493 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2324 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2494 else 2325 else
2495 { 2326 {
2496 gen_grace = op->stats.maxgrace; 2327 gen_grace = op->stats.maxgrace;
2497 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2328 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2498 }
2499
2500 /* Regenerate Spell Points */
2501 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0)
2502 {
2503 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2504 if (op->stats.sp < op->stats.maxsp)
2505 {
2506 op->stats.sp++;
2507 /* dms do not consume food */
2508 if (!QUERY_FLAG (op, FLAG_WIZ))
2509 {
2510 op->stats.food--;
2511 if (op->contr->digestion < 0)
2512 op->stats.food += op->contr->digestion;
2513 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2514 op->stats.food = last_food;
2515 }
2516 }
2517
2518 if (max_sp > 1)
2519 {
2520 over_sp = (gen_sp + 10) / rate_sp;
2521 if (over_sp > 0)
2522 {
2523 if (op->stats.sp < op->stats.maxsp)
2524 {
2525 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2526
2527 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2528 op->stats.sp--;
2529
2530 if (op->stats.sp > op->stats.maxsp)
2531 op->stats.sp = op->stats.maxsp;
2532 }
2533 op->last_sp = 0;
2534 }
2535 else
2536 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2537 }
2538 else
2539 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2540 } 2329 }
2541 2330
2542 /* Regenerate Grace */ 2331 /* Regenerate Grace */
2543 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2332 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2544 if (--op->last_grace < 0) 2333 if (--op->last_grace < 0)
2565 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); 2354 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2566 } 2355 }
2567 /* wearing stuff doesn't detract from grace generation. */ 2356 /* wearing stuff doesn't detract from grace generation. */
2568 } 2357 }
2569 2358
2359 if (op->stats.food > 0)
2360 {
2570 /* Regenerate Hit Points */ 2361 /* Regenerate Spell Points */
2571 if (--op->last_heal < 0) 2362 if (!op->contr->golem && --op->last_sp < 0)
2572 {
2573 if (op->stats.hp < op->stats.maxhp)
2574 { 2363 {
2575 op->stats.hp++; 2364 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2576 /* dms do not consume food */ 2365
2577 if (!QUERY_FLAG (op, FLAG_WIZ)) 2366 if (op->stats.sp < op->stats.maxsp)
2578 { 2367 {
2368 op->stats.sp++;
2369
2370 /* dms do not consume food */
2371 if (!QUERY_FLAG (op, FLAG_WIZ))
2372 {
2579 op->stats.food--; 2373 op->stats.food--;
2374
2580 if (op->contr->digestion < 0) 2375 if (op->contr->digestion < 0)
2581 op->stats.food += op->contr->digestion; 2376 op->stats.food += op->contr->digestion;
2582 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2377 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2583 op->stats.food = last_food; 2378 op->stats.food = last_food;
2379 }
2584 } 2380 }
2585 }
2586 2381
2587 if (max_hp > 1) 2382 if (max_sp > 1)
2588 {
2589 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2590 if (over_hp > 0)
2591 { 2383 {
2592 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; 2384 over_sp = (gen_sp + 10) / rate_sp;
2385 if (over_sp > 0)
2386 {
2387 if (op->stats.sp < op->stats.maxsp)
2388 {
2389 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2390
2391 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2392 op->stats.sp--;
2393
2394 if (op->stats.sp > op->stats.maxsp)
2395 op->stats.sp = op->stats.maxsp;
2396 }
2397
2593 op->last_heal = 0; 2398 op->last_sp = 0;
2399 }
2400 else
2401 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2594 } 2402 }
2595 else 2403 else
2404 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2405 }
2406
2407 /* Regenerate Hit Points */
2408 if (--op->last_heal < 0)
2409 {
2410 if (op->stats.hp < op->stats.maxhp)
2596 { 2411 {
2597 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2412 op->stats.hp++;
2413
2414 /* dms do not consume food */
2415 if (!QUERY_FLAG (op, FLAG_WIZ))
2416 {
2417 op->stats.food--;
2418
2419 if (op->contr->digestion < 0)
2420 op->stats.food += op->contr->digestion;
2421 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2422 op->stats.food = last_food;
2423 }
2598 } 2424 }
2425
2426 if (max_hp > 1)
2427 {
2428 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2429
2430 if (over_hp > 0)
2431 {
2432 op->stats.sp += over_hp + (rndm (rate_hp) > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2433 op->last_heal = 0;
2434 }
2435 else
2436 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2599 } 2437 }
2600 else 2438 else
2601 {
2602 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2439 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2603 } 2440 }
2604 } 2441 }
2605 2442
2606 /* Digestion */ 2443 /* Digestion */
2607 if (--op->last_eat < 0) 2444 if (--op->last_eat < 0)
2608 { 2445 {
2609#ifdef COZY_SERVER 2446 int bonus = max (0, op->contr->digestion),
2610 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion; 2447 penalty = max (0, -op->contr->digestion);
2611 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2612#else
2613 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2614#endif
2615 2448
2616 if (op->contr->gen_hp > 0)
2617 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2449 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2618 else
2619 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2620 2450
2621 /* dms do not consume food */ 2451 /* dms do not consume food */
2622 if (!QUERY_FLAG (op, FLAG_WIZ)) 2452 if (!QUERY_FLAG (op, FLAG_WIZ))
2623 op->stats.food--; 2453 op->stats.food--;
2624 } 2454 }
2625 2455
2626 if (op->stats.food < 0 && op->stats.hp >= 0) 2456 if (op->stats.food < 0 && op->stats.hp >= 0)
2627 { 2457 {
2628 object *tmp, *flesh = 0; 2458 object *flesh = 0;
2629 2459
2630 for (tmp = op->inv; tmp; tmp = tmp->below) 2460 for_inv_removable (op, tmp)
2631 { 2461 {
2632 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2462 if (QUERY_FLAG (tmp, FLAG_UNPAID))
2463 continue;
2464
2465 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2633 { 2466 {
2634 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2467 op->statusmsg ("You blindly grab for a bite of food. "
2635 { 2468 "H<To prevent you from starving, you ate some random item from your backpack.>");
2636 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2637 manual_apply (op, tmp, 0); 2469 manual_apply (op, tmp, 0);
2470
2638 if (op->stats.food >= 0 || op->stats.hp < 0) 2471 if (op->stats.food >= 0 || op->stats.hp < 0)
2639 break; 2472 break;
2640 } 2473 }
2641 else if (tmp->type == FLESH) 2474 else if (tmp->type == FLESH)
2642 flesh = tmp; 2475 flesh = tmp;
2643 } /* End if paid for object */ 2476 }
2644 } /* end of for loop */
2645 2477
2646 /* If player is still starving, it means they don't have any food, so 2478 /* If player is still starving, it means they don't have any food, so
2647 * eat flesh instead. 2479 * eat flesh instead.
2648 */ 2480 */
2649 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2481 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2650 { 2482 {
2651 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2483 op->statusmsg ("You blindly grab for a bite of food. "
2484 "H<To prevent you from starving, you ate some random item from your backpack.>");
2652 manual_apply (op, flesh, 0); 2485 manual_apply (op, flesh, 0);
2653 } 2486 }
2487
2488 // If player is still starving, alert him!
2489 if (op->stats.food < 0)
2490 op->failmsg ("You are starving! "
2491 "H<Eat some food to increase your food and prevent you from an untimely death.>");
2492 }
2493
2494 if (op->stats.food < 0)
2654 } 2495 {
2496 op->stats.hp += op->stats.food;
2497 op->stats.food = 0;
2655 2498
2656 while (op->stats.food < 0 && op->stats.hp >= 0) 2499 if (op->stats.hp < 0)
2657 op->stats.food++, op->stats.hp--; 2500 {
2501 op->contr->killer = archetype::get ("killer_starvation");
2502 op->contr->killer->destroy ();
2503 }
2504 }
2658 2505
2506 /* killer should be set here already */
2659 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2507 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2660 kill_player (op); 2508 kill_player (op);
2661 } 2509 }
2662} 2510}
2663 2511
2667 * file. 2515 * file.
2668 */ 2516 */
2669void 2517void
2670kill_player (object *op) 2518kill_player (object *op)
2671{ 2519{
2672 char buf[MAX_BUF];
2673 int x, y; 2520 int x, y;
2674
2675 //int i;
2676 maptile *map; /* this is for resurrection */ 2521 maptile *map; /* this is for resurrection */
2677
2678 /* int z;
2679 int num_stats_lose;
2680 int lost_a_stat;
2681 int lose_this_stat;
2682 int this_stat; */
2683 int will_kill_again; 2522 int will_kill_again;
2684 archetype *at; 2523 archetype *at;
2685 object *tmp; 2524 object *tmp;
2686 2525
2687 if (save_life (op)) 2526 if (save_life (op))
2688 return; 2527 return;
2689 2528
2529 dynbuf_text deathtab;
2530
2531 /* restore player */
2532 at = archetype::find ("poisoning");
2533 if (object *tmp = present_arch_in_ob (at, op))
2534 {
2535 tmp->destroy ();
2536 deathtab << "Your body feels cleansed...\r";
2537 }
2538
2539 at = archetype::find ("confusion");
2540 if (object *tmp = present_arch_in_ob (at, op))
2541 {
2542 tmp->destroy ();
2543 deathtab << "Your mind feels clearer...\r";
2544 }
2545
2546 cure_disease (op, 0, 0); /* remove any disease */
2547
2548 max_it (op->stats.hp , op->stats.maxhp);
2549 max_it (op->stats.sp , op->stats.maxsp);
2550 max_it (op->stats.grace, op->stats.maxgrace);
2551
2552 if (op->stats.food <= 0)
2553 op->stats.food = 999;
2554
2555 // remove all spell effects that are active
2556 // to avoid long-term effects such as word-of-recall
2557 for (object *item = op->inv; item; )
2558 {
2559 object *next = item->below;
2560
2561 if (item->type == SPELL_EFFECT && item->active)
2562 item->destroy ();
2563
2564 item = next;
2565 }
2690 2566
2691 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2567 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2692 * in cities ONLY!!! It is very important that this doesn't get abused. 2568 * in cities ONLY!!! It is very important that this doesn't get abused.
2693 * Look at op_on_battleground() for more info --AndreasV 2569 * Look at op_on_battleground() for more info --AndreasV
2694 */ 2570 */
2695 if (op_on_battleground (op, &x, &y)) 2571 if (op_on_battleground (op, &x, &y))
2696 { 2572 {
2697 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2573 deathtab << "You almost died in combat, but local medics have saved your life...\r";
2698 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2699
2700 /* restore player */
2701 at = archetype::find ("poisoning");
2702 if (object *tmp = present_arch_in_ob (at, op))
2703 {
2704 tmp->destroy ();
2705 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2706 }
2707
2708 at = archetype::find ("confusion");
2709 if (object *tmp = present_arch_in_ob (at, op))
2710 {
2711 tmp->destroy ();
2712 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2713 }
2714
2715 cure_disease (op, 0); /* remove any disease */
2716 op->stats.hp = op->stats.maxhp;
2717 if (op->stats.food <= 0)
2718 op->stats.food = 999;
2719 2574
2720 /* create a bodypart-trophy to make the winner happy */ 2575 /* create a bodypart-trophy to make the winner happy */
2721 if (object *tmp = arch_to_object (archetype::find ("finger"))) 2576 if (object *tmp = arch_to_object (archetype::find ("finger")))
2722 { 2577 {
2723 sprintf (buf, "%s's finger", &op->name); 2578 tmp->name = format ("%s's finger" , &op->name);
2724 tmp->name = buf; 2579 tmp->name_pl = format ("%s's fingers", &op->name);
2725 sprintf (buf, " This finger has been cut off %s\n"
2726 " the %s, when he was defeated at\n level %d by %s.\n",
2727 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2728 tmp->msg = buf; 2580 tmp->msg = format (
2581 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
2582 &op->name, op->contr->title,
2583 (int)op->level,
2584 op->contr->killer_name ()
2585 );
2729 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2586 tmp->value = 0, tmp->type = 0;
2730 tmp->materialname = NULL; 2587 tmp->materialname = "organics";
2731 tmp->insert_at (op, tmp); 2588 tmp->insert_at (op, tmp);
2732 } 2589 }
2733 2590
2734 /* teleport defeated player to new destination */ 2591 /* teleport defeated player to new destination */
2735 transfer_ob (op, x, y, 0, NULL); 2592 transfer_ob (op, x, y, 0, NULL);
2736 op->contr->braced = 0; 2593 op->contr->braced = 0;
2594
2595 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2737 return; 2596 return;
2738 } 2597 }
2739 2598
2599 deathtab << "You were killed by " << op->contr->killer_name () << ".\n\n";
2600 deathtab << "T<YOU HAVE DIED>\n\n";
2601
2740 INVOKE_PLAYER (DEATH, op->contr); 2602 INVOKE_PLAYER (DEATH, op->contr);
2741 2603
2742 command_kill_pets (op, 0); 2604 command_kill_pets (op, 0);
2743 2605
2744 if (op->stats.food < 0) 2606 op->contr->play_sound (sound_find ("player_dies"));
2745 {
2746 sprintf (buf, "%s starved to death.", &op->name);
2747 strcpy (op->contr->killer, "starvation");
2748 }
2749 else
2750 sprintf (buf, "%s died.", &op->name);
2751
2752 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2753 2607
2754 /* save the map location for corpse, gravestone */ 2608 /* save the map location for corpse, gravestone */
2755 x = op->x; 2609 x = op->x;
2756 y = op->y; 2610 y = op->y;
2757 map = op->map; 2611 map = op->map;
2785 2639
2786 lost_a_stat = 0; 2640 lost_a_stat = 0;
2787 2641
2788 for (z = 0; z < num_stats_lose; z++) 2642 for (z = 0; z < num_stats_lose; z++)
2789 { 2643 {
2790 i = RANDOM () % NUM_STATS; 2644 i = rndm (NUM_STATS);
2791 2645
2792 if (settings.stat_loss_on_death) 2646 if (settings.stat_loss_on_death)
2793 { 2647 {
2794 /* Pick a random stat and take a point off it. Tell the player 2648 /* Pick a random stat and take a point off it. Tell the player
2795 * what he lost. 2649 * what he lost.
2846 } 2700 }
2847 } 2701 }
2848 2702
2849 if (lose_this_stat) 2703 if (lose_this_stat)
2850 { 2704 {
2851 this_stat = get_attr_value (&(dep->stats), i); 2705 this_stat = get_attr_value (&dep->stats, i);
2852 /* We could try to do something clever like find another 2706 /* We could try to do something clever like find another
2853 * stat to reduce if this fails. But chances are, if 2707 * stat to reduce if this fails. But chances are, if
2854 * stats have been depleted to -50, all are pretty low 2708 * stats have been depleted to -50, all are pretty low
2855 * and should be roughly the same, so it shouldn't make a 2709 * and should be roughly the same, so it shouldn't make a
2856 * difference. 2710 * difference.
2864 lost_a_stat = 1; 2718 lost_a_stat = 1;
2865 } 2719 }
2866 } 2720 }
2867 } 2721 }
2868 } 2722 }
2723
2869 /* If no stat lost, tell the player. */ 2724 /* If no stat lost, tell the player. */
2870 if (!lost_a_stat) 2725 if (!lost_a_stat)
2871 { 2726 {
2872 /* determine_god() seems to not work sometimes... why is this? 2727 /* determine_god() seems to not work sometimes... why is this?
2873 Should I be using something else? GD */ 2728 Should I be using something else? GD */
2874 const char *god = determine_god (op); 2729 shstr_tmp god = determine_god (op);
2875 2730
2876 if (god && (strcmp (god, "none"))) 2731 if (god != shstr_none)
2877 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god); 2732 deathtab << "For a brief moment you feel the holy presence of " << god << " protecting you.\r";
2878 else 2733 else
2879 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2734 deathtab << "For a brief moment you feel a holy presence protecting you.\r";
2880 } 2735 }
2881#else 2736#else
2882 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2737 deathtab << "For a brief moment you feel a holy presence protecting you from losing yourself completely.";
2883#endif 2738#endif
2884 2739
2885 /* Put a gravestone up where the character 'almost' died. List the 2740 /* Put a gravestone up where the character 'almost' died. List the
2886 * exp loss on the stone. 2741 * exp loss on the stone.
2887 */ 2742 */
2888 tmp = arch_to_object (archetype::find ("gravestone")); 2743 tmp = arch_to_object (archetype::find ("gravestone"));
2889 sprintf (buf, "%s's gravestone", &op->name); 2744 tmp->name = format ("%s's gravestone", &op->name);
2890 tmp->name = buf; 2745 tmp->name_pl = format ("%s's gravestones", &op->name);
2891 sprintf (buf, "%s's gravestones", &op->name); 2746 tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n",
2892 tmp->name_pl = buf; 2747 &op->name, op->contr->title, op->contr->killer_name ());
2893 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);
2894 tmp->msg = buf;
2895 tmp->x = op->x, tmp->y = op->y; 2748 tmp->x = op->x, tmp->y = op->y;
2896 insert_ob_in_map (tmp, op->map, NULL, 0); 2749 insert_ob_in_map (tmp, op->map, NULL, 0);
2897 2750
2898 /**************************************/ 2751 /**************************************/
2899 /* */ 2752 /* */
2900 /* Subtract the experience points, */ 2753 /* Subtract the experience points, */
2901 /* if we died cause of food, give us */
2902 /* food, and reset HP's... */
2903 /* */ 2754 /* */
2904 /**************************************/ 2755 /**************************************/
2905 2756
2906 /* remove any poisoning and confusion the character may be suffering. */
2907 /* restore player */
2908 at = archetype::find ("poisoning");
2909 tmp = present_arch_in_ob (at, op);
2910
2911 if (tmp)
2912 {
2913 tmp->destroy ();
2914 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2915 }
2916
2917 at = archetype::find ("confusion");
2918 tmp = present_arch_in_ob (at, op);
2919 if (tmp)
2920 {
2921 tmp->destroy ();
2922 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2923 }
2924
2925 cure_disease (op, 0); /* remove any disease */
2926
2927 /*add_exp(op, (op->stats.exp * -0.20)); */ 2757 /*add_exp(op, (op->stats.exp * -0.20)); */
2928 apply_death_exp_penalty (op); 2758 apply_death_exp_penalty (op);
2929 if (op->stats.food < 100)
2930 op->stats.food = 900;
2931 op->stats.hp = op->stats.maxhp;
2932 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2933 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2934 2759
2935 /* 2760 /*
2936 * Check to see if the player is in a shop. IF so, then check to see if
2937 * the player has any unpaid items. If so, remove them and put them back 2761 * Check to see if the player has any unpaid items. If so, remove them
2938 * in the map. 2762 * and put them back in the map.
2939 */ 2763 */
2940 2764 op->drop_unpaid_items ();
2941 if (is_in_shop (op))
2942 remove_unpaid_objects (op->inv, op);
2943 2765
2944 /****************************************/ 2766 /****************************************/
2945 /* */ 2767 /* */
2946 /* Move player to his current respawn- */ 2768 /* Move player to his current respawn- */
2947 /* position (usually last savebed) */ 2769 /* position (usually last savebed) */
2967 object *force; 2789 object *force;
2968 int at; 2790 int at;
2969 2791
2970 force = get_archetype (FORCE_NAME); 2792 force = get_archetype (FORCE_NAME);
2971 /* 50 ticks should be enough time for the spell to abate */ 2793 /* 50 ticks should be enough time for the spell to abate */
2972 force->speed = 0.1; 2794 force->speed = 0.1f;
2973 force->speed_left = -5.0; 2795 force->speed_left = -5.f;
2974 SET_FLAG (force, FLAG_APPLIED); 2796 SET_FLAG (force, FLAG_APPLIED);
2975 for (at = 0; at < NROFATTACKS; at++) 2797 for (at = 0; at < NROFATTACKS; at++)
2976 if (will_kill_again & (1 << at)) 2798 if (will_kill_again & (1 << at))
2977 force->resist[at] = 100; 2799 force->resist[at] = 100;
2978 2800
2979 insert_ob_in_ob (force, op); 2801 insert_ob_in_ob (force, op);
2980 op->update_stats (); 2802 op->update_stats ();
2981
2982 } 2803 }
2983 2804
2984 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2805 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2985} 2806}
2986 2807
2987void 2808void
2988loot_object (object *op) 2809loot_object (object *op)
2989{ /* Grab and destroy some treasure */ 2810{ /* Grab and destroy some treasure */
2990 object *tmp, *tmp2, *next; 2811 object *tmp, *tmp2, *next;
2991 2812
2992 if (op->container) 2813 op->close_container (); /* close open sack first */
2993 esrv_apply_container (op, op->container); /* close open sack first */
2994 2814
2995 for (tmp = op->inv; tmp; tmp = next) 2815 for (tmp = op->inv; tmp; tmp = next)
2996 { 2816 {
2997 next = tmp->below; 2817 next = tmp->below;
2998 2818
2999 if (tmp->invisible) 2819 if (tmp->invisible)
3000 continue; 2820 continue;
3001 2821
3002 tmp->remove (); 2822 tmp->remove ();
3003 tmp->x = op->x, tmp->y = op->y; 2823 tmp->x = op->x, tmp->y = op->y;
2824
3004 if (tmp->type == CONTAINER) 2825 if (tmp->type == CONTAINER)
3005 { /* empty container to ground */ 2826 loot_object (tmp); /* empty container to ground */
3006 loot_object (tmp); 2827
3007 }
3008 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) 2828 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
3009 { 2829 {
3010 if (tmp->nrof > 1) 2830 if (tmp->nrof > 1)
3011 { 2831 {
3012 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2832 tmp->decrease (rndm (1, tmp->nrof - 1));
3013 tmp2->destroy ();
3014 insert_ob_in_map (tmp, op->map, NULL, 0); 2833 insert_ob_in_map (tmp, op->map, NULL, 0);
3015 } 2834 }
3016 else 2835 else
3017 tmp->destroy (); 2836 tmp->destroy ();
3018 } 2837 }
3024/* 2843/*
3025 * fix_weight(): Check recursively the weight of all players, and fix 2844 * fix_weight(): Check recursively the weight of all players, and fix
3026 * what needs to be fixed. Refresh windows and fix speed if anything 2845 * what needs to be fixed. Refresh windows and fix speed if anything
3027 * was changed. 2846 * was changed.
3028 */ 2847 */
3029
3030void 2848void
3031fix_weight (void) 2849fix_weight (void)
3032{ 2850{
3033 for_all_players (pl) 2851 for_all_players (pl)
3034 { 2852 {
3035 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2853 sint32 old = pl->ob->carrying;
3036 2854
3037 if (old == sum) 2855 pl->ob->update_weight ();
3038 continue; 2856
2857 if (old != pl->ob->carrying)
2858 {
3039 pl->ob->update_stats (); 2859 pl->ob->update_stats ();
3040 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 2860 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, (int)old, (int)pl->ob->carrying);
2861 }
3041 } 2862 }
3042} 2863}
3043 2864
3044void 2865void
3045fix_luck (void) 2866fix_luck (void)
3087} 2908}
3088 2909
3089void 2910void
3090make_visible (object *op) 2911make_visible (object *op)
3091{ 2912{
3092 op->hide = 0; 2913 op->flag [FLAG_HIDDEN] = 0;
3093 op->invisible = 0; 2914 op->invisible = 0;
2915
3094 if (op->type == PLAYER) 2916 if (op->type == PLAYER)
3095 { 2917 {
3096 op->contr->tmp_invis = 0; 2918 op->contr->tmp_invis = 0;
3097 op->contr->invis_race = 0; 2919 op->contr->invis_race = 0;
3098 } 2920 }
2921
3099 update_object (op, UP_OBJ_FACE); 2922 update_object (op, UP_OBJ_CHANGE);
3100} 2923}
3101 2924
3102int 2925int
3103is_true_undead (object *op) 2926is_true_undead (object *op)
3104{ 2927{
3105 object *tmp = NULL;
3106
3107 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 2928 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3108 return 1; 2929 return 1;
3109 2930
3110 return 0; 2931 return 0;
3111} 2932}
3112 2933
3113/* look at the surrounding terrain to determine 2934/* look at the surrounding terrain to determine
3114 * the hideability of this object. Positive levels 2935 * the hideability of this object. Positive levels
3115 * indicate greater hideability. 2936 * indicate greater hideability.
3116 */ 2937 */
3117
3118int 2938int
3119hideability (object *ob) 2939hideability (object *ob)
3120{ 2940{
3121 int i, level = 0, mflag; 2941 int i, level = 0, mflag;
3122 sint16 x, y; 2942 sint16 x, y;
3123 2943
3124 if (!ob || !ob->map) 2944 if (!ob || !ob->map)
3125 return 0; 2945 return 0;
3126 2946
3127 /* so, on normal lighted maps, its hard to hide */ 2947 /* so, on normal lighted maps, its hard to hide */
3128 level = ob->map->darkness - 2; 2948 level = ob->map->darklevel () - 2;
3129 2949
3130 /* this also picks up whether the object is glowing. 2950 /* this also picks up whether the object is glowing.
3131 * If you carry a light on a non-dark map, its not 2951 * If you carry a light on a non-dark map, its not
3132 * as bad as carrying a light on a pitch dark map */ 2952 * as bad as carrying a light on a pitch dark map */
3133 if (has_carried_lights (ob)) 2953 if (ob->has_carried_lights ())
3134 level = -(10 + (2 * ob->map->darkness)); 2954 level = -(10 + (2 * ob->map->darklevel ()));
3135 2955
3136 /* scan through all nearby squares for terrain to hide in */ 2956 /* scan through all nearby squares for terrain to hide in */
3137 for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i]) 2957 for (i = 0, x = ob->x, y = ob->y;
2958 i <= SIZEOFFREE1;
2959 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3138 { 2960 {
3139 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); 2961 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3140 if (mflag & P_OUT_OF_MAP) 2962 if (mflag & P_OUT_OF_MAP)
3141 {
3142 continue; 2963 continue;
3143 } 2964
3144 if (mflag & P_BLOCKSVIEW) /* something to hide near! */ 2965 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3145 level += 2; 2966 level += 2;
3146 else /* open terrain! */ 2967 else /* open terrain! */
3147 level -= 1; 2968 level -= 1;
3148 } 2969 }
3156/* For Hidden creatures - a chance of becoming 'unhidden' 2977/* For Hidden creatures - a chance of becoming 'unhidden'
3157 * every time they move - as we subtract off 'invisibility' 2978 * every time they move - as we subtract off 'invisibility'
3158 * AND, for players, if they move into a ridiculously unhideable 2979 * AND, for players, if they move into a ridiculously unhideable
3159 * spot (surrounded by clear terrain in broad daylight). -b.t. 2980 * spot (surrounded by clear terrain in broad daylight). -b.t.
3160 */ 2981 */
3161
3162void 2982void
3163do_hidden_move (object *op) 2983do_hidden_move (object *op)
3164{ 2984{
3165 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 2985 int hide = 0;
3166 object *skop;
3167 2986
3168 if (!op || !op->map) 2987 if (!op || !op->map)
3169 return; 2988 return;
3170 2989
3171 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 2990 object *skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
2991 int num = random_roll (0, 19, op, PREFER_LOW);
3172 2992
3173 /* its *extremely* hard to run and sneak/hide at the same time! */ 2993 /* its *extremely* hard to run and sneak/hide at the same time! */
3174 if (op->type == PLAYER && op->contr->run_on) 2994 if (op->type == PLAYER && op->contr->run_on)
3175 if (!skop || num >= skop->level) 2995 if (!skop || num >= skop->level)
3176 { 2996 {
3186 num -= hide; 3006 num -= hide;
3187 3007
3188 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3008 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3189 { 3009 {
3190 make_visible (op); 3010 make_visible (op);
3011
3191 if (op->type == PLAYER) 3012 if (op->type == PLAYER)
3192 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 3013 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3193 } 3014 }
3194 else if (op->type == PLAYER && skop) 3015 else if (op->type == PLAYER && skop)
3195 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 3016 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3248 * object op. This function works fine for monsters, 3069 * object op. This function works fine for monsters,
3249 * but we dont worry if the object isnt the top one in 3070 * but we dont worry if the object isnt the top one in
3250 * a pile (say a coin under a table would return "viewable" 3071 * a pile (say a coin under a table would return "viewable"
3251 * by this routine). Another question, should we be 3072 * by this routine). Another question, should we be
3252 * concerned with the direction the player is looking 3073 * concerned with the direction the player is looking
3253 * in? Realistically, most of use cant see stuff behind 3074 * in? Realistically, most of us can't see stuff behind
3254 * our backs...on the other hand, does the "facing" direction 3075 * our backs...on the other hand, does the "facing" direction
3255 * imply the way your head, or body is facing? Its possible 3076 * imply the way your head, or body is facing? It's possible
3256 * for them to differ. Sigh, this fctn could get a bit more complex. 3077 * for them to differ. Sigh, this fctn could get a bit more complex.
3257 * -b.t. 3078 * -b.t.
3258 * This function is now map tiling safe. 3079 * This function is now map tiling safe.
3259 */ 3080 */
3260
3261int 3081int
3262player_can_view (object *pl, object *op) 3082player_can_view (object *pl, object *op)
3263{ 3083{
3264 rv_vector rv; 3084 rv_vector rv;
3265 int dx, dy; 3085 int dx, dy;
3277 3097
3278 get_rangevector (pl, op, &rv, 0x1); 3098 get_rangevector (pl, op, &rv, 0x1);
3279 3099
3280 /* starting with the 'head' part, lets loop 3100 /* starting with the 'head' part, lets loop
3281 * through the object and find if it has any 3101 * through the object and find if it has any
3282 * part that is in the los array but isnt on 3102 * part that is in the los array but isn't on
3283 * a blocked los square. 3103 * a blocked los square.
3284 * we use the archetype to figure out offsets. 3104 * we use the archetype to figure out offsets.
3285 */ 3105 */
3286 while (op) 3106 while (op)
3287 { 3107 {
3288 dx = rv.distance_x + op->arch->clone.x; 3108 dx = rv.distance_x + op->arch->x;
3289 dy = rv.distance_y + op->arch->clone.y; 3109 dy = rv.distance_y + op->arch->y;
3290 3110
3291 /* only the viewable area the player sees is updated by LOS 3111 if (pl->contr->blocked_los (dx, dy) != LOS_BLOCKED)
3292 * code, so we need to restrict ourselves to that range of values
3293 * for any meaningful values.
3294 */
3295 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3296 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3297 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3298 return 1; 3112 return 1;
3113
3299 op = op->more; 3114 op = op->more;
3300 } 3115 }
3116
3301 return 0; 3117 return 0;
3302} 3118}
3303 3119
3304/* routine for both players and monsters. We call this when 3120/* routine for both players and monsters. We call this when
3305 * there is a possibility for our action distrubing our hiding 3121 * there is a possibility for our action distrubing our hiding
3306 * place or invisiblity spell. Artefact invisiblity is not 3122 * place or invisiblity spell. Artefact invisiblity causes
3307 * effected by this. If we arent invisible to begin with, we 3123 * "noise" instead. If we arent invisible to begin with, we
3308 * return 0. 3124 * return 0.
3309 */ 3125 */
3310int 3126int
3311action_makes_visible (object *op) 3127action_makes_visible (object *op)
3312{ 3128{
3313
3314 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) 3129 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3315 { 3130 {
3316 if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) 3131 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3132 {
3133 // artefact invisibility is permanent, but we still make noise
3134 // this is important for game-balance.
3135 if (op->contr)
3136 op->make_noise ();
3137
3317 return 0; 3138 return 0;
3139 }
3318 3140
3319 if (op->contr && op->contr->tmp_invis == 0) 3141 if (op->contr && op->contr->tmp_invis == 0)
3320 return 0; 3142 return 0;
3321 3143
3322 /* If monsters, they should become visible */ 3144 /* If monsters, they should become visible */
3323 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) 3145 if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis))
3324 { 3146 {
3325 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible"); 3147 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible");
3326 return 1; 3148 return 1;
3327 } 3149 }
3328 } 3150 }
3151
3329 return 0; 3152 return 0;
3330} 3153}
3331 3154
3332/* op_on_battleground - checks if the given object op (usually 3155/* op_on_battleground - checks if the given object op (usually
3333 * a player) is standing on a valid battleground-tile, 3156 * a player) is standing on a valid battleground-tile,
3338 * Default is to do the same as before, so only people wanting to have different points need worry about this 3161 * Default is to do the same as before, so only people wanting to have different points need worry about this
3339 */ 3162 */
3340int 3163int
3341op_on_battleground (object *op, int *x, int *y) 3164op_on_battleground (object *op, int *x, int *y)
3342{ 3165{
3343 object *tmp;
3344
3345 /* A battleground-tile needs the following attributes to be valid: 3166 /* A battleground-tile needs the following attributes to be valid:
3346 * is_floor 1 (has to be the FIRST floor beneath the player's feet), 3167 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3347 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3168 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3348 * and the exit-coordinates sp/hp must both be > 0. 3169 * and the exit-coordinates sp/hp must both be > 0.
3349 * => The intention here is to prevent abuse of the battleground- 3170 * => The intention here is to prevent abuse of the battleground-
3350 * feature (like pickable or hidden battleground tiles). */ 3171 * feature (like pickable or hidden battleground tiles). */
3351 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3172 for (object *tmp = op->below; tmp; tmp = tmp->below)
3352 { 3173 {
3353 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3174 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3354 { 3175 {
3355 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3176 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3356 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp)) 3177 && tmp->type == BATTLEGROUND
3178 && tmp->name == shstr_battleground
3179 && EXIT_X (tmp) && EXIT_Y (tmp))
3357 { 3180 {
3358 /*before we assign the exit, check if this is a teambattle */ 3181 /* before we assign the exit, check if this is a teambattle */
3359 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) 3182 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3360 { 3183 {
3361 object *invtmp;
3362
3363 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below) 3184 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3364 { 3185 {
3365 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying)) 3186 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3366 { 3187 {
3367 if (x != NULL && y != NULL) 3188 if (x && y)
3368 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3189 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3190
3369 return 1; 3191 return 1;
3370 } 3192 }
3371 } 3193 }
3372 } 3194 }
3195
3373 if (x != NULL && y != NULL) 3196 if (x && y)
3374 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3197 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3198
3375 return 1; 3199 return 1;
3376 } 3200 }
3377 } 3201 }
3378 } 3202 }
3203
3379 /* If we got here, did not find a battleground */ 3204 /* If we got here, did not find a battleground */
3380 return 0; 3205 return 0;
3381} 3206}
3382 3207
3383/* 3208/*
3399 char buf[MAX_BUF]; /* tmp. string buffer */ 3224 char buf[MAX_BUF]; /* tmp. string buffer */
3400 int i = 0, j = 0; 3225 int i = 0, j = 0;
3401 3226
3402 /* get the appropriate treasurelist */ 3227 /* get the appropriate treasurelist */
3403 if (atnr == ATNR_FIRE) 3228 if (atnr == ATNR_FIRE)
3404 trlist = find_treasurelist ("dragon_ability_fire"); 3229 trlist = treasurelist::find (shstr_dragon_ability_fire);
3405 else if (atnr == ATNR_COLD) 3230 else if (atnr == ATNR_COLD)
3406 trlist = find_treasurelist ("dragon_ability_cold"); 3231 trlist = treasurelist::find (shstr_dragon_ability_cold);
3407 else if (atnr == ATNR_ELECTRICITY) 3232 else if (atnr == ATNR_ELECTRICITY)
3408 trlist = find_treasurelist ("dragon_ability_elec"); 3233 trlist = treasurelist::find (shstr_dragon_ability_elec);
3409 else if (atnr == ATNR_POISON) 3234 else if (atnr == ATNR_POISON)
3410 trlist = find_treasurelist ("dragon_ability_poison"); 3235 trlist = treasurelist::find (shstr_dragon_ability_poison);
3411 3236
3412 if (trlist == NULL || who->type != PLAYER) 3237 if (trlist == NULL || who->type != PLAYER)
3413 return; 3238 return;
3414 3239
3415 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3240 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3419 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3244 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3420 return; 3245 return;
3421 } 3246 }
3422 3247
3423 /* everything seems okay - now bring on the gift: */ 3248 /* everything seems okay - now bring on the gift: */
3424 item = &(tr->item->clone); 3249 item = tr->item;
3425 3250
3426 if (item->type == SPELL) 3251 if (item->type == SPELL)
3427 { 3252 {
3428 if (check_spell_known (who, item->name)) 3253 if (check_spell_known (who, item->name))
3429 return; 3254 return;
3488 { 3313 {
3489 /* forces in the treasurelist can alter the player's stats */ 3314 /* forces in the treasurelist can alter the player's stats */
3490 object *skin; 3315 object *skin;
3491 3316
3492 /* first get the dragon skin force */ 3317 /* first get the dragon skin force */
3493 shstr_cmp dragon_skin_force ("dragon_skin_force");
3494 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below) 3318 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3495 ; 3319 ;
3496 3320
3497 if (!skin) 3321 if (!skin)
3498 return; 3322 return;
3499 3323
3534 else 3358 else
3535 { 3359 {
3536 /* generate misc. treasure */ 3360 /* generate misc. treasure */
3537 tmp = arch_to_object (tr->item); 3361 tmp = arch_to_object (tr->item);
3538 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp)); 3362 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3539 tmp = insert_ob_in_ob (tmp, who); 3363 who->insert (tmp);
3540 if (who->type == PLAYER)
3541 esrv_send_item (who, tmp);
3542 } 3364 }
3543} 3365}
3544 3366
3545/** 3367/**
3546 * Unready an object for a player. This function does nothing if the object was 3368 * Unready an object for a player. This function does nothing if the object was
3547 * not readied. 3369 * not readied.
3548 */ 3370 */
3549void 3371void
3550player_unready_range_ob (player *pl, object *ob) 3372player_unready_range_ob (player *pl, object *ob)
3551{ 3373{
3552 rangetype i; 3374 if (pl->ob->current_weapon == ob)
3375 pl->ob->current_weapon = 0;
3553 3376
3554 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3377 if (pl->combat_ob == ob)
3555 { 3378 pl->combat_ob = 0;
3379
3556 if (pl->ranges[i] == ob) 3380 if (pl->ranged_ob == ob)
3557 { 3381 pl->ranged_ob = 0;
3558 pl->ranges[i] = NULL;
3559 if (pl->shoottype == i)
3560 {
3561 pl->shoottype = range_none;
3562 }
3563 }
3564 }
3565} 3382}
3383
3384sint8
3385player::darkness_at (maptile *map, int x, int y) const
3386{
3387 if (!ns)
3388 return LOS_BLOCKED;
3389
3390 int dx, dy;
3391 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3392 return LOS_BLOCKED;
3393
3394 x += dx - ns->current_x;
3395 y += dy - ns->current_y;
3396
3397 return blocked_los (x, y);
3398}
3399
3400void
3401player::infobox (const char *title, const char *msg, int color)
3402{
3403 send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3404}
3405
3406void
3407player::statusmsg (const char *msg, int color)
3408{
3409 send_msg (color | NDI_REPLY, INFO_CHANNEL, msg);
3410}
3411
3412void
3413player::failmsg (const char *msg, int color)
3414{
3415 play_sound (sound_find ("generic_failure"));
3416 statusmsg (msg, color);
3417}
3418

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