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Comparing deliantra/server/server/player.C (file contents):
Revision 1.96 by root, Mon Jan 8 19:25:53 2007 UTC vs.
Revision 1.223 by root, Thu Jan 1 15:43:35 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
216 run_on = 0; 208 run_on = 0;
217 fire_on = 0; 209 fire_on = 0;
210 ob->close_container (); //TODO: client-specific
218 211
219 ns->update_look = 0; 212 ns->update_look = 0;
220 ns->look_position = 0; 213 ns->look_position = 0;
221 214
222 clear_los (ob); 215 clear_los ();
223 216
224 ns->reset_stats (); 217 ns->reset_stats ();
225 218
226 /* make sure he's a player -- needed because of class change. */ 219 /* make sure he's a player -- needed because of class change. */
227 ob->type = PLAYER; // we are paranoid 220 ob->type = PLAYER; // we are paranoid
228 ob->race = ob->arch->clone.race; 221 ob->race = ob->arch->race;
229 222
230 if (!legal_range (ob, shoottype)) 223 ob->update_weight ();
231 shoottype = range_none;
232
233 ob->carrying = sum_weight (ob);
234 link_player_skills (ob); 224 link_skills ();
235 225
236 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); 226 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
237 227
238 assign (title, ob->arch->clone.name); 228 assign (title, ob->arch->object::name);
239
240 /* can_use_shield is a new flag. However, the can_use.. seems to largely come
241 * from the class, and not race. I don't see any way to get the class information
242 * to then update this. I don't think this will actually break anything - anyone
243 * that can use armour should be able to use a shield. What this may 'break'
244 * are features new characters get, eg, if someone starts up with a Q, they
245 * should be able to use a shield. However, old Q's won't get that advantage.
246 */
247 if (QUERY_FLAG (ob, FLAG_USE_ARMOUR))
248 SET_FLAG (ob, FLAG_USE_SHIELD);
249 229
250 /* if it's a dragon player, set the correct title here */ 230 /* if it's a dragon player, set the correct title here */
251 if (is_dragon_pl (ob)) 231 if (is_dragon_pl (ob))
252 { 232 {
253 object *tmp, *abil = 0, *skin = 0; 233 object *tmp, *abil = 0, *skin = 0;
254 234
255 shstr_cmp dragon_ability_force ("dragon_ability_force");
256 shstr_cmp dragon_skin_force ("dragon_skin_force");
257
258 for (tmp = ob->inv; tmp; tmp = tmp->below) 235 for (tmp = ob->inv; tmp; tmp = tmp->below)
259 if (tmp->type == FORCE) 236 if (tmp->type == FORCE)
260 if (tmp->arch->name == dragon_ability_force) 237 if (tmp->arch->archname == shstr_dragon_ability_force)
261 abil = tmp; 238 abil = tmp;
262 else if (tmp->arch->name == dragon_skin_force) 239 else if (tmp->arch->archname == shstr_dragon_skin_force)
263 skin = tmp; 240 skin = tmp;
264 241
265 set_dragon_name (ob, abil, skin); 242 set_dragon_name (ob, abil, skin);
266 } 243 }
267 244
268 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 245 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
269 246
270 esrv_new_player (this, ob->weight + ob->carrying); 247 esrv_new_player (this);
271 248
272 ob->update_stats (); 249 ob->update_stats ();
250
273 ns->floorbox_update (); 251 ns->floorbox_update ();
274
275 esrv_send_inventory (ob, ob); 252 esrv_send_inventory (ob, ob);
276 esrv_add_spells (this, 0); 253 esrv_add_spells (this, 0);
277 254
278 activate (); 255 activate ();
279 256
286} 263}
287 264
288void 265void
289player::disconnect () 266player::disconnect ()
290{ 267{
268 if (ob)
269 {
270 ob->close_container (); //TODO: client-specific
271 ob->drop_unpaid_items ();
272 }
273
291 if (ns) 274 if (ns)
292 { 275 {
293 if (active) 276 if (active)
294 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0)); 277 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
295 278
296 INVOKE_PLAYER (DISCONNECT, this); 279 INVOKE_PLAYER (DISCONNECT, this);
297 280
281 ns->reset_stats ();
298 ns->pl = 0; 282 ns->pl = 0;
299 this->ns = 0; 283 ns = 0;
300 } 284 }
285
286 observe = ob;
301 287
302 deactivate (); 288 deactivate ();
303} 289}
304 290
305// the need for this function can be explained 291// the need for this function can be explained
306// by load_object not returning the object 292// by load_object not returning the object
307void 293void
308player::set_object (object *op) 294player::set_object (object *op)
309{ 295{
310 ob = op; 296 ob = observe = op;
311 ob->contr = this; /* this aren't yet in archetype */ 297 ob->contr = this; /* this aren't yet in archetype */
312 298
299 ob->speed = 1.0f;
313 ob->speed_left = 0.5; 300 ob->speed_left = 0.5f;
314 ob->speed = 1.0; 301
315 ob->direction = 5; /* So player faces south */ 302 ob->direction = 5; /* So player faces south */
316 ob->stats.wc = 2;
317 ob->run_away = 25; /* Then we panick... */
318 303
319 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;
320} 337}
321 338
322player::player () 339player::player ()
323{ 340{
324 /* There are some elements we want initialised to non zero value - 341 /* There are some elements we want initialised to non zero value -
325 * we deal with that below this point. 342 * we deal with that below this point.
326 */ 343 */
327 outputs_sync = 16; /* Every 2 seconds */ 344 outputs_sync = 4;
328 outputs_count = 8; /* Keeps present behaviour */ 345 outputs_count = 4;
329 unapply = unapply_nochoice; 346 unapply = unapply_nochoice;
330 347
331 savebed_map = first_map_path; /* Init. respawn position */ 348 savebed_map = first_map_path; /* Init. respawn position */
332 349
333 gen_sp_armour = 10; 350 gen_sp_armour = 10;
334 shoottype = range_none;
335 bowtype = bow_normal; 351 bowtype = bow_normal;
336 petmode = pet_normal; 352 petmode = pet_normal;
337 listening = 10;
338 usekeys = containers; 353 usekeys = containers;
339 peaceful = 1; /* default peaceful */ 354 peaceful = 1; /* default peaceful */
340 do_los = 1; 355 do_los = 1;
356
357 weapon_sp = 1.0f;
358 weapon_sp_left = 0.5f;
341} 359}
342 360
343void 361void
344player::do_destroy () 362player::do_destroy ()
345{ 363{
350 if (ob) 368 if (ob)
351 { 369 {
352 ob->destroy_inv (false); 370 ob->destroy_inv (false);
353 ob->destroy (); 371 ob->destroy ();
354 } 372 }
373
374 ob = observe = 0;
355} 375}
356 376
357player::~player () 377player::~player ()
358{ 378{
359 /* Clear item stack */ 379 /* Clear item stack */
368player::create () 388player::create ()
369{ 389{
370 player *pl = new player; 390 player *pl = new player;
371 391
372 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
373 set_first_map (pl->ob); 398 set_first_map (pl->ob);
374 399
375 return pl; 400 return pl;
376} 401}
377 402
381 * Note: there MUST be at least one player archetype! 406 * Note: there MUST be at least one player archetype!
382 */ 407 */
383archetype * 408archetype *
384get_player_archetype (archetype *at) 409get_player_archetype (archetype *at)
385{ 410{
386 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);
387 418
388 for (;;) 419 for (;;)
389 { 420 {
390 if (at == NULL || at->next == NULL) 421 if (++i == archetypes.end ())
391 at = first_archetype; 422 i = archetypes.begin ();
392 else 423 else if (*i == at)
393 at = at->next; 424 cleanup ("not a single player archetype found");
394 425
395 if (at->clone.type == PLAYER) 426 if ((*i)->type == PLAYER)
396 return at; 427 return *i;
397
398 if (at == start)
399 {
400 LOG (llevError, "No Player archetypes\n");
401 exit (-1);
402 }
403 } 428 }
404} 429}
405 430
406object * 431object *
407get_nearest_player (object *mon) 432get_nearest_player (object *mon)
411 unsigned lastdist; 436 unsigned lastdist;
412 rv_vector rv; 437 rv_vector rv;
413 438
414 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next) 439 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
415 { 440 {
416 /* We should not find free objects on this friendly list, but it
417 * does periodically happen. Given that, lets deal with it.
418 * While unlikely, it is possible the next object on the friendly
419 * list is also free, so encapsulate this in a while loop.
420 */
421 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
422 {
423 object *tmp = ol->ob;
424
425 /* Can't do much more other than log the fact, because the object
426 * itself will have been cleared.
427 */
428 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
429 tmp->debug_desc ());
430 ol = ol->next;
431 remove_friendly_object (tmp);
432 if (!ol)
433 return op;
434 }
435
436 /* Remove special check for player from this. First, it looks to cause
437 * some crashes (ol->ob->contr not set properly?), but secondly, a more
438 * complicated method of state checking would be needed in any case -
439 * as it was, a clever player could type quit, and the function would
440 * skip them over while waiting for confirmation. Remove
441 * on_same_map check, as can_detect_enemy also does this
442 */
443 if (!can_detect_enemy (mon, ol->ob, &rv)) 441 if (!can_detect_enemy (mon, ol->ob, &rv))
444 continue; 442 continue;
445 443
446 if (lastdist > rv.distance) 444 if (lastdist > rv.distance)
447 { 445 {
523 x = mon->x; 521 x = mon->x;
524 y = mon->y; 522 y = mon->y;
525 m = mon->map; 523 m = mon->map;
526 dir = rv.direction; 524 dir = rv.direction;
527 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 */
528 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
529 /* 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. */
530 if (diff > max) 529 if (diff > max)
531 return 0; 530 return 0;
531
532 while (diff > 1 && max > 0) 532 while (diff > 1 && max > 0)
533 { 533 {
534 lastx = x; 534 lastx = x;
535 lasty = y; 535 lasty = y;
536 lastmap = m; 536 lastmap = m;
618 max--; 618 max--;
619 lastdir = dir; 619 lastdir = dir;
620 if (!firstdir) 620 if (!firstdir)
621 firstdir = dir; 621 firstdir = dir;
622 } 622 }
623
623 if (diff <= 1) 624 if (diff <= 1)
624 { 625 {
625 /* Recalculate diff (distance) because we may not have actually 626 /* Recalculate diff (distance) because we may not have actually
626 * headed toward player for entire distance. 627 * headed toward player for entire distance.
627 */ 628 */
628 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 629 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
629 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));
630 } 631 }
632
631 if (diff > max) 633 if (diff > max)
632 return 0; 634 return 0;
633 } 635 }
636
634 /* 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 */
635 if (!max) 638 if (!max)
636 return 0; 639 return 0;
637 640
638 return firstdir; 641 return firstdir;
639} 642}
640 643
641void 644void
642give_initial_items (object *pl, treasurelist * items) 645give_initial_items (object *pl, treasurelist *items)
643{ 646{
644 object *op, *next = NULL;
645
646 if (pl->randomitems != NULL) 647 if (pl->randomitems)
647 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); 648 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
648 649
649 for (op = pl->inv; op; op = next) 650 for (object *next, *op = pl->inv; op; op = next)
650 { 651 {
651 next = op->below; 652 next = op->below;
652 653
653 /* Forces get applied per default, unless they have the 654 /* Forces get applied per default, unless they have the
654 * 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
659 /* we never give weapons/armour if these cannot be used 660 /* we never give weapons/armour if these cannot be used
660 * by this player due to race restrictions 661 * by this player due to race restrictions
661 */ 662 */
662 if (pl->type == PLAYER) 663 if (pl->type == PLAYER)
663 { 664 {
664 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) && 665 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR)
666 &&
665 (op->type == ARMOUR || op->type == BOOTS || 667 (op->type == ARMOUR || op->type == BOOTS
666 op->type == CLOAK || op->type == HELMET || 668 || op->type == CLOAK || op->type == HELMET
667 op->type == SHIELD || op->type == GLOVES || 669 || op->type == SHIELD || op->type == GLOVES
670 || op->type == BRACERS || op->type == GIRDLE))
668 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))
669 { 672 {
670 op->destroy (); 673 op->destroy ();
671 continue; 674 continue;
672 } 675 }
673 } 676 }
696 if (op->nrof > 1) 699 if (op->nrof > 1)
697 op->nrof = 1; 700 op->nrof = 1;
698 } 701 }
699 702
700 if (op->type == SPELLBOOK && op->inv) 703 if (op->type == SPELLBOOK && op->inv)
701 {
702 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); 704 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
703 }
704 705
705 /* Give starting characters identified, uncursed, and undamned 706 /* Give starting characters identified, uncursed, and undamned
706 * items. Just don't identify gold or silver, or it won't be 707 * items. Just don't identify gold or silver, or it won't be
707 * merged properly. 708 * merged properly.
708 */ 709 */
709 if (need_identify (op)) 710 if (need_identify (op))
710 { 711 {
711 SET_FLAG (op, FLAG_IDENTIFIED); 712 SET_FLAG (op, FLAG_IDENTIFIED);
712 CLEAR_FLAG (op, FLAG_CURSED); 713 CLEAR_FLAG (op, FLAG_CURSED);
713 CLEAR_FLAG (op, FLAG_DAMNED); 714 CLEAR_FLAG (op, FLAG_DAMNED);
714 } 715 }
716
715 if (op->type == SPELL) 717 if (op->type == SPELL)
716 { 718 {
717 op->destroy (); 719 op->destroy ();
718 continue; 720 continue;
719 } 721 }
721 { 723 {
722 SET_FLAG (op, FLAG_CAN_USE_SKILL); 724 SET_FLAG (op, FLAG_CAN_USE_SKILL);
723 op->stats.exp = 0; 725 op->stats.exp = 0;
724 op->level = 1; 726 op->level = 1;
725 } 727 }
726 /* lock all 'normal items by default */ 728 else /* lock all 'normal items by default */
727 else
728 SET_FLAG (op, FLAG_INV_LOCKED); 729 SET_FLAG (op, FLAG_INV_LOCKED);
729 } /* for loop of objects in player inv */ 730 } /* for loop of objects in player inv */
730 731
731 /* Need to set up the skill pointers */ 732 /* Need to set up the skill pointers */
732 link_player_skills (pl); 733 pl->contr->link_skills ();
733} 734}
734 735
735void 736void
736get_party_password (object *op, partylist *party) 737get_party_password (object *op, partylist *party)
737{ 738{
752roll_stat (void) 753roll_stat (void)
753{ 754{
754 int a[4], i, j, k; 755 int a[4], i, j, k;
755 756
756 for (i = 0; i < 4; i++) 757 for (i = 0; i < 4; i++)
757 a[i] = (int) RANDOM () % 6 + 1; 758 a[i] = (int) rndm (6) + 1;
758 759
759 for (i = 0, j = 0, k = 7; i < 4; i++) 760 for (i = 0, j = 0, k = 7; i < 4; i++)
760 if (a[i] < k) 761 if (a[i] < k)
761 k = a[i], j = i; 762 k = a[i], j = i;
762 763
768} 769}
769 770
770void 771void
771object::roll_stats () 772object::roll_stats ()
772{ 773{
773 int statsort [7]; 774 int statsort [NUM_STATS];
774 775
775 for (;;) 776 for (;;)
776 { 777 {
777 int sum = 0; 778 int sum = 0;
778 for (int i = 7; i--; ) 779 for (int i = NUM_STATS; i--; )
779 sum += statsort [i] = roll_stat (); 780 sum += statsort [i] = roll_stat ();
780 781
781 if (sum >= 82 && sum <= 116) 782 if (sum >= 82 && sum <= 116)
782 break; 783 break;
783 } 784 }
784 785
785 // Sort the stats so that rerolling is easier... 786 // Sort the stats so that rerolling is easier...
786 std::sort (statsort, statsort + 7, std::greater<int>()); 787 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
787 788
789 for (int i = 0; i < NUM_STATS; ++i)
788 stats.Str = statsort[0]; 790 stats.stat (i) = statsort [i];
789 stats.Dex = statsort[1];
790 stats.Con = statsort[2];
791 stats.Int = statsort[3];
792 stats.Wis = statsort[4];
793 stats.Pow = statsort[5];
794 stats.Cha = statsort[6];
795 791
796 stats.exp = 0; 792 stats.exp = 0;
797 stats.ac = 0; 793 stats.ac = 0;
798 794
799 stats.hp = stats.maxhp; 795 stats.hp = stats.maxhp;
811} 807}
812 808
813void 809void
814object::swap_stats (int a, int b) 810object::swap_stats (int a, int b)
815{ 811{
816 int tmp = get_attr_value (&contr->orig_stats, a); 812 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
817 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
818 set_attr_value (&contr->orig_stats, b, tmp);
819 813
814 for (int i = 0; i < NUM_STATS; ++i)
820 stats.Str = contr->orig_stats.Str; 815 stats.stat (i) = contr->orig_stats.stat (i);
821 stats.Dex = contr->orig_stats.Dex;
822 stats.Con = contr->orig_stats.Con;
823 stats.Int = contr->orig_stats.Int;
824 stats.Wis = contr->orig_stats.Wis;
825 stats.Pow = contr->orig_stats.Pow;
826 stats.Cha = contr->orig_stats.Cha;
827 816
828 //TODO: the following code looks so borked and should, at the very least, 817 //TODO: the following code looks so borked and should, at the very least,
829 // be merged with the similar code in roll_stats 818 // be merged with the similar code in roll_stats
830 stats.ac = 0; 819 stats.ac = 0;
831 820
850static void 839static void
851start_info (object *op) 840start_info (object *op)
852{ 841{
853 char buf[MAX_BUF]; 842 char buf[MAX_BUF];
854 843
855 sprintf (buf, "Welcome to Crossfire v%s!", VERSION); 844 sprintf (buf, "Welcome to Deliantra v%s!", VERSION);
856 new_draw_info (NDI_UNIQUE, 0, op, buf); 845 new_draw_info (NDI_UNIQUE, 0, op, buf);
857 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
858 //new_draw_info (NDI_UNIQUE, 0, op, " ");
859} 846}
860 847
861/* This function takes the key that is passed, and does the 848/* This function takes the key that is passed, and does the
862 * appropriate action with it (change race, or other things). 849 * appropriate action with it (change race, or other things).
863 * The function name is for historical reasons - now we have 850 * The function name is for historical reasons - now we have
864 * separate race and class; this actually changes the RACE, 851 * separate race and class; this actually changes the RACE,
865 * not the class. 852 * not the class.
866 */ 853 */
867int 854void
868key_change_class (object *op, char key) 855player::chargen_race_done ()
869{ 856{
870 int tmp_loop;
871
872 if (key == 'd' || key == 'D')
873 {
874 char buf[MAX_BUF];
875
876 /* this must before then initial items are given */ 857 /* this must before then initial items are given */
877 esrv_new_player (op->contr, op->weight + op->carrying); 858 esrv_new_player (ob->contr);
878 859
879 treasurelist *tl = find_treasurelist ("starting_wealth"); 860 treasurelist *tl = treasurelist::find ("starting_wealth");
880 if (tl) 861 if (tl)
881 create_treasure (tl, op, 0, 0, 0); 862 create_treasure (tl, ob, 0, 0, 0);
882 863
883 INVOKE_PLAYER (BIRTH, op->contr); 864 INVOKE_PLAYER (BIRTH, ob->contr);
884 INVOKE_PLAYER (LOGIN, op->contr); 865 INVOKE_PLAYER (LOGIN, ob->contr);
885 866
886 op->contr->ns->state = ST_PLAYING; 867 ob->contr->ns->state = ST_PLAYING;
887 868
888 if (op->msg) 869 if (ob->msg)
889 op->msg = NULL; 870 ob->msg = 0;
890 871
891 /* We create this now because some of the unique maps will need it
892 * to save here.
893 */
894 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name);
895 make_path_to_file (buf);
896
897 start_info (op); 872 start_info (ob);
898 CLEAR_FLAG (op, FLAG_WIZ); 873 CLEAR_FLAG (ob, FLAG_WIZ);
899 give_initial_items (op, op->randomitems); 874 give_initial_items (ob, ob->randomitems);
900 link_player_skills (op);
901 esrv_send_inventory (op, op); 875 esrv_send_inventory (ob, ob);
902 op->update_stats (); 876 ob->update_stats ();
903 877
904 /* This moves the player to a different start map, if there 878 /* This moves the player to a different start map, if there
905 * is one for this race 879 * is one for this race
906 */ 880 */
907 if (*first_map_ext_path) 881 if (*first_map_ext_path)
908 { 882 ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y);
909 object *tmp;
910 char mapname[MAX_BUF];
911
912 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &op->arch->name);
913 tmp = object::create ();
914 EXIT_PATH (tmp) = mapname;
915 EXIT_X (tmp) = op->x;
916 EXIT_Y (tmp) = op->y;
917 op->enter_exit (tmp); /* we don't really care if it succeeded;
918 * if the map isn't there, then stay on the
919 * default initial map */
920 tmp->destroy ();
921 }
922 else 883 else
923 LOG (llevDebug, "first_map_ext_path not set\n"); 884 LOG (llevDebug, "first_map_ext_path not set\n");
885}
924 886
925 return 0; 887void
926 } 888player::chargen_race_next ()
927 889{
928 /* Following actually changes the race - this is the default command 890 /* Following actually changes the race - this is the default command
929 * if we don't match with one of the options above. 891 * if we don't match with one of the options above.
930 */ 892 */
931 893
932 tmp_loop = 0; 894 do
933 while (!tmp_loop)
934 { 895 {
935 shstr name = op->name; 896 shstr name = ob->name;
936 int x = op->x, y = op->y; 897 int x = ob->x, y = ob->y;
937 898
938 op->remove_statbonus (); 899 ob->remove_statbonus ();
939 op->remove (); 900 ob->remove ();
940 op->arch = get_player_archetype (op->arch); 901 ob->arch = get_player_archetype (ob->arch);
941 op->arch->clone.copy_to (op); 902 ob->arch->copy_to (ob);
942 op->instantiate (); 903 ob->instantiate ();
943 op->stats = op->contr->orig_stats; 904 ob->stats = ob->contr->orig_stats;
944 op->name = op->name_pl = name; 905 ob->name = ob->name_pl = name;
945 op->x = x; 906 ob->x = x;
946 op->y = y; 907 ob->y = y;
947 SET_ANIMATION (op, 2); /* So player faces south */ 908 SET_ANIMATION (ob, 2); /* So player faces south */
948 insert_ob_in_map (op, op->map, op, 0); 909 insert_ob_in_map (ob, ob->map, ob, 0);
949 assign (op->contr->title, op->arch->clone.name); 910 assign (ob->contr->title, ob->arch->object::name);
950 op->add_statbonus (); 911 ob->add_statbonus ();
951 tmp_loop = allowed_class (op);
952 } 912 }
913 while (!allowed_class (ob));
953 914
954 update_object (op, UP_OBJ_FACE); 915 update_object (ob, UP_OBJ_FACE);
955 esrv_update_item (UPD_FACE, op, op); 916 esrv_update_item (UPD_FACE, ob, ob);
956 op->update_stats (); 917 ob->update_stats ();
957 op->stats.hp = op->stats.maxhp; 918 ob->stats.hp = ob->stats.maxhp;
958 op->stats.sp = op->stats.maxsp; 919 ob->stats.sp = ob->stats.maxsp;
959 op->stats.grace = 0; 920 ob->stats.grace = 0;
960
961 if (op->msg)
962 new_draw_info (NDI_BLUE, 0, op, op->msg);
963
964 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
965 return 0;
966} 921}
967 922
968void 923void
969flee_player (object *op) 924flee_player (object *op)
970{ 925{
976 LOG (llevDebug, "Fleeing player is dead.\n"); 931 LOG (llevDebug, "Fleeing player is dead.\n");
977 CLEAR_FLAG (op, FLAG_SCARED); 932 CLEAR_FLAG (op, FLAG_SCARED);
978 return; 933 return;
979 } 934 }
980 935
981 if (op->enemy == NULL) 936 if (!op->enemy)
982 { 937 {
983 LOG (llevDebug, "Fleeing player had no enemy.\n"); 938 LOG (llevDebug, "Fleeing player had no enemy.\n");
984 CLEAR_FLAG (op, FLAG_SCARED); 939 CLEAR_FLAG (op, FLAG_SCARED);
985 return; 940 return;
986 } 941 }
987 942
988 /* Seen some crashes here. Since we don't store an
989 * op->enemy_count, it is possible that something destroys the
990 * actual enemy, and the object is recycled.
991 */
992 if (op->enemy->map == NULL)
993 {
994 CLEAR_FLAG (op, FLAG_SCARED);
995 op->enemy = NULL;
996 return;
997 }
998
999 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0)) 943 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
1000 { 944 {
1001 op->enemy = NULL; 945 op->enemy = NULL;
1002 CLEAR_FLAG (op, FLAG_SCARED); 946 CLEAR_FLAG (op, FLAG_SCARED);
1003 return; 947 return;
1006 get_rangevector (op, op->enemy, &rv, 0); 950 get_rangevector (op, op->enemy, &rv, 0);
1007 951
1008 dir = absdir (4 + rv.direction); 952 dir = absdir (4 + rv.direction);
1009 for (diff = 0; diff < 3; diff++) 953 for (diff = 0; diff < 3; diff++)
1010 { 954 {
1011 int m = 1 - (RANDOM () & 2); 955 int m = 1 - rndm (2) * 2;
1012 956
1013 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 957 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1014 return; 958 return;
1015 } 959 }
1016 960
1017 /* Cornered, get rid of scared */ 961 /* Cornered, get rid of scared */
1018 CLEAR_FLAG (op, FLAG_SCARED); 962 CLEAR_FLAG (op, FLAG_SCARED);
1019 op->enemy = NULL; 963 op->enemy = NULL;
1020} 964}
1021 965
1022
1023/* check_pick sees if there is stuff to be picked up/picks up stuff. 966/* check_pick sees if there is stuff to be picked up/picks up stuff.
1024 * IT returns 1 if the player should keep on moving, 0 if he should 967 * It returns 1 if the player should keep on moving, 0 if he should
1025 * stop. 968 * stop.
1026 */ 969 */
1027int 970int
1028check_pick (object *op) 971check_pick (object *op)
1029{ 972{
1030 object *tmp, *next; 973 object *tmp, *next;
1031 int stop = 0; 974 int stop = 0;
1032 int j, k, wvratio; 975 int wvratio;
1033 char putstring[128], tmpstr[16];
1034 976
1035 /* if you're flying, you cna't pick up anything */ 977 /* if you're flying, you cna't pick up anything */
1036 if (op->move_type & MOVE_FLYING) 978 if (op->move_type & MOVE_FLYING)
1037 return 1; 979 return 1;
1038 980
1039 next = op->below; 981 next = op->below;
1040 982
983 int cnt = MAX_ITEM_PER_DROP;
984#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
985
1041 /* loop while there are items on the floor that are not marked as 986 /* loop while there are items on the floor that are not marked as
1042 * destroyed */ 987 * destroyed */
1043 while (next && !next->destroyed ()) 988 while (next && !next->destroyed ())
1044 { 989 {
1045 tmp = next; 990 tmp = next;
1046 next = tmp->below; 991 next = tmp->below;
1047 992
993 if (cnt <= 0)
994 {
995 op->failmsg ("Couldn't pickup all items at once.");
996 return 0;
997 }
998
1048 if (op->destroyed ()) 999 if (op->destroyed ())
1049 return 0; 1000 return 0;
1050 1001
1051 if (!can_pick (op, tmp)) 1002 if (!can_pick (op, tmp))
1052 continue; 1003 continue;
1053 1004
1054 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 1005 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1055 { 1006 {
1056 if (item_matched_string (op, tmp, op->contr->search_str)) 1007 if (item_matched_string (op, tmp, op->contr->search_str))
1057 pick_up (op, tmp); 1008 CHK_PICK_PICKUP;
1009
1058 continue; 1010 continue;
1059 } 1011 }
1060 1012
1061 /* high not bit set? We're using the old autopickup model */ 1013 /* pickup handling */
1014 if (op->contr->mode & PU_DEBUG)
1015 {
1016 /* some debugging code to figure out item information */
1017 const char *str = tmp->name
1018 ? format ("item name: %s item type: %d weight/value: %d",
1019 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))))
1020 : format ("item name: %s item type: %d weight/value: %d",
1021 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1022
1023 new_draw_info (NDI_UNIQUE, 0, op, str);
1024 }
1025
1026 if (op->contr->mode & PU_INHIBIT)
1027 return 1;
1028
1029 if (!(op->contr->mode & PU_ENABLE)) // TODO: fix client
1030 return 1;
1031
1032 /* philosophy:
1033 * It's easy to grab an item type from a pile, as long as it's
1034 * generic. This takes no game-time. For more detailed pickups
1035 * and selections, select-items should be used. This is a
1036 * grab-as-you-run type mode that's really useful for arrows for
1037 * example.
1038 * The drawback: right now it has no frontend, so you need to
1039 * stick the bits you want into a calculator in hex mode and then
1040 * convert to decimal and then 'pickup <#>
1041 */
1042
1043 /* the first two modes are exclusive: if NOTHING we return, if
1044 * STOP then we stop. All the rest are applied sequentially,
1045 * meaning if any test passes, the item gets picked up. */
1046
1047 /* if mode is set to pick nothing up, return */
1048 if (op->contr->mode == PU_NOTHING)
1049 return 1;
1050
1051 /* if mode is set to stop when encountering objects, return */
1052 /* take STOP before INHIBIT since it doesn't actually pick
1053 * anything up */
1054 if (op->contr->mode & PU_STOP)
1055 return 0;
1056
1057 /* useful for going into stores and not losing your settings... */
1058 /* and for battles wher you don't want to get loaded down while
1059 * fighting */
1060 if (op->contr->mode & PU_INHIBIT)
1061 return 1;
1062
1063 /* prevent us from turning into auto-thieves :) */
1064 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1065 continue;
1066
1067 /* ignore known cursed objects */
1068 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
1069 continue;
1070
1071 /* all food and drink if desired */
1072 /* question: don't pick up known-poisonous stuff? */
1062 if (!(op->contr->mode & PU_NEWMODE)) 1073 if (op->contr->mode & PU_FOOD)
1074 if (tmp->type == FOOD)
1063 { 1075 {
1064 switch (op->contr->mode) 1076 CHK_PICK_PICKUP;
1077 continue;
1078 }
1079
1080 if (op->contr->mode & PU_DRINK)
1081 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1082 {
1083 CHK_PICK_PICKUP;
1084 continue;
1085 }
1086
1087 if (op->contr->mode & PU_POTION)
1088 if (tmp->type == POTION)
1089 {
1090 CHK_PICK_PICKUP;
1091 continue;
1092 }
1093
1094 /* spellbooks, skillscrolls and normal books/scrolls */
1095 if (op->contr->mode & PU_SPELLBOOK)
1096 if (tmp->type == SPELLBOOK)
1097 {
1098 CHK_PICK_PICKUP;
1099 continue;
1100 }
1101
1102 if (op->contr->mode & PU_SKILLSCROLL)
1103 if (tmp->type == SKILLSCROLL)
1104 {
1105 CHK_PICK_PICKUP;
1106 continue;
1107 }
1108
1109 if (op->contr->mode & PU_READABLES)
1110 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1111 {
1112 CHK_PICK_PICKUP;
1113 continue;
1114 }
1115
1116 /* wands/staves/rods/horns */
1117 if (op->contr->mode & PU_MAGIC_DEVICE)
1118 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1119 {
1120 CHK_PICK_PICKUP;
1121 continue;
1122 }
1123
1124 /* pick up all magical items */
1125 if (op->contr->mode & PU_MAGICAL)
1126 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1127 {
1128 CHK_PICK_PICKUP;
1129 continue;
1130 }
1131
1132 if (op->contr->mode & PU_VALUABLES)
1133 {
1134 if (tmp->type == MONEY || tmp->type == GEM)
1065 { 1135 {
1066 case 0: 1136 CHK_PICK_PICKUP;
1067 return 1; /* don't pick up */ 1137 continue;
1068 case 1:
1069 pick_up (op, tmp);
1070 return 1;
1071 case 2:
1072 pick_up (op, tmp);
1073 return 0;
1074 case 3:
1075 return 0; /* stop before pickup */
1076 case 4:
1077 pick_up (op, tmp);
1078 break;
1079 case 5:
1080 pick_up (op, tmp);
1081 stop = 1;
1082 break;
1083 case 6:
1084 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1085 pick_up (op, tmp);
1086 break;
1087
1088 case 7:
1089 if (tmp->type == MONEY || tmp->type == GEM)
1090 pick_up (op, tmp);
1091 break;
1092
1093 default:
1094 /* use value density */
1095 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1096 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1097 pick_up (op, tmp);
1098 } 1138 }
1099 } 1139 }
1100 else 1140
1101 { /* old model */ 1141 /* rings & amulets - talismans seems to be typed AMULET */
1102 /* NEW pickup handling */
1103 if (op->contr->mode & PU_DEBUG) 1142 if (op->contr->mode & PU_JEWELS)
1143 if (tmp->type == RING || tmp->type == AMULET)
1104 { 1144 {
1105 /* some debugging code to figure out item information */ 1145 CHK_PICK_PICKUP;
1106 if (tmp->name != NULL)
1107 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1108 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1109 else
1110 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1111 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1112
1113 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1114 }
1115
1116 /* philosophy:
1117 * It's easy to grab an item type from a pile, as long as it's
1118 * generic. This takes no game-time. For more detailed pickups
1119 * and selections, select-items should be used. This is a
1120 * grab-as-you-run type mode that's really useful for arrows for
1121 * example.
1122 * The drawback: right now it has no frontend, so you need to
1123 * stick the bits you want into a calculator in hex mode and then
1124 * convert to decimal and then 'pickup <#>
1125 */
1126
1127 /* the first two modes are exclusive: if NOTHING we return, if
1128 * STOP then we stop. All the rest are applied sequentially,
1129 * meaning if any test passes, the item gets picked up. */
1130
1131 /* if mode is set to pick nothing up, return */
1132
1133 if (op->contr->mode & PU_NOTHING)
1134 return 1;
1135
1136 /* if mode is set to stop when encountering objects, return */
1137 /* take STOP before INHIBIT since it doesn't actually pick
1138 * anything up */
1139
1140 if (op->contr->mode & PU_STOP)
1141 return 0;
1142
1143 /* useful for going into stores and not losing your settings... */
1144 /* and for battles wher you don't want to get loaded down while
1145 * fighting */
1146 if (op->contr->mode & PU_INHIBIT)
1147 return 1;
1148
1149 /* prevent us from turning into auto-thieves :) */
1150 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1151 continue; 1146 continue;
1147 }
1152 1148
1153 /* ignore known cursed objects */ 1149 /* we don't forget dragon food */
1154 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) 1150 if (op->contr->mode & PU_FLESH)
1151 if (tmp->type == FLESH)
1152 {
1153 CHK_PICK_PICKUP;
1155 continue; 1154 continue;
1155 }
1156 1156
1157 /* all food and drink if desired */ 1157 /* bows and arrows. Bows are good for selling! */
1158 /* question: don't pick up known-poisonous stuff? */ 1158 if (op->contr->mode & PU_BOW)
1159 if (tmp->type == BOW)
1160 {
1161 CHK_PICK_PICKUP;
1162 continue;
1163 }
1164
1165 if (op->contr->mode & PU_ARROW)
1166 if (tmp->type == ARROW)
1167 {
1168 CHK_PICK_PICKUP;
1169 continue;
1170 }
1171
1172 /* all kinds of armor etc. */
1173 if (op->contr->mode & PU_ARMOUR)
1174 if (tmp->type == ARMOUR)
1175 {
1176 CHK_PICK_PICKUP;
1177 continue;
1178 }
1179
1180 if (op->contr->mode & PU_HELMET)
1181 if (tmp->type == HELMET)
1182 {
1183 CHK_PICK_PICKUP;
1184 continue;
1185 }
1186
1187 if (op->contr->mode & PU_SHIELD)
1188 if (tmp->type == SHIELD)
1189 {
1190 CHK_PICK_PICKUP;
1191 continue;
1192 }
1193
1159 if (op->contr->mode & PU_FOOD) 1194 if (op->contr->mode & PU_BOOTS)
1160 if (tmp->type == FOOD) 1195 if (tmp->type == BOOTS)
1196 {
1197 CHK_PICK_PICKUP;
1198 continue;
1199 }
1200
1201 if (op->contr->mode & PU_GLOVES)
1202 if (tmp->type == GLOVES)
1203 {
1204 CHK_PICK_PICKUP;
1205 continue;
1206 }
1207
1208 if (op->contr->mode & PU_CLOAK)
1209 if (tmp->type == CLOAK)
1210 {
1211 CHK_PICK_PICKUP;
1212 continue;
1213 }
1214
1215 /* hoping to catch throwing daggers here */
1216 if (op->contr->mode & PU_MISSILEWEAPON)
1217 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1218 {
1219 CHK_PICK_PICKUP;
1220 continue;
1221 }
1222
1223 /* careful: chairs and tables are weapons! */
1224 if (op->contr->mode & PU_ALLWEAPON)
1225 {
1226 if (tmp->type == WEAPON)
1227 if (!tmp->arch->archname.contains ("table") && !tmp->arch->archname.contains ("chair"))
1161 { 1228 {
1162 pick_up (op, tmp); 1229 CHK_PICK_PICKUP;
1163 continue; 1230 continue;
1164 } 1231 }
1232 }
1165 1233
1234 /* misc stuff that's useful */
1166 if (op->contr->mode & PU_DRINK) 1235 if (op->contr->mode & PU_KEY)
1167 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1236 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1168 { 1237 {
1169 pick_up (op, tmp); 1238 CHK_PICK_PICKUP;
1170 continue; 1239 continue;
1171 } 1240 }
1172 1241
1242 /* any of the last 4 bits set means we use the ratio for value
1243 * pickups */
1173 if (op->contr->mode & PU_POTION) 1244 if (op->contr->mode & PU_RATIO)
1174 if (tmp->type == POTION) 1245 {
1246 /* use value density to decide what else to grab */
1247 /* >=7 was >= op->contr->mode */
1248 /* >=7 is the old standard setting. Now we take the last 4 bits
1175 { 1249 */
1176 pick_up (op, tmp);
1177 continue;
1178 }
1179
1180 /* spellbooks, skillscrolls and normal books/scrolls */
1181 if (op->contr->mode & PU_SPELLBOOK)
1182 if (tmp->type == SPELLBOOK)
1183 {
1184 pick_up (op, tmp);
1185 continue;
1186 }
1187
1188 if (op->contr->mode & PU_SKILLSCROLL)
1189 if (tmp->type == SKILLSCROLL)
1190 {
1191 pick_up (op, tmp);
1192 continue;
1193 }
1194
1195 if (op->contr->mode & PU_READABLES)
1196 if (tmp->type == BOOK || tmp->type == SCROLL)
1197 {
1198 pick_up (op, tmp);
1199 continue;
1200 }
1201
1202 /* wands/staves/rods/horns */
1203 if (op->contr->mode & PU_MAGIC_DEVICE)
1204 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1205 {
1206 pick_up (op, tmp);
1207 continue;
1208 }
1209
1210 /* pick up all magical items */
1211 if (op->contr->mode & PU_MAGICAL) 1250 wvratio = op->contr->mode & PU_RATIO;
1212 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1251 if (1000 * query_cost (tmp, op, F_TRUE) / tmp->total_weight () >= wvratio * 100)
1213 {
1214 pick_up (op, tmp);
1215 continue;
1216 }
1217
1218 if (op->contr->mode & PU_VALUABLES)
1219 { 1252 {
1220 if (tmp->type == MONEY || tmp->type == GEM) 1253#if 0
1254 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1255 if (tmp->name != NULL)
1221 { 1256 {
1222 pick_up (op, tmp); 1257 fprintf (stderr, "%s", tmp->name);
1223 continue;
1224 } 1258 }
1225 }
1226
1227 /* rings & amulets - talismans seems to be typed AMULET */
1228 if (op->contr->mode & PU_JEWELS)
1229 if (tmp->type == RING || tmp->type == AMULET)
1230 {
1231 pick_up (op, tmp);
1232 continue;
1233 }
1234
1235 /* we don't forget dragon food */
1236 if (op->contr->mode & PU_FLESH)
1237 if (tmp->type == FLESH)
1238 {
1239 pick_up (op, tmp);
1240 continue;
1241 }
1242
1243 /* bows and arrows. Bows are good for selling! */
1244 if (op->contr->mode & PU_BOW)
1245 if (tmp->type == BOW)
1246 {
1247 pick_up (op, tmp);
1248 continue;
1249 }
1250
1251 if (op->contr->mode & PU_ARROW)
1252 if (tmp->type == ARROW)
1253 {
1254 pick_up (op, tmp);
1255 continue;
1256 }
1257
1258 /* all kinds of armor etc. */
1259 if (op->contr->mode & PU_ARMOUR)
1260 if (tmp->type == ARMOUR)
1261 {
1262 pick_up (op, tmp);
1263 continue;
1264 }
1265
1266 if (op->contr->mode & PU_HELMET)
1267 if (tmp->type == HELMET)
1268 {
1269 pick_up (op, tmp);
1270 continue;
1271 }
1272
1273 if (op->contr->mode & PU_SHIELD)
1274 if (tmp->type == SHIELD)
1275 {
1276 pick_up (op, tmp);
1277 continue;
1278 }
1279
1280 if (op->contr->mode & PU_BOOTS)
1281 if (tmp->type == BOOTS)
1282 {
1283 pick_up (op, tmp);
1284 continue;
1285 }
1286
1287 if (op->contr->mode & PU_GLOVES)
1288 if (tmp->type == GLOVES)
1289 {
1290 pick_up (op, tmp);
1291 continue;
1292 }
1293
1294 if (op->contr->mode & PU_CLOAK)
1295 if (tmp->type == CLOAK)
1296 {
1297 pick_up (op, tmp);
1298 continue;
1299 }
1300
1301 /* hoping to catch throwing daggers here */
1302 if (op->contr->mode & PU_MISSILEWEAPON)
1303 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1304 {
1305 pick_up (op, tmp);
1306 continue;
1307 }
1308
1309 /* careful: chairs and tables are weapons! */
1310 if (op->contr->mode & PU_ALLWEAPON)
1311 {
1312 if (tmp->type == WEAPON && tmp->name != NULL)
1313 {
1314 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1315 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1316 {
1317 pick_up (op, tmp);
1318 continue;
1319 }
1320 }
1321
1322 if (tmp->type == WEAPON && tmp->name == NULL)
1323 {
1324 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1325 {
1326 pick_up (op, tmp);
1327 continue;
1328 }
1329 }
1330 }
1331
1332 /* misc stuff that's useful */
1333 if (op->contr->mode & PU_KEY)
1334 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1335 {
1336 pick_up (op, tmp);
1337 continue;
1338 }
1339
1340 /* any of the last 4 bits set means we use the ratio for value
1341 * pickups */
1342 if (op->contr->mode & PU_RATIO)
1343 {
1344 /* use value density to decide what else to grab */
1345 /* >=7 was >= op->contr->mode */
1346 /* >=7 is the old standard setting. Now we take the last 4 bits
1347 * and multiply them by 5, giving 0..15*5== 5..75 */
1348 wvratio = (op->contr->mode & PU_RATIO) * 5;
1349 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1350 {
1351 pick_up (op, tmp);
1352#if 0
1353 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1354 if (tmp->name != NULL)
1355 {
1356 fprintf (stderr, "%s", tmp->name);
1357 }
1358 else 1259 else
1359 fprintf (stderr, "%s", tmp->arch->name); 1260 fprintf (stderr, "%s", tmp->arch->archname);
1360 fprintf (stderr, ",%d] = ", tmp->type); 1261 fprintf (stderr, ",%d] = ", tmp->type);
1361 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1262 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1362#endif 1263#endif
1264 CHK_PICK_PICKUP;
1363 continue; 1265 continue;
1364 }
1365 } 1266 }
1366 } /* the new pickup model */ 1267 } /* the new pickup model */
1367 } 1268 }
1368 1269
1369 return !stop; 1270 return !stop;
1375 * found object is returned. 1276 * found object is returned.
1376 */ 1277 */
1377object * 1278object *
1378find_arrow (object *op, const char *type) 1279find_arrow (object *op, const char *type)
1379{ 1280{
1380 object *tmp = NULL;
1381
1382 for (op = op->inv; op; op = op->below) 1281 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1383 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1384 tmp = find_arrow (op, type);
1385 else if (op->type == ARROW && op->race == type) 1282 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1283 return splay (tmp);
1284
1285 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1286 if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && !strcmp (&tmp->race, type))
1287 if (object *arrow = find_arrow (tmp, type))
1288 {
1289 splay (tmp);
1386 return op; 1290 return arrow;
1291 }
1292
1387 return tmp; 1293 return 0;
1388} 1294}
1389 1295
1390/* 1296/*
1391 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1297 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1392 * against the target. A full test is not performed, simply a basic test 1298 * against the target. A full test is not performed, simply a basic test
1393 * of resistances. The archer is making a quick guess at what he sees down 1299 * of resistances. The archer is making a quick guess at what he sees down
1394 * the hall. Failing that it does it's best to pick the highest plus arrow. 1300 * the hall. Failing that it does it's best to pick the highest plus arrow.
1395 */ 1301 */
1396
1397object * 1302object *
1398find_better_arrow (object *op, object *target, const char *type, int *better) 1303find_better_arrow (object *op, object *target, shstr_cmp type, int *better)
1399{ 1304{
1400 object *tmp = NULL, *arrow, *ntmp; 1305 object *tmp = NULL, *arrow, *ntmp;
1401 int attacknum, attacktype, betterby = 0, i; 1306 int attacknum, attacktype, betterby = 0, i;
1402 1307
1403 if (!type) 1308 if (!type)
1407 { 1312 {
1408 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED)) 1313 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1409 { 1314 {
1410 i = 0; 1315 i = 0;
1411 ntmp = find_better_arrow (arrow, target, type, &i); 1316 ntmp = find_better_arrow (arrow, target, type, &i);
1317
1412 if (i > betterby) 1318 if (i > betterby)
1413 { 1319 {
1414 tmp = ntmp; 1320 tmp = ntmp;
1415 betterby = i; 1321 betterby = i;
1416 } 1322 }
1417 } 1323 }
1418 else if (arrow->type == ARROW && arrow->race == type) 1324 else if (arrow->type == ARROW && arrow->race == type)
1419 { 1325 {
1420 /* allways prefer assasination/slaying */ 1326 /* allways prefer assasination/slaying */
1421 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race)) 1327 if (target->race && arrow->slaying && arrow->slaying.contains (target->race))
1422 { 1328 {
1423 if (arrow->attacktype & AT_DEATH) 1329 if (arrow->attacktype & AT_DEATH)
1424 { 1330 {
1425 *better = 100; 1331 *better = 100;
1426 return arrow; 1332 return arrow;
1434 else 1340 else
1435 { 1341 {
1436 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1342 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1437 { 1343 {
1438 attacktype = 1 << attacknum; 1344 attacktype = 1 << attacknum;
1439 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1345 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1440 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby) 1346 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1441 { 1347 {
1442 tmp = arrow; 1348 tmp = arrow;
1443 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100; 1349 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1444 } 1350 }
1445 } 1351 }
1352
1446 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1353 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1447 { 1354 {
1448 tmp = arrow; 1355 tmp = arrow;
1449 betterby = 2 + arrow->magic + arrow->stats.dam; 1356 betterby = 2 + arrow->magic + arrow->stats.dam;
1450 } 1357 }
1358
1451 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) 1359 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1452 { 1360 {
1453 tmp = arrow; 1361 tmp = arrow;
1454 betterby = 1 + arrow->magic + arrow->stats.dam; 1362 betterby = 1 + arrow->magic + arrow->stats.dam;
1455 } 1363 }
1456 } 1364 }
1457 } 1365 }
1458 } 1366 }
1367
1459 if (tmp == NULL && arrow == NULL) 1368 if (tmp == NULL && arrow == NULL)
1460 return find_arrow (op, type); 1369 return find_arrow (op, type);
1461 1370
1462 *better = betterby; 1371 *better = betterby;
1463 return tmp; 1372 return tmp;
1467 * find_better_arrow to find a decent arrow to use. 1376 * find_better_arrow to find a decent arrow to use.
1468 * op = the shooter 1377 * op = the shooter
1469 * type = bow->race 1378 * type = bow->race
1470 * dir = fire direction 1379 * dir = fire direction
1471 */ 1380 */
1472
1473object * 1381object *
1474pick_arrow_target (object *op, const char *type, int dir) 1382pick_arrow_target (object *op, shstr_cmp type, int dir)
1475{ 1383{
1476 object *tmp = NULL; 1384 object *tmp = NULL;
1477 maptile *m; 1385 maptile *m;
1478 int i, mflags, found, number; 1386 int i, mflags, found, number;
1479 sint16 x, y; 1387 sint16 x, y;
1494 for (i = 0, found = 0; i < 20; i++) 1402 for (i = 0, found = 0; i < 20; i++)
1495 { 1403 {
1496 x += freearr_x[dir]; 1404 x += freearr_x[dir];
1497 y += freearr_y[dir]; 1405 y += freearr_y[dir];
1498 mflags = get_map_flags (m, &m, x, y, &x, &y); 1406 mflags = get_map_flags (m, &m, x, y, &x, &y);
1407
1499 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) 1408 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1500 { 1409 {
1501 tmp = NULL; 1410 tmp = 0;
1502 break; 1411 break;
1503 } 1412 }
1504 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW) 1413 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1505 { 1414 {
1506 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1415 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1507 * perhaps a bad assumption. 1416 * perhaps a bad assumption.
1508 */ 1417 */
1509 tmp = NULL; 1418 tmp = 0;
1510 break; 1419 break;
1511 } 1420 }
1421
1512 if (mflags & P_IS_ALIVE) 1422 if (mflags & P_IS_ALIVE)
1513 {
1514 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) 1423 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1515 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 1424 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1516 {
1517 found++;
1518 break;
1519 }
1520 if (found)
1521 break; 1425 break;
1522 }
1523 } 1426 }
1524 if (tmp == NULL) 1427
1428 if (!tmp)
1525 return find_arrow (op, type); 1429 return find_arrow (op, type);
1526 1430
1527 if (tmp->head) 1431 if (tmp->head)
1528 tmp = tmp->head; 1432 tmp = tmp->head;
1529 1433
1542 */ 1446 */
1543int 1447int
1544fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) 1448fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1545{ 1449{
1546 object *left, *bow; 1450 object *left, *bow;
1547 int bowspeed, mflags; 1451 int mflags;
1548 maptile *m; 1452 maptile *m;
1549 1453
1550 if (!dir) 1454 if (!dir)
1551 { 1455 {
1552 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1456 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1553 return 0; 1457 return 0;
1554 } 1458 }
1555 1459
1556 if (op->type == PLAYER) 1460 if (op->contr)
1557 bow = op->contr->ranges[range_bow]; 1461 bow = op->current_weapon;
1558 else 1462 else
1559 { 1463 {
1560 for (bow = op->inv; bow; bow = bow->below) 1464 for (bow = op->inv; bow; bow = bow->below)
1561 /* Don't check for applied - monsters don't apply bows - in that way, they 1465 /* Don't check for applied - monsters don't apply bows - in that way, they
1562 * don't need to switch back and forth between bows and weapons. 1466 * don't need to switch back and forth between bows and weapons.
1567 if (!bow) 1471 if (!bow)
1568 { 1472 {
1569 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1473 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1570 return 0; 1474 return 0;
1571 } 1475 }
1476
1477 // optimisation: move object to top so we will find it quickly again
1478 if (bow->below)
1479 {
1480 bow->remove ();
1481 op->insert (bow);
1482 }
1572 } 1483 }
1573 1484
1574 if (!bow->race || !bow->skill) 1485 if (!bow->race || !bow->skill)
1575 { 1486 {
1576 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1487 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1577 return 0; 1488 return 0;
1578 } 1489 }
1579
1580 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1581
1582 /* penalize ROF for bestarrow */
1583 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1584 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1585
1586 if (bowspeed < 1)
1587 bowspeed = 1;
1588 1490
1589 if (arrow == NULL) 1491 if (arrow == NULL)
1590 { 1492 {
1591 if ((arrow = find_arrow (op, bow->race)) == NULL) 1493 if ((arrow = find_arrow (op, bow->race)) == NULL)
1592 { 1494 {
1593 if (op->type == PLAYER) 1495 if (op->type == PLAYER)
1594 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1496 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1595 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1497 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1596 else 1498 else
1597 CLEAR_FLAG (op, FLAG_READY_BOW); 1499 CLEAR_FLAG (op, FLAG_READY_BOW);
1500
1598 return 0; 1501 return 0;
1599 } 1502 }
1600 } 1503 }
1601 1504
1602 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1505 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1610 } 1513 }
1611 1514
1612 /* this should not happen, but sometimes does */ 1515 /* this should not happen, but sometimes does */
1613 if (arrow->nrof == 0) 1516 if (arrow->nrof == 0)
1614 { 1517 {
1518 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1615 arrow->destroy (); 1519 arrow->destroy ();
1616 return 0; 1520 return 0;
1617 } 1521 }
1618 1522
1619 left = arrow; /* these are arrows left to the player */ 1523 left = arrow; /* these are arrows left to the player */
1620 arrow = get_split_ob (arrow, 1); 1524 arrow = arrow->split ();
1621 if (!arrow) 1525 if (!arrow)
1622 { 1526 {
1623 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1527 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1624 return 0; 1528 return 0;
1625 } 1529 }
1626 1530
1627 arrow->set_owner (op); 1531 arrow->set_owner (op);
1628 arrow->skill = bow->skill; 1532 arrow->skill = bow->skill;
1629 arrow->direction = dir; 1533 arrow->direction = dir;
1630 1534
1535 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1536 arrow->stats.hp = arrow->stats.dam;
1537 arrow->stats.grace = arrow->attacktype;
1538
1539 if (arrow->slaying)
1540 arrow->spellarg = strdup (arrow->slaying);
1541
1542#if 0
1543 if (player *pl = op->contr)
1544 {
1545 float speed = pl->weapon_sp;
1546
1547 /* penalize ROF for bestarrow */
1548 if (pl->bowtype == bow_bestarrow)
1549 speed *= .9f;
1550 else
1551 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1552
1553 op->speed_left += speed - op->speed;
1554 }
1555#endif
1556
1557 SET_ANIMATION (arrow, arrow->direction);
1558
1559 /* update the speed */
1560 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1561 + bow->stats.dam / 7.f;
1562
1563 arrow->set_speed (max (arrow->speed, 2.f));
1564 arrow->speed_left = 0;
1565
1566 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1567
1631 if (op->type == PLAYER) 1568 if (op->type == PLAYER)
1632 { 1569 {
1633 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1634 op->update_stats ();
1635 }
1636
1637 SET_ANIMATION (arrow, arrow->direction);
1638 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1639 arrow->stats.hp = arrow->stats.dam;
1640 arrow->stats.grace = arrow->attacktype;
1641 if (arrow->slaying != NULL)
1642 arrow->spellarg = strdup (arrow->slaying);
1643
1644 /* Note that this was different for monsters - they got their level
1645 * added to the damage. I think the strength bonus is more proper.
1646 */
1647
1648 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1649
1650 /* update the speed */
1651 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1652 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1653
1654 arrow->set_speed (max (arrow->speed, 1.0));
1655 arrow->speed_left = 0;
1656
1657 if (op->type == PLAYER)
1658 {
1659 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1660 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1661 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1662
1663 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; 1570 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1571 wc -= dex_bonus[op->stats.Dex];
1572
1573 if (!arrow->slaying)
1574 arrow->slaying = op->slaying;
1575
1576 arrow->attacktype |= op->attacktype;
1664 } 1577 }
1665 else 1578 else
1666 { 1579 {
1667 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1668 arrow->level = op->level; 1580 arrow->level = op->level;
1669 } 1581 arrow->stats.wc -= bow->magic;
1670 1582
1671 if (arrow->attacktype == AT_PHYSICAL) 1583 if (!arrow->slaying)
1584 arrow->slaying = bow->slaying;
1585
1672 arrow->attacktype |= bow->attacktype; 1586 arrow->attacktype |= bow->attacktype;
1587 }
1673 1588
1674 if (bow->slaying) 1589 wc -= arrow->level;
1675 arrow->slaying = bow->slaying; 1590 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1676 1591
1592 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1677 arrow->move_type = MOVE_FLY_LOW; 1593 arrow->move_type = MOVE_FLY_LOW;
1678 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1594 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1679 1595
1680 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1596 op->play_sound (sound_find ("fire_arrow"));
1681 m->insert (arrow, sx, sy, op); 1597 m->insert (arrow, sx, sy, op);
1682 1598
1683 if (!arrow->destroyed ()) 1599 if (!arrow->destroyed ())
1684 move_arrow (arrow); 1600 move_arrow (arrow);
1685
1686 if (op->type == PLAYER)
1687 {
1688 if (left->destroyed ())
1689 esrv_del_item (op->contr, left->count);
1690 else
1691 esrv_send_item (op, left);
1692 }
1693 1601
1694 return 1; 1602 return 1;
1695} 1603}
1696 1604
1697/* Special fire code for players - this takes into 1605/* Special fire code for players - this takes into
1702 * hence the function name. 1610 * hence the function name.
1703 */ 1611 */
1704int 1612int
1705player_fire_bow (object *op, int dir) 1613player_fire_bow (object *op, int dir)
1706{ 1614{
1707 int ret = 0, wcmod = 0; 1615 int ret;
1708 1616
1709 if (op->contr->bowtype == bow_bestarrow) 1617 if (op->contr->bowtype == bow_bestarrow)
1710 { 1618 {
1711 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y); 1619 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1712 } 1620 }
1713 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1621 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1714 { 1622 {
1715 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1623 int wcmod = similar_direction (dir, op->contr->bowtype - bow_n + 1) ? 0 : -1;
1716 wcmod = -1;
1717
1718 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1624 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1719 } 1625 }
1720 else if (op->contr->bowtype == bow_threewide) 1626 else if (op->contr->bowtype == bow_threewide)
1721 { 1627 {
1722 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);
1723 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]); 1629 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]);
1724 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]); 1630 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1725 } 1631 }
1726 else if (op->contr->bowtype == bow_spreadshot) 1632 else if (op->contr->bowtype == bow_spreadshot)
1727 { 1633 {
1728 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1634 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1729 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); 1635 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1730 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); 1636 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1731
1732 } 1637 }
1733 else 1638 else
1734 { 1639 {
1735 /* Simple case */ 1640 /* Simple case */
1736 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1641 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1737 } 1642 }
1643
1738 return ret; 1644 return ret;
1739} 1645}
1740
1741 1646
1742/* Fires a misc (wand/rod/horn) object in 'dir'. 1647/* Fires a misc (wand/rod/horn) object in 'dir'.
1743 * Broken apart from 'fire' to keep it more readable. 1648 * Broken apart from 'fire' to keep it more readable.
1744 */ 1649 */
1745void 1650void
1746fire_misc_object (object *op, int dir) 1651fire_misc_object (object *op, int dir)
1747{ 1652{
1748 object *item; 1653 object *item = op->contr->ranged_ob;
1749 1654
1750 if (!op->contr->ranges[range_misc]) 1655 if (!item)
1751 { 1656 {
1752 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); 1657 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1753 return; 1658 return;
1754 } 1659 }
1755 1660
1756 item = op->contr->ranges[range_misc];
1757 if (!item->inv) 1661 if (!item->inv)
1758 { 1662 {
1759 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1663 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1760 return; 1664 return;
1761 } 1665 }
1666
1667 if (!op->change_weapon (item))
1668 return;
1669
1762 if (item->type == WAND) 1670 if (item->type == WAND)
1763 { 1671 {
1764 if (item->stats.food <= 0) 1672 if (item->stats.food <= 0)
1765 { 1673 {
1766 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1674 op->contr->play_sound (sound_find ("wand_poof"));
1767 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); 1675 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1676
1768 return; 1677 return;
1769 } 1678 }
1770 } 1679 }
1771 else if (item->type == ROD || item->type == HORN) 1680 else if (item->type == ROD || item->type == HORN)
1772 { 1681 {
1773 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1682 sint16 spell_sp = MAX (item->inv->stats.sp, item->inv->stats.grace);
1683
1684 // using the maximum of the rods charge allows at least one spell cast
1685 // for a rod or horn, this fixes some broken rods.
1686 if (item->stats.hp < MIN (spell_sp, item->stats.maxhp))
1774 { 1687 {
1775 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1688 op->contr->play_sound (sound_find ("wand_poof"));
1689
1776 if (item->type == ROD) 1690 if (item->type == ROD)
1777 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); 1691 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1778 else 1692 else
1779 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1693 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1694
1780 return; 1695 return;
1781 } 1696 }
1782 } 1697 }
1783 1698
1784 if (cast_spell (op, item, dir, item->inv, NULL)) 1699 if (cast_spell (op, item, dir, item->inv, NULL))
1785 { 1700 {
1786 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */ 1701 item->flag [FLAG_BEEN_APPLIED] = true; /* You now know something about it */
1702
1787 if (item->type == WAND) 1703 if (item->type == WAND)
1788 { 1704 {
1789 if (!(--item->stats.food)) 1705 if (!(--item->stats.food))
1790 { 1706 {
1791 object *tmp; 1707 object *tmp;
1792 1708
1793 if (item->arch) 1709 if (item->arch)
1794 { 1710 {
1795 CLEAR_FLAG (item, FLAG_ANIMATE); 1711 CLEAR_FLAG (item, FLAG_ANIMATE);
1796 item->face = item->arch->clone.face; 1712 item->face = item->arch->face;
1797 item->set_speed (0); 1713 item->set_speed (0);
1798 } 1714 }
1799 1715
1800 if ((tmp = item->in_player ())) 1716 if (object *pl = item->visible_to ())
1801 esrv_update_item (UPD_ANIM, tmp, item); 1717 esrv_update_item (UPD_ANIM, pl, item);
1802 } 1718 }
1803 } 1719 }
1804 else if (item->type == ROD || item->type == HORN) 1720 else if (item->type == ROD || item->type == HORN)
1805 drain_rod_charge (item); 1721 drain_rod_charge (item);
1806 } 1722 }
1807} 1723}
1808 1724
1809/* Received a fire command for the player - go and do it. 1725/* Received a fire command for the player - go and do it.
1810 */ 1726 */
1811void 1727bool
1812fire (object *op, int dir) 1728fire (object *op, int dir)
1813{ 1729{
1814 int spellcost = 0; 1730 int spellcost = 0;
1731
1732 player *pl = op->contr;
1733
1734 if (pl->golem)
1735 {
1736 control_golem (op->contr->golem, dir);
1737 return false;
1738 }
1739
1740 object *ob = pl->ranged_ob;
1741
1742 if (!ob)
1743 return false;
1744
1745 if (op->speed_left > 0.f)
1746 --op->speed_left;
1747 else
1748 return false;
1749
1750 if (!op->change_weapon (ob))
1751 return false;
1815 1752
1816 /* check for loss of invisiblity/hide */ 1753 /* check for loss of invisiblity/hide */
1817 if (action_makes_visible (op)) 1754 if (action_makes_visible (op))
1818 make_visible (op); 1755 make_visible (op);
1819 1756
1820 switch (op->contr->shoottype) 1757 switch (ob->type)
1821 { 1758 {
1822 case range_none: 1759 case BOW:
1823 return;
1824
1825 case range_bow:
1826 player_fire_bow (op, dir); 1760 player_fire_bow (op, dir);
1827 return; 1761 break;
1828 1762
1829 case range_magic: /* Casting spells */ 1763 case SPELL:
1830 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0)); 1764 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
1831 return; 1765 break;
1832 1766
1833 case range_misc: 1767 case BUILDER:
1768 apply_map_builder (op, dir);
1769 break;
1770
1771 case SKILL:
1772 do_skill (op, op, ob, dir, 0);
1773 break;
1774
1775 default:
1834 fire_misc_object (op, dir); 1776 fire_misc_object (op, dir);
1835 return; 1777 break;
1836
1837 case range_golem: /* Control summoned monsters from scrolls */
1838 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
1839 {
1840 op->contr->ranges[range_golem] = 0;
1841 op->contr->shoottype = range_none;
1842 }
1843 else
1844 control_golem (op->contr->ranges[range_golem], dir);
1845 return;
1846
1847 case range_skill:
1848 if (!op->chosen_skill)
1849 {
1850 if (op->type == PLAYER)
1851 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
1852 return;
1853 }
1854
1855 do_skill (op, op, op->chosen_skill, dir, NULL);
1856 return;
1857 case range_builder:
1858 apply_map_builder (op, dir);
1859 return;
1860 default:
1861 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
1862 return;
1863 } 1778 }
1864}
1865 1779
1866 1780 return true;
1781}
1867 1782
1868/* find_key 1783/* find_key
1869 * We try to find a key for the door as passed. If we find a key 1784 * We try to find a key for the door as passed. If we find a key
1870 * and successfully use it, we return the key, otherwise NULL 1785 * and successfully use it, we return the key, otherwise NULL
1871 * This function merges both normal and locked door, since the logic 1786 * This function merges both normal and locked door, since the logic
1873 * pl is the player, 1788 * pl is the player,
1874 * inv is the objects inventory to searched 1789 * inv is the objects inventory to searched
1875 * door is the door we are trying to match against. 1790 * door is the door we are trying to match against.
1876 * This function can be called recursively to search containers. 1791 * This function can be called recursively to search containers.
1877 */ 1792 */
1878
1879object * 1793object *
1880find_key (object *pl, object *container, object *door) 1794find_key (object *pl, object *container, object *door)
1881{ 1795{
1882 object *tmp, *key; 1796 object *tmp, *key;
1883 1797
1884 /* Should not happen, but sanity checking is never bad */ 1798 /* Should not happen, but sanity checking is never bad */
1885 if (container->inv == NULL) 1799 if (!container->inv)
1886 return NULL; 1800 return 0;
1887 1801
1888 /* First, lets try to find a key in the top level inventory */ 1802 /* First, lets try to find a key in the top level inventory */
1889 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1803 for (tmp = container->inv; tmp; tmp = tmp->below)
1890 { 1804 {
1891 if (door->type == DOOR && tmp->type == KEY) 1805 if (door->type == DOOR && tmp->type == KEY)
1892 break; 1806 break;
1893 /* For sanity, we should really check door type, but other stuff 1807 /* For sanity, we should really check door type, but other stuff
1894 * (like containers) can be locked with special keys 1808 * (like containers) can be locked with special keys
1895 */ 1809 */
1896 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1810 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1897 break; 1811 break;
1898 } 1812 }
1813
1899 /* No key found - lets search inventories now */ 1814 /* No key found - lets search inventories now */
1900 /* If we find and use a key in an inventory, return at that time. 1815 /* If we find and use a key in an inventory, return at that time.
1901 * otherwise, if we search all the inventories and still don't find 1816 * otherwise, if we search all the inventories and still don't find
1902 * a key, return 1817 * a key, return
1903 */ 1818 */
1904 if (!tmp) 1819 if (!tmp)
1905 { 1820 {
1906 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1821 for (tmp = container->inv; tmp; tmp = tmp->below)
1907 { 1822 {
1908 /* No reason to search empty containers */ 1823 /* No reason to search empty containers */
1909 if (tmp->type == CONTAINER && tmp->inv) 1824 if (tmp->type == CONTAINER && tmp->inv)
1910 { 1825 {
1911 if ((key = find_key (pl, tmp, door)) != NULL) 1826 if ((key = find_key (pl, tmp, door)))
1912 return key; 1827 return key;
1913 } 1828 }
1914 } 1829 }
1830
1915 if (!tmp) 1831 if (!tmp)
1916 return NULL; 1832 return NULL;
1917 } 1833 }
1834
1918 /* We get down here if we have found a key. Now if its in a container, 1835 /* We get down here if we have found a key. Now if its in a container,
1919 * see if we actually want to use it 1836 * see if we actually want to use it
1920 */ 1837 */
1921 if (pl != container) 1838 if (pl != container)
1922 { 1839 {
1943 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1860 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1944 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); 1861 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1945 return NULL; 1862 return NULL;
1946 } 1863 }
1947 } 1864 }
1865
1948 return tmp; 1866 return tmp;
1949} 1867}
1950 1868
1951/* moved door processing out of move_player_attack. 1869/* moved door processing out of move_player_attack.
1952 * returns 1 if player has opened the door with a key 1870 * returns 1 if player has opened the door with a key
1954 * 0 otherwise 1872 * 0 otherwise
1955 */ 1873 */
1956static int 1874static int
1957player_attack_door (object *op, object *door) 1875player_attack_door (object *op, object *door)
1958{ 1876{
1959 /* If its a door, try to find a use a key. If we do destroy the door, 1877 /* If its a door, try to find a key. If we do destroy the door,
1960 * might as well return immediately as there is nothing more to do - 1878 * might as well return immediately as there is nothing more to do -
1961 * otherwise, we fall through to the rest of the code. 1879 * otherwise, we fall through to the rest of the code.
1962 */ 1880 */
1963 object *key = find_key (op, op, door); 1881 object *key = find_key (op, op, door);
1964 1882
1965 /* IF we found a key, do some extra work */ 1883 /* If we found a key, do some extra work */
1966 if (key) 1884 if (key)
1967 { 1885 {
1968 object *container = key->env; 1886 object *container = key->env;
1969 1887
1970 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1971 if (action_makes_visible (op)) 1888 if (action_makes_visible (op))
1972 make_visible (op); 1889 make_visible (op);
1890
1973 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1891 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1974 spring_trap (door->inv, op); 1892 spring_trap (door->inv, op);
1893
1975 if (door->type == DOOR) 1894 if (door->type == DOOR)
1976 {
1977 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1895 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1978 }
1979 else if (door->type == LOCKED_DOOR) 1896 else if (door->type == LOCKED_DOOR)
1980 { 1897 {
1981 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1898 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN);
1982 remove_door2 (door); /* remove door without violence ;-) */ 1899 remove_door2 (door); /* remove door without violence ;-) */
1983 } 1900 }
1901
1984 /* Do this after we print the message */ 1902 /* Do this after we print the message */
1985 decrease_ob (key); /* Use up one of the keys */ 1903 key->decrease (); /* Use up one of the keys */
1986 /* Need to update the weight the container the key was in */ 1904
1987 if (container != op)
1988 esrv_update_item (UPD_WEIGHT, op, container);
1989 return 1; /* Nothing more to do below */ 1905 return 1; /* Nothing more to do below */
1990 } 1906 }
1991 else if (door->type == LOCKED_DOOR) 1907 else if (door->type == LOCKED_DOOR)
1992 { 1908 {
1993 /* Might as well return now - no other way to open this */ 1909 /* Might as well return now - no other way to open this */
1994 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1910 op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door...");
1995 return 1; 1911 return 1;
1996 } 1912 }
1913
1997 return 0; 1914 return 0;
1998} 1915}
1999 1916
2000/* This function is just part of a breakup from move_player. 1917/* This function is just part of a breakup from move_player.
2001 * It should keep the code cleaner. 1918 * It should keep the code cleaner.
2002 * When this is called, the players direction has been updated 1919 * When this is called, the players direction has been updated
2003 * (taking into account confusion.) The player is also actually 1920 * (taking into account confusion.) The player is also actually
2004 * going to try and move (not fire weapons). 1921 * going to try and move (not fire weapons).
2005 */ 1922 */
2006void 1923bool
2007move_player_attack (object *op, int dir) 1924move_player_attack (object *op, int dir)
2008{ 1925{
2009 object *tmp, *mon;
2010 sint16 nx, ny;
2011 int on_battleground; 1926 int on_battleground;
2012 maptile *m;
2013 1927
2014 nx = freearr_x[dir] + op->x; 1928 sint16 nx = freearr_x[dir] + op->x;
2015 ny = freearr_y[dir] + op->y; 1929 sint16 ny = freearr_y[dir] + op->y;
2016 1930
2017 on_battleground = op_on_battleground (op, 0, 0); 1931 on_battleground = op_on_battleground (op, 0, 0);
1932
1933 if (out_of_map (op->map, nx, ny))
1934 return false;
1935
1936 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
1937 {
1938 --op->speed_left;
1939 return true;
1940 }
2018 1941
2019 /* If braced, or can't move to the square, and it is not out of the 1942 /* If braced, or can't move to the square, and it is not out of the
2020 * map, attack it. Note order of if statement is important - don't 1943 * map, attack it. Note order of if statement is important - don't
2021 * want to be calling move_ob if braced, because move_ob will move the 1944 * want to be calling move_ob if braced, because move_ob will move the
2022 * player. This is a pretty nasty hack, because if we could 1945 * player. This is a pretty nasty hack, because if we could
2023 * move to some space, it then means that if we are braced, we should 1946 * move to some space, it then means that if we are braced, we should
2024 * do nothing at all. As it is, if we are braced, we go through 1947 * do nothing at all. As it is, if we are braced, we go through
2025 * quite a bit of processing. However, it probably is less than what 1948 * quite a bit of processing. However, it probably is less than what
2026 * move_ob uses. 1949 * move_ob uses.
2027 */ 1950 */
2028 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) 1951 maptile *m = op->map->xy_find (nx, ny);
1952
1953 /* Go through all the objects, and find ones of interest. Only stop if
1954 * we find a monster - that is something we know we want to attack.
1955 * if its a door or barrel (can roll) see if there may be monsters
1956 * on the space
1957 */
1958 object *mon;
1959 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
1960 {
1961 if ((mon->flag [FLAG_ALIVE]
1962 || mon->type == LOCKED_DOOR
1963 || mon->flag [FLAG_CAN_ROLL])
1964 && mon != op)
1965 break;
2029 { 1966 }
2030 if (OUT_OF_REAL_MAP (op->map, nx, ny)) 1967
1968 if (!mon) /* This happens anytime the player tries to move */
1969 return false; /* into a wall */
1970
1971 mon = mon->head_ ();
1972
1973 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
1974 if (op->contr->weapon_sp_left > 0.f)
1975 if (player_attack_door (op, mon))
1976 {
1977 --op->contr->weapon_sp_left;
1978 return true;
2031 { 1979 }
2032 m = op->map->xy_find (nx, ny); 1980
2033 if (!m) 1981 /* The following deals with possibly attacking peaceful
2034 return; /* Don't think this should happen */ 1982 * or friendly creatures. Basically, all players are considered
1983 * unaggressive. If the moving player has peaceful set, then the
1984 * object should be pushed instead of attacked. It is assumed that
1985 * if you are braced, you will not attack friends accidently,
1986 * and thus will not push them.
1987 */
1988
1989 /* If the creature is a pet, push it even if the player is not
1990 * peaceful. Our assumption is the creature is a pet if the
1991 * player owns it and it is either friendly or unagressive.
1992 */
1993 if (op->type == PLAYER
1994 && ((mon->owner && mon->owner->contr
1995 && same_party (mon->owner->contr->party, op->contr->party))
1996 || mon->owner == op)
1997 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
1998 {
1999 /* If we're braced, we don't want to switch places with it */
2000 if (op->contr->braced)
2001 return false;
2002
2003 if (op->speed_left > 0.f)
2004 {
2005 --op->speed_left;
2006
2007 op->play_sound (sound_find ("push_player"));
2008 push_ob (mon, dir, op);
2009
2010 if (action_makes_visible (op))
2011 make_visible (op);
2012
2013 return true;
2035 } 2014 }
2036 else 2015 else
2037 m = op->map;
2038
2039 if (!(tmp = m->at (nx, ny).bot))
2040 return; 2016 return false;
2017 }
2041 2018
2042 mon = 0;
2043 /* Go through all the objects, and find ones of interest. Only stop if
2044 * we find a monster - that is something we know we want to attack.
2045 * if its a door or barrel (can roll) see if there may be monsters
2046 * on the space
2047 */
2048 while (tmp)
2049 {
2050 if (tmp == op)
2051 {
2052 tmp = tmp->above;
2053 continue;
2054 }
2055
2056 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2057 {
2058 mon = tmp;
2059 break;
2060 }
2061
2062 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2063 mon = tmp;
2064
2065 tmp = tmp->above;
2066 }
2067
2068 if (!mon) /* This happens anytime the player tries to move */
2069 return; /* into a wall */
2070
2071 if (mon->head)
2072 mon = mon->head;
2073
2074 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2075 if (player_attack_door (op, mon))
2076 return;
2077
2078 /* The following deals with possibly attacking peaceful
2079 * or frienddly creatures. Basically, all players are considered
2080 * unaggressive. If the moving player has peaceful set, then the
2081 * object should be pushed instead of attacked. It is assumed that
2082 * if you are braced, you will not attack friends accidently,
2083 * and thus will not push them.
2084 */
2085
2086 /* If the creature is a pet, push it even if the player is not
2087 * peaceful. Our assumption is the creature is a pet if the
2088 * player owns it and it is either friendly or unagressive.
2089 */
2090 if ((op->type == PLAYER)
2091#if COZY_SERVER
2092 &&
2093 ((mon->owner && mon->owner->contr
2094 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op)
2095#else
2096 && mon->owner == op
2097#endif
2098 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2099 {
2100 /* If we're braced, we don't want to switch places with it */
2101 if (op->contr->braced)
2102 return;
2103
2104 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2105 (void) push_ob (mon, dir, op);
2106 if (op->contr->tmp_invis || op->hide)
2107 make_visible (op);
2108
2109 return;
2110 }
2111
2112 /* in certain circumstances, you shouldn't attack friendly 2019 /* in certain circumstances, you shouldn't attack friendly
2113 * creatures. Note that if you are braced, you can't push 2020 * creatures. Note that if you are braced, you can't push
2114 * someone, but put it inside this loop so that you won't 2021 * someone, but put it inside this loop so that you won't
2115 * attack them either. 2022 * attack them either.
2116 */ 2023 */
2117 if ((mon->type == PLAYER || mon->enemy != op) && 2024 if ((mon->type == PLAYER || mon->enemy != op)
2118 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2025 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2119#ifdef PROHIBIT_PLAYERKILL
2120 (op->contr->peaceful 2026 && ((op->contr->peaceful
2121 || (mon->type == PLAYER 2027 || (mon->type == PLAYER && mon->contr->peaceful))
2122 && mon->contr->
2123 peaceful)) &&
2124#else
2125 op->contr->peaceful &&
2126#endif
2127 !on_battleground)) 2028 && !on_battleground))
2029 {
2030 if (op->speed_left > 0.f)
2128 { 2031 {
2032 --op->speed_left;
2033
2129 if (!op->contr->braced) 2034 if (!op->contr->braced)
2130 { 2035 {
2131 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2036 op->play_sound (sound_find ("push_player"));
2132 push_ob (mon, dir, op); 2037 push_ob (mon, dir, op);
2133 } 2038 }
2134 else 2039 else
2135 new_draw_info (0, 0, op, "You withhold your attack"); 2040 op->statusmsg ("You withhold your attack");
2136 2041
2137 if (op->contr->tmp_invis || op->hide) 2042 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
2138 make_visible (op); 2043 make_visible (op);
2139 }
2140 2044
2045 return true;
2046 }
2047 }
2141 /* If the object is a boulder or other rollable object, then 2048 /* If the object is a boulder or other rollable object, then
2142 * roll it if not braced. You can't roll it if you are braced. 2049 * roll it if not braced. You can't roll it if you are braced.
2143 */ 2050 */
2144 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 2051 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2052 {
2053 if (op->speed_left > 0.f)
2145 { 2054 {
2055 --op->speed_left;
2056
2146 recursive_roll (mon, dir, op); 2057 recursive_roll (mon, dir, op);
2147 if (action_makes_visible (op)) 2058 if (action_makes_visible (op))
2148 make_visible (op); 2059 make_visible (op);
2149 }
2150 2060
2061 return true;
2062 }
2063 }
2151 /* Any generic living creature. Including things like doors. 2064 /* Any generic living creature. Including things like doors.
2152 * Way it works is like this: First, it must have some hit points 2065 * Way it works is like this: First, it must have some hit points
2153 * and be living. Then, it must be one of the following: 2066 * and be living. Then, it must be one of the following:
2154 * 1) Not a player, 2) A player, but of a different party. Note 2067 * 1) Not a player, 2) A player, but of a different party. Note
2155 * that party_number -1 is no party, so attacks can still happen. 2068 * that party_number -1 is no party, so attacks can still happen.
2156 */ 2069 */
2157 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2070 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2158 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 2071 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2159 { 2072 {
2160 2073 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2161 /* If the player hasn't hit something this tick, and does
2162 * so, give them speed boost based on weapon speed. Doing
2163 * it here is better than process_players2, which basically
2164 * incurred a 1 tick offset.
2165 */
2166 if (!op->contr->has_hit)
2167 { 2074 {
2168 op->speed_left += op->speed / op->contr->weapon_sp; 2075 --op->contr->weapon_sp_left;
2169
2170 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2171 }
2172 2076
2173 skill_attack (mon, op, 0, 0, 0); 2077 skill_attack (mon, op, 0, 0, 0);
2174
2175 /* If attacking another player, that player gets automatic
2176 * hitback, and doesn't loose luck either.
2177 * Disable hitback on the battleground or if the target is
2178 * the wiz.
2179 */
2180 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2181 {
2182 short luck = mon->stats.luck;
2183
2184 mon->contr->has_hit = 1;
2185 skill_attack (op, mon, 0, 0, 0);
2186 mon->stats.luck = luck;
2187 }
2188 2078
2189 if (action_makes_visible (op)) 2079 if (action_makes_visible (op))
2190 make_visible (op); 2080 make_visible (op);
2191 }
2192 } /* if player should attack something */
2193}
2194 2081
2195int 2082 return true;
2083 }
2084 }
2085
2086 return false;
2087}
2088
2089bool
2196move_player (object *op, int dir) 2090move_player (object *op, int dir)
2197{ 2091{
2198 int pick; 2092 int pick;
2199 2093
2200 if (!op->map || op->map->in_memory != MAP_IN_MEMORY) 2094 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2201 return 0; 2095 return 0;
2202 2096
2203 /* Sanity check: make sure dir is valid */ 2097 /* Sanity check: make sure dir is valid */
2204 if ((dir < 0) || (dir >= 9)) 2098 if ((dir < 0) || (dir >= 9))
2205 { 2099 {
2207 return 0; 2101 return 0;
2208 } 2102 }
2209 2103
2210 /* peterm: added following line */ 2104 /* peterm: added following line */
2211 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2105 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2212 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2106 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2213 2107
2214 op->facing = dir; 2108 op->facing = dir;
2215 2109
2216 if (op->hide) 2110 if (op->flag [FLAG_HIDDEN])
2217 do_hidden_move (op); 2111 do_hidden_move (op);
2218 2112
2113 bool retval;
2114
2219 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2115 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2220 /*nop */ ; 2116 retval = RESULT_INT (0);
2221 else if (op->contr->fire_on) 2117 else if (op->contr->fire_on)
2222 fire (op, dir); 2118 retval = fire (op, dir);
2223 else 2119 else
2224 { 2120 {
2225 move_player_attack (op, dir); 2121 retval = move_player_attack (op, dir);
2226 pick = check_pick (op); 2122 pick = check_pick (op);
2227 } 2123 }
2228 2124
2229 /* Add special check for newcs players and fire on - this way, the 2125 /* Add special check for newcs players and fire on - this way, the
2230 * server can handle repeat firing. 2126 * server can handle repeat firing.
2237 /* Update how the player looks. Use the facing, so direction may 2133 /* Update how the player looks. Use the facing, so direction may
2238 * get reset to zero. This allows for full animation capabilities 2134 * get reset to zero. This allows for full animation capabilities
2239 * for players. 2135 * for players.
2240 */ 2136 */
2241 animate_object (op, op->facing); 2137 animate_object (op, op->facing);
2242 return 0; 2138
2139 return retval;
2243} 2140}
2244 2141
2245/* This is similar to handle_player, below, but is only used by the 2142/* This is similar to handle_player, below, but is only used by the
2246 * new client/server stuff. 2143 * new client/server stuff.
2247 * This is sort of special, in that the new client/server actually uses 2144 * This is sort of special, in that the new client/server actually uses
2248 * the new speed values for commands. 2145 * the new speed values for commands.
2249 * 2146 *
2250 * Returns true if there are more actions we can do. 2147 * Returns true if there are more actions we can do. Should not do
2148 * many actions in a row, as that would be too unfair to other
2149 * players.
2251 */ 2150 */
2252int 2151bool
2253handle_newcs_player (object *op) 2152handle_newcs_player (object *op)
2254{ 2153{
2255 if (op->contr->hidden)
2256 {
2257 op->invisible = 1000;
2258 /* the socket code flashes the player visible/invisible
2259 * depending on the value of invisible, so we need to
2260 * alternate it here for it to work correctly.
2261 */
2262 if (pticks & 2)
2263 op->invisible--;
2264 }
2265 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2266 {
2267 op->invisible--;
2268 if (!op->invisible)
2269 {
2270 make_visible (op);
2271 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2272 }
2273 }
2274
2275 if (QUERY_FLAG (op, FLAG_SCARED)) 2154 if (QUERY_FLAG (op, FLAG_SCARED))
2276 { 2155 {
2277 flee_player (op); 2156 if (op->speed_left > 0.f)
2278 /* If player is still scared, that is his action for this tick */
2279 if (QUERY_FLAG (op, FLAG_SCARED))
2280 { 2157 {
2281 op->speed_left--; 2158 --op->speed_left;
2159 flee_player (op);
2160
2282 return 0; 2161 return true;
2283 } 2162 }
2163 else
2164 return false;
2284 } 2165 }
2285
2286 /* I've been seeing crashes where the golem has been destroyed, but
2287 * the player object still points to the defunct golem. The code that
2288 * destroys the golem looks correct, and it doesn't always happen, so
2289 * put this in a a workaround to clean up the golem pointer.
2290 */
2291 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2292 op->contr->ranges[range_golem] = 0;
2293 2166
2294 /* call this here - we also will call this in do_ericserver, but 2167 /* call this here - we also will call this in do_ericserver, but
2295 * the players time has been increased when doericserver has been 2168 * the players time has been increased when doericserver has been
2296 * called, so we recheck it here. 2169 * called, so we recheck it here.
2297 */ 2170 */
2298 if (op->contr->ns->handle_command ()) 2171 if (op->contr->ns->handle_command ())
2299 return 1; 2172 return true;
2300 2173
2301 if (op->speed_left > 0)
2302 {
2303 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2174 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2304 {
2305 /* All move commands take 1 tick, at least for now */
2306 op->speed_left--;
2307
2308 /* Instead of all the stuff below, let move_player take care
2309 * of it. Also, some of the skill stuff is only put in
2310 * there, as well as the confusion stuff.
2311 */
2312 move_player (op, op->direction); 2175 return move_player (op, op->direction);
2313 2176
2314 return op->speed_left > 0;
2315 }
2316 }
2317
2318 return 0; 2177 return false;
2319} 2178}
2320 2179
2321int 2180int
2322save_life (object *op) 2181save_life (object *op)
2323{ 2182{
2325 return 0; 2184 return 0;
2326 2185
2327 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2186 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2328 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2187 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2329 { 2188 {
2330 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2189 op->play_sound (sound_find ("ob_evaporate"));
2331 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); 2190 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2332
2333 if (op->contr)
2334 esrv_del_item (op->contr, tmp->count);
2335 2191
2336 tmp->destroy (); 2192 tmp->destroy ();
2337 CLEAR_FLAG (op, FLAG_LIFESAVE); 2193 CLEAR_FLAG (op, FLAG_LIFESAVE);
2338 2194
2339 if (op->stats.hp < 0) 2195 if (op->stats.hp < 0)
2352 return 0; 2208 return 0;
2353} 2209}
2354 2210
2355/* This goes throws the inventory and removes unpaid objects, and puts them 2211/* This goes throws the inventory and removes unpaid objects, and puts them
2356 * back in the map (location and map determined by values of env). This 2212 * back in the map (location and map determined by values of env). This
2357 * function will descend into containers. op is the object to start the search 2213 * function will descend into containers. op is the object to start the search
2358 * from. 2214 * from.
2359 */ 2215 */
2216static void
2217drop_unpaid_items (object *op, object *env)
2218{
2219 while (op)
2220 {
2221 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2222
2223 if (QUERY_FLAG (op, FLAG_UNPAID))
2224 op->insert_at (env);
2225 else if (op->inv)
2226 drop_unpaid_items (op->inv, env);
2227
2228 op = next;
2229 }
2230}
2231
2360void 2232void
2361remove_unpaid_objects (object *op, object *env) 2233object::drop_unpaid_items ()
2362{ 2234{
2363 object *next; 2235 if (!flag [FLAG_REMOVED])
2364 2236 ::drop_unpaid_items (inv, this);
2365 while (op)
2366 {
2367 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2368
2369 if (QUERY_FLAG (op, FLAG_UNPAID))
2370 {
2371 if (env->type == PLAYER)
2372 esrv_del_item (env->contr, op->count);
2373
2374 op->insert_at (env);
2375 }
2376 else if (op->inv)
2377 remove_unpaid_objects (op->inv, env);
2378
2379 op = next;
2380 }
2381} 2237}
2382 2238
2383/* 2239/*
2384 * Returns pointer a static string containing gravestone text 2240 * Returns pointer a static string containing gravestone text
2385 * Moved from apply.c to player.c - player.c is what 2241 * Moved from apply.c to player.c - player.c is what
2386 * actually uses this function. player.c may not be quite the 2242 * actually uses this function. player.c may not be quite the
2387 * best, a misc file for object actions is probably better, 2243 * best, a misc file for object actions is probably better,
2388 * but there isn't one in the server directory. 2244 * but there isn't one in the server directory.
2389 */ 2245 */
2390char * 2246const char *
2391gravestone_text (object *op) 2247gravestone_text (object *op)
2392{ 2248{
2393 static char buf2[MAX_BUF]; 2249 static dynbuf_text buf;
2394 char buf[MAX_BUF];
2395 time_t now = time (NULL);
2396 2250
2397 strcpy (buf2, " R.I.P.\n\n"); 2251 buf << "---- R.I.P. ----\n\n"
2252 << op->name;
2253
2398 if (op->type == PLAYER) 2254 if (op->type == PLAYER)
2399 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2255 buf << " the " << op->contr->title;
2400 else
2401 sprintf (buf, "%s\n", &op->name);
2402 2256
2403 strncat (buf2, " ", 20 - strlen (buf) / 2); 2257 buf << "\n\n";
2404 strcat (buf2, buf); 2258
2259 buf << "who was level ";
2260 buf << (sint32)op->level << "\n\n" // OO breakdown
2261 << " when " << (op->contr ? "killed" : "died") << "\n\n";
2262
2405 if (op->type == PLAYER) 2263 if (op->type == PLAYER)
2406 sprintf (buf, "who was in level %d when killed\n", op->level); 2264 buf << "by " << op->contr->killer_name () << ".\n\n";
2407 else
2408 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2409 2265
2410 strncat (buf2, " ", 20 - strlen (buf) / 2);
2411 strcat (buf2, buf);
2412 if (op->type == PLAYER)
2413 { 2266 {
2414 sprintf (buf, "by %s.\n\n", op->contr->killer); 2267 static char buf2[128];
2415 strncat (buf2, " ", 21 - strlen (buf) / 2); 2268 time_t now = time (NULL);
2416 strcat (buf2, buf);
2417 }
2418
2419 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2269 strftime (buf2, 128, "%b %d %Y\n\n", localtime (&now));
2420 strncat (buf2, " ", 20 - strlen (buf) / 2); 2270 buf << buf2;
2421 strcat (buf2, buf); 2271 }
2422 2272
2423 return buf2; 2273 return buf;
2424} 2274}
2425 2275
2426void 2276void
2427do_some_living (object *op) 2277do_some_living (object *op)
2428{ 2278{
2435 int rate_grace = 2000; 2285 int rate_grace = 2000;
2436 const int max_hp = 1; 2286 const int max_hp = 1;
2437 const int max_sp = 1; 2287 const int max_sp = 1;
2438 const int max_grace = 1; 2288 const int max_grace = 1;
2439 2289
2440 if (op->contr->outputs_sync) 2290 if (op->contr->hidden)
2291 {
2292 op->invisible = 1000;
2293 /* the socket code flashes the player visible/invisible
2294 * depending on the value of invisible, so we need to
2295 * alternate it here for it to work correctly.
2296 */
2297 if (pticks & 2)
2298 op->invisible--;
2441 { 2299 }
2442 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2300 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2443 if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks) 2301 {
2444 flush_output_element (op, &op->contr->outputs[i]); 2302 if (!op->invisible--)
2303 {
2304 make_visible (op);
2305 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2306 }
2445 } 2307 }
2446 2308
2447 if (op->contr->ns->state == ST_PLAYING) 2309 if (op->contr->ns->state == ST_PLAYING)
2448 { 2310 {
2449 /* these next three if clauses make it possible to SLOW DOWN 2311 /* these next three if clauses make it possible to SLOW DOWN
2468 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2330 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2469 else 2331 else
2470 { 2332 {
2471 gen_grace = op->stats.maxgrace; 2333 gen_grace = op->stats.maxgrace;
2472 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2334 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2473 }
2474
2475 /* Regenerate Spell Points */
2476 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0)
2477 {
2478 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2479 if (op->stats.sp < op->stats.maxsp)
2480 {
2481 op->stats.sp++;
2482 /* dms do not consume food */
2483 if (!QUERY_FLAG (op, FLAG_WIZ))
2484 {
2485 op->stats.food--;
2486 if (op->contr->digestion < 0)
2487 op->stats.food += op->contr->digestion;
2488 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2489 op->stats.food = last_food;
2490 }
2491 }
2492
2493 if (max_sp > 1)
2494 {
2495 over_sp = (gen_sp + 10) / rate_sp;
2496 if (over_sp > 0)
2497 {
2498 if (op->stats.sp < op->stats.maxsp)
2499 {
2500 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2501
2502 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2503 op->stats.sp--;
2504
2505 if (op->stats.sp > op->stats.maxsp)
2506 op->stats.sp = op->stats.maxsp;
2507 }
2508 op->last_sp = 0;
2509 }
2510 else
2511 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2512 }
2513 else
2514 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2515 } 2335 }
2516 2336
2517 /* Regenerate Grace */ 2337 /* Regenerate Grace */
2518 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2338 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2519 if (--op->last_grace < 0) 2339 if (--op->last_grace < 0)
2540 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); 2360 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2541 } 2361 }
2542 /* wearing stuff doesn't detract from grace generation. */ 2362 /* wearing stuff doesn't detract from grace generation. */
2543 } 2363 }
2544 2364
2365 if (op->stats.food > 0)
2366 {
2545 /* Regenerate Hit Points */ 2367 /* Regenerate Spell Points */
2546 if (--op->last_heal < 0) 2368 if (!op->contr->golem && --op->last_sp < 0)
2547 {
2548 if (op->stats.hp < op->stats.maxhp)
2549 { 2369 {
2550 op->stats.hp++; 2370 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2551 /* dms do not consume food */ 2371
2552 if (!QUERY_FLAG (op, FLAG_WIZ)) 2372 if (op->stats.sp < op->stats.maxsp)
2553 { 2373 {
2374 op->stats.sp++;
2375
2376 /* dms do not consume food */
2377 if (!QUERY_FLAG (op, FLAG_WIZ))
2378 {
2554 op->stats.food--; 2379 op->stats.food--;
2380
2555 if (op->contr->digestion < 0) 2381 if (op->contr->digestion < 0)
2556 op->stats.food += op->contr->digestion; 2382 op->stats.food += op->contr->digestion;
2557 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2383 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2558 op->stats.food = last_food; 2384 op->stats.food = last_food;
2385 }
2559 } 2386 }
2560 }
2561 2387
2562 if (max_hp > 1) 2388 if (max_sp > 1)
2563 {
2564 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2565 if (over_hp > 0)
2566 { 2389 {
2567 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; 2390 over_sp = (gen_sp + 10) / rate_sp;
2391 if (over_sp > 0)
2392 {
2393 if (op->stats.sp < op->stats.maxsp)
2394 {
2395 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2396
2397 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2398 op->stats.sp--;
2399
2400 if (op->stats.sp > op->stats.maxsp)
2401 op->stats.sp = op->stats.maxsp;
2402 }
2403
2568 op->last_heal = 0; 2404 op->last_sp = 0;
2405 }
2406 else
2407 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2569 } 2408 }
2570 else 2409 else
2410 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2411 }
2412
2413 /* Regenerate Hit Points */
2414 if (--op->last_heal < 0)
2415 {
2416 if (op->stats.hp < op->stats.maxhp)
2571 { 2417 {
2572 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2418 op->stats.hp++;
2419
2420 /* dms do not consume food */
2421 if (!QUERY_FLAG (op, FLAG_WIZ))
2422 {
2423 op->stats.food--;
2424
2425 if (op->contr->digestion < 0)
2426 op->stats.food += op->contr->digestion;
2427 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2428 op->stats.food = last_food;
2429 }
2573 } 2430 }
2431
2432 if (max_hp > 1)
2433 {
2434 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2435
2436 if (over_hp > 0)
2437 {
2438 op->stats.sp += over_hp + (rndm (rate_hp) > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2439 op->last_heal = 0;
2440 }
2441 else
2442 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2574 } 2443 }
2575 else 2444 else
2576 {
2577 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2445 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2578 } 2446 }
2579 } 2447 }
2580 2448
2581 /* Digestion */ 2449 /* Digestion */
2582 if (--op->last_eat < 0) 2450 if (--op->last_eat < 0)
2583 { 2451 {
2584#ifdef COZY_SERVER 2452 int bonus = max (0, op->contr->digestion),
2585 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion; 2453 penalty = max (0, -op->contr->digestion);
2586 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2587#else
2588 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2589#endif
2590 2454
2591 if (op->contr->gen_hp > 0)
2592 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2455 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2593 else
2594 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2595 2456
2596 /* dms do not consume food */ 2457 /* dms do not consume food */
2597 if (!QUERY_FLAG (op, FLAG_WIZ)) 2458 if (!QUERY_FLAG (op, FLAG_WIZ))
2598 op->stats.food--; 2459 op->stats.food--;
2599 } 2460 }
2600 2461
2601 if (op->stats.food < 0 && op->stats.hp >= 0) 2462 if (op->stats.food < 0 && op->stats.hp >= 0)
2602 { 2463 {
2603 object *tmp, *flesh = 0; 2464 object *flesh = 0;
2604 2465
2605 for (tmp = op->inv; tmp; tmp = tmp->below) 2466 for_inv_removable (op, tmp)
2606 { 2467 {
2607 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2468 if (QUERY_FLAG (tmp, FLAG_UNPAID))
2469 continue;
2470
2471 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2608 { 2472 {
2609 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2473 op->statusmsg ("You blindly grab for a bite of food. "
2610 { 2474 "H<To prevent you from starving, you ate some random item from your backpack.>");
2611 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2612 manual_apply (op, tmp, 0); 2475 manual_apply (op, tmp, 0);
2476
2613 if (op->stats.food >= 0 || op->stats.hp < 0) 2477 if (op->stats.food >= 0 || op->stats.hp < 0)
2614 break; 2478 break;
2615 } 2479 }
2616 else if (tmp->type == FLESH) 2480 else if (tmp->type == FLESH)
2617 flesh = tmp; 2481 flesh = tmp;
2618 } /* End if paid for object */ 2482 }
2619 } /* end of for loop */
2620 2483
2621 /* If player is still starving, it means they don't have any food, so 2484 /* If player is still starving, it means they don't have any food, so
2622 * eat flesh instead. 2485 * eat flesh instead.
2623 */ 2486 */
2624 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2487 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2625 { 2488 {
2626 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2489 op->statusmsg ("You blindly grab for a bite of food. "
2490 "H<To prevent you from starving, you ate some random item from your backpack.>");
2627 manual_apply (op, flesh, 0); 2491 manual_apply (op, flesh, 0);
2628 } 2492 }
2493
2494 // If player is still starving, alert him!
2495 if (op->stats.food < 0)
2496 op->failmsg ("You are starving! "
2497 "H<Eat some food to increase your food and prevent you from an untimely death.>");
2498 }
2499
2500 if (op->stats.food < 0)
2629 } 2501 {
2502 op->stats.hp += op->stats.food;
2503 op->stats.food = 0;
2630 2504
2631 while (op->stats.food < 0 && op->stats.hp >= 0) 2505 if (op->stats.hp < 0)
2632 op->stats.food++, op->stats.hp--; 2506 {
2507 op->contr->killer = archetype::get ("killer_starvation");
2508 op->contr->killer->destroy ();
2509 }
2510 }
2633 2511
2512 /* killer should be set here already */
2634 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2513 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2635 kill_player (op); 2514 kill_player (op);
2636 } 2515 }
2637} 2516}
2638 2517
2642 * file. 2521 * file.
2643 */ 2522 */
2644void 2523void
2645kill_player (object *op) 2524kill_player (object *op)
2646{ 2525{
2526 int x, y;
2647 char buf[MAX_BUF]; 2527 char buf[MAX_BUF];
2648 int x, y;
2649
2650 //int i;
2651 maptile *map; /* this is for resurrection */ 2528 maptile *map; /* this is for resurrection */
2652
2653 /* int z;
2654 int num_stats_lose;
2655 int lost_a_stat;
2656 int lose_this_stat;
2657 int this_stat; */
2658 int will_kill_again; 2529 int will_kill_again;
2659 archetype *at; 2530 archetype *at;
2660 object *tmp; 2531 object *tmp;
2661 2532
2662 if (save_life (op)) 2533 if (save_life (op))
2663 return; 2534 return;
2664 2535
2536 /* restore player */
2537 at = archetype::find ("poisoning");
2538 if (object *tmp = present_arch_in_ob (at, op))
2539 {
2540 tmp->destroy ();
2541 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2542 }
2543
2544 at = archetype::find ("confusion");
2545 if (object *tmp = present_arch_in_ob (at, op))
2546 {
2547 tmp->destroy ();
2548 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2549 }
2550
2551 cure_disease (op, 0, 0); /* remove any disease */
2552
2553 max_it (op->stats.hp , op->stats.maxhp);
2554 max_it (op->stats.sp , op->stats.maxsp);
2555 max_it (op->stats.grace, op->stats.maxgrace);
2556
2557 if (op->stats.food <= 0)
2558 op->stats.food = 999;
2559
2560 // remove all spell effects that are active
2561 // to avoid long-term effects such as word-of-recall
2562 for (object *item = op->inv; item; )
2563 {
2564 object *next = item->below;
2565
2566 if (item->type == SPELL_EFFECT && item->active)
2567 item->destroy ();
2568
2569 item = next;
2570 }
2665 2571
2666 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2572 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2667 * in cities ONLY!!! It is very important that this doesn't get abused. 2573 * in cities ONLY!!! It is very important that this doesn't get abused.
2668 * Look at op_on_battleground() for more info --AndreasV 2574 * Look at op_on_battleground() for more info --AndreasV
2669 */ 2575 */
2670 if (op_on_battleground (op, &x, &y)) 2576 if (op_on_battleground (op, &x, &y))
2671 { 2577 {
2672 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2578 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2673 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life..."); 2579 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2674 2580
2675 /* restore player */
2676 at = archetype::find ("poisoning");
2677 if (object *tmp = present_arch_in_ob (at, op))
2678 {
2679 tmp->destroy ();
2680 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2681 }
2682
2683 at = archetype::find ("confusion");
2684 if (object *tmp = present_arch_in_ob (at, op))
2685 {
2686 tmp->destroy ();
2687 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2688 }
2689
2690 cure_disease (op, 0); /* remove any disease */
2691 op->stats.hp = op->stats.maxhp;
2692 if (op->stats.food <= 0)
2693 op->stats.food = 999;
2694
2695 /* create a bodypart-trophy to make the winner happy */ 2581 /* create a bodypart-trophy to make the winner happy */
2696 if (object *tmp = arch_to_object (archetype::find ("finger"))) 2582 if (object *tmp = arch_to_object (archetype::find ("finger")))
2697 { 2583 {
2698 sprintf (buf, "%s's finger", &op->name); 2584 tmp->name = format ("%s's finger" , &op->name);
2699 tmp->name = buf; 2585 tmp->name_pl = format ("%s's fingers", &op->name);
2700 sprintf (buf, " This finger has been cut off %s\n"
2701 " the %s, when he was defeated at\n level %d by %s.\n",
2702 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2703 tmp->msg = buf; 2586 tmp->msg = format (
2587 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
2588 &op->name, op->contr->title,
2589 (int)op->level,
2590 op->contr->killer_name ()
2591 );
2704 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2592 tmp->value = 0, tmp->type = 0;
2705 tmp->materialname = NULL; 2593 tmp->materialname = "organics";
2706 tmp->insert_at (op, tmp); 2594 tmp->insert_at (op, tmp);
2707 } 2595 }
2708 2596
2709 /* teleport defeated player to new destination */ 2597 /* teleport defeated player to new destination */
2710 transfer_ob (op, x, y, 0, NULL); 2598 transfer_ob (op, x, y, 0, NULL);
2714 2602
2715 INVOKE_PLAYER (DEATH, op->contr); 2603 INVOKE_PLAYER (DEATH, op->contr);
2716 2604
2717 command_kill_pets (op, 0); 2605 command_kill_pets (op, 0);
2718 2606
2719 if (op->stats.food < 0) 2607 op->contr->play_sound (sound_find ("player_dies"));
2720 {
2721 sprintf (buf, "%s starved to death.", &op->name);
2722 strcpy (op->contr->killer, "starvation");
2723 }
2724 else
2725 sprintf (buf, "%s died.", &op->name);
2726
2727 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2728 2608
2729 /* save the map location for corpse, gravestone */ 2609 /* save the map location for corpse, gravestone */
2730 x = op->x; 2610 x = op->x;
2731 y = op->y; 2611 y = op->y;
2732 map = op->map; 2612 map = op->map;
2760 2640
2761 lost_a_stat = 0; 2641 lost_a_stat = 0;
2762 2642
2763 for (z = 0; z < num_stats_lose; z++) 2643 for (z = 0; z < num_stats_lose; z++)
2764 { 2644 {
2765 i = RANDOM () % NUM_STATS; 2645 i = rndm (NUM_STATS);
2766 2646
2767 if (settings.stat_loss_on_death) 2647 if (settings.stat_loss_on_death)
2768 { 2648 {
2769 /* Pick a random stat and take a point off it. Tell the player 2649 /* Pick a random stat and take a point off it. Tell the player
2770 * what he lost. 2650 * what he lost.
2821 } 2701 }
2822 } 2702 }
2823 2703
2824 if (lose_this_stat) 2704 if (lose_this_stat)
2825 { 2705 {
2826 this_stat = get_attr_value (&(dep->stats), i); 2706 this_stat = get_attr_value (&dep->stats, i);
2827 /* We could try to do something clever like find another 2707 /* We could try to do something clever like find another
2828 * stat to reduce if this fails. But chances are, if 2708 * stat to reduce if this fails. But chances are, if
2829 * stats have been depleted to -50, all are pretty low 2709 * stats have been depleted to -50, all are pretty low
2830 * and should be roughly the same, so it shouldn't make a 2710 * and should be roughly the same, so it shouldn't make a
2831 * difference. 2711 * difference.
2839 lost_a_stat = 1; 2719 lost_a_stat = 1;
2840 } 2720 }
2841 } 2721 }
2842 } 2722 }
2843 } 2723 }
2724
2844 /* If no stat lost, tell the player. */ 2725 /* If no stat lost, tell the player. */
2845 if (!lost_a_stat) 2726 if (!lost_a_stat)
2846 { 2727 {
2847 /* determine_god() seems to not work sometimes... why is this? 2728 /* determine_god() seems to not work sometimes... why is this?
2848 Should I be using something else? GD */ 2729 Should I be using something else? GD */
2849 const char *god = determine_god (op); 2730 shstr_tmp god = determine_god (op);
2850 2731
2851 if (god && (strcmp (god, "none"))) 2732 if (god != shstr_none)
2852 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god); 2733 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", &god);
2853 else 2734 else
2854 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2735 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
2855 } 2736 }
2856#else 2737#else
2857 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2738 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you from losing yourself completely.");
2858#endif 2739#endif
2859 2740
2860 /* Put a gravestone up where the character 'almost' died. List the 2741 /* Put a gravestone up where the character 'almost' died. List the
2861 * exp loss on the stone. 2742 * exp loss on the stone.
2862 */ 2743 */
2863 tmp = arch_to_object (archetype::find ("gravestone")); 2744 tmp = arch_to_object (archetype::find ("gravestone"));
2864 sprintf (buf, "%s's gravestone", &op->name); 2745 tmp->name = format ("%s's gravestone", &op->name);
2865 tmp->name = buf; 2746 tmp->name_pl = format ("%s's gravestones", &op->name);
2866 sprintf (buf, "%s's gravestones", &op->name); 2747 tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n",
2867 tmp->name_pl = buf; 2748 &op->name, op->contr->title, op->contr->killer_name ());
2868 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);
2869 tmp->msg = buf;
2870 tmp->x = op->x, tmp->y = op->y; 2749 tmp->x = op->x, tmp->y = op->y;
2871 insert_ob_in_map (tmp, op->map, NULL, 0); 2750 insert_ob_in_map (tmp, op->map, NULL, 0);
2872 2751
2873 /**************************************/ 2752 /**************************************/
2874 /* */ 2753 /* */
2875 /* Subtract the experience points, */ 2754 /* Subtract the experience points, */
2876 /* if we died cause of food, give us */
2877 /* food, and reset HP's... */
2878 /* */ 2755 /* */
2879 /**************************************/ 2756 /**************************************/
2880 2757
2881 /* remove any poisoning and confusion the character may be suffering. */
2882 /* restore player */
2883 at = archetype::find ("poisoning");
2884 tmp = present_arch_in_ob (at, op);
2885
2886 if (tmp)
2887 {
2888 tmp->destroy ();
2889 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2890 }
2891
2892 at = archetype::find ("confusion");
2893 tmp = present_arch_in_ob (at, op);
2894 if (tmp)
2895 {
2896 tmp->destroy ();
2897 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2898 }
2899
2900 cure_disease (op, 0); /* remove any disease */
2901
2902 /*add_exp(op, (op->stats.exp * -0.20)); */ 2758 /*add_exp(op, (op->stats.exp * -0.20)); */
2903 apply_death_exp_penalty (op); 2759 apply_death_exp_penalty (op);
2904 if (op->stats.food < 100)
2905 op->stats.food = 900;
2906 op->stats.hp = op->stats.maxhp;
2907 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2908 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2909 2760
2910 /* 2761 /*
2911 * Check to see if the player is in a shop. IF so, then check to see if
2912 * the player has any unpaid items. If so, remove them and put them back 2762 * Check to see if the player has any unpaid items. If so, remove them
2913 * in the map. 2763 * and put them back in the map.
2914 */ 2764 */
2915 2765 op->drop_unpaid_items ();
2916 if (is_in_shop (op))
2917 remove_unpaid_objects (op->inv, op);
2918 2766
2919 /****************************************/ 2767 /****************************************/
2920 /* */ 2768 /* */
2921 /* Move player to his current respawn- */ 2769 /* Move player to his current respawn- */
2922 /* position (usually last savebed) */ 2770 /* position (usually last savebed) */
2942 object *force; 2790 object *force;
2943 int at; 2791 int at;
2944 2792
2945 force = get_archetype (FORCE_NAME); 2793 force = get_archetype (FORCE_NAME);
2946 /* 50 ticks should be enough time for the spell to abate */ 2794 /* 50 ticks should be enough time for the spell to abate */
2947 force->speed = 0.1; 2795 force->speed = 0.1f;
2948 force->speed_left = -5.0; 2796 force->speed_left = -5.f;
2949 SET_FLAG (force, FLAG_APPLIED); 2797 SET_FLAG (force, FLAG_APPLIED);
2950 for (at = 0; at < NROFATTACKS; at++) 2798 for (at = 0; at < NROFATTACKS; at++)
2951 if (will_kill_again & (1 << at)) 2799 if (will_kill_again & (1 << at))
2952 force->resist[at] = 100; 2800 force->resist[at] = 100;
2953 2801
2954 insert_ob_in_ob (force, op); 2802 insert_ob_in_ob (force, op);
2955 op->update_stats (); 2803 op->update_stats ();
2956
2957 } 2804 }
2958 2805
2959 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2806 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
2960} 2807}
2961 2808
2962void 2809void
2963loot_object (object *op) 2810loot_object (object *op)
2964{ /* Grab and destroy some treasure */ 2811{ /* Grab and destroy some treasure */
2965 object *tmp, *tmp2, *next; 2812 object *tmp, *tmp2, *next;
2966 2813
2967 if (op->container) 2814 op->close_container (); /* close open sack first */
2968 esrv_apply_container (op, op->container); /* close open sack first */
2969 2815
2970 for (tmp = op->inv; tmp; tmp = next) 2816 for (tmp = op->inv; tmp; tmp = next)
2971 { 2817 {
2972 next = tmp->below; 2818 next = tmp->below;
2973 2819
2974 if (tmp->invisible) 2820 if (tmp->invisible)
2975 continue; 2821 continue;
2976 2822
2977 tmp->remove (); 2823 tmp->remove ();
2978 tmp->x = op->x, tmp->y = op->y; 2824 tmp->x = op->x, tmp->y = op->y;
2825
2979 if (tmp->type == CONTAINER) 2826 if (tmp->type == CONTAINER)
2980 { /* empty container to ground */ 2827 loot_object (tmp); /* empty container to ground */
2981 loot_object (tmp); 2828
2982 }
2983 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) 2829 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
2984 { 2830 {
2985 if (tmp->nrof > 1) 2831 if (tmp->nrof > 1)
2986 { 2832 {
2987 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2833 tmp->decrease (rndm (1, tmp->nrof - 1));
2988 tmp2->destroy ();
2989 insert_ob_in_map (tmp, op->map, NULL, 0); 2834 insert_ob_in_map (tmp, op->map, NULL, 0);
2990 } 2835 }
2991 else 2836 else
2992 tmp->destroy (); 2837 tmp->destroy ();
2993 } 2838 }
2999/* 2844/*
3000 * fix_weight(): Check recursively the weight of all players, and fix 2845 * fix_weight(): Check recursively the weight of all players, and fix
3001 * what needs to be fixed. Refresh windows and fix speed if anything 2846 * what needs to be fixed. Refresh windows and fix speed if anything
3002 * was changed. 2847 * was changed.
3003 */ 2848 */
3004
3005void 2849void
3006fix_weight (void) 2850fix_weight (void)
3007{ 2851{
3008 for_all_players (pl) 2852 for_all_players (pl)
3009 { 2853 {
3010 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2854 sint32 old = pl->ob->carrying;
3011 2855
3012 if (old == sum) 2856 pl->ob->update_weight ();
3013 continue; 2857
2858 if (old != pl->ob->carrying)
2859 {
3014 pl->ob->update_stats (); 2860 pl->ob->update_stats ();
3015 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 2861 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, (int)old, (int)pl->ob->carrying);
2862 }
3016 } 2863 }
3017} 2864}
3018 2865
3019void 2866void
3020fix_luck (void) 2867fix_luck (void)
3062} 2909}
3063 2910
3064void 2911void
3065make_visible (object *op) 2912make_visible (object *op)
3066{ 2913{
3067 op->hide = 0; 2914 op->flag [FLAG_HIDDEN] = 0;
3068 op->invisible = 0; 2915 op->invisible = 0;
2916
3069 if (op->type == PLAYER) 2917 if (op->type == PLAYER)
3070 { 2918 {
3071 op->contr->tmp_invis = 0; 2919 op->contr->tmp_invis = 0;
3072 op->contr->invis_race = 0; 2920 op->contr->invis_race = 0;
3073 } 2921 }
2922
3074 update_object (op, UP_OBJ_FACE); 2923 update_object (op, UP_OBJ_CHANGE);
3075} 2924}
3076 2925
3077int 2926int
3078is_true_undead (object *op) 2927is_true_undead (object *op)
3079{ 2928{
3080 object *tmp = NULL;
3081
3082 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 2929 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3083 return 1; 2930 return 1;
3084 2931
3085 return 0; 2932 return 0;
3086} 2933}
3087 2934
3088/* look at the surrounding terrain to determine 2935/* look at the surrounding terrain to determine
3089 * the hideability of this object. Positive levels 2936 * the hideability of this object. Positive levels
3090 * indicate greater hideability. 2937 * indicate greater hideability.
3091 */ 2938 */
3092
3093int 2939int
3094hideability (object *ob) 2940hideability (object *ob)
3095{ 2941{
3096 int i, level = 0, mflag; 2942 int i, level = 0, mflag;
3097 sint16 x, y; 2943 sint16 x, y;
3098 2944
3099 if (!ob || !ob->map) 2945 if (!ob || !ob->map)
3100 return 0; 2946 return 0;
3101 2947
3102 /* so, on normal lighted maps, its hard to hide */ 2948 /* so, on normal lighted maps, its hard to hide */
3103 level = ob->map->darkness - 2; 2949 level = ob->map->darklevel () - 2;
3104 2950
3105 /* this also picks up whether the object is glowing. 2951 /* this also picks up whether the object is glowing.
3106 * If you carry a light on a non-dark map, its not 2952 * If you carry a light on a non-dark map, its not
3107 * as bad as carrying a light on a pitch dark map */ 2953 * as bad as carrying a light on a pitch dark map */
3108 if (has_carried_lights (ob)) 2954 if (has_carried_lights (ob))
3109 level = -(10 + (2 * ob->map->darkness)); 2955 level = -(10 + (2 * ob->map->darklevel ()));
3110 2956
3111 /* scan through all nearby squares for terrain to hide in */ 2957 /* scan through all nearby squares for terrain to hide in */
3112 for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i]) 2958 for (i = 0, x = ob->x, y = ob->y;
2959 i <= SIZEOFFREE1;
2960 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3113 { 2961 {
3114 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); 2962 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3115 if (mflag & P_OUT_OF_MAP) 2963 if (mflag & P_OUT_OF_MAP)
3116 {
3117 continue; 2964 continue;
3118 } 2965
3119 if (mflag & P_BLOCKSVIEW) /* something to hide near! */ 2966 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3120 level += 2; 2967 level += 2;
3121 else /* open terrain! */ 2968 else /* open terrain! */
3122 level -= 1; 2969 level -= 1;
3123 } 2970 }
3131/* For Hidden creatures - a chance of becoming 'unhidden' 2978/* For Hidden creatures - a chance of becoming 'unhidden'
3132 * every time they move - as we subtract off 'invisibility' 2979 * every time they move - as we subtract off 'invisibility'
3133 * AND, for players, if they move into a ridiculously unhideable 2980 * AND, for players, if they move into a ridiculously unhideable
3134 * spot (surrounded by clear terrain in broad daylight). -b.t. 2981 * spot (surrounded by clear terrain in broad daylight). -b.t.
3135 */ 2982 */
3136
3137void 2983void
3138do_hidden_move (object *op) 2984do_hidden_move (object *op)
3139{ 2985{
3140 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 2986 int hide = 0;
3141 object *skop;
3142 2987
3143 if (!op || !op->map) 2988 if (!op || !op->map)
3144 return; 2989 return;
3145 2990
3146 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 2991 object *skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
2992 int num = random_roll (0, 19, op, PREFER_LOW);
3147 2993
3148 /* its *extremely* hard to run and sneak/hide at the same time! */ 2994 /* its *extremely* hard to run and sneak/hide at the same time! */
3149 if (op->type == PLAYER && op->contr->run_on) 2995 if (op->type == PLAYER && op->contr->run_on)
3150 if (!skop || num >= skop->level) 2996 if (!skop || num >= skop->level)
3151 { 2997 {
3161 num -= hide; 3007 num -= hide;
3162 3008
3163 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3009 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3164 { 3010 {
3165 make_visible (op); 3011 make_visible (op);
3012
3166 if (op->type == PLAYER) 3013 if (op->type == PLAYER)
3167 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 3014 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3168 } 3015 }
3169 else if (op->type == PLAYER && skop) 3016 else if (op->type == PLAYER && skop)
3170 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 3017 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3223 * object op. This function works fine for monsters, 3070 * object op. This function works fine for monsters,
3224 * but we dont worry if the object isnt the top one in 3071 * but we dont worry if the object isnt the top one in
3225 * a pile (say a coin under a table would return "viewable" 3072 * a pile (say a coin under a table would return "viewable"
3226 * by this routine). Another question, should we be 3073 * by this routine). Another question, should we be
3227 * concerned with the direction the player is looking 3074 * concerned with the direction the player is looking
3228 * in? Realistically, most of use cant see stuff behind 3075 * in? Realistically, most of us can't see stuff behind
3229 * our backs...on the other hand, does the "facing" direction 3076 * our backs...on the other hand, does the "facing" direction
3230 * imply the way your head, or body is facing? Its possible 3077 * imply the way your head, or body is facing? It's possible
3231 * for them to differ. Sigh, this fctn could get a bit more complex. 3078 * for them to differ. Sigh, this fctn could get a bit more complex.
3232 * -b.t. 3079 * -b.t.
3233 * This function is now map tiling safe. 3080 * This function is now map tiling safe.
3234 */ 3081 */
3235
3236int 3082int
3237player_can_view (object *pl, object *op) 3083player_can_view (object *pl, object *op)
3238{ 3084{
3239 rv_vector rv; 3085 rv_vector rv;
3240 int dx, dy; 3086 int dx, dy;
3252 3098
3253 get_rangevector (pl, op, &rv, 0x1); 3099 get_rangevector (pl, op, &rv, 0x1);
3254 3100
3255 /* starting with the 'head' part, lets loop 3101 /* starting with the 'head' part, lets loop
3256 * through the object and find if it has any 3102 * through the object and find if it has any
3257 * part that is in the los array but isnt on 3103 * part that is in the los array but isn't on
3258 * a blocked los square. 3104 * a blocked los square.
3259 * we use the archetype to figure out offsets. 3105 * we use the archetype to figure out offsets.
3260 */ 3106 */
3261 while (op) 3107 while (op)
3262 { 3108 {
3263 dx = rv.distance_x + op->arch->clone.x; 3109 dx = rv.distance_x + op->arch->x;
3264 dy = rv.distance_y + op->arch->clone.y; 3110 dy = rv.distance_y + op->arch->y;
3265 3111
3266 /* only the viewable area the player sees is updated by LOS 3112 if (pl->contr->blocked_los (dx, dy) != LOS_BLOCKED)
3267 * code, so we need to restrict ourselves to that range of values
3268 * for any meaningful values.
3269 */
3270 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3271 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3272 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3273 return 1; 3113 return 1;
3114
3274 op = op->more; 3115 op = op->more;
3275 } 3116 }
3117
3276 return 0; 3118 return 0;
3277} 3119}
3278 3120
3279/* routine for both players and monsters. We call this when 3121/* routine for both players and monsters. We call this when
3280 * there is a possibility for our action distrubing our hiding 3122 * there is a possibility for our action distrubing our hiding
3281 * place or invisiblity spell. Artefact invisiblity is not 3123 * place or invisiblity spell. Artefact invisiblity causes
3282 * effected by this. If we arent invisible to begin with, we 3124 * "noise" instead. If we arent invisible to begin with, we
3283 * return 0. 3125 * return 0.
3284 */ 3126 */
3285int 3127int
3286action_makes_visible (object *op) 3128action_makes_visible (object *op)
3287{ 3129{
3288
3289 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) 3130 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3290 { 3131 {
3291 if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) 3132 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3133 {
3134 // artefact invisibility is permanent, but we still make noise
3135 // this is important for game-balance.
3136 if (op->contr)
3137 op->make_noise ();
3138
3292 return 0; 3139 return 0;
3140 }
3293 3141
3294 if (op->contr && op->contr->tmp_invis == 0) 3142 if (op->contr && op->contr->tmp_invis == 0)
3295 return 0; 3143 return 0;
3296 3144
3297 /* If monsters, they should become visible */ 3145 /* If monsters, they should become visible */
3298 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) 3146 if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis))
3299 { 3147 {
3300 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible"); 3148 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible");
3301 return 1; 3149 return 1;
3302 } 3150 }
3303 } 3151 }
3152
3304 return 0; 3153 return 0;
3305} 3154}
3306 3155
3307/* op_on_battleground - checks if the given object op (usually 3156/* op_on_battleground - checks if the given object op (usually
3308 * a player) is standing on a valid battleground-tile, 3157 * a player) is standing on a valid battleground-tile,
3313 * Default is to do the same as before, so only people wanting to have different points need worry about this 3162 * Default is to do the same as before, so only people wanting to have different points need worry about this
3314 */ 3163 */
3315int 3164int
3316op_on_battleground (object *op, int *x, int *y) 3165op_on_battleground (object *op, int *x, int *y)
3317{ 3166{
3318 object *tmp;
3319
3320 /* A battleground-tile needs the following attributes to be valid: 3167 /* A battleground-tile needs the following attributes to be valid:
3321 * is_floor 1 (has to be the FIRST floor beneath the player's feet), 3168 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3322 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3169 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3323 * and the exit-coordinates sp/hp must both be > 0. 3170 * and the exit-coordinates sp/hp must both be > 0.
3324 * => The intention here is to prevent abuse of the battleground- 3171 * => The intention here is to prevent abuse of the battleground-
3325 * feature (like pickable or hidden battleground tiles). */ 3172 * feature (like pickable or hidden battleground tiles). */
3326 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3173 for (object *tmp = op->below; tmp; tmp = tmp->below)
3327 { 3174 {
3328 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3175 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3329 { 3176 {
3330 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3177 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3331 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp)) 3178 && tmp->type == BATTLEGROUND
3179 && tmp->name == shstr_battleground
3180 && EXIT_X (tmp) && EXIT_Y (tmp))
3332 { 3181 {
3333 /*before we assign the exit, check if this is a teambattle */ 3182 /* before we assign the exit, check if this is a teambattle */
3334 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) 3183 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3335 { 3184 {
3336 object *invtmp;
3337
3338 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below) 3185 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3339 { 3186 {
3340 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying)) 3187 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3341 { 3188 {
3342 if (x != NULL && y != NULL) 3189 if (x && y)
3343 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3190 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3191
3344 return 1; 3192 return 1;
3345 } 3193 }
3346 } 3194 }
3347 } 3195 }
3196
3348 if (x != NULL && y != NULL) 3197 if (x && y)
3349 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3198 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3199
3350 return 1; 3200 return 1;
3351 } 3201 }
3352 } 3202 }
3353 } 3203 }
3204
3354 /* If we got here, did not find a battleground */ 3205 /* If we got here, did not find a battleground */
3355 return 0; 3206 return 0;
3356} 3207}
3357 3208
3358/* 3209/*
3374 char buf[MAX_BUF]; /* tmp. string buffer */ 3225 char buf[MAX_BUF]; /* tmp. string buffer */
3375 int i = 0, j = 0; 3226 int i = 0, j = 0;
3376 3227
3377 /* get the appropriate treasurelist */ 3228 /* get the appropriate treasurelist */
3378 if (atnr == ATNR_FIRE) 3229 if (atnr == ATNR_FIRE)
3379 trlist = find_treasurelist ("dragon_ability_fire"); 3230 trlist = treasurelist::find (shstr_dragon_ability_fire);
3380 else if (atnr == ATNR_COLD) 3231 else if (atnr == ATNR_COLD)
3381 trlist = find_treasurelist ("dragon_ability_cold"); 3232 trlist = treasurelist::find (shstr_dragon_ability_cold);
3382 else if (atnr == ATNR_ELECTRICITY) 3233 else if (atnr == ATNR_ELECTRICITY)
3383 trlist = find_treasurelist ("dragon_ability_elec"); 3234 trlist = treasurelist::find (shstr_dragon_ability_elec);
3384 else if (atnr == ATNR_POISON) 3235 else if (atnr == ATNR_POISON)
3385 trlist = find_treasurelist ("dragon_ability_poison"); 3236 trlist = treasurelist::find (shstr_dragon_ability_poison);
3386 3237
3387 if (trlist == NULL || who->type != PLAYER) 3238 if (trlist == NULL || who->type != PLAYER)
3388 return; 3239 return;
3389 3240
3390 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3241 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3394 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3245 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3395 return; 3246 return;
3396 } 3247 }
3397 3248
3398 /* everything seems okay - now bring on the gift: */ 3249 /* everything seems okay - now bring on the gift: */
3399 item = &(tr->item->clone); 3250 item = tr->item;
3400 3251
3401 if (item->type == SPELL) 3252 if (item->type == SPELL)
3402 { 3253 {
3403 if (check_spell_known (who, item->name)) 3254 if (check_spell_known (who, item->name))
3404 return; 3255 return;
3463 { 3314 {
3464 /* forces in the treasurelist can alter the player's stats */ 3315 /* forces in the treasurelist can alter the player's stats */
3465 object *skin; 3316 object *skin;
3466 3317
3467 /* first get the dragon skin force */ 3318 /* first get the dragon skin force */
3468 shstr_cmp dragon_skin_force ("dragon_skin_force");
3469 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below) 3319 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3470 ; 3320 ;
3471 3321
3472 if (!skin) 3322 if (!skin)
3473 return; 3323 return;
3474 3324
3509 else 3359 else
3510 { 3360 {
3511 /* generate misc. treasure */ 3361 /* generate misc. treasure */
3512 tmp = arch_to_object (tr->item); 3362 tmp = arch_to_object (tr->item);
3513 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp)); 3363 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3514 tmp = insert_ob_in_ob (tmp, who); 3364 who->insert (tmp);
3515 if (who->type == PLAYER)
3516 esrv_send_item (who, tmp);
3517 } 3365 }
3518} 3366}
3519 3367
3520/** 3368/**
3521 * Unready an object for a player. This function does nothing if the object was 3369 * Unready an object for a player. This function does nothing if the object was
3522 * not readied. 3370 * not readied.
3523 */ 3371 */
3524void 3372void
3525player_unready_range_ob (player *pl, object *ob) 3373player_unready_range_ob (player *pl, object *ob)
3526{ 3374{
3527 for (rangetype i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3375 if (pl->ob->current_weapon == ob)
3376 pl->ob->current_weapon = 0;
3377
3378 if (pl->combat_ob == ob)
3379 pl->combat_ob = 0;
3380
3528 if (pl->ranges[i] == ob) 3381 if (pl->ranged_ob == ob)
3529 {
3530 pl->ranges[i] = 0; 3382 pl->ranged_ob = 0;
3531 if (pl->shoottype == i)
3532 pl->shoottype = range_none;
3533 }
3534} 3383}
3384
3385sint8
3386player::darkness_at (maptile *map, int x, int y) const
3387{
3388 if (!ns)
3389 return LOS_BLOCKED;
3390
3391 int dx, dy;
3392 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3393 return LOS_BLOCKED;
3394
3395 x += dx - ns->current_x;
3396 y += dy - ns->current_y;
3397
3398 return blocked_los (x, y);
3399}
3400
3401void
3402player::infobox (const char *title, const char *msg, int color)
3403{
3404 send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3405}
3406
3407void
3408player::statusmsg (const char *msg, int color)
3409{
3410 send_msg (color | NDI_REPLY, INFO_CHANNEL, msg);
3411}
3412
3413void
3414player::failmsg (const char *msg, int color)
3415{
3416 play_sound (sound_find ("generic_failure"));
3417 statusmsg (msg, color);
3418}
3419

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