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Comparing deliantra/server/server/player.C (file contents):
Revision 1.97 by root, Mon Jan 8 22:32:11 2007 UTC vs.
Revision 1.226 by root, Thu Jan 1 20:49:48 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;
218 ob->container = 0; //TODO: client-specific 210 ob->close_container (); //TODO: client-specific
219 211
220 ns->update_look = 0; 212 ns->update_look = 0;
221 ns->look_position = 0; 213 ns->look_position = 0;
222 214
223 clear_los (ob); 215 clear_los ();
224 216
225 ns->reset_stats (); 217 ns->reset_stats ();
226 218
227 /* make sure he's a player -- needed because of class change. */ 219 /* make sure he's a player -- needed because of class change. */
228 ob->type = PLAYER; // we are paranoid 220 ob->type = PLAYER; // we are paranoid
229 ob->race = ob->arch->clone.race; 221 ob->race = ob->arch->race;
230 222
231 if (!legal_range (ob, shoottype)) 223 ob->update_weight ();
232 shoottype = range_none;
233
234 ob->carrying = sum_weight (ob);
235 link_player_skills (ob); 224 link_skills ();
236 225
237 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); 226 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
238 227
239 assign (title, ob->arch->clone.name); 228 assign (title, ob->arch->object::name);
240
241 /* can_use_shield is a new flag. However, the can_use.. seems to largely come
242 * from the class, and not race. I don't see any way to get the class information
243 * to then update this. I don't think this will actually break anything - anyone
244 * that can use armour should be able to use a shield. What this may 'break'
245 * are features new characters get, eg, if someone starts up with a Q, they
246 * should be able to use a shield. However, old Q's won't get that advantage.
247 */
248 if (QUERY_FLAG (ob, FLAG_USE_ARMOUR))
249 SET_FLAG (ob, FLAG_USE_SHIELD);
250 229
251 /* if it's a dragon player, set the correct title here */ 230 /* if it's a dragon player, set the correct title here */
252 if (is_dragon_pl (ob)) 231 if (is_dragon_pl (ob))
253 { 232 {
254 object *tmp, *abil = 0, *skin = 0; 233 object *tmp, *abil = 0, *skin = 0;
255 234
256 shstr_cmp dragon_ability_force ("dragon_ability_force");
257 shstr_cmp dragon_skin_force ("dragon_skin_force");
258
259 for (tmp = ob->inv; tmp; tmp = tmp->below) 235 for (tmp = ob->inv; tmp; tmp = tmp->below)
260 if (tmp->type == FORCE) 236 if (tmp->type == FORCE)
261 if (tmp->arch->name == dragon_ability_force) 237 if (tmp->arch->archname == shstr_dragon_ability_force)
262 abil = tmp; 238 abil = tmp;
263 else if (tmp->arch->name == dragon_skin_force) 239 else if (tmp->arch->archname == shstr_dragon_skin_force)
264 skin = tmp; 240 skin = tmp;
265 241
266 set_dragon_name (ob, abil, skin); 242 set_dragon_name (ob, abil, skin);
267 } 243 }
268 244
269 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 245 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
270 246
271 esrv_new_player (this, ob->weight + ob->carrying); 247 esrv_new_player (this);
272 248
273 ob->update_stats (); 249 ob->update_stats ();
250
274 ns->floorbox_update (); 251 ns->floorbox_update ();
275
276 esrv_send_inventory (ob, ob); 252 esrv_send_inventory (ob, ob);
277 esrv_add_spells (this, 0); 253 esrv_add_spells (this, 0);
278 254
279 activate (); 255 activate ();
280 256
287} 263}
288 264
289void 265void
290player::disconnect () 266player::disconnect ()
291{ 267{
268 if (ob)
269 {
270 ob->close_container (); //TODO: client-specific
271 ob->drop_unpaid_items ();
272 }
273
292 if (ns) 274 if (ns)
293 { 275 {
294 if (active) 276 if (active)
295 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0)); 277 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
296 278
297 INVOKE_PLAYER (DISCONNECT, this); 279 INVOKE_PLAYER (DISCONNECT, this);
298 280
299 ns->reset_stats (); 281 ns->reset_stats ();
300 ns->pl = 0; 282 ns->pl = 0;
301 this->ns = 0; 283 ns = 0;
302 } 284 }
303 285
304 ob->container = 0; //TODO: client-specific 286 observe = ob;
287
305 deactivate (); 288 deactivate ();
306} 289}
307 290
308// the need for this function can be explained 291// the need for this function can be explained
309// by load_object not returning the object 292// by load_object not returning the object
310void 293void
311player::set_object (object *op) 294player::set_object (object *op)
312{ 295{
313 ob = op; 296 ob = observe = op;
314 ob->contr = this; /* this aren't yet in archetype */ 297 ob->contr = this; /* this aren't yet in archetype */
315 298
299 ob->speed = 1.0f;
316 ob->speed_left = 0.5; 300 ob->speed_left = 0.5f;
317 ob->speed = 1.0; 301
318 ob->direction = 5; /* So player faces south */ 302 ob->direction = 5; /* So player faces south */
319 ob->stats.wc = 2;
320 ob->run_away = 25; /* Then we panick... */
321 303
322 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;
323} 337}
324 338
325player::player () 339player::player ()
326{ 340{
327 /* There are some elements we want initialised to non zero value - 341 /* There are some elements we want initialised to non zero value -
328 * we deal with that below this point. 342 * we deal with that below this point.
329 */ 343 */
330 outputs_sync = 16; /* Every 2 seconds */ 344 outputs_sync = 4;
331 outputs_count = 8; /* Keeps present behaviour */ 345 outputs_count = 4;
332 unapply = unapply_nochoice; 346 unapply = unapply_nochoice;
333 347
334 savebed_map = first_map_path; /* Init. respawn position */ 348 savebed_map = first_map_path; /* Init. respawn position */
335 349
336 gen_sp_armour = 10; 350 gen_sp_armour = 10;
337 shoottype = range_none;
338 bowtype = bow_normal; 351 bowtype = bow_normal;
339 petmode = pet_normal; 352 petmode = pet_normal;
340 listening = 10;
341 usekeys = containers; 353 usekeys = containers;
342 peaceful = 1; /* default peaceful */ 354 peaceful = 1; /* default peaceful */
343 do_los = 1; 355 do_los = 1;
356
357 weapon_sp = 1.0f;
358 weapon_sp_left = 0.5f;
344} 359}
345 360
346void 361void
347player::do_destroy () 362player::do_destroy ()
348{ 363{
353 if (ob) 368 if (ob)
354 { 369 {
355 ob->destroy_inv (false); 370 ob->destroy_inv (false);
356 ob->destroy (); 371 ob->destroy ();
357 } 372 }
373
374 ob = observe = 0;
358} 375}
359 376
360player::~player () 377player::~player ()
361{ 378{
362 /* Clear item stack */ 379 /* Clear item stack */
371player::create () 388player::create ()
372{ 389{
373 player *pl = new player; 390 player *pl = new player;
374 391
375 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
376 set_first_map (pl->ob); 398 set_first_map (pl->ob);
377 399
378 return pl; 400 return pl;
379} 401}
380 402
384 * Note: there MUST be at least one player archetype! 406 * Note: there MUST be at least one player archetype!
385 */ 407 */
386archetype * 408archetype *
387get_player_archetype (archetype *at) 409get_player_archetype (archetype *at)
388{ 410{
389 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);
390 418
391 for (;;) 419 for (;;)
392 { 420 {
393 if (at == NULL || at->next == NULL) 421 if (++i == archetypes.end ())
394 at = first_archetype; 422 i = archetypes.begin ();
395 else 423 else if (*i == at)
396 at = at->next; 424 cleanup ("not a single player archetype found");
397 425
398 if (at->clone.type == PLAYER) 426 if ((*i)->type == PLAYER)
399 return at; 427 return *i;
400
401 if (at == start)
402 {
403 LOG (llevError, "No Player archetypes\n");
404 exit (-1);
405 }
406 } 428 }
407} 429}
408 430
409object * 431object *
410get_nearest_player (object *mon) 432get_nearest_player (object *mon)
414 unsigned lastdist; 436 unsigned lastdist;
415 rv_vector rv; 437 rv_vector rv;
416 438
417 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next) 439 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
418 { 440 {
419 /* We should not find free objects on this friendly list, but it
420 * does periodically happen. Given that, lets deal with it.
421 * While unlikely, it is possible the next object on the friendly
422 * list is also free, so encapsulate this in a while loop.
423 */
424 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
425 {
426 object *tmp = ol->ob;
427
428 /* Can't do much more other than log the fact, because the object
429 * itself will have been cleared.
430 */
431 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
432 tmp->debug_desc ());
433 ol = ol->next;
434 remove_friendly_object (tmp);
435 if (!ol)
436 return op;
437 }
438
439 /* Remove special check for player from this. First, it looks to cause
440 * some crashes (ol->ob->contr not set properly?), but secondly, a more
441 * complicated method of state checking would be needed in any case -
442 * as it was, a clever player could type quit, and the function would
443 * skip them over while waiting for confirmation. Remove
444 * on_same_map check, as can_detect_enemy also does this
445 */
446 if (!can_detect_enemy (mon, ol->ob, &rv)) 441 if (!can_detect_enemy (mon, ol->ob, &rv))
447 continue; 442 continue;
448 443
449 if (lastdist > rv.distance) 444 if (lastdist > rv.distance)
450 { 445 {
526 x = mon->x; 521 x = mon->x;
527 y = mon->y; 522 y = mon->y;
528 m = mon->map; 523 m = mon->map;
529 dir = rv.direction; 524 dir = rv.direction;
530 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 */
531 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
532 /* 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. */
533 if (diff > max) 529 if (diff > max)
534 return 0; 530 return 0;
531
535 while (diff > 1 && max > 0) 532 while (diff > 1 && max > 0)
536 { 533 {
537 lastx = x; 534 lastx = x;
538 lasty = y; 535 lasty = y;
539 lastmap = m; 536 lastmap = m;
621 max--; 618 max--;
622 lastdir = dir; 619 lastdir = dir;
623 if (!firstdir) 620 if (!firstdir)
624 firstdir = dir; 621 firstdir = dir;
625 } 622 }
623
626 if (diff <= 1) 624 if (diff <= 1)
627 { 625 {
628 /* Recalculate diff (distance) because we may not have actually 626 /* Recalculate diff (distance) because we may not have actually
629 * headed toward player for entire distance. 627 * headed toward player for entire distance.
630 */ 628 */
631 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 629 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
632 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));
633 } 631 }
632
634 if (diff > max) 633 if (diff > max)
635 return 0; 634 return 0;
636 } 635 }
636
637 /* 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 */
638 if (!max) 638 if (!max)
639 return 0; 639 return 0;
640 640
641 return firstdir; 641 return firstdir;
642} 642}
643 643
644void 644void
645give_initial_items (object *pl, treasurelist * items) 645give_initial_items (object *pl, treasurelist *items)
646{ 646{
647 object *op, *next = NULL;
648
649 if (pl->randomitems != NULL) 647 if (pl->randomitems)
650 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); 648 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
651 649
652 for (op = pl->inv; op; op = next) 650 for (object *next, *op = pl->inv; op; op = next)
653 { 651 {
654 next = op->below; 652 next = op->below;
655 653
656 /* Forces get applied per default, unless they have the 654 /* Forces get applied per default, unless they have the
657 * 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
662 /* we never give weapons/armour if these cannot be used 660 /* we never give weapons/armour if these cannot be used
663 * by this player due to race restrictions 661 * by this player due to race restrictions
664 */ 662 */
665 if (pl->type == PLAYER) 663 if (pl->type == PLAYER)
666 { 664 {
667 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) && 665 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR)
666 &&
668 (op->type == ARMOUR || op->type == BOOTS || 667 (op->type == ARMOUR || op->type == BOOTS
669 op->type == CLOAK || op->type == HELMET || 668 || op->type == CLOAK || op->type == HELMET
670 op->type == SHIELD || op->type == GLOVES || 669 || op->type == SHIELD || op->type == GLOVES
670 || op->type == BRACERS || op->type == GIRDLE))
671 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))
672 { 672 {
673 op->destroy (); 673 op->destroy ();
674 continue; 674 continue;
675 } 675 }
676 } 676 }
699 if (op->nrof > 1) 699 if (op->nrof > 1)
700 op->nrof = 1; 700 op->nrof = 1;
701 } 701 }
702 702
703 if (op->type == SPELLBOOK && op->inv) 703 if (op->type == SPELLBOOK && op->inv)
704 {
705 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); 704 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
706 }
707 705
708 /* Give starting characters identified, uncursed, and undamned 706 /* Give starting characters identified, uncursed, and undamned
709 * 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
710 * merged properly. 708 * merged properly.
711 */ 709 */
712 if (need_identify (op)) 710 if (need_identify (op))
713 { 711 {
714 SET_FLAG (op, FLAG_IDENTIFIED); 712 SET_FLAG (op, FLAG_IDENTIFIED);
715 CLEAR_FLAG (op, FLAG_CURSED); 713 CLEAR_FLAG (op, FLAG_CURSED);
716 CLEAR_FLAG (op, FLAG_DAMNED); 714 CLEAR_FLAG (op, FLAG_DAMNED);
717 } 715 }
716
718 if (op->type == SPELL) 717 if (op->type == SPELL)
719 { 718 {
720 op->destroy (); 719 op->destroy ();
721 continue; 720 continue;
722 } 721 }
724 { 723 {
725 SET_FLAG (op, FLAG_CAN_USE_SKILL); 724 SET_FLAG (op, FLAG_CAN_USE_SKILL);
726 op->stats.exp = 0; 725 op->stats.exp = 0;
727 op->level = 1; 726 op->level = 1;
728 } 727 }
729 /* lock all 'normal items by default */ 728 else /* lock all 'normal items by default */
730 else
731 SET_FLAG (op, FLAG_INV_LOCKED); 729 SET_FLAG (op, FLAG_INV_LOCKED);
732 } /* for loop of objects in player inv */ 730 } /* for loop of objects in player inv */
733 731
734 /* Need to set up the skill pointers */ 732 /* Need to set up the skill pointers */
735 link_player_skills (pl); 733 pl->contr->link_skills ();
736} 734}
737 735
738void 736void
739get_party_password (object *op, partylist *party) 737get_party_password (object *op, partylist *party)
740{ 738{
755roll_stat (void) 753roll_stat (void)
756{ 754{
757 int a[4], i, j, k; 755 int a[4], i, j, k;
758 756
759 for (i = 0; i < 4; i++) 757 for (i = 0; i < 4; i++)
760 a[i] = (int) RANDOM () % 6 + 1; 758 a[i] = (int) rndm (6) + 1;
761 759
762 for (i = 0, j = 0, k = 7; i < 4; i++) 760 for (i = 0, j = 0, k = 7; i < 4; i++)
763 if (a[i] < k) 761 if (a[i] < k)
764 k = a[i], j = i; 762 k = a[i], j = i;
765 763
771} 769}
772 770
773void 771void
774object::roll_stats () 772object::roll_stats ()
775{ 773{
776 int statsort [7]; 774 int statsort [NUM_STATS];
777 775
778 for (;;) 776 for (;;)
779 { 777 {
780 int sum = 0; 778 int sum = 0;
781 for (int i = 7; i--; ) 779 for (int i = NUM_STATS; i--; )
782 sum += statsort [i] = roll_stat (); 780 sum += statsort [i] = roll_stat ();
783 781
784 if (sum >= 82 && sum <= 116) 782 if (sum >= 82 && sum <= 116)
785 break; 783 break;
786 } 784 }
787 785
788 // Sort the stats so that rerolling is easier... 786 // Sort the stats so that rerolling is easier...
789 std::sort (statsort, statsort + 7, std::greater<int>()); 787 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
790 788
789 for (int i = 0; i < NUM_STATS; ++i)
791 stats.Str = statsort[0]; 790 stats.stat (i) = statsort [i];
792 stats.Dex = statsort[1];
793 stats.Con = statsort[2];
794 stats.Int = statsort[3];
795 stats.Wis = statsort[4];
796 stats.Pow = statsort[5];
797 stats.Cha = statsort[6];
798 791
799 stats.exp = 0; 792 stats.exp = 0;
800 stats.ac = 0; 793 stats.ac = 0;
801 794
802 stats.hp = stats.maxhp; 795 stats.hp = stats.maxhp;
814} 807}
815 808
816void 809void
817object::swap_stats (int a, int b) 810object::swap_stats (int a, int b)
818{ 811{
819 int tmp = get_attr_value (&contr->orig_stats, a); 812 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
820 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
821 set_attr_value (&contr->orig_stats, b, tmp);
822 813
814 for (int i = 0; i < NUM_STATS; ++i)
823 stats.Str = contr->orig_stats.Str; 815 stats.stat (i) = contr->orig_stats.stat (i);
824 stats.Dex = contr->orig_stats.Dex;
825 stats.Con = contr->orig_stats.Con;
826 stats.Int = contr->orig_stats.Int;
827 stats.Wis = contr->orig_stats.Wis;
828 stats.Pow = contr->orig_stats.Pow;
829 stats.Cha = contr->orig_stats.Cha;
830 816
831 //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,
832 // be merged with the similar code in roll_stats 818 // be merged with the similar code in roll_stats
833 stats.ac = 0; 819 stats.ac = 0;
834 820
853static void 839static void
854start_info (object *op) 840start_info (object *op)
855{ 841{
856 char buf[MAX_BUF]; 842 char buf[MAX_BUF];
857 843
858 sprintf (buf, "Welcome to Crossfire v%s!", VERSION); 844 sprintf (buf, "Welcome to Deliantra v%s!", VERSION);
859 new_draw_info (NDI_UNIQUE, 0, op, buf); 845 new_draw_info (NDI_UNIQUE, 0, op, buf);
860 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
861 //new_draw_info (NDI_UNIQUE, 0, op, " ");
862} 846}
863 847
864/* This function takes the key that is passed, and does the 848/* This function takes the key that is passed, and does the
865 * appropriate action with it (change race, or other things). 849 * appropriate action with it (change race, or other things).
866 * The function name is for historical reasons - now we have 850 * The function name is for historical reasons - now we have
867 * separate race and class; this actually changes the RACE, 851 * separate race and class; this actually changes the RACE,
868 * not the class. 852 * not the class.
869 */ 853 */
870int 854void
871key_change_class (object *op, char key) 855player::chargen_race_done ()
872{ 856{
873 int tmp_loop;
874
875 if (key == 'd' || key == 'D')
876 {
877 char buf[MAX_BUF];
878
879 /* this must before then initial items are given */ 857 /* this must before then initial items are given */
880 esrv_new_player (op->contr, op->weight + op->carrying); 858 esrv_new_player (ob->contr);
881 859
882 treasurelist *tl = find_treasurelist ("starting_wealth"); 860 treasurelist *tl = treasurelist::find ("starting_wealth");
883 if (tl) 861 if (tl)
884 create_treasure (tl, op, 0, 0, 0); 862 create_treasure (tl, ob, 0, 0, 0);
885 863
886 INVOKE_PLAYER (BIRTH, op->contr); 864 INVOKE_PLAYER (BIRTH, ob->contr);
887 INVOKE_PLAYER (LOGIN, op->contr); 865 INVOKE_PLAYER (LOGIN, ob->contr);
888 866
889 op->contr->ns->state = ST_PLAYING; 867 ob->contr->ns->state = ST_PLAYING;
890 868
891 if (op->msg) 869 if (ob->msg)
892 op->msg = NULL; 870 ob->msg = 0;
893 871
894 /* We create this now because some of the unique maps will need it
895 * to save here.
896 */
897 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name);
898 make_path_to_file (buf);
899
900 start_info (op); 872 start_info (ob);
901 CLEAR_FLAG (op, FLAG_WIZ); 873 CLEAR_FLAG (ob, FLAG_WIZ);
902 give_initial_items (op, op->randomitems); 874 give_initial_items (ob, ob->randomitems);
903 link_player_skills (op);
904 esrv_send_inventory (op, op); 875 esrv_send_inventory (ob, ob);
905 op->update_stats (); 876 ob->update_stats ();
906 877
907 /* This moves the player to a different start map, if there 878 /* This moves the player to a different start map, if there
908 * is one for this race 879 * is one for this race
909 */ 880 */
910 if (*first_map_ext_path) 881 if (*first_map_ext_path)
911 { 882 ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y);
912 object *tmp;
913 char mapname[MAX_BUF];
914
915 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &op->arch->name);
916 tmp = object::create ();
917 EXIT_PATH (tmp) = mapname;
918 EXIT_X (tmp) = op->x;
919 EXIT_Y (tmp) = op->y;
920 op->enter_exit (tmp); /* we don't really care if it succeeded;
921 * if the map isn't there, then stay on the
922 * default initial map */
923 tmp->destroy ();
924 }
925 else 883 else
926 LOG (llevDebug, "first_map_ext_path not set\n"); 884 LOG (llevDebug, "first_map_ext_path not set\n");
885}
927 886
928 return 0; 887void
929 } 888player::chargen_race_next ()
930 889{
931 /* Following actually changes the race - this is the default command 890 /* Following actually changes the race - this is the default command
932 * if we don't match with one of the options above. 891 * if we don't match with one of the options above.
933 */ 892 */
934 893
935 tmp_loop = 0; 894 do
936 while (!tmp_loop)
937 { 895 {
938 shstr name = op->name; 896 shstr name = ob->name;
939 int x = op->x, y = op->y; 897 int x = ob->x, y = ob->y;
940 898
941 op->remove_statbonus (); 899 ob->remove_statbonus ();
942 op->remove (); 900 ob->remove ();
943 op->arch = get_player_archetype (op->arch); 901 ob->arch = get_player_archetype (ob->arch);
944 op->arch->clone.copy_to (op); 902 ob->arch->copy_to (ob);
945 op->instantiate (); 903 ob->instantiate ();
946 op->stats = op->contr->orig_stats; 904 ob->stats = ob->contr->orig_stats;
947 op->name = op->name_pl = name; 905 ob->name = ob->name_pl = name;
948 op->x = x; 906 ob->x = x;
949 op->y = y; 907 ob->y = y;
950 SET_ANIMATION (op, 2); /* So player faces south */ 908 SET_ANIMATION (ob, 2); /* So player faces south */
951 insert_ob_in_map (op, op->map, op, 0); 909 insert_ob_in_map (ob, ob->map, ob, 0);
952 assign (op->contr->title, op->arch->clone.name); 910 assign (ob->contr->title, ob->arch->object::name);
953 op->add_statbonus (); 911 ob->add_statbonus ();
954 tmp_loop = allowed_class (op);
955 } 912 }
913 while (!allowed_class (ob));
956 914
957 update_object (op, UP_OBJ_FACE); 915 update_object (ob, UP_OBJ_FACE);
958 esrv_update_item (UPD_FACE, op, op); 916 esrv_update_item (UPD_FACE, ob, ob);
959 op->update_stats (); 917 ob->update_stats ();
960 op->stats.hp = op->stats.maxhp; 918 ob->stats.hp = ob->stats.maxhp;
961 op->stats.sp = op->stats.maxsp; 919 ob->stats.sp = ob->stats.maxsp;
962 op->stats.grace = 0; 920 ob->stats.grace = 0;
963
964 if (op->msg)
965 new_draw_info (NDI_BLUE, 0, op, op->msg);
966
967 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
968 return 0;
969} 921}
970 922
971void 923void
972flee_player (object *op) 924flee_player (object *op)
973{ 925{
979 LOG (llevDebug, "Fleeing player is dead.\n"); 931 LOG (llevDebug, "Fleeing player is dead.\n");
980 CLEAR_FLAG (op, FLAG_SCARED); 932 CLEAR_FLAG (op, FLAG_SCARED);
981 return; 933 return;
982 } 934 }
983 935
984 if (op->enemy == NULL) 936 if (!op->enemy)
985 { 937 {
986 LOG (llevDebug, "Fleeing player had no enemy.\n"); 938 LOG (llevDebug, "Fleeing player had no enemy.\n");
987 CLEAR_FLAG (op, FLAG_SCARED); 939 CLEAR_FLAG (op, FLAG_SCARED);
988 return; 940 return;
989 } 941 }
990 942
991 /* Seen some crashes here. Since we don't store an
992 * op->enemy_count, it is possible that something destroys the
993 * actual enemy, and the object is recycled.
994 */
995 if (op->enemy->map == NULL)
996 {
997 CLEAR_FLAG (op, FLAG_SCARED);
998 op->enemy = NULL;
999 return;
1000 }
1001
1002 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))
1003 { 944 {
1004 op->enemy = NULL; 945 op->enemy = NULL;
1005 CLEAR_FLAG (op, FLAG_SCARED); 946 CLEAR_FLAG (op, FLAG_SCARED);
1006 return; 947 return;
1009 get_rangevector (op, op->enemy, &rv, 0); 950 get_rangevector (op, op->enemy, &rv, 0);
1010 951
1011 dir = absdir (4 + rv.direction); 952 dir = absdir (4 + rv.direction);
1012 for (diff = 0; diff < 3; diff++) 953 for (diff = 0; diff < 3; diff++)
1013 { 954 {
1014 int m = 1 - (RANDOM () & 2); 955 int m = 1 - rndm (2) * 2;
1015 956
1016 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)))
1017 return; 958 return;
1018 } 959 }
1019 960
1020 /* Cornered, get rid of scared */ 961 /* Cornered, get rid of scared */
1021 CLEAR_FLAG (op, FLAG_SCARED); 962 CLEAR_FLAG (op, FLAG_SCARED);
1022 op->enemy = NULL; 963 op->enemy = NULL;
1023} 964}
1024 965
1025
1026/* 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.
1027 * 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
1028 * stop. 968 * stop.
1029 */ 969 */
1030int 970int
1031check_pick (object *op) 971check_pick (object *op)
1032{ 972{
1033 object *tmp, *next; 973 object *tmp, *next;
1034 int stop = 0; 974 int stop = 0;
1035 int j, k, wvratio; 975 int wvratio;
1036 char putstring[128], tmpstr[16];
1037 976
1038 /* if you're flying, you cna't pick up anything */ 977 /* if you're flying, you cna't pick up anything */
1039 if (op->move_type & MOVE_FLYING) 978 if (op->move_type & MOVE_FLYING)
1040 return 1; 979 return 1;
1041 980
1042 next = op->below; 981 next = op->below;
1043 982
983 int cnt = MAX_ITEM_PER_DROP;
984#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
985
1044 /* 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
1045 * destroyed */ 987 * destroyed */
1046 while (next && !next->destroyed ()) 988 while (next && !next->destroyed ())
1047 { 989 {
1048 tmp = next; 990 tmp = next;
1049 next = tmp->below; 991 next = tmp->below;
1050 992
993 if (cnt <= 0)
994 {
995 op->failmsg ("Couldn't pickup all items at once.");
996 return 0;
997 }
998
1051 if (op->destroyed ()) 999 if (op->destroyed ())
1052 return 0; 1000 return 0;
1053 1001
1054 if (!can_pick (op, tmp)) 1002 if (!can_pick (op, tmp))
1055 continue; 1003 continue;
1056 1004
1057 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 1005 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1058 { 1006 {
1059 if (item_matched_string (op, tmp, op->contr->search_str)) 1007 if (item_matched_string (op, tmp, op->contr->search_str))
1060 pick_up (op, tmp); 1008 CHK_PICK_PICKUP;
1009
1061 continue; 1010 continue;
1062 } 1011 }
1063 1012
1064 /* 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? */
1065 if (!(op->contr->mode & PU_NEWMODE)) 1073 if (op->contr->mode & PU_FOOD)
1074 if (tmp->type == FOOD)
1066 { 1075 {
1067 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)
1068 { 1135 {
1069 case 0: 1136 CHK_PICK_PICKUP;
1070 return 1; /* don't pick up */ 1137 continue;
1071 case 1:
1072 pick_up (op, tmp);
1073 return 1;
1074 case 2:
1075 pick_up (op, tmp);
1076 return 0;
1077 case 3:
1078 return 0; /* stop before pickup */
1079 case 4:
1080 pick_up (op, tmp);
1081 break;
1082 case 5:
1083 pick_up (op, tmp);
1084 stop = 1;
1085 break;
1086 case 6:
1087 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1088 pick_up (op, tmp);
1089 break;
1090
1091 case 7:
1092 if (tmp->type == MONEY || tmp->type == GEM)
1093 pick_up (op, tmp);
1094 break;
1095
1096 default:
1097 /* use value density */
1098 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1099 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1100 pick_up (op, tmp);
1101 } 1138 }
1102 } 1139 }
1103 else 1140
1104 { /* old model */ 1141 /* rings & amulets - talismans seems to be typed AMULET */
1105 /* NEW pickup handling */
1106 if (op->contr->mode & PU_DEBUG) 1142 if (op->contr->mode & PU_JEWELS)
1143 if (tmp->type == RING || tmp->type == AMULET)
1107 { 1144 {
1108 /* some debugging code to figure out item information */ 1145 CHK_PICK_PICKUP;
1109 if (tmp->name != NULL)
1110 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1111 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1112 else
1113 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1114 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1115
1116 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1117 }
1118
1119 /* philosophy:
1120 * It's easy to grab an item type from a pile, as long as it's
1121 * generic. This takes no game-time. For more detailed pickups
1122 * and selections, select-items should be used. This is a
1123 * grab-as-you-run type mode that's really useful for arrows for
1124 * example.
1125 * The drawback: right now it has no frontend, so you need to
1126 * stick the bits you want into a calculator in hex mode and then
1127 * convert to decimal and then 'pickup <#>
1128 */
1129
1130 /* the first two modes are exclusive: if NOTHING we return, if
1131 * STOP then we stop. All the rest are applied sequentially,
1132 * meaning if any test passes, the item gets picked up. */
1133
1134 /* if mode is set to pick nothing up, return */
1135
1136 if (op->contr->mode & PU_NOTHING)
1137 return 1;
1138
1139 /* if mode is set to stop when encountering objects, return */
1140 /* take STOP before INHIBIT since it doesn't actually pick
1141 * anything up */
1142
1143 if (op->contr->mode & PU_STOP)
1144 return 0;
1145
1146 /* useful for going into stores and not losing your settings... */
1147 /* and for battles wher you don't want to get loaded down while
1148 * fighting */
1149 if (op->contr->mode & PU_INHIBIT)
1150 return 1;
1151
1152 /* prevent us from turning into auto-thieves :) */
1153 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1154 continue; 1146 continue;
1147 }
1155 1148
1156 /* ignore known cursed objects */ 1149 /* we don't forget dragon food */
1157 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;
1158 continue; 1154 continue;
1155 }
1159 1156
1160 /* all food and drink if desired */ 1157 /* bows and arrows. Bows are good for selling! */
1161 /* 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
1162 if (op->contr->mode & PU_FOOD) 1194 if (op->contr->mode & PU_BOOTS)
1163 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"))
1164 { 1228 {
1165 pick_up (op, tmp); 1229 CHK_PICK_PICKUP;
1166 continue; 1230 continue;
1167 } 1231 }
1232 }
1168 1233
1234 /* misc stuff that's useful */
1169 if (op->contr->mode & PU_DRINK) 1235 if (op->contr->mode & PU_KEY)
1170 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1236 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1171 { 1237 {
1172 pick_up (op, tmp); 1238 CHK_PICK_PICKUP;
1173 continue; 1239 continue;
1174 } 1240 }
1175 1241
1242 /* any of the last 4 bits set means we use the ratio for value
1243 * pickups */
1176 if (op->contr->mode & PU_POTION) 1244 if (op->contr->mode & PU_RATIO)
1177 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
1178 { 1249 */
1179 pick_up (op, tmp);
1180 continue;
1181 }
1182
1183 /* spellbooks, skillscrolls and normal books/scrolls */
1184 if (op->contr->mode & PU_SPELLBOOK)
1185 if (tmp->type == SPELLBOOK)
1186 {
1187 pick_up (op, tmp);
1188 continue;
1189 }
1190
1191 if (op->contr->mode & PU_SKILLSCROLL)
1192 if (tmp->type == SKILLSCROLL)
1193 {
1194 pick_up (op, tmp);
1195 continue;
1196 }
1197
1198 if (op->contr->mode & PU_READABLES)
1199 if (tmp->type == BOOK || tmp->type == SCROLL)
1200 {
1201 pick_up (op, tmp);
1202 continue;
1203 }
1204
1205 /* wands/staves/rods/horns */
1206 if (op->contr->mode & PU_MAGIC_DEVICE)
1207 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1208 {
1209 pick_up (op, tmp);
1210 continue;
1211 }
1212
1213 /* pick up all magical items */
1214 if (op->contr->mode & PU_MAGICAL) 1250 wvratio = op->contr->mode & PU_RATIO;
1215 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)
1216 {
1217 pick_up (op, tmp);
1218 continue;
1219 }
1220
1221 if (op->contr->mode & PU_VALUABLES)
1222 { 1252 {
1223 if (tmp->type == MONEY || tmp->type == GEM) 1253#if 0
1254 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1255 if (tmp->name != NULL)
1224 { 1256 {
1225 pick_up (op, tmp); 1257 fprintf (stderr, "%s", tmp->name);
1226 continue;
1227 } 1258 }
1228 }
1229
1230 /* rings & amulets - talismans seems to be typed AMULET */
1231 if (op->contr->mode & PU_JEWELS)
1232 if (tmp->type == RING || tmp->type == AMULET)
1233 {
1234 pick_up (op, tmp);
1235 continue;
1236 }
1237
1238 /* we don't forget dragon food */
1239 if (op->contr->mode & PU_FLESH)
1240 if (tmp->type == FLESH)
1241 {
1242 pick_up (op, tmp);
1243 continue;
1244 }
1245
1246 /* bows and arrows. Bows are good for selling! */
1247 if (op->contr->mode & PU_BOW)
1248 if (tmp->type == BOW)
1249 {
1250 pick_up (op, tmp);
1251 continue;
1252 }
1253
1254 if (op->contr->mode & PU_ARROW)
1255 if (tmp->type == ARROW)
1256 {
1257 pick_up (op, tmp);
1258 continue;
1259 }
1260
1261 /* all kinds of armor etc. */
1262 if (op->contr->mode & PU_ARMOUR)
1263 if (tmp->type == ARMOUR)
1264 {
1265 pick_up (op, tmp);
1266 continue;
1267 }
1268
1269 if (op->contr->mode & PU_HELMET)
1270 if (tmp->type == HELMET)
1271 {
1272 pick_up (op, tmp);
1273 continue;
1274 }
1275
1276 if (op->contr->mode & PU_SHIELD)
1277 if (tmp->type == SHIELD)
1278 {
1279 pick_up (op, tmp);
1280 continue;
1281 }
1282
1283 if (op->contr->mode & PU_BOOTS)
1284 if (tmp->type == BOOTS)
1285 {
1286 pick_up (op, tmp);
1287 continue;
1288 }
1289
1290 if (op->contr->mode & PU_GLOVES)
1291 if (tmp->type == GLOVES)
1292 {
1293 pick_up (op, tmp);
1294 continue;
1295 }
1296
1297 if (op->contr->mode & PU_CLOAK)
1298 if (tmp->type == CLOAK)
1299 {
1300 pick_up (op, tmp);
1301 continue;
1302 }
1303
1304 /* hoping to catch throwing daggers here */
1305 if (op->contr->mode & PU_MISSILEWEAPON)
1306 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1307 {
1308 pick_up (op, tmp);
1309 continue;
1310 }
1311
1312 /* careful: chairs and tables are weapons! */
1313 if (op->contr->mode & PU_ALLWEAPON)
1314 {
1315 if (tmp->type == WEAPON && tmp->name != NULL)
1316 {
1317 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1318 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1319 {
1320 pick_up (op, tmp);
1321 continue;
1322 }
1323 }
1324
1325 if (tmp->type == WEAPON && tmp->name == NULL)
1326 {
1327 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1328 {
1329 pick_up (op, tmp);
1330 continue;
1331 }
1332 }
1333 }
1334
1335 /* misc stuff that's useful */
1336 if (op->contr->mode & PU_KEY)
1337 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1338 {
1339 pick_up (op, tmp);
1340 continue;
1341 }
1342
1343 /* any of the last 4 bits set means we use the ratio for value
1344 * pickups */
1345 if (op->contr->mode & PU_RATIO)
1346 {
1347 /* use value density to decide what else to grab */
1348 /* >=7 was >= op->contr->mode */
1349 /* >=7 is the old standard setting. Now we take the last 4 bits
1350 * and multiply them by 5, giving 0..15*5== 5..75 */
1351 wvratio = (op->contr->mode & PU_RATIO) * 5;
1352 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1353 {
1354 pick_up (op, tmp);
1355#if 0
1356 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1357 if (tmp->name != NULL)
1358 {
1359 fprintf (stderr, "%s", tmp->name);
1360 }
1361 else 1259 else
1362 fprintf (stderr, "%s", tmp->arch->name); 1260 fprintf (stderr, "%s", tmp->arch->archname);
1363 fprintf (stderr, ",%d] = ", tmp->type); 1261 fprintf (stderr, ",%d] = ", tmp->type);
1364 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))));
1365#endif 1263#endif
1264 CHK_PICK_PICKUP;
1366 continue; 1265 continue;
1367 }
1368 } 1266 }
1369 } /* the new pickup model */ 1267 } /* the new pickup model */
1370 } 1268 }
1371 1269
1372 return !stop; 1270 return !stop;
1378 * found object is returned. 1276 * found object is returned.
1379 */ 1277 */
1380object * 1278object *
1381find_arrow (object *op, const char *type) 1279find_arrow (object *op, const char *type)
1382{ 1280{
1383 object *tmp = NULL;
1384
1385 for (op = op->inv; op; op = op->below) 1281 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1386 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1387 tmp = find_arrow (op, type);
1388 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);
1389 return op; 1290 return arrow;
1291 }
1292
1390 return tmp; 1293 return 0;
1391} 1294}
1392 1295
1393/* 1296/*
1394 * 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
1395 * 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
1396 * 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
1397 * 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.
1398 */ 1301 */
1399
1400object * 1302object *
1401find_better_arrow (object *op, object *target, const char *type, int *better) 1303find_better_arrow (object *op, object *target, shstr_cmp type, int *better)
1402{ 1304{
1403 object *tmp = NULL, *arrow, *ntmp; 1305 object *tmp = NULL, *arrow, *ntmp;
1404 int attacknum, attacktype, betterby = 0, i; 1306 int attacknum, attacktype, betterby = 0, i;
1405 1307
1406 if (!type) 1308 if (!type)
1410 { 1312 {
1411 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))
1412 { 1314 {
1413 i = 0; 1315 i = 0;
1414 ntmp = find_better_arrow (arrow, target, type, &i); 1316 ntmp = find_better_arrow (arrow, target, type, &i);
1317
1415 if (i > betterby) 1318 if (i > betterby)
1416 { 1319 {
1417 tmp = ntmp; 1320 tmp = ntmp;
1418 betterby = i; 1321 betterby = i;
1419 } 1322 }
1420 } 1323 }
1421 else if (arrow->type == ARROW && arrow->race == type) 1324 else if (arrow->type == ARROW && arrow->race == type)
1422 { 1325 {
1423 /* allways prefer assasination/slaying */ 1326 /* allways prefer assasination/slaying */
1424 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race)) 1327 if (target->race && arrow->slaying.contains (target->race))
1425 { 1328 {
1426 if (arrow->attacktype & AT_DEATH) 1329 if (arrow->attacktype & AT_DEATH)
1427 { 1330 {
1428 *better = 100; 1331 *better = 100;
1429 return arrow; 1332 return arrow;
1437 else 1340 else
1438 { 1341 {
1439 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1342 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1440 { 1343 {
1441 attacktype = 1 << attacknum; 1344 attacktype = 1 << attacknum;
1442 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1345 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1443 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)
1444 { 1347 {
1445 tmp = arrow; 1348 tmp = arrow;
1446 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;
1447 } 1350 }
1448 } 1351 }
1352
1449 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1353 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1450 { 1354 {
1451 tmp = arrow; 1355 tmp = arrow;
1452 betterby = 2 + arrow->magic + arrow->stats.dam; 1356 betterby = 2 + arrow->magic + arrow->stats.dam;
1453 } 1357 }
1358
1454 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) 1359 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1455 { 1360 {
1456 tmp = arrow; 1361 tmp = arrow;
1457 betterby = 1 + arrow->magic + arrow->stats.dam; 1362 betterby = 1 + arrow->magic + arrow->stats.dam;
1458 } 1363 }
1459 } 1364 }
1460 } 1365 }
1461 } 1366 }
1367
1462 if (tmp == NULL && arrow == NULL) 1368 if (tmp == NULL && arrow == NULL)
1463 return find_arrow (op, type); 1369 return find_arrow (op, type);
1464 1370
1465 *better = betterby; 1371 *better = betterby;
1466 return tmp; 1372 return tmp;
1470 * find_better_arrow to find a decent arrow to use. 1376 * find_better_arrow to find a decent arrow to use.
1471 * op = the shooter 1377 * op = the shooter
1472 * type = bow->race 1378 * type = bow->race
1473 * dir = fire direction 1379 * dir = fire direction
1474 */ 1380 */
1475
1476object * 1381object *
1477pick_arrow_target (object *op, const char *type, int dir) 1382pick_arrow_target (object *op, shstr_cmp type, int dir)
1478{ 1383{
1479 object *tmp = NULL; 1384 object *tmp = NULL;
1480 maptile *m; 1385 maptile *m;
1481 int i, mflags, found, number; 1386 int i, mflags, found, number;
1482 sint16 x, y; 1387 sint16 x, y;
1497 for (i = 0, found = 0; i < 20; i++) 1402 for (i = 0, found = 0; i < 20; i++)
1498 { 1403 {
1499 x += freearr_x[dir]; 1404 x += freearr_x[dir];
1500 y += freearr_y[dir]; 1405 y += freearr_y[dir];
1501 mflags = get_map_flags (m, &m, x, y, &x, &y); 1406 mflags = get_map_flags (m, &m, x, y, &x, &y);
1407
1502 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) 1408 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1503 { 1409 {
1504 tmp = NULL; 1410 tmp = 0;
1505 break; 1411 break;
1506 } 1412 }
1507 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)
1508 { 1414 {
1509 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1415 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1510 * perhaps a bad assumption. 1416 * perhaps a bad assumption.
1511 */ 1417 */
1512 tmp = NULL; 1418 tmp = 0;
1513 break; 1419 break;
1514 } 1420 }
1421
1515 if (mflags & P_IS_ALIVE) 1422 if (mflags & P_IS_ALIVE)
1516 {
1517 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)
1518 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 1424 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1519 {
1520 found++;
1521 break;
1522 }
1523 if (found)
1524 break; 1425 break;
1525 }
1526 } 1426 }
1527 if (tmp == NULL) 1427
1428 if (!tmp)
1528 return find_arrow (op, type); 1429 return find_arrow (op, type);
1529 1430
1530 if (tmp->head) 1431 if (tmp->head)
1531 tmp = tmp->head; 1432 tmp = tmp->head;
1532 1433
1545 */ 1446 */
1546int 1447int
1547fire_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)
1548{ 1449{
1549 object *left, *bow; 1450 object *left, *bow;
1550 int bowspeed, mflags; 1451 int mflags;
1551 maptile *m; 1452 maptile *m;
1552 1453
1553 if (!dir) 1454 if (!dir)
1554 { 1455 {
1555 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!");
1556 return 0; 1457 return 0;
1557 } 1458 }
1558 1459
1559 if (op->type == PLAYER) 1460 if (op->contr)
1560 bow = op->contr->ranges[range_bow]; 1461 bow = op->current_weapon;
1561 else 1462 else
1562 { 1463 {
1563 for (bow = op->inv; bow; bow = bow->below) 1464 for (bow = op->inv; bow; bow = bow->below)
1564 /* 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
1565 * 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.
1570 if (!bow) 1471 if (!bow)
1571 { 1472 {
1572 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1473 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1573 return 0; 1474 return 0;
1574 } 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 }
1575 } 1483 }
1576 1484
1577 if (!bow->race || !bow->skill) 1485 if (!bow->race || !bow->skill)
1578 { 1486 {
1579 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);
1580 return 0; 1488 return 0;
1581 } 1489 }
1582
1583 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1584
1585 /* penalize ROF for bestarrow */
1586 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1587 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1588
1589 if (bowspeed < 1)
1590 bowspeed = 1;
1591 1490
1592 if (arrow == NULL) 1491 if (arrow == NULL)
1593 { 1492 {
1594 if ((arrow = find_arrow (op, bow->race)) == NULL) 1493 if ((arrow = find_arrow (op, bow->race)) == NULL)
1595 { 1494 {
1596 if (op->type == PLAYER) 1495 if (op->type == PLAYER)
1597 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);
1598 /* 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 */
1599 else 1498 else
1600 CLEAR_FLAG (op, FLAG_READY_BOW); 1499 CLEAR_FLAG (op, FLAG_READY_BOW);
1500
1601 return 0; 1501 return 0;
1602 } 1502 }
1603 } 1503 }
1604 1504
1605 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1505 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1613 } 1513 }
1614 1514
1615 /* this should not happen, but sometimes does */ 1515 /* this should not happen, but sometimes does */
1616 if (arrow->nrof == 0) 1516 if (arrow->nrof == 0)
1617 { 1517 {
1518 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1618 arrow->destroy (); 1519 arrow->destroy ();
1619 return 0; 1520 return 0;
1620 } 1521 }
1621 1522
1622 left = arrow; /* these are arrows left to the player */ 1523 left = arrow; /* these are arrows left to the player */
1623 arrow = get_split_ob (arrow, 1); 1524 arrow = arrow->split ();
1624 if (!arrow) 1525 if (!arrow)
1625 { 1526 {
1626 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);
1627 return 0; 1528 return 0;
1628 } 1529 }
1629 1530
1630 arrow->set_owner (op); 1531 arrow->set_owner (op);
1631 arrow->skill = bow->skill; 1532 arrow->skill = bow->skill;
1632 arrow->direction = dir; 1533 arrow->direction = dir;
1633 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
1634 if (op->type == PLAYER) 1568 if (op->type == PLAYER)
1635 { 1569 {
1636 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1637 op->update_stats ();
1638 }
1639
1640 SET_ANIMATION (arrow, arrow->direction);
1641 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1642 arrow->stats.hp = arrow->stats.dam;
1643 arrow->stats.grace = arrow->attacktype;
1644 if (arrow->slaying != NULL)
1645 arrow->spellarg = strdup (arrow->slaying);
1646
1647 /* Note that this was different for monsters - they got their level
1648 * added to the damage. I think the strength bonus is more proper.
1649 */
1650
1651 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1652
1653 /* update the speed */
1654 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1655 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1656
1657 arrow->set_speed (max (arrow->speed, 1.0));
1658 arrow->speed_left = 0;
1659
1660 if (op->type == PLAYER)
1661 {
1662 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1663 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1664 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1665
1666 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;
1667 } 1577 }
1668 else 1578 else
1669 { 1579 {
1670 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1671 arrow->level = op->level; 1580 arrow->level = op->level;
1672 } 1581 arrow->stats.wc -= bow->magic;
1673 1582
1674 if (arrow->attacktype == AT_PHYSICAL) 1583 if (!arrow->slaying)
1584 arrow->slaying = bow->slaying;
1585
1675 arrow->attacktype |= bow->attacktype; 1586 arrow->attacktype |= bow->attacktype;
1587 }
1676 1588
1677 if (bow->slaying) 1589 wc -= arrow->level;
1678 arrow->slaying = bow->slaying; 1590 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1679 1591
1592 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1680 arrow->move_type = MOVE_FLY_LOW; 1593 arrow->move_type = MOVE_FLY_LOW;
1681 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1594 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1682 1595
1683 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1596 op->play_sound (sound_find ("fire_arrow"));
1684 m->insert (arrow, sx, sy, op); 1597 m->insert (arrow, sx, sy, op);
1685 1598
1686 if (!arrow->destroyed ()) 1599 if (!arrow->destroyed ())
1687 move_arrow (arrow); 1600 move_arrow (arrow);
1688
1689 if (op->type == PLAYER)
1690 {
1691 if (left->destroyed ())
1692 esrv_del_item (op->contr, left->count);
1693 else
1694 esrv_send_item (op, left);
1695 }
1696 1601
1697 return 1; 1602 return 1;
1698} 1603}
1699 1604
1700/* Special fire code for players - this takes into 1605/* Special fire code for players - this takes into
1705 * hence the function name. 1610 * hence the function name.
1706 */ 1611 */
1707int 1612int
1708player_fire_bow (object *op, int dir) 1613player_fire_bow (object *op, int dir)
1709{ 1614{
1710 int ret = 0, wcmod = 0; 1615 int ret;
1711 1616
1712 if (op->contr->bowtype == bow_bestarrow) 1617 if (op->contr->bowtype == bow_bestarrow)
1713 { 1618 {
1714 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);
1715 } 1620 }
1716 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)
1717 { 1622 {
1718 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1623 int wcmod = similar_direction (dir, op->contr->bowtype - bow_n + 1) ? 0 : -1;
1719 wcmod = -1;
1720
1721 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);
1722 } 1625 }
1723 else if (op->contr->bowtype == bow_threewide) 1626 else if (op->contr->bowtype == bow_threewide)
1724 { 1627 {
1725 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);
1726 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)]);
1727 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)]);
1728 } 1631 }
1729 else if (op->contr->bowtype == bow_spreadshot) 1632 else if (op->contr->bowtype == bow_spreadshot)
1730 { 1633 {
1731 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);
1732 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);
1733 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);
1734
1735 } 1637 }
1736 else 1638 else
1737 { 1639 {
1738 /* Simple case */ 1640 /* Simple case */
1739 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);
1740 } 1642 }
1643
1741 return ret; 1644 return ret;
1742} 1645}
1743
1744 1646
1745/* Fires a misc (wand/rod/horn) object in 'dir'. 1647/* Fires a misc (wand/rod/horn) object in 'dir'.
1746 * Broken apart from 'fire' to keep it more readable. 1648 * Broken apart from 'fire' to keep it more readable.
1747 */ 1649 */
1748void 1650void
1749fire_misc_object (object *op, int dir) 1651fire_misc_object (object *op, int dir)
1750{ 1652{
1751 object *item; 1653 object *item = op->contr->ranged_ob;
1752 1654
1753 if (!op->contr->ranges[range_misc]) 1655 if (!item)
1754 { 1656 {
1755 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.");
1756 return; 1658 return;
1757 } 1659 }
1758 1660
1759 item = op->contr->ranges[range_misc];
1760 if (!item->inv) 1661 if (!item->inv)
1761 { 1662 {
1762 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1663 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1763 return; 1664 return;
1764 } 1665 }
1666
1667 if (!op->change_weapon (item))
1668 return;
1669
1765 if (item->type == WAND) 1670 if (item->type == WAND)
1766 { 1671 {
1767 if (item->stats.food <= 0) 1672 if (item->stats.food <= 0)
1768 { 1673 {
1769 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1674 op->contr->play_sound (sound_find ("wand_poof"));
1770 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
1771 return; 1677 return;
1772 } 1678 }
1773 } 1679 }
1774 else if (item->type == ROD || item->type == HORN) 1680 else if (item->type == ROD || item->type == HORN)
1775 { 1681 {
1776 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))
1777 { 1687 {
1778 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1688 op->contr->play_sound (sound_find ("wand_poof"));
1689
1779 if (item->type == ROD) 1690 if (item->type == ROD)
1780 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));
1781 else 1692 else
1782 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
1783 return; 1695 return;
1784 } 1696 }
1785 } 1697 }
1786 1698
1787 if (cast_spell (op, item, dir, item->inv, NULL)) 1699 if (cast_spell (op, item, dir, item->inv, NULL))
1788 { 1700 {
1789 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
1790 if (item->type == WAND) 1703 if (item->type == WAND)
1791 { 1704 {
1792 if (!(--item->stats.food)) 1705 if (!(--item->stats.food))
1793 { 1706 {
1794 object *tmp; 1707 object *tmp;
1795 1708
1796 if (item->arch) 1709 if (item->arch)
1797 { 1710 {
1798 CLEAR_FLAG (item, FLAG_ANIMATE); 1711 CLEAR_FLAG (item, FLAG_ANIMATE);
1799 item->face = item->arch->clone.face; 1712 item->face = item->arch->face;
1800 item->set_speed (0); 1713 item->set_speed (0);
1801 } 1714 }
1802 1715
1803 if ((tmp = item->in_player ())) 1716 if (object *pl = item->visible_to ())
1804 esrv_update_item (UPD_ANIM, tmp, item); 1717 esrv_update_item (UPD_ANIM, pl, item);
1805 } 1718 }
1806 } 1719 }
1807 else if (item->type == ROD || item->type == HORN) 1720 else if (item->type == ROD || item->type == HORN)
1808 drain_rod_charge (item); 1721 drain_rod_charge (item);
1809 } 1722 }
1810} 1723}
1811 1724
1812/* Received a fire command for the player - go and do it. 1725/* Received a fire command for the player - go and do it.
1813 */ 1726 */
1814void 1727bool
1815fire (object *op, int dir) 1728fire (object *op, int dir)
1816{ 1729{
1817 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;
1818 1752
1819 /* check for loss of invisiblity/hide */ 1753 /* check for loss of invisiblity/hide */
1820 if (action_makes_visible (op)) 1754 if (action_makes_visible (op))
1821 make_visible (op); 1755 make_visible (op);
1822 1756
1823 switch (op->contr->shoottype) 1757 switch (ob->type)
1824 { 1758 {
1825 case range_none: 1759 case BOW:
1826 return;
1827
1828 case range_bow:
1829 player_fire_bow (op, dir); 1760 player_fire_bow (op, dir);
1830 return; 1761 break;
1831 1762
1832 case range_magic: /* Casting spells */ 1763 case SPELL:
1833 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);
1834 return; 1765 break;
1835 1766
1836 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:
1837 fire_misc_object (op, dir); 1776 fire_misc_object (op, dir);
1838 return; 1777 break;
1839
1840 case range_golem: /* Control summoned monsters from scrolls */
1841 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
1842 {
1843 op->contr->ranges[range_golem] = 0;
1844 op->contr->shoottype = range_none;
1845 }
1846 else
1847 control_golem (op->contr->ranges[range_golem], dir);
1848 return;
1849
1850 case range_skill:
1851 if (!op->chosen_skill)
1852 {
1853 if (op->type == PLAYER)
1854 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
1855 return;
1856 }
1857
1858 do_skill (op, op, op->chosen_skill, dir, NULL);
1859 return;
1860 case range_builder:
1861 apply_map_builder (op, dir);
1862 return;
1863 default:
1864 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
1865 return;
1866 } 1778 }
1867}
1868 1779
1869 1780 return true;
1781}
1870 1782
1871/* find_key 1783/* find_key
1872 * 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
1873 * and successfully use it, we return the key, otherwise NULL 1785 * and successfully use it, we return the key, otherwise NULL
1874 * This function merges both normal and locked door, since the logic 1786 * This function merges both normal and locked door, since the logic
1876 * pl is the player, 1788 * pl is the player,
1877 * inv is the objects inventory to searched 1789 * inv is the objects inventory to searched
1878 * door is the door we are trying to match against. 1790 * door is the door we are trying to match against.
1879 * This function can be called recursively to search containers. 1791 * This function can be called recursively to search containers.
1880 */ 1792 */
1881
1882object * 1793object *
1883find_key (object *pl, object *container, object *door) 1794find_key (object *pl, object *container, object *door)
1884{ 1795{
1885 object *tmp, *key; 1796 object *tmp, *key;
1886 1797
1887 /* Should not happen, but sanity checking is never bad */ 1798 /* Should not happen, but sanity checking is never bad */
1888 if (container->inv == NULL) 1799 if (!container->inv)
1889 return NULL; 1800 return 0;
1890 1801
1891 /* 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 */
1892 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1803 for (tmp = container->inv; tmp; tmp = tmp->below)
1893 { 1804 {
1894 if (door->type == DOOR && tmp->type == KEY) 1805 if (door->type == DOOR && tmp->type == KEY)
1895 break; 1806 break;
1896 /* For sanity, we should really check door type, but other stuff 1807 /* For sanity, we should really check door type, but other stuff
1897 * (like containers) can be locked with special keys 1808 * (like containers) can be locked with special keys
1898 */ 1809 */
1899 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1810 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1900 break; 1811 break;
1901 } 1812 }
1813
1902 /* No key found - lets search inventories now */ 1814 /* No key found - lets search inventories now */
1903 /* 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.
1904 * 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
1905 * a key, return 1817 * a key, return
1906 */ 1818 */
1907 if (!tmp) 1819 if (!tmp)
1908 { 1820 {
1909 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1821 for (tmp = container->inv; tmp; tmp = tmp->below)
1910 { 1822 {
1911 /* No reason to search empty containers */ 1823 /* No reason to search empty containers */
1912 if (tmp->type == CONTAINER && tmp->inv) 1824 if (tmp->type == CONTAINER && tmp->inv)
1913 { 1825 {
1914 if ((key = find_key (pl, tmp, door)) != NULL) 1826 if ((key = find_key (pl, tmp, door)))
1915 return key; 1827 return key;
1916 } 1828 }
1917 } 1829 }
1830
1918 if (!tmp) 1831 if (!tmp)
1919 return NULL; 1832 return NULL;
1920 } 1833 }
1834
1921 /* 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,
1922 * see if we actually want to use it 1836 * see if we actually want to use it
1923 */ 1837 */
1924 if (pl != container) 1838 if (pl != container)
1925 { 1839 {
1939 * Change the color so that the message doesn't disappear with 1853 * Change the color so that the message doesn't disappear with
1940 * all the others. 1854 * all the others.
1941 */ 1855 */
1942 if (pl->contr->usekeys == key_inventory || 1856 if (pl->contr->usekeys == key_inventory ||
1943 !QUERY_FLAG (container, FLAG_APPLIED) || 1857 !QUERY_FLAG (container, FLAG_APPLIED) ||
1944 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys")))) 1858 (pl->contr->usekeys == keyrings && container->race != shstr_keys))
1945 { 1859 {
1946 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1860 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1947 "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));
1948 return NULL; 1862 return NULL;
1949 } 1863 }
1950 } 1864 }
1865
1951 return tmp; 1866 return tmp;
1952} 1867}
1953 1868
1954/* moved door processing out of move_player_attack. 1869/* moved door processing out of move_player_attack.
1955 * returns 1 if player has opened the door with a key 1870 * returns 1 if player has opened the door with a key
1957 * 0 otherwise 1872 * 0 otherwise
1958 */ 1873 */
1959static int 1874static int
1960player_attack_door (object *op, object *door) 1875player_attack_door (object *op, object *door)
1961{ 1876{
1962 /* 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,
1963 * 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 -
1964 * otherwise, we fall through to the rest of the code. 1879 * otherwise, we fall through to the rest of the code.
1965 */ 1880 */
1966 object *key = find_key (op, op, door); 1881 object *key = find_key (op, op, door);
1967 1882
1968 /* IF we found a key, do some extra work */ 1883 /* If we found a key, do some extra work */
1969 if (key) 1884 if (key)
1970 { 1885 {
1971 object *container = key->env; 1886 object *container = key->env;
1972 1887
1973 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1974 if (action_makes_visible (op)) 1888 if (action_makes_visible (op))
1975 make_visible (op); 1889 make_visible (op);
1890
1976 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1891 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1977 spring_trap (door->inv, op); 1892 spring_trap (door->inv, op);
1893
1978 if (door->type == DOOR) 1894 if (door->type == DOOR)
1979 {
1980 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 */
1981 }
1982 else if (door->type == LOCKED_DOOR) 1896 else if (door->type == LOCKED_DOOR)
1983 { 1897 {
1984 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);
1985 remove_door2 (door); /* remove door without violence ;-) */ 1899 remove_door2 (door); /* remove door without violence ;-) */
1986 } 1900 }
1901
1987 /* Do this after we print the message */ 1902 /* Do this after we print the message */
1988 decrease_ob (key); /* Use up one of the keys */ 1903 key->decrease (); /* Use up one of the keys */
1989 /* Need to update the weight the container the key was in */ 1904
1990 if (container != op)
1991 esrv_update_item (UPD_WEIGHT, op, container);
1992 return 1; /* Nothing more to do below */ 1905 return 1; /* Nothing more to do below */
1993 } 1906 }
1994 else if (door->type == LOCKED_DOOR) 1907 else if (door->type == LOCKED_DOOR)
1995 { 1908 {
1996 /* Might as well return now - no other way to open this */ 1909 /* Might as well return now - no other way to open this */
1997 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...");
1998 return 1; 1911 return 1;
1999 } 1912 }
1913
2000 return 0; 1914 return 0;
2001} 1915}
2002 1916
2003/* This function is just part of a breakup from move_player. 1917/* This function is just part of a breakup from move_player.
2004 * It should keep the code cleaner. 1918 * It should keep the code cleaner.
2005 * When this is called, the players direction has been updated 1919 * When this is called, the players direction has been updated
2006 * (taking into account confusion.) The player is also actually 1920 * (taking into account confusion.) The player is also actually
2007 * going to try and move (not fire weapons). 1921 * going to try and move (not fire weapons).
2008 */ 1922 */
2009void 1923bool
2010move_player_attack (object *op, int dir) 1924move_player_attack (object *op, int dir)
2011{ 1925{
2012 object *tmp, *mon;
2013 sint16 nx, ny;
2014 int on_battleground; 1926 int on_battleground;
2015 maptile *m;
2016 1927
2017 nx = freearr_x[dir] + op->x; 1928 sint16 nx = freearr_x[dir] + op->x;
2018 ny = freearr_y[dir] + op->y; 1929 sint16 ny = freearr_y[dir] + op->y;
2019 1930
2020 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 }
2021 1941
2022 /* 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
2023 * 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
2024 * 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
2025 * player. This is a pretty nasty hack, because if we could 1945 * player. This is a pretty nasty hack, because if we could
2026 * 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
2027 * 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
2028 * 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
2029 * move_ob uses. 1949 * move_ob uses.
2030 */ 1950 */
2031 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;
2032 { 1966 }
2033 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;
2034 { 1979 }
2035 m = op->map->xy_find (nx, ny); 1980
2036 if (!m) 1981 /* The following deals with possibly attacking peaceful
2037 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;
2038 } 2014 }
2039 else 2015 else
2040 m = op->map;
2041
2042 if (!(tmp = m->at (nx, ny).bot))
2043 return; 2016 return false;
2017 }
2044 2018
2045 mon = 0;
2046 /* Go through all the objects, and find ones of interest. Only stop if
2047 * we find a monster - that is something we know we want to attack.
2048 * if its a door or barrel (can roll) see if there may be monsters
2049 * on the space
2050 */
2051 while (tmp)
2052 {
2053 if (tmp == op)
2054 {
2055 tmp = tmp->above;
2056 continue;
2057 }
2058
2059 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2060 {
2061 mon = tmp;
2062 break;
2063 }
2064
2065 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2066 mon = tmp;
2067
2068 tmp = tmp->above;
2069 }
2070
2071 if (!mon) /* This happens anytime the player tries to move */
2072 return; /* into a wall */
2073
2074 if (mon->head)
2075 mon = mon->head;
2076
2077 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2078 if (player_attack_door (op, mon))
2079 return;
2080
2081 /* The following deals with possibly attacking peaceful
2082 * or frienddly creatures. Basically, all players are considered
2083 * unaggressive. If the moving player has peaceful set, then the
2084 * object should be pushed instead of attacked. It is assumed that
2085 * if you are braced, you will not attack friends accidently,
2086 * and thus will not push them.
2087 */
2088
2089 /* If the creature is a pet, push it even if the player is not
2090 * peaceful. Our assumption is the creature is a pet if the
2091 * player owns it and it is either friendly or unagressive.
2092 */
2093 if ((op->type == PLAYER)
2094#if COZY_SERVER
2095 &&
2096 ((mon->owner && mon->owner->contr
2097 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op)
2098#else
2099 && mon->owner == op
2100#endif
2101 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2102 {
2103 /* If we're braced, we don't want to switch places with it */
2104 if (op->contr->braced)
2105 return;
2106
2107 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2108 (void) push_ob (mon, dir, op);
2109 if (op->contr->tmp_invis || op->hide)
2110 make_visible (op);
2111
2112 return;
2113 }
2114
2115 /* in certain circumstances, you shouldn't attack friendly 2019 /* in certain circumstances, you shouldn't attack friendly
2116 * creatures. Note that if you are braced, you can't push 2020 * creatures. Note that if you are braced, you can't push
2117 * 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
2118 * attack them either. 2022 * attack them either.
2119 */ 2023 */
2120 if ((mon->type == PLAYER || mon->enemy != op) && 2024 if ((mon->type == PLAYER || mon->enemy != op)
2121 (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))
2122#ifdef PROHIBIT_PLAYERKILL
2123 (op->contr->peaceful 2026 && ((op->contr->peaceful
2124 || (mon->type == PLAYER 2027 || (mon->type == PLAYER && mon->contr->peaceful))
2125 && mon->contr->
2126 peaceful)) &&
2127#else
2128 op->contr->peaceful &&
2129#endif
2130 !on_battleground)) 2028 && !on_battleground))
2029 {
2030 if (op->speed_left > 0.f)
2131 { 2031 {
2032 --op->speed_left;
2033
2132 if (!op->contr->braced) 2034 if (!op->contr->braced)
2133 { 2035 {
2134 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2036 op->play_sound (sound_find ("push_player"));
2135 push_ob (mon, dir, op); 2037 push_ob (mon, dir, op);
2136 } 2038 }
2137 else 2039 else
2138 new_draw_info (0, 0, op, "You withhold your attack"); 2040 op->statusmsg ("You withhold your attack");
2139 2041
2140 if (op->contr->tmp_invis || op->hide) 2042 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
2141 make_visible (op); 2043 make_visible (op);
2142 }
2143 2044
2045 return true;
2046 }
2047 }
2144 /* If the object is a boulder or other rollable object, then 2048 /* If the object is a boulder or other rollable object, then
2145 * 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.
2146 */ 2050 */
2147 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)
2148 { 2054 {
2055 --op->speed_left;
2056
2149 recursive_roll (mon, dir, op); 2057 recursive_roll (mon, dir, op);
2150 if (action_makes_visible (op)) 2058 if (action_makes_visible (op))
2151 make_visible (op); 2059 make_visible (op);
2152 }
2153 2060
2061 return true;
2062 }
2063 }
2154 /* Any generic living creature. Including things like doors. 2064 /* Any generic living creature. Including things like doors.
2155 * 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
2156 * and be living. Then, it must be one of the following: 2066 * and be living. Then, it must be one of the following:
2157 * 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
2158 * 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.
2159 */ 2069 */
2160 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2070 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2161 ((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)))
2162 { 2072 {
2163 2073 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2164 /* If the player hasn't hit something this tick, and does
2165 * so, give them speed boost based on weapon speed. Doing
2166 * it here is better than process_players2, which basically
2167 * incurred a 1 tick offset.
2168 */
2169 if (!op->contr->has_hit)
2170 { 2074 {
2171 op->speed_left += op->speed / op->contr->weapon_sp; 2075 --op->contr->weapon_sp_left;
2172
2173 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2174 }
2175 2076
2176 skill_attack (mon, op, 0, 0, 0); 2077 skill_attack (mon, op, 0, 0, 0);
2177
2178 /* If attacking another player, that player gets automatic
2179 * hitback, and doesn't loose luck either.
2180 * Disable hitback on the battleground or if the target is
2181 * the wiz.
2182 */
2183 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2184 {
2185 short luck = mon->stats.luck;
2186
2187 mon->contr->has_hit = 1;
2188 skill_attack (op, mon, 0, 0, 0);
2189 mon->stats.luck = luck;
2190 }
2191 2078
2192 if (action_makes_visible (op)) 2079 if (action_makes_visible (op))
2193 make_visible (op); 2080 make_visible (op);
2194 }
2195 } /* if player should attack something */
2196}
2197 2081
2198int 2082 return true;
2083 }
2084 }
2085
2086 return false;
2087}
2088
2089bool
2199move_player (object *op, int dir) 2090move_player (object *op, int dir)
2200{ 2091{
2201 int pick; 2092 int pick;
2202 2093
2203 if (!op->map || op->map->in_memory != MAP_IN_MEMORY) 2094 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2204 return 0; 2095 return 0;
2205 2096
2206 /* Sanity check: make sure dir is valid */ 2097 /* Sanity check: make sure dir is valid */
2207 if ((dir < 0) || (dir >= 9)) 2098 if ((dir < 0) || (dir >= 9))
2208 { 2099 {
2210 return 0; 2101 return 0;
2211 } 2102 }
2212 2103
2213 /* peterm: added following line */ 2104 /* peterm: added following line */
2214 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2105 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2215 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2106 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2216 2107
2217 op->facing = dir; 2108 op->facing = dir;
2218 2109
2219 if (op->hide) 2110 if (op->flag [FLAG_HIDDEN])
2220 do_hidden_move (op); 2111 do_hidden_move (op);
2221 2112
2113 bool retval;
2114
2222 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2115 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2223 /*nop */ ; 2116 retval = RESULT_INT (0);
2224 else if (op->contr->fire_on) 2117 else if (op->contr->fire_on)
2225 fire (op, dir); 2118 retval = fire (op, dir);
2226 else 2119 else
2227 { 2120 {
2228 move_player_attack (op, dir); 2121 retval = move_player_attack (op, dir);
2229 pick = check_pick (op); 2122 pick = check_pick (op);
2230 } 2123 }
2231 2124
2232 /* 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
2233 * server can handle repeat firing. 2126 * server can handle repeat firing.
2240 /* Update how the player looks. Use the facing, so direction may 2133 /* Update how the player looks. Use the facing, so direction may
2241 * get reset to zero. This allows for full animation capabilities 2134 * get reset to zero. This allows for full animation capabilities
2242 * for players. 2135 * for players.
2243 */ 2136 */
2244 animate_object (op, op->facing); 2137 animate_object (op, op->facing);
2245 return 0; 2138
2139 return retval;
2246} 2140}
2247 2141
2248/* 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
2249 * new client/server stuff. 2143 * new client/server stuff.
2250 * 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
2251 * the new speed values for commands. 2145 * the new speed values for commands.
2252 * 2146 *
2253 * 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.
2254 */ 2150 */
2255int 2151bool
2256handle_newcs_player (object *op) 2152handle_newcs_player (object *op)
2257{ 2153{
2258 if (op->contr->hidden)
2259 {
2260 op->invisible = 1000;
2261 /* the socket code flashes the player visible/invisible
2262 * depending on the value of invisible, so we need to
2263 * alternate it here for it to work correctly.
2264 */
2265 if (pticks & 2)
2266 op->invisible--;
2267 }
2268 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2269 {
2270 op->invisible--;
2271 if (!op->invisible)
2272 {
2273 make_visible (op);
2274 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2275 }
2276 }
2277
2278 if (QUERY_FLAG (op, FLAG_SCARED)) 2154 if (QUERY_FLAG (op, FLAG_SCARED))
2279 { 2155 {
2280 flee_player (op); 2156 if (op->speed_left > 0.f)
2281 /* If player is still scared, that is his action for this tick */
2282 if (QUERY_FLAG (op, FLAG_SCARED))
2283 { 2157 {
2284 op->speed_left--; 2158 --op->speed_left;
2159 flee_player (op);
2160
2285 return 0; 2161 return true;
2286 } 2162 }
2163 else
2164 return false;
2287 } 2165 }
2288
2289 /* I've been seeing crashes where the golem has been destroyed, but
2290 * the player object still points to the defunct golem. The code that
2291 * destroys the golem looks correct, and it doesn't always happen, so
2292 * put this in a a workaround to clean up the golem pointer.
2293 */
2294 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2295 op->contr->ranges[range_golem] = 0;
2296 2166
2297 /* 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
2298 * the players time has been increased when doericserver has been 2168 * the players time has been increased when doericserver has been
2299 * called, so we recheck it here. 2169 * called, so we recheck it here.
2300 */ 2170 */
2301 if (op->contr->ns->handle_command ()) 2171 if (op->contr->ns->handle_command ())
2302 return 1; 2172 return true;
2303 2173
2304 if (op->speed_left > 0)
2305 {
2306 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2174 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2307 {
2308 /* All move commands take 1 tick, at least for now */
2309 op->speed_left--;
2310
2311 /* Instead of all the stuff below, let move_player take care
2312 * of it. Also, some of the skill stuff is only put in
2313 * there, as well as the confusion stuff.
2314 */
2315 move_player (op, op->direction); 2175 return move_player (op, op->direction);
2316 2176
2317 return op->speed_left > 0;
2318 }
2319 }
2320
2321 return 0; 2177 return false;
2322} 2178}
2323 2179
2324int 2180int
2325save_life (object *op) 2181save_life (object *op)
2326{ 2182{
2328 return 0; 2184 return 0;
2329 2185
2330 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2186 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2331 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2187 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2332 { 2188 {
2333 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2189 op->play_sound (sound_find ("ob_evaporate"));
2334 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));
2335
2336 if (op->contr)
2337 esrv_del_item (op->contr, tmp->count);
2338 2191
2339 tmp->destroy (); 2192 tmp->destroy ();
2340 CLEAR_FLAG (op, FLAG_LIFESAVE); 2193 CLEAR_FLAG (op, FLAG_LIFESAVE);
2341 2194
2342 if (op->stats.hp < 0) 2195 if (op->stats.hp < 0)
2355 return 0; 2208 return 0;
2356} 2209}
2357 2210
2358/* 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
2359 * 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
2360 * 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
2361 * from. 2214 * from.
2362 */ 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
2363void 2232void
2364remove_unpaid_objects (object *op, object *env) 2233object::drop_unpaid_items ()
2365{ 2234{
2366 object *next; 2235 if (!flag [FLAG_REMOVED])
2367 2236 ::drop_unpaid_items (inv, this);
2368 while (op)
2369 {
2370 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2371
2372 if (QUERY_FLAG (op, FLAG_UNPAID))
2373 {
2374 if (env->type == PLAYER)
2375 esrv_del_item (env->contr, op->count);
2376
2377 op->insert_at (env);
2378 }
2379 else if (op->inv)
2380 remove_unpaid_objects (op->inv, env);
2381
2382 op = next;
2383 }
2384} 2237}
2385 2238
2386/* 2239/*
2387 * Returns pointer a static string containing gravestone text 2240 * Returns pointer a static string containing gravestone text
2388 * Moved from apply.c to player.c - player.c is what 2241 * Moved from apply.c to player.c - player.c is what
2389 * actually uses this function. player.c may not be quite the 2242 * actually uses this function. player.c may not be quite the
2390 * best, a misc file for object actions is probably better, 2243 * best, a misc file for object actions is probably better,
2391 * but there isn't one in the server directory. 2244 * but there isn't one in the server directory.
2392 */ 2245 */
2393char * 2246const char *
2394gravestone_text (object *op) 2247gravestone_text (object *op)
2395{ 2248{
2396 static char buf2[MAX_BUF]; 2249 static dynbuf_text buf;
2397 char buf[MAX_BUF];
2398 time_t now = time (NULL);
2399 2250
2400 strcpy (buf2, " R.I.P.\n\n"); 2251 buf << "---- R.I.P. ----\n\n"
2252 << op->name;
2253
2401 if (op->type == PLAYER) 2254 if (op->type == PLAYER)
2402 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2255 buf << " the " << op->contr->title;
2403 else
2404 sprintf (buf, "%s\n", &op->name);
2405 2256
2406 strncat (buf2, " ", 20 - strlen (buf) / 2); 2257 buf << "\n\n";
2407 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
2408 if (op->type == PLAYER) 2263 if (op->type == PLAYER)
2409 sprintf (buf, "who was in level %d when killed\n", op->level); 2264 buf << "by " << op->contr->killer_name () << ".\n\n";
2410 else
2411 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2412 2265
2413 strncat (buf2, " ", 20 - strlen (buf) / 2);
2414 strcat (buf2, buf);
2415 if (op->type == PLAYER)
2416 { 2266 {
2417 sprintf (buf, "by %s.\n\n", op->contr->killer); 2267 static char buf2[128];
2418 strncat (buf2, " ", 21 - strlen (buf) / 2); 2268 time_t now = time (NULL);
2419 strcat (buf2, buf);
2420 }
2421
2422 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2269 strftime (buf2, 128, "%b %d %Y\n\n", localtime (&now));
2423 strncat (buf2, " ", 20 - strlen (buf) / 2); 2270 buf << buf2;
2424 strcat (buf2, buf); 2271 }
2425 2272
2426 return buf2; 2273 return buf;
2427} 2274}
2428 2275
2429void 2276void
2430do_some_living (object *op) 2277do_some_living (object *op)
2431{ 2278{
2438 int rate_grace = 2000; 2285 int rate_grace = 2000;
2439 const int max_hp = 1; 2286 const int max_hp = 1;
2440 const int max_sp = 1; 2287 const int max_sp = 1;
2441 const int max_grace = 1; 2288 const int max_grace = 1;
2442 2289
2443 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--;
2444 { 2299 }
2445 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2300 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2446 if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks) 2301 {
2447 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 }
2448 } 2307 }
2449 2308
2450 if (op->contr->ns->state == ST_PLAYING) 2309 if (op->contr->ns->state == ST_PLAYING)
2451 { 2310 {
2452 /* these next three if clauses make it possible to SLOW DOWN 2311 /* these next three if clauses make it possible to SLOW DOWN
2471 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2330 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2472 else 2331 else
2473 { 2332 {
2474 gen_grace = op->stats.maxgrace; 2333 gen_grace = op->stats.maxgrace;
2475 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2334 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2476 }
2477
2478 /* Regenerate Spell Points */
2479 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0)
2480 {
2481 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2482 if (op->stats.sp < op->stats.maxsp)
2483 {
2484 op->stats.sp++;
2485 /* dms do not consume food */
2486 if (!QUERY_FLAG (op, FLAG_WIZ))
2487 {
2488 op->stats.food--;
2489 if (op->contr->digestion < 0)
2490 op->stats.food += op->contr->digestion;
2491 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2492 op->stats.food = last_food;
2493 }
2494 }
2495
2496 if (max_sp > 1)
2497 {
2498 over_sp = (gen_sp + 10) / rate_sp;
2499 if (over_sp > 0)
2500 {
2501 if (op->stats.sp < op->stats.maxsp)
2502 {
2503 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2504
2505 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2506 op->stats.sp--;
2507
2508 if (op->stats.sp > op->stats.maxsp)
2509 op->stats.sp = op->stats.maxsp;
2510 }
2511 op->last_sp = 0;
2512 }
2513 else
2514 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2515 }
2516 else
2517 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2518 } 2335 }
2519 2336
2520 /* Regenerate Grace */ 2337 /* Regenerate Grace */
2521 /* 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. */
2522 if (--op->last_grace < 0) 2339 if (--op->last_grace < 0)
2543 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);
2544 } 2361 }
2545 /* wearing stuff doesn't detract from grace generation. */ 2362 /* wearing stuff doesn't detract from grace generation. */
2546 } 2363 }
2547 2364
2365 if (op->stats.food > 0)
2366 {
2548 /* Regenerate Hit Points */ 2367 /* Regenerate Spell Points */
2549 if (--op->last_heal < 0) 2368 if (!op->contr->golem && --op->last_sp < 0)
2550 {
2551 if (op->stats.hp < op->stats.maxhp)
2552 { 2369 {
2553 op->stats.hp++; 2370 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2554 /* dms do not consume food */ 2371
2555 if (!QUERY_FLAG (op, FLAG_WIZ)) 2372 if (op->stats.sp < op->stats.maxsp)
2556 { 2373 {
2374 op->stats.sp++;
2375
2376 /* dms do not consume food */
2377 if (!QUERY_FLAG (op, FLAG_WIZ))
2378 {
2557 op->stats.food--; 2379 op->stats.food--;
2380
2558 if (op->contr->digestion < 0) 2381 if (op->contr->digestion < 0)
2559 op->stats.food += op->contr->digestion; 2382 op->stats.food += op->contr->digestion;
2560 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))
2561 op->stats.food = last_food; 2384 op->stats.food = last_food;
2385 }
2562 } 2386 }
2563 }
2564 2387
2565 if (max_hp > 1) 2388 if (max_sp > 1)
2566 {
2567 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2568 if (over_hp > 0)
2569 { 2389 {
2570 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
2571 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);
2572 } 2408 }
2573 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)
2574 { 2417 {
2575 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 }
2576 } 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);
2577 } 2443 }
2578 else 2444 else
2579 {
2580 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);
2581 } 2446 }
2582 } 2447 }
2583 2448
2584 /* Digestion */ 2449 /* Digestion */
2585 if (--op->last_eat < 0) 2450 if (--op->last_eat < 0)
2586 { 2451 {
2587#ifdef COZY_SERVER 2452 int bonus = max (0, op->contr->digestion),
2588 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion; 2453 penalty = max (0, -op->contr->digestion);
2589 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2590#else
2591 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2592#endif
2593 2454
2594 if (op->contr->gen_hp > 0)
2595 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);
2596 else
2597 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2598 2456
2599 /* dms do not consume food */ 2457 /* dms do not consume food */
2600 if (!QUERY_FLAG (op, FLAG_WIZ)) 2458 if (!QUERY_FLAG (op, FLAG_WIZ))
2601 op->stats.food--; 2459 op->stats.food--;
2602 } 2460 }
2603 2461
2604 if (op->stats.food < 0 && op->stats.hp >= 0) 2462 if (op->stats.food < 0 && op->stats.hp >= 0)
2605 { 2463 {
2606 object *tmp, *flesh = 0; 2464 object *flesh = 0;
2607 2465
2608 for (tmp = op->inv; tmp; tmp = tmp->below) 2466 for_inv_removable (op, tmp)
2609 { 2467 {
2610 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)
2611 { 2472 {
2612 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2473 op->statusmsg ("You blindly grab for a bite of food. "
2613 { 2474 "H<To prevent you from starving, you ate some random item from your backpack.>");
2614 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2615 manual_apply (op, tmp, 0); 2475 manual_apply (op, tmp, 0);
2476
2616 if (op->stats.food >= 0 || op->stats.hp < 0) 2477 if (op->stats.food >= 0 || op->stats.hp < 0)
2617 break; 2478 break;
2618 } 2479 }
2619 else if (tmp->type == FLESH) 2480 else if (tmp->type == FLESH)
2620 flesh = tmp; 2481 flesh = tmp;
2621 } /* End if paid for object */ 2482 }
2622 } /* end of for loop */
2623 2483
2624 /* 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
2625 * eat flesh instead. 2485 * eat flesh instead.
2626 */ 2486 */
2627 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2487 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2628 { 2488 {
2629 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.>");
2630 manual_apply (op, flesh, 0); 2491 manual_apply (op, flesh, 0);
2631 } 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)
2632 } 2501 {
2502 op->stats.hp += op->stats.food;
2503 op->stats.food = 0;
2633 2504
2634 while (op->stats.food < 0 && op->stats.hp >= 0) 2505 if (op->stats.hp < 0)
2635 op->stats.food++, op->stats.hp--; 2506 {
2507 op->contr->killer = archetype::get ("killer_starvation");
2508 op->contr->killer->destroy ();
2509 }
2510 }
2636 2511
2512 /* killer should be set here already */
2637 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2513 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2638 kill_player (op); 2514 kill_player (op);
2639 } 2515 }
2640} 2516}
2641 2517
2645 * file. 2521 * file.
2646 */ 2522 */
2647void 2523void
2648kill_player (object *op) 2524kill_player (object *op)
2649{ 2525{
2650 char buf[MAX_BUF];
2651 int x, y; 2526 int x, y;
2652
2653 //int i;
2654 maptile *map; /* this is for resurrection */ 2527 maptile *map; /* this is for resurrection */
2655
2656 /* int z;
2657 int num_stats_lose;
2658 int lost_a_stat;
2659 int lose_this_stat;
2660 int this_stat; */
2661 int will_kill_again; 2528 int will_kill_again;
2662 archetype *at; 2529 archetype *at;
2663 object *tmp; 2530 object *tmp;
2664 2531
2665 if (save_life (op)) 2532 if (save_life (op))
2666 return; 2533 return;
2667 2534
2535 dynbuf_text deathtab;
2536
2537 /* restore player */
2538 at = archetype::find ("poisoning");
2539 if (object *tmp = present_arch_in_ob (at, op))
2540 {
2541 tmp->destroy ();
2542 deathtab << "Your body feels cleansed...\r";
2543 }
2544
2545 at = archetype::find ("confusion");
2546 if (object *tmp = present_arch_in_ob (at, op))
2547 {
2548 tmp->destroy ();
2549 deathtab << "Your mind feels clearer...\r";
2550 }
2551
2552 cure_disease (op, 0, 0); /* remove any disease */
2553
2554 max_it (op->stats.hp , op->stats.maxhp);
2555 max_it (op->stats.sp , op->stats.maxsp);
2556 max_it (op->stats.grace, op->stats.maxgrace);
2557
2558 if (op->stats.food <= 0)
2559 op->stats.food = 999;
2560
2561 // remove all spell effects that are active
2562 // to avoid long-term effects such as word-of-recall
2563 for (object *item = op->inv; item; )
2564 {
2565 object *next = item->below;
2566
2567 if (item->type == SPELL_EFFECT && item->active)
2568 item->destroy ();
2569
2570 item = next;
2571 }
2668 2572
2669 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2573 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2670 * in cities ONLY!!! It is very important that this doesn't get abused. 2574 * in cities ONLY!!! It is very important that this doesn't get abused.
2671 * Look at op_on_battleground() for more info --AndreasV 2575 * Look at op_on_battleground() for more info --AndreasV
2672 */ 2576 */
2673 if (op_on_battleground (op, &x, &y)) 2577 if (op_on_battleground (op, &x, &y))
2674 { 2578 {
2675 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2579 deathtab << "You almost died in combat, but local medics have saved your life...\r";
2676 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2677
2678 /* restore player */
2679 at = archetype::find ("poisoning");
2680 if (object *tmp = present_arch_in_ob (at, op))
2681 {
2682 tmp->destroy ();
2683 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2684 }
2685
2686 at = archetype::find ("confusion");
2687 if (object *tmp = present_arch_in_ob (at, op))
2688 {
2689 tmp->destroy ();
2690 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2691 }
2692
2693 cure_disease (op, 0); /* remove any disease */
2694 op->stats.hp = op->stats.maxhp;
2695 if (op->stats.food <= 0)
2696 op->stats.food = 999;
2697 2580
2698 /* create a bodypart-trophy to make the winner happy */ 2581 /* create a bodypart-trophy to make the winner happy */
2699 if (object *tmp = arch_to_object (archetype::find ("finger"))) 2582 if (object *tmp = arch_to_object (archetype::find ("finger")))
2700 { 2583 {
2701 sprintf (buf, "%s's finger", &op->name); 2584 tmp->name = format ("%s's finger" , &op->name);
2702 tmp->name = buf; 2585 tmp->name_pl = format ("%s's fingers", &op->name);
2703 sprintf (buf, " This finger has been cut off %s\n"
2704 " the %s, when he was defeated at\n level %d by %s.\n",
2705 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2706 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 );
2707 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2592 tmp->value = 0, tmp->type = 0;
2708 tmp->materialname = NULL; 2593 tmp->materialname = "organics";
2709 tmp->insert_at (op, tmp); 2594 tmp->insert_at (op, tmp);
2710 } 2595 }
2711 2596
2712 /* teleport defeated player to new destination */ 2597 /* teleport defeated player to new destination */
2713 transfer_ob (op, x, y, 0, NULL); 2598 transfer_ob (op, x, y, 0, NULL);
2714 op->contr->braced = 0; 2599 op->contr->braced = 0;
2600
2601 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2715 return; 2602 return;
2716 } 2603 }
2717 2604
2605 deathtab << "You were killed by " << op->contr->killer_name () << ".\n\n";
2606 deathtab << "T<YOU HAVE DIED>\n\n";
2607
2718 INVOKE_PLAYER (DEATH, op->contr); 2608 INVOKE_PLAYER (DEATH, op->contr);
2719 2609
2720 command_kill_pets (op, 0); 2610 command_kill_pets (op, 0);
2721 2611
2722 if (op->stats.food < 0) 2612 op->contr->play_sound (sound_find ("player_dies"));
2723 {
2724 sprintf (buf, "%s starved to death.", &op->name);
2725 strcpy (op->contr->killer, "starvation");
2726 }
2727 else
2728 sprintf (buf, "%s died.", &op->name);
2729
2730 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2731 2613
2732 /* save the map location for corpse, gravestone */ 2614 /* save the map location for corpse, gravestone */
2733 x = op->x; 2615 x = op->x;
2734 y = op->y; 2616 y = op->y;
2735 map = op->map; 2617 map = op->map;
2763 2645
2764 lost_a_stat = 0; 2646 lost_a_stat = 0;
2765 2647
2766 for (z = 0; z < num_stats_lose; z++) 2648 for (z = 0; z < num_stats_lose; z++)
2767 { 2649 {
2768 i = RANDOM () % NUM_STATS; 2650 i = rndm (NUM_STATS);
2769 2651
2770 if (settings.stat_loss_on_death) 2652 if (settings.stat_loss_on_death)
2771 { 2653 {
2772 /* Pick a random stat and take a point off it. Tell the player 2654 /* Pick a random stat and take a point off it. Tell the player
2773 * what he lost. 2655 * what he lost.
2824 } 2706 }
2825 } 2707 }
2826 2708
2827 if (lose_this_stat) 2709 if (lose_this_stat)
2828 { 2710 {
2829 this_stat = get_attr_value (&(dep->stats), i); 2711 this_stat = get_attr_value (&dep->stats, i);
2830 /* We could try to do something clever like find another 2712 /* We could try to do something clever like find another
2831 * stat to reduce if this fails. But chances are, if 2713 * stat to reduce if this fails. But chances are, if
2832 * stats have been depleted to -50, all are pretty low 2714 * stats have been depleted to -50, all are pretty low
2833 * and should be roughly the same, so it shouldn't make a 2715 * and should be roughly the same, so it shouldn't make a
2834 * difference. 2716 * difference.
2842 lost_a_stat = 1; 2724 lost_a_stat = 1;
2843 } 2725 }
2844 } 2726 }
2845 } 2727 }
2846 } 2728 }
2729
2847 /* If no stat lost, tell the player. */ 2730 /* If no stat lost, tell the player. */
2848 if (!lost_a_stat) 2731 if (!lost_a_stat)
2849 { 2732 {
2850 /* determine_god() seems to not work sometimes... why is this? 2733 /* determine_god() seems to not work sometimes... why is this?
2851 Should I be using something else? GD */ 2734 Should I be using something else? GD */
2852 const char *god = determine_god (op); 2735 shstr_tmp god = determine_god (op);
2853 2736
2854 if (god && (strcmp (god, "none"))) 2737 if (god != shstr_none)
2855 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god); 2738 deathtab << "For a brief moment you feel the holy presence of " << god << " protecting you.\r";
2856 else 2739 else
2857 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2740 deathtab << "For a brief moment you feel a holy presence protecting you.\r";
2858 } 2741 }
2859#else 2742#else
2860 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2743 deathtab << "For a brief moment you feel a holy presence protecting you from losing yourself completely.";
2861#endif 2744#endif
2862 2745
2863 /* Put a gravestone up where the character 'almost' died. List the 2746 /* Put a gravestone up where the character 'almost' died. List the
2864 * exp loss on the stone. 2747 * exp loss on the stone.
2865 */ 2748 */
2866 tmp = arch_to_object (archetype::find ("gravestone")); 2749 tmp = arch_to_object (archetype::find ("gravestone"));
2867 sprintf (buf, "%s's gravestone", &op->name); 2750 tmp->name = format ("%s's gravestone", &op->name);
2868 tmp->name = buf; 2751 tmp->name_pl = format ("%s's gravestones", &op->name);
2869 sprintf (buf, "%s's gravestones", &op->name); 2752 tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n",
2870 tmp->name_pl = buf; 2753 &op->name, op->contr->title, op->contr->killer_name ());
2871 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);
2872 tmp->msg = buf;
2873 tmp->x = op->x, tmp->y = op->y; 2754 tmp->x = op->x, tmp->y = op->y;
2874 insert_ob_in_map (tmp, op->map, NULL, 0); 2755 insert_ob_in_map (tmp, op->map, NULL, 0);
2875 2756
2876 /**************************************/ 2757 /**************************************/
2877 /* */ 2758 /* */
2878 /* Subtract the experience points, */ 2759 /* Subtract the experience points, */
2879 /* if we died cause of food, give us */
2880 /* food, and reset HP's... */
2881 /* */ 2760 /* */
2882 /**************************************/ 2761 /**************************************/
2883 2762
2884 /* remove any poisoning and confusion the character may be suffering. */
2885 /* restore player */
2886 at = archetype::find ("poisoning");
2887 tmp = present_arch_in_ob (at, op);
2888
2889 if (tmp)
2890 {
2891 tmp->destroy ();
2892 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2893 }
2894
2895 at = archetype::find ("confusion");
2896 tmp = present_arch_in_ob (at, op);
2897 if (tmp)
2898 {
2899 tmp->destroy ();
2900 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2901 }
2902
2903 cure_disease (op, 0); /* remove any disease */
2904
2905 /*add_exp(op, (op->stats.exp * -0.20)); */ 2763 /*add_exp(op, (op->stats.exp * -0.20)); */
2906 apply_death_exp_penalty (op); 2764 apply_death_exp_penalty (op);
2907 if (op->stats.food < 100)
2908 op->stats.food = 900;
2909 op->stats.hp = op->stats.maxhp;
2910 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2911 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2912 2765
2913 /* 2766 /*
2914 * Check to see if the player is in a shop. IF so, then check to see if
2915 * the player has any unpaid items. If so, remove them and put them back 2767 * Check to see if the player has any unpaid items. If so, remove them
2916 * in the map. 2768 * and put them back in the map.
2917 */ 2769 */
2918 2770 op->drop_unpaid_items ();
2919 if (is_in_shop (op))
2920 remove_unpaid_objects (op->inv, op);
2921 2771
2922 /****************************************/ 2772 /****************************************/
2923 /* */ 2773 /* */
2924 /* Move player to his current respawn- */ 2774 /* Move player to his current respawn- */
2925 /* position (usually last savebed) */ 2775 /* position (usually last savebed) */
2945 object *force; 2795 object *force;
2946 int at; 2796 int at;
2947 2797
2948 force = get_archetype (FORCE_NAME); 2798 force = get_archetype (FORCE_NAME);
2949 /* 50 ticks should be enough time for the spell to abate */ 2799 /* 50 ticks should be enough time for the spell to abate */
2950 force->speed = 0.1; 2800 force->speed = 0.1f;
2951 force->speed_left = -5.0; 2801 force->speed_left = -5.f;
2952 SET_FLAG (force, FLAG_APPLIED); 2802 SET_FLAG (force, FLAG_APPLIED);
2953 for (at = 0; at < NROFATTACKS; at++) 2803 for (at = 0; at < NROFATTACKS; at++)
2954 if (will_kill_again & (1 << at)) 2804 if (will_kill_again & (1 << at))
2955 force->resist[at] = 100; 2805 force->resist[at] = 100;
2956 2806
2957 insert_ob_in_ob (force, op); 2807 insert_ob_in_ob (force, op);
2958 op->update_stats (); 2808 op->update_stats ();
2959
2960 } 2809 }
2961 2810
2962 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2811 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2963} 2812}
2964 2813
2965void 2814void
2966loot_object (object *op) 2815loot_object (object *op)
2967{ /* Grab and destroy some treasure */ 2816{ /* Grab and destroy some treasure */
2968 object *tmp, *tmp2, *next; 2817 object *tmp, *tmp2, *next;
2969 2818
2970 if (op->container) 2819 op->close_container (); /* close open sack first */
2971 esrv_apply_container (op, op->container); /* close open sack first */
2972 2820
2973 for (tmp = op->inv; tmp; tmp = next) 2821 for (tmp = op->inv; tmp; tmp = next)
2974 { 2822 {
2975 next = tmp->below; 2823 next = tmp->below;
2976 2824
2977 if (tmp->invisible) 2825 if (tmp->invisible)
2978 continue; 2826 continue;
2979 2827
2980 tmp->remove (); 2828 tmp->remove ();
2981 tmp->x = op->x, tmp->y = op->y; 2829 tmp->x = op->x, tmp->y = op->y;
2830
2982 if (tmp->type == CONTAINER) 2831 if (tmp->type == CONTAINER)
2983 { /* empty container to ground */ 2832 loot_object (tmp); /* empty container to ground */
2984 loot_object (tmp); 2833
2985 }
2986 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) 2834 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
2987 { 2835 {
2988 if (tmp->nrof > 1) 2836 if (tmp->nrof > 1)
2989 { 2837 {
2990 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2838 tmp->decrease (rndm (1, tmp->nrof - 1));
2991 tmp2->destroy ();
2992 insert_ob_in_map (tmp, op->map, NULL, 0); 2839 insert_ob_in_map (tmp, op->map, NULL, 0);
2993 } 2840 }
2994 else 2841 else
2995 tmp->destroy (); 2842 tmp->destroy ();
2996 } 2843 }
3002/* 2849/*
3003 * fix_weight(): Check recursively the weight of all players, and fix 2850 * fix_weight(): Check recursively the weight of all players, and fix
3004 * what needs to be fixed. Refresh windows and fix speed if anything 2851 * what needs to be fixed. Refresh windows and fix speed if anything
3005 * was changed. 2852 * was changed.
3006 */ 2853 */
3007
3008void 2854void
3009fix_weight (void) 2855fix_weight (void)
3010{ 2856{
3011 for_all_players (pl) 2857 for_all_players (pl)
3012 { 2858 {
3013 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2859 sint32 old = pl->ob->carrying;
3014 2860
3015 if (old == sum) 2861 pl->ob->update_weight ();
3016 continue; 2862
2863 if (old != pl->ob->carrying)
2864 {
3017 pl->ob->update_stats (); 2865 pl->ob->update_stats ();
3018 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 2866 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, (int)old, (int)pl->ob->carrying);
2867 }
3019 } 2868 }
3020} 2869}
3021 2870
3022void 2871void
3023fix_luck (void) 2872fix_luck (void)
3065} 2914}
3066 2915
3067void 2916void
3068make_visible (object *op) 2917make_visible (object *op)
3069{ 2918{
3070 op->hide = 0; 2919 op->flag [FLAG_HIDDEN] = 0;
3071 op->invisible = 0; 2920 op->invisible = 0;
2921
3072 if (op->type == PLAYER) 2922 if (op->type == PLAYER)
3073 { 2923 {
3074 op->contr->tmp_invis = 0; 2924 op->contr->tmp_invis = 0;
3075 op->contr->invis_race = 0; 2925 op->contr->invis_race = 0;
3076 } 2926 }
2927
3077 update_object (op, UP_OBJ_FACE); 2928 update_object (op, UP_OBJ_CHANGE);
3078} 2929}
3079 2930
3080int 2931int
3081is_true_undead (object *op) 2932is_true_undead (object *op)
3082{ 2933{
3083 object *tmp = NULL;
3084
3085 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 2934 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3086 return 1; 2935 return 1;
3087 2936
3088 return 0; 2937 return 0;
3089} 2938}
3090 2939
3091/* look at the surrounding terrain to determine 2940/* look at the surrounding terrain to determine
3092 * the hideability of this object. Positive levels 2941 * the hideability of this object. Positive levels
3093 * indicate greater hideability. 2942 * indicate greater hideability.
3094 */ 2943 */
3095
3096int 2944int
3097hideability (object *ob) 2945hideability (object *ob)
3098{ 2946{
3099 int i, level = 0, mflag; 2947 int i, level = 0, mflag;
3100 sint16 x, y; 2948 sint16 x, y;
3101 2949
3102 if (!ob || !ob->map) 2950 if (!ob || !ob->map)
3103 return 0; 2951 return 0;
3104 2952
3105 /* so, on normal lighted maps, its hard to hide */ 2953 /* so, on normal lighted maps, its hard to hide */
3106 level = ob->map->darkness - 2; 2954 level = ob->map->darklevel () - 2;
3107 2955
3108 /* this also picks up whether the object is glowing. 2956 /* this also picks up whether the object is glowing.
3109 * If you carry a light on a non-dark map, its not 2957 * If you carry a light on a non-dark map, its not
3110 * as bad as carrying a light on a pitch dark map */ 2958 * as bad as carrying a light on a pitch dark map */
3111 if (has_carried_lights (ob)) 2959 if (has_carried_lights (ob))
3112 level = -(10 + (2 * ob->map->darkness)); 2960 level = -(10 + (2 * ob->map->darklevel ()));
3113 2961
3114 /* scan through all nearby squares for terrain to hide in */ 2962 /* scan through all nearby squares for terrain to hide in */
3115 for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i]) 2963 for (i = 0, x = ob->x, y = ob->y;
2964 i <= SIZEOFFREE1;
2965 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3116 { 2966 {
3117 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); 2967 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3118 if (mflag & P_OUT_OF_MAP) 2968 if (mflag & P_OUT_OF_MAP)
3119 {
3120 continue; 2969 continue;
3121 } 2970
3122 if (mflag & P_BLOCKSVIEW) /* something to hide near! */ 2971 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3123 level += 2; 2972 level += 2;
3124 else /* open terrain! */ 2973 else /* open terrain! */
3125 level -= 1; 2974 level -= 1;
3126 } 2975 }
3134/* For Hidden creatures - a chance of becoming 'unhidden' 2983/* For Hidden creatures - a chance of becoming 'unhidden'
3135 * every time they move - as we subtract off 'invisibility' 2984 * every time they move - as we subtract off 'invisibility'
3136 * AND, for players, if they move into a ridiculously unhideable 2985 * AND, for players, if they move into a ridiculously unhideable
3137 * spot (surrounded by clear terrain in broad daylight). -b.t. 2986 * spot (surrounded by clear terrain in broad daylight). -b.t.
3138 */ 2987 */
3139
3140void 2988void
3141do_hidden_move (object *op) 2989do_hidden_move (object *op)
3142{ 2990{
3143 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 2991 int hide = 0;
3144 object *skop;
3145 2992
3146 if (!op || !op->map) 2993 if (!op || !op->map)
3147 return; 2994 return;
3148 2995
3149 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 2996 object *skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
2997 int num = random_roll (0, 19, op, PREFER_LOW);
3150 2998
3151 /* its *extremely* hard to run and sneak/hide at the same time! */ 2999 /* its *extremely* hard to run and sneak/hide at the same time! */
3152 if (op->type == PLAYER && op->contr->run_on) 3000 if (op->type == PLAYER && op->contr->run_on)
3153 if (!skop || num >= skop->level) 3001 if (!skop || num >= skop->level)
3154 { 3002 {
3164 num -= hide; 3012 num -= hide;
3165 3013
3166 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3014 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3167 { 3015 {
3168 make_visible (op); 3016 make_visible (op);
3017
3169 if (op->type == PLAYER) 3018 if (op->type == PLAYER)
3170 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 3019 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3171 } 3020 }
3172 else if (op->type == PLAYER && skop) 3021 else if (op->type == PLAYER && skop)
3173 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 3022 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3226 * object op. This function works fine for monsters, 3075 * object op. This function works fine for monsters,
3227 * but we dont worry if the object isnt the top one in 3076 * but we dont worry if the object isnt the top one in
3228 * a pile (say a coin under a table would return "viewable" 3077 * a pile (say a coin under a table would return "viewable"
3229 * by this routine). Another question, should we be 3078 * by this routine). Another question, should we be
3230 * concerned with the direction the player is looking 3079 * concerned with the direction the player is looking
3231 * in? Realistically, most of use cant see stuff behind 3080 * in? Realistically, most of us can't see stuff behind
3232 * our backs...on the other hand, does the "facing" direction 3081 * our backs...on the other hand, does the "facing" direction
3233 * imply the way your head, or body is facing? Its possible 3082 * imply the way your head, or body is facing? It's possible
3234 * for them to differ. Sigh, this fctn could get a bit more complex. 3083 * for them to differ. Sigh, this fctn could get a bit more complex.
3235 * -b.t. 3084 * -b.t.
3236 * This function is now map tiling safe. 3085 * This function is now map tiling safe.
3237 */ 3086 */
3238
3239int 3087int
3240player_can_view (object *pl, object *op) 3088player_can_view (object *pl, object *op)
3241{ 3089{
3242 rv_vector rv; 3090 rv_vector rv;
3243 int dx, dy; 3091 int dx, dy;
3255 3103
3256 get_rangevector (pl, op, &rv, 0x1); 3104 get_rangevector (pl, op, &rv, 0x1);
3257 3105
3258 /* starting with the 'head' part, lets loop 3106 /* starting with the 'head' part, lets loop
3259 * through the object and find if it has any 3107 * through the object and find if it has any
3260 * part that is in the los array but isnt on 3108 * part that is in the los array but isn't on
3261 * a blocked los square. 3109 * a blocked los square.
3262 * we use the archetype to figure out offsets. 3110 * we use the archetype to figure out offsets.
3263 */ 3111 */
3264 while (op) 3112 while (op)
3265 { 3113 {
3266 dx = rv.distance_x + op->arch->clone.x; 3114 dx = rv.distance_x + op->arch->x;
3267 dy = rv.distance_y + op->arch->clone.y; 3115 dy = rv.distance_y + op->arch->y;
3268 3116
3269 /* only the viewable area the player sees is updated by LOS 3117 if (pl->contr->blocked_los (dx, dy) != LOS_BLOCKED)
3270 * code, so we need to restrict ourselves to that range of values
3271 * for any meaningful values.
3272 */
3273 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3274 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3275 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3276 return 1; 3118 return 1;
3119
3277 op = op->more; 3120 op = op->more;
3278 } 3121 }
3122
3279 return 0; 3123 return 0;
3280} 3124}
3281 3125
3282/* routine for both players and monsters. We call this when 3126/* routine for both players and monsters. We call this when
3283 * there is a possibility for our action distrubing our hiding 3127 * there is a possibility for our action distrubing our hiding
3284 * place or invisiblity spell. Artefact invisiblity is not 3128 * place or invisiblity spell. Artefact invisiblity causes
3285 * effected by this. If we arent invisible to begin with, we 3129 * "noise" instead. If we arent invisible to begin with, we
3286 * return 0. 3130 * return 0.
3287 */ 3131 */
3288int 3132int
3289action_makes_visible (object *op) 3133action_makes_visible (object *op)
3290{ 3134{
3291
3292 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) 3135 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3293 { 3136 {
3294 if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) 3137 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3138 {
3139 // artefact invisibility is permanent, but we still make noise
3140 // this is important for game-balance.
3141 if (op->contr)
3142 op->make_noise ();
3143
3295 return 0; 3144 return 0;
3145 }
3296 3146
3297 if (op->contr && op->contr->tmp_invis == 0) 3147 if (op->contr && op->contr->tmp_invis == 0)
3298 return 0; 3148 return 0;
3299 3149
3300 /* If monsters, they should become visible */ 3150 /* If monsters, they should become visible */
3301 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) 3151 if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis))
3302 { 3152 {
3303 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible"); 3153 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible");
3304 return 1; 3154 return 1;
3305 } 3155 }
3306 } 3156 }
3157
3307 return 0; 3158 return 0;
3308} 3159}
3309 3160
3310/* op_on_battleground - checks if the given object op (usually 3161/* op_on_battleground - checks if the given object op (usually
3311 * a player) is standing on a valid battleground-tile, 3162 * a player) is standing on a valid battleground-tile,
3316 * Default is to do the same as before, so only people wanting to have different points need worry about this 3167 * Default is to do the same as before, so only people wanting to have different points need worry about this
3317 */ 3168 */
3318int 3169int
3319op_on_battleground (object *op, int *x, int *y) 3170op_on_battleground (object *op, int *x, int *y)
3320{ 3171{
3321 object *tmp;
3322
3323 /* A battleground-tile needs the following attributes to be valid: 3172 /* A battleground-tile needs the following attributes to be valid:
3324 * is_floor 1 (has to be the FIRST floor beneath the player's feet), 3173 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3325 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3174 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3326 * and the exit-coordinates sp/hp must both be > 0. 3175 * and the exit-coordinates sp/hp must both be > 0.
3327 * => The intention here is to prevent abuse of the battleground- 3176 * => The intention here is to prevent abuse of the battleground-
3328 * feature (like pickable or hidden battleground tiles). */ 3177 * feature (like pickable or hidden battleground tiles). */
3329 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3178 for (object *tmp = op->below; tmp; tmp = tmp->below)
3330 { 3179 {
3331 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3180 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3332 { 3181 {
3333 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3182 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3334 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp)) 3183 && tmp->type == BATTLEGROUND
3184 && tmp->name == shstr_battleground
3185 && EXIT_X (tmp) && EXIT_Y (tmp))
3335 { 3186 {
3336 /*before we assign the exit, check if this is a teambattle */ 3187 /* before we assign the exit, check if this is a teambattle */
3337 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) 3188 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3338 { 3189 {
3339 object *invtmp;
3340
3341 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below) 3190 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3342 { 3191 {
3343 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying)) 3192 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3344 { 3193 {
3345 if (x != NULL && y != NULL) 3194 if (x && y)
3346 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3195 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3196
3347 return 1; 3197 return 1;
3348 } 3198 }
3349 } 3199 }
3350 } 3200 }
3201
3351 if (x != NULL && y != NULL) 3202 if (x && y)
3352 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3203 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3204
3353 return 1; 3205 return 1;
3354 } 3206 }
3355 } 3207 }
3356 } 3208 }
3209
3357 /* If we got here, did not find a battleground */ 3210 /* If we got here, did not find a battleground */
3358 return 0; 3211 return 0;
3359} 3212}
3360 3213
3361/* 3214/*
3377 char buf[MAX_BUF]; /* tmp. string buffer */ 3230 char buf[MAX_BUF]; /* tmp. string buffer */
3378 int i = 0, j = 0; 3231 int i = 0, j = 0;
3379 3232
3380 /* get the appropriate treasurelist */ 3233 /* get the appropriate treasurelist */
3381 if (atnr == ATNR_FIRE) 3234 if (atnr == ATNR_FIRE)
3382 trlist = find_treasurelist ("dragon_ability_fire"); 3235 trlist = treasurelist::find (shstr_dragon_ability_fire);
3383 else if (atnr == ATNR_COLD) 3236 else if (atnr == ATNR_COLD)
3384 trlist = find_treasurelist ("dragon_ability_cold"); 3237 trlist = treasurelist::find (shstr_dragon_ability_cold);
3385 else if (atnr == ATNR_ELECTRICITY) 3238 else if (atnr == ATNR_ELECTRICITY)
3386 trlist = find_treasurelist ("dragon_ability_elec"); 3239 trlist = treasurelist::find (shstr_dragon_ability_elec);
3387 else if (atnr == ATNR_POISON) 3240 else if (atnr == ATNR_POISON)
3388 trlist = find_treasurelist ("dragon_ability_poison"); 3241 trlist = treasurelist::find (shstr_dragon_ability_poison);
3389 3242
3390 if (trlist == NULL || who->type != PLAYER) 3243 if (trlist == NULL || who->type != PLAYER)
3391 return; 3244 return;
3392 3245
3393 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3246 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3397 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3250 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3398 return; 3251 return;
3399 } 3252 }
3400 3253
3401 /* everything seems okay - now bring on the gift: */ 3254 /* everything seems okay - now bring on the gift: */
3402 item = &(tr->item->clone); 3255 item = tr->item;
3403 3256
3404 if (item->type == SPELL) 3257 if (item->type == SPELL)
3405 { 3258 {
3406 if (check_spell_known (who, item->name)) 3259 if (check_spell_known (who, item->name))
3407 return; 3260 return;
3466 { 3319 {
3467 /* forces in the treasurelist can alter the player's stats */ 3320 /* forces in the treasurelist can alter the player's stats */
3468 object *skin; 3321 object *skin;
3469 3322
3470 /* first get the dragon skin force */ 3323 /* first get the dragon skin force */
3471 shstr_cmp dragon_skin_force ("dragon_skin_force");
3472 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below) 3324 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3473 ; 3325 ;
3474 3326
3475 if (!skin) 3327 if (!skin)
3476 return; 3328 return;
3477 3329
3512 else 3364 else
3513 { 3365 {
3514 /* generate misc. treasure */ 3366 /* generate misc. treasure */
3515 tmp = arch_to_object (tr->item); 3367 tmp = arch_to_object (tr->item);
3516 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp)); 3368 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3517 tmp = insert_ob_in_ob (tmp, who); 3369 who->insert (tmp);
3518 if (who->type == PLAYER)
3519 esrv_send_item (who, tmp);
3520 } 3370 }
3521} 3371}
3522 3372
3523/** 3373/**
3524 * Unready an object for a player. This function does nothing if the object was 3374 * Unready an object for a player. This function does nothing if the object was
3525 * not readied. 3375 * not readied.
3526 */ 3376 */
3527void 3377void
3528player_unready_range_ob (player *pl, object *ob) 3378player_unready_range_ob (player *pl, object *ob)
3529{ 3379{
3530 for (rangetype i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3380 if (pl->ob->current_weapon == ob)
3381 pl->ob->current_weapon = 0;
3382
3383 if (pl->combat_ob == ob)
3384 pl->combat_ob = 0;
3385
3531 if (pl->ranges[i] == ob) 3386 if (pl->ranged_ob == ob)
3532 {
3533 pl->ranges[i] = 0; 3387 pl->ranged_ob = 0;
3534 if (pl->shoottype == i)
3535 pl->shoottype = range_none;
3536 }
3537} 3388}
3389
3390sint8
3391player::darkness_at (maptile *map, int x, int y) const
3392{
3393 if (!ns)
3394 return LOS_BLOCKED;
3395
3396 int dx, dy;
3397 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3398 return LOS_BLOCKED;
3399
3400 x += dx - ns->current_x;
3401 y += dy - ns->current_y;
3402
3403 return blocked_los (x, y);
3404}
3405
3406void
3407player::infobox (const char *title, const char *msg, int color)
3408{
3409 send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3410}
3411
3412void
3413player::statusmsg (const char *msg, int color)
3414{
3415 send_msg (color | NDI_REPLY, INFO_CHANNEL, msg);
3416}
3417
3418void
3419player::failmsg (const char *msg, int color)
3420{
3421 play_sound (sound_find ("generic_failure"));
3422 statusmsg (msg, color);
3423}
3424

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