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Comparing deliantra/server/server/player.C (file contents):
Revision 1.99 by root, Thu Jan 18 19:42:10 2007 UTC vs.
Revision 1.221 by root, Wed Dec 31 17:35:38 2008 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)
199 maplevel = ob->map->path; 188 maplevel = ob->map->path;
189
200 ob->remove (); 190 ob->remove ();
191 ob->enemy = 0; // sometimes keeps an extra refcount on itself
201 ob->map = 0; 192 ob->map = 0;
193 party = 0;
202 194
203 // 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
204 ranges [range_skill] = 0;
205 196
206 players.erase (this); 197 players.erase (this);
207} 198}
208 199
209// connect the player with a specific client 200// connect the player with a specific client
210// also changed, rationalises, and fixes some incorrect settings 201// also changes, rationalises, and fixes some incorrect settings
211void 202void
212player::connect (client *ns) 203player::connect (client *ns)
213{ 204{
214 this->ns = ns; 205 this->ns = ns;
215 ns->pl = this; 206 ns->pl = this;
216 207
217 run_on = 0; 208 run_on = 0;
218 fire_on = 0; 209 fire_on = 0;
219 ob->container = 0; //TODO: client-specific 210 ob->close_container (); //TODO: client-specific
220 211
221 ns->update_look = 0; 212 ns->update_look = 0;
222 ns->look_position = 0; 213 ns->look_position = 0;
223 214
224 clear_los (ob); 215 clear_los ();
225 216
226 ns->reset_stats (); 217 ns->reset_stats ();
227 218
228 /* make sure he's a player -- needed because of class change. */ 219 /* make sure he's a player -- needed because of class change. */
229 ob->type = PLAYER; // we are paranoid 220 ob->type = PLAYER; // we are paranoid
230 ob->race = ob->arch->clone.race; 221 ob->race = ob->arch->race;
231 222
232 if (!legal_range (ob, shoottype)) 223 ob->update_weight ();
233 shoottype = range_none;
234
235 ob->carrying = sum_weight (ob);
236 link_player_skills (ob); 224 link_skills ();
237 225
238 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); 226 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
239 227
240 assign (title, ob->arch->clone.name); 228 assign (title, ob->arch->object::name);
241
242 /* can_use_shield is a new flag. However, the can_use.. seems to largely come
243 * from the class, and not race. I don't see any way to get the class information
244 * to then update this. I don't think this will actually break anything - anyone
245 * that can use armour should be able to use a shield. What this may 'break'
246 * are features new characters get, eg, if someone starts up with a Q, they
247 * should be able to use a shield. However, old Q's won't get that advantage.
248 */
249 if (QUERY_FLAG (ob, FLAG_USE_ARMOUR))
250 SET_FLAG (ob, FLAG_USE_SHIELD);
251 229
252 /* if it's a dragon player, set the correct title here */ 230 /* if it's a dragon player, set the correct title here */
253 if (is_dragon_pl (ob)) 231 if (is_dragon_pl (ob))
254 { 232 {
255 object *tmp, *abil = 0, *skin = 0; 233 object *tmp, *abil = 0, *skin = 0;
256 234
257 shstr_cmp dragon_ability_force ("dragon_ability_force");
258 shstr_cmp dragon_skin_force ("dragon_skin_force");
259
260 for (tmp = ob->inv; tmp; tmp = tmp->below) 235 for (tmp = ob->inv; tmp; tmp = tmp->below)
261 if (tmp->type == FORCE) 236 if (tmp->type == FORCE)
262 if (tmp->arch->name == dragon_ability_force) 237 if (tmp->arch->archname == shstr_dragon_ability_force)
263 abil = tmp; 238 abil = tmp;
264 else if (tmp->arch->name == dragon_skin_force) 239 else if (tmp->arch->archname == shstr_dragon_skin_force)
265 skin = tmp; 240 skin = tmp;
266 241
267 set_dragon_name (ob, abil, skin); 242 set_dragon_name (ob, abil, skin);
268 } 243 }
269 244
270 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 245 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
271 246
272 esrv_new_player (this, ob->weight + ob->carrying); 247 esrv_new_player (this);
273 248
274 ob->update_stats (); 249 ob->update_stats ();
250
275 ns->floorbox_update (); 251 ns->floorbox_update ();
276
277 esrv_send_inventory (ob, ob); 252 esrv_send_inventory (ob, ob);
278 esrv_add_spells (this, 0); 253 esrv_add_spells (this, 0);
279 254
280 activate (); 255 activate ();
281 256
288} 263}
289 264
290void 265void
291player::disconnect () 266player::disconnect ()
292{ 267{
268 if (ob)
269 {
270 ob->close_container (); //TODO: client-specific
271 ob->drop_unpaid_items ();
272 }
273
293 if (ns) 274 if (ns)
294 { 275 {
295 if (active) 276 if (active)
296 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0)); 277 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
297 278
298 INVOKE_PLAYER (DISCONNECT, this); 279 INVOKE_PLAYER (DISCONNECT, this);
299 280
300 ns->reset_stats (); 281 ns->reset_stats ();
301 ns->pl = 0; 282 ns->pl = 0;
302 this->ns = 0; 283 ns = 0;
303 } 284 }
304 285
305 ob->container = 0; //TODO: client-specific 286 observe = ob;
287
306 deactivate (); 288 deactivate ();
307} 289}
308 290
309// the need for this function can be explained 291// the need for this function can be explained
310// by load_object not returning the object 292// by load_object not returning the object
311void 293void
312player::set_object (object *op) 294player::set_object (object *op)
313{ 295{
314 ob = op; 296 ob = observe = op;
315 ob->contr = this; /* this aren't yet in archetype */ 297 ob->contr = this; /* this aren't yet in archetype */
316 298
299 ob->speed = 1.0f;
317 ob->speed_left = 0.5; 300 ob->speed_left = 0.5f;
318 ob->speed = 1.0; 301
319 ob->direction = 5; /* So player faces south */ 302 ob->direction = 5; /* So player faces south */
320 ob->stats.wc = 2;
321 ob->run_away = 25; /* Then we panick... */
322 303
323 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;
324} 337}
325 338
326player::player () 339player::player ()
327{ 340{
328 /* There are some elements we want initialised to non zero value - 341 /* There are some elements we want initialised to non zero value -
329 * we deal with that below this point. 342 * we deal with that below this point.
330 */ 343 */
331 outputs_sync = 16; /* Every 2 seconds */ 344 outputs_sync = 4;
332 outputs_count = 8; /* Keeps present behaviour */ 345 outputs_count = 4;
333 unapply = unapply_nochoice; 346 unapply = unapply_nochoice;
334 347
335 savebed_map = first_map_path; /* Init. respawn position */ 348 savebed_map = first_map_path; /* Init. respawn position */
336 349
337 gen_sp_armour = 10; 350 gen_sp_armour = 10;
338 shoottype = range_none;
339 bowtype = bow_normal; 351 bowtype = bow_normal;
340 petmode = pet_normal; 352 petmode = pet_normal;
341 listening = 10;
342 usekeys = containers; 353 usekeys = containers;
343 peaceful = 1; /* default peaceful */ 354 peaceful = 1; /* default peaceful */
344 do_los = 1; 355 do_los = 1;
356
357 weapon_sp = 1.0f;
358 weapon_sp_left = 0.5f;
345} 359}
346 360
347void 361void
348player::do_destroy () 362player::do_destroy ()
349{ 363{
354 if (ob) 368 if (ob)
355 { 369 {
356 ob->destroy_inv (false); 370 ob->destroy_inv (false);
357 ob->destroy (); 371 ob->destroy ();
358 } 372 }
373
374 ob = observe = 0;
359} 375}
360 376
361player::~player () 377player::~player ()
362{ 378{
363 /* Clear item stack */ 379 /* Clear item stack */
372player::create () 388player::create ()
373{ 389{
374 player *pl = new player; 390 player *pl = new player;
375 391
376 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
377 set_first_map (pl->ob); 398 set_first_map (pl->ob);
378 399
379 return pl; 400 return pl;
380} 401}
381 402
385 * Note: there MUST be at least one player archetype! 406 * Note: there MUST be at least one player archetype!
386 */ 407 */
387archetype * 408archetype *
388get_player_archetype (archetype *at) 409get_player_archetype (archetype *at)
389{ 410{
390 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);
391 418
392 for (;;) 419 for (;;)
393 { 420 {
394 if (at == NULL || at->next == NULL) 421 if (++i == archetypes.end ())
395 at = first_archetype; 422 i = archetypes.begin ();
396 else 423 else if (*i == at)
397 at = at->next; 424 cleanup ("not a single player archetype found");
398 425
399 if (at->clone.type == PLAYER) 426 if ((*i)->type == PLAYER)
400 return at; 427 return *i;
401
402 if (at == start)
403 {
404 LOG (llevError, "No Player archetypes\n");
405 exit (-1);
406 }
407 } 428 }
408} 429}
409 430
410object * 431object *
411get_nearest_player (object *mon) 432get_nearest_player (object *mon)
415 unsigned lastdist; 436 unsigned lastdist;
416 rv_vector rv; 437 rv_vector rv;
417 438
418 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next) 439 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
419 { 440 {
420 /* We should not find free objects on this friendly list, but it
421 * does periodically happen. Given that, lets deal with it.
422 * While unlikely, it is possible the next object on the friendly
423 * list is also free, so encapsulate this in a while loop.
424 */
425 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
426 {
427 object *tmp = ol->ob;
428
429 /* Can't do much more other than log the fact, because the object
430 * itself will have been cleared.
431 */
432 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
433 tmp->debug_desc ());
434 ol = ol->next;
435 remove_friendly_object (tmp);
436 if (!ol)
437 return op;
438 }
439
440 /* Remove special check for player from this. First, it looks to cause
441 * some crashes (ol->ob->contr not set properly?), but secondly, a more
442 * complicated method of state checking would be needed in any case -
443 * as it was, a clever player could type quit, and the function would
444 * skip them over while waiting for confirmation. Remove
445 * on_same_map check, as can_detect_enemy also does this
446 */
447 if (!can_detect_enemy (mon, ol->ob, &rv)) 441 if (!can_detect_enemy (mon, ol->ob, &rv))
448 continue; 442 continue;
449 443
450 if (lastdist > rv.distance) 444 if (lastdist > rv.distance)
451 { 445 {
527 x = mon->x; 521 x = mon->x;
528 y = mon->y; 522 y = mon->y;
529 m = mon->map; 523 m = mon->map;
530 dir = rv.direction; 524 dir = rv.direction;
531 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 */
532 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
533 /* 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. */
534 if (diff > max) 529 if (diff > max)
535 return 0; 530 return 0;
531
536 while (diff > 1 && max > 0) 532 while (diff > 1 && max > 0)
537 { 533 {
538 lastx = x; 534 lastx = x;
539 lasty = y; 535 lasty = y;
540 lastmap = m; 536 lastmap = m;
622 max--; 618 max--;
623 lastdir = dir; 619 lastdir = dir;
624 if (!firstdir) 620 if (!firstdir)
625 firstdir = dir; 621 firstdir = dir;
626 } 622 }
623
627 if (diff <= 1) 624 if (diff <= 1)
628 { 625 {
629 /* Recalculate diff (distance) because we may not have actually 626 /* Recalculate diff (distance) because we may not have actually
630 * headed toward player for entire distance. 627 * headed toward player for entire distance.
631 */ 628 */
632 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 629 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
633 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));
634 } 631 }
632
635 if (diff > max) 633 if (diff > max)
636 return 0; 634 return 0;
637 } 635 }
636
638 /* 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 */
639 if (!max) 638 if (!max)
640 return 0; 639 return 0;
641 640
642 return firstdir; 641 return firstdir;
643} 642}
644 643
645void 644void
646give_initial_items (object *pl, treasurelist * items) 645give_initial_items (object *pl, treasurelist *items)
647{ 646{
648 object *op, *next = NULL;
649
650 if (pl->randomitems != NULL) 647 if (pl->randomitems)
651 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); 648 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
652 649
653 for (op = pl->inv; op; op = next) 650 for (object *next, *op = pl->inv; op; op = next)
654 { 651 {
655 next = op->below; 652 next = op->below;
656 653
657 /* Forces get applied per default, unless they have the 654 /* Forces get applied per default, unless they have the
658 * 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
663 /* we never give weapons/armour if these cannot be used 660 /* we never give weapons/armour if these cannot be used
664 * by this player due to race restrictions 661 * by this player due to race restrictions
665 */ 662 */
666 if (pl->type == PLAYER) 663 if (pl->type == PLAYER)
667 { 664 {
668 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) && 665 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR)
666 &&
669 (op->type == ARMOUR || op->type == BOOTS || 667 (op->type == ARMOUR || op->type == BOOTS
670 op->type == CLOAK || op->type == HELMET || 668 || op->type == CLOAK || op->type == HELMET
671 op->type == SHIELD || op->type == GLOVES || 669 || op->type == SHIELD || op->type == GLOVES
670 || op->type == BRACERS || op->type == GIRDLE))
672 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))
673 { 672 {
674 op->destroy (); 673 op->destroy ();
675 continue; 674 continue;
676 } 675 }
677 } 676 }
700 if (op->nrof > 1) 699 if (op->nrof > 1)
701 op->nrof = 1; 700 op->nrof = 1;
702 } 701 }
703 702
704 if (op->type == SPELLBOOK && op->inv) 703 if (op->type == SPELLBOOK && op->inv)
705 {
706 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); 704 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
707 }
708 705
709 /* Give starting characters identified, uncursed, and undamned 706 /* Give starting characters identified, uncursed, and undamned
710 * 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
711 * merged properly. 708 * merged properly.
712 */ 709 */
713 if (need_identify (op)) 710 if (need_identify (op))
714 { 711 {
715 SET_FLAG (op, FLAG_IDENTIFIED); 712 SET_FLAG (op, FLAG_IDENTIFIED);
716 CLEAR_FLAG (op, FLAG_CURSED); 713 CLEAR_FLAG (op, FLAG_CURSED);
717 CLEAR_FLAG (op, FLAG_DAMNED); 714 CLEAR_FLAG (op, FLAG_DAMNED);
718 } 715 }
716
719 if (op->type == SPELL) 717 if (op->type == SPELL)
720 { 718 {
721 op->destroy (); 719 op->destroy ();
722 continue; 720 continue;
723 } 721 }
725 { 723 {
726 SET_FLAG (op, FLAG_CAN_USE_SKILL); 724 SET_FLAG (op, FLAG_CAN_USE_SKILL);
727 op->stats.exp = 0; 725 op->stats.exp = 0;
728 op->level = 1; 726 op->level = 1;
729 } 727 }
730 /* lock all 'normal items by default */ 728 else /* lock all 'normal items by default */
731 else
732 SET_FLAG (op, FLAG_INV_LOCKED); 729 SET_FLAG (op, FLAG_INV_LOCKED);
733 } /* for loop of objects in player inv */ 730 } /* for loop of objects in player inv */
734 731
735 /* Need to set up the skill pointers */ 732 /* Need to set up the skill pointers */
736 link_player_skills (pl); 733 pl->contr->link_skills ();
737} 734}
738 735
739void 736void
740get_party_password (object *op, partylist *party) 737get_party_password (object *op, partylist *party)
741{ 738{
772} 769}
773 770
774void 771void
775object::roll_stats () 772object::roll_stats ()
776{ 773{
777 int statsort [7]; 774 int statsort [NUM_STATS];
778 775
779 for (;;) 776 for (;;)
780 { 777 {
781 int sum = 0; 778 int sum = 0;
782 for (int i = 7; i--; ) 779 for (int i = NUM_STATS; i--; )
783 sum += statsort [i] = roll_stat (); 780 sum += statsort [i] = roll_stat ();
784 781
785 if (sum >= 82 && sum <= 116) 782 if (sum >= 82 && sum <= 116)
786 break; 783 break;
787 } 784 }
788 785
789 // Sort the stats so that rerolling is easier... 786 // Sort the stats so that rerolling is easier...
790 std::sort (statsort, statsort + 7, std::greater<int>()); 787 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
791 788
789 for (int i = 0; i < NUM_STATS; ++i)
792 stats.Str = statsort[0]; 790 stats.stat (i) = statsort [i];
793 stats.Dex = statsort[1];
794 stats.Con = statsort[2];
795 stats.Int = statsort[3];
796 stats.Wis = statsort[4];
797 stats.Pow = statsort[5];
798 stats.Cha = statsort[6];
799 791
800 stats.exp = 0; 792 stats.exp = 0;
801 stats.ac = 0; 793 stats.ac = 0;
802 794
803 stats.hp = stats.maxhp; 795 stats.hp = stats.maxhp;
815} 807}
816 808
817void 809void
818object::swap_stats (int a, int b) 810object::swap_stats (int a, int b)
819{ 811{
820 int tmp = get_attr_value (&contr->orig_stats, a); 812 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
821 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
822 set_attr_value (&contr->orig_stats, b, tmp);
823 813
814 for (int i = 0; i < NUM_STATS; ++i)
824 stats.Str = contr->orig_stats.Str; 815 stats.stat (i) = contr->orig_stats.stat (i);
825 stats.Dex = contr->orig_stats.Dex;
826 stats.Con = contr->orig_stats.Con;
827 stats.Int = contr->orig_stats.Int;
828 stats.Wis = contr->orig_stats.Wis;
829 stats.Pow = contr->orig_stats.Pow;
830 stats.Cha = contr->orig_stats.Cha;
831 816
832 //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,
833 // be merged with the similar code in roll_stats 818 // be merged with the similar code in roll_stats
834 stats.ac = 0; 819 stats.ac = 0;
835 820
854static void 839static void
855start_info (object *op) 840start_info (object *op)
856{ 841{
857 char buf[MAX_BUF]; 842 char buf[MAX_BUF];
858 843
859 sprintf (buf, "Welcome to Crossfire v%s!", VERSION); 844 sprintf (buf, "Welcome to Deliantra v%s!", VERSION);
860 new_draw_info (NDI_UNIQUE, 0, op, buf); 845 new_draw_info (NDI_UNIQUE, 0, op, buf);
861 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
862 //new_draw_info (NDI_UNIQUE, 0, op, " ");
863} 846}
864 847
865/* This function takes the key that is passed, and does the 848/* This function takes the key that is passed, and does the
866 * appropriate action with it (change race, or other things). 849 * appropriate action with it (change race, or other things).
867 * The function name is for historical reasons - now we have 850 * The function name is for historical reasons - now we have
868 * separate race and class; this actually changes the RACE, 851 * separate race and class; this actually changes the RACE,
869 * not the class. 852 * not the class.
870 */ 853 */
871int 854void
872key_change_class (object *op, char key) 855player::chargen_race_done ()
873{ 856{
874 int tmp_loop;
875
876 if (key == 'd' || key == 'D')
877 {
878 char buf[MAX_BUF];
879
880 /* this must before then initial items are given */ 857 /* this must before then initial items are given */
881 esrv_new_player (op->contr, op->weight + op->carrying); 858 esrv_new_player (ob->contr);
882 859
883 treasurelist *tl = find_treasurelist ("starting_wealth"); 860 treasurelist *tl = treasurelist::find ("starting_wealth");
884 if (tl) 861 if (tl)
885 create_treasure (tl, op, 0, 0, 0); 862 create_treasure (tl, ob, 0, 0, 0);
886 863
887 INVOKE_PLAYER (BIRTH, op->contr); 864 INVOKE_PLAYER (BIRTH, ob->contr);
888 INVOKE_PLAYER (LOGIN, op->contr); 865 INVOKE_PLAYER (LOGIN, ob->contr);
889 866
890 op->contr->ns->state = ST_PLAYING; 867 ob->contr->ns->state = ST_PLAYING;
891 868
892 if (op->msg) 869 if (ob->msg)
893 op->msg = NULL; 870 ob->msg = 0;
894 871
895 /* We create this now because some of the unique maps will need it
896 * to save here.
897 */
898 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name);
899 make_path_to_file (buf);
900
901 start_info (op); 872 start_info (ob);
902 CLEAR_FLAG (op, FLAG_WIZ); 873 CLEAR_FLAG (ob, FLAG_WIZ);
903 give_initial_items (op, op->randomitems); 874 give_initial_items (ob, ob->randomitems);
904 link_player_skills (op);
905 esrv_send_inventory (op, op); 875 esrv_send_inventory (ob, ob);
906 op->update_stats (); 876 ob->update_stats ();
907 877
908 /* This moves the player to a different start map, if there 878 /* This moves the player to a different start map, if there
909 * is one for this race 879 * is one for this race
910 */ 880 */
911 if (*first_map_ext_path) 881 if (*first_map_ext_path)
912 { 882 ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y);
913 object *tmp;
914 char mapname[MAX_BUF];
915
916 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &op->arch->name);
917 tmp = object::create ();
918 EXIT_PATH (tmp) = mapname;
919 EXIT_X (tmp) = op->x;
920 EXIT_Y (tmp) = op->y;
921 op->enter_exit (tmp); /* we don't really care if it succeeded;
922 * if the map isn't there, then stay on the
923 * default initial map */
924 tmp->destroy ();
925 }
926 else 883 else
927 LOG (llevDebug, "first_map_ext_path not set\n"); 884 LOG (llevDebug, "first_map_ext_path not set\n");
885}
928 886
929 return 0; 887void
930 } 888player::chargen_race_next ()
931 889{
932 /* Following actually changes the race - this is the default command 890 /* Following actually changes the race - this is the default command
933 * if we don't match with one of the options above. 891 * if we don't match with one of the options above.
934 */ 892 */
935 893
936 tmp_loop = 0; 894 do
937 while (!tmp_loop)
938 { 895 {
939 shstr name = op->name; 896 shstr name = ob->name;
940 int x = op->x, y = op->y; 897 int x = ob->x, y = ob->y;
941 898
942 op->remove_statbonus (); 899 ob->remove_statbonus ();
943 op->remove (); 900 ob->remove ();
944 op->arch = get_player_archetype (op->arch); 901 ob->arch = get_player_archetype (ob->arch);
945 op->arch->clone.copy_to (op); 902 ob->arch->copy_to (ob);
946 op->instantiate (); 903 ob->instantiate ();
947 op->stats = op->contr->orig_stats; 904 ob->stats = ob->contr->orig_stats;
948 op->name = op->name_pl = name; 905 ob->name = ob->name_pl = name;
949 op->x = x; 906 ob->x = x;
950 op->y = y; 907 ob->y = y;
951 SET_ANIMATION (op, 2); /* So player faces south */ 908 SET_ANIMATION (ob, 2); /* So player faces south */
952 insert_ob_in_map (op, op->map, op, 0); 909 insert_ob_in_map (ob, ob->map, ob, 0);
953 assign (op->contr->title, op->arch->clone.name); 910 assign (ob->contr->title, ob->arch->object::name);
954 op->add_statbonus (); 911 ob->add_statbonus ();
955 tmp_loop = allowed_class (op);
956 } 912 }
913 while (!allowed_class (ob));
957 914
958 update_object (op, UP_OBJ_FACE); 915 update_object (ob, UP_OBJ_FACE);
959 esrv_update_item (UPD_FACE, op, op); 916 esrv_update_item (UPD_FACE, ob, ob);
960 op->update_stats (); 917 ob->update_stats ();
961 op->stats.hp = op->stats.maxhp; 918 ob->stats.hp = ob->stats.maxhp;
962 op->stats.sp = op->stats.maxsp; 919 ob->stats.sp = ob->stats.maxsp;
963 op->stats.grace = 0; 920 ob->stats.grace = 0;
964
965 if (op->msg)
966 new_draw_info (NDI_BLUE, 0, op, op->msg);
967
968 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
969 return 0;
970} 921}
971 922
972void 923void
973flee_player (object *op) 924flee_player (object *op)
974{ 925{
980 LOG (llevDebug, "Fleeing player is dead.\n"); 931 LOG (llevDebug, "Fleeing player is dead.\n");
981 CLEAR_FLAG (op, FLAG_SCARED); 932 CLEAR_FLAG (op, FLAG_SCARED);
982 return; 933 return;
983 } 934 }
984 935
985 if (op->enemy == NULL) 936 if (!op->enemy)
986 { 937 {
987 LOG (llevDebug, "Fleeing player had no enemy.\n"); 938 LOG (llevDebug, "Fleeing player had no enemy.\n");
988 CLEAR_FLAG (op, FLAG_SCARED); 939 CLEAR_FLAG (op, FLAG_SCARED);
989 return; 940 return;
990 } 941 }
991 942
992 /* Seen some crashes here. Since we don't store an
993 * op->enemy_count, it is possible that something destroys the
994 * actual enemy, and the object is recycled.
995 */
996 if (op->enemy->map == NULL)
997 {
998 CLEAR_FLAG (op, FLAG_SCARED);
999 op->enemy = NULL;
1000 return;
1001 }
1002
1003 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))
1004 { 944 {
1005 op->enemy = NULL; 945 op->enemy = NULL;
1006 CLEAR_FLAG (op, FLAG_SCARED); 946 CLEAR_FLAG (op, FLAG_SCARED);
1007 return; 947 return;
1010 get_rangevector (op, op->enemy, &rv, 0); 950 get_rangevector (op, op->enemy, &rv, 0);
1011 951
1012 dir = absdir (4 + rv.direction); 952 dir = absdir (4 + rv.direction);
1013 for (diff = 0; diff < 3; diff++) 953 for (diff = 0; diff < 3; diff++)
1014 { 954 {
1015 int m = 1 - (RANDOM () & 2); 955 int m = 1 - rndm (2) * 2;
1016 956
1017 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)))
1018 return; 958 return;
1019 } 959 }
1020 960
1021 /* Cornered, get rid of scared */ 961 /* Cornered, get rid of scared */
1022 CLEAR_FLAG (op, FLAG_SCARED); 962 CLEAR_FLAG (op, FLAG_SCARED);
1023 op->enemy = NULL; 963 op->enemy = NULL;
1024} 964}
1025 965
1026
1027/* 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.
1028 * 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
1029 * stop. 968 * stop.
1030 */ 969 */
1031int 970int
1032check_pick (object *op) 971check_pick (object *op)
1033{ 972{
1034 object *tmp, *next; 973 object *tmp, *next;
1035 int stop = 0; 974 int stop = 0;
1036 int j, k, wvratio; 975 int wvratio;
1037 char putstring[128], tmpstr[16];
1038 976
1039 /* if you're flying, you cna't pick up anything */ 977 /* if you're flying, you cna't pick up anything */
1040 if (op->move_type & MOVE_FLYING) 978 if (op->move_type & MOVE_FLYING)
1041 return 1; 979 return 1;
1042 980
1043 next = op->below; 981 next = op->below;
1044 982
983 int cnt = MAX_ITEM_PER_DROP;
984#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
985
1045 /* 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
1046 * destroyed */ 987 * destroyed */
1047 while (next && !next->destroyed ()) 988 while (next && !next->destroyed ())
1048 { 989 {
1049 tmp = next; 990 tmp = next;
1050 next = tmp->below; 991 next = tmp->below;
1051 992
993 if (cnt <= 0)
994 {
995 op->failmsg ("Couldn't pickup all items at once.");
996 return 0;
997 }
998
1052 if (op->destroyed ()) 999 if (op->destroyed ())
1053 return 0; 1000 return 0;
1054 1001
1055 if (!can_pick (op, tmp)) 1002 if (!can_pick (op, tmp))
1056 continue; 1003 continue;
1057 1004
1058 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 1005 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1059 { 1006 {
1060 if (item_matched_string (op, tmp, op->contr->search_str)) 1007 if (item_matched_string (op, tmp, op->contr->search_str))
1061 pick_up (op, tmp); 1008 CHK_PICK_PICKUP;
1009
1062 continue; 1010 continue;
1063 } 1011 }
1064 1012
1065 /* 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? */
1066 if (!(op->contr->mode & PU_NEWMODE)) 1073 if (op->contr->mode & PU_FOOD)
1074 if (tmp->type == FOOD)
1067 { 1075 {
1068 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)
1069 { 1135 {
1070 case 0: 1136 CHK_PICK_PICKUP;
1071 return 1; /* don't pick up */ 1137 continue;
1072 case 1:
1073 pick_up (op, tmp);
1074 return 1;
1075 case 2:
1076 pick_up (op, tmp);
1077 return 0;
1078 case 3:
1079 return 0; /* stop before pickup */
1080 case 4:
1081 pick_up (op, tmp);
1082 break;
1083 case 5:
1084 pick_up (op, tmp);
1085 stop = 1;
1086 break;
1087 case 6:
1088 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1089 pick_up (op, tmp);
1090 break;
1091
1092 case 7:
1093 if (tmp->type == MONEY || tmp->type == GEM)
1094 pick_up (op, tmp);
1095 break;
1096
1097 default:
1098 /* use value density */
1099 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1100 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1101 pick_up (op, tmp);
1102 } 1138 }
1103 } 1139 }
1104 else 1140
1105 { /* old model */ 1141 /* rings & amulets - talismans seems to be typed AMULET */
1106 /* NEW pickup handling */ 1142 if (op->contr->mode & PU_JEWELS)
1143 if (tmp->type == RING || tmp->type == AMULET)
1144 {
1145 CHK_PICK_PICKUP;
1146 continue;
1147 }
1148
1149 /* we don't forget dragon food */
1150 if (op->contr->mode & PU_FLESH)
1151 if (tmp->type == FLESH)
1152 {
1153 CHK_PICK_PICKUP;
1154 continue;
1155 }
1156
1157 /* bows and arrows. Bows are good for selling! */
1107 if (op->contr->mode & PU_DEBUG) 1158 if (op->contr->mode & PU_BOW)
1159 if (tmp->type == BOW)
1160 {
1161 CHK_PICK_PICKUP;
1162 continue;
1163 }
1164
1165 if (op->contr->mode & PU_ARROW)
1166 if (tmp->type == ARROW)
1167 {
1168 CHK_PICK_PICKUP;
1169 continue;
1170 }
1171
1172 /* all kinds of armor etc. */
1173 if (op->contr->mode & PU_ARMOUR)
1174 if (tmp->type == ARMOUR)
1175 {
1176 CHK_PICK_PICKUP;
1177 continue;
1178 }
1179
1180 if (op->contr->mode & PU_HELMET)
1181 if (tmp->type == HELMET)
1182 {
1183 CHK_PICK_PICKUP;
1184 continue;
1185 }
1186
1187 if (op->contr->mode & PU_SHIELD)
1188 if (tmp->type == SHIELD)
1189 {
1190 CHK_PICK_PICKUP;
1191 continue;
1192 }
1193
1194 if (op->contr->mode & PU_BOOTS)
1195 if (tmp->type == BOOTS)
1196 {
1197 CHK_PICK_PICKUP;
1198 continue;
1199 }
1200
1201 if (op->contr->mode & PU_GLOVES)
1202 if (tmp->type == GLOVES)
1203 {
1204 CHK_PICK_PICKUP;
1205 continue;
1206 }
1207
1208 if (op->contr->mode & PU_CLOAK)
1209 if (tmp->type == CLOAK)
1210 {
1211 CHK_PICK_PICKUP;
1212 continue;
1213 }
1214
1215 /* hoping to catch throwing daggers here */
1216 if (op->contr->mode & PU_MISSILEWEAPON)
1217 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1218 {
1219 CHK_PICK_PICKUP;
1220 continue;
1221 }
1222
1223 /* careful: chairs and tables are weapons! */
1224 if (op->contr->mode & PU_ALLWEAPON)
1225 {
1226 if (tmp->type == WEAPON && tmp->name != NULL)
1108 { 1227 {
1109 /* some debugging code to figure out item information */ 1228 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL &&
1110 if (tmp->name != NULL) 1229 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1111 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1112 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1113 else
1114 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1115 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1116
1117 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1118 }
1119
1120 /* philosophy:
1121 * It's easy to grab an item type from a pile, as long as it's
1122 * generic. This takes no game-time. For more detailed pickups
1123 * and selections, select-items should be used. This is a
1124 * grab-as-you-run type mode that's really useful for arrows for
1125 * example.
1126 * The drawback: right now it has no frontend, so you need to
1127 * stick the bits you want into a calculator in hex mode and then
1128 * convert to decimal and then 'pickup <#>
1129 */
1130
1131 /* the first two modes are exclusive: if NOTHING we return, if
1132 * STOP then we stop. All the rest are applied sequentially,
1133 * meaning if any test passes, the item gets picked up. */
1134
1135 /* if mode is set to pick nothing up, return */
1136
1137 if (op->contr->mode & PU_NOTHING)
1138 return 1;
1139
1140 /* if mode is set to stop when encountering objects, return */
1141 /* take STOP before INHIBIT since it doesn't actually pick
1142 * anything up */
1143
1144 if (op->contr->mode & PU_STOP)
1145 return 0;
1146
1147 /* useful for going into stores and not losing your settings... */
1148 /* and for battles wher you don't want to get loaded down while
1149 * fighting */
1150 if (op->contr->mode & PU_INHIBIT)
1151 return 1;
1152
1153 /* prevent us from turning into auto-thieves :) */
1154 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1155 continue;
1156
1157 /* ignore known cursed objects */
1158 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
1159 continue;
1160
1161 /* all food and drink if desired */
1162 /* question: don't pick up known-poisonous stuff? */
1163 if (op->contr->mode & PU_FOOD)
1164 if (tmp->type == FOOD)
1165 {
1166 pick_up (op, tmp);
1167 continue;
1168 }
1169
1170 if (op->contr->mode & PU_DRINK)
1171 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1172 {
1173 pick_up (op, tmp);
1174 continue;
1175 }
1176
1177 if (op->contr->mode & PU_POTION)
1178 if (tmp->type == POTION)
1179 {
1180 pick_up (op, tmp);
1181 continue;
1182 }
1183
1184 /* spellbooks, skillscrolls and normal books/scrolls */
1185 if (op->contr->mode & PU_SPELLBOOK)
1186 if (tmp->type == SPELLBOOK)
1187 {
1188 pick_up (op, tmp);
1189 continue;
1190 }
1191
1192 if (op->contr->mode & PU_SKILLSCROLL)
1193 if (tmp->type == SKILLSCROLL)
1194 {
1195 pick_up (op, tmp);
1196 continue;
1197 }
1198
1199 if (op->contr->mode & PU_READABLES)
1200 if (tmp->type == BOOK || tmp->type == SCROLL)
1201 {
1202 pick_up (op, tmp);
1203 continue;
1204 }
1205
1206 /* wands/staves/rods/horns */
1207 if (op->contr->mode & PU_MAGIC_DEVICE)
1208 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1209 {
1210 pick_up (op, tmp);
1211 continue;
1212 }
1213
1214 /* pick up all magical items */
1215 if (op->contr->mode & PU_MAGICAL)
1216 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1217 {
1218 pick_up (op, tmp);
1219 continue;
1220 }
1221
1222 if (op->contr->mode & PU_VALUABLES)
1223 {
1224 if (tmp->type == MONEY || tmp->type == GEM)
1225 { 1230 {
1226 pick_up (op, tmp); 1231 CHK_PICK_PICKUP;
1227 continue; 1232 continue;
1228 } 1233 }
1229 } 1234 }
1230 1235
1231 /* rings & amulets - talismans seems to be typed AMULET */
1232 if (op->contr->mode & PU_JEWELS)
1233 if (tmp->type == RING || tmp->type == AMULET) 1236 if (tmp->type == WEAPON && tmp->name == NULL)
1234 {
1235 pick_up (op, tmp);
1236 continue;
1237 }
1238
1239 /* we don't forget dragon food */
1240 if (op->contr->mode & PU_FLESH)
1241 if (tmp->type == FLESH)
1242 {
1243 pick_up (op, tmp);
1244 continue;
1245 }
1246
1247 /* bows and arrows. Bows are good for selling! */
1248 if (op->contr->mode & PU_BOW)
1249 if (tmp->type == BOW)
1250 {
1251 pick_up (op, tmp);
1252 continue;
1253 }
1254
1255 if (op->contr->mode & PU_ARROW)
1256 if (tmp->type == ARROW)
1257 {
1258 pick_up (op, tmp);
1259 continue;
1260 }
1261
1262 /* all kinds of armor etc. */
1263 if (op->contr->mode & PU_ARMOUR)
1264 if (tmp->type == ARMOUR)
1265 {
1266 pick_up (op, tmp);
1267 continue;
1268 }
1269
1270 if (op->contr->mode & PU_HELMET)
1271 if (tmp->type == HELMET)
1272 {
1273 pick_up (op, tmp);
1274 continue;
1275 }
1276
1277 if (op->contr->mode & PU_SHIELD)
1278 if (tmp->type == SHIELD)
1279 {
1280 pick_up (op, tmp);
1281 continue;
1282 }
1283
1284 if (op->contr->mode & PU_BOOTS)
1285 if (tmp->type == BOOTS)
1286 {
1287 pick_up (op, tmp);
1288 continue;
1289 }
1290
1291 if (op->contr->mode & PU_GLOVES)
1292 if (tmp->type == GLOVES)
1293 {
1294 pick_up (op, tmp);
1295 continue;
1296 }
1297
1298 if (op->contr->mode & PU_CLOAK)
1299 if (tmp->type == CLOAK)
1300 {
1301 pick_up (op, tmp);
1302 continue;
1303 }
1304
1305 /* hoping to catch throwing daggers here */
1306 if (op->contr->mode & PU_MISSILEWEAPON)
1307 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1308 {
1309 pick_up (op, tmp);
1310 continue;
1311 }
1312
1313 /* careful: chairs and tables are weapons! */
1314 if (op->contr->mode & PU_ALLWEAPON)
1315 { 1237 {
1316 if (tmp->type == WEAPON && tmp->name != NULL) 1238 if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL)
1317 { 1239 {
1318 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL && 1240 CHK_PICK_PICKUP;
1319 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1320 {
1321 pick_up (op, tmp);
1322 continue; 1241 continue;
1323 }
1324 }
1325
1326 if (tmp->type == WEAPON && tmp->name == NULL)
1327 {
1328 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1329 {
1330 pick_up (op, tmp);
1331 continue;
1332 }
1333 } 1242 }
1334 } 1243 }
1244 }
1335 1245
1336 /* misc stuff that's useful */ 1246 /* misc stuff that's useful */
1337 if (op->contr->mode & PU_KEY) 1247 if (op->contr->mode & PU_KEY)
1338 if (tmp->type == KEY || tmp->type == SPECIAL_KEY) 1248 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1339 { 1249 {
1340 pick_up (op, tmp); 1250 CHK_PICK_PICKUP;
1341 continue; 1251 continue;
1342 } 1252 }
1343 1253
1344 /* any of the last 4 bits set means we use the ratio for value 1254 /* any of the last 4 bits set means we use the ratio for value
1345 * pickups */ 1255 * pickups */
1346 if (op->contr->mode & PU_RATIO) 1256 if (op->contr->mode & PU_RATIO)
1257 {
1258 /* use value density to decide what else to grab */
1259 /* >=7 was >= op->contr->mode */
1260 /* >=7 is the old standard setting. Now we take the last 4 bits
1261 */
1262 wvratio = op->contr->mode & PU_RATIO;
1263 if (1000 * query_cost (tmp, op, F_TRUE) / tmp->total_weight () >= wvratio * 100)
1347 { 1264 {
1348 /* use value density to decide what else to grab */ 1265#if 0
1349 /* >=7 was >= op->contr->mode */ 1266 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1350 /* >=7 is the old standard setting. Now we take the last 4 bits 1267 if (tmp->name != NULL)
1351 * and multiply them by 5, giving 0..15*5== 5..75 */
1352 wvratio = (op->contr->mode & PU_RATIO) * 5;
1353 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1354 { 1268 {
1355 pick_up (op, tmp);
1356#if 0
1357 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1358 if (tmp->name != NULL)
1359 {
1360 fprintf (stderr, "%s", tmp->name); 1269 fprintf (stderr, "%s", tmp->name);
1361 } 1270 }
1362 else 1271 else
1363 fprintf (stderr, "%s", tmp->arch->name); 1272 fprintf (stderr, "%s", tmp->arch->archname);
1364 fprintf (stderr, ",%d] = ", tmp->type); 1273 fprintf (stderr, ",%d] = ", tmp->type);
1365 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1274 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1366#endif 1275#endif
1276 CHK_PICK_PICKUP;
1367 continue; 1277 continue;
1368 }
1369 } 1278 }
1370 } /* the new pickup model */ 1279 } /* the new pickup model */
1371 } 1280 }
1372 1281
1373 return !stop; 1282 return !stop;
1379 * found object is returned. 1288 * found object is returned.
1380 */ 1289 */
1381object * 1290object *
1382find_arrow (object *op, const char *type) 1291find_arrow (object *op, const char *type)
1383{ 1292{
1384 object *tmp = NULL;
1385
1386 for (op = op->inv; op; op = op->below) 1293 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1387 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1388 tmp = find_arrow (op, type);
1389 else if (op->type == ARROW && op->race == type) 1294 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1295 return splay (tmp);
1296
1297 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1298 if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && !strcmp (&tmp->race, type))
1299 if (object *arrow = find_arrow (tmp, type))
1300 {
1301 splay (tmp);
1390 return op; 1302 return arrow;
1303 }
1304
1391 return tmp; 1305 return 0;
1392} 1306}
1393 1307
1394/* 1308/*
1395 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1309 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1396 * against the target. A full test is not performed, simply a basic test 1310 * against the target. A full test is not performed, simply a basic test
1397 * of resistances. The archer is making a quick guess at what he sees down 1311 * of resistances. The archer is making a quick guess at what he sees down
1398 * the hall. Failing that it does it's best to pick the highest plus arrow. 1312 * the hall. Failing that it does it's best to pick the highest plus arrow.
1399 */ 1313 */
1400
1401object * 1314object *
1402find_better_arrow (object *op, object *target, const char *type, int *better) 1315find_better_arrow (object *op, object *target, const char *type, int *better)
1403{ 1316{
1404 object *tmp = NULL, *arrow, *ntmp; 1317 object *tmp = NULL, *arrow, *ntmp;
1405 int attacknum, attacktype, betterby = 0, i; 1318 int attacknum, attacktype, betterby = 0, i;
1420 } 1333 }
1421 } 1334 }
1422 else if (arrow->type == ARROW && arrow->race == type) 1335 else if (arrow->type == ARROW && arrow->race == type)
1423 { 1336 {
1424 /* allways prefer assasination/slaying */ 1337 /* allways prefer assasination/slaying */
1425 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race)) 1338 if (target->race && arrow->slaying && strstr (arrow->slaying, target->race))
1426 { 1339 {
1427 if (arrow->attacktype & AT_DEATH) 1340 if (arrow->attacktype & AT_DEATH)
1428 { 1341 {
1429 *better = 100; 1342 *better = 100;
1430 return arrow; 1343 return arrow;
1438 else 1351 else
1439 { 1352 {
1440 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1353 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1441 { 1354 {
1442 attacktype = 1 << attacknum; 1355 attacktype = 1 << attacknum;
1443 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1356 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1444 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby) 1357 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1445 { 1358 {
1446 tmp = arrow; 1359 tmp = arrow;
1447 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100; 1360 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1448 } 1361 }
1449 } 1362 }
1450 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1363 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1451 { 1364 {
1452 tmp = arrow; 1365 tmp = arrow;
1458 betterby = 1 + arrow->magic + arrow->stats.dam; 1371 betterby = 1 + arrow->magic + arrow->stats.dam;
1459 } 1372 }
1460 } 1373 }
1461 } 1374 }
1462 } 1375 }
1376
1463 if (tmp == NULL && arrow == NULL) 1377 if (tmp == NULL && arrow == NULL)
1464 return find_arrow (op, type); 1378 return find_arrow (op, type);
1465 1379
1466 *better = betterby; 1380 *better = betterby;
1467 return tmp; 1381 return tmp;
1471 * find_better_arrow to find a decent arrow to use. 1385 * find_better_arrow to find a decent arrow to use.
1472 * op = the shooter 1386 * op = the shooter
1473 * type = bow->race 1387 * type = bow->race
1474 * dir = fire direction 1388 * dir = fire direction
1475 */ 1389 */
1476
1477object * 1390object *
1478pick_arrow_target (object *op, const char *type, int dir) 1391pick_arrow_target (object *op, const char *type, int dir)
1479{ 1392{
1480 object *tmp = NULL; 1393 object *tmp = NULL;
1481 maptile *m; 1394 maptile *m;
1498 for (i = 0, found = 0; i < 20; i++) 1411 for (i = 0, found = 0; i < 20; i++)
1499 { 1412 {
1500 x += freearr_x[dir]; 1413 x += freearr_x[dir];
1501 y += freearr_y[dir]; 1414 y += freearr_y[dir];
1502 mflags = get_map_flags (m, &m, x, y, &x, &y); 1415 mflags = get_map_flags (m, &m, x, y, &x, &y);
1416
1503 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) 1417 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1504 { 1418 {
1505 tmp = NULL; 1419 tmp = 0;
1506 break; 1420 break;
1507 } 1421 }
1508 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW) 1422 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1509 { 1423 {
1510 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1424 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1511 * perhaps a bad assumption. 1425 * perhaps a bad assumption.
1512 */ 1426 */
1513 tmp = NULL; 1427 tmp = 0;
1514 break; 1428 break;
1515 } 1429 }
1430
1516 if (mflags & P_IS_ALIVE) 1431 if (mflags & P_IS_ALIVE)
1517 {
1518 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) 1432 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1519 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 1433 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1520 {
1521 found++;
1522 break;
1523 }
1524 if (found)
1525 break; 1434 break;
1526 }
1527 } 1435 }
1528 if (tmp == NULL) 1436
1437 if (!tmp)
1529 return find_arrow (op, type); 1438 return find_arrow (op, type);
1530 1439
1531 if (tmp->head) 1440 if (tmp->head)
1532 tmp = tmp->head; 1441 tmp = tmp->head;
1533 1442
1546 */ 1455 */
1547int 1456int
1548fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) 1457fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1549{ 1458{
1550 object *left, *bow; 1459 object *left, *bow;
1551 int bowspeed, mflags; 1460 int mflags;
1552 maptile *m; 1461 maptile *m;
1553 1462
1554 if (!dir) 1463 if (!dir)
1555 { 1464 {
1556 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1465 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1557 return 0; 1466 return 0;
1558 } 1467 }
1559 1468
1560 if (op->type == PLAYER) 1469 if (op->contr)
1561 bow = op->contr->ranges[range_bow]; 1470 bow = op->current_weapon;
1562 else 1471 else
1563 { 1472 {
1564 for (bow = op->inv; bow; bow = bow->below) 1473 for (bow = op->inv; bow; bow = bow->below)
1565 /* Don't check for applied - monsters don't apply bows - in that way, they 1474 /* Don't check for applied - monsters don't apply bows - in that way, they
1566 * don't need to switch back and forth between bows and weapons. 1475 * don't need to switch back and forth between bows and weapons.
1571 if (!bow) 1480 if (!bow)
1572 { 1481 {
1573 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1482 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1574 return 0; 1483 return 0;
1575 } 1484 }
1485
1486 // optimisation: move object to top so we will find it quickly again
1487 if (bow->below)
1488 {
1489 bow->remove ();
1490 op->insert (bow);
1491 }
1576 } 1492 }
1577 1493
1578 if (!bow->race || !bow->skill) 1494 if (!bow->race || !bow->skill)
1579 { 1495 {
1580 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1496 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1581 return 0; 1497 return 0;
1582 } 1498 }
1583
1584 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1585
1586 /* penalize ROF for bestarrow */
1587 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1588 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1589
1590 if (bowspeed < 1)
1591 bowspeed = 1;
1592 1499
1593 if (arrow == NULL) 1500 if (arrow == NULL)
1594 { 1501 {
1595 if ((arrow = find_arrow (op, bow->race)) == NULL) 1502 if ((arrow = find_arrow (op, bow->race)) == NULL)
1596 { 1503 {
1597 if (op->type == PLAYER) 1504 if (op->type == PLAYER)
1598 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1505 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1599 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1506 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1600 else 1507 else
1601 CLEAR_FLAG (op, FLAG_READY_BOW); 1508 CLEAR_FLAG (op, FLAG_READY_BOW);
1509
1602 return 0; 1510 return 0;
1603 } 1511 }
1604 } 1512 }
1605 1513
1606 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1514 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1614 } 1522 }
1615 1523
1616 /* this should not happen, but sometimes does */ 1524 /* this should not happen, but sometimes does */
1617 if (arrow->nrof == 0) 1525 if (arrow->nrof == 0)
1618 { 1526 {
1527 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1619 arrow->destroy (); 1528 arrow->destroy ();
1620 return 0; 1529 return 0;
1621 } 1530 }
1622 1531
1623 left = arrow; /* these are arrows left to the player */ 1532 left = arrow; /* these are arrows left to the player */
1624 arrow = get_split_ob (arrow, 1); 1533 arrow = arrow->split ();
1625 if (!arrow) 1534 if (!arrow)
1626 { 1535 {
1627 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1536 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1628 return 0; 1537 return 0;
1629 } 1538 }
1630 1539
1631 arrow->set_owner (op); 1540 arrow->set_owner (op);
1632 arrow->skill = bow->skill; 1541 arrow->skill = bow->skill;
1633 arrow->direction = dir; 1542 arrow->direction = dir;
1634 1543
1544 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1545 arrow->stats.hp = arrow->stats.dam;
1546 arrow->stats.grace = arrow->attacktype;
1547
1548 if (arrow->slaying)
1549 arrow->spellarg = strdup (arrow->slaying);
1550
1551#if 0
1552 if (player *pl = op->contr)
1553 {
1554 float speed = pl->weapon_sp;
1555
1556 /* penalize ROF for bestarrow */
1557 if (pl->bowtype == bow_bestarrow)
1558 speed *= .9f;
1559 else
1560 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1561
1562 op->speed_left += speed - op->speed;
1563 }
1564#endif
1565
1566 SET_ANIMATION (arrow, arrow->direction);
1567
1568 /* update the speed */
1569 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1570 + bow->stats.dam / 7.f;
1571
1572 arrow->set_speed (max (arrow->speed, 2.f));
1573 arrow->speed_left = 0;
1574
1575 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1576
1635 if (op->type == PLAYER) 1577 if (op->type == PLAYER)
1636 { 1578 {
1637 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1638 op->update_stats ();
1639 }
1640
1641 SET_ANIMATION (arrow, arrow->direction);
1642 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1643 arrow->stats.hp = arrow->stats.dam;
1644 arrow->stats.grace = arrow->attacktype;
1645 if (arrow->slaying != NULL)
1646 arrow->spellarg = strdup (arrow->slaying);
1647
1648 /* Note that this was different for monsters - they got their level
1649 * added to the damage. I think the strength bonus is more proper.
1650 */
1651
1652 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1653
1654 /* update the speed */
1655 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1656 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1657
1658 arrow->set_speed (max (arrow->speed, 1.0));
1659 arrow->speed_left = 0;
1660
1661 if (op->type == PLAYER)
1662 {
1663 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1664 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1665 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1666
1667 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; 1579 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1580 wc -= dex_bonus[op->stats.Dex];
1581
1582 if (!arrow->slaying)
1583 arrow->slaying = op->slaying;
1584
1585 arrow->attacktype |= op->attacktype;
1668 } 1586 }
1669 else 1587 else
1670 { 1588 {
1671 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1672 arrow->level = op->level; 1589 arrow->level = op->level;
1673 } 1590 arrow->stats.wc -= bow->magic;
1674 1591
1675 if (arrow->attacktype == AT_PHYSICAL) 1592 if (!arrow->slaying)
1593 arrow->slaying = bow->slaying;
1594
1676 arrow->attacktype |= bow->attacktype; 1595 arrow->attacktype |= bow->attacktype;
1596 }
1677 1597
1678 if (bow->slaying) 1598 wc -= arrow->level;
1679 arrow->slaying = bow->slaying; 1599 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1680 1600
1601 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1681 arrow->move_type = MOVE_FLY_LOW; 1602 arrow->move_type = MOVE_FLY_LOW;
1682 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1603 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1683 1604
1684 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1605 op->play_sound (sound_find ("fire_arrow"));
1685 m->insert (arrow, sx, sy, op); 1606 m->insert (arrow, sx, sy, op);
1686 1607
1687 if (!arrow->destroyed ()) 1608 if (!arrow->destroyed ())
1688 move_arrow (arrow); 1609 move_arrow (arrow);
1689
1690 if (op->type == PLAYER)
1691 {
1692 if (left->destroyed ())
1693 esrv_del_item (op->contr, left->count);
1694 else
1695 esrv_send_item (op, left);
1696 }
1697 1610
1698 return 1; 1611 return 1;
1699} 1612}
1700 1613
1701/* Special fire code for players - this takes into 1614/* Special fire code for players - this takes into
1706 * hence the function name. 1619 * hence the function name.
1707 */ 1620 */
1708int 1621int
1709player_fire_bow (object *op, int dir) 1622player_fire_bow (object *op, int dir)
1710{ 1623{
1711 int ret = 0, wcmod = 0; 1624 int ret;
1712 1625
1713 if (op->contr->bowtype == bow_bestarrow) 1626 if (op->contr->bowtype == bow_bestarrow)
1714 { 1627 {
1715 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y); 1628 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1716 } 1629 }
1717 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1630 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1718 { 1631 {
1719 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1632 int wcmod = similar_direction (dir, op->contr->bowtype - bow_n + 1) ? 0 : -1;
1720 wcmod = -1;
1721
1722 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1633 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1723 } 1634 }
1724 else if (op->contr->bowtype == bow_threewide) 1635 else if (op->contr->bowtype == bow_threewide)
1725 { 1636 {
1726 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1637 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1727 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]); 1638 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]);
1728 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]); 1639 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1729 } 1640 }
1730 else if (op->contr->bowtype == bow_spreadshot) 1641 else if (op->contr->bowtype == bow_spreadshot)
1731 { 1642 {
1732 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1643 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1733 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); 1644 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1734 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); 1645 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1735
1736 } 1646 }
1737 else 1647 else
1738 { 1648 {
1739 /* Simple case */ 1649 /* Simple case */
1740 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1650 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1741 } 1651 }
1652
1742 return ret; 1653 return ret;
1743} 1654}
1744
1745 1655
1746/* Fires a misc (wand/rod/horn) object in 'dir'. 1656/* Fires a misc (wand/rod/horn) object in 'dir'.
1747 * Broken apart from 'fire' to keep it more readable. 1657 * Broken apart from 'fire' to keep it more readable.
1748 */ 1658 */
1749void 1659void
1750fire_misc_object (object *op, int dir) 1660fire_misc_object (object *op, int dir)
1751{ 1661{
1752 object *item; 1662 object *item = op->contr->ranged_ob;
1753 1663
1754 if (!op->contr->ranges[range_misc]) 1664 if (!item)
1755 { 1665 {
1756 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); 1666 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1757 return; 1667 return;
1758 } 1668 }
1759 1669
1760 item = op->contr->ranges[range_misc];
1761 if (!item->inv) 1670 if (!item->inv)
1762 { 1671 {
1763 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1672 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1764 return; 1673 return;
1765 } 1674 }
1675
1676 if (!op->change_weapon (item))
1677 return;
1678
1766 if (item->type == WAND) 1679 if (item->type == WAND)
1767 { 1680 {
1768 if (item->stats.food <= 0) 1681 if (item->stats.food <= 0)
1769 { 1682 {
1770 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1683 op->contr->play_sound (sound_find ("wand_poof"));
1771 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); 1684 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1685
1772 return; 1686 return;
1773 } 1687 }
1774 } 1688 }
1775 else if (item->type == ROD || item->type == HORN) 1689 else if (item->type == ROD || item->type == HORN)
1776 { 1690 {
1777 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1691 sint16 spell_sp = MAX (item->inv->stats.sp, item->inv->stats.grace);
1692
1693 // using the maximum of the rods charge allows at least one spell cast
1694 // for a rod or horn, this fixes some broken rods.
1695 if (item->stats.hp < MIN (spell_sp, item->stats.maxhp))
1778 { 1696 {
1779 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1697 op->contr->play_sound (sound_find ("wand_poof"));
1698
1780 if (item->type == ROD) 1699 if (item->type == ROD)
1781 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); 1700 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1782 else 1701 else
1783 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1702 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1703
1784 return; 1704 return;
1785 } 1705 }
1786 } 1706 }
1787 1707
1788 if (cast_spell (op, item, dir, item->inv, NULL)) 1708 if (cast_spell (op, item, dir, item->inv, NULL))
1789 { 1709 {
1790 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */ 1710 item->flag [FLAG_BEEN_APPLIED] = true; /* You now know something about it */
1711
1791 if (item->type == WAND) 1712 if (item->type == WAND)
1792 { 1713 {
1793 if (!(--item->stats.food)) 1714 if (!(--item->stats.food))
1794 { 1715 {
1795 object *tmp; 1716 object *tmp;
1796 1717
1797 if (item->arch) 1718 if (item->arch)
1798 { 1719 {
1799 CLEAR_FLAG (item, FLAG_ANIMATE); 1720 CLEAR_FLAG (item, FLAG_ANIMATE);
1800 item->face = item->arch->clone.face; 1721 item->face = item->arch->face;
1801 item->set_speed (0); 1722 item->set_speed (0);
1802 } 1723 }
1803 1724
1804 if ((tmp = item->in_player ())) 1725 if (object *pl = item->visible_to ())
1805 esrv_update_item (UPD_ANIM, tmp, item); 1726 esrv_update_item (UPD_ANIM, pl, item);
1806 } 1727 }
1807 } 1728 }
1808 else if (item->type == ROD || item->type == HORN) 1729 else if (item->type == ROD || item->type == HORN)
1809 drain_rod_charge (item); 1730 drain_rod_charge (item);
1810 } 1731 }
1811} 1732}
1812 1733
1813/* Received a fire command for the player - go and do it. 1734/* Received a fire command for the player - go and do it.
1814 */ 1735 */
1815void 1736bool
1816fire (object *op, int dir) 1737fire (object *op, int dir)
1817{ 1738{
1818 int spellcost = 0; 1739 int spellcost = 0;
1740
1741 player *pl = op->contr;
1742
1743 if (pl->golem)
1744 {
1745 control_golem (op->contr->golem, dir);
1746 return false;
1747 }
1748
1749 object *ob = pl->ranged_ob;
1750
1751 if (!ob)
1752 return false;
1753
1754 if (op->speed_left > 0.f)
1755 --op->speed_left;
1756 else
1757 return false;
1758
1759 if (!op->change_weapon (ob))
1760 return false;
1819 1761
1820 /* check for loss of invisiblity/hide */ 1762 /* check for loss of invisiblity/hide */
1821 if (action_makes_visible (op)) 1763 if (action_makes_visible (op))
1822 make_visible (op); 1764 make_visible (op);
1823 1765
1824 switch (op->contr->shoottype) 1766 switch (ob->type)
1825 { 1767 {
1826 case range_none: 1768 case BOW:
1827 return;
1828
1829 case range_bow:
1830 player_fire_bow (op, dir); 1769 player_fire_bow (op, dir);
1831 return; 1770 break;
1832 1771
1833 case range_magic: /* Casting spells */ 1772 case SPELL:
1834 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0)); 1773 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
1835 return; 1774 break;
1836 1775
1837 case range_misc: 1776 case BUILDER:
1777 apply_map_builder (op, dir);
1778 break;
1779
1780 case SKILL:
1781 do_skill (op, op, ob, dir, 0);
1782 break;
1783
1784 default:
1838 fire_misc_object (op, dir); 1785 fire_misc_object (op, dir);
1839 return; 1786 break;
1840
1841 case range_golem: /* Control summoned monsters from scrolls */
1842 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
1843 {
1844 op->contr->ranges[range_golem] = 0;
1845 op->contr->shoottype = range_none;
1846 }
1847 else
1848 control_golem (op->contr->ranges[range_golem], dir);
1849 return;
1850
1851 case range_skill:
1852 if (!op->chosen_skill)
1853 {
1854 if (op->type == PLAYER)
1855 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
1856 return;
1857 }
1858
1859 do_skill (op, op, op->chosen_skill, dir, NULL);
1860 return;
1861 case range_builder:
1862 apply_map_builder (op, dir);
1863 return;
1864 default:
1865 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
1866 return;
1867 } 1787 }
1868}
1869 1788
1870 1789 return true;
1790}
1871 1791
1872/* find_key 1792/* find_key
1873 * We try to find a key for the door as passed. If we find a key 1793 * We try to find a key for the door as passed. If we find a key
1874 * and successfully use it, we return the key, otherwise NULL 1794 * and successfully use it, we return the key, otherwise NULL
1875 * This function merges both normal and locked door, since the logic 1795 * This function merges both normal and locked door, since the logic
1877 * pl is the player, 1797 * pl is the player,
1878 * inv is the objects inventory to searched 1798 * inv is the objects inventory to searched
1879 * door is the door we are trying to match against. 1799 * door is the door we are trying to match against.
1880 * This function can be called recursively to search containers. 1800 * This function can be called recursively to search containers.
1881 */ 1801 */
1882
1883object * 1802object *
1884find_key (object *pl, object *container, object *door) 1803find_key (object *pl, object *container, object *door)
1885{ 1804{
1886 object *tmp, *key; 1805 object *tmp, *key;
1887 1806
1888 /* Should not happen, but sanity checking is never bad */ 1807 /* Should not happen, but sanity checking is never bad */
1889 if (container->inv == NULL) 1808 if (!container->inv)
1890 return NULL; 1809 return 0;
1891 1810
1892 /* First, lets try to find a key in the top level inventory */ 1811 /* First, lets try to find a key in the top level inventory */
1893 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1812 for (tmp = container->inv; tmp; tmp = tmp->below)
1894 { 1813 {
1895 if (door->type == DOOR && tmp->type == KEY) 1814 if (door->type == DOOR && tmp->type == KEY)
1896 break; 1815 break;
1897 /* For sanity, we should really check door type, but other stuff 1816 /* For sanity, we should really check door type, but other stuff
1898 * (like containers) can be locked with special keys 1817 * (like containers) can be locked with special keys
1899 */ 1818 */
1900 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1819 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1901 break; 1820 break;
1902 } 1821 }
1822
1903 /* No key found - lets search inventories now */ 1823 /* No key found - lets search inventories now */
1904 /* If we find and use a key in an inventory, return at that time. 1824 /* If we find and use a key in an inventory, return at that time.
1905 * otherwise, if we search all the inventories and still don't find 1825 * otherwise, if we search all the inventories and still don't find
1906 * a key, return 1826 * a key, return
1907 */ 1827 */
1908 if (!tmp) 1828 if (!tmp)
1909 { 1829 {
1910 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1830 for (tmp = container->inv; tmp; tmp = tmp->below)
1911 { 1831 {
1912 /* No reason to search empty containers */ 1832 /* No reason to search empty containers */
1913 if (tmp->type == CONTAINER && tmp->inv) 1833 if (tmp->type == CONTAINER && tmp->inv)
1914 { 1834 {
1915 if ((key = find_key (pl, tmp, door)) != NULL) 1835 if ((key = find_key (pl, tmp, door)))
1916 return key; 1836 return key;
1917 } 1837 }
1918 } 1838 }
1839
1919 if (!tmp) 1840 if (!tmp)
1920 return NULL; 1841 return NULL;
1921 } 1842 }
1843
1922 /* We get down here if we have found a key. Now if its in a container, 1844 /* We get down here if we have found a key. Now if its in a container,
1923 * see if we actually want to use it 1845 * see if we actually want to use it
1924 */ 1846 */
1925 if (pl != container) 1847 if (pl != container)
1926 { 1848 {
1947 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1869 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1948 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); 1870 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1949 return NULL; 1871 return NULL;
1950 } 1872 }
1951 } 1873 }
1874
1952 return tmp; 1875 return tmp;
1953} 1876}
1954 1877
1955/* moved door processing out of move_player_attack. 1878/* moved door processing out of move_player_attack.
1956 * returns 1 if player has opened the door with a key 1879 * returns 1 if player has opened the door with a key
1958 * 0 otherwise 1881 * 0 otherwise
1959 */ 1882 */
1960static int 1883static int
1961player_attack_door (object *op, object *door) 1884player_attack_door (object *op, object *door)
1962{ 1885{
1963 /* If its a door, try to find a use a key. If we do destroy the door, 1886 /* If its a door, try to find a key. If we do destroy the door,
1964 * might as well return immediately as there is nothing more to do - 1887 * might as well return immediately as there is nothing more to do -
1965 * otherwise, we fall through to the rest of the code. 1888 * otherwise, we fall through to the rest of the code.
1966 */ 1889 */
1967 object *key = find_key (op, op, door); 1890 object *key = find_key (op, op, door);
1968 1891
1969 /* IF we found a key, do some extra work */ 1892 /* If we found a key, do some extra work */
1970 if (key) 1893 if (key)
1971 { 1894 {
1972 object *container = key->env; 1895 object *container = key->env;
1973 1896
1974 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1975 if (action_makes_visible (op)) 1897 if (action_makes_visible (op))
1976 make_visible (op); 1898 make_visible (op);
1899
1977 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1900 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1978 spring_trap (door->inv, op); 1901 spring_trap (door->inv, op);
1902
1979 if (door->type == DOOR) 1903 if (door->type == DOOR)
1980 {
1981 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1904 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1982 }
1983 else if (door->type == LOCKED_DOOR) 1905 else if (door->type == LOCKED_DOOR)
1984 { 1906 {
1985 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1907 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN);
1986 remove_door2 (door); /* remove door without violence ;-) */ 1908 remove_door2 (door); /* remove door without violence ;-) */
1987 } 1909 }
1910
1988 /* Do this after we print the message */ 1911 /* Do this after we print the message */
1989 decrease_ob (key); /* Use up one of the keys */ 1912 key->decrease (); /* Use up one of the keys */
1990 /* Need to update the weight the container the key was in */ 1913
1991 if (container != op)
1992 esrv_update_item (UPD_WEIGHT, op, container);
1993 return 1; /* Nothing more to do below */ 1914 return 1; /* Nothing more to do below */
1994 } 1915 }
1995 else if (door->type == LOCKED_DOOR) 1916 else if (door->type == LOCKED_DOOR)
1996 { 1917 {
1997 /* Might as well return now - no other way to open this */ 1918 /* Might as well return now - no other way to open this */
1998 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1919 op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door...");
1999 return 1; 1920 return 1;
2000 } 1921 }
1922
2001 return 0; 1923 return 0;
2002} 1924}
2003 1925
2004/* This function is just part of a breakup from move_player. 1926/* This function is just part of a breakup from move_player.
2005 * It should keep the code cleaner. 1927 * It should keep the code cleaner.
2006 * When this is called, the players direction has been updated 1928 * When this is called, the players direction has been updated
2007 * (taking into account confusion.) The player is also actually 1929 * (taking into account confusion.) The player is also actually
2008 * going to try and move (not fire weapons). 1930 * going to try and move (not fire weapons).
2009 */ 1931 */
2010void 1932bool
2011move_player_attack (object *op, int dir) 1933move_player_attack (object *op, int dir)
2012{ 1934{
2013 object *tmp, *mon;
2014 sint16 nx, ny;
2015 int on_battleground; 1935 int on_battleground;
2016 maptile *m;
2017 1936
2018 nx = freearr_x[dir] + op->x; 1937 sint16 nx = freearr_x[dir] + op->x;
2019 ny = freearr_y[dir] + op->y; 1938 sint16 ny = freearr_y[dir] + op->y;
2020 1939
2021 on_battleground = op_on_battleground (op, 0, 0); 1940 on_battleground = op_on_battleground (op, 0, 0);
1941
1942 if (out_of_map (op->map, nx, ny))
1943 return false;
1944
1945 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
1946 {
1947 --op->speed_left;
1948 return true;
1949 }
2022 1950
2023 /* If braced, or can't move to the square, and it is not out of the 1951 /* If braced, or can't move to the square, and it is not out of the
2024 * map, attack it. Note order of if statement is important - don't 1952 * map, attack it. Note order of if statement is important - don't
2025 * want to be calling move_ob if braced, because move_ob will move the 1953 * want to be calling move_ob if braced, because move_ob will move the
2026 * player. This is a pretty nasty hack, because if we could 1954 * player. This is a pretty nasty hack, because if we could
2027 * move to some space, it then means that if we are braced, we should 1955 * move to some space, it then means that if we are braced, we should
2028 * do nothing at all. As it is, if we are braced, we go through 1956 * do nothing at all. As it is, if we are braced, we go through
2029 * quite a bit of processing. However, it probably is less than what 1957 * quite a bit of processing. However, it probably is less than what
2030 * move_ob uses. 1958 * move_ob uses.
2031 */ 1959 */
2032 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) 1960 maptile *m = op->map->xy_find (nx, ny);
1961
1962 /* Go through all the objects, and find ones of interest. Only stop if
1963 * we find a monster - that is something we know we want to attack.
1964 * if its a door or barrel (can roll) see if there may be monsters
1965 * on the space
1966 */
1967 object *mon;
1968 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
1969 {
1970 if ((mon->flag [FLAG_ALIVE]
1971 || mon->type == LOCKED_DOOR
1972 || mon->flag [FLAG_CAN_ROLL])
1973 && mon != op)
1974 break;
2033 { 1975 }
2034 if (OUT_OF_REAL_MAP (op->map, nx, ny)) 1976
1977 if (!mon) /* This happens anytime the player tries to move */
1978 return false; /* into a wall */
1979
1980 mon = mon->head_ ();
1981
1982 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
1983 if (op->contr->weapon_sp_left > 0.f)
1984 if (player_attack_door (op, mon))
1985 {
1986 --op->contr->weapon_sp_left;
1987 return true;
2035 { 1988 }
2036 m = op->map->xy_find (nx, ny); 1989
2037 if (!m) 1990 /* The following deals with possibly attacking peaceful
2038 return; /* Don't think this should happen */ 1991 * or friendly creatures. Basically, all players are considered
1992 * unaggressive. If the moving player has peaceful set, then the
1993 * object should be pushed instead of attacked. It is assumed that
1994 * if you are braced, you will not attack friends accidently,
1995 * and thus will not push them.
1996 */
1997
1998 /* If the creature is a pet, push it even if the player is not
1999 * peaceful. Our assumption is the creature is a pet if the
2000 * player owns it and it is either friendly or unagressive.
2001 */
2002 if (op->type == PLAYER
2003 && ((mon->owner && mon->owner->contr
2004 && same_party (mon->owner->contr->party, op->contr->party))
2005 || mon->owner == op)
2006 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2007 {
2008 /* If we're braced, we don't want to switch places with it */
2009 if (op->contr->braced)
2010 return false;
2011
2012 if (op->speed_left > 0.f)
2013 {
2014 --op->speed_left;
2015
2016 op->play_sound (sound_find ("push_player"));
2017 push_ob (mon, dir, op);
2018
2019 if (action_makes_visible (op))
2020 make_visible (op);
2021
2022 return true;
2039 } 2023 }
2040 else 2024 else
2041 m = op->map;
2042
2043 if (!(tmp = m->at (nx, ny).bot))
2044 return; 2025 return false;
2026 }
2045 2027
2046 mon = 0;
2047 /* Go through all the objects, and find ones of interest. Only stop if
2048 * we find a monster - that is something we know we want to attack.
2049 * if its a door or barrel (can roll) see if there may be monsters
2050 * on the space
2051 */
2052 while (tmp)
2053 {
2054 if (tmp == op)
2055 {
2056 tmp = tmp->above;
2057 continue;
2058 }
2059
2060 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2061 {
2062 mon = tmp;
2063 break;
2064 }
2065
2066 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2067 mon = tmp;
2068
2069 tmp = tmp->above;
2070 }
2071
2072 if (!mon) /* This happens anytime the player tries to move */
2073 return; /* into a wall */
2074
2075 if (mon->head)
2076 mon = mon->head;
2077
2078 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2079 if (player_attack_door (op, mon))
2080 return;
2081
2082 /* The following deals with possibly attacking peaceful
2083 * or frienddly creatures. Basically, all players are considered
2084 * unaggressive. If the moving player has peaceful set, then the
2085 * object should be pushed instead of attacked. It is assumed that
2086 * if you are braced, you will not attack friends accidently,
2087 * and thus will not push them.
2088 */
2089
2090 /* If the creature is a pet, push it even if the player is not
2091 * peaceful. Our assumption is the creature is a pet if the
2092 * player owns it and it is either friendly or unagressive.
2093 */
2094 if ((op->type == PLAYER)
2095#if COZY_SERVER
2096 &&
2097 ((mon->owner && mon->owner->contr
2098 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op)
2099#else
2100 && mon->owner == op
2101#endif
2102 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2103 {
2104 /* If we're braced, we don't want to switch places with it */
2105 if (op->contr->braced)
2106 return;
2107
2108 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2109 (void) push_ob (mon, dir, op);
2110 if (op->contr->tmp_invis || op->hide)
2111 make_visible (op);
2112
2113 return;
2114 }
2115
2116 /* in certain circumstances, you shouldn't attack friendly 2028 /* in certain circumstances, you shouldn't attack friendly
2117 * creatures. Note that if you are braced, you can't push 2029 * creatures. Note that if you are braced, you can't push
2118 * someone, but put it inside this loop so that you won't 2030 * someone, but put it inside this loop so that you won't
2119 * attack them either. 2031 * attack them either.
2120 */ 2032 */
2121 if ((mon->type == PLAYER || mon->enemy != op) && 2033 if ((mon->type == PLAYER || mon->enemy != op)
2122 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2034 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2123#ifdef PROHIBIT_PLAYERKILL
2124 (op->contr->peaceful 2035 && ((op->contr->peaceful
2125 || (mon->type == PLAYER 2036 || (mon->type == PLAYER && mon->contr->peaceful))
2126 && mon->contr->
2127 peaceful)) &&
2128#else
2129 op->contr->peaceful &&
2130#endif
2131 !on_battleground)) 2037 && !on_battleground))
2038 {
2039 if (op->speed_left > 0.f)
2132 { 2040 {
2041 --op->speed_left;
2042
2133 if (!op->contr->braced) 2043 if (!op->contr->braced)
2134 { 2044 {
2135 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2045 op->play_sound (sound_find ("push_player"));
2136 push_ob (mon, dir, op); 2046 push_ob (mon, dir, op);
2137 } 2047 }
2138 else 2048 else
2139 new_draw_info (0, 0, op, "You withhold your attack"); 2049 op->statusmsg ("You withhold your attack");
2140 2050
2141 if (op->contr->tmp_invis || op->hide) 2051 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
2142 make_visible (op); 2052 make_visible (op);
2143 }
2144 2053
2054 return true;
2055 }
2056 }
2145 /* If the object is a boulder or other rollable object, then 2057 /* If the object is a boulder or other rollable object, then
2146 * roll it if not braced. You can't roll it if you are braced. 2058 * roll it if not braced. You can't roll it if you are braced.
2147 */ 2059 */
2148 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 2060 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2061 {
2062 if (op->speed_left > 0.f)
2149 { 2063 {
2064 --op->speed_left;
2065
2150 recursive_roll (mon, dir, op); 2066 recursive_roll (mon, dir, op);
2151 if (action_makes_visible (op)) 2067 if (action_makes_visible (op))
2152 make_visible (op); 2068 make_visible (op);
2153 }
2154 2069
2070 return true;
2071 }
2072 }
2155 /* Any generic living creature. Including things like doors. 2073 /* Any generic living creature. Including things like doors.
2156 * Way it works is like this: First, it must have some hit points 2074 * Way it works is like this: First, it must have some hit points
2157 * and be living. Then, it must be one of the following: 2075 * and be living. Then, it must be one of the following:
2158 * 1) Not a player, 2) A player, but of a different party. Note 2076 * 1) Not a player, 2) A player, but of a different party. Note
2159 * that party_number -1 is no party, so attacks can still happen. 2077 * that party_number -1 is no party, so attacks can still happen.
2160 */ 2078 */
2161 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2079 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2162 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 2080 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2163 { 2081 {
2164 2082 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2165 /* If the player hasn't hit something this tick, and does
2166 * so, give them speed boost based on weapon speed. Doing
2167 * it here is better than process_players2, which basically
2168 * incurred a 1 tick offset.
2169 */
2170 if (!op->contr->has_hit)
2171 { 2083 {
2172 op->speed_left += op->speed / op->contr->weapon_sp; 2084 --op->contr->weapon_sp_left;
2173
2174 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2175 }
2176 2085
2177 skill_attack (mon, op, 0, 0, 0); 2086 skill_attack (mon, op, 0, 0, 0);
2178
2179 /* If attacking another player, that player gets automatic
2180 * hitback, and doesn't loose luck either.
2181 * Disable hitback on the battleground or if the target is
2182 * the wiz.
2183 */
2184 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2185 {
2186 short luck = mon->stats.luck;
2187
2188 mon->contr->has_hit = 1;
2189 skill_attack (op, mon, 0, 0, 0);
2190 mon->stats.luck = luck;
2191 }
2192 2087
2193 if (action_makes_visible (op)) 2088 if (action_makes_visible (op))
2194 make_visible (op); 2089 make_visible (op);
2195 }
2196 } /* if player should attack something */
2197}
2198 2090
2199int 2091 return true;
2092 }
2093 }
2094
2095 return false;
2096}
2097
2098bool
2200move_player (object *op, int dir) 2099move_player (object *op, int dir)
2201{ 2100{
2202 int pick; 2101 int pick;
2203 2102
2204 if (!op->map || op->map->in_memory != MAP_IN_MEMORY) 2103 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2205 return 0; 2104 return 0;
2206 2105
2207 /* Sanity check: make sure dir is valid */ 2106 /* Sanity check: make sure dir is valid */
2208 if ((dir < 0) || (dir >= 9)) 2107 if ((dir < 0) || (dir >= 9))
2209 { 2108 {
2215 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2114 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2216 dir = absdir (dir + rndm (3) + rndm (3) - 2); 2115 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2217 2116
2218 op->facing = dir; 2117 op->facing = dir;
2219 2118
2220 if (op->hide) 2119 if (op->flag [FLAG_HIDDEN])
2221 do_hidden_move (op); 2120 do_hidden_move (op);
2222 2121
2122 bool retval;
2123
2223 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2124 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2224 /*nop */ ; 2125 retval = RESULT_INT (0);
2225 else if (op->contr->fire_on) 2126 else if (op->contr->fire_on)
2226 fire (op, dir); 2127 retval = fire (op, dir);
2227 else 2128 else
2228 { 2129 {
2229 move_player_attack (op, dir); 2130 retval = move_player_attack (op, dir);
2230 pick = check_pick (op); 2131 pick = check_pick (op);
2231 } 2132 }
2232 2133
2233 /* Add special check for newcs players and fire on - this way, the 2134 /* Add special check for newcs players and fire on - this way, the
2234 * server can handle repeat firing. 2135 * server can handle repeat firing.
2241 /* Update how the player looks. Use the facing, so direction may 2142 /* Update how the player looks. Use the facing, so direction may
2242 * get reset to zero. This allows for full animation capabilities 2143 * get reset to zero. This allows for full animation capabilities
2243 * for players. 2144 * for players.
2244 */ 2145 */
2245 animate_object (op, op->facing); 2146 animate_object (op, op->facing);
2246 return 0; 2147
2148 return retval;
2247} 2149}
2248 2150
2249/* This is similar to handle_player, below, but is only used by the 2151/* This is similar to handle_player, below, but is only used by the
2250 * new client/server stuff. 2152 * new client/server stuff.
2251 * This is sort of special, in that the new client/server actually uses 2153 * This is sort of special, in that the new client/server actually uses
2252 * the new speed values for commands. 2154 * the new speed values for commands.
2253 * 2155 *
2254 * Returns true if there are more actions we can do. 2156 * Returns true if there are more actions we can do. Should not do
2157 * many actions in a row, as that would be too unfair to other
2158 * players.
2255 */ 2159 */
2256int 2160bool
2257handle_newcs_player (object *op) 2161handle_newcs_player (object *op)
2258{ 2162{
2259 if (op->contr->hidden)
2260 {
2261 op->invisible = 1000;
2262 /* the socket code flashes the player visible/invisible
2263 * depending on the value of invisible, so we need to
2264 * alternate it here for it to work correctly.
2265 */
2266 if (pticks & 2)
2267 op->invisible--;
2268 }
2269 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2270 {
2271 op->invisible--;
2272 if (!op->invisible)
2273 {
2274 make_visible (op);
2275 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2276 }
2277 }
2278
2279 if (QUERY_FLAG (op, FLAG_SCARED)) 2163 if (QUERY_FLAG (op, FLAG_SCARED))
2280 { 2164 {
2281 flee_player (op); 2165 if (op->speed_left > 0.f)
2282 /* If player is still scared, that is his action for this tick */
2283 if (QUERY_FLAG (op, FLAG_SCARED))
2284 { 2166 {
2285 op->speed_left--; 2167 --op->speed_left;
2168 flee_player (op);
2169
2286 return 0; 2170 return true;
2287 } 2171 }
2172 else
2173 return false;
2288 } 2174 }
2289
2290 /* I've been seeing crashes where the golem has been destroyed, but
2291 * the player object still points to the defunct golem. The code that
2292 * destroys the golem looks correct, and it doesn't always happen, so
2293 * put this in a a workaround to clean up the golem pointer.
2294 */
2295 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2296 op->contr->ranges[range_golem] = 0;
2297 2175
2298 /* call this here - we also will call this in do_ericserver, but 2176 /* call this here - we also will call this in do_ericserver, but
2299 * the players time has been increased when doericserver has been 2177 * the players time has been increased when doericserver has been
2300 * called, so we recheck it here. 2178 * called, so we recheck it here.
2301 */ 2179 */
2302 if (op->contr->ns->handle_command ()) 2180 if (op->contr->ns->handle_command ())
2303 return 1; 2181 return true;
2304 2182
2305 if (op->speed_left > 0)
2306 {
2307 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2183 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2308 {
2309 /* All move commands take 1 tick, at least for now */
2310 op->speed_left--;
2311
2312 /* Instead of all the stuff below, let move_player take care
2313 * of it. Also, some of the skill stuff is only put in
2314 * there, as well as the confusion stuff.
2315 */
2316 move_player (op, op->direction); 2184 return move_player (op, op->direction);
2317 2185
2318 return op->speed_left > 0;
2319 }
2320 }
2321
2322 return 0; 2186 return false;
2323} 2187}
2324 2188
2325int 2189int
2326save_life (object *op) 2190save_life (object *op)
2327{ 2191{
2329 return 0; 2193 return 0;
2330 2194
2331 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2195 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2332 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2196 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2333 { 2197 {
2334 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2198 op->play_sound (sound_find ("ob_evaporate"));
2335 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); 2199 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2336
2337 if (op->contr)
2338 esrv_del_item (op->contr, tmp->count);
2339 2200
2340 tmp->destroy (); 2201 tmp->destroy ();
2341 CLEAR_FLAG (op, FLAG_LIFESAVE); 2202 CLEAR_FLAG (op, FLAG_LIFESAVE);
2342 2203
2343 if (op->stats.hp < 0) 2204 if (op->stats.hp < 0)
2356 return 0; 2217 return 0;
2357} 2218}
2358 2219
2359/* This goes throws the inventory and removes unpaid objects, and puts them 2220/* This goes throws the inventory and removes unpaid objects, and puts them
2360 * back in the map (location and map determined by values of env). This 2221 * back in the map (location and map determined by values of env). This
2361 * function will descend into containers. op is the object to start the search 2222 * function will descend into containers. op is the object to start the search
2362 * from. 2223 * from.
2363 */ 2224 */
2225static void
2226drop_unpaid_items (object *op, object *env)
2227{
2228 while (op)
2229 {
2230 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2231
2232 if (QUERY_FLAG (op, FLAG_UNPAID))
2233 op->insert_at (env);
2234 else if (op->inv)
2235 drop_unpaid_items (op->inv, env);
2236
2237 op = next;
2238 }
2239}
2240
2364void 2241void
2365remove_unpaid_objects (object *op, object *env) 2242object::drop_unpaid_items ()
2366{ 2243{
2367 object *next; 2244 if (!flag [FLAG_REMOVED])
2368 2245 ::drop_unpaid_items (inv, this);
2369 while (op)
2370 {
2371 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2372
2373 if (QUERY_FLAG (op, FLAG_UNPAID))
2374 {
2375 if (env->type == PLAYER)
2376 esrv_del_item (env->contr, op->count);
2377
2378 op->insert_at (env);
2379 }
2380 else if (op->inv)
2381 remove_unpaid_objects (op->inv, env);
2382
2383 op = next;
2384 }
2385} 2246}
2386 2247
2387/* 2248/*
2388 * Returns pointer a static string containing gravestone text 2249 * Returns pointer a static string containing gravestone text
2389 * Moved from apply.c to player.c - player.c is what 2250 * Moved from apply.c to player.c - player.c is what
2390 * actually uses this function. player.c may not be quite the 2251 * actually uses this function. player.c may not be quite the
2391 * best, a misc file for object actions is probably better, 2252 * best, a misc file for object actions is probably better,
2392 * but there isn't one in the server directory. 2253 * but there isn't one in the server directory.
2393 */ 2254 */
2394char * 2255const char *
2395gravestone_text (object *op) 2256gravestone_text (object *op)
2396{ 2257{
2397 static char buf2[MAX_BUF]; 2258 static dynbuf_text buf;
2398 char buf[MAX_BUF];
2399 time_t now = time (NULL);
2400 2259
2401 strcpy (buf2, " R.I.P.\n\n"); 2260 buf << "---- R.I.P. ----\n\n"
2261 << op->name;
2262
2402 if (op->type == PLAYER) 2263 if (op->type == PLAYER)
2403 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2264 buf << " the " << op->contr->title;
2404 else
2405 sprintf (buf, "%s\n", &op->name);
2406 2265
2407 strncat (buf2, " ", 20 - strlen (buf) / 2); 2266 buf << "\n\n";
2408 strcat (buf2, buf); 2267
2268 buf << "who was level ";
2269 buf << (sint32)op->level << "\n\n" // OO breakdown
2270 << " when " << (op->contr ? "killed" : "died") << "\n\n";
2271
2409 if (op->type == PLAYER) 2272 if (op->type == PLAYER)
2410 sprintf (buf, "who was in level %d when killed\n", op->level); 2273 buf << "by " << op->contr->killer_name () << ".\n\n";
2411 else
2412 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2413 2274
2414 strncat (buf2, " ", 20 - strlen (buf) / 2);
2415 strcat (buf2, buf);
2416 if (op->type == PLAYER)
2417 { 2275 {
2418 sprintf (buf, "by %s.\n\n", op->contr->killer); 2276 static char buf2[128];
2419 strncat (buf2, " ", 21 - strlen (buf) / 2); 2277 time_t now = time (NULL);
2420 strcat (buf2, buf);
2421 }
2422
2423 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2278 strftime (buf2, 128, "%b %d %Y\n\n", localtime (&now));
2424 strncat (buf2, " ", 20 - strlen (buf) / 2); 2279 buf << buf2;
2425 strcat (buf2, buf); 2280 }
2426 2281
2427 return buf2; 2282 return buf;
2428} 2283}
2429 2284
2430void 2285void
2431do_some_living (object *op) 2286do_some_living (object *op)
2432{ 2287{
2439 int rate_grace = 2000; 2294 int rate_grace = 2000;
2440 const int max_hp = 1; 2295 const int max_hp = 1;
2441 const int max_sp = 1; 2296 const int max_sp = 1;
2442 const int max_grace = 1; 2297 const int max_grace = 1;
2443 2298
2444 if (op->contr->outputs_sync) 2299 if (op->contr->hidden)
2300 {
2301 op->invisible = 1000;
2302 /* the socket code flashes the player visible/invisible
2303 * depending on the value of invisible, so we need to
2304 * alternate it here for it to work correctly.
2305 */
2306 if (pticks & 2)
2307 op->invisible--;
2445 { 2308 }
2446 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2309 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2447 if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks) 2310 {
2448 flush_output_element (op, &op->contr->outputs[i]); 2311 if (!op->invisible--)
2312 {
2313 make_visible (op);
2314 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2315 }
2449 } 2316 }
2450 2317
2451 if (op->contr->ns->state == ST_PLAYING) 2318 if (op->contr->ns->state == ST_PLAYING)
2452 { 2319 {
2453 /* these next three if clauses make it possible to SLOW DOWN 2320 /* these next three if clauses make it possible to SLOW DOWN
2472 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2339 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2473 else 2340 else
2474 { 2341 {
2475 gen_grace = op->stats.maxgrace; 2342 gen_grace = op->stats.maxgrace;
2476 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2343 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2477 }
2478
2479 /* Regenerate Spell Points */
2480 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0)
2481 {
2482 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2483 if (op->stats.sp < op->stats.maxsp)
2484 {
2485 op->stats.sp++;
2486 /* dms do not consume food */
2487 if (!QUERY_FLAG (op, FLAG_WIZ))
2488 {
2489 op->stats.food--;
2490 if (op->contr->digestion < 0)
2491 op->stats.food += op->contr->digestion;
2492 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2493 op->stats.food = last_food;
2494 }
2495 }
2496
2497 if (max_sp > 1)
2498 {
2499 over_sp = (gen_sp + 10) / rate_sp;
2500 if (over_sp > 0)
2501 {
2502 if (op->stats.sp < op->stats.maxsp)
2503 {
2504 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2505
2506 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2507 op->stats.sp--;
2508
2509 if (op->stats.sp > op->stats.maxsp)
2510 op->stats.sp = op->stats.maxsp;
2511 }
2512 op->last_sp = 0;
2513 }
2514 else
2515 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2516 }
2517 else
2518 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2519 } 2344 }
2520 2345
2521 /* Regenerate Grace */ 2346 /* Regenerate Grace */
2522 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2347 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2523 if (--op->last_grace < 0) 2348 if (--op->last_grace < 0)
2544 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); 2369 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2545 } 2370 }
2546 /* wearing stuff doesn't detract from grace generation. */ 2371 /* wearing stuff doesn't detract from grace generation. */
2547 } 2372 }
2548 2373
2374 if (op->stats.food > 0)
2375 {
2549 /* Regenerate Hit Points */ 2376 /* Regenerate Spell Points */
2550 if (--op->last_heal < 0) 2377 if (!op->contr->golem && --op->last_sp < 0)
2551 {
2552 if (op->stats.hp < op->stats.maxhp)
2553 { 2378 {
2554 op->stats.hp++; 2379 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2555 /* dms do not consume food */ 2380
2556 if (!QUERY_FLAG (op, FLAG_WIZ)) 2381 if (op->stats.sp < op->stats.maxsp)
2557 { 2382 {
2383 op->stats.sp++;
2384
2385 /* dms do not consume food */
2386 if (!QUERY_FLAG (op, FLAG_WIZ))
2387 {
2558 op->stats.food--; 2388 op->stats.food--;
2389
2559 if (op->contr->digestion < 0) 2390 if (op->contr->digestion < 0)
2560 op->stats.food += op->contr->digestion; 2391 op->stats.food += op->contr->digestion;
2561 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2392 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2562 op->stats.food = last_food; 2393 op->stats.food = last_food;
2394 }
2563 } 2395 }
2564 }
2565 2396
2566 if (max_hp > 1) 2397 if (max_sp > 1)
2567 {
2568 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2569 if (over_hp > 0)
2570 { 2398 {
2571 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; 2399 over_sp = (gen_sp + 10) / rate_sp;
2400 if (over_sp > 0)
2401 {
2402 if (op->stats.sp < op->stats.maxsp)
2403 {
2404 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2405
2406 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2407 op->stats.sp--;
2408
2409 if (op->stats.sp > op->stats.maxsp)
2410 op->stats.sp = op->stats.maxsp;
2411 }
2412
2572 op->last_heal = 0; 2413 op->last_sp = 0;
2414 }
2415 else
2416 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2573 } 2417 }
2574 else 2418 else
2419 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2420 }
2421
2422 /* Regenerate Hit Points */
2423 if (--op->last_heal < 0)
2424 {
2425 if (op->stats.hp < op->stats.maxhp)
2575 { 2426 {
2576 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2427 op->stats.hp++;
2428
2429 /* dms do not consume food */
2430 if (!QUERY_FLAG (op, FLAG_WIZ))
2431 {
2432 op->stats.food--;
2433
2434 if (op->contr->digestion < 0)
2435 op->stats.food += op->contr->digestion;
2436 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2437 op->stats.food = last_food;
2438 }
2577 } 2439 }
2440
2441 if (max_hp > 1)
2442 {
2443 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2444
2445 if (over_hp > 0)
2446 {
2447 op->stats.sp += over_hp + (rndm (rate_hp) > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2448 op->last_heal = 0;
2449 }
2450 else
2451 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2578 } 2452 }
2579 else 2453 else
2580 {
2581 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2454 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2582 } 2455 }
2583 } 2456 }
2584 2457
2585 /* Digestion */ 2458 /* Digestion */
2586 if (--op->last_eat < 0) 2459 if (--op->last_eat < 0)
2587 { 2460 {
2588#ifdef COZY_SERVER 2461 int bonus = max (0, op->contr->digestion),
2589 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion; 2462 penalty = max (0, -op->contr->digestion);
2590 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2591#else
2592 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2593#endif
2594 2463
2595 if (op->contr->gen_hp > 0)
2596 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2464 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2597 else
2598 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2599 2465
2600 /* dms do not consume food */ 2466 /* dms do not consume food */
2601 if (!QUERY_FLAG (op, FLAG_WIZ)) 2467 if (!QUERY_FLAG (op, FLAG_WIZ))
2602 op->stats.food--; 2468 op->stats.food--;
2603 } 2469 }
2604 2470
2605 if (op->stats.food < 0 && op->stats.hp >= 0) 2471 if (op->stats.food < 0 && op->stats.hp >= 0)
2606 { 2472 {
2607 object *tmp, *flesh = 0; 2473 object *flesh = 0;
2608 2474
2609 for (tmp = op->inv; tmp; tmp = tmp->below) 2475 for_inv_removable (op, tmp)
2610 { 2476 {
2611 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2477 if (QUERY_FLAG (tmp, FLAG_UNPAID))
2478 continue;
2479
2480 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2612 { 2481 {
2613 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2482 op->statusmsg ("You blindly grab for a bite of food. "
2614 { 2483 "H<To prevent you from starving, you ate some random item from your backpack.>");
2615 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2616 manual_apply (op, tmp, 0); 2484 manual_apply (op, tmp, 0);
2485
2617 if (op->stats.food >= 0 || op->stats.hp < 0) 2486 if (op->stats.food >= 0 || op->stats.hp < 0)
2618 break; 2487 break;
2619 } 2488 }
2620 else if (tmp->type == FLESH) 2489 else if (tmp->type == FLESH)
2621 flesh = tmp; 2490 flesh = tmp;
2622 } /* End if paid for object */ 2491 }
2623 } /* end of for loop */
2624 2492
2625 /* If player is still starving, it means they don't have any food, so 2493 /* If player is still starving, it means they don't have any food, so
2626 * eat flesh instead. 2494 * eat flesh instead.
2627 */ 2495 */
2628 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2496 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2629 { 2497 {
2630 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2498 op->statusmsg ("You blindly grab for a bite of food. "
2499 "H<To prevent you from starving, you ate some random item from your backpack.>");
2631 manual_apply (op, flesh, 0); 2500 manual_apply (op, flesh, 0);
2632 } 2501 }
2502
2503 // If player is still starving, alert him!
2504 if (op->stats.food < 0)
2505 op->failmsg ("You are starving! "
2506 "H<Eat some food to increase your food and prevent you from an untimely death.>");
2507 }
2508
2509 if (op->stats.food < 0)
2633 } 2510 {
2511 op->stats.hp += op->stats.food;
2512 op->stats.food = 0;
2634 2513
2635 while (op->stats.food < 0 && op->stats.hp >= 0) 2514 if (op->stats.hp < 0)
2636 op->stats.food++, op->stats.hp--; 2515 {
2516 op->contr->killer = archetype::get ("killer_starvation");
2517 op->contr->killer->destroy ();
2518 }
2519 }
2637 2520
2521 /* killer should be set here already */
2638 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2522 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2639 kill_player (op); 2523 kill_player (op);
2640 } 2524 }
2641} 2525}
2642 2526
2646 * file. 2530 * file.
2647 */ 2531 */
2648void 2532void
2649kill_player (object *op) 2533kill_player (object *op)
2650{ 2534{
2535 int x, y;
2651 char buf[MAX_BUF]; 2536 char buf[MAX_BUF];
2652 int x, y;
2653
2654 //int i;
2655 maptile *map; /* this is for resurrection */ 2537 maptile *map; /* this is for resurrection */
2656
2657 /* int z;
2658 int num_stats_lose;
2659 int lost_a_stat;
2660 int lose_this_stat;
2661 int this_stat; */
2662 int will_kill_again; 2538 int will_kill_again;
2663 archetype *at; 2539 archetype *at;
2664 object *tmp; 2540 object *tmp;
2665 2541
2666 if (save_life (op)) 2542 if (save_life (op))
2667 return; 2543 return;
2668 2544
2545 /* restore player */
2546 at = archetype::find ("poisoning");
2547 if (object *tmp = present_arch_in_ob (at, op))
2548 {
2549 tmp->destroy ();
2550 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2551 }
2552
2553 at = archetype::find ("confusion");
2554 if (object *tmp = present_arch_in_ob (at, op))
2555 {
2556 tmp->destroy ();
2557 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2558 }
2559
2560 cure_disease (op, 0, 0); /* remove any disease */
2561
2562 max_it (op->stats.hp , op->stats.maxhp);
2563 max_it (op->stats.sp , op->stats.maxsp);
2564 max_it (op->stats.grace, op->stats.maxgrace);
2565
2566 if (op->stats.food <= 0)
2567 op->stats.food = 999;
2568
2569 // remove all spell effects that are active
2570 // to avoid long-term effects such as word-of-recall
2571 for (object *item = op->inv; item; )
2572 {
2573 object *next = item->below;
2574
2575 if (item->type == SPELL_EFFECT && item->active)
2576 item->destroy ();
2577
2578 item = next;
2579 }
2669 2580
2670 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2581 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2671 * in cities ONLY!!! It is very important that this doesn't get abused. 2582 * in cities ONLY!!! It is very important that this doesn't get abused.
2672 * Look at op_on_battleground() for more info --AndreasV 2583 * Look at op_on_battleground() for more info --AndreasV
2673 */ 2584 */
2674 if (op_on_battleground (op, &x, &y)) 2585 if (op_on_battleground (op, &x, &y))
2675 { 2586 {
2676 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2587 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2677 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life..."); 2588 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2678 2589
2679 /* restore player */
2680 at = archetype::find ("poisoning");
2681 if (object *tmp = present_arch_in_ob (at, op))
2682 {
2683 tmp->destroy ();
2684 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2685 }
2686
2687 at = archetype::find ("confusion");
2688 if (object *tmp = present_arch_in_ob (at, op))
2689 {
2690 tmp->destroy ();
2691 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2692 }
2693
2694 cure_disease (op, 0); /* remove any disease */
2695 op->stats.hp = op->stats.maxhp;
2696 if (op->stats.food <= 0)
2697 op->stats.food = 999;
2698
2699 /* create a bodypart-trophy to make the winner happy */ 2590 /* create a bodypart-trophy to make the winner happy */
2700 if (object *tmp = arch_to_object (archetype::find ("finger"))) 2591 if (object *tmp = arch_to_object (archetype::find ("finger")))
2701 { 2592 {
2702 sprintf (buf, "%s's finger", &op->name); 2593 tmp->name = format ("%s's finger" , &op->name);
2703 tmp->name = buf; 2594 tmp->name_pl = format ("%s's fingers", &op->name);
2704 sprintf (buf, " This finger has been cut off %s\n"
2705 " the %s, when he was defeated at\n level %d by %s.\n",
2706 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2707 tmp->msg = buf; 2595 tmp->msg = format (
2596 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
2597 &op->name, op->contr->title,
2598 (int)op->level,
2599 op->contr->killer_name ()
2600 );
2708 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2601 tmp->value = 0, tmp->type = 0;
2709 tmp->materialname = NULL; 2602 tmp->materialname = "organics";
2710 tmp->insert_at (op, tmp); 2603 tmp->insert_at (op, tmp);
2711 } 2604 }
2712 2605
2713 /* teleport defeated player to new destination */ 2606 /* teleport defeated player to new destination */
2714 transfer_ob (op, x, y, 0, NULL); 2607 transfer_ob (op, x, y, 0, NULL);
2718 2611
2719 INVOKE_PLAYER (DEATH, op->contr); 2612 INVOKE_PLAYER (DEATH, op->contr);
2720 2613
2721 command_kill_pets (op, 0); 2614 command_kill_pets (op, 0);
2722 2615
2723 if (op->stats.food < 0) 2616 op->contr->play_sound (sound_find ("player_dies"));
2724 {
2725 sprintf (buf, "%s starved to death.", &op->name);
2726 strcpy (op->contr->killer, "starvation");
2727 }
2728 else
2729 sprintf (buf, "%s died.", &op->name);
2730
2731 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2732 2617
2733 /* save the map location for corpse, gravestone */ 2618 /* save the map location for corpse, gravestone */
2734 x = op->x; 2619 x = op->x;
2735 y = op->y; 2620 y = op->y;
2736 map = op->map; 2621 map = op->map;
2764 2649
2765 lost_a_stat = 0; 2650 lost_a_stat = 0;
2766 2651
2767 for (z = 0; z < num_stats_lose; z++) 2652 for (z = 0; z < num_stats_lose; z++)
2768 { 2653 {
2769 i = RANDOM () % NUM_STATS; 2654 i = rndm (NUM_STATS);
2770 2655
2771 if (settings.stat_loss_on_death) 2656 if (settings.stat_loss_on_death)
2772 { 2657 {
2773 /* Pick a random stat and take a point off it. Tell the player 2658 /* Pick a random stat and take a point off it. Tell the player
2774 * what he lost. 2659 * what he lost.
2825 } 2710 }
2826 } 2711 }
2827 2712
2828 if (lose_this_stat) 2713 if (lose_this_stat)
2829 { 2714 {
2830 this_stat = get_attr_value (&(dep->stats), i); 2715 this_stat = get_attr_value (&dep->stats, i);
2831 /* We could try to do something clever like find another 2716 /* We could try to do something clever like find another
2832 * stat to reduce if this fails. But chances are, if 2717 * stat to reduce if this fails. But chances are, if
2833 * stats have been depleted to -50, all are pretty low 2718 * stats have been depleted to -50, all are pretty low
2834 * and should be roughly the same, so it shouldn't make a 2719 * and should be roughly the same, so it shouldn't make a
2835 * difference. 2720 * difference.
2843 lost_a_stat = 1; 2728 lost_a_stat = 1;
2844 } 2729 }
2845 } 2730 }
2846 } 2731 }
2847 } 2732 }
2733
2848 /* If no stat lost, tell the player. */ 2734 /* If no stat lost, tell the player. */
2849 if (!lost_a_stat) 2735 if (!lost_a_stat)
2850 { 2736 {
2851 /* determine_god() seems to not work sometimes... why is this? 2737 /* determine_god() seems to not work sometimes... why is this?
2852 Should I be using something else? GD */ 2738 Should I be using something else? GD */
2853 const char *god = determine_god (op); 2739 shstr_tmp god = determine_god (op);
2854 2740
2855 if (god && (strcmp (god, "none"))) 2741 if (god != shstr_none)
2856 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god); 2742 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", &god);
2857 else 2743 else
2858 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2744 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
2859 } 2745 }
2860#else 2746#else
2861 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2747 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you from losing yourself completely.");
2862#endif 2748#endif
2863 2749
2864 /* Put a gravestone up where the character 'almost' died. List the 2750 /* Put a gravestone up where the character 'almost' died. List the
2865 * exp loss on the stone. 2751 * exp loss on the stone.
2866 */ 2752 */
2867 tmp = arch_to_object (archetype::find ("gravestone")); 2753 tmp = arch_to_object (archetype::find ("gravestone"));
2868 sprintf (buf, "%s's gravestone", &op->name); 2754 tmp->name = format ("%s's gravestone", &op->name);
2869 tmp->name = buf; 2755 tmp->name_pl = format ("%s's gravestones", &op->name);
2870 sprintf (buf, "%s's gravestones", &op->name); 2756 tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n",
2871 tmp->name_pl = buf; 2757 &op->name, op->contr->title, op->contr->killer_name ());
2872 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);
2873 tmp->msg = buf;
2874 tmp->x = op->x, tmp->y = op->y; 2758 tmp->x = op->x, tmp->y = op->y;
2875 insert_ob_in_map (tmp, op->map, NULL, 0); 2759 insert_ob_in_map (tmp, op->map, NULL, 0);
2876 2760
2877 /**************************************/ 2761 /**************************************/
2878 /* */ 2762 /* */
2879 /* Subtract the experience points, */ 2763 /* Subtract the experience points, */
2880 /* if we died cause of food, give us */
2881 /* food, and reset HP's... */
2882 /* */ 2764 /* */
2883 /**************************************/ 2765 /**************************************/
2884 2766
2885 /* remove any poisoning and confusion the character may be suffering. */
2886 /* restore player */
2887 at = archetype::find ("poisoning");
2888 tmp = present_arch_in_ob (at, op);
2889
2890 if (tmp)
2891 {
2892 tmp->destroy ();
2893 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2894 }
2895
2896 at = archetype::find ("confusion");
2897 tmp = present_arch_in_ob (at, op);
2898 if (tmp)
2899 {
2900 tmp->destroy ();
2901 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2902 }
2903
2904 cure_disease (op, 0); /* remove any disease */
2905
2906 /*add_exp(op, (op->stats.exp * -0.20)); */ 2767 /*add_exp(op, (op->stats.exp * -0.20)); */
2907 apply_death_exp_penalty (op); 2768 apply_death_exp_penalty (op);
2908 if (op->stats.food < 100)
2909 op->stats.food = 900;
2910 op->stats.hp = op->stats.maxhp;
2911 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2912 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2913 2769
2914 /* 2770 /*
2915 * Check to see if the player is in a shop. IF so, then check to see if
2916 * the player has any unpaid items. If so, remove them and put them back 2771 * Check to see if the player has any unpaid items. If so, remove them
2917 * in the map. 2772 * and put them back in the map.
2918 */ 2773 */
2919 2774 op->drop_unpaid_items ();
2920 if (is_in_shop (op))
2921 remove_unpaid_objects (op->inv, op);
2922 2775
2923 /****************************************/ 2776 /****************************************/
2924 /* */ 2777 /* */
2925 /* Move player to his current respawn- */ 2778 /* Move player to his current respawn- */
2926 /* position (usually last savebed) */ 2779 /* position (usually last savebed) */
2946 object *force; 2799 object *force;
2947 int at; 2800 int at;
2948 2801
2949 force = get_archetype (FORCE_NAME); 2802 force = get_archetype (FORCE_NAME);
2950 /* 50 ticks should be enough time for the spell to abate */ 2803 /* 50 ticks should be enough time for the spell to abate */
2951 force->speed = 0.1; 2804 force->speed = 0.1f;
2952 force->speed_left = -5.0; 2805 force->speed_left = -5.f;
2953 SET_FLAG (force, FLAG_APPLIED); 2806 SET_FLAG (force, FLAG_APPLIED);
2954 for (at = 0; at < NROFATTACKS; at++) 2807 for (at = 0; at < NROFATTACKS; at++)
2955 if (will_kill_again & (1 << at)) 2808 if (will_kill_again & (1 << at))
2956 force->resist[at] = 100; 2809 force->resist[at] = 100;
2957 2810
2958 insert_ob_in_ob (force, op); 2811 insert_ob_in_ob (force, op);
2959 op->update_stats (); 2812 op->update_stats ();
2960
2961 } 2813 }
2962 2814
2963 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2815 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
2964} 2816}
2965 2817
2966void 2818void
2967loot_object (object *op) 2819loot_object (object *op)
2968{ /* Grab and destroy some treasure */ 2820{ /* Grab and destroy some treasure */
2969 object *tmp, *tmp2, *next; 2821 object *tmp, *tmp2, *next;
2970 2822
2971 if (op->container) 2823 op->close_container (); /* close open sack first */
2972 esrv_apply_container (op, op->container); /* close open sack first */
2973 2824
2974 for (tmp = op->inv; tmp; tmp = next) 2825 for (tmp = op->inv; tmp; tmp = next)
2975 { 2826 {
2976 next = tmp->below; 2827 next = tmp->below;
2977 2828
2978 if (tmp->invisible) 2829 if (tmp->invisible)
2979 continue; 2830 continue;
2980 2831
2981 tmp->remove (); 2832 tmp->remove ();
2982 tmp->x = op->x, tmp->y = op->y; 2833 tmp->x = op->x, tmp->y = op->y;
2834
2983 if (tmp->type == CONTAINER) 2835 if (tmp->type == CONTAINER)
2984 { /* empty container to ground */ 2836 loot_object (tmp); /* empty container to ground */
2985 loot_object (tmp); 2837
2986 }
2987 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3)))) 2838 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
2988 { 2839 {
2989 if (tmp->nrof > 1) 2840 if (tmp->nrof > 1)
2990 { 2841 {
2991 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2842 tmp->decrease (rndm (1, tmp->nrof - 1));
2992 tmp2->destroy ();
2993 insert_ob_in_map (tmp, op->map, NULL, 0); 2843 insert_ob_in_map (tmp, op->map, NULL, 0);
2994 } 2844 }
2995 else 2845 else
2996 tmp->destroy (); 2846 tmp->destroy ();
2997 } 2847 }
3003/* 2853/*
3004 * fix_weight(): Check recursively the weight of all players, and fix 2854 * fix_weight(): Check recursively the weight of all players, and fix
3005 * what needs to be fixed. Refresh windows and fix speed if anything 2855 * what needs to be fixed. Refresh windows and fix speed if anything
3006 * was changed. 2856 * was changed.
3007 */ 2857 */
3008
3009void 2858void
3010fix_weight (void) 2859fix_weight (void)
3011{ 2860{
3012 for_all_players (pl) 2861 for_all_players (pl)
3013 { 2862 {
3014 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2863 sint32 old = pl->ob->carrying;
3015 2864
3016 if (old == sum) 2865 pl->ob->update_weight ();
3017 continue; 2866
2867 if (old != pl->ob->carrying)
2868 {
3018 pl->ob->update_stats (); 2869 pl->ob->update_stats ();
3019 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 2870 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, (int)old, (int)pl->ob->carrying);
2871 }
3020 } 2872 }
3021} 2873}
3022 2874
3023void 2875void
3024fix_luck (void) 2876fix_luck (void)
3066} 2918}
3067 2919
3068void 2920void
3069make_visible (object *op) 2921make_visible (object *op)
3070{ 2922{
3071 op->hide = 0; 2923 op->flag [FLAG_HIDDEN] = 0;
3072 op->invisible = 0; 2924 op->invisible = 0;
2925
3073 if (op->type == PLAYER) 2926 if (op->type == PLAYER)
3074 { 2927 {
3075 op->contr->tmp_invis = 0; 2928 op->contr->tmp_invis = 0;
3076 op->contr->invis_race = 0; 2929 op->contr->invis_race = 0;
3077 } 2930 }
2931
3078 update_object (op, UP_OBJ_FACE); 2932 update_object (op, UP_OBJ_CHANGE);
3079} 2933}
3080 2934
3081int 2935int
3082is_true_undead (object *op) 2936is_true_undead (object *op)
3083{ 2937{
3084 object *tmp = NULL;
3085
3086 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 2938 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3087 return 1; 2939 return 1;
3088 2940
3089 return 0; 2941 return 0;
3090} 2942}
3091 2943
3092/* look at the surrounding terrain to determine 2944/* look at the surrounding terrain to determine
3093 * the hideability of this object. Positive levels 2945 * the hideability of this object. Positive levels
3094 * indicate greater hideability. 2946 * indicate greater hideability.
3095 */ 2947 */
3096
3097int 2948int
3098hideability (object *ob) 2949hideability (object *ob)
3099{ 2950{
3100 int i, level = 0, mflag; 2951 int i, level = 0, mflag;
3101 sint16 x, y; 2952 sint16 x, y;
3102 2953
3103 if (!ob || !ob->map) 2954 if (!ob || !ob->map)
3104 return 0; 2955 return 0;
3105 2956
3106 /* so, on normal lighted maps, its hard to hide */ 2957 /* so, on normal lighted maps, its hard to hide */
3107 level = ob->map->darkness - 2; 2958 level = ob->map->darklevel () - 2;
3108 2959
3109 /* this also picks up whether the object is glowing. 2960 /* this also picks up whether the object is glowing.
3110 * If you carry a light on a non-dark map, its not 2961 * If you carry a light on a non-dark map, its not
3111 * as bad as carrying a light on a pitch dark map */ 2962 * as bad as carrying a light on a pitch dark map */
3112 if (has_carried_lights (ob)) 2963 if (has_carried_lights (ob))
3113 level = -(10 + (2 * ob->map->darkness)); 2964 level = -(10 + (2 * ob->map->darklevel ()));
3114 2965
3115 /* scan through all nearby squares for terrain to hide in */ 2966 /* scan through all nearby squares for terrain to hide in */
3116 for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i]) 2967 for (i = 0, x = ob->x, y = ob->y;
2968 i <= SIZEOFFREE1;
2969 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3117 { 2970 {
3118 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); 2971 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3119 if (mflag & P_OUT_OF_MAP) 2972 if (mflag & P_OUT_OF_MAP)
3120 {
3121 continue; 2973 continue;
3122 } 2974
3123 if (mflag & P_BLOCKSVIEW) /* something to hide near! */ 2975 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3124 level += 2; 2976 level += 2;
3125 else /* open terrain! */ 2977 else /* open terrain! */
3126 level -= 1; 2978 level -= 1;
3127 } 2979 }
3135/* For Hidden creatures - a chance of becoming 'unhidden' 2987/* For Hidden creatures - a chance of becoming 'unhidden'
3136 * every time they move - as we subtract off 'invisibility' 2988 * every time they move - as we subtract off 'invisibility'
3137 * AND, for players, if they move into a ridiculously unhideable 2989 * AND, for players, if they move into a ridiculously unhideable
3138 * spot (surrounded by clear terrain in broad daylight). -b.t. 2990 * spot (surrounded by clear terrain in broad daylight). -b.t.
3139 */ 2991 */
3140
3141void 2992void
3142do_hidden_move (object *op) 2993do_hidden_move (object *op)
3143{ 2994{
3144 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 2995 int hide = 0;
3145 object *skop;
3146 2996
3147 if (!op || !op->map) 2997 if (!op || !op->map)
3148 return; 2998 return;
3149 2999
3150 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3000 object *skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3001 int num = random_roll (0, 19, op, PREFER_LOW);
3151 3002
3152 /* its *extremely* hard to run and sneak/hide at the same time! */ 3003 /* its *extremely* hard to run and sneak/hide at the same time! */
3153 if (op->type == PLAYER && op->contr->run_on) 3004 if (op->type == PLAYER && op->contr->run_on)
3154 if (!skop || num >= skop->level) 3005 if (!skop || num >= skop->level)
3155 { 3006 {
3165 num -= hide; 3016 num -= hide;
3166 3017
3167 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3018 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3168 { 3019 {
3169 make_visible (op); 3020 make_visible (op);
3021
3170 if (op->type == PLAYER) 3022 if (op->type == PLAYER)
3171 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 3023 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3172 } 3024 }
3173 else if (op->type == PLAYER && skop) 3025 else if (op->type == PLAYER && skop)
3174 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 3026 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3227 * object op. This function works fine for monsters, 3079 * object op. This function works fine for monsters,
3228 * but we dont worry if the object isnt the top one in 3080 * but we dont worry if the object isnt the top one in
3229 * a pile (say a coin under a table would return "viewable" 3081 * a pile (say a coin under a table would return "viewable"
3230 * by this routine). Another question, should we be 3082 * by this routine). Another question, should we be
3231 * concerned with the direction the player is looking 3083 * concerned with the direction the player is looking
3232 * in? Realistically, most of use cant see stuff behind 3084 * in? Realistically, most of us can't see stuff behind
3233 * our backs...on the other hand, does the "facing" direction 3085 * our backs...on the other hand, does the "facing" direction
3234 * imply the way your head, or body is facing? Its possible 3086 * imply the way your head, or body is facing? It's possible
3235 * for them to differ. Sigh, this fctn could get a bit more complex. 3087 * for them to differ. Sigh, this fctn could get a bit more complex.
3236 * -b.t. 3088 * -b.t.
3237 * This function is now map tiling safe. 3089 * This function is now map tiling safe.
3238 */ 3090 */
3239
3240int 3091int
3241player_can_view (object *pl, object *op) 3092player_can_view (object *pl, object *op)
3242{ 3093{
3243 rv_vector rv; 3094 rv_vector rv;
3244 int dx, dy; 3095 int dx, dy;
3256 3107
3257 get_rangevector (pl, op, &rv, 0x1); 3108 get_rangevector (pl, op, &rv, 0x1);
3258 3109
3259 /* starting with the 'head' part, lets loop 3110 /* starting with the 'head' part, lets loop
3260 * through the object and find if it has any 3111 * through the object and find if it has any
3261 * part that is in the los array but isnt on 3112 * part that is in the los array but isn't on
3262 * a blocked los square. 3113 * a blocked los square.
3263 * we use the archetype to figure out offsets. 3114 * we use the archetype to figure out offsets.
3264 */ 3115 */
3265 while (op) 3116 while (op)
3266 { 3117 {
3267 dx = rv.distance_x + op->arch->clone.x; 3118 dx = rv.distance_x + op->arch->x;
3268 dy = rv.distance_y + op->arch->clone.y; 3119 dy = rv.distance_y + op->arch->y;
3269 3120
3270 /* only the viewable area the player sees is updated by LOS 3121 if (pl->contr->blocked_los (dx, dy) != LOS_BLOCKED)
3271 * code, so we need to restrict ourselves to that range of values
3272 * for any meaningful values.
3273 */
3274 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3275 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3276 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3277 return 1; 3122 return 1;
3123
3278 op = op->more; 3124 op = op->more;
3279 } 3125 }
3126
3280 return 0; 3127 return 0;
3281} 3128}
3282 3129
3283/* routine for both players and monsters. We call this when 3130/* routine for both players and monsters. We call this when
3284 * there is a possibility for our action distrubing our hiding 3131 * there is a possibility for our action distrubing our hiding
3285 * place or invisiblity spell. Artefact invisiblity is not 3132 * place or invisiblity spell. Artefact invisiblity causes
3286 * effected by this. If we arent invisible to begin with, we 3133 * "noise" instead. If we arent invisible to begin with, we
3287 * return 0. 3134 * return 0.
3288 */ 3135 */
3289int 3136int
3290action_makes_visible (object *op) 3137action_makes_visible (object *op)
3291{ 3138{
3292
3293 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) 3139 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3294 { 3140 {
3295 if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) 3141 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3142 {
3143 // artefact invisibility is permanent, but we still make noise
3144 // this is important for game-balance.
3145 if (op->contr)
3146 op->make_noise ();
3147
3296 return 0; 3148 return 0;
3149 }
3297 3150
3298 if (op->contr && op->contr->tmp_invis == 0) 3151 if (op->contr && op->contr->tmp_invis == 0)
3299 return 0; 3152 return 0;
3300 3153
3301 /* If monsters, they should become visible */ 3154 /* If monsters, they should become visible */
3302 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) 3155 if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis))
3303 { 3156 {
3304 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible"); 3157 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible");
3305 return 1; 3158 return 1;
3306 } 3159 }
3307 } 3160 }
3161
3308 return 0; 3162 return 0;
3309} 3163}
3310 3164
3311/* op_on_battleground - checks if the given object op (usually 3165/* op_on_battleground - checks if the given object op (usually
3312 * a player) is standing on a valid battleground-tile, 3166 * a player) is standing on a valid battleground-tile,
3317 * Default is to do the same as before, so only people wanting to have different points need worry about this 3171 * Default is to do the same as before, so only people wanting to have different points need worry about this
3318 */ 3172 */
3319int 3173int
3320op_on_battleground (object *op, int *x, int *y) 3174op_on_battleground (object *op, int *x, int *y)
3321{ 3175{
3322 object *tmp;
3323
3324 /* A battleground-tile needs the following attributes to be valid: 3176 /* A battleground-tile needs the following attributes to be valid:
3325 * is_floor 1 (has to be the FIRST floor beneath the player's feet), 3177 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3326 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3178 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3327 * and the exit-coordinates sp/hp must both be > 0. 3179 * and the exit-coordinates sp/hp must both be > 0.
3328 * => The intention here is to prevent abuse of the battleground- 3180 * => The intention here is to prevent abuse of the battleground-
3329 * feature (like pickable or hidden battleground tiles). */ 3181 * feature (like pickable or hidden battleground tiles). */
3330 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3182 for (object *tmp = op->below; tmp; tmp = tmp->below)
3331 { 3183 {
3332 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3184 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3333 { 3185 {
3334 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3186 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3335 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp)) 3187 && tmp->type == BATTLEGROUND
3188 && tmp->name == shstr_battleground
3189 && EXIT_X (tmp) && EXIT_Y (tmp))
3336 { 3190 {
3337 /*before we assign the exit, check if this is a teambattle */ 3191 /* before we assign the exit, check if this is a teambattle */
3338 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) 3192 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3339 { 3193 {
3340 object *invtmp;
3341
3342 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below) 3194 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3343 { 3195 {
3344 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying)) 3196 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3345 { 3197 {
3346 if (x != NULL && y != NULL) 3198 if (x && y)
3347 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3199 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3200
3348 return 1; 3201 return 1;
3349 } 3202 }
3350 } 3203 }
3351 } 3204 }
3205
3352 if (x != NULL && y != NULL) 3206 if (x && y)
3353 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3207 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3208
3354 return 1; 3209 return 1;
3355 } 3210 }
3356 } 3211 }
3357 } 3212 }
3213
3358 /* If we got here, did not find a battleground */ 3214 /* If we got here, did not find a battleground */
3359 return 0; 3215 return 0;
3360} 3216}
3361 3217
3362/* 3218/*
3378 char buf[MAX_BUF]; /* tmp. string buffer */ 3234 char buf[MAX_BUF]; /* tmp. string buffer */
3379 int i = 0, j = 0; 3235 int i = 0, j = 0;
3380 3236
3381 /* get the appropriate treasurelist */ 3237 /* get the appropriate treasurelist */
3382 if (atnr == ATNR_FIRE) 3238 if (atnr == ATNR_FIRE)
3383 trlist = find_treasurelist ("dragon_ability_fire"); 3239 trlist = treasurelist::find (shstr_dragon_ability_fire);
3384 else if (atnr == ATNR_COLD) 3240 else if (atnr == ATNR_COLD)
3385 trlist = find_treasurelist ("dragon_ability_cold"); 3241 trlist = treasurelist::find (shstr_dragon_ability_cold);
3386 else if (atnr == ATNR_ELECTRICITY) 3242 else if (atnr == ATNR_ELECTRICITY)
3387 trlist = find_treasurelist ("dragon_ability_elec"); 3243 trlist = treasurelist::find (shstr_dragon_ability_elec);
3388 else if (atnr == ATNR_POISON) 3244 else if (atnr == ATNR_POISON)
3389 trlist = find_treasurelist ("dragon_ability_poison"); 3245 trlist = treasurelist::find (shstr_dragon_ability_poison);
3390 3246
3391 if (trlist == NULL || who->type != PLAYER) 3247 if (trlist == NULL || who->type != PLAYER)
3392 return; 3248 return;
3393 3249
3394 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3250 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3398 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3254 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3399 return; 3255 return;
3400 } 3256 }
3401 3257
3402 /* everything seems okay - now bring on the gift: */ 3258 /* everything seems okay - now bring on the gift: */
3403 item = &(tr->item->clone); 3259 item = tr->item;
3404 3260
3405 if (item->type == SPELL) 3261 if (item->type == SPELL)
3406 { 3262 {
3407 if (check_spell_known (who, item->name)) 3263 if (check_spell_known (who, item->name))
3408 return; 3264 return;
3467 { 3323 {
3468 /* forces in the treasurelist can alter the player's stats */ 3324 /* forces in the treasurelist can alter the player's stats */
3469 object *skin; 3325 object *skin;
3470 3326
3471 /* first get the dragon skin force */ 3327 /* first get the dragon skin force */
3472 shstr_cmp dragon_skin_force ("dragon_skin_force");
3473 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below) 3328 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3474 ; 3329 ;
3475 3330
3476 if (!skin) 3331 if (!skin)
3477 return; 3332 return;
3478 3333
3513 else 3368 else
3514 { 3369 {
3515 /* generate misc. treasure */ 3370 /* generate misc. treasure */
3516 tmp = arch_to_object (tr->item); 3371 tmp = arch_to_object (tr->item);
3517 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp)); 3372 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3518 tmp = insert_ob_in_ob (tmp, who); 3373 who->insert (tmp);
3519 if (who->type == PLAYER)
3520 esrv_send_item (who, tmp);
3521 } 3374 }
3522} 3375}
3523 3376
3524/** 3377/**
3525 * Unready an object for a player. This function does nothing if the object was 3378 * Unready an object for a player. This function does nothing if the object was
3526 * not readied. 3379 * not readied.
3527 */ 3380 */
3528void 3381void
3529player_unready_range_ob (player *pl, object *ob) 3382player_unready_range_ob (player *pl, object *ob)
3530{ 3383{
3531 for (rangetype i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3384 if (pl->ob->current_weapon == ob)
3385 pl->ob->current_weapon = 0;
3386
3387 if (pl->combat_ob == ob)
3388 pl->combat_ob = 0;
3389
3532 if (pl->ranges[i] == ob) 3390 if (pl->ranged_ob == ob)
3533 {
3534 pl->ranges[i] = 0; 3391 pl->ranged_ob = 0;
3535 if (pl->shoottype == i)
3536 pl->shoottype = range_none;
3537 }
3538} 3392}
3393
3394sint8
3395player::darkness_at (maptile *map, int x, int y) const
3396{
3397 if (!ns)
3398 return LOS_BLOCKED;
3399
3400 int dx, dy;
3401 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3402 return LOS_BLOCKED;
3403
3404 x += dx - ns->current_x;
3405 y += dy - ns->current_y;
3406
3407 return blocked_los (x, y);
3408}
3409
3410void
3411player::infobox (const char *title, const char *msg, int color)
3412{
3413 send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3414}
3415
3416void
3417player::statusmsg (const char *msg, int color)
3418{
3419 send_msg (color | NDI_REPLY, INFO_CHANNEL, msg);
3420}
3421
3422void
3423player::failmsg (const char *msg, int color)
3424{
3425 play_sound (sound_find ("generic_failure"));
3426 statusmsg (msg, color);
3427}
3428

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