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Comparing deliantra/server/server/player.C (file contents):
Revision 1.106 by pippijn, Fri Mar 2 10:15:40 2007 UTC vs.
Revision 1.287 by root, Sat Aug 13 23:09:54 2011 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 (©) 2005,2006,2007,2008,2009,2010,2011 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 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 it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * 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 Affero GNU General Public License
19 * along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
21 * 21 *
22 * The author can be reached via e-mail to <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 23 */
24 24
25//+GPL
26
27#include <algorithm>
28#include <functional>
29
25#include <global.h> 30#include <global.h>
26#include <pwd.h>
27#include <sproto.h> 31#include <sproto.h>
28#include <sounds.h> 32#include <sounds.h>
29#include <living.h> 33#include <living.h>
30#include <object.h> 34#include <object.h>
31#include <spells.h> 35#include <spells.h>
32#include <skills.h> 36#include <skills.h>
33 37
34#include <algorithm>
35#include <functional>
36
37playervec players; 38playervec players;
38
39void
40display_motd (const object *op)
41{
42 char buf[MAX_BUF];
43 char motd[HUGE_BUF];
44 FILE *fp;
45 int comp;
46 int size;
47
48 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
49 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
50 return;
51
52 motd[0] = '\0';
53 size = 0;
54
55 while (fgets (buf, MAX_BUF, fp))
56 {
57 if (*buf == '#')
58 continue;
59
60 strncat (motd + size, buf, HUGE_BUF - size);
61 size += strlen (buf);
62 }
63
64 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
65 close_and_delete (fp, comp);
66}
67
68void
69send_rules (const object *op)
70{
71 char buf[MAX_BUF];
72 char rules[HUGE_BUF];
73 FILE *fp;
74 int comp;
75 int size;
76
77 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
78 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
79 return;
80
81 rules[0] = '\0';
82 size = 0;
83
84 while (fgets (buf, MAX_BUF, fp))
85 {
86 if (*buf == '#')
87 continue;
88
89 if (size + strlen (buf) >= HUGE_BUF)
90 {
91 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
92 break;
93 }
94
95 strncat (rules + size, buf, HUGE_BUF - size);
96 size += strlen (buf);
97 }
98
99 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
100 close_and_delete (fp, comp);
101}
102
103void
104send_news (const object *op)
105{
106 char buf[MAX_BUF];
107 char news[HUGE_BUF];
108 char subject[MAX_BUF];
109 FILE *fp;
110 int comp;
111 int size;
112
113 sprintf (buf, "%s/%s", settings.confdir, settings.news);
114 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
115 return;
116
117 news[0] = '\0';
118 subject[0] = '\0';
119 size = 0;
120
121 while (fgets (buf, MAX_BUF, fp))
122 {
123 if (*buf == '#')
124 continue;
125
126 if (*buf == '%')
127 { /* send one news */
128 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 */
130
131 strcpy (subject, buf + 1);
132 strip_endline (subject);
133 size = 0;
134 news[0] = '\0';
135 }
136 else
137 {
138 if (size + strlen (buf) >= HUGE_BUF)
139 {
140 LOG (llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
141 break;
142 }
143 strncat (news + size, buf, HUGE_BUF - size);
144 size += strlen (buf);
145 }
146 }
147
148 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 close_and_delete (fp, comp);
151}
152 39
153/* This loads the first map an puts the player on it. */ 40/* This loads the first map an puts the player on it. */
154static void 41static void
155set_first_map (object *op) 42set_first_map (object *op)
156{ 43{
157 op->contr->maplevel = first_map_path; 44 op->contr->maplevel = first_map_path;
158 op->x = -1; 45 op->x = -1;
159 op->y = -1; 46 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} 47}
174 48
175void 49void
176player::activate () 50player::activate ()
177{ 51{
180 54
181 players.insert (this); 55 players.insert (this);
182 ob->remove (); 56 ob->remove ();
183 ob->map = 0; 57 ob->map = 0;
184 ob->activate_recursive (); 58 ob->activate_recursive ();
185 CLEAR_FLAG (ob, FLAG_FRIENDLY); 59 ob->clr_flag (FLAG_FRIENDLY);
186 add_friendly_object (ob); 60 add_friendly_object (ob);
187 enter_map ();
188} 61}
189 62
190void 63void
191player::deactivate () 64player::deactivate ()
192{ 65{
194 return; 67 return;
195 68
196 terminate_all_pets (ob); 69 terminate_all_pets (ob);
197 remove_friendly_object (ob); 70 remove_friendly_object (ob);
198 ob->deactivate_recursive (); 71 ob->deactivate_recursive ();
72
73 if (ob->map)
199 maplevel = ob->map->path; 74 maplevel = ob->map->path;
75
200 ob->remove (); 76 ob->remove ();
77 ob->enemy = 0; // sometimes keeps an extra refcount on itself
201 ob->map = 0; 78 ob->map = 0;
202 party = 0; 79 party = 0;
203 80
204 // for weird reasons, this is often "ob", keeping a circular reference
205 ranges [range_skill] = 0;
206
207 players.erase (this); 81 players.erase (this);
208} 82}
209 83
210// connect the player with a specific client 84// connect the player with a specific client
211// also changed, rationalises, and fixes some incorrect settings 85// also changes, rationalises, and fixes some incorrect settings
212void 86void
213player::connect (client *ns) 87player::connect (client *ns)
214{ 88{
215 this->ns = ns; 89 this->ns = ns;
216 ns->pl = this; 90 ns->pl = this;
220 ob->close_container (); //TODO: client-specific 94 ob->close_container (); //TODO: client-specific
221 95
222 ns->update_look = 0; 96 ns->update_look = 0;
223 ns->look_position = 0; 97 ns->look_position = 0;
224 98
225 clear_los (ob); 99 clear_los ();
226 100
227 ns->reset_stats (); 101 ns->reset_stats ();
228 102
229 /* make sure he's a player -- needed because of class change. */ 103 /* make sure he's a player -- needed because of class change. */
230 ob->type = PLAYER; // we are paranoid 104 ob->type = PLAYER; // we are paranoid
231 ob->race = ob->arch->clone.race; 105 ob->race = ob->arch->race;
232 106
233 if (!legal_range (ob, shoottype)) 107 ob->update_weight ();
234 shoottype = range_none;
235
236 ob->carrying = sum_weight (ob);
237 link_player_skills (ob); 108 link_skills ();
238 109
239 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
240
241 assign (title, ob->arch->clone.name); 110 assign (title, ob->arch->object::name);
242 111
243 /* if it's a dragon player, set the correct title here */ 112 /* if it's a dragon player, set the correct title here */
244 if (is_dragon_pl (ob)) 113 if (ob->is_dragon ())
245 { 114 {
246 object *tmp, *abil = 0, *skin = 0; 115 object *tmp, *abil = 0, *skin = 0;
247
248 shstr_cmp dragon_ability_force ("dragon_ability_force");
249 shstr_cmp dragon_skin_force ("dragon_skin_force");
250 116
251 for (tmp = ob->inv; tmp; tmp = tmp->below) 117 for (tmp = ob->inv; tmp; tmp = tmp->below)
252 if (tmp->type == FORCE) 118 if (tmp->type == FORCE)
253 if (tmp->arch->name == dragon_ability_force) 119 if (tmp->arch->archname == shstr_dragon_ability_force)
254 abil = tmp; 120 abil = tmp;
255 else if (tmp->arch->name == dragon_skin_force) 121 else if (tmp->arch->archname == shstr_dragon_skin_force)
256 skin = tmp; 122 skin = tmp;
257 123
258 set_dragon_name (ob, abil, skin); 124 set_dragon_name (ob, abil, skin);
259 } 125 }
260 126
261 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 127 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
262 128
263 esrv_new_player (this, ob->weight + ob->carrying); 129 esrv_new_player (this);
130
131 ob->flag [FLAG_READY_WEAPON] = false;
132 ob->flag [FLAG_READY_SKILL] = false;
133 ob->flag [FLAG_READY_RANGE] = false;
134 ob->flag [FLAG_READY_BOW] = false;
264 135
265 ob->update_stats (); 136 ob->update_stats ();
137
266 ns->floorbox_update (); 138 ns->floorbox_update ();
267
268 esrv_send_inventory (ob, ob); 139 esrv_send_inventory (ob, ob);
269 esrv_add_spells (this, 0); 140 esrv_add_spells (this, 0);
270 141
271 activate (); 142 activate ();
272 143
273 send_rules (ob);
274 send_news (ob);
275 display_motd (ob);
276
277 INVOKE_PLAYER (CONNECT, this); 144 INVOKE_PLAYER (CONNECT, this);
278 INVOKE_PLAYER (LOGIN, this); 145 INVOKE_PLAYER (LOGIN, this);
279} 146}
280 147
281void 148void
282player::disconnect () 149player::disconnect ()
283{ 150{
151 if (ob)
152 {
153 ob->close_container (); //TODO: client-specific
154 ob->drop_unpaid_items ();
155 }
156
284 if (ns) 157 if (ns)
285 { 158 {
286 if (active) 159 if (active)
287 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0)); 160 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
288 161
289 INVOKE_PLAYER (DISCONNECT, this); 162 INVOKE_PLAYER (DISCONNECT, this);
290 163
291 ns->reset_stats (); 164 ns->reset_stats ();
292 ns->pl = 0; 165 ns->pl = 0;
293 this->ns = 0; 166 ns = 0;
294 } 167 }
295 168
296 if (ob) 169 // this is important for the player scheduler to get the correct refcount
297 ob->close_container (); //TODO: client-specific 170 // when ns = 0
171 observe = viewpoint = ob;
298 172
299 deactivate (); 173 deactivate ();
300} 174}
175
176//-GPL
301 177
302// the need for this function can be explained 178// the need for this function can be explained
303// by load_object not returning the object 179// by load_object not returning the object
304void 180void
305player::set_object (object *op) 181player::set_object (object *op)
306{ 182{
307 ob = op; 183 ob = observe = viewpoint = op;
308 ob->contr = this; /* this aren't yet in archetype */ 184 ob->contr = this; /* this aren't yet in archetype */
309 185
186 ob->speed = 1.0f; // object still inactive, keep it that way
310 ob->speed_left = 0.5; 187 ob->speed_left = 0.5f;
311 ob->speed = 1.0; 188
312 ob->direction = 5; /* So player faces south */ 189 ob->direction = 5; /* So player faces south */
313} 190}
191
192void
193player::set_observe (object *op)
194{
195 observe = viewpoint = op ? op : ob;
196 do_los = 1;
197}
198
199void
200player::set_viewpoint (object *op)
201{
202 viewpoint = op ? op : (object *)observe;
203 do_los = 1;
204}
205
206//+GPL
314 207
315player::player () 208player::player ()
316{ 209{
317 /* There are some elements we want initialised to non zero value - 210 /* There are some elements we want initialised to non zero value -
318 * we deal with that below this point. 211 * we deal with that below this point.
319 */ 212 */
320 outputs_sync = 16; /* Every 2 seconds */ 213 outputs_sync = 4;
321 outputs_count = 8; /* Keeps present behaviour */ 214 outputs_count = 4;
322 unapply = unapply_nochoice; 215 unapply = unapply_nochoice;
323 216
324 savebed_map = first_map_path; /* Init. respawn position */ 217 savebed_map = first_map_path; /* Init. respawn position */
325 218
326 gen_sp_armour = 10; 219 gen_sp_armour = 10;
327 shoottype = range_none;
328 bowtype = bow_normal; 220 bowtype = bow_normal;
329 petmode = pet_normal; 221 petmode = pet_normal;
330 listening = 10;
331 usekeys = containers; 222 usekeys = containers;
332 peaceful = 1; /* default peaceful */ 223 peaceful = 1; /* default peaceful */
333 do_los = 1; 224 do_los = 1;
225
226 weapon_sp = 1.0f;
227 weapon_sp_left = 0.5f;
334} 228}
335 229
336void 230void
337player::do_destroy () 231player::do_destroy ()
338{ 232{
339 disconnect (); 233 disconnect ();
340 234
341 attachable::do_destroy (); 235 attachable::do_destroy ();
342 236
343 if (ob) 237 if (ob)
344 {
345 ob->destroy_inv (false);
346 ob->destroy (); 238 ob->destroy ();
347 } 239
240 ob = observe = viewpoint = 0;
348} 241}
349 242
350player::~player () 243player::~player ()
351{ 244{
352 /* Clear item stack */ 245 /* Clear item stack */
353 free (stack_items); 246 free (stack_items);
247}
248
249/*
250 * get_player_archetype() return next player archetype from archetype
251 * list. Not very efficient routine, but used only creating new players.
252 * Note: there MUST be at least one player archetype!
253 */
254static archetype *
255get_player_archetype (archetype *at)
256{
257 // archetypes could have been reloaded
258 archetype *nat = at ? archetype::find (at->archname) : archetypes [0];
259
260 if (!nat)
261 return at;
262
263 archvec::iterator i = archetypes.find (nat);
264
265 for (;;)
266 {
267 if (++i == archetypes.end ())
268 i = archetypes.begin ();
269 else if (*i == at)
270 cleanup ("not a single player archetype found");
271
272 if ((*i)->type == PLAYER)
273 return *i;
274 }
354} 275}
355 276
356/* Tries to add player on the connection passed in ns. 277/* Tries to add player on the connection passed in ns.
357 * All we can really get in this is some settings like host and display 278 * All we can really get in this is some settings like host and display
358 * mode. 279 * mode.
360player * 281player *
361player::create () 282player::create ()
362{ 283{
363 player *pl = new player; 284 player *pl = new player;
364 285
365 pl->set_object (arch_to_object (get_player_archetype (0))); 286 pl->set_object (get_player_archetype (0)->instance ());
366 287
367 pl->ob->roll_stats (); 288 pl->ob->roll_stats ();
368 pl->ob->stats.wc = 2; 289 pl->ob->stats.wc = 2;
369 pl->ob->run_away = 25; /* Then we panick... */ 290 pl->ob->run_away = 25; /* Then we panick... */
370 291
371 set_first_map (pl->ob); 292 set_first_map (pl->ob);
372 293
373 return pl; 294 return pl;
374}
375
376/*
377 * get_player_archetype() return next player archetype from archetype
378 * list. Not very efficient routine, but used only creating new players.
379 * Note: there MUST be at least one player archetype!
380 */
381archetype *
382get_player_archetype (archetype *at)
383{
384 archetype *start = at;
385
386 for (;;)
387 {
388 if (at == NULL || at->next == NULL)
389 at = first_archetype;
390 else
391 at = at->next;
392
393 if (at->clone.type == PLAYER)
394 return at;
395
396 if (at == start)
397 {
398 LOG (llevError, "No Player archetypes\n");
399 exit (-1);
400 }
401 }
402} 295}
403 296
404object * 297object *
405get_nearest_player (object *mon) 298get_nearest_player (object *mon)
406{ 299{
409 unsigned lastdist; 302 unsigned lastdist;
410 rv_vector rv; 303 rv_vector rv;
411 304
412 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next) 305 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
413 { 306 {
414 /* We should not find free objects on this friendly list, but it
415 * does periodically happen. Given that, lets deal with it.
416 * While unlikely, it is possible the next object on the friendly
417 * list is also free, so encapsulate this in a while loop.
418 */
419 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
420 {
421 object *tmp = ol->ob;
422
423 /* Can't do much more other than log the fact, because the object
424 * itself will have been cleared.
425 */
426 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
427 tmp->debug_desc ());
428 ol = ol->next;
429 remove_friendly_object (tmp);
430 if (!ol)
431 return op;
432 }
433
434 /* Remove special check for player from this. First, it looks to cause
435 * some crashes (ol->ob->contr not set properly?), but secondly, a more
436 * complicated method of state checking would be needed in any case -
437 * as it was, a clever player could type quit, and the function would
438 * skip them over while waiting for confirmation. Remove
439 * on_same_map check, as can_detect_enemy also does this
440 */
441 if (!can_detect_enemy (mon, ol->ob, &rv)) 307 if (!can_detect_enemy (mon, ol->ob, &rv))
442 continue; 308 continue;
443 309
444 if (lastdist > rv.distance) 310 if (lastdist > rv.distance)
445 { 311 {
507 */ 373 */
508int 374int
509path_to_player (object *mon, object *pl, unsigned mindiff) 375path_to_player (object *mon, object *pl, unsigned mindiff)
510{ 376{
511 rv_vector rv; 377 rv_vector rv;
512 sint16 x, y;
513 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked; 378 int dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
514 maptile *m, *lastmap;
515 379
516 get_rangevector (mon, pl, &rv, 0); 380 get_rangevector (mon, pl, &rv, 0);
517 381
518 if (rv.distance < mindiff) 382 if (rv.distance < mindiff)
519 return 0; 383 return 0;
520 384
521 x = mon->x; 385 mapxy pos (mon);
522 y = mon->y;
523 m = mon->map;
524 dir = rv.direction; 386 dir = rv.direction;
525 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 387 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
526 diff = ::max (abs (rv.distance_x), abs (rv.distance_y)); 388 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
527 389
528 /* If we can't solve it within the search distance, return now. */ 390 /* If we can't solve it within the search distance, return now. */
529 if (diff > max) 391 if (diff > max)
530 return 0; 392 return 0;
531 393
532 while (diff > 1 && max > 0) 394 while (diff > 1 && max > 0)
533 { 395 {
534 lastx = x; 396 mapxy lastpos = pos;
535 lasty = y;
536 lastmap = m;
537 x = lastx + freearr_x[dir];
538 y = lasty + freearr_y[dir];
539 397
540 mflags = get_map_flags (m, &m, x, y, &x, &y); 398 pos.move (dir);
541 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
542 399
543 /* Space is blocked - try changing direction a little */ 400 /* Space is blocked - try changing direction a little */
544 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW)) 401 if (!pos.normalise ()
545 && (m == mon->map && blocked_link (mon, m, x, y)))) 402 || (((pos->flags () & P_BLOCKSVIEW) || OB_TYPE_MOVE_BLOCK (mon, pos->move_block))
403 && blocked_link (mon, pos.m, pos.x, pos.y)))
546 { 404 {
547 /* recalculate direction from last good location. Possible 405 /* recalculate direction from last good location. Possible
548 * we were not traversing ideal location before. 406 * we were not traversing ideal location before.
549 */ 407 */
550 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0); 408 get_rangevector_from_mapcoord (lastpos.m, lastpos.x, lastpos.y, pl, &rv, 0);
551 if (rv.direction != dir) 409 if (rv.direction != dir)
552 { 410 {
553 /* OK - says direction should be different - lets reset the 411 /* OK - says direction should be different - lets reset the
554 * the values so it will try again. 412 * the values so it will try again.
555 */ 413 */
556 x = lastx;
557 y = lasty;
558 m = lastmap; 414 pos = lastpos;
559 dir = firstdir = rv.direction; 415 dir = firstdir = rv.direction;
560 } 416 }
561 else 417 else
562 { 418 {
563 /* direct path is blocked - try taking a side step to 419 /* direct path is blocked - try taking a side step to
570 */ 426 */
571 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++) 427 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
572 { 428 {
573 if (i == 0) 429 if (i == 0)
574 continue; /* already did this, so skip it */ 430 continue; /* already did this, so skip it */
431
575 /* Use lastdir here - otherwise, 432 /* Use lastdir here - otherwise,
576 * since the direction that the creature should move in 433 * since the direction that the creature should move in
577 * may change, you could get infinite loops. 434 * may change, you could get infinite loops.
578 * ie, player is northwest, but monster can only 435 * ie, player is northwest, but monster can only
579 * move west, so it does that. It goes some distance, 436 * move west, so it does that. It goes some distance,
581 * can't do that, but now finds it can move east, and 438 * can't do that, but now finds it can move east, and
582 * gets back to its original point. lastdir contains 439 * gets back to its original point. lastdir contains
583 * the last direction the creature has successfully 440 * the last direction the creature has successfully
584 * moved. 441 * moved.
585 */ 442 */
586
587 x = lastx + freearr_x[absdir (lastdir + i)];
588 y = lasty + freearr_y[absdir (lastdir + i)];
589 m = lastmap; 443 pos = lastpos;
590 mflags = get_map_flags (m, &m, x, y, &x, &y); 444 pos.move (absdir (lastdir + i));
591 if (mflags & P_OUT_OF_MAP) 445
446 if (!pos.normalise ())
592 continue; 447 continue;
593 blocked = GET_MAP_MOVE_BLOCK (m, x, y); 448
594 if (OB_TYPE_MOVE_BLOCK (mon, blocked)) 449 mapspace &ms = *pos;
450
451 if (ms.flags () & P_BLOCKSVIEW)
595 continue; 452 continue;
596 if (mflags & P_BLOCKSVIEW) 453
454 if (OB_TYPE_MOVE_BLOCK (mon, ms.move_block))
597 continue; 455 continue;
598 456
599 if (m == mon->map && blocked_link (mon, m, x, y)) 457 if (blocked_link (mon, pos.m, pos.x, pos.y))
600 break; 458 break;
601 } 459 }
460
602 /* go through entire loop without finding a valid 461 /* go through entire loop without finding a valid
603 * sidestep to take - thus, no valid path. 462 * sidestep to take - thus, no valid path.
604 */ 463 */
605 if (i == (DETOUR_AMOUNT + 1)) 464 if (i == DETOUR_AMOUNT + 1)
606 return 0; 465 return 0;
466
607 diff--; 467 diff--;
608 lastdir = dir; 468 lastdir = dir;
609 max--; 469 max--;
610 if (!firstdir) 470 if (!firstdir)
611 firstdir = dir + i; 471 firstdir = dir + i;
615 { 475 {
616 /* we moved towards creature, so diff is less */ 476 /* we moved towards creature, so diff is less */
617 diff--; 477 diff--;
618 max--; 478 max--;
619 lastdir = dir; 479 lastdir = dir;
480
620 if (!firstdir) 481 if (!firstdir)
621 firstdir = dir; 482 firstdir = dir;
622 } 483 }
623 484
624 if (diff <= 1) 485 if (diff <= 1)
625 { 486 {
626 /* Recalculate diff (distance) because we may not have actually 487 /* Recalculate diff (distance) because we may not have actually
627 * headed toward player for entire distance. 488 * headed toward player for entire distance.
628 */ 489 */
629 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 490 get_rangevector_from_mapcoord (pos.m, pos.x, pos.y, pl, &rv, 0);
630 diff = ::max (abs (rv.distance_x), abs (rv.distance_y)); 491 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
631 } 492 }
632 493
633 if (diff > max) 494 if (diff > max)
634 return 0; 495 return 0;
640 501
641 return firstdir; 502 return firstdir;
642} 503}
643 504
644void 505void
645give_initial_items (object *pl, treasurelist * items) 506give_initial_items (object *pl, treasurelist *items)
646{ 507{
647 object *op, *next = NULL;
648
649 if (pl->randomitems != NULL) 508 if (pl->randomitems)
650 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); 509 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
651 510
652 for (op = pl->inv; op; op = next) 511 for (object *next, *op = pl->inv; op; op = next)
653 { 512 {
654 next = op->below; 513 next = op->below;
655 514
656 /* Forces get applied per default, unless they have the 515 /* Forces get applied per default, unless they have the
657 * flag "neutral" set. Sorry but I can't think of a better way 516 * flag "neutral" set. Sorry but I can't think of a better way
658 */ 517 */
659 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL)) 518 if (op->type == FORCE && !op->flag [FLAG_NEUTRAL])
660 SET_FLAG (op, FLAG_APPLIED); 519 op->set_flag (FLAG_APPLIED);
661 520
662 /* we never give weapons/armour if these cannot be used 521 /* we never give weapons/armour if these cannot be used
663 * by this player due to race restrictions 522 * by this player due to race restrictions
664 */ 523 */
665 if (pl->type == PLAYER) 524 if (pl->type == PLAYER)
666 { 525 {
667 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) && 526 if ((!pl->flag [FLAG_USE_ARMOUR]
527 &&
668 (op->type == ARMOUR || op->type == BOOTS || 528 (op->type == ARMOUR || op->type == BOOTS
669 op->type == CLOAK || op->type == HELMET || 529 || op->type == CLOAK || op->type == HELMET
670 op->type == SHIELD || op->type == GLOVES || 530 || op->type == SHIELD || op->type == GLOVES
671 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) 531 || op->type == BRACERS || op->type == GIRDLE))
532 || (!pl->flag [FLAG_USE_WEAPON] && op->type == WEAPON))
672 { 533 {
673 op->destroy (); 534 op->destroy ();
674 continue; 535 continue;
675 } 536 }
676 } 537 }
677 538
678 /* This really needs to be better - we should really give 539 /* Here we remove duplicated skills (as duplicated spell objects have
679 * a substitute spellbook. The problem is that we don't really 540 * _very_ confusing effects for players), which could for instance be
680 * have a good idea what to replace it with (need something like 541 * generated by multiple treasurelists specifying the same skills.
681 * a first level treasurelist for each skill.)
682 * remove duplicate skills also
683 */ 542 */
684 if (op->type == SPELLBOOK || op->type == SKILL) 543 if (op->type == SKILL)
685 { 544 {
686 object *tmp;
687
688 for (tmp = op->below; tmp; tmp = tmp->below) 545 for (object *tmp = op->below; tmp; tmp = tmp->below)
689 if (tmp->type == op->type && tmp->name == op->name) 546 if (tmp->type == op->type && tmp->name == op->name)
690 break;
691
692 if (tmp)
693 { 547 {
694 op->destroy (); 548 op->destroy ();
695 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); 549 break;
696 continue;
697 } 550 }
698 551
699 if (op->nrof > 1) 552 if (op->nrof > 1)
700 op->nrof = 1; 553 op->nrof = 1;
701 } 554 }
702 555
703 if (op->type == SPELLBOOK && op->inv) 556 if (op->type == SPELLBOOK && op->inv)
704 { 557 op->inv->clr_flag (FLAG_STARTEQUIP);
705 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
706 }
707 558
708 /* Give starting characters identified, uncursed, and undamned 559 /* Give starting characters identified, uncursed, and undamned
709 * items. Just don't identify gold or silver, or it won't be 560 * items. Just don't identify gold or silver, or it won't be
710 * merged properly. 561 * merged properly.
711 */ 562 */
712 if (need_identify (op)) 563 if (op->need_identify ())
713 {
714 SET_FLAG (op, FLAG_IDENTIFIED);
715 CLEAR_FLAG (op, FLAG_CURSED);
716 CLEAR_FLAG (op, FLAG_DAMNED);
717 } 564 {
565 op->set_flag (FLAG_IDENTIFIED);
566 op->clr_flag (FLAG_CURSED);
567 op->clr_flag (FLAG_DAMNED);
568 }
569
718 if (op->type == SPELL) 570 if (op->type == SPELL)
719 { 571 {
720 op->destroy (); 572 op->destroy ();
721 continue; 573 continue;
722 } 574 }
723 else if (op->type == SKILL) 575 else if (op->type == SKILL)
724 { 576 {
725 SET_FLAG (op, FLAG_CAN_USE_SKILL); 577 op->set_flag (FLAG_CAN_USE_SKILL);
726 op->stats.exp = 0; 578 op->stats.exp = 0;
727 op->level = 1; 579 op->level = 1;
728 } 580 }
729 /* lock all 'normal items by default */ 581 else /* lock all 'normal items by default */
730 else 582 op->set_flag (FLAG_INV_LOCKED);
731 SET_FLAG (op, FLAG_INV_LOCKED);
732 } /* for loop of objects in player inv */ 583 } /* for loop of objects in player inv */
733 584
734 /* Need to set up the skill pointers */ 585 /* Need to set up the skill pointers */
735 link_player_skills (pl); 586 pl->contr->link_skills ();
736} 587}
737 588
738void 589void
739get_party_password (object *op, partylist *party) 590get_party_password (object *op, partylist *party)
740{ 591{
750 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 601 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
751} 602}
752 603
753/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 604/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
754static int 605static int
755roll_stat (void) 606roll_stat ()
756{ 607{
757 int a[4], i, j, k; 608 int a[4], i, j, k;
758 609
759 for (i = 0; i < 4; i++) 610 for (i = 0; i < 4; i++)
760 a[i] = (int) rndm (6) + 1; 611 a[i] = rndm (1, 6);
761 612
762 for (i = 0, j = 0, k = 7; i < 4; i++) 613 for (i = 0, j = 0, k = 7; i < 4; i++)
763 if (a[i] < k) 614 if (a[i] < k)
764 k = a[i], j = i; 615 k = a[i], j = i;
765 616
771} 622}
772 623
773void 624void
774object::roll_stats () 625object::roll_stats ()
775{ 626{
776 int statsort [7]; 627 int statsort [NUM_STATS];
777 628
778 for (;;) 629 for (;;)
779 { 630 {
780 int sum = 0; 631 int sum = 0;
781 for (int i = 7; i--; ) 632 for (int i = NUM_STATS; i--; )
782 sum += statsort [i] = roll_stat (); 633 sum += statsort [i] = roll_stat ();
783 634
784 if (sum >= 82 && sum <= 116) 635 if (sum >= 82 && sum <= 116)
785 break; 636 break;
786 } 637 }
787 638
788 // Sort the stats so that rerolling is easier... 639 // Sort the stats so that rerolling is easier...
789 std::sort (statsort, statsort + 7, std::greater<int>()); 640 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
790 641
642 for (int i = 0; i < NUM_STATS; ++i)
791 stats.Str = statsort[0]; 643 stats.stat (i) = statsort [i];
792 stats.Dex = statsort[1];
793 stats.Con = statsort[2];
794 stats.Int = statsort[3];
795 stats.Wis = statsort[4];
796 stats.Pow = statsort[5];
797 stats.Cha = statsort[6];
798 644
799 stats.exp = 0; 645 stats.exp = 0;
800 stats.ac = 0; 646 stats.ac = 0;
801 647
802 stats.hp = stats.maxhp; 648 stats.hp = stats.maxhp;
814} 660}
815 661
816void 662void
817object::swap_stats (int a, int b) 663object::swap_stats (int a, int b)
818{ 664{
819 int tmp = get_attr_value (&contr->orig_stats, a); 665 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
820 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
821 set_attr_value (&contr->orig_stats, b, tmp);
822 666
667 for (int i = 0; i < NUM_STATS; ++i)
823 stats.Str = contr->orig_stats.Str; 668 stats.stat (i) = contr->orig_stats.stat (i);
824 stats.Dex = contr->orig_stats.Dex;
825 stats.Con = contr->orig_stats.Con;
826 stats.Int = contr->orig_stats.Int;
827 stats.Wis = contr->orig_stats.Wis;
828 stats.Pow = contr->orig_stats.Pow;
829 stats.Cha = contr->orig_stats.Cha;
830 669
831 //TODO: the following code looks so borked and should, at the very least, 670 //TODO: the following code looks so borked and should, at the very least,
832 // be merged with the similar code in roll_stats 671 // be merged with the similar code in roll_stats
833 stats.ac = 0; 672 stats.ac = 0;
834 673
853static void 692static void
854start_info (object *op) 693start_info (object *op)
855{ 694{
856 char buf[MAX_BUF]; 695 char buf[MAX_BUF];
857 696
858 sprintf (buf, "Welcome to Crossfire v%s!", VERSION); 697 sprintf (buf, "Welcome to Deliantra v%s!", VERSION);
859 new_draw_info (NDI_UNIQUE, 0, op, buf); 698 new_draw_info (NDI_UNIQUE, 0, op, buf);
860 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
861 //new_draw_info (NDI_UNIQUE, 0, op, " ");
862} 699}
863 700
864/* This function takes the key that is passed, and does the 701/* This function takes the key that is passed, and does the
865 * appropriate action with it (change race, or other things). 702 * appropriate action with it (change race, or other things).
866 * The function name is for historical reasons - now we have 703 * The function name is for historical reasons - now we have
867 * separate race and class; this actually changes the RACE, 704 * separate race and class; this actually changes the RACE,
868 * not the class. 705 * not the class.
869 */ 706 */
870int 707void
871key_change_class (object *op, char key) 708player::chargen_race_done ()
872{ 709{
873 int tmp_loop;
874
875 if (key == 'd' || key == 'D')
876 {
877 char buf[MAX_BUF];
878
879 /* this must before then initial items are given */ 710 /* this must before then initial items are given */
880 esrv_new_player (op->contr, op->weight + op->carrying); 711 esrv_new_player (ob->contr);
881 712
882 treasurelist *tl = find_treasurelist ("starting_wealth"); 713 treasurelist *tl = treasurelist::find (shstr_starting_wealth);
883 if (tl) 714 if (tl)
884 create_treasure (tl, op, 0, 0, 0); 715 create_treasure (tl, ob, 0, 0, 0);
885 716
886 INVOKE_PLAYER (BIRTH, op->contr); 717 INVOKE_PLAYER (BIRTH, ob->contr);
887 INVOKE_PLAYER (LOGIN, op->contr);
888 718
889 op->contr->ns->state = ST_PLAYING; 719 ob->contr->ns->state = ST_PLAYING;
890 720
891 if (op->msg) 721 if (ob->msg)
892 op->msg = NULL; 722 ob->msg = 0;
893 723
894 /* We create this now because some of the unique maps will need it
895 * to save here.
896 */
897 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name);
898 make_path_to_file (buf);
899
900 start_info (op); 724 start_info (ob);
901 CLEAR_FLAG (op, FLAG_WIZ); 725 ob->clr_flag (FLAG_WIZ);
902 give_initial_items (op, op->randomitems); 726 give_initial_items (ob, ob->randomitems);
903 link_player_skills (op);
904 esrv_send_inventory (op, op); 727 esrv_send_inventory (ob, ob);
905 op->update_stats (); 728 ob->update_stats ();
906 729
907 /* This moves the player to a different start map, if there 730 /* This moves the player to a different start map, if there
908 * is one for this race 731 * is one for this race
909 */ 732 */
910 if (*first_map_ext_path) 733 if (*first_map_ext_path)
911 { 734 ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y);
912 object *tmp;
913 char mapname[MAX_BUF];
914
915 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &op->arch->name);
916 tmp = object::create ();
917 EXIT_PATH (tmp) = mapname;
918 EXIT_X (tmp) = op->x;
919 EXIT_Y (tmp) = op->y;
920 op->enter_exit (tmp); /* we don't really care if it succeeded;
921 * if the map isn't there, then stay on the
922 * default initial map */
923 tmp->destroy ();
924 }
925 else 735 else
926 LOG (llevDebug, "first_map_ext_path not set\n"); 736 LOG (llevDebug, "first_map_ext_path not set\n");
737}
927 738
928 return 0; 739void
929 } 740player::chargen_race_next ()
930 741{
931 /* Following actually changes the race - this is the default command 742 /* Following actually changes the race - this is the default command
932 * if we don't match with one of the options above. 743 * if we don't match with one of the options above.
933 */ 744 */
934 745
935 tmp_loop = 0; 746 do
936 while (!tmp_loop)
937 { 747 {
938 shstr name = op->name; 748 shstr name = ob->name;
939 int x = op->x, y = op->y; 749 int x = ob->x, y = ob->y;
940 750
941 op->remove_statbonus (); 751 ob->remove_statbonus ();
942 op->remove (); 752 ob->remove ();
943 op->arch = get_player_archetype (op->arch); 753 ob->arch = get_player_archetype (ob->arch);
944 op->arch->clone.copy_to (op); 754 ob->arch->copy_to (ob);
945 op->instantiate (); 755 ob->instantiate ();
946 op->stats = op->contr->orig_stats; 756 ob->stats = ob->contr->orig_stats;
947 op->name = op->name_pl = name; 757 ob->name = ob->name_pl = name;
948 op->x = x; 758 ob->x = x;
949 op->y = y; 759 ob->y = y;
950 SET_ANIMATION (op, 2); /* So player faces south */ 760 SET_ANIMATION (ob, 2); /* So player faces south */
951 insert_ob_in_map (op, op->map, op, 0); 761 insert_ob_in_map (ob, ob->map, ob, 0);
952 assign (op->contr->title, op->arch->clone.name); 762 assign (ob->contr->title, ob->arch->object::name);
953 op->add_statbonus (); 763 ob->add_statbonus ();
954 tmp_loop = allowed_class (op);
955 } 764 }
765 while (!allowed_class (ob));
956 766
957 update_object (op, UP_OBJ_FACE); 767 update_object (ob, UP_OBJ_FACE);
958 esrv_update_item (UPD_FACE, op, op); 768 esrv_update_item (UPD_FACE, ob, ob);
959 op->update_stats (); 769 ob->update_stats ();
960 op->stats.hp = op->stats.maxhp; 770 ob->stats.hp = ob->stats.maxhp;
961 op->stats.sp = op->stats.maxsp; 771 ob->stats.sp = ob->stats.maxsp;
962 op->stats.grace = 0; 772 ob->stats.grace = 0;
963
964 if (op->msg)
965 new_draw_info (NDI_BLUE, 0, op, op->msg);
966
967 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
968 return 0;
969} 773}
970 774
971void 775static void
972flee_player (object *op) 776flee_player (object *op)
973{ 777{
974 int dir, diff; 778 int dir, diff;
975 rv_vector rv; 779 rv_vector rv;
976 780
977 if (op->stats.hp < 0) 781 if (op->stats.hp < 0)
978 { 782 {
979 LOG (llevDebug, "Fleeing player is dead.\n"); 783 LOG (llevDebug, "Fleeing player is dead.\n");
980 CLEAR_FLAG (op, FLAG_SCARED); 784 op->clr_flag (FLAG_SCARED);
981 return; 785 return;
982 } 786 }
983 787
984 if (op->enemy == NULL) 788 if (!op->enemy)
985 { 789 {
986 LOG (llevDebug, "Fleeing player had no enemy.\n"); 790 LOG (llevDebug, "Fleeing player had no enemy.\n");
987 CLEAR_FLAG (op, FLAG_SCARED); 791 op->clr_flag (FLAG_SCARED);
988 return; 792 return;
989 } 793 }
990 794
991 /* Seen some crashes here. Since we don't store an 795 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
992 * op->enemy_count, it is possible that something destroys the
993 * actual enemy, and the object is recycled.
994 */
995 if (op->enemy->map == NULL)
996 { 796 {
997 CLEAR_FLAG (op, FLAG_SCARED);
998 op->enemy = NULL; 797 op->enemy = NULL;
999 return; 798 op->clr_flag (FLAG_SCARED);
1000 }
1001
1002 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
1003 {
1004 op->enemy = NULL;
1005 CLEAR_FLAG (op, FLAG_SCARED);
1006 return; 799 return;
1007 } 800 }
1008 801
1009 get_rangevector (op, op->enemy, &rv, 0); 802 get_rangevector (op, op->enemy, &rv, 0);
1010 803
1011 dir = absdir (4 + rv.direction); 804 dir = absdir (4 + rv.direction);
1012 for (diff = 0; diff < 3; diff++) 805 for (diff = 0; diff < 3; diff++)
1013 { 806 {
1014 int m = 1 - (RANDOM () & 2); 807 int m = 1 - rndm (2) * 2;
1015 808
1016 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 809 if (op->move (absdir (dir + diff * m)) || (diff == 0 && op->move (absdir (dir - diff * m))))
1017 return; 810 return;
1018 } 811 }
1019 812
1020 /* Cornered, get rid of scared */ 813 /* Cornered, get rid of scared */
1021 CLEAR_FLAG (op, FLAG_SCARED); 814 op->clr_flag (FLAG_SCARED);
1022 op->enemy = NULL; 815 op->enemy = NULL;
1023} 816}
1024 817
1025
1026/* check_pick sees if there is stuff to be picked up/picks up stuff. 818/* check_pick sees if there is stuff to be picked up/picks up stuff.
1027 * IT returns 1 if the player should keep on moving, 0 if he should 819 * It returns 1 if the player should keep on moving, 0 if he should
1028 * stop. 820 * stop.
1029 */ 821 */
1030int 822int
1031check_pick (object *op) 823check_pick (object *op)
1032{ 824{
1033 object *tmp, *next; 825 object *tmp, *next;
1034 int stop = 0; 826 int stop = 0;
1035 int wvratio; 827 int wvratio;
1036 char putstring[128];
1037 828
1038 /* if you're flying, you cna't pick up anything */ 829 /* if you're flying, you can't pick up anything */
1039 if (op->move_type & MOVE_FLYING) 830 if (op->move_type & MOVE_FLYING)
1040 return 1; 831 return 1;
1041 832
1042 next = op->below; 833 next = op->below;
834
835 int cnt = MAX_ITEM_PER_ACTION;
836#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
1043 837
1044 /* loop while there are items on the floor that are not marked as 838 /* loop while there are items on the floor that are not marked as
1045 * destroyed */ 839 * destroyed */
1046 while (next && !next->destroyed ()) 840 while (next && !next->destroyed ())
1047 { 841 {
1048 tmp = next; 842 tmp = next;
1049 next = tmp->below; 843 next = tmp->below;
1050 844
845 if (cnt <= 0)
846 {
847 op->failmsg ("Couldn't pickup all items at once.");
848 return 0;
849 }
850
1051 if (op->destroyed ()) 851 if (op->destroyed ())
1052 return 0; 852 return 0;
1053 853
1054 if (!can_pick (op, tmp)) 854 if (!can_pick (op, tmp))
1055 continue; 855 continue;
1056 856
1057 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 857 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1058 { 858 {
1059 if (item_matched_string (op, tmp, op->contr->search_str)) 859 if (item_matched_string (op, tmp, op->contr->search_str))
1060 pick_up (op, tmp); 860 CHK_PICK_PICKUP;
861
1061 continue; 862 continue;
1062 } 863 }
1063 864
1064 /* high not bit set? We're using the old autopickup model */ 865 /* pickup handling */
866 if (op->contr->mode & PU_DEBUG)
867 {
868 /* some debugging code to figure out item information */
869 const char *str = tmp->name
870 ? format ("item name: %s item type: %d weight/value: %d",
871 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))))
872 : format ("item name: %s item type: %d weight/value: %d",
873 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
874
875 new_draw_info (NDI_UNIQUE, 0, op, str);
876 }
877
878 if (op->contr->mode & PU_INHIBIT)
879 return 1;
880
881 if (!(op->contr->mode & PU_ENABLE)) // TODO: fix client
882 return 1;
883
884 /* philosophy:
885 * It's easy to grab an item type from a pile, as long as it's
886 * generic. This takes no game-time. For more detailed pickups
887 * and selections, select-items should be used. This is a
888 * grab-as-you-run type mode that's really useful for arrows for
889 * example.
890 * The drawback: right now it has no frontend, so you need to
891 * stick the bits you want into a calculator in hex mode and then
892 * convert to decimal and then 'pickup <#>
893 */
894
895 /* the first two modes are exclusive: if NOTHING we return, if
896 * STOP then we stop. All the rest are applied sequentially,
897 * meaning if any test passes, the item gets picked up. */
898
899 /* if mode is set to pick nothing up, return */
900 if (op->contr->mode == PU_NOTHING)
901 return 1;
902
903 /* if mode is set to stop when encountering objects, return */
904 /* take STOP before INHIBIT since it doesn't actually pick
905 * anything up */
906 if (op->contr->mode & PU_STOP)
907 return 0;
908
909 /* useful for going into stores and not losing your settings... */
910 /* and for battles wher you don't want to get loaded down while
911 * fighting */
912 if (op->contr->mode & PU_INHIBIT)
913 return 1;
914
915 /* prevent us from turning into auto-thieves :) */
916 if (tmp->flag [FLAG_UNPAID])
917 continue;
918
919 /* ignore known cursed objects */
920 if (tmp->flag [FLAG_KNOWN_CURSED] && op->contr->mode & PU_NOT_CURSED)
921 continue;
922
923 /* all food and drink if desired */
924 /* question: don't pick up known-poisonous stuff? */
1065 if (!(op->contr->mode & PU_NEWMODE)) 925 if (op->contr->mode & PU_FOOD)
926 if (tmp->type == FOOD)
1066 { 927 {
1067 switch (op->contr->mode) 928 CHK_PICK_PICKUP;
929 continue;
930 }
931
932 if (op->contr->mode & PU_DRINK)
933 if (tmp->type == DRINK || (tmp->type == POISON && !tmp->flag [FLAG_KNOWN_CURSED]))
934 {
935 CHK_PICK_PICKUP;
936 continue;
937 }
938
939 if (op->contr->mode & PU_POTION)
940 if (tmp->type == POTION)
941 {
942 CHK_PICK_PICKUP;
943 continue;
944 }
945
946 /* spellbooks, skillscrolls and normal books/scrolls */
947 if (op->contr->mode & PU_SPELLBOOK)
948 if (tmp->type == SPELLBOOK)
949 {
950 CHK_PICK_PICKUP;
951 continue;
952 }
953
954 if (op->contr->mode & PU_SKILLSCROLL)
955 if (tmp->type == SKILLSCROLL)
956 {
957 CHK_PICK_PICKUP;
958 continue;
959 }
960
961 if (op->contr->mode & PU_READABLES)
962 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
963 {
964 CHK_PICK_PICKUP;
965 continue;
966 }
967
968 /* wands/staves/rods/horns */
969 if (op->contr->mode & PU_MAGIC_DEVICE)
970 if (tmp->type == WAND
971 || tmp->type == ROD
972 || tmp->type == HORN
973 || tmp->type == POWER_CRYSTAL)
974 {
975 CHK_PICK_PICKUP;
976 continue;
977 }
978
979 /* pick up all magical items */
980 if (op->contr->mode & PU_MAGICAL)
981 if (tmp->flag [FLAG_KNOWN_MAGICAL]
982 && !tmp->flag [FLAG_KNOWN_CURSED])
983 {
984 CHK_PICK_PICKUP;
985 continue;
986 }
987
988 if (op->contr->mode & PU_VALUABLES)
989 {
990 if (tmp->type == MONEY || tmp->type == GEM)
1068 { 991 {
1069 case 0: 992 CHK_PICK_PICKUP;
1070 return 1; /* don't pick up */ 993 continue;
1071 case 1:
1072 pick_up (op, tmp);
1073 return 1;
1074 case 2:
1075 pick_up (op, tmp);
1076 return 0;
1077 case 3:
1078 return 0; /* stop before pickup */
1079 case 4:
1080 pick_up (op, tmp);
1081 break;
1082 case 5:
1083 pick_up (op, tmp);
1084 stop = 1;
1085 break;
1086 case 6:
1087 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1088 pick_up (op, tmp);
1089 break;
1090
1091 case 7:
1092 if (tmp->type == MONEY || tmp->type == GEM)
1093 pick_up (op, tmp);
1094 break;
1095
1096 default:
1097 /* use value density */
1098 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1099 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1100 pick_up (op, tmp);
1101 } 994 }
1102 } 995 }
1103 else 996
1104 { /* old model */ 997 /* rings & amulets - talismans seems to be typed AMULET */
1105 /* NEW pickup handling */
1106 if (op->contr->mode & PU_DEBUG) 998 if (op->contr->mode & PU_JEWELS)
999 if (tmp->type == RING
1000 || tmp->type == AMULET
1001 || tmp->type == GIRDLE
1002 || tmp->type == SKILL_TOOL)
1107 { 1003 {
1108 /* some debugging code to figure out item information */ 1004 CHK_PICK_PICKUP;
1109 if (tmp->name != NULL)
1110 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1111 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1112 else
1113 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1114 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1115
1116 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1117 }
1118
1119 /* philosophy:
1120 * It's easy to grab an item type from a pile, as long as it's
1121 * generic. This takes no game-time. For more detailed pickups
1122 * and selections, select-items should be used. This is a
1123 * grab-as-you-run type mode that's really useful for arrows for
1124 * example.
1125 * The drawback: right now it has no frontend, so you need to
1126 * stick the bits you want into a calculator in hex mode and then
1127 * convert to decimal and then 'pickup <#>
1128 */
1129
1130 /* the first two modes are exclusive: if NOTHING we return, if
1131 * STOP then we stop. All the rest are applied sequentially,
1132 * meaning if any test passes, the item gets picked up. */
1133
1134 /* if mode is set to pick nothing up, return */
1135
1136 if (op->contr->mode & PU_NOTHING)
1137 return 1;
1138
1139 /* if mode is set to stop when encountering objects, return */
1140 /* take STOP before INHIBIT since it doesn't actually pick
1141 * anything up */
1142
1143 if (op->contr->mode & PU_STOP)
1144 return 0;
1145
1146 /* useful for going into stores and not losing your settings... */
1147 /* and for battles wher you don't want to get loaded down while
1148 * fighting */
1149 if (op->contr->mode & PU_INHIBIT)
1150 return 1;
1151
1152 /* prevent us from turning into auto-thieves :) */
1153 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1154 continue; 1005 continue;
1006 }
1155 1007
1156 /* ignore known cursed objects */ 1008 /* we don't forget dragon food */
1157 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) 1009 if (op->contr->mode & PU_FLESH)
1010 if (tmp->type == FLESH)
1011 {
1012 CHK_PICK_PICKUP;
1158 continue; 1013 continue;
1014 }
1159 1015
1160 /* all food and drink if desired */ 1016 /* bows and arrows. Bows are good for selling! */
1161 /* question: don't pick up known-poisonous stuff? */ 1017 if (op->contr->mode & PU_BOW)
1018 if (tmp->type == BOW)
1019 {
1020 CHK_PICK_PICKUP;
1021 continue;
1022 }
1023
1024 if (op->contr->mode & PU_ARROW)
1025 if (tmp->type == ARROW)
1026 {
1027 CHK_PICK_PICKUP;
1028 continue;
1029 }
1030
1031 /* all kinds of armor etc. */
1032 if (op->contr->mode & PU_ARMOUR)
1033 if (tmp->type == ARMOUR)
1034 {
1035 CHK_PICK_PICKUP;
1036 continue;
1037 }
1038
1039 if (op->contr->mode & PU_HELMET)
1040 if (tmp->type == HELMET)
1041 {
1042 CHK_PICK_PICKUP;
1043 continue;
1044 }
1045
1046 if (op->contr->mode & PU_SHIELD)
1047 if (tmp->type == SHIELD)
1048 {
1049 CHK_PICK_PICKUP;
1050 continue;
1051 }
1052
1162 if (op->contr->mode & PU_FOOD) 1053 if (op->contr->mode & PU_BOOTS)
1163 if (tmp->type == FOOD) 1054 if (tmp->type == BOOTS)
1055 {
1056 CHK_PICK_PICKUP;
1057 continue;
1058 }
1059
1060 if (op->contr->mode & PU_GLOVES)
1061 if (tmp->type == GLOVES || tmp->type == BRACERS)
1062 {
1063 CHK_PICK_PICKUP;
1064 continue;
1065 }
1066
1067 if (op->contr->mode & PU_CLOAK)
1068 if (tmp->type == CLOAK)
1069 {
1070 CHK_PICK_PICKUP;
1071 continue;
1072 }
1073
1074 /* hoping to catch throwing daggers here */
1075 if (op->contr->mode & PU_MISSILEWEAPON)
1076 if (tmp->type == WEAPON && tmp->flag [FLAG_IS_THROWN])
1077 {
1078 CHK_PICK_PICKUP;
1079 continue;
1080 }
1081
1082 /* careful: chairs and tables are weapons! */
1083 if (op->contr->mode & PU_ALLWEAPON)
1084 {
1085 if (tmp->type == WEAPON)
1086 if (!tmp->arch->archname.contains ("table") && !tmp->arch->archname.contains ("chair"))
1164 { 1087 {
1165 pick_up (op, tmp); 1088 CHK_PICK_PICKUP;
1166 continue; 1089 continue;
1167 } 1090 }
1091 }
1168 1092
1093 /* misc stuff that's useful */
1169 if (op->contr->mode & PU_DRINK) 1094 if (op->contr->mode & PU_KEY)
1170 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1095 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1171 { 1096 {
1172 pick_up (op, tmp); 1097 CHK_PICK_PICKUP;
1173 continue; 1098 continue;
1174 } 1099 }
1175 1100
1101 /* any of the last 4 bits set means we use the ratio for value
1102 * pickups */
1176 if (op->contr->mode & PU_POTION) 1103 if (op->contr->mode & PU_RATIO)
1177 if (tmp->type == POTION) 1104 {
1105 /* use value density to decide what else to grab */
1106 /* >=7 was >= op->contr->mode */
1107 /* >=7 is the old standard setting. Now we take the last 4 bits
1178 { 1108 */
1179 pick_up (op, tmp);
1180 continue;
1181 }
1182
1183 /* spellbooks, skillscrolls and normal books/scrolls */
1184 if (op->contr->mode & PU_SPELLBOOK)
1185 if (tmp->type == SPELLBOOK)
1186 {
1187 pick_up (op, tmp);
1188 continue;
1189 }
1190
1191 if (op->contr->mode & PU_SKILLSCROLL)
1192 if (tmp->type == SKILLSCROLL)
1193 {
1194 pick_up (op, tmp);
1195 continue;
1196 }
1197
1198 if (op->contr->mode & PU_READABLES)
1199 if (tmp->type == BOOK || tmp->type == SCROLL)
1200 {
1201 pick_up (op, tmp);
1202 continue;
1203 }
1204
1205 /* wands/staves/rods/horns */
1206 if (op->contr->mode & PU_MAGIC_DEVICE)
1207 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1208 {
1209 pick_up (op, tmp);
1210 continue;
1211 }
1212
1213 /* pick up all magical items */
1214 if (op->contr->mode & PU_MAGICAL) 1109 wvratio = op->contr->mode & PU_RATIO;
1215 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1110 if (1000 * query_cost (tmp, op, F_TRUE) / tmp->total_weight () >= wvratio * 100)
1216 {
1217 pick_up (op, tmp);
1218 continue;
1219 }
1220
1221 if (op->contr->mode & PU_VALUABLES)
1222 { 1111 {
1223 if (tmp->type == MONEY || tmp->type == GEM) 1112#if 0
1113 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1114 if (tmp->name != NULL)
1224 { 1115 {
1225 pick_up (op, tmp); 1116 fprintf (stderr, "%s", tmp->name);
1226 continue;
1227 } 1117 }
1228 }
1229
1230 /* rings & amulets - talismans seems to be typed AMULET */
1231 if (op->contr->mode & PU_JEWELS)
1232 if (tmp->type == RING || tmp->type == AMULET)
1233 {
1234 pick_up (op, tmp);
1235 continue;
1236 }
1237
1238 /* we don't forget dragon food */
1239 if (op->contr->mode & PU_FLESH)
1240 if (tmp->type == FLESH)
1241 {
1242 pick_up (op, tmp);
1243 continue;
1244 }
1245
1246 /* bows and arrows. Bows are good for selling! */
1247 if (op->contr->mode & PU_BOW)
1248 if (tmp->type == BOW)
1249 {
1250 pick_up (op, tmp);
1251 continue;
1252 }
1253
1254 if (op->contr->mode & PU_ARROW)
1255 if (tmp->type == ARROW)
1256 {
1257 pick_up (op, tmp);
1258 continue;
1259 }
1260
1261 /* all kinds of armor etc. */
1262 if (op->contr->mode & PU_ARMOUR)
1263 if (tmp->type == ARMOUR)
1264 {
1265 pick_up (op, tmp);
1266 continue;
1267 }
1268
1269 if (op->contr->mode & PU_HELMET)
1270 if (tmp->type == HELMET)
1271 {
1272 pick_up (op, tmp);
1273 continue;
1274 }
1275
1276 if (op->contr->mode & PU_SHIELD)
1277 if (tmp->type == SHIELD)
1278 {
1279 pick_up (op, tmp);
1280 continue;
1281 }
1282
1283 if (op->contr->mode & PU_BOOTS)
1284 if (tmp->type == BOOTS)
1285 {
1286 pick_up (op, tmp);
1287 continue;
1288 }
1289
1290 if (op->contr->mode & PU_GLOVES)
1291 if (tmp->type == GLOVES)
1292 {
1293 pick_up (op, tmp);
1294 continue;
1295 }
1296
1297 if (op->contr->mode & PU_CLOAK)
1298 if (tmp->type == CLOAK)
1299 {
1300 pick_up (op, tmp);
1301 continue;
1302 }
1303
1304 /* hoping to catch throwing daggers here */
1305 if (op->contr->mode & PU_MISSILEWEAPON)
1306 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1307 {
1308 pick_up (op, tmp);
1309 continue;
1310 }
1311
1312 /* careful: chairs and tables are weapons! */
1313 if (op->contr->mode & PU_ALLWEAPON)
1314 {
1315 if (tmp->type == WEAPON && tmp->name != NULL)
1316 {
1317 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1318 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1319 {
1320 pick_up (op, tmp);
1321 continue;
1322 }
1323 }
1324
1325 if (tmp->type == WEAPON && tmp->name == NULL)
1326 {
1327 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1328 {
1329 pick_up (op, tmp);
1330 continue;
1331 }
1332 }
1333 }
1334
1335 /* misc stuff that's useful */
1336 if (op->contr->mode & PU_KEY)
1337 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1338 {
1339 pick_up (op, tmp);
1340 continue;
1341 }
1342
1343 /* any of the last 4 bits set means we use the ratio for value
1344 * pickups */
1345 if (op->contr->mode & PU_RATIO)
1346 {
1347 /* use value density to decide what else to grab */
1348 /* >=7 was >= op->contr->mode */
1349 /* >=7 is the old standard setting. Now we take the last 4 bits
1350 * and multiply them by 5, giving 0..15*5== 5..75 */
1351 wvratio = (op->contr->mode & PU_RATIO) * 5;
1352 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1353 {
1354 pick_up (op, tmp);
1355#if 0
1356 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1357 if (tmp->name != NULL)
1358 {
1359 fprintf (stderr, "%s", tmp->name);
1360 }
1361 else 1118 else
1362 fprintf (stderr, "%s", tmp->arch->name); 1119 fprintf (stderr, "%s", tmp->arch->archname);
1363 fprintf (stderr, ",%d] = ", tmp->type); 1120 fprintf (stderr, ",%d] = ", tmp->type);
1364 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1121 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
1365#endif 1122#endif
1123 CHK_PICK_PICKUP;
1366 continue; 1124 continue;
1367 }
1368 } 1125 }
1369 } /* the new pickup model */ 1126 } /* the new pickup model */
1370 } 1127 }
1371 1128
1372 return !stop; 1129 return !stop;
1130}
1131
1132/* routine for both players and monsters. We call this when
1133 * there is a possibility for our action distrubing our hiding
1134 * place or invisiblity spell. Artefact invisiblity causes
1135 * "noise" instead. If we arent invisible to begin with, we
1136 * return 0.
1137 */
1138static int
1139action_makes_visible (object *op)
1140{
1141 if (op->invisible && op->flag [FLAG_ALIVE])
1142 {
1143 if (op->flag [FLAG_MAKE_INVIS])
1144 {
1145 // artefact invisibility is permanent, but we still make noise
1146 // this is important for game-balance.
1147 if (op->contr)
1148 op->make_noise ();
1149
1150 return 0;
1151 }
1152
1153 if (op->contr && op->contr->tmp_invis == 0)
1154 return 0;
1155
1156 /* If monsters, they should become visible */
1157 if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis))
1158 {
1159 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible");
1160 return 1;
1161 }
1162 }
1163
1164 return 0;
1373} 1165}
1374 1166
1375/* 1167/*
1376 * Find an arrow in the inventory and after that 1168 * Find an arrow in the inventory and after that
1377 * in the right type container (quiver). Pointer to the 1169 * in the right type container (quiver). Pointer to the
1378 * found object is returned. 1170 * found object is returned.
1379 */ 1171 */
1380object * 1172static object *
1381find_arrow (object *op, const char *type) 1173find_arrow (object *op, const char *type)
1382{ 1174{
1383 object *tmp = 0;
1384
1385 for (op = op->inv; op; op = op->below) 1175 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1386 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1387 tmp = find_arrow (op, type);
1388 else if (op->type == ARROW && op->race == type) 1176 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1177 return splay (tmp);
1178
1179 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1180 if (tmp->type == CONTAINER && tmp->flag [FLAG_APPLIED] && !strcmp (&tmp->race, type))
1181 if (object *arrow = find_arrow (tmp, type))
1182 {
1183 splay (tmp);
1389 return op; 1184 return arrow;
1185 }
1390 1186
1391 return tmp; 1187 return 0;
1392} 1188}
1393 1189
1394/* 1190/*
1395 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1191 * 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 1192 * 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 1193 * 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. 1194 * the hall. Failing that it does it's best to pick the highest plus arrow.
1399 */ 1195 */
1400object * 1196static object *
1401find_better_arrow (object *op, object *target, const char *type, int *better) 1197find_better_arrow (object *op, object *target, shstr_cmp type, int *better)
1402{ 1198{
1403 object *tmp = NULL, *arrow, *ntmp; 1199 object *tmp = NULL, *arrow, *ntmp;
1404 int attacknum, attacktype, betterby = 0, i; 1200 int attacknum, attacktype, betterby = 0, i;
1405 1201
1406 if (!type) 1202 if (!type)
1407 return NULL; 1203 return NULL;
1408 1204
1409 for (arrow = op->inv; arrow; arrow = arrow->below) 1205 for (arrow = op->inv; arrow; arrow = arrow->below)
1410 { 1206 {
1411 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED)) 1207 if (arrow->type == CONTAINER && arrow->race == type && arrow->flag [FLAG_APPLIED])
1412 { 1208 {
1413 i = 0; 1209 i = 0;
1414 ntmp = find_better_arrow (arrow, target, type, &i); 1210 ntmp = find_better_arrow (arrow, target, type, &i);
1211
1415 if (i > betterby) 1212 if (i > betterby)
1416 { 1213 {
1417 tmp = ntmp; 1214 tmp = ntmp;
1418 betterby = i; 1215 betterby = i;
1419 } 1216 }
1420 } 1217 }
1421 else if (arrow->type == ARROW && arrow->race == type) 1218 else if (arrow->type == ARROW && arrow->race == type)
1422 { 1219 {
1423 /* allways prefer assasination/slaying */ 1220 /* allways prefer assasination/slaying */
1424 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race)) 1221 if (target->race && arrow->slaying.contains (target->race))
1425 { 1222 {
1426 if (arrow->attacktype & AT_DEATH) 1223 if (arrow->attacktype & AT_DEATH)
1427 { 1224 {
1428 *better = 100; 1225 *better = 100;
1429 return arrow; 1226 return arrow;
1437 else 1234 else
1438 { 1235 {
1439 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1236 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1440 { 1237 {
1441 attacktype = 1 << attacknum; 1238 attacktype = 1 << attacknum;
1442 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1239 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1443 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby) 1240 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1444 { 1241 {
1445 tmp = arrow; 1242 tmp = arrow;
1446 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100; 1243 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1447 } 1244 }
1448 } 1245 }
1246
1449 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1247 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1450 { 1248 {
1451 tmp = arrow; 1249 tmp = arrow;
1452 betterby = 2 + arrow->magic + arrow->stats.dam; 1250 betterby = 2 + arrow->magic + arrow->stats.dam;
1453 } 1251 }
1252
1454 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) 1253 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1455 { 1254 {
1456 tmp = arrow; 1255 tmp = arrow;
1457 betterby = 1 + arrow->magic + arrow->stats.dam; 1256 betterby = 1 + arrow->magic + arrow->stats.dam;
1458 } 1257 }
1459 } 1258 }
1460 } 1259 }
1461 } 1260 }
1261
1462 if (tmp == NULL && arrow == NULL) 1262 if (tmp == NULL && arrow == NULL)
1463 return find_arrow (op, type); 1263 return find_arrow (op, type);
1464 1264
1465 *better = betterby; 1265 *better = betterby;
1466 return tmp; 1266 return tmp;
1470 * find_better_arrow to find a decent arrow to use. 1270 * find_better_arrow to find a decent arrow to use.
1471 * op = the shooter 1271 * op = the shooter
1472 * type = bow->race 1272 * type = bow->race
1473 * dir = fire direction 1273 * dir = fire direction
1474 */ 1274 */
1475 1275static object *
1476object *
1477pick_arrow_target (object *op, const char *type, int dir) 1276pick_arrow_target (object *op, shstr_cmp type, int dir)
1478{ 1277{
1479 object *tmp = NULL; 1278 object *tmp = NULL;
1480 maptile *m; 1279 maptile *m;
1481 int i, mflags, found, number; 1280 int i, mflags, found, number;
1482 sint16 x, y; 1281 sint16 x, y;
1497 for (i = 0, found = 0; i < 20; i++) 1296 for (i = 0, found = 0; i < 20; i++)
1498 { 1297 {
1499 x += freearr_x[dir]; 1298 x += freearr_x[dir];
1500 y += freearr_y[dir]; 1299 y += freearr_y[dir];
1501 mflags = get_map_flags (m, &m, x, y, &x, &y); 1300 mflags = get_map_flags (m, &m, x, y, &x, &y);
1301
1502 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) 1302 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1503 { 1303 {
1504 tmp = NULL; 1304 tmp = 0;
1505 break; 1305 break;
1506 } 1306 }
1507 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW) 1307 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1508 { 1308 {
1509 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1309 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1510 * perhaps a bad assumption. 1310 * perhaps a bad assumption.
1511 */ 1311 */
1512 tmp = NULL; 1312 tmp = 0;
1513 break; 1313 break;
1514 } 1314 }
1315
1515 if (mflags & P_IS_ALIVE) 1316 if (mflags & P_IS_ALIVE)
1516 {
1517 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) 1317 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1518 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 1318 if (tmp->flag [FLAG_ALIVE])
1519 {
1520 found++;
1521 break;
1522 }
1523 if (found)
1524 break; 1319 break;
1525 }
1526 } 1320 }
1527 if (tmp == NULL) 1321
1322 if (!tmp)
1528 return find_arrow (op, type); 1323 return find_arrow (op, type);
1529 1324
1530 if (tmp->head) 1325 if (tmp->head)
1531 tmp = tmp->head; 1326 tmp = tmp->head;
1532 1327
1545 */ 1340 */
1546int 1341int
1547fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) 1342fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1548{ 1343{
1549 object *left, *bow; 1344 object *left, *bow;
1550 int bowspeed, mflags; 1345 int mflags;
1551 maptile *m; 1346 maptile *m;
1552 1347
1553 if (!dir) 1348 if (!dir)
1554 { 1349 {
1555 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1350 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1556 return 0; 1351 return 0;
1557 } 1352 }
1558 1353
1559 if (op->type == PLAYER) 1354 if (op->contr)
1560 bow = op->contr->ranges[range_bow]; 1355 bow = op->current_weapon;
1561 else 1356 else
1562 { 1357 {
1563 for (bow = op->inv; bow; bow = bow->below) 1358 for (bow = op->inv; bow; bow = bow->below)
1564 /* Don't check for applied - monsters don't apply bows - in that way, they 1359 /* Don't check for applied - monsters don't apply bows - in that way, they
1565 * don't need to switch back and forth between bows and weapons. 1360 * don't need to switch back and forth between bows and weapons.
1570 if (!bow) 1365 if (!bow)
1571 { 1366 {
1572 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1367 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1573 return 0; 1368 return 0;
1574 } 1369 }
1370
1371 // optimisation: move object to top so we will find it quickly again
1372 splay (bow);
1575 } 1373 }
1576 1374
1577 if (!bow->race || !bow->skill) 1375 if (!bow->race || !bow->skill)
1578 { 1376 {
1579 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1377 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1580 return 0; 1378 return 0;
1581 } 1379 }
1582
1583 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1584
1585 /* penalize ROF for bestarrow */
1586 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1587 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1588
1589 if (bowspeed < 1)
1590 bowspeed = 1;
1591 1380
1592 if (arrow == NULL) 1381 if (arrow == NULL)
1593 { 1382 {
1594 if ((arrow = find_arrow (op, bow->race)) == NULL) 1383 if ((arrow = find_arrow (op, bow->race)) == NULL)
1595 { 1384 {
1596 if (op->type == PLAYER) 1385 if (op->type == PLAYER)
1597 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1386 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1598 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1387 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1599 else 1388 else
1600 CLEAR_FLAG (op, FLAG_READY_BOW); 1389 op->clr_flag (FLAG_READY_BOW);
1390
1601 return 0; 1391 return 0;
1602 } 1392 }
1603 } 1393 }
1604 1394
1605 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1395 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1613 } 1403 }
1614 1404
1615 /* this should not happen, but sometimes does */ 1405 /* this should not happen, but sometimes does */
1616 if (arrow->nrof == 0) 1406 if (arrow->nrof == 0)
1617 { 1407 {
1408 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1618 arrow->destroy (); 1409 arrow->destroy ();
1619 return 0; 1410 return 0;
1620 } 1411 }
1621 1412
1622 left = arrow; /* these are arrows left to the player */ 1413 left = arrow; /* these are arrows left to the player */
1623 arrow = get_split_ob (arrow, 1); 1414 arrow = arrow->split ();
1624 if (!arrow) 1415 if (!arrow)
1625 { 1416 {
1626 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1417 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1627 return 0; 1418 return 0;
1628 } 1419 }
1629 1420
1630 arrow->set_owner (op); 1421 arrow->set_owner (op);
1631 arrow->skill = bow->skill; 1422 arrow->skill = bow->skill;
1632 arrow->direction = dir; 1423 arrow->direction = dir;
1633 1424
1425 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1426 arrow->stats.hp = arrow->stats.dam;
1427 arrow->stats.grace = arrow->attacktype;
1428 arrow->custom_name = arrow->slaying;
1429
1430#if 0
1431 if (player *pl = op->contr)
1432 {
1433 float speed = pl->weapon_sp;
1434
1435 /* penalize ROF for bestarrow */
1436 if (pl->bowtype == bow_bestarrow)
1437 speed *= .9f;
1438 else
1439 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1440
1441 op->speed_left += speed - op->speed;
1442 }
1443#endif
1444
1445 SET_ANIMATION (arrow, arrow->direction);
1446
1447 /* update the speed */
1448
1449 arrow->speed_left = 0;
1450 arrow->set_speed (max (2.f,
1451 ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1452 + bow->stats.dam / 7.f
1453 ));
1454
1455 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1456
1634 if (op->type == PLAYER) 1457 if (op->type == PLAYER)
1635 { 1458 {
1636 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1637 op->update_stats ();
1638 }
1639
1640 SET_ANIMATION (arrow, arrow->direction);
1641 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1642 arrow->stats.hp = arrow->stats.dam;
1643 arrow->stats.grace = arrow->attacktype;
1644 if (arrow->slaying != NULL)
1645 arrow->spellarg = strdup (arrow->slaying);
1646
1647 /* Note that this was different for monsters - they got their level
1648 * added to the damage. I think the strength bonus is more proper.
1649 */
1650
1651 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1652
1653 /* update the speed */
1654 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1655 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1656
1657 arrow->set_speed (max (arrow->speed, 1.0));
1658 arrow->speed_left = 0;
1659
1660 if (op->type == PLAYER)
1661 {
1662 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1663 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1664 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1665
1666 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; 1459 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1460 wc -= dex_bonus[op->stats.Dex];
1461
1462 if (!arrow->slaying)
1463 arrow->slaying = op->slaying;
1464
1465 arrow->attacktype |= op->attacktype;
1667 } 1466 }
1668 else 1467 else
1669 { 1468 {
1670 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1671 arrow->level = op->level; 1469 arrow->level = op->level;
1672 } 1470 arrow->stats.wc -= bow->magic;
1673 1471
1674 if (arrow->attacktype == AT_PHYSICAL) 1472 if (!arrow->slaying)
1473 arrow->slaying = bow->slaying;
1474
1675 arrow->attacktype |= bow->attacktype; 1475 arrow->attacktype |= bow->attacktype;
1476 }
1676 1477
1677 if (bow->slaying) 1478 wc -= arrow->level;
1678 arrow->slaying = bow->slaying; 1479 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1679 1480
1481 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1680 arrow->move_type = MOVE_FLY_LOW; 1482 arrow->move_type = MOVE_FLY_LOW;
1681 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1483 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1682 1484
1683 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1485 op->play_sound (sound_find ("fire_arrow"));
1684 m->insert (arrow, sx, sy, op); 1486 m->insert (arrow, sx, sy, op);
1685 1487
1686 if (!arrow->destroyed ()) 1488 if (!arrow->destroyed ())
1687 move_arrow (arrow); 1489 move_arrow (arrow);
1688
1689 if (op->type == PLAYER)
1690 {
1691 if (left->destroyed ())
1692 esrv_del_item (op->contr, left->count);
1693 else
1694 esrv_send_item (op, left);
1695 }
1696 1490
1697 return 1; 1491 return 1;
1698} 1492}
1699 1493
1700/* Special fire code for players - this takes into 1494/* Special fire code for players - this takes into
1702 * but monsters can't. Putting that code here 1496 * but monsters can't. Putting that code here
1703 * makes the fire_bow code much cleaner. 1497 * makes the fire_bow code much cleaner.
1704 * this function should only be called if 'op' is a player, 1498 * this function should only be called if 'op' is a player,
1705 * hence the function name. 1499 * hence the function name.
1706 */ 1500 */
1707int 1501static int
1708player_fire_bow (object *op, int dir) 1502player_fire_bow (object *op, int dir)
1709{ 1503{
1710 int ret = 0, wcmod = 0; 1504 int ret;
1711 1505
1712 if (op->contr->bowtype == bow_bestarrow) 1506 if (op->contr->bowtype == bow_bestarrow)
1713 { 1507 {
1714 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y); 1508 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1715 } 1509 }
1716 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1510 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1717 { 1511 {
1718 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1512 int wcmod = similar_direction (dir, op->contr->bowtype - bow_n + 1) ? 0 : -1;
1719 wcmod = -1;
1720
1721 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1513 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1722 } 1514 }
1723 else if (op->contr->bowtype == bow_threewide) 1515 else if (op->contr->bowtype == bow_threewide)
1724 { 1516 {
1725 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1517 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1726 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]); 1518 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]);
1727 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]); 1519 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1728 } 1520 }
1729 else if (op->contr->bowtype == bow_spreadshot) 1521 else if (op->contr->bowtype == bow_spreadshot)
1730 { 1522 {
1731 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1523 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1732 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); 1524 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1733 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); 1525 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1734
1735 } 1526 }
1736 else 1527 else
1737 { 1528 {
1738 /* Simple case */ 1529 /* Simple case */
1739 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1530 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1740 } 1531 }
1532
1741 return ret; 1533 return ret;
1742} 1534}
1743
1744 1535
1745/* Fires a misc (wand/rod/horn) object in 'dir'. 1536/* Fires a misc (wand/rod/horn) object in 'dir'.
1746 * Broken apart from 'fire' to keep it more readable. 1537 * Broken apart from 'fire' to keep it more readable.
1747 */ 1538 */
1748void 1539static void
1749fire_misc_object (object *op, int dir) 1540fire_misc_object (object *op, int dir)
1750{ 1541{
1751 object *item; 1542 object *item = op->contr->ranged_ob;
1752 1543
1753 if (!op->contr->ranges[range_misc]) 1544 if (!item)
1754 { 1545 {
1755 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); 1546 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1756 return; 1547 return;
1757 } 1548 }
1758 1549
1759 item = op->contr->ranges[range_misc];
1760 if (!item->inv) 1550 if (!item->inv)
1761 { 1551 {
1762 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1552 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1763 return; 1553 return;
1764 } 1554 }
1555
1556 if (!op->apply (item))
1557 return;
1558
1765 if (item->type == WAND) 1559 if (item->type == WAND)
1766 { 1560 {
1767 if (item->stats.food <= 0) 1561 if (item->stats.food <= 0)
1768 { 1562 {
1769 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1563 op->contr->play_sound (sound_find ("wand_poof"));
1770 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); 1564 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1565
1771 return; 1566 return;
1772 } 1567 }
1773 } 1568 }
1774 else if (item->type == ROD || item->type == HORN) 1569 else if (item->type == ROD || item->type == HORN)
1775 { 1570 {
1776 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1571 sint16 spell_sp = max (item->inv->stats.sp, item->inv->stats.grace);
1572
1573 // using the maximum of the rods charge allows at least one spell cast
1574 // for a rod or horn, this fixes some broken rods.
1575 if (item->stats.hp < min (spell_sp, item->stats.maxhp))
1777 { 1576 {
1778 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1577 op->contr->play_sound (sound_find ("wand_poof"));
1578
1779 if (item->type == ROD) 1579 if (item->type == ROD)
1780 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); 1580 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1781 else 1581 else
1782 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1582 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1583
1783 return; 1584 return;
1784 } 1585 }
1785 } 1586 }
1786 1587
1787 if (cast_spell (op, item, dir, item->inv, NULL)) 1588 if (cast_spell (op, item, dir, item->inv, NULL))
1788 { 1589 {
1789 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */ 1590 item->flag [FLAG_BEEN_APPLIED] = true; /* You now know something about it */
1591
1790 if (item->type == WAND) 1592 if (item->type == WAND)
1791 { 1593 {
1792 if (!(--item->stats.food)) 1594 if (!(--item->stats.food))
1793 { 1595 {
1794 object *tmp; 1596 object *tmp;
1795 1597
1796 if (item->arch) 1598 if (item->arch)
1797 { 1599 {
1798 CLEAR_FLAG (item, FLAG_ANIMATE); 1600 item->clr_flag (FLAG_ANIMATE);
1799 item->face = item->arch->clone.face; 1601 item->face = item->arch->face;
1800 item->set_speed (0); 1602 item->set_speed (0);
1801 } 1603 }
1802 1604
1803 if ((tmp = item->in_player ())) 1605 if (object *pl = item->visible_to ())
1804 esrv_update_item (UPD_ANIM, tmp, item); 1606 esrv_update_item (UPD_ANIM, pl, item);
1805 } 1607 }
1806 } 1608 }
1807 else if (item->type == ROD || item->type == HORN) 1609 else if (item->type == ROD || item->type == HORN)
1808 drain_rod_charge (item); 1610 drain_rod_charge (item);
1809 } 1611 }
1810} 1612}
1811 1613
1812/* Received a fire command for the player - go and do it. 1614/* Received a fire command for the player - go and do it.
1813 */ 1615 */
1814void 1616bool
1815fire (object *op, int dir) 1617fire (object *who, int dir)
1816{ 1618{
1817 int spellcost = 0; 1619 int spellcost = 0;
1818 1620
1621 player *pl = who->contr;
1622
1623 if (pl->golem)
1624 {
1625 control_golem (who->contr->golem, dir);
1626 return false;
1627 }
1628
1629 object *ob = pl->ranged_ob;
1630
1631 if (!ob)
1632 return false;
1633
1634 if (who->speed_left > 0.f)
1635 --who->speed_left;
1636 else
1637 return false;
1638
1639 if (!who->apply (ob))
1640 return false;
1641
1819 /* check for loss of invisiblity/hide */ 1642 /* check for loss of invisiblity/hide */
1820 if (action_makes_visible (op)) 1643 if (action_makes_visible (who))
1821 make_visible (op); 1644 make_visible (who);
1822 1645
1823 switch (op->contr->shoottype) 1646 switch (ob->type)
1824 { 1647 {
1825 case range_none: 1648 case BOW:
1826 return;
1827
1828 case range_bow:
1829 player_fire_bow (op, dir); 1649 player_fire_bow (who, dir);
1830 return; 1650 break;
1831 1651
1832 case range_magic: /* Casting spells */ 1652 case SPELL:
1833 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0)); 1653 spellcost = cast_spell (who, who, dir, ob, *pl->spellparam ? pl->spellparam : 0);
1834 return; 1654 break;
1835 1655
1836 case range_misc: 1656 case BUILDER:
1837 fire_misc_object (op, dir);
1838 return;
1839
1840 case range_golem: /* Control summoned monsters from scrolls */
1841 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
1842 {
1843 op->contr->ranges[range_golem] = 0;
1844 op->contr->shoottype = range_none;
1845 }
1846 else
1847 control_golem (op->contr->ranges[range_golem], dir);
1848 return;
1849
1850 case range_skill:
1851 if (!op->chosen_skill)
1852 {
1853 if (op->type == PLAYER)
1854 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
1855 return;
1856 }
1857
1858 do_skill (op, op, op->chosen_skill, dir, NULL);
1859 return;
1860 case range_builder:
1861 apply_map_builder (op, dir); 1657 apply_map_builder (who, dir);
1862 return; 1658 break;
1659
1660 case SKILL:
1661 do_skill (who, who, ob, dir, 0);
1662 break;
1663
1664 case RANGED:
1665 do_skill (who, ob, who->chosen_skill, dir, 0);
1666 break;
1667
1863 default: 1668 default:
1864 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type."); 1669 fire_misc_object (who, dir);
1865 return; 1670 break;
1866 } 1671 }
1867}
1868 1672
1869/* find_key 1673 return true;
1870 * We try to find a key for the door as passed. If we find a key 1674}
1871 * and successfully use it, we return the key, otherwise NULL 1675
1872 * This function merges both normal and locked door, since the logic 1676static object *
1873 * for both is the same - just the specific key is different.
1874 * pl is the player,
1875 * inv is the objects inventory to searched
1876 * door is the door we are trying to match against.
1877 * This function can be called recursively to search containers.
1878 */
1879object *
1880find_key (object *pl, object *container, object *door) 1677find_key_ (object *pl, object *container, object *door)
1881{ 1678{
1882 object *tmp, *key; 1679 object *tmp, *key;
1883 1680
1884 /* Should not happen, but sanity checking is never bad */ 1681 /* Should not happen, but sanity checking is never bad */
1885 if (!container->inv) 1682 if (!container->inv)
1888 /* First, lets try to find a key in the top level inventory */ 1685 /* First, lets try to find a key in the top level inventory */
1889 for (tmp = container->inv; tmp; tmp = tmp->below) 1686 for (tmp = container->inv; tmp; tmp = tmp->below)
1890 { 1687 {
1891 if (door->type == DOOR && tmp->type == KEY) 1688 if (door->type == DOOR && tmp->type == KEY)
1892 break; 1689 break;
1690
1893 /* For sanity, we should really check door type, but other stuff 1691 /* For sanity, we should really check door type, but other stuff
1894 * (like containers) can be locked with special keys 1692 * (like containers) can be locked with special keys
1895 */ 1693 */
1896 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1694 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1897 break; 1695 break;
1903 * a key, return 1701 * a key, return
1904 */ 1702 */
1905 if (!tmp) 1703 if (!tmp)
1906 { 1704 {
1907 for (tmp = container->inv; tmp; tmp = tmp->below) 1705 for (tmp = container->inv; tmp; tmp = tmp->below)
1908 {
1909 /* No reason to search empty containers */ 1706 /* No reason to search empty containers */
1910 if (tmp->type == CONTAINER && tmp->inv) 1707 if (tmp->type == CONTAINER && tmp->inv)
1911 {
1912 if ((key = find_key (pl, tmp, door))) 1708 if ((key = find_key_ (pl, tmp, door)))
1913 return key; 1709 return key;
1914 }
1915 }
1916 1710
1917 if (!tmp) 1711 if (!tmp)
1918 return NULL; 1712 return 0;
1919 } 1713 }
1920 1714
1921 /* We get down here if we have found a key. Now if its in a container, 1715 /* We get down here if we have found a key. Now if its in a container,
1922 * see if we actually want to use it 1716 * see if we actually want to use it
1923 */ 1717 */
1924 if (pl != container) 1718 if (pl != container)
1925 { 1719 {
1926 /* Only let players use keys in containers */ 1720 /* Only let players use keys in containers */
1927 if (!pl->contr) 1721 if (!pl->contr)
1928 return NULL; 1722 return 0;
1723
1929 /* cases where this fails: 1724 /* cases where this fails:
1930 * If we only search the player inventory, return now since we 1725 * If we only search the player inventory, return now since we
1931 * are not in the players inventory. 1726 * are not in the players inventory.
1932 * If the container is not active, return now since only active 1727 * If the container is not active, return now since only active
1933 * containers can be used. 1728 * containers can be used.
1937 * inv must have been an container and must have been active. 1732 * inv must have been an container and must have been active.
1938 * 1733 *
1939 * Change the color so that the message doesn't disappear with 1734 * Change the color so that the message doesn't disappear with
1940 * all the others. 1735 * all the others.
1941 */ 1736 */
1942 if (pl->contr->usekeys == key_inventory || 1737 if (pl->contr->usekeys == key_inventory
1943 !QUERY_FLAG (container, FLAG_APPLIED) || 1738 || !container->flag [FLAG_APPLIED]
1944 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys")))) 1739 || (pl->contr->usekeys == keyrings && container->race != shstr_keys))
1945 { 1740 {
1946 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1741 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1947 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); 1742 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1948 return NULL; 1743 return NULL;
1949 } 1744 }
1950 } 1745 }
1951 1746
1952 return tmp; 1747 return tmp;
1748}
1749
1750/* find_key
1751 * We try to find a key for the door as passed. If we find a key
1752 * and successfully use it, we return the key, otherwise NULL
1753 * This function merges both normal and locked door, since the logic
1754 * for both is the same - just the specific key is different.
1755 * pl is the player,
1756 * inv is the objects inventory to searched
1757 * door is the door we are trying to match against.
1758 * This function can be called recursively to search containers.
1759 */
1760object *
1761find_key (object *pl, object *container, object *door)
1762{
1763 if (door->slaying && is_match_expr (door->slaying))
1764 {
1765 // for match expressions, we try to find the key by applying the match
1766 // to the op itself, which is supposed to find the "key", instead
1767 // of searching through containers ourselves.
1768
1769 return match_one (door->slaying, container, door, pl, pl);
1770 }
1771 else
1772 return find_key_ (pl, container, door);
1953} 1773}
1954 1774
1955/* moved door processing out of move_player_attack. 1775/* moved door processing out of move_player_attack.
1956 * returns 1 if player has opened the door with a key 1776 * returns 1 if player has opened the door with a key
1957 * such that the caller should not do anything more, 1777 * such that the caller should not do anything more,
1958 * 0 otherwise 1778 * 0 otherwise
1959 */ 1779 */
1960static int 1780static int
1961player_attack_door (object *op, object *door) 1781player_attack_door (object *op, object *door)
1962{ 1782{
1963 /* If its a door, try to find a use a key. If we do destroy the door, 1783 /* 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 - 1784 * might as well return immediately as there is nothing more to do -
1965 * otherwise, we fall through to the rest of the code. 1785 * otherwise, we fall through to the rest of the code.
1966 */ 1786 */
1967 object *key = find_key (op, op, door); 1787 object *key = find_key (op, op, door);
1968 1788
1969 /* IF we found a key, do some extra work */ 1789 /* If we found a key, do some extra work */
1970 if (key) 1790 if (key)
1971 { 1791 {
1972 object *container = key->env; 1792 object *container = key->env;
1973 1793
1974 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1975 if (action_makes_visible (op)) 1794 if (action_makes_visible (op))
1976 make_visible (op); 1795 make_visible (op);
1796
1977 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1797 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1978 spring_trap (door->inv, op); 1798 spring_trap (door->inv, op);
1979 1799
1980 if (door->type == DOOR) 1800 if (door->type == DOOR)
1981 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1801 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1982 else if (door->type == LOCKED_DOOR) 1802 else if (door->type == LOCKED_DOOR)
1983 { 1803 {
1984 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1804 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN);
1985 remove_door2 (door); /* remove door without violence ;-) */ 1805 remove_door2 (door); /* remove door without violence ;-) */
1986 } 1806 }
1987 1807
1988 /* Do this after we print the message */ 1808 /* Do this after we print the message */
1989 decrease_ob (key); /* Use up one of the keys */ 1809 key->decrease (); /* Use up one of the keys */
1990 /* Need to update the weight the container the key was in */
1991 if (container != op)
1992 esrv_update_item (UPD_WEIGHT, op, container);
1993 1810
1994 return 1; /* Nothing more to do below */ 1811 return 1; /* Nothing more to do below */
1995 } 1812 }
1996 else if (door->type == LOCKED_DOOR) 1813 else if (door->type == LOCKED_DOOR)
1997 { 1814 {
1998 /* Might as well return now - no other way to open this */ 1815 /* Might as well return now - no other way to open this */
1999 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1816 op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door...");
2000 return 1; 1817 return 1;
2001 } 1818 }
2002 1819
2003 return 0; 1820 return 0;
2004} 1821}
2007 * It should keep the code cleaner. 1824 * It should keep the code cleaner.
2008 * When this is called, the players direction has been updated 1825 * When this is called, the players direction has been updated
2009 * (taking into account confusion.) The player is also actually 1826 * (taking into account confusion.) The player is also actually
2010 * going to try and move (not fire weapons). 1827 * going to try and move (not fire weapons).
2011 */ 1828 */
2012void 1829bool
2013move_player_attack (object *op, int dir) 1830move_player_attack (object *op, int dir)
2014{ 1831{
2015 object *tmp, *mon; 1832 if (!op->contr->braced && op->speed_left > 0.f && op->move (dir))
2016 sint16 nx, ny; 1833 {
2017 int on_battleground; 1834 --op->speed_left;
2018 maptile *m; 1835 return true;
1836 }
2019 1837
2020 nx = freearr_x[dir] + op->x; 1838 sint16 nx = freearr_x[dir] + op->x;
2021 ny = freearr_y[dir] + op->y; 1839 sint16 ny = freearr_y[dir] + op->y;
2022 1840
2023 on_battleground = op_on_battleground (op, 0, 0); 1841 if (out_of_map (op->map, nx, ny))
1842 return false;
2024 1843
2025 /* If braced, or can't move to the square, and it is not out of the 1844 /* If braced, or can't move to the square, and it is not out of the
2026 * map, attack it. Note order of if statement is important - don't 1845 * map, attack it. Note order of if statement is important - don't
2027 * want to be calling move_ob if braced, because move_ob will move the 1846 * want to be calling move_ob if braced, because move_ob will move the
2028 * player. This is a pretty nasty hack, because if we could 1847 * player. This is a pretty nasty hack, because if we could
2029 * move to some space, it then means that if we are braced, we should 1848 * move to some space, it then means that if we are braced, we should
2030 * do nothing at all. As it is, if we are braced, we go through 1849 * do nothing at all. As it is, if we are braced, we go through
2031 * quite a bit of processing. However, it probably is less than what 1850 * quite a bit of processing. However, it probably is less than what
2032 * move_ob uses. 1851 * move_ob uses.
2033 */ 1852 */
2034 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) 1853 maptile *m = op->map->xy_find (nx, ny);
1854
1855 /* Go through all the objects, and find ones of interest. Only stop if
1856 * we find a monster - that is something we know we want to attack.
1857 * if its a door or barrel (can roll) see if there may be monsters
1858 * on the space
1859 */
1860 object *mon;
1861 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
1862 {
1863 if ((mon->flag [FLAG_ALIVE]
1864 || mon->type == LOCKED_DOOR
1865 || mon->flag [FLAG_CAN_ROLL])
1866 && mon != op)
1867 break;
2035 { 1868 }
2036 if (OUT_OF_REAL_MAP (op->map, nx, ny)) 1869
1870 /* no monster == player tries to move into a wall or so */
1871 if (!mon)
1872 {
1873 for (object *ob = m->at (nx, ny).top; ob; ob = ob->below)
1874 if (op->move_type & ob->move_block)
2037 { 1875 {
2038 m = op->map->xy_find (nx, ny); 1876 if (ob->move_block == MOVE_ALL)
2039 if (!m) 1877 move_into_wall (op, ob);
2040 return; /* Don't think this should happen */ 1878 else
1879 {
1880 if (op->contr->ns->bumpmsg)
1881 {
1882 op->play_sound (sound_find ("blocked_move"));
1883
1884 op->statusmsg (ob->invisible
1885 ? "Something blocks you."
1886 : format ("Something blocks you from entering the %s.", query_name (ob))
1887 );
1888 }
1889 }
1890
1891 break;
1892 }
1893
1894 return false;
1895 }
1896
1897 mon = mon->head_ ();
1898
1899 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
1900 if (op->contr->weapon_sp_left > 0.f)
1901 if (player_attack_door (op, mon))
1902 {
1903 --op->contr->weapon_sp_left;
1904 return true;
1905 }
1906
1907 /* The following deals with possibly attacking peaceful
1908 * or friendly creatures. Basically, all players are considered
1909 * unaggressive. If the moving player has peaceful set, then the
1910 * object should be pushed instead of attacked. It is assumed that
1911 * if you are braced, you will not attack friends accidently,
1912 * and thus will not push them.
1913 */
1914
1915 /* If the creature is a pet, push it even if the player is not
1916 * peaceful. Our assumption is the creature is a pet if the
1917 * player owns it and it is either friendly or unagressive.
1918 */
1919 if (op->type == PLAYER
1920 && ((mon->owner && mon->owner->contr
1921 && same_party (mon->owner->contr->party, op->contr->party))
1922 || mon->owner == op)
1923 && (mon->flag [FLAG_UNAGGRESSIVE] || mon->flag [FLAG_FRIENDLY]))
1924 {
1925 /* If we're braced, we don't want to switch places with it */
1926 if (op->contr->braced)
1927 return false;
1928
1929 if (op->speed_left > 0.f)
1930 {
1931 --op->speed_left;
1932
1933 op->play_sound (sound_find ("push_player"));
1934 push_ob (mon, dir, op);
1935
1936 if (action_makes_visible (op))
1937 make_visible (op);
1938
1939 return true;
2041 } 1940 }
2042 else 1941 else
2043 m = op->map;
2044
2045 if (!(tmp = m->at (nx, ny).bot))
2046 return; 1942 return false;
1943 }
2047 1944
2048 mon = 0; 1945 bool on_battleground = op_on_battleground (op, 0, 0);
2049 /* Go through all the objects, and find ones of interest. Only stop if
2050 * we find a monster - that is something we know we want to attack.
2051 * if its a door or barrel (can roll) see if there may be monsters
2052 * on the space
2053 */
2054 while (tmp)
2055 {
2056 if (tmp == op)
2057 {
2058 tmp = tmp->above;
2059 continue;
2060 }
2061 1946
2062 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2063 {
2064 mon = tmp;
2065 break;
2066 }
2067
2068 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2069 mon = tmp;
2070
2071 tmp = tmp->above;
2072 }
2073
2074 if (!mon) /* This happens anytime the player tries to move */
2075 return; /* into a wall */
2076
2077 if (mon->head)
2078 mon = mon->head;
2079
2080 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2081 if (player_attack_door (op, mon))
2082 return;
2083
2084 /* The following deals with possibly attacking peaceful
2085 * or frienddly creatures. Basically, all players are considered
2086 * unaggressive. If the moving player has peaceful set, then the
2087 * object should be pushed instead of attacked. It is assumed that
2088 * if you are braced, you will not attack friends accidently,
2089 * and thus will not push them.
2090 */
2091
2092 /* If the creature is a pet, push it even if the player is not
2093 * peaceful. Our assumption is the creature is a pet if the
2094 * player owns it and it is either friendly or unagressive.
2095 */
2096 if ((op->type == PLAYER)
2097#if COZY_SERVER
2098 &&
2099 ((mon->owner && mon->owner->contr
2100 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op)
2101#else
2102 && mon->owner == op
2103#endif
2104 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2105 {
2106 /* If we're braced, we don't want to switch places with it */
2107 if (op->contr->braced)
2108 return;
2109
2110 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2111 (void) push_ob (mon, dir, op);
2112 if (op->contr->tmp_invis || op->hide)
2113 make_visible (op);
2114
2115 return;
2116 }
2117
2118 /* in certain circumstances, you shouldn't attack friendly 1947 /* in certain circumstances, you shouldn't attack friendly
2119 * creatures. Note that if you are braced, you can't push 1948 * creatures. Note that if you are braced, you can't push
2120 * someone, but put it inside this loop so that you won't 1949 * someone, but put it inside this loop so that you won't
2121 * attack them either. 1950 * attack them either.
2122 */ 1951 */
2123 if ((mon->type == PLAYER || mon->enemy != op) && 1952 if ((mon->type == PLAYER || mon->enemy != op)
2124 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 1953 && (mon->type == PLAYER || mon->flag [FLAG_UNAGGRESSIVE] || mon->flag [FLAG_FRIENDLY])
2125#ifdef PROHIBIT_PLAYERKILL
2126 (op->contr->peaceful 1954 && ((op->contr->peaceful
2127 || (mon->type == PLAYER 1955 || (mon->type == PLAYER && mon->contr->peaceful))
2128 && mon->contr->
2129 peaceful)) &&
2130#else
2131 op->contr->peaceful &&
2132#endif
2133 !on_battleground)) 1956 && !on_battleground))
1957 {
1958 if (op->speed_left > 0.f)
2134 { 1959 {
1960 --op->speed_left;
1961
2135 if (!op->contr->braced) 1962 if (!op->contr->braced)
2136 { 1963 {
2137 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 1964 op->play_sound (sound_find ("push_player"));
2138 push_ob (mon, dir, op); 1965 push_ob (mon, dir, op);
2139 } 1966 }
2140 else 1967 else
2141 new_draw_info (0, 0, op, "You withhold your attack"); 1968 op->statusmsg ("You withhold your attack");
2142 1969
2143 if (op->contr->tmp_invis || op->hide) 1970 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
2144 make_visible (op); 1971 make_visible (op);
2145 }
2146 1972
1973 return true;
1974 }
1975 }
2147 /* If the object is a boulder or other rollable object, then 1976 /* If the object is a boulder or other rollable object, then
2148 * roll it if not braced. You can't roll it if you are braced. 1977 * roll it if not braced. You can't roll it if you are braced.
2149 */ 1978 */
2150 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 1979 else if (mon->flag [FLAG_CAN_ROLL] && (!op->contr->braced))
1980 {
1981 if (op->speed_left > 0.f)
2151 { 1982 {
1983 --op->speed_left;
1984
2152 recursive_roll (mon, dir, op); 1985 recursive_roll (mon, dir, op);
2153 if (action_makes_visible (op)) 1986 if (action_makes_visible (op))
2154 make_visible (op); 1987 make_visible (op);
2155 }
2156 1988
1989 return true;
1990 }
1991 }
2157 /* Any generic living creature. Including things like doors. 1992 /* Any generic living creature. Including things like doors.
2158 * Way it works is like this: First, it must have some hit points 1993 * Way it works is like this: First, it must have some hit points
2159 * and be living. Then, it must be one of the following: 1994 * and be living. Then, it must be one of the following:
2160 * 1) Not a player, 2) A player, but of a different party. Note 1995 * 1) Not a player, 2) A player, but of a different party. Note
2161 * that party_number -1 is no party, so attacks can still happen. 1996 * that party_number -1 is no party, so attacks can still happen.
2162 */ 1997 */
2163 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 1998 else if ((mon->stats.hp >= 0) && mon->flag [FLAG_ALIVE] &&
2164 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 1999 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2165 { 2000 {
2166 2001 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2167 /* If the player hasn't hit something this tick, and does
2168 * so, give them speed boost based on weapon speed. Doing
2169 * it here is better than process_players2, which basically
2170 * incurred a 1 tick offset.
2171 */
2172 if (!op->contr->has_hit)
2173 { 2002 {
2174 op->speed_left += op->speed / op->contr->weapon_sp; 2003 --op->contr->weapon_sp_left;
2175
2176 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2177 }
2178 2004
2179 skill_attack (mon, op, 0, 0, 0); 2005 skill_attack (mon, op, 0, 0, 0);
2180
2181 /* If attacking another player, that player gets automatic
2182 * hitback, and doesn't loose luck either.
2183 * Disable hitback on the battleground or if the target is
2184 * the wiz.
2185 */
2186 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2187 {
2188 short luck = mon->stats.luck;
2189
2190 mon->contr->has_hit = 1;
2191 skill_attack (op, mon, 0, 0, 0);
2192 mon->stats.luck = luck;
2193 }
2194 2006
2195 if (action_makes_visible (op)) 2007 if (action_makes_visible (op))
2196 make_visible (op); 2008 make_visible (op);
2197 }
2198 } /* if player should attack something */
2199}
2200 2009
2201int 2010 return true;
2011 }
2012 }
2013
2014 return false;
2015}
2016
2017bool
2202move_player (object *op, int dir) 2018move_player (object *op, int dir)
2203{ 2019{
2204 int pick;
2205
2206 if (!op->map || op->map->in_memory != MAP_IN_MEMORY) 2020 if (!op->map || op->map->state != MAP_ACTIVE)
2207 return 0; 2021 return 0;
2208 2022
2209 /* Sanity check: make sure dir is valid */ 2023 /* Sanity check: make sure dir is valid */
2210 if ((dir < 0) || (dir >= 9)) 2024 if (dir < 0 || dir > 8)
2211 { 2025 {
2212 LOG (llevError, "move_player: invalid direction %d\n", dir); 2026 LOG (llevError, "move_player: invalid direction %d\n", dir);
2213 return 0; 2027 return 0;
2214 } 2028 }
2215 2029
2216 /* peterm: added following line */ 2030 /* peterm: added following line */
2217 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2031 if (op->flag [FLAG_CONFUSED] && dir)
2218 dir = absdir (dir + rndm (3) + rndm (3) - 2); 2032 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2219 2033
2220 op->facing = dir; 2034 op->facing = dir;
2221 2035
2222 if (op->hide) 2036 if (op->flag [FLAG_HIDDEN])
2223 do_hidden_move (op); 2037 do_hidden_move (op);
2224 2038
2039 bool retval;
2040 int pick = 0;
2041
2225 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2042 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2226 /*nop */ ; 2043 retval = RESULT_INT (0);
2227 else if (op->contr->fire_on) 2044 else if (op->contr->fire_on)
2228 fire (op, dir); 2045 retval = fire (op, dir);
2229 else 2046 else
2230 { 2047 {
2231 move_player_attack (op, dir); 2048 retval = move_player_attack (op, dir);
2232 pick = check_pick (op); 2049 pick = check_pick (op);
2233 } 2050 }
2234 2051
2235 /* Add special check for newcs players and fire on - this way, the 2052 /* Add special check for newcs players and fire on - this way, the
2236 * server can handle repeat firing. 2053 * server can handle repeat firing.
2243 /* Update how the player looks. Use the facing, so direction may 2060 /* Update how the player looks. Use the facing, so direction may
2244 * get reset to zero. This allows for full animation capabilities 2061 * get reset to zero. This allows for full animation capabilities
2245 * for players. 2062 * for players.
2246 */ 2063 */
2247 animate_object (op, op->facing); 2064 animate_object (op, op->facing);
2248 return 0; 2065
2066 return retval;
2249} 2067}
2250 2068
2251/* This is similar to handle_player, below, but is only used by the 2069/* This is similar to handle_player, below, but is only used by the
2252 * new client/server stuff. 2070 * new client/server stuff.
2253 * This is sort of special, in that the new client/server actually uses 2071 * This is sort of special, in that the new client/server actually uses
2254 * the new speed values for commands. 2072 * the new speed values for commands.
2255 * 2073 *
2256 * Returns true if there are more actions we can do. 2074 * Returns true if there are more actions we can do. Should not do
2075 * many actions in a row, as that would be too unfair to other
2076 * players.
2257 */ 2077 */
2258int 2078bool
2259handle_newcs_player (object *op) 2079handle_newcs_player (object *op)
2260{ 2080{
2261 if (op->contr->hidden) 2081 if (op->flag [FLAG_SCARED])
2262 {
2263 op->invisible = 1000;
2264 /* the socket code flashes the player visible/invisible
2265 * depending on the value of invisible, so we need to
2266 * alternate it here for it to work correctly.
2267 */
2268 if (pticks & 2)
2269 op->invisible--;
2270 } 2082 {
2271 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS))) 2083 if (op->speed_left > 0.f)
2272 {
2273 op->invisible--;
2274 if (!op->invisible)
2275 {
2276 make_visible (op);
2277 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2278 } 2084 {
2279 }
2280
2281 if (QUERY_FLAG (op, FLAG_SCARED))
2282 {
2283 flee_player (op);
2284 /* If player is still scared, that is his action for this tick */
2285 if (QUERY_FLAG (op, FLAG_SCARED))
2286 {
2287 op->speed_left--; 2085 --op->speed_left;
2086 flee_player (op);
2087
2288 return 0; 2088 return true;
2289 } 2089 }
2090 else
2091 return false;
2290 } 2092 }
2291
2292 /* I've been seeing crashes where the golem has been destroyed, but
2293 * the player object still points to the defunct golem. The code that
2294 * destroys the golem looks correct, and it doesn't always happen, so
2295 * put this in a a workaround to clean up the golem pointer.
2296 */
2297 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2298 op->contr->ranges[range_golem] = 0;
2299 2093
2300 /* call this here - we also will call this in do_ericserver, but 2094 /* call this here - we also will call this in do_ericserver, but
2301 * the players time has been increased when doericserver has been 2095 * the players time has been increased when doericserver has been
2302 * called, so we recheck it here. 2096 * called, so we recheck it here.
2303 */ 2097 */
2304 if (op->contr->ns->handle_command ()) 2098 if (op->contr->ns->handle_command ())
2305 return 1; 2099 return true;
2306 2100
2307 if (op->speed_left > 0)
2308 {
2309 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2101 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2310 {
2311 /* All move commands take 1 tick, at least for now */
2312 op->speed_left--;
2313
2314 /* Instead of all the stuff below, let move_player take care
2315 * of it. Also, some of the skill stuff is only put in
2316 * there, as well as the confusion stuff.
2317 */
2318 move_player (op, op->direction); 2102 return move_player (op, op->direction);
2319 2103
2320 return op->speed_left > 0;
2321 }
2322 }
2323
2324 return 0; 2104 return false;
2325} 2105}
2326 2106
2327int 2107static int
2328save_life (object *op) 2108save_life (object *op)
2329{ 2109{
2330 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2110 if (!op->flag [FLAG_LIFESAVE])
2331 return 0; 2111 return 0;
2332 2112
2333 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2113 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2334 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2114 if (tmp->flag [FLAG_APPLIED] && tmp->flag [FLAG_LIFESAVE])
2335 { 2115 {
2336 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2116 op->play_sound (sound_find ("ob_evaporate"));
2337 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); 2117 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2338 2118
2339 if (op->contr)
2340 esrv_del_item (op->contr, tmp->count);
2341
2342 tmp->destroy (); 2119 tmp->destroy ();
2343 CLEAR_FLAG (op, FLAG_LIFESAVE); 2120 op->clr_flag (FLAG_LIFESAVE);
2344 2121
2345 if (op->stats.hp < 0) 2122 if (op->stats.hp < 0)
2346 op->stats.hp = op->stats.maxhp; 2123 op->stats.hp = op->stats.maxhp;
2347 2124
2348 if (op->stats.food < 0) 2125 if (op->stats.food < 0)
2349 op->stats.food = 999; 2126 op->stats.food = MAX_FOOD;
2350 2127
2351 op->update_stats (); 2128 op->update_stats ();
2352 return 1; 2129 return 1;
2353 } 2130 }
2354 2131
2355 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2132 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2356 CLEAR_FLAG (op, FLAG_LIFESAVE); 2133 op->clr_flag (FLAG_LIFESAVE);
2357 enter_player_savebed (op); /* bring him home. */ 2134 enter_player_savebed (op); /* bring him home. */
2358 return 0; 2135 return 0;
2359} 2136}
2360 2137
2361/* This goes throws the inventory and removes unpaid objects, and puts them 2138/* This goes throws the inventory and removes unpaid objects, and puts them
2362 * back in the map (location and map determined by values of env). This 2139 * back in the map (location and map determined by values of env). This
2363 * function will descend into containers. op is the object to start the search 2140 * function will descend into containers. op is the object to start the search
2364 * from. 2141 * from.
2365 */ 2142 */
2143static void
2144drop_unpaid_items (object *op, object *env)
2145{
2146 while (op)
2147 {
2148 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2149
2150 if (op->flag [FLAG_UNPAID])
2151 op->insert_at (env);
2152 else if (op->inv)
2153 drop_unpaid_items (op->inv, env);
2154
2155 op = next;
2156 }
2157}
2158
2366void 2159void
2367remove_unpaid_objects (object *op, object *env) 2160object::drop_unpaid_items ()
2368{ 2161{
2369 while (op) 2162 if (!flag [FLAG_REMOVED])
2370 { 2163 ::drop_unpaid_items (inv, this);
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}
2386
2387/*
2388 * Returns pointer a static string containing gravestone text
2389 * Moved from apply.c to player.c - player.c is what
2390 * actually uses this function. player.c may not be quite the
2391 * best, a misc file for object actions is probably better,
2392 * but there isn't one in the server directory.
2393 */
2394char *
2395gravestone_text (object *op)
2396{
2397 static char buf2[MAX_BUF];
2398 char buf[MAX_BUF];
2399 time_t now = time (NULL);
2400
2401 strcpy (buf2, " R.I.P.\n\n");
2402 if (op->type == PLAYER)
2403 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2404 else
2405 sprintf (buf, "%s\n", &op->name);
2406
2407 strncat (buf2, " ", 20 - strlen (buf) / 2);
2408 strcat (buf2, buf);
2409 if (op->type == PLAYER)
2410 sprintf (buf, "who was in level %d when killed\n", op->level);
2411 else
2412 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2413
2414 strncat (buf2, " ", 20 - strlen (buf) / 2);
2415 strcat (buf2, buf);
2416 if (op->type == PLAYER)
2417 {
2418 sprintf (buf, "by %s.\n\n", op->contr->killer);
2419 strncat (buf2, " ", 21 - strlen (buf) / 2);
2420 strcat (buf2, buf);
2421 }
2422
2423 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2424 strncat (buf2, " ", 20 - strlen (buf) / 2);
2425 strcat (buf2, buf);
2426
2427 return buf2;
2428} 2164}
2429 2165
2430void 2166void
2431do_some_living (object *op) 2167do_some_living (object *op)
2432{ 2168{
2433 int last_food = op->stats.food; 2169 int last_food = op->stats.food;
2434 int gen_hp, gen_sp, gen_grace; 2170 int gen_hp, gen_sp, gen_grace;
2435 int over_hp, over_sp, over_grace;
2436 int i; 2171 int i;
2437 int rate_hp = 1200; 2172 int rate_hp = 1200;
2438 int rate_sp = 2500; 2173 int rate_sp = 2500;
2439 int rate_grace = 2000; 2174 int rate_grace = 2000;
2440 const int max_hp = 1; 2175 const int max_hp = 1;
2441 const int max_sp = 1; 2176 const int max_sp = 1;
2442 const int max_grace = 1; 2177 const int max_grace = 1;
2443 2178
2444 if (op->contr->outputs_sync) 2179 if (op->contr->hidden)
2180 {
2181 op->invisible = 1000;
2182 /* the socket code flashes the player visible/invisible
2183 * depending on the value of invisible, so we need to
2184 * alternate it here for it to work correctly.
2185 */
2186 if (server_tick & 2)
2187 op->invisible--;
2445 { 2188 }
2446 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2189 else if (op->invisible && !(op->flag [FLAG_MAKE_INVIS]))
2447 if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks) 2190 {
2448 flush_output_element (op, &op->contr->outputs[i]); 2191 if (!op->invisible--)
2192 {
2193 make_visible (op);
2194 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2195 }
2449 } 2196 }
2450 2197
2451 if (op->contr->ns->state == ST_PLAYING) 2198 if (op->contr->ns->state == ST_PLAYING)
2452 { 2199 {
2453 /* these next three if clauses make it possible to SLOW DOWN 2200 /* these next three if clauses make it possible to SLOW DOWN
2474 { 2221 {
2475 gen_grace = op->stats.maxgrace; 2222 gen_grace = op->stats.maxgrace;
2476 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2223 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2477 } 2224 }
2478 2225
2479 /* Regenerate Spell Points */ 2226 /* Regenerate Grace */
2480 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0) 2227 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2228 if (--op->last_grace < 0)
2481 { 2229 {
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) 2230 if (op->stats.grace < op->stats.maxgrace / 2)
2231 op->stats.grace++; /* no penalty in food for regaining grace */
2232
2233 int temp = gen_grace < 20 ? 30 : gen_grace + 10;
2234
2235 if (max_grace > 1)
2484 { 2236 {
2485 op->stats.sp++; 2237 int over_grace = temp / rate_grace;
2486 /* dms do not consume food */ 2238
2487 if (!QUERY_FLAG (op, FLAG_WIZ)) 2239 if (over_grace > 0)
2488 { 2240 {
2489 op->stats.food--; 2241 op->stats.sp += over_grace + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > (temp % rate_grace)) ? -1 : 0;
2490 if (op->contr->digestion < 0) 2242 op->last_grace = 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 } 2243 }
2244 else
2245 op->last_grace = rate_grace / temp;
2495 } 2246 }
2247 else
2248 op->last_grace = rate_grace / temp;
2496 2249
2497 if (max_sp > 1) 2250 /* wearing stuff doesn't detract from grace generation. */
2251 }
2252
2253 if (op->stats.food > 0)
2254 {
2255 /* Regenerate Spell Points */
2256 if (!op->contr->golem && --op->last_sp < 0)
2498 { 2257 {
2499 over_sp = (gen_sp + 10) / rate_sp; 2258 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2500 if (over_sp > 0) 2259
2260 if (op->stats.sp < op->stats.maxsp)
2501 { 2261 {
2502 if (op->stats.sp < op->stats.maxsp) 2262 op->stats.sp++;
2263
2264 /* dms do not consume food */
2265 if (!op->flag [FLAG_WIZ])
2503 { 2266 {
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--; 2267 op->stats.food--;
2508 2268
2509 if (op->stats.sp > op->stats.maxsp) 2269 if (op->contr->digestion < 0)
2270 op->stats.food += op->contr->digestion;
2271 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2510 op->stats.sp = op->stats.maxsp; 2272 op->stats.food = last_food;
2511 } 2273 }
2274 }
2275
2276 if (max_sp > 1)
2277 {
2278 int over_sp = (gen_sp + 10) / rate_sp;
2279 if (over_sp > 0)
2280 {
2281 if (op->stats.sp < op->stats.maxsp)
2282 {
2283 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2284
2285 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2286 op->stats.sp--;
2287
2288 if (op->stats.sp > op->stats.maxsp)
2289 op->stats.sp = op->stats.maxsp;
2290 }
2291
2512 op->last_sp = 0; 2292 op->last_sp = 0;
2293 }
2294 else
2295 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2513 } 2296 }
2514 else 2297 else
2515 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2298 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2516 } 2299 }
2517 else
2518 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2519 }
2520 2300
2521 /* Regenerate Grace */ 2301 /* Regenerate Hit Points */
2522 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2523 if (--op->last_grace < 0) 2302 if (--op->last_heal < 0)
2524 {
2525 if (op->stats.grace < op->stats.maxgrace / 2)
2526 op->stats.grace++; /* no penalty in food for regaining grace */
2527
2528 if (max_grace > 1)
2529 { 2303 {
2530 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2304 if (op->stats.hp < op->stats.maxhp)
2531 if (over_grace > 0)
2532 { 2305 {
2533 op->stats.sp += over_grace 2306 op->stats.hp++;
2534 + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0; 2307
2308 /* dms do not consume food */
2309 if (!op->flag [FLAG_WIZ])
2310 {
2311 op->stats.food--;
2312
2313 if (op->contr->digestion < 0)
2314 op->stats.food += op->contr->digestion;
2315 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2316 op->stats.food = last_food;
2317 }
2318 }
2319
2320 int temp = gen_hp < 20 ? 30 : gen_hp + 10;
2321
2322 if (max_hp > 1)
2323 {
2324 int over_hp = temp / rate_hp;
2325
2326 if (over_hp > 0)
2327 {
2328 op->stats.sp += over_hp + (random_roll (0, rate_hp - 1, op, PREFER_HIGH) > (temp % rate_hp)) ? -1 : 0;
2535 op->last_grace = 0; 2329 op->last_heal = 0;
2330 }
2331 else
2332 op->last_heal = rate_hp / temp;
2536 } 2333 }
2537 else 2334 else
2538 {
2539 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2540 }
2541 }
2542 else
2543 {
2544 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2545 }
2546 /* wearing stuff doesn't detract from grace generation. */
2547 }
2548
2549 /* Regenerate Hit Points */
2550 if (--op->last_heal < 0)
2551 {
2552 if (op->stats.hp < op->stats.maxhp)
2553 {
2554 op->stats.hp++;
2555 /* dms do not consume food */
2556 if (!QUERY_FLAG (op, FLAG_WIZ))
2557 {
2558 op->stats.food--;
2559 if (op->contr->digestion < 0)
2560 op->stats.food += op->contr->digestion;
2561 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2562 op->stats.food = last_food;
2563 }
2564 }
2565
2566 if (max_hp > 1)
2567 {
2568 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2569 if (over_hp > 0)
2570 {
2571 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2572 op->last_heal = 0; 2335 op->last_heal = rate_hp / temp;
2573 }
2574 else
2575 {
2576 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2577 }
2578 }
2579 else
2580 {
2581 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2582 } 2336 }
2583 } 2337 }
2584 2338
2585 /* Digestion */ 2339 /* Digestion */
2586 if (--op->last_eat < 0) 2340 if (--op->last_eat < 0)
2587 { 2341 {
2588#ifdef COZY_SERVER 2342 int bonus = max (0, op->contr->digestion),
2589 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion; 2343 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 2344
2595 if (op->contr->gen_hp > 0)
2596 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2345 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 2346
2600 /* dms do not consume food */ 2347 /* dms do not consume food */
2601 if (!QUERY_FLAG (op, FLAG_WIZ)) 2348 if (!op->flag [FLAG_WIZ])
2602 op->stats.food--; 2349 op->stats.food--;
2603 } 2350 }
2604 2351
2605 if (op->stats.food < 0 && op->stats.hp >= 0) 2352 if (op->stats.food < 0 && op->stats.hp >= 0)
2606 { 2353 {
2607 object *tmp, *flesh = 0; 2354 object *flesh = 0;
2608 2355
2609 for (tmp = op->inv; tmp; tmp = tmp->below) 2356 for_inv_removable (op, tmp)
2610 { 2357 {
2611 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2358 if (tmp->flag [FLAG_UNPAID])
2359 continue;
2360
2361 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2612 { 2362 {
2613 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2363 op->statusmsg ("You blindly grab for a bite of food. "
2614 { 2364 "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."); 2365 op->apply (tmp);
2616 manual_apply (op, tmp, 0); 2366
2617 if (op->stats.food >= 0 || op->stats.hp < 0) 2367 if (op->stats.food >= 0 || op->stats.hp < 0)
2618 break; 2368 break;
2619 } 2369 }
2620 else if (tmp->type == FLESH) 2370 else if (tmp->type == FLESH)
2621 flesh = tmp; 2371 flesh = tmp;
2622 } /* End if paid for object */ 2372 }
2623 } /* end of for loop */
2624 2373
2625 /* If player is still starving, it means they don't have any food, so 2374 /* If player is still starving, it means they don't have any food, so
2626 * eat flesh instead. 2375 * eat flesh instead.
2627 */ 2376 */
2628 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2377 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2629 { 2378 {
2630 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2379 op->statusmsg ("You blindly grab for a bite of food. "
2380 "H<To prevent you from starving, you ate some random item from your backpack.>");
2631 manual_apply (op, flesh, 0); 2381 op->apply (flesh);
2632 } 2382 }
2383
2384 // If player is still starving, alert him!
2385 if (op->stats.food < 0)
2386 op->failmsg ("You are starving! "
2387 "H<Eat some food to increase your food and prevent you from an untimely death.>");
2388 }
2389
2390 if (op->stats.food < 0)
2633 } 2391 {
2392 op->stats.hp += op->stats.food;
2393 op->stats.food = 0;
2634 2394
2635 while (op->stats.food < 0 && op->stats.hp >= 0) 2395 if (op->stats.hp < 0)
2636 op->stats.food++, op->stats.hp--; 2396 {
2397 op->contr->killer = archetype::get ("killer_starvation");
2398 op->contr->killer->destroy ();
2399 }
2400 }
2637 2401
2402 /* killer should be set here already */
2638 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2403 if (op->stats.hp < 0 && !op->flag [FLAG_WIZ])
2639 kill_player (op); 2404 kill_player (op);
2640 } 2405 }
2641} 2406}
2642 2407
2643/* If the player should die (lack of hp, food, etc), we call this. 2408/* If the player should die (lack of hp, food, etc), we call this.
2646 * file. 2411 * file.
2647 */ 2412 */
2648void 2413void
2649kill_player (object *op) 2414kill_player (object *op)
2650{ 2415{
2651 char buf[MAX_BUF];
2652 int x, y; 2416 int x, y;
2653
2654 //int i;
2655 maptile *map; /* this is for resurrection */ 2417 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; 2418 int will_kill_again;
2663 archetype *at; 2419 archetype *at;
2664 object *tmp; 2420 object *tmp;
2665 2421
2666 if (save_life (op)) 2422 if (save_life (op))
2667 return; 2423 return;
2668 2424
2425 dynbuf_text deathtab;
2426
2427 /* restore player */
2428 at = archetype::find (shstr_poisoning);
2429 if (object *tmp = present_arch_in_ob (at, op))
2430 {
2431 tmp->destroy ();
2432 deathtab << "Your body feels cleansed...\r";
2433 }
2434
2435 at = archetype::find (shstr_confusion);
2436 if (object *tmp = present_arch_in_ob (at, op))
2437 {
2438 tmp->destroy ();
2439 deathtab << "Your mind feels clearer...\r";
2440 }
2441
2442 cure_disease (op, 0, 0); /* remove any disease */
2443
2444 max_it (op->stats.hp , op->stats.maxhp);
2445 max_it (op->stats.sp , op->stats.maxsp);
2446 max_it (op->stats.grace, op->stats.maxgrace);
2447 max_it (op->stats.food , 200);
2448
2449 // remove all spell effects that are active
2450 // to avoid long-term effects such as word-of-recall
2451 for (object *item = op->inv; item; )
2452 {
2453 object *next = item->below;
2454
2455 if (item->type == SPELL_EFFECT && item->active)
2456 item->destroy ();
2457
2458 item = next;
2459 }
2669 2460
2670 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2461 /* 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. 2462 * in cities ONLY!!! It is very important that this doesn't get abused.
2672 * Look at op_on_battleground() for more info --AndreasV 2463 * Look at op_on_battleground() for more info --AndreasV
2673 */ 2464 */
2674 if (op_on_battleground (op, &x, &y)) 2465 if (op_on_battleground (op, &x, &y))
2675 { 2466 {
2676 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2467 deathtab << "You almost died in combat, but local medics have saved your life...\r";
2677 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2678
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 2468
2699 /* create a bodypart-trophy to make the winner happy */ 2469 /* create a bodypart-trophy to make the winner happy */
2700 if (object *tmp = arch_to_object (archetype::find ("finger"))) 2470 object *tmp = archetype::find (shstr_finger)->instance ();
2701 { 2471
2702 sprintf (buf, "%s's finger", &op->name); 2472 tmp->name = format ("%s's finger" , &op->name);
2703 tmp->name = buf; 2473 tmp->name_pl = format ("%s's fingers", &op->name);
2704 sprintf (buf, " This finger has been cut off %s\n" 2474 tmp->msg = format (
2705 " the %s, when he was defeated at\n level %d by %s.\n", 2475 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
2706 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2476 &op->name, op->contr->title,
2707 tmp->msg = buf; 2477 (int)op->level,
2478 op->contr->killer_name ()
2479 );
2708 tmp->value = 0, tmp->type = 0; 2480 tmp->value = 0, tmp->type = 0;
2709 tmp->materialname = "organics"; 2481 tmp->material = name_to_material (shstr_organic);
2710 tmp->insert_at (op, tmp); 2482 tmp->insert_at (op, tmp);
2711 }
2712 2483
2713 /* teleport defeated player to new destination */ 2484 /* teleport defeated player to new destination */
2714 transfer_ob (op, x, y, 0, NULL); 2485 transfer_ob (op, x, y, 0, NULL);
2715 op->contr->braced = 0; 2486 op->contr->braced = 0;
2487
2488 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2716 return; 2489 return;
2717 } 2490 }
2718 2491
2492 deathtab << "You were killed by " << op->contr->killer_name () << ".\n\n";
2493 deathtab << "T<YOU HAVE DIED>\n\n";
2494
2719 INVOKE_PLAYER (DEATH, op->contr); 2495 INVOKE_PLAYER (DEATH, op->contr);
2720 2496
2721 command_kill_pets (op, 0); 2497 command_kill_pets (op, 0);
2722 2498
2723 if (op->stats.food < 0) 2499 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 2500
2733 /* save the map location for corpse, gravestone */ 2501 /* save the map location for corpse, gravestone */
2734 x = op->x; 2502 x = op->x;
2735 y = op->y; 2503 y = op->y;
2736 map = op->map; 2504 map = op->map;
2764 2532
2765 lost_a_stat = 0; 2533 lost_a_stat = 0;
2766 2534
2767 for (z = 0; z < num_stats_lose; z++) 2535 for (z = 0; z < num_stats_lose; z++)
2768 { 2536 {
2769 i = RANDOM () % NUM_STATS; 2537 i = rndm (NUM_STATS);
2770 2538
2771 if (settings.stat_loss_on_death) 2539 if (settings.stat_loss_on_death)
2772 { 2540 {
2773 /* Pick a random stat and take a point off it. Tell the player 2541 /* Pick a random stat and take a point off it. Tell the player
2774 * what he lost. 2542 * what he lost.
2781 lost_a_stat = 1; 2549 lost_a_stat = 1;
2782 } 2550 }
2783 else 2551 else
2784 { 2552 {
2785 /* deplete a stat */ 2553 /* deplete a stat */
2786 archetype *deparch = archetype::find ("depletion"); 2554 archetype *deparch = archetype::find (shstr_depletion);
2787 object *dep; 2555 object *dep;
2788 2556
2789 dep = present_arch_in_ob (deparch, op); 2557 dep = present_arch_in_ob (deparch, op);
2790 if (!dep) 2558 if (!dep)
2791 { 2559 {
2792 dep = arch_to_object (deparch); 2560 dep = deparch->instance ();
2793 insert_ob_in_ob (dep, op); 2561 insert_ob_in_ob (dep, op);
2794 } 2562 }
2795 lose_this_stat = 1; 2563 lose_this_stat = 1;
2796 if (settings.balanced_stat_loss) 2564 if (settings.balanced_stat_loss)
2797 { 2565 {
2825 } 2593 }
2826 } 2594 }
2827 2595
2828 if (lose_this_stat) 2596 if (lose_this_stat)
2829 { 2597 {
2830 this_stat = get_attr_value (&(dep->stats), i); 2598 this_stat = get_attr_value (&dep->stats, i);
2831 /* We could try to do something clever like find another 2599 /* We could try to do something clever like find another
2832 * stat to reduce if this fails. But chances are, if 2600 * stat to reduce if this fails. But chances are, if
2833 * stats have been depleted to -50, all are pretty low 2601 * stats have been depleted to -50, all are pretty low
2834 * and should be roughly the same, so it shouldn't make a 2602 * and should be roughly the same, so it shouldn't make a
2835 * difference. 2603 * difference.
2836 */ 2604 */
2837 if (this_stat >= -50) 2605 if (this_stat >= -50)
2838 { 2606 {
2839 change_attr_value (&(dep->stats), i, -1); 2607 change_attr_value (&(dep->stats), i, -1);
2840 SET_FLAG (dep, FLAG_APPLIED); 2608 dep->set_flag (FLAG_APPLIED);
2841 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2609 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2842 op->update_stats (); 2610 op->update_stats ();
2843 lost_a_stat = 1; 2611 lost_a_stat = 1;
2844 } 2612 }
2845 } 2613 }
2846 } 2614 }
2847 } 2615 }
2616
2848 /* If no stat lost, tell the player. */ 2617 /* If no stat lost, tell the player. */
2849 if (!lost_a_stat) 2618 if (!lost_a_stat)
2850 { 2619 {
2851 /* determine_god() seems to not work sometimes... why is this? 2620 /* determine_god() seems to not work sometimes... why is this?
2852 Should I be using something else? GD */ 2621 Should I be using something else? GD */
2853 const char *god = determine_god (op); 2622 shstr_tmp god = determine_god (op);
2854 2623
2855 if (god && (strcmp (god, "none"))) 2624 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); 2625 deathtab << "For a brief moment you feel the holy presence of " << god << " protecting you.\r";
2857 else 2626 else
2858 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2627 deathtab << "For a brief moment you feel a holy presence protecting you.\r";
2859 } 2628 }
2860#else 2629#else
2861 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2630 deathtab << "For a brief moment you feel a holy presence protecting you from losing yourself completely.";
2862#endif 2631#endif
2863 2632
2864 /* Put a gravestone up where the character 'almost' died. List the 2633 /* Put a gravestone up where the character 'almost' died. List the
2865 * exp loss on the stone. 2634 * exp loss on the stone.
2866 */ 2635 */
2867 tmp = arch_to_object (archetype::find ("gravestone")); 2636 tmp = archetype::find (shstr_gravestone)->instance ();
2868 sprintf (buf, "%s's gravestone", &op->name); 2637 tmp->name = format ("%s's gravestone", &op->name);
2869 tmp->name = buf; 2638 tmp->name_pl = format ("%s's gravestones", &op->name);
2870 sprintf (buf, "%s's gravestones", &op->name); 2639 tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n",
2871 tmp->name_pl = buf; 2640 &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; 2641 tmp->x = op->x, tmp->y = op->y;
2875 insert_ob_in_map (tmp, op->map, NULL, 0); 2642 insert_ob_in_map (tmp, op->map, NULL, 0);
2876 2643
2877 /**************************************/ 2644 /**************************************/
2878 /* */ 2645 /* */
2879 /* Subtract the experience points, */ 2646 /* Subtract the experience points, */
2880 /* if we died cause of food, give us */
2881 /* food, and reset HP's... */
2882 /* */ 2647 /* */
2883 /**************************************/ 2648 /**************************************/
2884 2649
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)); */ 2650 /*add_exp(op, (op->stats.exp * -0.20)); */
2907 apply_death_exp_penalty (op); 2651 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 2652
2914 /* 2653 /*
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 2654 * Check to see if the player has any unpaid items. If so, remove them
2917 * in the map. 2655 * and put them back in the map.
2918 */ 2656 */
2919 2657 op->drop_unpaid_items ();
2920 if (is_in_shop (op))
2921 remove_unpaid_objects (op->inv, op);
2922 2658
2923 /****************************************/ 2659 /****************************************/
2924 /* */ 2660 /* */
2925 /* Move player to his current respawn- */ 2661 /* Move player to his current respawn- */
2926 /* position (usually last savebed) */ 2662 /* position (usually last savebed) */
2944 if (will_kill_again) 2680 if (will_kill_again)
2945 { 2681 {
2946 object *force; 2682 object *force;
2947 int at; 2683 int at;
2948 2684
2949 force = get_archetype (FORCE_NAME); 2685 force = archetype::get (FORCE_NAME);
2950 /* 50 ticks should be enough time for the spell to abate */ 2686 /* 50 ticks should be enough time for the spell to abate */
2951 force->speed = 0.1;
2952 force->speed_left = -5.0; 2687 force->speed_left = -5.f;
2953 SET_FLAG (force, FLAG_APPLIED); 2688 force->set_speed (0.1f);
2689 force->set_flag (FLAG_APPLIED);
2690
2954 for (at = 0; at < NROFATTACKS; at++) 2691 for (at = 0; at < NROFATTACKS; at++)
2955 if (will_kill_again & (1 << at)) 2692 if (will_kill_again & (1 << at))
2956 force->resist[at] = 100; 2693 force->resist[at] = 100;
2957 2694
2958 insert_ob_in_ob (force, op); 2695 insert_ob_in_ob (force, op);
2959 op->update_stats (); 2696 op->update_stats ();
2960
2961 } 2697 }
2962 2698
2963 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2699 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2964} 2700}
2965 2701
2966void 2702static void
2967loot_object (object *op) 2703loot_object (object *op)
2968{ /* Grab and destroy some treasure */ 2704{ /* Grab and destroy some treasure */
2969 object *tmp, *tmp2, *next; 2705 object *tmp, *tmp2, *next;
2970 2706
2971 op->close_container (); /* close open sack first */ 2707 op->close_container (); /* close open sack first */
2981 tmp->x = op->x, tmp->y = op->y; 2717 tmp->x = op->x, tmp->y = op->y;
2982 2718
2983 if (tmp->type == CONTAINER) 2719 if (tmp->type == CONTAINER)
2984 loot_object (tmp); /* empty container to ground */ 2720 loot_object (tmp); /* empty container to ground */
2985 2721
2986 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3)))) 2722 if (!tmp->flag [FLAG_UNIQUE] && (tmp->flag [FLAG_STARTEQUIP] || tmp->flag [FLAG_NO_DROP] || !(rndm (3))))
2987 { 2723 {
2988 if (tmp->nrof > 1) 2724 if (tmp->nrof > 1)
2989 { 2725 {
2990 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2726 tmp->decrease (rndm (1, tmp->nrof - 1));
2991 tmp2->destroy ();
2992 insert_ob_in_map (tmp, op->map, NULL, 0); 2727 insert_ob_in_map (tmp, op->map, NULL, 0);
2993 } 2728 }
2994 else 2729 else
2995 tmp->destroy (); 2730 tmp->destroy ();
2996 } 2731 }
3003 * fix_weight(): Check recursively the weight of all players, and fix 2738 * fix_weight(): Check recursively the weight of all players, and fix
3004 * what needs to be fixed. Refresh windows and fix speed if anything 2739 * what needs to be fixed. Refresh windows and fix speed if anything
3005 * was changed. 2740 * was changed.
3006 */ 2741 */
3007void 2742void
3008fix_weight (void) 2743fix_weight ()
3009{ 2744{
3010 for_all_players (pl) 2745 for_all_players (pl)
3011 { 2746 {
3012 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2747 sint32 old = pl->ob->carrying;
3013 2748
3014 if (old == sum) 2749 pl->ob->update_weight ();
3015 continue; 2750
2751 if (old != pl->ob->carrying)
2752 {
3016 pl->ob->update_stats (); 2753 pl->ob->update_stats ();
3017 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 2754 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, (int)old, (int)pl->ob->carrying);
2755 }
3018 } 2756 }
3019} 2757}
3020 2758
3021void 2759void
3022fix_luck (void) 2760fix_luck ()
3023{ 2761{
3024 for_all_players (pl) 2762 for_all_players (pl)
3025 if (!pl->ob->contr->ns->state) 2763 if (!pl->ob->contr->ns->state)
3026 pl->ob->change_luck (0); 2764 pl->ob->change_luck (0);
3027} 2765}
3064} 2802}
3065 2803
3066void 2804void
3067make_visible (object *op) 2805make_visible (object *op)
3068{ 2806{
3069 op->hide = 0; 2807 op->flag [FLAG_HIDDEN] = 0;
3070 op->invisible = 0; 2808 op->invisible = 0;
2809
3071 if (op->type == PLAYER) 2810 if (op->type == PLAYER)
3072 { 2811 {
3073 op->contr->tmp_invis = 0; 2812 op->contr->tmp_invis = 0;
3074 op->contr->invis_race = 0; 2813 op->contr->invis_race = 0;
3075 } 2814 }
2815
3076 update_object (op, UP_OBJ_FACE); 2816 update_object (op, UP_OBJ_CHANGE);
3077} 2817}
3078 2818
3079int 2819int
3080is_true_undead (object *op) 2820is_true_undead (object *op)
3081{ 2821{
3082 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 2822 if (op->arch->flag [FLAG_UNDEAD])
3083 return 1; 2823 return 1;
3084 2824
3085 return 0; 2825 return 0;
3086} 2826}
3087 2827
3088/* look at the surrounding terrain to determine 2828/* look at the surrounding terrain to determine
3089 * the hideability of this object. Positive levels 2829 * the hideability of this object. Positive levels
3090 * indicate greater hideability. 2830 * indicate greater hideability.
3091 */ 2831 */
3092
3093int 2832int
3094hideability (object *ob) 2833hideability (object *ob)
3095{ 2834{
3096 int i, level = 0, mflag; 2835 int i, level = 0, mflag;
3097 sint16 x, y; 2836 sint16 x, y;
3098 2837
3099 if (!ob || !ob->map) 2838 if (!ob || !ob->map)
3100 return 0; 2839 return 0;
3101 2840
3102 /* so, on normal lighted maps, its hard to hide */ 2841 /* so, on normal lighted maps, its hard to hide */
3103 level = ob->map->darkness - 2; 2842 level = ob->map->darklevel () - 2;
3104 2843
3105 /* this also picks up whether the object is glowing. 2844 /* this also picks up whether the object is glowing.
3106 * If you carry a light on a non-dark map, its not 2845 * If you carry a light on a non-dark map, its not
3107 * as bad as carrying a light on a pitch dark map */ 2846 * as bad as carrying a light on a pitch dark map */
3108 if (has_carried_lights (ob)) 2847 if (ob->has_carried_lights ())
3109 level = -(10 + (2 * ob->map->darkness)); 2848 level = -(10 + (2 * ob->map->darklevel ()));
3110 2849
3111 /* scan through all nearby squares for terrain to hide in */ 2850 /* scan through all nearby squares for terrain to hide in */
3112 for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i]) 2851 for (i = 0, x = ob->x, y = ob->y;
2852 i <= SIZEOFFREE1;
2853 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3113 { 2854 {
3114 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); 2855 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3115 if (mflag & P_OUT_OF_MAP) 2856 if (mflag & P_OUT_OF_MAP)
3116 {
3117 continue; 2857 continue;
3118 } 2858
3119 if (mflag & P_BLOCKSVIEW) /* something to hide near! */ 2859 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3120 level += 2; 2860 level += 2;
3121 else /* open terrain! */ 2861 else /* open terrain! */
3122 level -= 1; 2862 level -= 1;
3123 } 2863 }
3131/* For Hidden creatures - a chance of becoming 'unhidden' 2871/* For Hidden creatures - a chance of becoming 'unhidden'
3132 * every time they move - as we subtract off 'invisibility' 2872 * every time they move - as we subtract off 'invisibility'
3133 * AND, for players, if they move into a ridiculously unhideable 2873 * AND, for players, if they move into a ridiculously unhideable
3134 * spot (surrounded by clear terrain in broad daylight). -b.t. 2874 * spot (surrounded by clear terrain in broad daylight). -b.t.
3135 */ 2875 */
3136
3137void 2876void
3138do_hidden_move (object *op) 2877do_hidden_move (object *op)
3139{ 2878{
3140 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 2879 int hide = 0;
3141 object *skop;
3142 2880
3143 if (!op || !op->map) 2881 if (!op || !op->map)
3144 return; 2882 return;
3145 2883
3146 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 2884 object *skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
2885 int num = random_roll (0, 19, op, PREFER_LOW);
3147 2886
3148 /* its *extremely* hard to run and sneak/hide at the same time! */ 2887 /* its *extremely* hard to run and sneak/hide at the same time! */
3149 if (op->type == PLAYER && op->contr->run_on) 2888 if (op->type == PLAYER && op->contr->run_on)
3150 if (!skop || num >= skop->level) 2889 if (!skop || num >= skop->level)
3151 { 2890 {
3161 num -= hide; 2900 num -= hide;
3162 2901
3163 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 2902 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3164 { 2903 {
3165 make_visible (op); 2904 make_visible (op);
2905
3166 if (op->type == PLAYER) 2906 if (op->type == PLAYER)
3167 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 2907 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3168 } 2908 }
3169 else if (op->type == PLAYER && skop) 2909 else if (op->type == PLAYER && skop)
3170 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 2910 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3185 2925
3186 if (who->type == PLAYER) 2926 if (who->type == PLAYER)
3187 player = 1; 2927 player = 1;
3188 2928
3189 else 2929 else
3190 friendly = QUERY_FLAG (who, FLAG_FRIENDLY); 2930 friendly = who->flag [FLAG_FRIENDLY];
3191 2931
3192 /* search adjacent squares */ 2932 /* search adjacent squares */
3193 for (i = 1; i < 9; i++) 2933 for (i = 1; i < 9; i++)
3194 { 2934 {
3195 x = who->x + freearr_x[i]; 2935 x = who->x + freearr_x[i];
3204 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) 2944 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3205 continue; 2945 continue;
3206 2946
3207 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) 2947 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3208 { 2948 {
3209 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 2949 if ((player ||friendly) &&tmp->flag [FLAG_MONSTER] && !tmp->flag [FLAG_UNAGGRESSIVE])
3210 return 1; 2950 return 1;
3211 else if (tmp->type == PLAYER) 2951 else if (tmp->type == PLAYER)
3212 { 2952 {
3213 /*don't let a hidden DM prevent you from hiding */ 2953 /*don't let a hidden DM prevent you from hiding */
3214 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0) 2954 if (!tmp->flag [FLAG_WIZ] || tmp->contr->hidden == 0)
3215 return 1; 2955 return 1;
3216 } 2956 }
3217 } 2957 }
3218 } 2958 }
3219 return 0; 2959 return 0;
3223 * object op. This function works fine for monsters, 2963 * object op. This function works fine for monsters,
3224 * but we dont worry if the object isnt the top one in 2964 * but we dont worry if the object isnt the top one in
3225 * a pile (say a coin under a table would return "viewable" 2965 * a pile (say a coin under a table would return "viewable"
3226 * by this routine). Another question, should we be 2966 * by this routine). Another question, should we be
3227 * concerned with the direction the player is looking 2967 * concerned with the direction the player is looking
3228 * in? Realistically, most of use cant see stuff behind 2968 * in? Realistically, most of us can't see stuff behind
3229 * our backs...on the other hand, does the "facing" direction 2969 * our backs...on the other hand, does the "facing" direction
3230 * imply the way your head, or body is facing? Its possible 2970 * imply the way your head, or body is facing? It's possible
3231 * for them to differ. Sigh, this fctn could get a bit more complex. 2971 * for them to differ. Sigh, this fctn could get a bit more complex.
3232 * -b.t. 2972 * -b.t.
3233 * This function is now map tiling safe. 2973 * This function is now map tiling safe.
3234 */ 2974 */
3235
3236int 2975int
3237player_can_view (object *pl, object *op) 2976player_can_view (object *pl, object *op)
3238{ 2977{
3239 rv_vector rv; 2978 rv_vector rv;
3240 int dx, dy; 2979 int dx, dy;
3252 2991
3253 get_rangevector (pl, op, &rv, 0x1); 2992 get_rangevector (pl, op, &rv, 0x1);
3254 2993
3255 /* starting with the 'head' part, lets loop 2994 /* starting with the 'head' part, lets loop
3256 * through the object and find if it has any 2995 * through the object and find if it has any
3257 * part that is in the los array but isnt on 2996 * part that is in the los array but isn't on
3258 * a blocked los square. 2997 * a blocked los square.
3259 * we use the archetype to figure out offsets. 2998 * we use the archetype to figure out offsets.
3260 */ 2999 */
3261 while (op) 3000 while (op)
3262 { 3001 {
3263 dx = rv.distance_x + op->arch->clone.x; 3002 dx = rv.distance_x + op->arch->x;
3264 dy = rv.distance_y + op->arch->clone.y; 3003 dy = rv.distance_y + op->arch->y;
3265 3004
3266 /* only the viewable area the player sees is updated by LOS 3005 if (pl->contr->blocked_los (dx, dy) != LOS_BLOCKED)
3267 * code, so we need to restrict ourselves to that range of values
3268 * for any meaningful values.
3269 */
3270 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3271 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3272 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3273 return 1; 3006 return 1;
3007
3274 op = op->more; 3008 op = op->more;
3275 } 3009 }
3276 return 0;
3277}
3278 3010
3279/* routine for both players and monsters. We call this when
3280 * there is a possibility for our action distrubing our hiding
3281 * place or invisiblity spell. Artefact invisiblity is not
3282 * effected by this. If we arent invisible to begin with, we
3283 * return 0.
3284 */
3285int
3286action_makes_visible (object *op)
3287{
3288
3289 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3290 {
3291 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3292 return 0;
3293
3294 if (op->contr && op->contr->tmp_invis == 0)
3295 return 0;
3296
3297 /* If monsters, they should become visible */
3298 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3299 {
3300 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3301 return 1;
3302 }
3303 }
3304 return 0; 3011 return 0;
3305} 3012}
3306 3013
3307/* op_on_battleground - checks if the given object op (usually 3014/* op_on_battleground - checks if the given object op (usually
3308 * a player) is standing on a valid battleground-tile, 3015 * a player) is standing on a valid battleground-tile,
3313 * Default is to do the same as before, so only people wanting to have different points need worry about this 3020 * Default is to do the same as before, so only people wanting to have different points need worry about this
3314 */ 3021 */
3315int 3022int
3316op_on_battleground (object *op, int *x, int *y) 3023op_on_battleground (object *op, int *x, int *y)
3317{ 3024{
3318 object *tmp;
3319
3320 /* A battleground-tile needs the following attributes to be valid: 3025 /* A battleground-tile needs the following attributes to be valid:
3321 * is_floor 1 (has to be the FIRST floor beneath the player's feet), 3026 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3322 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3027 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3323 * and the exit-coordinates sp/hp must both be > 0. 3028 * and the exit-coordinates sp/hp must both be > 0.
3324 * => The intention here is to prevent abuse of the battleground- 3029 * => The intention here is to prevent abuse of the battleground-
3325 * feature (like pickable or hidden battleground tiles). */ 3030 * feature (like pickable or hidden battleground tiles). */
3326 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3031 for (object *tmp = op->below; tmp; tmp = tmp->below)
3327 { 3032 {
3328 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3033 if (tmp->flag [FLAG_IS_FLOOR])
3329 { 3034 {
3330 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3035 if (tmp->flag [FLAG_NO_PICK]
3331 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp)) 3036 && tmp->type == BATTLEGROUND
3037 && tmp->name == shstr_battleground
3038 && EXIT_X (tmp) && EXIT_Y (tmp))
3332 { 3039 {
3333 /*before we assign the exit, check if this is a teambattle */ 3040 /* before we assign the exit, check if this is a teambattle */
3334 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) 3041 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3335 {
3336 object *invtmp;
3337
3338 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below) 3042 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3043 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3339 { 3044 {
3340 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3341 {
3342 if (x != NULL && y != NULL) 3045 if (x && y)
3343 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3046 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3047
3344 return 1; 3048 return 1;
3345 }
3346 } 3049 }
3347 } 3050
3348 if (x != NULL && y != NULL) 3051 if (x && y)
3349 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3052 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3053
3350 return 1; 3054 return 1;
3351 } 3055 }
3352 } 3056 }
3353 } 3057 }
3058
3354 /* If we got here, did not find a battleground */ 3059 /* If we got here, did not find a battleground */
3355 return 0; 3060 return 0;
3356} 3061}
3357 3062
3358/* 3063/*
3374 char buf[MAX_BUF]; /* tmp. string buffer */ 3079 char buf[MAX_BUF]; /* tmp. string buffer */
3375 int i = 0, j = 0; 3080 int i = 0, j = 0;
3376 3081
3377 /* get the appropriate treasurelist */ 3082 /* get the appropriate treasurelist */
3378 if (atnr == ATNR_FIRE) 3083 if (atnr == ATNR_FIRE)
3379 trlist = find_treasurelist ("dragon_ability_fire"); 3084 trlist = treasurelist::find (shstr_dragon_ability_fire);
3380 else if (atnr == ATNR_COLD) 3085 else if (atnr == ATNR_COLD)
3381 trlist = find_treasurelist ("dragon_ability_cold"); 3086 trlist = treasurelist::find (shstr_dragon_ability_cold);
3382 else if (atnr == ATNR_ELECTRICITY) 3087 else if (atnr == ATNR_ELECTRICITY)
3383 trlist = find_treasurelist ("dragon_ability_elec"); 3088 trlist = treasurelist::find (shstr_dragon_ability_elec);
3384 else if (atnr == ATNR_POISON) 3089 else if (atnr == ATNR_POISON)
3385 trlist = find_treasurelist ("dragon_ability_poison"); 3090 trlist = treasurelist::find (shstr_dragon_ability_poison);
3386 3091
3387 if (trlist == NULL || who->type != PLAYER) 3092 if (trlist == NULL || who->type != PLAYER)
3388 return; 3093 return;
3389 3094
3390 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3095 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3394 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3099 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3395 return; 3100 return;
3396 } 3101 }
3397 3102
3398 /* everything seems okay - now bring on the gift: */ 3103 /* everything seems okay - now bring on the gift: */
3399 item = &(tr->item->clone); 3104 item = tr->item;
3400 3105
3401 if (item->type == SPELL) 3106 if (item->type == SPELL)
3402 { 3107 {
3403 if (check_spell_known (who, item->name)) 3108 if (check_spell_known (who, item->name))
3404 return; 3109 return;
3463 { 3168 {
3464 /* forces in the treasurelist can alter the player's stats */ 3169 /* forces in the treasurelist can alter the player's stats */
3465 object *skin; 3170 object *skin;
3466 3171
3467 /* first get the dragon skin force */ 3172 /* first get the dragon skin force */
3468 shstr_cmp dragon_skin_force ("dragon_skin_force");
3469 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below) 3173 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3470 ; 3174 ;
3471 3175
3472 if (!skin) 3176 if (!skin)
3473 return; 3177 return;
3474 3178
3488 else 3192 else
3489 j = 1; 3193 j = 1;
3490 strcat (buf, spellpathnames[i]); 3194 strcat (buf, spellpathnames[i]);
3491 } 3195 }
3492 } 3196 }
3197
3493 strcat (buf, "."); 3198 strcat (buf, ".");
3494 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf); 3199 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3495 } 3200 }
3496 3201
3497 /* evtl. adding flags: */ 3202 /* evtl. adding flags: */
3498 if (QUERY_FLAG (item, FLAG_XRAYS)) 3203 if (item->flag [FLAG_XRAYS])
3499 SET_FLAG (skin, FLAG_XRAYS); 3204 skin->set_flag (FLAG_XRAYS);
3500 if (QUERY_FLAG (item, FLAG_STEALTH)) 3205 if (item->flag [FLAG_STEALTH])
3501 SET_FLAG (skin, FLAG_STEALTH); 3206 skin->set_flag (FLAG_STEALTH);
3502 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK)) 3207 if (item->flag [FLAG_SEE_IN_DARK])
3503 SET_FLAG (skin, FLAG_SEE_IN_DARK); 3208 skin->set_flag (FLAG_SEE_IN_DARK);
3504 3209
3505 /* print message if there is one */ 3210 /* print message if there is one */
3506 if (item->msg != NULL) 3211 if (item->msg != NULL)
3507 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg); 3212 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3508 } 3213 }
3509 else 3214 else
3510 { 3215 {
3511 /* generate misc. treasure */ 3216 /* generate misc. treasure */
3512 tmp = arch_to_object (tr->item); 3217 tmp = tr->item->instance ();
3513 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp)); 3218 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3514 tmp = insert_ob_in_ob (tmp, who); 3219 who->insert (tmp);
3515 if (who->type == PLAYER)
3516 esrv_send_item (who, tmp);
3517 }
3518}
3519
3520/**
3521 * Unready an object for a player. This function does nothing if the object was
3522 * not readied.
3523 */
3524void
3525player_unready_range_ob (player *pl, object *ob)
3526{
3527 for (rangetype i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1))
3528 if (pl->ranges[i] == ob)
3529 {
3530 pl->ranges[i] = 0;
3531 if (pl->shoottype == i)
3532 pl->shoottype = range_none;
3533 } 3220 }
3534} 3221}
3222
3223//-GPL
3535 3224
3536sint8 3225sint8
3537player::visibility_at (maptile *map, int x, int y) const 3226player::darkness_at (maptile *map, int x, int y) const
3538{ 3227{
3539 if (!ns) 3228 if (!ns)
3540 return 0; 3229 return LOS_BLOCKED;
3541 3230
3542 int dx, dy; 3231 int dx, dy;
3543 if (!adjacent_map (map, ns->current_map, &dx, &dy)) 3232 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3233 return LOS_BLOCKED;
3234
3235 x += dx - ns->current_x;
3236 y += dy - ns->current_y;
3237
3238 return blocked_los (x, y);
3239}
3240
3241void
3242player::infobox (const char *title, const char *msg, int color)
3243{
3244 send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3245}
3246
3247void
3248player::statusmsg (const char *msg, int color)
3249{
3250 send_msg (color | NDI_REPLY, INFO_CHANNEL, msg);
3251}
3252
3253void
3254player::failmsg (const char *msg, int color)
3255{
3256 play_sound (sound_find ("generic_failure"));
3257 statusmsg (msg, color);
3258}
3259
3260void
3261object::failmsgf (const char *format, ...)
3262{
3263 if (!contr)
3544 return 0; 3264 return;
3545 3265
3546 x += dx - ns->current_x + ns->mapx / 2; 3266 va_list ap;
3547 y += dy - ns->current_y + ns->mapy / 2; 3267 va_start (ap, format);
3548 3268 contr->failmsg (vformat (format, ap));
3549 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy)) 3269 va_end (ap);
3550 return 0;
3551
3552 return 100 - blocked_los [x][y];
3553} 3270}
3271
3272void
3273player::failmsgf (const char *format, ...)
3274{
3275 va_list ap;
3276 va_start (ap, format);
3277 failmsg (vformat (format, ap));
3278 va_end (ap);
3279}
3280

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