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Comparing deliantra/server/server/player.C (file contents):
Revision 1.110 by root, Mon Apr 16 06:23:43 2007 UTC vs.
Revision 1.275 by root, Tue Apr 27 07:20:49 2010 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 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
25#include <global.h> 27#include <global.h>
26#include <pwd.h>
27#include <sproto.h> 28#include <sproto.h>
28#include <sounds.h> 29#include <sounds.h>
29#include <living.h> 30#include <living.h>
30#include <object.h> 31#include <object.h>
31#include <spells.h> 32#include <spells.h>
34#include <algorithm> 35#include <algorithm>
35#include <functional> 36#include <functional>
36 37
37playervec players; 38playervec players;
38 39
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", (char *)"%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", (char *)"%s\n%s", subject, news);
150 close_and_delete (fp, comp);
151}
152
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);
264 130
265 ob->update_stats (); 131 ob->update_stats ();
132
266 ns->floorbox_update (); 133 ns->floorbox_update ();
267
268 esrv_send_inventory (ob, ob); 134 esrv_send_inventory (ob, ob);
269 esrv_add_spells (this, 0); 135 esrv_add_spells (this, 0);
270 136
137 ob->flag [FLAG_READY_WEAPON] = false;
138 ob->flag [FLAG_READY_SKILL] = false;
139 ob->flag [FLAG_READY_RANGE] = false;
140 ob->flag [FLAG_READY_BOW] = false;
141
142 ob->update_stats (); // we unapplied stuff above
271 activate (); 143 activate ();
272
273 send_rules (ob);
274 send_news (ob);
275 display_motd (ob);
276 144
277 INVOKE_PLAYER (CONNECT, this); 145 INVOKE_PLAYER (CONNECT, this);
278 INVOKE_PLAYER (LOGIN, this); 146 INVOKE_PLAYER (LOGIN, this);
279} 147}
280 148
281void 149void
282player::disconnect () 150player::disconnect ()
283{ 151{
152 if (ob)
153 {
154 ob->close_container (); //TODO: client-specific
155 ob->drop_unpaid_items ();
156 }
157
284 if (ns) 158 if (ns)
285 { 159 {
286 if (active) 160 if (active)
287 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0)); 161 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
288 162
289 INVOKE_PLAYER (DISCONNECT, this); 163 INVOKE_PLAYER (DISCONNECT, this);
290 164
291 ns->reset_stats (); 165 ns->reset_stats ();
292 ns->pl = 0; 166 ns->pl = 0;
293 this->ns = 0; 167 ns = 0;
294 } 168 }
295 169
296 if (ob) 170 // this is important for the player scheduler to get the correct refcount
297 ob->close_container (); //TODO: client-specific 171 // when ns = 0
172 observe = viewpoint = ob;
298 173
299 deactivate (); 174 deactivate ();
300} 175}
176
177//-GPL
301 178
302// the need for this function can be explained 179// the need for this function can be explained
303// by load_object not returning the object 180// by load_object not returning the object
304void 181void
305player::set_object (object *op) 182player::set_object (object *op)
306{ 183{
307 ob = op; 184 ob = observe = viewpoint = op;
308 ob->contr = this; /* this aren't yet in archetype */ 185 ob->contr = this; /* this aren't yet in archetype */
309 186
310 ob->speed_left = 0.5;
311 ob->speed = 1.0; 187 ob->speed = 1.0f;
188 ob->speed_left = 0.5f;
189
312 ob->direction = 5; /* So player faces south */ 190 ob->direction = 5; /* So player faces south */
313} 191}
192
193void
194player::set_observe (object *op)
195{
196 observe = viewpoint = op ? op : ob;
197 do_los = 1;
198}
199
200void
201player::set_viewpoint (object *op)
202{
203 viewpoint = op ? op : (object *)observe;
204 do_los = 1;
205}
206
207//+GPL
314 208
315player::player () 209player::player ()
316{ 210{
317 /* There are some elements we want initialised to non zero value - 211 /* There are some elements we want initialised to non zero value -
318 * we deal with that below this point. 212 * we deal with that below this point.
319 */ 213 */
320 outputs_sync = 6; /* Every 2 seconds */ 214 outputs_sync = 4;
321 outputs_count = 10; /* Keeps present behaviour */ 215 outputs_count = 4;
322 unapply = unapply_nochoice; 216 unapply = unapply_nochoice;
323 217
324 savebed_map = first_map_path; /* Init. respawn position */ 218 savebed_map = first_map_path; /* Init. respawn position */
325 219
326 gen_sp_armour = 10; 220 gen_sp_armour = 10;
327 shoottype = range_none;
328 bowtype = bow_normal; 221 bowtype = bow_normal;
329 petmode = pet_normal; 222 petmode = pet_normal;
330 listening = 10;
331 usekeys = containers; 223 usekeys = containers;
332 peaceful = 1; /* default peaceful */ 224 peaceful = 1; /* default peaceful */
333 do_los = 1; 225 do_los = 1;
226
227 weapon_sp = 1.0f;
228 weapon_sp_left = 0.5f;
334} 229}
335 230
336void 231void
337player::do_destroy () 232player::do_destroy ()
338{ 233{
339 disconnect (); 234 disconnect ();
340 235
341 attachable::do_destroy (); 236 attachable::do_destroy ();
342 237
343 if (ob) 238 if (ob)
344 {
345 ob->destroy_inv (false);
346 ob->destroy (); 239 ob->destroy ();
347 } 240
241 ob = observe = viewpoint = 0;
348} 242}
349 243
350player::~player () 244player::~player ()
351{ 245{
352 /* Clear item stack */ 246 /* Clear item stack */
353 free (stack_items); 247 free (stack_items);
248}
249
250/*
251 * get_player_archetype() return next player archetype from archetype
252 * list. Not very efficient routine, but used only creating new players.
253 * Note: there MUST be at least one player archetype!
254 */
255static archetype *
256get_player_archetype (archetype *at)
257{
258 // archetypes could have been reloaded
259 archetype *nat = at ? archetype::find (at->archname) : archetypes [0];
260
261 if (!nat)
262 return at;
263
264 archvec::iterator i = archetypes.find (nat);
265
266 for (;;)
267 {
268 if (++i == archetypes.end ())
269 i = archetypes.begin ();
270 else if (*i == at)
271 cleanup ("not a single player archetype found");
272
273 if ((*i)->type == PLAYER)
274 return *i;
275 }
354} 276}
355 277
356/* Tries to add player on the connection passed in ns. 278/* 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 279 * All we can really get in this is some settings like host and display
358 * mode. 280 * mode.
360player * 282player *
361player::create () 283player::create ()
362{ 284{
363 player *pl = new player; 285 player *pl = new player;
364 286
365 pl->set_object (arch_to_object (get_player_archetype (0))); 287 pl->set_object (get_player_archetype (0)->instance ());
366 288
367 pl->ob->roll_stats (); 289 pl->ob->roll_stats ();
368 pl->ob->stats.wc = 2; 290 pl->ob->stats.wc = 2;
369 pl->ob->run_away = 25; /* Then we panick... */ 291 pl->ob->run_away = 25; /* Then we panick... */
370 292
371 set_first_map (pl->ob); 293 set_first_map (pl->ob);
372 294
373 return pl; 295 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} 296}
403 297
404object * 298object *
405get_nearest_player (object *mon) 299get_nearest_player (object *mon)
406{ 300{
409 unsigned lastdist; 303 unsigned lastdist;
410 rv_vector rv; 304 rv_vector rv;
411 305
412 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next) 306 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
413 { 307 {
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)) 308 if (!can_detect_enemy (mon, ol->ob, &rv))
442 continue; 309 continue;
443 310
444 if (lastdist > rv.distance) 311 if (lastdist > rv.distance)
445 { 312 {
507 */ 374 */
508int 375int
509path_to_player (object *mon, object *pl, unsigned mindiff) 376path_to_player (object *mon, object *pl, unsigned mindiff)
510{ 377{
511 rv_vector rv; 378 rv_vector rv;
512 sint16 x, y;
513 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked; 379 int dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
514 maptile *m, *lastmap;
515 380
516 get_rangevector (mon, pl, &rv, 0); 381 get_rangevector (mon, pl, &rv, 0);
517 382
518 if (rv.distance < mindiff) 383 if (rv.distance < mindiff)
519 return 0; 384 return 0;
520 385
521 x = mon->x; 386 mapxy pos (mon);
522 y = mon->y;
523 m = mon->map;
524 dir = rv.direction; 387 dir = rv.direction;
525 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 388 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
526 diff = ::max (abs (rv.distance_x), abs (rv.distance_y)); 389 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
527 390
528 /* If we can't solve it within the search distance, return now. */ 391 /* If we can't solve it within the search distance, return now. */
529 if (diff > max) 392 if (diff > max)
530 return 0; 393 return 0;
531 394
532 while (diff > 1 && max > 0) 395 while (diff > 1 && max > 0)
533 { 396 {
534 lastx = x; 397 mapxy lastpos = pos;
535 lasty = y;
536 lastmap = m;
537 x = lastx + freearr_x[dir];
538 y = lasty + freearr_y[dir];
539 398
540 mflags = get_map_flags (m, &m, x, y, &x, &y); 399 pos.move (dir);
541 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
542 400
543 /* Space is blocked - try changing direction a little */ 401 /* Space is blocked - try changing direction a little */
544 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW)) 402 if (!pos.normalise ()
545 && (m == mon->map && blocked_link (mon, m, x, y)))) 403 || (((pos->flags () & P_BLOCKSVIEW) || OB_TYPE_MOVE_BLOCK (mon, pos->move_block))
404 && blocked_link (mon, pos.m, pos.x, pos.y)))
546 { 405 {
547 /* recalculate direction from last good location. Possible 406 /* recalculate direction from last good location. Possible
548 * we were not traversing ideal location before. 407 * we were not traversing ideal location before.
549 */ 408 */
550 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0); 409 get_rangevector_from_mapcoord (lastpos.m, lastpos.x, lastpos.y, pl, &rv, 0);
551 if (rv.direction != dir) 410 if (rv.direction != dir)
552 { 411 {
553 /* OK - says direction should be different - lets reset the 412 /* OK - says direction should be different - lets reset the
554 * the values so it will try again. 413 * the values so it will try again.
555 */ 414 */
556 x = lastx;
557 y = lasty;
558 m = lastmap; 415 pos = lastpos;
559 dir = firstdir = rv.direction; 416 dir = firstdir = rv.direction;
560 } 417 }
561 else 418 else
562 { 419 {
563 /* direct path is blocked - try taking a side step to 420 /* direct path is blocked - try taking a side step to
570 */ 427 */
571 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++) 428 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
572 { 429 {
573 if (i == 0) 430 if (i == 0)
574 continue; /* already did this, so skip it */ 431 continue; /* already did this, so skip it */
432
575 /* Use lastdir here - otherwise, 433 /* Use lastdir here - otherwise,
576 * since the direction that the creature should move in 434 * since the direction that the creature should move in
577 * may change, you could get infinite loops. 435 * may change, you could get infinite loops.
578 * ie, player is northwest, but monster can only 436 * ie, player is northwest, but monster can only
579 * move west, so it does that. It goes some distance, 437 * move west, so it does that. It goes some distance,
581 * can't do that, but now finds it can move east, and 439 * can't do that, but now finds it can move east, and
582 * gets back to its original point. lastdir contains 440 * gets back to its original point. lastdir contains
583 * the last direction the creature has successfully 441 * the last direction the creature has successfully
584 * moved. 442 * moved.
585 */ 443 */
586
587 x = lastx + freearr_x[absdir (lastdir + i)];
588 y = lasty + freearr_y[absdir (lastdir + i)];
589 m = lastmap; 444 pos = lastpos;
590 mflags = get_map_flags (m, &m, x, y, &x, &y); 445 pos.move (absdir (lastdir + i));
591 if (mflags & P_OUT_OF_MAP) 446
447 if (!pos.normalise ())
592 continue; 448 continue;
593 blocked = GET_MAP_MOVE_BLOCK (m, x, y); 449
594 if (OB_TYPE_MOVE_BLOCK (mon, blocked)) 450 mapspace &ms = *pos;
451
452 if (ms.flags () & P_BLOCKSVIEW)
595 continue; 453 continue;
596 if (mflags & P_BLOCKSVIEW) 454
455 if (OB_TYPE_MOVE_BLOCK (mon, ms.move_block))
597 continue; 456 continue;
598 457
599 if (m == mon->map && blocked_link (mon, m, x, y)) 458 if (blocked_link (mon, pos.m, pos.x, pos.y))
600 break; 459 break;
601 } 460 }
461
602 /* go through entire loop without finding a valid 462 /* go through entire loop without finding a valid
603 * sidestep to take - thus, no valid path. 463 * sidestep to take - thus, no valid path.
604 */ 464 */
605 if (i == (DETOUR_AMOUNT + 1)) 465 if (i == DETOUR_AMOUNT + 1)
606 return 0; 466 return 0;
467
607 diff--; 468 diff--;
608 lastdir = dir; 469 lastdir = dir;
609 max--; 470 max--;
610 if (!firstdir) 471 if (!firstdir)
611 firstdir = dir + i; 472 firstdir = dir + i;
615 { 476 {
616 /* we moved towards creature, so diff is less */ 477 /* we moved towards creature, so diff is less */
617 diff--; 478 diff--;
618 max--; 479 max--;
619 lastdir = dir; 480 lastdir = dir;
481
620 if (!firstdir) 482 if (!firstdir)
621 firstdir = dir; 483 firstdir = dir;
622 } 484 }
623 485
624 if (diff <= 1) 486 if (diff <= 1)
625 { 487 {
626 /* Recalculate diff (distance) because we may not have actually 488 /* Recalculate diff (distance) because we may not have actually
627 * headed toward player for entire distance. 489 * headed toward player for entire distance.
628 */ 490 */
629 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 491 get_rangevector_from_mapcoord (pos.m, pos.x, pos.y, pl, &rv, 0);
630 diff = ::max (abs (rv.distance_x), abs (rv.distance_y)); 492 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
631 } 493 }
632 494
633 if (diff > max) 495 if (diff > max)
634 return 0; 496 return 0;
640 502
641 return firstdir; 503 return firstdir;
642} 504}
643 505
644void 506void
645give_initial_items (object *pl, treasurelist * items) 507give_initial_items (object *pl, treasurelist *items)
646{ 508{
647 object *op, *next = NULL;
648
649 if (pl->randomitems != NULL) 509 if (pl->randomitems)
650 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); 510 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
651 511
652 for (op = pl->inv; op; op = next) 512 for (object *next, *op = pl->inv; op; op = next)
653 { 513 {
654 next = op->below; 514 next = op->below;
655 515
656 /* Forces get applied per default, unless they have the 516 /* Forces get applied per default, unless they have the
657 * flag "neutral" set. Sorry but I can't think of a better way 517 * flag "neutral" set. Sorry but I can't think of a better way
658 */ 518 */
659 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL)) 519 if (op->type == FORCE && !op->flag [FLAG_NEUTRAL])
660 SET_FLAG (op, FLAG_APPLIED); 520 op->set_flag (FLAG_APPLIED);
661 521
662 /* we never give weapons/armour if these cannot be used 522 /* we never give weapons/armour if these cannot be used
663 * by this player due to race restrictions 523 * by this player due to race restrictions
664 */ 524 */
665 if (pl->type == PLAYER) 525 if (pl->type == PLAYER)
666 { 526 {
667 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) && 527 if ((!pl->flag [FLAG_USE_ARMOUR]
528 &&
668 (op->type == ARMOUR || op->type == BOOTS || 529 (op->type == ARMOUR || op->type == BOOTS
669 op->type == CLOAK || op->type == HELMET || 530 || op->type == CLOAK || op->type == HELMET
670 op->type == SHIELD || op->type == GLOVES || 531 || op->type == SHIELD || op->type == GLOVES
671 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) 532 || op->type == BRACERS || op->type == GIRDLE))
533 || (!pl->flag [FLAG_USE_WEAPON] && op->type == WEAPON))
672 { 534 {
673 op->destroy (); 535 op->destroy ();
674 continue; 536 continue;
675 } 537 }
676 } 538 }
677 539
678 /* This really needs to be better - we should really give 540 /* Here we remove duplicated skills (as duplicated spell objects have
679 * a substitute spellbook. The problem is that we don't really 541 * _very_ confusing effects for players), which could for instance be
680 * have a good idea what to replace it with (need something like 542 * generated by bad treasurelists. - elmex
681 * a first level treasurelist for each skill.)
682 * remove duplicate skills also
683 */ 543 */
684 if (op->type == SPELLBOOK || op->type == SKILL) 544 if (op->type == SKILL)
685 { 545 {
686 object *tmp;
687
688 for (tmp = op->below; tmp; tmp = tmp->below) 546 for (object *tmp = op->below; tmp; tmp = tmp->below)
689 if (tmp->type == op->type && tmp->name == op->name) 547 if (tmp->type == op->type && tmp->name == op->name)
690 break;
691
692 if (tmp)
693 { 548 {
694 op->destroy (); 549 op->destroy ();
550 LOG (llevError,
695 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); 551 "give_initial_items: Removing duplicate skill %s\n", &tmp->name);
696 continue; 552 break;
697 } 553 }
698 554
699 if (op->nrof > 1) 555 if (op->nrof > 1)
700 op->nrof = 1; 556 op->nrof = 1;
701 } 557 }
702 558
703 if (op->type == SPELLBOOK && op->inv) 559 if (op->type == SPELLBOOK && op->inv)
704 { 560 op->inv->clr_flag (FLAG_STARTEQUIP);
705 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
706 }
707 561
708 /* Give starting characters identified, uncursed, and undamned 562 /* Give starting characters identified, uncursed, and undamned
709 * items. Just don't identify gold or silver, or it won't be 563 * items. Just don't identify gold or silver, or it won't be
710 * merged properly. 564 * merged properly.
711 */ 565 */
712 if (need_identify (op)) 566 if (op->need_identify ())
713 {
714 SET_FLAG (op, FLAG_IDENTIFIED);
715 CLEAR_FLAG (op, FLAG_CURSED);
716 CLEAR_FLAG (op, FLAG_DAMNED);
717 } 567 {
568 op->set_flag (FLAG_IDENTIFIED);
569 op->clr_flag (FLAG_CURSED);
570 op->clr_flag (FLAG_DAMNED);
571 }
572
718 if (op->type == SPELL) 573 if (op->type == SPELL)
719 { 574 {
720 op->destroy (); 575 op->destroy ();
721 continue; 576 continue;
722 } 577 }
723 else if (op->type == SKILL) 578 else if (op->type == SKILL)
724 { 579 {
725 SET_FLAG (op, FLAG_CAN_USE_SKILL); 580 op->set_flag (FLAG_CAN_USE_SKILL);
726 op->stats.exp = 0; 581 op->stats.exp = 0;
727 op->level = 1; 582 op->level = 1;
728 } 583 }
729 /* lock all 'normal items by default */ 584 else /* lock all 'normal items by default */
730 else 585 op->set_flag (FLAG_INV_LOCKED);
731 SET_FLAG (op, FLAG_INV_LOCKED);
732 } /* for loop of objects in player inv */ 586 } /* for loop of objects in player inv */
733 587
734 /* Need to set up the skill pointers */ 588 /* Need to set up the skill pointers */
735 link_player_skills (pl); 589 pl->contr->link_skills ();
736} 590}
737 591
738void 592void
739get_party_password (object *op, partylist *party) 593get_party_password (object *op, partylist *party)
740{ 594{
750 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 604 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
751} 605}
752 606
753/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 607/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
754static int 608static int
755roll_stat (void) 609roll_stat ()
756{ 610{
757 int a[4], i, j, k; 611 int a[4], i, j, k;
758 612
759 for (i = 0; i < 4; i++) 613 for (i = 0; i < 4; i++)
760 a[i] = (int) rndm (6) + 1; 614 a[i] = (int) rndm (6) + 1;
771} 625}
772 626
773void 627void
774object::roll_stats () 628object::roll_stats ()
775{ 629{
776 int statsort [7]; 630 int statsort [NUM_STATS];
777 631
778 for (;;) 632 for (;;)
779 { 633 {
780 int sum = 0; 634 int sum = 0;
781 for (int i = 7; i--; ) 635 for (int i = NUM_STATS; i--; )
782 sum += statsort [i] = roll_stat (); 636 sum += statsort [i] = roll_stat ();
783 637
784 if (sum >= 82 && sum <= 116) 638 if (sum >= 82 && sum <= 116)
785 break; 639 break;
786 } 640 }
787 641
788 // Sort the stats so that rerolling is easier... 642 // Sort the stats so that rerolling is easier...
789 std::sort (statsort, statsort + 7, std::greater<int>()); 643 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
790 644
645 for (int i = 0; i < NUM_STATS; ++i)
791 stats.Str = statsort[0]; 646 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];
798 647
799 stats.exp = 0; 648 stats.exp = 0;
800 stats.ac = 0; 649 stats.ac = 0;
801 650
802 stats.hp = stats.maxhp; 651 stats.hp = stats.maxhp;
814} 663}
815 664
816void 665void
817object::swap_stats (int a, int b) 666object::swap_stats (int a, int b)
818{ 667{
819 int tmp = get_attr_value (&contr->orig_stats, a); 668 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);
822 669
670 for (int i = 0; i < NUM_STATS; ++i)
823 stats.Str = contr->orig_stats.Str; 671 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;
830 672
831 //TODO: the following code looks so borked and should, at the very least, 673 //TODO: the following code looks so borked and should, at the very least,
832 // be merged with the similar code in roll_stats 674 // be merged with the similar code in roll_stats
833 stats.ac = 0; 675 stats.ac = 0;
834 676
853static void 695static void
854start_info (object *op) 696start_info (object *op)
855{ 697{
856 char buf[MAX_BUF]; 698 char buf[MAX_BUF];
857 699
858 sprintf (buf, "Welcome to Crossfire v%s!", VERSION); 700 sprintf (buf, "Welcome to Deliantra v%s!", VERSION);
859 new_draw_info (NDI_UNIQUE, 0, op, buf); 701 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} 702}
863 703
864/* This function takes the key that is passed, and does the 704/* This function takes the key that is passed, and does the
865 * appropriate action with it (change race, or other things). 705 * appropriate action with it (change race, or other things).
866 * The function name is for historical reasons - now we have 706 * The function name is for historical reasons - now we have
867 * separate race and class; this actually changes the RACE, 707 * separate race and class; this actually changes the RACE,
868 * not the class. 708 * not the class.
869 */ 709 */
870int 710void
871key_change_class (object *op, char key) 711player::chargen_race_done ()
872{ 712{
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 */ 713 /* this must before then initial items are given */
880 esrv_new_player (op->contr, op->weight + op->carrying); 714 esrv_new_player (ob->contr);
881 715
882 treasurelist *tl = treasurelist::find ("starting_wealth"); 716 treasurelist *tl = treasurelist::find (shstr_starting_wealth);
883 if (tl) 717 if (tl)
884 create_treasure (tl, op, 0, 0, 0); 718 create_treasure (tl, ob, 0, 0, 0);
885 719
886 INVOKE_PLAYER (BIRTH, op->contr); 720 INVOKE_PLAYER (BIRTH, ob->contr);
887 INVOKE_PLAYER (LOGIN, op->contr);
888 721
889 op->contr->ns->state = ST_PLAYING; 722 ob->contr->ns->state = ST_PLAYING;
890 723
891 if (op->msg) 724 if (ob->msg)
892 op->msg = NULL; 725 ob->msg = 0;
893 726
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); 727 start_info (ob);
901 CLEAR_FLAG (op, FLAG_WIZ); 728 ob->clr_flag (FLAG_WIZ);
902 give_initial_items (op, op->randomitems); 729 give_initial_items (ob, ob->randomitems);
903 link_player_skills (op);
904 esrv_send_inventory (op, op); 730 esrv_send_inventory (ob, ob);
905 op->update_stats (); 731 ob->update_stats ();
906 732
907 /* This moves the player to a different start map, if there 733 /* This moves the player to a different start map, if there
908 * is one for this race 734 * is one for this race
909 */ 735 */
910 if (*first_map_ext_path) 736 if (*first_map_ext_path)
911 { 737 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 738 else
926 LOG (llevDebug, "first_map_ext_path not set\n"); 739 LOG (llevDebug, "first_map_ext_path not set\n");
740}
927 741
928 return 0; 742void
929 } 743player::chargen_race_next ()
930 744{
931 /* Following actually changes the race - this is the default command 745 /* Following actually changes the race - this is the default command
932 * if we don't match with one of the options above. 746 * if we don't match with one of the options above.
933 */ 747 */
934 748
935 tmp_loop = 0; 749 do
936 while (!tmp_loop)
937 { 750 {
938 shstr name = op->name; 751 shstr name = ob->name;
939 int x = op->x, y = op->y; 752 int x = ob->x, y = ob->y;
940 753
941 op->remove_statbonus (); 754 ob->remove_statbonus ();
942 op->remove (); 755 ob->remove ();
943 op->arch = get_player_archetype (op->arch); 756 ob->arch = get_player_archetype (ob->arch);
944 op->arch->clone.copy_to (op); 757 ob->arch->copy_to (ob);
945 op->instantiate (); 758 ob->instantiate ();
946 op->stats = op->contr->orig_stats; 759 ob->stats = ob->contr->orig_stats;
947 op->name = op->name_pl = name; 760 ob->name = ob->name_pl = name;
948 op->x = x; 761 ob->x = x;
949 op->y = y; 762 ob->y = y;
950 SET_ANIMATION (op, 2); /* So player faces south */ 763 SET_ANIMATION (ob, 2); /* So player faces south */
951 insert_ob_in_map (op, op->map, op, 0); 764 insert_ob_in_map (ob, ob->map, ob, 0);
952 assign (op->contr->title, op->arch->clone.name); 765 assign (ob->contr->title, ob->arch->object::name);
953 op->add_statbonus (); 766 ob->add_statbonus ();
954 tmp_loop = allowed_class (op);
955 } 767 }
768 while (!allowed_class (ob));
956 769
957 update_object (op, UP_OBJ_FACE); 770 update_object (ob, UP_OBJ_FACE);
958 esrv_update_item (UPD_FACE, op, op); 771 esrv_update_item (UPD_FACE, ob, ob);
959 op->update_stats (); 772 ob->update_stats ();
960 op->stats.hp = op->stats.maxhp; 773 ob->stats.hp = ob->stats.maxhp;
961 op->stats.sp = op->stats.maxsp; 774 ob->stats.sp = ob->stats.maxsp;
962 op->stats.grace = 0; 775 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} 776}
970 777
971void 778static void
972flee_player (object *op) 779flee_player (object *op)
973{ 780{
974 int dir, diff; 781 int dir, diff;
975 rv_vector rv; 782 rv_vector rv;
976 783
977 if (op->stats.hp < 0) 784 if (op->stats.hp < 0)
978 { 785 {
979 LOG (llevDebug, "Fleeing player is dead.\n"); 786 LOG (llevDebug, "Fleeing player is dead.\n");
980 CLEAR_FLAG (op, FLAG_SCARED); 787 op->clr_flag (FLAG_SCARED);
981 return; 788 return;
982 } 789 }
983 790
984 if (op->enemy == NULL) 791 if (!op->enemy)
985 { 792 {
986 LOG (llevDebug, "Fleeing player had no enemy.\n"); 793 LOG (llevDebug, "Fleeing player had no enemy.\n");
987 CLEAR_FLAG (op, FLAG_SCARED); 794 op->clr_flag (FLAG_SCARED);
988 return; 795 return;
989 } 796 }
990 797
991 /* Seen some crashes here. Since we don't store an 798 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 { 799 {
997 CLEAR_FLAG (op, FLAG_SCARED);
998 op->enemy = NULL; 800 op->enemy = NULL;
999 return; 801 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; 802 return;
1007 } 803 }
1008 804
1009 get_rangevector (op, op->enemy, &rv, 0); 805 get_rangevector (op, op->enemy, &rv, 0);
1010 806
1011 dir = absdir (4 + rv.direction); 807 dir = absdir (4 + rv.direction);
1012 for (diff = 0; diff < 3; diff++) 808 for (diff = 0; diff < 3; diff++)
1013 { 809 {
1014 int m = 1 - (RANDOM () & 2); 810 int m = 1 - rndm (2) * 2;
1015 811
1016 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 812 if (op->move (absdir (dir + diff * m)) || (diff == 0 && op->move (absdir (dir - diff * m))))
1017 return; 813 return;
1018 } 814 }
1019 815
1020 /* Cornered, get rid of scared */ 816 /* Cornered, get rid of scared */
1021 CLEAR_FLAG (op, FLAG_SCARED); 817 op->clr_flag (FLAG_SCARED);
1022 op->enemy = NULL; 818 op->enemy = NULL;
1023} 819}
1024 820
1025
1026/* check_pick sees if there is stuff to be picked up/picks up stuff. 821/* 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 822 * It returns 1 if the player should keep on moving, 0 if he should
1028 * stop. 823 * stop.
1029 */ 824 */
1030int 825int
1031check_pick (object *op) 826check_pick (object *op)
1032{ 827{
1033 object *tmp, *next; 828 object *tmp, *next;
1034 int stop = 0; 829 int stop = 0;
1035 int wvratio; 830 int wvratio;
1036 char putstring[128];
1037 831
1038 /* if you're flying, you cna't pick up anything */ 832 /* if you're flying, you can't pick up anything */
1039 if (op->move_type & MOVE_FLYING) 833 if (op->move_type & MOVE_FLYING)
1040 return 1; 834 return 1;
1041 835
1042 next = op->below; 836 next = op->below;
837
838 int cnt = MAX_ITEM_PER_ACTION;
839#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
1043 840
1044 /* loop while there are items on the floor that are not marked as 841 /* loop while there are items on the floor that are not marked as
1045 * destroyed */ 842 * destroyed */
1046 while (next && !next->destroyed ()) 843 while (next && !next->destroyed ())
1047 { 844 {
1048 tmp = next; 845 tmp = next;
1049 next = tmp->below; 846 next = tmp->below;
1050 847
848 if (cnt <= 0)
849 {
850 op->failmsg ("Couldn't pickup all items at once.");
851 return 0;
852 }
853
1051 if (op->destroyed ()) 854 if (op->destroyed ())
1052 return 0; 855 return 0;
1053 856
1054 if (!can_pick (op, tmp)) 857 if (!can_pick (op, tmp))
1055 continue; 858 continue;
1056 859
1057 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 860 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1058 { 861 {
1059 if (item_matched_string (op, tmp, op->contr->search_str)) 862 if (item_matched_string (op, tmp, op->contr->search_str))
1060 pick_up (op, tmp); 863 CHK_PICK_PICKUP;
864
1061 continue; 865 continue;
1062 } 866 }
1063 867
1064 /* high not bit set? We're using the old autopickup model */ 868 /* pickup handling */
869 if (op->contr->mode & PU_DEBUG)
870 {
871 /* some debugging code to figure out item information */
872 const char *str = tmp->name
873 ? format ("item name: %s item type: %d weight/value: %d",
874 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))))
875 : format ("item name: %s item type: %d weight/value: %d",
876 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
877
878 new_draw_info (NDI_UNIQUE, 0, op, str);
879 }
880
881 if (op->contr->mode & PU_INHIBIT)
882 return 1;
883
884 if (!(op->contr->mode & PU_ENABLE)) // TODO: fix client
885 return 1;
886
887 /* philosophy:
888 * It's easy to grab an item type from a pile, as long as it's
889 * generic. This takes no game-time. For more detailed pickups
890 * and selections, select-items should be used. This is a
891 * grab-as-you-run type mode that's really useful for arrows for
892 * example.
893 * The drawback: right now it has no frontend, so you need to
894 * stick the bits you want into a calculator in hex mode and then
895 * convert to decimal and then 'pickup <#>
896 */
897
898 /* the first two modes are exclusive: if NOTHING we return, if
899 * STOP then we stop. All the rest are applied sequentially,
900 * meaning if any test passes, the item gets picked up. */
901
902 /* if mode is set to pick nothing up, return */
903 if (op->contr->mode == PU_NOTHING)
904 return 1;
905
906 /* if mode is set to stop when encountering objects, return */
907 /* take STOP before INHIBIT since it doesn't actually pick
908 * anything up */
909 if (op->contr->mode & PU_STOP)
910 return 0;
911
912 /* useful for going into stores and not losing your settings... */
913 /* and for battles wher you don't want to get loaded down while
914 * fighting */
915 if (op->contr->mode & PU_INHIBIT)
916 return 1;
917
918 /* prevent us from turning into auto-thieves :) */
919 if (tmp->flag [FLAG_UNPAID])
920 continue;
921
922 /* ignore known cursed objects */
923 if (tmp->flag [FLAG_KNOWN_CURSED] && op->contr->mode & PU_NOT_CURSED)
924 continue;
925
926 /* all food and drink if desired */
927 /* question: don't pick up known-poisonous stuff? */
1065 if (!(op->contr->mode & PU_NEWMODE)) 928 if (op->contr->mode & PU_FOOD)
929 if (tmp->type == FOOD)
1066 { 930 {
1067 switch (op->contr->mode) 931 CHK_PICK_PICKUP;
932 continue;
933 }
934
935 if (op->contr->mode & PU_DRINK)
936 if (tmp->type == DRINK || (tmp->type == POISON && !tmp->flag [FLAG_KNOWN_CURSED]))
937 {
938 CHK_PICK_PICKUP;
939 continue;
940 }
941
942 if (op->contr->mode & PU_POTION)
943 if (tmp->type == POTION)
944 {
945 CHK_PICK_PICKUP;
946 continue;
947 }
948
949 /* spellbooks, skillscrolls and normal books/scrolls */
950 if (op->contr->mode & PU_SPELLBOOK)
951 if (tmp->type == SPELLBOOK)
952 {
953 CHK_PICK_PICKUP;
954 continue;
955 }
956
957 if (op->contr->mode & PU_SKILLSCROLL)
958 if (tmp->type == SKILLSCROLL)
959 {
960 CHK_PICK_PICKUP;
961 continue;
962 }
963
964 if (op->contr->mode & PU_READABLES)
965 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
966 {
967 CHK_PICK_PICKUP;
968 continue;
969 }
970
971 /* wands/staves/rods/horns */
972 if (op->contr->mode & PU_MAGIC_DEVICE)
973 if (tmp->type == WAND
974 || tmp->type == ROD
975 || tmp->type == HORN
976 || tmp->type == POWER_CRYSTAL)
977 {
978 CHK_PICK_PICKUP;
979 continue;
980 }
981
982 /* pick up all magical items */
983 if (op->contr->mode & PU_MAGICAL)
984 if (tmp->flag [FLAG_KNOWN_MAGICAL]
985 && !tmp->flag [FLAG_KNOWN_CURSED])
986 {
987 CHK_PICK_PICKUP;
988 continue;
989 }
990
991 if (op->contr->mode & PU_VALUABLES)
992 {
993 if (tmp->type == MONEY || tmp->type == GEM)
1068 { 994 {
1069 case 0: 995 CHK_PICK_PICKUP;
1070 return 1; /* don't pick up */ 996 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 } 997 }
1102 } 998 }
1103 else 999
1104 { /* old model */ 1000 /* rings & amulets - talismans seems to be typed AMULET */
1105 /* NEW pickup handling */
1106 if (op->contr->mode & PU_DEBUG) 1001 if (op->contr->mode & PU_JEWELS)
1002 if (tmp->type == RING
1003 || tmp->type == AMULET
1004 || tmp->type == GIRDLE
1005 || tmp->type == SKILL_TOOL)
1107 { 1006 {
1108 /* some debugging code to figure out item information */ 1007 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; 1008 continue;
1009 }
1155 1010
1156 /* ignore known cursed objects */ 1011 /* we don't forget dragon food */
1157 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) 1012 if (op->contr->mode & PU_FLESH)
1013 if (tmp->type == FLESH)
1014 {
1015 CHK_PICK_PICKUP;
1158 continue; 1016 continue;
1017 }
1159 1018
1160 /* all food and drink if desired */ 1019 /* bows and arrows. Bows are good for selling! */
1161 /* question: don't pick up known-poisonous stuff? */ 1020 if (op->contr->mode & PU_BOW)
1021 if (tmp->type == BOW)
1022 {
1023 CHK_PICK_PICKUP;
1024 continue;
1025 }
1026
1027 if (op->contr->mode & PU_ARROW)
1028 if (tmp->type == ARROW)
1029 {
1030 CHK_PICK_PICKUP;
1031 continue;
1032 }
1033
1034 /* all kinds of armor etc. */
1035 if (op->contr->mode & PU_ARMOUR)
1036 if (tmp->type == ARMOUR)
1037 {
1038 CHK_PICK_PICKUP;
1039 continue;
1040 }
1041
1042 if (op->contr->mode & PU_HELMET)
1043 if (tmp->type == HELMET)
1044 {
1045 CHK_PICK_PICKUP;
1046 continue;
1047 }
1048
1049 if (op->contr->mode & PU_SHIELD)
1050 if (tmp->type == SHIELD)
1051 {
1052 CHK_PICK_PICKUP;
1053 continue;
1054 }
1055
1162 if (op->contr->mode & PU_FOOD) 1056 if (op->contr->mode & PU_BOOTS)
1163 if (tmp->type == FOOD) 1057 if (tmp->type == BOOTS)
1058 {
1059 CHK_PICK_PICKUP;
1060 continue;
1061 }
1062
1063 if (op->contr->mode & PU_GLOVES)
1064 if (tmp->type == GLOVES || tmp->type == BRACERS)
1065 {
1066 CHK_PICK_PICKUP;
1067 continue;
1068 }
1069
1070 if (op->contr->mode & PU_CLOAK)
1071 if (tmp->type == CLOAK)
1072 {
1073 CHK_PICK_PICKUP;
1074 continue;
1075 }
1076
1077 /* hoping to catch throwing daggers here */
1078 if (op->contr->mode & PU_MISSILEWEAPON)
1079 if (tmp->type == WEAPON && tmp->flag [FLAG_IS_THROWN])
1080 {
1081 CHK_PICK_PICKUP;
1082 continue;
1083 }
1084
1085 /* careful: chairs and tables are weapons! */
1086 if (op->contr->mode & PU_ALLWEAPON)
1087 {
1088 if (tmp->type == WEAPON)
1089 if (!tmp->arch->archname.contains ("table") && !tmp->arch->archname.contains ("chair"))
1164 { 1090 {
1165 pick_up (op, tmp); 1091 CHK_PICK_PICKUP;
1166 continue; 1092 continue;
1167 } 1093 }
1094 }
1168 1095
1096 /* misc stuff that's useful */
1169 if (op->contr->mode & PU_DRINK) 1097 if (op->contr->mode & PU_KEY)
1170 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1098 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1171 { 1099 {
1172 pick_up (op, tmp); 1100 CHK_PICK_PICKUP;
1173 continue; 1101 continue;
1174 } 1102 }
1175 1103
1104 /* any of the last 4 bits set means we use the ratio for value
1105 * pickups */
1176 if (op->contr->mode & PU_POTION) 1106 if (op->contr->mode & PU_RATIO)
1177 if (tmp->type == POTION) 1107 {
1108 /* use value density to decide what else to grab */
1109 /* >=7 was >= op->contr->mode */
1110 /* >=7 is the old standard setting. Now we take the last 4 bits
1178 { 1111 */
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) 1112 wvratio = op->contr->mode & PU_RATIO;
1215 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1113 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 { 1114 {
1223 if (tmp->type == MONEY || tmp->type == GEM) 1115#if 0
1116 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1117 if (tmp->name != NULL)
1224 { 1118 {
1225 pick_up (op, tmp); 1119 fprintf (stderr, "%s", tmp->name);
1226 continue;
1227 } 1120 }
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 1121 else
1362 fprintf (stderr, "%s", tmp->arch->name); 1122 fprintf (stderr, "%s", tmp->arch->archname);
1363 fprintf (stderr, ",%d] = ", tmp->type); 1123 fprintf (stderr, ",%d] = ", tmp->type);
1364 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1124 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
1365#endif 1125#endif
1126 CHK_PICK_PICKUP;
1366 continue; 1127 continue;
1367 }
1368 } 1128 }
1369 } /* the new pickup model */ 1129 } /* the new pickup model */
1370 } 1130 }
1371 1131
1372 return !stop; 1132 return !stop;
1133}
1134
1135/* routine for both players and monsters. We call this when
1136 * there is a possibility for our action distrubing our hiding
1137 * place or invisiblity spell. Artefact invisiblity causes
1138 * "noise" instead. If we arent invisible to begin with, we
1139 * return 0.
1140 */
1141static int
1142action_makes_visible (object *op)
1143{
1144 if (op->invisible && op->flag [FLAG_ALIVE])
1145 {
1146 if (op->flag [FLAG_MAKE_INVIS])
1147 {
1148 // artefact invisibility is permanent, but we still make noise
1149 // this is important for game-balance.
1150 if (op->contr)
1151 op->make_noise ();
1152
1153 return 0;
1154 }
1155
1156 if (op->contr && op->contr->tmp_invis == 0)
1157 return 0;
1158
1159 /* If monsters, they should become visible */
1160 if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis))
1161 {
1162 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible");
1163 return 1;
1164 }
1165 }
1166
1167 return 0;
1373} 1168}
1374 1169
1375/* 1170/*
1376 * Find an arrow in the inventory and after that 1171 * Find an arrow in the inventory and after that
1377 * in the right type container (quiver). Pointer to the 1172 * in the right type container (quiver). Pointer to the
1378 * found object is returned. 1173 * found object is returned.
1379 */ 1174 */
1380object * 1175static object *
1381find_arrow (object *op, const char *type) 1176find_arrow (object *op, const char *type)
1382{ 1177{
1383 object *tmp = 0;
1384
1385 for (op = op->inv; op; op = op->below) 1178 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) 1179 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1180 return splay (tmp);
1181
1182 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1183 if (tmp->type == CONTAINER && tmp->flag [FLAG_APPLIED] && !strcmp (&tmp->race, type))
1184 if (object *arrow = find_arrow (tmp, type))
1185 {
1186 splay (tmp);
1389 return op; 1187 return arrow;
1188 }
1390 1189
1391 return tmp; 1190 return 0;
1392} 1191}
1393 1192
1394/* 1193/*
1395 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1194 * 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 1195 * 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 1196 * 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. 1197 * the hall. Failing that it does it's best to pick the highest plus arrow.
1399 */ 1198 */
1400object * 1199static object *
1401find_better_arrow (object *op, object *target, const char *type, int *better) 1200find_better_arrow (object *op, object *target, shstr_cmp type, int *better)
1402{ 1201{
1403 object *tmp = NULL, *arrow, *ntmp; 1202 object *tmp = NULL, *arrow, *ntmp;
1404 int attacknum, attacktype, betterby = 0, i; 1203 int attacknum, attacktype, betterby = 0, i;
1405 1204
1406 if (!type) 1205 if (!type)
1407 return NULL; 1206 return NULL;
1408 1207
1409 for (arrow = op->inv; arrow; arrow = arrow->below) 1208 for (arrow = op->inv; arrow; arrow = arrow->below)
1410 { 1209 {
1411 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED)) 1210 if (arrow->type == CONTAINER && arrow->race == type && arrow->flag [FLAG_APPLIED])
1412 { 1211 {
1413 i = 0; 1212 i = 0;
1414 ntmp = find_better_arrow (arrow, target, type, &i); 1213 ntmp = find_better_arrow (arrow, target, type, &i);
1214
1415 if (i > betterby) 1215 if (i > betterby)
1416 { 1216 {
1417 tmp = ntmp; 1217 tmp = ntmp;
1418 betterby = i; 1218 betterby = i;
1419 } 1219 }
1420 } 1220 }
1421 else if (arrow->type == ARROW && arrow->race == type) 1221 else if (arrow->type == ARROW && arrow->race == type)
1422 { 1222 {
1423 /* allways prefer assasination/slaying */ 1223 /* allways prefer assasination/slaying */
1424 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race)) 1224 if (target->race && arrow->slaying.contains (target->race))
1425 { 1225 {
1426 if (arrow->attacktype & AT_DEATH) 1226 if (arrow->attacktype & AT_DEATH)
1427 { 1227 {
1428 *better = 100; 1228 *better = 100;
1429 return arrow; 1229 return arrow;
1437 else 1237 else
1438 { 1238 {
1439 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1239 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1440 { 1240 {
1441 attacktype = 1 << attacknum; 1241 attacktype = 1 << attacknum;
1442 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1242 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1443 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby) 1243 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1444 { 1244 {
1445 tmp = arrow; 1245 tmp = arrow;
1446 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100; 1246 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1447 } 1247 }
1448 } 1248 }
1249
1449 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1250 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1450 { 1251 {
1451 tmp = arrow; 1252 tmp = arrow;
1452 betterby = 2 + arrow->magic + arrow->stats.dam; 1253 betterby = 2 + arrow->magic + arrow->stats.dam;
1453 } 1254 }
1255
1454 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) 1256 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1455 { 1257 {
1456 tmp = arrow; 1258 tmp = arrow;
1457 betterby = 1 + arrow->magic + arrow->stats.dam; 1259 betterby = 1 + arrow->magic + arrow->stats.dam;
1458 } 1260 }
1459 } 1261 }
1460 } 1262 }
1461 } 1263 }
1264
1462 if (tmp == NULL && arrow == NULL) 1265 if (tmp == NULL && arrow == NULL)
1463 return find_arrow (op, type); 1266 return find_arrow (op, type);
1464 1267
1465 *better = betterby; 1268 *better = betterby;
1466 return tmp; 1269 return tmp;
1470 * find_better_arrow to find a decent arrow to use. 1273 * find_better_arrow to find a decent arrow to use.
1471 * op = the shooter 1274 * op = the shooter
1472 * type = bow->race 1275 * type = bow->race
1473 * dir = fire direction 1276 * dir = fire direction
1474 */ 1277 */
1475 1278static object *
1476object *
1477pick_arrow_target (object *op, const char *type, int dir) 1279pick_arrow_target (object *op, shstr_cmp type, int dir)
1478{ 1280{
1479 object *tmp = NULL; 1281 object *tmp = NULL;
1480 maptile *m; 1282 maptile *m;
1481 int i, mflags, found, number; 1283 int i, mflags, found, number;
1482 sint16 x, y; 1284 sint16 x, y;
1497 for (i = 0, found = 0; i < 20; i++) 1299 for (i = 0, found = 0; i < 20; i++)
1498 { 1300 {
1499 x += freearr_x[dir]; 1301 x += freearr_x[dir];
1500 y += freearr_y[dir]; 1302 y += freearr_y[dir];
1501 mflags = get_map_flags (m, &m, x, y, &x, &y); 1303 mflags = get_map_flags (m, &m, x, y, &x, &y);
1304
1502 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) 1305 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1503 { 1306 {
1504 tmp = NULL; 1307 tmp = 0;
1505 break; 1308 break;
1506 } 1309 }
1507 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW) 1310 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1508 { 1311 {
1509 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1312 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1510 * perhaps a bad assumption. 1313 * perhaps a bad assumption.
1511 */ 1314 */
1512 tmp = NULL; 1315 tmp = 0;
1513 break; 1316 break;
1514 } 1317 }
1318
1515 if (mflags & P_IS_ALIVE) 1319 if (mflags & P_IS_ALIVE)
1516 {
1517 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) 1320 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1518 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 1321 if (tmp->flag [FLAG_ALIVE])
1519 {
1520 found++;
1521 break;
1522 }
1523 if (found)
1524 break; 1322 break;
1525 }
1526 } 1323 }
1527 if (tmp == NULL) 1324
1325 if (!tmp)
1528 return find_arrow (op, type); 1326 return find_arrow (op, type);
1529 1327
1530 if (tmp->head) 1328 if (tmp->head)
1531 tmp = tmp->head; 1329 tmp = tmp->head;
1532 1330
1545 */ 1343 */
1546int 1344int
1547fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) 1345fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1548{ 1346{
1549 object *left, *bow; 1347 object *left, *bow;
1550 int bowspeed, mflags; 1348 int mflags;
1551 maptile *m; 1349 maptile *m;
1552 1350
1553 if (!dir) 1351 if (!dir)
1554 { 1352 {
1555 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1353 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1556 return 0; 1354 return 0;
1557 } 1355 }
1558 1356
1559 if (op->type == PLAYER) 1357 if (op->contr)
1560 bow = op->contr->ranges[range_bow]; 1358 bow = op->current_weapon;
1561 else 1359 else
1562 { 1360 {
1563 for (bow = op->inv; bow; bow = bow->below) 1361 for (bow = op->inv; bow; bow = bow->below)
1564 /* Don't check for applied - monsters don't apply bows - in that way, they 1362 /* 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. 1363 * don't need to switch back and forth between bows and weapons.
1570 if (!bow) 1368 if (!bow)
1571 { 1369 {
1572 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1370 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1573 return 0; 1371 return 0;
1574 } 1372 }
1373
1374 // optimisation: move object to top so we will find it quickly again
1375 splay (bow);
1575 } 1376 }
1576 1377
1577 if (!bow->race || !bow->skill) 1378 if (!bow->race || !bow->skill)
1578 { 1379 {
1579 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1380 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1580 return 0; 1381 return 0;
1581 } 1382 }
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 1383
1592 if (arrow == NULL) 1384 if (arrow == NULL)
1593 { 1385 {
1594 if ((arrow = find_arrow (op, bow->race)) == NULL) 1386 if ((arrow = find_arrow (op, bow->race)) == NULL)
1595 { 1387 {
1596 if (op->type == PLAYER) 1388 if (op->type == PLAYER)
1597 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1389 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 */ 1390 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1599 else 1391 else
1600 CLEAR_FLAG (op, FLAG_READY_BOW); 1392 op->clr_flag (FLAG_READY_BOW);
1393
1601 return 0; 1394 return 0;
1602 } 1395 }
1603 } 1396 }
1604 1397
1605 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1398 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1613 } 1406 }
1614 1407
1615 /* this should not happen, but sometimes does */ 1408 /* this should not happen, but sometimes does */
1616 if (arrow->nrof == 0) 1409 if (arrow->nrof == 0)
1617 { 1410 {
1411 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1618 arrow->destroy (); 1412 arrow->destroy ();
1619 return 0; 1413 return 0;
1620 } 1414 }
1621 1415
1622 left = arrow; /* these are arrows left to the player */ 1416 left = arrow; /* these are arrows left to the player */
1623 arrow = get_split_ob (arrow, 1); 1417 arrow = arrow->split ();
1624 if (!arrow) 1418 if (!arrow)
1625 { 1419 {
1626 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1420 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1627 return 0; 1421 return 0;
1628 } 1422 }
1629 1423
1630 arrow->set_owner (op); 1424 arrow->set_owner (op);
1631 arrow->skill = bow->skill; 1425 arrow->skill = bow->skill;
1632 arrow->direction = dir; 1426 arrow->direction = dir;
1633 1427
1428 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1429 arrow->stats.hp = arrow->stats.dam;
1430 arrow->stats.grace = arrow->attacktype;
1431 arrow->custom_name = arrow->slaying;
1432
1433#if 0
1434 if (player *pl = op->contr)
1435 {
1436 float speed = pl->weapon_sp;
1437
1438 /* penalize ROF for bestarrow */
1439 if (pl->bowtype == bow_bestarrow)
1440 speed *= .9f;
1441 else
1442 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1443
1444 op->speed_left += speed - op->speed;
1445 }
1446#endif
1447
1448 SET_ANIMATION (arrow, arrow->direction);
1449
1450 /* update the speed */
1451 arrow->speed = ((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 arrow->set_speed (max (arrow->speed, 2.f));
1455 arrow->speed_left = 0;
1456
1457 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1458
1634 if (op->type == PLAYER) 1459 if (op->type == PLAYER)
1635 { 1460 {
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; 1461 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1462 wc -= dex_bonus[op->stats.Dex];
1463
1464 if (!arrow->slaying)
1465 arrow->slaying = op->slaying;
1466
1467 arrow->attacktype |= op->attacktype;
1667 } 1468 }
1668 else 1469 else
1669 { 1470 {
1670 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1671 arrow->level = op->level; 1471 arrow->level = op->level;
1672 } 1472 arrow->stats.wc -= bow->magic;
1673 1473
1674 if (arrow->attacktype == AT_PHYSICAL) 1474 if (!arrow->slaying)
1475 arrow->slaying = bow->slaying;
1476
1675 arrow->attacktype |= bow->attacktype; 1477 arrow->attacktype |= bow->attacktype;
1478 }
1676 1479
1677 if (bow->slaying) 1480 wc -= arrow->level;
1678 arrow->slaying = bow->slaying; 1481 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1679 1482
1483 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1680 arrow->move_type = MOVE_FLY_LOW; 1484 arrow->move_type = MOVE_FLY_LOW;
1681 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1485 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1682 1486
1683 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1487 op->play_sound (sound_find ("fire_arrow"));
1684 m->insert (arrow, sx, sy, op); 1488 m->insert (arrow, sx, sy, op);
1685 1489
1686 if (!arrow->destroyed ()) 1490 if (!arrow->destroyed ())
1687 move_arrow (arrow); 1491 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 1492
1697 return 1; 1493 return 1;
1698} 1494}
1699 1495
1700/* Special fire code for players - this takes into 1496/* Special fire code for players - this takes into
1702 * but monsters can't. Putting that code here 1498 * but monsters can't. Putting that code here
1703 * makes the fire_bow code much cleaner. 1499 * makes the fire_bow code much cleaner.
1704 * this function should only be called if 'op' is a player, 1500 * this function should only be called if 'op' is a player,
1705 * hence the function name. 1501 * hence the function name.
1706 */ 1502 */
1707int 1503static int
1708player_fire_bow (object *op, int dir) 1504player_fire_bow (object *op, int dir)
1709{ 1505{
1710 int ret = 0, wcmod = 0; 1506 int ret;
1711 1507
1712 if (op->contr->bowtype == bow_bestarrow) 1508 if (op->contr->bowtype == bow_bestarrow)
1713 { 1509 {
1714 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y); 1510 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1715 } 1511 }
1716 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1512 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1717 { 1513 {
1718 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1514 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); 1515 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1722 } 1516 }
1723 else if (op->contr->bowtype == bow_threewide) 1517 else if (op->contr->bowtype == bow_threewide)
1724 { 1518 {
1725 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1519 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)]); 1520 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)]); 1521 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1728 } 1522 }
1729 else if (op->contr->bowtype == bow_spreadshot) 1523 else if (op->contr->bowtype == bow_spreadshot)
1730 { 1524 {
1731 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1525 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); 1526 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); 1527 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1734
1735 } 1528 }
1736 else 1529 else
1737 { 1530 {
1738 /* Simple case */ 1531 /* Simple case */
1739 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1532 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1740 } 1533 }
1534
1741 return ret; 1535 return ret;
1742} 1536}
1743
1744 1537
1745/* Fires a misc (wand/rod/horn) object in 'dir'. 1538/* Fires a misc (wand/rod/horn) object in 'dir'.
1746 * Broken apart from 'fire' to keep it more readable. 1539 * Broken apart from 'fire' to keep it more readable.
1747 */ 1540 */
1748void 1541static void
1749fire_misc_object (object *op, int dir) 1542fire_misc_object (object *op, int dir)
1750{ 1543{
1751 object *item; 1544 object *item = op->contr->ranged_ob;
1752 1545
1753 if (!op->contr->ranges[range_misc]) 1546 if (!item)
1754 { 1547 {
1755 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); 1548 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1756 return; 1549 return;
1757 } 1550 }
1758 1551
1759 item = op->contr->ranges[range_misc];
1760 if (!item->inv) 1552 if (!item->inv)
1761 { 1553 {
1762 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1554 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1763 return; 1555 return;
1764 } 1556 }
1557
1558 if (!op->apply (item))
1559 return;
1560
1765 if (item->type == WAND) 1561 if (item->type == WAND)
1766 { 1562 {
1767 if (item->stats.food <= 0) 1563 if (item->stats.food <= 0)
1768 { 1564 {
1769 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1565 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)); 1566 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1567
1771 return; 1568 return;
1772 } 1569 }
1773 } 1570 }
1774 else if (item->type == ROD || item->type == HORN) 1571 else if (item->type == ROD || item->type == HORN)
1775 { 1572 {
1776 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1573 sint16 spell_sp = max (item->inv->stats.sp, item->inv->stats.grace);
1574
1575 // using the maximum of the rods charge allows at least one spell cast
1576 // for a rod or horn, this fixes some broken rods.
1577 if (item->stats.hp < min (spell_sp, item->stats.maxhp))
1777 { 1578 {
1778 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1579 op->contr->play_sound (sound_find ("wand_poof"));
1580
1779 if (item->type == ROD) 1581 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)); 1582 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1781 else 1583 else
1782 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1584 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1585
1783 return; 1586 return;
1784 } 1587 }
1785 } 1588 }
1786 1589
1787 if (cast_spell (op, item, dir, item->inv, NULL)) 1590 if (cast_spell (op, item, dir, item->inv, NULL))
1788 { 1591 {
1789 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */ 1592 item->flag [FLAG_BEEN_APPLIED] = true; /* You now know something about it */
1593
1790 if (item->type == WAND) 1594 if (item->type == WAND)
1791 { 1595 {
1792 if (!(--item->stats.food)) 1596 if (!(--item->stats.food))
1793 { 1597 {
1794 object *tmp; 1598 object *tmp;
1795 1599
1796 if (item->arch) 1600 if (item->arch)
1797 { 1601 {
1798 CLEAR_FLAG (item, FLAG_ANIMATE); 1602 item->clr_flag (FLAG_ANIMATE);
1799 item->face = item->arch->clone.face; 1603 item->face = item->arch->face;
1800 item->set_speed (0); 1604 item->set_speed (0);
1801 } 1605 }
1802 1606
1803 if ((tmp = item->in_player ())) 1607 if (object *pl = item->visible_to ())
1804 esrv_update_item (UPD_ANIM, tmp, item); 1608 esrv_update_item (UPD_ANIM, pl, item);
1805 } 1609 }
1806 } 1610 }
1807 else if (item->type == ROD || item->type == HORN) 1611 else if (item->type == ROD || item->type == HORN)
1808 drain_rod_charge (item); 1612 drain_rod_charge (item);
1809 } 1613 }
1810} 1614}
1811 1615
1812/* Received a fire command for the player - go and do it. 1616/* Received a fire command for the player - go and do it.
1813 */ 1617 */
1814void 1618bool
1815fire (object *op, int dir) 1619fire (object *who, int dir)
1816{ 1620{
1817 int spellcost = 0; 1621 int spellcost = 0;
1818 1622
1623 player *pl = who->contr;
1624
1625 if (pl->golem)
1626 {
1627 control_golem (who->contr->golem, dir);
1628 return false;
1629 }
1630
1631 object *ob = pl->ranged_ob;
1632
1633 if (!ob)
1634 return false;
1635
1636 if (who->speed_left > 0.f)
1637 --who->speed_left;
1638 else
1639 return false;
1640
1641 if (!who->apply (ob))
1642 return false;
1643
1819 /* check for loss of invisiblity/hide */ 1644 /* check for loss of invisiblity/hide */
1820 if (action_makes_visible (op)) 1645 if (action_makes_visible (who))
1821 make_visible (op); 1646 make_visible (who);
1822 1647
1823 switch (op->contr->shoottype) 1648 switch (ob->type)
1824 { 1649 {
1825 case range_none: 1650 case BOW:
1826 return;
1827
1828 case range_bow:
1829 player_fire_bow (op, dir); 1651 player_fire_bow (who, dir);
1830 return; 1652 break;
1831 1653
1832 case range_magic: /* Casting spells */ 1654 case SPELL:
1833 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0)); 1655 spellcost = cast_spell (who, who, dir, ob, *pl->spellparam ? pl->spellparam : 0);
1834 return; 1656 break;
1835 1657
1836 case range_misc: 1658 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); 1659 apply_map_builder (who, dir);
1862 return; 1660 break;
1661
1662 case SKILL:
1663 do_skill (who, who, ob, dir, 0);
1664 break;
1665
1666 case RANGED:
1667 do_skill (who, ob, who->chosen_skill, dir, 0);
1668 break;
1669
1863 default: 1670 default:
1864 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type."); 1671 fire_misc_object (who, dir);
1865 return; 1672 break;
1866 } 1673 }
1867}
1868 1674
1869/* find_key 1675 return true;
1870 * We try to find a key for the door as passed. If we find a key 1676}
1871 * and successfully use it, we return the key, otherwise NULL 1677
1872 * This function merges both normal and locked door, since the logic 1678static 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) 1679find_key_ (object *pl, object *container, object *door)
1881{ 1680{
1882 object *tmp, *key; 1681 object *tmp, *key;
1883 1682
1884 /* Should not happen, but sanity checking is never bad */ 1683 /* Should not happen, but sanity checking is never bad */
1885 if (!container->inv) 1684 if (!container->inv)
1888 /* First, lets try to find a key in the top level inventory */ 1687 /* First, lets try to find a key in the top level inventory */
1889 for (tmp = container->inv; tmp; tmp = tmp->below) 1688 for (tmp = container->inv; tmp; tmp = tmp->below)
1890 { 1689 {
1891 if (door->type == DOOR && tmp->type == KEY) 1690 if (door->type == DOOR && tmp->type == KEY)
1892 break; 1691 break;
1692
1893 /* For sanity, we should really check door type, but other stuff 1693 /* For sanity, we should really check door type, but other stuff
1894 * (like containers) can be locked with special keys 1694 * (like containers) can be locked with special keys
1895 */ 1695 */
1896 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1696 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1897 break; 1697 break;
1903 * a key, return 1703 * a key, return
1904 */ 1704 */
1905 if (!tmp) 1705 if (!tmp)
1906 { 1706 {
1907 for (tmp = container->inv; tmp; tmp = tmp->below) 1707 for (tmp = container->inv; tmp; tmp = tmp->below)
1908 {
1909 /* No reason to search empty containers */ 1708 /* No reason to search empty containers */
1910 if (tmp->type == CONTAINER && tmp->inv) 1709 if (tmp->type == CONTAINER && tmp->inv)
1911 {
1912 if ((key = find_key (pl, tmp, door))) 1710 if ((key = find_key_ (pl, tmp, door)))
1913 return key; 1711 return key;
1914 }
1915 }
1916 1712
1917 if (!tmp) 1713 if (!tmp)
1918 return NULL; 1714 return 0;
1919 } 1715 }
1920 1716
1921 /* We get down here if we have found a key. Now if its in a container, 1717 /* 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 1718 * see if we actually want to use it
1923 */ 1719 */
1924 if (pl != container) 1720 if (pl != container)
1925 { 1721 {
1926 /* Only let players use keys in containers */ 1722 /* Only let players use keys in containers */
1927 if (!pl->contr) 1723 if (!pl->contr)
1928 return NULL; 1724 return 0;
1725
1929 /* cases where this fails: 1726 /* cases where this fails:
1930 * If we only search the player inventory, return now since we 1727 * If we only search the player inventory, return now since we
1931 * are not in the players inventory. 1728 * are not in the players inventory.
1932 * If the container is not active, return now since only active 1729 * If the container is not active, return now since only active
1933 * containers can be used. 1730 * containers can be used.
1937 * inv must have been an container and must have been active. 1734 * inv must have been an container and must have been active.
1938 * 1735 *
1939 * Change the color so that the message doesn't disappear with 1736 * Change the color so that the message doesn't disappear with
1940 * all the others. 1737 * all the others.
1941 */ 1738 */
1942 if (pl->contr->usekeys == key_inventory || 1739 if (pl->contr->usekeys == key_inventory
1943 !QUERY_FLAG (container, FLAG_APPLIED) || 1740 || !container->flag [FLAG_APPLIED]
1944 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys")))) 1741 || (pl->contr->usekeys == keyrings && container->race != shstr_keys))
1945 { 1742 {
1946 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1743 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)); 1744 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1948 return NULL; 1745 return NULL;
1949 } 1746 }
1950 } 1747 }
1951 1748
1952 return tmp; 1749 return tmp;
1750}
1751
1752/* find_key
1753 * We try to find a key for the door as passed. If we find a key
1754 * and successfully use it, we return the key, otherwise NULL
1755 * This function merges both normal and locked door, since the logic
1756 * for both is the same - just the specific key is different.
1757 * pl is the player,
1758 * inv is the objects inventory to searched
1759 * door is the door we are trying to match against.
1760 * This function can be called recursively to search containers.
1761 */
1762object *
1763find_key (object *pl, object *container, object *door)
1764{
1765 if (door->slaying && is_match_expr (door->slaying))
1766 {
1767 // for match expressions, we try to find the key by applying the match
1768 // to the op itself, which is supposed to find the "key", instead
1769 // of searching through containers ourselves.
1770
1771 return match_one (door->slaying, container, door, pl, pl);
1772 }
1773 else
1774 return find_key_ (pl, container, door);
1953} 1775}
1954 1776
1955/* moved door processing out of move_player_attack. 1777/* moved door processing out of move_player_attack.
1956 * returns 1 if player has opened the door with a key 1778 * returns 1 if player has opened the door with a key
1957 * such that the caller should not do anything more, 1779 * such that the caller should not do anything more,
1958 * 0 otherwise 1780 * 0 otherwise
1959 */ 1781 */
1960static int 1782static int
1961player_attack_door (object *op, object *door) 1783player_attack_door (object *op, object *door)
1962{ 1784{
1963 /* If its a door, try to find a use a key. If we do destroy the door, 1785 /* 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 - 1786 * might as well return immediately as there is nothing more to do -
1965 * otherwise, we fall through to the rest of the code. 1787 * otherwise, we fall through to the rest of the code.
1966 */ 1788 */
1967 object *key = find_key (op, op, door); 1789 object *key = find_key (op, op, door);
1968 1790
1969 /* IF we found a key, do some extra work */ 1791 /* If we found a key, do some extra work */
1970 if (key) 1792 if (key)
1971 { 1793 {
1972 object *container = key->env; 1794 object *container = key->env;
1973 1795
1974 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1975 if (action_makes_visible (op)) 1796 if (action_makes_visible (op))
1976 make_visible (op); 1797 make_visible (op);
1798
1977 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1799 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1978 spring_trap (door->inv, op); 1800 spring_trap (door->inv, op);
1979 1801
1980 if (door->type == DOOR) 1802 if (door->type == DOOR)
1981 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1803 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1982 else if (door->type == LOCKED_DOOR) 1804 else if (door->type == LOCKED_DOOR)
1983 { 1805 {
1984 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1806 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN);
1985 remove_door2 (door); /* remove door without violence ;-) */ 1807 remove_door2 (door); /* remove door without violence ;-) */
1986 } 1808 }
1987 1809
1988 /* Do this after we print the message */ 1810 /* Do this after we print the message */
1989 decrease_ob (key); /* Use up one of the keys */ 1811 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 1812
1994 return 1; /* Nothing more to do below */ 1813 return 1; /* Nothing more to do below */
1995 } 1814 }
1996 else if (door->type == LOCKED_DOOR) 1815 else if (door->type == LOCKED_DOOR)
1997 { 1816 {
1998 /* Might as well return now - no other way to open this */ 1817 /* Might as well return now - no other way to open this */
1999 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1818 op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door...");
2000 return 1; 1819 return 1;
2001 } 1820 }
2002 1821
2003 return 0; 1822 return 0;
2004} 1823}
2007 * It should keep the code cleaner. 1826 * It should keep the code cleaner.
2008 * When this is called, the players direction has been updated 1827 * When this is called, the players direction has been updated
2009 * (taking into account confusion.) The player is also actually 1828 * (taking into account confusion.) The player is also actually
2010 * going to try and move (not fire weapons). 1829 * going to try and move (not fire weapons).
2011 */ 1830 */
2012void 1831bool
2013move_player_attack (object *op, int dir) 1832move_player_attack (object *op, int dir)
2014{ 1833{
2015 object *tmp, *mon; 1834 if (!op->contr->braced && op->speed_left > 0.f && op->move (dir))
2016 sint16 nx, ny; 1835 {
2017 int on_battleground; 1836 --op->speed_left;
2018 maptile *m; 1837 return true;
1838 }
2019 1839
2020 nx = freearr_x[dir] + op->x; 1840 sint16 nx = freearr_x[dir] + op->x;
2021 ny = freearr_y[dir] + op->y; 1841 sint16 ny = freearr_y[dir] + op->y;
2022 1842
2023 on_battleground = op_on_battleground (op, 0, 0); 1843 if (out_of_map (op->map, nx, ny))
1844 return false;
2024 1845
2025 /* If braced, or can't move to the square, and it is not out of the 1846 /* 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 1847 * 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 1848 * 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 1849 * 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 1850 * 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 1851 * 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 1852 * quite a bit of processing. However, it probably is less than what
2032 * move_ob uses. 1853 * move_ob uses.
2033 */ 1854 */
2034 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) 1855 maptile *m = op->map->xy_find (nx, ny);
1856
1857 /* Go through all the objects, and find ones of interest. Only stop if
1858 * we find a monster - that is something we know we want to attack.
1859 * if its a door or barrel (can roll) see if there may be monsters
1860 * on the space
1861 */
1862 object *mon;
1863 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
1864 {
1865 if ((mon->flag [FLAG_ALIVE]
1866 || mon->type == LOCKED_DOOR
1867 || mon->flag [FLAG_CAN_ROLL])
1868 && mon != op)
1869 break;
2035 { 1870 }
2036 if (OUT_OF_REAL_MAP (op->map, nx, ny)) 1871
1872 if (!mon) /* This happens anytime the player tries to move */
1873 return false; /* into a wall */
1874
1875 mon = mon->head_ ();
1876
1877 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
1878 if (op->contr->weapon_sp_left > 0.f)
1879 if (player_attack_door (op, mon))
1880 {
1881 --op->contr->weapon_sp_left;
1882 return true;
2037 { 1883 }
2038 m = op->map->xy_find (nx, ny); 1884
2039 if (!m) 1885 /* The following deals with possibly attacking peaceful
2040 return; /* Don't think this should happen */ 1886 * or friendly creatures. Basically, all players are considered
1887 * unaggressive. If the moving player has peaceful set, then the
1888 * object should be pushed instead of attacked. It is assumed that
1889 * if you are braced, you will not attack friends accidently,
1890 * and thus will not push them.
1891 */
1892
1893 /* If the creature is a pet, push it even if the player is not
1894 * peaceful. Our assumption is the creature is a pet if the
1895 * player owns it and it is either friendly or unagressive.
1896 */
1897 if (op->type == PLAYER
1898 && ((mon->owner && mon->owner->contr
1899 && same_party (mon->owner->contr->party, op->contr->party))
1900 || mon->owner == op)
1901 && (mon->flag [FLAG_UNAGGRESSIVE] || mon->flag [FLAG_FRIENDLY]))
1902 {
1903 /* If we're braced, we don't want to switch places with it */
1904 if (op->contr->braced)
1905 return false;
1906
1907 if (op->speed_left > 0.f)
1908 {
1909 --op->speed_left;
1910
1911 op->play_sound (sound_find ("push_player"));
1912 push_ob (mon, dir, op);
1913
1914 if (action_makes_visible (op))
1915 make_visible (op);
1916
1917 return true;
2041 } 1918 }
2042 else 1919 else
2043 m = op->map;
2044
2045 if (!(tmp = m->at (nx, ny).bot))
2046 return; 1920 return false;
1921 }
2047 1922
2048 mon = 0; 1923 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 1924
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 1925 /* in certain circumstances, you shouldn't attack friendly
2119 * creatures. Note that if you are braced, you can't push 1926 * creatures. Note that if you are braced, you can't push
2120 * someone, but put it inside this loop so that you won't 1927 * someone, but put it inside this loop so that you won't
2121 * attack them either. 1928 * attack them either.
2122 */ 1929 */
2123 if ((mon->type == PLAYER || mon->enemy != op) && 1930 if ((mon->type == PLAYER || mon->enemy != op)
2124 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 1931 && (mon->type == PLAYER || mon->flag [FLAG_UNAGGRESSIVE] || mon->flag [FLAG_FRIENDLY])
2125#ifdef PROHIBIT_PLAYERKILL
2126 (op->contr->peaceful 1932 && ((op->contr->peaceful
2127 || (mon->type == PLAYER 1933 || (mon->type == PLAYER && mon->contr->peaceful))
2128 && mon->contr->
2129 peaceful)) &&
2130#else
2131 op->contr->peaceful &&
2132#endif
2133 !on_battleground)) 1934 && !on_battleground))
1935 {
1936 if (op->speed_left > 0.f)
2134 { 1937 {
1938 --op->speed_left;
1939
2135 if (!op->contr->braced) 1940 if (!op->contr->braced)
2136 { 1941 {
2137 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 1942 op->play_sound (sound_find ("push_player"));
2138 push_ob (mon, dir, op); 1943 push_ob (mon, dir, op);
2139 } 1944 }
2140 else 1945 else
2141 new_draw_info (0, 0, op, "You withhold your attack"); 1946 op->statusmsg ("You withhold your attack");
2142 1947
2143 if (op->contr->tmp_invis || op->hide) 1948 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
2144 make_visible (op); 1949 make_visible (op);
2145 }
2146 1950
1951 return true;
1952 }
1953 }
2147 /* If the object is a boulder or other rollable object, then 1954 /* 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. 1955 * roll it if not braced. You can't roll it if you are braced.
2149 */ 1956 */
2150 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 1957 else if (mon->flag [FLAG_CAN_ROLL] && (!op->contr->braced))
1958 {
1959 if (op->speed_left > 0.f)
2151 { 1960 {
1961 --op->speed_left;
1962
2152 recursive_roll (mon, dir, op); 1963 recursive_roll (mon, dir, op);
2153 if (action_makes_visible (op)) 1964 if (action_makes_visible (op))
2154 make_visible (op); 1965 make_visible (op);
2155 }
2156 1966
1967 return true;
1968 }
1969 }
2157 /* Any generic living creature. Including things like doors. 1970 /* Any generic living creature. Including things like doors.
2158 * Way it works is like this: First, it must have some hit points 1971 * 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: 1972 * 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 1973 * 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. 1974 * that party_number -1 is no party, so attacks can still happen.
2162 */ 1975 */
2163 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 1976 else if ((mon->stats.hp >= 0) && mon->flag [FLAG_ALIVE] &&
2164 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 1977 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2165 { 1978 {
2166 1979 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 { 1980 {
2174 op->speed_left += op->speed / op->contr->weapon_sp; 1981 --op->contr->weapon_sp_left;
2175
2176 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2177 }
2178 1982
2179 skill_attack (mon, op, 0, 0, 0); 1983 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 1984
2195 if (action_makes_visible (op)) 1985 if (action_makes_visible (op))
2196 make_visible (op); 1986 make_visible (op);
2197 }
2198 } /* if player should attack something */
2199}
2200 1987
2201int 1988 return true;
1989 }
1990 }
1991
1992 return false;
1993}
1994
1995bool
2202move_player (object *op, int dir) 1996move_player (object *op, int dir)
2203{ 1997{
2204 int pick;
2205
2206 if (!op->map || op->map->in_memory != MAP_IN_MEMORY) 1998 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2207 return 0; 1999 return 0;
2208 2000
2209 /* Sanity check: make sure dir is valid */ 2001 /* Sanity check: make sure dir is valid */
2210 if ((dir < 0) || (dir >= 9)) 2002 if (dir < 0 || dir > 8)
2211 { 2003 {
2212 LOG (llevError, "move_player: invalid direction %d\n", dir); 2004 LOG (llevError, "move_player: invalid direction %d\n", dir);
2213 return 0; 2005 return 0;
2214 } 2006 }
2215 2007
2216 /* peterm: added following line */ 2008 /* peterm: added following line */
2217 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2009 if (op->flag [FLAG_CONFUSED] && dir)
2218 dir = absdir (dir + rndm (3) + rndm (3) - 2); 2010 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2219 2011
2220 op->facing = dir; 2012 op->facing = dir;
2221 2013
2222 if (op->hide) 2014 if (op->flag [FLAG_HIDDEN])
2223 do_hidden_move (op); 2015 do_hidden_move (op);
2224 2016
2017 bool retval;
2018 int pick = 0;
2019
2225 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2020 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2226 /*nop */ ; 2021 retval = RESULT_INT (0);
2227 else if (op->contr->fire_on) 2022 else if (op->contr->fire_on)
2228 fire (op, dir); 2023 retval = fire (op, dir);
2229 else 2024 else
2230 { 2025 {
2231 move_player_attack (op, dir); 2026 retval = move_player_attack (op, dir);
2232 pick = check_pick (op); 2027 pick = check_pick (op);
2233 } 2028 }
2234 2029
2235 /* Add special check for newcs players and fire on - this way, the 2030 /* Add special check for newcs players and fire on - this way, the
2236 * server can handle repeat firing. 2031 * server can handle repeat firing.
2243 /* Update how the player looks. Use the facing, so direction may 2038 /* Update how the player looks. Use the facing, so direction may
2244 * get reset to zero. This allows for full animation capabilities 2039 * get reset to zero. This allows for full animation capabilities
2245 * for players. 2040 * for players.
2246 */ 2041 */
2247 animate_object (op, op->facing); 2042 animate_object (op, op->facing);
2248 return 0; 2043
2044 return retval;
2249} 2045}
2250 2046
2251/* This is similar to handle_player, below, but is only used by the 2047/* This is similar to handle_player, below, but is only used by the
2252 * new client/server stuff. 2048 * new client/server stuff.
2253 * This is sort of special, in that the new client/server actually uses 2049 * This is sort of special, in that the new client/server actually uses
2254 * the new speed values for commands. 2050 * the new speed values for commands.
2255 * 2051 *
2256 * Returns true if there are more actions we can do. 2052 * Returns true if there are more actions we can do. Should not do
2053 * many actions in a row, as that would be too unfair to other
2054 * players.
2257 */ 2055 */
2258int 2056bool
2259handle_newcs_player (object *op) 2057handle_newcs_player (object *op)
2260{ 2058{
2261 if (QUERY_FLAG (op, FLAG_SCARED)) 2059 if (op->flag [FLAG_SCARED])
2262 { 2060 {
2263 flee_player (op); 2061 if (op->speed_left > 0.f)
2264 /* If player is still scared, that is his action for this tick */
2265 if (QUERY_FLAG (op, FLAG_SCARED))
2266 { 2062 {
2267 op->speed_left--; 2063 --op->speed_left;
2064 flee_player (op);
2065
2268 return 0; 2066 return true;
2269 } 2067 }
2068 else
2069 return false;
2270 } 2070 }
2271
2272 /* I've been seeing crashes where the golem has been destroyed, but
2273 * the player object still points to the defunct golem. The code that
2274 * destroys the golem looks correct, and it doesn't always happen, so
2275 * put this in a a workaround to clean up the golem pointer.
2276 */
2277 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2278 op->contr->ranges[range_golem] = 0;
2279 2071
2280 /* call this here - we also will call this in do_ericserver, but 2072 /* call this here - we also will call this in do_ericserver, but
2281 * the players time has been increased when doericserver has been 2073 * the players time has been increased when doericserver has been
2282 * called, so we recheck it here. 2074 * called, so we recheck it here.
2283 */ 2075 */
2284 if (op->contr->ns->handle_command ()) 2076 if (op->contr->ns->handle_command ())
2285 return 1; 2077 return true;
2286 2078
2287 if (op->speed_left > 0)
2288 {
2289 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2079 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2290 {
2291 /* All move commands take 1 tick, at least for now */
2292 op->speed_left--;
2293
2294 /* Instead of all the stuff below, let move_player take care
2295 * of it. Also, some of the skill stuff is only put in
2296 * there, as well as the confusion stuff.
2297 */
2298 move_player (op, op->direction); 2080 return move_player (op, op->direction);
2299 2081
2300 return op->speed_left > 0;
2301 }
2302 }
2303
2304 return 0; 2082 return false;
2305} 2083}
2306 2084
2307int 2085static int
2308save_life (object *op) 2086save_life (object *op)
2309{ 2087{
2310 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2088 if (!op->flag [FLAG_LIFESAVE])
2311 return 0; 2089 return 0;
2312 2090
2313 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2091 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2314 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2092 if (tmp->flag [FLAG_APPLIED] && tmp->flag [FLAG_LIFESAVE])
2315 { 2093 {
2316 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2094 op->play_sound (sound_find ("ob_evaporate"));
2317 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); 2095 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2318 2096
2319 if (op->contr)
2320 esrv_del_item (op->contr, tmp->count);
2321
2322 tmp->destroy (); 2097 tmp->destroy ();
2323 CLEAR_FLAG (op, FLAG_LIFESAVE); 2098 op->clr_flag (FLAG_LIFESAVE);
2324 2099
2325 if (op->stats.hp < 0) 2100 if (op->stats.hp < 0)
2326 op->stats.hp = op->stats.maxhp; 2101 op->stats.hp = op->stats.maxhp;
2327 2102
2328 if (op->stats.food < 0) 2103 if (op->stats.food < 0)
2329 op->stats.food = 999; 2104 op->stats.food = MAX_FOOD;
2330 2105
2331 op->update_stats (); 2106 op->update_stats ();
2332 return 1; 2107 return 1;
2333 } 2108 }
2334 2109
2335 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2110 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2336 CLEAR_FLAG (op, FLAG_LIFESAVE); 2111 op->clr_flag (FLAG_LIFESAVE);
2337 enter_player_savebed (op); /* bring him home. */ 2112 enter_player_savebed (op); /* bring him home. */
2338 return 0; 2113 return 0;
2339} 2114}
2340 2115
2341/* This goes throws the inventory and removes unpaid objects, and puts them 2116/* This goes throws the inventory and removes unpaid objects, and puts them
2342 * back in the map (location and map determined by values of env). This 2117 * back in the map (location and map determined by values of env). This
2343 * function will descend into containers. op is the object to start the search 2118 * function will descend into containers. op is the object to start the search
2344 * from. 2119 * from.
2345 */ 2120 */
2121static void
2122drop_unpaid_items (object *op, object *env)
2123{
2124 while (op)
2125 {
2126 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2127
2128 if (op->flag [FLAG_UNPAID])
2129 op->insert_at (env);
2130 else if (op->inv)
2131 drop_unpaid_items (op->inv, env);
2132
2133 op = next;
2134 }
2135}
2136
2346void 2137void
2347remove_unpaid_objects (object *op, object *env) 2138object::drop_unpaid_items ()
2348{ 2139{
2349 while (op) 2140 if (!flag [FLAG_REMOVED])
2350 { 2141 ::drop_unpaid_items (inv, this);
2351 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2352
2353 if (QUERY_FLAG (op, FLAG_UNPAID))
2354 {
2355 if (env->type == PLAYER)
2356 esrv_del_item (env->contr, op->count);
2357
2358 op->insert_at (env);
2359 }
2360 else if (op->inv)
2361 remove_unpaid_objects (op->inv, env);
2362
2363 op = next;
2364 }
2365}
2366
2367/*
2368 * Returns pointer a static string containing gravestone text
2369 * Moved from apply.c to player.c - player.c is what
2370 * actually uses this function. player.c may not be quite the
2371 * best, a misc file for object actions is probably better,
2372 * but there isn't one in the server directory.
2373 */
2374char *
2375gravestone_text (object *op)
2376{
2377 static char buf2[MAX_BUF];
2378 char buf[MAX_BUF];
2379 time_t now = time (NULL);
2380
2381 strcpy (buf2, " R.I.P.\n\n");
2382 if (op->type == PLAYER)
2383 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2384 else
2385 sprintf (buf, "%s\n", &op->name);
2386
2387 strncat (buf2, " ", 20 - strlen (buf) / 2);
2388 strcat (buf2, buf);
2389 if (op->type == PLAYER)
2390 sprintf (buf, "who was in level %d when killed\n", op->level);
2391 else
2392 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2393
2394 strncat (buf2, " ", 20 - strlen (buf) / 2);
2395 strcat (buf2, buf);
2396 if (op->type == PLAYER)
2397 {
2398 sprintf (buf, "by %s.\n\n", op->contr->killer);
2399 strncat (buf2, " ", 21 - strlen (buf) / 2);
2400 strcat (buf2, buf);
2401 }
2402
2403 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2404 strncat (buf2, " ", 20 - strlen (buf) / 2);
2405 strcat (buf2, buf);
2406
2407 return buf2;
2408} 2142}
2409 2143
2410void 2144void
2411do_some_living (object *op) 2145do_some_living (object *op)
2412{ 2146{
2429 * alternate it here for it to work correctly. 2163 * alternate it here for it to work correctly.
2430 */ 2164 */
2431 if (pticks & 2) 2165 if (pticks & 2)
2432 op->invisible--; 2166 op->invisible--;
2433 } 2167 }
2434 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS))) 2168 else if (op->invisible && !(op->flag [FLAG_MAKE_INVIS]))
2435 { 2169 {
2436 if (!op->invisible--) 2170 if (!op->invisible--)
2437 { 2171 {
2438 make_visible (op); 2172 make_visible (op);
2439 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out."); 2173 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2440 } 2174 }
2441 } 2175 }
2442
2443 if (op->contr->outputs_sync)
2444 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2445 if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2446 flush_output_element (op, &op->contr->outputs[i]);
2447 2176
2448 if (op->contr->ns->state == ST_PLAYING) 2177 if (op->contr->ns->state == ST_PLAYING)
2449 { 2178 {
2450 /* these next three if clauses make it possible to SLOW DOWN 2179 /* these next three if clauses make it possible to SLOW DOWN
2451 hp/grace/spellpoint regeneration. */ 2180 hp/grace/spellpoint regeneration. */
2469 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2198 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2470 else 2199 else
2471 { 2200 {
2472 gen_grace = op->stats.maxgrace; 2201 gen_grace = op->stats.maxgrace;
2473 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2202 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2474 }
2475
2476 /* Regenerate Spell Points */
2477 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0)
2478 {
2479 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2480 if (op->stats.sp < op->stats.maxsp)
2481 {
2482 op->stats.sp++;
2483 /* dms do not consume food */
2484 if (!QUERY_FLAG (op, FLAG_WIZ))
2485 {
2486 op->stats.food--;
2487 if (op->contr->digestion < 0)
2488 op->stats.food += op->contr->digestion;
2489 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2490 op->stats.food = last_food;
2491 }
2492 }
2493
2494 if (max_sp > 1)
2495 {
2496 over_sp = (gen_sp + 10) / rate_sp;
2497 if (over_sp > 0)
2498 {
2499 if (op->stats.sp < op->stats.maxsp)
2500 {
2501 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2502
2503 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2504 op->stats.sp--;
2505
2506 if (op->stats.sp > op->stats.maxsp)
2507 op->stats.sp = op->stats.maxsp;
2508 }
2509 op->last_sp = 0;
2510 }
2511 else
2512 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2513 }
2514 else
2515 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2516 } 2203 }
2517 2204
2518 /* Regenerate Grace */ 2205 /* Regenerate Grace */
2519 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2206 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2520 if (--op->last_grace < 0) 2207 if (--op->last_grace < 0)
2541 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); 2228 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2542 } 2229 }
2543 /* wearing stuff doesn't detract from grace generation. */ 2230 /* wearing stuff doesn't detract from grace generation. */
2544 } 2231 }
2545 2232
2233 if (op->stats.food > 0)
2234 {
2546 /* Regenerate Hit Points */ 2235 /* Regenerate Spell Points */
2547 if (--op->last_heal < 0) 2236 if (!op->contr->golem && --op->last_sp < 0)
2548 {
2549 if (op->stats.hp < op->stats.maxhp)
2550 { 2237 {
2551 op->stats.hp++; 2238 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2552 /* dms do not consume food */ 2239
2553 if (!QUERY_FLAG (op, FLAG_WIZ)) 2240 if (op->stats.sp < op->stats.maxsp)
2554 { 2241 {
2242 op->stats.sp++;
2243
2244 /* dms do not consume food */
2245 if (!op->flag [FLAG_WIZ])
2246 {
2555 op->stats.food--; 2247 op->stats.food--;
2248
2556 if (op->contr->digestion < 0) 2249 if (op->contr->digestion < 0)
2557 op->stats.food += op->contr->digestion; 2250 op->stats.food += op->contr->digestion;
2558 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2251 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2559 op->stats.food = last_food; 2252 op->stats.food = last_food;
2253 }
2560 } 2254 }
2561 }
2562 2255
2563 if (max_hp > 1) 2256 if (max_sp > 1)
2564 {
2565 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2566 if (over_hp > 0)
2567 { 2257 {
2568 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; 2258 over_sp = (gen_sp + 10) / rate_sp;
2259 if (over_sp > 0)
2260 {
2261 if (op->stats.sp < op->stats.maxsp)
2262 {
2263 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2264
2265 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2266 op->stats.sp--;
2267
2268 if (op->stats.sp > op->stats.maxsp)
2269 op->stats.sp = op->stats.maxsp;
2270 }
2271
2569 op->last_heal = 0; 2272 op->last_sp = 0;
2273 }
2274 else
2275 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2570 } 2276 }
2571 else 2277 else
2278 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2279 }
2280
2281 /* Regenerate Hit Points */
2282 if (--op->last_heal < 0)
2283 {
2284 if (op->stats.hp < op->stats.maxhp)
2572 { 2285 {
2573 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2286 op->stats.hp++;
2287
2288 /* dms do not consume food */
2289 if (!op->flag [FLAG_WIZ])
2290 {
2291 op->stats.food--;
2292
2293 if (op->contr->digestion < 0)
2294 op->stats.food += op->contr->digestion;
2295 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2296 op->stats.food = last_food;
2297 }
2574 } 2298 }
2299
2300 if (max_hp > 1)
2301 {
2302 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2303
2304 if (over_hp > 0)
2305 {
2306 op->stats.sp += over_hp + (rndm (rate_hp) > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2307 op->last_heal = 0;
2308 }
2309 else
2310 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2575 } 2311 }
2576 else 2312 else
2577 {
2578 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2313 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2579 } 2314 }
2580 } 2315 }
2581 2316
2582 /* Digestion */ 2317 /* Digestion */
2583 if (--op->last_eat < 0) 2318 if (--op->last_eat < 0)
2584 { 2319 {
2585#ifdef COZY_SERVER 2320 int bonus = max (0, op->contr->digestion),
2586 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion; 2321 penalty = max (0, -op->contr->digestion);
2587 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2588#else
2589 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2590#endif
2591 2322
2592 if (op->contr->gen_hp > 0)
2593 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2323 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2594 else
2595 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2596 2324
2597 /* dms do not consume food */ 2325 /* dms do not consume food */
2598 if (!QUERY_FLAG (op, FLAG_WIZ)) 2326 if (!op->flag [FLAG_WIZ])
2599 op->stats.food--; 2327 op->stats.food--;
2600 } 2328 }
2601 2329
2602 if (op->stats.food < 0 && op->stats.hp >= 0) 2330 if (op->stats.food < 0 && op->stats.hp >= 0)
2603 { 2331 {
2604 object *tmp, *flesh = 0; 2332 object *flesh = 0;
2605 2333
2606 for (tmp = op->inv; tmp; tmp = tmp->below) 2334 for_inv_removable (op, tmp)
2607 { 2335 {
2608 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2336 if (tmp->flag [FLAG_UNPAID])
2337 continue;
2338
2339 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2609 { 2340 {
2610 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2341 op->statusmsg ("You blindly grab for a bite of food. "
2611 { 2342 "H<To prevent you from starving, you ate some random item from your backpack.>");
2612 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2343 op->apply (tmp);
2613 manual_apply (op, tmp, 0); 2344
2614 if (op->stats.food >= 0 || op->stats.hp < 0) 2345 if (op->stats.food >= 0 || op->stats.hp < 0)
2615 break; 2346 break;
2616 } 2347 }
2617 else if (tmp->type == FLESH) 2348 else if (tmp->type == FLESH)
2618 flesh = tmp; 2349 flesh = tmp;
2619 } /* End if paid for object */ 2350 }
2620 } /* end of for loop */
2621 2351
2622 /* If player is still starving, it means they don't have any food, so 2352 /* If player is still starving, it means they don't have any food, so
2623 * eat flesh instead. 2353 * eat flesh instead.
2624 */ 2354 */
2625 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2355 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2626 { 2356 {
2627 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2357 op->statusmsg ("You blindly grab for a bite of food. "
2358 "H<To prevent you from starving, you ate some random item from your backpack.>");
2628 manual_apply (op, flesh, 0); 2359 op->apply (flesh);
2629 } 2360 }
2361
2362 // If player is still starving, alert him!
2363 if (op->stats.food < 0)
2364 op->failmsg ("You are starving! "
2365 "H<Eat some food to increase your food and prevent you from an untimely death.>");
2366 }
2367
2368 if (op->stats.food < 0)
2630 } 2369 {
2370 op->stats.hp += op->stats.food;
2371 op->stats.food = 0;
2631 2372
2632 while (op->stats.food < 0 && op->stats.hp >= 0) 2373 if (op->stats.hp < 0)
2633 op->stats.food++, op->stats.hp--; 2374 {
2375 op->contr->killer = archetype::get ("killer_starvation");
2376 op->contr->killer->destroy ();
2377 }
2378 }
2634 2379
2380 /* killer should be set here already */
2635 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2381 if (op->stats.hp < 0 && !op->flag [FLAG_WIZ])
2636 kill_player (op); 2382 kill_player (op);
2637 } 2383 }
2638} 2384}
2639 2385
2640/* If the player should die (lack of hp, food, etc), we call this. 2386/* If the player should die (lack of hp, food, etc), we call this.
2643 * file. 2389 * file.
2644 */ 2390 */
2645void 2391void
2646kill_player (object *op) 2392kill_player (object *op)
2647{ 2393{
2648 char buf[MAX_BUF];
2649 int x, y; 2394 int x, y;
2650
2651 //int i;
2652 maptile *map; /* this is for resurrection */ 2395 maptile *map; /* this is for resurrection */
2653
2654 /* int z;
2655 int num_stats_lose;
2656 int lost_a_stat;
2657 int lose_this_stat;
2658 int this_stat; */
2659 int will_kill_again; 2396 int will_kill_again;
2660 archetype *at; 2397 archetype *at;
2661 object *tmp; 2398 object *tmp;
2662 2399
2663 if (save_life (op)) 2400 if (save_life (op))
2664 return; 2401 return;
2665 2402
2403 dynbuf_text deathtab;
2404
2405 /* restore player */
2406 at = archetype::find (shstr_poisoning);
2407 if (object *tmp = present_arch_in_ob (at, op))
2408 {
2409 tmp->destroy ();
2410 deathtab << "Your body feels cleansed...\r";
2411 }
2412
2413 at = archetype::find (shstr_confusion);
2414 if (object *tmp = present_arch_in_ob (at, op))
2415 {
2416 tmp->destroy ();
2417 deathtab << "Your mind feels clearer...\r";
2418 }
2419
2420 cure_disease (op, 0, 0); /* remove any disease */
2421
2422 max_it (op->stats.hp , op->stats.maxhp);
2423 max_it (op->stats.sp , op->stats.maxsp);
2424 max_it (op->stats.grace, op->stats.maxgrace);
2425 max_it (op->stats.food , 200);
2426
2427 // remove all spell effects that are active
2428 // to avoid long-term effects such as word-of-recall
2429 for (object *item = op->inv; item; )
2430 {
2431 object *next = item->below;
2432
2433 if (item->type == SPELL_EFFECT && item->active)
2434 item->destroy ();
2435
2436 item = next;
2437 }
2666 2438
2667 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2439 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2668 * in cities ONLY!!! It is very important that this doesn't get abused. 2440 * in cities ONLY!!! It is very important that this doesn't get abused.
2669 * Look at op_on_battleground() for more info --AndreasV 2441 * Look at op_on_battleground() for more info --AndreasV
2670 */ 2442 */
2671 if (op_on_battleground (op, &x, &y)) 2443 if (op_on_battleground (op, &x, &y))
2672 { 2444 {
2673 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2445 deathtab << "You almost died in combat, but local medics have saved your life...\r";
2674 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2675
2676 /* restore player */
2677 at = archetype::find ("poisoning");
2678 if (object *tmp = present_arch_in_ob (at, op))
2679 {
2680 tmp->destroy ();
2681 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2682 }
2683
2684 at = archetype::find ("confusion");
2685 if (object *tmp = present_arch_in_ob (at, op))
2686 {
2687 tmp->destroy ();
2688 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2689 }
2690
2691 cure_disease (op, 0); /* remove any disease */
2692 op->stats.hp = op->stats.maxhp;
2693 if (op->stats.food <= 0)
2694 op->stats.food = 999;
2695 2446
2696 /* create a bodypart-trophy to make the winner happy */ 2447 /* create a bodypart-trophy to make the winner happy */
2697 if (object *tmp = arch_to_object (archetype::find ("finger"))) 2448 object *tmp = archetype::find (shstr_finger)->instance ();
2698 { 2449
2699 sprintf (buf, "%s's finger", &op->name); 2450 tmp->name = format ("%s's finger" , &op->name);
2700 tmp->name = buf; 2451 tmp->name_pl = format ("%s's fingers", &op->name);
2701 sprintf (buf, " This finger has been cut off %s\n" 2452 tmp->msg = format (
2702 " the %s, when he was defeated at\n level %d by %s.\n", 2453 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
2703 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2454 &op->name, op->contr->title,
2704 tmp->msg = buf; 2455 (int)op->level,
2456 op->contr->killer_name ()
2457 );
2705 tmp->value = 0, tmp->type = 0; 2458 tmp->value = 0, tmp->type = 0;
2706 tmp->materialname = "organics"; 2459 tmp->material = name_to_material (shstr_organic);
2707 tmp->insert_at (op, tmp); 2460 tmp->insert_at (op, tmp);
2708 }
2709 2461
2710 /* teleport defeated player to new destination */ 2462 /* teleport defeated player to new destination */
2711 transfer_ob (op, x, y, 0, NULL); 2463 transfer_ob (op, x, y, 0, NULL);
2712 op->contr->braced = 0; 2464 op->contr->braced = 0;
2465
2466 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2713 return; 2467 return;
2714 } 2468 }
2715 2469
2470 deathtab << "You were killed by " << op->contr->killer_name () << ".\n\n";
2471 deathtab << "T<YOU HAVE DIED>\n\n";
2472
2716 INVOKE_PLAYER (DEATH, op->contr); 2473 INVOKE_PLAYER (DEATH, op->contr);
2717 2474
2718 command_kill_pets (op, 0); 2475 command_kill_pets (op, 0);
2719 2476
2720 if (op->stats.food < 0) 2477 op->contr->play_sound (sound_find ("player_dies"));
2721 {
2722 sprintf (buf, "%s starved to death.", &op->name);
2723 strcpy (op->contr->killer, "starvation");
2724 }
2725 else
2726 sprintf (buf, "%s died.", &op->name);
2727
2728 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2729 2478
2730 /* save the map location for corpse, gravestone */ 2479 /* save the map location for corpse, gravestone */
2731 x = op->x; 2480 x = op->x;
2732 y = op->y; 2481 y = op->y;
2733 map = op->map; 2482 map = op->map;
2761 2510
2762 lost_a_stat = 0; 2511 lost_a_stat = 0;
2763 2512
2764 for (z = 0; z < num_stats_lose; z++) 2513 for (z = 0; z < num_stats_lose; z++)
2765 { 2514 {
2766 i = RANDOM () % NUM_STATS; 2515 i = rndm (NUM_STATS);
2767 2516
2768 if (settings.stat_loss_on_death) 2517 if (settings.stat_loss_on_death)
2769 { 2518 {
2770 /* Pick a random stat and take a point off it. Tell the player 2519 /* Pick a random stat and take a point off it. Tell the player
2771 * what he lost. 2520 * what he lost.
2778 lost_a_stat = 1; 2527 lost_a_stat = 1;
2779 } 2528 }
2780 else 2529 else
2781 { 2530 {
2782 /* deplete a stat */ 2531 /* deplete a stat */
2783 archetype *deparch = archetype::find ("depletion"); 2532 archetype *deparch = archetype::find (shstr_depletion);
2784 object *dep; 2533 object *dep;
2785 2534
2786 dep = present_arch_in_ob (deparch, op); 2535 dep = present_arch_in_ob (deparch, op);
2787 if (!dep) 2536 if (!dep)
2788 { 2537 {
2789 dep = arch_to_object (deparch); 2538 dep = deparch->instance ();
2790 insert_ob_in_ob (dep, op); 2539 insert_ob_in_ob (dep, op);
2791 } 2540 }
2792 lose_this_stat = 1; 2541 lose_this_stat = 1;
2793 if (settings.balanced_stat_loss) 2542 if (settings.balanced_stat_loss)
2794 { 2543 {
2822 } 2571 }
2823 } 2572 }
2824 2573
2825 if (lose_this_stat) 2574 if (lose_this_stat)
2826 { 2575 {
2827 this_stat = get_attr_value (&(dep->stats), i); 2576 this_stat = get_attr_value (&dep->stats, i);
2828 /* We could try to do something clever like find another 2577 /* We could try to do something clever like find another
2829 * stat to reduce if this fails. But chances are, if 2578 * stat to reduce if this fails. But chances are, if
2830 * stats have been depleted to -50, all are pretty low 2579 * stats have been depleted to -50, all are pretty low
2831 * and should be roughly the same, so it shouldn't make a 2580 * and should be roughly the same, so it shouldn't make a
2832 * difference. 2581 * difference.
2833 */ 2582 */
2834 if (this_stat >= -50) 2583 if (this_stat >= -50)
2835 { 2584 {
2836 change_attr_value (&(dep->stats), i, -1); 2585 change_attr_value (&(dep->stats), i, -1);
2837 SET_FLAG (dep, FLAG_APPLIED); 2586 dep->set_flag (FLAG_APPLIED);
2838 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2587 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2839 op->update_stats (); 2588 op->update_stats ();
2840 lost_a_stat = 1; 2589 lost_a_stat = 1;
2841 } 2590 }
2842 } 2591 }
2843 } 2592 }
2844 } 2593 }
2594
2845 /* If no stat lost, tell the player. */ 2595 /* If no stat lost, tell the player. */
2846 if (!lost_a_stat) 2596 if (!lost_a_stat)
2847 { 2597 {
2848 /* determine_god() seems to not work sometimes... why is this? 2598 /* determine_god() seems to not work sometimes... why is this?
2849 Should I be using something else? GD */ 2599 Should I be using something else? GD */
2850 const char *god = determine_god (op); 2600 shstr_tmp god = determine_god (op);
2851 2601
2852 if (god && (strcmp (god, "none"))) 2602 if (god != shstr_none)
2853 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god); 2603 deathtab << "For a brief moment you feel the holy presence of " << god << " protecting you.\r";
2854 else 2604 else
2855 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2605 deathtab << "For a brief moment you feel a holy presence protecting you.\r";
2856 } 2606 }
2857#else 2607#else
2858 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2608 deathtab << "For a brief moment you feel a holy presence protecting you from losing yourself completely.";
2859#endif 2609#endif
2860 2610
2861 /* Put a gravestone up where the character 'almost' died. List the 2611 /* Put a gravestone up where the character 'almost' died. List the
2862 * exp loss on the stone. 2612 * exp loss on the stone.
2863 */ 2613 */
2864 tmp = arch_to_object (archetype::find ("gravestone")); 2614 tmp = archetype::find (shstr_gravestone)->instance ();
2865 sprintf (buf, "%s's gravestone", &op->name); 2615 tmp->name = format ("%s's gravestone", &op->name);
2866 tmp->name = buf; 2616 tmp->name_pl = format ("%s's gravestones", &op->name);
2867 sprintf (buf, "%s's gravestones", &op->name); 2617 tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n",
2868 tmp->name_pl = buf; 2618 &op->name, op->contr->title, op->contr->killer_name ());
2869 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);
2870 tmp->msg = buf;
2871 tmp->x = op->x, tmp->y = op->y; 2619 tmp->x = op->x, tmp->y = op->y;
2872 insert_ob_in_map (tmp, op->map, NULL, 0); 2620 insert_ob_in_map (tmp, op->map, NULL, 0);
2873 2621
2874 /**************************************/ 2622 /**************************************/
2875 /* */ 2623 /* */
2876 /* Subtract the experience points, */ 2624 /* Subtract the experience points, */
2877 /* if we died cause of food, give us */
2878 /* food, and reset HP's... */
2879 /* */ 2625 /* */
2880 /**************************************/ 2626 /**************************************/
2881 2627
2882 /* remove any poisoning and confusion the character may be suffering. */
2883 /* restore player */
2884 at = archetype::find ("poisoning");
2885 tmp = present_arch_in_ob (at, op);
2886
2887 if (tmp)
2888 {
2889 tmp->destroy ();
2890 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2891 }
2892
2893 at = archetype::find ("confusion");
2894 tmp = present_arch_in_ob (at, op);
2895 if (tmp)
2896 {
2897 tmp->destroy ();
2898 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2899 }
2900
2901 cure_disease (op, 0); /* remove any disease */
2902
2903 /*add_exp(op, (op->stats.exp * -0.20)); */ 2628 /*add_exp(op, (op->stats.exp * -0.20)); */
2904 apply_death_exp_penalty (op); 2629 apply_death_exp_penalty (op);
2905 if (op->stats.food < 100)
2906 op->stats.food = 900;
2907 op->stats.hp = op->stats.maxhp;
2908 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2909 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2910 2630
2911 /* 2631 /*
2912 * Check to see if the player has any unpaid items. If so, remove them 2632 * Check to see if the player has any unpaid items. If so, remove them
2913 * and put them back in the map. 2633 * and put them back in the map.
2914 */ 2634 */
2915 remove_unpaid_objects (op->inv, op); 2635 op->drop_unpaid_items ();
2916 2636
2917 /****************************************/ 2637 /****************************************/
2918 /* */ 2638 /* */
2919 /* Move player to his current respawn- */ 2639 /* Move player to his current respawn- */
2920 /* position (usually last savebed) */ 2640 /* position (usually last savebed) */
2940 object *force; 2660 object *force;
2941 int at; 2661 int at;
2942 2662
2943 force = get_archetype (FORCE_NAME); 2663 force = get_archetype (FORCE_NAME);
2944 /* 50 ticks should be enough time for the spell to abate */ 2664 /* 50 ticks should be enough time for the spell to abate */
2945 force->speed = 0.1; 2665 force->speed = 0.1f;
2946 force->speed_left = -5.0; 2666 force->speed_left = -5.f;
2947 SET_FLAG (force, FLAG_APPLIED); 2667 force->set_flag (FLAG_APPLIED);
2948 for (at = 0; at < NROFATTACKS; at++) 2668 for (at = 0; at < NROFATTACKS; at++)
2949 if (will_kill_again & (1 << at)) 2669 if (will_kill_again & (1 << at))
2950 force->resist[at] = 100; 2670 force->resist[at] = 100;
2951 2671
2952 insert_ob_in_ob (force, op); 2672 insert_ob_in_ob (force, op);
2953 op->update_stats (); 2673 op->update_stats ();
2954
2955 } 2674 }
2956 2675
2957 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2676 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2958} 2677}
2959 2678
2960void 2679static void
2961loot_object (object *op) 2680loot_object (object *op)
2962{ /* Grab and destroy some treasure */ 2681{ /* Grab and destroy some treasure */
2963 object *tmp, *tmp2, *next; 2682 object *tmp, *tmp2, *next;
2964 2683
2965 op->close_container (); /* close open sack first */ 2684 op->close_container (); /* close open sack first */
2975 tmp->x = op->x, tmp->y = op->y; 2694 tmp->x = op->x, tmp->y = op->y;
2976 2695
2977 if (tmp->type == CONTAINER) 2696 if (tmp->type == CONTAINER)
2978 loot_object (tmp); /* empty container to ground */ 2697 loot_object (tmp); /* empty container to ground */
2979 2698
2980 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3)))) 2699 if (!tmp->flag [FLAG_UNIQUE] && (tmp->flag [FLAG_STARTEQUIP] || tmp->flag [FLAG_NO_DROP] || !(rndm (3))))
2981 { 2700 {
2982 if (tmp->nrof > 1) 2701 if (tmp->nrof > 1)
2983 { 2702 {
2984 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2703 tmp->decrease (rndm (1, tmp->nrof - 1));
2985 tmp2->destroy ();
2986 insert_ob_in_map (tmp, op->map, NULL, 0); 2704 insert_ob_in_map (tmp, op->map, NULL, 0);
2987 } 2705 }
2988 else 2706 else
2989 tmp->destroy (); 2707 tmp->destroy ();
2990 } 2708 }
2997 * fix_weight(): Check recursively the weight of all players, and fix 2715 * fix_weight(): Check recursively the weight of all players, and fix
2998 * what needs to be fixed. Refresh windows and fix speed if anything 2716 * what needs to be fixed. Refresh windows and fix speed if anything
2999 * was changed. 2717 * was changed.
3000 */ 2718 */
3001void 2719void
3002fix_weight (void) 2720fix_weight ()
3003{ 2721{
3004 for_all_players (pl) 2722 for_all_players (pl)
3005 { 2723 {
3006 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2724 sint32 old = pl->ob->carrying;
3007 2725
3008 if (old == sum) 2726 pl->ob->update_weight ();
3009 continue; 2727
2728 if (old != pl->ob->carrying)
2729 {
3010 pl->ob->update_stats (); 2730 pl->ob->update_stats ();
3011 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 2731 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, (int)old, (int)pl->ob->carrying);
2732 }
3012 } 2733 }
3013} 2734}
3014 2735
3015void 2736void
3016fix_luck (void) 2737fix_luck ()
3017{ 2738{
3018 for_all_players (pl) 2739 for_all_players (pl)
3019 if (!pl->ob->contr->ns->state) 2740 if (!pl->ob->contr->ns->state)
3020 pl->ob->change_luck (0); 2741 pl->ob->change_luck (0);
3021} 2742}
3058} 2779}
3059 2780
3060void 2781void
3061make_visible (object *op) 2782make_visible (object *op)
3062{ 2783{
3063 op->hide = 0; 2784 op->flag [FLAG_HIDDEN] = 0;
3064 op->invisible = 0; 2785 op->invisible = 0;
2786
3065 if (op->type == PLAYER) 2787 if (op->type == PLAYER)
3066 { 2788 {
3067 op->contr->tmp_invis = 0; 2789 op->contr->tmp_invis = 0;
3068 op->contr->invis_race = 0; 2790 op->contr->invis_race = 0;
3069 } 2791 }
3072} 2794}
3073 2795
3074int 2796int
3075is_true_undead (object *op) 2797is_true_undead (object *op)
3076{ 2798{
3077 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 2799 if (op->arch->flag [FLAG_UNDEAD])
3078 return 1; 2800 return 1;
3079 2801
3080 return 0; 2802 return 0;
3081} 2803}
3082 2804
3083/* look at the surrounding terrain to determine 2805/* look at the surrounding terrain to determine
3084 * the hideability of this object. Positive levels 2806 * the hideability of this object. Positive levels
3085 * indicate greater hideability. 2807 * indicate greater hideability.
3086 */ 2808 */
3087
3088int 2809int
3089hideability (object *ob) 2810hideability (object *ob)
3090{ 2811{
3091 int i, level = 0, mflag; 2812 int i, level = 0, mflag;
3092 sint16 x, y; 2813 sint16 x, y;
3093 2814
3094 if (!ob || !ob->map) 2815 if (!ob || !ob->map)
3095 return 0; 2816 return 0;
3096 2817
3097 /* so, on normal lighted maps, its hard to hide */ 2818 /* so, on normal lighted maps, its hard to hide */
3098 level = ob->map->darkness - 2; 2819 level = ob->map->darklevel () - 2;
3099 2820
3100 /* this also picks up whether the object is glowing. 2821 /* this also picks up whether the object is glowing.
3101 * If you carry a light on a non-dark map, its not 2822 * If you carry a light on a non-dark map, its not
3102 * as bad as carrying a light on a pitch dark map */ 2823 * as bad as carrying a light on a pitch dark map */
3103 if (has_carried_lights (ob)) 2824 if (ob->has_carried_lights ())
3104 level = -(10 + (2 * ob->map->darkness)); 2825 level = -(10 + (2 * ob->map->darklevel ()));
3105 2826
3106 /* scan through all nearby squares for terrain to hide in */ 2827 /* scan through all nearby squares for terrain to hide in */
3107 for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i]) 2828 for (i = 0, x = ob->x, y = ob->y;
2829 i <= SIZEOFFREE1;
2830 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3108 { 2831 {
3109 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); 2832 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3110 if (mflag & P_OUT_OF_MAP) 2833 if (mflag & P_OUT_OF_MAP)
3111 {
3112 continue; 2834 continue;
3113 } 2835
3114 if (mflag & P_BLOCKSVIEW) /* something to hide near! */ 2836 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3115 level += 2; 2837 level += 2;
3116 else /* open terrain! */ 2838 else /* open terrain! */
3117 level -= 1; 2839 level -= 1;
3118 } 2840 }
3126/* For Hidden creatures - a chance of becoming 'unhidden' 2848/* For Hidden creatures - a chance of becoming 'unhidden'
3127 * every time they move - as we subtract off 'invisibility' 2849 * every time they move - as we subtract off 'invisibility'
3128 * AND, for players, if they move into a ridiculously unhideable 2850 * AND, for players, if they move into a ridiculously unhideable
3129 * spot (surrounded by clear terrain in broad daylight). -b.t. 2851 * spot (surrounded by clear terrain in broad daylight). -b.t.
3130 */ 2852 */
3131
3132void 2853void
3133do_hidden_move (object *op) 2854do_hidden_move (object *op)
3134{ 2855{
3135 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 2856 int hide = 0;
3136 object *skop;
3137 2857
3138 if (!op || !op->map) 2858 if (!op || !op->map)
3139 return; 2859 return;
3140 2860
3141 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 2861 object *skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
2862 int num = random_roll (0, 19, op, PREFER_LOW);
3142 2863
3143 /* its *extremely* hard to run and sneak/hide at the same time! */ 2864 /* its *extremely* hard to run and sneak/hide at the same time! */
3144 if (op->type == PLAYER && op->contr->run_on) 2865 if (op->type == PLAYER && op->contr->run_on)
3145 if (!skop || num >= skop->level) 2866 if (!skop || num >= skop->level)
3146 { 2867 {
3156 num -= hide; 2877 num -= hide;
3157 2878
3158 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 2879 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3159 { 2880 {
3160 make_visible (op); 2881 make_visible (op);
2882
3161 if (op->type == PLAYER) 2883 if (op->type == PLAYER)
3162 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 2884 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3163 } 2885 }
3164 else if (op->type == PLAYER && skop) 2886 else if (op->type == PLAYER && skop)
3165 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 2887 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3180 2902
3181 if (who->type == PLAYER) 2903 if (who->type == PLAYER)
3182 player = 1; 2904 player = 1;
3183 2905
3184 else 2906 else
3185 friendly = QUERY_FLAG (who, FLAG_FRIENDLY); 2907 friendly = who->flag [FLAG_FRIENDLY];
3186 2908
3187 /* search adjacent squares */ 2909 /* search adjacent squares */
3188 for (i = 1; i < 9; i++) 2910 for (i = 1; i < 9; i++)
3189 { 2911 {
3190 x = who->x + freearr_x[i]; 2912 x = who->x + freearr_x[i];
3199 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) 2921 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3200 continue; 2922 continue;
3201 2923
3202 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) 2924 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3203 { 2925 {
3204 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 2926 if ((player ||friendly) &&tmp->flag [FLAG_MONSTER] && !tmp->flag [FLAG_UNAGGRESSIVE])
3205 return 1; 2927 return 1;
3206 else if (tmp->type == PLAYER) 2928 else if (tmp->type == PLAYER)
3207 { 2929 {
3208 /*don't let a hidden DM prevent you from hiding */ 2930 /*don't let a hidden DM prevent you from hiding */
3209 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0) 2931 if (!tmp->flag [FLAG_WIZ] || tmp->contr->hidden == 0)
3210 return 1; 2932 return 1;
3211 } 2933 }
3212 } 2934 }
3213 } 2935 }
3214 return 0; 2936 return 0;
3218 * object op. This function works fine for monsters, 2940 * object op. This function works fine for monsters,
3219 * but we dont worry if the object isnt the top one in 2941 * but we dont worry if the object isnt the top one in
3220 * a pile (say a coin under a table would return "viewable" 2942 * a pile (say a coin under a table would return "viewable"
3221 * by this routine). Another question, should we be 2943 * by this routine). Another question, should we be
3222 * concerned with the direction the player is looking 2944 * concerned with the direction the player is looking
3223 * in? Realistically, most of use cant see stuff behind 2945 * in? Realistically, most of us can't see stuff behind
3224 * our backs...on the other hand, does the "facing" direction 2946 * our backs...on the other hand, does the "facing" direction
3225 * imply the way your head, or body is facing? Its possible 2947 * imply the way your head, or body is facing? It's possible
3226 * for them to differ. Sigh, this fctn could get a bit more complex. 2948 * for them to differ. Sigh, this fctn could get a bit more complex.
3227 * -b.t. 2949 * -b.t.
3228 * This function is now map tiling safe. 2950 * This function is now map tiling safe.
3229 */ 2951 */
3230
3231int 2952int
3232player_can_view (object *pl, object *op) 2953player_can_view (object *pl, object *op)
3233{ 2954{
3234 rv_vector rv; 2955 rv_vector rv;
3235 int dx, dy; 2956 int dx, dy;
3247 2968
3248 get_rangevector (pl, op, &rv, 0x1); 2969 get_rangevector (pl, op, &rv, 0x1);
3249 2970
3250 /* starting with the 'head' part, lets loop 2971 /* starting with the 'head' part, lets loop
3251 * through the object and find if it has any 2972 * through the object and find if it has any
3252 * part that is in the los array but isnt on 2973 * part that is in the los array but isn't on
3253 * a blocked los square. 2974 * a blocked los square.
3254 * we use the archetype to figure out offsets. 2975 * we use the archetype to figure out offsets.
3255 */ 2976 */
3256 while (op) 2977 while (op)
3257 { 2978 {
3258 dx = rv.distance_x + op->arch->clone.x; 2979 dx = rv.distance_x + op->arch->x;
3259 dy = rv.distance_y + op->arch->clone.y; 2980 dy = rv.distance_y + op->arch->y;
3260 2981
3261 /* only the viewable area the player sees is updated by LOS 2982 if (pl->contr->blocked_los (dx, dy) != LOS_BLOCKED)
3262 * code, so we need to restrict ourselves to that range of values
3263 * for any meaningful values.
3264 */
3265 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3266 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3267 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3268 return 1; 2983 return 1;
2984
3269 op = op->more; 2985 op = op->more;
3270 } 2986 }
3271 return 0;
3272}
3273 2987
3274/* routine for both players and monsters. We call this when
3275 * there is a possibility for our action distrubing our hiding
3276 * place or invisiblity spell. Artefact invisiblity is not
3277 * effected by this. If we arent invisible to begin with, we
3278 * return 0.
3279 */
3280int
3281action_makes_visible (object *op)
3282{
3283
3284 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3285 {
3286 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3287 return 0;
3288
3289 if (op->contr && op->contr->tmp_invis == 0)
3290 return 0;
3291
3292 /* If monsters, they should become visible */
3293 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3294 {
3295 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3296 return 1;
3297 }
3298 }
3299 return 0; 2988 return 0;
3300} 2989}
3301 2990
3302/* op_on_battleground - checks if the given object op (usually 2991/* op_on_battleground - checks if the given object op (usually
3303 * a player) is standing on a valid battleground-tile, 2992 * a player) is standing on a valid battleground-tile,
3308 * Default is to do the same as before, so only people wanting to have different points need worry about this 2997 * Default is to do the same as before, so only people wanting to have different points need worry about this
3309 */ 2998 */
3310int 2999int
3311op_on_battleground (object *op, int *x, int *y) 3000op_on_battleground (object *op, int *x, int *y)
3312{ 3001{
3313 object *tmp;
3314
3315 /* A battleground-tile needs the following attributes to be valid: 3002 /* A battleground-tile needs the following attributes to be valid:
3316 * is_floor 1 (has to be the FIRST floor beneath the player's feet), 3003 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3317 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3004 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3318 * and the exit-coordinates sp/hp must both be > 0. 3005 * and the exit-coordinates sp/hp must both be > 0.
3319 * => The intention here is to prevent abuse of the battleground- 3006 * => The intention here is to prevent abuse of the battleground-
3320 * feature (like pickable or hidden battleground tiles). */ 3007 * feature (like pickable or hidden battleground tiles). */
3321 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3008 for (object *tmp = op->below; tmp; tmp = tmp->below)
3322 { 3009 {
3323 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3010 if (tmp->flag [FLAG_IS_FLOOR])
3324 { 3011 {
3325 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3012 if (tmp->flag [FLAG_NO_PICK]
3326 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp)) 3013 && tmp->type == BATTLEGROUND
3014 && tmp->name == shstr_battleground
3015 && EXIT_X (tmp) && EXIT_Y (tmp))
3327 { 3016 {
3328 /*before we assign the exit, check if this is a teambattle */ 3017 /* before we assign the exit, check if this is a teambattle */
3329 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) 3018 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3330 {
3331 object *invtmp;
3332
3333 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below) 3019 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3020 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3334 { 3021 {
3335 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3336 {
3337 if (x != NULL && y != NULL) 3022 if (x && y)
3338 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3023 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3024
3339 return 1; 3025 return 1;
3340 }
3341 } 3026 }
3342 } 3027
3343 if (x != NULL && y != NULL) 3028 if (x && y)
3344 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3029 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3030
3345 return 1; 3031 return 1;
3346 } 3032 }
3347 } 3033 }
3348 } 3034 }
3035
3349 /* If we got here, did not find a battleground */ 3036 /* If we got here, did not find a battleground */
3350 return 0; 3037 return 0;
3351} 3038}
3352 3039
3353/* 3040/*
3369 char buf[MAX_BUF]; /* tmp. string buffer */ 3056 char buf[MAX_BUF]; /* tmp. string buffer */
3370 int i = 0, j = 0; 3057 int i = 0, j = 0;
3371 3058
3372 /* get the appropriate treasurelist */ 3059 /* get the appropriate treasurelist */
3373 if (atnr == ATNR_FIRE) 3060 if (atnr == ATNR_FIRE)
3374 trlist = treasurelist::find ("dragon_ability_fire"); 3061 trlist = treasurelist::find (shstr_dragon_ability_fire);
3375 else if (atnr == ATNR_COLD) 3062 else if (atnr == ATNR_COLD)
3376 trlist = treasurelist::find ("dragon_ability_cold"); 3063 trlist = treasurelist::find (shstr_dragon_ability_cold);
3377 else if (atnr == ATNR_ELECTRICITY) 3064 else if (atnr == ATNR_ELECTRICITY)
3378 trlist = treasurelist::find ("dragon_ability_elec"); 3065 trlist = treasurelist::find (shstr_dragon_ability_elec);
3379 else if (atnr == ATNR_POISON) 3066 else if (atnr == ATNR_POISON)
3380 trlist = treasurelist::find ("dragon_ability_poison"); 3067 trlist = treasurelist::find (shstr_dragon_ability_poison);
3381 3068
3382 if (trlist == NULL || who->type != PLAYER) 3069 if (trlist == NULL || who->type != PLAYER)
3383 return; 3070 return;
3384 3071
3385 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3072 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3389 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3076 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3390 return; 3077 return;
3391 } 3078 }
3392 3079
3393 /* everything seems okay - now bring on the gift: */ 3080 /* everything seems okay - now bring on the gift: */
3394 item = &(tr->item->clone); 3081 item = tr->item;
3395 3082
3396 if (item->type == SPELL) 3083 if (item->type == SPELL)
3397 { 3084 {
3398 if (check_spell_known (who, item->name)) 3085 if (check_spell_known (who, item->name))
3399 return; 3086 return;
3458 { 3145 {
3459 /* forces in the treasurelist can alter the player's stats */ 3146 /* forces in the treasurelist can alter the player's stats */
3460 object *skin; 3147 object *skin;
3461 3148
3462 /* first get the dragon skin force */ 3149 /* first get the dragon skin force */
3463 shstr_cmp dragon_skin_force ("dragon_skin_force");
3464 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below) 3150 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3465 ; 3151 ;
3466 3152
3467 if (!skin) 3153 if (!skin)
3468 return; 3154 return;
3469 3155
3483 else 3169 else
3484 j = 1; 3170 j = 1;
3485 strcat (buf, spellpathnames[i]); 3171 strcat (buf, spellpathnames[i]);
3486 } 3172 }
3487 } 3173 }
3174
3488 strcat (buf, "."); 3175 strcat (buf, ".");
3489 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf); 3176 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3490 } 3177 }
3491 3178
3492 /* evtl. adding flags: */ 3179 /* evtl. adding flags: */
3493 if (QUERY_FLAG (item, FLAG_XRAYS)) 3180 if (item->flag [FLAG_XRAYS])
3494 SET_FLAG (skin, FLAG_XRAYS); 3181 skin->set_flag (FLAG_XRAYS);
3495 if (QUERY_FLAG (item, FLAG_STEALTH)) 3182 if (item->flag [FLAG_STEALTH])
3496 SET_FLAG (skin, FLAG_STEALTH); 3183 skin->set_flag (FLAG_STEALTH);
3497 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK)) 3184 if (item->flag [FLAG_SEE_IN_DARK])
3498 SET_FLAG (skin, FLAG_SEE_IN_DARK); 3185 skin->set_flag (FLAG_SEE_IN_DARK);
3499 3186
3500 /* print message if there is one */ 3187 /* print message if there is one */
3501 if (item->msg != NULL) 3188 if (item->msg != NULL)
3502 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg); 3189 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3503 } 3190 }
3504 else 3191 else
3505 { 3192 {
3506 /* generate misc. treasure */ 3193 /* generate misc. treasure */
3507 tmp = arch_to_object (tr->item); 3194 tmp = tr->item->instance ();
3508 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp)); 3195 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3509 tmp = insert_ob_in_ob (tmp, who); 3196 who->insert (tmp);
3510 if (who->type == PLAYER)
3511 esrv_send_item (who, tmp);
3512 }
3513}
3514
3515/**
3516 * Unready an object for a player. This function does nothing if the object was
3517 * not readied.
3518 */
3519void
3520player_unready_range_ob (player *pl, object *ob)
3521{
3522 for (rangetype i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1))
3523 if (pl->ranges[i] == ob)
3524 {
3525 pl->ranges[i] = 0;
3526 if (pl->shoottype == i)
3527 pl->shoottype = range_none;
3528 } 3197 }
3529} 3198}
3199
3200//-GPL
3530 3201
3531sint8 3202sint8
3532player::visibility_at (maptile *map, int x, int y) const 3203player::darkness_at (maptile *map, int x, int y) const
3533{ 3204{
3534 if (!ns) 3205 if (!ns)
3535 return 0; 3206 return LOS_BLOCKED;
3536 3207
3537 int dx, dy; 3208 int dx, dy;
3538 if (!adjacent_map (map, ns->current_map, &dx, &dy)) 3209 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3210 return LOS_BLOCKED;
3211
3212 x += dx - ns->current_x;
3213 y += dy - ns->current_y;
3214
3215 return blocked_los (x, y);
3216}
3217
3218void
3219player::infobox (const char *title, const char *msg, int color)
3220{
3221 send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3222}
3223
3224void
3225player::statusmsg (const char *msg, int color)
3226{
3227 send_msg (color | NDI_REPLY, INFO_CHANNEL, msg);
3228}
3229
3230void
3231player::failmsg (const char *msg, int color)
3232{
3233 play_sound (sound_find ("generic_failure"));
3234 statusmsg (msg, color);
3235}
3236
3237void
3238object::failmsgf (const char *format, ...)
3239{
3240 if (!contr)
3539 return 0; 3241 return;
3540 3242
3541 x += dx - ns->current_x + ns->mapx / 2; 3243 va_list ap;
3542 y += dy - ns->current_y + ns->mapy / 2; 3244 va_start (ap, format);
3543 3245 contr->failmsg (vformat (format, ap));
3544 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy)) 3246 va_end (ap);
3545 return 0;
3546
3547 return 100 - blocked_los [x][y];
3548} 3247}
3248
3249void
3250player::failmsgf (const char *format, ...)
3251{
3252 va_list ap;
3253 va_start (ap, format);
3254 failmsg (vformat (format, ap));
3255 va_end (ap);
3256}
3257

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