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Comparing deliantra/server/server/player.C (file contents):
Revision 1.116 by root, Sun Apr 29 03:44:36 2007 UTC vs.
Revision 1.276 by root, Sun May 2 11:23:52 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{
199 72
200 if (ob->map) 73 if (ob->map)
201 maplevel = ob->map->path; 74 maplevel = ob->map->path;
202 75
203 ob->remove (); 76 ob->remove ();
77 ob->enemy = 0; // sometimes keeps an extra refcount on itself
204 ob->map = 0; 78 ob->map = 0;
205 party = 0; 79 party = 0;
206 80
207 // for weird reasons, this is often "ob", keeping a circular reference
208 ranges [range_skill] = 0;
209
210 players.erase (this); 81 players.erase (this);
211} 82}
212 83
213// connect the player with a specific client 84// connect the player with a specific client
214// also changed, rationalises, and fixes some incorrect settings 85// also changes, rationalises, and fixes some incorrect settings
215void 86void
216player::connect (client *ns) 87player::connect (client *ns)
217{ 88{
218 this->ns = ns; 89 this->ns = ns;
219 ns->pl = this; 90 ns->pl = this;
223 ob->close_container (); //TODO: client-specific 94 ob->close_container (); //TODO: client-specific
224 95
225 ns->update_look = 0; 96 ns->update_look = 0;
226 ns->look_position = 0; 97 ns->look_position = 0;
227 98
228 clear_los (ob); 99 clear_los ();
229 100
230 ns->reset_stats (); 101 ns->reset_stats ();
231 102
232 /* make sure he's a player -- needed because of class change. */ 103 /* make sure he's a player -- needed because of class change. */
233 ob->type = PLAYER; // we are paranoid 104 ob->type = PLAYER; // we are paranoid
234 ob->race = ob->arch->clone.race; 105 ob->race = ob->arch->race;
235 106
236 if (!legal_range (ob, shoottype)) 107 ob->update_weight ();
237 shoottype = range_none;
238
239 ob->carrying = sum_weight (ob);
240 link_player_skills (ob); 108 link_skills ();
241 109
242 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
243
244 assign (title, ob->arch->clone.name); 110 assign (title, ob->arch->object::name);
245 111
246 /* if it's a dragon player, set the correct title here */ 112 /* if it's a dragon player, set the correct title here */
247 if (is_dragon_pl (ob)) 113 if (ob->is_dragon ())
248 { 114 {
249 object *tmp, *abil = 0, *skin = 0; 115 object *tmp, *abil = 0, *skin = 0;
250
251 shstr_cmp dragon_ability_force ("dragon_ability_force");
252 shstr_cmp dragon_skin_force ("dragon_skin_force");
253 116
254 for (tmp = ob->inv; tmp; tmp = tmp->below) 117 for (tmp = ob->inv; tmp; tmp = tmp->below)
255 if (tmp->type == FORCE) 118 if (tmp->type == FORCE)
256 if (tmp->arch->name == dragon_ability_force) 119 if (tmp->arch->archname == shstr_dragon_ability_force)
257 abil = tmp; 120 abil = tmp;
258 else if (tmp->arch->name == dragon_skin_force) 121 else if (tmp->arch->archname == shstr_dragon_skin_force)
259 skin = tmp; 122 skin = tmp;
260 123
261 set_dragon_name (ob, abil, skin); 124 set_dragon_name (ob, abil, skin);
262 } 125 }
263 126
264 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 127 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
265 128
266 esrv_new_player (this, ob->weight + ob->carrying); 129 esrv_new_player (this);
130
131 ob->flag [FLAG_READY_WEAPON] = false;
132 ob->flag [FLAG_READY_SKILL] = false;
133 ob->flag [FLAG_READY_RANGE] = false;
134 ob->flag [FLAG_READY_BOW] = false;
267 135
268 ob->update_stats (); 136 ob->update_stats ();
137
269 ns->floorbox_update (); 138 ns->floorbox_update ();
270
271 esrv_send_inventory (ob, ob); 139 esrv_send_inventory (ob, ob);
272 esrv_add_spells (this, 0); 140 esrv_add_spells (this, 0);
273 141
274 activate (); 142 activate ();
275 143
276 send_rules (ob);
277 send_news (ob);
278 display_motd (ob);
279
280 INVOKE_PLAYER (CONNECT, this); 144 INVOKE_PLAYER (CONNECT, this);
281 INVOKE_PLAYER (LOGIN, this); 145 INVOKE_PLAYER (LOGIN, this);
282} 146}
283 147
284void 148void
285player::disconnect () 149player::disconnect ()
286{ 150{
151 if (ob)
152 {
153 ob->close_container (); //TODO: client-specific
154 ob->drop_unpaid_items ();
155 }
156
287 if (ns) 157 if (ns)
288 { 158 {
289 if (active) 159 if (active)
290 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0)); 160 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
291 161
294 ns->reset_stats (); 164 ns->reset_stats ();
295 ns->pl = 0; 165 ns->pl = 0;
296 ns = 0; 166 ns = 0;
297 } 167 }
298 168
299 if (ob) 169 // this is important for the player scheduler to get the correct refcount
300 ob->close_container (); //TODO: client-specific 170 // when ns = 0
171 observe = viewpoint = ob;
301 172
302 deactivate (); 173 deactivate ();
303} 174}
175
176//-GPL
304 177
305// the need for this function can be explained 178// the need for this function can be explained
306// by load_object not returning the object 179// by load_object not returning the object
307void 180void
308player::set_object (object *op) 181player::set_object (object *op)
309{ 182{
310 ob = op; 183 ob = observe = viewpoint = op;
311 ob->contr = this; /* this aren't yet in archetype */ 184 ob->contr = this; /* this aren't yet in archetype */
312 185
313 ob->speed_left = 0.5;
314 ob->speed = 1.0; 186 ob->speed = 1.0f;
187 ob->speed_left = 0.5f;
188
315 ob->direction = 5; /* So player faces south */ 189 ob->direction = 5; /* So player faces south */
316} 190}
191
192void
193player::set_observe (object *op)
194{
195 observe = viewpoint = op ? op : ob;
196 do_los = 1;
197}
198
199void
200player::set_viewpoint (object *op)
201{
202 viewpoint = op ? op : (object *)observe;
203 do_los = 1;
204}
205
206//+GPL
317 207
318player::player () 208player::player ()
319{ 209{
320 /* There are some elements we want initialised to non zero value - 210 /* There are some elements we want initialised to non zero value -
321 * we deal with that below this point. 211 * we deal with that below this point.
325 unapply = unapply_nochoice; 215 unapply = unapply_nochoice;
326 216
327 savebed_map = first_map_path; /* Init. respawn position */ 217 savebed_map = first_map_path; /* Init. respawn position */
328 218
329 gen_sp_armour = 10; 219 gen_sp_armour = 10;
330 shoottype = range_none;
331 bowtype = bow_normal; 220 bowtype = bow_normal;
332 petmode = pet_normal; 221 petmode = pet_normal;
333 listening = 10;
334 usekeys = containers; 222 usekeys = containers;
335 peaceful = 1; /* default peaceful */ 223 peaceful = 1; /* default peaceful */
336 do_los = 1; 224 do_los = 1;
225
226 weapon_sp = 1.0f;
227 weapon_sp_left = 0.5f;
337} 228}
338 229
339void 230void
340player::do_destroy () 231player::do_destroy ()
341{ 232{
342 disconnect (); 233 disconnect ();
343 234
344 attachable::do_destroy (); 235 attachable::do_destroy ();
345 236
346 if (ob) 237 if (ob)
347 {
348 ob->destroy_inv (false);
349 ob->destroy (); 238 ob->destroy ();
350 } 239
240 ob = observe = viewpoint = 0;
351} 241}
352 242
353player::~player () 243player::~player ()
354{ 244{
355 /* Clear item stack */ 245 /* Clear item stack */
356 free (stack_items); 246 free (stack_items);
247}
248
249/*
250 * get_player_archetype() return next player archetype from archetype
251 * list. Not very efficient routine, but used only creating new players.
252 * Note: there MUST be at least one player archetype!
253 */
254static archetype *
255get_player_archetype (archetype *at)
256{
257 // archetypes could have been reloaded
258 archetype *nat = at ? archetype::find (at->archname) : archetypes [0];
259
260 if (!nat)
261 return at;
262
263 archvec::iterator i = archetypes.find (nat);
264
265 for (;;)
266 {
267 if (++i == archetypes.end ())
268 i = archetypes.begin ();
269 else if (*i == at)
270 cleanup ("not a single player archetype found");
271
272 if ((*i)->type == PLAYER)
273 return *i;
274 }
357} 275}
358 276
359/* Tries to add player on the connection passed in ns. 277/* Tries to add player on the connection passed in ns.
360 * All we can really get in this is some settings like host and display 278 * All we can really get in this is some settings like host and display
361 * mode. 279 * mode.
363player * 281player *
364player::create () 282player::create ()
365{ 283{
366 player *pl = new player; 284 player *pl = new player;
367 285
368 pl->set_object (arch_to_object (get_player_archetype (0))); 286 pl->set_object (get_player_archetype (0)->instance ());
369 287
370 pl->ob->roll_stats (); 288 pl->ob->roll_stats ();
371 pl->ob->stats.wc = 2; 289 pl->ob->stats.wc = 2;
372 pl->ob->run_away = 25; /* Then we panick... */ 290 pl->ob->run_away = 25; /* Then we panick... */
373 291
374 set_first_map (pl->ob); 292 set_first_map (pl->ob);
375 293
376 return pl; 294 return pl;
377}
378
379/*
380 * get_player_archetype() return next player archetype from archetype
381 * list. Not very efficient routine, but used only creating new players.
382 * Note: there MUST be at least one player archetype!
383 */
384archetype *
385get_player_archetype (archetype *at)
386{
387 archetype *start = at;
388
389 for (;;)
390 {
391 if (at == NULL || at->next == NULL)
392 at = first_archetype;
393 else
394 at = at->next;
395
396 if (at->clone.type == PLAYER)
397 return at;
398
399 if (at == start)
400 {
401 LOG (llevError, "No Player archetypes\n");
402 exit (-1);
403 }
404 }
405} 295}
406 296
407object * 297object *
408get_nearest_player (object *mon) 298get_nearest_player (object *mon)
409{ 299{
412 unsigned lastdist; 302 unsigned lastdist;
413 rv_vector rv; 303 rv_vector rv;
414 304
415 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next) 305 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
416 { 306 {
417 /* We should not find free objects on this friendly list, but it
418 * does periodically happen. Given that, lets deal with it.
419 * While unlikely, it is possible the next object on the friendly
420 * list is also free, so encapsulate this in a while loop.
421 */
422 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
423 {
424 object *tmp = ol->ob;
425
426 /* Can't do much more other than log the fact, because the object
427 * itself will have been cleared.
428 */
429 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
430 tmp->debug_desc ());
431 ol = ol->next;
432 remove_friendly_object (tmp);
433 if (!ol)
434 return op;
435 }
436
437 /* Remove special check for player from this. First, it looks to cause
438 * some crashes (ol->ob->contr not set properly?), but secondly, a more
439 * complicated method of state checking would be needed in any case -
440 * as it was, a clever player could type quit, and the function would
441 * skip them over while waiting for confirmation. Remove
442 * on_same_map check, as can_detect_enemy also does this
443 */
444 if (!can_detect_enemy (mon, ol->ob, &rv)) 307 if (!can_detect_enemy (mon, ol->ob, &rv))
445 continue; 308 continue;
446 309
447 if (lastdist > rv.distance) 310 if (lastdist > rv.distance)
448 { 311 {
510 */ 373 */
511int 374int
512path_to_player (object *mon, object *pl, unsigned mindiff) 375path_to_player (object *mon, object *pl, unsigned mindiff)
513{ 376{
514 rv_vector rv; 377 rv_vector rv;
515 sint16 x, y;
516 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked; 378 int dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
517 maptile *m, *lastmap;
518 379
519 get_rangevector (mon, pl, &rv, 0); 380 get_rangevector (mon, pl, &rv, 0);
520 381
521 if (rv.distance < mindiff) 382 if (rv.distance < mindiff)
522 return 0; 383 return 0;
523 384
524 x = mon->x; 385 mapxy pos (mon);
525 y = mon->y;
526 m = mon->map;
527 dir = rv.direction; 386 dir = rv.direction;
528 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 387 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
529 diff = ::max (abs (rv.distance_x), abs (rv.distance_y)); 388 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
530 389
531 /* If we can't solve it within the search distance, return now. */ 390 /* If we can't solve it within the search distance, return now. */
532 if (diff > max) 391 if (diff > max)
533 return 0; 392 return 0;
534 393
535 while (diff > 1 && max > 0) 394 while (diff > 1 && max > 0)
536 { 395 {
537 lastx = x; 396 mapxy lastpos = pos;
538 lasty = y;
539 lastmap = m;
540 x = lastx + freearr_x[dir];
541 y = lasty + freearr_y[dir];
542 397
543 mflags = get_map_flags (m, &m, x, y, &x, &y); 398 pos.move (dir);
544 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
545 399
546 /* Space is blocked - try changing direction a little */ 400 /* Space is blocked - try changing direction a little */
547 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW)) 401 if (!pos.normalise ()
548 && (m == mon->map && blocked_link (mon, m, x, y)))) 402 || (((pos->flags () & P_BLOCKSVIEW) || OB_TYPE_MOVE_BLOCK (mon, pos->move_block))
403 && blocked_link (mon, pos.m, pos.x, pos.y)))
549 { 404 {
550 /* recalculate direction from last good location. Possible 405 /* recalculate direction from last good location. Possible
551 * we were not traversing ideal location before. 406 * we were not traversing ideal location before.
552 */ 407 */
553 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0); 408 get_rangevector_from_mapcoord (lastpos.m, lastpos.x, lastpos.y, pl, &rv, 0);
554 if (rv.direction != dir) 409 if (rv.direction != dir)
555 { 410 {
556 /* OK - says direction should be different - lets reset the 411 /* OK - says direction should be different - lets reset the
557 * the values so it will try again. 412 * the values so it will try again.
558 */ 413 */
559 x = lastx;
560 y = lasty;
561 m = lastmap; 414 pos = lastpos;
562 dir = firstdir = rv.direction; 415 dir = firstdir = rv.direction;
563 } 416 }
564 else 417 else
565 { 418 {
566 /* direct path is blocked - try taking a side step to 419 /* direct path is blocked - try taking a side step to
573 */ 426 */
574 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++) 427 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
575 { 428 {
576 if (i == 0) 429 if (i == 0)
577 continue; /* already did this, so skip it */ 430 continue; /* already did this, so skip it */
431
578 /* Use lastdir here - otherwise, 432 /* Use lastdir here - otherwise,
579 * since the direction that the creature should move in 433 * since the direction that the creature should move in
580 * may change, you could get infinite loops. 434 * may change, you could get infinite loops.
581 * ie, player is northwest, but monster can only 435 * ie, player is northwest, but monster can only
582 * move west, so it does that. It goes some distance, 436 * move west, so it does that. It goes some distance,
584 * can't do that, but now finds it can move east, and 438 * can't do that, but now finds it can move east, and
585 * gets back to its original point. lastdir contains 439 * gets back to its original point. lastdir contains
586 * the last direction the creature has successfully 440 * the last direction the creature has successfully
587 * moved. 441 * moved.
588 */ 442 */
589
590 x = lastx + freearr_x[absdir (lastdir + i)];
591 y = lasty + freearr_y[absdir (lastdir + i)];
592 m = lastmap; 443 pos = lastpos;
593 mflags = get_map_flags (m, &m, x, y, &x, &y); 444 pos.move (absdir (lastdir + i));
594 if (mflags & P_OUT_OF_MAP) 445
446 if (!pos.normalise ())
595 continue; 447 continue;
596 blocked = GET_MAP_MOVE_BLOCK (m, x, y); 448
597 if (OB_TYPE_MOVE_BLOCK (mon, blocked)) 449 mapspace &ms = *pos;
450
451 if (ms.flags () & P_BLOCKSVIEW)
598 continue; 452 continue;
599 if (mflags & P_BLOCKSVIEW) 453
454 if (OB_TYPE_MOVE_BLOCK (mon, ms.move_block))
600 continue; 455 continue;
601 456
602 if (m == mon->map && blocked_link (mon, m, x, y)) 457 if (blocked_link (mon, pos.m, pos.x, pos.y))
603 break; 458 break;
604 } 459 }
460
605 /* go through entire loop without finding a valid 461 /* go through entire loop without finding a valid
606 * sidestep to take - thus, no valid path. 462 * sidestep to take - thus, no valid path.
607 */ 463 */
608 if (i == (DETOUR_AMOUNT + 1)) 464 if (i == DETOUR_AMOUNT + 1)
609 return 0; 465 return 0;
466
610 diff--; 467 diff--;
611 lastdir = dir; 468 lastdir = dir;
612 max--; 469 max--;
613 if (!firstdir) 470 if (!firstdir)
614 firstdir = dir + i; 471 firstdir = dir + i;
618 { 475 {
619 /* we moved towards creature, so diff is less */ 476 /* we moved towards creature, so diff is less */
620 diff--; 477 diff--;
621 max--; 478 max--;
622 lastdir = dir; 479 lastdir = dir;
480
623 if (!firstdir) 481 if (!firstdir)
624 firstdir = dir; 482 firstdir = dir;
625 } 483 }
626 484
627 if (diff <= 1) 485 if (diff <= 1)
628 { 486 {
629 /* Recalculate diff (distance) because we may not have actually 487 /* Recalculate diff (distance) because we may not have actually
630 * headed toward player for entire distance. 488 * headed toward player for entire distance.
631 */ 489 */
632 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 490 get_rangevector_from_mapcoord (pos.m, pos.x, pos.y, pl, &rv, 0);
633 diff = ::max (abs (rv.distance_x), abs (rv.distance_y)); 491 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
634 } 492 }
635 493
636 if (diff > max) 494 if (diff > max)
637 return 0; 495 return 0;
643 501
644 return firstdir; 502 return firstdir;
645} 503}
646 504
647void 505void
648give_initial_items (object *pl, treasurelist * items) 506give_initial_items (object *pl, treasurelist *items)
649{ 507{
650 object *op, *next = NULL;
651
652 if (pl->randomitems != NULL) 508 if (pl->randomitems)
653 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); 509 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
654 510
655 for (op = pl->inv; op; op = next) 511 for (object *next, *op = pl->inv; op; op = next)
656 { 512 {
657 next = op->below; 513 next = op->below;
658 514
659 /* Forces get applied per default, unless they have the 515 /* Forces get applied per default, unless they have the
660 * flag "neutral" set. Sorry but I can't think of a better way 516 * flag "neutral" set. Sorry but I can't think of a better way
661 */ 517 */
662 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL)) 518 if (op->type == FORCE && !op->flag [FLAG_NEUTRAL])
663 SET_FLAG (op, FLAG_APPLIED); 519 op->set_flag (FLAG_APPLIED);
664 520
665 /* we never give weapons/armour if these cannot be used 521 /* we never give weapons/armour if these cannot be used
666 * by this player due to race restrictions 522 * by this player due to race restrictions
667 */ 523 */
668 if (pl->type == PLAYER) 524 if (pl->type == PLAYER)
669 { 525 {
670 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) && 526 if ((!pl->flag [FLAG_USE_ARMOUR]
527 &&
671 (op->type == ARMOUR || op->type == BOOTS || 528 (op->type == ARMOUR || op->type == BOOTS
672 op->type == CLOAK || op->type == HELMET || 529 || op->type == CLOAK || op->type == HELMET
673 op->type == SHIELD || op->type == GLOVES || 530 || op->type == SHIELD || op->type == GLOVES
674 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) 531 || op->type == BRACERS || op->type == GIRDLE))
532 || (!pl->flag [FLAG_USE_WEAPON] && op->type == WEAPON))
675 { 533 {
676 op->destroy (); 534 op->destroy ();
677 continue; 535 continue;
678 } 536 }
679 } 537 }
680 538
681 /* This really needs to be better - we should really give 539 /* Here we remove duplicated skills (as duplicated spell objects have
682 * a substitute spellbook. The problem is that we don't really 540 * _very_ confusing effects for players), which could for instance be
683 * have a good idea what to replace it with (need something like 541 * generated by bad treasurelists. - elmex
684 * a first level treasurelist for each skill.)
685 * remove duplicate skills also
686 */ 542 */
687 if (op->type == SPELLBOOK || op->type == SKILL) 543 if (op->type == SKILL)
688 { 544 {
689 object *tmp;
690
691 for (tmp = op->below; tmp; tmp = tmp->below) 545 for (object *tmp = op->below; tmp; tmp = tmp->below)
692 if (tmp->type == op->type && tmp->name == op->name) 546 if (tmp->type == op->type && tmp->name == op->name)
693 break;
694
695 if (tmp)
696 { 547 {
697 op->destroy (); 548 op->destroy ();
549 LOG (llevError,
698 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); 550 "give_initial_items: Removing duplicate skill %s\n", &tmp->name);
699 continue; 551 break;
700 } 552 }
701 553
702 if (op->nrof > 1) 554 if (op->nrof > 1)
703 op->nrof = 1; 555 op->nrof = 1;
704 } 556 }
705 557
706 if (op->type == SPELLBOOK && op->inv) 558 if (op->type == SPELLBOOK && op->inv)
707 { 559 op->inv->clr_flag (FLAG_STARTEQUIP);
708 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
709 }
710 560
711 /* Give starting characters identified, uncursed, and undamned 561 /* Give starting characters identified, uncursed, and undamned
712 * items. Just don't identify gold or silver, or it won't be 562 * items. Just don't identify gold or silver, or it won't be
713 * merged properly. 563 * merged properly.
714 */ 564 */
715 if (need_identify (op)) 565 if (op->need_identify ())
716 {
717 SET_FLAG (op, FLAG_IDENTIFIED);
718 CLEAR_FLAG (op, FLAG_CURSED);
719 CLEAR_FLAG (op, FLAG_DAMNED);
720 } 566 {
567 op->set_flag (FLAG_IDENTIFIED);
568 op->clr_flag (FLAG_CURSED);
569 op->clr_flag (FLAG_DAMNED);
570 }
571
721 if (op->type == SPELL) 572 if (op->type == SPELL)
722 { 573 {
723 op->destroy (); 574 op->destroy ();
724 continue; 575 continue;
725 } 576 }
726 else if (op->type == SKILL) 577 else if (op->type == SKILL)
727 { 578 {
728 SET_FLAG (op, FLAG_CAN_USE_SKILL); 579 op->set_flag (FLAG_CAN_USE_SKILL);
729 op->stats.exp = 0; 580 op->stats.exp = 0;
730 op->level = 1; 581 op->level = 1;
731 } 582 }
732 /* lock all 'normal items by default */ 583 else /* lock all 'normal items by default */
733 else 584 op->set_flag (FLAG_INV_LOCKED);
734 SET_FLAG (op, FLAG_INV_LOCKED);
735 } /* for loop of objects in player inv */ 585 } /* for loop of objects in player inv */
736 586
737 /* Need to set up the skill pointers */ 587 /* Need to set up the skill pointers */
738 link_player_skills (pl); 588 pl->contr->link_skills ();
739} 589}
740 590
741void 591void
742get_party_password (object *op, partylist *party) 592get_party_password (object *op, partylist *party)
743{ 593{
753 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 603 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
754} 604}
755 605
756/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 606/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
757static int 607static int
758roll_stat (void) 608roll_stat ()
759{ 609{
760 int a[4], i, j, k; 610 int a[4], i, j, k;
761 611
762 for (i = 0; i < 4; i++) 612 for (i = 0; i < 4; i++)
763 a[i] = (int) rndm (6) + 1; 613 a[i] = rndm (1, 6);
764 614
765 for (i = 0, j = 0, k = 7; i < 4; i++) 615 for (i = 0, j = 0, k = 7; i < 4; i++)
766 if (a[i] < k) 616 if (a[i] < k)
767 k = a[i], j = i; 617 k = a[i], j = i;
768 618
774} 624}
775 625
776void 626void
777object::roll_stats () 627object::roll_stats ()
778{ 628{
779 int statsort [7]; 629 int statsort [NUM_STATS];
780 630
781 for (;;) 631 for (;;)
782 { 632 {
783 int sum = 0; 633 int sum = 0;
784 for (int i = 7; i--; ) 634 for (int i = NUM_STATS; i--; )
785 sum += statsort [i] = roll_stat (); 635 sum += statsort [i] = roll_stat ();
786 636
787 if (sum >= 82 && sum <= 116) 637 if (sum >= 82 && sum <= 116)
788 break; 638 break;
789 } 639 }
790 640
791 // Sort the stats so that rerolling is easier... 641 // Sort the stats so that rerolling is easier...
792 std::sort (statsort, statsort + 7, std::greater<int>()); 642 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
793 643
644 for (int i = 0; i < NUM_STATS; ++i)
794 stats.Str = statsort[0]; 645 stats.stat (i) = statsort [i];
795 stats.Dex = statsort[1];
796 stats.Con = statsort[2];
797 stats.Int = statsort[3];
798 stats.Wis = statsort[4];
799 stats.Pow = statsort[5];
800 stats.Cha = statsort[6];
801 646
802 stats.exp = 0; 647 stats.exp = 0;
803 stats.ac = 0; 648 stats.ac = 0;
804 649
805 stats.hp = stats.maxhp; 650 stats.hp = stats.maxhp;
817} 662}
818 663
819void 664void
820object::swap_stats (int a, int b) 665object::swap_stats (int a, int b)
821{ 666{
822 int tmp = get_attr_value (&contr->orig_stats, a); 667 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
823 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
824 set_attr_value (&contr->orig_stats, b, tmp);
825 668
669 for (int i = 0; i < NUM_STATS; ++i)
826 stats.Str = contr->orig_stats.Str; 670 stats.stat (i) = contr->orig_stats.stat (i);
827 stats.Dex = contr->orig_stats.Dex;
828 stats.Con = contr->orig_stats.Con;
829 stats.Int = contr->orig_stats.Int;
830 stats.Wis = contr->orig_stats.Wis;
831 stats.Pow = contr->orig_stats.Pow;
832 stats.Cha = contr->orig_stats.Cha;
833 671
834 //TODO: the following code looks so borked and should, at the very least, 672 //TODO: the following code looks so borked and should, at the very least,
835 // be merged with the similar code in roll_stats 673 // be merged with the similar code in roll_stats
836 stats.ac = 0; 674 stats.ac = 0;
837 675
856static void 694static void
857start_info (object *op) 695start_info (object *op)
858{ 696{
859 char buf[MAX_BUF]; 697 char buf[MAX_BUF];
860 698
861 sprintf (buf, "Welcome to Crossfire v%s!", VERSION); 699 sprintf (buf, "Welcome to Deliantra v%s!", VERSION);
862 new_draw_info (NDI_UNIQUE, 0, op, buf); 700 new_draw_info (NDI_UNIQUE, 0, op, buf);
863 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
864 //new_draw_info (NDI_UNIQUE, 0, op, " ");
865} 701}
866 702
867/* This function takes the key that is passed, and does the 703/* This function takes the key that is passed, and does the
868 * appropriate action with it (change race, or other things). 704 * appropriate action with it (change race, or other things).
869 * The function name is for historical reasons - now we have 705 * The function name is for historical reasons - now we have
872 */ 708 */
873void 709void
874player::chargen_race_done () 710player::chargen_race_done ()
875{ 711{
876 /* this must before then initial items are given */ 712 /* this must before then initial items are given */
877 esrv_new_player (ob->contr, ob->weight + ob->carrying); 713 esrv_new_player (ob->contr);
878 714
879 treasurelist *tl = treasurelist::find ("starting_wealth"); 715 treasurelist *tl = treasurelist::find (shstr_starting_wealth);
880 if (tl) 716 if (tl)
881 create_treasure (tl, ob, 0, 0, 0); 717 create_treasure (tl, ob, 0, 0, 0);
882 718
883 INVOKE_PLAYER (BIRTH, ob->contr); 719 INVOKE_PLAYER (BIRTH, ob->contr);
884 INVOKE_PLAYER (LOGIN, ob->contr);
885 720
886 ob->contr->ns->state = ST_PLAYING; 721 ob->contr->ns->state = ST_PLAYING;
887 722
888 if (ob->msg) 723 if (ob->msg)
889 ob->msg = 0; 724 ob->msg = 0;
890 725
891 /* We create this now because some of the unique maps will need it
892 * to save here.
893 */
894 {
895 char buf[MAX_BUF];
896 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
897 make_path_to_file (buf);
898 }
899
900 start_info (ob); 726 start_info (ob);
901 CLEAR_FLAG (ob, FLAG_WIZ); 727 ob->clr_flag (FLAG_WIZ);
902 give_initial_items (ob, ob->randomitems); 728 give_initial_items (ob, ob->randomitems);
903 link_player_skills (ob);
904 esrv_send_inventory (ob, ob); 729 esrv_send_inventory (ob, ob);
905 ob->update_stats (); 730 ob->update_stats ();
906 731
907 /* This moves the player to a different start map, if there 732 /* This moves the player to a different start map, if there
908 * is one for this race 733 * is one for this race
909 */ 734 */
910 if (*first_map_ext_path) 735 if (*first_map_ext_path)
911 { 736 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, &ob->arch->name);
916 tmp = object::create ();
917 EXIT_PATH (tmp) = mapname;
918 EXIT_X (tmp) = ob->x;
919 EXIT_Y (tmp) = ob->y;
920 ob->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 737 else
926 LOG (llevDebug, "first_map_ext_path not set\n"); 738 LOG (llevDebug, "first_map_ext_path not set\n");
927} 739}
928 740
929void 741void
939 int x = ob->x, y = ob->y; 751 int x = ob->x, y = ob->y;
940 752
941 ob->remove_statbonus (); 753 ob->remove_statbonus ();
942 ob->remove (); 754 ob->remove ();
943 ob->arch = get_player_archetype (ob->arch); 755 ob->arch = get_player_archetype (ob->arch);
944 ob->arch->clone.copy_to (ob); 756 ob->arch->copy_to (ob);
945 ob->instantiate (); 757 ob->instantiate ();
946 ob->stats = ob->contr->orig_stats; 758 ob->stats = ob->contr->orig_stats;
947 ob->name = ob->name_pl = name; 759 ob->name = ob->name_pl = name;
948 ob->x = x; 760 ob->x = x;
949 ob->y = y; 761 ob->y = y;
950 SET_ANIMATION (ob, 2); /* So player faces south */ 762 SET_ANIMATION (ob, 2); /* So player faces south */
951 insert_ob_in_map (ob, ob->map, ob, 0); 763 insert_ob_in_map (ob, ob->map, ob, 0);
952 assign (ob->contr->title, ob->arch->clone.name); 764 assign (ob->contr->title, ob->arch->object::name);
953 ob->add_statbonus (); 765 ob->add_statbonus ();
954 } 766 }
955 while (!allowed_class (ob)); 767 while (!allowed_class (ob));
956 768
957 update_object (ob, UP_OBJ_FACE); 769 update_object (ob, UP_OBJ_FACE);
960 ob->stats.hp = ob->stats.maxhp; 772 ob->stats.hp = ob->stats.maxhp;
961 ob->stats.sp = ob->stats.maxsp; 773 ob->stats.sp = ob->stats.maxsp;
962 ob->stats.grace = 0; 774 ob->stats.grace = 0;
963} 775}
964 776
965void 777static void
966flee_player (object *op) 778flee_player (object *op)
967{ 779{
968 int dir, diff; 780 int dir, diff;
969 rv_vector rv; 781 rv_vector rv;
970 782
971 if (op->stats.hp < 0) 783 if (op->stats.hp < 0)
972 { 784 {
973 LOG (llevDebug, "Fleeing player is dead.\n"); 785 LOG (llevDebug, "Fleeing player is dead.\n");
974 CLEAR_FLAG (op, FLAG_SCARED); 786 op->clr_flag (FLAG_SCARED);
975 return; 787 return;
976 } 788 }
977 789
978 if (op->enemy == NULL) 790 if (!op->enemy)
979 { 791 {
980 LOG (llevDebug, "Fleeing player had no enemy.\n"); 792 LOG (llevDebug, "Fleeing player had no enemy.\n");
981 CLEAR_FLAG (op, FLAG_SCARED); 793 op->clr_flag (FLAG_SCARED);
982 return; 794 return;
983 } 795 }
984 796
985 /* Seen some crashes here. Since we don't store an 797 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
986 * op->enemy_count, it is possible that something destroys the
987 * actual enemy, and the object is recycled.
988 */
989 if (op->enemy->map == NULL)
990 { 798 {
991 CLEAR_FLAG (op, FLAG_SCARED);
992 op->enemy = NULL; 799 op->enemy = NULL;
993 return; 800 op->clr_flag (FLAG_SCARED);
994 }
995
996 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
997 {
998 op->enemy = NULL;
999 CLEAR_FLAG (op, FLAG_SCARED);
1000 return; 801 return;
1001 } 802 }
1002 803
1003 get_rangevector (op, op->enemy, &rv, 0); 804 get_rangevector (op, op->enemy, &rv, 0);
1004 805
1005 dir = absdir (4 + rv.direction); 806 dir = absdir (4 + rv.direction);
1006 for (diff = 0; diff < 3; diff++) 807 for (diff = 0; diff < 3; diff++)
1007 { 808 {
1008 int m = 1 - (RANDOM () & 2); 809 int m = 1 - rndm (2) * 2;
1009 810
1010 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 811 if (op->move (absdir (dir + diff * m)) || (diff == 0 && op->move (absdir (dir - diff * m))))
1011 return; 812 return;
1012 } 813 }
1013 814
1014 /* Cornered, get rid of scared */ 815 /* Cornered, get rid of scared */
1015 CLEAR_FLAG (op, FLAG_SCARED); 816 op->clr_flag (FLAG_SCARED);
1016 op->enemy = NULL; 817 op->enemy = NULL;
1017} 818}
1018 819
1019
1020/* check_pick sees if there is stuff to be picked up/picks up stuff. 820/* check_pick sees if there is stuff to be picked up/picks up stuff.
1021 * IT returns 1 if the player should keep on moving, 0 if he should 821 * It returns 1 if the player should keep on moving, 0 if he should
1022 * stop. 822 * stop.
1023 */ 823 */
1024int 824int
1025check_pick (object *op) 825check_pick (object *op)
1026{ 826{
1027 object *tmp, *next; 827 object *tmp, *next;
1028 int stop = 0; 828 int stop = 0;
1029 int wvratio; 829 int wvratio;
1030 char putstring[128];
1031 830
1032 /* if you're flying, you cna't pick up anything */ 831 /* if you're flying, you can't pick up anything */
1033 if (op->move_type & MOVE_FLYING) 832 if (op->move_type & MOVE_FLYING)
1034 return 1; 833 return 1;
1035 834
1036 next = op->below; 835 next = op->below;
836
837 int cnt = MAX_ITEM_PER_ACTION;
838#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
1037 839
1038 /* loop while there are items on the floor that are not marked as 840 /* loop while there are items on the floor that are not marked as
1039 * destroyed */ 841 * destroyed */
1040 while (next && !next->destroyed ()) 842 while (next && !next->destroyed ())
1041 { 843 {
1042 tmp = next; 844 tmp = next;
1043 next = tmp->below; 845 next = tmp->below;
1044 846
847 if (cnt <= 0)
848 {
849 op->failmsg ("Couldn't pickup all items at once.");
850 return 0;
851 }
852
1045 if (op->destroyed ()) 853 if (op->destroyed ())
1046 return 0; 854 return 0;
1047 855
1048 if (!can_pick (op, tmp)) 856 if (!can_pick (op, tmp))
1049 continue; 857 continue;
1050 858
1051 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 859 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1052 { 860 {
1053 if (item_matched_string (op, tmp, op->contr->search_str)) 861 if (item_matched_string (op, tmp, op->contr->search_str))
1054 pick_up (op, tmp); 862 CHK_PICK_PICKUP;
863
1055 continue; 864 continue;
1056 } 865 }
1057 866
1058 /* high not bit set? We're using the old autopickup model */ 867 /* pickup handling */
868 if (op->contr->mode & PU_DEBUG)
869 {
870 /* some debugging code to figure out item information */
871 const char *str = tmp->name
872 ? format ("item name: %s item type: %d weight/value: %d",
873 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))))
874 : format ("item name: %s item type: %d weight/value: %d",
875 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
876
877 new_draw_info (NDI_UNIQUE, 0, op, str);
878 }
879
880 if (op->contr->mode & PU_INHIBIT)
881 return 1;
882
883 if (!(op->contr->mode & PU_ENABLE)) // TODO: fix client
884 return 1;
885
886 /* philosophy:
887 * It's easy to grab an item type from a pile, as long as it's
888 * generic. This takes no game-time. For more detailed pickups
889 * and selections, select-items should be used. This is a
890 * grab-as-you-run type mode that's really useful for arrows for
891 * example.
892 * The drawback: right now it has no frontend, so you need to
893 * stick the bits you want into a calculator in hex mode and then
894 * convert to decimal and then 'pickup <#>
895 */
896
897 /* the first two modes are exclusive: if NOTHING we return, if
898 * STOP then we stop. All the rest are applied sequentially,
899 * meaning if any test passes, the item gets picked up. */
900
901 /* if mode is set to pick nothing up, return */
902 if (op->contr->mode == PU_NOTHING)
903 return 1;
904
905 /* if mode is set to stop when encountering objects, return */
906 /* take STOP before INHIBIT since it doesn't actually pick
907 * anything up */
908 if (op->contr->mode & PU_STOP)
909 return 0;
910
911 /* useful for going into stores and not losing your settings... */
912 /* and for battles wher you don't want to get loaded down while
913 * fighting */
914 if (op->contr->mode & PU_INHIBIT)
915 return 1;
916
917 /* prevent us from turning into auto-thieves :) */
918 if (tmp->flag [FLAG_UNPAID])
919 continue;
920
921 /* ignore known cursed objects */
922 if (tmp->flag [FLAG_KNOWN_CURSED] && op->contr->mode & PU_NOT_CURSED)
923 continue;
924
925 /* all food and drink if desired */
926 /* question: don't pick up known-poisonous stuff? */
1059 if (!(op->contr->mode & PU_NEWMODE)) 927 if (op->contr->mode & PU_FOOD)
928 if (tmp->type == FOOD)
1060 { 929 {
1061 switch (op->contr->mode) 930 CHK_PICK_PICKUP;
931 continue;
932 }
933
934 if (op->contr->mode & PU_DRINK)
935 if (tmp->type == DRINK || (tmp->type == POISON && !tmp->flag [FLAG_KNOWN_CURSED]))
936 {
937 CHK_PICK_PICKUP;
938 continue;
939 }
940
941 if (op->contr->mode & PU_POTION)
942 if (tmp->type == POTION)
943 {
944 CHK_PICK_PICKUP;
945 continue;
946 }
947
948 /* spellbooks, skillscrolls and normal books/scrolls */
949 if (op->contr->mode & PU_SPELLBOOK)
950 if (tmp->type == SPELLBOOK)
951 {
952 CHK_PICK_PICKUP;
953 continue;
954 }
955
956 if (op->contr->mode & PU_SKILLSCROLL)
957 if (tmp->type == SKILLSCROLL)
958 {
959 CHK_PICK_PICKUP;
960 continue;
961 }
962
963 if (op->contr->mode & PU_READABLES)
964 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
965 {
966 CHK_PICK_PICKUP;
967 continue;
968 }
969
970 /* wands/staves/rods/horns */
971 if (op->contr->mode & PU_MAGIC_DEVICE)
972 if (tmp->type == WAND
973 || tmp->type == ROD
974 || tmp->type == HORN
975 || tmp->type == POWER_CRYSTAL)
976 {
977 CHK_PICK_PICKUP;
978 continue;
979 }
980
981 /* pick up all magical items */
982 if (op->contr->mode & PU_MAGICAL)
983 if (tmp->flag [FLAG_KNOWN_MAGICAL]
984 && !tmp->flag [FLAG_KNOWN_CURSED])
985 {
986 CHK_PICK_PICKUP;
987 continue;
988 }
989
990 if (op->contr->mode & PU_VALUABLES)
991 {
992 if (tmp->type == MONEY || tmp->type == GEM)
1062 { 993 {
1063 case 0: 994 CHK_PICK_PICKUP;
1064 return 1; /* don't pick up */ 995 continue;
1065 case 1:
1066 pick_up (op, tmp);
1067 return 1;
1068 case 2:
1069 pick_up (op, tmp);
1070 return 0;
1071 case 3:
1072 return 0; /* stop before pickup */
1073 case 4:
1074 pick_up (op, tmp);
1075 break;
1076 case 5:
1077 pick_up (op, tmp);
1078 stop = 1;
1079 break;
1080 case 6:
1081 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1082 pick_up (op, tmp);
1083 break;
1084
1085 case 7:
1086 if (tmp->type == MONEY || tmp->type == GEM)
1087 pick_up (op, tmp);
1088 break;
1089
1090 default:
1091 /* use value density */
1092 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1093 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1094 pick_up (op, tmp);
1095 } 996 }
1096 } 997 }
1097 else 998
1098 { /* old model */ 999 /* rings & amulets - talismans seems to be typed AMULET */
1099 /* NEW pickup handling */
1100 if (op->contr->mode & PU_DEBUG) 1000 if (op->contr->mode & PU_JEWELS)
1001 if (tmp->type == RING
1002 || tmp->type == AMULET
1003 || tmp->type == GIRDLE
1004 || tmp->type == SKILL_TOOL)
1101 { 1005 {
1102 /* some debugging code to figure out item information */ 1006 CHK_PICK_PICKUP;
1103 if (tmp->name != NULL)
1104 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1105 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1106 else
1107 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1108 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1109
1110 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1111 }
1112
1113 /* philosophy:
1114 * It's easy to grab an item type from a pile, as long as it's
1115 * generic. This takes no game-time. For more detailed pickups
1116 * and selections, select-items should be used. This is a
1117 * grab-as-you-run type mode that's really useful for arrows for
1118 * example.
1119 * The drawback: right now it has no frontend, so you need to
1120 * stick the bits you want into a calculator in hex mode and then
1121 * convert to decimal and then 'pickup <#>
1122 */
1123
1124 /* the first two modes are exclusive: if NOTHING we return, if
1125 * STOP then we stop. All the rest are applied sequentially,
1126 * meaning if any test passes, the item gets picked up. */
1127
1128 /* if mode is set to pick nothing up, return */
1129
1130 if (op->contr->mode & PU_NOTHING)
1131 return 1;
1132
1133 /* if mode is set to stop when encountering objects, return */
1134 /* take STOP before INHIBIT since it doesn't actually pick
1135 * anything up */
1136
1137 if (op->contr->mode & PU_STOP)
1138 return 0;
1139
1140 /* useful for going into stores and not losing your settings... */
1141 /* and for battles wher you don't want to get loaded down while
1142 * fighting */
1143 if (op->contr->mode & PU_INHIBIT)
1144 return 1;
1145
1146 /* prevent us from turning into auto-thieves :) */
1147 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1148 continue; 1007 continue;
1008 }
1149 1009
1150 /* ignore known cursed objects */ 1010 /* we don't forget dragon food */
1151 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) 1011 if (op->contr->mode & PU_FLESH)
1012 if (tmp->type == FLESH)
1013 {
1014 CHK_PICK_PICKUP;
1152 continue; 1015 continue;
1016 }
1153 1017
1154 /* all food and drink if desired */ 1018 /* bows and arrows. Bows are good for selling! */
1155 /* question: don't pick up known-poisonous stuff? */ 1019 if (op->contr->mode & PU_BOW)
1020 if (tmp->type == BOW)
1021 {
1022 CHK_PICK_PICKUP;
1023 continue;
1024 }
1025
1026 if (op->contr->mode & PU_ARROW)
1027 if (tmp->type == ARROW)
1028 {
1029 CHK_PICK_PICKUP;
1030 continue;
1031 }
1032
1033 /* all kinds of armor etc. */
1034 if (op->contr->mode & PU_ARMOUR)
1035 if (tmp->type == ARMOUR)
1036 {
1037 CHK_PICK_PICKUP;
1038 continue;
1039 }
1040
1041 if (op->contr->mode & PU_HELMET)
1042 if (tmp->type == HELMET)
1043 {
1044 CHK_PICK_PICKUP;
1045 continue;
1046 }
1047
1048 if (op->contr->mode & PU_SHIELD)
1049 if (tmp->type == SHIELD)
1050 {
1051 CHK_PICK_PICKUP;
1052 continue;
1053 }
1054
1156 if (op->contr->mode & PU_FOOD) 1055 if (op->contr->mode & PU_BOOTS)
1157 if (tmp->type == FOOD) 1056 if (tmp->type == BOOTS)
1057 {
1058 CHK_PICK_PICKUP;
1059 continue;
1060 }
1061
1062 if (op->contr->mode & PU_GLOVES)
1063 if (tmp->type == GLOVES || tmp->type == BRACERS)
1064 {
1065 CHK_PICK_PICKUP;
1066 continue;
1067 }
1068
1069 if (op->contr->mode & PU_CLOAK)
1070 if (tmp->type == CLOAK)
1071 {
1072 CHK_PICK_PICKUP;
1073 continue;
1074 }
1075
1076 /* hoping to catch throwing daggers here */
1077 if (op->contr->mode & PU_MISSILEWEAPON)
1078 if (tmp->type == WEAPON && tmp->flag [FLAG_IS_THROWN])
1079 {
1080 CHK_PICK_PICKUP;
1081 continue;
1082 }
1083
1084 /* careful: chairs and tables are weapons! */
1085 if (op->contr->mode & PU_ALLWEAPON)
1086 {
1087 if (tmp->type == WEAPON)
1088 if (!tmp->arch->archname.contains ("table") && !tmp->arch->archname.contains ("chair"))
1158 { 1089 {
1159 pick_up (op, tmp); 1090 CHK_PICK_PICKUP;
1160 continue; 1091 continue;
1161 } 1092 }
1093 }
1162 1094
1095 /* misc stuff that's useful */
1163 if (op->contr->mode & PU_DRINK) 1096 if (op->contr->mode & PU_KEY)
1164 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1097 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1165 { 1098 {
1166 pick_up (op, tmp); 1099 CHK_PICK_PICKUP;
1167 continue; 1100 continue;
1168 } 1101 }
1169 1102
1103 /* any of the last 4 bits set means we use the ratio for value
1104 * pickups */
1170 if (op->contr->mode & PU_POTION) 1105 if (op->contr->mode & PU_RATIO)
1171 if (tmp->type == POTION) 1106 {
1107 /* use value density to decide what else to grab */
1108 /* >=7 was >= op->contr->mode */
1109 /* >=7 is the old standard setting. Now we take the last 4 bits
1172 { 1110 */
1173 pick_up (op, tmp);
1174 continue;
1175 }
1176
1177 /* spellbooks, skillscrolls and normal books/scrolls */
1178 if (op->contr->mode & PU_SPELLBOOK)
1179 if (tmp->type == SPELLBOOK)
1180 {
1181 pick_up (op, tmp);
1182 continue;
1183 }
1184
1185 if (op->contr->mode & PU_SKILLSCROLL)
1186 if (tmp->type == SKILLSCROLL)
1187 {
1188 pick_up (op, tmp);
1189 continue;
1190 }
1191
1192 if (op->contr->mode & PU_READABLES)
1193 if (tmp->type == BOOK || tmp->type == SCROLL)
1194 {
1195 pick_up (op, tmp);
1196 continue;
1197 }
1198
1199 /* wands/staves/rods/horns */
1200 if (op->contr->mode & PU_MAGIC_DEVICE)
1201 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1202 {
1203 pick_up (op, tmp);
1204 continue;
1205 }
1206
1207 /* pick up all magical items */
1208 if (op->contr->mode & PU_MAGICAL) 1111 wvratio = op->contr->mode & PU_RATIO;
1209 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1112 if (1000 * query_cost (tmp, op, F_TRUE) / tmp->total_weight () >= wvratio * 100)
1210 {
1211 pick_up (op, tmp);
1212 continue;
1213 }
1214
1215 if (op->contr->mode & PU_VALUABLES)
1216 { 1113 {
1217 if (tmp->type == MONEY || tmp->type == GEM) 1114#if 0
1115 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1116 if (tmp->name != NULL)
1218 { 1117 {
1219 pick_up (op, tmp); 1118 fprintf (stderr, "%s", tmp->name);
1220 continue;
1221 } 1119 }
1222 }
1223
1224 /* rings & amulets - talismans seems to be typed AMULET */
1225 if (op->contr->mode & PU_JEWELS)
1226 if (tmp->type == RING || tmp->type == AMULET)
1227 {
1228 pick_up (op, tmp);
1229 continue;
1230 }
1231
1232 /* we don't forget dragon food */
1233 if (op->contr->mode & PU_FLESH)
1234 if (tmp->type == FLESH)
1235 {
1236 pick_up (op, tmp);
1237 continue;
1238 }
1239
1240 /* bows and arrows. Bows are good for selling! */
1241 if (op->contr->mode & PU_BOW)
1242 if (tmp->type == BOW)
1243 {
1244 pick_up (op, tmp);
1245 continue;
1246 }
1247
1248 if (op->contr->mode & PU_ARROW)
1249 if (tmp->type == ARROW)
1250 {
1251 pick_up (op, tmp);
1252 continue;
1253 }
1254
1255 /* all kinds of armor etc. */
1256 if (op->contr->mode & PU_ARMOUR)
1257 if (tmp->type == ARMOUR)
1258 {
1259 pick_up (op, tmp);
1260 continue;
1261 }
1262
1263 if (op->contr->mode & PU_HELMET)
1264 if (tmp->type == HELMET)
1265 {
1266 pick_up (op, tmp);
1267 continue;
1268 }
1269
1270 if (op->contr->mode & PU_SHIELD)
1271 if (tmp->type == SHIELD)
1272 {
1273 pick_up (op, tmp);
1274 continue;
1275 }
1276
1277 if (op->contr->mode & PU_BOOTS)
1278 if (tmp->type == BOOTS)
1279 {
1280 pick_up (op, tmp);
1281 continue;
1282 }
1283
1284 if (op->contr->mode & PU_GLOVES)
1285 if (tmp->type == GLOVES)
1286 {
1287 pick_up (op, tmp);
1288 continue;
1289 }
1290
1291 if (op->contr->mode & PU_CLOAK)
1292 if (tmp->type == CLOAK)
1293 {
1294 pick_up (op, tmp);
1295 continue;
1296 }
1297
1298 /* hoping to catch throwing daggers here */
1299 if (op->contr->mode & PU_MISSILEWEAPON)
1300 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1301 {
1302 pick_up (op, tmp);
1303 continue;
1304 }
1305
1306 /* careful: chairs and tables are weapons! */
1307 if (op->contr->mode & PU_ALLWEAPON)
1308 {
1309 if (tmp->type == WEAPON && tmp->name != NULL)
1310 {
1311 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1312 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1313 {
1314 pick_up (op, tmp);
1315 continue;
1316 }
1317 }
1318
1319 if (tmp->type == WEAPON && tmp->name == NULL)
1320 {
1321 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1322 {
1323 pick_up (op, tmp);
1324 continue;
1325 }
1326 }
1327 }
1328
1329 /* misc stuff that's useful */
1330 if (op->contr->mode & PU_KEY)
1331 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1332 {
1333 pick_up (op, tmp);
1334 continue;
1335 }
1336
1337 /* any of the last 4 bits set means we use the ratio for value
1338 * pickups */
1339 if (op->contr->mode & PU_RATIO)
1340 {
1341 /* use value density to decide what else to grab */
1342 /* >=7 was >= op->contr->mode */
1343 /* >=7 is the old standard setting. Now we take the last 4 bits
1344 * and multiply them by 5, giving 0..15*5== 5..75 */
1345 wvratio = (op->contr->mode & PU_RATIO) * 5;
1346 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1347 {
1348 pick_up (op, tmp);
1349#if 0
1350 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1351 if (tmp->name != NULL)
1352 {
1353 fprintf (stderr, "%s", tmp->name);
1354 }
1355 else 1120 else
1356 fprintf (stderr, "%s", tmp->arch->name); 1121 fprintf (stderr, "%s", tmp->arch->archname);
1357 fprintf (stderr, ",%d] = ", tmp->type); 1122 fprintf (stderr, ",%d] = ", tmp->type);
1358 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1123 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
1359#endif 1124#endif
1125 CHK_PICK_PICKUP;
1360 continue; 1126 continue;
1361 }
1362 } 1127 }
1363 } /* the new pickup model */ 1128 } /* the new pickup model */
1364 } 1129 }
1365 1130
1366 return !stop; 1131 return !stop;
1132}
1133
1134/* routine for both players and monsters. We call this when
1135 * there is a possibility for our action distrubing our hiding
1136 * place or invisiblity spell. Artefact invisiblity causes
1137 * "noise" instead. If we arent invisible to begin with, we
1138 * return 0.
1139 */
1140static int
1141action_makes_visible (object *op)
1142{
1143 if (op->invisible && op->flag [FLAG_ALIVE])
1144 {
1145 if (op->flag [FLAG_MAKE_INVIS])
1146 {
1147 // artefact invisibility is permanent, but we still make noise
1148 // this is important for game-balance.
1149 if (op->contr)
1150 op->make_noise ();
1151
1152 return 0;
1153 }
1154
1155 if (op->contr && op->contr->tmp_invis == 0)
1156 return 0;
1157
1158 /* If monsters, they should become visible */
1159 if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis))
1160 {
1161 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible");
1162 return 1;
1163 }
1164 }
1165
1166 return 0;
1367} 1167}
1368 1168
1369/* 1169/*
1370 * Find an arrow in the inventory and after that 1170 * Find an arrow in the inventory and after that
1371 * in the right type container (quiver). Pointer to the 1171 * in the right type container (quiver). Pointer to the
1372 * found object is returned. 1172 * found object is returned.
1373 */ 1173 */
1374object * 1174static object *
1375find_arrow (object *op, const char *type) 1175find_arrow (object *op, const char *type)
1376{ 1176{
1377 object *tmp = 0;
1378
1379 for (op = op->inv; op; op = op->below) 1177 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1380 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1381 tmp = find_arrow (op, type);
1382 else if (op->type == ARROW && op->race == type) 1178 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1179 return splay (tmp);
1180
1181 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1182 if (tmp->type == CONTAINER && tmp->flag [FLAG_APPLIED] && !strcmp (&tmp->race, type))
1183 if (object *arrow = find_arrow (tmp, type))
1184 {
1185 splay (tmp);
1383 return op; 1186 return arrow;
1187 }
1384 1188
1385 return tmp; 1189 return 0;
1386} 1190}
1387 1191
1388/* 1192/*
1389 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1193 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1390 * against the target. A full test is not performed, simply a basic test 1194 * against the target. A full test is not performed, simply a basic test
1391 * of resistances. The archer is making a quick guess at what he sees down 1195 * of resistances. The archer is making a quick guess at what he sees down
1392 * the hall. Failing that it does it's best to pick the highest plus arrow. 1196 * the hall. Failing that it does it's best to pick the highest plus arrow.
1393 */ 1197 */
1394object * 1198static object *
1395find_better_arrow (object *op, object *target, const char *type, int *better) 1199find_better_arrow (object *op, object *target, shstr_cmp type, int *better)
1396{ 1200{
1397 object *tmp = NULL, *arrow, *ntmp; 1201 object *tmp = NULL, *arrow, *ntmp;
1398 int attacknum, attacktype, betterby = 0, i; 1202 int attacknum, attacktype, betterby = 0, i;
1399 1203
1400 if (!type) 1204 if (!type)
1401 return NULL; 1205 return NULL;
1402 1206
1403 for (arrow = op->inv; arrow; arrow = arrow->below) 1207 for (arrow = op->inv; arrow; arrow = arrow->below)
1404 { 1208 {
1405 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED)) 1209 if (arrow->type == CONTAINER && arrow->race == type && arrow->flag [FLAG_APPLIED])
1406 { 1210 {
1407 i = 0; 1211 i = 0;
1408 ntmp = find_better_arrow (arrow, target, type, &i); 1212 ntmp = find_better_arrow (arrow, target, type, &i);
1213
1409 if (i > betterby) 1214 if (i > betterby)
1410 { 1215 {
1411 tmp = ntmp; 1216 tmp = ntmp;
1412 betterby = i; 1217 betterby = i;
1413 } 1218 }
1414 } 1219 }
1415 else if (arrow->type == ARROW && arrow->race == type) 1220 else if (arrow->type == ARROW && arrow->race == type)
1416 { 1221 {
1417 /* allways prefer assasination/slaying */ 1222 /* allways prefer assasination/slaying */
1418 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race)) 1223 if (target->race && arrow->slaying.contains (target->race))
1419 { 1224 {
1420 if (arrow->attacktype & AT_DEATH) 1225 if (arrow->attacktype & AT_DEATH)
1421 { 1226 {
1422 *better = 100; 1227 *better = 100;
1423 return arrow; 1228 return arrow;
1431 else 1236 else
1432 { 1237 {
1433 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1238 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1434 { 1239 {
1435 attacktype = 1 << attacknum; 1240 attacktype = 1 << attacknum;
1436 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1241 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1437 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby) 1242 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1438 { 1243 {
1439 tmp = arrow; 1244 tmp = arrow;
1440 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100; 1245 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1441 } 1246 }
1442 } 1247 }
1248
1443 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1249 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1444 { 1250 {
1445 tmp = arrow; 1251 tmp = arrow;
1446 betterby = 2 + arrow->magic + arrow->stats.dam; 1252 betterby = 2 + arrow->magic + arrow->stats.dam;
1447 } 1253 }
1254
1448 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) 1255 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1449 { 1256 {
1450 tmp = arrow; 1257 tmp = arrow;
1451 betterby = 1 + arrow->magic + arrow->stats.dam; 1258 betterby = 1 + arrow->magic + arrow->stats.dam;
1452 } 1259 }
1453 } 1260 }
1454 } 1261 }
1455 } 1262 }
1263
1456 if (tmp == NULL && arrow == NULL) 1264 if (tmp == NULL && arrow == NULL)
1457 return find_arrow (op, type); 1265 return find_arrow (op, type);
1458 1266
1459 *better = betterby; 1267 *better = betterby;
1460 return tmp; 1268 return tmp;
1464 * find_better_arrow to find a decent arrow to use. 1272 * find_better_arrow to find a decent arrow to use.
1465 * op = the shooter 1273 * op = the shooter
1466 * type = bow->race 1274 * type = bow->race
1467 * dir = fire direction 1275 * dir = fire direction
1468 */ 1276 */
1469 1277static object *
1470object *
1471pick_arrow_target (object *op, const char *type, int dir) 1278pick_arrow_target (object *op, shstr_cmp type, int dir)
1472{ 1279{
1473 object *tmp = NULL; 1280 object *tmp = NULL;
1474 maptile *m; 1281 maptile *m;
1475 int i, mflags, found, number; 1282 int i, mflags, found, number;
1476 sint16 x, y; 1283 sint16 x, y;
1491 for (i = 0, found = 0; i < 20; i++) 1298 for (i = 0, found = 0; i < 20; i++)
1492 { 1299 {
1493 x += freearr_x[dir]; 1300 x += freearr_x[dir];
1494 y += freearr_y[dir]; 1301 y += freearr_y[dir];
1495 mflags = get_map_flags (m, &m, x, y, &x, &y); 1302 mflags = get_map_flags (m, &m, x, y, &x, &y);
1303
1496 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) 1304 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1497 { 1305 {
1498 tmp = NULL; 1306 tmp = 0;
1499 break; 1307 break;
1500 } 1308 }
1501 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW) 1309 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1502 { 1310 {
1503 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1311 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1504 * perhaps a bad assumption. 1312 * perhaps a bad assumption.
1505 */ 1313 */
1506 tmp = NULL; 1314 tmp = 0;
1507 break; 1315 break;
1508 } 1316 }
1317
1509 if (mflags & P_IS_ALIVE) 1318 if (mflags & P_IS_ALIVE)
1510 {
1511 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) 1319 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1512 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 1320 if (tmp->flag [FLAG_ALIVE])
1513 {
1514 found++;
1515 break;
1516 }
1517 if (found)
1518 break; 1321 break;
1519 }
1520 } 1322 }
1521 if (tmp == NULL) 1323
1324 if (!tmp)
1522 return find_arrow (op, type); 1325 return find_arrow (op, type);
1523 1326
1524 if (tmp->head) 1327 if (tmp->head)
1525 tmp = tmp->head; 1328 tmp = tmp->head;
1526 1329
1539 */ 1342 */
1540int 1343int
1541fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) 1344fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1542{ 1345{
1543 object *left, *bow; 1346 object *left, *bow;
1544 int bowspeed, mflags; 1347 int mflags;
1545 maptile *m; 1348 maptile *m;
1546 1349
1547 if (!dir) 1350 if (!dir)
1548 { 1351 {
1549 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1352 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1550 return 0; 1353 return 0;
1551 } 1354 }
1552 1355
1553 if (op->type == PLAYER) 1356 if (op->contr)
1554 bow = op->contr->ranges[range_bow]; 1357 bow = op->current_weapon;
1555 else 1358 else
1556 { 1359 {
1557 for (bow = op->inv; bow; bow = bow->below) 1360 for (bow = op->inv; bow; bow = bow->below)
1558 /* Don't check for applied - monsters don't apply bows - in that way, they 1361 /* Don't check for applied - monsters don't apply bows - in that way, they
1559 * don't need to switch back and forth between bows and weapons. 1362 * don't need to switch back and forth between bows and weapons.
1564 if (!bow) 1367 if (!bow)
1565 { 1368 {
1566 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1369 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1567 return 0; 1370 return 0;
1568 } 1371 }
1372
1373 // optimisation: move object to top so we will find it quickly again
1374 splay (bow);
1569 } 1375 }
1570 1376
1571 if (!bow->race || !bow->skill) 1377 if (!bow->race || !bow->skill)
1572 { 1378 {
1573 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1379 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1574 return 0; 1380 return 0;
1575 } 1381 }
1576
1577 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1578
1579 /* penalize ROF for bestarrow */
1580 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1581 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1582
1583 if (bowspeed < 1)
1584 bowspeed = 1;
1585 1382
1586 if (arrow == NULL) 1383 if (arrow == NULL)
1587 { 1384 {
1588 if ((arrow = find_arrow (op, bow->race)) == NULL) 1385 if ((arrow = find_arrow (op, bow->race)) == NULL)
1589 { 1386 {
1590 if (op->type == PLAYER) 1387 if (op->type == PLAYER)
1591 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1388 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1592 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1389 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1593 else 1390 else
1594 CLEAR_FLAG (op, FLAG_READY_BOW); 1391 op->clr_flag (FLAG_READY_BOW);
1595 1392
1596 return 0; 1393 return 0;
1597 } 1394 }
1598 } 1395 }
1599 1396
1608 } 1405 }
1609 1406
1610 /* this should not happen, but sometimes does */ 1407 /* this should not happen, but sometimes does */
1611 if (arrow->nrof == 0) 1408 if (arrow->nrof == 0)
1612 { 1409 {
1410 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1613 arrow->destroy (); 1411 arrow->destroy ();
1614 return 0; 1412 return 0;
1615 } 1413 }
1616 1414
1617 left = arrow; /* these are arrows left to the player */ 1415 left = arrow; /* these are arrows left to the player */
1618 arrow = get_split_ob (arrow, 1); 1416 arrow = arrow->split ();
1619 if (!arrow) 1417 if (!arrow)
1620 { 1418 {
1621 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1419 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1622 return 0; 1420 return 0;
1623 } 1421 }
1624 1422
1625 arrow->set_owner (op); 1423 arrow->set_owner (op);
1626 arrow->skill = bow->skill; 1424 arrow->skill = bow->skill;
1627 arrow->direction = dir; 1425 arrow->direction = dir;
1628 1426
1629 if (op->type == PLAYER)
1630 {
1631 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1632 op->update_stats ();
1633 }
1634
1635 SET_ANIMATION (arrow, arrow->direction);
1636
1637 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1427 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1638 arrow->stats.hp = arrow->stats.dam; 1428 arrow->stats.hp = arrow->stats.dam;
1639 arrow->stats.grace = arrow->attacktype; 1429 arrow->stats.grace = arrow->attacktype;
1430 arrow->custom_name = arrow->slaying;
1640 1431
1641 if (arrow->slaying) 1432#if 0
1642 arrow->spellarg = strdup (arrow->slaying); 1433 if (player *pl = op->contr)
1434 {
1435 float speed = pl->weapon_sp;
1643 1436
1644 arrow->stats.dam += op->stats.dam + arrow->magic; 1437 /* penalize ROF for bestarrow */
1438 if (pl->bowtype == bow_bestarrow)
1439 speed *= .9f;
1440 else
1441 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1442
1443 op->speed_left += speed - op->speed;
1444 }
1445#endif
1446
1447 SET_ANIMATION (arrow, arrow->direction);
1645 1448
1646 /* update the speed */ 1449 /* update the speed */
1647 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 1450 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1648 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0; 1451 + bow->stats.dam / 7.f;
1649 1452
1650 arrow->set_speed (max (arrow->speed, 1.0)); 1453 arrow->set_speed (max (arrow->speed, 2.f));
1651 arrow->speed_left = 0; 1454 arrow->speed_left = 0;
1652 1455
1653 arrow->stats.wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc; 1456 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1654 1457
1655 if (op->type == PLAYER) 1458 if (op->type == PLAYER)
1656 { 1459 {
1657 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; 1460 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1658 arrow->stats.wc -= dex_bonus[op->stats.Dex]; 1461 wc -= dex_bonus[op->stats.Dex];
1659 1462
1660 if (!arrow->slaying) 1463 if (!arrow->slaying)
1661 arrow->slaying = op->slaying; 1464 arrow->slaying = op->slaying;
1465
1466 arrow->attacktype |= op->attacktype;
1662 } 1467 }
1663 else 1468 else
1664 { 1469 {
1665 arrow->level = op->level; 1470 arrow->level = op->level;
1666 arrow->stats.wc -= bow->magic; 1471 arrow->stats.wc -= bow->magic;
1667 1472
1668 if (!arrow->slaying) 1473 if (!arrow->slaying)
1669 arrow->slaying = bow->slaying; 1474 arrow->slaying = bow->slaying;
1670 }
1671 1475
1672 arrow->stats.wc -= arrow->level;
1673
1674 arrow->attacktype |= bow->attacktype; 1476 arrow->attacktype |= bow->attacktype;
1477 }
1675 1478
1479 wc -= arrow->level;
1480 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1481
1482 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1676 arrow->move_type = MOVE_FLY_LOW; 1483 arrow->move_type = MOVE_FLY_LOW;
1677 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1484 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1678 1485
1679 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1486 op->play_sound (sound_find ("fire_arrow"));
1680 m->insert (arrow, sx, sy, op); 1487 m->insert (arrow, sx, sy, op);
1681 1488
1682 if (!arrow->destroyed ()) 1489 if (!arrow->destroyed ())
1683 move_arrow (arrow); 1490 move_arrow (arrow);
1684
1685 if (op->type == PLAYER)
1686 {
1687 if (left->destroyed ())
1688 esrv_del_item (op->contr, left->count);
1689 else
1690 esrv_send_item (op, left);
1691 }
1692 1491
1693 return 1; 1492 return 1;
1694} 1493}
1695 1494
1696/* Special fire code for players - this takes into 1495/* Special fire code for players - this takes into
1698 * but monsters can't. Putting that code here 1497 * but monsters can't. Putting that code here
1699 * makes the fire_bow code much cleaner. 1498 * makes the fire_bow code much cleaner.
1700 * this function should only be called if 'op' is a player, 1499 * this function should only be called if 'op' is a player,
1701 * hence the function name. 1500 * hence the function name.
1702 */ 1501 */
1703int 1502static int
1704player_fire_bow (object *op, int dir) 1503player_fire_bow (object *op, int dir)
1705{ 1504{
1706 int ret = 0, wcmod = 0; 1505 int ret;
1707 1506
1708 if (op->contr->bowtype == bow_bestarrow) 1507 if (op->contr->bowtype == bow_bestarrow)
1709 { 1508 {
1710 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y); 1509 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1711 } 1510 }
1712 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1511 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1713 { 1512 {
1714 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1513 int wcmod = similar_direction (dir, op->contr->bowtype - bow_n + 1) ? 0 : -1;
1715 wcmod = -1;
1716
1717 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1514 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1718 } 1515 }
1719 else if (op->contr->bowtype == bow_threewide) 1516 else if (op->contr->bowtype == bow_threewide)
1720 { 1517 {
1721 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1518 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1722 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]); 1519 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]);
1723 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)]);
1724 } 1521 }
1725 else if (op->contr->bowtype == bow_spreadshot) 1522 else if (op->contr->bowtype == bow_spreadshot)
1726 { 1523 {
1727 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1524 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1728 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); 1525 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1729 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);
1730
1731 } 1527 }
1732 else 1528 else
1733 { 1529 {
1734 /* Simple case */ 1530 /* Simple case */
1735 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1531 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1736 } 1532 }
1533
1737 return ret; 1534 return ret;
1738} 1535}
1739
1740 1536
1741/* Fires a misc (wand/rod/horn) object in 'dir'. 1537/* Fires a misc (wand/rod/horn) object in 'dir'.
1742 * Broken apart from 'fire' to keep it more readable. 1538 * Broken apart from 'fire' to keep it more readable.
1743 */ 1539 */
1744void 1540static void
1745fire_misc_object (object *op, int dir) 1541fire_misc_object (object *op, int dir)
1746{ 1542{
1747 object *item; 1543 object *item = op->contr->ranged_ob;
1748 1544
1749 if (!op->contr->ranges[range_misc]) 1545 if (!item)
1750 { 1546 {
1751 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); 1547 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1752 return; 1548 return;
1753 } 1549 }
1754 1550
1755 item = op->contr->ranges[range_misc];
1756 if (!item->inv) 1551 if (!item->inv)
1757 { 1552 {
1758 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1553 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1759 return; 1554 return;
1760 } 1555 }
1556
1557 if (!op->apply (item))
1558 return;
1559
1761 if (item->type == WAND) 1560 if (item->type == WAND)
1762 { 1561 {
1763 if (item->stats.food <= 0) 1562 if (item->stats.food <= 0)
1764 { 1563 {
1765 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1564 op->contr->play_sound (sound_find ("wand_poof"));
1766 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); 1565 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1566
1767 return; 1567 return;
1768 } 1568 }
1769 } 1569 }
1770 else if (item->type == ROD || item->type == HORN) 1570 else if (item->type == ROD || item->type == HORN)
1771 { 1571 {
1772 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1572 sint16 spell_sp = max (item->inv->stats.sp, item->inv->stats.grace);
1573
1574 // using the maximum of the rods charge allows at least one spell cast
1575 // for a rod or horn, this fixes some broken rods.
1576 if (item->stats.hp < min (spell_sp, item->stats.maxhp))
1773 { 1577 {
1774 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1578 op->contr->play_sound (sound_find ("wand_poof"));
1579
1775 if (item->type == ROD) 1580 if (item->type == ROD)
1776 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); 1581 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1777 else 1582 else
1778 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1583 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1584
1779 return; 1585 return;
1780 } 1586 }
1781 } 1587 }
1782 1588
1783 if (cast_spell (op, item, dir, item->inv, NULL)) 1589 if (cast_spell (op, item, dir, item->inv, NULL))
1784 { 1590 {
1785 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */ 1591 item->flag [FLAG_BEEN_APPLIED] = true; /* You now know something about it */
1592
1786 if (item->type == WAND) 1593 if (item->type == WAND)
1787 { 1594 {
1788 if (!(--item->stats.food)) 1595 if (!(--item->stats.food))
1789 { 1596 {
1790 object *tmp; 1597 object *tmp;
1791 1598
1792 if (item->arch) 1599 if (item->arch)
1793 { 1600 {
1794 CLEAR_FLAG (item, FLAG_ANIMATE); 1601 item->clr_flag (FLAG_ANIMATE);
1795 item->face = item->arch->clone.face; 1602 item->face = item->arch->face;
1796 item->set_speed (0); 1603 item->set_speed (0);
1797 } 1604 }
1798 1605
1799 if ((tmp = item->in_player ())) 1606 if (object *pl = item->visible_to ())
1800 esrv_update_item (UPD_ANIM, tmp, item); 1607 esrv_update_item (UPD_ANIM, pl, item);
1801 } 1608 }
1802 } 1609 }
1803 else if (item->type == ROD || item->type == HORN) 1610 else if (item->type == ROD || item->type == HORN)
1804 drain_rod_charge (item); 1611 drain_rod_charge (item);
1805 } 1612 }
1806} 1613}
1807 1614
1808/* Received a fire command for the player - go and do it. 1615/* Received a fire command for the player - go and do it.
1809 */ 1616 */
1810void 1617bool
1811fire (object *op, int dir) 1618fire (object *who, int dir)
1812{ 1619{
1813 int spellcost = 0; 1620 int spellcost = 0;
1814 1621
1622 player *pl = who->contr;
1623
1624 if (pl->golem)
1625 {
1626 control_golem (who->contr->golem, dir);
1627 return false;
1628 }
1629
1630 object *ob = pl->ranged_ob;
1631
1632 if (!ob)
1633 return false;
1634
1635 if (who->speed_left > 0.f)
1636 --who->speed_left;
1637 else
1638 return false;
1639
1640 if (!who->apply (ob))
1641 return false;
1642
1815 /* check for loss of invisiblity/hide */ 1643 /* check for loss of invisiblity/hide */
1816 if (action_makes_visible (op)) 1644 if (action_makes_visible (who))
1817 make_visible (op); 1645 make_visible (who);
1818 1646
1819 switch (op->contr->shoottype) 1647 switch (ob->type)
1820 { 1648 {
1821 case range_none: 1649 case BOW:
1822 return;
1823
1824 case range_bow:
1825 player_fire_bow (op, dir); 1650 player_fire_bow (who, dir);
1826 return; 1651 break;
1827 1652
1828 case range_magic: /* Casting spells */ 1653 case SPELL:
1829 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0)); 1654 spellcost = cast_spell (who, who, dir, ob, *pl->spellparam ? pl->spellparam : 0);
1830 return; 1655 break;
1831 1656
1832 case range_misc: 1657 case BUILDER:
1833 fire_misc_object (op, dir);
1834 return;
1835
1836 case range_golem: /* Control summoned monsters from scrolls */
1837 control_golem (op->contr->ranges[range_golem], dir);
1838 return;
1839
1840 case range_skill:
1841 if (!op->chosen_skill)
1842 {
1843 if (op->type == PLAYER)
1844 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
1845
1846 return;
1847 }
1848
1849 do_skill (op, op, op->chosen_skill, dir, NULL);
1850 return;
1851 case range_builder:
1852 apply_map_builder (op, dir); 1658 apply_map_builder (who, dir);
1853 return; 1659 break;
1660
1661 case SKILL:
1662 do_skill (who, who, ob, dir, 0);
1663 break;
1664
1665 case RANGED:
1666 do_skill (who, ob, who->chosen_skill, dir, 0);
1667 break;
1668
1854 default: 1669 default:
1855 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type."); 1670 fire_misc_object (who, dir);
1856 return; 1671 break;
1857 } 1672 }
1858}
1859 1673
1860/* find_key 1674 return true;
1861 * We try to find a key for the door as passed. If we find a key 1675}
1862 * and successfully use it, we return the key, otherwise NULL 1676
1863 * This function merges both normal and locked door, since the logic 1677static object *
1864 * for both is the same - just the specific key is different.
1865 * pl is the player,
1866 * inv is the objects inventory to searched
1867 * door is the door we are trying to match against.
1868 * This function can be called recursively to search containers.
1869 */
1870object *
1871find_key (object *pl, object *container, object *door) 1678find_key_ (object *pl, object *container, object *door)
1872{ 1679{
1873 object *tmp, *key; 1680 object *tmp, *key;
1874 1681
1875 /* Should not happen, but sanity checking is never bad */ 1682 /* Should not happen, but sanity checking is never bad */
1876 if (!container->inv) 1683 if (!container->inv)
1879 /* First, lets try to find a key in the top level inventory */ 1686 /* First, lets try to find a key in the top level inventory */
1880 for (tmp = container->inv; tmp; tmp = tmp->below) 1687 for (tmp = container->inv; tmp; tmp = tmp->below)
1881 { 1688 {
1882 if (door->type == DOOR && tmp->type == KEY) 1689 if (door->type == DOOR && tmp->type == KEY)
1883 break; 1690 break;
1691
1884 /* For sanity, we should really check door type, but other stuff 1692 /* For sanity, we should really check door type, but other stuff
1885 * (like containers) can be locked with special keys 1693 * (like containers) can be locked with special keys
1886 */ 1694 */
1887 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1695 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1888 break; 1696 break;
1894 * a key, return 1702 * a key, return
1895 */ 1703 */
1896 if (!tmp) 1704 if (!tmp)
1897 { 1705 {
1898 for (tmp = container->inv; tmp; tmp = tmp->below) 1706 for (tmp = container->inv; tmp; tmp = tmp->below)
1899 {
1900 /* No reason to search empty containers */ 1707 /* No reason to search empty containers */
1901 if (tmp->type == CONTAINER && tmp->inv) 1708 if (tmp->type == CONTAINER && tmp->inv)
1902 {
1903 if ((key = find_key (pl, tmp, door))) 1709 if ((key = find_key_ (pl, tmp, door)))
1904 return key; 1710 return key;
1905 }
1906 }
1907 1711
1908 if (!tmp) 1712 if (!tmp)
1909 return NULL; 1713 return 0;
1910 } 1714 }
1911 1715
1912 /* We get down here if we have found a key. Now if its in a container, 1716 /* We get down here if we have found a key. Now if its in a container,
1913 * see if we actually want to use it 1717 * see if we actually want to use it
1914 */ 1718 */
1915 if (pl != container) 1719 if (pl != container)
1916 { 1720 {
1917 /* Only let players use keys in containers */ 1721 /* Only let players use keys in containers */
1918 if (!pl->contr) 1722 if (!pl->contr)
1919 return NULL; 1723 return 0;
1724
1920 /* cases where this fails: 1725 /* cases where this fails:
1921 * If we only search the player inventory, return now since we 1726 * If we only search the player inventory, return now since we
1922 * are not in the players inventory. 1727 * are not in the players inventory.
1923 * If the container is not active, return now since only active 1728 * If the container is not active, return now since only active
1924 * containers can be used. 1729 * containers can be used.
1928 * inv must have been an container and must have been active. 1733 * inv must have been an container and must have been active.
1929 * 1734 *
1930 * Change the color so that the message doesn't disappear with 1735 * Change the color so that the message doesn't disappear with
1931 * all the others. 1736 * all the others.
1932 */ 1737 */
1933 if (pl->contr->usekeys == key_inventory || 1738 if (pl->contr->usekeys == key_inventory
1934 !QUERY_FLAG (container, FLAG_APPLIED) || 1739 || !container->flag [FLAG_APPLIED]
1935 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys")))) 1740 || (pl->contr->usekeys == keyrings && container->race != shstr_keys))
1936 { 1741 {
1937 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1742 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1938 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); 1743 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1939 return NULL; 1744 return NULL;
1940 } 1745 }
1941 } 1746 }
1942 1747
1943 return tmp; 1748 return tmp;
1749}
1750
1751/* find_key
1752 * We try to find a key for the door as passed. If we find a key
1753 * and successfully use it, we return the key, otherwise NULL
1754 * This function merges both normal and locked door, since the logic
1755 * for both is the same - just the specific key is different.
1756 * pl is the player,
1757 * inv is the objects inventory to searched
1758 * door is the door we are trying to match against.
1759 * This function can be called recursively to search containers.
1760 */
1761object *
1762find_key (object *pl, object *container, object *door)
1763{
1764 if (door->slaying && is_match_expr (door->slaying))
1765 {
1766 // for match expressions, we try to find the key by applying the match
1767 // to the op itself, which is supposed to find the "key", instead
1768 // of searching through containers ourselves.
1769
1770 return match_one (door->slaying, container, door, pl, pl);
1771 }
1772 else
1773 return find_key_ (pl, container, door);
1944} 1774}
1945 1775
1946/* moved door processing out of move_player_attack. 1776/* moved door processing out of move_player_attack.
1947 * returns 1 if player has opened the door with a key 1777 * returns 1 if player has opened the door with a key
1948 * such that the caller should not do anything more, 1778 * such that the caller should not do anything more,
1949 * 0 otherwise 1779 * 0 otherwise
1950 */ 1780 */
1951static int 1781static int
1952player_attack_door (object *op, object *door) 1782player_attack_door (object *op, object *door)
1953{ 1783{
1954 /* If its a door, try to find a use a key. If we do destroy the door, 1784 /* If its a door, try to find a key. If we do destroy the door,
1955 * might as well return immediately as there is nothing more to do - 1785 * might as well return immediately as there is nothing more to do -
1956 * otherwise, we fall through to the rest of the code. 1786 * otherwise, we fall through to the rest of the code.
1957 */ 1787 */
1958 object *key = find_key (op, op, door); 1788 object *key = find_key (op, op, door);
1959 1789
1960 /* IF we found a key, do some extra work */ 1790 /* If we found a key, do some extra work */
1961 if (key) 1791 if (key)
1962 { 1792 {
1963 object *container = key->env; 1793 object *container = key->env;
1964 1794
1965 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1966 if (action_makes_visible (op)) 1795 if (action_makes_visible (op))
1967 make_visible (op); 1796 make_visible (op);
1797
1968 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1798 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1969 spring_trap (door->inv, op); 1799 spring_trap (door->inv, op);
1970 1800
1971 if (door->type == DOOR) 1801 if (door->type == DOOR)
1972 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1802 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1973 else if (door->type == LOCKED_DOOR) 1803 else if (door->type == LOCKED_DOOR)
1974 { 1804 {
1975 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1805 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN);
1976 remove_door2 (door); /* remove door without violence ;-) */ 1806 remove_door2 (door); /* remove door without violence ;-) */
1977 } 1807 }
1978 1808
1979 /* Do this after we print the message */ 1809 /* Do this after we print the message */
1980 decrease_ob (key); /* Use up one of the keys */ 1810 key->decrease (); /* Use up one of the keys */
1981 /* Need to update the weight the container the key was in */
1982 if (container != op)
1983 esrv_update_item (UPD_WEIGHT, op, container);
1984 1811
1985 return 1; /* Nothing more to do below */ 1812 return 1; /* Nothing more to do below */
1986 } 1813 }
1987 else if (door->type == LOCKED_DOOR) 1814 else if (door->type == LOCKED_DOOR)
1988 { 1815 {
1989 /* Might as well return now - no other way to open this */ 1816 /* Might as well return now - no other way to open this */
1990 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1817 op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door...");
1991 return 1; 1818 return 1;
1992 } 1819 }
1993 1820
1994 return 0; 1821 return 0;
1995} 1822}
1998 * It should keep the code cleaner. 1825 * It should keep the code cleaner.
1999 * When this is called, the players direction has been updated 1826 * When this is called, the players direction has been updated
2000 * (taking into account confusion.) The player is also actually 1827 * (taking into account confusion.) The player is also actually
2001 * going to try and move (not fire weapons). 1828 * going to try and move (not fire weapons).
2002 */ 1829 */
2003void 1830bool
2004move_player_attack (object *op, int dir) 1831move_player_attack (object *op, int dir)
2005{ 1832{
2006 object *tmp, *mon; 1833 if (!op->contr->braced && op->speed_left > 0.f && op->move (dir))
2007 sint16 nx, ny; 1834 {
2008 int on_battleground; 1835 --op->speed_left;
2009 maptile *m; 1836 return true;
1837 }
2010 1838
2011 nx = freearr_x[dir] + op->x; 1839 sint16 nx = freearr_x[dir] + op->x;
2012 ny = freearr_y[dir] + op->y; 1840 sint16 ny = freearr_y[dir] + op->y;
2013 1841
2014 on_battleground = op_on_battleground (op, 0, 0); 1842 if (out_of_map (op->map, nx, ny))
1843 return false;
2015 1844
2016 /* If braced, or can't move to the square, and it is not out of the 1845 /* If braced, or can't move to the square, and it is not out of the
2017 * map, attack it. Note order of if statement is important - don't 1846 * map, attack it. Note order of if statement is important - don't
2018 * want to be calling move_ob if braced, because move_ob will move the 1847 * want to be calling move_ob if braced, because move_ob will move the
2019 * player. This is a pretty nasty hack, because if we could 1848 * player. This is a pretty nasty hack, because if we could
2020 * move to some space, it then means that if we are braced, we should 1849 * move to some space, it then means that if we are braced, we should
2021 * do nothing at all. As it is, if we are braced, we go through 1850 * do nothing at all. As it is, if we are braced, we go through
2022 * quite a bit of processing. However, it probably is less than what 1851 * quite a bit of processing. However, it probably is less than what
2023 * move_ob uses. 1852 * move_ob uses.
2024 */ 1853 */
2025 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) 1854 maptile *m = op->map->xy_find (nx, ny);
1855
1856 /* Go through all the objects, and find ones of interest. Only stop if
1857 * we find a monster - that is something we know we want to attack.
1858 * if its a door or barrel (can roll) see if there may be monsters
1859 * on the space
1860 */
1861 object *mon;
1862 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
1863 {
1864 if ((mon->flag [FLAG_ALIVE]
1865 || mon->type == LOCKED_DOOR
1866 || mon->flag [FLAG_CAN_ROLL])
1867 && mon != op)
1868 break;
2026 { 1869 }
2027 if (OUT_OF_REAL_MAP (op->map, nx, ny)) 1870
1871 if (!mon) /* This happens anytime the player tries to move */
1872 return false; /* into a wall */
1873
1874 mon = mon->head_ ();
1875
1876 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
1877 if (op->contr->weapon_sp_left > 0.f)
1878 if (player_attack_door (op, mon))
1879 {
1880 --op->contr->weapon_sp_left;
1881 return true;
2028 { 1882 }
2029 m = op->map->xy_find (nx, ny); 1883
2030 if (!m) 1884 /* The following deals with possibly attacking peaceful
2031 return; /* Don't think this should happen */ 1885 * or friendly creatures. Basically, all players are considered
1886 * unaggressive. If the moving player has peaceful set, then the
1887 * object should be pushed instead of attacked. It is assumed that
1888 * if you are braced, you will not attack friends accidently,
1889 * and thus will not push them.
1890 */
1891
1892 /* If the creature is a pet, push it even if the player is not
1893 * peaceful. Our assumption is the creature is a pet if the
1894 * player owns it and it is either friendly or unagressive.
1895 */
1896 if (op->type == PLAYER
1897 && ((mon->owner && mon->owner->contr
1898 && same_party (mon->owner->contr->party, op->contr->party))
1899 || mon->owner == op)
1900 && (mon->flag [FLAG_UNAGGRESSIVE] || mon->flag [FLAG_FRIENDLY]))
1901 {
1902 /* If we're braced, we don't want to switch places with it */
1903 if (op->contr->braced)
1904 return false;
1905
1906 if (op->speed_left > 0.f)
1907 {
1908 --op->speed_left;
1909
1910 op->play_sound (sound_find ("push_player"));
1911 push_ob (mon, dir, op);
1912
1913 if (action_makes_visible (op))
1914 make_visible (op);
1915
1916 return true;
2032 } 1917 }
2033 else 1918 else
2034 m = op->map;
2035
2036 if (!(tmp = m->at (nx, ny).bot))
2037 return; 1919 return false;
1920 }
2038 1921
2039 mon = 0; 1922 bool on_battleground = op_on_battleground (op, 0, 0);
2040 /* Go through all the objects, and find ones of interest. Only stop if
2041 * we find a monster - that is something we know we want to attack.
2042 * if its a door or barrel (can roll) see if there may be monsters
2043 * on the space
2044 */
2045 while (tmp)
2046 {
2047 if (tmp == op)
2048 {
2049 tmp = tmp->above;
2050 continue;
2051 }
2052 1923
2053 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2054 {
2055 mon = tmp;
2056 break;
2057 }
2058
2059 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2060 mon = tmp;
2061
2062 tmp = tmp->above;
2063 }
2064
2065 if (!mon) /* This happens anytime the player tries to move */
2066 return; /* into a wall */
2067
2068 if (mon->head)
2069 mon = mon->head;
2070
2071 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2072 if (player_attack_door (op, mon))
2073 return;
2074
2075 /* The following deals with possibly attacking peaceful
2076 * or frienddly creatures. Basically, all players are considered
2077 * unaggressive. If the moving player has peaceful set, then the
2078 * object should be pushed instead of attacked. It is assumed that
2079 * if you are braced, you will not attack friends accidently,
2080 * and thus will not push them.
2081 */
2082
2083 /* If the creature is a pet, push it even if the player is not
2084 * peaceful. Our assumption is the creature is a pet if the
2085 * player owns it and it is either friendly or unagressive.
2086 */
2087 if ((op->type == PLAYER)
2088#if COZY_SERVER
2089 &&
2090 ((mon->owner && mon->owner->contr
2091 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op)
2092#else
2093 && mon->owner == op
2094#endif
2095 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2096 {
2097 /* If we're braced, we don't want to switch places with it */
2098 if (op->contr->braced)
2099 return;
2100
2101 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2102 (void) push_ob (mon, dir, op);
2103 if (op->contr->tmp_invis || op->hide)
2104 make_visible (op);
2105
2106 return;
2107 }
2108
2109 /* in certain circumstances, you shouldn't attack friendly 1924 /* in certain circumstances, you shouldn't attack friendly
2110 * creatures. Note that if you are braced, you can't push 1925 * creatures. Note that if you are braced, you can't push
2111 * someone, but put it inside this loop so that you won't 1926 * someone, but put it inside this loop so that you won't
2112 * attack them either. 1927 * attack them either.
2113 */ 1928 */
2114 if ((mon->type == PLAYER || mon->enemy != op) && 1929 if ((mon->type == PLAYER || mon->enemy != op)
2115 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 1930 && (mon->type == PLAYER || mon->flag [FLAG_UNAGGRESSIVE] || mon->flag [FLAG_FRIENDLY])
2116#ifdef PROHIBIT_PLAYERKILL
2117 (op->contr->peaceful 1931 && ((op->contr->peaceful
2118 || (mon->type == PLAYER 1932 || (mon->type == PLAYER && mon->contr->peaceful))
2119 && mon->contr->
2120 peaceful)) &&
2121#else
2122 op->contr->peaceful &&
2123#endif
2124 !on_battleground)) 1933 && !on_battleground))
1934 {
1935 if (op->speed_left > 0.f)
2125 { 1936 {
1937 --op->speed_left;
1938
2126 if (!op->contr->braced) 1939 if (!op->contr->braced)
2127 { 1940 {
2128 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 1941 op->play_sound (sound_find ("push_player"));
2129 push_ob (mon, dir, op); 1942 push_ob (mon, dir, op);
2130 } 1943 }
2131 else 1944 else
2132 new_draw_info (0, 0, op, "You withhold your attack"); 1945 op->statusmsg ("You withhold your attack");
2133 1946
2134 if (op->contr->tmp_invis || op->hide) 1947 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
2135 make_visible (op); 1948 make_visible (op);
2136 }
2137 1949
1950 return true;
1951 }
1952 }
2138 /* If the object is a boulder or other rollable object, then 1953 /* If the object is a boulder or other rollable object, then
2139 * roll it if not braced. You can't roll it if you are braced. 1954 * roll it if not braced. You can't roll it if you are braced.
2140 */ 1955 */
2141 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 1956 else if (mon->flag [FLAG_CAN_ROLL] && (!op->contr->braced))
1957 {
1958 if (op->speed_left > 0.f)
2142 { 1959 {
1960 --op->speed_left;
1961
2143 recursive_roll (mon, dir, op); 1962 recursive_roll (mon, dir, op);
2144 if (action_makes_visible (op)) 1963 if (action_makes_visible (op))
2145 make_visible (op); 1964 make_visible (op);
2146 }
2147 1965
1966 return true;
1967 }
1968 }
2148 /* Any generic living creature. Including things like doors. 1969 /* Any generic living creature. Including things like doors.
2149 * Way it works is like this: First, it must have some hit points 1970 * Way it works is like this: First, it must have some hit points
2150 * and be living. Then, it must be one of the following: 1971 * and be living. Then, it must be one of the following:
2151 * 1) Not a player, 2) A player, but of a different party. Note 1972 * 1) Not a player, 2) A player, but of a different party. Note
2152 * that party_number -1 is no party, so attacks can still happen. 1973 * that party_number -1 is no party, so attacks can still happen.
2153 */ 1974 */
2154 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 1975 else if ((mon->stats.hp >= 0) && mon->flag [FLAG_ALIVE] &&
2155 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 1976 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2156 { 1977 {
2157 1978 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2158 /* If the player hasn't hit something this tick, and does
2159 * so, give them speed boost based on weapon speed. Doing
2160 * it here is better than process_players2, which basically
2161 * incurred a 1 tick offset.
2162 */
2163 if (!op->contr->has_hit)
2164 { 1979 {
2165 op->speed_left += op->speed / op->contr->weapon_sp; 1980 --op->contr->weapon_sp_left;
2166
2167 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2168 }
2169 1981
2170 skill_attack (mon, op, 0, 0, 0); 1982 skill_attack (mon, op, 0, 0, 0);
2171
2172 /* If attacking another player, that player gets automatic
2173 * hitback, and doesn't loose luck either.
2174 * Disable hitback on the battleground or if the target is
2175 * the wiz.
2176 */
2177 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2178 {
2179 short luck = mon->stats.luck;
2180
2181 mon->contr->has_hit = 1;
2182 skill_attack (op, mon, 0, 0, 0);
2183 mon->stats.luck = luck;
2184 }
2185 1983
2186 if (action_makes_visible (op)) 1984 if (action_makes_visible (op))
2187 make_visible (op); 1985 make_visible (op);
2188 }
2189 } /* if player should attack something */
2190}
2191 1986
2192int 1987 return true;
1988 }
1989 }
1990
1991 return false;
1992}
1993
1994bool
2193move_player (object *op, int dir) 1995move_player (object *op, int dir)
2194{ 1996{
2195 int pick;
2196
2197 if (!op->map || op->map->in_memory != MAP_IN_MEMORY) 1997 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2198 return 0; 1998 return 0;
2199 1999
2200 /* Sanity check: make sure dir is valid */ 2000 /* Sanity check: make sure dir is valid */
2201 if ((dir < 0) || (dir >= 9)) 2001 if (dir < 0 || dir > 8)
2202 { 2002 {
2203 LOG (llevError, "move_player: invalid direction %d\n", dir); 2003 LOG (llevError, "move_player: invalid direction %d\n", dir);
2204 return 0; 2004 return 0;
2205 } 2005 }
2206 2006
2207 /* peterm: added following line */ 2007 /* peterm: added following line */
2208 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2008 if (op->flag [FLAG_CONFUSED] && dir)
2209 dir = absdir (dir + rndm (3) + rndm (3) - 2); 2009 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2210 2010
2211 op->facing = dir; 2011 op->facing = dir;
2212 2012
2213 if (op->hide) 2013 if (op->flag [FLAG_HIDDEN])
2214 do_hidden_move (op); 2014 do_hidden_move (op);
2215 2015
2016 bool retval;
2017 int pick = 0;
2018
2216 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2019 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2217 /*nop */ ; 2020 retval = RESULT_INT (0);
2218 else if (op->contr->fire_on) 2021 else if (op->contr->fire_on)
2219 fire (op, dir); 2022 retval = fire (op, dir);
2220 else 2023 else
2221 { 2024 {
2222 move_player_attack (op, dir); 2025 retval = move_player_attack (op, dir);
2223 pick = check_pick (op); 2026 pick = check_pick (op);
2224 } 2027 }
2225 2028
2226 /* Add special check for newcs players and fire on - this way, the 2029 /* Add special check for newcs players and fire on - this way, the
2227 * server can handle repeat firing. 2030 * server can handle repeat firing.
2234 /* Update how the player looks. Use the facing, so direction may 2037 /* Update how the player looks. Use the facing, so direction may
2235 * get reset to zero. This allows for full animation capabilities 2038 * get reset to zero. This allows for full animation capabilities
2236 * for players. 2039 * for players.
2237 */ 2040 */
2238 animate_object (op, op->facing); 2041 animate_object (op, op->facing);
2239 return 0; 2042
2043 return retval;
2240} 2044}
2241 2045
2242/* This is similar to handle_player, below, but is only used by the 2046/* This is similar to handle_player, below, but is only used by the
2243 * new client/server stuff. 2047 * new client/server stuff.
2244 * This is sort of special, in that the new client/server actually uses 2048 * This is sort of special, in that the new client/server actually uses
2245 * the new speed values for commands. 2049 * the new speed values for commands.
2246 * 2050 *
2247 * Returns true if there are more actions we can do. 2051 * Returns true if there are more actions we can do. Should not do
2052 * many actions in a row, as that would be too unfair to other
2053 * players.
2248 */ 2054 */
2249int 2055bool
2250handle_newcs_player (object *op) 2056handle_newcs_player (object *op)
2251{ 2057{
2252 if (QUERY_FLAG (op, FLAG_SCARED)) 2058 if (op->flag [FLAG_SCARED])
2253 { 2059 {
2254 flee_player (op); 2060 if (op->speed_left > 0.f)
2255 /* If player is still scared, that is his action for this tick */
2256 if (QUERY_FLAG (op, FLAG_SCARED))
2257 { 2061 {
2258 op->speed_left--; 2062 --op->speed_left;
2063 flee_player (op);
2064
2259 return 0; 2065 return true;
2260 } 2066 }
2067 else
2068 return false;
2261 } 2069 }
2262 2070
2263 /* call this here - we also will call this in do_ericserver, but 2071 /* call this here - we also will call this in do_ericserver, but
2264 * the players time has been increased when doericserver has been 2072 * the players time has been increased when doericserver has been
2265 * called, so we recheck it here. 2073 * called, so we recheck it here.
2266 */ 2074 */
2267 if (op->contr->ns->handle_command ()) 2075 if (op->contr->ns->handle_command ())
2268 return 1; 2076 return true;
2269 2077
2270 if (op->speed_left > 0)
2271 {
2272 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2078 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2273 {
2274 /* All move commands take 1 tick, at least for now */
2275 op->speed_left--;
2276
2277 /* Instead of all the stuff below, let move_player take care
2278 * of it. Also, some of the skill stuff is only put in
2279 * there, as well as the confusion stuff.
2280 */
2281 move_player (op, op->direction); 2079 return move_player (op, op->direction);
2282 2080
2283 return op->speed_left > 0;
2284 }
2285 }
2286
2287 return 0; 2081 return false;
2288} 2082}
2289 2083
2290int 2084static int
2291save_life (object *op) 2085save_life (object *op)
2292{ 2086{
2293 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2087 if (!op->flag [FLAG_LIFESAVE])
2294 return 0; 2088 return 0;
2295 2089
2296 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2090 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2297 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2091 if (tmp->flag [FLAG_APPLIED] && tmp->flag [FLAG_LIFESAVE])
2298 { 2092 {
2299 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2093 op->play_sound (sound_find ("ob_evaporate"));
2300 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); 2094 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2301 2095
2302 if (op->contr)
2303 esrv_del_item (op->contr, tmp->count);
2304
2305 tmp->destroy (); 2096 tmp->destroy ();
2306 CLEAR_FLAG (op, FLAG_LIFESAVE); 2097 op->clr_flag (FLAG_LIFESAVE);
2307 2098
2308 if (op->stats.hp < 0) 2099 if (op->stats.hp < 0)
2309 op->stats.hp = op->stats.maxhp; 2100 op->stats.hp = op->stats.maxhp;
2310 2101
2311 if (op->stats.food < 0) 2102 if (op->stats.food < 0)
2312 op->stats.food = 999; 2103 op->stats.food = MAX_FOOD;
2313 2104
2314 op->update_stats (); 2105 op->update_stats ();
2315 return 1; 2106 return 1;
2316 } 2107 }
2317 2108
2318 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2109 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2319 CLEAR_FLAG (op, FLAG_LIFESAVE); 2110 op->clr_flag (FLAG_LIFESAVE);
2320 enter_player_savebed (op); /* bring him home. */ 2111 enter_player_savebed (op); /* bring him home. */
2321 return 0; 2112 return 0;
2322} 2113}
2323 2114
2324/* This goes throws the inventory and removes unpaid objects, and puts them 2115/* This goes throws the inventory and removes unpaid objects, and puts them
2325 * back in the map (location and map determined by values of env). This 2116 * back in the map (location and map determined by values of env). This
2326 * function will descend into containers. op is the object to start the search 2117 * function will descend into containers. op is the object to start the search
2327 * from. 2118 * from.
2328 */ 2119 */
2120static void
2121drop_unpaid_items (object *op, object *env)
2122{
2123 while (op)
2124 {
2125 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2126
2127 if (op->flag [FLAG_UNPAID])
2128 op->insert_at (env);
2129 else if (op->inv)
2130 drop_unpaid_items (op->inv, env);
2131
2132 op = next;
2133 }
2134}
2135
2329void 2136void
2330remove_unpaid_objects (object *op, object *env) 2137object::drop_unpaid_items ()
2331{ 2138{
2332 while (op) 2139 if (!flag [FLAG_REMOVED])
2333 { 2140 ::drop_unpaid_items (inv, this);
2334 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2335
2336 if (QUERY_FLAG (op, FLAG_UNPAID))
2337 {
2338 if (env->type == PLAYER)
2339 esrv_del_item (env->contr, op->count);
2340
2341 op->insert_at (env);
2342 }
2343 else if (op->inv)
2344 remove_unpaid_objects (op->inv, env);
2345
2346 op = next;
2347 }
2348}
2349
2350/*
2351 * Returns pointer a static string containing gravestone text
2352 * Moved from apply.c to player.c - player.c is what
2353 * actually uses this function. player.c may not be quite the
2354 * best, a misc file for object actions is probably better,
2355 * but there isn't one in the server directory.
2356 */
2357char *
2358gravestone_text (object *op)
2359{
2360 static char buf2[MAX_BUF];
2361 char buf[MAX_BUF];
2362 time_t now = time (NULL);
2363
2364 strcpy (buf2, " R.I.P.\n\n");
2365 if (op->type == PLAYER)
2366 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2367 else
2368 sprintf (buf, "%s\n", &op->name);
2369
2370 strncat (buf2, " ", 20 - strlen (buf) / 2);
2371 strcat (buf2, buf);
2372 if (op->type == PLAYER)
2373 sprintf (buf, "who was in level %d when killed\n", op->level);
2374 else
2375 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2376
2377 strncat (buf2, " ", 20 - strlen (buf) / 2);
2378 strcat (buf2, buf);
2379 if (op->type == PLAYER)
2380 {
2381 sprintf (buf, "by %s.\n\n", op->contr->killer);
2382 strncat (buf2, " ", 21 - strlen (buf) / 2);
2383 strcat (buf2, buf);
2384 }
2385
2386 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2387 strncat (buf2, " ", 20 - strlen (buf) / 2);
2388 strcat (buf2, buf);
2389
2390 return buf2;
2391} 2141}
2392 2142
2393void 2143void
2394do_some_living (object *op) 2144do_some_living (object *op)
2395{ 2145{
2412 * alternate it here for it to work correctly. 2162 * alternate it here for it to work correctly.
2413 */ 2163 */
2414 if (pticks & 2) 2164 if (pticks & 2)
2415 op->invisible--; 2165 op->invisible--;
2416 } 2166 }
2417 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS))) 2167 else if (op->invisible && !(op->flag [FLAG_MAKE_INVIS]))
2418 { 2168 {
2419 if (!op->invisible--) 2169 if (!op->invisible--)
2420 { 2170 {
2421 make_visible (op); 2171 make_visible (op);
2422 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out."); 2172 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2447 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2197 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2448 else 2198 else
2449 { 2199 {
2450 gen_grace = op->stats.maxgrace; 2200 gen_grace = op->stats.maxgrace;
2451 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2201 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2452 }
2453
2454 /* Regenerate Spell Points */
2455 if (!op->contr->ranges[range_golem] && --op->last_sp < 0)
2456 {
2457 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2458 if (op->stats.sp < op->stats.maxsp)
2459 {
2460 op->stats.sp++;
2461 /* dms do not consume food */
2462 if (!QUERY_FLAG (op, FLAG_WIZ))
2463 {
2464 op->stats.food--;
2465 if (op->contr->digestion < 0)
2466 op->stats.food += op->contr->digestion;
2467 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2468 op->stats.food = last_food;
2469 }
2470 }
2471
2472 if (max_sp > 1)
2473 {
2474 over_sp = (gen_sp + 10) / rate_sp;
2475 if (over_sp > 0)
2476 {
2477 if (op->stats.sp < op->stats.maxsp)
2478 {
2479 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2480
2481 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2482 op->stats.sp--;
2483
2484 if (op->stats.sp > op->stats.maxsp)
2485 op->stats.sp = op->stats.maxsp;
2486 }
2487 op->last_sp = 0;
2488 }
2489 else
2490 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2491 }
2492 else
2493 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2494 } 2202 }
2495 2203
2496 /* Regenerate Grace */ 2204 /* Regenerate Grace */
2497 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2205 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2498 if (--op->last_grace < 0) 2206 if (--op->last_grace < 0)
2519 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); 2227 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2520 } 2228 }
2521 /* wearing stuff doesn't detract from grace generation. */ 2229 /* wearing stuff doesn't detract from grace generation. */
2522 } 2230 }
2523 2231
2232 if (op->stats.food > 0)
2233 {
2524 /* Regenerate Hit Points */ 2234 /* Regenerate Spell Points */
2525 if (--op->last_heal < 0) 2235 if (!op->contr->golem && --op->last_sp < 0)
2526 {
2527 if (op->stats.hp < op->stats.maxhp)
2528 { 2236 {
2529 op->stats.hp++; 2237 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2530 /* dms do not consume food */ 2238
2531 if (!QUERY_FLAG (op, FLAG_WIZ)) 2239 if (op->stats.sp < op->stats.maxsp)
2532 { 2240 {
2241 op->stats.sp++;
2242
2243 /* dms do not consume food */
2244 if (!op->flag [FLAG_WIZ])
2245 {
2533 op->stats.food--; 2246 op->stats.food--;
2247
2534 if (op->contr->digestion < 0) 2248 if (op->contr->digestion < 0)
2535 op->stats.food += op->contr->digestion; 2249 op->stats.food += op->contr->digestion;
2536 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2250 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2537 op->stats.food = last_food; 2251 op->stats.food = last_food;
2252 }
2538 } 2253 }
2539 }
2540 2254
2541 if (max_hp > 1) 2255 if (max_sp > 1)
2542 {
2543 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2544 if (over_hp > 0)
2545 { 2256 {
2546 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; 2257 over_sp = (gen_sp + 10) / rate_sp;
2258 if (over_sp > 0)
2259 {
2260 if (op->stats.sp < op->stats.maxsp)
2261 {
2262 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2263
2264 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2265 op->stats.sp--;
2266
2267 if (op->stats.sp > op->stats.maxsp)
2268 op->stats.sp = op->stats.maxsp;
2269 }
2270
2547 op->last_heal = 0; 2271 op->last_sp = 0;
2272 }
2273 else
2274 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2548 } 2275 }
2549 else 2276 else
2277 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2278 }
2279
2280 /* Regenerate Hit Points */
2281 if (--op->last_heal < 0)
2282 {
2283 if (op->stats.hp < op->stats.maxhp)
2550 { 2284 {
2551 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2285 op->stats.hp++;
2286
2287 /* dms do not consume food */
2288 if (!op->flag [FLAG_WIZ])
2289 {
2290 op->stats.food--;
2291
2292 if (op->contr->digestion < 0)
2293 op->stats.food += op->contr->digestion;
2294 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2295 op->stats.food = last_food;
2296 }
2552 } 2297 }
2298
2299 if (max_hp > 1)
2300 {
2301 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2302
2303 if (over_hp > 0)
2304 {
2305 op->stats.sp += over_hp + (rndm (rate_hp) > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2306 op->last_heal = 0;
2307 }
2308 else
2309 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2553 } 2310 }
2554 else 2311 else
2555 {
2556 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2312 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2557 } 2313 }
2558 } 2314 }
2559 2315
2560 /* Digestion */ 2316 /* Digestion */
2561 if (--op->last_eat < 0) 2317 if (--op->last_eat < 0)
2562 { 2318 {
2563#ifdef COZY_SERVER 2319 int bonus = max (0, op->contr->digestion),
2564 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion; 2320 penalty = max (0, -op->contr->digestion);
2565 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2566#else
2567 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2568#endif
2569 2321
2570 if (op->contr->gen_hp > 0)
2571 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2322 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2572 else
2573 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2574 2323
2575 /* dms do not consume food */ 2324 /* dms do not consume food */
2576 if (!QUERY_FLAG (op, FLAG_WIZ)) 2325 if (!op->flag [FLAG_WIZ])
2577 op->stats.food--; 2326 op->stats.food--;
2578 } 2327 }
2579 2328
2580 if (op->stats.food < 0 && op->stats.hp >= 0) 2329 if (op->stats.food < 0 && op->stats.hp >= 0)
2581 { 2330 {
2582 object *tmp, *flesh = 0; 2331 object *flesh = 0;
2583 2332
2584 for (tmp = op->inv; tmp; tmp = tmp->below) 2333 for_inv_removable (op, tmp)
2585 { 2334 {
2586 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2335 if (tmp->flag [FLAG_UNPAID])
2336 continue;
2337
2338 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2587 { 2339 {
2588 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2340 op->statusmsg ("You blindly grab for a bite of food. "
2589 { 2341 "H<To prevent you from starving, you ate some random item from your backpack.>");
2590 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2342 op->apply (tmp);
2591 manual_apply (op, tmp, 0); 2343
2592 if (op->stats.food >= 0 || op->stats.hp < 0) 2344 if (op->stats.food >= 0 || op->stats.hp < 0)
2593 break; 2345 break;
2594 } 2346 }
2595 else if (tmp->type == FLESH) 2347 else if (tmp->type == FLESH)
2596 flesh = tmp; 2348 flesh = tmp;
2597 } /* End if paid for object */ 2349 }
2598 } /* end of for loop */
2599 2350
2600 /* If player is still starving, it means they don't have any food, so 2351 /* If player is still starving, it means they don't have any food, so
2601 * eat flesh instead. 2352 * eat flesh instead.
2602 */ 2353 */
2603 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2354 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2604 { 2355 {
2605 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2356 op->statusmsg ("You blindly grab for a bite of food. "
2357 "H<To prevent you from starving, you ate some random item from your backpack.>");
2606 manual_apply (op, flesh, 0); 2358 op->apply (flesh);
2607 } 2359 }
2360
2361 // If player is still starving, alert him!
2362 if (op->stats.food < 0)
2363 op->failmsg ("You are starving! "
2364 "H<Eat some food to increase your food and prevent you from an untimely death.>");
2365 }
2366
2367 if (op->stats.food < 0)
2608 } 2368 {
2369 op->stats.hp += op->stats.food;
2370 op->stats.food = 0;
2609 2371
2610 while (op->stats.food < 0 && op->stats.hp >= 0) 2372 if (op->stats.hp < 0)
2611 op->stats.food++, op->stats.hp--; 2373 {
2374 op->contr->killer = archetype::get ("killer_starvation");
2375 op->contr->killer->destroy ();
2376 }
2377 }
2612 2378
2379 /* killer should be set here already */
2613 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2380 if (op->stats.hp < 0 && !op->flag [FLAG_WIZ])
2614 kill_player (op); 2381 kill_player (op);
2615 } 2382 }
2616} 2383}
2617 2384
2618/* If the player should die (lack of hp, food, etc), we call this. 2385/* If the player should die (lack of hp, food, etc), we call this.
2621 * file. 2388 * file.
2622 */ 2389 */
2623void 2390void
2624kill_player (object *op) 2391kill_player (object *op)
2625{ 2392{
2626 char buf[MAX_BUF];
2627 int x, y; 2393 int x, y;
2628
2629 //int i;
2630 maptile *map; /* this is for resurrection */ 2394 maptile *map; /* this is for resurrection */
2631
2632 /* int z;
2633 int num_stats_lose;
2634 int lost_a_stat;
2635 int lose_this_stat;
2636 int this_stat; */
2637 int will_kill_again; 2395 int will_kill_again;
2638 archetype *at; 2396 archetype *at;
2639 object *tmp; 2397 object *tmp;
2640 2398
2641 if (save_life (op)) 2399 if (save_life (op))
2642 return; 2400 return;
2643 2401
2402 dynbuf_text deathtab;
2403
2404 /* restore player */
2405 at = archetype::find (shstr_poisoning);
2406 if (object *tmp = present_arch_in_ob (at, op))
2407 {
2408 tmp->destroy ();
2409 deathtab << "Your body feels cleansed...\r";
2410 }
2411
2412 at = archetype::find (shstr_confusion);
2413 if (object *tmp = present_arch_in_ob (at, op))
2414 {
2415 tmp->destroy ();
2416 deathtab << "Your mind feels clearer...\r";
2417 }
2418
2419 cure_disease (op, 0, 0); /* remove any disease */
2420
2421 max_it (op->stats.hp , op->stats.maxhp);
2422 max_it (op->stats.sp , op->stats.maxsp);
2423 max_it (op->stats.grace, op->stats.maxgrace);
2424 max_it (op->stats.food , 200);
2425
2426 // remove all spell effects that are active
2427 // to avoid long-term effects such as word-of-recall
2428 for (object *item = op->inv; item; )
2429 {
2430 object *next = item->below;
2431
2432 if (item->type == SPELL_EFFECT && item->active)
2433 item->destroy ();
2434
2435 item = next;
2436 }
2644 2437
2645 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2438 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2646 * in cities ONLY!!! It is very important that this doesn't get abused. 2439 * in cities ONLY!!! It is very important that this doesn't get abused.
2647 * Look at op_on_battleground() for more info --AndreasV 2440 * Look at op_on_battleground() for more info --AndreasV
2648 */ 2441 */
2649 if (op_on_battleground (op, &x, &y)) 2442 if (op_on_battleground (op, &x, &y))
2650 { 2443 {
2651 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2444 deathtab << "You almost died in combat, but local medics have saved your life...\r";
2652 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2653
2654 /* restore player */
2655 at = archetype::find ("poisoning");
2656 if (object *tmp = present_arch_in_ob (at, op))
2657 {
2658 tmp->destroy ();
2659 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2660 }
2661
2662 at = archetype::find ("confusion");
2663 if (object *tmp = present_arch_in_ob (at, op))
2664 {
2665 tmp->destroy ();
2666 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2667 }
2668
2669 cure_disease (op, 0); /* remove any disease */
2670 op->stats.hp = op->stats.maxhp;
2671 if (op->stats.food <= 0)
2672 op->stats.food = 999;
2673 2445
2674 /* create a bodypart-trophy to make the winner happy */ 2446 /* create a bodypart-trophy to make the winner happy */
2675 if (object *tmp = arch_to_object (archetype::find ("finger"))) 2447 object *tmp = archetype::find (shstr_finger)->instance ();
2676 { 2448
2677 sprintf (buf, "%s's finger", &op->name); 2449 tmp->name = format ("%s's finger" , &op->name);
2678 tmp->name = buf; 2450 tmp->name_pl = format ("%s's fingers", &op->name);
2679 sprintf (buf, " This finger has been cut off %s\n" 2451 tmp->msg = format (
2680 " the %s, when he was defeated at\n level %d by %s.\n", 2452 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
2681 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2453 &op->name, op->contr->title,
2682 tmp->msg = buf; 2454 (int)op->level,
2455 op->contr->killer_name ()
2456 );
2683 tmp->value = 0, tmp->type = 0; 2457 tmp->value = 0, tmp->type = 0;
2684 tmp->materialname = "organics"; 2458 tmp->material = name_to_material (shstr_organic);
2685 tmp->insert_at (op, tmp); 2459 tmp->insert_at (op, tmp);
2686 }
2687 2460
2688 /* teleport defeated player to new destination */ 2461 /* teleport defeated player to new destination */
2689 transfer_ob (op, x, y, 0, NULL); 2462 transfer_ob (op, x, y, 0, NULL);
2690 op->contr->braced = 0; 2463 op->contr->braced = 0;
2464
2465 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2691 return; 2466 return;
2692 } 2467 }
2693 2468
2469 deathtab << "You were killed by " << op->contr->killer_name () << ".\n\n";
2470 deathtab << "T<YOU HAVE DIED>\n\n";
2471
2694 INVOKE_PLAYER (DEATH, op->contr); 2472 INVOKE_PLAYER (DEATH, op->contr);
2695 2473
2696 command_kill_pets (op, 0); 2474 command_kill_pets (op, 0);
2697 2475
2698 if (op->stats.food < 0) 2476 op->contr->play_sound (sound_find ("player_dies"));
2699 {
2700 sprintf (buf, "%s starved to death.", &op->name);
2701 strcpy (op->contr->killer, "starvation");
2702 }
2703 else
2704 sprintf (buf, "%s died.", &op->name);
2705
2706 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2707 2477
2708 /* save the map location for corpse, gravestone */ 2478 /* save the map location for corpse, gravestone */
2709 x = op->x; 2479 x = op->x;
2710 y = op->y; 2480 y = op->y;
2711 map = op->map; 2481 map = op->map;
2739 2509
2740 lost_a_stat = 0; 2510 lost_a_stat = 0;
2741 2511
2742 for (z = 0; z < num_stats_lose; z++) 2512 for (z = 0; z < num_stats_lose; z++)
2743 { 2513 {
2744 i = RANDOM () % NUM_STATS; 2514 i = rndm (NUM_STATS);
2745 2515
2746 if (settings.stat_loss_on_death) 2516 if (settings.stat_loss_on_death)
2747 { 2517 {
2748 /* Pick a random stat and take a point off it. Tell the player 2518 /* Pick a random stat and take a point off it. Tell the player
2749 * what he lost. 2519 * what he lost.
2756 lost_a_stat = 1; 2526 lost_a_stat = 1;
2757 } 2527 }
2758 else 2528 else
2759 { 2529 {
2760 /* deplete a stat */ 2530 /* deplete a stat */
2761 archetype *deparch = archetype::find ("depletion"); 2531 archetype *deparch = archetype::find (shstr_depletion);
2762 object *dep; 2532 object *dep;
2763 2533
2764 dep = present_arch_in_ob (deparch, op); 2534 dep = present_arch_in_ob (deparch, op);
2765 if (!dep) 2535 if (!dep)
2766 { 2536 {
2767 dep = arch_to_object (deparch); 2537 dep = deparch->instance ();
2768 insert_ob_in_ob (dep, op); 2538 insert_ob_in_ob (dep, op);
2769 } 2539 }
2770 lose_this_stat = 1; 2540 lose_this_stat = 1;
2771 if (settings.balanced_stat_loss) 2541 if (settings.balanced_stat_loss)
2772 { 2542 {
2800 } 2570 }
2801 } 2571 }
2802 2572
2803 if (lose_this_stat) 2573 if (lose_this_stat)
2804 { 2574 {
2805 this_stat = get_attr_value (&(dep->stats), i); 2575 this_stat = get_attr_value (&dep->stats, i);
2806 /* We could try to do something clever like find another 2576 /* We could try to do something clever like find another
2807 * stat to reduce if this fails. But chances are, if 2577 * stat to reduce if this fails. But chances are, if
2808 * stats have been depleted to -50, all are pretty low 2578 * stats have been depleted to -50, all are pretty low
2809 * and should be roughly the same, so it shouldn't make a 2579 * and should be roughly the same, so it shouldn't make a
2810 * difference. 2580 * difference.
2811 */ 2581 */
2812 if (this_stat >= -50) 2582 if (this_stat >= -50)
2813 { 2583 {
2814 change_attr_value (&(dep->stats), i, -1); 2584 change_attr_value (&(dep->stats), i, -1);
2815 SET_FLAG (dep, FLAG_APPLIED); 2585 dep->set_flag (FLAG_APPLIED);
2816 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2586 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2817 op->update_stats (); 2587 op->update_stats ();
2818 lost_a_stat = 1; 2588 lost_a_stat = 1;
2819 } 2589 }
2820 } 2590 }
2821 } 2591 }
2822 } 2592 }
2593
2823 /* If no stat lost, tell the player. */ 2594 /* If no stat lost, tell the player. */
2824 if (!lost_a_stat) 2595 if (!lost_a_stat)
2825 { 2596 {
2826 /* determine_god() seems to not work sometimes... why is this? 2597 /* determine_god() seems to not work sometimes... why is this?
2827 Should I be using something else? GD */ 2598 Should I be using something else? GD */
2828 const char *god = determine_god (op); 2599 shstr_tmp god = determine_god (op);
2829 2600
2830 if (god && (strcmp (god, "none"))) 2601 if (god != shstr_none)
2831 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god); 2602 deathtab << "For a brief moment you feel the holy presence of " << god << " protecting you.\r";
2832 else 2603 else
2833 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2604 deathtab << "For a brief moment you feel a holy presence protecting you.\r";
2834 } 2605 }
2835#else 2606#else
2836 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2607 deathtab << "For a brief moment you feel a holy presence protecting you from losing yourself completely.";
2837#endif 2608#endif
2838 2609
2839 /* Put a gravestone up where the character 'almost' died. List the 2610 /* Put a gravestone up where the character 'almost' died. List the
2840 * exp loss on the stone. 2611 * exp loss on the stone.
2841 */ 2612 */
2842 tmp = arch_to_object (archetype::find ("gravestone")); 2613 tmp = archetype::find (shstr_gravestone)->instance ();
2843 sprintf (buf, "%s's gravestone", &op->name); 2614 tmp->name = format ("%s's gravestone", &op->name);
2844 tmp->name = buf; 2615 tmp->name_pl = format ("%s's gravestones", &op->name);
2845 sprintf (buf, "%s's gravestones", &op->name); 2616 tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n",
2846 tmp->name_pl = buf; 2617 &op->name, op->contr->title, op->contr->killer_name ());
2847 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);
2848 tmp->msg = buf;
2849 tmp->x = op->x, tmp->y = op->y; 2618 tmp->x = op->x, tmp->y = op->y;
2850 insert_ob_in_map (tmp, op->map, NULL, 0); 2619 insert_ob_in_map (tmp, op->map, NULL, 0);
2851 2620
2852 /**************************************/ 2621 /**************************************/
2853 /* */ 2622 /* */
2854 /* Subtract the experience points, */ 2623 /* Subtract the experience points, */
2855 /* if we died cause of food, give us */
2856 /* food, and reset HP's... */
2857 /* */ 2624 /* */
2858 /**************************************/ 2625 /**************************************/
2859 2626
2860 /* remove any poisoning and confusion the character may be suffering. */
2861 /* restore player */
2862 at = archetype::find ("poisoning");
2863 tmp = present_arch_in_ob (at, op);
2864
2865 if (tmp)
2866 {
2867 tmp->destroy ();
2868 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2869 }
2870
2871 at = archetype::find ("confusion");
2872 tmp = present_arch_in_ob (at, op);
2873 if (tmp)
2874 {
2875 tmp->destroy ();
2876 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2877 }
2878
2879 cure_disease (op, 0); /* remove any disease */
2880
2881 /*add_exp(op, (op->stats.exp * -0.20)); */ 2627 /*add_exp(op, (op->stats.exp * -0.20)); */
2882 apply_death_exp_penalty (op); 2628 apply_death_exp_penalty (op);
2883 if (op->stats.food < 100)
2884 op->stats.food = 900;
2885 op->stats.hp = op->stats.maxhp;
2886 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2887 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2888 2629
2889 /* 2630 /*
2890 * Check to see if the player has any unpaid items. If so, remove them 2631 * Check to see if the player has any unpaid items. If so, remove them
2891 * and put them back in the map. 2632 * and put them back in the map.
2892 */ 2633 */
2893 remove_unpaid_objects (op->inv, op); 2634 op->drop_unpaid_items ();
2894 2635
2895 /****************************************/ 2636 /****************************************/
2896 /* */ 2637 /* */
2897 /* Move player to his current respawn- */ 2638 /* Move player to his current respawn- */
2898 /* position (usually last savebed) */ 2639 /* position (usually last savebed) */
2918 object *force; 2659 object *force;
2919 int at; 2660 int at;
2920 2661
2921 force = get_archetype (FORCE_NAME); 2662 force = get_archetype (FORCE_NAME);
2922 /* 50 ticks should be enough time for the spell to abate */ 2663 /* 50 ticks should be enough time for the spell to abate */
2923 force->speed = 0.1; 2664 force->speed = 0.1f;
2924 force->speed_left = -5.0; 2665 force->speed_left = -5.f;
2925 SET_FLAG (force, FLAG_APPLIED); 2666 force->set_flag (FLAG_APPLIED);
2926 for (at = 0; at < NROFATTACKS; at++) 2667 for (at = 0; at < NROFATTACKS; at++)
2927 if (will_kill_again & (1 << at)) 2668 if (will_kill_again & (1 << at))
2928 force->resist[at] = 100; 2669 force->resist[at] = 100;
2929 2670
2930 insert_ob_in_ob (force, op); 2671 insert_ob_in_ob (force, op);
2931 op->update_stats (); 2672 op->update_stats ();
2932
2933 } 2673 }
2934 2674
2935 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2675 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2936} 2676}
2937 2677
2938void 2678static void
2939loot_object (object *op) 2679loot_object (object *op)
2940{ /* Grab and destroy some treasure */ 2680{ /* Grab and destroy some treasure */
2941 object *tmp, *tmp2, *next; 2681 object *tmp, *tmp2, *next;
2942 2682
2943 op->close_container (); /* close open sack first */ 2683 op->close_container (); /* close open sack first */
2953 tmp->x = op->x, tmp->y = op->y; 2693 tmp->x = op->x, tmp->y = op->y;
2954 2694
2955 if (tmp->type == CONTAINER) 2695 if (tmp->type == CONTAINER)
2956 loot_object (tmp); /* empty container to ground */ 2696 loot_object (tmp); /* empty container to ground */
2957 2697
2958 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3)))) 2698 if (!tmp->flag [FLAG_UNIQUE] && (tmp->flag [FLAG_STARTEQUIP] || tmp->flag [FLAG_NO_DROP] || !(rndm (3))))
2959 { 2699 {
2960 if (tmp->nrof > 1) 2700 if (tmp->nrof > 1)
2961 { 2701 {
2962 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2702 tmp->decrease (rndm (1, tmp->nrof - 1));
2963 tmp2->destroy ();
2964 insert_ob_in_map (tmp, op->map, NULL, 0); 2703 insert_ob_in_map (tmp, op->map, NULL, 0);
2965 } 2704 }
2966 else 2705 else
2967 tmp->destroy (); 2706 tmp->destroy ();
2968 } 2707 }
2975 * fix_weight(): Check recursively the weight of all players, and fix 2714 * fix_weight(): Check recursively the weight of all players, and fix
2976 * what needs to be fixed. Refresh windows and fix speed if anything 2715 * what needs to be fixed. Refresh windows and fix speed if anything
2977 * was changed. 2716 * was changed.
2978 */ 2717 */
2979void 2718void
2980fix_weight (void) 2719fix_weight ()
2981{ 2720{
2982 for_all_players (pl) 2721 for_all_players (pl)
2983 { 2722 {
2984 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2723 sint32 old = pl->ob->carrying;
2985 2724
2986 if (old == sum) 2725 pl->ob->update_weight ();
2987 continue; 2726
2727 if (old != pl->ob->carrying)
2728 {
2988 pl->ob->update_stats (); 2729 pl->ob->update_stats ();
2989 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 2730 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, (int)old, (int)pl->ob->carrying);
2731 }
2990 } 2732 }
2991} 2733}
2992 2734
2993void 2735void
2994fix_luck (void) 2736fix_luck ()
2995{ 2737{
2996 for_all_players (pl) 2738 for_all_players (pl)
2997 if (!pl->ob->contr->ns->state) 2739 if (!pl->ob->contr->ns->state)
2998 pl->ob->change_luck (0); 2740 pl->ob->change_luck (0);
2999} 2741}
3036} 2778}
3037 2779
3038void 2780void
3039make_visible (object *op) 2781make_visible (object *op)
3040{ 2782{
3041 op->hide = 0; 2783 op->flag [FLAG_HIDDEN] = 0;
3042 op->invisible = 0; 2784 op->invisible = 0;
2785
3043 if (op->type == PLAYER) 2786 if (op->type == PLAYER)
3044 { 2787 {
3045 op->contr->tmp_invis = 0; 2788 op->contr->tmp_invis = 0;
3046 op->contr->invis_race = 0; 2789 op->contr->invis_race = 0;
3047 } 2790 }
3050} 2793}
3051 2794
3052int 2795int
3053is_true_undead (object *op) 2796is_true_undead (object *op)
3054{ 2797{
3055 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 2798 if (op->arch->flag [FLAG_UNDEAD])
3056 return 1; 2799 return 1;
3057 2800
3058 return 0; 2801 return 0;
3059} 2802}
3060 2803
3061/* look at the surrounding terrain to determine 2804/* look at the surrounding terrain to determine
3062 * the hideability of this object. Positive levels 2805 * the hideability of this object. Positive levels
3063 * indicate greater hideability. 2806 * indicate greater hideability.
3064 */ 2807 */
3065
3066int 2808int
3067hideability (object *ob) 2809hideability (object *ob)
3068{ 2810{
3069 int i, level = 0, mflag; 2811 int i, level = 0, mflag;
3070 sint16 x, y; 2812 sint16 x, y;
3071 2813
3072 if (!ob || !ob->map) 2814 if (!ob || !ob->map)
3073 return 0; 2815 return 0;
3074 2816
3075 /* so, on normal lighted maps, its hard to hide */ 2817 /* so, on normal lighted maps, its hard to hide */
3076 level = ob->map->darkness - 2; 2818 level = ob->map->darklevel () - 2;
3077 2819
3078 /* this also picks up whether the object is glowing. 2820 /* this also picks up whether the object is glowing.
3079 * If you carry a light on a non-dark map, its not 2821 * If you carry a light on a non-dark map, its not
3080 * as bad as carrying a light on a pitch dark map */ 2822 * as bad as carrying a light on a pitch dark map */
3081 if (has_carried_lights (ob)) 2823 if (ob->has_carried_lights ())
3082 level = -(10 + (2 * ob->map->darkness)); 2824 level = -(10 + (2 * ob->map->darklevel ()));
3083 2825
3084 /* scan through all nearby squares for terrain to hide in */ 2826 /* scan through all nearby squares for terrain to hide in */
3085 for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i]) 2827 for (i = 0, x = ob->x, y = ob->y;
2828 i <= SIZEOFFREE1;
2829 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3086 { 2830 {
3087 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); 2831 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3088 if (mflag & P_OUT_OF_MAP) 2832 if (mflag & P_OUT_OF_MAP)
3089 {
3090 continue; 2833 continue;
3091 } 2834
3092 if (mflag & P_BLOCKSVIEW) /* something to hide near! */ 2835 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3093 level += 2; 2836 level += 2;
3094 else /* open terrain! */ 2837 else /* open terrain! */
3095 level -= 1; 2838 level -= 1;
3096 } 2839 }
3104/* For Hidden creatures - a chance of becoming 'unhidden' 2847/* For Hidden creatures - a chance of becoming 'unhidden'
3105 * every time they move - as we subtract off 'invisibility' 2848 * every time they move - as we subtract off 'invisibility'
3106 * AND, for players, if they move into a ridiculously unhideable 2849 * AND, for players, if they move into a ridiculously unhideable
3107 * spot (surrounded by clear terrain in broad daylight). -b.t. 2850 * spot (surrounded by clear terrain in broad daylight). -b.t.
3108 */ 2851 */
3109
3110void 2852void
3111do_hidden_move (object *op) 2853do_hidden_move (object *op)
3112{ 2854{
3113 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 2855 int hide = 0;
3114 object *skop;
3115 2856
3116 if (!op || !op->map) 2857 if (!op || !op->map)
3117 return; 2858 return;
3118 2859
3119 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 2860 object *skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
2861 int num = random_roll (0, 19, op, PREFER_LOW);
3120 2862
3121 /* its *extremely* hard to run and sneak/hide at the same time! */ 2863 /* its *extremely* hard to run and sneak/hide at the same time! */
3122 if (op->type == PLAYER && op->contr->run_on) 2864 if (op->type == PLAYER && op->contr->run_on)
3123 if (!skop || num >= skop->level) 2865 if (!skop || num >= skop->level)
3124 { 2866 {
3134 num -= hide; 2876 num -= hide;
3135 2877
3136 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 2878 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3137 { 2879 {
3138 make_visible (op); 2880 make_visible (op);
2881
3139 if (op->type == PLAYER) 2882 if (op->type == PLAYER)
3140 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 2883 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3141 } 2884 }
3142 else if (op->type == PLAYER && skop) 2885 else if (op->type == PLAYER && skop)
3143 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 2886 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3158 2901
3159 if (who->type == PLAYER) 2902 if (who->type == PLAYER)
3160 player = 1; 2903 player = 1;
3161 2904
3162 else 2905 else
3163 friendly = QUERY_FLAG (who, FLAG_FRIENDLY); 2906 friendly = who->flag [FLAG_FRIENDLY];
3164 2907
3165 /* search adjacent squares */ 2908 /* search adjacent squares */
3166 for (i = 1; i < 9; i++) 2909 for (i = 1; i < 9; i++)
3167 { 2910 {
3168 x = who->x + freearr_x[i]; 2911 x = who->x + freearr_x[i];
3177 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) 2920 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3178 continue; 2921 continue;
3179 2922
3180 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) 2923 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3181 { 2924 {
3182 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 2925 if ((player ||friendly) &&tmp->flag [FLAG_MONSTER] && !tmp->flag [FLAG_UNAGGRESSIVE])
3183 return 1; 2926 return 1;
3184 else if (tmp->type == PLAYER) 2927 else if (tmp->type == PLAYER)
3185 { 2928 {
3186 /*don't let a hidden DM prevent you from hiding */ 2929 /*don't let a hidden DM prevent you from hiding */
3187 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0) 2930 if (!tmp->flag [FLAG_WIZ] || tmp->contr->hidden == 0)
3188 return 1; 2931 return 1;
3189 } 2932 }
3190 } 2933 }
3191 } 2934 }
3192 return 0; 2935 return 0;
3196 * object op. This function works fine for monsters, 2939 * object op. This function works fine for monsters,
3197 * but we dont worry if the object isnt the top one in 2940 * but we dont worry if the object isnt the top one in
3198 * a pile (say a coin under a table would return "viewable" 2941 * a pile (say a coin under a table would return "viewable"
3199 * by this routine). Another question, should we be 2942 * by this routine). Another question, should we be
3200 * concerned with the direction the player is looking 2943 * concerned with the direction the player is looking
3201 * in? Realistically, most of use cant see stuff behind 2944 * in? Realistically, most of us can't see stuff behind
3202 * our backs...on the other hand, does the "facing" direction 2945 * our backs...on the other hand, does the "facing" direction
3203 * imply the way your head, or body is facing? Its possible 2946 * imply the way your head, or body is facing? It's possible
3204 * for them to differ. Sigh, this fctn could get a bit more complex. 2947 * for them to differ. Sigh, this fctn could get a bit more complex.
3205 * -b.t. 2948 * -b.t.
3206 * This function is now map tiling safe. 2949 * This function is now map tiling safe.
3207 */ 2950 */
3208
3209int 2951int
3210player_can_view (object *pl, object *op) 2952player_can_view (object *pl, object *op)
3211{ 2953{
3212 rv_vector rv; 2954 rv_vector rv;
3213 int dx, dy; 2955 int dx, dy;
3225 2967
3226 get_rangevector (pl, op, &rv, 0x1); 2968 get_rangevector (pl, op, &rv, 0x1);
3227 2969
3228 /* starting with the 'head' part, lets loop 2970 /* starting with the 'head' part, lets loop
3229 * through the object and find if it has any 2971 * through the object and find if it has any
3230 * part that is in the los array but isnt on 2972 * part that is in the los array but isn't on
3231 * a blocked los square. 2973 * a blocked los square.
3232 * we use the archetype to figure out offsets. 2974 * we use the archetype to figure out offsets.
3233 */ 2975 */
3234 while (op) 2976 while (op)
3235 { 2977 {
3236 dx = rv.distance_x + op->arch->clone.x; 2978 dx = rv.distance_x + op->arch->x;
3237 dy = rv.distance_y + op->arch->clone.y; 2979 dy = rv.distance_y + op->arch->y;
3238 2980
3239 /* only the viewable area the player sees is updated by LOS 2981 if (pl->contr->blocked_los (dx, dy) != LOS_BLOCKED)
3240 * code, so we need to restrict ourselves to that range of values
3241 * for any meaningful values.
3242 */
3243 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3244 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3245 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3246 return 1; 2982 return 1;
2983
3247 op = op->more; 2984 op = op->more;
3248 } 2985 }
3249 return 0;
3250}
3251 2986
3252/* routine for both players and monsters. We call this when
3253 * there is a possibility for our action distrubing our hiding
3254 * place or invisiblity spell. Artefact invisiblity is not
3255 * effected by this. If we arent invisible to begin with, we
3256 * return 0.
3257 */
3258int
3259action_makes_visible (object *op)
3260{
3261
3262 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3263 {
3264 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3265 return 0;
3266
3267 if (op->contr && op->contr->tmp_invis == 0)
3268 return 0;
3269
3270 /* If monsters, they should become visible */
3271 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3272 {
3273 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3274 return 1;
3275 }
3276 }
3277 return 0; 2987 return 0;
3278} 2988}
3279 2989
3280/* op_on_battleground - checks if the given object op (usually 2990/* op_on_battleground - checks if the given object op (usually
3281 * a player) is standing on a valid battleground-tile, 2991 * a player) is standing on a valid battleground-tile,
3286 * Default is to do the same as before, so only people wanting to have different points need worry about this 2996 * Default is to do the same as before, so only people wanting to have different points need worry about this
3287 */ 2997 */
3288int 2998int
3289op_on_battleground (object *op, int *x, int *y) 2999op_on_battleground (object *op, int *x, int *y)
3290{ 3000{
3291 object *tmp;
3292
3293 /* A battleground-tile needs the following attributes to be valid: 3001 /* A battleground-tile needs the following attributes to be valid:
3294 * is_floor 1 (has to be the FIRST floor beneath the player's feet), 3002 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3295 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3003 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3296 * and the exit-coordinates sp/hp must both be > 0. 3004 * and the exit-coordinates sp/hp must both be > 0.
3297 * => The intention here is to prevent abuse of the battleground- 3005 * => The intention here is to prevent abuse of the battleground-
3298 * feature (like pickable or hidden battleground tiles). */ 3006 * feature (like pickable or hidden battleground tiles). */
3299 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3007 for (object *tmp = op->below; tmp; tmp = tmp->below)
3300 { 3008 {
3301 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3009 if (tmp->flag [FLAG_IS_FLOOR])
3302 { 3010 {
3303 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3011 if (tmp->flag [FLAG_NO_PICK]
3304 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp)) 3012 && tmp->type == BATTLEGROUND
3013 && tmp->name == shstr_battleground
3014 && EXIT_X (tmp) && EXIT_Y (tmp))
3305 { 3015 {
3306 /*before we assign the exit, check if this is a teambattle */ 3016 /* before we assign the exit, check if this is a teambattle */
3307 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) 3017 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3308 {
3309 object *invtmp;
3310
3311 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below) 3018 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3019 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3312 { 3020 {
3313 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3314 {
3315 if (x != NULL && y != NULL) 3021 if (x && y)
3316 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3022 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3023
3317 return 1; 3024 return 1;
3318 }
3319 } 3025 }
3320 } 3026
3321 if (x != NULL && y != NULL) 3027 if (x && y)
3322 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3028 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3029
3323 return 1; 3030 return 1;
3324 } 3031 }
3325 } 3032 }
3326 } 3033 }
3034
3327 /* If we got here, did not find a battleground */ 3035 /* If we got here, did not find a battleground */
3328 return 0; 3036 return 0;
3329} 3037}
3330 3038
3331/* 3039/*
3347 char buf[MAX_BUF]; /* tmp. string buffer */ 3055 char buf[MAX_BUF]; /* tmp. string buffer */
3348 int i = 0, j = 0; 3056 int i = 0, j = 0;
3349 3057
3350 /* get the appropriate treasurelist */ 3058 /* get the appropriate treasurelist */
3351 if (atnr == ATNR_FIRE) 3059 if (atnr == ATNR_FIRE)
3352 trlist = treasurelist::find ("dragon_ability_fire"); 3060 trlist = treasurelist::find (shstr_dragon_ability_fire);
3353 else if (atnr == ATNR_COLD) 3061 else if (atnr == ATNR_COLD)
3354 trlist = treasurelist::find ("dragon_ability_cold"); 3062 trlist = treasurelist::find (shstr_dragon_ability_cold);
3355 else if (atnr == ATNR_ELECTRICITY) 3063 else if (atnr == ATNR_ELECTRICITY)
3356 trlist = treasurelist::find ("dragon_ability_elec"); 3064 trlist = treasurelist::find (shstr_dragon_ability_elec);
3357 else if (atnr == ATNR_POISON) 3065 else if (atnr == ATNR_POISON)
3358 trlist = treasurelist::find ("dragon_ability_poison"); 3066 trlist = treasurelist::find (shstr_dragon_ability_poison);
3359 3067
3360 if (trlist == NULL || who->type != PLAYER) 3068 if (trlist == NULL || who->type != PLAYER)
3361 return; 3069 return;
3362 3070
3363 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3071 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3367 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3075 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3368 return; 3076 return;
3369 } 3077 }
3370 3078
3371 /* everything seems okay - now bring on the gift: */ 3079 /* everything seems okay - now bring on the gift: */
3372 item = &(tr->item->clone); 3080 item = tr->item;
3373 3081
3374 if (item->type == SPELL) 3082 if (item->type == SPELL)
3375 { 3083 {
3376 if (check_spell_known (who, item->name)) 3084 if (check_spell_known (who, item->name))
3377 return; 3085 return;
3436 { 3144 {
3437 /* forces in the treasurelist can alter the player's stats */ 3145 /* forces in the treasurelist can alter the player's stats */
3438 object *skin; 3146 object *skin;
3439 3147
3440 /* first get the dragon skin force */ 3148 /* first get the dragon skin force */
3441 shstr_cmp dragon_skin_force ("dragon_skin_force");
3442 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below) 3149 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3443 ; 3150 ;
3444 3151
3445 if (!skin) 3152 if (!skin)
3446 return; 3153 return;
3447 3154
3461 else 3168 else
3462 j = 1; 3169 j = 1;
3463 strcat (buf, spellpathnames[i]); 3170 strcat (buf, spellpathnames[i]);
3464 } 3171 }
3465 } 3172 }
3173
3466 strcat (buf, "."); 3174 strcat (buf, ".");
3467 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf); 3175 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3468 } 3176 }
3469 3177
3470 /* evtl. adding flags: */ 3178 /* evtl. adding flags: */
3471 if (QUERY_FLAG (item, FLAG_XRAYS)) 3179 if (item->flag [FLAG_XRAYS])
3472 SET_FLAG (skin, FLAG_XRAYS); 3180 skin->set_flag (FLAG_XRAYS);
3473 if (QUERY_FLAG (item, FLAG_STEALTH)) 3181 if (item->flag [FLAG_STEALTH])
3474 SET_FLAG (skin, FLAG_STEALTH); 3182 skin->set_flag (FLAG_STEALTH);
3475 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK)) 3183 if (item->flag [FLAG_SEE_IN_DARK])
3476 SET_FLAG (skin, FLAG_SEE_IN_DARK); 3184 skin->set_flag (FLAG_SEE_IN_DARK);
3477 3185
3478 /* print message if there is one */ 3186 /* print message if there is one */
3479 if (item->msg != NULL) 3187 if (item->msg != NULL)
3480 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg); 3188 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3481 } 3189 }
3482 else 3190 else
3483 { 3191 {
3484 /* generate misc. treasure */ 3192 /* generate misc. treasure */
3485 tmp = arch_to_object (tr->item); 3193 tmp = tr->item->instance ();
3486 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp)); 3194 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3487 tmp = insert_ob_in_ob (tmp, who); 3195 who->insert (tmp);
3488 if (who->type == PLAYER)
3489 esrv_send_item (who, tmp);
3490 }
3491}
3492
3493/**
3494 * Unready an object for a player. This function does nothing if the object was
3495 * not readied.
3496 */
3497void
3498player_unready_range_ob (player *pl, object *ob)
3499{
3500 for (rangetype i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1))
3501 if (pl->ranges[i] == ob)
3502 {
3503 pl->ranges[i] = 0;
3504 if (pl->shoottype == i)
3505 pl->shoottype = range_none;
3506 } 3196 }
3507} 3197}
3198
3199//-GPL
3508 3200
3509sint8 3201sint8
3510player::visibility_at (maptile *map, int x, int y) const 3202player::darkness_at (maptile *map, int x, int y) const
3511{ 3203{
3512 if (!ns) 3204 if (!ns)
3513 return 0; 3205 return LOS_BLOCKED;
3514 3206
3515 int dx, dy; 3207 int dx, dy;
3516 if (!adjacent_map (map, ns->current_map, &dx, &dy)) 3208 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3209 return LOS_BLOCKED;
3210
3211 x += dx - ns->current_x;
3212 y += dy - ns->current_y;
3213
3214 return blocked_los (x, y);
3215}
3216
3217void
3218player::infobox (const char *title, const char *msg, int color)
3219{
3220 send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3221}
3222
3223void
3224player::statusmsg (const char *msg, int color)
3225{
3226 send_msg (color | NDI_REPLY, INFO_CHANNEL, msg);
3227}
3228
3229void
3230player::failmsg (const char *msg, int color)
3231{
3232 play_sound (sound_find ("generic_failure"));
3233 statusmsg (msg, color);
3234}
3235
3236void
3237object::failmsgf (const char *format, ...)
3238{
3239 if (!contr)
3517 return 0; 3240 return;
3518 3241
3519 x += dx - ns->current_x + ns->mapx / 2; 3242 va_list ap;
3520 y += dy - ns->current_y + ns->mapy / 2; 3243 va_start (ap, format);
3521 3244 contr->failmsg (vformat (format, ap));
3522 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy)) 3245 va_end (ap);
3523 return 0;
3524
3525 return 100 - blocked_los [x][y];
3526} 3246}
3247
3248void
3249player::failmsgf (const char *format, ...)
3250{
3251 va_list ap;
3252 va_start (ap, format);
3253 failmsg (vformat (format, ap));
3254 va_end (ap);
3255}
3256

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