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Comparing deliantra/server/server/player.C (file contents):
Revision 1.54 by root, Fri Dec 22 16:34:00 2006 UTC vs.
Revision 1.237 by root, Thu Nov 5 15:18:26 2009 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 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
8 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
9 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
10 (at your option) any later version. 11 * option) any later version.
11 12 *
12 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,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 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
18 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
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
20 21 *
21 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>
22*/ 23 */
23 24
24#include <global.h> 25#include <global.h>
25#include <pwd.h>
26#include <sproto.h> 26#include <sproto.h>
27#include <sounds.h> 27#include <sounds.h>
28#include <living.h> 28#include <living.h>
29#include <object.h> 29#include <object.h>
30#include <spells.h> 30#include <spells.h>
31#include <skills.h> 31#include <skills.h>
32 32
33#include <algorithm> 33#include <algorithm>
34#include <functional> 34#include <functional>
35 35
36player * 36playervec players;
37find_player (const char *plname)
38{
39 player *pl;
40
41 for (pl = first_player; pl; pl = pl->next)
42 if (pl->ob && !strcmp (query_name (pl->ob), plname))
43 return pl;
44
45 return 0;
46}
47
48void
49display_motd (const object *op)
50{
51 char buf[MAX_BUF];
52 char motd[HUGE_BUF];
53 FILE *fp;
54 int comp;
55 int size;
56
57 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
58 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
59 return;
60
61 motd[0] = '\0';
62 size = 0;
63
64 while (fgets (buf, MAX_BUF, fp))
65 {
66 if (*buf == '#')
67 continue;
68
69 strncat (motd + size, buf, HUGE_BUF - size);
70 size += strlen (buf);
71 }
72
73 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
74 close_and_delete (fp, comp);
75}
76
77void
78send_rules (const object *op)
79{
80 char buf[MAX_BUF];
81 char rules[HUGE_BUF];
82 FILE *fp;
83 int comp;
84 int size;
85
86 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
87 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
88 return;
89
90 rules[0] = '\0';
91 size = 0;
92
93 while (fgets (buf, MAX_BUF, fp))
94 {
95 if (*buf == '#')
96 continue;
97
98 if (size + strlen (buf) >= HUGE_BUF)
99 {
100 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
101 break;
102 }
103
104 strncat (rules + size, buf, HUGE_BUF - size);
105 size += strlen (buf);
106 }
107
108 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
109 close_and_delete (fp, comp);
110}
111
112void
113send_news (const object *op)
114{
115 char buf[MAX_BUF];
116 char news[HUGE_BUF];
117 char subject[MAX_BUF];
118 FILE *fp;
119 int comp;
120 int size;
121
122 sprintf (buf, "%s/%s", settings.confdir, settings.news);
123 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
124 return;
125
126 news[0] = '\0';
127 subject[0] = '\0';
128 size = 0;
129
130 while (fgets (buf, MAX_BUF, fp) != NULL)
131 {
132 if (*buf == '#')
133 continue;
134
135 if (*buf == '%')
136 { /* send one news */
137 if (size > 0)
138 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */
139 strcpy (subject, buf + 1);
140 strip_endline (subject);
141 size = 0;
142 news[0] = '\0';
143 }
144 else
145 {
146 if (size + strlen (buf) >= HUGE_BUF)
147 {
148 LOG (llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
149 break;
150 }
151 strncat (news + size, buf, HUGE_BUF - size);
152 size += strlen (buf);
153 }
154 }
155
156 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
157 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news);
158 close_and_delete (fp, comp);
159}
160 37
161/* This loads the first map an puts the player on it. */ 38/* This loads the first map an puts the player on it. */
162static void 39static void
163set_first_map (object *op) 40set_first_map (object *op)
164{ 41{
165 strcpy (op->contr->maplevel, first_map_path); 42 op->contr->maplevel = first_map_path;
166 op->x = -1; 43 op->x = -1;
167 op->y = -1; 44 op->y = -1;
168 enter_exit (op, 0);
169} 45}
170 46
47void
48player::activate ()
49{
50 if (active)
51 return;
52
53 players.insert (this);
54 ob->remove ();
55 ob->map = 0;
56 ob->activate_recursive ();
57 CLEAR_FLAG (ob, FLAG_FRIENDLY);
58 add_friendly_object (ob);
59}
60
61void
62player::deactivate ()
63{
64 if (!active)
65 return;
66
67 terminate_all_pets (ob);
68 remove_friendly_object (ob);
69 ob->deactivate_recursive ();
70
71 if (ob->map)
72 maplevel = ob->map->path;
73
74 ob->remove ();
75 ob->enemy = 0; // sometimes keeps an extra refcount on itself
76 ob->map = 0;
77 party = 0;
78
79 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
80
81 players.erase (this);
82}
83
84// connect the player with a specific client
85// also changes, rationalises, and fixes some incorrect settings
171void 86void
172player::connect (client *ns) 87player::connect (client *ns)
173{ 88{
174 this->ns = ns; 89 this->ns = ns;
175 ns->pl = this; 90 ns->pl = this;
176 91
177 next = first_player; 92 run_on = 0;
178 first_player = this; 93 fire_on = 0;
94 ob->close_container (); //TODO: client-specific
179 95
180 ns->update_look = 0; 96 ns->update_look = 0;
181 ns->look_position = 0; 97 ns->look_position = 0;
182 98
183 clear_los (ob); 99 clear_los ();
184 100
101 ns->reset_stats ();
102
103 /* make sure he's a player -- needed because of class change. */
185 ob->type = PLAYER; // we are paranoid 104 ob->type = PLAYER; // we are paranoid
186 ob->race = ob->arch->clone.race; 105 ob->race = ob->arch->race;
106
107 ob->update_weight ();
108 link_skills ();
187 109
188 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); 110 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
189 ob->update_stats ();
190 update_ob_speed (ob);
191 111
192 ob->carrying = sum_weight (ob);
193 link_player_skills (ob);
194
195 if (!legal_range (ob, shoottype))
196 shoottype = range_none;
197
198 assign (title, ob->arch->clone.name); 112 assign (title, ob->arch->object::name);
199
200 /* can_use_shield is a new flag. However, the can_use.. seems to largely come
201 * from the class, and not race. I don't see any way to get the class information
202 * to then update this. I don't think this will actually break anything - anyone
203 * that can use armour should be able to use a shield. What this may 'break'
204 * are features new characters get, eg, if someone starts up with a Q, they
205 * should be able to use a shield. However, old Q's won't get that advantage.
206 */
207 if (QUERY_FLAG (ob, FLAG_USE_ARMOUR))
208 SET_FLAG (ob, FLAG_USE_SHIELD);
209 113
210 /* if it's a dragon player, set the correct title here */ 114 /* if it's a dragon player, set the correct title here */
211 if (is_dragon_pl (ob)) 115 if (is_dragon_pl (ob))
212 { 116 {
213 object *tmp, *abil = 0, *skin = 0; 117 object *tmp, *abil = 0, *skin = 0;
214 118
215 shstr_cmp dragon_ability_force ("dragon_ability_force");
216 shstr_cmp dragon_skin_force ("dragon_skin_force");
217
218 for (tmp = ob->inv; tmp; tmp = tmp->below) 119 for (tmp = ob->inv; tmp; tmp = tmp->below)
219 if (tmp->type == FORCE) 120 if (tmp->type == FORCE)
220 if (tmp->arch->name == dragon_ability_force) 121 if (tmp->arch->archname == shstr_dragon_ability_force)
221 abil = tmp; 122 abil = tmp;
222 else if (tmp->arch->name == dragon_skin_force) 123 else if (tmp->arch->archname == shstr_dragon_skin_force)
223 skin = tmp; 124 skin = tmp;
224 125
225 set_dragon_name (ob, abil, skin); 126 set_dragon_name (ob, abil, skin);
226 } 127 }
227 128
228 CLEAR_FLAG (ob, FLAG_FRIENDLY);
229 add_friendly_object (ob);
230
231 LOG (llevInfo, "LOGIN: Player named %s from ip %s\n", &ob->name, ns->host);
232
233 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 129 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
234 new_draw_info_format (NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, NULL, "%s has entered the game.", &ob->name); 130
131 esrv_new_player (this);
132
133 ob->update_stats ();
235 134
236 ns->floorbox_update (); 135 ns->floorbox_update ();
237
238 esrv_new_player (this, ob->weight + ob->carrying);
239 esrv_send_inventory (ob, ob); 136 esrv_send_inventory (ob, ob);
240 esrv_add_spells (this, 0); 137 esrv_add_spells (this, 0);
241 138
242 enter_exit (ob, 0); 139 activate ();
243 140
244// send_rules (ob);//TODO 141 INVOKE_PLAYER (CONNECT, this);
245// send_news (ob);//TODO
246// display_motd (ob);//TODO
247 INVOKE_PLAYER (LOGIN, this); 142 INVOKE_PLAYER (LOGIN, this);
143}
144
145void
146player::disconnect ()
147{
148 if (ob)
149 {
150 ob->close_container (); //TODO: client-specific
151 ob->drop_unpaid_items ();
152 }
153
154 if (ns)
155 {
156 if (active)
157 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
158
159 INVOKE_PLAYER (DISCONNECT, this);
160
161 ns->reset_stats ();
162 ns->pl = 0;
163 ns = 0;
164 }
165
166 // this is important for the player scheduler to get the correct refcount
167 // when ns = 0
168 observe = viewpoint = ob;
169
170 deactivate ();
248} 171}
249 172
250// the need for this function can be explained 173// the need for this function can be explained
251// by load_object not returning the object 174// by load_object not returning the object
252void 175void
253player::set_object (object *op) 176player::set_object (object *op)
254{ 177{
255 ob = op; 178 ob = observe = viewpoint = op;
256 ob->contr = this; /* this aren't yet in archetype */ 179 ob->contr = this; /* this aren't yet in archetype */
257 180
181 ob->speed = 1.0f;
258 ob->speed_left = 0.5; 182 ob->speed_left = 0.5f;
259 ob->speed = 1.0; 183
260 ob->direction = 5; /* So player faces south */ 184 ob->direction = 5; /* So player faces south */
261 ob->stats.wc = 2;
262 ob->run_away = 25; /* Then we panick... */
263 185
264 set_first_map (ob); 186 ob->flag [FLAG_READY_WEAPON] = false;
187 ob->flag [FLAG_READY_SKILL] = false;
188 ob->flag [FLAG_READY_BOW] = false;
265 189
266 ob->roll_stats (); 190 for (object *op = ob->inv; op; op = op->below)
191 if (op->flag [FLAG_APPLIED])
192 switch (op->type)
193 {
194 case SKILL:
195 ob->flag [FLAG_APPLIED] = false;
196 break;
197
198 case WAND:
199 case ROD:
200 case HORN:
201 case BOW:
202 ranged_ob = op;
203 break;
204
205 case WEAPON:
206 combat_ob = op;
207 break;
208 }
209
210 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
211 ob->deactivate (); // change_weapon activates, fix this better
212}
213
214void
215player::set_observe (object *op)
216{
217 observe = viewpoint = op ? op : ob;
218 do_los = 1;
219}
220
221void
222player::set_viewpoint (object *op)
223{
224 viewpoint = op ? op : (object *)observe;
225 do_los = 1;
267} 226}
268 227
269player::player () 228player::player ()
270{ 229{
271 /* There are some elements we want initialized to non zero value - 230 /* There are some elements we want initialised to non zero value -
272 * we deal with that below this point. 231 * we deal with that below this point.
273 */ 232 */
274 outputs_sync = 16; /* Every 2 seconds */ 233 outputs_sync = 4;
275 outputs_count = 8; /* Keeps present behaviour */ 234 outputs_count = 4;
276 unapply = unapply_nochoice; 235 unapply = unapply_nochoice;
277 236
278 assign (savebed_map, first_map_path); /* Init. respawn position */ 237 savebed_map = first_map_path; /* Init. respawn position */
279 238
280 gen_sp_armour = 10; 239 gen_sp_armour = 10;
281 last_speed = -1;
282 shoottype = range_none;
283 bowtype = bow_normal; 240 bowtype = bow_normal;
284 petmode = pet_normal; 241 petmode = pet_normal;
285 listening = 10;
286 usekeys = containers; 242 usekeys = containers;
287 last_weapon_sp = -1;
288 peaceful = 1; /* default peaceful */ 243 peaceful = 1; /* default peaceful */
289 do_los = 1; 244 do_los = 1;
290 245
291 /* we need to clear these to -1 and not zero - otherwise, 246 weapon_sp = 1.0f;
292 * if a player quits and starts a new character, we wont 247 weapon_sp_left = 0.5f;
293 * send new values to the client, as things like exp start 248}
294 * at zero.
295 */
296 for (int i = 0; i < NUM_SKILLS; i++)
297 last_skill_exp[i] = -1;
298 249
299 for (int i = 0; i < NROFATTACKS; i++) 250void
300 last_resist[i] = -1; 251player::do_destroy ()
252{
253 disconnect ();
301 254
302 last_stats.exp = -1; 255 attachable::do_destroy ();
303 last_weight = (uint32) - 1; 256
257 if (ob)
258 {
259 ob->destroy_inv (false);
260 ob->destroy ();
261 }
262
263 ob = observe = viewpoint = 0;
304} 264}
305 265
306player::~player () 266player::~player ()
307{ 267{
308 terminate_all_pets (ob);
309
310 if (first_player != this)
311 {
312 player *prev = first_player;
313
314 while (prev && prev->next && prev->next != this)
315 prev = prev->next;
316
317 if (prev->next != this)
318 {
319 LOG (llevError, "Free_player: Can't find previous player.\n");
320 abort ();
321 }
322
323 prev->next = next;
324 }
325 else
326 first_player = next;
327
328 if (ob)
329 {
330 ob->contr = 0;
331 ob->destroy (1);
332 }
333
334 if (ns)
335 {
336 ns->send_packet ("goodbye");
337 ns->flush ();
338 ns->pl = 0;
339 ns->destroy ();
340 }
341
342 /* Clear item stack */ 268 /* Clear item stack */
343 free (stack_items); 269 free (stack_items);
344} 270}
345 271
346/* Tries to add player on the connection passed in ns. 272/* Tries to add player on the connection passed in ns.
351player::create () 277player::create ()
352{ 278{
353 player *pl = new player; 279 player *pl = new player;
354 280
355 pl->set_object (arch_to_object (get_player_archetype (0))); 281 pl->set_object (arch_to_object (get_player_archetype (0)));
282
283 pl->ob->roll_stats ();
284 pl->ob->stats.wc = 2;
285 pl->ob->run_away = 25; /* Then we panick... */
286
287 set_first_map (pl->ob);
356 288
357 return pl; 289 return pl;
358} 290}
359 291
360/* 292/*
363 * Note: there MUST be at least one player archetype! 295 * Note: there MUST be at least one player archetype!
364 */ 296 */
365archetype * 297archetype *
366get_player_archetype (archetype *at) 298get_player_archetype (archetype *at)
367{ 299{
368 archetype *start = at; 300 // archetypes could have been reloaded
301 archetype *nat = at ? archetype::find (at->archname) : archetypes [0];
302
303 if (!nat)
304 return at;
305
306 archvec::iterator i = archetypes.find (nat);
369 307
370 for (;;) 308 for (;;)
371 { 309 {
372 if (at == NULL || at->next == NULL) 310 if (++i == archetypes.end ())
373 at = first_archetype; 311 i = archetypes.begin ();
374 else 312 else if (*i == at)
375 at = at->next; 313 cleanup ("not a single player archetype found");
376 314
377 if (at->clone.type == PLAYER) 315 if ((*i)->type == PLAYER)
378 return at; 316 return *i;
379
380 if (at == start)
381 {
382 LOG (llevError, "No Player archetypes\n");
383 exit (-1);
384 }
385 } 317 }
386} 318}
387 319
388object * 320object *
389get_nearest_player (object *mon) 321get_nearest_player (object *mon)
390{ 322{
391 object *op = NULL; 323 object *op = NULL;
392 player *pl = NULL;
393 objectlink *ol; 324 objectlink *ol;
394 unsigned lastdist; 325 unsigned lastdist;
395 rv_vector rv; 326 rv_vector rv;
396 327
397 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 328 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
398 { 329 {
399 /* We should not find free objects on this friendly list, but it
400 * does periodically happen. Given that, lets deal with it.
401 * While unlikely, it is possible the next object on the friendly
402 * list is also free, so encapsulate this in a while loop.
403 */
404 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
405 {
406 object *tmp = ol->ob;
407
408 /* Can't do much more other than log the fact, because the object
409 * itself will have been cleared.
410 */
411 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n");
412 ol = ol->next;
413 remove_friendly_object (tmp);
414 if (!ol)
415 return op;
416 }
417
418 /* Remove special check for player from this. First, it looks to cause
419 * some crashes (ol->ob->contr not set properly?), but secondly, a more
420 * complicated method of state checking would be needed in any case -
421 * as it was, a clever player could type quit, and the function would
422 * skip them over while waiting for confirmation. Remove
423 * on_same_map check, as can_detect_enemy also does this
424 */
425 if (!can_detect_enemy (mon, ol->ob, &rv)) 330 if (!can_detect_enemy (mon, ol->ob, &rv))
426 continue; 331 continue;
427 332
428 if (lastdist > rv.distance) 333 if (lastdist > rv.distance)
429 { 334 {
430 op = ol->ob; 335 op = ol->ob;
431 lastdist = rv.distance; 336 lastdist = rv.distance;
432 } 337 }
433 } 338 }
434 for (pl = first_player; pl != NULL; pl = pl->next) 339
435 { 340 for_all_players (pl)
436 if (can_detect_enemy (mon, pl->ob, &rv)) 341 if (can_detect_enemy (mon, pl->ob, &rv))
437 {
438
439 if (lastdist > rv.distance) 342 if (lastdist > rv.distance)
440 { 343 {
441 op = pl->ob; 344 op = pl->ob;
442 lastdist = rv.distance; 345 lastdist = rv.distance;
443 } 346 }
444 } 347
445 }
446#if 0 348#if 0
447 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)"); 349 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
448#endif 350#endif
449 return op; 351 return op;
450} 352}
508 x = mon->x; 410 x = mon->x;
509 y = mon->y; 411 y = mon->y;
510 m = mon->map; 412 m = mon->map;
511 dir = rv.direction; 413 dir = rv.direction;
512 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 414 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
513 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 415 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
416
514 /* If we can't solve it within the search distance, return now. */ 417 /* If we can't solve it within the search distance, return now. */
515 if (diff > max) 418 if (diff > max)
516 return 0; 419 return 0;
420
517 while (diff > 1 && max > 0) 421 while (diff > 1 && max > 0)
518 { 422 {
519 lastx = x; 423 lastx = x;
520 lasty = y; 424 lasty = y;
521 lastmap = m; 425 lastmap = m;
603 max--; 507 max--;
604 lastdir = dir; 508 lastdir = dir;
605 if (!firstdir) 509 if (!firstdir)
606 firstdir = dir; 510 firstdir = dir;
607 } 511 }
512
608 if (diff <= 1) 513 if (diff <= 1)
609 { 514 {
610 /* Recalculate diff (distance) because we may not have actually 515 /* Recalculate diff (distance) because we may not have actually
611 * headed toward player for entire distance. 516 * headed toward player for entire distance.
612 */ 517 */
613 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 518 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
614 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 519 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
615 } 520 }
521
616 if (diff > max) 522 if (diff > max)
617 return 0; 523 return 0;
618 } 524 }
525
619 /* If we reached the max, didn't find a direction in time */ 526 /* If we reached the max, didn't find a direction in time */
620 if (!max) 527 if (!max)
621 return 0; 528 return 0;
622 529
623 return firstdir; 530 return firstdir;
624} 531}
625 532
626void 533void
627give_initial_items (object *pl, treasurelist * items) 534give_initial_items (object *pl, treasurelist *items)
628{ 535{
629 object *op, *next = NULL;
630
631 if (pl->randomitems != NULL) 536 if (pl->randomitems)
632 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); 537 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
633 538
634 for (op = pl->inv; op; op = next) 539 for (object *next, *op = pl->inv; op; op = next)
635 { 540 {
636 next = op->below; 541 next = op->below;
637 542
638 /* Forces get applied per default, unless they have the 543 /* Forces get applied per default, unless they have the
639 * flag "neutral" set. Sorry but I can't think of a better way 544 * flag "neutral" set. Sorry but I can't think of a better way
644 /* we never give weapons/armour if these cannot be used 549 /* we never give weapons/armour if these cannot be used
645 * by this player due to race restrictions 550 * by this player due to race restrictions
646 */ 551 */
647 if (pl->type == PLAYER) 552 if (pl->type == PLAYER)
648 { 553 {
649 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) && 554 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR)
555 &&
650 (op->type == ARMOUR || op->type == BOOTS || 556 (op->type == ARMOUR || op->type == BOOTS
651 op->type == CLOAK || op->type == HELMET || 557 || op->type == CLOAK || op->type == HELMET
652 op->type == SHIELD || op->type == GLOVES || 558 || op->type == SHIELD || op->type == GLOVES
559 || op->type == BRACERS || op->type == GIRDLE))
653 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) 560 || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
654 { 561 {
655 op->destroy (); 562 op->destroy ();
656 continue; 563 continue;
657 } 564 }
658 } 565 }
659 566
660 /* This really needs to be better - we should really give 567 /* Here we remove duplicated skills (as duplicated spell objects have
661 * a substitute spellbook. The problem is that we don't really 568 * _very_ confusing effects for players), which could for instance be
662 * have a good idea what to replace it with (need something like 569 * generated by bad treasurelists. - elmex
663 * a first level treasurelist for each skill.)
664 * remove duplicate skills also
665 */ 570 */
666 if (op->type == SPELLBOOK || op->type == SKILL) 571 if (op->type == SKILL)
667 { 572 {
668 object *tmp;
669
670 for (tmp = op->below; tmp; tmp = tmp->below) 573 for (object *tmp = op->below; tmp; tmp = tmp->below)
671 if (tmp->type == op->type && tmp->name == op->name) 574 if (tmp->type == op->type && tmp->name == op->name)
672 break;
673
674 if (tmp)
675 { 575 {
676 op->destroy (); 576 op->destroy ();
577 LOG (llevError,
677 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); 578 "give_initial_items: Removing duplicate skill %s\n", &tmp->name);
678 continue; 579 break;
679 } 580 }
680 581
681 if (op->nrof > 1) 582 if (op->nrof > 1)
682 op->nrof = 1; 583 op->nrof = 1;
683 } 584 }
684 585
685 if (op->type == SPELLBOOK && op->inv) 586 if (op->type == SPELLBOOK && op->inv)
686 {
687 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); 587 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
688 }
689 588
690 /* Give starting characters identified, uncursed, and undamned 589 /* Give starting characters identified, uncursed, and undamned
691 * items. Just don't identify gold or silver, or it won't be 590 * items. Just don't identify gold or silver, or it won't be
692 * merged properly. 591 * merged properly.
693 */ 592 */
694 if (need_identify (op)) 593 if (need_identify (op))
695 { 594 {
696 SET_FLAG (op, FLAG_IDENTIFIED); 595 SET_FLAG (op, FLAG_IDENTIFIED);
697 CLEAR_FLAG (op, FLAG_CURSED); 596 CLEAR_FLAG (op, FLAG_CURSED);
698 CLEAR_FLAG (op, FLAG_DAMNED); 597 CLEAR_FLAG (op, FLAG_DAMNED);
699 } 598 }
599
700 if (op->type == SPELL) 600 if (op->type == SPELL)
701 { 601 {
702 op->destroy (); 602 op->destroy ();
703 continue; 603 continue;
704 } 604 }
706 { 606 {
707 SET_FLAG (op, FLAG_CAN_USE_SKILL); 607 SET_FLAG (op, FLAG_CAN_USE_SKILL);
708 op->stats.exp = 0; 608 op->stats.exp = 0;
709 op->level = 1; 609 op->level = 1;
710 } 610 }
711 /* lock all 'normal items by default */ 611 else /* lock all 'normal items by default */
712 else
713 SET_FLAG (op, FLAG_INV_LOCKED); 612 SET_FLAG (op, FLAG_INV_LOCKED);
714 } /* for loop of objects in player inv */ 613 } /* for loop of objects in player inv */
715 614
716 /* Need to set up the skill pointers */ 615 /* Need to set up the skill pointers */
717 link_player_skills (pl); 616 pl->contr->link_skills ();
718} 617}
719 618
720void 619void
721get_party_password (object *op, partylist *party) 620get_party_password (object *op, partylist *party)
722{ 621{
737roll_stat (void) 636roll_stat (void)
738{ 637{
739 int a[4], i, j, k; 638 int a[4], i, j, k;
740 639
741 for (i = 0; i < 4; i++) 640 for (i = 0; i < 4; i++)
742 a[i] = (int) RANDOM () % 6 + 1; 641 a[i] = (int) rndm (6) + 1;
743 642
744 for (i = 0, j = 0, k = 7; i < 4; i++) 643 for (i = 0, j = 0, k = 7; i < 4; i++)
745 if (a[i] < k) 644 if (a[i] < k)
746 k = a[i], j = i; 645 k = a[i], j = i;
747 646
753} 652}
754 653
755void 654void
756object::roll_stats () 655object::roll_stats ()
757{ 656{
758 int statsort [7]; 657 int statsort [NUM_STATS];
759 658
760 for (;;) 659 for (;;)
761 { 660 {
762 int sum = 0; 661 int sum = 0;
763 for (int i = 7; i--; ) 662 for (int i = NUM_STATS; i--; )
764 sum += statsort [i] = roll_stat (); 663 sum += statsort [i] = roll_stat ();
765 664
766 if (sum >= 82 && sum <= 116) 665 if (sum >= 82 && sum <= 116)
767 break; 666 break;
768 } 667 }
769 668
770 // Sort the stats so that rerolling is easier... 669 // Sort the stats so that rerolling is easier...
771 std::sort (statsort, statsort + 7, std::greater<int>()); 670 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
772 671
672 for (int i = 0; i < NUM_STATS; ++i)
773 stats.Str = statsort[0]; 673 stats.stat (i) = statsort [i];
774 stats.Dex = statsort[1];
775 stats.Con = statsort[2];
776 stats.Int = statsort[3];
777 stats.Wis = statsort[4];
778 stats.Pow = statsort[5];
779 stats.Cha = statsort[6];
780 674
781 stats.exp = 0; 675 stats.exp = 0;
782 stats.ac = 0; 676 stats.ac = 0;
783 677
784 stats.hp = stats.maxhp; 678 stats.hp = stats.maxhp;
796} 690}
797 691
798void 692void
799object::swap_stats (int a, int b) 693object::swap_stats (int a, int b)
800{ 694{
801 int tmp = get_attr_value (&contr->orig_stats, a); 695 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
802 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
803 set_attr_value (&contr->orig_stats, b, tmp);
804 696
697 for (int i = 0; i < NUM_STATS; ++i)
805 stats.Str = contr->orig_stats.Str; 698 stats.stat (i) = contr->orig_stats.stat (i);
806 stats.Dex = contr->orig_stats.Dex;
807 stats.Con = contr->orig_stats.Con;
808 stats.Int = contr->orig_stats.Int;
809 stats.Wis = contr->orig_stats.Wis;
810 stats.Pow = contr->orig_stats.Pow;
811 stats.Cha = contr->orig_stats.Cha;
812 699
813 //TODO: the following code looks so borked and should, at the very least, 700 //TODO: the following code looks so borked and should, at the very least,
814 // be merged with the similar code in roll_stats 701 // be merged with the similar code in roll_stats
815 stats.ac = 0; 702 stats.ac = 0;
816 703
828 contr->levsp[1] = 6; 715 contr->levsp[1] = 6;
829 contr->levgrace[1] = 3; 716 contr->levgrace[1] = 3;
830 717
831 contr->orig_stats = stats; 718 contr->orig_stats = stats;
832 } 719 }
720}
721
722static void
723start_info (object *op)
724{
725 char buf[MAX_BUF];
726
727 sprintf (buf, "Welcome to Deliantra v%s!", VERSION);
728 new_draw_info (NDI_UNIQUE, 0, op, buf);
833} 729}
834 730
835/* This function takes the key that is passed, and does the 731/* This function takes the key that is passed, and does the
836 * appropriate action with it (change race, or other things). 732 * appropriate action with it (change race, or other things).
837 * The function name is for historical reasons - now we have 733 * The function name is for historical reasons - now we have
838 * separate race and class; this actually changes the RACE, 734 * separate race and class; this actually changes the RACE,
839 * not the class. 735 * not the class.
840 */ 736 */
841int 737void
842key_change_class (object *op, char key) 738player::chargen_race_done ()
843{ 739{
844 int tmp_loop;
845
846 if (key == 'd' || key == 'D')
847 {
848 char buf[MAX_BUF];
849
850 /* this must before then initial items are given */ 740 /* this must before then initial items are given */
851 esrv_new_player (op->contr, op->weight + op->carrying); 741 esrv_new_player (ob->contr);
852 742
853 treasurelist *tl = find_treasurelist ("starting_wealth"); 743 treasurelist *tl = treasurelist::find ("starting_wealth");
854 if (tl) 744 if (tl)
855 create_treasure (tl, op, 0, 0, 0); 745 create_treasure (tl, ob, 0, 0, 0);
856 746
857 INVOKE_PLAYER (BIRTH, op->contr); 747 INVOKE_PLAYER (BIRTH, ob->contr);
858 INVOKE_PLAYER (LOGIN, op->contr); 748 INVOKE_PLAYER (LOGIN, ob->contr);
859 749
860 op->contr->ns->state = ST_PLAYING; 750 ob->contr->ns->state = ST_PLAYING;
861 751
862 if (op->msg) 752 if (ob->msg)
863 op->msg = NULL; 753 ob->msg = 0;
864 754
865 /* We create this now because some of the unique maps will need it
866 * to save here.
867 */
868 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name);
869 make_path_to_file (buf);
870
871#ifdef AUTOSAVE
872 op->contr->last_save_tick = pticks;
873#endif
874 start_info (op); 755 start_info (ob);
875 CLEAR_FLAG (op, FLAG_WIZ); 756 CLEAR_FLAG (ob, FLAG_WIZ);
876 give_initial_items (op, op->randomitems); 757 give_initial_items (ob, ob->randomitems);
877 link_player_skills (op);
878 esrv_send_inventory (op, op); 758 esrv_send_inventory (ob, ob);
879 op->update_stats (); 759 ob->update_stats ();
880 760
881 /* This moves the player to a different start map, if there 761 /* This moves the player to a different start map, if there
882 * is one for this race 762 * is one for this race
883 */ 763 */
884 if (*first_map_ext_path) 764 if (*first_map_ext_path)
885 { 765 ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y);
886 object *tmp;
887 char mapname[MAX_BUF];
888
889 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name);
890 tmp = object::create ();
891 EXIT_PATH (tmp) = mapname;
892 EXIT_X (tmp) = op->x;
893 EXIT_Y (tmp) = op->y;
894 enter_exit (op, tmp); /* we don't really care if it succeeded;
895 * if the map isn't there, then stay on the
896 * default initial map */
897 tmp->destroy ();
898 }
899 else 766 else
900 LOG (llevDebug, "first_map_ext_path not set\n"); 767 LOG (llevDebug, "first_map_ext_path not set\n");
768}
901 769
902 return 0; 770void
903 } 771player::chargen_race_next ()
904 772{
905 /* Following actually changes the race - this is the default command 773 /* Following actually changes the race - this is the default command
906 * if we don't match with one of the options above. 774 * if we don't match with one of the options above.
907 */ 775 */
908 776
909 tmp_loop = 0; 777 do
910 while (!tmp_loop)
911 { 778 {
912 shstr name = op->name; 779 shstr name = ob->name;
913 int x = op->x, y = op->y; 780 int x = ob->x, y = ob->y;
914 781
915 op->remove_statbonus (); 782 ob->remove_statbonus ();
916 op->remove (); 783 ob->remove ();
917 op->arch = get_player_archetype (op->arch); 784 ob->arch = get_player_archetype (ob->arch);
918 op->arch->clone.copy_to (op); 785 ob->arch->copy_to (ob);
919 op->instantiate (); 786 ob->instantiate ();
920 op->stats = op->contr->orig_stats; 787 ob->stats = ob->contr->orig_stats;
921 op->name = op->name_pl = name; 788 ob->name = ob->name_pl = name;
922 op->x = x; 789 ob->x = x;
923 op->y = y; 790 ob->y = y;
924 SET_ANIMATION (op, 2); /* So player faces south */ 791 SET_ANIMATION (ob, 2); /* So player faces south */
925 insert_ob_in_map (op, op->map, op, 0); 792 insert_ob_in_map (ob, ob->map, ob, 0);
926 assign (op->contr->title, op->arch->clone.name); 793 assign (ob->contr->title, ob->arch->object::name);
927 op->add_statbonus (); 794 ob->add_statbonus ();
928 tmp_loop = allowed_class (op);
929 } 795 }
796 while (!allowed_class (ob));
930 797
931 update_object (op, UP_OBJ_FACE); 798 update_object (ob, UP_OBJ_FACE);
932 esrv_update_item (UPD_FACE, op, op); 799 esrv_update_item (UPD_FACE, ob, ob);
933 op->update_stats (); 800 ob->update_stats ();
934 op->stats.hp = op->stats.maxhp; 801 ob->stats.hp = ob->stats.maxhp;
935 op->stats.sp = op->stats.maxsp; 802 ob->stats.sp = ob->stats.maxsp;
936 op->stats.grace = 0; 803 ob->stats.grace = 0;
937
938 if (op->msg)
939 new_draw_info (NDI_BLUE, 0, op, op->msg);
940
941 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
942 return 0;
943}
944
945int
946key_confirm_quit (object *op, char key)
947{
948 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
949 {
950 op->contr->ns->state = ST_PLAYING;
951 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
952 return 1;
953 }
954
955 INVOKE_PLAYER (LOGOUT, op->contr);
956 INVOKE_PLAYER (QUIT, op->contr);
957
958 terminate_all_pets (op);
959 leave_map (op);
960 op->direction = 0;
961 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
962
963 strcpy (op->contr->killer, "quit");
964 check_score (op);
965 op->contr->party = 0;
966 op->contr->own_title[0] = '\0';
967
968 object_ptr ob = op;
969
970 delete ob->contr;
971
972 /* We need to hunt for any per player unique maps in memory and
973 * get rid of them. The trailing slash in the path is intentional,
974 * so that players named 'Ab' won't match against players 'Abe' pathname
975 */
976 char buf[MAX_BUF];
977 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
978
979 for (maptile *next, *mp = first_map; mp; mp = next)
980 {
981 next = mp->next;
982
983 if (!strncmp (mp->path, buf, strlen (buf)))
984 delete_map (mp);
985 }
986
987 delete_character (ob->name, 1);
988
989 return 1;
990} 804}
991 805
992void 806void
993flee_player (object *op) 807flee_player (object *op)
994{ 808{
1000 LOG (llevDebug, "Fleeing player is dead.\n"); 814 LOG (llevDebug, "Fleeing player is dead.\n");
1001 CLEAR_FLAG (op, FLAG_SCARED); 815 CLEAR_FLAG (op, FLAG_SCARED);
1002 return; 816 return;
1003 } 817 }
1004 818
1005 if (op->enemy == NULL) 819 if (!op->enemy)
1006 { 820 {
1007 LOG (llevDebug, "Fleeing player had no enemy.\n"); 821 LOG (llevDebug, "Fleeing player had no enemy.\n");
1008 CLEAR_FLAG (op, FLAG_SCARED); 822 CLEAR_FLAG (op, FLAG_SCARED);
1009 return; 823 return;
1010 } 824 }
1011 825
1012 /* Seen some crashes here. Since we don't store an
1013 * op->enemy_count, it is possible that something destroys the
1014 * actual enemy, and the object is recycled.
1015 */
1016 if (op->enemy->map == NULL)
1017 {
1018 CLEAR_FLAG (op, FLAG_SCARED);
1019 op->enemy = NULL;
1020 return;
1021 }
1022
1023 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0)) 826 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
1024 { 827 {
1025 op->enemy = NULL; 828 op->enemy = NULL;
1026 CLEAR_FLAG (op, FLAG_SCARED); 829 CLEAR_FLAG (op, FLAG_SCARED);
1027 return; 830 return;
1030 get_rangevector (op, op->enemy, &rv, 0); 833 get_rangevector (op, op->enemy, &rv, 0);
1031 834
1032 dir = absdir (4 + rv.direction); 835 dir = absdir (4 + rv.direction);
1033 for (diff = 0; diff < 3; diff++) 836 for (diff = 0; diff < 3; diff++)
1034 { 837 {
1035 int m = 1 - (RANDOM () & 2); 838 int m = 1 - rndm (2) * 2;
1036 839
1037 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 840 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1038 return; 841 return;
1039 } 842 }
1040 843
1041 /* Cornered, get rid of scared */ 844 /* Cornered, get rid of scared */
1042 CLEAR_FLAG (op, FLAG_SCARED); 845 CLEAR_FLAG (op, FLAG_SCARED);
1043 op->enemy = NULL; 846 op->enemy = NULL;
1044} 847}
1045 848
1046
1047/* check_pick sees if there is stuff to be picked up/picks up stuff. 849/* check_pick sees if there is stuff to be picked up/picks up stuff.
1048 * IT returns 1 if the player should keep on moving, 0 if he should 850 * It returns 1 if the player should keep on moving, 0 if he should
1049 * stop. 851 * stop.
1050 */ 852 */
1051int 853int
1052check_pick (object *op) 854check_pick (object *op)
1053{ 855{
1054 object *tmp, *next; 856 object *tmp, *next;
1055 int stop = 0; 857 int stop = 0;
1056 int j, k, wvratio; 858 int wvratio;
1057 char putstring[128], tmpstr[16];
1058 859
1059 /* if you're flying, you cna't pick up anything */ 860 /* if you're flying, you cna't pick up anything */
1060 if (op->move_type & MOVE_FLYING) 861 if (op->move_type & MOVE_FLYING)
1061 return 1; 862 return 1;
1062 863
1063 next = op->below; 864 next = op->below;
1064 865
866 int cnt = MAX_ITEM_PER_DROP;
867#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
868
1065 /* loop while there are items on the floor that are not marked as 869 /* loop while there are items on the floor that are not marked as
1066 * destroyed */ 870 * destroyed */
1067 while (next && !next->destroyed ()) 871 while (next && !next->destroyed ())
1068 { 872 {
1069 tmp = next; 873 tmp = next;
1070 next = tmp->below; 874 next = tmp->below;
1071 875
876 if (cnt <= 0)
877 {
878 op->failmsg ("Couldn't pickup all items at once.");
879 return 0;
880 }
881
1072 if (op->destroyed ()) 882 if (op->destroyed ())
1073 return 0; 883 return 0;
1074 884
1075 if (!can_pick (op, tmp)) 885 if (!can_pick (op, tmp))
1076 continue; 886 continue;
1077 887
1078 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 888 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1079 { 889 {
1080 if (item_matched_string (op, tmp, op->contr->search_str)) 890 if (item_matched_string (op, tmp, op->contr->search_str))
1081 pick_up (op, tmp); 891 CHK_PICK_PICKUP;
892
1082 continue; 893 continue;
1083 } 894 }
1084 895
1085 /* high not bit set? We're using the old autopickup model */ 896 /* pickup handling */
897 if (op->contr->mode & PU_DEBUG)
898 {
899 /* some debugging code to figure out item information */
900 const char *str = tmp->name
901 ? format ("item name: %s item type: %d weight/value: %d",
902 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))))
903 : format ("item name: %s item type: %d weight/value: %d",
904 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
905
906 new_draw_info (NDI_UNIQUE, 0, op, str);
907 }
908
909 if (op->contr->mode & PU_INHIBIT)
910 return 1;
911
912 if (!(op->contr->mode & PU_ENABLE)) // TODO: fix client
913 return 1;
914
915 /* philosophy:
916 * It's easy to grab an item type from a pile, as long as it's
917 * generic. This takes no game-time. For more detailed pickups
918 * and selections, select-items should be used. This is a
919 * grab-as-you-run type mode that's really useful for arrows for
920 * example.
921 * The drawback: right now it has no frontend, so you need to
922 * stick the bits you want into a calculator in hex mode and then
923 * convert to decimal and then 'pickup <#>
924 */
925
926 /* the first two modes are exclusive: if NOTHING we return, if
927 * STOP then we stop. All the rest are applied sequentially,
928 * meaning if any test passes, the item gets picked up. */
929
930 /* if mode is set to pick nothing up, return */
931 if (op->contr->mode == PU_NOTHING)
932 return 1;
933
934 /* if mode is set to stop when encountering objects, return */
935 /* take STOP before INHIBIT since it doesn't actually pick
936 * anything up */
937 if (op->contr->mode & PU_STOP)
938 return 0;
939
940 /* useful for going into stores and not losing your settings... */
941 /* and for battles wher you don't want to get loaded down while
942 * fighting */
943 if (op->contr->mode & PU_INHIBIT)
944 return 1;
945
946 /* prevent us from turning into auto-thieves :) */
947 if (QUERY_FLAG (tmp, FLAG_UNPAID))
948 continue;
949
950 /* ignore known cursed objects */
951 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
952 continue;
953
954 /* all food and drink if desired */
955 /* question: don't pick up known-poisonous stuff? */
1086 if (!(op->contr->mode & PU_NEWMODE)) 956 if (op->contr->mode & PU_FOOD)
957 if (tmp->type == FOOD)
1087 { 958 {
1088 switch (op->contr->mode) 959 CHK_PICK_PICKUP;
960 continue;
961 }
962
963 if (op->contr->mode & PU_DRINK)
964 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
965 {
966 CHK_PICK_PICKUP;
967 continue;
968 }
969
970 if (op->contr->mode & PU_POTION)
971 if (tmp->type == POTION)
972 {
973 CHK_PICK_PICKUP;
974 continue;
975 }
976
977 /* spellbooks, skillscrolls and normal books/scrolls */
978 if (op->contr->mode & PU_SPELLBOOK)
979 if (tmp->type == SPELLBOOK)
980 {
981 CHK_PICK_PICKUP;
982 continue;
983 }
984
985 if (op->contr->mode & PU_SKILLSCROLL)
986 if (tmp->type == SKILLSCROLL)
987 {
988 CHK_PICK_PICKUP;
989 continue;
990 }
991
992 if (op->contr->mode & PU_READABLES)
993 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
994 {
995 CHK_PICK_PICKUP;
996 continue;
997 }
998
999 /* wands/staves/rods/horns */
1000 if (op->contr->mode & PU_MAGIC_DEVICE)
1001 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1002 {
1003 CHK_PICK_PICKUP;
1004 continue;
1005 }
1006
1007 /* pick up all magical items */
1008 if (op->contr->mode & PU_MAGICAL)
1009 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1010 {
1011 CHK_PICK_PICKUP;
1012 continue;
1013 }
1014
1015 if (op->contr->mode & PU_VALUABLES)
1016 {
1017 if (tmp->type == MONEY || tmp->type == GEM)
1089 { 1018 {
1090 case 0: 1019 CHK_PICK_PICKUP;
1091 return 1; /* don't pick up */ 1020 continue;
1092 case 1:
1093 pick_up (op, tmp);
1094 return 1;
1095 case 2:
1096 pick_up (op, tmp);
1097 return 0;
1098 case 3:
1099 return 0; /* stop before pickup */
1100 case 4:
1101 pick_up (op, tmp);
1102 break;
1103 case 5:
1104 pick_up (op, tmp);
1105 stop = 1;
1106 break;
1107 case 6:
1108 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1109 pick_up (op, tmp);
1110 break;
1111
1112 case 7:
1113 if (tmp->type == MONEY || tmp->type == GEM)
1114 pick_up (op, tmp);
1115 break;
1116
1117 default:
1118 /* use value density */
1119 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1120 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1121 pick_up (op, tmp);
1122 } 1021 }
1123 } 1022 }
1124 else 1023
1125 { /* old model */ 1024 /* rings & amulets - talismans seems to be typed AMULET */
1126 /* NEW pickup handling */
1127 if (op->contr->mode & PU_DEBUG) 1025 if (op->contr->mode & PU_JEWELS)
1026 if (tmp->type == RING || tmp->type == AMULET)
1128 { 1027 {
1129 /* some debugging code to figure out item information */ 1028 CHK_PICK_PICKUP;
1130 if (tmp->name != NULL)
1131 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1132 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1133 else
1134 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1135 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1136 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1137
1138 sprintf (putstring, "...flags: ");
1139 for (k = 0; k < 4; k++)
1140 {
1141 for (j = 0; j < 32; j++)
1142 {
1143 if ((tmp->flags[k] >> j) & 0x01)
1144 {
1145 sprintf (tmpstr, "%d ", k * 32 + j);
1146 strcat (putstring, tmpstr);
1147 }
1148 }
1149 }
1150 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1151
1152#if 0
1153 /* print the flags too */
1154 for (k = 0; k < 4; k++)
1155 {
1156 fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1157 for (j = 0; j < 32; j++)
1158 {
1159 fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1160 if (!((j + 1) % 4))
1161 fprintf (stderr, " ");
1162 }
1163 fprintf (stderr, " [%d]\n", k * 32);
1164 }
1165#endif
1166 }
1167 /* philosophy:
1168 * It's easy to grab an item type from a pile, as long as it's
1169 * generic. This takes no game-time. For more detailed pickups
1170 * and selections, select-items shoul dbe used. This is a
1171 * grab-as-you-run type mode that's really useful for arrows for
1172 * example.
1173 * The drawback: right now it has no frontend, so you need to
1174 * stick the bits you want into a calculator in hex mode and then
1175 * convert to decimal and then 'pickup <#>
1176 */
1177
1178 /* the first two modes are exclusive: if NOTHING we return, if
1179 * STOP then we stop. All the rest are applied sequentially,
1180 * meaning if any test passes, the item gets picked up. */
1181
1182 /* if mode is set to pick nothing up, return */
1183
1184 if (op->contr->mode & PU_NOTHING)
1185 return 1;
1186
1187 /* if mode is set to stop when encountering objects, return */
1188 /* take STOP before INHIBIT since it doesn't actually pick
1189 * anything up */
1190
1191 if (op->contr->mode & PU_STOP)
1192 return 0;
1193
1194 /* useful for going into stores and not losing your settings... */
1195 /* and for battles wher you don't want to get loaded down while
1196 * fighting */
1197 if (op->contr->mode & PU_INHIBIT)
1198 return 1;
1199
1200 /* prevent us from turning into auto-thieves :) */
1201 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1202 continue; 1029 continue;
1030 }
1203 1031
1204 /* ignore known cursed objects */ 1032 /* we don't forget dragon food */
1205 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) 1033 if (op->contr->mode & PU_FLESH)
1034 if (tmp->type == FLESH)
1035 {
1036 CHK_PICK_PICKUP;
1206 continue; 1037 continue;
1038 }
1207 1039
1208 /* all food and drink if desired */ 1040 /* bows and arrows. Bows are good for selling! */
1209 /* question: don't pick up known-poisonous stuff? */ 1041 if (op->contr->mode & PU_BOW)
1042 if (tmp->type == BOW)
1043 {
1044 CHK_PICK_PICKUP;
1045 continue;
1046 }
1047
1048 if (op->contr->mode & PU_ARROW)
1049 if (tmp->type == ARROW)
1050 {
1051 CHK_PICK_PICKUP;
1052 continue;
1053 }
1054
1055 /* all kinds of armor etc. */
1056 if (op->contr->mode & PU_ARMOUR)
1057 if (tmp->type == ARMOUR)
1058 {
1059 CHK_PICK_PICKUP;
1060 continue;
1061 }
1062
1063 if (op->contr->mode & PU_HELMET)
1064 if (tmp->type == HELMET)
1065 {
1066 CHK_PICK_PICKUP;
1067 continue;
1068 }
1069
1070 if (op->contr->mode & PU_SHIELD)
1071 if (tmp->type == SHIELD)
1072 {
1073 CHK_PICK_PICKUP;
1074 continue;
1075 }
1076
1210 if (op->contr->mode & PU_FOOD) 1077 if (op->contr->mode & PU_BOOTS)
1211 if (tmp->type == FOOD) 1078 if (tmp->type == BOOTS)
1079 {
1080 CHK_PICK_PICKUP;
1081 continue;
1082 }
1083
1084 if (op->contr->mode & PU_GLOVES)
1085 if (tmp->type == GLOVES)
1086 {
1087 CHK_PICK_PICKUP;
1088 continue;
1089 }
1090
1091 if (op->contr->mode & PU_CLOAK)
1092 if (tmp->type == CLOAK)
1093 {
1094 CHK_PICK_PICKUP;
1095 continue;
1096 }
1097
1098 /* hoping to catch throwing daggers here */
1099 if (op->contr->mode & PU_MISSILEWEAPON)
1100 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1101 {
1102 CHK_PICK_PICKUP;
1103 continue;
1104 }
1105
1106 /* careful: chairs and tables are weapons! */
1107 if (op->contr->mode & PU_ALLWEAPON)
1108 {
1109 if (tmp->type == WEAPON)
1110 if (!tmp->arch->archname.contains ("table") && !tmp->arch->archname.contains ("chair"))
1212 { 1111 {
1213 pick_up (op, tmp); 1112 CHK_PICK_PICKUP;
1214 continue; 1113 continue;
1215 } 1114 }
1115 }
1216 1116
1117 /* misc stuff that's useful */
1217 if (op->contr->mode & PU_DRINK) 1118 if (op->contr->mode & PU_KEY)
1218 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1119 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1219 { 1120 {
1220 pick_up (op, tmp); 1121 CHK_PICK_PICKUP;
1221 continue; 1122 continue;
1222 } 1123 }
1223 1124
1125 /* any of the last 4 bits set means we use the ratio for value
1126 * pickups */
1224 if (op->contr->mode & PU_POTION) 1127 if (op->contr->mode & PU_RATIO)
1225 if (tmp->type == POTION) 1128 {
1129 /* use value density to decide what else to grab */
1130 /* >=7 was >= op->contr->mode */
1131 /* >=7 is the old standard setting. Now we take the last 4 bits
1226 { 1132 */
1227 pick_up (op, tmp);
1228 continue;
1229 }
1230
1231 /* spellbooks, skillscrolls and normal books/scrolls */
1232 if (op->contr->mode & PU_SPELLBOOK)
1233 if (tmp->type == SPELLBOOK)
1234 {
1235 pick_up (op, tmp);
1236 continue;
1237 }
1238
1239 if (op->contr->mode & PU_SKILLSCROLL)
1240 if (tmp->type == SKILLSCROLL)
1241 {
1242 pick_up (op, tmp);
1243 continue;
1244 }
1245
1246 if (op->contr->mode & PU_READABLES)
1247 if (tmp->type == BOOK || tmp->type == SCROLL)
1248 {
1249 pick_up (op, tmp);
1250 continue;
1251 }
1252
1253 /* wands/staves/rods/horns */
1254 if (op->contr->mode & PU_MAGIC_DEVICE)
1255 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1256 {
1257 pick_up (op, tmp);
1258 continue;
1259 }
1260
1261 /* pick up all magical items */
1262 if (op->contr->mode & PU_MAGICAL) 1133 wvratio = op->contr->mode & PU_RATIO;
1263 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1134 if (1000 * query_cost (tmp, op, F_TRUE) / tmp->total_weight () >= wvratio * 100)
1264 {
1265 pick_up (op, tmp);
1266 continue;
1267 }
1268
1269 if (op->contr->mode & PU_VALUABLES)
1270 { 1135 {
1271 if (tmp->type == MONEY || tmp->type == GEM) 1136#if 0
1137 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1138 if (tmp->name != NULL)
1272 { 1139 {
1273 pick_up (op, tmp); 1140 fprintf (stderr, "%s", tmp->name);
1274 continue;
1275 } 1141 }
1276 }
1277
1278 /* rings & amulets - talismans seems to be typed AMULET */
1279 if (op->contr->mode & PU_JEWELS)
1280 if (tmp->type == RING || tmp->type == AMULET)
1281 {
1282 pick_up (op, tmp);
1283 continue;
1284 }
1285
1286 /* we don't forget dragon food */
1287 if (op->contr->mode & PU_FLESH)
1288 if (tmp->type == FLESH)
1289 {
1290 pick_up (op, tmp);
1291 continue;
1292 }
1293
1294 /* bows and arrows. Bows are good for selling! */
1295 if (op->contr->mode & PU_BOW)
1296 if (tmp->type == BOW)
1297 {
1298 pick_up (op, tmp);
1299 continue;
1300 }
1301
1302 if (op->contr->mode & PU_ARROW)
1303 if (tmp->type == ARROW)
1304 {
1305 pick_up (op, tmp);
1306 continue;
1307 }
1308
1309 /* all kinds of armor etc. */
1310 if (op->contr->mode & PU_ARMOUR)
1311 if (tmp->type == ARMOUR)
1312 {
1313 pick_up (op, tmp);
1314 continue;
1315 }
1316
1317 if (op->contr->mode & PU_HELMET)
1318 if (tmp->type == HELMET)
1319 {
1320 pick_up (op, tmp);
1321 continue;
1322 }
1323
1324 if (op->contr->mode & PU_SHIELD)
1325 if (tmp->type == SHIELD)
1326 {
1327 pick_up (op, tmp);
1328 continue;
1329 }
1330
1331 if (op->contr->mode & PU_BOOTS)
1332 if (tmp->type == BOOTS)
1333 {
1334 pick_up (op, tmp);
1335 continue;
1336 }
1337
1338 if (op->contr->mode & PU_GLOVES)
1339 if (tmp->type == GLOVES)
1340 {
1341 pick_up (op, tmp);
1342 continue;
1343 }
1344
1345 if (op->contr->mode & PU_CLOAK)
1346 if (tmp->type == CLOAK)
1347 {
1348 pick_up (op, tmp);
1349 continue;
1350 }
1351
1352 /* hoping to catch throwing daggers here */
1353 if (op->contr->mode & PU_MISSILEWEAPON)
1354 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1355 {
1356 pick_up (op, tmp);
1357 continue;
1358 }
1359
1360 /* careful: chairs and tables are weapons! */
1361 if (op->contr->mode & PU_ALLWEAPON)
1362 {
1363 if (tmp->type == WEAPON && tmp->name != NULL)
1364 {
1365 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1366 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1367 {
1368 pick_up (op, tmp);
1369 continue;
1370 }
1371 }
1372
1373 if (tmp->type == WEAPON && tmp->name == NULL)
1374 {
1375 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1376 {
1377 pick_up (op, tmp);
1378 continue;
1379 }
1380 }
1381 }
1382
1383 /* misc stuff that's useful */
1384 if (op->contr->mode & PU_KEY)
1385 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1386 {
1387 pick_up (op, tmp);
1388 continue;
1389 }
1390
1391 /* any of the last 4 bits set means we use the ratio for value
1392 * pickups */
1393 if (op->contr->mode & PU_RATIO)
1394 {
1395 /* use value density to decide what else to grab */
1396 /* >=7 was >= op->contr->mode */
1397 /* >=7 is the old standard setting. Now we take the last 4 bits
1398 * and multiply them by 5, giving 0..15*5== 5..75 */
1399 wvratio = (op->contr->mode & PU_RATIO) * 5;
1400 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1401 {
1402 pick_up (op, tmp);
1403#if 0
1404 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1405 if (tmp->name != NULL)
1406 {
1407 fprintf (stderr, "%s", tmp->name);
1408 }
1409 else 1142 else
1410 fprintf (stderr, "%s", tmp->arch->name); 1143 fprintf (stderr, "%s", tmp->arch->archname);
1411 fprintf (stderr, ",%d] = ", tmp->type); 1144 fprintf (stderr, ",%d] = ", tmp->type);
1412 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1145 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1413#endif 1146#endif
1147 CHK_PICK_PICKUP;
1414 continue; 1148 continue;
1415 }
1416 } 1149 }
1417 } /* the new pickup model */ 1150 } /* the new pickup model */
1418 } 1151 }
1419 1152
1420 return !stop; 1153 return !stop;
1426 * found object is returned. 1159 * found object is returned.
1427 */ 1160 */
1428object * 1161object *
1429find_arrow (object *op, const char *type) 1162find_arrow (object *op, const char *type)
1430{ 1163{
1431 object *tmp = NULL;
1432
1433 for (op = op->inv; op; op = op->below) 1164 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1434 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1435 tmp = find_arrow (op, type);
1436 else if (op->type == ARROW && op->race == type) 1165 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1166 return splay (tmp);
1167
1168 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1169 if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && !strcmp (&tmp->race, type))
1170 if (object *arrow = find_arrow (tmp, type))
1171 {
1172 splay (tmp);
1437 return op; 1173 return arrow;
1174 }
1175
1438 return tmp; 1176 return 0;
1439} 1177}
1440 1178
1441/* 1179/*
1442 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1180 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1443 * against the target. A full test is not performed, simply a basic test 1181 * against the target. A full test is not performed, simply a basic test
1444 * of resistances. The archer is making a quick guess at what he sees down 1182 * of resistances. The archer is making a quick guess at what he sees down
1445 * the hall. Failing that it does it's best to pick the highest plus arrow. 1183 * the hall. Failing that it does it's best to pick the highest plus arrow.
1446 */ 1184 */
1447
1448object * 1185object *
1449find_better_arrow (object *op, object *target, const char *type, int *better) 1186find_better_arrow (object *op, object *target, shstr_cmp type, int *better)
1450{ 1187{
1451 object *tmp = NULL, *arrow, *ntmp; 1188 object *tmp = NULL, *arrow, *ntmp;
1452 int attacknum, attacktype, betterby = 0, i; 1189 int attacknum, attacktype, betterby = 0, i;
1453 1190
1454 if (!type) 1191 if (!type)
1458 { 1195 {
1459 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED)) 1196 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1460 { 1197 {
1461 i = 0; 1198 i = 0;
1462 ntmp = find_better_arrow (arrow, target, type, &i); 1199 ntmp = find_better_arrow (arrow, target, type, &i);
1200
1463 if (i > betterby) 1201 if (i > betterby)
1464 { 1202 {
1465 tmp = ntmp; 1203 tmp = ntmp;
1466 betterby = i; 1204 betterby = i;
1467 } 1205 }
1468 } 1206 }
1469 else if (arrow->type == ARROW && arrow->race == type) 1207 else if (arrow->type == ARROW && arrow->race == type)
1470 { 1208 {
1471 /* allways prefer assasination/slaying */ 1209 /* allways prefer assasination/slaying */
1472 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race)) 1210 if (target->race && arrow->slaying.contains (target->race))
1473 { 1211 {
1474 if (arrow->attacktype & AT_DEATH) 1212 if (arrow->attacktype & AT_DEATH)
1475 { 1213 {
1476 *better = 100; 1214 *better = 100;
1477 return arrow; 1215 return arrow;
1485 else 1223 else
1486 { 1224 {
1487 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1225 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1488 { 1226 {
1489 attacktype = 1 << attacknum; 1227 attacktype = 1 << attacknum;
1490 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1228 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1491 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby) 1229 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1492 { 1230 {
1493 tmp = arrow; 1231 tmp = arrow;
1494 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100; 1232 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1495 } 1233 }
1496 } 1234 }
1235
1497 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1236 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1498 { 1237 {
1499 tmp = arrow; 1238 tmp = arrow;
1500 betterby = 2 + arrow->magic + arrow->stats.dam; 1239 betterby = 2 + arrow->magic + arrow->stats.dam;
1501 } 1240 }
1241
1502 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) 1242 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1503 { 1243 {
1504 tmp = arrow; 1244 tmp = arrow;
1505 betterby = 1 + arrow->magic + arrow->stats.dam; 1245 betterby = 1 + arrow->magic + arrow->stats.dam;
1506 } 1246 }
1507 } 1247 }
1508 } 1248 }
1509 } 1249 }
1250
1510 if (tmp == NULL && arrow == NULL) 1251 if (tmp == NULL && arrow == NULL)
1511 return find_arrow (op, type); 1252 return find_arrow (op, type);
1512 1253
1513 *better = betterby; 1254 *better = betterby;
1514 return tmp; 1255 return tmp;
1518 * find_better_arrow to find a decent arrow to use. 1259 * find_better_arrow to find a decent arrow to use.
1519 * op = the shooter 1260 * op = the shooter
1520 * type = bow->race 1261 * type = bow->race
1521 * dir = fire direction 1262 * dir = fire direction
1522 */ 1263 */
1523
1524object * 1264object *
1525pick_arrow_target (object *op, const char *type, int dir) 1265pick_arrow_target (object *op, shstr_cmp type, int dir)
1526{ 1266{
1527 object *tmp = NULL; 1267 object *tmp = NULL;
1528 maptile *m; 1268 maptile *m;
1529 int i, mflags, found, number; 1269 int i, mflags, found, number;
1530 sint16 x, y; 1270 sint16 x, y;
1545 for (i = 0, found = 0; i < 20; i++) 1285 for (i = 0, found = 0; i < 20; i++)
1546 { 1286 {
1547 x += freearr_x[dir]; 1287 x += freearr_x[dir];
1548 y += freearr_y[dir]; 1288 y += freearr_y[dir];
1549 mflags = get_map_flags (m, &m, x, y, &x, &y); 1289 mflags = get_map_flags (m, &m, x, y, &x, &y);
1290
1550 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) 1291 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1551 { 1292 {
1552 tmp = NULL; 1293 tmp = 0;
1553 break; 1294 break;
1554 } 1295 }
1555 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW) 1296 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1556 { 1297 {
1557 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1298 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1558 * perhaps a bad assumption. 1299 * perhaps a bad assumption.
1559 */ 1300 */
1560 tmp = NULL; 1301 tmp = 0;
1561 break; 1302 break;
1562 } 1303 }
1304
1563 if (mflags & P_IS_ALIVE) 1305 if (mflags & P_IS_ALIVE)
1564 {
1565 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) 1306 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1566 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 1307 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1567 {
1568 found++;
1569 break;
1570 }
1571 if (found)
1572 break; 1308 break;
1573 }
1574 } 1309 }
1575 if (tmp == NULL) 1310
1311 if (!tmp)
1576 return find_arrow (op, type); 1312 return find_arrow (op, type);
1577 1313
1578 if (tmp->head) 1314 if (tmp->head)
1579 tmp = tmp->head; 1315 tmp = tmp->head;
1580 1316
1593 */ 1329 */
1594int 1330int
1595fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) 1331fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1596{ 1332{
1597 object *left, *bow; 1333 object *left, *bow;
1598 int bowspeed, mflags; 1334 int mflags;
1599 maptile *m; 1335 maptile *m;
1600 1336
1601 if (!dir) 1337 if (!dir)
1602 { 1338 {
1603 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1339 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1604 return 0; 1340 return 0;
1605 } 1341 }
1606 1342
1607 if (op->type == PLAYER) 1343 if (op->contr)
1608 bow = op->contr->ranges[range_bow]; 1344 bow = op->current_weapon;
1609 else 1345 else
1610 { 1346 {
1611 for (bow = op->inv; bow; bow = bow->below) 1347 for (bow = op->inv; bow; bow = bow->below)
1612 /* Don't check for applied - monsters don't apply bows - in that way, they 1348 /* Don't check for applied - monsters don't apply bows - in that way, they
1613 * don't need to switch back and forth between bows and weapons. 1349 * don't need to switch back and forth between bows and weapons.
1618 if (!bow) 1354 if (!bow)
1619 { 1355 {
1620 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1356 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1621 return 0; 1357 return 0;
1622 } 1358 }
1359
1360 // optimisation: move object to top so we will find it quickly again
1361 splay (bow);
1623 } 1362 }
1624 1363
1625 if (!bow->race || !bow->skill) 1364 if (!bow->race || !bow->skill)
1626 { 1365 {
1627 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1366 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1628 return 0; 1367 return 0;
1629 } 1368 }
1630
1631 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1632
1633 /* penalize ROF for bestarrow */
1634 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1635 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1636
1637 if (bowspeed < 1)
1638 bowspeed = 1;
1639 1369
1640 if (arrow == NULL) 1370 if (arrow == NULL)
1641 { 1371 {
1642 if ((arrow = find_arrow (op, bow->race)) == NULL) 1372 if ((arrow = find_arrow (op, bow->race)) == NULL)
1643 { 1373 {
1644 if (op->type == PLAYER) 1374 if (op->type == PLAYER)
1645 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1375 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1646 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1376 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1647 else 1377 else
1648 CLEAR_FLAG (op, FLAG_READY_BOW); 1378 CLEAR_FLAG (op, FLAG_READY_BOW);
1379
1649 return 0; 1380 return 0;
1650 } 1381 }
1651 } 1382 }
1652 1383
1653 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1384 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1661 } 1392 }
1662 1393
1663 /* this should not happen, but sometimes does */ 1394 /* this should not happen, but sometimes does */
1664 if (arrow->nrof == 0) 1395 if (arrow->nrof == 0)
1665 { 1396 {
1397 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1666 arrow->destroy (); 1398 arrow->destroy ();
1667 return 0; 1399 return 0;
1668 } 1400 }
1669 1401
1670 left = arrow; /* these are arrows left to the player */ 1402 left = arrow; /* these are arrows left to the player */
1671 arrow = get_split_ob (arrow, 1); 1403 arrow = arrow->split ();
1672 if (!arrow) 1404 if (!arrow)
1673 { 1405 {
1674 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1406 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1675 return 0; 1407 return 0;
1676 } 1408 }
1677 1409
1678 arrow->set_owner (op); 1410 arrow->set_owner (op);
1679 arrow->skill = bow->skill; 1411 arrow->skill = bow->skill;
1680
1681 arrow->direction = dir; 1412 arrow->direction = dir;
1682 arrow->x = sx; 1413
1683 arrow->y = sy; 1414 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1415 arrow->stats.hp = arrow->stats.dam;
1416 arrow->stats.grace = arrow->attacktype;
1417 arrow->custom_name = arrow->slaying;
1418
1419#if 0
1420 if (player *pl = op->contr)
1421 {
1422 float speed = pl->weapon_sp;
1423
1424 /* penalize ROF for bestarrow */
1425 if (pl->bowtype == bow_bestarrow)
1426 speed *= .9f;
1427 else
1428 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1429
1430 op->speed_left += speed - op->speed;
1431 }
1432#endif
1433
1434 SET_ANIMATION (arrow, arrow->direction);
1435
1436 /* update the speed */
1437 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1438 + bow->stats.dam / 7.f;
1439
1440 arrow->set_speed (max (arrow->speed, 2.f));
1441 arrow->speed_left = 0;
1442
1443 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1684 1444
1685 if (op->type == PLAYER) 1445 if (op->type == PLAYER)
1686 { 1446 {
1687 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1688 op->update_stats ();
1689 }
1690
1691 SET_ANIMATION (arrow, arrow->direction);
1692 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1693 arrow->stats.hp = arrow->stats.dam;
1694 arrow->stats.grace = arrow->attacktype;
1695 if (arrow->slaying != NULL)
1696 arrow->spellarg = strdup (arrow->slaying);
1697
1698 /* Note that this was different for monsters - they got their level
1699 * added to the damage. I think the strength bonus is more proper.
1700 */
1701
1702 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1703
1704 /* update the speed */
1705 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1706 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1707
1708 if (arrow->speed < 1.0)
1709 arrow->speed = 1.0;
1710 update_ob_speed (arrow);
1711 arrow->speed_left = 0;
1712
1713 if (op->type == PLAYER)
1714 {
1715 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1716 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1717 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1718
1719 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; 1447 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1448 wc -= dex_bonus[op->stats.Dex];
1449
1450 if (!arrow->slaying)
1451 arrow->slaying = op->slaying;
1452
1453 arrow->attacktype |= op->attacktype;
1720 } 1454 }
1721 else 1455 else
1722 { 1456 {
1723 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1724 arrow->level = op->level; 1457 arrow->level = op->level;
1725 } 1458 arrow->stats.wc -= bow->magic;
1726 1459
1727 if (arrow->attacktype == AT_PHYSICAL) 1460 if (!arrow->slaying)
1461 arrow->slaying = bow->slaying;
1462
1728 arrow->attacktype |= bow->attacktype; 1463 arrow->attacktype |= bow->attacktype;
1464 }
1729 1465
1730 if (bow->slaying) 1466 wc -= arrow->level;
1731 arrow->slaying = bow->slaying; 1467 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1732 1468
1733 arrow->map = m; 1469 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1734 arrow->move_type = MOVE_FLY_LOW; 1470 arrow->move_type = MOVE_FLY_LOW;
1735 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1471 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1736 1472
1737 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1473 op->play_sound (sound_find ("fire_arrow"));
1738 insert_ob_in_map (arrow, m, op, 0); 1474 m->insert (arrow, sx, sy, op);
1739 1475
1740 if (!arrow->destroyed ()) 1476 if (!arrow->destroyed ())
1741 move_arrow (arrow); 1477 move_arrow (arrow);
1742
1743 if (op->type == PLAYER)
1744 {
1745 if (left->destroyed ())
1746 esrv_del_item (op->contr, left->count);
1747 else
1748 esrv_send_item (op, left);
1749 }
1750 1478
1751 return 1; 1479 return 1;
1752} 1480}
1753 1481
1754/* Special fire code for players - this takes into 1482/* Special fire code for players - this takes into
1759 * hence the function name. 1487 * hence the function name.
1760 */ 1488 */
1761int 1489int
1762player_fire_bow (object *op, int dir) 1490player_fire_bow (object *op, int dir)
1763{ 1491{
1764 int ret = 0, wcmod = 0; 1492 int ret;
1765 1493
1766 if (op->contr->bowtype == bow_bestarrow) 1494 if (op->contr->bowtype == bow_bestarrow)
1767 { 1495 {
1768 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y); 1496 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1769 } 1497 }
1770 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1498 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1771 { 1499 {
1772 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1500 int wcmod = similar_direction (dir, op->contr->bowtype - bow_n + 1) ? 0 : -1;
1773 wcmod = -1;
1774 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1501 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1775 } 1502 }
1776 else if (op->contr->bowtype == bow_threewide) 1503 else if (op->contr->bowtype == bow_threewide)
1777 { 1504 {
1778 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1505 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1779 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]); 1506 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]);
1780 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]); 1507 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1781 } 1508 }
1782 else if (op->contr->bowtype == bow_spreadshot) 1509 else if (op->contr->bowtype == bow_spreadshot)
1783 { 1510 {
1784 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1511 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1785 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); 1512 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1786 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); 1513 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1787
1788 } 1514 }
1789 else 1515 else
1790 { 1516 {
1791 /* Simple case */ 1517 /* Simple case */
1792 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);
1793 } 1519 }
1520
1794 return ret; 1521 return ret;
1795} 1522}
1796
1797 1523
1798/* Fires a misc (wand/rod/horn) object in 'dir'. 1524/* Fires a misc (wand/rod/horn) object in 'dir'.
1799 * Broken apart from 'fire' to keep it more readable. 1525 * Broken apart from 'fire' to keep it more readable.
1800 */ 1526 */
1801void 1527void
1802fire_misc_object (object *op, int dir) 1528fire_misc_object (object *op, int dir)
1803{ 1529{
1804 object *item; 1530 object *item = op->contr->ranged_ob;
1805 1531
1806 if (!op->contr->ranges[range_misc]) 1532 if (!item)
1807 { 1533 {
1808 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); 1534 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1809 return; 1535 return;
1810 } 1536 }
1811 1537
1812 item = op->contr->ranges[range_misc];
1813 if (!item->inv) 1538 if (!item->inv)
1814 { 1539 {
1815 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1540 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1816 return; 1541 return;
1817 } 1542 }
1543
1544 if (!op->change_weapon (item))
1545 return;
1546
1818 if (item->type == WAND) 1547 if (item->type == WAND)
1819 { 1548 {
1820 if (item->stats.food <= 0) 1549 if (item->stats.food <= 0)
1821 { 1550 {
1822 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1551 op->contr->play_sound (sound_find ("wand_poof"));
1823 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); 1552 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1553
1824 return; 1554 return;
1825 } 1555 }
1826 } 1556 }
1827 else if (item->type == ROD || item->type == HORN) 1557 else if (item->type == ROD || item->type == HORN)
1828 { 1558 {
1829 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1559 sint16 spell_sp = MAX (item->inv->stats.sp, item->inv->stats.grace);
1560
1561 // using the maximum of the rods charge allows at least one spell cast
1562 // for a rod or horn, this fixes some broken rods.
1563 if (item->stats.hp < MIN (spell_sp, item->stats.maxhp))
1830 { 1564 {
1831 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1565 op->contr->play_sound (sound_find ("wand_poof"));
1566
1832 if (item->type == ROD) 1567 if (item->type == ROD)
1833 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); 1568 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1834 else 1569 else
1835 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1570 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1571
1836 return; 1572 return;
1837 } 1573 }
1838 } 1574 }
1839 1575
1840 if (cast_spell (op, item, dir, item->inv, NULL)) 1576 if (cast_spell (op, item, dir, item->inv, NULL))
1841 { 1577 {
1842 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */ 1578 item->flag [FLAG_BEEN_APPLIED] = true; /* You now know something about it */
1579
1843 if (item->type == WAND) 1580 if (item->type == WAND)
1844 { 1581 {
1845 if (!(--item->stats.food)) 1582 if (!(--item->stats.food))
1846 { 1583 {
1847 object *tmp; 1584 object *tmp;
1848 1585
1849 if (item->arch) 1586 if (item->arch)
1850 { 1587 {
1851 CLEAR_FLAG (item, FLAG_ANIMATE); 1588 CLEAR_FLAG (item, FLAG_ANIMATE);
1852 item->face = item->arch->clone.face; 1589 item->face = item->arch->face;
1853 item->speed = 0; 1590 item->set_speed (0);
1854 update_ob_speed (item);
1855 } 1591 }
1856 if ((tmp = item->in_player ())) 1592
1593 if (object *pl = item->visible_to ())
1857 esrv_update_item (UPD_ANIM, tmp, item); 1594 esrv_update_item (UPD_ANIM, pl, item);
1858 } 1595 }
1859 } 1596 }
1860 else if (item->type == ROD || item->type == HORN) 1597 else if (item->type == ROD || item->type == HORN)
1861 {
1862 drain_rod_charge (item); 1598 drain_rod_charge (item);
1863 }
1864 } 1599 }
1865} 1600}
1866 1601
1867/* Received a fire command for the player - go and do it. 1602/* Received a fire command for the player - go and do it.
1868 */ 1603 */
1869void 1604bool
1870fire (object *op, int dir) 1605fire (object *op, int dir)
1871{ 1606{
1872 int spellcost = 0; 1607 int spellcost = 0;
1608
1609 player *pl = op->contr;
1610
1611 if (pl->golem)
1612 {
1613 control_golem (op->contr->golem, dir);
1614 return false;
1615 }
1616
1617 object *ob = pl->ranged_ob;
1618
1619 if (!ob)
1620 return false;
1621
1622 if (op->speed_left > 0.f)
1623 --op->speed_left;
1624 else
1625 return false;
1626
1627 if (!op->change_weapon (ob))
1628 return false;
1873 1629
1874 /* check for loss of invisiblity/hide */ 1630 /* check for loss of invisiblity/hide */
1875 if (action_makes_visible (op)) 1631 if (action_makes_visible (op))
1876 make_visible (op); 1632 make_visible (op);
1877 1633
1878 switch (op->contr->shoottype) 1634 switch (ob->type)
1879 { 1635 {
1880 case range_none: 1636 case BOW:
1881 return;
1882
1883 case range_bow:
1884 player_fire_bow (op, dir); 1637 player_fire_bow (op, dir);
1885 return; 1638 break;
1886 1639
1887 case range_magic: /* Casting spells */ 1640 case SPELL:
1888 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0)); 1641 spellcost = cast_spell (op, op, dir, ob, *pl->spellparam ? pl->spellparam : 0);
1889 return; 1642 break;
1890 1643
1891 case range_misc: 1644 case BUILDER:
1645 apply_map_builder (op, dir);
1646 break;
1647
1648 case SKILL:
1649 do_skill (op, op, ob, dir, 0);
1650 break;
1651
1652 default:
1892 fire_misc_object (op, dir); 1653 fire_misc_object (op, dir);
1893 return; 1654 break;
1894
1895 case range_golem: /* Control summoned monsters from scrolls */
1896 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
1897 {
1898 op->contr->ranges[range_golem] = 0;
1899 op->contr->shoottype = range_none;
1900 }
1901 else
1902 control_golem (op->contr->ranges[range_golem], dir);
1903 return;
1904
1905 case range_skill:
1906 if (!op->chosen_skill)
1907 {
1908 if (op->type == PLAYER)
1909 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
1910 return;
1911 }
1912 (void) do_skill (op, op, op->chosen_skill, dir, NULL);
1913 return;
1914 case range_builder:
1915 apply_map_builder (op, dir);
1916 return;
1917 default:
1918 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
1919 return;
1920 } 1655 }
1921}
1922 1656
1657 return true;
1658}
1923 1659
1924 1660static object *
1925/* find_key
1926 * We try to find a key for the door as passed. If we find a key
1927 * and successfully use it, we return the key, otherwise NULL
1928 * This function merges both normal and locked door, since the logic
1929 * for both is the same - just the specific key is different.
1930 * pl is the player,
1931 * inv is the objects inventory to searched
1932 * door is the door we are trying to match against.
1933 * This function can be called recursively to search containers.
1934 */
1935
1936object *
1937find_key (object *pl, object *container, object *door) 1661find_key_ (object *pl, object *container, object *door)
1938{ 1662{
1939 object *tmp, *key; 1663 object *tmp, *key;
1940 1664
1941 /* Should not happen, but sanity checking is never bad */ 1665 /* Should not happen, but sanity checking is never bad */
1942 if (container->inv == NULL) 1666 if (!container->inv)
1943 return NULL; 1667 return 0;
1944 1668
1945 /* First, lets try to find a key in the top level inventory */ 1669 /* First, lets try to find a key in the top level inventory */
1946 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1670 for (tmp = container->inv; tmp; tmp = tmp->below)
1947 { 1671 {
1948 if (door->type == DOOR && tmp->type == KEY) 1672 if (door->type == DOOR && tmp->type == KEY)
1949 break; 1673 break;
1674
1950 /* For sanity, we should really check door type, but other stuff 1675 /* For sanity, we should really check door type, but other stuff
1951 * (like containers) can be locked with special keys 1676 * (like containers) can be locked with special keys
1952 */ 1677 */
1953 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1678 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1954 break; 1679 break;
1955 } 1680 }
1681
1956 /* No key found - lets search inventories now */ 1682 /* No key found - lets search inventories now */
1957 /* If we find and use a key in an inventory, return at that time. 1683 /* If we find and use a key in an inventory, return at that time.
1958 * otherwise, if we search all the inventories and still don't find 1684 * otherwise, if we search all the inventories and still don't find
1959 * a key, return 1685 * a key, return
1960 */ 1686 */
1961 if (!tmp) 1687 if (!tmp)
1962 { 1688 {
1963 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1689 for (tmp = container->inv; tmp; tmp = tmp->below)
1964 {
1965 /* No reason to search empty containers */ 1690 /* No reason to search empty containers */
1966 if (tmp->type == CONTAINER && tmp->inv) 1691 if (tmp->type == CONTAINER && tmp->inv)
1967 {
1968 if ((key = find_key (pl, tmp, door)) != NULL) 1692 if ((key = find_key_ (pl, tmp, door)))
1969 return key; 1693 return key;
1970 } 1694
1971 }
1972 if (!tmp) 1695 if (!tmp)
1973 return NULL; 1696 return 0;
1974 } 1697 }
1698
1975 /* We get down here if we have found a key. Now if its in a container, 1699 /* We get down here if we have found a key. Now if its in a container,
1976 * see if we actually want to use it 1700 * see if we actually want to use it
1977 */ 1701 */
1978 if (pl != container) 1702 if (pl != container)
1979 { 1703 {
1980 /* Only let players use keys in containers */ 1704 /* Only let players use keys in containers */
1981 if (!pl->contr) 1705 if (!pl->contr)
1982 return NULL; 1706 return 0;
1707
1983 /* cases where this fails: 1708 /* cases where this fails:
1984 * If we only search the player inventory, return now since we 1709 * If we only search the player inventory, return now since we
1985 * are not in the players inventory. 1710 * are not in the players inventory.
1986 * If the container is not active, return now since only active 1711 * If the container is not active, return now since only active
1987 * containers can be used. 1712 * containers can be used.
1991 * inv must have been an container and must have been active. 1716 * inv must have been an container and must have been active.
1992 * 1717 *
1993 * Change the color so that the message doesn't disappear with 1718 * Change the color so that the message doesn't disappear with
1994 * all the others. 1719 * all the others.
1995 */ 1720 */
1996 if (pl->contr->usekeys == key_inventory || 1721 if (pl->contr->usekeys == key_inventory
1997 !QUERY_FLAG (container, FLAG_APPLIED) || 1722 || !QUERY_FLAG (container, FLAG_APPLIED)
1998 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys")))) 1723 || (pl->contr->usekeys == keyrings && container->race != shstr_keys))
1999 { 1724 {
2000 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1725 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
2001 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); 1726 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
2002 return NULL; 1727 return NULL;
2003 } 1728 }
2004 } 1729 }
1730
2005 return tmp; 1731 return tmp;
1732}
1733
1734/* find_key
1735 * We try to find a key for the door as passed. If we find a key
1736 * and successfully use it, we return the key, otherwise NULL
1737 * This function merges both normal and locked door, since the logic
1738 * for both is the same - just the specific key is different.
1739 * pl is the player,
1740 * inv is the objects inventory to searched
1741 * door is the door we are trying to match against.
1742 * This function can be called recursively to search containers.
1743 */
1744object *
1745find_key (object *pl, object *container, object *door)
1746{
1747 if (door->slaying && is_match_expr (door->slaying))
1748 {
1749 // for match expressions, we try to find the key by applying the match
1750 // to the op itself, which is supposed to find the "key", instead
1751 // of searching through containers ourselves.
1752
1753 return match_one (door->slaying, container, door, pl, pl);
1754 }
1755 else
1756 return find_key_ (pl, container, door);
2006} 1757}
2007 1758
2008/* moved door processing out of move_player_attack. 1759/* moved door processing out of move_player_attack.
2009 * returns 1 if player has opened the door with a key 1760 * returns 1 if player has opened the door with a key
2010 * such that the caller should not do anything more, 1761 * such that the caller should not do anything more,
2011 * 0 otherwise 1762 * 0 otherwise
2012 */ 1763 */
2013static int 1764static int
2014player_attack_door (object *op, object *door) 1765player_attack_door (object *op, object *door)
2015{ 1766{
2016 /* If its a door, try to find a use a key. If we do destroy the door, 1767 /* If its a door, try to find a key. If we do destroy the door,
2017 * might as well return immediately as there is nothing more to do - 1768 * might as well return immediately as there is nothing more to do -
2018 * otherwise, we fall through to the rest of the code. 1769 * otherwise, we fall through to the rest of the code.
2019 */ 1770 */
2020 object *key = find_key (op, op, door); 1771 object *key = find_key (op, op, door);
2021 1772
2022 /* IF we found a key, do some extra work */ 1773 /* If we found a key, do some extra work */
2023 if (key) 1774 if (key)
2024 { 1775 {
2025 object *container = key->env; 1776 object *container = key->env;
2026 1777
2027 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
2028 if (action_makes_visible (op)) 1778 if (action_makes_visible (op))
2029 make_visible (op); 1779 make_visible (op);
1780
2030 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1781 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2031 spring_trap (door->inv, op); 1782 spring_trap (door->inv, op);
1783
2032 if (door->type == DOOR) 1784 if (door->type == DOOR)
2033 {
2034 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1785 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
2035 }
2036 else if (door->type == LOCKED_DOOR) 1786 else if (door->type == LOCKED_DOOR)
2037 { 1787 {
2038 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1788 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN);
2039 remove_door2 (door); /* remove door without violence ;-) */ 1789 remove_door2 (door); /* remove door without violence ;-) */
2040 } 1790 }
1791
2041 /* Do this after we print the message */ 1792 /* Do this after we print the message */
2042 decrease_ob (key); /* Use up one of the keys */ 1793 key->decrease (); /* Use up one of the keys */
2043 /* Need to update the weight the container the key was in */ 1794
2044 if (container != op)
2045 esrv_update_item (UPD_WEIGHT, op, container);
2046 return 1; /* Nothing more to do below */ 1795 return 1; /* Nothing more to do below */
2047 } 1796 }
2048 else if (door->type == LOCKED_DOOR) 1797 else if (door->type == LOCKED_DOOR)
2049 { 1798 {
2050 /* Might as well return now - no other way to open this */ 1799 /* Might as well return now - no other way to open this */
2051 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1800 op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door...");
2052 return 1; 1801 return 1;
2053 } 1802 }
1803
2054 return 0; 1804 return 0;
2055} 1805}
2056 1806
2057/* This function is just part of a breakup from move_player. 1807/* This function is just part of a breakup from move_player.
2058 * It should keep the code cleaner. 1808 * It should keep the code cleaner.
2059 * When this is called, the players direction has been updated 1809 * When this is called, the players direction has been updated
2060 * (taking into account confusion.) The player is also actually 1810 * (taking into account confusion.) The player is also actually
2061 * going to try and move (not fire weapons). 1811 * going to try and move (not fire weapons).
2062 */ 1812 */
2063void 1813bool
2064move_player_attack (object *op, int dir) 1814move_player_attack (object *op, int dir)
2065{ 1815{
2066 object *tmp, *mon; 1816 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2067 sint16 nx, ny; 1817 {
1818 --op->speed_left;
1819 return true;
1820 }
1821
2068 int on_battleground; 1822 int on_battleground;
2069 maptile *m;
2070 1823
2071 nx = freearr_x[dir] + op->x; 1824 sint16 nx = freearr_x[dir] + op->x;
2072 ny = freearr_y[dir] + op->y; 1825 sint16 ny = freearr_y[dir] + op->y;
2073 1826
2074 on_battleground = op_on_battleground (op, 0, 0); 1827 on_battleground = op_on_battleground (op, 0, 0);
1828
1829 if (out_of_map (op->map, nx, ny))
1830 return false;
2075 1831
2076 /* If braced, or can't move to the square, and it is not out of the 1832 /* If braced, or can't move to the square, and it is not out of the
2077 * map, attack it. Note order of if statement is important - don't 1833 * map, attack it. Note order of if statement is important - don't
2078 * want to be calling move_ob if braced, because move_ob will move the 1834 * want to be calling move_ob if braced, because move_ob will move the
2079 * player. This is a pretty nasty hack, because if we could 1835 * player. This is a pretty nasty hack, because if we could
2080 * move to some space, it then means that if we are braced, we should 1836 * move to some space, it then means that if we are braced, we should
2081 * do nothing at all. As it is, if we are braced, we go through 1837 * do nothing at all. As it is, if we are braced, we go through
2082 * quite a bit of processing. However, it probably is less than what 1838 * quite a bit of processing. However, it probably is less than what
2083 * move_ob uses. 1839 * move_ob uses.
2084 */ 1840 */
2085 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) 1841 maptile *m = op->map->xy_find (nx, ny);
1842
1843 /* Go through all the objects, and find ones of interest. Only stop if
1844 * we find a monster - that is something we know we want to attack.
1845 * if its a door or barrel (can roll) see if there may be monsters
1846 * on the space
1847 */
1848 object *mon;
1849 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
1850 {
1851 if ((mon->flag [FLAG_ALIVE]
1852 || mon->type == LOCKED_DOOR
1853 || mon->flag [FLAG_CAN_ROLL])
1854 && mon != op)
1855 break;
2086 { 1856 }
2087 if (OUT_OF_REAL_MAP (op->map, nx, ny)) 1857
1858 if (!mon) /* This happens anytime the player tries to move */
1859 return false; /* into a wall */
1860
1861 mon = mon->head_ ();
1862
1863 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
1864 if (op->contr->weapon_sp_left > 0.f)
1865 if (player_attack_door (op, mon))
1866 {
1867 --op->contr->weapon_sp_left;
1868 return true;
2088 { 1869 }
2089 m = get_map_from_coord (op->map, &nx, &ny); 1870
2090 if (!m) 1871 /* The following deals with possibly attacking peaceful
2091 return; /* Don't think this should happen */ 1872 * or friendly creatures. Basically, all players are considered
1873 * unaggressive. If the moving player has peaceful set, then the
1874 * object should be pushed instead of attacked. It is assumed that
1875 * if you are braced, you will not attack friends accidently,
1876 * and thus will not push them.
1877 */
1878
1879 /* If the creature is a pet, push it even if the player is not
1880 * peaceful. Our assumption is the creature is a pet if the
1881 * player owns it and it is either friendly or unagressive.
1882 */
1883 if (op->type == PLAYER
1884 && ((mon->owner && mon->owner->contr
1885 && same_party (mon->owner->contr->party, op->contr->party))
1886 || mon->owner == op)
1887 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
1888 {
1889 /* If we're braced, we don't want to switch places with it */
1890 if (op->contr->braced)
1891 return false;
1892
1893 if (op->speed_left > 0.f)
1894 {
1895 --op->speed_left;
1896
1897 op->play_sound (sound_find ("push_player"));
1898 push_ob (mon, dir, op);
1899
1900 if (action_makes_visible (op))
1901 make_visible (op);
1902
1903 return true;
2092 } 1904 }
2093 else 1905 else
2094 m = op->map;
2095
2096 if ((tmp = GET_MAP_OB (m, nx, ny)) == NULL)
2097 {
2098 /* LOG(llevError,"player_move_attack: GET_MAP_OB returns NULL, but player can not move there.\n"); */
2099 return; 1906 return false;
2100 } 1907 }
2101 1908
2102 mon = 0;
2103 /* Go through all the objects, and find ones of interest. Only stop if
2104 * we find a monster - that is something we know we want to attack.
2105 * if its a door or barrel (can roll) see if there may be monsters
2106 * on the space
2107 */
2108 while (tmp)
2109 {
2110 if (tmp == op)
2111 {
2112 tmp = tmp->above;
2113 continue;
2114 }
2115
2116 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2117 {
2118 mon = tmp;
2119 break;
2120 }
2121
2122 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2123 mon = tmp;
2124
2125 tmp = tmp->above;
2126 }
2127
2128 if (!mon) /* This happens anytime the player tries to move */
2129 return; /* into a wall */
2130
2131 if (mon->head)
2132 mon = mon->head;
2133
2134 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2135 if (player_attack_door (op, mon))
2136 return;
2137
2138 /* The following deals with possibly attacking peaceful
2139 * or frienddly creatures. Basically, all players are considered
2140 * unaggressive. If the moving player has peaceful set, then the
2141 * object should be pushed instead of attacked. It is assumed that
2142 * if you are braced, you will not attack friends accidently,
2143 * and thus will not push them.
2144 */
2145
2146 /* If the creature is a pet, push it even if the player is not
2147 * peaceful. Our assumption is the creature is a pet if the
2148 * player owns it and it is either friendly or unagressive.
2149 */
2150 if ((op->type == PLAYER)
2151#if COZY_SERVER
2152 &&
2153 ((mon->owner && mon->owner->contr
2154 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op)
2155#else
2156 && mon->owner == op
2157#endif
2158 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2159 {
2160 /* If we're braced, we don't want to switch places with it */
2161 if (op->contr->braced)
2162 return;
2163 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2164 (void) push_ob (mon, dir, op);
2165 if (op->contr->tmp_invis || op->hide)
2166 make_visible (op);
2167 return;
2168 }
2169
2170 /* in certain circumstances, you shouldn't attack friendly 1909 /* in certain circumstances, you shouldn't attack friendly
2171 * creatures. Note that if you are braced, you can't push 1910 * creatures. Note that if you are braced, you can't push
2172 * someone, but put it inside this loop so that you won't 1911 * someone, but put it inside this loop so that you won't
2173 * attack them either. 1912 * attack them either.
2174 */ 1913 */
2175 if ((mon->type == PLAYER || mon->enemy != op) && 1914 if ((mon->type == PLAYER || mon->enemy != op)
2176 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 1915 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2177#ifdef PROHIBIT_PLAYERKILL
2178 (op->contr->peaceful 1916 && ((op->contr->peaceful
2179 || (mon->type == PLAYER 1917 || (mon->type == PLAYER && mon->contr->peaceful))
2180 && mon->contr->
2181 peaceful)) &&
2182#else
2183 op->contr->peaceful &&
2184#endif
2185 !on_battleground)) 1918 && !on_battleground))
1919 {
1920 if (op->speed_left > 0.f)
2186 { 1921 {
1922 --op->speed_left;
1923
2187 if (!op->contr->braced) 1924 if (!op->contr->braced)
2188 { 1925 {
2189 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 1926 op->play_sound (sound_find ("push_player"));
2190 (void) push_ob (mon, dir, op); 1927 push_ob (mon, dir, op);
2191 } 1928 }
2192 else 1929 else
2193 new_draw_info (0, 0, op, "You withhold your attack"); 1930 op->statusmsg ("You withhold your attack");
2194 1931
2195 if (op->contr->tmp_invis || op->hide) 1932 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
2196 make_visible (op); 1933 make_visible (op);
2197 }
2198 1934
1935 return true;
1936 }
1937 }
2199 /* If the object is a boulder or other rollable object, then 1938 /* If the object is a boulder or other rollable object, then
2200 * roll it if not braced. You can't roll it if you are braced. 1939 * roll it if not braced. You can't roll it if you are braced.
2201 */ 1940 */
2202 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 1941 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
1942 {
1943 if (op->speed_left > 0.f)
2203 { 1944 {
1945 --op->speed_left;
1946
2204 recursive_roll (mon, dir, op); 1947 recursive_roll (mon, dir, op);
2205 if (action_makes_visible (op)) 1948 if (action_makes_visible (op))
2206 make_visible (op); 1949 make_visible (op);
2207 }
2208 1950
1951 return true;
1952 }
1953 }
2209 /* Any generic living creature. Including things like doors. 1954 /* Any generic living creature. Including things like doors.
2210 * Way it works is like this: First, it must have some hit points 1955 * Way it works is like this: First, it must have some hit points
2211 * and be living. Then, it must be one of the following: 1956 * and be living. Then, it must be one of the following:
2212 * 1) Not a player, 2) A player, but of a different party. Note 1957 * 1) Not a player, 2) A player, but of a different party. Note
2213 * that party_number -1 is no party, so attacks can still happen. 1958 * that party_number -1 is no party, so attacks can still happen.
2214 */ 1959 */
2215
2216 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 1960 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2217 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 1961 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2218 { 1962 {
2219 1963 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2220 /* If the player hasn't hit something this tick, and does
2221 * so, give them speed boost based on weapon speed. Doing
2222 * it here is better than process_players2, which basically
2223 * incurred a 1 tick offset.
2224 */
2225 if (!op->contr->has_hit)
2226 { 1964 {
2227 op->speed_left += op->speed / op->contr->weapon_sp; 1965 --op->contr->weapon_sp_left;
2228
2229 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2230 }
2231 1966
2232 skill_attack (mon, op, 0, 0, 0); 1967 skill_attack (mon, op, 0, 0, 0);
2233
2234 /* If attacking another player, that player gets automatic
2235 * hitback, and doesn't loose luck either.
2236 * Disable hitback on the battleground or if the target is
2237 * the wiz.
2238 */
2239 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2240 {
2241 short luck = mon->stats.luck;
2242
2243 mon->contr->has_hit = 1;
2244 skill_attack (op, mon, 0, 0, 0);
2245 mon->stats.luck = luck;
2246 }
2247 1968
2248 if (action_makes_visible (op)) 1969 if (action_makes_visible (op))
2249 make_visible (op); 1970 make_visible (op);
2250 }
2251 } /* if player should attack something */
2252}
2253 1971
2254int 1972 return true;
1973 }
1974 }
1975
1976 return false;
1977}
1978
1979bool
2255move_player (object *op, int dir) 1980move_player (object *op, int dir)
2256{ 1981{
2257 int pick; 1982 int pick;
2258 1983
2259 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 1984 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2260 return 0; 1985 return 0;
2261 1986
2262 /* Sanity check: make sure dir is valid */ 1987 /* Sanity check: make sure dir is valid */
2263 if ((dir < 0) || (dir >= 9)) 1988 if ((dir < 0) || (dir >= 9))
2264 { 1989 {
2265 LOG (llevError, "move_player: invalid direction %d\n", dir); 1990 LOG (llevError, "move_player: invalid direction %d\n", dir);
2266 return 0; 1991 return 0;
2267 } 1992 }
2268 1993
2269 /* peterm: added following line */ 1994 /* peterm: added following line */
2270 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 1995 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2271 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 1996 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2272 1997
2273 op->facing = dir; 1998 op->facing = dir;
2274 1999
2275 if (op->hide) 2000 if (op->flag [FLAG_HIDDEN])
2276 do_hidden_move (op); 2001 do_hidden_move (op);
2277 2002
2003 bool retval;
2004
2278 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2005 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2279 /*nop */ ; 2006 retval = RESULT_INT (0);
2280 else if (op->contr->fire_on) 2007 else if (op->contr->fire_on)
2281 fire (op, dir); 2008 retval = fire (op, dir);
2282 else 2009 else
2283 { 2010 {
2284 move_player_attack (op, dir); 2011 retval = move_player_attack (op, dir);
2285 pick = check_pick (op); 2012 pick = check_pick (op);
2286 } 2013 }
2287 2014
2288 /* Add special check for newcs players and fire on - this way, the 2015 /* Add special check for newcs players and fire on - this way, the
2289 * server can handle repeat firing. 2016 * server can handle repeat firing.
2296 /* Update how the player looks. Use the facing, so direction may 2023 /* Update how the player looks. Use the facing, so direction may
2297 * get reset to zero. This allows for full animation capabilities 2024 * get reset to zero. This allows for full animation capabilities
2298 * for players. 2025 * for players.
2299 */ 2026 */
2300 animate_object (op, op->facing); 2027 animate_object (op, op->facing);
2301 return 0; 2028
2029 return retval;
2302} 2030}
2303 2031
2304/* This is similar to handle_player, below, but is only used by the 2032/* This is similar to handle_player, below, but is only used by the
2305 * new client/server stuff. 2033 * new client/server stuff.
2306 * This is sort of special, in that the new client/server actually uses 2034 * This is sort of special, in that the new client/server actually uses
2307 * the new speed values for commands. 2035 * the new speed values for commands.
2308 * 2036 *
2309 * Returns true if there are more actions we can do. 2037 * Returns true if there are more actions we can do. Should not do
2038 * many actions in a row, as that would be too unfair to other
2039 * players.
2310 */ 2040 */
2311int 2041bool
2312handle_newcs_player (object *op) 2042handle_newcs_player (object *op)
2313{ 2043{
2314 if (op->contr->hidden)
2315 {
2316 op->invisible = 1000;
2317 /* the socket code flashes the player visible/invisible
2318 * depending on the value of invisible, so we need to
2319 * alternate it here for it to work correctly.
2320 */
2321 if (pticks & 2)
2322 op->invisible--;
2323 }
2324 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2325 {
2326 op->invisible--;
2327 if (!op->invisible)
2328 {
2329 make_visible (op);
2330 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2331 }
2332 }
2333
2334 if (QUERY_FLAG (op, FLAG_SCARED)) 2044 if (QUERY_FLAG (op, FLAG_SCARED))
2335 { 2045 {
2336 flee_player (op); 2046 if (op->speed_left > 0.f)
2337 /* If player is still scared, that is his action for this tick */
2338 if (QUERY_FLAG (op, FLAG_SCARED))
2339 { 2047 {
2340 op->speed_left--; 2048 --op->speed_left;
2049 flee_player (op);
2050
2341 return 0; 2051 return true;
2342 } 2052 }
2053 else
2054 return false;
2343 } 2055 }
2344
2345 /* I've been seeing crashes where the golem has been destroyed, but
2346 * the player object still points to the defunct golem. The code that
2347 * destroys the golem looks correct, and it doesn't always happen, so
2348 * put this in a a workaround to clean up the golem pointer.
2349 */
2350 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2351 op->contr->ranges[range_golem] = 0;
2352 2056
2353 /* call this here - we also will call this in do_ericserver, but 2057 /* call this here - we also will call this in do_ericserver, but
2354 * the players time has been increased when doericserver has been 2058 * the players time has been increased when doericserver has been
2355 * called, so we recheck it here. 2059 * called, so we recheck it here.
2356 */ 2060 */
2357 //TODO: better than handling 8 commands, use some more intelligent rate-limiting 2061 if (op->contr->ns->handle_command ())
2358 for (int rep = 8; --rep && op->contr->ns->handle_command (); )
2359 ;
2360
2361 if (op->speed_left < 0)
2362 return 0; 2062 return true;
2363 2063
2364 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2064 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2365 {
2366 /* All move commands take 1 tick, at least for now */
2367 op->speed_left--;
2368
2369 /* Instead of all the stuff below, let move_player take care
2370 * of it. Also, some of the skill stuff is only put in
2371 * there, as well as the confusion stuff.
2372 */
2373 move_player (op, op->direction); 2065 return move_player (op, op->direction);
2374 if (op->speed_left > 0)
2375 return 1;
2376 else
2377 return 0;
2378 }
2379 2066
2380 return 0; 2067 return false;
2381} 2068}
2382 2069
2383int 2070int
2384save_life (object *op) 2071save_life (object *op)
2385{ 2072{
2387 return 0; 2074 return 0;
2388 2075
2389 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2076 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2390 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2077 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2391 { 2078 {
2392 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2079 op->play_sound (sound_find ("ob_evaporate"));
2393 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); 2080 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2394
2395 if (op->contr)
2396 esrv_del_item (op->contr, tmp->count);
2397 2081
2398 tmp->destroy (); 2082 tmp->destroy ();
2399 CLEAR_FLAG (op, FLAG_LIFESAVE); 2083 CLEAR_FLAG (op, FLAG_LIFESAVE);
2400 2084
2401 if (op->stats.hp < 0) 2085 if (op->stats.hp < 0)
2414 return 0; 2098 return 0;
2415} 2099}
2416 2100
2417/* This goes throws the inventory and removes unpaid objects, and puts them 2101/* This goes throws the inventory and removes unpaid objects, and puts them
2418 * back in the map (location and map determined by values of env). This 2102 * back in the map (location and map determined by values of env). This
2419 * function will descend into containers. op is the object to start the search 2103 * function will descend into containers. op is the object to start the search
2420 * from. 2104 * from.
2421 */ 2105 */
2106static void
2107drop_unpaid_items (object *op, object *env)
2108{
2109 while (op)
2110 {
2111 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2112
2113 if (QUERY_FLAG (op, FLAG_UNPAID))
2114 op->insert_at (env);
2115 else if (op->inv)
2116 drop_unpaid_items (op->inv, env);
2117
2118 op = next;
2119 }
2120}
2121
2422void 2122void
2423remove_unpaid_objects (object *op, object *env) 2123object::drop_unpaid_items ()
2424{ 2124{
2425 object *next; 2125 if (!flag [FLAG_REMOVED])
2426 2126 ::drop_unpaid_items (inv, this);
2427 while (op)
2428 {
2429 next = op->below; /* Make sure we have a good value, in case
2430 * we remove object 'op'
2431 */
2432 if (QUERY_FLAG (op, FLAG_UNPAID))
2433 {
2434 op->remove ();
2435 op->x = env->x;
2436 op->y = env->y;
2437 if (env->type == PLAYER)
2438 esrv_del_item (env->contr, op->count);
2439 insert_ob_in_map (op, env->map, NULL, 0);
2440 }
2441 else if (op->inv)
2442 remove_unpaid_objects (op->inv, env);
2443
2444 op = next;
2445 }
2446} 2127}
2447
2448 2128
2449/* 2129/*
2450 * Returns pointer a static string containing gravestone text 2130 * Returns pointer a static string containing gravestone text
2451 * Moved from apply.c to player.c - player.c is what 2131 * Moved from apply.c to player.c - player.c is what
2452 * actually uses this function. player.c may not be quite the 2132 * actually uses this function. player.c may not be quite the
2453 * best, a misc file for object actions is probably better, 2133 * best, a misc file for object actions is probably better,
2454 * but there isn't one in the server directory. 2134 * but there isn't one in the server directory.
2455 */ 2135 */
2456char * 2136const char *
2457gravestone_text (object *op) 2137gravestone_text (object *op)
2458{ 2138{
2459 static char buf2[MAX_BUF]; 2139 static dynbuf_text buf;
2460 char buf[MAX_BUF];
2461 time_t now = time (NULL);
2462 2140
2463 strcpy (buf2, " R.I.P.\n\n"); 2141 buf << "---- R.I.P. ----\n\n"
2142 << op->name;
2143
2464 if (op->type == PLAYER) 2144 if (op->type == PLAYER)
2465 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2145 buf << " the " << op->contr->title;
2466 else
2467 sprintf (buf, "%s\n", &op->name);
2468 2146
2469 strncat (buf2, " ", 20 - strlen (buf) / 2); 2147 buf << "\n\n";
2470 strcat (buf2, buf); 2148
2149 buf << "who was level ";
2150 buf << (sint32)op->level << "\n\n" // OO breakdown
2151 << " when " << (op->contr ? "killed" : "died") << "\n\n";
2152
2471 if (op->type == PLAYER) 2153 if (op->type == PLAYER)
2472 sprintf (buf, "who was in level %d when killed\n", op->level); 2154 buf << "by " << op->contr->killer_name () << ".\n\n";
2473 else
2474 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2475 2155
2476 strncat (buf2, " ", 20 - strlen (buf) / 2);
2477 strcat (buf2, buf);
2478 if (op->type == PLAYER)
2479 { 2156 {
2480 sprintf (buf, "by %s.\n\n", op->contr->killer); 2157 static char buf2[128];
2481 strncat (buf2, " ", 21 - strlen (buf) / 2); 2158 time_t now = time (NULL);
2482 strcat (buf2, buf);
2483 }
2484
2485 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2159 strftime (buf2, 128, "%b %d %Y\n\n", localtime (&now));
2486 strncat (buf2, " ", 20 - strlen (buf) / 2); 2160 buf << buf2;
2487 strcat (buf2, buf); 2161 }
2488 2162
2489 return buf2; 2163 return buf;
2490} 2164}
2491
2492
2493 2165
2494void 2166void
2495do_some_living (object *op) 2167do_some_living (object *op)
2496{ 2168{
2497 int last_food = op->stats.food; 2169 int last_food = op->stats.food;
2503 int rate_grace = 2000; 2175 int rate_grace = 2000;
2504 const int max_hp = 1; 2176 const int max_hp = 1;
2505 const int max_sp = 1; 2177 const int max_sp = 1;
2506 const int max_grace = 1; 2178 const int max_grace = 1;
2507 2179
2508 if (op->contr->outputs_sync) 2180 if (op->contr->hidden)
2181 {
2182 op->invisible = 1000;
2183 /* the socket code flashes the player visible/invisible
2184 * depending on the value of invisible, so we need to
2185 * alternate it here for it to work correctly.
2186 */
2187 if (pticks & 2)
2188 op->invisible--;
2509 { 2189 }
2510 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2190 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2511 if (op->contr->outputs[i].buf != NULL && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks) 2191 {
2512 flush_output_element (op, &op->contr->outputs[i]); 2192 if (!op->invisible--)
2193 {
2194 make_visible (op);
2195 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2196 }
2513 } 2197 }
2514 2198
2515 if (op->contr->ns->state == ST_PLAYING) 2199 if (op->contr->ns->state == ST_PLAYING)
2516 { 2200 {
2517
2518 /* these next three if clauses make it possible to SLOW DOWN 2201 /* these next three if clauses make it possible to SLOW DOWN
2519 hp/grace/spellpoint regeneration. */ 2202 hp/grace/spellpoint regeneration. */
2520 if (op->contr->gen_hp >= 0) 2203 if (op->contr->gen_hp >= 0)
2521 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; 2204 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2522 else 2205 else
2523 { 2206 {
2524 gen_hp = op->stats.maxhp; 2207 gen_hp = op->stats.maxhp;
2525 rate_hp -= rate_hp / 2 * op->contr->gen_hp; 2208 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2526 } 2209 }
2210
2527 if (op->contr->gen_sp >= 0) 2211 if (op->contr->gen_sp >= 0)
2528 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; 2212 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2529 else 2213 else
2530 { 2214 {
2531 gen_sp = op->stats.maxsp; 2215 gen_sp = op->stats.maxsp;
2532 rate_sp -= rate_sp / 2 * op->contr->gen_sp; 2216 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2533 } 2217 }
2218
2534 if (op->contr->gen_grace >= 0) 2219 if (op->contr->gen_grace >= 0)
2535 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2220 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2536 else 2221 else
2537 { 2222 {
2538 gen_grace = op->stats.maxgrace; 2223 gen_grace = op->stats.maxgrace;
2539 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2224 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2540 } 2225 }
2541 2226
2542 /* Regenerate Spell Points */
2543 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0)
2544 {
2545 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2546 if (op->stats.sp < op->stats.maxsp)
2547 {
2548 op->stats.sp++;
2549 /* dms do not consume food */
2550 if (!QUERY_FLAG (op, FLAG_WIZ))
2551 {
2552 op->stats.food--;
2553 if (op->contr->digestion < 0)
2554 op->stats.food += op->contr->digestion;
2555 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2556 op->stats.food = last_food;
2557 }
2558 }
2559 if (max_sp > 1)
2560 {
2561 over_sp = (gen_sp + 10) / rate_sp;
2562 if (over_sp > 0)
2563 {
2564 if (op->stats.sp < op->stats.maxsp)
2565 {
2566 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2567 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2568 op->stats.sp--;
2569 if (op->stats.sp > op->stats.maxsp)
2570 op->stats.sp = op->stats.maxsp;
2571 }
2572 op->last_sp = 0;
2573 }
2574 else
2575 {
2576 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2577 }
2578 }
2579 else
2580 {
2581 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2582 }
2583 }
2584
2585 /* Regenerate Grace */ 2227 /* Regenerate Grace */
2586 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2228 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2587 if (--op->last_grace < 0) 2229 if (--op->last_grace < 0)
2588 { 2230 {
2589 if (op->stats.grace < op->stats.maxgrace / 2) 2231 if (op->stats.grace < op->stats.maxgrace / 2)
2590 op->stats.grace++; /* no penalty in food for regaining grace */ 2232 op->stats.grace++; /* no penalty in food for regaining grace */
2233
2591 if (max_grace > 1) 2234 if (max_grace > 1)
2592 { 2235 {
2593 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2236 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2594 if (over_grace > 0) 2237 if (over_grace > 0)
2595 { 2238 {
2607 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); 2250 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2608 } 2251 }
2609 /* wearing stuff doesn't detract from grace generation. */ 2252 /* wearing stuff doesn't detract from grace generation. */
2610 } 2253 }
2611 2254
2255 if (op->stats.food > 0)
2256 {
2612 /* Regenerate Hit Points */ 2257 /* Regenerate Spell Points */
2613 if (--op->last_heal < 0) 2258 if (!op->contr->golem && --op->last_sp < 0)
2614 {
2615 if (op->stats.hp < op->stats.maxhp)
2616 { 2259 {
2617 op->stats.hp++; 2260 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2618 /* dms do not consume food */ 2261
2619 if (!QUERY_FLAG (op, FLAG_WIZ)) 2262 if (op->stats.sp < op->stats.maxsp)
2620 { 2263 {
2264 op->stats.sp++;
2265
2266 /* dms do not consume food */
2267 if (!QUERY_FLAG (op, FLAG_WIZ))
2268 {
2621 op->stats.food--; 2269 op->stats.food--;
2270
2622 if (op->contr->digestion < 0) 2271 if (op->contr->digestion < 0)
2623 op->stats.food += op->contr->digestion; 2272 op->stats.food += op->contr->digestion;
2624 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2273 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2625 op->stats.food = last_food; 2274 op->stats.food = last_food;
2275 }
2626 } 2276 }
2627 } 2277
2628 if (max_hp > 1) 2278 if (max_sp > 1)
2629 {
2630 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2631 if (over_hp > 0)
2632 { 2279 {
2633 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; 2280 over_sp = (gen_sp + 10) / rate_sp;
2281 if (over_sp > 0)
2282 {
2283 if (op->stats.sp < op->stats.maxsp)
2284 {
2285 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2286
2287 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2288 op->stats.sp--;
2289
2290 if (op->stats.sp > op->stats.maxsp)
2291 op->stats.sp = op->stats.maxsp;
2292 }
2293
2634 op->last_heal = 0; 2294 op->last_sp = 0;
2295 }
2296 else
2297 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2635 } 2298 }
2636 else 2299 else
2300 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2301 }
2302
2303 /* Regenerate Hit Points */
2304 if (--op->last_heal < 0)
2305 {
2306 if (op->stats.hp < op->stats.maxhp)
2637 { 2307 {
2638 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2308 op->stats.hp++;
2309
2310 /* dms do not consume food */
2311 if (!QUERY_FLAG (op, FLAG_WIZ))
2312 {
2313 op->stats.food--;
2314
2315 if (op->contr->digestion < 0)
2316 op->stats.food += op->contr->digestion;
2317 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2318 op->stats.food = last_food;
2319 }
2639 } 2320 }
2321
2322 if (max_hp > 1)
2323 {
2324 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2325
2326 if (over_hp > 0)
2327 {
2328 op->stats.sp += over_hp + (rndm (rate_hp) > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2329 op->last_heal = 0;
2330 }
2331 else
2332 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2640 } 2333 }
2641 else 2334 else
2642 {
2643 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2335 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2644 } 2336 }
2645 } 2337 }
2646 2338
2647 /* Digestion */ 2339 /* Digestion */
2648 if (--op->last_eat < 0) 2340 if (--op->last_eat < 0)
2649 { 2341 {
2650#ifdef COZY_SERVER 2342 int bonus = max (0, op->contr->digestion),
2651 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion; 2343 penalty = max (0, -op->contr->digestion);
2652 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2653#else
2654 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2655#endif
2656 2344
2657 if (op->contr->gen_hp > 0)
2658 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2345 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2659 else 2346
2660 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2661 /* dms do not consume food */ 2347 /* dms do not consume food */
2662 if (!QUERY_FLAG (op, FLAG_WIZ)) 2348 if (!QUERY_FLAG (op, FLAG_WIZ))
2663 op->stats.food--; 2349 op->stats.food--;
2664 } 2350 }
2665 }
2666 2351
2667 if (op->contr->ns->state == ST_PLAYING && op->stats.food < 0 && op->stats.hp >= 0) 2352 if (op->stats.food < 0 && op->stats.hp >= 0)
2668 { 2353 {
2669 object *tmp, *flesh = NULL; 2354 object *flesh = 0;
2670 2355
2671 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2356 for_inv_removable (op, tmp)
2672 {
2673 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2674 { 2357 {
2358 if (QUERY_FLAG (tmp, FLAG_UNPAID))
2359 continue;
2360
2675 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2361 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2676 { 2362 {
2677 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2363 op->statusmsg ("You blindly grab for a bite of food. "
2364 "H<To prevent you from starving, you ate some random item from your backpack.>");
2678 manual_apply (op, tmp, 0); 2365 manual_apply (op, tmp, 0);
2366
2679 if (op->stats.food >= 0 || op->stats.hp < 0) 2367 if (op->stats.food >= 0 || op->stats.hp < 0)
2680 break; 2368 break;
2681 } 2369 }
2682 else if (tmp->type == FLESH) 2370 else if (tmp->type == FLESH)
2683 flesh = tmp; 2371 flesh = tmp;
2684 } /* End if paid for object */ 2372 }
2685 } /* end of for loop */ 2373
2686 /* If player is still starving, it means they don't have any food, so 2374 /* If player is still starving, it means they don't have any food, so
2687 * eat flesh instead. 2375 * eat flesh instead.
2688 */ 2376 */
2689 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2377 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2690 { 2378 {
2691 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2379 op->statusmsg ("You blindly grab for a bite of food. "
2380 "H<To prevent you from starving, you ate some random item from your backpack.>");
2692 manual_apply (op, flesh, 0); 2381 manual_apply (op, flesh, 0);
2382 }
2383
2384 // If player is still starving, alert him!
2385 if (op->stats.food < 0)
2386 op->failmsg ("You are starving! "
2387 "H<Eat some food to increase your food and prevent you from an untimely death.>");
2388 }
2389
2390 if (op->stats.food < 0)
2693 } 2391 {
2694 } /* end if player is starving */ 2392 op->stats.hp += op->stats.food;
2393 op->stats.food = 0;
2695 2394
2696 while (op->stats.food < 0 && op->stats.hp > 0) 2395 if (op->stats.hp < 0)
2697 op->stats.food++, op->stats.hp--; 2396 {
2397 op->contr->killer = archetype::get ("killer_starvation");
2398 op->contr->killer->destroy ();
2399 }
2400 }
2698 2401
2699 if (!op->contr->ns->state && !QUERY_FLAG (op, FLAG_WIZ) && (op->stats.hp < 0 || op->stats.food < 0)) 2402 /* killer should be set here already */
2403 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2700 kill_player (op); 2404 kill_player (op);
2405 }
2701} 2406}
2702
2703
2704 2407
2705/* If the player should die (lack of hp, food, etc), we call this. 2408/* If the player should die (lack of hp, food, etc), we call this.
2706 * op is the player in jeopardy. If the player can not be saved (not 2409 * op is the player in jeopardy. If the player can not be saved (not
2707 * permadeath, no lifesave), this will take care of removing the player 2410 * permadeath, no lifesave), this will take care of removing the player
2708 * file. 2411 * file.
2709 */ 2412 */
2710void 2413void
2711kill_player (object *op) 2414kill_player (object *op)
2712{ 2415{
2713 char buf[MAX_BUF];
2714 int x, y; 2416 int x, y;
2715
2716 //int i;
2717 maptile *map; /* this is for resurrection */ 2417 maptile *map; /* this is for resurrection */
2718
2719 /* int z;
2720 int num_stats_lose;
2721 int lost_a_stat;
2722 int lose_this_stat;
2723 int this_stat; */
2724 int will_kill_again; 2418 int will_kill_again;
2725 archetype *at; 2419 archetype *at;
2726 object *tmp; 2420 object *tmp;
2727 2421
2728 if (save_life (op)) 2422 if (save_life (op))
2729 return; 2423 return;
2730 2424
2425 dynbuf_text deathtab;
2426
2427 /* restore player */
2428 at = archetype::find ("poisoning");
2429 if (object *tmp = present_arch_in_ob (at, op))
2430 {
2431 tmp->destroy ();
2432 deathtab << "Your body feels cleansed...\r";
2433 }
2434
2435 at = archetype::find ("confusion");
2436 if (object *tmp = present_arch_in_ob (at, op))
2437 {
2438 tmp->destroy ();
2439 deathtab << "Your mind feels clearer...\r";
2440 }
2441
2442 cure_disease (op, 0, 0); /* remove any disease */
2443
2444 max_it (op->stats.hp , op->stats.maxhp);
2445 max_it (op->stats.sp , op->stats.maxsp);
2446 max_it (op->stats.grace, op->stats.maxgrace);
2447
2448 if (op->stats.food <= 0)
2449 op->stats.food = 999;
2450
2451 // remove all spell effects that are active
2452 // to avoid long-term effects such as word-of-recall
2453 for (object *item = op->inv; item; )
2454 {
2455 object *next = item->below;
2456
2457 if (item->type == SPELL_EFFECT && item->active)
2458 item->destroy ();
2459
2460 item = next;
2461 }
2731 2462
2732 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2463 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2733 * in cities ONLY!!! It is very important that this doesn't get abused. 2464 * in cities ONLY!!! It is very important that this doesn't get abused.
2734 * Look at op_on_battleground() for more info --AndreasV 2465 * Look at op_on_battleground() for more info --AndreasV
2735 */ 2466 */
2736 if (op_on_battleground (op, &x, &y)) 2467 if (op_on_battleground (op, &x, &y))
2737 { 2468 {
2738 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2469 deathtab << "You almost died in combat, but local medics have saved your life...\r";
2739 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2740
2741 /* restore player */
2742 at = archetype::find ("poisoning");
2743 tmp = present_arch_in_ob (at, op);
2744 if (tmp)
2745 {
2746 tmp->destroy ();
2747 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2748 }
2749
2750 at = archetype::find ("confusion");
2751 tmp = present_arch_in_ob (at, op);
2752 if (tmp)
2753 {
2754 tmp->destroy ();
2755 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2756 }
2757
2758 cure_disease (op, 0); /* remove any disease */
2759 op->stats.hp = op->stats.maxhp;
2760 if (op->stats.food <= 0)
2761 op->stats.food = 999;
2762 2470
2763 /* create a bodypart-trophy to make the winner happy */ 2471 /* create a bodypart-trophy to make the winner happy */
2764 tmp = arch_to_object (archetype::find ("finger")); 2472 if (object *tmp = arch_to_object (archetype::find ("finger")))
2765 if (tmp != NULL)
2766 { 2473 {
2767 sprintf (buf, "%s's finger", &op->name); 2474 tmp->name = format ("%s's finger" , &op->name);
2768 tmp->name = buf; 2475 tmp->name_pl = format ("%s's fingers", &op->name);
2769 sprintf (buf, " This finger has been cut off %s\n"
2770 " the %s, when he was defeated at\n level %d by %s.\n",
2771 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2772 tmp->msg = buf; 2476 tmp->msg = format (
2477 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
2478 &op->name, op->contr->title,
2479 (int)op->level,
2480 op->contr->killer_name ()
2481 );
2773 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2482 tmp->value = 0, tmp->type = 0;
2774 tmp->materialname = NULL; 2483 tmp->materialname = "organics";
2775 tmp->x = op->x, tmp->y = op->y; 2484 tmp->insert_at (op, tmp);
2776 insert_ob_in_map (tmp, op->map, op, 0);
2777 } 2485 }
2778 2486
2779 /* teleport defeated player to new destination */ 2487 /* teleport defeated player to new destination */
2780 transfer_ob (op, x, y, 0, NULL); 2488 transfer_ob (op, x, y, 0, NULL);
2781 op->contr->braced = 0; 2489 op->contr->braced = 0;
2490
2491 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2782 return; 2492 return;
2783 } 2493 }
2784 2494
2495 deathtab << "You were killed by " << op->contr->killer_name () << ".\n\n";
2496 deathtab << "T<YOU HAVE DIED>\n\n";
2497
2785 INVOKE_PLAYER (DEATH, op->contr); 2498 INVOKE_PLAYER (DEATH, op->contr);
2786 2499
2787 command_kill_pets (op, 0); 2500 command_kill_pets (op, 0);
2788 2501
2789 if (op->stats.food < 0) 2502 op->contr->play_sound (sound_find ("player_dies"));
2790 {
2791 if (op->contr->explore)
2792 {
2793 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
2794 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2795 op->stats.food = 999;
2796 return;
2797 }
2798 sprintf (buf, "%s starved to death.", &op->name);
2799 strcpy (op->contr->killer, "starvation");
2800 }
2801 else
2802 {
2803 if (op->contr->explore)
2804 {
2805 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
2806 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2807 op->stats.hp = op->stats.maxhp;
2808 return;
2809 }
2810 sprintf (buf, "%s died.", &op->name);
2811 }
2812 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2813 2503
2814 /* save the map location for corpse, gravestone */ 2504 /* save the map location for corpse, gravestone */
2815 x = op->x; 2505 x = op->x;
2816 y = op->y; 2506 y = op->y;
2817 map = op->map; 2507 map = op->map;
2818
2819 2508
2820 /* NOT_PERMADEATH code. This basically brings the character back to 2509 /* NOT_PERMADEATH code. This basically brings the character back to
2821 * life if they are dead - it takes some exp and a random stat. 2510 * life if they are dead - it takes some exp and a random stat.
2822 * See the config.h file for a little more in depth detail about this. 2511 * See the config.h file for a little more in depth detail about this.
2823 */ 2512 */
2840 num_stats_lose = 1; 2529 num_stats_lose = 1;
2841 else 2530 else
2842 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO; 2531 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2843 } 2532 }
2844 else 2533 else
2845 {
2846 num_stats_lose = 1; 2534 num_stats_lose = 1;
2847 } 2535
2848 lost_a_stat = 0; 2536 lost_a_stat = 0;
2849 2537
2850 for (z = 0; z < num_stats_lose; z++) 2538 for (z = 0; z < num_stats_lose; z++)
2851 { 2539 {
2852 i = RANDOM () % NUM_STATS; 2540 i = rndm (NUM_STATS);
2853 2541
2854 if (settings.stat_loss_on_death) 2542 if (settings.stat_loss_on_death)
2855 { 2543 {
2856 /* Pick a random stat and take a point off it. Tell the player 2544 /* Pick a random stat and take a point off it. Tell the player
2857 * what he lost. 2545 * what he lost.
2908 } 2596 }
2909 } 2597 }
2910 2598
2911 if (lose_this_stat) 2599 if (lose_this_stat)
2912 { 2600 {
2913 this_stat = get_attr_value (&(dep->stats), i); 2601 this_stat = get_attr_value (&dep->stats, i);
2914 /* We could try to do something clever like find another 2602 /* We could try to do something clever like find another
2915 * stat to reduce if this fails. But chances are, if 2603 * stat to reduce if this fails. But chances are, if
2916 * stats have been depleted to -50, all are pretty low 2604 * stats have been depleted to -50, all are pretty low
2917 * and should be roughly the same, so it shouldn't make a 2605 * and should be roughly the same, so it shouldn't make a
2918 * difference. 2606 * difference.
2926 lost_a_stat = 1; 2614 lost_a_stat = 1;
2927 } 2615 }
2928 } 2616 }
2929 } 2617 }
2930 } 2618 }
2619
2931 /* If no stat lost, tell the player. */ 2620 /* If no stat lost, tell the player. */
2932 if (!lost_a_stat) 2621 if (!lost_a_stat)
2933 { 2622 {
2934 /* determine_god() seems to not work sometimes... why is this? 2623 /* determine_god() seems to not work sometimes... why is this?
2935 Should I be using something else? GD */ 2624 Should I be using something else? GD */
2936 const char *god = determine_god (op); 2625 shstr_tmp god = determine_god (op);
2937 2626
2938 if (god && (strcmp (god, "none"))) 2627 if (god != shstr_none)
2939 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god); 2628 deathtab << "For a brief moment you feel the holy presence of " << god << " protecting you.\r";
2940 else 2629 else
2941 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2630 deathtab << "For a brief moment you feel a holy presence protecting you.\r";
2942 } 2631 }
2943#else 2632#else
2944 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2633 deathtab << "For a brief moment you feel a holy presence protecting you from losing yourself completely.";
2945#endif 2634#endif
2946 2635
2947 /* Put a gravestone up where the character 'almost' died. List the 2636 /* Put a gravestone up where the character 'almost' died. List the
2948 * exp loss on the stone. 2637 * exp loss on the stone.
2949 */ 2638 */
2950 tmp = arch_to_object (archetype::find ("gravestone")); 2639 tmp = arch_to_object (archetype::find ("gravestone"));
2951 sprintf (buf, "%s's gravestone", &op->name); 2640 tmp->name = format ("%s's gravestone", &op->name);
2952 tmp->name = buf; 2641 tmp->name_pl = format ("%s's gravestones", &op->name);
2953 sprintf (buf, "%s's gravestones", &op->name); 2642 tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n",
2954 tmp->name_pl = buf; 2643 &op->name, op->contr->title, op->contr->killer_name ());
2955 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);
2956 tmp->msg = buf;
2957 tmp->x = op->x, tmp->y = op->y; 2644 tmp->x = op->x, tmp->y = op->y;
2958 insert_ob_in_map (tmp, op->map, NULL, 0); 2645 insert_ob_in_map (tmp, op->map, NULL, 0);
2959 2646
2960 /**************************************/ 2647 /**************************************/
2961 /* */ 2648 /* */
2962 /* Subtract the experience points, */ 2649 /* Subtract the experience points, */
2963 /* if we died cause of food, give us */
2964 /* food, and reset HP's... */
2965 /* */ 2650 /* */
2966 /**************************************/ 2651 /**************************************/
2967 2652
2968 /* remove any poisoning and confusion the character may be suffering. */
2969 /* restore player */
2970 at = archetype::find ("poisoning");
2971 tmp = present_arch_in_ob (at, op);
2972
2973 if (tmp)
2974 {
2975 tmp->destroy ();
2976 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2977 }
2978
2979 at = archetype::find ("confusion");
2980 tmp = present_arch_in_ob (at, op);
2981 if (tmp)
2982 {
2983 tmp->destroy ();
2984 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2985 }
2986
2987 cure_disease (op, 0); /* remove any disease */
2988
2989 /*add_exp(op, (op->stats.exp * -0.20)); */ 2653 /*add_exp(op, (op->stats.exp * -0.20)); */
2990 apply_death_exp_penalty (op); 2654 apply_death_exp_penalty (op);
2991 if (op->stats.food < 100)
2992 op->stats.food = 900;
2993 op->stats.hp = op->stats.maxhp;
2994 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2995 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2996 2655
2997 /* 2656 /*
2998 * Check to see if the player is in a shop. IF so, then check to see if
2999 * the player has any unpaid items. If so, remove them and put them back 2657 * Check to see if the player has any unpaid items. If so, remove them
3000 * in the map. 2658 * and put them back in the map.
3001 */ 2659 */
3002 2660 op->drop_unpaid_items ();
3003 if (is_in_shop (op))
3004 remove_unpaid_objects (op->inv, op);
3005 2661
3006 /****************************************/ 2662 /****************************************/
3007 /* */ 2663 /* */
3008 /* Move player to his current respawn- */ 2664 /* Move player to his current respawn- */
3009 /* position (usually last savebed) */ 2665 /* position (usually last savebed) */
3010 /* */ 2666 /* */
3011 /****************************************/ 2667 /****************************************/
3012 2668
3013 enter_player_savebed (op); 2669 enter_player_savebed (op);
3014 2670
3015 /* Save the player before inserting the force to reduce
3016 * chance of abuse.
3017 */
3018 op->contr->braced = 0; 2671 op->contr->braced = 0;
3019 op->contr->save ();
3020 2672
3021 /* it is possible that the player has blown something up 2673 /* it is possible that the player has blown something up
3022 * at his savebed location, and that can have long lasting 2674 * at his savebed location, and that can have long lasting
3023 * spell effects. So first see if there is a spell effect 2675 * spell effects. So first see if there is a spell effect
3024 * on the space that might harm the player. 2676 * on the space that might harm the player.
3033 object *force; 2685 object *force;
3034 int at; 2686 int at;
3035 2687
3036 force = get_archetype (FORCE_NAME); 2688 force = get_archetype (FORCE_NAME);
3037 /* 50 ticks should be enough time for the spell to abate */ 2689 /* 50 ticks should be enough time for the spell to abate */
3038 force->speed = 0.1; 2690 force->speed = 0.1f;
3039 force->speed_left = -5.0; 2691 force->speed_left = -5.f;
3040 SET_FLAG (force, FLAG_APPLIED); 2692 SET_FLAG (force, FLAG_APPLIED);
3041 for (at = 0; at < NROFATTACKS; at++) 2693 for (at = 0; at < NROFATTACKS; at++)
3042 if (will_kill_again & (1 << at)) 2694 if (will_kill_again & (1 << at))
3043 force->resist[at] = 100; 2695 force->resist[at] = 100;
3044 2696
3045 insert_ob_in_ob (force, op); 2697 insert_ob_in_ob (force, op);
3046 op->update_stats (); 2698 op->update_stats ();
3047
3048 } 2699 }
3049 2700
3050 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2701 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
3051} 2702}
3052 2703
3053void 2704void
3054loot_object (object *op) 2705loot_object (object *op)
3055{ /* Grab and destroy some treasure */ 2706{ /* Grab and destroy some treasure */
3056 object *tmp, *tmp2, *next; 2707 object *tmp, *tmp2, *next;
3057 2708
3058 if (op->container) 2709 op->close_container (); /* close open sack first */
3059 esrv_apply_container (op, op->container); /* close open sack first */
3060 2710
3061 for (tmp = op->inv; tmp; tmp = next) 2711 for (tmp = op->inv; tmp; tmp = next)
3062 { 2712 {
3063 next = tmp->below; 2713 next = tmp->below;
3064 2714
3065 if (tmp->invisible) 2715 if (tmp->invisible)
3066 continue; 2716 continue;
3067 2717
3068 tmp->remove (); 2718 tmp->remove ();
3069 tmp->x = op->x, tmp->y = op->y; 2719 tmp->x = op->x, tmp->y = op->y;
2720
3070 if (tmp->type == CONTAINER) 2721 if (tmp->type == CONTAINER)
3071 { /* empty container to ground */ 2722 loot_object (tmp); /* empty container to ground */
3072 loot_object (tmp); 2723
3073 }
3074 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) 2724 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
3075 { 2725 {
3076 if (tmp->nrof > 1) 2726 if (tmp->nrof > 1)
3077 { 2727 {
3078 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2728 tmp->decrease (rndm (1, tmp->nrof - 1));
3079 tmp2->destroy ();
3080 insert_ob_in_map (tmp, op->map, NULL, 0); 2729 insert_ob_in_map (tmp, op->map, NULL, 0);
3081 } 2730 }
3082 else 2731 else
3083 tmp->destroy (); 2732 tmp->destroy ();
3084 } 2733 }
3090/* 2739/*
3091 * fix_weight(): Check recursively the weight of all players, and fix 2740 * fix_weight(): Check recursively the weight of all players, and fix
3092 * what needs to be fixed. Refresh windows and fix speed if anything 2741 * what needs to be fixed. Refresh windows and fix speed if anything
3093 * was changed. 2742 * was changed.
3094 */ 2743 */
3095
3096void 2744void
3097fix_weight (void) 2745fix_weight (void)
3098{ 2746{
3099 for (player *pl = first_player; pl; pl = pl->next) 2747 for_all_players (pl)
3100 { 2748 {
3101 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2749 sint32 old = pl->ob->carrying;
3102 2750
3103 if (old == sum) 2751 pl->ob->update_weight ();
3104 continue; 2752
2753 if (old != pl->ob->carrying)
2754 {
3105 pl->ob->update_stats (); 2755 pl->ob->update_stats ();
3106 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 2756 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, (int)old, (int)pl->ob->carrying);
2757 }
3107 } 2758 }
3108} 2759}
3109 2760
3110void 2761void
3111fix_luck (void) 2762fix_luck (void)
3112{ 2763{
3113 for (player *pl = first_player; pl; pl = pl->next) 2764 for_all_players (pl)
3114 if (!pl->ob->contr->ns->state) 2765 if (!pl->ob->contr->ns->state)
3115 pl->ob->change_luck (0); 2766 pl->ob->change_luck (0);
3116} 2767}
3117 2768
3118/* cast_dust() - handles op throwing objects of type 'DUST'. 2769/* cast_dust() - handles op throwing objects of type 'DUST'.
3153} 2804}
3154 2805
3155void 2806void
3156make_visible (object *op) 2807make_visible (object *op)
3157{ 2808{
3158 op->hide = 0; 2809 op->flag [FLAG_HIDDEN] = 0;
3159 op->invisible = 0; 2810 op->invisible = 0;
2811
3160 if (op->type == PLAYER) 2812 if (op->type == PLAYER)
3161 { 2813 {
3162 op->contr->tmp_invis = 0; 2814 op->contr->tmp_invis = 0;
3163 op->contr->invis_race = 0; 2815 op->contr->invis_race = 0;
3164 } 2816 }
2817
3165 update_object (op, UP_OBJ_FACE); 2818 update_object (op, UP_OBJ_CHANGE);
3166} 2819}
3167 2820
3168int 2821int
3169is_true_undead (object *op) 2822is_true_undead (object *op)
3170{ 2823{
3171 object *tmp = NULL;
3172
3173 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 2824 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3174 return 1; 2825 return 1;
3175 2826
3176 return 0; 2827 return 0;
3177} 2828}
3178 2829
3179/* look at the surrounding terrain to determine 2830/* look at the surrounding terrain to determine
3180 * the hideability of this object. Positive levels 2831 * the hideability of this object. Positive levels
3181 * indicate greater hideability. 2832 * indicate greater hideability.
3182 */ 2833 */
3183
3184int 2834int
3185hideability (object *ob) 2835hideability (object *ob)
3186{ 2836{
3187 int i, level = 0, mflag; 2837 int i, level = 0, mflag;
3188 sint16 x, y; 2838 sint16 x, y;
3189 2839
3190 if (!ob || !ob->map) 2840 if (!ob || !ob->map)
3191 return 0; 2841 return 0;
3192 2842
3193 /* so, on normal lighted maps, its hard to hide */ 2843 /* so, on normal lighted maps, its hard to hide */
3194 level = ob->map->darkness - 2; 2844 level = ob->map->darklevel () - 2;
3195 2845
3196 /* this also picks up whether the object is glowing. 2846 /* this also picks up whether the object is glowing.
3197 * If you carry a light on a non-dark map, its not 2847 * If you carry a light on a non-dark map, its not
3198 * as bad as carrying a light on a pitch dark map */ 2848 * as bad as carrying a light on a pitch dark map */
3199 if (has_carried_lights (ob)) 2849 if (ob->has_carried_lights ())
3200 level = -(10 + (2 * ob->map->darkness)); 2850 level = -(10 + (2 * ob->map->darklevel ()));
3201 2851
3202 /* scan through all nearby squares for terrain to hide in */ 2852 /* scan through all nearby squares for terrain to hide in */
3203 for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i]) 2853 for (i = 0, x = ob->x, y = ob->y;
2854 i <= SIZEOFFREE1;
2855 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3204 { 2856 {
3205 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); 2857 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3206 if (mflag & P_OUT_OF_MAP) 2858 if (mflag & P_OUT_OF_MAP)
3207 {
3208 continue; 2859 continue;
3209 } 2860
3210 if (mflag & P_BLOCKSVIEW) /* something to hide near! */ 2861 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3211 level += 2; 2862 level += 2;
3212 else /* open terrain! */ 2863 else /* open terrain! */
3213 level -= 1; 2864 level -= 1;
3214 } 2865 }
3222/* For Hidden creatures - a chance of becoming 'unhidden' 2873/* For Hidden creatures - a chance of becoming 'unhidden'
3223 * every time they move - as we subtract off 'invisibility' 2874 * every time they move - as we subtract off 'invisibility'
3224 * AND, for players, if they move into a ridiculously unhideable 2875 * AND, for players, if they move into a ridiculously unhideable
3225 * spot (surrounded by clear terrain in broad daylight). -b.t. 2876 * spot (surrounded by clear terrain in broad daylight). -b.t.
3226 */ 2877 */
3227
3228void 2878void
3229do_hidden_move (object *op) 2879do_hidden_move (object *op)
3230{ 2880{
3231 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 2881 int hide = 0;
3232 object *skop;
3233 2882
3234 if (!op || !op->map) 2883 if (!op || !op->map)
3235 return; 2884 return;
3236 2885
3237 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 2886 object *skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
2887 int num = random_roll (0, 19, op, PREFER_LOW);
3238 2888
3239 /* its *extremely* hard to run and sneak/hide at the same time! */ 2889 /* its *extremely* hard to run and sneak/hide at the same time! */
3240 if (op->type == PLAYER && op->contr->run_on) 2890 if (op->type == PLAYER && op->contr->run_on)
3241 {
3242 if (!skop || num >= skop->level) 2891 if (!skop || num >= skop->level)
3243 { 2892 {
3244 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!"); 2893 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3245 make_visible (op); 2894 make_visible (op);
3246 return; 2895 return;
3247 } 2896 }
3248 else 2897 else
3249 num += 20; 2898 num += 20;
3250 } 2899
3251 num += op->map->difficulty; 2900 num += op->map->difficulty;
3252 hide = hideability (op); /* modify by terrain hidden level */ 2901 hide = hideability (op); /* modify by terrain hidden level */
3253 num -= hide; 2902 num -= hide;
2903
3254 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 2904 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3255 { 2905 {
3256 make_visible (op); 2906 make_visible (op);
2907
3257 if (op->type == PLAYER) 2908 if (op->type == PLAYER)
3258 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 2909 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3259 } 2910 }
3260 else if (op->type == PLAYER && skop) 2911 else if (op->type == PLAYER && skop)
3261 {
3262 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 2912 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3263 }
3264} 2913}
3265 2914
3266/* determine if who is standing near a hostile creature. */ 2915/* determine if who is standing near a hostile creature. */
3267 2916
3268int 2917int
3316 * object op. This function works fine for monsters, 2965 * object op. This function works fine for monsters,
3317 * but we dont worry if the object isnt the top one in 2966 * but we dont worry if the object isnt the top one in
3318 * a pile (say a coin under a table would return "viewable" 2967 * a pile (say a coin under a table would return "viewable"
3319 * by this routine). Another question, should we be 2968 * by this routine). Another question, should we be
3320 * concerned with the direction the player is looking 2969 * concerned with the direction the player is looking
3321 * in? Realistically, most of use cant see stuff behind 2970 * in? Realistically, most of us can't see stuff behind
3322 * our backs...on the other hand, does the "facing" direction 2971 * our backs...on the other hand, does the "facing" direction
3323 * imply the way your head, or body is facing? Its possible 2972 * imply the way your head, or body is facing? It's possible
3324 * for them to differ. Sigh, this fctn could get a bit more complex. 2973 * for them to differ. Sigh, this fctn could get a bit more complex.
3325 * -b.t. 2974 * -b.t.
3326 * This function is now map tiling safe. 2975 * This function is now map tiling safe.
3327 */ 2976 */
3328
3329int 2977int
3330player_can_view (object *pl, object *op) 2978player_can_view (object *pl, object *op)
3331{ 2979{
3332 rv_vector rv; 2980 rv_vector rv;
3333 int dx, dy; 2981 int dx, dy;
3335 if (pl->type != PLAYER) 2983 if (pl->type != PLAYER)
3336 { 2984 {
3337 LOG (llevError, "player_can_view() called for non-player object\n"); 2985 LOG (llevError, "player_can_view() called for non-player object\n");
3338 return -1; 2986 return -1;
3339 } 2987 }
2988
3340 if (!pl || !op) 2989 if (!pl || !op)
3341 return 0; 2990 return 0;
3342 2991
3343 if (op->head)
3344 {
3345 op = op->head; 2992 op = op->head_ ();
3346 } 2993
3347 get_rangevector (pl, op, &rv, 0x1); 2994 get_rangevector (pl, op, &rv, 0x1);
3348 2995
3349 /* starting with the 'head' part, lets loop 2996 /* starting with the 'head' part, lets loop
3350 * through the object and find if it has any 2997 * through the object and find if it has any
3351 * part that is in the los array but isnt on 2998 * part that is in the los array but isn't on
3352 * a blocked los square. 2999 * a blocked los square.
3353 * we use the archetype to figure out offsets. 3000 * we use the archetype to figure out offsets.
3354 */ 3001 */
3355 while (op) 3002 while (op)
3356 { 3003 {
3357 dx = rv.distance_x + op->arch->clone.x; 3004 dx = rv.distance_x + op->arch->x;
3358 dy = rv.distance_y + op->arch->clone.y; 3005 dy = rv.distance_y + op->arch->y;
3359 3006
3360 /* only the viewable area the player sees is updated by LOS 3007 if (pl->contr->blocked_los (dx, dy) != LOS_BLOCKED)
3361 * code, so we need to restrict ourselves to that range of values
3362 * for any meaningful values.
3363 */
3364 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3365 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3366 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3367 return 1; 3008 return 1;
3009
3368 op = op->more; 3010 op = op->more;
3369 } 3011 }
3012
3370 return 0; 3013 return 0;
3371} 3014}
3372 3015
3373/* routine for both players and monsters. We call this when 3016/* routine for both players and monsters. We call this when
3374 * there is a possibility for our action distrubing our hiding 3017 * there is a possibility for our action distrubing our hiding
3375 * place or invisiblity spell. Artefact invisiblity is not 3018 * place or invisiblity spell. Artefact invisiblity causes
3376 * effected by this. If we arent invisible to begin with, we 3019 * "noise" instead. If we arent invisible to begin with, we
3377 * return 0. 3020 * return 0.
3378 */ 3021 */
3379int 3022int
3380action_makes_visible (object *op) 3023action_makes_visible (object *op)
3381{ 3024{
3382
3383 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) 3025 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3384 { 3026 {
3385 if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) 3027 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3028 {
3029 // artefact invisibility is permanent, but we still make noise
3030 // this is important for game-balance.
3031 if (op->contr)
3032 op->make_noise ();
3033
3386 return 0; 3034 return 0;
3035 }
3387 3036
3388 if (op->contr && op->contr->tmp_invis == 0) 3037 if (op->contr && op->contr->tmp_invis == 0)
3389 return 0; 3038 return 0;
3390 3039
3391 /* If monsters, they should become visible */ 3040 /* If monsters, they should become visible */
3392 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) 3041 if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis))
3393 { 3042 {
3394 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible"); 3043 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible");
3395 return 1; 3044 return 1;
3396 } 3045 }
3397 } 3046 }
3047
3398 return 0; 3048 return 0;
3399} 3049}
3400 3050
3401/* op_on_battleground - checks if the given object op (usually 3051/* op_on_battleground - checks if the given object op (usually
3402 * a player) is standing on a valid battleground-tile, 3052 * a player) is standing on a valid battleground-tile,
3407 * Default is to do the same as before, so only people wanting to have different points need worry about this 3057 * Default is to do the same as before, so only people wanting to have different points need worry about this
3408 */ 3058 */
3409int 3059int
3410op_on_battleground (object *op, int *x, int *y) 3060op_on_battleground (object *op, int *x, int *y)
3411{ 3061{
3412 object *tmp;
3413
3414 /* A battleground-tile needs the following attributes to be valid: 3062 /* A battleground-tile needs the following attributes to be valid:
3415 * is_floor 1 (has to be the FIRST floor beneath the player's feet), 3063 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3416 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3064 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3417 * and the exit-coordinates sp/hp must both be > 0. 3065 * and the exit-coordinates sp/hp must both be > 0.
3418 * => The intention here is to prevent abuse of the battleground- 3066 * => The intention here is to prevent abuse of the battleground-
3419 * feature (like pickable or hidden battleground tiles). */ 3067 * feature (like pickable or hidden battleground tiles). */
3420 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3068 for (object *tmp = op->below; tmp; tmp = tmp->below)
3421 { 3069 {
3422 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3070 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3423 { 3071 {
3424 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3072 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3425 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp)) 3073 && tmp->type == BATTLEGROUND
3074 && tmp->name == shstr_battleground
3075 && EXIT_X (tmp) && EXIT_Y (tmp))
3426 { 3076 {
3427 /*before we assign the exit, check if this is a teambattle */ 3077 /* before we assign the exit, check if this is a teambattle */
3428 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) 3078 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3429 { 3079 {
3430 object *invtmp;
3431
3432 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below) 3080 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3433 { 3081 {
3434 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying)) 3082 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3435 { 3083 {
3436 if (x != NULL && y != NULL) 3084 if (x && y)
3437 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3085 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3086
3438 return 1; 3087 return 1;
3439 } 3088 }
3440 } 3089 }
3441 } 3090 }
3091
3442 if (x != NULL && y != NULL) 3092 if (x && y)
3443 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3093 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3094
3444 return 1; 3095 return 1;
3445 } 3096 }
3446 } 3097 }
3447 } 3098 }
3099
3448 /* If we got here, did not find a battleground */ 3100 /* If we got here, did not find a battleground */
3449 return 0; 3101 return 0;
3450} 3102}
3451 3103
3452/* 3104/*
3468 char buf[MAX_BUF]; /* tmp. string buffer */ 3120 char buf[MAX_BUF]; /* tmp. string buffer */
3469 int i = 0, j = 0; 3121 int i = 0, j = 0;
3470 3122
3471 /* get the appropriate treasurelist */ 3123 /* get the appropriate treasurelist */
3472 if (atnr == ATNR_FIRE) 3124 if (atnr == ATNR_FIRE)
3473 trlist = find_treasurelist ("dragon_ability_fire"); 3125 trlist = treasurelist::find (shstr_dragon_ability_fire);
3474 else if (atnr == ATNR_COLD) 3126 else if (atnr == ATNR_COLD)
3475 trlist = find_treasurelist ("dragon_ability_cold"); 3127 trlist = treasurelist::find (shstr_dragon_ability_cold);
3476 else if (atnr == ATNR_ELECTRICITY) 3128 else if (atnr == ATNR_ELECTRICITY)
3477 trlist = find_treasurelist ("dragon_ability_elec"); 3129 trlist = treasurelist::find (shstr_dragon_ability_elec);
3478 else if (atnr == ATNR_POISON) 3130 else if (atnr == ATNR_POISON)
3479 trlist = find_treasurelist ("dragon_ability_poison"); 3131 trlist = treasurelist::find (shstr_dragon_ability_poison);
3480 3132
3481 if (trlist == NULL || who->type != PLAYER) 3133 if (trlist == NULL || who->type != PLAYER)
3482 return; 3134 return;
3483 3135
3484 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3136 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3485 3137
3486 if (tr == NULL || tr->item == NULL) 3138 if (!tr || !tr->item)
3487 { 3139 {
3488 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3140 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3489 return; 3141 return;
3490 } 3142 }
3491 3143
3492 /* everything seems okay - now bring on the gift: */ 3144 /* everything seems okay - now bring on the gift: */
3493 item = &(tr->item->clone); 3145 item = tr->item;
3494 3146
3495 if (item->type == SPELL) 3147 if (item->type == SPELL)
3496 { 3148 {
3497 if (check_spell_known (who, item->name)) 3149 if (check_spell_known (who, item->name))
3498 return; 3150 return;
3557 { 3209 {
3558 /* forces in the treasurelist can alter the player's stats */ 3210 /* forces in the treasurelist can alter the player's stats */
3559 object *skin; 3211 object *skin;
3560 3212
3561 /* first get the dragon skin force */ 3213 /* first get the dragon skin force */
3562 shstr_cmp dragon_skin_force ("dragon_skin_force");
3563 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below) 3214 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3564 ; 3215 ;
3565 3216
3566 if (!skin) 3217 if (!skin)
3567 return; 3218 return;
3568 3219
3603 else 3254 else
3604 { 3255 {
3605 /* generate misc. treasure */ 3256 /* generate misc. treasure */
3606 tmp = arch_to_object (tr->item); 3257 tmp = arch_to_object (tr->item);
3607 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp)); 3258 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3608 tmp = insert_ob_in_ob (tmp, who); 3259 who->insert (tmp);
3609 if (who->type == PLAYER)
3610 esrv_send_item (who, tmp);
3611 } 3260 }
3612} 3261}
3613 3262
3614/** 3263/**
3615 * Unready an object for a player. This function does nothing if the object was 3264 * Unready an object for a player. This function does nothing if the object was
3616 * not readied. 3265 * not readied.
3617 */ 3266 */
3618void 3267void
3619player_unready_range_ob (player *pl, object *ob) 3268player_unready_range_ob (player *pl, object *ob)
3620{ 3269{
3621 rangetype i; 3270 if (pl->ob->current_weapon == ob)
3271 pl->ob->current_weapon = 0;
3622 3272
3623 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3273 if (pl->combat_ob == ob)
3624 { 3274 pl->combat_ob = 0;
3275
3625 if (pl->ranges[i] == ob) 3276 if (pl->ranged_ob == ob)
3626 { 3277 pl->ranged_ob = 0;
3627 pl->ranges[i] = NULL;
3628 if (pl->shoottype == i)
3629 {
3630 pl->shoottype = range_none;
3631 }
3632 }
3633 }
3634} 3278}
3279
3280sint8
3281player::darkness_at (maptile *map, int x, int y) const
3282{
3283 if (!ns)
3284 return LOS_BLOCKED;
3285
3286 int dx, dy;
3287 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3288 return LOS_BLOCKED;
3289
3290 x += dx - ns->current_x;
3291 y += dy - ns->current_y;
3292
3293 return blocked_los (x, y);
3294}
3295
3296void
3297player::infobox (const char *title, const char *msg, int color)
3298{
3299 send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3300}
3301
3302void
3303player::statusmsg (const char *msg, int color)
3304{
3305 send_msg (color | NDI_REPLY, INFO_CHANNEL, msg);
3306}
3307
3308void
3309player::failmsg (const char *msg, int color)
3310{
3311 play_sound (sound_find ("generic_failure"));
3312 statusmsg (msg, color);
3313}
3314

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