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Comparing deliantra/server/server/player.C (file contents):
Revision 1.67 by root, Tue Dec 26 08:55:00 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 for_all_players (pl)
40 if (pl->ob && !strcmp (query_name (pl->ob), plname))
41 return pl;
42
43 return 0;
44}
45
46void
47display_motd (const object *op)
48{
49 char buf[MAX_BUF];
50 char motd[HUGE_BUF];
51 FILE *fp;
52 int comp;
53 int size;
54
55 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
56 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
57 return;
58
59 motd[0] = '\0';
60 size = 0;
61
62 while (fgets (buf, MAX_BUF, fp))
63 {
64 if (*buf == '#')
65 continue;
66
67 strncat (motd + size, buf, HUGE_BUF - size);
68 size += strlen (buf);
69 }
70
71 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
72 close_and_delete (fp, comp);
73}
74
75void
76send_rules (const object *op)
77{
78 char buf[MAX_BUF];
79 char rules[HUGE_BUF];
80 FILE *fp;
81 int comp;
82 int size;
83
84 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
85 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
86 return;
87
88 rules[0] = '\0';
89 size = 0;
90
91 while (fgets (buf, MAX_BUF, fp))
92 {
93 if (*buf == '#')
94 continue;
95
96 if (size + strlen (buf) >= HUGE_BUF)
97 {
98 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
99 break;
100 }
101
102 strncat (rules + size, buf, HUGE_BUF - size);
103 size += strlen (buf);
104 }
105
106 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
107 close_and_delete (fp, comp);
108}
109
110void
111send_news (const object *op)
112{
113 char buf[MAX_BUF];
114 char news[HUGE_BUF];
115 char subject[MAX_BUF];
116 FILE *fp;
117 int comp;
118 int size;
119
120 sprintf (buf, "%s/%s", settings.confdir, settings.news);
121 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
122 return;
123
124 news[0] = '\0';
125 subject[0] = '\0';
126 size = 0;
127
128 while (fgets (buf, MAX_BUF, fp) != NULL)
129 {
130 if (*buf == '#')
131 continue;
132
133 if (*buf == '%')
134 { /* send one news */
135 if (size > 0)
136 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 */
137 strcpy (subject, buf + 1);
138 strip_endline (subject);
139 size = 0;
140 news[0] = '\0';
141 }
142 else
143 {
144 if (size + strlen (buf) >= HUGE_BUF)
145 {
146 LOG (llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
147 break;
148 }
149 strncat (news + size, buf, HUGE_BUF - size);
150 size += strlen (buf);
151 }
152 }
153
154 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
155 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news);
156 close_and_delete (fp, comp);
157}
158 37
159/* This loads the first map an puts the player on it. */ 38/* This loads the first map an puts the player on it. */
160static void 39static void
161set_first_map (object *op) 40set_first_map (object *op)
162{ 41{
163 strcpy (op->contr->maplevel, first_map_path); 42 op->contr->maplevel = first_map_path;
164 op->x = -1; 43 op->x = -1;
165 op->y = -1; 44 op->y = -1;
166 enter_exit (op, 0); 45}
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);
167} 82}
168 83
169// connect the player with a specific client 84// connect the player with a specific client
170// also changed, rationalises, and fixes some incorrect settings 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 ();
100
101 ns->reset_stats ();
184 102
185 /* make sure he's a player -- needed because of class change. */ 103 /* make sure he's a player -- needed because of class change. */
186 ob->type = PLAYER; // we are paranoid 104 ob->type = PLAYER; // we are paranoid
187 ob->race = ob->arch->clone.race; 105 ob->race = ob->arch->race;
188 106
189 if (!legal_range (ob, shoottype)) 107 ob->update_weight ();
190 shoottype = range_none;
191
192 ob->carrying = sum_weight (ob);
193 link_player_skills (ob); 108 link_skills ();
194 109
195 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); 110 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
196 ob->set_speed (ob->speed);
197 111
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);
235 130
236 esrv_new_player (this, ob->weight + ob->carrying); 131 esrv_new_player (this);
237 132
238 ob->update_stats (); 133 ob->update_stats ();
134
239 ns->floorbox_update (); 135 ns->floorbox_update ();
240
241 esrv_send_inventory (ob, ob); 136 esrv_send_inventory (ob, ob);
242 esrv_add_spells (this, 0); 137 esrv_add_spells (this, 0);
243 138
244 enter_exit (ob, 0); 139 activate ();
245 140
246 send_rules (ob); 141 INVOKE_PLAYER (CONNECT, this);
247 send_news (ob);
248 display_motd (ob);
249 INVOKE_PLAYER (LOGIN, this); 142 INVOKE_PLAYER (LOGIN, this);
250} 143}
251 144
252void 145void
253player::disconnect () 146player::disconnect ()
254{ 147{
255 //TODO: don't be so harsh and destroy :) 148 if (ob)
149 {
150 ob->close_container (); //TODO: client-specific
151 ob->drop_unpaid_items ();
152 }
153
256 if (ns) 154 if (ns)
257 destroy (); 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 ();
258} 171}
259 172
260// the need for this function can be explained 173// the need for this function can be explained
261// by load_object not returning the object 174// by load_object not returning the object
262void 175void
263player::set_object (object *op) 176player::set_object (object *op)
264{ 177{
265 ob = op; 178 ob = observe = viewpoint = op;
266 ob->contr = this; /* this aren't yet in archetype */ 179 ob->contr = this; /* this aren't yet in archetype */
267 180
181 ob->speed = 1.0f;
268 ob->speed_left = 0.5; 182 ob->speed_left = 0.5f;
269 ob->speed = 1.0; 183
270 ob->direction = 5; /* So player faces south */ 184 ob->direction = 5; /* So player faces south */
271 ob->stats.wc = 2;
272 ob->run_away = 25; /* Then we panick... */
273 185
274 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;
275 189
276 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;
277} 226}
278 227
279player::player () 228player::player ()
280{ 229{
281 /* There are some elements we want initialized to non zero value - 230 /* There are some elements we want initialised to non zero value -
282 * we deal with that below this point. 231 * we deal with that below this point.
283 */ 232 */
284 outputs_sync = 16; /* Every 2 seconds */ 233 outputs_sync = 4;
285 outputs_count = 8; /* Keeps present behaviour */ 234 outputs_count = 4;
286 unapply = unapply_nochoice; 235 unapply = unapply_nochoice;
287 236
288 assign (savebed_map, first_map_path); /* Init. respawn position */ 237 savebed_map = first_map_path; /* Init. respawn position */
289 238
290 gen_sp_armour = 10; 239 gen_sp_armour = 10;
291 last_speed = -1;
292 shoottype = range_none;
293 bowtype = bow_normal; 240 bowtype = bow_normal;
294 petmode = pet_normal; 241 petmode = pet_normal;
295 listening = 10;
296 usekeys = containers; 242 usekeys = containers;
297 last_weapon_sp = -1;
298 peaceful = 1; /* default peaceful */ 243 peaceful = 1; /* default peaceful */
299 do_los = 1; 244 do_los = 1;
300 245
301 /* we need to clear these to -1 and not zero - otherwise, 246 weapon_sp = 1.0f;
302 * if a player quits and starts a new character, we wont 247 weapon_sp_left = 0.5f;
303 * send new values to the client, as things like exp start
304 * at zero.
305 */
306 for (int i = 0; i < NUM_SKILLS; i++)
307 last_skill_exp[i] = -1;
308
309 for (int i = 0; i < NROFATTACKS; i++)
310 last_resist[i] = -1;
311
312 last_stats.exp = -1;
313 last_weight = (uint32) - 1;
314} 248}
315 249
316void 250void
317player::do_destroy () 251player::do_destroy ()
318{ 252{
253 disconnect ();
254
319 attachable::do_destroy (); 255 attachable::do_destroy ();
320 256
321 save (false);
322 enable_save = false;
323
324 disconnect ();
325
326 terminate_all_pets (ob);
327
328 if (first_player != this)
329 {
330 player *prev = first_player;
331
332 while (prev && prev->next && prev->next != this)
333 prev = prev->next;
334
335 if (prev->next != this)
336 {
337 LOG (llevError, "Free_player: Can't find previous player.\n");
338 abort ();
339 }
340
341 prev->next = next;
342 }
343 else
344 first_player = next;
345
346 if (ob) 257 if (ob)
347 { 258 {
348 ob->destroy_inv (false); 259 ob->destroy_inv (false);
349 ob->destroy (true); 260 ob->destroy ();
350 }
351
352 if (ns)
353 { 261 }
354 client *ns = this->ns; 262
355 ns->send_packet ("goodbye"); 263 ob = observe = viewpoint = 0;
356 ns->flush ();
357 ns->pl = 0;
358 this->ns = 0;
359 ns->destroy ();
360 }
361} 264}
362 265
363player::~player () 266player::~player ()
364{ 267{
365 /* Clear item stack */ 268 /* Clear item stack */
374player::create () 277player::create ()
375{ 278{
376 player *pl = new player; 279 player *pl = new player;
377 280
378 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);
379 288
380 return pl; 289 return pl;
381} 290}
382 291
383/* 292/*
386 * Note: there MUST be at least one player archetype! 295 * Note: there MUST be at least one player archetype!
387 */ 296 */
388archetype * 297archetype *
389get_player_archetype (archetype *at) 298get_player_archetype (archetype *at)
390{ 299{
391 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);
392 307
393 for (;;) 308 for (;;)
394 { 309 {
395 if (at == NULL || at->next == NULL) 310 if (++i == archetypes.end ())
396 at = first_archetype; 311 i = archetypes.begin ();
397 else 312 else if (*i == at)
398 at = at->next; 313 cleanup ("not a single player archetype found");
399 314
400 if (at->clone.type == PLAYER) 315 if ((*i)->type == PLAYER)
401 return at; 316 return *i;
402
403 if (at == start)
404 {
405 LOG (llevError, "No Player archetypes\n");
406 exit (-1);
407 }
408 } 317 }
409} 318}
410 319
411object * 320object *
412get_nearest_player (object *mon) 321get_nearest_player (object *mon)
414 object *op = NULL; 323 object *op = NULL;
415 objectlink *ol; 324 objectlink *ol;
416 unsigned lastdist; 325 unsigned lastdist;
417 rv_vector rv; 326 rv_vector rv;
418 327
419 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 328 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
420 { 329 {
421 /* We should not find free objects on this friendly list, but it
422 * does periodically happen. Given that, lets deal with it.
423 * While unlikely, it is possible the next object on the friendly
424 * list is also free, so encapsulate this in a while loop.
425 */
426 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
427 {
428 object *tmp = ol->ob;
429
430 /* Can't do much more other than log the fact, because the object
431 * itself will have been cleared.
432 */
433 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n");
434 ol = ol->next;
435 remove_friendly_object (tmp);
436 if (!ol)
437 return op;
438 }
439
440 /* Remove special check for player from this. First, it looks to cause
441 * some crashes (ol->ob->contr not set properly?), but secondly, a more
442 * complicated method of state checking would be needed in any case -
443 * as it was, a clever player could type quit, and the function would
444 * skip them over while waiting for confirmation. Remove
445 * on_same_map check, as can_detect_enemy also does this
446 */
447 if (!can_detect_enemy (mon, ol->ob, &rv)) 330 if (!can_detect_enemy (mon, ol->ob, &rv))
448 continue; 331 continue;
449 332
450 if (lastdist > rv.distance) 333 if (lastdist > rv.distance)
451 { 334 {
527 x = mon->x; 410 x = mon->x;
528 y = mon->y; 411 y = mon->y;
529 m = mon->map; 412 m = mon->map;
530 dir = rv.direction; 413 dir = rv.direction;
531 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 */
532 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
533 /* 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. */
534 if (diff > max) 418 if (diff > max)
535 return 0; 419 return 0;
420
536 while (diff > 1 && max > 0) 421 while (diff > 1 && max > 0)
537 { 422 {
538 lastx = x; 423 lastx = x;
539 lasty = y; 424 lasty = y;
540 lastmap = m; 425 lastmap = m;
622 max--; 507 max--;
623 lastdir = dir; 508 lastdir = dir;
624 if (!firstdir) 509 if (!firstdir)
625 firstdir = dir; 510 firstdir = dir;
626 } 511 }
512
627 if (diff <= 1) 513 if (diff <= 1)
628 { 514 {
629 /* Recalculate diff (distance) because we may not have actually 515 /* Recalculate diff (distance) because we may not have actually
630 * headed toward player for entire distance. 516 * headed toward player for entire distance.
631 */ 517 */
632 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 518 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
633 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 519 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
634 } 520 }
521
635 if (diff > max) 522 if (diff > max)
636 return 0; 523 return 0;
637 } 524 }
525
638 /* 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 */
639 if (!max) 527 if (!max)
640 return 0; 528 return 0;
641 529
642 return firstdir; 530 return firstdir;
643} 531}
644 532
645void 533void
646give_initial_items (object *pl, treasurelist * items) 534give_initial_items (object *pl, treasurelist *items)
647{ 535{
648 object *op, *next = NULL;
649
650 if (pl->randomitems != NULL) 536 if (pl->randomitems)
651 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); 537 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
652 538
653 for (op = pl->inv; op; op = next) 539 for (object *next, *op = pl->inv; op; op = next)
654 { 540 {
655 next = op->below; 541 next = op->below;
656 542
657 /* Forces get applied per default, unless they have the 543 /* Forces get applied per default, unless they have the
658 * 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
663 /* we never give weapons/armour if these cannot be used 549 /* we never give weapons/armour if these cannot be used
664 * by this player due to race restrictions 550 * by this player due to race restrictions
665 */ 551 */
666 if (pl->type == PLAYER) 552 if (pl->type == PLAYER)
667 { 553 {
668 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) && 554 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR)
555 &&
669 (op->type == ARMOUR || op->type == BOOTS || 556 (op->type == ARMOUR || op->type == BOOTS
670 op->type == CLOAK || op->type == HELMET || 557 || op->type == CLOAK || op->type == HELMET
671 op->type == SHIELD || op->type == GLOVES || 558 || op->type == SHIELD || op->type == GLOVES
559 || op->type == BRACERS || op->type == GIRDLE))
672 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))
673 { 561 {
674 op->destroy (); 562 op->destroy ();
675 continue; 563 continue;
676 } 564 }
677 } 565 }
678 566
679 /* This really needs to be better - we should really give 567 /* Here we remove duplicated skills (as duplicated spell objects have
680 * a substitute spellbook. The problem is that we don't really 568 * _very_ confusing effects for players), which could for instance be
681 * have a good idea what to replace it with (need something like 569 * generated by bad treasurelists. - elmex
682 * a first level treasurelist for each skill.)
683 * remove duplicate skills also
684 */ 570 */
685 if (op->type == SPELLBOOK || op->type == SKILL) 571 if (op->type == SKILL)
686 { 572 {
687 object *tmp;
688
689 for (tmp = op->below; tmp; tmp = tmp->below) 573 for (object *tmp = op->below; tmp; tmp = tmp->below)
690 if (tmp->type == op->type && tmp->name == op->name) 574 if (tmp->type == op->type && tmp->name == op->name)
691 break;
692
693 if (tmp)
694 { 575 {
695 op->destroy (); 576 op->destroy ();
577 LOG (llevError,
696 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); 578 "give_initial_items: Removing duplicate skill %s\n", &tmp->name);
697 continue; 579 break;
698 } 580 }
699 581
700 if (op->nrof > 1) 582 if (op->nrof > 1)
701 op->nrof = 1; 583 op->nrof = 1;
702 } 584 }
703 585
704 if (op->type == SPELLBOOK && op->inv) 586 if (op->type == SPELLBOOK && op->inv)
705 {
706 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); 587 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
707 }
708 588
709 /* Give starting characters identified, uncursed, and undamned 589 /* Give starting characters identified, uncursed, and undamned
710 * 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
711 * merged properly. 591 * merged properly.
712 */ 592 */
713 if (need_identify (op)) 593 if (need_identify (op))
714 { 594 {
715 SET_FLAG (op, FLAG_IDENTIFIED); 595 SET_FLAG (op, FLAG_IDENTIFIED);
716 CLEAR_FLAG (op, FLAG_CURSED); 596 CLEAR_FLAG (op, FLAG_CURSED);
717 CLEAR_FLAG (op, FLAG_DAMNED); 597 CLEAR_FLAG (op, FLAG_DAMNED);
718 } 598 }
599
719 if (op->type == SPELL) 600 if (op->type == SPELL)
720 { 601 {
721 op->destroy (); 602 op->destroy ();
722 continue; 603 continue;
723 } 604 }
725 { 606 {
726 SET_FLAG (op, FLAG_CAN_USE_SKILL); 607 SET_FLAG (op, FLAG_CAN_USE_SKILL);
727 op->stats.exp = 0; 608 op->stats.exp = 0;
728 op->level = 1; 609 op->level = 1;
729 } 610 }
730 /* lock all 'normal items by default */ 611 else /* lock all 'normal items by default */
731 else
732 SET_FLAG (op, FLAG_INV_LOCKED); 612 SET_FLAG (op, FLAG_INV_LOCKED);
733 } /* for loop of objects in player inv */ 613 } /* for loop of objects in player inv */
734 614
735 /* Need to set up the skill pointers */ 615 /* Need to set up the skill pointers */
736 link_player_skills (pl); 616 pl->contr->link_skills ();
737} 617}
738 618
739void 619void
740get_party_password (object *op, partylist *party) 620get_party_password (object *op, partylist *party)
741{ 621{
756roll_stat (void) 636roll_stat (void)
757{ 637{
758 int a[4], i, j, k; 638 int a[4], i, j, k;
759 639
760 for (i = 0; i < 4; i++) 640 for (i = 0; i < 4; i++)
761 a[i] = (int) RANDOM () % 6 + 1; 641 a[i] = (int) rndm (6) + 1;
762 642
763 for (i = 0, j = 0, k = 7; i < 4; i++) 643 for (i = 0, j = 0, k = 7; i < 4; i++)
764 if (a[i] < k) 644 if (a[i] < k)
765 k = a[i], j = i; 645 k = a[i], j = i;
766 646
772} 652}
773 653
774void 654void
775object::roll_stats () 655object::roll_stats ()
776{ 656{
777 int statsort [7]; 657 int statsort [NUM_STATS];
778 658
779 for (;;) 659 for (;;)
780 { 660 {
781 int sum = 0; 661 int sum = 0;
782 for (int i = 7; i--; ) 662 for (int i = NUM_STATS; i--; )
783 sum += statsort [i] = roll_stat (); 663 sum += statsort [i] = roll_stat ();
784 664
785 if (sum >= 82 && sum <= 116) 665 if (sum >= 82 && sum <= 116)
786 break; 666 break;
787 } 667 }
788 668
789 // Sort the stats so that rerolling is easier... 669 // Sort the stats so that rerolling is easier...
790 std::sort (statsort, statsort + 7, std::greater<int>()); 670 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
791 671
672 for (int i = 0; i < NUM_STATS; ++i)
792 stats.Str = statsort[0]; 673 stats.stat (i) = statsort [i];
793 stats.Dex = statsort[1];
794 stats.Con = statsort[2];
795 stats.Int = statsort[3];
796 stats.Wis = statsort[4];
797 stats.Pow = statsort[5];
798 stats.Cha = statsort[6];
799 674
800 stats.exp = 0; 675 stats.exp = 0;
801 stats.ac = 0; 676 stats.ac = 0;
802 677
803 stats.hp = stats.maxhp; 678 stats.hp = stats.maxhp;
815} 690}
816 691
817void 692void
818object::swap_stats (int a, int b) 693object::swap_stats (int a, int b)
819{ 694{
820 int tmp = get_attr_value (&contr->orig_stats, a); 695 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
821 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
822 set_attr_value (&contr->orig_stats, b, tmp);
823 696
697 for (int i = 0; i < NUM_STATS; ++i)
824 stats.Str = contr->orig_stats.Str; 698 stats.stat (i) = contr->orig_stats.stat (i);
825 stats.Dex = contr->orig_stats.Dex;
826 stats.Con = contr->orig_stats.Con;
827 stats.Int = contr->orig_stats.Int;
828 stats.Wis = contr->orig_stats.Wis;
829 stats.Pow = contr->orig_stats.Pow;
830 stats.Cha = contr->orig_stats.Cha;
831 699
832 //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,
833 // be merged with the similar code in roll_stats 701 // be merged with the similar code in roll_stats
834 stats.ac = 0; 702 stats.ac = 0;
835 703
847 contr->levsp[1] = 6; 715 contr->levsp[1] = 6;
848 contr->levgrace[1] = 3; 716 contr->levgrace[1] = 3;
849 717
850 contr->orig_stats = stats; 718 contr->orig_stats = stats;
851 } 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);
852} 729}
853 730
854/* This function takes the key that is passed, and does the 731/* This function takes the key that is passed, and does the
855 * appropriate action with it (change race, or other things). 732 * appropriate action with it (change race, or other things).
856 * The function name is for historical reasons - now we have 733 * The function name is for historical reasons - now we have
857 * separate race and class; this actually changes the RACE, 734 * separate race and class; this actually changes the RACE,
858 * not the class. 735 * not the class.
859 */ 736 */
860int 737void
861key_change_class (object *op, char key) 738player::chargen_race_done ()
862{ 739{
863 int tmp_loop;
864
865 if (key == 'd' || key == 'D')
866 {
867 char buf[MAX_BUF];
868
869 /* this must before then initial items are given */ 740 /* this must before then initial items are given */
870 esrv_new_player (op->contr, op->weight + op->carrying); 741 esrv_new_player (ob->contr);
871 742
872 treasurelist *tl = find_treasurelist ("starting_wealth"); 743 treasurelist *tl = treasurelist::find ("starting_wealth");
873 if (tl) 744 if (tl)
874 create_treasure (tl, op, 0, 0, 0); 745 create_treasure (tl, ob, 0, 0, 0);
875 746
876 INVOKE_PLAYER (BIRTH, op->contr); 747 INVOKE_PLAYER (BIRTH, ob->contr);
877 INVOKE_PLAYER (LOGIN, op->contr); 748 INVOKE_PLAYER (LOGIN, ob->contr);
878 749
879 op->contr->ns->state = ST_PLAYING; 750 ob->contr->ns->state = ST_PLAYING;
880 751
881 if (op->msg) 752 if (ob->msg)
882 op->msg = NULL; 753 ob->msg = 0;
883 754
884 /* We create this now because some of the unique maps will need it
885 * to save here.
886 */
887 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name);
888 make_path_to_file (buf);
889
890#ifdef AUTOSAVE
891 op->contr->last_save_tick = pticks;
892#endif
893 start_info (op); 755 start_info (ob);
894 CLEAR_FLAG (op, FLAG_WIZ); 756 CLEAR_FLAG (ob, FLAG_WIZ);
895 give_initial_items (op, op->randomitems); 757 give_initial_items (ob, ob->randomitems);
896 link_player_skills (op);
897 esrv_send_inventory (op, op); 758 esrv_send_inventory (ob, ob);
898 op->update_stats (); 759 ob->update_stats ();
899 760
900 /* This moves the player to a different start map, if there 761 /* This moves the player to a different start map, if there
901 * is one for this race 762 * is one for this race
902 */ 763 */
903 if (*first_map_ext_path) 764 if (*first_map_ext_path)
904 { 765 ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y);
905 object *tmp;
906 char mapname[MAX_BUF];
907
908 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name);
909 tmp = object::create ();
910 EXIT_PATH (tmp) = mapname;
911 EXIT_X (tmp) = op->x;
912 EXIT_Y (tmp) = op->y;
913 enter_exit (op, tmp); /* we don't really care if it succeeded;
914 * if the map isn't there, then stay on the
915 * default initial map */
916 tmp->destroy ();
917 }
918 else 766 else
919 LOG (llevDebug, "first_map_ext_path not set\n"); 767 LOG (llevDebug, "first_map_ext_path not set\n");
768}
920 769
921 return 0; 770void
922 } 771player::chargen_race_next ()
923 772{
924 /* Following actually changes the race - this is the default command 773 /* Following actually changes the race - this is the default command
925 * if we don't match with one of the options above. 774 * if we don't match with one of the options above.
926 */ 775 */
927 776
928 tmp_loop = 0; 777 do
929 while (!tmp_loop)
930 { 778 {
931 shstr name = op->name; 779 shstr name = ob->name;
932 int x = op->x, y = op->y; 780 int x = ob->x, y = ob->y;
933 781
934 op->remove_statbonus (); 782 ob->remove_statbonus ();
935 op->remove (); 783 ob->remove ();
936 op->arch = get_player_archetype (op->arch); 784 ob->arch = get_player_archetype (ob->arch);
937 op->arch->clone.copy_to (op); 785 ob->arch->copy_to (ob);
938 op->instantiate (); 786 ob->instantiate ();
939 op->stats = op->contr->orig_stats; 787 ob->stats = ob->contr->orig_stats;
940 op->name = op->name_pl = name; 788 ob->name = ob->name_pl = name;
941 op->x = x; 789 ob->x = x;
942 op->y = y; 790 ob->y = y;
943 SET_ANIMATION (op, 2); /* So player faces south */ 791 SET_ANIMATION (ob, 2); /* So player faces south */
944 insert_ob_in_map (op, op->map, op, 0); 792 insert_ob_in_map (ob, ob->map, ob, 0);
945 assign (op->contr->title, op->arch->clone.name); 793 assign (ob->contr->title, ob->arch->object::name);
946 op->add_statbonus (); 794 ob->add_statbonus ();
947 tmp_loop = allowed_class (op);
948 } 795 }
796 while (!allowed_class (ob));
949 797
950 update_object (op, UP_OBJ_FACE); 798 update_object (ob, UP_OBJ_FACE);
951 esrv_update_item (UPD_FACE, op, op); 799 esrv_update_item (UPD_FACE, ob, ob);
952 op->update_stats (); 800 ob->update_stats ();
953 op->stats.hp = op->stats.maxhp; 801 ob->stats.hp = ob->stats.maxhp;
954 op->stats.sp = op->stats.maxsp; 802 ob->stats.sp = ob->stats.maxsp;
955 op->stats.grace = 0; 803 ob->stats.grace = 0;
956
957 if (op->msg)
958 new_draw_info (NDI_BLUE, 0, op, op->msg);
959
960 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
961 return 0;
962}
963
964int
965key_confirm_quit (object *op, char key)
966{
967 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
968 {
969 op->contr->ns->state = ST_PLAYING;
970 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
971 return 1;
972 }
973
974 INVOKE_PLAYER (LOGOUT, op->contr);
975 INVOKE_PLAYER (QUIT, op->contr);
976
977 op->contr->enable_save = false;
978
979 terminate_all_pets (op);
980 leave_map (op);
981 op->direction = 0;
982 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
983
984 strcpy (op->contr->killer, "quit");
985 check_score (op);
986 op->contr->party = 0;
987 op->contr->own_title[0] = '\0';
988
989 object_ptr ob = op;
990
991 /* We need to hunt for any per player unique maps in memory and
992 * get rid of them. The trailing slash in the path is intentional,
993 * so that players named 'Ab' won't match against players 'Abe' pathname
994 */
995 char buf[MAX_BUF];
996 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
997
998 for (maptile *next, *mp = first_map; mp; mp = next)
999 {
1000 next = mp->next;
1001
1002 if (!strncmp (mp->path, buf, strlen (buf)))
1003 delete_map (mp);
1004 }
1005
1006 delete_character (ob->name, 1);
1007 ob->contr->destroy ();
1008
1009 return 1;
1010} 804}
1011 805
1012void 806void
1013flee_player (object *op) 807flee_player (object *op)
1014{ 808{
1020 LOG (llevDebug, "Fleeing player is dead.\n"); 814 LOG (llevDebug, "Fleeing player is dead.\n");
1021 CLEAR_FLAG (op, FLAG_SCARED); 815 CLEAR_FLAG (op, FLAG_SCARED);
1022 return; 816 return;
1023 } 817 }
1024 818
1025 if (op->enemy == NULL) 819 if (!op->enemy)
1026 { 820 {
1027 LOG (llevDebug, "Fleeing player had no enemy.\n"); 821 LOG (llevDebug, "Fleeing player had no enemy.\n");
1028 CLEAR_FLAG (op, FLAG_SCARED); 822 CLEAR_FLAG (op, FLAG_SCARED);
1029 return; 823 return;
1030 } 824 }
1031 825
1032 /* Seen some crashes here. Since we don't store an
1033 * op->enemy_count, it is possible that something destroys the
1034 * actual enemy, and the object is recycled.
1035 */
1036 if (op->enemy->map == NULL)
1037 {
1038 CLEAR_FLAG (op, FLAG_SCARED);
1039 op->enemy = NULL;
1040 return;
1041 }
1042
1043 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))
1044 { 827 {
1045 op->enemy = NULL; 828 op->enemy = NULL;
1046 CLEAR_FLAG (op, FLAG_SCARED); 829 CLEAR_FLAG (op, FLAG_SCARED);
1047 return; 830 return;
1050 get_rangevector (op, op->enemy, &rv, 0); 833 get_rangevector (op, op->enemy, &rv, 0);
1051 834
1052 dir = absdir (4 + rv.direction); 835 dir = absdir (4 + rv.direction);
1053 for (diff = 0; diff < 3; diff++) 836 for (diff = 0; diff < 3; diff++)
1054 { 837 {
1055 int m = 1 - (RANDOM () & 2); 838 int m = 1 - rndm (2) * 2;
1056 839
1057 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)))
1058 return; 841 return;
1059 } 842 }
1060 843
1061 /* Cornered, get rid of scared */ 844 /* Cornered, get rid of scared */
1062 CLEAR_FLAG (op, FLAG_SCARED); 845 CLEAR_FLAG (op, FLAG_SCARED);
1063 op->enemy = NULL; 846 op->enemy = NULL;
1064} 847}
1065 848
1066
1067/* 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.
1068 * 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
1069 * stop. 851 * stop.
1070 */ 852 */
1071int 853int
1072check_pick (object *op) 854check_pick (object *op)
1073{ 855{
1074 object *tmp, *next; 856 object *tmp, *next;
1075 int stop = 0; 857 int stop = 0;
1076 int j, k, wvratio; 858 int wvratio;
1077 char putstring[128], tmpstr[16];
1078 859
1079 /* if you're flying, you cna't pick up anything */ 860 /* if you're flying, you cna't pick up anything */
1080 if (op->move_type & MOVE_FLYING) 861 if (op->move_type & MOVE_FLYING)
1081 return 1; 862 return 1;
1082 863
1083 next = op->below; 864 next = op->below;
1084 865
866 int cnt = MAX_ITEM_PER_DROP;
867#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
868
1085 /* 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
1086 * destroyed */ 870 * destroyed */
1087 while (next && !next->destroyed ()) 871 while (next && !next->destroyed ())
1088 { 872 {
1089 tmp = next; 873 tmp = next;
1090 next = tmp->below; 874 next = tmp->below;
1091 875
876 if (cnt <= 0)
877 {
878 op->failmsg ("Couldn't pickup all items at once.");
879 return 0;
880 }
881
1092 if (op->destroyed ()) 882 if (op->destroyed ())
1093 return 0; 883 return 0;
1094 884
1095 if (!can_pick (op, tmp)) 885 if (!can_pick (op, tmp))
1096 continue; 886 continue;
1097 887
1098 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 888 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1099 { 889 {
1100 if (item_matched_string (op, tmp, op->contr->search_str)) 890 if (item_matched_string (op, tmp, op->contr->search_str))
1101 pick_up (op, tmp); 891 CHK_PICK_PICKUP;
892
1102 continue; 893 continue;
1103 } 894 }
1104 895
1105 /* 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? */
1106 if (!(op->contr->mode & PU_NEWMODE)) 956 if (op->contr->mode & PU_FOOD)
957 if (tmp->type == FOOD)
1107 { 958 {
1108 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)
1109 { 1018 {
1110 case 0: 1019 CHK_PICK_PICKUP;
1111 return 1; /* don't pick up */ 1020 continue;
1112 case 1:
1113 pick_up (op, tmp);
1114 return 1;
1115 case 2:
1116 pick_up (op, tmp);
1117 return 0;
1118 case 3:
1119 return 0; /* stop before pickup */
1120 case 4:
1121 pick_up (op, tmp);
1122 break;
1123 case 5:
1124 pick_up (op, tmp);
1125 stop = 1;
1126 break;
1127 case 6:
1128 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1129 pick_up (op, tmp);
1130 break;
1131
1132 case 7:
1133 if (tmp->type == MONEY || tmp->type == GEM)
1134 pick_up (op, tmp);
1135 break;
1136
1137 default:
1138 /* use value density */
1139 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1140 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1141 pick_up (op, tmp);
1142 } 1021 }
1143 } 1022 }
1144 else 1023
1145 { /* old model */ 1024 /* rings & amulets - talismans seems to be typed AMULET */
1146 /* NEW pickup handling */
1147 if (op->contr->mode & PU_DEBUG) 1025 if (op->contr->mode & PU_JEWELS)
1026 if (tmp->type == RING || tmp->type == AMULET)
1148 { 1027 {
1149 /* some debugging code to figure out item information */ 1028 CHK_PICK_PICKUP;
1150 if (tmp->name != NULL)
1151 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1152 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1153 else
1154 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1155 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1156
1157 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1158 }
1159
1160 /* philosophy:
1161 * It's easy to grab an item type from a pile, as long as it's
1162 * generic. This takes no game-time. For more detailed pickups
1163 * and selections, select-items should be used. This is a
1164 * grab-as-you-run type mode that's really useful for arrows for
1165 * example.
1166 * The drawback: right now it has no frontend, so you need to
1167 * stick the bits you want into a calculator in hex mode and then
1168 * convert to decimal and then 'pickup <#>
1169 */
1170
1171 /* the first two modes are exclusive: if NOTHING we return, if
1172 * STOP then we stop. All the rest are applied sequentially,
1173 * meaning if any test passes, the item gets picked up. */
1174
1175 /* if mode is set to pick nothing up, return */
1176
1177 if (op->contr->mode & PU_NOTHING)
1178 return 1;
1179
1180 /* if mode is set to stop when encountering objects, return */
1181 /* take STOP before INHIBIT since it doesn't actually pick
1182 * anything up */
1183
1184 if (op->contr->mode & PU_STOP)
1185 return 0;
1186
1187 /* useful for going into stores and not losing your settings... */
1188 /* and for battles wher you don't want to get loaded down while
1189 * fighting */
1190 if (op->contr->mode & PU_INHIBIT)
1191 return 1;
1192
1193 /* prevent us from turning into auto-thieves :) */
1194 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1195 continue; 1029 continue;
1030 }
1196 1031
1197 /* ignore known cursed objects */ 1032 /* we don't forget dragon food */
1198 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;
1199 continue; 1037 continue;
1038 }
1200 1039
1201 /* all food and drink if desired */ 1040 /* bows and arrows. Bows are good for selling! */
1202 /* 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
1203 if (op->contr->mode & PU_FOOD) 1077 if (op->contr->mode & PU_BOOTS)
1204 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"))
1205 { 1111 {
1206 pick_up (op, tmp); 1112 CHK_PICK_PICKUP;
1207 continue; 1113 continue;
1208 } 1114 }
1115 }
1209 1116
1117 /* misc stuff that's useful */
1210 if (op->contr->mode & PU_DRINK) 1118 if (op->contr->mode & PU_KEY)
1211 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1119 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1212 { 1120 {
1213 pick_up (op, tmp); 1121 CHK_PICK_PICKUP;
1214 continue; 1122 continue;
1215 } 1123 }
1216 1124
1125 /* any of the last 4 bits set means we use the ratio for value
1126 * pickups */
1217 if (op->contr->mode & PU_POTION) 1127 if (op->contr->mode & PU_RATIO)
1218 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
1219 { 1132 */
1220 pick_up (op, tmp);
1221 continue;
1222 }
1223
1224 /* spellbooks, skillscrolls and normal books/scrolls */
1225 if (op->contr->mode & PU_SPELLBOOK)
1226 if (tmp->type == SPELLBOOK)
1227 {
1228 pick_up (op, tmp);
1229 continue;
1230 }
1231
1232 if (op->contr->mode & PU_SKILLSCROLL)
1233 if (tmp->type == SKILLSCROLL)
1234 {
1235 pick_up (op, tmp);
1236 continue;
1237 }
1238
1239 if (op->contr->mode & PU_READABLES)
1240 if (tmp->type == BOOK || tmp->type == SCROLL)
1241 {
1242 pick_up (op, tmp);
1243 continue;
1244 }
1245
1246 /* wands/staves/rods/horns */
1247 if (op->contr->mode & PU_MAGIC_DEVICE)
1248 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1249 {
1250 pick_up (op, tmp);
1251 continue;
1252 }
1253
1254 /* pick up all magical items */
1255 if (op->contr->mode & PU_MAGICAL) 1133 wvratio = op->contr->mode & PU_RATIO;
1256 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)
1257 {
1258 pick_up (op, tmp);
1259 continue;
1260 }
1261
1262 if (op->contr->mode & PU_VALUABLES)
1263 { 1135 {
1264 if (tmp->type == MONEY || tmp->type == GEM) 1136#if 0
1137 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1138 if (tmp->name != NULL)
1265 { 1139 {
1266 pick_up (op, tmp); 1140 fprintf (stderr, "%s", tmp->name);
1267 continue;
1268 } 1141 }
1269 }
1270
1271 /* rings & amulets - talismans seems to be typed AMULET */
1272 if (op->contr->mode & PU_JEWELS)
1273 if (tmp->type == RING || tmp->type == AMULET)
1274 {
1275 pick_up (op, tmp);
1276 continue;
1277 }
1278
1279 /* we don't forget dragon food */
1280 if (op->contr->mode & PU_FLESH)
1281 if (tmp->type == FLESH)
1282 {
1283 pick_up (op, tmp);
1284 continue;
1285 }
1286
1287 /* bows and arrows. Bows are good for selling! */
1288 if (op->contr->mode & PU_BOW)
1289 if (tmp->type == BOW)
1290 {
1291 pick_up (op, tmp);
1292 continue;
1293 }
1294
1295 if (op->contr->mode & PU_ARROW)
1296 if (tmp->type == ARROW)
1297 {
1298 pick_up (op, tmp);
1299 continue;
1300 }
1301
1302 /* all kinds of armor etc. */
1303 if (op->contr->mode & PU_ARMOUR)
1304 if (tmp->type == ARMOUR)
1305 {
1306 pick_up (op, tmp);
1307 continue;
1308 }
1309
1310 if (op->contr->mode & PU_HELMET)
1311 if (tmp->type == HELMET)
1312 {
1313 pick_up (op, tmp);
1314 continue;
1315 }
1316
1317 if (op->contr->mode & PU_SHIELD)
1318 if (tmp->type == SHIELD)
1319 {
1320 pick_up (op, tmp);
1321 continue;
1322 }
1323
1324 if (op->contr->mode & PU_BOOTS)
1325 if (tmp->type == BOOTS)
1326 {
1327 pick_up (op, tmp);
1328 continue;
1329 }
1330
1331 if (op->contr->mode & PU_GLOVES)
1332 if (tmp->type == GLOVES)
1333 {
1334 pick_up (op, tmp);
1335 continue;
1336 }
1337
1338 if (op->contr->mode & PU_CLOAK)
1339 if (tmp->type == CLOAK)
1340 {
1341 pick_up (op, tmp);
1342 continue;
1343 }
1344
1345 /* hoping to catch throwing daggers here */
1346 if (op->contr->mode & PU_MISSILEWEAPON)
1347 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1348 {
1349 pick_up (op, tmp);
1350 continue;
1351 }
1352
1353 /* careful: chairs and tables are weapons! */
1354 if (op->contr->mode & PU_ALLWEAPON)
1355 {
1356 if (tmp->type == WEAPON && tmp->name != NULL)
1357 {
1358 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1359 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1360 {
1361 pick_up (op, tmp);
1362 continue;
1363 }
1364 }
1365
1366 if (tmp->type == WEAPON && tmp->name == NULL)
1367 {
1368 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1369 {
1370 pick_up (op, tmp);
1371 continue;
1372 }
1373 }
1374 }
1375
1376 /* misc stuff that's useful */
1377 if (op->contr->mode & PU_KEY)
1378 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1379 {
1380 pick_up (op, tmp);
1381 continue;
1382 }
1383
1384 /* any of the last 4 bits set means we use the ratio for value
1385 * pickups */
1386 if (op->contr->mode & PU_RATIO)
1387 {
1388 /* use value density to decide what else to grab */
1389 /* >=7 was >= op->contr->mode */
1390 /* >=7 is the old standard setting. Now we take the last 4 bits
1391 * and multiply them by 5, giving 0..15*5== 5..75 */
1392 wvratio = (op->contr->mode & PU_RATIO) * 5;
1393 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1394 {
1395 pick_up (op, tmp);
1396#if 0
1397 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1398 if (tmp->name != NULL)
1399 {
1400 fprintf (stderr, "%s", tmp->name);
1401 }
1402 else 1142 else
1403 fprintf (stderr, "%s", tmp->arch->name); 1143 fprintf (stderr, "%s", tmp->arch->archname);
1404 fprintf (stderr, ",%d] = ", tmp->type); 1144 fprintf (stderr, ",%d] = ", tmp->type);
1405 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))));
1406#endif 1146#endif
1147 CHK_PICK_PICKUP;
1407 continue; 1148 continue;
1408 }
1409 } 1149 }
1410 } /* the new pickup model */ 1150 } /* the new pickup model */
1411 } 1151 }
1412 1152
1413 return !stop; 1153 return !stop;
1419 * found object is returned. 1159 * found object is returned.
1420 */ 1160 */
1421object * 1161object *
1422find_arrow (object *op, const char *type) 1162find_arrow (object *op, const char *type)
1423{ 1163{
1424 object *tmp = NULL;
1425
1426 for (op = op->inv; op; op = op->below) 1164 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1427 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1428 tmp = find_arrow (op, type);
1429 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);
1430 return op; 1173 return arrow;
1174 }
1175
1431 return tmp; 1176 return 0;
1432} 1177}
1433 1178
1434/* 1179/*
1435 * 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
1436 * 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
1437 * 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
1438 * 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.
1439 */ 1184 */
1440
1441object * 1185object *
1442find_better_arrow (object *op, object *target, const char *type, int *better) 1186find_better_arrow (object *op, object *target, shstr_cmp type, int *better)
1443{ 1187{
1444 object *tmp = NULL, *arrow, *ntmp; 1188 object *tmp = NULL, *arrow, *ntmp;
1445 int attacknum, attacktype, betterby = 0, i; 1189 int attacknum, attacktype, betterby = 0, i;
1446 1190
1447 if (!type) 1191 if (!type)
1451 { 1195 {
1452 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))
1453 { 1197 {
1454 i = 0; 1198 i = 0;
1455 ntmp = find_better_arrow (arrow, target, type, &i); 1199 ntmp = find_better_arrow (arrow, target, type, &i);
1200
1456 if (i > betterby) 1201 if (i > betterby)
1457 { 1202 {
1458 tmp = ntmp; 1203 tmp = ntmp;
1459 betterby = i; 1204 betterby = i;
1460 } 1205 }
1461 } 1206 }
1462 else if (arrow->type == ARROW && arrow->race == type) 1207 else if (arrow->type == ARROW && arrow->race == type)
1463 { 1208 {
1464 /* allways prefer assasination/slaying */ 1209 /* allways prefer assasination/slaying */
1465 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race)) 1210 if (target->race && arrow->slaying.contains (target->race))
1466 { 1211 {
1467 if (arrow->attacktype & AT_DEATH) 1212 if (arrow->attacktype & AT_DEATH)
1468 { 1213 {
1469 *better = 100; 1214 *better = 100;
1470 return arrow; 1215 return arrow;
1478 else 1223 else
1479 { 1224 {
1480 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1225 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1481 { 1226 {
1482 attacktype = 1 << attacknum; 1227 attacktype = 1 << attacknum;
1483 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1228 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1484 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)
1485 { 1230 {
1486 tmp = arrow; 1231 tmp = arrow;
1487 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;
1488 } 1233 }
1489 } 1234 }
1235
1490 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1236 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1491 { 1237 {
1492 tmp = arrow; 1238 tmp = arrow;
1493 betterby = 2 + arrow->magic + arrow->stats.dam; 1239 betterby = 2 + arrow->magic + arrow->stats.dam;
1494 } 1240 }
1241
1495 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) 1242 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1496 { 1243 {
1497 tmp = arrow; 1244 tmp = arrow;
1498 betterby = 1 + arrow->magic + arrow->stats.dam; 1245 betterby = 1 + arrow->magic + arrow->stats.dam;
1499 } 1246 }
1500 } 1247 }
1501 } 1248 }
1502 } 1249 }
1250
1503 if (tmp == NULL && arrow == NULL) 1251 if (tmp == NULL && arrow == NULL)
1504 return find_arrow (op, type); 1252 return find_arrow (op, type);
1505 1253
1506 *better = betterby; 1254 *better = betterby;
1507 return tmp; 1255 return tmp;
1511 * find_better_arrow to find a decent arrow to use. 1259 * find_better_arrow to find a decent arrow to use.
1512 * op = the shooter 1260 * op = the shooter
1513 * type = bow->race 1261 * type = bow->race
1514 * dir = fire direction 1262 * dir = fire direction
1515 */ 1263 */
1516
1517object * 1264object *
1518pick_arrow_target (object *op, const char *type, int dir) 1265pick_arrow_target (object *op, shstr_cmp type, int dir)
1519{ 1266{
1520 object *tmp = NULL; 1267 object *tmp = NULL;
1521 maptile *m; 1268 maptile *m;
1522 int i, mflags, found, number; 1269 int i, mflags, found, number;
1523 sint16 x, y; 1270 sint16 x, y;
1538 for (i = 0, found = 0; i < 20; i++) 1285 for (i = 0, found = 0; i < 20; i++)
1539 { 1286 {
1540 x += freearr_x[dir]; 1287 x += freearr_x[dir];
1541 y += freearr_y[dir]; 1288 y += freearr_y[dir];
1542 mflags = get_map_flags (m, &m, x, y, &x, &y); 1289 mflags = get_map_flags (m, &m, x, y, &x, &y);
1290
1543 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) 1291 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1544 { 1292 {
1545 tmp = NULL; 1293 tmp = 0;
1546 break; 1294 break;
1547 } 1295 }
1548 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)
1549 { 1297 {
1550 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1298 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1551 * perhaps a bad assumption. 1299 * perhaps a bad assumption.
1552 */ 1300 */
1553 tmp = NULL; 1301 tmp = 0;
1554 break; 1302 break;
1555 } 1303 }
1304
1556 if (mflags & P_IS_ALIVE) 1305 if (mflags & P_IS_ALIVE)
1557 {
1558 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)
1559 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 1307 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1560 {
1561 found++;
1562 break;
1563 }
1564 if (found)
1565 break; 1308 break;
1566 }
1567 } 1309 }
1568 if (tmp == NULL) 1310
1311 if (!tmp)
1569 return find_arrow (op, type); 1312 return find_arrow (op, type);
1570 1313
1571 if (tmp->head) 1314 if (tmp->head)
1572 tmp = tmp->head; 1315 tmp = tmp->head;
1573 1316
1586 */ 1329 */
1587int 1330int
1588fire_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)
1589{ 1332{
1590 object *left, *bow; 1333 object *left, *bow;
1591 int bowspeed, mflags; 1334 int mflags;
1592 maptile *m; 1335 maptile *m;
1593 1336
1594 if (!dir) 1337 if (!dir)
1595 { 1338 {
1596 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!");
1597 return 0; 1340 return 0;
1598 } 1341 }
1599 1342
1600 if (op->type == PLAYER) 1343 if (op->contr)
1601 bow = op->contr->ranges[range_bow]; 1344 bow = op->current_weapon;
1602 else 1345 else
1603 { 1346 {
1604 for (bow = op->inv; bow; bow = bow->below) 1347 for (bow = op->inv; bow; bow = bow->below)
1605 /* 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
1606 * 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.
1611 if (!bow) 1354 if (!bow)
1612 { 1355 {
1613 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1356 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1614 return 0; 1357 return 0;
1615 } 1358 }
1359
1360 // optimisation: move object to top so we will find it quickly again
1361 splay (bow);
1616 } 1362 }
1617 1363
1618 if (!bow->race || !bow->skill) 1364 if (!bow->race || !bow->skill)
1619 { 1365 {
1620 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);
1621 return 0; 1367 return 0;
1622 } 1368 }
1623
1624 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1625
1626 /* penalize ROF for bestarrow */
1627 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1628 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1629
1630 if (bowspeed < 1)
1631 bowspeed = 1;
1632 1369
1633 if (arrow == NULL) 1370 if (arrow == NULL)
1634 { 1371 {
1635 if ((arrow = find_arrow (op, bow->race)) == NULL) 1372 if ((arrow = find_arrow (op, bow->race)) == NULL)
1636 { 1373 {
1637 if (op->type == PLAYER) 1374 if (op->type == PLAYER)
1638 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);
1639 /* 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 */
1640 else 1377 else
1641 CLEAR_FLAG (op, FLAG_READY_BOW); 1378 CLEAR_FLAG (op, FLAG_READY_BOW);
1379
1642 return 0; 1380 return 0;
1643 } 1381 }
1644 } 1382 }
1645 1383
1646 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1384 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1654 } 1392 }
1655 1393
1656 /* this should not happen, but sometimes does */ 1394 /* this should not happen, but sometimes does */
1657 if (arrow->nrof == 0) 1395 if (arrow->nrof == 0)
1658 { 1396 {
1397 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1659 arrow->destroy (); 1398 arrow->destroy ();
1660 return 0; 1399 return 0;
1661 } 1400 }
1662 1401
1663 left = arrow; /* these are arrows left to the player */ 1402 left = arrow; /* these are arrows left to the player */
1664 arrow = get_split_ob (arrow, 1); 1403 arrow = arrow->split ();
1665 if (!arrow) 1404 if (!arrow)
1666 { 1405 {
1667 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);
1668 return 0; 1407 return 0;
1669 } 1408 }
1670 1409
1671 arrow->set_owner (op); 1410 arrow->set_owner (op);
1672 arrow->skill = bow->skill; 1411 arrow->skill = bow->skill;
1673
1674 arrow->direction = dir; 1412 arrow->direction = dir;
1675 arrow->x = sx; 1413
1676 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;
1677 1444
1678 if (op->type == PLAYER) 1445 if (op->type == PLAYER)
1679 { 1446 {
1680 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1681 op->update_stats ();
1682 }
1683
1684 SET_ANIMATION (arrow, arrow->direction);
1685 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1686 arrow->stats.hp = arrow->stats.dam;
1687 arrow->stats.grace = arrow->attacktype;
1688 if (arrow->slaying != NULL)
1689 arrow->spellarg = strdup (arrow->slaying);
1690
1691 /* Note that this was different for monsters - they got their level
1692 * added to the damage. I think the strength bonus is more proper.
1693 */
1694
1695 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1696
1697 /* update the speed */
1698 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1699 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1700
1701 arrow->set_speed (max (arrow->speed, 1.0));
1702 arrow->speed_left = 0;
1703
1704 if (op->type == PLAYER)
1705 {
1706 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1707 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1708 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1709
1710 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;
1711 } 1454 }
1712 else 1455 else
1713 { 1456 {
1714 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1715 arrow->level = op->level; 1457 arrow->level = op->level;
1716 } 1458 arrow->stats.wc -= bow->magic;
1717 1459
1718 if (arrow->attacktype == AT_PHYSICAL) 1460 if (!arrow->slaying)
1461 arrow->slaying = bow->slaying;
1462
1719 arrow->attacktype |= bow->attacktype; 1463 arrow->attacktype |= bow->attacktype;
1464 }
1720 1465
1721 if (bow->slaying) 1466 wc -= arrow->level;
1722 arrow->slaying = bow->slaying; 1467 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1723 1468
1724 arrow->map = m; 1469 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1725 arrow->move_type = MOVE_FLY_LOW; 1470 arrow->move_type = MOVE_FLY_LOW;
1726 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1471 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1727 1472
1728 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1473 op->play_sound (sound_find ("fire_arrow"));
1729 insert_ob_in_map (arrow, m, op, 0); 1474 m->insert (arrow, sx, sy, op);
1730 1475
1731 if (!arrow->destroyed ()) 1476 if (!arrow->destroyed ())
1732 move_arrow (arrow); 1477 move_arrow (arrow);
1733
1734 if (op->type == PLAYER)
1735 {
1736 if (left->destroyed ())
1737 esrv_del_item (op->contr, left->count);
1738 else
1739 esrv_send_item (op, left);
1740 }
1741 1478
1742 return 1; 1479 return 1;
1743} 1480}
1744 1481
1745/* Special fire code for players - this takes into 1482/* Special fire code for players - this takes into
1750 * hence the function name. 1487 * hence the function name.
1751 */ 1488 */
1752int 1489int
1753player_fire_bow (object *op, int dir) 1490player_fire_bow (object *op, int dir)
1754{ 1491{
1755 int ret = 0, wcmod = 0; 1492 int ret;
1756 1493
1757 if (op->contr->bowtype == bow_bestarrow) 1494 if (op->contr->bowtype == bow_bestarrow)
1758 { 1495 {
1759 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);
1760 } 1497 }
1761 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)
1762 { 1499 {
1763 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1500 int wcmod = similar_direction (dir, op->contr->bowtype - bow_n + 1) ? 0 : -1;
1764 wcmod = -1;
1765 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);
1766 } 1502 }
1767 else if (op->contr->bowtype == bow_threewide) 1503 else if (op->contr->bowtype == bow_threewide)
1768 { 1504 {
1769 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);
1770 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)]);
1771 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)]);
1772 } 1508 }
1773 else if (op->contr->bowtype == bow_spreadshot) 1509 else if (op->contr->bowtype == bow_spreadshot)
1774 { 1510 {
1775 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);
1776 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);
1777 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);
1778
1779 } 1514 }
1780 else 1515 else
1781 { 1516 {
1782 /* Simple case */ 1517 /* Simple case */
1783 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);
1784 } 1519 }
1520
1785 return ret; 1521 return ret;
1786} 1522}
1787
1788 1523
1789/* Fires a misc (wand/rod/horn) object in 'dir'. 1524/* Fires a misc (wand/rod/horn) object in 'dir'.
1790 * Broken apart from 'fire' to keep it more readable. 1525 * Broken apart from 'fire' to keep it more readable.
1791 */ 1526 */
1792void 1527void
1793fire_misc_object (object *op, int dir) 1528fire_misc_object (object *op, int dir)
1794{ 1529{
1795 object *item; 1530 object *item = op->contr->ranged_ob;
1796 1531
1797 if (!op->contr->ranges[range_misc]) 1532 if (!item)
1798 { 1533 {
1799 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.");
1800 return; 1535 return;
1801 } 1536 }
1802 1537
1803 item = op->contr->ranges[range_misc];
1804 if (!item->inv) 1538 if (!item->inv)
1805 { 1539 {
1806 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1540 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1807 return; 1541 return;
1808 } 1542 }
1543
1544 if (!op->change_weapon (item))
1545 return;
1546
1809 if (item->type == WAND) 1547 if (item->type == WAND)
1810 { 1548 {
1811 if (item->stats.food <= 0) 1549 if (item->stats.food <= 0)
1812 { 1550 {
1813 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1551 op->contr->play_sound (sound_find ("wand_poof"));
1814 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
1815 return; 1554 return;
1816 } 1555 }
1817 } 1556 }
1818 else if (item->type == ROD || item->type == HORN) 1557 else if (item->type == ROD || item->type == HORN)
1819 { 1558 {
1820 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))
1821 { 1564 {
1822 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1565 op->contr->play_sound (sound_find ("wand_poof"));
1566
1823 if (item->type == ROD) 1567 if (item->type == ROD)
1824 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));
1825 else 1569 else
1826 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
1827 return; 1572 return;
1828 } 1573 }
1829 } 1574 }
1830 1575
1831 if (cast_spell (op, item, dir, item->inv, NULL)) 1576 if (cast_spell (op, item, dir, item->inv, NULL))
1832 { 1577 {
1833 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
1834 if (item->type == WAND) 1580 if (item->type == WAND)
1835 { 1581 {
1836 if (!(--item->stats.food)) 1582 if (!(--item->stats.food))
1837 { 1583 {
1838 object *tmp; 1584 object *tmp;
1839 1585
1840 if (item->arch) 1586 if (item->arch)
1841 { 1587 {
1842 CLEAR_FLAG (item, FLAG_ANIMATE); 1588 CLEAR_FLAG (item, FLAG_ANIMATE);
1843 item->face = item->arch->clone.face; 1589 item->face = item->arch->face;
1844 item->set_speed (0); 1590 item->set_speed (0);
1845 } 1591 }
1846 1592
1847 if ((tmp = item->in_player ())) 1593 if (object *pl = item->visible_to ())
1848 esrv_update_item (UPD_ANIM, tmp, item); 1594 esrv_update_item (UPD_ANIM, pl, item);
1849 } 1595 }
1850 } 1596 }
1851 else if (item->type == ROD || item->type == HORN) 1597 else if (item->type == ROD || item->type == HORN)
1852 drain_rod_charge (item); 1598 drain_rod_charge (item);
1853 } 1599 }
1854} 1600}
1855 1601
1856/* Received a fire command for the player - go and do it. 1602/* Received a fire command for the player - go and do it.
1857 */ 1603 */
1858void 1604bool
1859fire (object *op, int dir) 1605fire (object *op, int dir)
1860{ 1606{
1861 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;
1862 1629
1863 /* check for loss of invisiblity/hide */ 1630 /* check for loss of invisiblity/hide */
1864 if (action_makes_visible (op)) 1631 if (action_makes_visible (op))
1865 make_visible (op); 1632 make_visible (op);
1866 1633
1867 switch (op->contr->shoottype) 1634 switch (ob->type)
1868 { 1635 {
1869 case range_none: 1636 case BOW:
1870 return;
1871
1872 case range_bow:
1873 player_fire_bow (op, dir); 1637 player_fire_bow (op, dir);
1874 return; 1638 break;
1875 1639
1876 case range_magic: /* Casting spells */ 1640 case SPELL:
1877 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);
1878 return; 1642 break;
1879 1643
1880 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:
1881 fire_misc_object (op, dir); 1653 fire_misc_object (op, dir);
1882 return; 1654 break;
1883
1884 case range_golem: /* Control summoned monsters from scrolls */
1885 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
1886 {
1887 op->contr->ranges[range_golem] = 0;
1888 op->contr->shoottype = range_none;
1889 }
1890 else
1891 control_golem (op->contr->ranges[range_golem], dir);
1892 return;
1893
1894 case range_skill:
1895 if (!op->chosen_skill)
1896 {
1897 if (op->type == PLAYER)
1898 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
1899 return;
1900 }
1901 (void) do_skill (op, op, op->chosen_skill, dir, NULL);
1902 return;
1903 case range_builder:
1904 apply_map_builder (op, dir);
1905 return;
1906 default:
1907 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
1908 return;
1909 } 1655 }
1910}
1911 1656
1657 return true;
1658}
1912 1659
1913 1660static object *
1914/* find_key
1915 * We try to find a key for the door as passed. If we find a key
1916 * and successfully use it, we return the key, otherwise NULL
1917 * This function merges both normal and locked door, since the logic
1918 * for both is the same - just the specific key is different.
1919 * pl is the player,
1920 * inv is the objects inventory to searched
1921 * door is the door we are trying to match against.
1922 * This function can be called recursively to search containers.
1923 */
1924
1925object *
1926find_key (object *pl, object *container, object *door) 1661find_key_ (object *pl, object *container, object *door)
1927{ 1662{
1928 object *tmp, *key; 1663 object *tmp, *key;
1929 1664
1930 /* Should not happen, but sanity checking is never bad */ 1665 /* Should not happen, but sanity checking is never bad */
1931 if (container->inv == NULL) 1666 if (!container->inv)
1932 return NULL; 1667 return 0;
1933 1668
1934 /* 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 */
1935 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1670 for (tmp = container->inv; tmp; tmp = tmp->below)
1936 { 1671 {
1937 if (door->type == DOOR && tmp->type == KEY) 1672 if (door->type == DOOR && tmp->type == KEY)
1938 break; 1673 break;
1674
1939 /* For sanity, we should really check door type, but other stuff 1675 /* For sanity, we should really check door type, but other stuff
1940 * (like containers) can be locked with special keys 1676 * (like containers) can be locked with special keys
1941 */ 1677 */
1942 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1678 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1943 break; 1679 break;
1944 } 1680 }
1681
1945 /* No key found - lets search inventories now */ 1682 /* No key found - lets search inventories now */
1946 /* 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.
1947 * 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
1948 * a key, return 1685 * a key, return
1949 */ 1686 */
1950 if (!tmp) 1687 if (!tmp)
1951 { 1688 {
1952 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1689 for (tmp = container->inv; tmp; tmp = tmp->below)
1953 {
1954 /* No reason to search empty containers */ 1690 /* No reason to search empty containers */
1955 if (tmp->type == CONTAINER && tmp->inv) 1691 if (tmp->type == CONTAINER && tmp->inv)
1956 {
1957 if ((key = find_key (pl, tmp, door)) != NULL) 1692 if ((key = find_key_ (pl, tmp, door)))
1958 return key; 1693 return key;
1959 } 1694
1960 }
1961 if (!tmp) 1695 if (!tmp)
1962 return NULL; 1696 return 0;
1963 } 1697 }
1698
1964 /* 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,
1965 * see if we actually want to use it 1700 * see if we actually want to use it
1966 */ 1701 */
1967 if (pl != container) 1702 if (pl != container)
1968 { 1703 {
1969 /* Only let players use keys in containers */ 1704 /* Only let players use keys in containers */
1970 if (!pl->contr) 1705 if (!pl->contr)
1971 return NULL; 1706 return 0;
1707
1972 /* cases where this fails: 1708 /* cases where this fails:
1973 * If we only search the player inventory, return now since we 1709 * If we only search the player inventory, return now since we
1974 * are not in the players inventory. 1710 * are not in the players inventory.
1975 * If the container is not active, return now since only active 1711 * If the container is not active, return now since only active
1976 * containers can be used. 1712 * containers can be used.
1980 * inv must have been an container and must have been active. 1716 * inv must have been an container and must have been active.
1981 * 1717 *
1982 * Change the color so that the message doesn't disappear with 1718 * Change the color so that the message doesn't disappear with
1983 * all the others. 1719 * all the others.
1984 */ 1720 */
1985 if (pl->contr->usekeys == key_inventory || 1721 if (pl->contr->usekeys == key_inventory
1986 !QUERY_FLAG (container, FLAG_APPLIED) || 1722 || !QUERY_FLAG (container, FLAG_APPLIED)
1987 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys")))) 1723 || (pl->contr->usekeys == keyrings && container->race != shstr_keys))
1988 { 1724 {
1989 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1725 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1990 "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));
1991 return NULL; 1727 return NULL;
1992 } 1728 }
1993 } 1729 }
1730
1994 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);
1995} 1757}
1996 1758
1997/* moved door processing out of move_player_attack. 1759/* moved door processing out of move_player_attack.
1998 * returns 1 if player has opened the door with a key 1760 * returns 1 if player has opened the door with a key
1999 * such that the caller should not do anything more, 1761 * such that the caller should not do anything more,
2000 * 0 otherwise 1762 * 0 otherwise
2001 */ 1763 */
2002static int 1764static int
2003player_attack_door (object *op, object *door) 1765player_attack_door (object *op, object *door)
2004{ 1766{
2005 /* 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,
2006 * 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 -
2007 * otherwise, we fall through to the rest of the code. 1769 * otherwise, we fall through to the rest of the code.
2008 */ 1770 */
2009 object *key = find_key (op, op, door); 1771 object *key = find_key (op, op, door);
2010 1772
2011 /* IF we found a key, do some extra work */ 1773 /* If we found a key, do some extra work */
2012 if (key) 1774 if (key)
2013 { 1775 {
2014 object *container = key->env; 1776 object *container = key->env;
2015 1777
2016 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
2017 if (action_makes_visible (op)) 1778 if (action_makes_visible (op))
2018 make_visible (op); 1779 make_visible (op);
1780
2019 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1781 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2020 spring_trap (door->inv, op); 1782 spring_trap (door->inv, op);
1783
2021 if (door->type == DOOR) 1784 if (door->type == DOOR)
2022 {
2023 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 */
2024 }
2025 else if (door->type == LOCKED_DOOR) 1786 else if (door->type == LOCKED_DOOR)
2026 { 1787 {
2027 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);
2028 remove_door2 (door); /* remove door without violence ;-) */ 1789 remove_door2 (door); /* remove door without violence ;-) */
2029 } 1790 }
1791
2030 /* Do this after we print the message */ 1792 /* Do this after we print the message */
2031 decrease_ob (key); /* Use up one of the keys */ 1793 key->decrease (); /* Use up one of the keys */
2032 /* Need to update the weight the container the key was in */ 1794
2033 if (container != op)
2034 esrv_update_item (UPD_WEIGHT, op, container);
2035 return 1; /* Nothing more to do below */ 1795 return 1; /* Nothing more to do below */
2036 } 1796 }
2037 else if (door->type == LOCKED_DOOR) 1797 else if (door->type == LOCKED_DOOR)
2038 { 1798 {
2039 /* Might as well return now - no other way to open this */ 1799 /* Might as well return now - no other way to open this */
2040 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...");
2041 return 1; 1801 return 1;
2042 } 1802 }
1803
2043 return 0; 1804 return 0;
2044} 1805}
2045 1806
2046/* This function is just part of a breakup from move_player. 1807/* This function is just part of a breakup from move_player.
2047 * It should keep the code cleaner. 1808 * It should keep the code cleaner.
2048 * When this is called, the players direction has been updated 1809 * When this is called, the players direction has been updated
2049 * (taking into account confusion.) The player is also actually 1810 * (taking into account confusion.) The player is also actually
2050 * going to try and move (not fire weapons). 1811 * going to try and move (not fire weapons).
2051 */ 1812 */
2052void 1813bool
2053move_player_attack (object *op, int dir) 1814move_player_attack (object *op, int dir)
2054{ 1815{
2055 object *tmp, *mon; 1816 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2056 sint16 nx, ny; 1817 {
1818 --op->speed_left;
1819 return true;
1820 }
1821
2057 int on_battleground; 1822 int on_battleground;
2058 maptile *m;
2059 1823
2060 nx = freearr_x[dir] + op->x; 1824 sint16 nx = freearr_x[dir] + op->x;
2061 ny = freearr_y[dir] + op->y; 1825 sint16 ny = freearr_y[dir] + op->y;
2062 1826
2063 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;
2064 1831
2065 /* 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
2066 * 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
2067 * 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
2068 * player. This is a pretty nasty hack, because if we could 1835 * player. This is a pretty nasty hack, because if we could
2069 * 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
2070 * 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
2071 * 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
2072 * move_ob uses. 1839 * move_ob uses.
2073 */ 1840 */
2074 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;
2075 { 1856 }
2076 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;
2077 { 1869 }
2078 m = get_map_from_coord (op->map, &nx, &ny); 1870
2079 if (!m) 1871 /* The following deals with possibly attacking peaceful
2080 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;
2081 } 1904 }
2082 else 1905 else
2083 m = op->map;
2084
2085 if ((tmp = GET_MAP_OB (m, nx, ny)) == NULL)
2086 {
2087 /* LOG(llevError,"player_move_attack: GET_MAP_OB returns NULL, but player can not move there.\n"); */
2088 return; 1906 return false;
2089 } 1907 }
2090 1908
2091 mon = 0;
2092 /* Go through all the objects, and find ones of interest. Only stop if
2093 * we find a monster - that is something we know we want to attack.
2094 * if its a door or barrel (can roll) see if there may be monsters
2095 * on the space
2096 */
2097 while (tmp)
2098 {
2099 if (tmp == op)
2100 {
2101 tmp = tmp->above;
2102 continue;
2103 }
2104
2105 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2106 {
2107 mon = tmp;
2108 break;
2109 }
2110
2111 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2112 mon = tmp;
2113
2114 tmp = tmp->above;
2115 }
2116
2117 if (!mon) /* This happens anytime the player tries to move */
2118 return; /* into a wall */
2119
2120 if (mon->head)
2121 mon = mon->head;
2122
2123 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2124 if (player_attack_door (op, mon))
2125 return;
2126
2127 /* The following deals with possibly attacking peaceful
2128 * or frienddly creatures. Basically, all players are considered
2129 * unaggressive. If the moving player has peaceful set, then the
2130 * object should be pushed instead of attacked. It is assumed that
2131 * if you are braced, you will not attack friends accidently,
2132 * and thus will not push them.
2133 */
2134
2135 /* If the creature is a pet, push it even if the player is not
2136 * peaceful. Our assumption is the creature is a pet if the
2137 * player owns it and it is either friendly or unagressive.
2138 */
2139 if ((op->type == PLAYER)
2140#if COZY_SERVER
2141 &&
2142 ((mon->owner && mon->owner->contr
2143 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op)
2144#else
2145 && mon->owner == op
2146#endif
2147 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2148 {
2149 /* If we're braced, we don't want to switch places with it */
2150 if (op->contr->braced)
2151 return;
2152 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2153 (void) push_ob (mon, dir, op);
2154 if (op->contr->tmp_invis || op->hide)
2155 make_visible (op);
2156 return;
2157 }
2158
2159 /* in certain circumstances, you shouldn't attack friendly 1909 /* in certain circumstances, you shouldn't attack friendly
2160 * creatures. Note that if you are braced, you can't push 1910 * creatures. Note that if you are braced, you can't push
2161 * 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
2162 * attack them either. 1912 * attack them either.
2163 */ 1913 */
2164 if ((mon->type == PLAYER || mon->enemy != op) && 1914 if ((mon->type == PLAYER || mon->enemy != op)
2165 (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))
2166#ifdef PROHIBIT_PLAYERKILL
2167 (op->contr->peaceful 1916 && ((op->contr->peaceful
2168 || (mon->type == PLAYER 1917 || (mon->type == PLAYER && mon->contr->peaceful))
2169 && mon->contr->
2170 peaceful)) &&
2171#else
2172 op->contr->peaceful &&
2173#endif
2174 !on_battleground)) 1918 && !on_battleground))
1919 {
1920 if (op->speed_left > 0.f)
2175 { 1921 {
1922 --op->speed_left;
1923
2176 if (!op->contr->braced) 1924 if (!op->contr->braced)
2177 { 1925 {
2178 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 1926 op->play_sound (sound_find ("push_player"));
2179 (void) push_ob (mon, dir, op); 1927 push_ob (mon, dir, op);
2180 } 1928 }
2181 else 1929 else
2182 new_draw_info (0, 0, op, "You withhold your attack"); 1930 op->statusmsg ("You withhold your attack");
2183 1931
2184 if (op->contr->tmp_invis || op->hide) 1932 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
2185 make_visible (op); 1933 make_visible (op);
2186 }
2187 1934
1935 return true;
1936 }
1937 }
2188 /* If the object is a boulder or other rollable object, then 1938 /* If the object is a boulder or other rollable object, then
2189 * 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.
2190 */ 1940 */
2191 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)
2192 { 1944 {
1945 --op->speed_left;
1946
2193 recursive_roll (mon, dir, op); 1947 recursive_roll (mon, dir, op);
2194 if (action_makes_visible (op)) 1948 if (action_makes_visible (op))
2195 make_visible (op); 1949 make_visible (op);
2196 }
2197 1950
1951 return true;
1952 }
1953 }
2198 /* Any generic living creature. Including things like doors. 1954 /* Any generic living creature. Including things like doors.
2199 * 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
2200 * and be living. Then, it must be one of the following: 1956 * and be living. Then, it must be one of the following:
2201 * 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
2202 * 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.
2203 */ 1959 */
2204
2205 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 1960 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2206 ((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)))
2207 { 1962 {
2208 1963 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2209 /* If the player hasn't hit something this tick, and does
2210 * so, give them speed boost based on weapon speed. Doing
2211 * it here is better than process_players2, which basically
2212 * incurred a 1 tick offset.
2213 */
2214 if (!op->contr->has_hit)
2215 { 1964 {
2216 op->speed_left += op->speed / op->contr->weapon_sp; 1965 --op->contr->weapon_sp_left;
2217
2218 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2219 }
2220 1966
2221 skill_attack (mon, op, 0, 0, 0); 1967 skill_attack (mon, op, 0, 0, 0);
2222
2223 /* If attacking another player, that player gets automatic
2224 * hitback, and doesn't loose luck either.
2225 * Disable hitback on the battleground or if the target is
2226 * the wiz.
2227 */
2228 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2229 {
2230 short luck = mon->stats.luck;
2231
2232 mon->contr->has_hit = 1;
2233 skill_attack (op, mon, 0, 0, 0);
2234 mon->stats.luck = luck;
2235 }
2236 1968
2237 if (action_makes_visible (op)) 1969 if (action_makes_visible (op))
2238 make_visible (op); 1970 make_visible (op);
2239 }
2240 } /* if player should attack something */
2241}
2242 1971
2243int 1972 return true;
1973 }
1974 }
1975
1976 return false;
1977}
1978
1979bool
2244move_player (object *op, int dir) 1980move_player (object *op, int dir)
2245{ 1981{
2246 int pick; 1982 int pick;
2247 1983
2248 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 1984 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2249 return 0; 1985 return 0;
2250 1986
2251 /* Sanity check: make sure dir is valid */ 1987 /* Sanity check: make sure dir is valid */
2252 if ((dir < 0) || (dir >= 9)) 1988 if ((dir < 0) || (dir >= 9))
2253 { 1989 {
2254 LOG (llevError, "move_player: invalid direction %d\n", dir); 1990 LOG (llevError, "move_player: invalid direction %d\n", dir);
2255 return 0; 1991 return 0;
2256 } 1992 }
2257 1993
2258 /* peterm: added following line */ 1994 /* peterm: added following line */
2259 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 1995 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2260 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 1996 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2261 1997
2262 op->facing = dir; 1998 op->facing = dir;
2263 1999
2264 if (op->hide) 2000 if (op->flag [FLAG_HIDDEN])
2265 do_hidden_move (op); 2001 do_hidden_move (op);
2266 2002
2003 bool retval;
2004
2267 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2005 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2268 /*nop */ ; 2006 retval = RESULT_INT (0);
2269 else if (op->contr->fire_on) 2007 else if (op->contr->fire_on)
2270 fire (op, dir); 2008 retval = fire (op, dir);
2271 else 2009 else
2272 { 2010 {
2273 move_player_attack (op, dir); 2011 retval = move_player_attack (op, dir);
2274 pick = check_pick (op); 2012 pick = check_pick (op);
2275 } 2013 }
2276 2014
2277 /* 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
2278 * server can handle repeat firing. 2016 * server can handle repeat firing.
2285 /* Update how the player looks. Use the facing, so direction may 2023 /* Update how the player looks. Use the facing, so direction may
2286 * get reset to zero. This allows for full animation capabilities 2024 * get reset to zero. This allows for full animation capabilities
2287 * for players. 2025 * for players.
2288 */ 2026 */
2289 animate_object (op, op->facing); 2027 animate_object (op, op->facing);
2290 return 0; 2028
2029 return retval;
2291} 2030}
2292 2031
2293/* 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
2294 * new client/server stuff. 2033 * new client/server stuff.
2295 * 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
2296 * the new speed values for commands. 2035 * the new speed values for commands.
2297 * 2036 *
2298 * 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.
2299 */ 2040 */
2300int 2041bool
2301handle_newcs_player (object *op) 2042handle_newcs_player (object *op)
2302{ 2043{
2303 if (op->contr->hidden)
2304 {
2305 op->invisible = 1000;
2306 /* the socket code flashes the player visible/invisible
2307 * depending on the value of invisible, so we need to
2308 * alternate it here for it to work correctly.
2309 */
2310 if (pticks & 2)
2311 op->invisible--;
2312 }
2313 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2314 {
2315 op->invisible--;
2316 if (!op->invisible)
2317 {
2318 make_visible (op);
2319 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2320 }
2321 }
2322
2323 if (QUERY_FLAG (op, FLAG_SCARED)) 2044 if (QUERY_FLAG (op, FLAG_SCARED))
2324 { 2045 {
2325 flee_player (op); 2046 if (op->speed_left > 0.f)
2326 /* If player is still scared, that is his action for this tick */
2327 if (QUERY_FLAG (op, FLAG_SCARED))
2328 { 2047 {
2329 op->speed_left--; 2048 --op->speed_left;
2049 flee_player (op);
2050
2330 return 0; 2051 return true;
2331 } 2052 }
2053 else
2054 return false;
2332 } 2055 }
2333
2334 /* I've been seeing crashes where the golem has been destroyed, but
2335 * the player object still points to the defunct golem. The code that
2336 * destroys the golem looks correct, and it doesn't always happen, so
2337 * put this in a a workaround to clean up the golem pointer.
2338 */
2339 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2340 op->contr->ranges[range_golem] = 0;
2341 2056
2342 /* 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
2343 * the players time has been increased when doericserver has been 2058 * the players time has been increased when doericserver has been
2344 * called, so we recheck it here. 2059 * called, so we recheck it here.
2345 */ 2060 */
2346 //TODO: better than handling 8 commands, use some more intelligent rate-limiting 2061 if (op->contr->ns->handle_command ())
2347 for (int rep = 8; --rep && op->contr->ns->handle_command (); )
2348 ;
2349
2350 if (op->speed_left < 0)
2351 return 0; 2062 return true;
2352 2063
2353 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2064 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2354 {
2355 /* All move commands take 1 tick, at least for now */
2356 op->speed_left--;
2357
2358 /* Instead of all the stuff below, let move_player take care
2359 * of it. Also, some of the skill stuff is only put in
2360 * there, as well as the confusion stuff.
2361 */
2362 move_player (op, op->direction); 2065 return move_player (op, op->direction);
2363 if (op->speed_left > 0)
2364 return 1;
2365 else
2366 return 0;
2367 }
2368 2066
2369 return 0; 2067 return false;
2370} 2068}
2371 2069
2372int 2070int
2373save_life (object *op) 2071save_life (object *op)
2374{ 2072{
2376 return 0; 2074 return 0;
2377 2075
2378 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2076 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2379 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2077 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2380 { 2078 {
2381 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2079 op->play_sound (sound_find ("ob_evaporate"));
2382 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));
2383
2384 if (op->contr)
2385 esrv_del_item (op->contr, tmp->count);
2386 2081
2387 tmp->destroy (); 2082 tmp->destroy ();
2388 CLEAR_FLAG (op, FLAG_LIFESAVE); 2083 CLEAR_FLAG (op, FLAG_LIFESAVE);
2389 2084
2390 if (op->stats.hp < 0) 2085 if (op->stats.hp < 0)
2403 return 0; 2098 return 0;
2404} 2099}
2405 2100
2406/* 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
2407 * 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
2408 * 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
2409 * from. 2104 * from.
2410 */ 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
2411void 2122void
2412remove_unpaid_objects (object *op, object *env) 2123object::drop_unpaid_items ()
2413{ 2124{
2414 object *next; 2125 if (!flag [FLAG_REMOVED])
2415 2126 ::drop_unpaid_items (inv, this);
2416 while (op)
2417 {
2418 next = op->below; /* Make sure we have a good value, in case
2419 * we remove object 'op'
2420 */
2421 if (QUERY_FLAG (op, FLAG_UNPAID))
2422 {
2423 op->remove ();
2424 op->x = env->x;
2425 op->y = env->y;
2426 if (env->type == PLAYER)
2427 esrv_del_item (env->contr, op->count);
2428 insert_ob_in_map (op, env->map, NULL, 0);
2429 }
2430 else if (op->inv)
2431 remove_unpaid_objects (op->inv, env);
2432
2433 op = next;
2434 }
2435} 2127}
2436 2128
2437/* 2129/*
2438 * Returns pointer a static string containing gravestone text 2130 * Returns pointer a static string containing gravestone text
2439 * Moved from apply.c to player.c - player.c is what 2131 * Moved from apply.c to player.c - player.c is what
2440 * actually uses this function. player.c may not be quite the 2132 * actually uses this function. player.c may not be quite the
2441 * best, a misc file for object actions is probably better, 2133 * best, a misc file for object actions is probably better,
2442 * but there isn't one in the server directory. 2134 * but there isn't one in the server directory.
2443 */ 2135 */
2444char * 2136const char *
2445gravestone_text (object *op) 2137gravestone_text (object *op)
2446{ 2138{
2447 static char buf2[MAX_BUF]; 2139 static dynbuf_text buf;
2448 char buf[MAX_BUF];
2449 time_t now = time (NULL);
2450 2140
2451 strcpy (buf2, " R.I.P.\n\n"); 2141 buf << "---- R.I.P. ----\n\n"
2142 << op->name;
2143
2452 if (op->type == PLAYER) 2144 if (op->type == PLAYER)
2453 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2145 buf << " the " << op->contr->title;
2454 else
2455 sprintf (buf, "%s\n", &op->name);
2456 2146
2457 strncat (buf2, " ", 20 - strlen (buf) / 2); 2147 buf << "\n\n";
2458 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
2459 if (op->type == PLAYER) 2153 if (op->type == PLAYER)
2460 sprintf (buf, "who was in level %d when killed\n", op->level); 2154 buf << "by " << op->contr->killer_name () << ".\n\n";
2461 else
2462 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2463 2155
2464 strncat (buf2, " ", 20 - strlen (buf) / 2);
2465 strcat (buf2, buf);
2466 if (op->type == PLAYER)
2467 { 2156 {
2468 sprintf (buf, "by %s.\n\n", op->contr->killer); 2157 static char buf2[128];
2469 strncat (buf2, " ", 21 - strlen (buf) / 2); 2158 time_t now = time (NULL);
2470 strcat (buf2, buf);
2471 }
2472
2473 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2159 strftime (buf2, 128, "%b %d %Y\n\n", localtime (&now));
2474 strncat (buf2, " ", 20 - strlen (buf) / 2); 2160 buf << buf2;
2475 strcat (buf2, buf); 2161 }
2476 2162
2477 return buf2; 2163 return buf;
2478} 2164}
2479 2165
2480void 2166void
2481do_some_living (object *op) 2167do_some_living (object *op)
2482{ 2168{
2489 int rate_grace = 2000; 2175 int rate_grace = 2000;
2490 const int max_hp = 1; 2176 const int max_hp = 1;
2491 const int max_sp = 1; 2177 const int max_sp = 1;
2492 const int max_grace = 1; 2178 const int max_grace = 1;
2493 2179
2494 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--;
2495 { 2189 }
2496 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2190 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2497 if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks) 2191 {
2498 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 }
2499 } 2197 }
2500 2198
2501 if (op->contr->ns->state == ST_PLAYING) 2199 if (op->contr->ns->state == ST_PLAYING)
2502 { 2200 {
2503 /* these next three if clauses make it possible to SLOW DOWN 2201 /* these next three if clauses make it possible to SLOW DOWN
2522 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2220 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2523 else 2221 else
2524 { 2222 {
2525 gen_grace = op->stats.maxgrace; 2223 gen_grace = op->stats.maxgrace;
2526 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2224 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2527 }
2528
2529 /* Regenerate Spell Points */
2530 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0)
2531 {
2532 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2533 if (op->stats.sp < op->stats.maxsp)
2534 {
2535 op->stats.sp++;
2536 /* dms do not consume food */
2537 if (!QUERY_FLAG (op, FLAG_WIZ))
2538 {
2539 op->stats.food--;
2540 if (op->contr->digestion < 0)
2541 op->stats.food += op->contr->digestion;
2542 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2543 op->stats.food = last_food;
2544 }
2545 }
2546
2547 if (max_sp > 1)
2548 {
2549 over_sp = (gen_sp + 10) / rate_sp;
2550 if (over_sp > 0)
2551 {
2552 if (op->stats.sp < op->stats.maxsp)
2553 {
2554 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2555
2556 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2557 op->stats.sp--;
2558
2559 if (op->stats.sp > op->stats.maxsp)
2560 op->stats.sp = op->stats.maxsp;
2561 }
2562 op->last_sp = 0;
2563 }
2564 else
2565 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2566 }
2567 else
2568 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2569 } 2225 }
2570 2226
2571 /* Regenerate Grace */ 2227 /* Regenerate Grace */
2572 /* 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. */
2573 if (--op->last_grace < 0) 2229 if (--op->last_grace < 0)
2594 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);
2595 } 2251 }
2596 /* wearing stuff doesn't detract from grace generation. */ 2252 /* wearing stuff doesn't detract from grace generation. */
2597 } 2253 }
2598 2254
2255 if (op->stats.food > 0)
2256 {
2599 /* Regenerate Hit Points */ 2257 /* Regenerate Spell Points */
2600 if (--op->last_heal < 0) 2258 if (!op->contr->golem && --op->last_sp < 0)
2601 {
2602 if (op->stats.hp < op->stats.maxhp)
2603 { 2259 {
2604 op->stats.hp++; 2260 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2605 /* dms do not consume food */ 2261
2606 if (!QUERY_FLAG (op, FLAG_WIZ)) 2262 if (op->stats.sp < op->stats.maxsp)
2607 { 2263 {
2264 op->stats.sp++;
2265
2266 /* dms do not consume food */
2267 if (!QUERY_FLAG (op, FLAG_WIZ))
2268 {
2608 op->stats.food--; 2269 op->stats.food--;
2270
2609 if (op->contr->digestion < 0) 2271 if (op->contr->digestion < 0)
2610 op->stats.food += op->contr->digestion; 2272 op->stats.food += op->contr->digestion;
2611 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))
2612 op->stats.food = last_food; 2274 op->stats.food = last_food;
2275 }
2613 } 2276 }
2614 }
2615 2277
2616 if (max_hp > 1) 2278 if (max_sp > 1)
2617 {
2618 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2619 if (over_hp > 0)
2620 { 2279 {
2621 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
2622 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);
2623 } 2298 }
2624 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)
2625 { 2307 {
2626 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 }
2627 } 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);
2628 } 2333 }
2629 else 2334 else
2630 {
2631 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);
2632 } 2336 }
2633 } 2337 }
2634 2338
2635 /* Digestion */ 2339 /* Digestion */
2636 if (--op->last_eat < 0) 2340 if (--op->last_eat < 0)
2637 { 2341 {
2638#ifdef COZY_SERVER 2342 int bonus = max (0, op->contr->digestion),
2639 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion; 2343 penalty = max (0, -op->contr->digestion);
2640 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2641#else
2642 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2643#endif
2644 2344
2645 if (op->contr->gen_hp > 0)
2646 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);
2647 else
2648 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2649 2346
2650 /* dms do not consume food */ 2347 /* dms do not consume food */
2651 if (!QUERY_FLAG (op, FLAG_WIZ)) 2348 if (!QUERY_FLAG (op, FLAG_WIZ))
2652 op->stats.food--; 2349 op->stats.food--;
2653 } 2350 }
2654 2351
2655 if (op->stats.food < 0 && op->stats.hp >= 0) 2352 if (op->stats.food < 0 && op->stats.hp >= 0)
2656 { 2353 {
2657 object *tmp, *flesh = 0; 2354 object *flesh = 0;
2658 2355
2659 for (tmp = op->inv; tmp; tmp = tmp->below) 2356 for_inv_removable (op, tmp)
2660 { 2357 {
2661 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2358 if (QUERY_FLAG (tmp, FLAG_UNPAID))
2359 continue;
2360
2361 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2662 { 2362 {
2663 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2363 op->statusmsg ("You blindly grab for a bite of food. "
2664 { 2364 "H<To prevent you from starving, you ate some random item from your backpack.>");
2665 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2666 manual_apply (op, tmp, 0); 2365 manual_apply (op, tmp, 0);
2366
2667 if (op->stats.food >= 0 || op->stats.hp < 0) 2367 if (op->stats.food >= 0 || op->stats.hp < 0)
2668 break; 2368 break;
2669 } 2369 }
2670 else if (tmp->type == FLESH) 2370 else if (tmp->type == FLESH)
2671 flesh = tmp; 2371 flesh = tmp;
2672 } /* End if paid for object */ 2372 }
2673 } /* end of for loop */
2674 2373
2675 /* 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
2676 * eat flesh instead. 2375 * eat flesh instead.
2677 */ 2376 */
2678 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2377 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2679 { 2378 {
2680 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.>");
2681 manual_apply (op, flesh, 0); 2381 manual_apply (op, flesh, 0);
2682 } 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)
2683 } 2391 {
2392 op->stats.hp += op->stats.food;
2393 op->stats.food = 0;
2684 2394
2685 while (op->stats.food < 0 && op->stats.hp >= 0) 2395 if (op->stats.hp < 0)
2686 op->stats.food++, op->stats.hp--; 2396 {
2397 op->contr->killer = archetype::get ("killer_starvation");
2398 op->contr->killer->destroy ();
2399 }
2400 }
2687 2401
2402 /* killer should be set here already */
2688 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2403 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2689 kill_player (op); 2404 kill_player (op);
2690 } 2405 }
2691} 2406}
2692 2407
2696 * file. 2411 * file.
2697 */ 2412 */
2698void 2413void
2699kill_player (object *op) 2414kill_player (object *op)
2700{ 2415{
2701 char buf[MAX_BUF];
2702 int x, y; 2416 int x, y;
2703
2704 //int i;
2705 maptile *map; /* this is for resurrection */ 2417 maptile *map; /* this is for resurrection */
2706
2707 /* int z;
2708 int num_stats_lose;
2709 int lost_a_stat;
2710 int lose_this_stat;
2711 int this_stat; */
2712 int will_kill_again; 2418 int will_kill_again;
2713 archetype *at; 2419 archetype *at;
2714 object *tmp; 2420 object *tmp;
2715 2421
2716 if (save_life (op)) 2422 if (save_life (op))
2717 return; 2423 return;
2718 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 }
2719 2462
2720 /* 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
2721 * 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.
2722 * Look at op_on_battleground() for more info --AndreasV 2465 * Look at op_on_battleground() for more info --AndreasV
2723 */ 2466 */
2724 if (op_on_battleground (op, &x, &y)) 2467 if (op_on_battleground (op, &x, &y))
2725 { 2468 {
2726 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";
2727 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2728
2729 /* restore player */
2730 at = archetype::find ("poisoning");
2731 tmp = present_arch_in_ob (at, op);
2732 if (tmp)
2733 {
2734 tmp->destroy ();
2735 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2736 }
2737
2738 at = archetype::find ("confusion");
2739 tmp = present_arch_in_ob (at, op);
2740 if (tmp)
2741 {
2742 tmp->destroy ();
2743 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2744 }
2745
2746 cure_disease (op, 0); /* remove any disease */
2747 op->stats.hp = op->stats.maxhp;
2748 if (op->stats.food <= 0)
2749 op->stats.food = 999;
2750 2470
2751 /* create a bodypart-trophy to make the winner happy */ 2471 /* create a bodypart-trophy to make the winner happy */
2752 tmp = arch_to_object (archetype::find ("finger")); 2472 if (object *tmp = arch_to_object (archetype::find ("finger")))
2753 if (tmp != NULL)
2754 { 2473 {
2755 sprintf (buf, "%s's finger", &op->name); 2474 tmp->name = format ("%s's finger" , &op->name);
2756 tmp->name = buf; 2475 tmp->name_pl = format ("%s's fingers", &op->name);
2757 sprintf (buf, " This finger has been cut off %s\n"
2758 " the %s, when he was defeated at\n level %d by %s.\n",
2759 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2760 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 );
2761 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2482 tmp->value = 0, tmp->type = 0;
2762 tmp->materialname = NULL; 2483 tmp->materialname = "organics";
2763 tmp->x = op->x, tmp->y = op->y; 2484 tmp->insert_at (op, tmp);
2764 insert_ob_in_map (tmp, op->map, op, 0);
2765 } 2485 }
2766 2486
2767 /* teleport defeated player to new destination */ 2487 /* teleport defeated player to new destination */
2768 transfer_ob (op, x, y, 0, NULL); 2488 transfer_ob (op, x, y, 0, NULL);
2769 op->contr->braced = 0; 2489 op->contr->braced = 0;
2490
2491 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2770 return; 2492 return;
2771 } 2493 }
2772 2494
2495 deathtab << "You were killed by " << op->contr->killer_name () << ".\n\n";
2496 deathtab << "T<YOU HAVE DIED>\n\n";
2497
2773 INVOKE_PLAYER (DEATH, op->contr); 2498 INVOKE_PLAYER (DEATH, op->contr);
2774 2499
2775 command_kill_pets (op, 0); 2500 command_kill_pets (op, 0);
2776 2501
2777 if (op->stats.food < 0) 2502 op->contr->play_sound (sound_find ("player_dies"));
2778 {
2779 if (op->contr->explore)
2780 {
2781 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
2782 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2783 op->stats.food = 999;
2784 return;
2785 }
2786 sprintf (buf, "%s starved to death.", &op->name);
2787 strcpy (op->contr->killer, "starvation");
2788 }
2789 else
2790 {
2791 if (op->contr->explore)
2792 {
2793 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
2794 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2795 op->stats.hp = op->stats.maxhp;
2796 return;
2797 }
2798 sprintf (buf, "%s died.", &op->name);
2799 }
2800 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2801 2503
2802 /* save the map location for corpse, gravestone */ 2504 /* save the map location for corpse, gravestone */
2803 x = op->x; 2505 x = op->x;
2804 y = op->y; 2506 y = op->y;
2805 map = op->map; 2507 map = op->map;
2806
2807 2508
2808 /* NOT_PERMADEATH code. This basically brings the character back to 2509 /* NOT_PERMADEATH code. This basically brings the character back to
2809 * 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.
2810 * 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.
2811 */ 2512 */
2828 num_stats_lose = 1; 2529 num_stats_lose = 1;
2829 else 2530 else
2830 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO; 2531 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2831 } 2532 }
2832 else 2533 else
2833 {
2834 num_stats_lose = 1; 2534 num_stats_lose = 1;
2835 } 2535
2836 lost_a_stat = 0; 2536 lost_a_stat = 0;
2837 2537
2838 for (z = 0; z < num_stats_lose; z++) 2538 for (z = 0; z < num_stats_lose; z++)
2839 { 2539 {
2840 i = RANDOM () % NUM_STATS; 2540 i = rndm (NUM_STATS);
2841 2541
2842 if (settings.stat_loss_on_death) 2542 if (settings.stat_loss_on_death)
2843 { 2543 {
2844 /* 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
2845 * what he lost. 2545 * what he lost.
2896 } 2596 }
2897 } 2597 }
2898 2598
2899 if (lose_this_stat) 2599 if (lose_this_stat)
2900 { 2600 {
2901 this_stat = get_attr_value (&(dep->stats), i); 2601 this_stat = get_attr_value (&dep->stats, i);
2902 /* We could try to do something clever like find another 2602 /* We could try to do something clever like find another
2903 * stat to reduce if this fails. But chances are, if 2603 * stat to reduce if this fails. But chances are, if
2904 * stats have been depleted to -50, all are pretty low 2604 * stats have been depleted to -50, all are pretty low
2905 * 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
2906 * difference. 2606 * difference.
2914 lost_a_stat = 1; 2614 lost_a_stat = 1;
2915 } 2615 }
2916 } 2616 }
2917 } 2617 }
2918 } 2618 }
2619
2919 /* If no stat lost, tell the player. */ 2620 /* If no stat lost, tell the player. */
2920 if (!lost_a_stat) 2621 if (!lost_a_stat)
2921 { 2622 {
2922 /* determine_god() seems to not work sometimes... why is this? 2623 /* determine_god() seems to not work sometimes... why is this?
2923 Should I be using something else? GD */ 2624 Should I be using something else? GD */
2924 const char *god = determine_god (op); 2625 shstr_tmp god = determine_god (op);
2925 2626
2926 if (god && (strcmp (god, "none"))) 2627 if (god != shstr_none)
2927 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";
2928 else 2629 else
2929 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";
2930 } 2631 }
2931#else 2632#else
2932 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.";
2933#endif 2634#endif
2934 2635
2935 /* Put a gravestone up where the character 'almost' died. List the 2636 /* Put a gravestone up where the character 'almost' died. List the
2936 * exp loss on the stone. 2637 * exp loss on the stone.
2937 */ 2638 */
2938 tmp = arch_to_object (archetype::find ("gravestone")); 2639 tmp = arch_to_object (archetype::find ("gravestone"));
2939 sprintf (buf, "%s's gravestone", &op->name); 2640 tmp->name = format ("%s's gravestone", &op->name);
2940 tmp->name = buf; 2641 tmp->name_pl = format ("%s's gravestones", &op->name);
2941 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",
2942 tmp->name_pl = buf; 2643 &op->name, op->contr->title, op->contr->killer_name ());
2943 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);
2944 tmp->msg = buf;
2945 tmp->x = op->x, tmp->y = op->y; 2644 tmp->x = op->x, tmp->y = op->y;
2946 insert_ob_in_map (tmp, op->map, NULL, 0); 2645 insert_ob_in_map (tmp, op->map, NULL, 0);
2947 2646
2948 /**************************************/ 2647 /**************************************/
2949 /* */ 2648 /* */
2950 /* Subtract the experience points, */ 2649 /* Subtract the experience points, */
2951 /* if we died cause of food, give us */
2952 /* food, and reset HP's... */
2953 /* */ 2650 /* */
2954 /**************************************/ 2651 /**************************************/
2955 2652
2956 /* remove any poisoning and confusion the character may be suffering. */
2957 /* restore player */
2958 at = archetype::find ("poisoning");
2959 tmp = present_arch_in_ob (at, op);
2960
2961 if (tmp)
2962 {
2963 tmp->destroy ();
2964 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2965 }
2966
2967 at = archetype::find ("confusion");
2968 tmp = present_arch_in_ob (at, op);
2969 if (tmp)
2970 {
2971 tmp->destroy ();
2972 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2973 }
2974
2975 cure_disease (op, 0); /* remove any disease */
2976
2977 /*add_exp(op, (op->stats.exp * -0.20)); */ 2653 /*add_exp(op, (op->stats.exp * -0.20)); */
2978 apply_death_exp_penalty (op); 2654 apply_death_exp_penalty (op);
2979 if (op->stats.food < 100)
2980 op->stats.food = 900;
2981 op->stats.hp = op->stats.maxhp;
2982 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2983 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2984 2655
2985 /* 2656 /*
2986 * Check to see if the player is in a shop. IF so, then check to see if
2987 * 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
2988 * in the map. 2658 * and put them back in the map.
2989 */ 2659 */
2990 2660 op->drop_unpaid_items ();
2991 if (is_in_shop (op))
2992 remove_unpaid_objects (op->inv, op);
2993 2661
2994 /****************************************/ 2662 /****************************************/
2995 /* */ 2663 /* */
2996 /* Move player to his current respawn- */ 2664 /* Move player to his current respawn- */
2997 /* position (usually last savebed) */ 2665 /* position (usually last savebed) */
2998 /* */ 2666 /* */
2999 /****************************************/ 2667 /****************************************/
3000 2668
3001 enter_player_savebed (op); 2669 enter_player_savebed (op);
3002 2670
3003 /* Save the player before inserting the force to reduce
3004 * chance of abuse.
3005 */
3006 op->contr->braced = 0; 2671 op->contr->braced = 0;
3007 op->contr->save ();
3008 2672
3009 /* it is possible that the player has blown something up 2673 /* it is possible that the player has blown something up
3010 * at his savebed location, and that can have long lasting 2674 * at his savebed location, and that can have long lasting
3011 * spell effects. So first see if there is a spell effect 2675 * spell effects. So first see if there is a spell effect
3012 * on the space that might harm the player. 2676 * on the space that might harm the player.
3021 object *force; 2685 object *force;
3022 int at; 2686 int at;
3023 2687
3024 force = get_archetype (FORCE_NAME); 2688 force = get_archetype (FORCE_NAME);
3025 /* 50 ticks should be enough time for the spell to abate */ 2689 /* 50 ticks should be enough time for the spell to abate */
3026 force->speed = 0.1; 2690 force->speed = 0.1f;
3027 force->speed_left = -5.0; 2691 force->speed_left = -5.f;
3028 SET_FLAG (force, FLAG_APPLIED); 2692 SET_FLAG (force, FLAG_APPLIED);
3029 for (at = 0; at < NROFATTACKS; at++) 2693 for (at = 0; at < NROFATTACKS; at++)
3030 if (will_kill_again & (1 << at)) 2694 if (will_kill_again & (1 << at))
3031 force->resist[at] = 100; 2695 force->resist[at] = 100;
3032 2696
3033 insert_ob_in_ob (force, op); 2697 insert_ob_in_ob (force, op);
3034 op->update_stats (); 2698 op->update_stats ();
3035
3036 } 2699 }
3037 2700
3038 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2701 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
3039} 2702}
3040 2703
3041void 2704void
3042loot_object (object *op) 2705loot_object (object *op)
3043{ /* Grab and destroy some treasure */ 2706{ /* Grab and destroy some treasure */
3044 object *tmp, *tmp2, *next; 2707 object *tmp, *tmp2, *next;
3045 2708
3046 if (op->container) 2709 op->close_container (); /* close open sack first */
3047 esrv_apply_container (op, op->container); /* close open sack first */
3048 2710
3049 for (tmp = op->inv; tmp; tmp = next) 2711 for (tmp = op->inv; tmp; tmp = next)
3050 { 2712 {
3051 next = tmp->below; 2713 next = tmp->below;
3052 2714
3053 if (tmp->invisible) 2715 if (tmp->invisible)
3054 continue; 2716 continue;
3055 2717
3056 tmp->remove (); 2718 tmp->remove ();
3057 tmp->x = op->x, tmp->y = op->y; 2719 tmp->x = op->x, tmp->y = op->y;
2720
3058 if (tmp->type == CONTAINER) 2721 if (tmp->type == CONTAINER)
3059 { /* empty container to ground */ 2722 loot_object (tmp); /* empty container to ground */
3060 loot_object (tmp); 2723
3061 }
3062 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))))
3063 { 2725 {
3064 if (tmp->nrof > 1) 2726 if (tmp->nrof > 1)
3065 { 2727 {
3066 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2728 tmp->decrease (rndm (1, tmp->nrof - 1));
3067 tmp2->destroy ();
3068 insert_ob_in_map (tmp, op->map, NULL, 0); 2729 insert_ob_in_map (tmp, op->map, NULL, 0);
3069 } 2730 }
3070 else 2731 else
3071 tmp->destroy (); 2732 tmp->destroy ();
3072 } 2733 }
3078/* 2739/*
3079 * fix_weight(): Check recursively the weight of all players, and fix 2740 * fix_weight(): Check recursively the weight of all players, and fix
3080 * 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
3081 * was changed. 2742 * was changed.
3082 */ 2743 */
3083
3084void 2744void
3085fix_weight (void) 2745fix_weight (void)
3086{ 2746{
3087 for_all_players (pl) 2747 for_all_players (pl)
3088 { 2748 {
3089 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2749 sint32 old = pl->ob->carrying;
3090 2750
3091 if (old == sum) 2751 pl->ob->update_weight ();
3092 continue; 2752
2753 if (old != pl->ob->carrying)
2754 {
3093 pl->ob->update_stats (); 2755 pl->ob->update_stats ();
3094 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 }
3095 } 2758 }
3096} 2759}
3097 2760
3098void 2761void
3099fix_luck (void) 2762fix_luck (void)
3141} 2804}
3142 2805
3143void 2806void
3144make_visible (object *op) 2807make_visible (object *op)
3145{ 2808{
3146 op->hide = 0; 2809 op->flag [FLAG_HIDDEN] = 0;
3147 op->invisible = 0; 2810 op->invisible = 0;
2811
3148 if (op->type == PLAYER) 2812 if (op->type == PLAYER)
3149 { 2813 {
3150 op->contr->tmp_invis = 0; 2814 op->contr->tmp_invis = 0;
3151 op->contr->invis_race = 0; 2815 op->contr->invis_race = 0;
3152 } 2816 }
2817
3153 update_object (op, UP_OBJ_FACE); 2818 update_object (op, UP_OBJ_CHANGE);
3154} 2819}
3155 2820
3156int 2821int
3157is_true_undead (object *op) 2822is_true_undead (object *op)
3158{ 2823{
3159 object *tmp = NULL;
3160
3161 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 2824 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3162 return 1; 2825 return 1;
3163 2826
3164 return 0; 2827 return 0;
3165} 2828}
3166 2829
3167/* look at the surrounding terrain to determine 2830/* look at the surrounding terrain to determine
3168 * the hideability of this object. Positive levels 2831 * the hideability of this object. Positive levels
3169 * indicate greater hideability. 2832 * indicate greater hideability.
3170 */ 2833 */
3171
3172int 2834int
3173hideability (object *ob) 2835hideability (object *ob)
3174{ 2836{
3175 int i, level = 0, mflag; 2837 int i, level = 0, mflag;
3176 sint16 x, y; 2838 sint16 x, y;
3177 2839
3178 if (!ob || !ob->map) 2840 if (!ob || !ob->map)
3179 return 0; 2841 return 0;
3180 2842
3181 /* so, on normal lighted maps, its hard to hide */ 2843 /* so, on normal lighted maps, its hard to hide */
3182 level = ob->map->darkness - 2; 2844 level = ob->map->darklevel () - 2;
3183 2845
3184 /* this also picks up whether the object is glowing. 2846 /* this also picks up whether the object is glowing.
3185 * 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
3186 * as bad as carrying a light on a pitch dark map */ 2848 * as bad as carrying a light on a pitch dark map */
3187 if (has_carried_lights (ob)) 2849 if (ob->has_carried_lights ())
3188 level = -(10 + (2 * ob->map->darkness)); 2850 level = -(10 + (2 * ob->map->darklevel ()));
3189 2851
3190 /* scan through all nearby squares for terrain to hide in */ 2852 /* scan through all nearby squares for terrain to hide in */
3191 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])
3192 { 2856 {
3193 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); 2857 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3194 if (mflag & P_OUT_OF_MAP) 2858 if (mflag & P_OUT_OF_MAP)
3195 {
3196 continue; 2859 continue;
3197 } 2860
3198 if (mflag & P_BLOCKSVIEW) /* something to hide near! */ 2861 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3199 level += 2; 2862 level += 2;
3200 else /* open terrain! */ 2863 else /* open terrain! */
3201 level -= 1; 2864 level -= 1;
3202 } 2865 }
3210/* For Hidden creatures - a chance of becoming 'unhidden' 2873/* For Hidden creatures - a chance of becoming 'unhidden'
3211 * every time they move - as we subtract off 'invisibility' 2874 * every time they move - as we subtract off 'invisibility'
3212 * AND, for players, if they move into a ridiculously unhideable 2875 * AND, for players, if they move into a ridiculously unhideable
3213 * spot (surrounded by clear terrain in broad daylight). -b.t. 2876 * spot (surrounded by clear terrain in broad daylight). -b.t.
3214 */ 2877 */
3215
3216void 2878void
3217do_hidden_move (object *op) 2879do_hidden_move (object *op)
3218{ 2880{
3219 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 2881 int hide = 0;
3220 object *skop;
3221 2882
3222 if (!op || !op->map) 2883 if (!op || !op->map)
3223 return; 2884 return;
3224 2885
3225 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);
3226 2888
3227 /* 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! */
3228 if (op->type == PLAYER && op->contr->run_on) 2890 if (op->type == PLAYER && op->contr->run_on)
3229 {
3230 if (!skop || num >= skop->level) 2891 if (!skop || num >= skop->level)
3231 { 2892 {
3232 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!");
3233 make_visible (op); 2894 make_visible (op);
3234 return; 2895 return;
3235 } 2896 }
3236 else 2897 else
3237 num += 20; 2898 num += 20;
3238 } 2899
3239 num += op->map->difficulty; 2900 num += op->map->difficulty;
3240 hide = hideability (op); /* modify by terrain hidden level */ 2901 hide = hideability (op); /* modify by terrain hidden level */
3241 num -= hide; 2902 num -= hide;
2903
3242 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 2904 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3243 { 2905 {
3244 make_visible (op); 2906 make_visible (op);
2907
3245 if (op->type == PLAYER) 2908 if (op->type == PLAYER)
3246 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!");
3247 } 2910 }
3248 else if (op->type == PLAYER && skop) 2911 else if (op->type == PLAYER && skop)
3249 {
3250 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);
3251 }
3252} 2913}
3253 2914
3254/* determine if who is standing near a hostile creature. */ 2915/* determine if who is standing near a hostile creature. */
3255 2916
3256int 2917int
3304 * object op. This function works fine for monsters, 2965 * object op. This function works fine for monsters,
3305 * 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
3306 * a pile (say a coin under a table would return "viewable" 2967 * a pile (say a coin under a table would return "viewable"
3307 * by this routine). Another question, should we be 2968 * by this routine). Another question, should we be
3308 * concerned with the direction the player is looking 2969 * concerned with the direction the player is looking
3309 * in? Realistically, most of use cant see stuff behind 2970 * in? Realistically, most of us can't see stuff behind
3310 * our backs...on the other hand, does the "facing" direction 2971 * our backs...on the other hand, does the "facing" direction
3311 * imply the way your head, or body is facing? Its possible 2972 * imply the way your head, or body is facing? It's possible
3312 * 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.
3313 * -b.t. 2974 * -b.t.
3314 * This function is now map tiling safe. 2975 * This function is now map tiling safe.
3315 */ 2976 */
3316
3317int 2977int
3318player_can_view (object *pl, object *op) 2978player_can_view (object *pl, object *op)
3319{ 2979{
3320 rv_vector rv; 2980 rv_vector rv;
3321 int dx, dy; 2981 int dx, dy;
3323 if (pl->type != PLAYER) 2983 if (pl->type != PLAYER)
3324 { 2984 {
3325 LOG (llevError, "player_can_view() called for non-player object\n"); 2985 LOG (llevError, "player_can_view() called for non-player object\n");
3326 return -1; 2986 return -1;
3327 } 2987 }
2988
3328 if (!pl || !op) 2989 if (!pl || !op)
3329 return 0; 2990 return 0;
3330 2991
3331 if (op->head)
3332 {
3333 op = op->head; 2992 op = op->head_ ();
3334 } 2993
3335 get_rangevector (pl, op, &rv, 0x1); 2994 get_rangevector (pl, op, &rv, 0x1);
3336 2995
3337 /* starting with the 'head' part, lets loop 2996 /* starting with the 'head' part, lets loop
3338 * through the object and find if it has any 2997 * through the object and find if it has any
3339 * part that is in the los array but isnt on 2998 * part that is in the los array but isn't on
3340 * a blocked los square. 2999 * a blocked los square.
3341 * we use the archetype to figure out offsets. 3000 * we use the archetype to figure out offsets.
3342 */ 3001 */
3343 while (op) 3002 while (op)
3344 { 3003 {
3345 dx = rv.distance_x + op->arch->clone.x; 3004 dx = rv.distance_x + op->arch->x;
3346 dy = rv.distance_y + op->arch->clone.y; 3005 dy = rv.distance_y + op->arch->y;
3347 3006
3348 /* only the viewable area the player sees is updated by LOS 3007 if (pl->contr->blocked_los (dx, dy) != LOS_BLOCKED)
3349 * code, so we need to restrict ourselves to that range of values
3350 * for any meaningful values.
3351 */
3352 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3353 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3354 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3355 return 1; 3008 return 1;
3009
3356 op = op->more; 3010 op = op->more;
3357 } 3011 }
3012
3358 return 0; 3013 return 0;
3359} 3014}
3360 3015
3361/* routine for both players and monsters. We call this when 3016/* routine for both players and monsters. We call this when
3362 * there is a possibility for our action distrubing our hiding 3017 * there is a possibility for our action distrubing our hiding
3363 * place or invisiblity spell. Artefact invisiblity is not 3018 * place or invisiblity spell. Artefact invisiblity causes
3364 * effected by this. If we arent invisible to begin with, we 3019 * "noise" instead. If we arent invisible to begin with, we
3365 * return 0. 3020 * return 0.
3366 */ 3021 */
3367int 3022int
3368action_makes_visible (object *op) 3023action_makes_visible (object *op)
3369{ 3024{
3370
3371 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) 3025 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3372 { 3026 {
3373 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
3374 return 0; 3034 return 0;
3035 }
3375 3036
3376 if (op->contr && op->contr->tmp_invis == 0) 3037 if (op->contr && op->contr->tmp_invis == 0)
3377 return 0; 3038 return 0;
3378 3039
3379 /* If monsters, they should become visible */ 3040 /* If monsters, they should become visible */
3380 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))
3381 { 3042 {
3382 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");
3383 return 1; 3044 return 1;
3384 } 3045 }
3385 } 3046 }
3047
3386 return 0; 3048 return 0;
3387} 3049}
3388 3050
3389/* op_on_battleground - checks if the given object op (usually 3051/* op_on_battleground - checks if the given object op (usually
3390 * a player) is standing on a valid battleground-tile, 3052 * a player) is standing on a valid battleground-tile,
3395 * 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
3396 */ 3058 */
3397int 3059int
3398op_on_battleground (object *op, int *x, int *y) 3060op_on_battleground (object *op, int *x, int *y)
3399{ 3061{
3400 object *tmp;
3401
3402 /* A battleground-tile needs the following attributes to be valid: 3062 /* A battleground-tile needs the following attributes to be valid:
3403 * 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),
3404 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3064 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3405 * and the exit-coordinates sp/hp must both be > 0. 3065 * and the exit-coordinates sp/hp must both be > 0.
3406 * => The intention here is to prevent abuse of the battleground- 3066 * => The intention here is to prevent abuse of the battleground-
3407 * feature (like pickable or hidden battleground tiles). */ 3067 * feature (like pickable or hidden battleground tiles). */
3408 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3068 for (object *tmp = op->below; tmp; tmp = tmp->below)
3409 { 3069 {
3410 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3070 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3411 { 3071 {
3412 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3072 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3413 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))
3414 { 3076 {
3415 /*before we assign the exit, check if this is a teambattle */ 3077 /* before we assign the exit, check if this is a teambattle */
3416 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))
3417 { 3079 {
3418 object *invtmp;
3419
3420 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below) 3080 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3421 { 3081 {
3422 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying)) 3082 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3423 { 3083 {
3424 if (x != NULL && y != NULL) 3084 if (x && y)
3425 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3085 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3086
3426 return 1; 3087 return 1;
3427 } 3088 }
3428 } 3089 }
3429 } 3090 }
3091
3430 if (x != NULL && y != NULL) 3092 if (x && y)
3431 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3093 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3094
3432 return 1; 3095 return 1;
3433 } 3096 }
3434 } 3097 }
3435 } 3098 }
3099
3436 /* If we got here, did not find a battleground */ 3100 /* If we got here, did not find a battleground */
3437 return 0; 3101 return 0;
3438} 3102}
3439 3103
3440/* 3104/*
3456 char buf[MAX_BUF]; /* tmp. string buffer */ 3120 char buf[MAX_BUF]; /* tmp. string buffer */
3457 int i = 0, j = 0; 3121 int i = 0, j = 0;
3458 3122
3459 /* get the appropriate treasurelist */ 3123 /* get the appropriate treasurelist */
3460 if (atnr == ATNR_FIRE) 3124 if (atnr == ATNR_FIRE)
3461 trlist = find_treasurelist ("dragon_ability_fire"); 3125 trlist = treasurelist::find (shstr_dragon_ability_fire);
3462 else if (atnr == ATNR_COLD) 3126 else if (atnr == ATNR_COLD)
3463 trlist = find_treasurelist ("dragon_ability_cold"); 3127 trlist = treasurelist::find (shstr_dragon_ability_cold);
3464 else if (atnr == ATNR_ELECTRICITY) 3128 else if (atnr == ATNR_ELECTRICITY)
3465 trlist = find_treasurelist ("dragon_ability_elec"); 3129 trlist = treasurelist::find (shstr_dragon_ability_elec);
3466 else if (atnr == ATNR_POISON) 3130 else if (atnr == ATNR_POISON)
3467 trlist = find_treasurelist ("dragon_ability_poison"); 3131 trlist = treasurelist::find (shstr_dragon_ability_poison);
3468 3132
3469 if (trlist == NULL || who->type != PLAYER) 3133 if (trlist == NULL || who->type != PLAYER)
3470 return; 3134 return;
3471 3135
3472 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++);
3473 3137
3474 if (tr == NULL || tr->item == NULL) 3138 if (!tr || !tr->item)
3475 { 3139 {
3476 /* 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]); */
3477 return; 3141 return;
3478 } 3142 }
3479 3143
3480 /* everything seems okay - now bring on the gift: */ 3144 /* everything seems okay - now bring on the gift: */
3481 item = &(tr->item->clone); 3145 item = tr->item;
3482 3146
3483 if (item->type == SPELL) 3147 if (item->type == SPELL)
3484 { 3148 {
3485 if (check_spell_known (who, item->name)) 3149 if (check_spell_known (who, item->name))
3486 return; 3150 return;
3545 { 3209 {
3546 /* forces in the treasurelist can alter the player's stats */ 3210 /* forces in the treasurelist can alter the player's stats */
3547 object *skin; 3211 object *skin;
3548 3212
3549 /* first get the dragon skin force */ 3213 /* first get the dragon skin force */
3550 shstr_cmp dragon_skin_force ("dragon_skin_force");
3551 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)
3552 ; 3215 ;
3553 3216
3554 if (!skin) 3217 if (!skin)
3555 return; 3218 return;
3556 3219
3591 else 3254 else
3592 { 3255 {
3593 /* generate misc. treasure */ 3256 /* generate misc. treasure */
3594 tmp = arch_to_object (tr->item); 3257 tmp = arch_to_object (tr->item);
3595 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));
3596 tmp = insert_ob_in_ob (tmp, who); 3259 who->insert (tmp);
3597 if (who->type == PLAYER)
3598 esrv_send_item (who, tmp);
3599 } 3260 }
3600} 3261}
3601 3262
3602/** 3263/**
3603 * 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
3604 * not readied. 3265 * not readied.
3605 */ 3266 */
3606void 3267void
3607player_unready_range_ob (player *pl, object *ob) 3268player_unready_range_ob (player *pl, object *ob)
3608{ 3269{
3609 rangetype i; 3270 if (pl->ob->current_weapon == ob)
3271 pl->ob->current_weapon = 0;
3610 3272
3611 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3273 if (pl->combat_ob == ob)
3612 { 3274 pl->combat_ob = 0;
3275
3613 if (pl->ranges[i] == ob) 3276 if (pl->ranged_ob == ob)
3614 { 3277 pl->ranged_ob = 0;
3615 pl->ranges[i] = NULL;
3616 if (pl->shoottype == i)
3617 {
3618 pl->shoottype = range_none;
3619 }
3620 }
3621 }
3622} 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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