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Comparing deliantra/server/server/player.C (file contents):
Revision 1.89 by root, Sun Jan 7 02:39:14 2007 UTC vs.
Revision 1.237 by root, Thu Nov 5 15:18:26 2009 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
21 * 21 *
22 * The author can be reached via e-mail to <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 23 */
24 24
25#include <global.h> 25#include <global.h>
26#include <pwd.h>
27#include <sproto.h> 26#include <sproto.h>
28#include <sounds.h> 27#include <sounds.h>
29#include <living.h> 28#include <living.h>
30#include <object.h> 29#include <object.h>
31#include <spells.h> 30#include <spells.h>
34#include <algorithm> 33#include <algorithm>
35#include <functional> 34#include <functional>
36 35
37playervec players; 36playervec players;
38 37
39void
40display_motd (const object *op)
41{
42 char buf[MAX_BUF];
43 char motd[HUGE_BUF];
44 FILE *fp;
45 int comp;
46 int size;
47
48 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
49 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
50 return;
51
52 motd[0] = '\0';
53 size = 0;
54
55 while (fgets (buf, MAX_BUF, fp))
56 {
57 if (*buf == '#')
58 continue;
59
60 strncat (motd + size, buf, HUGE_BUF - size);
61 size += strlen (buf);
62 }
63
64 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
65 close_and_delete (fp, comp);
66}
67
68void
69send_rules (const object *op)
70{
71 char buf[MAX_BUF];
72 char rules[HUGE_BUF];
73 FILE *fp;
74 int comp;
75 int size;
76
77 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
78 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
79 return;
80
81 rules[0] = '\0';
82 size = 0;
83
84 while (fgets (buf, MAX_BUF, fp))
85 {
86 if (*buf == '#')
87 continue;
88
89 if (size + strlen (buf) >= HUGE_BUF)
90 {
91 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
92 break;
93 }
94
95 strncat (rules + size, buf, HUGE_BUF - size);
96 size += strlen (buf);
97 }
98
99 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
100 close_and_delete (fp, comp);
101}
102
103void
104send_news (const object *op)
105{
106 char buf[MAX_BUF];
107 char news[HUGE_BUF];
108 char subject[MAX_BUF];
109 FILE *fp;
110 int comp;
111 int size;
112
113 sprintf (buf, "%s/%s", settings.confdir, settings.news);
114 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
115 return;
116
117 news[0] = '\0';
118 subject[0] = '\0';
119 size = 0;
120
121 while (fgets (buf, MAX_BUF, fp) != NULL)
122 {
123 if (*buf == '#')
124 continue;
125
126 if (*buf == '%')
127 { /* send one news */
128 if (size > 0)
129 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */
130
131 strcpy (subject, buf + 1);
132 strip_endline (subject);
133 size = 0;
134 news[0] = '\0';
135 }
136 else
137 {
138 if (size + strlen (buf) >= HUGE_BUF)
139 {
140 LOG (llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
141 break;
142 }
143 strncat (news + size, buf, HUGE_BUF - size);
144 size += strlen (buf);
145 }
146 }
147
148 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
149 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news);
150 close_and_delete (fp, comp);
151}
152
153/* This loads the first map an puts the player on it. */ 38/* This loads the first map an puts the player on it. */
154static void 39static void
155set_first_map (object *op) 40set_first_map (object *op)
156{ 41{
157 op->contr->maplevel = first_map_path; 42 op->contr->maplevel = first_map_path;
158 op->x = -1; 43 op->x = -1;
159 op->y = -1; 44 op->y = -1;
160}
161
162void
163player::enter_map ()
164{
165 object *tmp = object::create ();
166
167 EXIT_PATH (tmp) = maplevel;
168 EXIT_X (tmp) = ob->x;
169 EXIT_Y (tmp) = ob->y;
170 ob->enter_exit (tmp);
171
172 tmp->destroy ();
173} 45}
174 46
175void 47void
176player::activate () 48player::activate ()
177{ 49{
180 52
181 players.insert (this); 53 players.insert (this);
182 ob->remove (); 54 ob->remove ();
183 ob->map = 0; 55 ob->map = 0;
184 ob->activate_recursive (); 56 ob->activate_recursive ();
185 enter_map (); 57 CLEAR_FLAG (ob, FLAG_FRIENDLY);
58 add_friendly_object (ob);
186} 59}
187 60
188void 61void
189player::deactivate () 62player::deactivate ()
190{ 63{
191 if (!active) 64 if (!active)
192 return; 65 return;
193 66
194 terminate_all_pets (ob); 67 terminate_all_pets (ob);
68 remove_friendly_object (ob);
195 ob->deactivate_recursive (); 69 ob->deactivate_recursive ();
70
71 if (ob->map)
72 maplevel = ob->map->path;
73
196 ob->remove (); 74 ob->remove ();
75 ob->enemy = 0; // sometimes keeps an extra refcount on itself
197 ob->map = 0; 76 ob->map = 0;
77 party = 0;
78
79 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
198 80
199 players.erase (this); 81 players.erase (this);
200} 82}
201 83
202// connect the player with a specific client 84// connect the player with a specific client
203// also changed, rationalises, and fixes some incorrect settings 85// also changes, rationalises, and fixes some incorrect settings
204void 86void
205player::connect (client *ns) 87player::connect (client *ns)
206{ 88{
207 this->ns = ns; 89 this->ns = ns;
208 ns->pl = this; 90 ns->pl = this;
209 91
92 run_on = 0;
93 fire_on = 0;
94 ob->close_container (); //TODO: client-specific
95
210 ns->update_look = 0; 96 ns->update_look = 0;
211 ns->look_position = 0; 97 ns->look_position = 0;
212 98
213 clear_los (ob); 99 clear_los ();
100
101 ns->reset_stats ();
214 102
215 /* make sure he's a player -- needed because of class change. */ 103 /* make sure he's a player -- needed because of class change. */
216 ob->type = PLAYER; // we are paranoid 104 ob->type = PLAYER; // we are paranoid
217 ob->race = ob->arch->clone.race; 105 ob->race = ob->arch->race;
218 106
219 if (!legal_range (ob, shoottype)) 107 ob->update_weight ();
220 shoottype = range_none;
221
222 ob->carrying = sum_weight (ob);
223 link_player_skills (ob); 108 link_skills ();
224 109
225 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); 110 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
226 111
227 assign (title, ob->arch->clone.name); 112 assign (title, ob->arch->object::name);
228
229 /* can_use_shield is a new flag. However, the can_use.. seems to largely come
230 * from the class, and not race. I don't see any way to get the class information
231 * to then update this. I don't think this will actually break anything - anyone
232 * that can use armour should be able to use a shield. What this may 'break'
233 * are features new characters get, eg, if someone starts up with a Q, they
234 * should be able to use a shield. However, old Q's won't get that advantage.
235 */
236 if (QUERY_FLAG (ob, FLAG_USE_ARMOUR))
237 SET_FLAG (ob, FLAG_USE_SHIELD);
238 113
239 /* if it's a dragon player, set the correct title here */ 114 /* if it's a dragon player, set the correct title here */
240 if (is_dragon_pl (ob)) 115 if (is_dragon_pl (ob))
241 { 116 {
242 object *tmp, *abil = 0, *skin = 0; 117 object *tmp, *abil = 0, *skin = 0;
243 118
244 shstr_cmp dragon_ability_force ("dragon_ability_force");
245 shstr_cmp dragon_skin_force ("dragon_skin_force");
246
247 for (tmp = ob->inv; tmp; tmp = tmp->below) 119 for (tmp = ob->inv; tmp; tmp = tmp->below)
248 if (tmp->type == FORCE) 120 if (tmp->type == FORCE)
249 if (tmp->arch->name == dragon_ability_force) 121 if (tmp->arch->archname == shstr_dragon_ability_force)
250 abil = tmp; 122 abil = tmp;
251 else if (tmp->arch->name == dragon_skin_force) 123 else if (tmp->arch->archname == shstr_dragon_skin_force)
252 skin = tmp; 124 skin = tmp;
253 125
254 set_dragon_name (ob, abil, skin); 126 set_dragon_name (ob, abil, skin);
255 } 127 }
256 128
257 CLEAR_FLAG (ob, FLAG_FRIENDLY);
258 add_friendly_object (ob);
259
260 LOG (llevInfo, "LOGIN: Player named %s from ip %s\n", &ob->name, ns->host);
261
262 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 129 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
263 130
264 esrv_new_player (this, ob->weight + ob->carrying); 131 esrv_new_player (this);
265 132
266 ob->update_stats (); 133 ob->update_stats ();
134
267 ns->floorbox_update (); 135 ns->floorbox_update ();
268
269 esrv_send_inventory (ob, ob); 136 esrv_send_inventory (ob, ob);
270 esrv_add_spells (this, 0); 137 esrv_add_spells (this, 0);
271 138
272 activate (); 139 activate ();
273 140
274 send_rules (ob);
275 send_news (ob);
276 display_motd (ob);
277
278 INVOKE_PLAYER (CONNECT, this); 141 INVOKE_PLAYER (CONNECT, this);
279 INVOKE_PLAYER (LOGIN, this); 142 INVOKE_PLAYER (LOGIN, this);
280} 143}
281 144
282void 145void
283player::disconnect () 146player::disconnect ()
284{ 147{
285 //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
286 if (ns) 154 if (ns)
287 { 155 {
288 if (active) 156 if (active)
289 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0)); 157 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
290 158
291 INVOKE_PLAYER (DISCONNECT, this); 159 INVOKE_PLAYER (DISCONNECT, this);
292 160
161 ns->reset_stats ();
293 ns->pl = 0; 162 ns->pl = 0;
294 this->ns = 0; 163 ns = 0;
295 } 164 }
165
166 // this is important for the player scheduler to get the correct refcount
167 // when ns = 0
168 observe = viewpoint = ob;
296 169
297 deactivate (); 170 deactivate ();
298} 171}
299 172
300// the need for this function can be explained 173// the need for this function can be explained
301// by load_object not returning the object 174// by load_object not returning the object
302void 175void
303player::set_object (object *op) 176player::set_object (object *op)
304{ 177{
305 ob = op; 178 ob = observe = viewpoint = op;
306 ob->contr = this; /* this aren't yet in archetype */ 179 ob->contr = this; /* this aren't yet in archetype */
307 180
181 ob->speed = 1.0f;
308 ob->speed_left = 0.5; 182 ob->speed_left = 0.5f;
309 ob->speed = 1.0; 183
310 ob->direction = 5; /* So player faces south */ 184 ob->direction = 5; /* So player faces south */
311 ob->stats.wc = 2;
312 ob->run_away = 25; /* Then we panick... */
313 185
314 ob->roll_stats (); 186 ob->flag [FLAG_READY_WEAPON] = false;
187 ob->flag [FLAG_READY_SKILL] = false;
188 ob->flag [FLAG_READY_BOW] = false;
189
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;
315} 226}
316 227
317player::player () 228player::player ()
318{ 229{
319 /* There are some elements we want initialised to non zero value - 230 /* There are some elements we want initialised to non zero value -
320 * we deal with that below this point. 231 * we deal with that below this point.
321 */ 232 */
322 outputs_sync = 16; /* Every 2 seconds */ 233 outputs_sync = 4;
323 outputs_count = 8; /* Keeps present behaviour */ 234 outputs_count = 4;
324 unapply = unapply_nochoice; 235 unapply = unapply_nochoice;
325 236
326 savebed_map = first_map_path; /* Init. respawn position */ 237 savebed_map = first_map_path; /* Init. respawn position */
327 238
328 gen_sp_armour = 10; 239 gen_sp_armour = 10;
329 last_speed = -1;
330 shoottype = range_none;
331 bowtype = bow_normal; 240 bowtype = bow_normal;
332 petmode = pet_normal; 241 petmode = pet_normal;
333 listening = 10;
334 usekeys = containers; 242 usekeys = containers;
335 last_weapon_sp = -1;
336 peaceful = 1; /* default peaceful */ 243 peaceful = 1; /* default peaceful */
337 do_los = 1; 244 do_los = 1;
338 245
339 /* we need to clear these to -1 and not zero - otherwise, 246 weapon_sp = 1.0f;
340 * if a player quits and starts a new character, we wont 247 weapon_sp_left = 0.5f;
341 * send new values to the client, as things like exp start
342 * at zero.
343 */
344 for (int i = 0; i < NUM_SKILLS; i++)
345 last_skill_exp[i] = -1;
346
347 for (int i = 0; i < NROFATTACKS; i++)
348 last_resist[i] = -1;
349
350 last_stats.exp = -1;
351 last_weight = (uint32) - 1;
352} 248}
353 249
354void 250void
355player::do_destroy () 251player::do_destroy ()
356{ 252{
361 if (ob) 257 if (ob)
362 { 258 {
363 ob->destroy_inv (false); 259 ob->destroy_inv (false);
364 ob->destroy (); 260 ob->destroy ();
365 } 261 }
262
263 ob = observe = viewpoint = 0;
366} 264}
367 265
368player::~player () 266player::~player ()
369{ 267{
370 /* Clear item stack */ 268 /* Clear item stack */
379player::create () 277player::create ()
380{ 278{
381 player *pl = new player; 279 player *pl = new player;
382 280
383 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
384 set_first_map (pl->ob); 287 set_first_map (pl->ob);
385 288
386 return pl; 289 return pl;
387} 290}
388 291
392 * Note: there MUST be at least one player archetype! 295 * Note: there MUST be at least one player archetype!
393 */ 296 */
394archetype * 297archetype *
395get_player_archetype (archetype *at) 298get_player_archetype (archetype *at)
396{ 299{
397 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);
398 307
399 for (;;) 308 for (;;)
400 { 309 {
401 if (at == NULL || at->next == NULL) 310 if (++i == archetypes.end ())
402 at = first_archetype; 311 i = archetypes.begin ();
403 else 312 else if (*i == at)
404 at = at->next; 313 cleanup ("not a single player archetype found");
405 314
406 if (at->clone.type == PLAYER) 315 if ((*i)->type == PLAYER)
407 return at; 316 return *i;
408
409 if (at == start)
410 {
411 LOG (llevError, "No Player archetypes\n");
412 exit (-1);
413 }
414 } 317 }
415} 318}
416 319
417object * 320object *
418get_nearest_player (object *mon) 321get_nearest_player (object *mon)
420 object *op = NULL; 323 object *op = NULL;
421 objectlink *ol; 324 objectlink *ol;
422 unsigned lastdist; 325 unsigned lastdist;
423 rv_vector rv; 326 rv_vector rv;
424 327
425 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 328 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
426 { 329 {
427 /* We should not find free objects on this friendly list, but it
428 * does periodically happen. Given that, lets deal with it.
429 * While unlikely, it is possible the next object on the friendly
430 * list is also free, so encapsulate this in a while loop.
431 */
432 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
433 {
434 object *tmp = ol->ob;
435
436 /* Can't do much more other than log the fact, because the object
437 * itself will have been cleared.
438 */
439 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n");
440 ol = ol->next;
441 remove_friendly_object (tmp);
442 if (!ol)
443 return op;
444 }
445
446 /* Remove special check for player from this. First, it looks to cause
447 * some crashes (ol->ob->contr not set properly?), but secondly, a more
448 * complicated method of state checking would be needed in any case -
449 * as it was, a clever player could type quit, and the function would
450 * skip them over while waiting for confirmation. Remove
451 * on_same_map check, as can_detect_enemy also does this
452 */
453 if (!can_detect_enemy (mon, ol->ob, &rv)) 330 if (!can_detect_enemy (mon, ol->ob, &rv))
454 continue; 331 continue;
455 332
456 if (lastdist > rv.distance) 333 if (lastdist > rv.distance)
457 { 334 {
533 x = mon->x; 410 x = mon->x;
534 y = mon->y; 411 y = mon->y;
535 m = mon->map; 412 m = mon->map;
536 dir = rv.direction; 413 dir = rv.direction;
537 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 */
538 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
539 /* 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. */
540 if (diff > max) 418 if (diff > max)
541 return 0; 419 return 0;
420
542 while (diff > 1 && max > 0) 421 while (diff > 1 && max > 0)
543 { 422 {
544 lastx = x; 423 lastx = x;
545 lasty = y; 424 lasty = y;
546 lastmap = m; 425 lastmap = m;
628 max--; 507 max--;
629 lastdir = dir; 508 lastdir = dir;
630 if (!firstdir) 509 if (!firstdir)
631 firstdir = dir; 510 firstdir = dir;
632 } 511 }
512
633 if (diff <= 1) 513 if (diff <= 1)
634 { 514 {
635 /* Recalculate diff (distance) because we may not have actually 515 /* Recalculate diff (distance) because we may not have actually
636 * headed toward player for entire distance. 516 * headed toward player for entire distance.
637 */ 517 */
638 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 518 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
639 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));
640 } 520 }
521
641 if (diff > max) 522 if (diff > max)
642 return 0; 523 return 0;
643 } 524 }
525
644 /* 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 */
645 if (!max) 527 if (!max)
646 return 0; 528 return 0;
647 529
648 return firstdir; 530 return firstdir;
649} 531}
650 532
651void 533void
652give_initial_items (object *pl, treasurelist * items) 534give_initial_items (object *pl, treasurelist *items)
653{ 535{
654 object *op, *next = NULL;
655
656 if (pl->randomitems != NULL) 536 if (pl->randomitems)
657 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); 537 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
658 538
659 for (op = pl->inv; op; op = next) 539 for (object *next, *op = pl->inv; op; op = next)
660 { 540 {
661 next = op->below; 541 next = op->below;
662 542
663 /* Forces get applied per default, unless they have the 543 /* Forces get applied per default, unless they have the
664 * 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
669 /* we never give weapons/armour if these cannot be used 549 /* we never give weapons/armour if these cannot be used
670 * by this player due to race restrictions 550 * by this player due to race restrictions
671 */ 551 */
672 if (pl->type == PLAYER) 552 if (pl->type == PLAYER)
673 { 553 {
674 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) && 554 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR)
555 &&
675 (op->type == ARMOUR || op->type == BOOTS || 556 (op->type == ARMOUR || op->type == BOOTS
676 op->type == CLOAK || op->type == HELMET || 557 || op->type == CLOAK || op->type == HELMET
677 op->type == SHIELD || op->type == GLOVES || 558 || op->type == SHIELD || op->type == GLOVES
559 || op->type == BRACERS || op->type == GIRDLE))
678 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))
679 { 561 {
680 op->destroy (); 562 op->destroy ();
681 continue; 563 continue;
682 } 564 }
683 } 565 }
684 566
685 /* This really needs to be better - we should really give 567 /* Here we remove duplicated skills (as duplicated spell objects have
686 * a substitute spellbook. The problem is that we don't really 568 * _very_ confusing effects for players), which could for instance be
687 * have a good idea what to replace it with (need something like 569 * generated by bad treasurelists. - elmex
688 * a first level treasurelist for each skill.)
689 * remove duplicate skills also
690 */ 570 */
691 if (op->type == SPELLBOOK || op->type == SKILL) 571 if (op->type == SKILL)
692 { 572 {
693 object *tmp;
694
695 for (tmp = op->below; tmp; tmp = tmp->below) 573 for (object *tmp = op->below; tmp; tmp = tmp->below)
696 if (tmp->type == op->type && tmp->name == op->name) 574 if (tmp->type == op->type && tmp->name == op->name)
697 break;
698
699 if (tmp)
700 { 575 {
701 op->destroy (); 576 op->destroy ();
577 LOG (llevError,
702 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); 578 "give_initial_items: Removing duplicate skill %s\n", &tmp->name);
703 continue; 579 break;
704 } 580 }
705 581
706 if (op->nrof > 1) 582 if (op->nrof > 1)
707 op->nrof = 1; 583 op->nrof = 1;
708 } 584 }
709 585
710 if (op->type == SPELLBOOK && op->inv) 586 if (op->type == SPELLBOOK && op->inv)
711 {
712 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); 587 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
713 }
714 588
715 /* Give starting characters identified, uncursed, and undamned 589 /* Give starting characters identified, uncursed, and undamned
716 * 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
717 * merged properly. 591 * merged properly.
718 */ 592 */
719 if (need_identify (op)) 593 if (need_identify (op))
720 { 594 {
721 SET_FLAG (op, FLAG_IDENTIFIED); 595 SET_FLAG (op, FLAG_IDENTIFIED);
722 CLEAR_FLAG (op, FLAG_CURSED); 596 CLEAR_FLAG (op, FLAG_CURSED);
723 CLEAR_FLAG (op, FLAG_DAMNED); 597 CLEAR_FLAG (op, FLAG_DAMNED);
724 } 598 }
599
725 if (op->type == SPELL) 600 if (op->type == SPELL)
726 { 601 {
727 op->destroy (); 602 op->destroy ();
728 continue; 603 continue;
729 } 604 }
731 { 606 {
732 SET_FLAG (op, FLAG_CAN_USE_SKILL); 607 SET_FLAG (op, FLAG_CAN_USE_SKILL);
733 op->stats.exp = 0; 608 op->stats.exp = 0;
734 op->level = 1; 609 op->level = 1;
735 } 610 }
736 /* lock all 'normal items by default */ 611 else /* lock all 'normal items by default */
737 else
738 SET_FLAG (op, FLAG_INV_LOCKED); 612 SET_FLAG (op, FLAG_INV_LOCKED);
739 } /* for loop of objects in player inv */ 613 } /* for loop of objects in player inv */
740 614
741 /* Need to set up the skill pointers */ 615 /* Need to set up the skill pointers */
742 link_player_skills (pl); 616 pl->contr->link_skills ();
743} 617}
744 618
745void 619void
746get_party_password (object *op, partylist *party) 620get_party_password (object *op, partylist *party)
747{ 621{
762roll_stat (void) 636roll_stat (void)
763{ 637{
764 int a[4], i, j, k; 638 int a[4], i, j, k;
765 639
766 for (i = 0; i < 4; i++) 640 for (i = 0; i < 4; i++)
767 a[i] = (int) RANDOM () % 6 + 1; 641 a[i] = (int) rndm (6) + 1;
768 642
769 for (i = 0, j = 0, k = 7; i < 4; i++) 643 for (i = 0, j = 0, k = 7; i < 4; i++)
770 if (a[i] < k) 644 if (a[i] < k)
771 k = a[i], j = i; 645 k = a[i], j = i;
772 646
778} 652}
779 653
780void 654void
781object::roll_stats () 655object::roll_stats ()
782{ 656{
783 int statsort [7]; 657 int statsort [NUM_STATS];
784 658
785 for (;;) 659 for (;;)
786 { 660 {
787 int sum = 0; 661 int sum = 0;
788 for (int i = 7; i--; ) 662 for (int i = NUM_STATS; i--; )
789 sum += statsort [i] = roll_stat (); 663 sum += statsort [i] = roll_stat ();
790 664
791 if (sum >= 82 && sum <= 116) 665 if (sum >= 82 && sum <= 116)
792 break; 666 break;
793 } 667 }
794 668
795 // Sort the stats so that rerolling is easier... 669 // Sort the stats so that rerolling is easier...
796 std::sort (statsort, statsort + 7, std::greater<int>()); 670 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
797 671
672 for (int i = 0; i < NUM_STATS; ++i)
798 stats.Str = statsort[0]; 673 stats.stat (i) = statsort [i];
799 stats.Dex = statsort[1];
800 stats.Con = statsort[2];
801 stats.Int = statsort[3];
802 stats.Wis = statsort[4];
803 stats.Pow = statsort[5];
804 stats.Cha = statsort[6];
805 674
806 stats.exp = 0; 675 stats.exp = 0;
807 stats.ac = 0; 676 stats.ac = 0;
808 677
809 stats.hp = stats.maxhp; 678 stats.hp = stats.maxhp;
821} 690}
822 691
823void 692void
824object::swap_stats (int a, int b) 693object::swap_stats (int a, int b)
825{ 694{
826 int tmp = get_attr_value (&contr->orig_stats, a); 695 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
827 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
828 set_attr_value (&contr->orig_stats, b, tmp);
829 696
697 for (int i = 0; i < NUM_STATS; ++i)
830 stats.Str = contr->orig_stats.Str; 698 stats.stat (i) = contr->orig_stats.stat (i);
831 stats.Dex = contr->orig_stats.Dex;
832 stats.Con = contr->orig_stats.Con;
833 stats.Int = contr->orig_stats.Int;
834 stats.Wis = contr->orig_stats.Wis;
835 stats.Pow = contr->orig_stats.Pow;
836 stats.Cha = contr->orig_stats.Cha;
837 699
838 //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,
839 // be merged with the similar code in roll_stats 701 // be merged with the similar code in roll_stats
840 stats.ac = 0; 702 stats.ac = 0;
841 703
860static void 722static void
861start_info (object *op) 723start_info (object *op)
862{ 724{
863 char buf[MAX_BUF]; 725 char buf[MAX_BUF];
864 726
865 sprintf (buf, "Welcome to Crossfire v%s!", VERSION); 727 sprintf (buf, "Welcome to Deliantra v%s!", VERSION);
866 new_draw_info (NDI_UNIQUE, 0, op, buf); 728 new_draw_info (NDI_UNIQUE, 0, op, buf);
867 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
868 //new_draw_info (NDI_UNIQUE, 0, op, " ");
869} 729}
870 730
871/* This function takes the key that is passed, and does the 731/* This function takes the key that is passed, and does the
872 * appropriate action with it (change race, or other things). 732 * appropriate action with it (change race, or other things).
873 * The function name is for historical reasons - now we have 733 * The function name is for historical reasons - now we have
874 * separate race and class; this actually changes the RACE, 734 * separate race and class; this actually changes the RACE,
875 * not the class. 735 * not the class.
876 */ 736 */
877int 737void
878key_change_class (object *op, char key) 738player::chargen_race_done ()
879{ 739{
880 int tmp_loop;
881
882 if (key == 'd' || key == 'D')
883 {
884 char buf[MAX_BUF];
885
886 /* this must before then initial items are given */ 740 /* this must before then initial items are given */
887 esrv_new_player (op->contr, op->weight + op->carrying); 741 esrv_new_player (ob->contr);
888 742
889 treasurelist *tl = find_treasurelist ("starting_wealth"); 743 treasurelist *tl = treasurelist::find ("starting_wealth");
890 if (tl) 744 if (tl)
891 create_treasure (tl, op, 0, 0, 0); 745 create_treasure (tl, ob, 0, 0, 0);
892 746
893 INVOKE_PLAYER (BIRTH, op->contr); 747 INVOKE_PLAYER (BIRTH, ob->contr);
894 INVOKE_PLAYER (LOGIN, op->contr); 748 INVOKE_PLAYER (LOGIN, ob->contr);
895 749
896 op->contr->ns->state = ST_PLAYING; 750 ob->contr->ns->state = ST_PLAYING;
897 751
898 if (op->msg) 752 if (ob->msg)
899 op->msg = NULL; 753 ob->msg = 0;
900 754
901 /* We create this now because some of the unique maps will need it
902 * to save here.
903 */
904 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name);
905 make_path_to_file (buf);
906
907#ifdef AUTOSAVE
908 op->contr->last_save_tick = pticks;
909#endif
910 start_info (op); 755 start_info (ob);
911 CLEAR_FLAG (op, FLAG_WIZ); 756 CLEAR_FLAG (ob, FLAG_WIZ);
912 give_initial_items (op, op->randomitems); 757 give_initial_items (ob, ob->randomitems);
913 link_player_skills (op);
914 esrv_send_inventory (op, op); 758 esrv_send_inventory (ob, ob);
915 op->update_stats (); 759 ob->update_stats ();
916 760
917 /* This moves the player to a different start map, if there 761 /* This moves the player to a different start map, if there
918 * is one for this race 762 * is one for this race
919 */ 763 */
920 if (*first_map_ext_path) 764 if (*first_map_ext_path)
921 { 765 ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y);
922 object *tmp;
923 char mapname[MAX_BUF];
924
925 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &op->arch->name);
926 tmp = object::create ();
927 EXIT_PATH (tmp) = mapname;
928 EXIT_X (tmp) = op->x;
929 EXIT_Y (tmp) = op->y;
930 op->enter_exit (tmp); /* we don't really care if it succeeded;
931 * if the map isn't there, then stay on the
932 * default initial map */
933 tmp->destroy ();
934 }
935 else 766 else
936 LOG (llevDebug, "first_map_ext_path not set\n"); 767 LOG (llevDebug, "first_map_ext_path not set\n");
768}
937 769
938 return 0; 770void
939 } 771player::chargen_race_next ()
940 772{
941 /* Following actually changes the race - this is the default command 773 /* Following actually changes the race - this is the default command
942 * if we don't match with one of the options above. 774 * if we don't match with one of the options above.
943 */ 775 */
944 776
945 tmp_loop = 0; 777 do
946 while (!tmp_loop)
947 { 778 {
948 shstr name = op->name; 779 shstr name = ob->name;
949 int x = op->x, y = op->y; 780 int x = ob->x, y = ob->y;
950 781
951 op->remove_statbonus (); 782 ob->remove_statbonus ();
952 op->remove (); 783 ob->remove ();
953 op->arch = get_player_archetype (op->arch); 784 ob->arch = get_player_archetype (ob->arch);
954 op->arch->clone.copy_to (op); 785 ob->arch->copy_to (ob);
955 op->instantiate (); 786 ob->instantiate ();
956 op->stats = op->contr->orig_stats; 787 ob->stats = ob->contr->orig_stats;
957 op->name = op->name_pl = name; 788 ob->name = ob->name_pl = name;
958 op->x = x; 789 ob->x = x;
959 op->y = y; 790 ob->y = y;
960 SET_ANIMATION (op, 2); /* So player faces south */ 791 SET_ANIMATION (ob, 2); /* So player faces south */
961 insert_ob_in_map (op, op->map, op, 0); 792 insert_ob_in_map (ob, ob->map, ob, 0);
962 assign (op->contr->title, op->arch->clone.name); 793 assign (ob->contr->title, ob->arch->object::name);
963 op->add_statbonus (); 794 ob->add_statbonus ();
964 tmp_loop = allowed_class (op);
965 } 795 }
796 while (!allowed_class (ob));
966 797
967 update_object (op, UP_OBJ_FACE); 798 update_object (ob, UP_OBJ_FACE);
968 esrv_update_item (UPD_FACE, op, op); 799 esrv_update_item (UPD_FACE, ob, ob);
969 op->update_stats (); 800 ob->update_stats ();
970 op->stats.hp = op->stats.maxhp; 801 ob->stats.hp = ob->stats.maxhp;
971 op->stats.sp = op->stats.maxsp; 802 ob->stats.sp = ob->stats.maxsp;
972 op->stats.grace = 0; 803 ob->stats.grace = 0;
973
974 if (op->msg)
975 new_draw_info (NDI_BLUE, 0, op, op->msg);
976
977 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
978 return 0;
979} 804}
980 805
981void 806void
982flee_player (object *op) 807flee_player (object *op)
983{ 808{
989 LOG (llevDebug, "Fleeing player is dead.\n"); 814 LOG (llevDebug, "Fleeing player is dead.\n");
990 CLEAR_FLAG (op, FLAG_SCARED); 815 CLEAR_FLAG (op, FLAG_SCARED);
991 return; 816 return;
992 } 817 }
993 818
994 if (op->enemy == NULL) 819 if (!op->enemy)
995 { 820 {
996 LOG (llevDebug, "Fleeing player had no enemy.\n"); 821 LOG (llevDebug, "Fleeing player had no enemy.\n");
997 CLEAR_FLAG (op, FLAG_SCARED); 822 CLEAR_FLAG (op, FLAG_SCARED);
998 return; 823 return;
999 } 824 }
1000 825
1001 /* Seen some crashes here. Since we don't store an
1002 * op->enemy_count, it is possible that something destroys the
1003 * actual enemy, and the object is recycled.
1004 */
1005 if (op->enemy->map == NULL)
1006 {
1007 CLEAR_FLAG (op, FLAG_SCARED);
1008 op->enemy = NULL;
1009 return;
1010 }
1011
1012 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))
1013 { 827 {
1014 op->enemy = NULL; 828 op->enemy = NULL;
1015 CLEAR_FLAG (op, FLAG_SCARED); 829 CLEAR_FLAG (op, FLAG_SCARED);
1016 return; 830 return;
1019 get_rangevector (op, op->enemy, &rv, 0); 833 get_rangevector (op, op->enemy, &rv, 0);
1020 834
1021 dir = absdir (4 + rv.direction); 835 dir = absdir (4 + rv.direction);
1022 for (diff = 0; diff < 3; diff++) 836 for (diff = 0; diff < 3; diff++)
1023 { 837 {
1024 int m = 1 - (RANDOM () & 2); 838 int m = 1 - rndm (2) * 2;
1025 839
1026 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)))
1027 return; 841 return;
1028 } 842 }
1029 843
1030 /* Cornered, get rid of scared */ 844 /* Cornered, get rid of scared */
1031 CLEAR_FLAG (op, FLAG_SCARED); 845 CLEAR_FLAG (op, FLAG_SCARED);
1032 op->enemy = NULL; 846 op->enemy = NULL;
1033} 847}
1034 848
1035
1036/* 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.
1037 * 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
1038 * stop. 851 * stop.
1039 */ 852 */
1040int 853int
1041check_pick (object *op) 854check_pick (object *op)
1042{ 855{
1043 object *tmp, *next; 856 object *tmp, *next;
1044 int stop = 0; 857 int stop = 0;
1045 int j, k, wvratio; 858 int wvratio;
1046 char putstring[128], tmpstr[16];
1047 859
1048 /* if you're flying, you cna't pick up anything */ 860 /* if you're flying, you cna't pick up anything */
1049 if (op->move_type & MOVE_FLYING) 861 if (op->move_type & MOVE_FLYING)
1050 return 1; 862 return 1;
1051 863
1052 next = op->below; 864 next = op->below;
1053 865
866 int cnt = MAX_ITEM_PER_DROP;
867#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
868
1054 /* 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
1055 * destroyed */ 870 * destroyed */
1056 while (next && !next->destroyed ()) 871 while (next && !next->destroyed ())
1057 { 872 {
1058 tmp = next; 873 tmp = next;
1059 next = tmp->below; 874 next = tmp->below;
1060 875
876 if (cnt <= 0)
877 {
878 op->failmsg ("Couldn't pickup all items at once.");
879 return 0;
880 }
881
1061 if (op->destroyed ()) 882 if (op->destroyed ())
1062 return 0; 883 return 0;
1063 884
1064 if (!can_pick (op, tmp)) 885 if (!can_pick (op, tmp))
1065 continue; 886 continue;
1066 887
1067 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 888 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1068 { 889 {
1069 if (item_matched_string (op, tmp, op->contr->search_str)) 890 if (item_matched_string (op, tmp, op->contr->search_str))
1070 pick_up (op, tmp); 891 CHK_PICK_PICKUP;
892
1071 continue; 893 continue;
1072 } 894 }
1073 895
1074 /* 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? */
1075 if (!(op->contr->mode & PU_NEWMODE)) 956 if (op->contr->mode & PU_FOOD)
957 if (tmp->type == FOOD)
1076 { 958 {
1077 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)
1078 { 1018 {
1079 case 0: 1019 CHK_PICK_PICKUP;
1080 return 1; /* don't pick up */ 1020 continue;
1081 case 1:
1082 pick_up (op, tmp);
1083 return 1;
1084 case 2:
1085 pick_up (op, tmp);
1086 return 0;
1087 case 3:
1088 return 0; /* stop before pickup */
1089 case 4:
1090 pick_up (op, tmp);
1091 break;
1092 case 5:
1093 pick_up (op, tmp);
1094 stop = 1;
1095 break;
1096 case 6:
1097 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1098 pick_up (op, tmp);
1099 break;
1100
1101 case 7:
1102 if (tmp->type == MONEY || tmp->type == GEM)
1103 pick_up (op, tmp);
1104 break;
1105
1106 default:
1107 /* use value density */
1108 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1109 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1110 pick_up (op, tmp);
1111 } 1021 }
1112 } 1022 }
1113 else 1023
1114 { /* old model */ 1024 /* rings & amulets - talismans seems to be typed AMULET */
1115 /* NEW pickup handling */
1116 if (op->contr->mode & PU_DEBUG) 1025 if (op->contr->mode & PU_JEWELS)
1026 if (tmp->type == RING || tmp->type == AMULET)
1117 { 1027 {
1118 /* some debugging code to figure out item information */ 1028 CHK_PICK_PICKUP;
1119 if (tmp->name != NULL)
1120 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1121 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1122 else
1123 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1124 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1125
1126 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1127 }
1128
1129 /* philosophy:
1130 * It's easy to grab an item type from a pile, as long as it's
1131 * generic. This takes no game-time. For more detailed pickups
1132 * and selections, select-items should be used. This is a
1133 * grab-as-you-run type mode that's really useful for arrows for
1134 * example.
1135 * The drawback: right now it has no frontend, so you need to
1136 * stick the bits you want into a calculator in hex mode and then
1137 * convert to decimal and then 'pickup <#>
1138 */
1139
1140 /* the first two modes are exclusive: if NOTHING we return, if
1141 * STOP then we stop. All the rest are applied sequentially,
1142 * meaning if any test passes, the item gets picked up. */
1143
1144 /* if mode is set to pick nothing up, return */
1145
1146 if (op->contr->mode & PU_NOTHING)
1147 return 1;
1148
1149 /* if mode is set to stop when encountering objects, return */
1150 /* take STOP before INHIBIT since it doesn't actually pick
1151 * anything up */
1152
1153 if (op->contr->mode & PU_STOP)
1154 return 0;
1155
1156 /* useful for going into stores and not losing your settings... */
1157 /* and for battles wher you don't want to get loaded down while
1158 * fighting */
1159 if (op->contr->mode & PU_INHIBIT)
1160 return 1;
1161
1162 /* prevent us from turning into auto-thieves :) */
1163 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1164 continue; 1029 continue;
1030 }
1165 1031
1166 /* ignore known cursed objects */ 1032 /* we don't forget dragon food */
1167 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;
1168 continue; 1037 continue;
1038 }
1169 1039
1170 /* all food and drink if desired */ 1040 /* bows and arrows. Bows are good for selling! */
1171 /* 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
1172 if (op->contr->mode & PU_FOOD) 1077 if (op->contr->mode & PU_BOOTS)
1173 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"))
1174 { 1111 {
1175 pick_up (op, tmp); 1112 CHK_PICK_PICKUP;
1176 continue; 1113 continue;
1177 } 1114 }
1115 }
1178 1116
1117 /* misc stuff that's useful */
1179 if (op->contr->mode & PU_DRINK) 1118 if (op->contr->mode & PU_KEY)
1180 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1119 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1181 { 1120 {
1182 pick_up (op, tmp); 1121 CHK_PICK_PICKUP;
1183 continue; 1122 continue;
1184 } 1123 }
1185 1124
1125 /* any of the last 4 bits set means we use the ratio for value
1126 * pickups */
1186 if (op->contr->mode & PU_POTION) 1127 if (op->contr->mode & PU_RATIO)
1187 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
1188 { 1132 */
1189 pick_up (op, tmp);
1190 continue;
1191 }
1192
1193 /* spellbooks, skillscrolls and normal books/scrolls */
1194 if (op->contr->mode & PU_SPELLBOOK)
1195 if (tmp->type == SPELLBOOK)
1196 {
1197 pick_up (op, tmp);
1198 continue;
1199 }
1200
1201 if (op->contr->mode & PU_SKILLSCROLL)
1202 if (tmp->type == SKILLSCROLL)
1203 {
1204 pick_up (op, tmp);
1205 continue;
1206 }
1207
1208 if (op->contr->mode & PU_READABLES)
1209 if (tmp->type == BOOK || tmp->type == SCROLL)
1210 {
1211 pick_up (op, tmp);
1212 continue;
1213 }
1214
1215 /* wands/staves/rods/horns */
1216 if (op->contr->mode & PU_MAGIC_DEVICE)
1217 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1218 {
1219 pick_up (op, tmp);
1220 continue;
1221 }
1222
1223 /* pick up all magical items */
1224 if (op->contr->mode & PU_MAGICAL) 1133 wvratio = op->contr->mode & PU_RATIO;
1225 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)
1226 {
1227 pick_up (op, tmp);
1228 continue;
1229 }
1230
1231 if (op->contr->mode & PU_VALUABLES)
1232 { 1135 {
1233 if (tmp->type == MONEY || tmp->type == GEM) 1136#if 0
1137 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1138 if (tmp->name != NULL)
1234 { 1139 {
1235 pick_up (op, tmp); 1140 fprintf (stderr, "%s", tmp->name);
1236 continue;
1237 } 1141 }
1238 }
1239
1240 /* rings & amulets - talismans seems to be typed AMULET */
1241 if (op->contr->mode & PU_JEWELS)
1242 if (tmp->type == RING || tmp->type == AMULET)
1243 {
1244 pick_up (op, tmp);
1245 continue;
1246 }
1247
1248 /* we don't forget dragon food */
1249 if (op->contr->mode & PU_FLESH)
1250 if (tmp->type == FLESH)
1251 {
1252 pick_up (op, tmp);
1253 continue;
1254 }
1255
1256 /* bows and arrows. Bows are good for selling! */
1257 if (op->contr->mode & PU_BOW)
1258 if (tmp->type == BOW)
1259 {
1260 pick_up (op, tmp);
1261 continue;
1262 }
1263
1264 if (op->contr->mode & PU_ARROW)
1265 if (tmp->type == ARROW)
1266 {
1267 pick_up (op, tmp);
1268 continue;
1269 }
1270
1271 /* all kinds of armor etc. */
1272 if (op->contr->mode & PU_ARMOUR)
1273 if (tmp->type == ARMOUR)
1274 {
1275 pick_up (op, tmp);
1276 continue;
1277 }
1278
1279 if (op->contr->mode & PU_HELMET)
1280 if (tmp->type == HELMET)
1281 {
1282 pick_up (op, tmp);
1283 continue;
1284 }
1285
1286 if (op->contr->mode & PU_SHIELD)
1287 if (tmp->type == SHIELD)
1288 {
1289 pick_up (op, tmp);
1290 continue;
1291 }
1292
1293 if (op->contr->mode & PU_BOOTS)
1294 if (tmp->type == BOOTS)
1295 {
1296 pick_up (op, tmp);
1297 continue;
1298 }
1299
1300 if (op->contr->mode & PU_GLOVES)
1301 if (tmp->type == GLOVES)
1302 {
1303 pick_up (op, tmp);
1304 continue;
1305 }
1306
1307 if (op->contr->mode & PU_CLOAK)
1308 if (tmp->type == CLOAK)
1309 {
1310 pick_up (op, tmp);
1311 continue;
1312 }
1313
1314 /* hoping to catch throwing daggers here */
1315 if (op->contr->mode & PU_MISSILEWEAPON)
1316 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1317 {
1318 pick_up (op, tmp);
1319 continue;
1320 }
1321
1322 /* careful: chairs and tables are weapons! */
1323 if (op->contr->mode & PU_ALLWEAPON)
1324 {
1325 if (tmp->type == WEAPON && tmp->name != NULL)
1326 {
1327 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1328 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1329 {
1330 pick_up (op, tmp);
1331 continue;
1332 }
1333 }
1334
1335 if (tmp->type == WEAPON && tmp->name == NULL)
1336 {
1337 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1338 {
1339 pick_up (op, tmp);
1340 continue;
1341 }
1342 }
1343 }
1344
1345 /* misc stuff that's useful */
1346 if (op->contr->mode & PU_KEY)
1347 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1348 {
1349 pick_up (op, tmp);
1350 continue;
1351 }
1352
1353 /* any of the last 4 bits set means we use the ratio for value
1354 * pickups */
1355 if (op->contr->mode & PU_RATIO)
1356 {
1357 /* use value density to decide what else to grab */
1358 /* >=7 was >= op->contr->mode */
1359 /* >=7 is the old standard setting. Now we take the last 4 bits
1360 * and multiply them by 5, giving 0..15*5== 5..75 */
1361 wvratio = (op->contr->mode & PU_RATIO) * 5;
1362 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1363 {
1364 pick_up (op, tmp);
1365#if 0
1366 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1367 if (tmp->name != NULL)
1368 {
1369 fprintf (stderr, "%s", tmp->name);
1370 }
1371 else 1142 else
1372 fprintf (stderr, "%s", tmp->arch->name); 1143 fprintf (stderr, "%s", tmp->arch->archname);
1373 fprintf (stderr, ",%d] = ", tmp->type); 1144 fprintf (stderr, ",%d] = ", tmp->type);
1374 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))));
1375#endif 1146#endif
1147 CHK_PICK_PICKUP;
1376 continue; 1148 continue;
1377 }
1378 } 1149 }
1379 } /* the new pickup model */ 1150 } /* the new pickup model */
1380 } 1151 }
1381 1152
1382 return !stop; 1153 return !stop;
1388 * found object is returned. 1159 * found object is returned.
1389 */ 1160 */
1390object * 1161object *
1391find_arrow (object *op, const char *type) 1162find_arrow (object *op, const char *type)
1392{ 1163{
1393 object *tmp = NULL;
1394
1395 for (op = op->inv; op; op = op->below) 1164 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1396 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1397 tmp = find_arrow (op, type);
1398 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);
1399 return op; 1173 return arrow;
1174 }
1175
1400 return tmp; 1176 return 0;
1401} 1177}
1402 1178
1403/* 1179/*
1404 * 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
1405 * 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
1406 * 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
1407 * 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.
1408 */ 1184 */
1409
1410object * 1185object *
1411find_better_arrow (object *op, object *target, const char *type, int *better) 1186find_better_arrow (object *op, object *target, shstr_cmp type, int *better)
1412{ 1187{
1413 object *tmp = NULL, *arrow, *ntmp; 1188 object *tmp = NULL, *arrow, *ntmp;
1414 int attacknum, attacktype, betterby = 0, i; 1189 int attacknum, attacktype, betterby = 0, i;
1415 1190
1416 if (!type) 1191 if (!type)
1420 { 1195 {
1421 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))
1422 { 1197 {
1423 i = 0; 1198 i = 0;
1424 ntmp = find_better_arrow (arrow, target, type, &i); 1199 ntmp = find_better_arrow (arrow, target, type, &i);
1200
1425 if (i > betterby) 1201 if (i > betterby)
1426 { 1202 {
1427 tmp = ntmp; 1203 tmp = ntmp;
1428 betterby = i; 1204 betterby = i;
1429 } 1205 }
1430 } 1206 }
1431 else if (arrow->type == ARROW && arrow->race == type) 1207 else if (arrow->type == ARROW && arrow->race == type)
1432 { 1208 {
1433 /* allways prefer assasination/slaying */ 1209 /* allways prefer assasination/slaying */
1434 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race)) 1210 if (target->race && arrow->slaying.contains (target->race))
1435 { 1211 {
1436 if (arrow->attacktype & AT_DEATH) 1212 if (arrow->attacktype & AT_DEATH)
1437 { 1213 {
1438 *better = 100; 1214 *better = 100;
1439 return arrow; 1215 return arrow;
1447 else 1223 else
1448 { 1224 {
1449 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1225 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1450 { 1226 {
1451 attacktype = 1 << attacknum; 1227 attacktype = 1 << attacknum;
1452 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1228 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1453 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)
1454 { 1230 {
1455 tmp = arrow; 1231 tmp = arrow;
1456 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;
1457 } 1233 }
1458 } 1234 }
1235
1459 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1236 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1460 { 1237 {
1461 tmp = arrow; 1238 tmp = arrow;
1462 betterby = 2 + arrow->magic + arrow->stats.dam; 1239 betterby = 2 + arrow->magic + arrow->stats.dam;
1463 } 1240 }
1241
1464 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) 1242 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1465 { 1243 {
1466 tmp = arrow; 1244 tmp = arrow;
1467 betterby = 1 + arrow->magic + arrow->stats.dam; 1245 betterby = 1 + arrow->magic + arrow->stats.dam;
1468 } 1246 }
1469 } 1247 }
1470 } 1248 }
1471 } 1249 }
1250
1472 if (tmp == NULL && arrow == NULL) 1251 if (tmp == NULL && arrow == NULL)
1473 return find_arrow (op, type); 1252 return find_arrow (op, type);
1474 1253
1475 *better = betterby; 1254 *better = betterby;
1476 return tmp; 1255 return tmp;
1480 * find_better_arrow to find a decent arrow to use. 1259 * find_better_arrow to find a decent arrow to use.
1481 * op = the shooter 1260 * op = the shooter
1482 * type = bow->race 1261 * type = bow->race
1483 * dir = fire direction 1262 * dir = fire direction
1484 */ 1263 */
1485
1486object * 1264object *
1487pick_arrow_target (object *op, const char *type, int dir) 1265pick_arrow_target (object *op, shstr_cmp type, int dir)
1488{ 1266{
1489 object *tmp = NULL; 1267 object *tmp = NULL;
1490 maptile *m; 1268 maptile *m;
1491 int i, mflags, found, number; 1269 int i, mflags, found, number;
1492 sint16 x, y; 1270 sint16 x, y;
1507 for (i = 0, found = 0; i < 20; i++) 1285 for (i = 0, found = 0; i < 20; i++)
1508 { 1286 {
1509 x += freearr_x[dir]; 1287 x += freearr_x[dir];
1510 y += freearr_y[dir]; 1288 y += freearr_y[dir];
1511 mflags = get_map_flags (m, &m, x, y, &x, &y); 1289 mflags = get_map_flags (m, &m, x, y, &x, &y);
1290
1512 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) 1291 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1513 { 1292 {
1514 tmp = NULL; 1293 tmp = 0;
1515 break; 1294 break;
1516 } 1295 }
1517 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)
1518 { 1297 {
1519 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1298 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1520 * perhaps a bad assumption. 1299 * perhaps a bad assumption.
1521 */ 1300 */
1522 tmp = NULL; 1301 tmp = 0;
1523 break; 1302 break;
1524 } 1303 }
1304
1525 if (mflags & P_IS_ALIVE) 1305 if (mflags & P_IS_ALIVE)
1526 {
1527 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)
1528 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 1307 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1529 {
1530 found++;
1531 break;
1532 }
1533 if (found)
1534 break; 1308 break;
1535 }
1536 } 1309 }
1537 if (tmp == NULL) 1310
1311 if (!tmp)
1538 return find_arrow (op, type); 1312 return find_arrow (op, type);
1539 1313
1540 if (tmp->head) 1314 if (tmp->head)
1541 tmp = tmp->head; 1315 tmp = tmp->head;
1542 1316
1555 */ 1329 */
1556int 1330int
1557fire_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)
1558{ 1332{
1559 object *left, *bow; 1333 object *left, *bow;
1560 int bowspeed, mflags; 1334 int mflags;
1561 maptile *m; 1335 maptile *m;
1562 1336
1563 if (!dir) 1337 if (!dir)
1564 { 1338 {
1565 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!");
1566 return 0; 1340 return 0;
1567 } 1341 }
1568 1342
1569 if (op->type == PLAYER) 1343 if (op->contr)
1570 bow = op->contr->ranges[range_bow]; 1344 bow = op->current_weapon;
1571 else 1345 else
1572 { 1346 {
1573 for (bow = op->inv; bow; bow = bow->below) 1347 for (bow = op->inv; bow; bow = bow->below)
1574 /* 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
1575 * 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.
1580 if (!bow) 1354 if (!bow)
1581 { 1355 {
1582 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1356 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1583 return 0; 1357 return 0;
1584 } 1358 }
1359
1360 // optimisation: move object to top so we will find it quickly again
1361 splay (bow);
1585 } 1362 }
1586 1363
1587 if (!bow->race || !bow->skill) 1364 if (!bow->race || !bow->skill)
1588 { 1365 {
1589 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);
1590 return 0; 1367 return 0;
1591 } 1368 }
1592
1593 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1594
1595 /* penalize ROF for bestarrow */
1596 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1597 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1598
1599 if (bowspeed < 1)
1600 bowspeed = 1;
1601 1369
1602 if (arrow == NULL) 1370 if (arrow == NULL)
1603 { 1371 {
1604 if ((arrow = find_arrow (op, bow->race)) == NULL) 1372 if ((arrow = find_arrow (op, bow->race)) == NULL)
1605 { 1373 {
1606 if (op->type == PLAYER) 1374 if (op->type == PLAYER)
1607 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);
1608 /* 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 */
1609 else 1377 else
1610 CLEAR_FLAG (op, FLAG_READY_BOW); 1378 CLEAR_FLAG (op, FLAG_READY_BOW);
1379
1611 return 0; 1380 return 0;
1612 } 1381 }
1613 } 1382 }
1614 1383
1615 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1384 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1623 } 1392 }
1624 1393
1625 /* this should not happen, but sometimes does */ 1394 /* this should not happen, but sometimes does */
1626 if (arrow->nrof == 0) 1395 if (arrow->nrof == 0)
1627 { 1396 {
1397 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1628 arrow->destroy (); 1398 arrow->destroy ();
1629 return 0; 1399 return 0;
1630 } 1400 }
1631 1401
1632 left = arrow; /* these are arrows left to the player */ 1402 left = arrow; /* these are arrows left to the player */
1633 arrow = get_split_ob (arrow, 1); 1403 arrow = arrow->split ();
1634 if (!arrow) 1404 if (!arrow)
1635 { 1405 {
1636 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);
1637 return 0; 1407 return 0;
1638 } 1408 }
1639 1409
1640 arrow->set_owner (op); 1410 arrow->set_owner (op);
1641 arrow->skill = bow->skill; 1411 arrow->skill = bow->skill;
1642 arrow->direction = dir; 1412 arrow->direction = dir;
1643 1413
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;
1444
1644 if (op->type == PLAYER) 1445 if (op->type == PLAYER)
1645 { 1446 {
1646 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1647 op->update_stats ();
1648 }
1649
1650 SET_ANIMATION (arrow, arrow->direction);
1651 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1652 arrow->stats.hp = arrow->stats.dam;
1653 arrow->stats.grace = arrow->attacktype;
1654 if (arrow->slaying != NULL)
1655 arrow->spellarg = strdup (arrow->slaying);
1656
1657 /* Note that this was different for monsters - they got their level
1658 * added to the damage. I think the strength bonus is more proper.
1659 */
1660
1661 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1662
1663 /* update the speed */
1664 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1665 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1666
1667 arrow->set_speed (max (arrow->speed, 1.0));
1668 arrow->speed_left = 0;
1669
1670 if (op->type == PLAYER)
1671 {
1672 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1673 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1674 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1675
1676 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;
1677 } 1454 }
1678 else 1455 else
1679 { 1456 {
1680 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1681 arrow->level = op->level; 1457 arrow->level = op->level;
1682 } 1458 arrow->stats.wc -= bow->magic;
1683 1459
1684 if (arrow->attacktype == AT_PHYSICAL) 1460 if (!arrow->slaying)
1461 arrow->slaying = bow->slaying;
1462
1685 arrow->attacktype |= bow->attacktype; 1463 arrow->attacktype |= bow->attacktype;
1464 }
1686 1465
1687 if (bow->slaying) 1466 wc -= arrow->level;
1688 arrow->slaying = bow->slaying; 1467 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1689 1468
1469 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1690 arrow->move_type = MOVE_FLY_LOW; 1470 arrow->move_type = MOVE_FLY_LOW;
1691 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1471 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1692 1472
1693 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1473 op->play_sound (sound_find ("fire_arrow"));
1694 m->insert (arrow, sx, sy, op); 1474 m->insert (arrow, sx, sy, op);
1695 1475
1696 if (!arrow->destroyed ()) 1476 if (!arrow->destroyed ())
1697 move_arrow (arrow); 1477 move_arrow (arrow);
1698
1699 if (op->type == PLAYER)
1700 {
1701 if (left->destroyed ())
1702 esrv_del_item (op->contr, left->count);
1703 else
1704 esrv_send_item (op, left);
1705 }
1706 1478
1707 return 1; 1479 return 1;
1708} 1480}
1709 1481
1710/* Special fire code for players - this takes into 1482/* Special fire code for players - this takes into
1715 * hence the function name. 1487 * hence the function name.
1716 */ 1488 */
1717int 1489int
1718player_fire_bow (object *op, int dir) 1490player_fire_bow (object *op, int dir)
1719{ 1491{
1720 int ret = 0, wcmod = 0; 1492 int ret;
1721 1493
1722 if (op->contr->bowtype == bow_bestarrow) 1494 if (op->contr->bowtype == bow_bestarrow)
1723 { 1495 {
1724 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);
1725 } 1497 }
1726 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)
1727 { 1499 {
1728 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1500 int wcmod = similar_direction (dir, op->contr->bowtype - bow_n + 1) ? 0 : -1;
1729 wcmod = -1;
1730
1731 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);
1732 } 1502 }
1733 else if (op->contr->bowtype == bow_threewide) 1503 else if (op->contr->bowtype == bow_threewide)
1734 { 1504 {
1735 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);
1736 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)]);
1737 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)]);
1738 } 1508 }
1739 else if (op->contr->bowtype == bow_spreadshot) 1509 else if (op->contr->bowtype == bow_spreadshot)
1740 { 1510 {
1741 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);
1742 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);
1743 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);
1744
1745 } 1514 }
1746 else 1515 else
1747 { 1516 {
1748 /* Simple case */ 1517 /* Simple case */
1749 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);
1750 } 1519 }
1520
1751 return ret; 1521 return ret;
1752} 1522}
1753
1754 1523
1755/* Fires a misc (wand/rod/horn) object in 'dir'. 1524/* Fires a misc (wand/rod/horn) object in 'dir'.
1756 * Broken apart from 'fire' to keep it more readable. 1525 * Broken apart from 'fire' to keep it more readable.
1757 */ 1526 */
1758void 1527void
1759fire_misc_object (object *op, int dir) 1528fire_misc_object (object *op, int dir)
1760{ 1529{
1761 object *item; 1530 object *item = op->contr->ranged_ob;
1762 1531
1763 if (!op->contr->ranges[range_misc]) 1532 if (!item)
1764 { 1533 {
1765 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.");
1766 return; 1535 return;
1767 } 1536 }
1768 1537
1769 item = op->contr->ranges[range_misc];
1770 if (!item->inv) 1538 if (!item->inv)
1771 { 1539 {
1772 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1540 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1773 return; 1541 return;
1774 } 1542 }
1543
1544 if (!op->change_weapon (item))
1545 return;
1546
1775 if (item->type == WAND) 1547 if (item->type == WAND)
1776 { 1548 {
1777 if (item->stats.food <= 0) 1549 if (item->stats.food <= 0)
1778 { 1550 {
1779 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1551 op->contr->play_sound (sound_find ("wand_poof"));
1780 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
1781 return; 1554 return;
1782 } 1555 }
1783 } 1556 }
1784 else if (item->type == ROD || item->type == HORN) 1557 else if (item->type == ROD || item->type == HORN)
1785 { 1558 {
1786 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))
1787 { 1564 {
1788 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1565 op->contr->play_sound (sound_find ("wand_poof"));
1566
1789 if (item->type == ROD) 1567 if (item->type == ROD)
1790 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));
1791 else 1569 else
1792 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
1793 return; 1572 return;
1794 } 1573 }
1795 } 1574 }
1796 1575
1797 if (cast_spell (op, item, dir, item->inv, NULL)) 1576 if (cast_spell (op, item, dir, item->inv, NULL))
1798 { 1577 {
1799 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
1800 if (item->type == WAND) 1580 if (item->type == WAND)
1801 { 1581 {
1802 if (!(--item->stats.food)) 1582 if (!(--item->stats.food))
1803 { 1583 {
1804 object *tmp; 1584 object *tmp;
1805 1585
1806 if (item->arch) 1586 if (item->arch)
1807 { 1587 {
1808 CLEAR_FLAG (item, FLAG_ANIMATE); 1588 CLEAR_FLAG (item, FLAG_ANIMATE);
1809 item->face = item->arch->clone.face; 1589 item->face = item->arch->face;
1810 item->set_speed (0); 1590 item->set_speed (0);
1811 } 1591 }
1812 1592
1813 if ((tmp = item->in_player ())) 1593 if (object *pl = item->visible_to ())
1814 esrv_update_item (UPD_ANIM, tmp, item); 1594 esrv_update_item (UPD_ANIM, pl, item);
1815 } 1595 }
1816 } 1596 }
1817 else if (item->type == ROD || item->type == HORN) 1597 else if (item->type == ROD || item->type == HORN)
1818 drain_rod_charge (item); 1598 drain_rod_charge (item);
1819 } 1599 }
1820} 1600}
1821 1601
1822/* Received a fire command for the player - go and do it. 1602/* Received a fire command for the player - go and do it.
1823 */ 1603 */
1824void 1604bool
1825fire (object *op, int dir) 1605fire (object *op, int dir)
1826{ 1606{
1827 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;
1828 1629
1829 /* check for loss of invisiblity/hide */ 1630 /* check for loss of invisiblity/hide */
1830 if (action_makes_visible (op)) 1631 if (action_makes_visible (op))
1831 make_visible (op); 1632 make_visible (op);
1832 1633
1833 switch (op->contr->shoottype) 1634 switch (ob->type)
1834 { 1635 {
1835 case range_none: 1636 case BOW:
1836 return;
1837
1838 case range_bow:
1839 player_fire_bow (op, dir); 1637 player_fire_bow (op, dir);
1840 return; 1638 break;
1841 1639
1842 case range_magic: /* Casting spells */ 1640 case SPELL:
1843 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);
1844 return; 1642 break;
1845 1643
1846 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:
1847 fire_misc_object (op, dir); 1653 fire_misc_object (op, dir);
1848 return; 1654 break;
1849
1850 case range_golem: /* Control summoned monsters from scrolls */
1851 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
1852 {
1853 op->contr->ranges[range_golem] = 0;
1854 op->contr->shoottype = range_none;
1855 }
1856 else
1857 control_golem (op->contr->ranges[range_golem], dir);
1858 return;
1859
1860 case range_skill:
1861 if (!op->chosen_skill)
1862 {
1863 if (op->type == PLAYER)
1864 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
1865 return;
1866 }
1867 (void) do_skill (op, op, op->chosen_skill, dir, NULL);
1868 return;
1869 case range_builder:
1870 apply_map_builder (op, dir);
1871 return;
1872 default:
1873 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
1874 return;
1875 } 1655 }
1876}
1877 1656
1657 return true;
1658}
1878 1659
1879 1660static object *
1880/* find_key
1881 * We try to find a key for the door as passed. If we find a key
1882 * and successfully use it, we return the key, otherwise NULL
1883 * This function merges both normal and locked door, since the logic
1884 * for both is the same - just the specific key is different.
1885 * pl is the player,
1886 * inv is the objects inventory to searched
1887 * door is the door we are trying to match against.
1888 * This function can be called recursively to search containers.
1889 */
1890
1891object *
1892find_key (object *pl, object *container, object *door) 1661find_key_ (object *pl, object *container, object *door)
1893{ 1662{
1894 object *tmp, *key; 1663 object *tmp, *key;
1895 1664
1896 /* Should not happen, but sanity checking is never bad */ 1665 /* Should not happen, but sanity checking is never bad */
1897 if (container->inv == NULL) 1666 if (!container->inv)
1898 return NULL; 1667 return 0;
1899 1668
1900 /* 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 */
1901 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1670 for (tmp = container->inv; tmp; tmp = tmp->below)
1902 { 1671 {
1903 if (door->type == DOOR && tmp->type == KEY) 1672 if (door->type == DOOR && tmp->type == KEY)
1904 break; 1673 break;
1674
1905 /* For sanity, we should really check door type, but other stuff 1675 /* For sanity, we should really check door type, but other stuff
1906 * (like containers) can be locked with special keys 1676 * (like containers) can be locked with special keys
1907 */ 1677 */
1908 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1678 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1909 break; 1679 break;
1910 } 1680 }
1681
1911 /* No key found - lets search inventories now */ 1682 /* No key found - lets search inventories now */
1912 /* 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.
1913 * 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
1914 * a key, return 1685 * a key, return
1915 */ 1686 */
1916 if (!tmp) 1687 if (!tmp)
1917 { 1688 {
1918 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1689 for (tmp = container->inv; tmp; tmp = tmp->below)
1919 {
1920 /* No reason to search empty containers */ 1690 /* No reason to search empty containers */
1921 if (tmp->type == CONTAINER && tmp->inv) 1691 if (tmp->type == CONTAINER && tmp->inv)
1922 {
1923 if ((key = find_key (pl, tmp, door)) != NULL) 1692 if ((key = find_key_ (pl, tmp, door)))
1924 return key; 1693 return key;
1925 } 1694
1926 }
1927 if (!tmp) 1695 if (!tmp)
1928 return NULL; 1696 return 0;
1929 } 1697 }
1698
1930 /* 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,
1931 * see if we actually want to use it 1700 * see if we actually want to use it
1932 */ 1701 */
1933 if (pl != container) 1702 if (pl != container)
1934 { 1703 {
1935 /* Only let players use keys in containers */ 1704 /* Only let players use keys in containers */
1936 if (!pl->contr) 1705 if (!pl->contr)
1937 return NULL; 1706 return 0;
1707
1938 /* cases where this fails: 1708 /* cases where this fails:
1939 * If we only search the player inventory, return now since we 1709 * If we only search the player inventory, return now since we
1940 * are not in the players inventory. 1710 * are not in the players inventory.
1941 * If the container is not active, return now since only active 1711 * If the container is not active, return now since only active
1942 * containers can be used. 1712 * containers can be used.
1946 * inv must have been an container and must have been active. 1716 * inv must have been an container and must have been active.
1947 * 1717 *
1948 * Change the color so that the message doesn't disappear with 1718 * Change the color so that the message doesn't disappear with
1949 * all the others. 1719 * all the others.
1950 */ 1720 */
1951 if (pl->contr->usekeys == key_inventory || 1721 if (pl->contr->usekeys == key_inventory
1952 !QUERY_FLAG (container, FLAG_APPLIED) || 1722 || !QUERY_FLAG (container, FLAG_APPLIED)
1953 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys")))) 1723 || (pl->contr->usekeys == keyrings && container->race != shstr_keys))
1954 { 1724 {
1955 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1725 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1956 "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));
1957 return NULL; 1727 return NULL;
1958 } 1728 }
1959 } 1729 }
1730
1960 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);
1961} 1757}
1962 1758
1963/* moved door processing out of move_player_attack. 1759/* moved door processing out of move_player_attack.
1964 * returns 1 if player has opened the door with a key 1760 * returns 1 if player has opened the door with a key
1965 * such that the caller should not do anything more, 1761 * such that the caller should not do anything more,
1966 * 0 otherwise 1762 * 0 otherwise
1967 */ 1763 */
1968static int 1764static int
1969player_attack_door (object *op, object *door) 1765player_attack_door (object *op, object *door)
1970{ 1766{
1971 /* 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,
1972 * 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 -
1973 * otherwise, we fall through to the rest of the code. 1769 * otherwise, we fall through to the rest of the code.
1974 */ 1770 */
1975 object *key = find_key (op, op, door); 1771 object *key = find_key (op, op, door);
1976 1772
1977 /* IF we found a key, do some extra work */ 1773 /* If we found a key, do some extra work */
1978 if (key) 1774 if (key)
1979 { 1775 {
1980 object *container = key->env; 1776 object *container = key->env;
1981 1777
1982 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1983 if (action_makes_visible (op)) 1778 if (action_makes_visible (op))
1984 make_visible (op); 1779 make_visible (op);
1780
1985 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1781 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1986 spring_trap (door->inv, op); 1782 spring_trap (door->inv, op);
1783
1987 if (door->type == DOOR) 1784 if (door->type == DOOR)
1988 {
1989 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 */
1990 }
1991 else if (door->type == LOCKED_DOOR) 1786 else if (door->type == LOCKED_DOOR)
1992 { 1787 {
1993 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);
1994 remove_door2 (door); /* remove door without violence ;-) */ 1789 remove_door2 (door); /* remove door without violence ;-) */
1995 } 1790 }
1791
1996 /* Do this after we print the message */ 1792 /* Do this after we print the message */
1997 decrease_ob (key); /* Use up one of the keys */ 1793 key->decrease (); /* Use up one of the keys */
1998 /* Need to update the weight the container the key was in */ 1794
1999 if (container != op)
2000 esrv_update_item (UPD_WEIGHT, op, container);
2001 return 1; /* Nothing more to do below */ 1795 return 1; /* Nothing more to do below */
2002 } 1796 }
2003 else if (door->type == LOCKED_DOOR) 1797 else if (door->type == LOCKED_DOOR)
2004 { 1798 {
2005 /* Might as well return now - no other way to open this */ 1799 /* Might as well return now - no other way to open this */
2006 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...");
2007 return 1; 1801 return 1;
2008 } 1802 }
1803
2009 return 0; 1804 return 0;
2010} 1805}
2011 1806
2012/* This function is just part of a breakup from move_player. 1807/* This function is just part of a breakup from move_player.
2013 * It should keep the code cleaner. 1808 * It should keep the code cleaner.
2014 * When this is called, the players direction has been updated 1809 * When this is called, the players direction has been updated
2015 * (taking into account confusion.) The player is also actually 1810 * (taking into account confusion.) The player is also actually
2016 * going to try and move (not fire weapons). 1811 * going to try and move (not fire weapons).
2017 */ 1812 */
2018void 1813bool
2019move_player_attack (object *op, int dir) 1814move_player_attack (object *op, int dir)
2020{ 1815{
2021 object *tmp, *mon; 1816 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2022 sint16 nx, ny; 1817 {
1818 --op->speed_left;
1819 return true;
1820 }
1821
2023 int on_battleground; 1822 int on_battleground;
2024 maptile *m;
2025 1823
2026 nx = freearr_x[dir] + op->x; 1824 sint16 nx = freearr_x[dir] + op->x;
2027 ny = freearr_y[dir] + op->y; 1825 sint16 ny = freearr_y[dir] + op->y;
2028 1826
2029 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;
2030 1831
2031 /* 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
2032 * 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
2033 * 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
2034 * player. This is a pretty nasty hack, because if we could 1835 * player. This is a pretty nasty hack, because if we could
2035 * 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
2036 * 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
2037 * 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
2038 * move_ob uses. 1839 * move_ob uses.
2039 */ 1840 */
2040 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;
2041 { 1856 }
2042 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;
2043 { 1869 }
2044 m = op->map->xy_find (nx, ny); 1870
2045 if (!m) 1871 /* The following deals with possibly attacking peaceful
2046 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;
2047 } 1904 }
2048 else 1905 else
2049 m = op->map;
2050
2051 if (!(tmp = m->at (nx, ny).bot))
2052 return; 1906 return false;
1907 }
2053 1908
2054 mon = 0;
2055 /* Go through all the objects, and find ones of interest. Only stop if
2056 * we find a monster - that is something we know we want to attack.
2057 * if its a door or barrel (can roll) see if there may be monsters
2058 * on the space
2059 */
2060 while (tmp)
2061 {
2062 if (tmp == op)
2063 {
2064 tmp = tmp->above;
2065 continue;
2066 }
2067
2068 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2069 {
2070 mon = tmp;
2071 break;
2072 }
2073
2074 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2075 mon = tmp;
2076
2077 tmp = tmp->above;
2078 }
2079
2080 if (!mon) /* This happens anytime the player tries to move */
2081 return; /* into a wall */
2082
2083 if (mon->head)
2084 mon = mon->head;
2085
2086 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2087 if (player_attack_door (op, mon))
2088 return;
2089
2090 /* The following deals with possibly attacking peaceful
2091 * or frienddly creatures. Basically, all players are considered
2092 * unaggressive. If the moving player has peaceful set, then the
2093 * object should be pushed instead of attacked. It is assumed that
2094 * if you are braced, you will not attack friends accidently,
2095 * and thus will not push them.
2096 */
2097
2098 /* If the creature is a pet, push it even if the player is not
2099 * peaceful. Our assumption is the creature is a pet if the
2100 * player owns it and it is either friendly or unagressive.
2101 */
2102 if ((op->type == PLAYER)
2103#if COZY_SERVER
2104 &&
2105 ((mon->owner && mon->owner->contr
2106 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op)
2107#else
2108 && mon->owner == op
2109#endif
2110 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2111 {
2112 /* If we're braced, we don't want to switch places with it */
2113 if (op->contr->braced)
2114 return;
2115
2116 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2117 (void) push_ob (mon, dir, op);
2118 if (op->contr->tmp_invis || op->hide)
2119 make_visible (op);
2120
2121 return;
2122 }
2123
2124 /* in certain circumstances, you shouldn't attack friendly 1909 /* in certain circumstances, you shouldn't attack friendly
2125 * creatures. Note that if you are braced, you can't push 1910 * creatures. Note that if you are braced, you can't push
2126 * 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
2127 * attack them either. 1912 * attack them either.
2128 */ 1913 */
2129 if ((mon->type == PLAYER || mon->enemy != op) && 1914 if ((mon->type == PLAYER || mon->enemy != op)
2130 (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))
2131#ifdef PROHIBIT_PLAYERKILL
2132 (op->contr->peaceful 1916 && ((op->contr->peaceful
2133 || (mon->type == PLAYER 1917 || (mon->type == PLAYER && mon->contr->peaceful))
2134 && mon->contr->
2135 peaceful)) &&
2136#else
2137 op->contr->peaceful &&
2138#endif
2139 !on_battleground)) 1918 && !on_battleground))
1919 {
1920 if (op->speed_left > 0.f)
2140 { 1921 {
1922 --op->speed_left;
1923
2141 if (!op->contr->braced) 1924 if (!op->contr->braced)
2142 { 1925 {
2143 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 1926 op->play_sound (sound_find ("push_player"));
2144 push_ob (mon, dir, op); 1927 push_ob (mon, dir, op);
2145 } 1928 }
2146 else 1929 else
2147 new_draw_info (0, 0, op, "You withhold your attack"); 1930 op->statusmsg ("You withhold your attack");
2148 1931
2149 if (op->contr->tmp_invis || op->hide) 1932 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
2150 make_visible (op); 1933 make_visible (op);
2151 }
2152 1934
1935 return true;
1936 }
1937 }
2153 /* If the object is a boulder or other rollable object, then 1938 /* If the object is a boulder or other rollable object, then
2154 * 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.
2155 */ 1940 */
2156 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)
2157 { 1944 {
1945 --op->speed_left;
1946
2158 recursive_roll (mon, dir, op); 1947 recursive_roll (mon, dir, op);
2159 if (action_makes_visible (op)) 1948 if (action_makes_visible (op))
2160 make_visible (op); 1949 make_visible (op);
2161 }
2162 1950
1951 return true;
1952 }
1953 }
2163 /* Any generic living creature. Including things like doors. 1954 /* Any generic living creature. Including things like doors.
2164 * 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
2165 * and be living. Then, it must be one of the following: 1956 * and be living. Then, it must be one of the following:
2166 * 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
2167 * 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.
2168 */ 1959 */
2169 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 1960 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2170 ((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)))
2171 { 1962 {
2172 1963 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2173 /* If the player hasn't hit something this tick, and does
2174 * so, give them speed boost based on weapon speed. Doing
2175 * it here is better than process_players2, which basically
2176 * incurred a 1 tick offset.
2177 */
2178 if (!op->contr->has_hit)
2179 { 1964 {
2180 op->speed_left += op->speed / op->contr->weapon_sp; 1965 --op->contr->weapon_sp_left;
2181
2182 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2183 }
2184 1966
2185 skill_attack (mon, op, 0, 0, 0); 1967 skill_attack (mon, op, 0, 0, 0);
2186
2187 /* If attacking another player, that player gets automatic
2188 * hitback, and doesn't loose luck either.
2189 * Disable hitback on the battleground or if the target is
2190 * the wiz.
2191 */
2192 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2193 {
2194 short luck = mon->stats.luck;
2195
2196 mon->contr->has_hit = 1;
2197 skill_attack (op, mon, 0, 0, 0);
2198 mon->stats.luck = luck;
2199 }
2200 1968
2201 if (action_makes_visible (op)) 1969 if (action_makes_visible (op))
2202 make_visible (op); 1970 make_visible (op);
2203 }
2204 } /* if player should attack something */
2205}
2206 1971
2207int 1972 return true;
1973 }
1974 }
1975
1976 return false;
1977}
1978
1979bool
2208move_player (object *op, int dir) 1980move_player (object *op, int dir)
2209{ 1981{
2210 int pick; 1982 int pick;
2211 1983
2212 if (!op->map || op->map->in_memory != MAP_IN_MEMORY) 1984 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2213 return 0; 1985 return 0;
2214 1986
2215 /* Sanity check: make sure dir is valid */ 1987 /* Sanity check: make sure dir is valid */
2216 if ((dir < 0) || (dir >= 9)) 1988 if ((dir < 0) || (dir >= 9))
2217 { 1989 {
2219 return 0; 1991 return 0;
2220 } 1992 }
2221 1993
2222 /* peterm: added following line */ 1994 /* peterm: added following line */
2223 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 1995 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2224 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 1996 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2225 1997
2226 op->facing = dir; 1998 op->facing = dir;
2227 1999
2228 if (op->hide) 2000 if (op->flag [FLAG_HIDDEN])
2229 do_hidden_move (op); 2001 do_hidden_move (op);
2230 2002
2003 bool retval;
2004
2231 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2005 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2232 /*nop */ ; 2006 retval = RESULT_INT (0);
2233 else if (op->contr->fire_on) 2007 else if (op->contr->fire_on)
2234 fire (op, dir); 2008 retval = fire (op, dir);
2235 else 2009 else
2236 { 2010 {
2237 move_player_attack (op, dir); 2011 retval = move_player_attack (op, dir);
2238 pick = check_pick (op); 2012 pick = check_pick (op);
2239 } 2013 }
2240 2014
2241 /* 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
2242 * server can handle repeat firing. 2016 * server can handle repeat firing.
2249 /* Update how the player looks. Use the facing, so direction may 2023 /* Update how the player looks. Use the facing, so direction may
2250 * get reset to zero. This allows for full animation capabilities 2024 * get reset to zero. This allows for full animation capabilities
2251 * for players. 2025 * for players.
2252 */ 2026 */
2253 animate_object (op, op->facing); 2027 animate_object (op, op->facing);
2254 return 0; 2028
2029 return retval;
2255} 2030}
2256 2031
2257/* 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
2258 * new client/server stuff. 2033 * new client/server stuff.
2259 * 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
2260 * the new speed values for commands. 2035 * the new speed values for commands.
2261 * 2036 *
2262 * 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.
2263 */ 2040 */
2264int 2041bool
2265handle_newcs_player (object *op) 2042handle_newcs_player (object *op)
2266{ 2043{
2267 if (op->contr->hidden)
2268 {
2269 op->invisible = 1000;
2270 /* the socket code flashes the player visible/invisible
2271 * depending on the value of invisible, so we need to
2272 * alternate it here for it to work correctly.
2273 */
2274 if (pticks & 2)
2275 op->invisible--;
2276 }
2277 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2278 {
2279 op->invisible--;
2280 if (!op->invisible)
2281 {
2282 make_visible (op);
2283 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2284 }
2285 }
2286
2287 if (QUERY_FLAG (op, FLAG_SCARED)) 2044 if (QUERY_FLAG (op, FLAG_SCARED))
2288 { 2045 {
2289 flee_player (op); 2046 if (op->speed_left > 0.f)
2290 /* If player is still scared, that is his action for this tick */
2291 if (QUERY_FLAG (op, FLAG_SCARED))
2292 { 2047 {
2293 op->speed_left--; 2048 --op->speed_left;
2049 flee_player (op);
2050
2294 return 0; 2051 return true;
2295 } 2052 }
2053 else
2054 return false;
2296 } 2055 }
2297
2298 /* I've been seeing crashes where the golem has been destroyed, but
2299 * the player object still points to the defunct golem. The code that
2300 * destroys the golem looks correct, and it doesn't always happen, so
2301 * put this in a a workaround to clean up the golem pointer.
2302 */
2303 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2304 op->contr->ranges[range_golem] = 0;
2305 2056
2306 /* 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
2307 * the players time has been increased when doericserver has been 2058 * the players time has been increased when doericserver has been
2308 * called, so we recheck it here. 2059 * called, so we recheck it here.
2309 */ 2060 */
2310 if (op->contr->ns->handle_command ()) 2061 if (op->contr->ns->handle_command ())
2311 return 1; 2062 return true;
2312 2063
2313 if (op->speed_left > 0)
2314 {
2315 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2064 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2316 {
2317 /* All move commands take 1 tick, at least for now */
2318 op->speed_left--;
2319
2320 /* Instead of all the stuff below, let move_player take care
2321 * of it. Also, some of the skill stuff is only put in
2322 * there, as well as the confusion stuff.
2323 */
2324 move_player (op, op->direction); 2065 return move_player (op, op->direction);
2325 2066
2326 return op->speed_left > 0;
2327 }
2328 }
2329
2330 return 0; 2067 return false;
2331} 2068}
2332 2069
2333int 2070int
2334save_life (object *op) 2071save_life (object *op)
2335{ 2072{
2337 return 0; 2074 return 0;
2338 2075
2339 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2076 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2340 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2077 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2341 { 2078 {
2342 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2079 op->play_sound (sound_find ("ob_evaporate"));
2343 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));
2344
2345 if (op->contr)
2346 esrv_del_item (op->contr, tmp->count);
2347 2081
2348 tmp->destroy (); 2082 tmp->destroy ();
2349 CLEAR_FLAG (op, FLAG_LIFESAVE); 2083 CLEAR_FLAG (op, FLAG_LIFESAVE);
2350 2084
2351 if (op->stats.hp < 0) 2085 if (op->stats.hp < 0)
2364 return 0; 2098 return 0;
2365} 2099}
2366 2100
2367/* 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
2368 * 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
2369 * 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
2370 * from. 2104 * from.
2371 */ 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
2372void 2122void
2373remove_unpaid_objects (object *op, object *env) 2123object::drop_unpaid_items ()
2374{ 2124{
2375 object *next; 2125 if (!flag [FLAG_REMOVED])
2376 2126 ::drop_unpaid_items (inv, this);
2377 while (op)
2378 {
2379 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2380
2381 if (QUERY_FLAG (op, FLAG_UNPAID))
2382 {
2383 if (env->type == PLAYER)
2384 esrv_del_item (env->contr, op->count);
2385
2386 op->insert_at (env);
2387 }
2388 else if (op->inv)
2389 remove_unpaid_objects (op->inv, env);
2390
2391 op = next;
2392 }
2393} 2127}
2394 2128
2395/* 2129/*
2396 * Returns pointer a static string containing gravestone text 2130 * Returns pointer a static string containing gravestone text
2397 * Moved from apply.c to player.c - player.c is what 2131 * Moved from apply.c to player.c - player.c is what
2398 * actually uses this function. player.c may not be quite the 2132 * actually uses this function. player.c may not be quite the
2399 * best, a misc file for object actions is probably better, 2133 * best, a misc file for object actions is probably better,
2400 * but there isn't one in the server directory. 2134 * but there isn't one in the server directory.
2401 */ 2135 */
2402char * 2136const char *
2403gravestone_text (object *op) 2137gravestone_text (object *op)
2404{ 2138{
2405 static char buf2[MAX_BUF]; 2139 static dynbuf_text buf;
2406 char buf[MAX_BUF];
2407 time_t now = time (NULL);
2408 2140
2409 strcpy (buf2, " R.I.P.\n\n"); 2141 buf << "---- R.I.P. ----\n\n"
2142 << op->name;
2143
2410 if (op->type == PLAYER) 2144 if (op->type == PLAYER)
2411 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2145 buf << " the " << op->contr->title;
2412 else
2413 sprintf (buf, "%s\n", &op->name);
2414 2146
2415 strncat (buf2, " ", 20 - strlen (buf) / 2); 2147 buf << "\n\n";
2416 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
2417 if (op->type == PLAYER) 2153 if (op->type == PLAYER)
2418 sprintf (buf, "who was in level %d when killed\n", op->level); 2154 buf << "by " << op->contr->killer_name () << ".\n\n";
2419 else
2420 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2421 2155
2422 strncat (buf2, " ", 20 - strlen (buf) / 2);
2423 strcat (buf2, buf);
2424 if (op->type == PLAYER)
2425 { 2156 {
2426 sprintf (buf, "by %s.\n\n", op->contr->killer); 2157 static char buf2[128];
2427 strncat (buf2, " ", 21 - strlen (buf) / 2); 2158 time_t now = time (NULL);
2428 strcat (buf2, buf);
2429 }
2430
2431 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2159 strftime (buf2, 128, "%b %d %Y\n\n", localtime (&now));
2432 strncat (buf2, " ", 20 - strlen (buf) / 2); 2160 buf << buf2;
2433 strcat (buf2, buf); 2161 }
2434 2162
2435 return buf2; 2163 return buf;
2436} 2164}
2437 2165
2438void 2166void
2439do_some_living (object *op) 2167do_some_living (object *op)
2440{ 2168{
2447 int rate_grace = 2000; 2175 int rate_grace = 2000;
2448 const int max_hp = 1; 2176 const int max_hp = 1;
2449 const int max_sp = 1; 2177 const int max_sp = 1;
2450 const int max_grace = 1; 2178 const int max_grace = 1;
2451 2179
2452 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--;
2453 { 2189 }
2454 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2190 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2455 if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks) 2191 {
2456 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 }
2457 } 2197 }
2458 2198
2459 if (op->contr->ns->state == ST_PLAYING) 2199 if (op->contr->ns->state == ST_PLAYING)
2460 { 2200 {
2461 /* these next three if clauses make it possible to SLOW DOWN 2201 /* these next three if clauses make it possible to SLOW DOWN
2480 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2220 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2481 else 2221 else
2482 { 2222 {
2483 gen_grace = op->stats.maxgrace; 2223 gen_grace = op->stats.maxgrace;
2484 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2224 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2485 }
2486
2487 /* Regenerate Spell Points */
2488 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0)
2489 {
2490 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2491 if (op->stats.sp < op->stats.maxsp)
2492 {
2493 op->stats.sp++;
2494 /* dms do not consume food */
2495 if (!QUERY_FLAG (op, FLAG_WIZ))
2496 {
2497 op->stats.food--;
2498 if (op->contr->digestion < 0)
2499 op->stats.food += op->contr->digestion;
2500 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2501 op->stats.food = last_food;
2502 }
2503 }
2504
2505 if (max_sp > 1)
2506 {
2507 over_sp = (gen_sp + 10) / rate_sp;
2508 if (over_sp > 0)
2509 {
2510 if (op->stats.sp < op->stats.maxsp)
2511 {
2512 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2513
2514 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2515 op->stats.sp--;
2516
2517 if (op->stats.sp > op->stats.maxsp)
2518 op->stats.sp = op->stats.maxsp;
2519 }
2520 op->last_sp = 0;
2521 }
2522 else
2523 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2524 }
2525 else
2526 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2527 } 2225 }
2528 2226
2529 /* Regenerate Grace */ 2227 /* Regenerate Grace */
2530 /* 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. */
2531 if (--op->last_grace < 0) 2229 if (--op->last_grace < 0)
2552 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);
2553 } 2251 }
2554 /* wearing stuff doesn't detract from grace generation. */ 2252 /* wearing stuff doesn't detract from grace generation. */
2555 } 2253 }
2556 2254
2255 if (op->stats.food > 0)
2256 {
2557 /* Regenerate Hit Points */ 2257 /* Regenerate Spell Points */
2558 if (--op->last_heal < 0) 2258 if (!op->contr->golem && --op->last_sp < 0)
2559 {
2560 if (op->stats.hp < op->stats.maxhp)
2561 { 2259 {
2562 op->stats.hp++; 2260 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2563 /* dms do not consume food */ 2261
2564 if (!QUERY_FLAG (op, FLAG_WIZ)) 2262 if (op->stats.sp < op->stats.maxsp)
2565 { 2263 {
2264 op->stats.sp++;
2265
2266 /* dms do not consume food */
2267 if (!QUERY_FLAG (op, FLAG_WIZ))
2268 {
2566 op->stats.food--; 2269 op->stats.food--;
2270
2567 if (op->contr->digestion < 0) 2271 if (op->contr->digestion < 0)
2568 op->stats.food += op->contr->digestion; 2272 op->stats.food += op->contr->digestion;
2569 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))
2570 op->stats.food = last_food; 2274 op->stats.food = last_food;
2275 }
2571 } 2276 }
2572 }
2573 2277
2574 if (max_hp > 1) 2278 if (max_sp > 1)
2575 {
2576 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2577 if (over_hp > 0)
2578 { 2279 {
2579 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
2580 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);
2581 } 2298 }
2582 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)
2583 { 2307 {
2584 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 }
2585 } 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);
2586 } 2333 }
2587 else 2334 else
2588 {
2589 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);
2590 } 2336 }
2591 } 2337 }
2592 2338
2593 /* Digestion */ 2339 /* Digestion */
2594 if (--op->last_eat < 0) 2340 if (--op->last_eat < 0)
2595 { 2341 {
2596#ifdef COZY_SERVER 2342 int bonus = max (0, op->contr->digestion),
2597 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion; 2343 penalty = max (0, -op->contr->digestion);
2598 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2599#else
2600 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2601#endif
2602 2344
2603 if (op->contr->gen_hp > 0)
2604 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);
2605 else
2606 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2607 2346
2608 /* dms do not consume food */ 2347 /* dms do not consume food */
2609 if (!QUERY_FLAG (op, FLAG_WIZ)) 2348 if (!QUERY_FLAG (op, FLAG_WIZ))
2610 op->stats.food--; 2349 op->stats.food--;
2611 } 2350 }
2612 2351
2613 if (op->stats.food < 0 && op->stats.hp >= 0) 2352 if (op->stats.food < 0 && op->stats.hp >= 0)
2614 { 2353 {
2615 object *tmp, *flesh = 0; 2354 object *flesh = 0;
2616 2355
2617 for (tmp = op->inv; tmp; tmp = tmp->below) 2356 for_inv_removable (op, tmp)
2618 { 2357 {
2619 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)
2620 { 2362 {
2621 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2363 op->statusmsg ("You blindly grab for a bite of food. "
2622 { 2364 "H<To prevent you from starving, you ate some random item from your backpack.>");
2623 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2624 manual_apply (op, tmp, 0); 2365 manual_apply (op, tmp, 0);
2366
2625 if (op->stats.food >= 0 || op->stats.hp < 0) 2367 if (op->stats.food >= 0 || op->stats.hp < 0)
2626 break; 2368 break;
2627 } 2369 }
2628 else if (tmp->type == FLESH) 2370 else if (tmp->type == FLESH)
2629 flesh = tmp; 2371 flesh = tmp;
2630 } /* End if paid for object */ 2372 }
2631 } /* end of for loop */
2632 2373
2633 /* 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
2634 * eat flesh instead. 2375 * eat flesh instead.
2635 */ 2376 */
2636 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2377 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2637 { 2378 {
2638 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.>");
2639 manual_apply (op, flesh, 0); 2381 manual_apply (op, flesh, 0);
2640 } 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)
2641 } 2391 {
2392 op->stats.hp += op->stats.food;
2393 op->stats.food = 0;
2642 2394
2643 while (op->stats.food < 0 && op->stats.hp >= 0) 2395 if (op->stats.hp < 0)
2644 op->stats.food++, op->stats.hp--; 2396 {
2397 op->contr->killer = archetype::get ("killer_starvation");
2398 op->contr->killer->destroy ();
2399 }
2400 }
2645 2401
2402 /* killer should be set here already */
2646 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2403 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2647 kill_player (op); 2404 kill_player (op);
2648 } 2405 }
2649} 2406}
2650 2407
2654 * file. 2411 * file.
2655 */ 2412 */
2656void 2413void
2657kill_player (object *op) 2414kill_player (object *op)
2658{ 2415{
2659 char buf[MAX_BUF];
2660 int x, y; 2416 int x, y;
2661
2662 //int i;
2663 maptile *map; /* this is for resurrection */ 2417 maptile *map; /* this is for resurrection */
2664
2665 /* int z;
2666 int num_stats_lose;
2667 int lost_a_stat;
2668 int lose_this_stat;
2669 int this_stat; */
2670 int will_kill_again; 2418 int will_kill_again;
2671 archetype *at; 2419 archetype *at;
2672 object *tmp; 2420 object *tmp;
2673 2421
2674 if (save_life (op)) 2422 if (save_life (op))
2675 return; 2423 return;
2676 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 }
2677 2462
2678 /* 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
2679 * 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.
2680 * Look at op_on_battleground() for more info --AndreasV 2465 * Look at op_on_battleground() for more info --AndreasV
2681 */ 2466 */
2682 if (op_on_battleground (op, &x, &y)) 2467 if (op_on_battleground (op, &x, &y))
2683 { 2468 {
2684 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";
2685 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2686
2687 /* restore player */
2688 at = archetype::find ("poisoning");
2689 if (object *tmp = present_arch_in_ob (at, op))
2690 {
2691 tmp->destroy ();
2692 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2693 }
2694
2695 at = archetype::find ("confusion");
2696 if (object *tmp = present_arch_in_ob (at, op))
2697 {
2698 tmp->destroy ();
2699 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2700 }
2701
2702 cure_disease (op, 0); /* remove any disease */
2703 op->stats.hp = op->stats.maxhp;
2704 if (op->stats.food <= 0)
2705 op->stats.food = 999;
2706 2470
2707 /* create a bodypart-trophy to make the winner happy */ 2471 /* create a bodypart-trophy to make the winner happy */
2708 if (object *tmp = arch_to_object (archetype::find ("finger"))) 2472 if (object *tmp = arch_to_object (archetype::find ("finger")))
2709 { 2473 {
2710 sprintf (buf, "%s's finger", &op->name); 2474 tmp->name = format ("%s's finger" , &op->name);
2711 tmp->name = buf; 2475 tmp->name_pl = format ("%s's fingers", &op->name);
2712 sprintf (buf, " This finger has been cut off %s\n"
2713 " the %s, when he was defeated at\n level %d by %s.\n",
2714 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2715 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 );
2716 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2482 tmp->value = 0, tmp->type = 0;
2717 tmp->materialname = NULL; 2483 tmp->materialname = "organics";
2718 tmp->insert_at (op, tmp); 2484 tmp->insert_at (op, tmp);
2719 } 2485 }
2720 2486
2721 /* teleport defeated player to new destination */ 2487 /* teleport defeated player to new destination */
2722 transfer_ob (op, x, y, 0, NULL); 2488 transfer_ob (op, x, y, 0, NULL);
2723 op->contr->braced = 0; 2489 op->contr->braced = 0;
2490
2491 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2724 return; 2492 return;
2725 } 2493 }
2726 2494
2495 deathtab << "You were killed by " << op->contr->killer_name () << ".\n\n";
2496 deathtab << "T<YOU HAVE DIED>\n\n";
2497
2727 INVOKE_PLAYER (DEATH, op->contr); 2498 INVOKE_PLAYER (DEATH, op->contr);
2728 2499
2729 command_kill_pets (op, 0); 2500 command_kill_pets (op, 0);
2730 2501
2731 if (op->stats.food < 0) 2502 op->contr->play_sound (sound_find ("player_dies"));
2732 {
2733 sprintf (buf, "%s starved to death.", &op->name);
2734 strcpy (op->contr->killer, "starvation");
2735 }
2736 else
2737 sprintf (buf, "%s died.", &op->name);
2738
2739 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2740 2503
2741 /* save the map location for corpse, gravestone */ 2504 /* save the map location for corpse, gravestone */
2742 x = op->x; 2505 x = op->x;
2743 y = op->y; 2506 y = op->y;
2744 map = op->map; 2507 map = op->map;
2772 2535
2773 lost_a_stat = 0; 2536 lost_a_stat = 0;
2774 2537
2775 for (z = 0; z < num_stats_lose; z++) 2538 for (z = 0; z < num_stats_lose; z++)
2776 { 2539 {
2777 i = RANDOM () % NUM_STATS; 2540 i = rndm (NUM_STATS);
2778 2541
2779 if (settings.stat_loss_on_death) 2542 if (settings.stat_loss_on_death)
2780 { 2543 {
2781 /* 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
2782 * what he lost. 2545 * what he lost.
2833 } 2596 }
2834 } 2597 }
2835 2598
2836 if (lose_this_stat) 2599 if (lose_this_stat)
2837 { 2600 {
2838 this_stat = get_attr_value (&(dep->stats), i); 2601 this_stat = get_attr_value (&dep->stats, i);
2839 /* We could try to do something clever like find another 2602 /* We could try to do something clever like find another
2840 * stat to reduce if this fails. But chances are, if 2603 * stat to reduce if this fails. But chances are, if
2841 * stats have been depleted to -50, all are pretty low 2604 * stats have been depleted to -50, all are pretty low
2842 * 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
2843 * difference. 2606 * difference.
2851 lost_a_stat = 1; 2614 lost_a_stat = 1;
2852 } 2615 }
2853 } 2616 }
2854 } 2617 }
2855 } 2618 }
2619
2856 /* If no stat lost, tell the player. */ 2620 /* If no stat lost, tell the player. */
2857 if (!lost_a_stat) 2621 if (!lost_a_stat)
2858 { 2622 {
2859 /* determine_god() seems to not work sometimes... why is this? 2623 /* determine_god() seems to not work sometimes... why is this?
2860 Should I be using something else? GD */ 2624 Should I be using something else? GD */
2861 const char *god = determine_god (op); 2625 shstr_tmp god = determine_god (op);
2862 2626
2863 if (god && (strcmp (god, "none"))) 2627 if (god != shstr_none)
2864 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";
2865 else 2629 else
2866 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";
2867 } 2631 }
2868#else 2632#else
2869 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.";
2870#endif 2634#endif
2871 2635
2872 /* Put a gravestone up where the character 'almost' died. List the 2636 /* Put a gravestone up where the character 'almost' died. List the
2873 * exp loss on the stone. 2637 * exp loss on the stone.
2874 */ 2638 */
2875 tmp = arch_to_object (archetype::find ("gravestone")); 2639 tmp = arch_to_object (archetype::find ("gravestone"));
2876 sprintf (buf, "%s's gravestone", &op->name); 2640 tmp->name = format ("%s's gravestone", &op->name);
2877 tmp->name = buf; 2641 tmp->name_pl = format ("%s's gravestones", &op->name);
2878 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",
2879 tmp->name_pl = buf; 2643 &op->name, op->contr->title, op->contr->killer_name ());
2880 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);
2881 tmp->msg = buf;
2882 tmp->x = op->x, tmp->y = op->y; 2644 tmp->x = op->x, tmp->y = op->y;
2883 insert_ob_in_map (tmp, op->map, NULL, 0); 2645 insert_ob_in_map (tmp, op->map, NULL, 0);
2884 2646
2885 /**************************************/ 2647 /**************************************/
2886 /* */ 2648 /* */
2887 /* Subtract the experience points, */ 2649 /* Subtract the experience points, */
2888 /* if we died cause of food, give us */
2889 /* food, and reset HP's... */
2890 /* */ 2650 /* */
2891 /**************************************/ 2651 /**************************************/
2892 2652
2893 /* remove any poisoning and confusion the character may be suffering. */
2894 /* restore player */
2895 at = archetype::find ("poisoning");
2896 tmp = present_arch_in_ob (at, op);
2897
2898 if (tmp)
2899 {
2900 tmp->destroy ();
2901 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2902 }
2903
2904 at = archetype::find ("confusion");
2905 tmp = present_arch_in_ob (at, op);
2906 if (tmp)
2907 {
2908 tmp->destroy ();
2909 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2910 }
2911
2912 cure_disease (op, 0); /* remove any disease */
2913
2914 /*add_exp(op, (op->stats.exp * -0.20)); */ 2653 /*add_exp(op, (op->stats.exp * -0.20)); */
2915 apply_death_exp_penalty (op); 2654 apply_death_exp_penalty (op);
2916 if (op->stats.food < 100)
2917 op->stats.food = 900;
2918 op->stats.hp = op->stats.maxhp;
2919 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2920 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2921 2655
2922 /* 2656 /*
2923 * Check to see if the player is in a shop. IF so, then check to see if
2924 * 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
2925 * in the map. 2658 * and put them back in the map.
2926 */ 2659 */
2927 2660 op->drop_unpaid_items ();
2928 if (is_in_shop (op))
2929 remove_unpaid_objects (op->inv, op);
2930 2661
2931 /****************************************/ 2662 /****************************************/
2932 /* */ 2663 /* */
2933 /* Move player to his current respawn- */ 2664 /* Move player to his current respawn- */
2934 /* position (usually last savebed) */ 2665 /* position (usually last savebed) */
2954 object *force; 2685 object *force;
2955 int at; 2686 int at;
2956 2687
2957 force = get_archetype (FORCE_NAME); 2688 force = get_archetype (FORCE_NAME);
2958 /* 50 ticks should be enough time for the spell to abate */ 2689 /* 50 ticks should be enough time for the spell to abate */
2959 force->speed = 0.1; 2690 force->speed = 0.1f;
2960 force->speed_left = -5.0; 2691 force->speed_left = -5.f;
2961 SET_FLAG (force, FLAG_APPLIED); 2692 SET_FLAG (force, FLAG_APPLIED);
2962 for (at = 0; at < NROFATTACKS; at++) 2693 for (at = 0; at < NROFATTACKS; at++)
2963 if (will_kill_again & (1 << at)) 2694 if (will_kill_again & (1 << at))
2964 force->resist[at] = 100; 2695 force->resist[at] = 100;
2965 2696
2966 insert_ob_in_ob (force, op); 2697 insert_ob_in_ob (force, op);
2967 op->update_stats (); 2698 op->update_stats ();
2968
2969 } 2699 }
2970 2700
2971 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2701 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2972} 2702}
2973 2703
2974void 2704void
2975loot_object (object *op) 2705loot_object (object *op)
2976{ /* Grab and destroy some treasure */ 2706{ /* Grab and destroy some treasure */
2977 object *tmp, *tmp2, *next; 2707 object *tmp, *tmp2, *next;
2978 2708
2979 if (op->container) 2709 op->close_container (); /* close open sack first */
2980 esrv_apply_container (op, op->container); /* close open sack first */
2981 2710
2982 for (tmp = op->inv; tmp; tmp = next) 2711 for (tmp = op->inv; tmp; tmp = next)
2983 { 2712 {
2984 next = tmp->below; 2713 next = tmp->below;
2985 2714
2986 if (tmp->invisible) 2715 if (tmp->invisible)
2987 continue; 2716 continue;
2988 2717
2989 tmp->remove (); 2718 tmp->remove ();
2990 tmp->x = op->x, tmp->y = op->y; 2719 tmp->x = op->x, tmp->y = op->y;
2720
2991 if (tmp->type == CONTAINER) 2721 if (tmp->type == CONTAINER)
2992 { /* empty container to ground */ 2722 loot_object (tmp); /* empty container to ground */
2993 loot_object (tmp); 2723
2994 }
2995 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))))
2996 { 2725 {
2997 if (tmp->nrof > 1) 2726 if (tmp->nrof > 1)
2998 { 2727 {
2999 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2728 tmp->decrease (rndm (1, tmp->nrof - 1));
3000 tmp2->destroy ();
3001 insert_ob_in_map (tmp, op->map, NULL, 0); 2729 insert_ob_in_map (tmp, op->map, NULL, 0);
3002 } 2730 }
3003 else 2731 else
3004 tmp->destroy (); 2732 tmp->destroy ();
3005 } 2733 }
3011/* 2739/*
3012 * fix_weight(): Check recursively the weight of all players, and fix 2740 * fix_weight(): Check recursively the weight of all players, and fix
3013 * 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
3014 * was changed. 2742 * was changed.
3015 */ 2743 */
3016
3017void 2744void
3018fix_weight (void) 2745fix_weight (void)
3019{ 2746{
3020 for_all_players (pl) 2747 for_all_players (pl)
3021 { 2748 {
3022 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2749 sint32 old = pl->ob->carrying;
3023 2750
3024 if (old == sum) 2751 pl->ob->update_weight ();
3025 continue; 2752
2753 if (old != pl->ob->carrying)
2754 {
3026 pl->ob->update_stats (); 2755 pl->ob->update_stats ();
3027 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 }
3028 } 2758 }
3029} 2759}
3030 2760
3031void 2761void
3032fix_luck (void) 2762fix_luck (void)
3074} 2804}
3075 2805
3076void 2806void
3077make_visible (object *op) 2807make_visible (object *op)
3078{ 2808{
3079 op->hide = 0; 2809 op->flag [FLAG_HIDDEN] = 0;
3080 op->invisible = 0; 2810 op->invisible = 0;
2811
3081 if (op->type == PLAYER) 2812 if (op->type == PLAYER)
3082 { 2813 {
3083 op->contr->tmp_invis = 0; 2814 op->contr->tmp_invis = 0;
3084 op->contr->invis_race = 0; 2815 op->contr->invis_race = 0;
3085 } 2816 }
2817
3086 update_object (op, UP_OBJ_FACE); 2818 update_object (op, UP_OBJ_CHANGE);
3087} 2819}
3088 2820
3089int 2821int
3090is_true_undead (object *op) 2822is_true_undead (object *op)
3091{ 2823{
3092 object *tmp = NULL;
3093
3094 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 2824 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3095 return 1; 2825 return 1;
3096 2826
3097 return 0; 2827 return 0;
3098} 2828}
3099 2829
3100/* look at the surrounding terrain to determine 2830/* look at the surrounding terrain to determine
3101 * the hideability of this object. Positive levels 2831 * the hideability of this object. Positive levels
3102 * indicate greater hideability. 2832 * indicate greater hideability.
3103 */ 2833 */
3104
3105int 2834int
3106hideability (object *ob) 2835hideability (object *ob)
3107{ 2836{
3108 int i, level = 0, mflag; 2837 int i, level = 0, mflag;
3109 sint16 x, y; 2838 sint16 x, y;
3110 2839
3111 if (!ob || !ob->map) 2840 if (!ob || !ob->map)
3112 return 0; 2841 return 0;
3113 2842
3114 /* so, on normal lighted maps, its hard to hide */ 2843 /* so, on normal lighted maps, its hard to hide */
3115 level = ob->map->darkness - 2; 2844 level = ob->map->darklevel () - 2;
3116 2845
3117 /* this also picks up whether the object is glowing. 2846 /* this also picks up whether the object is glowing.
3118 * 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
3119 * as bad as carrying a light on a pitch dark map */ 2848 * as bad as carrying a light on a pitch dark map */
3120 if (has_carried_lights (ob)) 2849 if (ob->has_carried_lights ())
3121 level = -(10 + (2 * ob->map->darkness)); 2850 level = -(10 + (2 * ob->map->darklevel ()));
3122 2851
3123 /* scan through all nearby squares for terrain to hide in */ 2852 /* scan through all nearby squares for terrain to hide in */
3124 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])
3125 { 2856 {
3126 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); 2857 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3127 if (mflag & P_OUT_OF_MAP) 2858 if (mflag & P_OUT_OF_MAP)
3128 {
3129 continue; 2859 continue;
3130 } 2860
3131 if (mflag & P_BLOCKSVIEW) /* something to hide near! */ 2861 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3132 level += 2; 2862 level += 2;
3133 else /* open terrain! */ 2863 else /* open terrain! */
3134 level -= 1; 2864 level -= 1;
3135 } 2865 }
3143/* For Hidden creatures - a chance of becoming 'unhidden' 2873/* For Hidden creatures - a chance of becoming 'unhidden'
3144 * every time they move - as we subtract off 'invisibility' 2874 * every time they move - as we subtract off 'invisibility'
3145 * AND, for players, if they move into a ridiculously unhideable 2875 * AND, for players, if they move into a ridiculously unhideable
3146 * spot (surrounded by clear terrain in broad daylight). -b.t. 2876 * spot (surrounded by clear terrain in broad daylight). -b.t.
3147 */ 2877 */
3148
3149void 2878void
3150do_hidden_move (object *op) 2879do_hidden_move (object *op)
3151{ 2880{
3152 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 2881 int hide = 0;
3153 object *skop;
3154 2882
3155 if (!op || !op->map) 2883 if (!op || !op->map)
3156 return; 2884 return;
3157 2885
3158 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);
3159 2888
3160 /* 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! */
3161 if (op->type == PLAYER && op->contr->run_on) 2890 if (op->type == PLAYER && op->contr->run_on)
3162 if (!skop || num >= skop->level) 2891 if (!skop || num >= skop->level)
3163 { 2892 {
3173 num -= hide; 2902 num -= hide;
3174 2903
3175 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 2904 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3176 { 2905 {
3177 make_visible (op); 2906 make_visible (op);
2907
3178 if (op->type == PLAYER) 2908 if (op->type == PLAYER)
3179 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!");
3180 } 2910 }
3181 else if (op->type == PLAYER && skop) 2911 else if (op->type == PLAYER && skop)
3182 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);
3235 * object op. This function works fine for monsters, 2965 * object op. This function works fine for monsters,
3236 * 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
3237 * a pile (say a coin under a table would return "viewable" 2967 * a pile (say a coin under a table would return "viewable"
3238 * by this routine). Another question, should we be 2968 * by this routine). Another question, should we be
3239 * concerned with the direction the player is looking 2969 * concerned with the direction the player is looking
3240 * in? Realistically, most of use cant see stuff behind 2970 * in? Realistically, most of us can't see stuff behind
3241 * our backs...on the other hand, does the "facing" direction 2971 * our backs...on the other hand, does the "facing" direction
3242 * imply the way your head, or body is facing? Its possible 2972 * imply the way your head, or body is facing? It's possible
3243 * 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.
3244 * -b.t. 2974 * -b.t.
3245 * This function is now map tiling safe. 2975 * This function is now map tiling safe.
3246 */ 2976 */
3247
3248int 2977int
3249player_can_view (object *pl, object *op) 2978player_can_view (object *pl, object *op)
3250{ 2979{
3251 rv_vector rv; 2980 rv_vector rv;
3252 int dx, dy; 2981 int dx, dy;
3264 2993
3265 get_rangevector (pl, op, &rv, 0x1); 2994 get_rangevector (pl, op, &rv, 0x1);
3266 2995
3267 /* starting with the 'head' part, lets loop 2996 /* starting with the 'head' part, lets loop
3268 * through the object and find if it has any 2997 * through the object and find if it has any
3269 * part that is in the los array but isnt on 2998 * part that is in the los array but isn't on
3270 * a blocked los square. 2999 * a blocked los square.
3271 * we use the archetype to figure out offsets. 3000 * we use the archetype to figure out offsets.
3272 */ 3001 */
3273 while (op) 3002 while (op)
3274 { 3003 {
3275 dx = rv.distance_x + op->arch->clone.x; 3004 dx = rv.distance_x + op->arch->x;
3276 dy = rv.distance_y + op->arch->clone.y; 3005 dy = rv.distance_y + op->arch->y;
3277 3006
3278 /* only the viewable area the player sees is updated by LOS 3007 if (pl->contr->blocked_los (dx, dy) != LOS_BLOCKED)
3279 * code, so we need to restrict ourselves to that range of values
3280 * for any meaningful values.
3281 */
3282 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3283 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3284 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3285 return 1; 3008 return 1;
3009
3286 op = op->more; 3010 op = op->more;
3287 } 3011 }
3012
3288 return 0; 3013 return 0;
3289} 3014}
3290 3015
3291/* routine for both players and monsters. We call this when 3016/* routine for both players and monsters. We call this when
3292 * there is a possibility for our action distrubing our hiding 3017 * there is a possibility for our action distrubing our hiding
3293 * place or invisiblity spell. Artefact invisiblity is not 3018 * place or invisiblity spell. Artefact invisiblity causes
3294 * effected by this. If we arent invisible to begin with, we 3019 * "noise" instead. If we arent invisible to begin with, we
3295 * return 0. 3020 * return 0.
3296 */ 3021 */
3297int 3022int
3298action_makes_visible (object *op) 3023action_makes_visible (object *op)
3299{ 3024{
3300
3301 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) 3025 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3302 { 3026 {
3303 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
3304 return 0; 3034 return 0;
3035 }
3305 3036
3306 if (op->contr && op->contr->tmp_invis == 0) 3037 if (op->contr && op->contr->tmp_invis == 0)
3307 return 0; 3038 return 0;
3308 3039
3309 /* If monsters, they should become visible */ 3040 /* If monsters, they should become visible */
3310 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))
3311 { 3042 {
3312 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");
3313 return 1; 3044 return 1;
3314 } 3045 }
3315 } 3046 }
3047
3316 return 0; 3048 return 0;
3317} 3049}
3318 3050
3319/* op_on_battleground - checks if the given object op (usually 3051/* op_on_battleground - checks if the given object op (usually
3320 * a player) is standing on a valid battleground-tile, 3052 * a player) is standing on a valid battleground-tile,
3325 * 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
3326 */ 3058 */
3327int 3059int
3328op_on_battleground (object *op, int *x, int *y) 3060op_on_battleground (object *op, int *x, int *y)
3329{ 3061{
3330 object *tmp;
3331
3332 /* A battleground-tile needs the following attributes to be valid: 3062 /* A battleground-tile needs the following attributes to be valid:
3333 * 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),
3334 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3064 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3335 * and the exit-coordinates sp/hp must both be > 0. 3065 * and the exit-coordinates sp/hp must both be > 0.
3336 * => The intention here is to prevent abuse of the battleground- 3066 * => The intention here is to prevent abuse of the battleground-
3337 * feature (like pickable or hidden battleground tiles). */ 3067 * feature (like pickable or hidden battleground tiles). */
3338 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3068 for (object *tmp = op->below; tmp; tmp = tmp->below)
3339 { 3069 {
3340 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3070 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3341 { 3071 {
3342 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3072 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3343 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))
3344 { 3076 {
3345 /*before we assign the exit, check if this is a teambattle */ 3077 /* before we assign the exit, check if this is a teambattle */
3346 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))
3347 { 3079 {
3348 object *invtmp;
3349
3350 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below) 3080 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3351 { 3081 {
3352 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying)) 3082 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3353 { 3083 {
3354 if (x != NULL && y != NULL) 3084 if (x && y)
3355 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3085 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3086
3356 return 1; 3087 return 1;
3357 } 3088 }
3358 } 3089 }
3359 } 3090 }
3091
3360 if (x != NULL && y != NULL) 3092 if (x && y)
3361 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3093 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3094
3362 return 1; 3095 return 1;
3363 } 3096 }
3364 } 3097 }
3365 } 3098 }
3099
3366 /* If we got here, did not find a battleground */ 3100 /* If we got here, did not find a battleground */
3367 return 0; 3101 return 0;
3368} 3102}
3369 3103
3370/* 3104/*
3386 char buf[MAX_BUF]; /* tmp. string buffer */ 3120 char buf[MAX_BUF]; /* tmp. string buffer */
3387 int i = 0, j = 0; 3121 int i = 0, j = 0;
3388 3122
3389 /* get the appropriate treasurelist */ 3123 /* get the appropriate treasurelist */
3390 if (atnr == ATNR_FIRE) 3124 if (atnr == ATNR_FIRE)
3391 trlist = find_treasurelist ("dragon_ability_fire"); 3125 trlist = treasurelist::find (shstr_dragon_ability_fire);
3392 else if (atnr == ATNR_COLD) 3126 else if (atnr == ATNR_COLD)
3393 trlist = find_treasurelist ("dragon_ability_cold"); 3127 trlist = treasurelist::find (shstr_dragon_ability_cold);
3394 else if (atnr == ATNR_ELECTRICITY) 3128 else if (atnr == ATNR_ELECTRICITY)
3395 trlist = find_treasurelist ("dragon_ability_elec"); 3129 trlist = treasurelist::find (shstr_dragon_ability_elec);
3396 else if (atnr == ATNR_POISON) 3130 else if (atnr == ATNR_POISON)
3397 trlist = find_treasurelist ("dragon_ability_poison"); 3131 trlist = treasurelist::find (shstr_dragon_ability_poison);
3398 3132
3399 if (trlist == NULL || who->type != PLAYER) 3133 if (trlist == NULL || who->type != PLAYER)
3400 return; 3134 return;
3401 3135
3402 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++);
3406 /* 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]); */
3407 return; 3141 return;
3408 } 3142 }
3409 3143
3410 /* everything seems okay - now bring on the gift: */ 3144 /* everything seems okay - now bring on the gift: */
3411 item = &(tr->item->clone); 3145 item = tr->item;
3412 3146
3413 if (item->type == SPELL) 3147 if (item->type == SPELL)
3414 { 3148 {
3415 if (check_spell_known (who, item->name)) 3149 if (check_spell_known (who, item->name))
3416 return; 3150 return;
3475 { 3209 {
3476 /* forces in the treasurelist can alter the player's stats */ 3210 /* forces in the treasurelist can alter the player's stats */
3477 object *skin; 3211 object *skin;
3478 3212
3479 /* first get the dragon skin force */ 3213 /* first get the dragon skin force */
3480 shstr_cmp dragon_skin_force ("dragon_skin_force");
3481 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)
3482 ; 3215 ;
3483 3216
3484 if (!skin) 3217 if (!skin)
3485 return; 3218 return;
3486 3219
3521 else 3254 else
3522 { 3255 {
3523 /* generate misc. treasure */ 3256 /* generate misc. treasure */
3524 tmp = arch_to_object (tr->item); 3257 tmp = arch_to_object (tr->item);
3525 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));
3526 tmp = insert_ob_in_ob (tmp, who); 3259 who->insert (tmp);
3527 if (who->type == PLAYER)
3528 esrv_send_item (who, tmp);
3529 } 3260 }
3530} 3261}
3531 3262
3532/** 3263/**
3533 * 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
3534 * not readied. 3265 * not readied.
3535 */ 3266 */
3536void 3267void
3537player_unready_range_ob (player *pl, object *ob) 3268player_unready_range_ob (player *pl, object *ob)
3538{ 3269{
3539 rangetype i; 3270 if (pl->ob->current_weapon == ob)
3271 pl->ob->current_weapon = 0;
3540 3272
3541 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3273 if (pl->combat_ob == ob)
3542 { 3274 pl->combat_ob = 0;
3275
3543 if (pl->ranges[i] == ob) 3276 if (pl->ranged_ob == ob)
3544 { 3277 pl->ranged_ob = 0;
3545 pl->ranges[i] = NULL;
3546 if (pl->shoottype == i)
3547 {
3548 pl->shoottype = range_none;
3549 }
3550 }
3551 }
3552} 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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