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Comparing deliantra/server/server/player.C (file contents):
Revision 1.68 by root, Tue Dec 26 09:52:40 2006 UTC vs.
Revision 1.243 by root, Sat Nov 7 18:30:06 2009 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
8 it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
9 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
10 (at your option) any later version. 11 * option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
18 along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
20 21 *
21 The author can be reached via e-mail to <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22*/ 23 */
24
25//+GPL
23 26
24#include <global.h> 27#include <global.h>
25#include <pwd.h>
26#include <sproto.h> 28#include <sproto.h>
27#include <sounds.h> 29#include <sounds.h>
28#include <living.h> 30#include <living.h>
29#include <object.h> 31#include <object.h>
30#include <spells.h> 32#include <spells.h>
31#include <skills.h> 33#include <skills.h>
32 34
33#include <algorithm> 35#include <algorithm>
34#include <functional> 36#include <functional>
35 37
36player * 38playervec players;
37find_player (const char *plname)
38{
39 for_all_players (pl)
40 if (pl->ob && !strcmp (query_name (pl->ob), plname))
41 return pl;
42
43 return 0;
44}
45
46void
47display_motd (const object *op)
48{
49 char buf[MAX_BUF];
50 char motd[HUGE_BUF];
51 FILE *fp;
52 int comp;
53 int size;
54
55 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
56 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
57 return;
58
59 motd[0] = '\0';
60 size = 0;
61
62 while (fgets (buf, MAX_BUF, fp))
63 {
64 if (*buf == '#')
65 continue;
66
67 strncat (motd + size, buf, HUGE_BUF - size);
68 size += strlen (buf);
69 }
70
71 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
72 close_and_delete (fp, comp);
73}
74
75void
76send_rules (const object *op)
77{
78 char buf[MAX_BUF];
79 char rules[HUGE_BUF];
80 FILE *fp;
81 int comp;
82 int size;
83
84 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
85 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
86 return;
87
88 rules[0] = '\0';
89 size = 0;
90
91 while (fgets (buf, MAX_BUF, fp))
92 {
93 if (*buf == '#')
94 continue;
95
96 if (size + strlen (buf) >= HUGE_BUF)
97 {
98 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
99 break;
100 }
101
102 strncat (rules + size, buf, HUGE_BUF - size);
103 size += strlen (buf);
104 }
105
106 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
107 close_and_delete (fp, comp);
108}
109
110void
111send_news (const object *op)
112{
113 char buf[MAX_BUF];
114 char news[HUGE_BUF];
115 char subject[MAX_BUF];
116 FILE *fp;
117 int comp;
118 int size;
119
120 sprintf (buf, "%s/%s", settings.confdir, settings.news);
121 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
122 return;
123
124 news[0] = '\0';
125 subject[0] = '\0';
126 size = 0;
127
128 while (fgets (buf, MAX_BUF, fp) != NULL)
129 {
130 if (*buf == '#')
131 continue;
132
133 if (*buf == '%')
134 { /* send one news */
135 if (size > 0)
136 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */
137 strcpy (subject, buf + 1);
138 strip_endline (subject);
139 size = 0;
140 news[0] = '\0';
141 }
142 else
143 {
144 if (size + strlen (buf) >= HUGE_BUF)
145 {
146 LOG (llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
147 break;
148 }
149 strncat (news + size, buf, HUGE_BUF - size);
150 size += strlen (buf);
151 }
152 }
153
154 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
155 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news);
156 close_and_delete (fp, comp);
157}
158 39
159/* This loads the first map an puts the player on it. */ 40/* This loads the first map an puts the player on it. */
160static void 41static void
161set_first_map (object *op) 42set_first_map (object *op)
162{ 43{
163 strcpy (op->contr->maplevel, first_map_path); 44 op->contr->maplevel = first_map_path;
164 op->x = -1; 45 op->x = -1;
165 op->y = -1; 46 op->y = -1;
166 enter_exit (op, 0); 47}
48
49void
50player::activate ()
51{
52 if (active)
53 return;
54
55 players.insert (this);
56 ob->remove ();
57 ob->map = 0;
58 ob->activate_recursive ();
59 CLEAR_FLAG (ob, FLAG_FRIENDLY);
60 add_friendly_object (ob);
61}
62
63void
64player::deactivate ()
65{
66 if (!active)
67 return;
68
69 terminate_all_pets (ob);
70 remove_friendly_object (ob);
71 ob->deactivate_recursive ();
72
73 if (ob->map)
74 maplevel = ob->map->path;
75
76 ob->remove ();
77 ob->enemy = 0; // sometimes keeps an extra refcount on itself
78 ob->map = 0;
79 party = 0;
80
81 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
82
83 players.erase (this);
167} 84}
168 85
169// connect the player with a specific client 86// connect the player with a specific client
170// also changed, rationalises, and fixes some incorrect settings 87// also changes, rationalises, and fixes some incorrect settings
171void 88void
172player::connect (client *ns) 89player::connect (client *ns)
173{ 90{
174 this->ns = ns; 91 this->ns = ns;
175 ns->pl = this; 92 ns->pl = this;
176 93
177 next = first_player; 94 run_on = 0;
178 first_player = this; 95 fire_on = 0;
96 ob->close_container (); //TODO: client-specific
179 97
180 ns->update_look = 0; 98 ns->update_look = 0;
181 ns->look_position = 0; 99 ns->look_position = 0;
182 100
183 clear_los (ob); 101 clear_los ();
102
103 ns->reset_stats ();
184 104
185 /* make sure he's a player -- needed because of class change. */ 105 /* make sure he's a player -- needed because of class change. */
186 ob->type = PLAYER; // we are paranoid 106 ob->type = PLAYER; // we are paranoid
187 ob->race = ob->arch->clone.race; 107 ob->race = ob->arch->race;
188 108
189 if (!legal_range (ob, shoottype)) 109 ob->update_weight ();
190 shoottype = range_none;
191
192 ob->carrying = sum_weight (ob);
193 link_player_skills (ob); 110 link_skills ();
194 111
195 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); 112 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
196 ob->set_speed (ob->speed);
197 113
198 assign (title, ob->arch->clone.name); 114 assign (title, ob->arch->object::name);
199
200 /* can_use_shield is a new flag. However, the can_use.. seems to largely come
201 * from the class, and not race. I don't see any way to get the class information
202 * to then update this. I don't think this will actually break anything - anyone
203 * that can use armour should be able to use a shield. What this may 'break'
204 * are features new characters get, eg, if someone starts up with a Q, they
205 * should be able to use a shield. However, old Q's won't get that advantage.
206 */
207 if (QUERY_FLAG (ob, FLAG_USE_ARMOUR))
208 SET_FLAG (ob, FLAG_USE_SHIELD);
209 115
210 /* if it's a dragon player, set the correct title here */ 116 /* if it's a dragon player, set the correct title here */
211 if (is_dragon_pl (ob)) 117 if (is_dragon_pl (ob))
212 { 118 {
213 object *tmp, *abil = 0, *skin = 0; 119 object *tmp, *abil = 0, *skin = 0;
214 120
215 shstr_cmp dragon_ability_force ("dragon_ability_force");
216 shstr_cmp dragon_skin_force ("dragon_skin_force");
217
218 for (tmp = ob->inv; tmp; tmp = tmp->below) 121 for (tmp = ob->inv; tmp; tmp = tmp->below)
219 if (tmp->type == FORCE) 122 if (tmp->type == FORCE)
220 if (tmp->arch->name == dragon_ability_force) 123 if (tmp->arch->archname == shstr_dragon_ability_force)
221 abil = tmp; 124 abil = tmp;
222 else if (tmp->arch->name == dragon_skin_force) 125 else if (tmp->arch->archname == shstr_dragon_skin_force)
223 skin = tmp; 126 skin = tmp;
224 127
225 set_dragon_name (ob, abil, skin); 128 set_dragon_name (ob, abil, skin);
226 } 129 }
227 130
228 CLEAR_FLAG (ob, FLAG_FRIENDLY);
229 add_friendly_object (ob);
230
231 LOG (llevInfo, "LOGIN: Player named %s from ip %s\n", &ob->name, ns->host);
232
233 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 131 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
234 new_draw_info_format (NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, NULL, "%s has entered the game.", &ob->name);
235 132
236 esrv_new_player (this, ob->weight + ob->carrying); 133 esrv_new_player (this);
237 134
238 ob->update_stats (); 135 ob->update_stats ();
136
239 ns->floorbox_update (); 137 ns->floorbox_update ();
240
241 esrv_send_inventory (ob, ob); 138 esrv_send_inventory (ob, ob);
242 esrv_add_spells (this, 0); 139 esrv_add_spells (this, 0);
243 140
244 enter_exit (ob, 0); 141 activate ();
245 142
246 send_rules (ob); 143 INVOKE_PLAYER (CONNECT, this);
247 send_news (ob);
248 display_motd (ob);
249 INVOKE_PLAYER (LOGIN, this); 144 INVOKE_PLAYER (LOGIN, this);
250} 145}
251 146
252void 147void
253player::disconnect () 148player::disconnect ()
254{ 149{
255 //TODO: don't be so harsh and destroy :) 150 if (ob)
151 {
152 ob->close_container (); //TODO: client-specific
153 ob->drop_unpaid_items ();
154 }
155
256 if (ns) 156 if (ns)
257 destroy (); 157 {
158 if (active)
159 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
160
161 INVOKE_PLAYER (DISCONNECT, this);
162
163 ns->reset_stats ();
164 ns->pl = 0;
165 ns = 0;
166 }
167
168 // this is important for the player scheduler to get the correct refcount
169 // when ns = 0
170 observe = viewpoint = ob;
171
172 deactivate ();
258} 173}
174
175//-GPL
259 176
260// the need for this function can be explained 177// the need for this function can be explained
261// by load_object not returning the object 178// by load_object not returning the object
262void 179void
263player::set_object (object *op) 180player::set_object (object *op)
264{ 181{
265 ob = op; 182 ob = observe = viewpoint = op;
266 ob->contr = this; /* this aren't yet in archetype */ 183 ob->contr = this; /* this aren't yet in archetype */
267 184
185 ob->speed = 1.0f;
268 ob->speed_left = 0.5; 186 ob->speed_left = 0.5f;
269 ob->speed = 1.0; 187
270 ob->direction = 5; /* So player faces south */ 188 ob->direction = 5; /* So player faces south */
271 ob->stats.wc = 2;
272 ob->run_away = 25; /* Then we panick... */
273 189
274 set_first_map (ob); 190 ob->flag [FLAG_READY_WEAPON] = false;
191 ob->flag [FLAG_READY_SKILL] = false;
192 ob->flag [FLAG_READY_BOW] = false;
275 193
276 ob->roll_stats (); 194 for (object *op = ob->inv; op; op = op->below)
195 if (op->flag [FLAG_APPLIED])
196 switch (op->type)
197 {
198 case SKILL:
199 ob->flag [FLAG_APPLIED] = false;
200 break;
201
202 case WAND:
203 case ROD:
204 case HORN:
205 case BOW:
206 ranged_ob = op;
207 break;
208
209 case WEAPON:
210 combat_ob = op;
211 break;
212 }
213
214 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
215 ob->deactivate (); // change_weapon activates, fix this better
277} 216}
217
218void
219player::set_observe (object *op)
220{
221 observe = viewpoint = op ? op : ob;
222 do_los = 1;
223}
224
225void
226player::set_viewpoint (object *op)
227{
228 viewpoint = op ? op : (object *)observe;
229 do_los = 1;
230}
231
232//+GPL
278 233
279player::player () 234player::player ()
280{ 235{
281 /* There are some elements we want initialized to non zero value - 236 /* There are some elements we want initialised to non zero value -
282 * we deal with that below this point. 237 * we deal with that below this point.
283 */ 238 */
284 outputs_sync = 16; /* Every 2 seconds */ 239 outputs_sync = 4;
285 outputs_count = 8; /* Keeps present behaviour */ 240 outputs_count = 4;
286 unapply = unapply_nochoice; 241 unapply = unapply_nochoice;
287 242
288 assign (savebed_map, first_map_path); /* Init. respawn position */ 243 savebed_map = first_map_path; /* Init. respawn position */
289 244
290 gen_sp_armour = 10; 245 gen_sp_armour = 10;
291 last_speed = -1;
292 shoottype = range_none;
293 bowtype = bow_normal; 246 bowtype = bow_normal;
294 petmode = pet_normal; 247 petmode = pet_normal;
295 listening = 10;
296 usekeys = containers; 248 usekeys = containers;
297 last_weapon_sp = -1;
298 peaceful = 1; /* default peaceful */ 249 peaceful = 1; /* default peaceful */
299 do_los = 1; 250 do_los = 1;
300 251
301 /* we need to clear these to -1 and not zero - otherwise, 252 weapon_sp = 1.0f;
302 * if a player quits and starts a new character, we wont 253 weapon_sp_left = 0.5f;
303 * send new values to the client, as things like exp start
304 * at zero.
305 */
306 for (int i = 0; i < NUM_SKILLS; i++)
307 last_skill_exp[i] = -1;
308
309 for (int i = 0; i < NROFATTACKS; i++)
310 last_resist[i] = -1;
311
312 last_stats.exp = -1;
313 last_weight = (uint32) - 1;
314} 254}
315 255
316void 256void
317player::do_destroy () 257player::do_destroy ()
318{ 258{
259 disconnect ();
260
319 attachable::do_destroy (); 261 attachable::do_destroy ();
320 262
321 save (false);
322 enable_save = false;
323
324 disconnect ();
325
326 terminate_all_pets (ob);
327
328 if (first_player != this)
329 {
330 player *prev = first_player;
331
332 while (prev && prev->next && prev->next != this)
333 prev = prev->next;
334
335 if (prev->next != this)
336 {
337 LOG (llevError, "Free_player: Can't find previous player.\n");
338 abort ();
339 }
340
341 prev->next = next;
342 }
343 else
344 first_player = next;
345
346 if (ob) 263 if (ob)
264 {
265 ob->destroy_inv (false);
347 ob->destroy (); 266 ob->destroy ();
348
349 if (ns)
350 { 267 }
351 client *ns = this->ns; 268
352 ns->send_packet ("goodbye"); 269 ob = observe = viewpoint = 0;
353 ns->flush ();
354 ns->pl = 0;
355 this->ns = 0;
356 ns->destroy ();
357 }
358} 270}
359 271
360player::~player () 272player::~player ()
361{ 273{
362 /* Clear item stack */ 274 /* Clear item stack */
363 free (stack_items); 275 free (stack_items);
276}
277
278/*
279 * get_player_archetype() return next player archetype from archetype
280 * list. Not very efficient routine, but used only creating new players.
281 * Note: there MUST be at least one player archetype!
282 */
283static archetype *
284get_player_archetype (archetype *at)
285{
286 // archetypes could have been reloaded
287 archetype *nat = at ? archetype::find (at->archname) : archetypes [0];
288
289 if (!nat)
290 return at;
291
292 archvec::iterator i = archetypes.find (nat);
293
294 for (;;)
295 {
296 if (++i == archetypes.end ())
297 i = archetypes.begin ();
298 else if (*i == at)
299 cleanup ("not a single player archetype found");
300
301 if ((*i)->type == PLAYER)
302 return *i;
303 }
364} 304}
365 305
366/* Tries to add player on the connection passed in ns. 306/* Tries to add player on the connection passed in ns.
367 * All we can really get in this is some settings like host and display 307 * All we can really get in this is some settings like host and display
368 * mode. 308 * mode.
372{ 312{
373 player *pl = new player; 313 player *pl = new player;
374 314
375 pl->set_object (arch_to_object (get_player_archetype (0))); 315 pl->set_object (arch_to_object (get_player_archetype (0)));
376 316
317 pl->ob->roll_stats ();
318 pl->ob->stats.wc = 2;
319 pl->ob->run_away = 25; /* Then we panick... */
320
321 set_first_map (pl->ob);
322
377 return pl; 323 return pl;
378}
379
380/*
381 * get_player_archetype() return next player archetype from archetype
382 * list. Not very efficient routine, but used only creating new players.
383 * Note: there MUST be at least one player archetype!
384 */
385archetype *
386get_player_archetype (archetype *at)
387{
388 archetype *start = at;
389
390 for (;;)
391 {
392 if (at == NULL || at->next == NULL)
393 at = first_archetype;
394 else
395 at = at->next;
396
397 if (at->clone.type == PLAYER)
398 return at;
399
400 if (at == start)
401 {
402 LOG (llevError, "No Player archetypes\n");
403 exit (-1);
404 }
405 }
406} 324}
407 325
408object * 326object *
409get_nearest_player (object *mon) 327get_nearest_player (object *mon)
410{ 328{
411 object *op = NULL; 329 object *op = NULL;
412 objectlink *ol; 330 objectlink *ol;
413 unsigned lastdist; 331 unsigned lastdist;
414 rv_vector rv; 332 rv_vector rv;
415 333
416 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 334 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
417 { 335 {
418 /* We should not find free objects on this friendly list, but it
419 * does periodically happen. Given that, lets deal with it.
420 * While unlikely, it is possible the next object on the friendly
421 * list is also free, so encapsulate this in a while loop.
422 */
423 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
424 {
425 object *tmp = ol->ob;
426
427 /* Can't do much more other than log the fact, because the object
428 * itself will have been cleared.
429 */
430 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n");
431 ol = ol->next;
432 remove_friendly_object (tmp);
433 if (!ol)
434 return op;
435 }
436
437 /* Remove special check for player from this. First, it looks to cause
438 * some crashes (ol->ob->contr not set properly?), but secondly, a more
439 * complicated method of state checking would be needed in any case -
440 * as it was, a clever player could type quit, and the function would
441 * skip them over while waiting for confirmation. Remove
442 * on_same_map check, as can_detect_enemy also does this
443 */
444 if (!can_detect_enemy (mon, ol->ob, &rv)) 336 if (!can_detect_enemy (mon, ol->ob, &rv))
445 continue; 337 continue;
446 338
447 if (lastdist > rv.distance) 339 if (lastdist > rv.distance)
448 { 340 {
524 x = mon->x; 416 x = mon->x;
525 y = mon->y; 417 y = mon->y;
526 m = mon->map; 418 m = mon->map;
527 dir = rv.direction; 419 dir = rv.direction;
528 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 420 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
529 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 421 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
422
530 /* If we can't solve it within the search distance, return now. */ 423 /* If we can't solve it within the search distance, return now. */
531 if (diff > max) 424 if (diff > max)
532 return 0; 425 return 0;
426
533 while (diff > 1 && max > 0) 427 while (diff > 1 && max > 0)
534 { 428 {
535 lastx = x; 429 lastx = x;
536 lasty = y; 430 lasty = y;
537 lastmap = m; 431 lastmap = m;
619 max--; 513 max--;
620 lastdir = dir; 514 lastdir = dir;
621 if (!firstdir) 515 if (!firstdir)
622 firstdir = dir; 516 firstdir = dir;
623 } 517 }
518
624 if (diff <= 1) 519 if (diff <= 1)
625 { 520 {
626 /* Recalculate diff (distance) because we may not have actually 521 /* Recalculate diff (distance) because we may not have actually
627 * headed toward player for entire distance. 522 * headed toward player for entire distance.
628 */ 523 */
629 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 524 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
630 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 525 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
631 } 526 }
527
632 if (diff > max) 528 if (diff > max)
633 return 0; 529 return 0;
634 } 530 }
531
635 /* If we reached the max, didn't find a direction in time */ 532 /* If we reached the max, didn't find a direction in time */
636 if (!max) 533 if (!max)
637 return 0; 534 return 0;
638 535
639 return firstdir; 536 return firstdir;
640} 537}
641 538
642void 539void
643give_initial_items (object *pl, treasurelist * items) 540give_initial_items (object *pl, treasurelist *items)
644{ 541{
645 object *op, *next = NULL;
646
647 if (pl->randomitems != NULL) 542 if (pl->randomitems)
648 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); 543 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
649 544
650 for (op = pl->inv; op; op = next) 545 for (object *next, *op = pl->inv; op; op = next)
651 { 546 {
652 next = op->below; 547 next = op->below;
653 548
654 /* Forces get applied per default, unless they have the 549 /* Forces get applied per default, unless they have the
655 * flag "neutral" set. Sorry but I can't think of a better way 550 * flag "neutral" set. Sorry but I can't think of a better way
660 /* we never give weapons/armour if these cannot be used 555 /* we never give weapons/armour if these cannot be used
661 * by this player due to race restrictions 556 * by this player due to race restrictions
662 */ 557 */
663 if (pl->type == PLAYER) 558 if (pl->type == PLAYER)
664 { 559 {
665 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) && 560 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR)
561 &&
666 (op->type == ARMOUR || op->type == BOOTS || 562 (op->type == ARMOUR || op->type == BOOTS
667 op->type == CLOAK || op->type == HELMET || 563 || op->type == CLOAK || op->type == HELMET
668 op->type == SHIELD || op->type == GLOVES || 564 || op->type == SHIELD || op->type == GLOVES
565 || op->type == BRACERS || op->type == GIRDLE))
669 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) 566 || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
670 { 567 {
671 op->destroy (); 568 op->destroy ();
672 continue; 569 continue;
673 } 570 }
674 } 571 }
675 572
676 /* This really needs to be better - we should really give 573 /* Here we remove duplicated skills (as duplicated spell objects have
677 * a substitute spellbook. The problem is that we don't really 574 * _very_ confusing effects for players), which could for instance be
678 * have a good idea what to replace it with (need something like 575 * generated by bad treasurelists. - elmex
679 * a first level treasurelist for each skill.)
680 * remove duplicate skills also
681 */ 576 */
682 if (op->type == SPELLBOOK || op->type == SKILL) 577 if (op->type == SKILL)
683 { 578 {
684 object *tmp;
685
686 for (tmp = op->below; tmp; tmp = tmp->below) 579 for (object *tmp = op->below; tmp; tmp = tmp->below)
687 if (tmp->type == op->type && tmp->name == op->name) 580 if (tmp->type == op->type && tmp->name == op->name)
688 break;
689
690 if (tmp)
691 { 581 {
692 op->destroy (); 582 op->destroy ();
583 LOG (llevError,
693 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); 584 "give_initial_items: Removing duplicate skill %s\n", &tmp->name);
694 continue; 585 break;
695 } 586 }
696 587
697 if (op->nrof > 1) 588 if (op->nrof > 1)
698 op->nrof = 1; 589 op->nrof = 1;
699 } 590 }
700 591
701 if (op->type == SPELLBOOK && op->inv) 592 if (op->type == SPELLBOOK && op->inv)
702 {
703 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); 593 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
704 }
705 594
706 /* Give starting characters identified, uncursed, and undamned 595 /* Give starting characters identified, uncursed, and undamned
707 * items. Just don't identify gold or silver, or it won't be 596 * items. Just don't identify gold or silver, or it won't be
708 * merged properly. 597 * merged properly.
709 */ 598 */
710 if (need_identify (op)) 599 if (need_identify (op))
711 { 600 {
712 SET_FLAG (op, FLAG_IDENTIFIED); 601 SET_FLAG (op, FLAG_IDENTIFIED);
713 CLEAR_FLAG (op, FLAG_CURSED); 602 CLEAR_FLAG (op, FLAG_CURSED);
714 CLEAR_FLAG (op, FLAG_DAMNED); 603 CLEAR_FLAG (op, FLAG_DAMNED);
715 } 604 }
605
716 if (op->type == SPELL) 606 if (op->type == SPELL)
717 { 607 {
718 op->destroy (); 608 op->destroy ();
719 continue; 609 continue;
720 } 610 }
722 { 612 {
723 SET_FLAG (op, FLAG_CAN_USE_SKILL); 613 SET_FLAG (op, FLAG_CAN_USE_SKILL);
724 op->stats.exp = 0; 614 op->stats.exp = 0;
725 op->level = 1; 615 op->level = 1;
726 } 616 }
727 /* lock all 'normal items by default */ 617 else /* lock all 'normal items by default */
728 else
729 SET_FLAG (op, FLAG_INV_LOCKED); 618 SET_FLAG (op, FLAG_INV_LOCKED);
730 } /* for loop of objects in player inv */ 619 } /* for loop of objects in player inv */
731 620
732 /* Need to set up the skill pointers */ 621 /* Need to set up the skill pointers */
733 link_player_skills (pl); 622 pl->contr->link_skills ();
734} 623}
735 624
736void 625void
737get_party_password (object *op, partylist *party) 626get_party_password (object *op, partylist *party)
738{ 627{
753roll_stat (void) 642roll_stat (void)
754{ 643{
755 int a[4], i, j, k; 644 int a[4], i, j, k;
756 645
757 for (i = 0; i < 4; i++) 646 for (i = 0; i < 4; i++)
758 a[i] = (int) RANDOM () % 6 + 1; 647 a[i] = (int) rndm (6) + 1;
759 648
760 for (i = 0, j = 0, k = 7; i < 4; i++) 649 for (i = 0, j = 0, k = 7; i < 4; i++)
761 if (a[i] < k) 650 if (a[i] < k)
762 k = a[i], j = i; 651 k = a[i], j = i;
763 652
769} 658}
770 659
771void 660void
772object::roll_stats () 661object::roll_stats ()
773{ 662{
774 int statsort [7]; 663 int statsort [NUM_STATS];
775 664
776 for (;;) 665 for (;;)
777 { 666 {
778 int sum = 0; 667 int sum = 0;
779 for (int i = 7; i--; ) 668 for (int i = NUM_STATS; i--; )
780 sum += statsort [i] = roll_stat (); 669 sum += statsort [i] = roll_stat ();
781 670
782 if (sum >= 82 && sum <= 116) 671 if (sum >= 82 && sum <= 116)
783 break; 672 break;
784 } 673 }
785 674
786 // Sort the stats so that rerolling is easier... 675 // Sort the stats so that rerolling is easier...
787 std::sort (statsort, statsort + 7, std::greater<int>()); 676 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
788 677
678 for (int i = 0; i < NUM_STATS; ++i)
789 stats.Str = statsort[0]; 679 stats.stat (i) = statsort [i];
790 stats.Dex = statsort[1];
791 stats.Con = statsort[2];
792 stats.Int = statsort[3];
793 stats.Wis = statsort[4];
794 stats.Pow = statsort[5];
795 stats.Cha = statsort[6];
796 680
797 stats.exp = 0; 681 stats.exp = 0;
798 stats.ac = 0; 682 stats.ac = 0;
799 683
800 stats.hp = stats.maxhp; 684 stats.hp = stats.maxhp;
812} 696}
813 697
814void 698void
815object::swap_stats (int a, int b) 699object::swap_stats (int a, int b)
816{ 700{
817 int tmp = get_attr_value (&contr->orig_stats, a); 701 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
818 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
819 set_attr_value (&contr->orig_stats, b, tmp);
820 702
703 for (int i = 0; i < NUM_STATS; ++i)
821 stats.Str = contr->orig_stats.Str; 704 stats.stat (i) = contr->orig_stats.stat (i);
822 stats.Dex = contr->orig_stats.Dex;
823 stats.Con = contr->orig_stats.Con;
824 stats.Int = contr->orig_stats.Int;
825 stats.Wis = contr->orig_stats.Wis;
826 stats.Pow = contr->orig_stats.Pow;
827 stats.Cha = contr->orig_stats.Cha;
828 705
829 //TODO: the following code looks so borked and should, at the very least, 706 //TODO: the following code looks so borked and should, at the very least,
830 // be merged with the similar code in roll_stats 707 // be merged with the similar code in roll_stats
831 stats.ac = 0; 708 stats.ac = 0;
832 709
844 contr->levsp[1] = 6; 721 contr->levsp[1] = 6;
845 contr->levgrace[1] = 3; 722 contr->levgrace[1] = 3;
846 723
847 contr->orig_stats = stats; 724 contr->orig_stats = stats;
848 } 725 }
726}
727
728static void
729start_info (object *op)
730{
731 char buf[MAX_BUF];
732
733 sprintf (buf, "Welcome to Deliantra v%s!", VERSION);
734 new_draw_info (NDI_UNIQUE, 0, op, buf);
849} 735}
850 736
851/* This function takes the key that is passed, and does the 737/* This function takes the key that is passed, and does the
852 * appropriate action with it (change race, or other things). 738 * appropriate action with it (change race, or other things).
853 * The function name is for historical reasons - now we have 739 * The function name is for historical reasons - now we have
854 * separate race and class; this actually changes the RACE, 740 * separate race and class; this actually changes the RACE,
855 * not the class. 741 * not the class.
856 */ 742 */
857int 743void
858key_change_class (object *op, char key) 744player::chargen_race_done ()
859{ 745{
860 int tmp_loop;
861
862 if (key == 'd' || key == 'D')
863 {
864 char buf[MAX_BUF];
865
866 /* this must before then initial items are given */ 746 /* this must before then initial items are given */
867 esrv_new_player (op->contr, op->weight + op->carrying); 747 esrv_new_player (ob->contr);
868 748
869 treasurelist *tl = find_treasurelist ("starting_wealth"); 749 treasurelist *tl = treasurelist::find (shstr_starting_wealth);
870 if (tl) 750 if (tl)
871 create_treasure (tl, op, 0, 0, 0); 751 create_treasure (tl, ob, 0, 0, 0);
872 752
873 INVOKE_PLAYER (BIRTH, op->contr); 753 INVOKE_PLAYER (BIRTH, ob->contr);
874 INVOKE_PLAYER (LOGIN, op->contr); 754 INVOKE_PLAYER (LOGIN, ob->contr);
875 755
876 op->contr->ns->state = ST_PLAYING; 756 ob->contr->ns->state = ST_PLAYING;
877 757
878 if (op->msg) 758 if (ob->msg)
879 op->msg = NULL; 759 ob->msg = 0;
880 760
881 /* We create this now because some of the unique maps will need it
882 * to save here.
883 */
884 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name);
885 make_path_to_file (buf);
886
887#ifdef AUTOSAVE
888 op->contr->last_save_tick = pticks;
889#endif
890 start_info (op); 761 start_info (ob);
891 CLEAR_FLAG (op, FLAG_WIZ); 762 CLEAR_FLAG (ob, FLAG_WIZ);
892 give_initial_items (op, op->randomitems); 763 give_initial_items (ob, ob->randomitems);
893 link_player_skills (op);
894 esrv_send_inventory (op, op); 764 esrv_send_inventory (ob, ob);
895 op->update_stats (); 765 ob->update_stats ();
896 766
897 /* This moves the player to a different start map, if there 767 /* This moves the player to a different start map, if there
898 * is one for this race 768 * is one for this race
899 */ 769 */
900 if (*first_map_ext_path) 770 if (*first_map_ext_path)
901 { 771 ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y);
902 object *tmp;
903 char mapname[MAX_BUF];
904
905 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name);
906 tmp = object::create ();
907 EXIT_PATH (tmp) = mapname;
908 EXIT_X (tmp) = op->x;
909 EXIT_Y (tmp) = op->y;
910 enter_exit (op, tmp); /* we don't really care if it succeeded;
911 * if the map isn't there, then stay on the
912 * default initial map */
913 tmp->destroy ();
914 }
915 else 772 else
916 LOG (llevDebug, "first_map_ext_path not set\n"); 773 LOG (llevDebug, "first_map_ext_path not set\n");
774}
917 775
918 return 0; 776void
919 } 777player::chargen_race_next ()
920 778{
921 /* Following actually changes the race - this is the default command 779 /* Following actually changes the race - this is the default command
922 * if we don't match with one of the options above. 780 * if we don't match with one of the options above.
923 */ 781 */
924 782
925 tmp_loop = 0; 783 do
926 while (!tmp_loop)
927 { 784 {
928 shstr name = op->name; 785 shstr name = ob->name;
929 int x = op->x, y = op->y; 786 int x = ob->x, y = ob->y;
930 787
931 op->remove_statbonus (); 788 ob->remove_statbonus ();
932 op->remove (); 789 ob->remove ();
933 op->arch = get_player_archetype (op->arch); 790 ob->arch = get_player_archetype (ob->arch);
934 op->arch->clone.copy_to (op); 791 ob->arch->copy_to (ob);
935 op->instantiate (); 792 ob->instantiate ();
936 op->stats = op->contr->orig_stats; 793 ob->stats = ob->contr->orig_stats;
937 op->name = op->name_pl = name; 794 ob->name = ob->name_pl = name;
938 op->x = x; 795 ob->x = x;
939 op->y = y; 796 ob->y = y;
940 SET_ANIMATION (op, 2); /* So player faces south */ 797 SET_ANIMATION (ob, 2); /* So player faces south */
941 insert_ob_in_map (op, op->map, op, 0); 798 insert_ob_in_map (ob, ob->map, ob, 0);
942 assign (op->contr->title, op->arch->clone.name); 799 assign (ob->contr->title, ob->arch->object::name);
943 op->add_statbonus (); 800 ob->add_statbonus ();
944 tmp_loop = allowed_class (op);
945 } 801 }
802 while (!allowed_class (ob));
946 803
947 update_object (op, UP_OBJ_FACE); 804 update_object (ob, UP_OBJ_FACE);
948 esrv_update_item (UPD_FACE, op, op); 805 esrv_update_item (UPD_FACE, ob, ob);
949 op->update_stats (); 806 ob->update_stats ();
950 op->stats.hp = op->stats.maxhp; 807 ob->stats.hp = ob->stats.maxhp;
951 op->stats.sp = op->stats.maxsp; 808 ob->stats.sp = ob->stats.maxsp;
952 op->stats.grace = 0; 809 ob->stats.grace = 0;
953
954 if (op->msg)
955 new_draw_info (NDI_BLUE, 0, op, op->msg);
956
957 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
958 return 0;
959} 810}
960 811
961int 812static void
962key_confirm_quit (object *op, char key)
963{
964 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
965 {
966 op->contr->ns->state = ST_PLAYING;
967 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
968 return 1;
969 }
970
971 INVOKE_PLAYER (LOGOUT, op->contr);
972 INVOKE_PLAYER (QUIT, op->contr);
973
974 op->contr->enable_save = false;
975
976 terminate_all_pets (op);
977 leave_map (op);
978 op->direction = 0;
979 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
980
981 strcpy (op->contr->killer, "quit");
982 check_score (op);
983 op->contr->party = 0;
984 op->contr->own_title[0] = '\0';
985
986 object_ptr ob = op;
987
988 /* We need to hunt for any per player unique maps in memory and
989 * get rid of them. The trailing slash in the path is intentional,
990 * so that players named 'Ab' won't match against players 'Abe' pathname
991 */
992 char buf[MAX_BUF];
993 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
994
995 for (maptile *next, *mp = first_map; mp; mp = next)
996 {
997 next = mp->next;
998
999 if (!strncmp (mp->path, buf, strlen (buf)))
1000 delete_map (mp);
1001 }
1002
1003 delete_character (ob->name, 1);
1004 ob->contr->destroy ();
1005
1006 return 1;
1007}
1008
1009void
1010flee_player (object *op) 813flee_player (object *op)
1011{ 814{
1012 int dir, diff; 815 int dir, diff;
1013 rv_vector rv; 816 rv_vector rv;
1014 817
1017 LOG (llevDebug, "Fleeing player is dead.\n"); 820 LOG (llevDebug, "Fleeing player is dead.\n");
1018 CLEAR_FLAG (op, FLAG_SCARED); 821 CLEAR_FLAG (op, FLAG_SCARED);
1019 return; 822 return;
1020 } 823 }
1021 824
1022 if (op->enemy == NULL) 825 if (!op->enemy)
1023 { 826 {
1024 LOG (llevDebug, "Fleeing player had no enemy.\n"); 827 LOG (llevDebug, "Fleeing player had no enemy.\n");
1025 CLEAR_FLAG (op, FLAG_SCARED); 828 CLEAR_FLAG (op, FLAG_SCARED);
1026 return; 829 return;
1027 } 830 }
1028 831
1029 /* Seen some crashes here. Since we don't store an
1030 * op->enemy_count, it is possible that something destroys the
1031 * actual enemy, and the object is recycled.
1032 */
1033 if (op->enemy->map == NULL)
1034 {
1035 CLEAR_FLAG (op, FLAG_SCARED);
1036 op->enemy = NULL;
1037 return;
1038 }
1039
1040 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0)) 832 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
1041 { 833 {
1042 op->enemy = NULL; 834 op->enemy = NULL;
1043 CLEAR_FLAG (op, FLAG_SCARED); 835 CLEAR_FLAG (op, FLAG_SCARED);
1044 return; 836 return;
1047 get_rangevector (op, op->enemy, &rv, 0); 839 get_rangevector (op, op->enemy, &rv, 0);
1048 840
1049 dir = absdir (4 + rv.direction); 841 dir = absdir (4 + rv.direction);
1050 for (diff = 0; diff < 3; diff++) 842 for (diff = 0; diff < 3; diff++)
1051 { 843 {
1052 int m = 1 - (RANDOM () & 2); 844 int m = 1 - rndm (2) * 2;
1053 845
1054 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 846 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1055 return; 847 return;
1056 } 848 }
1057 849
1058 /* Cornered, get rid of scared */ 850 /* Cornered, get rid of scared */
1059 CLEAR_FLAG (op, FLAG_SCARED); 851 CLEAR_FLAG (op, FLAG_SCARED);
1060 op->enemy = NULL; 852 op->enemy = NULL;
1061} 853}
1062 854
1063
1064/* check_pick sees if there is stuff to be picked up/picks up stuff. 855/* check_pick sees if there is stuff to be picked up/picks up stuff.
1065 * IT returns 1 if the player should keep on moving, 0 if he should 856 * It returns 1 if the player should keep on moving, 0 if he should
1066 * stop. 857 * stop.
1067 */ 858 */
1068int 859int
1069check_pick (object *op) 860check_pick (object *op)
1070{ 861{
1071 object *tmp, *next; 862 object *tmp, *next;
1072 int stop = 0; 863 int stop = 0;
1073 int j, k, wvratio; 864 int wvratio;
1074 char putstring[128], tmpstr[16];
1075 865
1076 /* if you're flying, you cna't pick up anything */ 866 /* if you're flying, you cna't pick up anything */
1077 if (op->move_type & MOVE_FLYING) 867 if (op->move_type & MOVE_FLYING)
1078 return 1; 868 return 1;
1079 869
1080 next = op->below; 870 next = op->below;
1081 871
872 int cnt = MAX_ITEM_PER_DROP;
873#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
874
1082 /* loop while there are items on the floor that are not marked as 875 /* loop while there are items on the floor that are not marked as
1083 * destroyed */ 876 * destroyed */
1084 while (next && !next->destroyed ()) 877 while (next && !next->destroyed ())
1085 { 878 {
1086 tmp = next; 879 tmp = next;
1087 next = tmp->below; 880 next = tmp->below;
1088 881
882 if (cnt <= 0)
883 {
884 op->failmsg ("Couldn't pickup all items at once.");
885 return 0;
886 }
887
1089 if (op->destroyed ()) 888 if (op->destroyed ())
1090 return 0; 889 return 0;
1091 890
1092 if (!can_pick (op, tmp)) 891 if (!can_pick (op, tmp))
1093 continue; 892 continue;
1094 893
1095 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 894 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1096 { 895 {
1097 if (item_matched_string (op, tmp, op->contr->search_str)) 896 if (item_matched_string (op, tmp, op->contr->search_str))
1098 pick_up (op, tmp); 897 CHK_PICK_PICKUP;
898
1099 continue; 899 continue;
1100 } 900 }
1101 901
1102 /* high not bit set? We're using the old autopickup model */ 902 /* pickup handling */
903 if (op->contr->mode & PU_DEBUG)
904 {
905 /* some debugging code to figure out item information */
906 const char *str = tmp->name
907 ? format ("item name: %s item type: %d weight/value: %d",
908 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))))
909 : format ("item name: %s item type: %d weight/value: %d",
910 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
911
912 new_draw_info (NDI_UNIQUE, 0, op, str);
913 }
914
915 if (op->contr->mode & PU_INHIBIT)
916 return 1;
917
918 if (!(op->contr->mode & PU_ENABLE)) // TODO: fix client
919 return 1;
920
921 /* philosophy:
922 * It's easy to grab an item type from a pile, as long as it's
923 * generic. This takes no game-time. For more detailed pickups
924 * and selections, select-items should be used. This is a
925 * grab-as-you-run type mode that's really useful for arrows for
926 * example.
927 * The drawback: right now it has no frontend, so you need to
928 * stick the bits you want into a calculator in hex mode and then
929 * convert to decimal and then 'pickup <#>
930 */
931
932 /* the first two modes are exclusive: if NOTHING we return, if
933 * STOP then we stop. All the rest are applied sequentially,
934 * meaning if any test passes, the item gets picked up. */
935
936 /* if mode is set to pick nothing up, return */
937 if (op->contr->mode == PU_NOTHING)
938 return 1;
939
940 /* if mode is set to stop when encountering objects, return */
941 /* take STOP before INHIBIT since it doesn't actually pick
942 * anything up */
943 if (op->contr->mode & PU_STOP)
944 return 0;
945
946 /* useful for going into stores and not losing your settings... */
947 /* and for battles wher you don't want to get loaded down while
948 * fighting */
949 if (op->contr->mode & PU_INHIBIT)
950 return 1;
951
952 /* prevent us from turning into auto-thieves :) */
953 if (QUERY_FLAG (tmp, FLAG_UNPAID))
954 continue;
955
956 /* ignore known cursed objects */
957 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
958 continue;
959
960 /* all food and drink if desired */
961 /* question: don't pick up known-poisonous stuff? */
1103 if (!(op->contr->mode & PU_NEWMODE)) 962 if (op->contr->mode & PU_FOOD)
963 if (tmp->type == FOOD)
1104 { 964 {
1105 switch (op->contr->mode) 965 CHK_PICK_PICKUP;
966 continue;
967 }
968
969 if (op->contr->mode & PU_DRINK)
970 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
971 {
972 CHK_PICK_PICKUP;
973 continue;
974 }
975
976 if (op->contr->mode & PU_POTION)
977 if (tmp->type == POTION)
978 {
979 CHK_PICK_PICKUP;
980 continue;
981 }
982
983 /* spellbooks, skillscrolls and normal books/scrolls */
984 if (op->contr->mode & PU_SPELLBOOK)
985 if (tmp->type == SPELLBOOK)
986 {
987 CHK_PICK_PICKUP;
988 continue;
989 }
990
991 if (op->contr->mode & PU_SKILLSCROLL)
992 if (tmp->type == SKILLSCROLL)
993 {
994 CHK_PICK_PICKUP;
995 continue;
996 }
997
998 if (op->contr->mode & PU_READABLES)
999 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1000 {
1001 CHK_PICK_PICKUP;
1002 continue;
1003 }
1004
1005 /* wands/staves/rods/horns */
1006 if (op->contr->mode & PU_MAGIC_DEVICE)
1007 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1008 {
1009 CHK_PICK_PICKUP;
1010 continue;
1011 }
1012
1013 /* pick up all magical items */
1014 if (op->contr->mode & PU_MAGICAL)
1015 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1016 {
1017 CHK_PICK_PICKUP;
1018 continue;
1019 }
1020
1021 if (op->contr->mode & PU_VALUABLES)
1022 {
1023 if (tmp->type == MONEY || tmp->type == GEM)
1106 { 1024 {
1107 case 0: 1025 CHK_PICK_PICKUP;
1108 return 1; /* don't pick up */ 1026 continue;
1109 case 1:
1110 pick_up (op, tmp);
1111 return 1;
1112 case 2:
1113 pick_up (op, tmp);
1114 return 0;
1115 case 3:
1116 return 0; /* stop before pickup */
1117 case 4:
1118 pick_up (op, tmp);
1119 break;
1120 case 5:
1121 pick_up (op, tmp);
1122 stop = 1;
1123 break;
1124 case 6:
1125 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1126 pick_up (op, tmp);
1127 break;
1128
1129 case 7:
1130 if (tmp->type == MONEY || tmp->type == GEM)
1131 pick_up (op, tmp);
1132 break;
1133
1134 default:
1135 /* use value density */
1136 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1137 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1138 pick_up (op, tmp);
1139 } 1027 }
1140 } 1028 }
1141 else 1029
1142 { /* old model */ 1030 /* rings & amulets - talismans seems to be typed AMULET */
1143 /* NEW pickup handling */
1144 if (op->contr->mode & PU_DEBUG) 1031 if (op->contr->mode & PU_JEWELS)
1032 if (tmp->type == RING || tmp->type == AMULET)
1145 { 1033 {
1146 /* some debugging code to figure out item information */ 1034 CHK_PICK_PICKUP;
1147 if (tmp->name != NULL)
1148 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1149 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1150 else
1151 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1152 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1153
1154 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1155 }
1156
1157 /* philosophy:
1158 * It's easy to grab an item type from a pile, as long as it's
1159 * generic. This takes no game-time. For more detailed pickups
1160 * and selections, select-items should be used. This is a
1161 * grab-as-you-run type mode that's really useful for arrows for
1162 * example.
1163 * The drawback: right now it has no frontend, so you need to
1164 * stick the bits you want into a calculator in hex mode and then
1165 * convert to decimal and then 'pickup <#>
1166 */
1167
1168 /* the first two modes are exclusive: if NOTHING we return, if
1169 * STOP then we stop. All the rest are applied sequentially,
1170 * meaning if any test passes, the item gets picked up. */
1171
1172 /* if mode is set to pick nothing up, return */
1173
1174 if (op->contr->mode & PU_NOTHING)
1175 return 1;
1176
1177 /* if mode is set to stop when encountering objects, return */
1178 /* take STOP before INHIBIT since it doesn't actually pick
1179 * anything up */
1180
1181 if (op->contr->mode & PU_STOP)
1182 return 0;
1183
1184 /* useful for going into stores and not losing your settings... */
1185 /* and for battles wher you don't want to get loaded down while
1186 * fighting */
1187 if (op->contr->mode & PU_INHIBIT)
1188 return 1;
1189
1190 /* prevent us from turning into auto-thieves :) */
1191 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1192 continue; 1035 continue;
1036 }
1193 1037
1194 /* ignore known cursed objects */ 1038 /* we don't forget dragon food */
1195 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) 1039 if (op->contr->mode & PU_FLESH)
1040 if (tmp->type == FLESH)
1041 {
1042 CHK_PICK_PICKUP;
1196 continue; 1043 continue;
1044 }
1197 1045
1198 /* all food and drink if desired */ 1046 /* bows and arrows. Bows are good for selling! */
1199 /* question: don't pick up known-poisonous stuff? */ 1047 if (op->contr->mode & PU_BOW)
1048 if (tmp->type == BOW)
1049 {
1050 CHK_PICK_PICKUP;
1051 continue;
1052 }
1053
1054 if (op->contr->mode & PU_ARROW)
1055 if (tmp->type == ARROW)
1056 {
1057 CHK_PICK_PICKUP;
1058 continue;
1059 }
1060
1061 /* all kinds of armor etc. */
1062 if (op->contr->mode & PU_ARMOUR)
1063 if (tmp->type == ARMOUR)
1064 {
1065 CHK_PICK_PICKUP;
1066 continue;
1067 }
1068
1069 if (op->contr->mode & PU_HELMET)
1070 if (tmp->type == HELMET)
1071 {
1072 CHK_PICK_PICKUP;
1073 continue;
1074 }
1075
1076 if (op->contr->mode & PU_SHIELD)
1077 if (tmp->type == SHIELD)
1078 {
1079 CHK_PICK_PICKUP;
1080 continue;
1081 }
1082
1200 if (op->contr->mode & PU_FOOD) 1083 if (op->contr->mode & PU_BOOTS)
1201 if (tmp->type == FOOD) 1084 if (tmp->type == BOOTS)
1085 {
1086 CHK_PICK_PICKUP;
1087 continue;
1088 }
1089
1090 if (op->contr->mode & PU_GLOVES)
1091 if (tmp->type == GLOVES)
1092 {
1093 CHK_PICK_PICKUP;
1094 continue;
1095 }
1096
1097 if (op->contr->mode & PU_CLOAK)
1098 if (tmp->type == CLOAK)
1099 {
1100 CHK_PICK_PICKUP;
1101 continue;
1102 }
1103
1104 /* hoping to catch throwing daggers here */
1105 if (op->contr->mode & PU_MISSILEWEAPON)
1106 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1107 {
1108 CHK_PICK_PICKUP;
1109 continue;
1110 }
1111
1112 /* careful: chairs and tables are weapons! */
1113 if (op->contr->mode & PU_ALLWEAPON)
1114 {
1115 if (tmp->type == WEAPON)
1116 if (!tmp->arch->archname.contains ("table") && !tmp->arch->archname.contains ("chair"))
1202 { 1117 {
1203 pick_up (op, tmp); 1118 CHK_PICK_PICKUP;
1204 continue; 1119 continue;
1205 } 1120 }
1121 }
1206 1122
1123 /* misc stuff that's useful */
1207 if (op->contr->mode & PU_DRINK) 1124 if (op->contr->mode & PU_KEY)
1208 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1125 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1209 { 1126 {
1210 pick_up (op, tmp); 1127 CHK_PICK_PICKUP;
1211 continue; 1128 continue;
1212 } 1129 }
1213 1130
1131 /* any of the last 4 bits set means we use the ratio for value
1132 * pickups */
1214 if (op->contr->mode & PU_POTION) 1133 if (op->contr->mode & PU_RATIO)
1215 if (tmp->type == POTION) 1134 {
1135 /* use value density to decide what else to grab */
1136 /* >=7 was >= op->contr->mode */
1137 /* >=7 is the old standard setting. Now we take the last 4 bits
1216 { 1138 */
1217 pick_up (op, tmp);
1218 continue;
1219 }
1220
1221 /* spellbooks, skillscrolls and normal books/scrolls */
1222 if (op->contr->mode & PU_SPELLBOOK)
1223 if (tmp->type == SPELLBOOK)
1224 {
1225 pick_up (op, tmp);
1226 continue;
1227 }
1228
1229 if (op->contr->mode & PU_SKILLSCROLL)
1230 if (tmp->type == SKILLSCROLL)
1231 {
1232 pick_up (op, tmp);
1233 continue;
1234 }
1235
1236 if (op->contr->mode & PU_READABLES)
1237 if (tmp->type == BOOK || tmp->type == SCROLL)
1238 {
1239 pick_up (op, tmp);
1240 continue;
1241 }
1242
1243 /* wands/staves/rods/horns */
1244 if (op->contr->mode & PU_MAGIC_DEVICE)
1245 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1246 {
1247 pick_up (op, tmp);
1248 continue;
1249 }
1250
1251 /* pick up all magical items */
1252 if (op->contr->mode & PU_MAGICAL) 1139 wvratio = op->contr->mode & PU_RATIO;
1253 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1140 if (1000 * query_cost (tmp, op, F_TRUE) / tmp->total_weight () >= wvratio * 100)
1254 {
1255 pick_up (op, tmp);
1256 continue;
1257 }
1258
1259 if (op->contr->mode & PU_VALUABLES)
1260 { 1141 {
1261 if (tmp->type == MONEY || tmp->type == GEM) 1142#if 0
1143 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1144 if (tmp->name != NULL)
1262 { 1145 {
1263 pick_up (op, tmp); 1146 fprintf (stderr, "%s", tmp->name);
1264 continue;
1265 } 1147 }
1266 }
1267
1268 /* rings & amulets - talismans seems to be typed AMULET */
1269 if (op->contr->mode & PU_JEWELS)
1270 if (tmp->type == RING || tmp->type == AMULET)
1271 {
1272 pick_up (op, tmp);
1273 continue;
1274 }
1275
1276 /* we don't forget dragon food */
1277 if (op->contr->mode & PU_FLESH)
1278 if (tmp->type == FLESH)
1279 {
1280 pick_up (op, tmp);
1281 continue;
1282 }
1283
1284 /* bows and arrows. Bows are good for selling! */
1285 if (op->contr->mode & PU_BOW)
1286 if (tmp->type == BOW)
1287 {
1288 pick_up (op, tmp);
1289 continue;
1290 }
1291
1292 if (op->contr->mode & PU_ARROW)
1293 if (tmp->type == ARROW)
1294 {
1295 pick_up (op, tmp);
1296 continue;
1297 }
1298
1299 /* all kinds of armor etc. */
1300 if (op->contr->mode & PU_ARMOUR)
1301 if (tmp->type == ARMOUR)
1302 {
1303 pick_up (op, tmp);
1304 continue;
1305 }
1306
1307 if (op->contr->mode & PU_HELMET)
1308 if (tmp->type == HELMET)
1309 {
1310 pick_up (op, tmp);
1311 continue;
1312 }
1313
1314 if (op->contr->mode & PU_SHIELD)
1315 if (tmp->type == SHIELD)
1316 {
1317 pick_up (op, tmp);
1318 continue;
1319 }
1320
1321 if (op->contr->mode & PU_BOOTS)
1322 if (tmp->type == BOOTS)
1323 {
1324 pick_up (op, tmp);
1325 continue;
1326 }
1327
1328 if (op->contr->mode & PU_GLOVES)
1329 if (tmp->type == GLOVES)
1330 {
1331 pick_up (op, tmp);
1332 continue;
1333 }
1334
1335 if (op->contr->mode & PU_CLOAK)
1336 if (tmp->type == CLOAK)
1337 {
1338 pick_up (op, tmp);
1339 continue;
1340 }
1341
1342 /* hoping to catch throwing daggers here */
1343 if (op->contr->mode & PU_MISSILEWEAPON)
1344 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1345 {
1346 pick_up (op, tmp);
1347 continue;
1348 }
1349
1350 /* careful: chairs and tables are weapons! */
1351 if (op->contr->mode & PU_ALLWEAPON)
1352 {
1353 if (tmp->type == WEAPON && tmp->name != NULL)
1354 {
1355 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1356 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1357 {
1358 pick_up (op, tmp);
1359 continue;
1360 }
1361 }
1362
1363 if (tmp->type == WEAPON && tmp->name == NULL)
1364 {
1365 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1366 {
1367 pick_up (op, tmp);
1368 continue;
1369 }
1370 }
1371 }
1372
1373 /* misc stuff that's useful */
1374 if (op->contr->mode & PU_KEY)
1375 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1376 {
1377 pick_up (op, tmp);
1378 continue;
1379 }
1380
1381 /* any of the last 4 bits set means we use the ratio for value
1382 * pickups */
1383 if (op->contr->mode & PU_RATIO)
1384 {
1385 /* use value density to decide what else to grab */
1386 /* >=7 was >= op->contr->mode */
1387 /* >=7 is the old standard setting. Now we take the last 4 bits
1388 * and multiply them by 5, giving 0..15*5== 5..75 */
1389 wvratio = (op->contr->mode & PU_RATIO) * 5;
1390 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1391 {
1392 pick_up (op, tmp);
1393#if 0
1394 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1395 if (tmp->name != NULL)
1396 {
1397 fprintf (stderr, "%s", tmp->name);
1398 }
1399 else 1148 else
1400 fprintf (stderr, "%s", tmp->arch->name); 1149 fprintf (stderr, "%s", tmp->arch->archname);
1401 fprintf (stderr, ",%d] = ", tmp->type); 1150 fprintf (stderr, ",%d] = ", tmp->type);
1402 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1151 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
1403#endif 1152#endif
1153 CHK_PICK_PICKUP;
1404 continue; 1154 continue;
1405 }
1406 } 1155 }
1407 } /* the new pickup model */ 1156 } /* the new pickup model */
1408 } 1157 }
1409 1158
1410 return !stop; 1159 return !stop;
1160}
1161
1162/* routine for both players and monsters. We call this when
1163 * there is a possibility for our action distrubing our hiding
1164 * place or invisiblity spell. Artefact invisiblity causes
1165 * "noise" instead. If we arent invisible to begin with, we
1166 * return 0.
1167 */
1168static int
1169action_makes_visible (object *op)
1170{
1171 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
1172 {
1173 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
1174 {
1175 // artefact invisibility is permanent, but we still make noise
1176 // this is important for game-balance.
1177 if (op->contr)
1178 op->make_noise ();
1179
1180 return 0;
1181 }
1182
1183 if (op->contr && op->contr->tmp_invis == 0)
1184 return 0;
1185
1186 /* If monsters, they should become visible */
1187 if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis))
1188 {
1189 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible");
1190 return 1;
1191 }
1192 }
1193
1194 return 0;
1411} 1195}
1412 1196
1413/* 1197/*
1414 * Find an arrow in the inventory and after that 1198 * Find an arrow in the inventory and after that
1415 * in the right type container (quiver). Pointer to the 1199 * in the right type container (quiver). Pointer to the
1416 * found object is returned. 1200 * found object is returned.
1417 */ 1201 */
1418object * 1202static object *
1419find_arrow (object *op, const char *type) 1203find_arrow (object *op, const char *type)
1420{ 1204{
1421 object *tmp = NULL;
1422
1423 for (op = op->inv; op; op = op->below) 1205 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1424 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1425 tmp = find_arrow (op, type);
1426 else if (op->type == ARROW && op->race == type) 1206 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1207 return splay (tmp);
1208
1209 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1210 if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && !strcmp (&tmp->race, type))
1211 if (object *arrow = find_arrow (tmp, type))
1212 {
1213 splay (tmp);
1427 return op; 1214 return arrow;
1215 }
1216
1428 return tmp; 1217 return 0;
1429} 1218}
1430 1219
1431/* 1220/*
1432 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1221 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1433 * against the target. A full test is not performed, simply a basic test 1222 * against the target. A full test is not performed, simply a basic test
1434 * of resistances. The archer is making a quick guess at what he sees down 1223 * of resistances. The archer is making a quick guess at what he sees down
1435 * the hall. Failing that it does it's best to pick the highest plus arrow. 1224 * the hall. Failing that it does it's best to pick the highest plus arrow.
1436 */ 1225 */
1437 1226static object *
1438object *
1439find_better_arrow (object *op, object *target, const char *type, int *better) 1227find_better_arrow (object *op, object *target, shstr_cmp type, int *better)
1440{ 1228{
1441 object *tmp = NULL, *arrow, *ntmp; 1229 object *tmp = NULL, *arrow, *ntmp;
1442 int attacknum, attacktype, betterby = 0, i; 1230 int attacknum, attacktype, betterby = 0, i;
1443 1231
1444 if (!type) 1232 if (!type)
1448 { 1236 {
1449 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED)) 1237 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1450 { 1238 {
1451 i = 0; 1239 i = 0;
1452 ntmp = find_better_arrow (arrow, target, type, &i); 1240 ntmp = find_better_arrow (arrow, target, type, &i);
1241
1453 if (i > betterby) 1242 if (i > betterby)
1454 { 1243 {
1455 tmp = ntmp; 1244 tmp = ntmp;
1456 betterby = i; 1245 betterby = i;
1457 } 1246 }
1458 } 1247 }
1459 else if (arrow->type == ARROW && arrow->race == type) 1248 else if (arrow->type == ARROW && arrow->race == type)
1460 { 1249 {
1461 /* allways prefer assasination/slaying */ 1250 /* allways prefer assasination/slaying */
1462 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race)) 1251 if (target->race && arrow->slaying.contains (target->race))
1463 { 1252 {
1464 if (arrow->attacktype & AT_DEATH) 1253 if (arrow->attacktype & AT_DEATH)
1465 { 1254 {
1466 *better = 100; 1255 *better = 100;
1467 return arrow; 1256 return arrow;
1475 else 1264 else
1476 { 1265 {
1477 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1266 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1478 { 1267 {
1479 attacktype = 1 << attacknum; 1268 attacktype = 1 << attacknum;
1480 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1269 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1481 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby) 1270 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1482 { 1271 {
1483 tmp = arrow; 1272 tmp = arrow;
1484 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100; 1273 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1485 } 1274 }
1486 } 1275 }
1276
1487 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1277 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1488 { 1278 {
1489 tmp = arrow; 1279 tmp = arrow;
1490 betterby = 2 + arrow->magic + arrow->stats.dam; 1280 betterby = 2 + arrow->magic + arrow->stats.dam;
1491 } 1281 }
1282
1492 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) 1283 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1493 { 1284 {
1494 tmp = arrow; 1285 tmp = arrow;
1495 betterby = 1 + arrow->magic + arrow->stats.dam; 1286 betterby = 1 + arrow->magic + arrow->stats.dam;
1496 } 1287 }
1497 } 1288 }
1498 } 1289 }
1499 } 1290 }
1291
1500 if (tmp == NULL && arrow == NULL) 1292 if (tmp == NULL && arrow == NULL)
1501 return find_arrow (op, type); 1293 return find_arrow (op, type);
1502 1294
1503 *better = betterby; 1295 *better = betterby;
1504 return tmp; 1296 return tmp;
1508 * find_better_arrow to find a decent arrow to use. 1300 * find_better_arrow to find a decent arrow to use.
1509 * op = the shooter 1301 * op = the shooter
1510 * type = bow->race 1302 * type = bow->race
1511 * dir = fire direction 1303 * dir = fire direction
1512 */ 1304 */
1513 1305static object *
1514object *
1515pick_arrow_target (object *op, const char *type, int dir) 1306pick_arrow_target (object *op, shstr_cmp type, int dir)
1516{ 1307{
1517 object *tmp = NULL; 1308 object *tmp = NULL;
1518 maptile *m; 1309 maptile *m;
1519 int i, mflags, found, number; 1310 int i, mflags, found, number;
1520 sint16 x, y; 1311 sint16 x, y;
1535 for (i = 0, found = 0; i < 20; i++) 1326 for (i = 0, found = 0; i < 20; i++)
1536 { 1327 {
1537 x += freearr_x[dir]; 1328 x += freearr_x[dir];
1538 y += freearr_y[dir]; 1329 y += freearr_y[dir];
1539 mflags = get_map_flags (m, &m, x, y, &x, &y); 1330 mflags = get_map_flags (m, &m, x, y, &x, &y);
1331
1540 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) 1332 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1541 { 1333 {
1542 tmp = NULL; 1334 tmp = 0;
1543 break; 1335 break;
1544 } 1336 }
1545 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW) 1337 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1546 { 1338 {
1547 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1339 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1548 * perhaps a bad assumption. 1340 * perhaps a bad assumption.
1549 */ 1341 */
1550 tmp = NULL; 1342 tmp = 0;
1551 break; 1343 break;
1552 } 1344 }
1345
1553 if (mflags & P_IS_ALIVE) 1346 if (mflags & P_IS_ALIVE)
1554 {
1555 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) 1347 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1556 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 1348 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1557 {
1558 found++;
1559 break;
1560 }
1561 if (found)
1562 break; 1349 break;
1563 }
1564 } 1350 }
1565 if (tmp == NULL) 1351
1352 if (!tmp)
1566 return find_arrow (op, type); 1353 return find_arrow (op, type);
1567 1354
1568 if (tmp->head) 1355 if (tmp->head)
1569 tmp = tmp->head; 1356 tmp = tmp->head;
1570 1357
1583 */ 1370 */
1584int 1371int
1585fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) 1372fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1586{ 1373{
1587 object *left, *bow; 1374 object *left, *bow;
1588 int bowspeed, mflags; 1375 int mflags;
1589 maptile *m; 1376 maptile *m;
1590 1377
1591 if (!dir) 1378 if (!dir)
1592 { 1379 {
1593 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1380 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1594 return 0; 1381 return 0;
1595 } 1382 }
1596 1383
1597 if (op->type == PLAYER) 1384 if (op->contr)
1598 bow = op->contr->ranges[range_bow]; 1385 bow = op->current_weapon;
1599 else 1386 else
1600 { 1387 {
1601 for (bow = op->inv; bow; bow = bow->below) 1388 for (bow = op->inv; bow; bow = bow->below)
1602 /* Don't check for applied - monsters don't apply bows - in that way, they 1389 /* Don't check for applied - monsters don't apply bows - in that way, they
1603 * don't need to switch back and forth between bows and weapons. 1390 * don't need to switch back and forth between bows and weapons.
1608 if (!bow) 1395 if (!bow)
1609 { 1396 {
1610 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1397 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1611 return 0; 1398 return 0;
1612 } 1399 }
1400
1401 // optimisation: move object to top so we will find it quickly again
1402 splay (bow);
1613 } 1403 }
1614 1404
1615 if (!bow->race || !bow->skill) 1405 if (!bow->race || !bow->skill)
1616 { 1406 {
1617 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1407 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1618 return 0; 1408 return 0;
1619 } 1409 }
1620
1621 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1622
1623 /* penalize ROF for bestarrow */
1624 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1625 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1626
1627 if (bowspeed < 1)
1628 bowspeed = 1;
1629 1410
1630 if (arrow == NULL) 1411 if (arrow == NULL)
1631 { 1412 {
1632 if ((arrow = find_arrow (op, bow->race)) == NULL) 1413 if ((arrow = find_arrow (op, bow->race)) == NULL)
1633 { 1414 {
1634 if (op->type == PLAYER) 1415 if (op->type == PLAYER)
1635 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1416 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1636 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1417 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1637 else 1418 else
1638 CLEAR_FLAG (op, FLAG_READY_BOW); 1419 CLEAR_FLAG (op, FLAG_READY_BOW);
1420
1639 return 0; 1421 return 0;
1640 } 1422 }
1641 } 1423 }
1642 1424
1643 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1425 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1651 } 1433 }
1652 1434
1653 /* this should not happen, but sometimes does */ 1435 /* this should not happen, but sometimes does */
1654 if (arrow->nrof == 0) 1436 if (arrow->nrof == 0)
1655 { 1437 {
1438 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1656 arrow->destroy (); 1439 arrow->destroy ();
1657 return 0; 1440 return 0;
1658 } 1441 }
1659 1442
1660 left = arrow; /* these are arrows left to the player */ 1443 left = arrow; /* these are arrows left to the player */
1661 arrow = get_split_ob (arrow, 1); 1444 arrow = arrow->split ();
1662 if (!arrow) 1445 if (!arrow)
1663 { 1446 {
1664 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1447 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1665 return 0; 1448 return 0;
1666 } 1449 }
1667 1450
1668 arrow->set_owner (op); 1451 arrow->set_owner (op);
1669 arrow->skill = bow->skill; 1452 arrow->skill = bow->skill;
1670
1671 arrow->direction = dir; 1453 arrow->direction = dir;
1672 arrow->x = sx; 1454
1673 arrow->y = sy; 1455 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1456 arrow->stats.hp = arrow->stats.dam;
1457 arrow->stats.grace = arrow->attacktype;
1458 arrow->custom_name = arrow->slaying;
1459
1460#if 0
1461 if (player *pl = op->contr)
1462 {
1463 float speed = pl->weapon_sp;
1464
1465 /* penalize ROF for bestarrow */
1466 if (pl->bowtype == bow_bestarrow)
1467 speed *= .9f;
1468 else
1469 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1470
1471 op->speed_left += speed - op->speed;
1472 }
1473#endif
1474
1475 SET_ANIMATION (arrow, arrow->direction);
1476
1477 /* update the speed */
1478 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1479 + bow->stats.dam / 7.f;
1480
1481 arrow->set_speed (max (arrow->speed, 2.f));
1482 arrow->speed_left = 0;
1483
1484 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1674 1485
1675 if (op->type == PLAYER) 1486 if (op->type == PLAYER)
1676 { 1487 {
1677 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1678 op->update_stats ();
1679 }
1680
1681 SET_ANIMATION (arrow, arrow->direction);
1682 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1683 arrow->stats.hp = arrow->stats.dam;
1684 arrow->stats.grace = arrow->attacktype;
1685 if (arrow->slaying != NULL)
1686 arrow->spellarg = strdup (arrow->slaying);
1687
1688 /* Note that this was different for monsters - they got their level
1689 * added to the damage. I think the strength bonus is more proper.
1690 */
1691
1692 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1693
1694 /* update the speed */
1695 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1696 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1697
1698 arrow->set_speed (max (arrow->speed, 1.0));
1699 arrow->speed_left = 0;
1700
1701 if (op->type == PLAYER)
1702 {
1703 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1704 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1705 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1706
1707 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; 1488 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1489 wc -= dex_bonus[op->stats.Dex];
1490
1491 if (!arrow->slaying)
1492 arrow->slaying = op->slaying;
1493
1494 arrow->attacktype |= op->attacktype;
1708 } 1495 }
1709 else 1496 else
1710 { 1497 {
1711 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1712 arrow->level = op->level; 1498 arrow->level = op->level;
1713 } 1499 arrow->stats.wc -= bow->magic;
1714 1500
1715 if (arrow->attacktype == AT_PHYSICAL) 1501 if (!arrow->slaying)
1502 arrow->slaying = bow->slaying;
1503
1716 arrow->attacktype |= bow->attacktype; 1504 arrow->attacktype |= bow->attacktype;
1505 }
1717 1506
1718 if (bow->slaying) 1507 wc -= arrow->level;
1719 arrow->slaying = bow->slaying; 1508 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1720 1509
1721 arrow->map = m; 1510 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1722 arrow->move_type = MOVE_FLY_LOW; 1511 arrow->move_type = MOVE_FLY_LOW;
1723 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1512 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1724 1513
1725 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1514 op->play_sound (sound_find ("fire_arrow"));
1726 insert_ob_in_map (arrow, m, op, 0); 1515 m->insert (arrow, sx, sy, op);
1727 1516
1728 if (!arrow->destroyed ()) 1517 if (!arrow->destroyed ())
1729 move_arrow (arrow); 1518 move_arrow (arrow);
1730
1731 if (op->type == PLAYER)
1732 {
1733 if (left->destroyed ())
1734 esrv_del_item (op->contr, left->count);
1735 else
1736 esrv_send_item (op, left);
1737 }
1738 1519
1739 return 1; 1520 return 1;
1740} 1521}
1741 1522
1742/* Special fire code for players - this takes into 1523/* Special fire code for players - this takes into
1744 * but monsters can't. Putting that code here 1525 * but monsters can't. Putting that code here
1745 * makes the fire_bow code much cleaner. 1526 * makes the fire_bow code much cleaner.
1746 * this function should only be called if 'op' is a player, 1527 * this function should only be called if 'op' is a player,
1747 * hence the function name. 1528 * hence the function name.
1748 */ 1529 */
1749int 1530static int
1750player_fire_bow (object *op, int dir) 1531player_fire_bow (object *op, int dir)
1751{ 1532{
1752 int ret = 0, wcmod = 0; 1533 int ret;
1753 1534
1754 if (op->contr->bowtype == bow_bestarrow) 1535 if (op->contr->bowtype == bow_bestarrow)
1755 { 1536 {
1756 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y); 1537 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1757 } 1538 }
1758 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1539 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1759 { 1540 {
1760 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1541 int wcmod = similar_direction (dir, op->contr->bowtype - bow_n + 1) ? 0 : -1;
1761 wcmod = -1;
1762 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1542 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1763 } 1543 }
1764 else if (op->contr->bowtype == bow_threewide) 1544 else if (op->contr->bowtype == bow_threewide)
1765 { 1545 {
1766 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1546 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1767 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]); 1547 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]);
1768 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]); 1548 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1769 } 1549 }
1770 else if (op->contr->bowtype == bow_spreadshot) 1550 else if (op->contr->bowtype == bow_spreadshot)
1771 { 1551 {
1772 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1552 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1773 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); 1553 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1774 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); 1554 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1775
1776 } 1555 }
1777 else 1556 else
1778 { 1557 {
1779 /* Simple case */ 1558 /* Simple case */
1780 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1559 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1781 } 1560 }
1561
1782 return ret; 1562 return ret;
1783} 1563}
1784
1785 1564
1786/* Fires a misc (wand/rod/horn) object in 'dir'. 1565/* Fires a misc (wand/rod/horn) object in 'dir'.
1787 * Broken apart from 'fire' to keep it more readable. 1566 * Broken apart from 'fire' to keep it more readable.
1788 */ 1567 */
1789void 1568static void
1790fire_misc_object (object *op, int dir) 1569fire_misc_object (object *op, int dir)
1791{ 1570{
1792 object *item; 1571 object *item = op->contr->ranged_ob;
1793 1572
1794 if (!op->contr->ranges[range_misc]) 1573 if (!item)
1795 { 1574 {
1796 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); 1575 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1797 return; 1576 return;
1798 } 1577 }
1799 1578
1800 item = op->contr->ranges[range_misc];
1801 if (!item->inv) 1579 if (!item->inv)
1802 { 1580 {
1803 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1581 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1804 return; 1582 return;
1805 } 1583 }
1584
1585 if (!op->change_weapon (item))
1586 return;
1587
1806 if (item->type == WAND) 1588 if (item->type == WAND)
1807 { 1589 {
1808 if (item->stats.food <= 0) 1590 if (item->stats.food <= 0)
1809 { 1591 {
1810 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1592 op->contr->play_sound (sound_find ("wand_poof"));
1811 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); 1593 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1594
1812 return; 1595 return;
1813 } 1596 }
1814 } 1597 }
1815 else if (item->type == ROD || item->type == HORN) 1598 else if (item->type == ROD || item->type == HORN)
1816 { 1599 {
1817 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1600 sint16 spell_sp = max (item->inv->stats.sp, item->inv->stats.grace);
1601
1602 // using the maximum of the rods charge allows at least one spell cast
1603 // for a rod or horn, this fixes some broken rods.
1604 if (item->stats.hp < min (spell_sp, item->stats.maxhp))
1818 { 1605 {
1819 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1606 op->contr->play_sound (sound_find ("wand_poof"));
1607
1820 if (item->type == ROD) 1608 if (item->type == ROD)
1821 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); 1609 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1822 else 1610 else
1823 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1611 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1612
1824 return; 1613 return;
1825 } 1614 }
1826 } 1615 }
1827 1616
1828 if (cast_spell (op, item, dir, item->inv, NULL)) 1617 if (cast_spell (op, item, dir, item->inv, NULL))
1829 { 1618 {
1830 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */ 1619 item->flag [FLAG_BEEN_APPLIED] = true; /* You now know something about it */
1620
1831 if (item->type == WAND) 1621 if (item->type == WAND)
1832 { 1622 {
1833 if (!(--item->stats.food)) 1623 if (!(--item->stats.food))
1834 { 1624 {
1835 object *tmp; 1625 object *tmp;
1836 1626
1837 if (item->arch) 1627 if (item->arch)
1838 { 1628 {
1839 CLEAR_FLAG (item, FLAG_ANIMATE); 1629 CLEAR_FLAG (item, FLAG_ANIMATE);
1840 item->face = item->arch->clone.face; 1630 item->face = item->arch->face;
1841 item->set_speed (0); 1631 item->set_speed (0);
1842 } 1632 }
1843 1633
1844 if ((tmp = item->in_player ())) 1634 if (object *pl = item->visible_to ())
1845 esrv_update_item (UPD_ANIM, tmp, item); 1635 esrv_update_item (UPD_ANIM, pl, item);
1846 } 1636 }
1847 } 1637 }
1848 else if (item->type == ROD || item->type == HORN) 1638 else if (item->type == ROD || item->type == HORN)
1849 drain_rod_charge (item); 1639 drain_rod_charge (item);
1850 } 1640 }
1851} 1641}
1852 1642
1853/* Received a fire command for the player - go and do it. 1643/* Received a fire command for the player - go and do it.
1854 */ 1644 */
1855void 1645bool
1856fire (object *op, int dir) 1646fire (object *op, int dir)
1857{ 1647{
1858 int spellcost = 0; 1648 int spellcost = 0;
1649
1650 player *pl = op->contr;
1651
1652 if (pl->golem)
1653 {
1654 control_golem (op->contr->golem, dir);
1655 return false;
1656 }
1657
1658 object *ob = pl->ranged_ob;
1659
1660 if (!ob)
1661 return false;
1662
1663 if (op->speed_left > 0.f)
1664 --op->speed_left;
1665 else
1666 return false;
1667
1668 if (!op->change_weapon (ob))
1669 return false;
1859 1670
1860 /* check for loss of invisiblity/hide */ 1671 /* check for loss of invisiblity/hide */
1861 if (action_makes_visible (op)) 1672 if (action_makes_visible (op))
1862 make_visible (op); 1673 make_visible (op);
1863 1674
1864 switch (op->contr->shoottype) 1675 switch (ob->type)
1865 { 1676 {
1866 case range_none: 1677 case BOW:
1867 return;
1868
1869 case range_bow:
1870 player_fire_bow (op, dir); 1678 player_fire_bow (op, dir);
1871 return; 1679 break;
1872 1680
1873 case range_magic: /* Casting spells */ 1681 case SPELL:
1874 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0)); 1682 spellcost = cast_spell (op, op, dir, ob, *pl->spellparam ? pl->spellparam : 0);
1875 return; 1683 break;
1876 1684
1877 case range_misc: 1685 case BUILDER:
1686 apply_map_builder (op, dir);
1687 break;
1688
1689 case SKILL:
1690 do_skill (op, op, ob, dir, 0);
1691 break;
1692
1693 default:
1878 fire_misc_object (op, dir); 1694 fire_misc_object (op, dir);
1879 return; 1695 break;
1880
1881 case range_golem: /* Control summoned monsters from scrolls */
1882 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
1883 {
1884 op->contr->ranges[range_golem] = 0;
1885 op->contr->shoottype = range_none;
1886 }
1887 else
1888 control_golem (op->contr->ranges[range_golem], dir);
1889 return;
1890
1891 case range_skill:
1892 if (!op->chosen_skill)
1893 {
1894 if (op->type == PLAYER)
1895 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
1896 return;
1897 }
1898 (void) do_skill (op, op, op->chosen_skill, dir, NULL);
1899 return;
1900 case range_builder:
1901 apply_map_builder (op, dir);
1902 return;
1903 default:
1904 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
1905 return;
1906 } 1696 }
1907}
1908 1697
1698 return true;
1699}
1909 1700
1910 1701static object *
1911/* find_key
1912 * We try to find a key for the door as passed. If we find a key
1913 * and successfully use it, we return the key, otherwise NULL
1914 * This function merges both normal and locked door, since the logic
1915 * for both is the same - just the specific key is different.
1916 * pl is the player,
1917 * inv is the objects inventory to searched
1918 * door is the door we are trying to match against.
1919 * This function can be called recursively to search containers.
1920 */
1921
1922object *
1923find_key (object *pl, object *container, object *door) 1702find_key_ (object *pl, object *container, object *door)
1924{ 1703{
1925 object *tmp, *key; 1704 object *tmp, *key;
1926 1705
1927 /* Should not happen, but sanity checking is never bad */ 1706 /* Should not happen, but sanity checking is never bad */
1928 if (container->inv == NULL) 1707 if (!container->inv)
1929 return NULL; 1708 return 0;
1930 1709
1931 /* First, lets try to find a key in the top level inventory */ 1710 /* First, lets try to find a key in the top level inventory */
1932 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1711 for (tmp = container->inv; tmp; tmp = tmp->below)
1933 { 1712 {
1934 if (door->type == DOOR && tmp->type == KEY) 1713 if (door->type == DOOR && tmp->type == KEY)
1935 break; 1714 break;
1715
1936 /* For sanity, we should really check door type, but other stuff 1716 /* For sanity, we should really check door type, but other stuff
1937 * (like containers) can be locked with special keys 1717 * (like containers) can be locked with special keys
1938 */ 1718 */
1939 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1719 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1940 break; 1720 break;
1941 } 1721 }
1722
1942 /* No key found - lets search inventories now */ 1723 /* No key found - lets search inventories now */
1943 /* If we find and use a key in an inventory, return at that time. 1724 /* If we find and use a key in an inventory, return at that time.
1944 * otherwise, if we search all the inventories and still don't find 1725 * otherwise, if we search all the inventories and still don't find
1945 * a key, return 1726 * a key, return
1946 */ 1727 */
1947 if (!tmp) 1728 if (!tmp)
1948 { 1729 {
1949 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1730 for (tmp = container->inv; tmp; tmp = tmp->below)
1950 {
1951 /* No reason to search empty containers */ 1731 /* No reason to search empty containers */
1952 if (tmp->type == CONTAINER && tmp->inv) 1732 if (tmp->type == CONTAINER && tmp->inv)
1953 {
1954 if ((key = find_key (pl, tmp, door)) != NULL) 1733 if ((key = find_key_ (pl, tmp, door)))
1955 return key; 1734 return key;
1956 } 1735
1957 }
1958 if (!tmp) 1736 if (!tmp)
1959 return NULL; 1737 return 0;
1960 } 1738 }
1739
1961 /* We get down here if we have found a key. Now if its in a container, 1740 /* We get down here if we have found a key. Now if its in a container,
1962 * see if we actually want to use it 1741 * see if we actually want to use it
1963 */ 1742 */
1964 if (pl != container) 1743 if (pl != container)
1965 { 1744 {
1966 /* Only let players use keys in containers */ 1745 /* Only let players use keys in containers */
1967 if (!pl->contr) 1746 if (!pl->contr)
1968 return NULL; 1747 return 0;
1748
1969 /* cases where this fails: 1749 /* cases where this fails:
1970 * If we only search the player inventory, return now since we 1750 * If we only search the player inventory, return now since we
1971 * are not in the players inventory. 1751 * are not in the players inventory.
1972 * If the container is not active, return now since only active 1752 * If the container is not active, return now since only active
1973 * containers can be used. 1753 * containers can be used.
1977 * inv must have been an container and must have been active. 1757 * inv must have been an container and must have been active.
1978 * 1758 *
1979 * Change the color so that the message doesn't disappear with 1759 * Change the color so that the message doesn't disappear with
1980 * all the others. 1760 * all the others.
1981 */ 1761 */
1982 if (pl->contr->usekeys == key_inventory || 1762 if (pl->contr->usekeys == key_inventory
1983 !QUERY_FLAG (container, FLAG_APPLIED) || 1763 || !QUERY_FLAG (container, FLAG_APPLIED)
1984 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys")))) 1764 || (pl->contr->usekeys == keyrings && container->race != shstr_keys))
1985 { 1765 {
1986 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1766 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1987 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); 1767 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1988 return NULL; 1768 return NULL;
1989 } 1769 }
1990 } 1770 }
1771
1991 return tmp; 1772 return tmp;
1773}
1774
1775/* find_key
1776 * We try to find a key for the door as passed. If we find a key
1777 * and successfully use it, we return the key, otherwise NULL
1778 * This function merges both normal and locked door, since the logic
1779 * for both is the same - just the specific key is different.
1780 * pl is the player,
1781 * inv is the objects inventory to searched
1782 * door is the door we are trying to match against.
1783 * This function can be called recursively to search containers.
1784 */
1785object *
1786find_key (object *pl, object *container, object *door)
1787{
1788 if (door->slaying && is_match_expr (door->slaying))
1789 {
1790 // for match expressions, we try to find the key by applying the match
1791 // to the op itself, which is supposed to find the "key", instead
1792 // of searching through containers ourselves.
1793
1794 return match_one (door->slaying, container, door, pl, pl);
1795 }
1796 else
1797 return find_key_ (pl, container, door);
1992} 1798}
1993 1799
1994/* moved door processing out of move_player_attack. 1800/* moved door processing out of move_player_attack.
1995 * returns 1 if player has opened the door with a key 1801 * returns 1 if player has opened the door with a key
1996 * such that the caller should not do anything more, 1802 * such that the caller should not do anything more,
1997 * 0 otherwise 1803 * 0 otherwise
1998 */ 1804 */
1999static int 1805static int
2000player_attack_door (object *op, object *door) 1806player_attack_door (object *op, object *door)
2001{ 1807{
2002 /* If its a door, try to find a use a key. If we do destroy the door, 1808 /* If its a door, try to find a key. If we do destroy the door,
2003 * might as well return immediately as there is nothing more to do - 1809 * might as well return immediately as there is nothing more to do -
2004 * otherwise, we fall through to the rest of the code. 1810 * otherwise, we fall through to the rest of the code.
2005 */ 1811 */
2006 object *key = find_key (op, op, door); 1812 object *key = find_key (op, op, door);
2007 1813
2008 /* IF we found a key, do some extra work */ 1814 /* If we found a key, do some extra work */
2009 if (key) 1815 if (key)
2010 { 1816 {
2011 object *container = key->env; 1817 object *container = key->env;
2012 1818
2013 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
2014 if (action_makes_visible (op)) 1819 if (action_makes_visible (op))
2015 make_visible (op); 1820 make_visible (op);
1821
2016 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1822 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2017 spring_trap (door->inv, op); 1823 spring_trap (door->inv, op);
1824
2018 if (door->type == DOOR) 1825 if (door->type == DOOR)
2019 {
2020 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1826 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
2021 }
2022 else if (door->type == LOCKED_DOOR) 1827 else if (door->type == LOCKED_DOOR)
2023 { 1828 {
2024 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1829 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN);
2025 remove_door2 (door); /* remove door without violence ;-) */ 1830 remove_door2 (door); /* remove door without violence ;-) */
2026 } 1831 }
1832
2027 /* Do this after we print the message */ 1833 /* Do this after we print the message */
2028 decrease_ob (key); /* Use up one of the keys */ 1834 key->decrease (); /* Use up one of the keys */
2029 /* Need to update the weight the container the key was in */ 1835
2030 if (container != op)
2031 esrv_update_item (UPD_WEIGHT, op, container);
2032 return 1; /* Nothing more to do below */ 1836 return 1; /* Nothing more to do below */
2033 } 1837 }
2034 else if (door->type == LOCKED_DOOR) 1838 else if (door->type == LOCKED_DOOR)
2035 { 1839 {
2036 /* Might as well return now - no other way to open this */ 1840 /* Might as well return now - no other way to open this */
2037 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1841 op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door...");
2038 return 1; 1842 return 1;
2039 } 1843 }
1844
2040 return 0; 1845 return 0;
2041} 1846}
2042 1847
2043/* This function is just part of a breakup from move_player. 1848/* This function is just part of a breakup from move_player.
2044 * It should keep the code cleaner. 1849 * It should keep the code cleaner.
2045 * When this is called, the players direction has been updated 1850 * When this is called, the players direction has been updated
2046 * (taking into account confusion.) The player is also actually 1851 * (taking into account confusion.) The player is also actually
2047 * going to try and move (not fire weapons). 1852 * going to try and move (not fire weapons).
2048 */ 1853 */
2049void 1854bool
2050move_player_attack (object *op, int dir) 1855move_player_attack (object *op, int dir)
2051{ 1856{
2052 object *tmp, *mon; 1857 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2053 sint16 nx, ny; 1858 {
1859 --op->speed_left;
1860 return true;
1861 }
1862
2054 int on_battleground; 1863 int on_battleground;
2055 maptile *m;
2056 1864
2057 nx = freearr_x[dir] + op->x; 1865 sint16 nx = freearr_x[dir] + op->x;
2058 ny = freearr_y[dir] + op->y; 1866 sint16 ny = freearr_y[dir] + op->y;
2059 1867
2060 on_battleground = op_on_battleground (op, 0, 0); 1868 on_battleground = op_on_battleground (op, 0, 0);
1869
1870 if (out_of_map (op->map, nx, ny))
1871 return false;
2061 1872
2062 /* If braced, or can't move to the square, and it is not out of the 1873 /* If braced, or can't move to the square, and it is not out of the
2063 * map, attack it. Note order of if statement is important - don't 1874 * map, attack it. Note order of if statement is important - don't
2064 * want to be calling move_ob if braced, because move_ob will move the 1875 * want to be calling move_ob if braced, because move_ob will move the
2065 * player. This is a pretty nasty hack, because if we could 1876 * player. This is a pretty nasty hack, because if we could
2066 * move to some space, it then means that if we are braced, we should 1877 * move to some space, it then means that if we are braced, we should
2067 * do nothing at all. As it is, if we are braced, we go through 1878 * do nothing at all. As it is, if we are braced, we go through
2068 * quite a bit of processing. However, it probably is less than what 1879 * quite a bit of processing. However, it probably is less than what
2069 * move_ob uses. 1880 * move_ob uses.
2070 */ 1881 */
2071 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) 1882 maptile *m = op->map->xy_find (nx, ny);
1883
1884 /* Go through all the objects, and find ones of interest. Only stop if
1885 * we find a monster - that is something we know we want to attack.
1886 * if its a door or barrel (can roll) see if there may be monsters
1887 * on the space
1888 */
1889 object *mon;
1890 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
1891 {
1892 if ((mon->flag [FLAG_ALIVE]
1893 || mon->type == LOCKED_DOOR
1894 || mon->flag [FLAG_CAN_ROLL])
1895 && mon != op)
1896 break;
2072 { 1897 }
2073 if (OUT_OF_REAL_MAP (op->map, nx, ny)) 1898
1899 if (!mon) /* This happens anytime the player tries to move */
1900 return false; /* into a wall */
1901
1902 mon = mon->head_ ();
1903
1904 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
1905 if (op->contr->weapon_sp_left > 0.f)
1906 if (player_attack_door (op, mon))
1907 {
1908 --op->contr->weapon_sp_left;
1909 return true;
2074 { 1910 }
2075 m = get_map_from_coord (op->map, &nx, &ny); 1911
2076 if (!m) 1912 /* The following deals with possibly attacking peaceful
2077 return; /* Don't think this should happen */ 1913 * or friendly creatures. Basically, all players are considered
1914 * unaggressive. If the moving player has peaceful set, then the
1915 * object should be pushed instead of attacked. It is assumed that
1916 * if you are braced, you will not attack friends accidently,
1917 * and thus will not push them.
1918 */
1919
1920 /* If the creature is a pet, push it even if the player is not
1921 * peaceful. Our assumption is the creature is a pet if the
1922 * player owns it and it is either friendly or unagressive.
1923 */
1924 if (op->type == PLAYER
1925 && ((mon->owner && mon->owner->contr
1926 && same_party (mon->owner->contr->party, op->contr->party))
1927 || mon->owner == op)
1928 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
1929 {
1930 /* If we're braced, we don't want to switch places with it */
1931 if (op->contr->braced)
1932 return false;
1933
1934 if (op->speed_left > 0.f)
1935 {
1936 --op->speed_left;
1937
1938 op->play_sound (sound_find ("push_player"));
1939 push_ob (mon, dir, op);
1940
1941 if (action_makes_visible (op))
1942 make_visible (op);
1943
1944 return true;
2078 } 1945 }
2079 else 1946 else
2080 m = op->map;
2081
2082 if ((tmp = GET_MAP_OB (m, nx, ny)) == NULL)
2083 {
2084 /* LOG(llevError,"player_move_attack: GET_MAP_OB returns NULL, but player can not move there.\n"); */
2085 return; 1947 return false;
2086 } 1948 }
2087 1949
2088 mon = 0;
2089 /* Go through all the objects, and find ones of interest. Only stop if
2090 * we find a monster - that is something we know we want to attack.
2091 * if its a door or barrel (can roll) see if there may be monsters
2092 * on the space
2093 */
2094 while (tmp)
2095 {
2096 if (tmp == op)
2097 {
2098 tmp = tmp->above;
2099 continue;
2100 }
2101
2102 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2103 {
2104 mon = tmp;
2105 break;
2106 }
2107
2108 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2109 mon = tmp;
2110
2111 tmp = tmp->above;
2112 }
2113
2114 if (!mon) /* This happens anytime the player tries to move */
2115 return; /* into a wall */
2116
2117 if (mon->head)
2118 mon = mon->head;
2119
2120 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2121 if (player_attack_door (op, mon))
2122 return;
2123
2124 /* The following deals with possibly attacking peaceful
2125 * or frienddly creatures. Basically, all players are considered
2126 * unaggressive. If the moving player has peaceful set, then the
2127 * object should be pushed instead of attacked. It is assumed that
2128 * if you are braced, you will not attack friends accidently,
2129 * and thus will not push them.
2130 */
2131
2132 /* If the creature is a pet, push it even if the player is not
2133 * peaceful. Our assumption is the creature is a pet if the
2134 * player owns it and it is either friendly or unagressive.
2135 */
2136 if ((op->type == PLAYER)
2137#if COZY_SERVER
2138 &&
2139 ((mon->owner && mon->owner->contr
2140 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op)
2141#else
2142 && mon->owner == op
2143#endif
2144 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2145 {
2146 /* If we're braced, we don't want to switch places with it */
2147 if (op->contr->braced)
2148 return;
2149 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2150 (void) push_ob (mon, dir, op);
2151 if (op->contr->tmp_invis || op->hide)
2152 make_visible (op);
2153 return;
2154 }
2155
2156 /* in certain circumstances, you shouldn't attack friendly 1950 /* in certain circumstances, you shouldn't attack friendly
2157 * creatures. Note that if you are braced, you can't push 1951 * creatures. Note that if you are braced, you can't push
2158 * someone, but put it inside this loop so that you won't 1952 * someone, but put it inside this loop so that you won't
2159 * attack them either. 1953 * attack them either.
2160 */ 1954 */
2161 if ((mon->type == PLAYER || mon->enemy != op) && 1955 if ((mon->type == PLAYER || mon->enemy != op)
2162 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 1956 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2163#ifdef PROHIBIT_PLAYERKILL
2164 (op->contr->peaceful 1957 && ((op->contr->peaceful
2165 || (mon->type == PLAYER 1958 || (mon->type == PLAYER && mon->contr->peaceful))
2166 && mon->contr->
2167 peaceful)) &&
2168#else
2169 op->contr->peaceful &&
2170#endif
2171 !on_battleground)) 1959 && !on_battleground))
1960 {
1961 if (op->speed_left > 0.f)
2172 { 1962 {
1963 --op->speed_left;
1964
2173 if (!op->contr->braced) 1965 if (!op->contr->braced)
2174 { 1966 {
2175 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 1967 op->play_sound (sound_find ("push_player"));
2176 (void) push_ob (mon, dir, op); 1968 push_ob (mon, dir, op);
2177 } 1969 }
2178 else 1970 else
2179 new_draw_info (0, 0, op, "You withhold your attack"); 1971 op->statusmsg ("You withhold your attack");
2180 1972
2181 if (op->contr->tmp_invis || op->hide) 1973 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
2182 make_visible (op); 1974 make_visible (op);
2183 }
2184 1975
1976 return true;
1977 }
1978 }
2185 /* If the object is a boulder or other rollable object, then 1979 /* If the object is a boulder or other rollable object, then
2186 * roll it if not braced. You can't roll it if you are braced. 1980 * roll it if not braced. You can't roll it if you are braced.
2187 */ 1981 */
2188 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 1982 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
1983 {
1984 if (op->speed_left > 0.f)
2189 { 1985 {
1986 --op->speed_left;
1987
2190 recursive_roll (mon, dir, op); 1988 recursive_roll (mon, dir, op);
2191 if (action_makes_visible (op)) 1989 if (action_makes_visible (op))
2192 make_visible (op); 1990 make_visible (op);
2193 }
2194 1991
1992 return true;
1993 }
1994 }
2195 /* Any generic living creature. Including things like doors. 1995 /* Any generic living creature. Including things like doors.
2196 * Way it works is like this: First, it must have some hit points 1996 * Way it works is like this: First, it must have some hit points
2197 * and be living. Then, it must be one of the following: 1997 * and be living. Then, it must be one of the following:
2198 * 1) Not a player, 2) A player, but of a different party. Note 1998 * 1) Not a player, 2) A player, but of a different party. Note
2199 * that party_number -1 is no party, so attacks can still happen. 1999 * that party_number -1 is no party, so attacks can still happen.
2200 */ 2000 */
2201
2202 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2001 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2203 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 2002 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2204 { 2003 {
2205 2004 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2206 /* If the player hasn't hit something this tick, and does
2207 * so, give them speed boost based on weapon speed. Doing
2208 * it here is better than process_players2, which basically
2209 * incurred a 1 tick offset.
2210 */
2211 if (!op->contr->has_hit)
2212 { 2005 {
2213 op->speed_left += op->speed / op->contr->weapon_sp; 2006 --op->contr->weapon_sp_left;
2214
2215 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2216 }
2217 2007
2218 skill_attack (mon, op, 0, 0, 0); 2008 skill_attack (mon, op, 0, 0, 0);
2219
2220 /* If attacking another player, that player gets automatic
2221 * hitback, and doesn't loose luck either.
2222 * Disable hitback on the battleground or if the target is
2223 * the wiz.
2224 */
2225 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2226 {
2227 short luck = mon->stats.luck;
2228
2229 mon->contr->has_hit = 1;
2230 skill_attack (op, mon, 0, 0, 0);
2231 mon->stats.luck = luck;
2232 }
2233 2009
2234 if (action_makes_visible (op)) 2010 if (action_makes_visible (op))
2235 make_visible (op); 2011 make_visible (op);
2236 }
2237 } /* if player should attack something */
2238}
2239 2012
2240int 2013 return true;
2014 }
2015 }
2016
2017 return false;
2018}
2019
2020bool
2241move_player (object *op, int dir) 2021move_player (object *op, int dir)
2242{ 2022{
2243 int pick;
2244
2245 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2023 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2246 return 0; 2024 return 0;
2247 2025
2248 /* Sanity check: make sure dir is valid */ 2026 /* Sanity check: make sure dir is valid */
2249 if ((dir < 0) || (dir >= 9)) 2027 if ((dir < 0) || (dir >= 9))
2250 { 2028 {
2251 LOG (llevError, "move_player: invalid direction %d\n", dir); 2029 LOG (llevError, "move_player: invalid direction %d\n", dir);
2252 return 0; 2030 return 0;
2253 } 2031 }
2254 2032
2255 /* peterm: added following line */ 2033 /* peterm: added following line */
2256 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2034 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2257 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2035 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2258 2036
2259 op->facing = dir; 2037 op->facing = dir;
2260 2038
2261 if (op->hide) 2039 if (op->flag [FLAG_HIDDEN])
2262 do_hidden_move (op); 2040 do_hidden_move (op);
2263 2041
2042 bool retval;
2043 int pick = 0;
2044
2264 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2045 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2265 /*nop */ ; 2046 retval = RESULT_INT (0);
2266 else if (op->contr->fire_on) 2047 else if (op->contr->fire_on)
2267 fire (op, dir); 2048 retval = fire (op, dir);
2268 else 2049 else
2269 { 2050 {
2270 move_player_attack (op, dir); 2051 retval = move_player_attack (op, dir);
2271 pick = check_pick (op); 2052 pick = check_pick (op);
2272 } 2053 }
2273 2054
2274 /* Add special check for newcs players and fire on - this way, the 2055 /* Add special check for newcs players and fire on - this way, the
2275 * server can handle repeat firing. 2056 * server can handle repeat firing.
2282 /* Update how the player looks. Use the facing, so direction may 2063 /* Update how the player looks. Use the facing, so direction may
2283 * get reset to zero. This allows for full animation capabilities 2064 * get reset to zero. This allows for full animation capabilities
2284 * for players. 2065 * for players.
2285 */ 2066 */
2286 animate_object (op, op->facing); 2067 animate_object (op, op->facing);
2287 return 0; 2068
2069 return retval;
2288} 2070}
2289 2071
2290/* This is similar to handle_player, below, but is only used by the 2072/* This is similar to handle_player, below, but is only used by the
2291 * new client/server stuff. 2073 * new client/server stuff.
2292 * This is sort of special, in that the new client/server actually uses 2074 * This is sort of special, in that the new client/server actually uses
2293 * the new speed values for commands. 2075 * the new speed values for commands.
2294 * 2076 *
2295 * Returns true if there are more actions we can do. 2077 * Returns true if there are more actions we can do. Should not do
2078 * many actions in a row, as that would be too unfair to other
2079 * players.
2296 */ 2080 */
2297int 2081bool
2298handle_newcs_player (object *op) 2082handle_newcs_player (object *op)
2299{ 2083{
2300 if (op->contr->hidden)
2301 {
2302 op->invisible = 1000;
2303 /* the socket code flashes the player visible/invisible
2304 * depending on the value of invisible, so we need to
2305 * alternate it here for it to work correctly.
2306 */
2307 if (pticks & 2)
2308 op->invisible--;
2309 }
2310 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2311 {
2312 op->invisible--;
2313 if (!op->invisible)
2314 {
2315 make_visible (op);
2316 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2317 }
2318 }
2319
2320 if (QUERY_FLAG (op, FLAG_SCARED)) 2084 if (QUERY_FLAG (op, FLAG_SCARED))
2321 { 2085 {
2322 flee_player (op); 2086 if (op->speed_left > 0.f)
2323 /* If player is still scared, that is his action for this tick */
2324 if (QUERY_FLAG (op, FLAG_SCARED))
2325 { 2087 {
2326 op->speed_left--; 2088 --op->speed_left;
2089 flee_player (op);
2090
2327 return 0; 2091 return true;
2328 } 2092 }
2093 else
2094 return false;
2329 } 2095 }
2330
2331 /* I've been seeing crashes where the golem has been destroyed, but
2332 * the player object still points to the defunct golem. The code that
2333 * destroys the golem looks correct, and it doesn't always happen, so
2334 * put this in a a workaround to clean up the golem pointer.
2335 */
2336 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2337 op->contr->ranges[range_golem] = 0;
2338 2096
2339 /* call this here - we also will call this in do_ericserver, but 2097 /* call this here - we also will call this in do_ericserver, but
2340 * the players time has been increased when doericserver has been 2098 * the players time has been increased when doericserver has been
2341 * called, so we recheck it here. 2099 * called, so we recheck it here.
2342 */ 2100 */
2343 //TODO: better than handling 8 commands, use some more intelligent rate-limiting 2101 if (op->contr->ns->handle_command ())
2344 for (int rep = 8; --rep && op->contr->ns->handle_command (); )
2345 ;
2346
2347 if (op->speed_left < 0)
2348 return 0; 2102 return true;
2349 2103
2350 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2104 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2351 {
2352 /* All move commands take 1 tick, at least for now */
2353 op->speed_left--;
2354
2355 /* Instead of all the stuff below, let move_player take care
2356 * of it. Also, some of the skill stuff is only put in
2357 * there, as well as the confusion stuff.
2358 */
2359 move_player (op, op->direction); 2105 return move_player (op, op->direction);
2360 if (op->speed_left > 0)
2361 return 1;
2362 else
2363 return 0;
2364 }
2365 2106
2366 return 0; 2107 return false;
2367} 2108}
2368 2109
2369int 2110static int
2370save_life (object *op) 2111save_life (object *op)
2371{ 2112{
2372 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2113 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2373 return 0; 2114 return 0;
2374 2115
2375 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2116 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2376 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2117 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2377 { 2118 {
2378 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2119 op->play_sound (sound_find ("ob_evaporate"));
2379 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); 2120 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2380
2381 if (op->contr)
2382 esrv_del_item (op->contr, tmp->count);
2383 2121
2384 tmp->destroy (); 2122 tmp->destroy ();
2385 CLEAR_FLAG (op, FLAG_LIFESAVE); 2123 CLEAR_FLAG (op, FLAG_LIFESAVE);
2386 2124
2387 if (op->stats.hp < 0) 2125 if (op->stats.hp < 0)
2400 return 0; 2138 return 0;
2401} 2139}
2402 2140
2403/* This goes throws the inventory and removes unpaid objects, and puts them 2141/* This goes throws the inventory and removes unpaid objects, and puts them
2404 * back in the map (location and map determined by values of env). This 2142 * back in the map (location and map determined by values of env). This
2405 * function will descend into containers. op is the object to start the search 2143 * function will descend into containers. op is the object to start the search
2406 * from. 2144 * from.
2407 */ 2145 */
2146static void
2147drop_unpaid_items (object *op, object *env)
2148{
2149 while (op)
2150 {
2151 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2152
2153 if (QUERY_FLAG (op, FLAG_UNPAID))
2154 op->insert_at (env);
2155 else if (op->inv)
2156 drop_unpaid_items (op->inv, env);
2157
2158 op = next;
2159 }
2160}
2161
2408void 2162void
2409remove_unpaid_objects (object *op, object *env) 2163object::drop_unpaid_items ()
2410{ 2164{
2411 object *next; 2165 if (!flag [FLAG_REMOVED])
2412 2166 ::drop_unpaid_items (inv, this);
2413 while (op)
2414 {
2415 next = op->below; /* Make sure we have a good value, in case
2416 * we remove object 'op'
2417 */
2418 if (QUERY_FLAG (op, FLAG_UNPAID))
2419 {
2420 op->remove ();
2421 op->x = env->x;
2422 op->y = env->y;
2423 if (env->type == PLAYER)
2424 esrv_del_item (env->contr, op->count);
2425 insert_ob_in_map (op, env->map, NULL, 0);
2426 }
2427 else if (op->inv)
2428 remove_unpaid_objects (op->inv, env);
2429
2430 op = next;
2431 }
2432}
2433
2434/*
2435 * Returns pointer a static string containing gravestone text
2436 * Moved from apply.c to player.c - player.c is what
2437 * actually uses this function. player.c may not be quite the
2438 * best, a misc file for object actions is probably better,
2439 * but there isn't one in the server directory.
2440 */
2441char *
2442gravestone_text (object *op)
2443{
2444 static char buf2[MAX_BUF];
2445 char buf[MAX_BUF];
2446 time_t now = time (NULL);
2447
2448 strcpy (buf2, " R.I.P.\n\n");
2449 if (op->type == PLAYER)
2450 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2451 else
2452 sprintf (buf, "%s\n", &op->name);
2453
2454 strncat (buf2, " ", 20 - strlen (buf) / 2);
2455 strcat (buf2, buf);
2456 if (op->type == PLAYER)
2457 sprintf (buf, "who was in level %d when killed\n", op->level);
2458 else
2459 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2460
2461 strncat (buf2, " ", 20 - strlen (buf) / 2);
2462 strcat (buf2, buf);
2463 if (op->type == PLAYER)
2464 {
2465 sprintf (buf, "by %s.\n\n", op->contr->killer);
2466 strncat (buf2, " ", 21 - strlen (buf) / 2);
2467 strcat (buf2, buf);
2468 }
2469
2470 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2471 strncat (buf2, " ", 20 - strlen (buf) / 2);
2472 strcat (buf2, buf);
2473
2474 return buf2;
2475} 2167}
2476 2168
2477void 2169void
2478do_some_living (object *op) 2170do_some_living (object *op)
2479{ 2171{
2486 int rate_grace = 2000; 2178 int rate_grace = 2000;
2487 const int max_hp = 1; 2179 const int max_hp = 1;
2488 const int max_sp = 1; 2180 const int max_sp = 1;
2489 const int max_grace = 1; 2181 const int max_grace = 1;
2490 2182
2491 if (op->contr->outputs_sync) 2183 if (op->contr->hidden)
2184 {
2185 op->invisible = 1000;
2186 /* the socket code flashes the player visible/invisible
2187 * depending on the value of invisible, so we need to
2188 * alternate it here for it to work correctly.
2189 */
2190 if (pticks & 2)
2191 op->invisible--;
2492 { 2192 }
2493 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2193 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2494 if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks) 2194 {
2495 flush_output_element (op, &op->contr->outputs[i]); 2195 if (!op->invisible--)
2196 {
2197 make_visible (op);
2198 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2199 }
2496 } 2200 }
2497 2201
2498 if (op->contr->ns->state == ST_PLAYING) 2202 if (op->contr->ns->state == ST_PLAYING)
2499 { 2203 {
2500 /* these next three if clauses make it possible to SLOW DOWN 2204 /* these next three if clauses make it possible to SLOW DOWN
2519 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2223 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2520 else 2224 else
2521 { 2225 {
2522 gen_grace = op->stats.maxgrace; 2226 gen_grace = op->stats.maxgrace;
2523 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2227 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2524 }
2525
2526 /* Regenerate Spell Points */
2527 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0)
2528 {
2529 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2530 if (op->stats.sp < op->stats.maxsp)
2531 {
2532 op->stats.sp++;
2533 /* dms do not consume food */
2534 if (!QUERY_FLAG (op, FLAG_WIZ))
2535 {
2536 op->stats.food--;
2537 if (op->contr->digestion < 0)
2538 op->stats.food += op->contr->digestion;
2539 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2540 op->stats.food = last_food;
2541 }
2542 }
2543
2544 if (max_sp > 1)
2545 {
2546 over_sp = (gen_sp + 10) / rate_sp;
2547 if (over_sp > 0)
2548 {
2549 if (op->stats.sp < op->stats.maxsp)
2550 {
2551 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2552
2553 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2554 op->stats.sp--;
2555
2556 if (op->stats.sp > op->stats.maxsp)
2557 op->stats.sp = op->stats.maxsp;
2558 }
2559 op->last_sp = 0;
2560 }
2561 else
2562 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2563 }
2564 else
2565 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2566 } 2228 }
2567 2229
2568 /* Regenerate Grace */ 2230 /* Regenerate Grace */
2569 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2231 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2570 if (--op->last_grace < 0) 2232 if (--op->last_grace < 0)
2591 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); 2253 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2592 } 2254 }
2593 /* wearing stuff doesn't detract from grace generation. */ 2255 /* wearing stuff doesn't detract from grace generation. */
2594 } 2256 }
2595 2257
2258 if (op->stats.food > 0)
2259 {
2596 /* Regenerate Hit Points */ 2260 /* Regenerate Spell Points */
2597 if (--op->last_heal < 0) 2261 if (!op->contr->golem && --op->last_sp < 0)
2598 {
2599 if (op->stats.hp < op->stats.maxhp)
2600 { 2262 {
2601 op->stats.hp++; 2263 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2602 /* dms do not consume food */ 2264
2603 if (!QUERY_FLAG (op, FLAG_WIZ)) 2265 if (op->stats.sp < op->stats.maxsp)
2604 { 2266 {
2267 op->stats.sp++;
2268
2269 /* dms do not consume food */
2270 if (!QUERY_FLAG (op, FLAG_WIZ))
2271 {
2605 op->stats.food--; 2272 op->stats.food--;
2273
2606 if (op->contr->digestion < 0) 2274 if (op->contr->digestion < 0)
2607 op->stats.food += op->contr->digestion; 2275 op->stats.food += op->contr->digestion;
2608 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2276 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2609 op->stats.food = last_food; 2277 op->stats.food = last_food;
2278 }
2610 } 2279 }
2611 }
2612 2280
2613 if (max_hp > 1) 2281 if (max_sp > 1)
2614 {
2615 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2616 if (over_hp > 0)
2617 { 2282 {
2618 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; 2283 over_sp = (gen_sp + 10) / rate_sp;
2284 if (over_sp > 0)
2285 {
2286 if (op->stats.sp < op->stats.maxsp)
2287 {
2288 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2289
2290 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2291 op->stats.sp--;
2292
2293 if (op->stats.sp > op->stats.maxsp)
2294 op->stats.sp = op->stats.maxsp;
2295 }
2296
2619 op->last_heal = 0; 2297 op->last_sp = 0;
2298 }
2299 else
2300 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2620 } 2301 }
2621 else 2302 else
2303 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2304 }
2305
2306 /* Regenerate Hit Points */
2307 if (--op->last_heal < 0)
2308 {
2309 if (op->stats.hp < op->stats.maxhp)
2622 { 2310 {
2623 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2311 op->stats.hp++;
2312
2313 /* dms do not consume food */
2314 if (!QUERY_FLAG (op, FLAG_WIZ))
2315 {
2316 op->stats.food--;
2317
2318 if (op->contr->digestion < 0)
2319 op->stats.food += op->contr->digestion;
2320 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2321 op->stats.food = last_food;
2322 }
2624 } 2323 }
2324
2325 if (max_hp > 1)
2326 {
2327 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2328
2329 if (over_hp > 0)
2330 {
2331 op->stats.sp += over_hp + (rndm (rate_hp) > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2332 op->last_heal = 0;
2333 }
2334 else
2335 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2625 } 2336 }
2626 else 2337 else
2627 {
2628 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2338 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2629 } 2339 }
2630 } 2340 }
2631 2341
2632 /* Digestion */ 2342 /* Digestion */
2633 if (--op->last_eat < 0) 2343 if (--op->last_eat < 0)
2634 { 2344 {
2635#ifdef COZY_SERVER 2345 int bonus = max (0, op->contr->digestion),
2636 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion; 2346 penalty = max (0, -op->contr->digestion);
2637 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2638#else
2639 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2640#endif
2641 2347
2642 if (op->contr->gen_hp > 0)
2643 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2348 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2644 else
2645 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2646 2349
2647 /* dms do not consume food */ 2350 /* dms do not consume food */
2648 if (!QUERY_FLAG (op, FLAG_WIZ)) 2351 if (!QUERY_FLAG (op, FLAG_WIZ))
2649 op->stats.food--; 2352 op->stats.food--;
2650 } 2353 }
2651 2354
2652 if (op->stats.food < 0 && op->stats.hp >= 0) 2355 if (op->stats.food < 0 && op->stats.hp >= 0)
2653 { 2356 {
2654 object *tmp, *flesh = 0; 2357 object *flesh = 0;
2655 2358
2656 for (tmp = op->inv; tmp; tmp = tmp->below) 2359 for_inv_removable (op, tmp)
2657 { 2360 {
2658 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2361 if (QUERY_FLAG (tmp, FLAG_UNPAID))
2362 continue;
2363
2364 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2659 { 2365 {
2660 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2366 op->statusmsg ("You blindly grab for a bite of food. "
2661 { 2367 "H<To prevent you from starving, you ate some random item from your backpack.>");
2662 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2663 manual_apply (op, tmp, 0); 2368 manual_apply (op, tmp, 0);
2369
2664 if (op->stats.food >= 0 || op->stats.hp < 0) 2370 if (op->stats.food >= 0 || op->stats.hp < 0)
2665 break; 2371 break;
2666 } 2372 }
2667 else if (tmp->type == FLESH) 2373 else if (tmp->type == FLESH)
2668 flesh = tmp; 2374 flesh = tmp;
2669 } /* End if paid for object */ 2375 }
2670 } /* end of for loop */
2671 2376
2672 /* If player is still starving, it means they don't have any food, so 2377 /* If player is still starving, it means they don't have any food, so
2673 * eat flesh instead. 2378 * eat flesh instead.
2674 */ 2379 */
2675 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2380 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2676 { 2381 {
2677 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2382 op->statusmsg ("You blindly grab for a bite of food. "
2383 "H<To prevent you from starving, you ate some random item from your backpack.>");
2678 manual_apply (op, flesh, 0); 2384 manual_apply (op, flesh, 0);
2679 } 2385 }
2386
2387 // If player is still starving, alert him!
2388 if (op->stats.food < 0)
2389 op->failmsg ("You are starving! "
2390 "H<Eat some food to increase your food and prevent you from an untimely death.>");
2391 }
2392
2393 if (op->stats.food < 0)
2680 } 2394 {
2395 op->stats.hp += op->stats.food;
2396 op->stats.food = 0;
2681 2397
2682 while (op->stats.food < 0 && op->stats.hp >= 0) 2398 if (op->stats.hp < 0)
2683 op->stats.food++, op->stats.hp--; 2399 {
2400 op->contr->killer = archetype::get ("killer_starvation");
2401 op->contr->killer->destroy ();
2402 }
2403 }
2684 2404
2405 /* killer should be set here already */
2685 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2406 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2686 kill_player (op); 2407 kill_player (op);
2687 } 2408 }
2688} 2409}
2689 2410
2693 * file. 2414 * file.
2694 */ 2415 */
2695void 2416void
2696kill_player (object *op) 2417kill_player (object *op)
2697{ 2418{
2698 char buf[MAX_BUF];
2699 int x, y; 2419 int x, y;
2700
2701 //int i;
2702 maptile *map; /* this is for resurrection */ 2420 maptile *map; /* this is for resurrection */
2703
2704 /* int z;
2705 int num_stats_lose;
2706 int lost_a_stat;
2707 int lose_this_stat;
2708 int this_stat; */
2709 int will_kill_again; 2421 int will_kill_again;
2710 archetype *at; 2422 archetype *at;
2711 object *tmp; 2423 object *tmp;
2712 2424
2713 if (save_life (op)) 2425 if (save_life (op))
2714 return; 2426 return;
2715 2427
2428 dynbuf_text deathtab;
2429
2430 /* restore player */
2431 at = archetype::find (shstr_poisoning);
2432 if (object *tmp = present_arch_in_ob (at, op))
2433 {
2434 tmp->destroy ();
2435 deathtab << "Your body feels cleansed...\r";
2436 }
2437
2438 at = archetype::find (shstr_confusion);
2439 if (object *tmp = present_arch_in_ob (at, op))
2440 {
2441 tmp->destroy ();
2442 deathtab << "Your mind feels clearer...\r";
2443 }
2444
2445 cure_disease (op, 0, 0); /* remove any disease */
2446
2447 max_it (op->stats.hp , op->stats.maxhp);
2448 max_it (op->stats.sp , op->stats.maxsp);
2449 max_it (op->stats.grace, op->stats.maxgrace);
2450
2451 if (op->stats.food <= 0)
2452 op->stats.food = 999;
2453
2454 // remove all spell effects that are active
2455 // to avoid long-term effects such as word-of-recall
2456 for (object *item = op->inv; item; )
2457 {
2458 object *next = item->below;
2459
2460 if (item->type == SPELL_EFFECT && item->active)
2461 item->destroy ();
2462
2463 item = next;
2464 }
2716 2465
2717 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2466 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2718 * in cities ONLY!!! It is very important that this doesn't get abused. 2467 * in cities ONLY!!! It is very important that this doesn't get abused.
2719 * Look at op_on_battleground() for more info --AndreasV 2468 * Look at op_on_battleground() for more info --AndreasV
2720 */ 2469 */
2721 if (op_on_battleground (op, &x, &y)) 2470 if (op_on_battleground (op, &x, &y))
2722 { 2471 {
2723 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2472 deathtab << "You almost died in combat, but local medics have saved your life...\r";
2724 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2725
2726 /* restore player */
2727 at = archetype::find ("poisoning");
2728 tmp = present_arch_in_ob (at, op);
2729 if (tmp)
2730 {
2731 tmp->destroy ();
2732 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2733 }
2734
2735 at = archetype::find ("confusion");
2736 tmp = present_arch_in_ob (at, op);
2737 if (tmp)
2738 {
2739 tmp->destroy ();
2740 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2741 }
2742
2743 cure_disease (op, 0); /* remove any disease */
2744 op->stats.hp = op->stats.maxhp;
2745 if (op->stats.food <= 0)
2746 op->stats.food = 999;
2747 2473
2748 /* create a bodypart-trophy to make the winner happy */ 2474 /* create a bodypart-trophy to make the winner happy */
2749 tmp = arch_to_object (archetype::find ("finger")); 2475 if (object *tmp = arch_to_object (archetype::find (shstr_finger)))
2750 if (tmp != NULL)
2751 { 2476 {
2752 sprintf (buf, "%s's finger", &op->name); 2477 tmp->name = format ("%s's finger" , &op->name);
2753 tmp->name = buf; 2478 tmp->name_pl = format ("%s's fingers", &op->name);
2754 sprintf (buf, " This finger has been cut off %s\n"
2755 " the %s, when he was defeated at\n level %d by %s.\n",
2756 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2757 tmp->msg = buf; 2479 tmp->msg = format (
2480 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
2481 &op->name, op->contr->title,
2482 (int)op->level,
2483 op->contr->killer_name ()
2484 );
2758 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2485 tmp->value = 0, tmp->type = 0;
2759 tmp->materialname = NULL; 2486 tmp->materialname = "organics";
2760 tmp->x = op->x, tmp->y = op->y; 2487 tmp->insert_at (op, tmp);
2761 insert_ob_in_map (tmp, op->map, op, 0);
2762 } 2488 }
2763 2489
2764 /* teleport defeated player to new destination */ 2490 /* teleport defeated player to new destination */
2765 transfer_ob (op, x, y, 0, NULL); 2491 transfer_ob (op, x, y, 0, NULL);
2766 op->contr->braced = 0; 2492 op->contr->braced = 0;
2493
2494 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2767 return; 2495 return;
2768 } 2496 }
2769 2497
2498 deathtab << "You were killed by " << op->contr->killer_name () << ".\n\n";
2499 deathtab << "T<YOU HAVE DIED>\n\n";
2500
2770 INVOKE_PLAYER (DEATH, op->contr); 2501 INVOKE_PLAYER (DEATH, op->contr);
2771 2502
2772 command_kill_pets (op, 0); 2503 command_kill_pets (op, 0);
2773 2504
2774 if (op->stats.food < 0) 2505 op->contr->play_sound (sound_find ("player_dies"));
2775 {
2776 if (op->contr->explore)
2777 {
2778 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
2779 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2780 op->stats.food = 999;
2781 return;
2782 }
2783 sprintf (buf, "%s starved to death.", &op->name);
2784 strcpy (op->contr->killer, "starvation");
2785 }
2786 else
2787 {
2788 if (op->contr->explore)
2789 {
2790 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
2791 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2792 op->stats.hp = op->stats.maxhp;
2793 return;
2794 }
2795 sprintf (buf, "%s died.", &op->name);
2796 }
2797 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2798 2506
2799 /* save the map location for corpse, gravestone */ 2507 /* save the map location for corpse, gravestone */
2800 x = op->x; 2508 x = op->x;
2801 y = op->y; 2509 y = op->y;
2802 map = op->map; 2510 map = op->map;
2803
2804 2511
2805 /* NOT_PERMADEATH code. This basically brings the character back to 2512 /* NOT_PERMADEATH code. This basically brings the character back to
2806 * life if they are dead - it takes some exp and a random stat. 2513 * life if they are dead - it takes some exp and a random stat.
2807 * See the config.h file for a little more in depth detail about this. 2514 * See the config.h file for a little more in depth detail about this.
2808 */ 2515 */
2825 num_stats_lose = 1; 2532 num_stats_lose = 1;
2826 else 2533 else
2827 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO; 2534 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2828 } 2535 }
2829 else 2536 else
2830 {
2831 num_stats_lose = 1; 2537 num_stats_lose = 1;
2832 } 2538
2833 lost_a_stat = 0; 2539 lost_a_stat = 0;
2834 2540
2835 for (z = 0; z < num_stats_lose; z++) 2541 for (z = 0; z < num_stats_lose; z++)
2836 { 2542 {
2837 i = RANDOM () % NUM_STATS; 2543 i = rndm (NUM_STATS);
2838 2544
2839 if (settings.stat_loss_on_death) 2545 if (settings.stat_loss_on_death)
2840 { 2546 {
2841 /* Pick a random stat and take a point off it. Tell the player 2547 /* Pick a random stat and take a point off it. Tell the player
2842 * what he lost. 2548 * what he lost.
2849 lost_a_stat = 1; 2555 lost_a_stat = 1;
2850 } 2556 }
2851 else 2557 else
2852 { 2558 {
2853 /* deplete a stat */ 2559 /* deplete a stat */
2854 archetype *deparch = archetype::find ("depletion"); 2560 archetype *deparch = archetype::find (shstr_depletion);
2855 object *dep; 2561 object *dep;
2856 2562
2857 dep = present_arch_in_ob (deparch, op); 2563 dep = present_arch_in_ob (deparch, op);
2858 if (!dep) 2564 if (!dep)
2859 { 2565 {
2893 } 2599 }
2894 } 2600 }
2895 2601
2896 if (lose_this_stat) 2602 if (lose_this_stat)
2897 { 2603 {
2898 this_stat = get_attr_value (&(dep->stats), i); 2604 this_stat = get_attr_value (&dep->stats, i);
2899 /* We could try to do something clever like find another 2605 /* We could try to do something clever like find another
2900 * stat to reduce if this fails. But chances are, if 2606 * stat to reduce if this fails. But chances are, if
2901 * stats have been depleted to -50, all are pretty low 2607 * stats have been depleted to -50, all are pretty low
2902 * and should be roughly the same, so it shouldn't make a 2608 * and should be roughly the same, so it shouldn't make a
2903 * difference. 2609 * difference.
2911 lost_a_stat = 1; 2617 lost_a_stat = 1;
2912 } 2618 }
2913 } 2619 }
2914 } 2620 }
2915 } 2621 }
2622
2916 /* If no stat lost, tell the player. */ 2623 /* If no stat lost, tell the player. */
2917 if (!lost_a_stat) 2624 if (!lost_a_stat)
2918 { 2625 {
2919 /* determine_god() seems to not work sometimes... why is this? 2626 /* determine_god() seems to not work sometimes... why is this?
2920 Should I be using something else? GD */ 2627 Should I be using something else? GD */
2921 const char *god = determine_god (op); 2628 shstr_tmp god = determine_god (op);
2922 2629
2923 if (god && (strcmp (god, "none"))) 2630 if (god != shstr_none)
2924 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god); 2631 deathtab << "For a brief moment you feel the holy presence of " << god << " protecting you.\r";
2925 else 2632 else
2926 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2633 deathtab << "For a brief moment you feel a holy presence protecting you.\r";
2927 } 2634 }
2928#else 2635#else
2929 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2636 deathtab << "For a brief moment you feel a holy presence protecting you from losing yourself completely.";
2930#endif 2637#endif
2931 2638
2932 /* Put a gravestone up where the character 'almost' died. List the 2639 /* Put a gravestone up where the character 'almost' died. List the
2933 * exp loss on the stone. 2640 * exp loss on the stone.
2934 */ 2641 */
2935 tmp = arch_to_object (archetype::find ("gravestone")); 2642 tmp = arch_to_object (archetype::find (shstr_gravestone));
2936 sprintf (buf, "%s's gravestone", &op->name); 2643 tmp->name = format ("%s's gravestone", &op->name);
2937 tmp->name = buf; 2644 tmp->name_pl = format ("%s's gravestones", &op->name);
2938 sprintf (buf, "%s's gravestones", &op->name); 2645 tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n",
2939 tmp->name_pl = buf; 2646 &op->name, op->contr->title, op->contr->killer_name ());
2940 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);
2941 tmp->msg = buf;
2942 tmp->x = op->x, tmp->y = op->y; 2647 tmp->x = op->x, tmp->y = op->y;
2943 insert_ob_in_map (tmp, op->map, NULL, 0); 2648 insert_ob_in_map (tmp, op->map, NULL, 0);
2944 2649
2945 /**************************************/ 2650 /**************************************/
2946 /* */ 2651 /* */
2947 /* Subtract the experience points, */ 2652 /* Subtract the experience points, */
2948 /* if we died cause of food, give us */
2949 /* food, and reset HP's... */
2950 /* */ 2653 /* */
2951 /**************************************/ 2654 /**************************************/
2952 2655
2953 /* remove any poisoning and confusion the character may be suffering. */
2954 /* restore player */
2955 at = archetype::find ("poisoning");
2956 tmp = present_arch_in_ob (at, op);
2957
2958 if (tmp)
2959 {
2960 tmp->destroy ();
2961 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2962 }
2963
2964 at = archetype::find ("confusion");
2965 tmp = present_arch_in_ob (at, op);
2966 if (tmp)
2967 {
2968 tmp->destroy ();
2969 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2970 }
2971
2972 cure_disease (op, 0); /* remove any disease */
2973
2974 /*add_exp(op, (op->stats.exp * -0.20)); */ 2656 /*add_exp(op, (op->stats.exp * -0.20)); */
2975 apply_death_exp_penalty (op); 2657 apply_death_exp_penalty (op);
2976 if (op->stats.food < 100)
2977 op->stats.food = 900;
2978 op->stats.hp = op->stats.maxhp;
2979 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2980 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2981 2658
2982 /* 2659 /*
2983 * Check to see if the player is in a shop. IF so, then check to see if
2984 * the player has any unpaid items. If so, remove them and put them back 2660 * Check to see if the player has any unpaid items. If so, remove them
2985 * in the map. 2661 * and put them back in the map.
2986 */ 2662 */
2987 2663 op->drop_unpaid_items ();
2988 if (is_in_shop (op))
2989 remove_unpaid_objects (op->inv, op);
2990 2664
2991 /****************************************/ 2665 /****************************************/
2992 /* */ 2666 /* */
2993 /* Move player to his current respawn- */ 2667 /* Move player to his current respawn- */
2994 /* position (usually last savebed) */ 2668 /* position (usually last savebed) */
2995 /* */ 2669 /* */
2996 /****************************************/ 2670 /****************************************/
2997 2671
2998 enter_player_savebed (op); 2672 enter_player_savebed (op);
2999 2673
3000 /* Save the player before inserting the force to reduce
3001 * chance of abuse.
3002 */
3003 op->contr->braced = 0; 2674 op->contr->braced = 0;
3004 op->contr->save ();
3005 2675
3006 /* it is possible that the player has blown something up 2676 /* it is possible that the player has blown something up
3007 * at his savebed location, and that can have long lasting 2677 * at his savebed location, and that can have long lasting
3008 * spell effects. So first see if there is a spell effect 2678 * spell effects. So first see if there is a spell effect
3009 * on the space that might harm the player. 2679 * on the space that might harm the player.
3018 object *force; 2688 object *force;
3019 int at; 2689 int at;
3020 2690
3021 force = get_archetype (FORCE_NAME); 2691 force = get_archetype (FORCE_NAME);
3022 /* 50 ticks should be enough time for the spell to abate */ 2692 /* 50 ticks should be enough time for the spell to abate */
3023 force->speed = 0.1; 2693 force->speed = 0.1f;
3024 force->speed_left = -5.0; 2694 force->speed_left = -5.f;
3025 SET_FLAG (force, FLAG_APPLIED); 2695 SET_FLAG (force, FLAG_APPLIED);
3026 for (at = 0; at < NROFATTACKS; at++) 2696 for (at = 0; at < NROFATTACKS; at++)
3027 if (will_kill_again & (1 << at)) 2697 if (will_kill_again & (1 << at))
3028 force->resist[at] = 100; 2698 force->resist[at] = 100;
3029 2699
3030 insert_ob_in_ob (force, op); 2700 insert_ob_in_ob (force, op);
3031 op->update_stats (); 2701 op->update_stats ();
3032
3033 } 2702 }
3034 2703
3035 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2704 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
3036} 2705}
3037 2706
3038void 2707static void
3039loot_object (object *op) 2708loot_object (object *op)
3040{ /* Grab and destroy some treasure */ 2709{ /* Grab and destroy some treasure */
3041 object *tmp, *tmp2, *next; 2710 object *tmp, *tmp2, *next;
3042 2711
3043 if (op->container) 2712 op->close_container (); /* close open sack first */
3044 esrv_apply_container (op, op->container); /* close open sack first */
3045 2713
3046 for (tmp = op->inv; tmp; tmp = next) 2714 for (tmp = op->inv; tmp; tmp = next)
3047 { 2715 {
3048 next = tmp->below; 2716 next = tmp->below;
3049 2717
3050 if (tmp->invisible) 2718 if (tmp->invisible)
3051 continue; 2719 continue;
3052 2720
3053 tmp->remove (); 2721 tmp->remove ();
3054 tmp->x = op->x, tmp->y = op->y; 2722 tmp->x = op->x, tmp->y = op->y;
2723
3055 if (tmp->type == CONTAINER) 2724 if (tmp->type == CONTAINER)
3056 { /* empty container to ground */ 2725 loot_object (tmp); /* empty container to ground */
3057 loot_object (tmp); 2726
3058 }
3059 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) 2727 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
3060 { 2728 {
3061 if (tmp->nrof > 1) 2729 if (tmp->nrof > 1)
3062 { 2730 {
3063 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2731 tmp->decrease (rndm (1, tmp->nrof - 1));
3064 tmp2->destroy ();
3065 insert_ob_in_map (tmp, op->map, NULL, 0); 2732 insert_ob_in_map (tmp, op->map, NULL, 0);
3066 } 2733 }
3067 else 2734 else
3068 tmp->destroy (); 2735 tmp->destroy ();
3069 } 2736 }
3075/* 2742/*
3076 * fix_weight(): Check recursively the weight of all players, and fix 2743 * fix_weight(): Check recursively the weight of all players, and fix
3077 * what needs to be fixed. Refresh windows and fix speed if anything 2744 * what needs to be fixed. Refresh windows and fix speed if anything
3078 * was changed. 2745 * was changed.
3079 */ 2746 */
3080
3081void 2747void
3082fix_weight (void) 2748fix_weight (void)
3083{ 2749{
3084 for_all_players (pl) 2750 for_all_players (pl)
3085 { 2751 {
3086 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2752 sint32 old = pl->ob->carrying;
3087 2753
3088 if (old == sum) 2754 pl->ob->update_weight ();
3089 continue; 2755
2756 if (old != pl->ob->carrying)
2757 {
3090 pl->ob->update_stats (); 2758 pl->ob->update_stats ();
3091 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 2759 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, (int)old, (int)pl->ob->carrying);
2760 }
3092 } 2761 }
3093} 2762}
3094 2763
3095void 2764void
3096fix_luck (void) 2765fix_luck (void)
3138} 2807}
3139 2808
3140void 2809void
3141make_visible (object *op) 2810make_visible (object *op)
3142{ 2811{
3143 op->hide = 0; 2812 op->flag [FLAG_HIDDEN] = 0;
3144 op->invisible = 0; 2813 op->invisible = 0;
2814
3145 if (op->type == PLAYER) 2815 if (op->type == PLAYER)
3146 { 2816 {
3147 op->contr->tmp_invis = 0; 2817 op->contr->tmp_invis = 0;
3148 op->contr->invis_race = 0; 2818 op->contr->invis_race = 0;
3149 } 2819 }
2820
3150 update_object (op, UP_OBJ_FACE); 2821 update_object (op, UP_OBJ_CHANGE);
3151} 2822}
3152 2823
3153int 2824int
3154is_true_undead (object *op) 2825is_true_undead (object *op)
3155{ 2826{
3156 object *tmp = NULL;
3157
3158 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 2827 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3159 return 1; 2828 return 1;
3160 2829
3161 return 0; 2830 return 0;
3162} 2831}
3163 2832
3164/* look at the surrounding terrain to determine 2833/* look at the surrounding terrain to determine
3165 * the hideability of this object. Positive levels 2834 * the hideability of this object. Positive levels
3166 * indicate greater hideability. 2835 * indicate greater hideability.
3167 */ 2836 */
3168
3169int 2837int
3170hideability (object *ob) 2838hideability (object *ob)
3171{ 2839{
3172 int i, level = 0, mflag; 2840 int i, level = 0, mflag;
3173 sint16 x, y; 2841 sint16 x, y;
3174 2842
3175 if (!ob || !ob->map) 2843 if (!ob || !ob->map)
3176 return 0; 2844 return 0;
3177 2845
3178 /* so, on normal lighted maps, its hard to hide */ 2846 /* so, on normal lighted maps, its hard to hide */
3179 level = ob->map->darkness - 2; 2847 level = ob->map->darklevel () - 2;
3180 2848
3181 /* this also picks up whether the object is glowing. 2849 /* this also picks up whether the object is glowing.
3182 * If you carry a light on a non-dark map, its not 2850 * If you carry a light on a non-dark map, its not
3183 * as bad as carrying a light on a pitch dark map */ 2851 * as bad as carrying a light on a pitch dark map */
3184 if (has_carried_lights (ob)) 2852 if (ob->has_carried_lights ())
3185 level = -(10 + (2 * ob->map->darkness)); 2853 level = -(10 + (2 * ob->map->darklevel ()));
3186 2854
3187 /* scan through all nearby squares for terrain to hide in */ 2855 /* scan through all nearby squares for terrain to hide in */
3188 for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i]) 2856 for (i = 0, x = ob->x, y = ob->y;
2857 i <= SIZEOFFREE1;
2858 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3189 { 2859 {
3190 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); 2860 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3191 if (mflag & P_OUT_OF_MAP) 2861 if (mflag & P_OUT_OF_MAP)
3192 {
3193 continue; 2862 continue;
3194 } 2863
3195 if (mflag & P_BLOCKSVIEW) /* something to hide near! */ 2864 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3196 level += 2; 2865 level += 2;
3197 else /* open terrain! */ 2866 else /* open terrain! */
3198 level -= 1; 2867 level -= 1;
3199 } 2868 }
3207/* For Hidden creatures - a chance of becoming 'unhidden' 2876/* For Hidden creatures - a chance of becoming 'unhidden'
3208 * every time they move - as we subtract off 'invisibility' 2877 * every time they move - as we subtract off 'invisibility'
3209 * AND, for players, if they move into a ridiculously unhideable 2878 * AND, for players, if they move into a ridiculously unhideable
3210 * spot (surrounded by clear terrain in broad daylight). -b.t. 2879 * spot (surrounded by clear terrain in broad daylight). -b.t.
3211 */ 2880 */
3212
3213void 2881void
3214do_hidden_move (object *op) 2882do_hidden_move (object *op)
3215{ 2883{
3216 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 2884 int hide = 0;
3217 object *skop;
3218 2885
3219 if (!op || !op->map) 2886 if (!op || !op->map)
3220 return; 2887 return;
3221 2888
3222 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 2889 object *skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
2890 int num = random_roll (0, 19, op, PREFER_LOW);
3223 2891
3224 /* its *extremely* hard to run and sneak/hide at the same time! */ 2892 /* its *extremely* hard to run and sneak/hide at the same time! */
3225 if (op->type == PLAYER && op->contr->run_on) 2893 if (op->type == PLAYER && op->contr->run_on)
3226 {
3227 if (!skop || num >= skop->level) 2894 if (!skop || num >= skop->level)
3228 { 2895 {
3229 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!"); 2896 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3230 make_visible (op); 2897 make_visible (op);
3231 return; 2898 return;
3232 } 2899 }
3233 else 2900 else
3234 num += 20; 2901 num += 20;
3235 } 2902
3236 num += op->map->difficulty; 2903 num += op->map->difficulty;
3237 hide = hideability (op); /* modify by terrain hidden level */ 2904 hide = hideability (op); /* modify by terrain hidden level */
3238 num -= hide; 2905 num -= hide;
2906
3239 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 2907 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3240 { 2908 {
3241 make_visible (op); 2909 make_visible (op);
2910
3242 if (op->type == PLAYER) 2911 if (op->type == PLAYER)
3243 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 2912 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3244 } 2913 }
3245 else if (op->type == PLAYER && skop) 2914 else if (op->type == PLAYER && skop)
3246 {
3247 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 2915 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3248 }
3249} 2916}
3250 2917
3251/* determine if who is standing near a hostile creature. */ 2918/* determine if who is standing near a hostile creature. */
3252 2919
3253int 2920int
3301 * object op. This function works fine for monsters, 2968 * object op. This function works fine for monsters,
3302 * but we dont worry if the object isnt the top one in 2969 * but we dont worry if the object isnt the top one in
3303 * a pile (say a coin under a table would return "viewable" 2970 * a pile (say a coin under a table would return "viewable"
3304 * by this routine). Another question, should we be 2971 * by this routine). Another question, should we be
3305 * concerned with the direction the player is looking 2972 * concerned with the direction the player is looking
3306 * in? Realistically, most of use cant see stuff behind 2973 * in? Realistically, most of us can't see stuff behind
3307 * our backs...on the other hand, does the "facing" direction 2974 * our backs...on the other hand, does the "facing" direction
3308 * imply the way your head, or body is facing? Its possible 2975 * imply the way your head, or body is facing? It's possible
3309 * for them to differ. Sigh, this fctn could get a bit more complex. 2976 * for them to differ. Sigh, this fctn could get a bit more complex.
3310 * -b.t. 2977 * -b.t.
3311 * This function is now map tiling safe. 2978 * This function is now map tiling safe.
3312 */ 2979 */
3313
3314int 2980int
3315player_can_view (object *pl, object *op) 2981player_can_view (object *pl, object *op)
3316{ 2982{
3317 rv_vector rv; 2983 rv_vector rv;
3318 int dx, dy; 2984 int dx, dy;
3320 if (pl->type != PLAYER) 2986 if (pl->type != PLAYER)
3321 { 2987 {
3322 LOG (llevError, "player_can_view() called for non-player object\n"); 2988 LOG (llevError, "player_can_view() called for non-player object\n");
3323 return -1; 2989 return -1;
3324 } 2990 }
2991
3325 if (!pl || !op) 2992 if (!pl || !op)
3326 return 0; 2993 return 0;
3327 2994
3328 if (op->head)
3329 {
3330 op = op->head; 2995 op = op->head_ ();
3331 } 2996
3332 get_rangevector (pl, op, &rv, 0x1); 2997 get_rangevector (pl, op, &rv, 0x1);
3333 2998
3334 /* starting with the 'head' part, lets loop 2999 /* starting with the 'head' part, lets loop
3335 * through the object and find if it has any 3000 * through the object and find if it has any
3336 * part that is in the los array but isnt on 3001 * part that is in the los array but isn't on
3337 * a blocked los square. 3002 * a blocked los square.
3338 * we use the archetype to figure out offsets. 3003 * we use the archetype to figure out offsets.
3339 */ 3004 */
3340 while (op) 3005 while (op)
3341 { 3006 {
3342 dx = rv.distance_x + op->arch->clone.x; 3007 dx = rv.distance_x + op->arch->x;
3343 dy = rv.distance_y + op->arch->clone.y; 3008 dy = rv.distance_y + op->arch->y;
3344 3009
3345 /* only the viewable area the player sees is updated by LOS 3010 if (pl->contr->blocked_los (dx, dy) != LOS_BLOCKED)
3346 * code, so we need to restrict ourselves to that range of values
3347 * for any meaningful values.
3348 */
3349 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3350 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3351 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3352 return 1; 3011 return 1;
3012
3353 op = op->more; 3013 op = op->more;
3354 } 3014 }
3355 return 0;
3356}
3357 3015
3358/* routine for both players and monsters. We call this when
3359 * there is a possibility for our action distrubing our hiding
3360 * place or invisiblity spell. Artefact invisiblity is not
3361 * effected by this. If we arent invisible to begin with, we
3362 * return 0.
3363 */
3364int
3365action_makes_visible (object *op)
3366{
3367
3368 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3369 {
3370 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3371 return 0;
3372
3373 if (op->contr && op->contr->tmp_invis == 0)
3374 return 0;
3375
3376 /* If monsters, they should become visible */
3377 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3378 {
3379 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3380 return 1;
3381 }
3382 }
3383 return 0; 3016 return 0;
3384} 3017}
3385 3018
3386/* op_on_battleground - checks if the given object op (usually 3019/* op_on_battleground - checks if the given object op (usually
3387 * a player) is standing on a valid battleground-tile, 3020 * a player) is standing on a valid battleground-tile,
3392 * Default is to do the same as before, so only people wanting to have different points need worry about this 3025 * Default is to do the same as before, so only people wanting to have different points need worry about this
3393 */ 3026 */
3394int 3027int
3395op_on_battleground (object *op, int *x, int *y) 3028op_on_battleground (object *op, int *x, int *y)
3396{ 3029{
3397 object *tmp;
3398
3399 /* A battleground-tile needs the following attributes to be valid: 3030 /* A battleground-tile needs the following attributes to be valid:
3400 * is_floor 1 (has to be the FIRST floor beneath the player's feet), 3031 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3401 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3032 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3402 * and the exit-coordinates sp/hp must both be > 0. 3033 * and the exit-coordinates sp/hp must both be > 0.
3403 * => The intention here is to prevent abuse of the battleground- 3034 * => The intention here is to prevent abuse of the battleground-
3404 * feature (like pickable or hidden battleground tiles). */ 3035 * feature (like pickable or hidden battleground tiles). */
3405 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3036 for (object *tmp = op->below; tmp; tmp = tmp->below)
3406 { 3037 {
3407 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3038 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3408 { 3039 {
3409 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3040 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3410 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp)) 3041 && tmp->type == BATTLEGROUND
3042 && tmp->name == shstr_battleground
3043 && EXIT_X (tmp) && EXIT_Y (tmp))
3411 { 3044 {
3412 /*before we assign the exit, check if this is a teambattle */ 3045 /* before we assign the exit, check if this is a teambattle */
3413 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) 3046 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3414 { 3047 {
3415 object *invtmp;
3416
3417 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below) 3048 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3418 { 3049 {
3419 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying)) 3050 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3420 { 3051 {
3421 if (x != NULL && y != NULL) 3052 if (x && y)
3422 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3053 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3054
3423 return 1; 3055 return 1;
3424 } 3056 }
3425 } 3057 }
3426 } 3058 }
3059
3427 if (x != NULL && y != NULL) 3060 if (x && y)
3428 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3061 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3062
3429 return 1; 3063 return 1;
3430 } 3064 }
3431 } 3065 }
3432 } 3066 }
3067
3433 /* If we got here, did not find a battleground */ 3068 /* If we got here, did not find a battleground */
3434 return 0; 3069 return 0;
3435} 3070}
3436 3071
3437/* 3072/*
3453 char buf[MAX_BUF]; /* tmp. string buffer */ 3088 char buf[MAX_BUF]; /* tmp. string buffer */
3454 int i = 0, j = 0; 3089 int i = 0, j = 0;
3455 3090
3456 /* get the appropriate treasurelist */ 3091 /* get the appropriate treasurelist */
3457 if (atnr == ATNR_FIRE) 3092 if (atnr == ATNR_FIRE)
3458 trlist = find_treasurelist ("dragon_ability_fire"); 3093 trlist = treasurelist::find (shstr_dragon_ability_fire);
3459 else if (atnr == ATNR_COLD) 3094 else if (atnr == ATNR_COLD)
3460 trlist = find_treasurelist ("dragon_ability_cold"); 3095 trlist = treasurelist::find (shstr_dragon_ability_cold);
3461 else if (atnr == ATNR_ELECTRICITY) 3096 else if (atnr == ATNR_ELECTRICITY)
3462 trlist = find_treasurelist ("dragon_ability_elec"); 3097 trlist = treasurelist::find (shstr_dragon_ability_elec);
3463 else if (atnr == ATNR_POISON) 3098 else if (atnr == ATNR_POISON)
3464 trlist = find_treasurelist ("dragon_ability_poison"); 3099 trlist = treasurelist::find (shstr_dragon_ability_poison);
3465 3100
3466 if (trlist == NULL || who->type != PLAYER) 3101 if (trlist == NULL || who->type != PLAYER)
3467 return; 3102 return;
3468 3103
3469 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3104 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3470 3105
3471 if (tr == NULL || tr->item == NULL) 3106 if (!tr || !tr->item)
3472 { 3107 {
3473 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3108 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3474 return; 3109 return;
3475 } 3110 }
3476 3111
3477 /* everything seems okay - now bring on the gift: */ 3112 /* everything seems okay - now bring on the gift: */
3478 item = &(tr->item->clone); 3113 item = tr->item;
3479 3114
3480 if (item->type == SPELL) 3115 if (item->type == SPELL)
3481 { 3116 {
3482 if (check_spell_known (who, item->name)) 3117 if (check_spell_known (who, item->name))
3483 return; 3118 return;
3542 { 3177 {
3543 /* forces in the treasurelist can alter the player's stats */ 3178 /* forces in the treasurelist can alter the player's stats */
3544 object *skin; 3179 object *skin;
3545 3180
3546 /* first get the dragon skin force */ 3181 /* first get the dragon skin force */
3547 shstr_cmp dragon_skin_force ("dragon_skin_force");
3548 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below) 3182 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3549 ; 3183 ;
3550 3184
3551 if (!skin) 3185 if (!skin)
3552 return; 3186 return;
3553 3187
3588 else 3222 else
3589 { 3223 {
3590 /* generate misc. treasure */ 3224 /* generate misc. treasure */
3591 tmp = arch_to_object (tr->item); 3225 tmp = arch_to_object (tr->item);
3592 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp)); 3226 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3593 tmp = insert_ob_in_ob (tmp, who); 3227 who->insert (tmp);
3594 if (who->type == PLAYER)
3595 esrv_send_item (who, tmp);
3596 } 3228 }
3597} 3229}
3598 3230
3599/** 3231/**
3600 * Unready an object for a player. This function does nothing if the object was 3232 * Unready an object for a player. This function does nothing if the object was
3601 * not readied. 3233 * not readied.
3602 */ 3234 */
3603void 3235void
3604player_unready_range_ob (player *pl, object *ob) 3236player_unready_range_ob (player *pl, object *ob)
3605{ 3237{
3606 rangetype i; 3238 if (pl->ob->current_weapon == ob)
3239 pl->ob->current_weapon = 0;
3607 3240
3608 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3241 if (pl->combat_ob == ob)
3609 { 3242 pl->combat_ob = 0;
3243
3610 if (pl->ranges[i] == ob) 3244 if (pl->ranged_ob == ob)
3611 { 3245 pl->ranged_ob = 0;
3612 pl->ranges[i] = NULL;
3613 if (pl->shoottype == i)
3614 {
3615 pl->shoottype = range_none;
3616 }
3617 }
3618 }
3619} 3246}
3247
3248//-GPL
3249
3250sint8
3251player::darkness_at (maptile *map, int x, int y) const
3252{
3253 if (!ns)
3254 return LOS_BLOCKED;
3255
3256 int dx, dy;
3257 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3258 return LOS_BLOCKED;
3259
3260 x += dx - ns->current_x;
3261 y += dy - ns->current_y;
3262
3263 return blocked_los (x, y);
3264}
3265
3266void
3267player::infobox (const char *title, const char *msg, int color)
3268{
3269 send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3270}
3271
3272void
3273player::statusmsg (const char *msg, int color)
3274{
3275 send_msg (color | NDI_REPLY, INFO_CHANNEL, msg);
3276}
3277
3278void
3279player::failmsg (const char *msg, int color)
3280{
3281 play_sound (sound_find ("generic_failure"));
3282 statusmsg (msg, color);
3283}
3284

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