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Comparing deliantra/server/server/player.C (file contents):
Revision 1.97 by root, Mon Jan 8 22:32:11 2007 UTC vs.
Revision 1.243 by root, Sat Nov 7 18:30:06 2009 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
21 * 21 *
22 * The author can be reached via e-mail to <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 23 */
24 24
25//+GPL
26
25#include <global.h> 27#include <global.h>
26#include <pwd.h>
27#include <sproto.h> 28#include <sproto.h>
28#include <sounds.h> 29#include <sounds.h>
29#include <living.h> 30#include <living.h>
30#include <object.h> 31#include <object.h>
31#include <spells.h> 32#include <spells.h>
34#include <algorithm> 35#include <algorithm>
35#include <functional> 36#include <functional>
36 37
37playervec players; 38playervec players;
38 39
39void
40display_motd (const object *op)
41{
42 char buf[MAX_BUF];
43 char motd[HUGE_BUF];
44 FILE *fp;
45 int comp;
46 int size;
47
48 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
49 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
50 return;
51
52 motd[0] = '\0';
53 size = 0;
54
55 while (fgets (buf, MAX_BUF, fp))
56 {
57 if (*buf == '#')
58 continue;
59
60 strncat (motd + size, buf, HUGE_BUF - size);
61 size += strlen (buf);
62 }
63
64 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
65 close_and_delete (fp, comp);
66}
67
68void
69send_rules (const object *op)
70{
71 char buf[MAX_BUF];
72 char rules[HUGE_BUF];
73 FILE *fp;
74 int comp;
75 int size;
76
77 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
78 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
79 return;
80
81 rules[0] = '\0';
82 size = 0;
83
84 while (fgets (buf, MAX_BUF, fp))
85 {
86 if (*buf == '#')
87 continue;
88
89 if (size + strlen (buf) >= HUGE_BUF)
90 {
91 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
92 break;
93 }
94
95 strncat (rules + size, buf, HUGE_BUF - size);
96 size += strlen (buf);
97 }
98
99 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
100 close_and_delete (fp, comp);
101}
102
103void
104send_news (const object *op)
105{
106 char buf[MAX_BUF];
107 char news[HUGE_BUF];
108 char subject[MAX_BUF];
109 FILE *fp;
110 int comp;
111 int size;
112
113 sprintf (buf, "%s/%s", settings.confdir, settings.news);
114 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
115 return;
116
117 news[0] = '\0';
118 subject[0] = '\0';
119 size = 0;
120
121 while (fgets (buf, MAX_BUF, fp) != NULL)
122 {
123 if (*buf == '#')
124 continue;
125
126 if (*buf == '%')
127 { /* send one news */
128 if (size > 0)
129 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */
130
131 strcpy (subject, buf + 1);
132 strip_endline (subject);
133 size = 0;
134 news[0] = '\0';
135 }
136 else
137 {
138 if (size + strlen (buf) >= HUGE_BUF)
139 {
140 LOG (llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
141 break;
142 }
143 strncat (news + size, buf, HUGE_BUF - size);
144 size += strlen (buf);
145 }
146 }
147
148 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
149 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news);
150 close_and_delete (fp, comp);
151}
152
153/* This loads the first map an puts the player on it. */ 40/* This loads the first map an puts the player on it. */
154static void 41static void
155set_first_map (object *op) 42set_first_map (object *op)
156{ 43{
157 op->contr->maplevel = first_map_path; 44 op->contr->maplevel = first_map_path;
158 op->x = -1; 45 op->x = -1;
159 op->y = -1; 46 op->y = -1;
160}
161
162void
163player::enter_map ()
164{
165 object *tmp = object::create ();
166
167 EXIT_PATH (tmp) = maplevel;
168 EXIT_X (tmp) = ob->x;
169 EXIT_Y (tmp) = ob->y;
170 ob->enter_exit (tmp);
171
172 tmp->destroy ();
173} 47}
174 48
175void 49void
176player::activate () 50player::activate ()
177{ 51{
182 ob->remove (); 56 ob->remove ();
183 ob->map = 0; 57 ob->map = 0;
184 ob->activate_recursive (); 58 ob->activate_recursive ();
185 CLEAR_FLAG (ob, FLAG_FRIENDLY); 59 CLEAR_FLAG (ob, FLAG_FRIENDLY);
186 add_friendly_object (ob); 60 add_friendly_object (ob);
187 enter_map ();
188} 61}
189 62
190void 63void
191player::deactivate () 64player::deactivate ()
192{ 65{
194 return; 67 return;
195 68
196 terminate_all_pets (ob); 69 terminate_all_pets (ob);
197 remove_friendly_object (ob); 70 remove_friendly_object (ob);
198 ob->deactivate_recursive (); 71 ob->deactivate_recursive ();
72
73 if (ob->map)
74 maplevel = ob->map->path;
75
199 ob->remove (); 76 ob->remove ();
77 ob->enemy = 0; // sometimes keeps an extra refcount on itself
200 ob->map = 0; 78 ob->map = 0;
79 party = 0;
201 80
202 // for weird reasons, this is often "ob", keeping a circular reference 81 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
203 ranges [range_skill] = 0;
204 82
205 players.erase (this); 83 players.erase (this);
206} 84}
207 85
208// connect the player with a specific client 86// connect the player with a specific client
209// also changed, rationalises, and fixes some incorrect settings 87// also changes, rationalises, and fixes some incorrect settings
210void 88void
211player::connect (client *ns) 89player::connect (client *ns)
212{ 90{
213 this->ns = ns; 91 this->ns = ns;
214 ns->pl = this; 92 ns->pl = this;
215 93
216 run_on = 0; 94 run_on = 0;
217 fire_on = 0; 95 fire_on = 0;
218 ob->container = 0; //TODO: client-specific 96 ob->close_container (); //TODO: client-specific
219 97
220 ns->update_look = 0; 98 ns->update_look = 0;
221 ns->look_position = 0; 99 ns->look_position = 0;
222 100
223 clear_los (ob); 101 clear_los ();
224 102
225 ns->reset_stats (); 103 ns->reset_stats ();
226 104
227 /* make sure he's a player -- needed because of class change. */ 105 /* make sure he's a player -- needed because of class change. */
228 ob->type = PLAYER; // we are paranoid 106 ob->type = PLAYER; // we are paranoid
229 ob->race = ob->arch->clone.race; 107 ob->race = ob->arch->race;
230 108
231 if (!legal_range (ob, shoottype)) 109 ob->update_weight ();
232 shoottype = range_none;
233
234 ob->carrying = sum_weight (ob);
235 link_player_skills (ob); 110 link_skills ();
236 111
237 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); 112 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
238 113
239 assign (title, ob->arch->clone.name); 114 assign (title, ob->arch->object::name);
240
241 /* can_use_shield is a new flag. However, the can_use.. seems to largely come
242 * from the class, and not race. I don't see any way to get the class information
243 * to then update this. I don't think this will actually break anything - anyone
244 * that can use armour should be able to use a shield. What this may 'break'
245 * are features new characters get, eg, if someone starts up with a Q, they
246 * should be able to use a shield. However, old Q's won't get that advantage.
247 */
248 if (QUERY_FLAG (ob, FLAG_USE_ARMOUR))
249 SET_FLAG (ob, FLAG_USE_SHIELD);
250 115
251 /* if it's a dragon player, set the correct title here */ 116 /* if it's a dragon player, set the correct title here */
252 if (is_dragon_pl (ob)) 117 if (is_dragon_pl (ob))
253 { 118 {
254 object *tmp, *abil = 0, *skin = 0; 119 object *tmp, *abil = 0, *skin = 0;
255 120
256 shstr_cmp dragon_ability_force ("dragon_ability_force");
257 shstr_cmp dragon_skin_force ("dragon_skin_force");
258
259 for (tmp = ob->inv; tmp; tmp = tmp->below) 121 for (tmp = ob->inv; tmp; tmp = tmp->below)
260 if (tmp->type == FORCE) 122 if (tmp->type == FORCE)
261 if (tmp->arch->name == dragon_ability_force) 123 if (tmp->arch->archname == shstr_dragon_ability_force)
262 abil = tmp; 124 abil = tmp;
263 else if (tmp->arch->name == dragon_skin_force) 125 else if (tmp->arch->archname == shstr_dragon_skin_force)
264 skin = tmp; 126 skin = tmp;
265 127
266 set_dragon_name (ob, abil, skin); 128 set_dragon_name (ob, abil, skin);
267 } 129 }
268 130
269 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 131 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
270 132
271 esrv_new_player (this, ob->weight + ob->carrying); 133 esrv_new_player (this);
272 134
273 ob->update_stats (); 135 ob->update_stats ();
136
274 ns->floorbox_update (); 137 ns->floorbox_update ();
275
276 esrv_send_inventory (ob, ob); 138 esrv_send_inventory (ob, ob);
277 esrv_add_spells (this, 0); 139 esrv_add_spells (this, 0);
278 140
279 activate (); 141 activate ();
280 142
281 send_rules (ob);
282 send_news (ob);
283 display_motd (ob);
284
285 INVOKE_PLAYER (CONNECT, this); 143 INVOKE_PLAYER (CONNECT, this);
286 INVOKE_PLAYER (LOGIN, this); 144 INVOKE_PLAYER (LOGIN, this);
287} 145}
288 146
289void 147void
290player::disconnect () 148player::disconnect ()
291{ 149{
150 if (ob)
151 {
152 ob->close_container (); //TODO: client-specific
153 ob->drop_unpaid_items ();
154 }
155
292 if (ns) 156 if (ns)
293 { 157 {
294 if (active) 158 if (active)
295 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0)); 159 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
296 160
297 INVOKE_PLAYER (DISCONNECT, this); 161 INVOKE_PLAYER (DISCONNECT, this);
298 162
299 ns->reset_stats (); 163 ns->reset_stats ();
300 ns->pl = 0; 164 ns->pl = 0;
301 this->ns = 0; 165 ns = 0;
302 } 166 }
303 167
304 ob->container = 0; //TODO: client-specific 168 // this is important for the player scheduler to get the correct refcount
169 // when ns = 0
170 observe = viewpoint = ob;
171
305 deactivate (); 172 deactivate ();
306} 173}
174
175//-GPL
307 176
308// the need for this function can be explained 177// the need for this function can be explained
309// by load_object not returning the object 178// by load_object not returning the object
310void 179void
311player::set_object (object *op) 180player::set_object (object *op)
312{ 181{
313 ob = op; 182 ob = observe = viewpoint = op;
314 ob->contr = this; /* this aren't yet in archetype */ 183 ob->contr = this; /* this aren't yet in archetype */
315 184
185 ob->speed = 1.0f;
316 ob->speed_left = 0.5; 186 ob->speed_left = 0.5f;
317 ob->speed = 1.0; 187
318 ob->direction = 5; /* So player faces south */ 188 ob->direction = 5; /* So player faces south */
319 ob->stats.wc = 2;
320 ob->run_away = 25; /* Then we panick... */
321 189
322 ob->roll_stats (); 190 ob->flag [FLAG_READY_WEAPON] = false;
191 ob->flag [FLAG_READY_SKILL] = false;
192 ob->flag [FLAG_READY_BOW] = false;
193
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
323} 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
324 233
325player::player () 234player::player ()
326{ 235{
327 /* There are some elements we want initialised to non zero value - 236 /* There are some elements we want initialised to non zero value -
328 * we deal with that below this point. 237 * we deal with that below this point.
329 */ 238 */
330 outputs_sync = 16; /* Every 2 seconds */ 239 outputs_sync = 4;
331 outputs_count = 8; /* Keeps present behaviour */ 240 outputs_count = 4;
332 unapply = unapply_nochoice; 241 unapply = unapply_nochoice;
333 242
334 savebed_map = first_map_path; /* Init. respawn position */ 243 savebed_map = first_map_path; /* Init. respawn position */
335 244
336 gen_sp_armour = 10; 245 gen_sp_armour = 10;
337 shoottype = range_none;
338 bowtype = bow_normal; 246 bowtype = bow_normal;
339 petmode = pet_normal; 247 petmode = pet_normal;
340 listening = 10;
341 usekeys = containers; 248 usekeys = containers;
342 peaceful = 1; /* default peaceful */ 249 peaceful = 1; /* default peaceful */
343 do_los = 1; 250 do_los = 1;
251
252 weapon_sp = 1.0f;
253 weapon_sp_left = 0.5f;
344} 254}
345 255
346void 256void
347player::do_destroy () 257player::do_destroy ()
348{ 258{
353 if (ob) 263 if (ob)
354 { 264 {
355 ob->destroy_inv (false); 265 ob->destroy_inv (false);
356 ob->destroy (); 266 ob->destroy ();
357 } 267 }
268
269 ob = observe = viewpoint = 0;
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.
371player::create () 311player::create ()
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)));
316
317 pl->ob->roll_stats ();
318 pl->ob->stats.wc = 2;
319 pl->ob->run_away = 25; /* Then we panick... */
320
376 set_first_map (pl->ob); 321 set_first_map (pl->ob);
377 322
378 return pl; 323 return pl;
379}
380
381/*
382 * get_player_archetype() return next player archetype from archetype
383 * list. Not very efficient routine, but used only creating new players.
384 * Note: there MUST be at least one player archetype!
385 */
386archetype *
387get_player_archetype (archetype *at)
388{
389 archetype *start = at;
390
391 for (;;)
392 {
393 if (at == NULL || at->next == NULL)
394 at = first_archetype;
395 else
396 at = at->next;
397
398 if (at->clone.type == PLAYER)
399 return at;
400
401 if (at == start)
402 {
403 LOG (llevError, "No Player archetypes\n");
404 exit (-1);
405 }
406 }
407} 324}
408 325
409object * 326object *
410get_nearest_player (object *mon) 327get_nearest_player (object *mon)
411{ 328{
414 unsigned lastdist; 331 unsigned lastdist;
415 rv_vector rv; 332 rv_vector rv;
416 333
417 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next) 334 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
418 { 335 {
419 /* We should not find free objects on this friendly list, but it
420 * does periodically happen. Given that, lets deal with it.
421 * While unlikely, it is possible the next object on the friendly
422 * list is also free, so encapsulate this in a while loop.
423 */
424 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
425 {
426 object *tmp = ol->ob;
427
428 /* Can't do much more other than log the fact, because the object
429 * itself will have been cleared.
430 */
431 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
432 tmp->debug_desc ());
433 ol = ol->next;
434 remove_friendly_object (tmp);
435 if (!ol)
436 return op;
437 }
438
439 /* Remove special check for player from this. First, it looks to cause
440 * some crashes (ol->ob->contr not set properly?), but secondly, a more
441 * complicated method of state checking would be needed in any case -
442 * as it was, a clever player could type quit, and the function would
443 * skip them over while waiting for confirmation. Remove
444 * on_same_map check, as can_detect_enemy also does this
445 */
446 if (!can_detect_enemy (mon, ol->ob, &rv)) 336 if (!can_detect_enemy (mon, ol->ob, &rv))
447 continue; 337 continue;
448 338
449 if (lastdist > rv.distance) 339 if (lastdist > rv.distance)
450 { 340 {
526 x = mon->x; 416 x = mon->x;
527 y = mon->y; 417 y = mon->y;
528 m = mon->map; 418 m = mon->map;
529 dir = rv.direction; 419 dir = rv.direction;
530 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 */
531 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
532 /* 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. */
533 if (diff > max) 424 if (diff > max)
534 return 0; 425 return 0;
426
535 while (diff > 1 && max > 0) 427 while (diff > 1 && max > 0)
536 { 428 {
537 lastx = x; 429 lastx = x;
538 lasty = y; 430 lasty = y;
539 lastmap = m; 431 lastmap = m;
621 max--; 513 max--;
622 lastdir = dir; 514 lastdir = dir;
623 if (!firstdir) 515 if (!firstdir)
624 firstdir = dir; 516 firstdir = dir;
625 } 517 }
518
626 if (diff <= 1) 519 if (diff <= 1)
627 { 520 {
628 /* Recalculate diff (distance) because we may not have actually 521 /* Recalculate diff (distance) because we may not have actually
629 * headed toward player for entire distance. 522 * headed toward player for entire distance.
630 */ 523 */
631 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 524 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
632 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));
633 } 526 }
527
634 if (diff > max) 528 if (diff > max)
635 return 0; 529 return 0;
636 } 530 }
531
637 /* 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 */
638 if (!max) 533 if (!max)
639 return 0; 534 return 0;
640 535
641 return firstdir; 536 return firstdir;
642} 537}
643 538
644void 539void
645give_initial_items (object *pl, treasurelist * items) 540give_initial_items (object *pl, treasurelist *items)
646{ 541{
647 object *op, *next = NULL;
648
649 if (pl->randomitems != NULL) 542 if (pl->randomitems)
650 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); 543 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
651 544
652 for (op = pl->inv; op; op = next) 545 for (object *next, *op = pl->inv; op; op = next)
653 { 546 {
654 next = op->below; 547 next = op->below;
655 548
656 /* Forces get applied per default, unless they have the 549 /* Forces get applied per default, unless they have the
657 * 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
662 /* we never give weapons/armour if these cannot be used 555 /* we never give weapons/armour if these cannot be used
663 * by this player due to race restrictions 556 * by this player due to race restrictions
664 */ 557 */
665 if (pl->type == PLAYER) 558 if (pl->type == PLAYER)
666 { 559 {
667 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) && 560 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR)
561 &&
668 (op->type == ARMOUR || op->type == BOOTS || 562 (op->type == ARMOUR || op->type == BOOTS
669 op->type == CLOAK || op->type == HELMET || 563 || op->type == CLOAK || op->type == HELMET
670 op->type == SHIELD || op->type == GLOVES || 564 || op->type == SHIELD || op->type == GLOVES
565 || op->type == BRACERS || op->type == GIRDLE))
671 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))
672 { 567 {
673 op->destroy (); 568 op->destroy ();
674 continue; 569 continue;
675 } 570 }
676 } 571 }
677 572
678 /* This really needs to be better - we should really give 573 /* Here we remove duplicated skills (as duplicated spell objects have
679 * a substitute spellbook. The problem is that we don't really 574 * _very_ confusing effects for players), which could for instance be
680 * have a good idea what to replace it with (need something like 575 * generated by bad treasurelists. - elmex
681 * a first level treasurelist for each skill.)
682 * remove duplicate skills also
683 */ 576 */
684 if (op->type == SPELLBOOK || op->type == SKILL) 577 if (op->type == SKILL)
685 { 578 {
686 object *tmp;
687
688 for (tmp = op->below; tmp; tmp = tmp->below) 579 for (object *tmp = op->below; tmp; tmp = tmp->below)
689 if (tmp->type == op->type && tmp->name == op->name) 580 if (tmp->type == op->type && tmp->name == op->name)
690 break;
691
692 if (tmp)
693 { 581 {
694 op->destroy (); 582 op->destroy ();
583 LOG (llevError,
695 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); 584 "give_initial_items: Removing duplicate skill %s\n", &tmp->name);
696 continue; 585 break;
697 } 586 }
698 587
699 if (op->nrof > 1) 588 if (op->nrof > 1)
700 op->nrof = 1; 589 op->nrof = 1;
701 } 590 }
702 591
703 if (op->type == SPELLBOOK && op->inv) 592 if (op->type == SPELLBOOK && op->inv)
704 {
705 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); 593 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
706 }
707 594
708 /* Give starting characters identified, uncursed, and undamned 595 /* Give starting characters identified, uncursed, and undamned
709 * 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
710 * merged properly. 597 * merged properly.
711 */ 598 */
712 if (need_identify (op)) 599 if (need_identify (op))
713 { 600 {
714 SET_FLAG (op, FLAG_IDENTIFIED); 601 SET_FLAG (op, FLAG_IDENTIFIED);
715 CLEAR_FLAG (op, FLAG_CURSED); 602 CLEAR_FLAG (op, FLAG_CURSED);
716 CLEAR_FLAG (op, FLAG_DAMNED); 603 CLEAR_FLAG (op, FLAG_DAMNED);
717 } 604 }
605
718 if (op->type == SPELL) 606 if (op->type == SPELL)
719 { 607 {
720 op->destroy (); 608 op->destroy ();
721 continue; 609 continue;
722 } 610 }
724 { 612 {
725 SET_FLAG (op, FLAG_CAN_USE_SKILL); 613 SET_FLAG (op, FLAG_CAN_USE_SKILL);
726 op->stats.exp = 0; 614 op->stats.exp = 0;
727 op->level = 1; 615 op->level = 1;
728 } 616 }
729 /* lock all 'normal items by default */ 617 else /* lock all 'normal items by default */
730 else
731 SET_FLAG (op, FLAG_INV_LOCKED); 618 SET_FLAG (op, FLAG_INV_LOCKED);
732 } /* for loop of objects in player inv */ 619 } /* for loop of objects in player inv */
733 620
734 /* Need to set up the skill pointers */ 621 /* Need to set up the skill pointers */
735 link_player_skills (pl); 622 pl->contr->link_skills ();
736} 623}
737 624
738void 625void
739get_party_password (object *op, partylist *party) 626get_party_password (object *op, partylist *party)
740{ 627{
755roll_stat (void) 642roll_stat (void)
756{ 643{
757 int a[4], i, j, k; 644 int a[4], i, j, k;
758 645
759 for (i = 0; i < 4; i++) 646 for (i = 0; i < 4; i++)
760 a[i] = (int) RANDOM () % 6 + 1; 647 a[i] = (int) rndm (6) + 1;
761 648
762 for (i = 0, j = 0, k = 7; i < 4; i++) 649 for (i = 0, j = 0, k = 7; i < 4; i++)
763 if (a[i] < k) 650 if (a[i] < k)
764 k = a[i], j = i; 651 k = a[i], j = i;
765 652
771} 658}
772 659
773void 660void
774object::roll_stats () 661object::roll_stats ()
775{ 662{
776 int statsort [7]; 663 int statsort [NUM_STATS];
777 664
778 for (;;) 665 for (;;)
779 { 666 {
780 int sum = 0; 667 int sum = 0;
781 for (int i = 7; i--; ) 668 for (int i = NUM_STATS; i--; )
782 sum += statsort [i] = roll_stat (); 669 sum += statsort [i] = roll_stat ();
783 670
784 if (sum >= 82 && sum <= 116) 671 if (sum >= 82 && sum <= 116)
785 break; 672 break;
786 } 673 }
787 674
788 // Sort the stats so that rerolling is easier... 675 // Sort the stats so that rerolling is easier...
789 std::sort (statsort, statsort + 7, std::greater<int>()); 676 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
790 677
678 for (int i = 0; i < NUM_STATS; ++i)
791 stats.Str = statsort[0]; 679 stats.stat (i) = statsort [i];
792 stats.Dex = statsort[1];
793 stats.Con = statsort[2];
794 stats.Int = statsort[3];
795 stats.Wis = statsort[4];
796 stats.Pow = statsort[5];
797 stats.Cha = statsort[6];
798 680
799 stats.exp = 0; 681 stats.exp = 0;
800 stats.ac = 0; 682 stats.ac = 0;
801 683
802 stats.hp = stats.maxhp; 684 stats.hp = stats.maxhp;
814} 696}
815 697
816void 698void
817object::swap_stats (int a, int b) 699object::swap_stats (int a, int b)
818{ 700{
819 int tmp = get_attr_value (&contr->orig_stats, a); 701 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
820 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
821 set_attr_value (&contr->orig_stats, b, tmp);
822 702
703 for (int i = 0; i < NUM_STATS; ++i)
823 stats.Str = contr->orig_stats.Str; 704 stats.stat (i) = contr->orig_stats.stat (i);
824 stats.Dex = contr->orig_stats.Dex;
825 stats.Con = contr->orig_stats.Con;
826 stats.Int = contr->orig_stats.Int;
827 stats.Wis = contr->orig_stats.Wis;
828 stats.Pow = contr->orig_stats.Pow;
829 stats.Cha = contr->orig_stats.Cha;
830 705
831 //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,
832 // be merged with the similar code in roll_stats 707 // be merged with the similar code in roll_stats
833 stats.ac = 0; 708 stats.ac = 0;
834 709
853static void 728static void
854start_info (object *op) 729start_info (object *op)
855{ 730{
856 char buf[MAX_BUF]; 731 char buf[MAX_BUF];
857 732
858 sprintf (buf, "Welcome to Crossfire v%s!", VERSION); 733 sprintf (buf, "Welcome to Deliantra v%s!", VERSION);
859 new_draw_info (NDI_UNIQUE, 0, op, buf); 734 new_draw_info (NDI_UNIQUE, 0, op, buf);
860 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
861 //new_draw_info (NDI_UNIQUE, 0, op, " ");
862} 735}
863 736
864/* This function takes the key that is passed, and does the 737/* This function takes the key that is passed, and does the
865 * appropriate action with it (change race, or other things). 738 * appropriate action with it (change race, or other things).
866 * The function name is for historical reasons - now we have 739 * The function name is for historical reasons - now we have
867 * separate race and class; this actually changes the RACE, 740 * separate race and class; this actually changes the RACE,
868 * not the class. 741 * not the class.
869 */ 742 */
870int 743void
871key_change_class (object *op, char key) 744player::chargen_race_done ()
872{ 745{
873 int tmp_loop;
874
875 if (key == 'd' || key == 'D')
876 {
877 char buf[MAX_BUF];
878
879 /* this must before then initial items are given */ 746 /* this must before then initial items are given */
880 esrv_new_player (op->contr, op->weight + op->carrying); 747 esrv_new_player (ob->contr);
881 748
882 treasurelist *tl = find_treasurelist ("starting_wealth"); 749 treasurelist *tl = treasurelist::find (shstr_starting_wealth);
883 if (tl) 750 if (tl)
884 create_treasure (tl, op, 0, 0, 0); 751 create_treasure (tl, ob, 0, 0, 0);
885 752
886 INVOKE_PLAYER (BIRTH, op->contr); 753 INVOKE_PLAYER (BIRTH, ob->contr);
887 INVOKE_PLAYER (LOGIN, op->contr); 754 INVOKE_PLAYER (LOGIN, ob->contr);
888 755
889 op->contr->ns->state = ST_PLAYING; 756 ob->contr->ns->state = ST_PLAYING;
890 757
891 if (op->msg) 758 if (ob->msg)
892 op->msg = NULL; 759 ob->msg = 0;
893 760
894 /* We create this now because some of the unique maps will need it
895 * to save here.
896 */
897 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name);
898 make_path_to_file (buf);
899
900 start_info (op); 761 start_info (ob);
901 CLEAR_FLAG (op, FLAG_WIZ); 762 CLEAR_FLAG (ob, FLAG_WIZ);
902 give_initial_items (op, op->randomitems); 763 give_initial_items (ob, ob->randomitems);
903 link_player_skills (op);
904 esrv_send_inventory (op, op); 764 esrv_send_inventory (ob, ob);
905 op->update_stats (); 765 ob->update_stats ();
906 766
907 /* This moves the player to a different start map, if there 767 /* This moves the player to a different start map, if there
908 * is one for this race 768 * is one for this race
909 */ 769 */
910 if (*first_map_ext_path) 770 if (*first_map_ext_path)
911 { 771 ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y);
912 object *tmp;
913 char mapname[MAX_BUF];
914
915 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &op->arch->name);
916 tmp = object::create ();
917 EXIT_PATH (tmp) = mapname;
918 EXIT_X (tmp) = op->x;
919 EXIT_Y (tmp) = op->y;
920 op->enter_exit (tmp); /* we don't really care if it succeeded;
921 * if the map isn't there, then stay on the
922 * default initial map */
923 tmp->destroy ();
924 }
925 else 772 else
926 LOG (llevDebug, "first_map_ext_path not set\n"); 773 LOG (llevDebug, "first_map_ext_path not set\n");
774}
927 775
928 return 0; 776void
929 } 777player::chargen_race_next ()
930 778{
931 /* Following actually changes the race - this is the default command 779 /* Following actually changes the race - this is the default command
932 * if we don't match with one of the options above. 780 * if we don't match with one of the options above.
933 */ 781 */
934 782
935 tmp_loop = 0; 783 do
936 while (!tmp_loop)
937 { 784 {
938 shstr name = op->name; 785 shstr name = ob->name;
939 int x = op->x, y = op->y; 786 int x = ob->x, y = ob->y;
940 787
941 op->remove_statbonus (); 788 ob->remove_statbonus ();
942 op->remove (); 789 ob->remove ();
943 op->arch = get_player_archetype (op->arch); 790 ob->arch = get_player_archetype (ob->arch);
944 op->arch->clone.copy_to (op); 791 ob->arch->copy_to (ob);
945 op->instantiate (); 792 ob->instantiate ();
946 op->stats = op->contr->orig_stats; 793 ob->stats = ob->contr->orig_stats;
947 op->name = op->name_pl = name; 794 ob->name = ob->name_pl = name;
948 op->x = x; 795 ob->x = x;
949 op->y = y; 796 ob->y = y;
950 SET_ANIMATION (op, 2); /* So player faces south */ 797 SET_ANIMATION (ob, 2); /* So player faces south */
951 insert_ob_in_map (op, op->map, op, 0); 798 insert_ob_in_map (ob, ob->map, ob, 0);
952 assign (op->contr->title, op->arch->clone.name); 799 assign (ob->contr->title, ob->arch->object::name);
953 op->add_statbonus (); 800 ob->add_statbonus ();
954 tmp_loop = allowed_class (op);
955 } 801 }
802 while (!allowed_class (ob));
956 803
957 update_object (op, UP_OBJ_FACE); 804 update_object (ob, UP_OBJ_FACE);
958 esrv_update_item (UPD_FACE, op, op); 805 esrv_update_item (UPD_FACE, ob, ob);
959 op->update_stats (); 806 ob->update_stats ();
960 op->stats.hp = op->stats.maxhp; 807 ob->stats.hp = ob->stats.maxhp;
961 op->stats.sp = op->stats.maxsp; 808 ob->stats.sp = ob->stats.maxsp;
962 op->stats.grace = 0; 809 ob->stats.grace = 0;
963
964 if (op->msg)
965 new_draw_info (NDI_BLUE, 0, op, op->msg);
966
967 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
968 return 0;
969} 810}
970 811
971void 812static void
972flee_player (object *op) 813flee_player (object *op)
973{ 814{
974 int dir, diff; 815 int dir, diff;
975 rv_vector rv; 816 rv_vector rv;
976 817
979 LOG (llevDebug, "Fleeing player is dead.\n"); 820 LOG (llevDebug, "Fleeing player is dead.\n");
980 CLEAR_FLAG (op, FLAG_SCARED); 821 CLEAR_FLAG (op, FLAG_SCARED);
981 return; 822 return;
982 } 823 }
983 824
984 if (op->enemy == NULL) 825 if (!op->enemy)
985 { 826 {
986 LOG (llevDebug, "Fleeing player had no enemy.\n"); 827 LOG (llevDebug, "Fleeing player had no enemy.\n");
987 CLEAR_FLAG (op, FLAG_SCARED); 828 CLEAR_FLAG (op, FLAG_SCARED);
988 return; 829 return;
989 } 830 }
990 831
991 /* Seen some crashes here. Since we don't store an
992 * op->enemy_count, it is possible that something destroys the
993 * actual enemy, and the object is recycled.
994 */
995 if (op->enemy->map == NULL)
996 {
997 CLEAR_FLAG (op, FLAG_SCARED);
998 op->enemy = NULL;
999 return;
1000 }
1001
1002 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))
1003 { 833 {
1004 op->enemy = NULL; 834 op->enemy = NULL;
1005 CLEAR_FLAG (op, FLAG_SCARED); 835 CLEAR_FLAG (op, FLAG_SCARED);
1006 return; 836 return;
1009 get_rangevector (op, op->enemy, &rv, 0); 839 get_rangevector (op, op->enemy, &rv, 0);
1010 840
1011 dir = absdir (4 + rv.direction); 841 dir = absdir (4 + rv.direction);
1012 for (diff = 0; diff < 3; diff++) 842 for (diff = 0; diff < 3; diff++)
1013 { 843 {
1014 int m = 1 - (RANDOM () & 2); 844 int m = 1 - rndm (2) * 2;
1015 845
1016 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)))
1017 return; 847 return;
1018 } 848 }
1019 849
1020 /* Cornered, get rid of scared */ 850 /* Cornered, get rid of scared */
1021 CLEAR_FLAG (op, FLAG_SCARED); 851 CLEAR_FLAG (op, FLAG_SCARED);
1022 op->enemy = NULL; 852 op->enemy = NULL;
1023} 853}
1024 854
1025
1026/* 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.
1027 * 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
1028 * stop. 857 * stop.
1029 */ 858 */
1030int 859int
1031check_pick (object *op) 860check_pick (object *op)
1032{ 861{
1033 object *tmp, *next; 862 object *tmp, *next;
1034 int stop = 0; 863 int stop = 0;
1035 int j, k, wvratio; 864 int wvratio;
1036 char putstring[128], tmpstr[16];
1037 865
1038 /* if you're flying, you cna't pick up anything */ 866 /* if you're flying, you cna't pick up anything */
1039 if (op->move_type & MOVE_FLYING) 867 if (op->move_type & MOVE_FLYING)
1040 return 1; 868 return 1;
1041 869
1042 next = op->below; 870 next = op->below;
1043 871
872 int cnt = MAX_ITEM_PER_DROP;
873#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
874
1044 /* 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
1045 * destroyed */ 876 * destroyed */
1046 while (next && !next->destroyed ()) 877 while (next && !next->destroyed ())
1047 { 878 {
1048 tmp = next; 879 tmp = next;
1049 next = tmp->below; 880 next = tmp->below;
1050 881
882 if (cnt <= 0)
883 {
884 op->failmsg ("Couldn't pickup all items at once.");
885 return 0;
886 }
887
1051 if (op->destroyed ()) 888 if (op->destroyed ())
1052 return 0; 889 return 0;
1053 890
1054 if (!can_pick (op, tmp)) 891 if (!can_pick (op, tmp))
1055 continue; 892 continue;
1056 893
1057 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 894 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1058 { 895 {
1059 if (item_matched_string (op, tmp, op->contr->search_str)) 896 if (item_matched_string (op, tmp, op->contr->search_str))
1060 pick_up (op, tmp); 897 CHK_PICK_PICKUP;
898
1061 continue; 899 continue;
1062 } 900 }
1063 901
1064 /* 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? */
1065 if (!(op->contr->mode & PU_NEWMODE)) 962 if (op->contr->mode & PU_FOOD)
963 if (tmp->type == FOOD)
1066 { 964 {
1067 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)
1068 { 1024 {
1069 case 0: 1025 CHK_PICK_PICKUP;
1070 return 1; /* don't pick up */ 1026 continue;
1071 case 1:
1072 pick_up (op, tmp);
1073 return 1;
1074 case 2:
1075 pick_up (op, tmp);
1076 return 0;
1077 case 3:
1078 return 0; /* stop before pickup */
1079 case 4:
1080 pick_up (op, tmp);
1081 break;
1082 case 5:
1083 pick_up (op, tmp);
1084 stop = 1;
1085 break;
1086 case 6:
1087 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1088 pick_up (op, tmp);
1089 break;
1090
1091 case 7:
1092 if (tmp->type == MONEY || tmp->type == GEM)
1093 pick_up (op, tmp);
1094 break;
1095
1096 default:
1097 /* use value density */
1098 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1099 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1100 pick_up (op, tmp);
1101 } 1027 }
1102 } 1028 }
1103 else 1029
1104 { /* old model */ 1030 /* rings & amulets - talismans seems to be typed AMULET */
1105 /* NEW pickup handling */
1106 if (op->contr->mode & PU_DEBUG) 1031 if (op->contr->mode & PU_JEWELS)
1032 if (tmp->type == RING || tmp->type == AMULET)
1107 { 1033 {
1108 /* some debugging code to figure out item information */ 1034 CHK_PICK_PICKUP;
1109 if (tmp->name != NULL)
1110 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1111 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1112 else
1113 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1114 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1115
1116 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1117 }
1118
1119 /* philosophy:
1120 * It's easy to grab an item type from a pile, as long as it's
1121 * generic. This takes no game-time. For more detailed pickups
1122 * and selections, select-items should be used. This is a
1123 * grab-as-you-run type mode that's really useful for arrows for
1124 * example.
1125 * The drawback: right now it has no frontend, so you need to
1126 * stick the bits you want into a calculator in hex mode and then
1127 * convert to decimal and then 'pickup <#>
1128 */
1129
1130 /* the first two modes are exclusive: if NOTHING we return, if
1131 * STOP then we stop. All the rest are applied sequentially,
1132 * meaning if any test passes, the item gets picked up. */
1133
1134 /* if mode is set to pick nothing up, return */
1135
1136 if (op->contr->mode & PU_NOTHING)
1137 return 1;
1138
1139 /* if mode is set to stop when encountering objects, return */
1140 /* take STOP before INHIBIT since it doesn't actually pick
1141 * anything up */
1142
1143 if (op->contr->mode & PU_STOP)
1144 return 0;
1145
1146 /* useful for going into stores and not losing your settings... */
1147 /* and for battles wher you don't want to get loaded down while
1148 * fighting */
1149 if (op->contr->mode & PU_INHIBIT)
1150 return 1;
1151
1152 /* prevent us from turning into auto-thieves :) */
1153 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1154 continue; 1035 continue;
1036 }
1155 1037
1156 /* ignore known cursed objects */ 1038 /* we don't forget dragon food */
1157 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;
1158 continue; 1043 continue;
1044 }
1159 1045
1160 /* all food and drink if desired */ 1046 /* bows and arrows. Bows are good for selling! */
1161 /* 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
1162 if (op->contr->mode & PU_FOOD) 1083 if (op->contr->mode & PU_BOOTS)
1163 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"))
1164 { 1117 {
1165 pick_up (op, tmp); 1118 CHK_PICK_PICKUP;
1166 continue; 1119 continue;
1167 } 1120 }
1121 }
1168 1122
1123 /* misc stuff that's useful */
1169 if (op->contr->mode & PU_DRINK) 1124 if (op->contr->mode & PU_KEY)
1170 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1125 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1171 { 1126 {
1172 pick_up (op, tmp); 1127 CHK_PICK_PICKUP;
1173 continue; 1128 continue;
1174 } 1129 }
1175 1130
1131 /* any of the last 4 bits set means we use the ratio for value
1132 * pickups */
1176 if (op->contr->mode & PU_POTION) 1133 if (op->contr->mode & PU_RATIO)
1177 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
1178 { 1138 */
1179 pick_up (op, tmp);
1180 continue;
1181 }
1182
1183 /* spellbooks, skillscrolls and normal books/scrolls */
1184 if (op->contr->mode & PU_SPELLBOOK)
1185 if (tmp->type == SPELLBOOK)
1186 {
1187 pick_up (op, tmp);
1188 continue;
1189 }
1190
1191 if (op->contr->mode & PU_SKILLSCROLL)
1192 if (tmp->type == SKILLSCROLL)
1193 {
1194 pick_up (op, tmp);
1195 continue;
1196 }
1197
1198 if (op->contr->mode & PU_READABLES)
1199 if (tmp->type == BOOK || tmp->type == SCROLL)
1200 {
1201 pick_up (op, tmp);
1202 continue;
1203 }
1204
1205 /* wands/staves/rods/horns */
1206 if (op->contr->mode & PU_MAGIC_DEVICE)
1207 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1208 {
1209 pick_up (op, tmp);
1210 continue;
1211 }
1212
1213 /* pick up all magical items */
1214 if (op->contr->mode & PU_MAGICAL) 1139 wvratio = op->contr->mode & PU_RATIO;
1215 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)
1216 {
1217 pick_up (op, tmp);
1218 continue;
1219 }
1220
1221 if (op->contr->mode & PU_VALUABLES)
1222 { 1141 {
1223 if (tmp->type == MONEY || tmp->type == GEM) 1142#if 0
1143 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1144 if (tmp->name != NULL)
1224 { 1145 {
1225 pick_up (op, tmp); 1146 fprintf (stderr, "%s", tmp->name);
1226 continue;
1227 } 1147 }
1228 }
1229
1230 /* rings & amulets - talismans seems to be typed AMULET */
1231 if (op->contr->mode & PU_JEWELS)
1232 if (tmp->type == RING || tmp->type == AMULET)
1233 {
1234 pick_up (op, tmp);
1235 continue;
1236 }
1237
1238 /* we don't forget dragon food */
1239 if (op->contr->mode & PU_FLESH)
1240 if (tmp->type == FLESH)
1241 {
1242 pick_up (op, tmp);
1243 continue;
1244 }
1245
1246 /* bows and arrows. Bows are good for selling! */
1247 if (op->contr->mode & PU_BOW)
1248 if (tmp->type == BOW)
1249 {
1250 pick_up (op, tmp);
1251 continue;
1252 }
1253
1254 if (op->contr->mode & PU_ARROW)
1255 if (tmp->type == ARROW)
1256 {
1257 pick_up (op, tmp);
1258 continue;
1259 }
1260
1261 /* all kinds of armor etc. */
1262 if (op->contr->mode & PU_ARMOUR)
1263 if (tmp->type == ARMOUR)
1264 {
1265 pick_up (op, tmp);
1266 continue;
1267 }
1268
1269 if (op->contr->mode & PU_HELMET)
1270 if (tmp->type == HELMET)
1271 {
1272 pick_up (op, tmp);
1273 continue;
1274 }
1275
1276 if (op->contr->mode & PU_SHIELD)
1277 if (tmp->type == SHIELD)
1278 {
1279 pick_up (op, tmp);
1280 continue;
1281 }
1282
1283 if (op->contr->mode & PU_BOOTS)
1284 if (tmp->type == BOOTS)
1285 {
1286 pick_up (op, tmp);
1287 continue;
1288 }
1289
1290 if (op->contr->mode & PU_GLOVES)
1291 if (tmp->type == GLOVES)
1292 {
1293 pick_up (op, tmp);
1294 continue;
1295 }
1296
1297 if (op->contr->mode & PU_CLOAK)
1298 if (tmp->type == CLOAK)
1299 {
1300 pick_up (op, tmp);
1301 continue;
1302 }
1303
1304 /* hoping to catch throwing daggers here */
1305 if (op->contr->mode & PU_MISSILEWEAPON)
1306 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1307 {
1308 pick_up (op, tmp);
1309 continue;
1310 }
1311
1312 /* careful: chairs and tables are weapons! */
1313 if (op->contr->mode & PU_ALLWEAPON)
1314 {
1315 if (tmp->type == WEAPON && tmp->name != NULL)
1316 {
1317 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1318 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1319 {
1320 pick_up (op, tmp);
1321 continue;
1322 }
1323 }
1324
1325 if (tmp->type == WEAPON && tmp->name == NULL)
1326 {
1327 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1328 {
1329 pick_up (op, tmp);
1330 continue;
1331 }
1332 }
1333 }
1334
1335 /* misc stuff that's useful */
1336 if (op->contr->mode & PU_KEY)
1337 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1338 {
1339 pick_up (op, tmp);
1340 continue;
1341 }
1342
1343 /* any of the last 4 bits set means we use the ratio for value
1344 * pickups */
1345 if (op->contr->mode & PU_RATIO)
1346 {
1347 /* use value density to decide what else to grab */
1348 /* >=7 was >= op->contr->mode */
1349 /* >=7 is the old standard setting. Now we take the last 4 bits
1350 * and multiply them by 5, giving 0..15*5== 5..75 */
1351 wvratio = (op->contr->mode & PU_RATIO) * 5;
1352 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1353 {
1354 pick_up (op, tmp);
1355#if 0
1356 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1357 if (tmp->name != NULL)
1358 {
1359 fprintf (stderr, "%s", tmp->name);
1360 }
1361 else 1148 else
1362 fprintf (stderr, "%s", tmp->arch->name); 1149 fprintf (stderr, "%s", tmp->arch->archname);
1363 fprintf (stderr, ",%d] = ", tmp->type); 1150 fprintf (stderr, ",%d] = ", tmp->type);
1364 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))));
1365#endif 1152#endif
1153 CHK_PICK_PICKUP;
1366 continue; 1154 continue;
1367 }
1368 } 1155 }
1369 } /* the new pickup model */ 1156 } /* the new pickup model */
1370 } 1157 }
1371 1158
1372 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;
1373} 1195}
1374 1196
1375/* 1197/*
1376 * Find an arrow in the inventory and after that 1198 * Find an arrow in the inventory and after that
1377 * in the right type container (quiver). Pointer to the 1199 * in the right type container (quiver). Pointer to the
1378 * found object is returned. 1200 * found object is returned.
1379 */ 1201 */
1380object * 1202static object *
1381find_arrow (object *op, const char *type) 1203find_arrow (object *op, const char *type)
1382{ 1204{
1383 object *tmp = NULL;
1384
1385 for (op = op->inv; op; op = op->below) 1205 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1386 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1387 tmp = find_arrow (op, type);
1388 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);
1389 return op; 1214 return arrow;
1215 }
1216
1390 return tmp; 1217 return 0;
1391} 1218}
1392 1219
1393/* 1220/*
1394 * 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
1395 * 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
1396 * 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
1397 * 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.
1398 */ 1225 */
1399 1226static object *
1400object *
1401find_better_arrow (object *op, object *target, const char *type, int *better) 1227find_better_arrow (object *op, object *target, shstr_cmp type, int *better)
1402{ 1228{
1403 object *tmp = NULL, *arrow, *ntmp; 1229 object *tmp = NULL, *arrow, *ntmp;
1404 int attacknum, attacktype, betterby = 0, i; 1230 int attacknum, attacktype, betterby = 0, i;
1405 1231
1406 if (!type) 1232 if (!type)
1410 { 1236 {
1411 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))
1412 { 1238 {
1413 i = 0; 1239 i = 0;
1414 ntmp = find_better_arrow (arrow, target, type, &i); 1240 ntmp = find_better_arrow (arrow, target, type, &i);
1241
1415 if (i > betterby) 1242 if (i > betterby)
1416 { 1243 {
1417 tmp = ntmp; 1244 tmp = ntmp;
1418 betterby = i; 1245 betterby = i;
1419 } 1246 }
1420 } 1247 }
1421 else if (arrow->type == ARROW && arrow->race == type) 1248 else if (arrow->type == ARROW && arrow->race == type)
1422 { 1249 {
1423 /* allways prefer assasination/slaying */ 1250 /* allways prefer assasination/slaying */
1424 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race)) 1251 if (target->race && arrow->slaying.contains (target->race))
1425 { 1252 {
1426 if (arrow->attacktype & AT_DEATH) 1253 if (arrow->attacktype & AT_DEATH)
1427 { 1254 {
1428 *better = 100; 1255 *better = 100;
1429 return arrow; 1256 return arrow;
1437 else 1264 else
1438 { 1265 {
1439 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1266 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1440 { 1267 {
1441 attacktype = 1 << attacknum; 1268 attacktype = 1 << attacknum;
1442 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1269 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1443 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)
1444 { 1271 {
1445 tmp = arrow; 1272 tmp = arrow;
1446 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;
1447 } 1274 }
1448 } 1275 }
1276
1449 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1277 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1450 { 1278 {
1451 tmp = arrow; 1279 tmp = arrow;
1452 betterby = 2 + arrow->magic + arrow->stats.dam; 1280 betterby = 2 + arrow->magic + arrow->stats.dam;
1453 } 1281 }
1282
1454 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) 1283 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1455 { 1284 {
1456 tmp = arrow; 1285 tmp = arrow;
1457 betterby = 1 + arrow->magic + arrow->stats.dam; 1286 betterby = 1 + arrow->magic + arrow->stats.dam;
1458 } 1287 }
1459 } 1288 }
1460 } 1289 }
1461 } 1290 }
1291
1462 if (tmp == NULL && arrow == NULL) 1292 if (tmp == NULL && arrow == NULL)
1463 return find_arrow (op, type); 1293 return find_arrow (op, type);
1464 1294
1465 *better = betterby; 1295 *better = betterby;
1466 return tmp; 1296 return tmp;
1470 * find_better_arrow to find a decent arrow to use. 1300 * find_better_arrow to find a decent arrow to use.
1471 * op = the shooter 1301 * op = the shooter
1472 * type = bow->race 1302 * type = bow->race
1473 * dir = fire direction 1303 * dir = fire direction
1474 */ 1304 */
1475 1305static object *
1476object *
1477pick_arrow_target (object *op, const char *type, int dir) 1306pick_arrow_target (object *op, shstr_cmp type, int dir)
1478{ 1307{
1479 object *tmp = NULL; 1308 object *tmp = NULL;
1480 maptile *m; 1309 maptile *m;
1481 int i, mflags, found, number; 1310 int i, mflags, found, number;
1482 sint16 x, y; 1311 sint16 x, y;
1497 for (i = 0, found = 0; i < 20; i++) 1326 for (i = 0, found = 0; i < 20; i++)
1498 { 1327 {
1499 x += freearr_x[dir]; 1328 x += freearr_x[dir];
1500 y += freearr_y[dir]; 1329 y += freearr_y[dir];
1501 mflags = get_map_flags (m, &m, x, y, &x, &y); 1330 mflags = get_map_flags (m, &m, x, y, &x, &y);
1331
1502 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) 1332 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1503 { 1333 {
1504 tmp = NULL; 1334 tmp = 0;
1505 break; 1335 break;
1506 } 1336 }
1507 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)
1508 { 1338 {
1509 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1339 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1510 * perhaps a bad assumption. 1340 * perhaps a bad assumption.
1511 */ 1341 */
1512 tmp = NULL; 1342 tmp = 0;
1513 break; 1343 break;
1514 } 1344 }
1345
1515 if (mflags & P_IS_ALIVE) 1346 if (mflags & P_IS_ALIVE)
1516 {
1517 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)
1518 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 1348 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1519 {
1520 found++;
1521 break;
1522 }
1523 if (found)
1524 break; 1349 break;
1525 }
1526 } 1350 }
1527 if (tmp == NULL) 1351
1352 if (!tmp)
1528 return find_arrow (op, type); 1353 return find_arrow (op, type);
1529 1354
1530 if (tmp->head) 1355 if (tmp->head)
1531 tmp = tmp->head; 1356 tmp = tmp->head;
1532 1357
1545 */ 1370 */
1546int 1371int
1547fire_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)
1548{ 1373{
1549 object *left, *bow; 1374 object *left, *bow;
1550 int bowspeed, mflags; 1375 int mflags;
1551 maptile *m; 1376 maptile *m;
1552 1377
1553 if (!dir) 1378 if (!dir)
1554 { 1379 {
1555 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!");
1556 return 0; 1381 return 0;
1557 } 1382 }
1558 1383
1559 if (op->type == PLAYER) 1384 if (op->contr)
1560 bow = op->contr->ranges[range_bow]; 1385 bow = op->current_weapon;
1561 else 1386 else
1562 { 1387 {
1563 for (bow = op->inv; bow; bow = bow->below) 1388 for (bow = op->inv; bow; bow = bow->below)
1564 /* 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
1565 * 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.
1570 if (!bow) 1395 if (!bow)
1571 { 1396 {
1572 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1397 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1573 return 0; 1398 return 0;
1574 } 1399 }
1400
1401 // optimisation: move object to top so we will find it quickly again
1402 splay (bow);
1575 } 1403 }
1576 1404
1577 if (!bow->race || !bow->skill) 1405 if (!bow->race || !bow->skill)
1578 { 1406 {
1579 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);
1580 return 0; 1408 return 0;
1581 } 1409 }
1582
1583 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1584
1585 /* penalize ROF for bestarrow */
1586 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1587 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1588
1589 if (bowspeed < 1)
1590 bowspeed = 1;
1591 1410
1592 if (arrow == NULL) 1411 if (arrow == NULL)
1593 { 1412 {
1594 if ((arrow = find_arrow (op, bow->race)) == NULL) 1413 if ((arrow = find_arrow (op, bow->race)) == NULL)
1595 { 1414 {
1596 if (op->type == PLAYER) 1415 if (op->type == PLAYER)
1597 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);
1598 /* 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 */
1599 else 1418 else
1600 CLEAR_FLAG (op, FLAG_READY_BOW); 1419 CLEAR_FLAG (op, FLAG_READY_BOW);
1420
1601 return 0; 1421 return 0;
1602 } 1422 }
1603 } 1423 }
1604 1424
1605 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1425 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1613 } 1433 }
1614 1434
1615 /* this should not happen, but sometimes does */ 1435 /* this should not happen, but sometimes does */
1616 if (arrow->nrof == 0) 1436 if (arrow->nrof == 0)
1617 { 1437 {
1438 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1618 arrow->destroy (); 1439 arrow->destroy ();
1619 return 0; 1440 return 0;
1620 } 1441 }
1621 1442
1622 left = arrow; /* these are arrows left to the player */ 1443 left = arrow; /* these are arrows left to the player */
1623 arrow = get_split_ob (arrow, 1); 1444 arrow = arrow->split ();
1624 if (!arrow) 1445 if (!arrow)
1625 { 1446 {
1626 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);
1627 return 0; 1448 return 0;
1628 } 1449 }
1629 1450
1630 arrow->set_owner (op); 1451 arrow->set_owner (op);
1631 arrow->skill = bow->skill; 1452 arrow->skill = bow->skill;
1632 arrow->direction = dir; 1453 arrow->direction = dir;
1633 1454
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;
1485
1634 if (op->type == PLAYER) 1486 if (op->type == PLAYER)
1635 { 1487 {
1636 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1637 op->update_stats ();
1638 }
1639
1640 SET_ANIMATION (arrow, arrow->direction);
1641 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1642 arrow->stats.hp = arrow->stats.dam;
1643 arrow->stats.grace = arrow->attacktype;
1644 if (arrow->slaying != NULL)
1645 arrow->spellarg = strdup (arrow->slaying);
1646
1647 /* Note that this was different for monsters - they got their level
1648 * added to the damage. I think the strength bonus is more proper.
1649 */
1650
1651 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1652
1653 /* update the speed */
1654 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1655 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1656
1657 arrow->set_speed (max (arrow->speed, 1.0));
1658 arrow->speed_left = 0;
1659
1660 if (op->type == PLAYER)
1661 {
1662 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1663 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1664 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1665
1666 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;
1667 } 1495 }
1668 else 1496 else
1669 { 1497 {
1670 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1671 arrow->level = op->level; 1498 arrow->level = op->level;
1672 } 1499 arrow->stats.wc -= bow->magic;
1673 1500
1674 if (arrow->attacktype == AT_PHYSICAL) 1501 if (!arrow->slaying)
1502 arrow->slaying = bow->slaying;
1503
1675 arrow->attacktype |= bow->attacktype; 1504 arrow->attacktype |= bow->attacktype;
1505 }
1676 1506
1677 if (bow->slaying) 1507 wc -= arrow->level;
1678 arrow->slaying = bow->slaying; 1508 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1679 1509
1510 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1680 arrow->move_type = MOVE_FLY_LOW; 1511 arrow->move_type = MOVE_FLY_LOW;
1681 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1512 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1682 1513
1683 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1514 op->play_sound (sound_find ("fire_arrow"));
1684 m->insert (arrow, sx, sy, op); 1515 m->insert (arrow, sx, sy, op);
1685 1516
1686 if (!arrow->destroyed ()) 1517 if (!arrow->destroyed ())
1687 move_arrow (arrow); 1518 move_arrow (arrow);
1688
1689 if (op->type == PLAYER)
1690 {
1691 if (left->destroyed ())
1692 esrv_del_item (op->contr, left->count);
1693 else
1694 esrv_send_item (op, left);
1695 }
1696 1519
1697 return 1; 1520 return 1;
1698} 1521}
1699 1522
1700/* Special fire code for players - this takes into 1523/* Special fire code for players - this takes into
1702 * but monsters can't. Putting that code here 1525 * but monsters can't. Putting that code here
1703 * makes the fire_bow code much cleaner. 1526 * makes the fire_bow code much cleaner.
1704 * this function should only be called if 'op' is a player, 1527 * this function should only be called if 'op' is a player,
1705 * hence the function name. 1528 * hence the function name.
1706 */ 1529 */
1707int 1530static int
1708player_fire_bow (object *op, int dir) 1531player_fire_bow (object *op, int dir)
1709{ 1532{
1710 int ret = 0, wcmod = 0; 1533 int ret;
1711 1534
1712 if (op->contr->bowtype == bow_bestarrow) 1535 if (op->contr->bowtype == bow_bestarrow)
1713 { 1536 {
1714 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);
1715 } 1538 }
1716 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)
1717 { 1540 {
1718 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1541 int wcmod = similar_direction (dir, op->contr->bowtype - bow_n + 1) ? 0 : -1;
1719 wcmod = -1;
1720
1721 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);
1722 } 1543 }
1723 else if (op->contr->bowtype == bow_threewide) 1544 else if (op->contr->bowtype == bow_threewide)
1724 { 1545 {
1725 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);
1726 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)]);
1727 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)]);
1728 } 1549 }
1729 else if (op->contr->bowtype == bow_spreadshot) 1550 else if (op->contr->bowtype == bow_spreadshot)
1730 { 1551 {
1731 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);
1732 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);
1733 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);
1734
1735 } 1555 }
1736 else 1556 else
1737 { 1557 {
1738 /* Simple case */ 1558 /* Simple case */
1739 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);
1740 } 1560 }
1561
1741 return ret; 1562 return ret;
1742} 1563}
1743
1744 1564
1745/* Fires a misc (wand/rod/horn) object in 'dir'. 1565/* Fires a misc (wand/rod/horn) object in 'dir'.
1746 * Broken apart from 'fire' to keep it more readable. 1566 * Broken apart from 'fire' to keep it more readable.
1747 */ 1567 */
1748void 1568static void
1749fire_misc_object (object *op, int dir) 1569fire_misc_object (object *op, int dir)
1750{ 1570{
1751 object *item; 1571 object *item = op->contr->ranged_ob;
1752 1572
1753 if (!op->contr->ranges[range_misc]) 1573 if (!item)
1754 { 1574 {
1755 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.");
1756 return; 1576 return;
1757 } 1577 }
1758 1578
1759 item = op->contr->ranges[range_misc];
1760 if (!item->inv) 1579 if (!item->inv)
1761 { 1580 {
1762 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1581 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1763 return; 1582 return;
1764 } 1583 }
1584
1585 if (!op->change_weapon (item))
1586 return;
1587
1765 if (item->type == WAND) 1588 if (item->type == WAND)
1766 { 1589 {
1767 if (item->stats.food <= 0) 1590 if (item->stats.food <= 0)
1768 { 1591 {
1769 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1592 op->contr->play_sound (sound_find ("wand_poof"));
1770 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
1771 return; 1595 return;
1772 } 1596 }
1773 } 1597 }
1774 else if (item->type == ROD || item->type == HORN) 1598 else if (item->type == ROD || item->type == HORN)
1775 { 1599 {
1776 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))
1777 { 1605 {
1778 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1606 op->contr->play_sound (sound_find ("wand_poof"));
1607
1779 if (item->type == ROD) 1608 if (item->type == ROD)
1780 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));
1781 else 1610 else
1782 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
1783 return; 1613 return;
1784 } 1614 }
1785 } 1615 }
1786 1616
1787 if (cast_spell (op, item, dir, item->inv, NULL)) 1617 if (cast_spell (op, item, dir, item->inv, NULL))
1788 { 1618 {
1789 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
1790 if (item->type == WAND) 1621 if (item->type == WAND)
1791 { 1622 {
1792 if (!(--item->stats.food)) 1623 if (!(--item->stats.food))
1793 { 1624 {
1794 object *tmp; 1625 object *tmp;
1795 1626
1796 if (item->arch) 1627 if (item->arch)
1797 { 1628 {
1798 CLEAR_FLAG (item, FLAG_ANIMATE); 1629 CLEAR_FLAG (item, FLAG_ANIMATE);
1799 item->face = item->arch->clone.face; 1630 item->face = item->arch->face;
1800 item->set_speed (0); 1631 item->set_speed (0);
1801 } 1632 }
1802 1633
1803 if ((tmp = item->in_player ())) 1634 if (object *pl = item->visible_to ())
1804 esrv_update_item (UPD_ANIM, tmp, item); 1635 esrv_update_item (UPD_ANIM, pl, item);
1805 } 1636 }
1806 } 1637 }
1807 else if (item->type == ROD || item->type == HORN) 1638 else if (item->type == ROD || item->type == HORN)
1808 drain_rod_charge (item); 1639 drain_rod_charge (item);
1809 } 1640 }
1810} 1641}
1811 1642
1812/* Received a fire command for the player - go and do it. 1643/* Received a fire command for the player - go and do it.
1813 */ 1644 */
1814void 1645bool
1815fire (object *op, int dir) 1646fire (object *op, int dir)
1816{ 1647{
1817 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;
1818 1670
1819 /* check for loss of invisiblity/hide */ 1671 /* check for loss of invisiblity/hide */
1820 if (action_makes_visible (op)) 1672 if (action_makes_visible (op))
1821 make_visible (op); 1673 make_visible (op);
1822 1674
1823 switch (op->contr->shoottype) 1675 switch (ob->type)
1824 { 1676 {
1825 case range_none: 1677 case BOW:
1826 return;
1827
1828 case range_bow:
1829 player_fire_bow (op, dir); 1678 player_fire_bow (op, dir);
1830 return; 1679 break;
1831 1680
1832 case range_magic: /* Casting spells */ 1681 case SPELL:
1833 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);
1834 return; 1683 break;
1835 1684
1836 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:
1837 fire_misc_object (op, dir); 1694 fire_misc_object (op, dir);
1838 return; 1695 break;
1839
1840 case range_golem: /* Control summoned monsters from scrolls */
1841 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
1842 {
1843 op->contr->ranges[range_golem] = 0;
1844 op->contr->shoottype = range_none;
1845 }
1846 else
1847 control_golem (op->contr->ranges[range_golem], dir);
1848 return;
1849
1850 case range_skill:
1851 if (!op->chosen_skill)
1852 {
1853 if (op->type == PLAYER)
1854 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
1855 return;
1856 }
1857
1858 do_skill (op, op, op->chosen_skill, dir, NULL);
1859 return;
1860 case range_builder:
1861 apply_map_builder (op, dir);
1862 return;
1863 default:
1864 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
1865 return;
1866 } 1696 }
1867}
1868 1697
1698 return true;
1699}
1869 1700
1870 1701static object *
1871/* find_key
1872 * We try to find a key for the door as passed. If we find a key
1873 * and successfully use it, we return the key, otherwise NULL
1874 * This function merges both normal and locked door, since the logic
1875 * for both is the same - just the specific key is different.
1876 * pl is the player,
1877 * inv is the objects inventory to searched
1878 * door is the door we are trying to match against.
1879 * This function can be called recursively to search containers.
1880 */
1881
1882object *
1883find_key (object *pl, object *container, object *door) 1702find_key_ (object *pl, object *container, object *door)
1884{ 1703{
1885 object *tmp, *key; 1704 object *tmp, *key;
1886 1705
1887 /* Should not happen, but sanity checking is never bad */ 1706 /* Should not happen, but sanity checking is never bad */
1888 if (container->inv == NULL) 1707 if (!container->inv)
1889 return NULL; 1708 return 0;
1890 1709
1891 /* 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 */
1892 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1711 for (tmp = container->inv; tmp; tmp = tmp->below)
1893 { 1712 {
1894 if (door->type == DOOR && tmp->type == KEY) 1713 if (door->type == DOOR && tmp->type == KEY)
1895 break; 1714 break;
1715
1896 /* For sanity, we should really check door type, but other stuff 1716 /* For sanity, we should really check door type, but other stuff
1897 * (like containers) can be locked with special keys 1717 * (like containers) can be locked with special keys
1898 */ 1718 */
1899 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1719 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1900 break; 1720 break;
1901 } 1721 }
1722
1902 /* No key found - lets search inventories now */ 1723 /* No key found - lets search inventories now */
1903 /* 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.
1904 * 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
1905 * a key, return 1726 * a key, return
1906 */ 1727 */
1907 if (!tmp) 1728 if (!tmp)
1908 { 1729 {
1909 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1730 for (tmp = container->inv; tmp; tmp = tmp->below)
1910 {
1911 /* No reason to search empty containers */ 1731 /* No reason to search empty containers */
1912 if (tmp->type == CONTAINER && tmp->inv) 1732 if (tmp->type == CONTAINER && tmp->inv)
1913 {
1914 if ((key = find_key (pl, tmp, door)) != NULL) 1733 if ((key = find_key_ (pl, tmp, door)))
1915 return key; 1734 return key;
1916 } 1735
1917 }
1918 if (!tmp) 1736 if (!tmp)
1919 return NULL; 1737 return 0;
1920 } 1738 }
1739
1921 /* 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,
1922 * see if we actually want to use it 1741 * see if we actually want to use it
1923 */ 1742 */
1924 if (pl != container) 1743 if (pl != container)
1925 { 1744 {
1926 /* Only let players use keys in containers */ 1745 /* Only let players use keys in containers */
1927 if (!pl->contr) 1746 if (!pl->contr)
1928 return NULL; 1747 return 0;
1748
1929 /* cases where this fails: 1749 /* cases where this fails:
1930 * If we only search the player inventory, return now since we 1750 * If we only search the player inventory, return now since we
1931 * are not in the players inventory. 1751 * are not in the players inventory.
1932 * If the container is not active, return now since only active 1752 * If the container is not active, return now since only active
1933 * containers can be used. 1753 * containers can be used.
1937 * inv must have been an container and must have been active. 1757 * inv must have been an container and must have been active.
1938 * 1758 *
1939 * Change the color so that the message doesn't disappear with 1759 * Change the color so that the message doesn't disappear with
1940 * all the others. 1760 * all the others.
1941 */ 1761 */
1942 if (pl->contr->usekeys == key_inventory || 1762 if (pl->contr->usekeys == key_inventory
1943 !QUERY_FLAG (container, FLAG_APPLIED) || 1763 || !QUERY_FLAG (container, FLAG_APPLIED)
1944 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys")))) 1764 || (pl->contr->usekeys == keyrings && container->race != shstr_keys))
1945 { 1765 {
1946 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1766 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1947 "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));
1948 return NULL; 1768 return NULL;
1949 } 1769 }
1950 } 1770 }
1771
1951 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);
1952} 1798}
1953 1799
1954/* moved door processing out of move_player_attack. 1800/* moved door processing out of move_player_attack.
1955 * returns 1 if player has opened the door with a key 1801 * returns 1 if player has opened the door with a key
1956 * such that the caller should not do anything more, 1802 * such that the caller should not do anything more,
1957 * 0 otherwise 1803 * 0 otherwise
1958 */ 1804 */
1959static int 1805static int
1960player_attack_door (object *op, object *door) 1806player_attack_door (object *op, object *door)
1961{ 1807{
1962 /* 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,
1963 * 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 -
1964 * otherwise, we fall through to the rest of the code. 1810 * otherwise, we fall through to the rest of the code.
1965 */ 1811 */
1966 object *key = find_key (op, op, door); 1812 object *key = find_key (op, op, door);
1967 1813
1968 /* IF we found a key, do some extra work */ 1814 /* If we found a key, do some extra work */
1969 if (key) 1815 if (key)
1970 { 1816 {
1971 object *container = key->env; 1817 object *container = key->env;
1972 1818
1973 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1974 if (action_makes_visible (op)) 1819 if (action_makes_visible (op))
1975 make_visible (op); 1820 make_visible (op);
1821
1976 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1822 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1977 spring_trap (door->inv, op); 1823 spring_trap (door->inv, op);
1824
1978 if (door->type == DOOR) 1825 if (door->type == DOOR)
1979 {
1980 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 */
1981 }
1982 else if (door->type == LOCKED_DOOR) 1827 else if (door->type == LOCKED_DOOR)
1983 { 1828 {
1984 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);
1985 remove_door2 (door); /* remove door without violence ;-) */ 1830 remove_door2 (door); /* remove door without violence ;-) */
1986 } 1831 }
1832
1987 /* Do this after we print the message */ 1833 /* Do this after we print the message */
1988 decrease_ob (key); /* Use up one of the keys */ 1834 key->decrease (); /* Use up one of the keys */
1989 /* Need to update the weight the container the key was in */ 1835
1990 if (container != op)
1991 esrv_update_item (UPD_WEIGHT, op, container);
1992 return 1; /* Nothing more to do below */ 1836 return 1; /* Nothing more to do below */
1993 } 1837 }
1994 else if (door->type == LOCKED_DOOR) 1838 else if (door->type == LOCKED_DOOR)
1995 { 1839 {
1996 /* Might as well return now - no other way to open this */ 1840 /* Might as well return now - no other way to open this */
1997 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...");
1998 return 1; 1842 return 1;
1999 } 1843 }
1844
2000 return 0; 1845 return 0;
2001} 1846}
2002 1847
2003/* This function is just part of a breakup from move_player. 1848/* This function is just part of a breakup from move_player.
2004 * It should keep the code cleaner. 1849 * It should keep the code cleaner.
2005 * When this is called, the players direction has been updated 1850 * When this is called, the players direction has been updated
2006 * (taking into account confusion.) The player is also actually 1851 * (taking into account confusion.) The player is also actually
2007 * going to try and move (not fire weapons). 1852 * going to try and move (not fire weapons).
2008 */ 1853 */
2009void 1854bool
2010move_player_attack (object *op, int dir) 1855move_player_attack (object *op, int dir)
2011{ 1856{
2012 object *tmp, *mon; 1857 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2013 sint16 nx, ny; 1858 {
1859 --op->speed_left;
1860 return true;
1861 }
1862
2014 int on_battleground; 1863 int on_battleground;
2015 maptile *m;
2016 1864
2017 nx = freearr_x[dir] + op->x; 1865 sint16 nx = freearr_x[dir] + op->x;
2018 ny = freearr_y[dir] + op->y; 1866 sint16 ny = freearr_y[dir] + op->y;
2019 1867
2020 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;
2021 1872
2022 /* 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
2023 * 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
2024 * 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
2025 * player. This is a pretty nasty hack, because if we could 1876 * player. This is a pretty nasty hack, because if we could
2026 * 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
2027 * 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
2028 * 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
2029 * move_ob uses. 1880 * move_ob uses.
2030 */ 1881 */
2031 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;
2032 { 1897 }
2033 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;
2034 { 1910 }
2035 m = op->map->xy_find (nx, ny); 1911
2036 if (!m) 1912 /* The following deals with possibly attacking peaceful
2037 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;
2038 } 1945 }
2039 else 1946 else
2040 m = op->map;
2041
2042 if (!(tmp = m->at (nx, ny).bot))
2043 return; 1947 return false;
1948 }
2044 1949
2045 mon = 0;
2046 /* Go through all the objects, and find ones of interest. Only stop if
2047 * we find a monster - that is something we know we want to attack.
2048 * if its a door or barrel (can roll) see if there may be monsters
2049 * on the space
2050 */
2051 while (tmp)
2052 {
2053 if (tmp == op)
2054 {
2055 tmp = tmp->above;
2056 continue;
2057 }
2058
2059 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2060 {
2061 mon = tmp;
2062 break;
2063 }
2064
2065 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2066 mon = tmp;
2067
2068 tmp = tmp->above;
2069 }
2070
2071 if (!mon) /* This happens anytime the player tries to move */
2072 return; /* into a wall */
2073
2074 if (mon->head)
2075 mon = mon->head;
2076
2077 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2078 if (player_attack_door (op, mon))
2079 return;
2080
2081 /* The following deals with possibly attacking peaceful
2082 * or frienddly creatures. Basically, all players are considered
2083 * unaggressive. If the moving player has peaceful set, then the
2084 * object should be pushed instead of attacked. It is assumed that
2085 * if you are braced, you will not attack friends accidently,
2086 * and thus will not push them.
2087 */
2088
2089 /* If the creature is a pet, push it even if the player is not
2090 * peaceful. Our assumption is the creature is a pet if the
2091 * player owns it and it is either friendly or unagressive.
2092 */
2093 if ((op->type == PLAYER)
2094#if COZY_SERVER
2095 &&
2096 ((mon->owner && mon->owner->contr
2097 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op)
2098#else
2099 && mon->owner == op
2100#endif
2101 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2102 {
2103 /* If we're braced, we don't want to switch places with it */
2104 if (op->contr->braced)
2105 return;
2106
2107 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2108 (void) push_ob (mon, dir, op);
2109 if (op->contr->tmp_invis || op->hide)
2110 make_visible (op);
2111
2112 return;
2113 }
2114
2115 /* in certain circumstances, you shouldn't attack friendly 1950 /* in certain circumstances, you shouldn't attack friendly
2116 * creatures. Note that if you are braced, you can't push 1951 * creatures. Note that if you are braced, you can't push
2117 * 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
2118 * attack them either. 1953 * attack them either.
2119 */ 1954 */
2120 if ((mon->type == PLAYER || mon->enemy != op) && 1955 if ((mon->type == PLAYER || mon->enemy != op)
2121 (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))
2122#ifdef PROHIBIT_PLAYERKILL
2123 (op->contr->peaceful 1957 && ((op->contr->peaceful
2124 || (mon->type == PLAYER 1958 || (mon->type == PLAYER && mon->contr->peaceful))
2125 && mon->contr->
2126 peaceful)) &&
2127#else
2128 op->contr->peaceful &&
2129#endif
2130 !on_battleground)) 1959 && !on_battleground))
1960 {
1961 if (op->speed_left > 0.f)
2131 { 1962 {
1963 --op->speed_left;
1964
2132 if (!op->contr->braced) 1965 if (!op->contr->braced)
2133 { 1966 {
2134 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 1967 op->play_sound (sound_find ("push_player"));
2135 push_ob (mon, dir, op); 1968 push_ob (mon, dir, op);
2136 } 1969 }
2137 else 1970 else
2138 new_draw_info (0, 0, op, "You withhold your attack"); 1971 op->statusmsg ("You withhold your attack");
2139 1972
2140 if (op->contr->tmp_invis || op->hide) 1973 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
2141 make_visible (op); 1974 make_visible (op);
2142 }
2143 1975
1976 return true;
1977 }
1978 }
2144 /* If the object is a boulder or other rollable object, then 1979 /* If the object is a boulder or other rollable object, then
2145 * 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.
2146 */ 1981 */
2147 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)
2148 { 1985 {
1986 --op->speed_left;
1987
2149 recursive_roll (mon, dir, op); 1988 recursive_roll (mon, dir, op);
2150 if (action_makes_visible (op)) 1989 if (action_makes_visible (op))
2151 make_visible (op); 1990 make_visible (op);
2152 }
2153 1991
1992 return true;
1993 }
1994 }
2154 /* Any generic living creature. Including things like doors. 1995 /* Any generic living creature. Including things like doors.
2155 * 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
2156 * and be living. Then, it must be one of the following: 1997 * and be living. Then, it must be one of the following:
2157 * 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
2158 * 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.
2159 */ 2000 */
2160 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2001 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2161 ((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)))
2162 { 2003 {
2163 2004 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2164 /* If the player hasn't hit something this tick, and does
2165 * so, give them speed boost based on weapon speed. Doing
2166 * it here is better than process_players2, which basically
2167 * incurred a 1 tick offset.
2168 */
2169 if (!op->contr->has_hit)
2170 { 2005 {
2171 op->speed_left += op->speed / op->contr->weapon_sp; 2006 --op->contr->weapon_sp_left;
2172
2173 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2174 }
2175 2007
2176 skill_attack (mon, op, 0, 0, 0); 2008 skill_attack (mon, op, 0, 0, 0);
2177
2178 /* If attacking another player, that player gets automatic
2179 * hitback, and doesn't loose luck either.
2180 * Disable hitback on the battleground or if the target is
2181 * the wiz.
2182 */
2183 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2184 {
2185 short luck = mon->stats.luck;
2186
2187 mon->contr->has_hit = 1;
2188 skill_attack (op, mon, 0, 0, 0);
2189 mon->stats.luck = luck;
2190 }
2191 2009
2192 if (action_makes_visible (op)) 2010 if (action_makes_visible (op))
2193 make_visible (op); 2011 make_visible (op);
2194 }
2195 } /* if player should attack something */
2196}
2197 2012
2198int 2013 return true;
2014 }
2015 }
2016
2017 return false;
2018}
2019
2020bool
2199move_player (object *op, int dir) 2021move_player (object *op, int dir)
2200{ 2022{
2201 int pick;
2202
2203 if (!op->map || op->map->in_memory != MAP_IN_MEMORY) 2023 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2204 return 0; 2024 return 0;
2205 2025
2206 /* Sanity check: make sure dir is valid */ 2026 /* Sanity check: make sure dir is valid */
2207 if ((dir < 0) || (dir >= 9)) 2027 if ((dir < 0) || (dir >= 9))
2208 { 2028 {
2210 return 0; 2030 return 0;
2211 } 2031 }
2212 2032
2213 /* peterm: added following line */ 2033 /* peterm: added following line */
2214 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2034 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2215 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2035 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2216 2036
2217 op->facing = dir; 2037 op->facing = dir;
2218 2038
2219 if (op->hide) 2039 if (op->flag [FLAG_HIDDEN])
2220 do_hidden_move (op); 2040 do_hidden_move (op);
2221 2041
2042 bool retval;
2043 int pick = 0;
2044
2222 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2045 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2223 /*nop */ ; 2046 retval = RESULT_INT (0);
2224 else if (op->contr->fire_on) 2047 else if (op->contr->fire_on)
2225 fire (op, dir); 2048 retval = fire (op, dir);
2226 else 2049 else
2227 { 2050 {
2228 move_player_attack (op, dir); 2051 retval = move_player_attack (op, dir);
2229 pick = check_pick (op); 2052 pick = check_pick (op);
2230 } 2053 }
2231 2054
2232 /* 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
2233 * server can handle repeat firing. 2056 * server can handle repeat firing.
2240 /* Update how the player looks. Use the facing, so direction may 2063 /* Update how the player looks. Use the facing, so direction may
2241 * get reset to zero. This allows for full animation capabilities 2064 * get reset to zero. This allows for full animation capabilities
2242 * for players. 2065 * for players.
2243 */ 2066 */
2244 animate_object (op, op->facing); 2067 animate_object (op, op->facing);
2245 return 0; 2068
2069 return retval;
2246} 2070}
2247 2071
2248/* 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
2249 * new client/server stuff. 2073 * new client/server stuff.
2250 * 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
2251 * the new speed values for commands. 2075 * the new speed values for commands.
2252 * 2076 *
2253 * 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.
2254 */ 2080 */
2255int 2081bool
2256handle_newcs_player (object *op) 2082handle_newcs_player (object *op)
2257{ 2083{
2258 if (op->contr->hidden)
2259 {
2260 op->invisible = 1000;
2261 /* the socket code flashes the player visible/invisible
2262 * depending on the value of invisible, so we need to
2263 * alternate it here for it to work correctly.
2264 */
2265 if (pticks & 2)
2266 op->invisible--;
2267 }
2268 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2269 {
2270 op->invisible--;
2271 if (!op->invisible)
2272 {
2273 make_visible (op);
2274 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2275 }
2276 }
2277
2278 if (QUERY_FLAG (op, FLAG_SCARED)) 2084 if (QUERY_FLAG (op, FLAG_SCARED))
2279 { 2085 {
2280 flee_player (op); 2086 if (op->speed_left > 0.f)
2281 /* If player is still scared, that is his action for this tick */
2282 if (QUERY_FLAG (op, FLAG_SCARED))
2283 { 2087 {
2284 op->speed_left--; 2088 --op->speed_left;
2089 flee_player (op);
2090
2285 return 0; 2091 return true;
2286 } 2092 }
2093 else
2094 return false;
2287 } 2095 }
2288
2289 /* I've been seeing crashes where the golem has been destroyed, but
2290 * the player object still points to the defunct golem. The code that
2291 * destroys the golem looks correct, and it doesn't always happen, so
2292 * put this in a a workaround to clean up the golem pointer.
2293 */
2294 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2295 op->contr->ranges[range_golem] = 0;
2296 2096
2297 /* 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
2298 * the players time has been increased when doericserver has been 2098 * the players time has been increased when doericserver has been
2299 * called, so we recheck it here. 2099 * called, so we recheck it here.
2300 */ 2100 */
2301 if (op->contr->ns->handle_command ()) 2101 if (op->contr->ns->handle_command ())
2302 return 1; 2102 return true;
2303 2103
2304 if (op->speed_left > 0)
2305 {
2306 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2104 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2307 {
2308 /* All move commands take 1 tick, at least for now */
2309 op->speed_left--;
2310
2311 /* Instead of all the stuff below, let move_player take care
2312 * of it. Also, some of the skill stuff is only put in
2313 * there, as well as the confusion stuff.
2314 */
2315 move_player (op, op->direction); 2105 return move_player (op, op->direction);
2316 2106
2317 return op->speed_left > 0;
2318 }
2319 }
2320
2321 return 0; 2107 return false;
2322} 2108}
2323 2109
2324int 2110static int
2325save_life (object *op) 2111save_life (object *op)
2326{ 2112{
2327 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2113 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2328 return 0; 2114 return 0;
2329 2115
2330 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2116 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2331 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2117 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2332 { 2118 {
2333 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2119 op->play_sound (sound_find ("ob_evaporate"));
2334 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));
2335
2336 if (op->contr)
2337 esrv_del_item (op->contr, tmp->count);
2338 2121
2339 tmp->destroy (); 2122 tmp->destroy ();
2340 CLEAR_FLAG (op, FLAG_LIFESAVE); 2123 CLEAR_FLAG (op, FLAG_LIFESAVE);
2341 2124
2342 if (op->stats.hp < 0) 2125 if (op->stats.hp < 0)
2355 return 0; 2138 return 0;
2356} 2139}
2357 2140
2358/* 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
2359 * 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
2360 * 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
2361 * from. 2144 * from.
2362 */ 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
2363void 2162void
2364remove_unpaid_objects (object *op, object *env) 2163object::drop_unpaid_items ()
2365{ 2164{
2366 object *next; 2165 if (!flag [FLAG_REMOVED])
2367 2166 ::drop_unpaid_items (inv, this);
2368 while (op)
2369 {
2370 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2371
2372 if (QUERY_FLAG (op, FLAG_UNPAID))
2373 {
2374 if (env->type == PLAYER)
2375 esrv_del_item (env->contr, op->count);
2376
2377 op->insert_at (env);
2378 }
2379 else if (op->inv)
2380 remove_unpaid_objects (op->inv, env);
2381
2382 op = next;
2383 }
2384}
2385
2386/*
2387 * Returns pointer a static string containing gravestone text
2388 * Moved from apply.c to player.c - player.c is what
2389 * actually uses this function. player.c may not be quite the
2390 * best, a misc file for object actions is probably better,
2391 * but there isn't one in the server directory.
2392 */
2393char *
2394gravestone_text (object *op)
2395{
2396 static char buf2[MAX_BUF];
2397 char buf[MAX_BUF];
2398 time_t now = time (NULL);
2399
2400 strcpy (buf2, " R.I.P.\n\n");
2401 if (op->type == PLAYER)
2402 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2403 else
2404 sprintf (buf, "%s\n", &op->name);
2405
2406 strncat (buf2, " ", 20 - strlen (buf) / 2);
2407 strcat (buf2, buf);
2408 if (op->type == PLAYER)
2409 sprintf (buf, "who was in level %d when killed\n", op->level);
2410 else
2411 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2412
2413 strncat (buf2, " ", 20 - strlen (buf) / 2);
2414 strcat (buf2, buf);
2415 if (op->type == PLAYER)
2416 {
2417 sprintf (buf, "by %s.\n\n", op->contr->killer);
2418 strncat (buf2, " ", 21 - strlen (buf) / 2);
2419 strcat (buf2, buf);
2420 }
2421
2422 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2423 strncat (buf2, " ", 20 - strlen (buf) / 2);
2424 strcat (buf2, buf);
2425
2426 return buf2;
2427} 2167}
2428 2168
2429void 2169void
2430do_some_living (object *op) 2170do_some_living (object *op)
2431{ 2171{
2438 int rate_grace = 2000; 2178 int rate_grace = 2000;
2439 const int max_hp = 1; 2179 const int max_hp = 1;
2440 const int max_sp = 1; 2180 const int max_sp = 1;
2441 const int max_grace = 1; 2181 const int max_grace = 1;
2442 2182
2443 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--;
2444 { 2192 }
2445 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2193 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2446 if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks) 2194 {
2447 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 }
2448 } 2200 }
2449 2201
2450 if (op->contr->ns->state == ST_PLAYING) 2202 if (op->contr->ns->state == ST_PLAYING)
2451 { 2203 {
2452 /* these next three if clauses make it possible to SLOW DOWN 2204 /* these next three if clauses make it possible to SLOW DOWN
2471 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2223 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2472 else 2224 else
2473 { 2225 {
2474 gen_grace = op->stats.maxgrace; 2226 gen_grace = op->stats.maxgrace;
2475 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2227 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2476 }
2477
2478 /* Regenerate Spell Points */
2479 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0)
2480 {
2481 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2482 if (op->stats.sp < op->stats.maxsp)
2483 {
2484 op->stats.sp++;
2485 /* dms do not consume food */
2486 if (!QUERY_FLAG (op, FLAG_WIZ))
2487 {
2488 op->stats.food--;
2489 if (op->contr->digestion < 0)
2490 op->stats.food += op->contr->digestion;
2491 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2492 op->stats.food = last_food;
2493 }
2494 }
2495
2496 if (max_sp > 1)
2497 {
2498 over_sp = (gen_sp + 10) / rate_sp;
2499 if (over_sp > 0)
2500 {
2501 if (op->stats.sp < op->stats.maxsp)
2502 {
2503 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2504
2505 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2506 op->stats.sp--;
2507
2508 if (op->stats.sp > op->stats.maxsp)
2509 op->stats.sp = op->stats.maxsp;
2510 }
2511 op->last_sp = 0;
2512 }
2513 else
2514 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2515 }
2516 else
2517 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2518 } 2228 }
2519 2229
2520 /* Regenerate Grace */ 2230 /* Regenerate Grace */
2521 /* 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. */
2522 if (--op->last_grace < 0) 2232 if (--op->last_grace < 0)
2543 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);
2544 } 2254 }
2545 /* wearing stuff doesn't detract from grace generation. */ 2255 /* wearing stuff doesn't detract from grace generation. */
2546 } 2256 }
2547 2257
2258 if (op->stats.food > 0)
2259 {
2548 /* Regenerate Hit Points */ 2260 /* Regenerate Spell Points */
2549 if (--op->last_heal < 0) 2261 if (!op->contr->golem && --op->last_sp < 0)
2550 {
2551 if (op->stats.hp < op->stats.maxhp)
2552 { 2262 {
2553 op->stats.hp++; 2263 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2554 /* dms do not consume food */ 2264
2555 if (!QUERY_FLAG (op, FLAG_WIZ)) 2265 if (op->stats.sp < op->stats.maxsp)
2556 { 2266 {
2267 op->stats.sp++;
2268
2269 /* dms do not consume food */
2270 if (!QUERY_FLAG (op, FLAG_WIZ))
2271 {
2557 op->stats.food--; 2272 op->stats.food--;
2273
2558 if (op->contr->digestion < 0) 2274 if (op->contr->digestion < 0)
2559 op->stats.food += op->contr->digestion; 2275 op->stats.food += op->contr->digestion;
2560 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))
2561 op->stats.food = last_food; 2277 op->stats.food = last_food;
2278 }
2562 } 2279 }
2563 }
2564 2280
2565 if (max_hp > 1) 2281 if (max_sp > 1)
2566 {
2567 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2568 if (over_hp > 0)
2569 { 2282 {
2570 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
2571 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);
2572 } 2301 }
2573 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)
2574 { 2310 {
2575 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 }
2576 } 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);
2577 } 2336 }
2578 else 2337 else
2579 {
2580 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);
2581 } 2339 }
2582 } 2340 }
2583 2341
2584 /* Digestion */ 2342 /* Digestion */
2585 if (--op->last_eat < 0) 2343 if (--op->last_eat < 0)
2586 { 2344 {
2587#ifdef COZY_SERVER 2345 int bonus = max (0, op->contr->digestion),
2588 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion; 2346 penalty = max (0, -op->contr->digestion);
2589 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2590#else
2591 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2592#endif
2593 2347
2594 if (op->contr->gen_hp > 0)
2595 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);
2596 else
2597 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2598 2349
2599 /* dms do not consume food */ 2350 /* dms do not consume food */
2600 if (!QUERY_FLAG (op, FLAG_WIZ)) 2351 if (!QUERY_FLAG (op, FLAG_WIZ))
2601 op->stats.food--; 2352 op->stats.food--;
2602 } 2353 }
2603 2354
2604 if (op->stats.food < 0 && op->stats.hp >= 0) 2355 if (op->stats.food < 0 && op->stats.hp >= 0)
2605 { 2356 {
2606 object *tmp, *flesh = 0; 2357 object *flesh = 0;
2607 2358
2608 for (tmp = op->inv; tmp; tmp = tmp->below) 2359 for_inv_removable (op, tmp)
2609 { 2360 {
2610 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)
2611 { 2365 {
2612 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2366 op->statusmsg ("You blindly grab for a bite of food. "
2613 { 2367 "H<To prevent you from starving, you ate some random item from your backpack.>");
2614 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2615 manual_apply (op, tmp, 0); 2368 manual_apply (op, tmp, 0);
2369
2616 if (op->stats.food >= 0 || op->stats.hp < 0) 2370 if (op->stats.food >= 0 || op->stats.hp < 0)
2617 break; 2371 break;
2618 } 2372 }
2619 else if (tmp->type == FLESH) 2373 else if (tmp->type == FLESH)
2620 flesh = tmp; 2374 flesh = tmp;
2621 } /* End if paid for object */ 2375 }
2622 } /* end of for loop */
2623 2376
2624 /* 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
2625 * eat flesh instead. 2378 * eat flesh instead.
2626 */ 2379 */
2627 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2380 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2628 { 2381 {
2629 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.>");
2630 manual_apply (op, flesh, 0); 2384 manual_apply (op, flesh, 0);
2631 } 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)
2632 } 2394 {
2395 op->stats.hp += op->stats.food;
2396 op->stats.food = 0;
2633 2397
2634 while (op->stats.food < 0 && op->stats.hp >= 0) 2398 if (op->stats.hp < 0)
2635 op->stats.food++, op->stats.hp--; 2399 {
2400 op->contr->killer = archetype::get ("killer_starvation");
2401 op->contr->killer->destroy ();
2402 }
2403 }
2636 2404
2405 /* killer should be set here already */
2637 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2406 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2638 kill_player (op); 2407 kill_player (op);
2639 } 2408 }
2640} 2409}
2641 2410
2645 * file. 2414 * file.
2646 */ 2415 */
2647void 2416void
2648kill_player (object *op) 2417kill_player (object *op)
2649{ 2418{
2650 char buf[MAX_BUF];
2651 int x, y; 2419 int x, y;
2652
2653 //int i;
2654 maptile *map; /* this is for resurrection */ 2420 maptile *map; /* this is for resurrection */
2655
2656 /* int z;
2657 int num_stats_lose;
2658 int lost_a_stat;
2659 int lose_this_stat;
2660 int this_stat; */
2661 int will_kill_again; 2421 int will_kill_again;
2662 archetype *at; 2422 archetype *at;
2663 object *tmp; 2423 object *tmp;
2664 2424
2665 if (save_life (op)) 2425 if (save_life (op))
2666 return; 2426 return;
2667 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 }
2668 2465
2669 /* 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
2670 * 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.
2671 * Look at op_on_battleground() for more info --AndreasV 2468 * Look at op_on_battleground() for more info --AndreasV
2672 */ 2469 */
2673 if (op_on_battleground (op, &x, &y)) 2470 if (op_on_battleground (op, &x, &y))
2674 { 2471 {
2675 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";
2676 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2677
2678 /* restore player */
2679 at = archetype::find ("poisoning");
2680 if (object *tmp = present_arch_in_ob (at, op))
2681 {
2682 tmp->destroy ();
2683 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2684 }
2685
2686 at = archetype::find ("confusion");
2687 if (object *tmp = present_arch_in_ob (at, op))
2688 {
2689 tmp->destroy ();
2690 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2691 }
2692
2693 cure_disease (op, 0); /* remove any disease */
2694 op->stats.hp = op->stats.maxhp;
2695 if (op->stats.food <= 0)
2696 op->stats.food = 999;
2697 2473
2698 /* create a bodypart-trophy to make the winner happy */ 2474 /* create a bodypart-trophy to make the winner happy */
2699 if (object *tmp = arch_to_object (archetype::find ("finger"))) 2475 if (object *tmp = arch_to_object (archetype::find (shstr_finger)))
2700 { 2476 {
2701 sprintf (buf, "%s's finger", &op->name); 2477 tmp->name = format ("%s's finger" , &op->name);
2702 tmp->name = buf; 2478 tmp->name_pl = format ("%s's fingers", &op->name);
2703 sprintf (buf, " This finger has been cut off %s\n"
2704 " the %s, when he was defeated at\n level %d by %s.\n",
2705 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2706 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 );
2707 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2485 tmp->value = 0, tmp->type = 0;
2708 tmp->materialname = NULL; 2486 tmp->materialname = "organics";
2709 tmp->insert_at (op, tmp); 2487 tmp->insert_at (op, tmp);
2710 } 2488 }
2711 2489
2712 /* teleport defeated player to new destination */ 2490 /* teleport defeated player to new destination */
2713 transfer_ob (op, x, y, 0, NULL); 2491 transfer_ob (op, x, y, 0, NULL);
2714 op->contr->braced = 0; 2492 op->contr->braced = 0;
2493
2494 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2715 return; 2495 return;
2716 } 2496 }
2717 2497
2498 deathtab << "You were killed by " << op->contr->killer_name () << ".\n\n";
2499 deathtab << "T<YOU HAVE DIED>\n\n";
2500
2718 INVOKE_PLAYER (DEATH, op->contr); 2501 INVOKE_PLAYER (DEATH, op->contr);
2719 2502
2720 command_kill_pets (op, 0); 2503 command_kill_pets (op, 0);
2721 2504
2722 if (op->stats.food < 0) 2505 op->contr->play_sound (sound_find ("player_dies"));
2723 {
2724 sprintf (buf, "%s starved to death.", &op->name);
2725 strcpy (op->contr->killer, "starvation");
2726 }
2727 else
2728 sprintf (buf, "%s died.", &op->name);
2729
2730 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2731 2506
2732 /* save the map location for corpse, gravestone */ 2507 /* save the map location for corpse, gravestone */
2733 x = op->x; 2508 x = op->x;
2734 y = op->y; 2509 y = op->y;
2735 map = op->map; 2510 map = op->map;
2763 2538
2764 lost_a_stat = 0; 2539 lost_a_stat = 0;
2765 2540
2766 for (z = 0; z < num_stats_lose; z++) 2541 for (z = 0; z < num_stats_lose; z++)
2767 { 2542 {
2768 i = RANDOM () % NUM_STATS; 2543 i = rndm (NUM_STATS);
2769 2544
2770 if (settings.stat_loss_on_death) 2545 if (settings.stat_loss_on_death)
2771 { 2546 {
2772 /* 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
2773 * what he lost. 2548 * what he lost.
2780 lost_a_stat = 1; 2555 lost_a_stat = 1;
2781 } 2556 }
2782 else 2557 else
2783 { 2558 {
2784 /* deplete a stat */ 2559 /* deplete a stat */
2785 archetype *deparch = archetype::find ("depletion"); 2560 archetype *deparch = archetype::find (shstr_depletion);
2786 object *dep; 2561 object *dep;
2787 2562
2788 dep = present_arch_in_ob (deparch, op); 2563 dep = present_arch_in_ob (deparch, op);
2789 if (!dep) 2564 if (!dep)
2790 { 2565 {
2824 } 2599 }
2825 } 2600 }
2826 2601
2827 if (lose_this_stat) 2602 if (lose_this_stat)
2828 { 2603 {
2829 this_stat = get_attr_value (&(dep->stats), i); 2604 this_stat = get_attr_value (&dep->stats, i);
2830 /* We could try to do something clever like find another 2605 /* We could try to do something clever like find another
2831 * stat to reduce if this fails. But chances are, if 2606 * stat to reduce if this fails. But chances are, if
2832 * stats have been depleted to -50, all are pretty low 2607 * stats have been depleted to -50, all are pretty low
2833 * 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
2834 * difference. 2609 * difference.
2842 lost_a_stat = 1; 2617 lost_a_stat = 1;
2843 } 2618 }
2844 } 2619 }
2845 } 2620 }
2846 } 2621 }
2622
2847 /* If no stat lost, tell the player. */ 2623 /* If no stat lost, tell the player. */
2848 if (!lost_a_stat) 2624 if (!lost_a_stat)
2849 { 2625 {
2850 /* determine_god() seems to not work sometimes... why is this? 2626 /* determine_god() seems to not work sometimes... why is this?
2851 Should I be using something else? GD */ 2627 Should I be using something else? GD */
2852 const char *god = determine_god (op); 2628 shstr_tmp god = determine_god (op);
2853 2629
2854 if (god && (strcmp (god, "none"))) 2630 if (god != shstr_none)
2855 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";
2856 else 2632 else
2857 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";
2858 } 2634 }
2859#else 2635#else
2860 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.";
2861#endif 2637#endif
2862 2638
2863 /* Put a gravestone up where the character 'almost' died. List the 2639 /* Put a gravestone up where the character 'almost' died. List the
2864 * exp loss on the stone. 2640 * exp loss on the stone.
2865 */ 2641 */
2866 tmp = arch_to_object (archetype::find ("gravestone")); 2642 tmp = arch_to_object (archetype::find (shstr_gravestone));
2867 sprintf (buf, "%s's gravestone", &op->name); 2643 tmp->name = format ("%s's gravestone", &op->name);
2868 tmp->name = buf; 2644 tmp->name_pl = format ("%s's gravestones", &op->name);
2869 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",
2870 tmp->name_pl = buf; 2646 &op->name, op->contr->title, op->contr->killer_name ());
2871 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);
2872 tmp->msg = buf;
2873 tmp->x = op->x, tmp->y = op->y; 2647 tmp->x = op->x, tmp->y = op->y;
2874 insert_ob_in_map (tmp, op->map, NULL, 0); 2648 insert_ob_in_map (tmp, op->map, NULL, 0);
2875 2649
2876 /**************************************/ 2650 /**************************************/
2877 /* */ 2651 /* */
2878 /* Subtract the experience points, */ 2652 /* Subtract the experience points, */
2879 /* if we died cause of food, give us */
2880 /* food, and reset HP's... */
2881 /* */ 2653 /* */
2882 /**************************************/ 2654 /**************************************/
2883 2655
2884 /* remove any poisoning and confusion the character may be suffering. */
2885 /* restore player */
2886 at = archetype::find ("poisoning");
2887 tmp = present_arch_in_ob (at, op);
2888
2889 if (tmp)
2890 {
2891 tmp->destroy ();
2892 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2893 }
2894
2895 at = archetype::find ("confusion");
2896 tmp = present_arch_in_ob (at, op);
2897 if (tmp)
2898 {
2899 tmp->destroy ();
2900 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2901 }
2902
2903 cure_disease (op, 0); /* remove any disease */
2904
2905 /*add_exp(op, (op->stats.exp * -0.20)); */ 2656 /*add_exp(op, (op->stats.exp * -0.20)); */
2906 apply_death_exp_penalty (op); 2657 apply_death_exp_penalty (op);
2907 if (op->stats.food < 100)
2908 op->stats.food = 900;
2909 op->stats.hp = op->stats.maxhp;
2910 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2911 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2912 2658
2913 /* 2659 /*
2914 * Check to see if the player is in a shop. IF so, then check to see if
2915 * 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
2916 * in the map. 2661 * and put them back in the map.
2917 */ 2662 */
2918 2663 op->drop_unpaid_items ();
2919 if (is_in_shop (op))
2920 remove_unpaid_objects (op->inv, op);
2921 2664
2922 /****************************************/ 2665 /****************************************/
2923 /* */ 2666 /* */
2924 /* Move player to his current respawn- */ 2667 /* Move player to his current respawn- */
2925 /* position (usually last savebed) */ 2668 /* position (usually last savebed) */
2945 object *force; 2688 object *force;
2946 int at; 2689 int at;
2947 2690
2948 force = get_archetype (FORCE_NAME); 2691 force = get_archetype (FORCE_NAME);
2949 /* 50 ticks should be enough time for the spell to abate */ 2692 /* 50 ticks should be enough time for the spell to abate */
2950 force->speed = 0.1; 2693 force->speed = 0.1f;
2951 force->speed_left = -5.0; 2694 force->speed_left = -5.f;
2952 SET_FLAG (force, FLAG_APPLIED); 2695 SET_FLAG (force, FLAG_APPLIED);
2953 for (at = 0; at < NROFATTACKS; at++) 2696 for (at = 0; at < NROFATTACKS; at++)
2954 if (will_kill_again & (1 << at)) 2697 if (will_kill_again & (1 << at))
2955 force->resist[at] = 100; 2698 force->resist[at] = 100;
2956 2699
2957 insert_ob_in_ob (force, op); 2700 insert_ob_in_ob (force, op);
2958 op->update_stats (); 2701 op->update_stats ();
2959
2960 } 2702 }
2961 2703
2962 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2704 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2963} 2705}
2964 2706
2965void 2707static void
2966loot_object (object *op) 2708loot_object (object *op)
2967{ /* Grab and destroy some treasure */ 2709{ /* Grab and destroy some treasure */
2968 object *tmp, *tmp2, *next; 2710 object *tmp, *tmp2, *next;
2969 2711
2970 if (op->container) 2712 op->close_container (); /* close open sack first */
2971 esrv_apply_container (op, op->container); /* close open sack first */
2972 2713
2973 for (tmp = op->inv; tmp; tmp = next) 2714 for (tmp = op->inv; tmp; tmp = next)
2974 { 2715 {
2975 next = tmp->below; 2716 next = tmp->below;
2976 2717
2977 if (tmp->invisible) 2718 if (tmp->invisible)
2978 continue; 2719 continue;
2979 2720
2980 tmp->remove (); 2721 tmp->remove ();
2981 tmp->x = op->x, tmp->y = op->y; 2722 tmp->x = op->x, tmp->y = op->y;
2723
2982 if (tmp->type == CONTAINER) 2724 if (tmp->type == CONTAINER)
2983 { /* empty container to ground */ 2725 loot_object (tmp); /* empty container to ground */
2984 loot_object (tmp); 2726
2985 }
2986 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))))
2987 { 2728 {
2988 if (tmp->nrof > 1) 2729 if (tmp->nrof > 1)
2989 { 2730 {
2990 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2731 tmp->decrease (rndm (1, tmp->nrof - 1));
2991 tmp2->destroy ();
2992 insert_ob_in_map (tmp, op->map, NULL, 0); 2732 insert_ob_in_map (tmp, op->map, NULL, 0);
2993 } 2733 }
2994 else 2734 else
2995 tmp->destroy (); 2735 tmp->destroy ();
2996 } 2736 }
3002/* 2742/*
3003 * fix_weight(): Check recursively the weight of all players, and fix 2743 * fix_weight(): Check recursively the weight of all players, and fix
3004 * 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
3005 * was changed. 2745 * was changed.
3006 */ 2746 */
3007
3008void 2747void
3009fix_weight (void) 2748fix_weight (void)
3010{ 2749{
3011 for_all_players (pl) 2750 for_all_players (pl)
3012 { 2751 {
3013 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2752 sint32 old = pl->ob->carrying;
3014 2753
3015 if (old == sum) 2754 pl->ob->update_weight ();
3016 continue; 2755
2756 if (old != pl->ob->carrying)
2757 {
3017 pl->ob->update_stats (); 2758 pl->ob->update_stats ();
3018 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 }
3019 } 2761 }
3020} 2762}
3021 2763
3022void 2764void
3023fix_luck (void) 2765fix_luck (void)
3065} 2807}
3066 2808
3067void 2809void
3068make_visible (object *op) 2810make_visible (object *op)
3069{ 2811{
3070 op->hide = 0; 2812 op->flag [FLAG_HIDDEN] = 0;
3071 op->invisible = 0; 2813 op->invisible = 0;
2814
3072 if (op->type == PLAYER) 2815 if (op->type == PLAYER)
3073 { 2816 {
3074 op->contr->tmp_invis = 0; 2817 op->contr->tmp_invis = 0;
3075 op->contr->invis_race = 0; 2818 op->contr->invis_race = 0;
3076 } 2819 }
2820
3077 update_object (op, UP_OBJ_FACE); 2821 update_object (op, UP_OBJ_CHANGE);
3078} 2822}
3079 2823
3080int 2824int
3081is_true_undead (object *op) 2825is_true_undead (object *op)
3082{ 2826{
3083 object *tmp = NULL;
3084
3085 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 2827 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3086 return 1; 2828 return 1;
3087 2829
3088 return 0; 2830 return 0;
3089} 2831}
3090 2832
3091/* look at the surrounding terrain to determine 2833/* look at the surrounding terrain to determine
3092 * the hideability of this object. Positive levels 2834 * the hideability of this object. Positive levels
3093 * indicate greater hideability. 2835 * indicate greater hideability.
3094 */ 2836 */
3095
3096int 2837int
3097hideability (object *ob) 2838hideability (object *ob)
3098{ 2839{
3099 int i, level = 0, mflag; 2840 int i, level = 0, mflag;
3100 sint16 x, y; 2841 sint16 x, y;
3101 2842
3102 if (!ob || !ob->map) 2843 if (!ob || !ob->map)
3103 return 0; 2844 return 0;
3104 2845
3105 /* so, on normal lighted maps, its hard to hide */ 2846 /* so, on normal lighted maps, its hard to hide */
3106 level = ob->map->darkness - 2; 2847 level = ob->map->darklevel () - 2;
3107 2848
3108 /* this also picks up whether the object is glowing. 2849 /* this also picks up whether the object is glowing.
3109 * 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
3110 * as bad as carrying a light on a pitch dark map */ 2851 * as bad as carrying a light on a pitch dark map */
3111 if (has_carried_lights (ob)) 2852 if (ob->has_carried_lights ())
3112 level = -(10 + (2 * ob->map->darkness)); 2853 level = -(10 + (2 * ob->map->darklevel ()));
3113 2854
3114 /* scan through all nearby squares for terrain to hide in */ 2855 /* scan through all nearby squares for terrain to hide in */
3115 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])
3116 { 2859 {
3117 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); 2860 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3118 if (mflag & P_OUT_OF_MAP) 2861 if (mflag & P_OUT_OF_MAP)
3119 {
3120 continue; 2862 continue;
3121 } 2863
3122 if (mflag & P_BLOCKSVIEW) /* something to hide near! */ 2864 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3123 level += 2; 2865 level += 2;
3124 else /* open terrain! */ 2866 else /* open terrain! */
3125 level -= 1; 2867 level -= 1;
3126 } 2868 }
3134/* For Hidden creatures - a chance of becoming 'unhidden' 2876/* For Hidden creatures - a chance of becoming 'unhidden'
3135 * every time they move - as we subtract off 'invisibility' 2877 * every time they move - as we subtract off 'invisibility'
3136 * AND, for players, if they move into a ridiculously unhideable 2878 * AND, for players, if they move into a ridiculously unhideable
3137 * spot (surrounded by clear terrain in broad daylight). -b.t. 2879 * spot (surrounded by clear terrain in broad daylight). -b.t.
3138 */ 2880 */
3139
3140void 2881void
3141do_hidden_move (object *op) 2882do_hidden_move (object *op)
3142{ 2883{
3143 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 2884 int hide = 0;
3144 object *skop;
3145 2885
3146 if (!op || !op->map) 2886 if (!op || !op->map)
3147 return; 2887 return;
3148 2888
3149 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);
3150 2891
3151 /* 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! */
3152 if (op->type == PLAYER && op->contr->run_on) 2893 if (op->type == PLAYER && op->contr->run_on)
3153 if (!skop || num >= skop->level) 2894 if (!skop || num >= skop->level)
3154 { 2895 {
3164 num -= hide; 2905 num -= hide;
3165 2906
3166 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 2907 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3167 { 2908 {
3168 make_visible (op); 2909 make_visible (op);
2910
3169 if (op->type == PLAYER) 2911 if (op->type == PLAYER)
3170 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!");
3171 } 2913 }
3172 else if (op->type == PLAYER && skop) 2914 else if (op->type == PLAYER && skop)
3173 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);
3226 * object op. This function works fine for monsters, 2968 * object op. This function works fine for monsters,
3227 * 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
3228 * a pile (say a coin under a table would return "viewable" 2970 * a pile (say a coin under a table would return "viewable"
3229 * by this routine). Another question, should we be 2971 * by this routine). Another question, should we be
3230 * concerned with the direction the player is looking 2972 * concerned with the direction the player is looking
3231 * in? Realistically, most of use cant see stuff behind 2973 * in? Realistically, most of us can't see stuff behind
3232 * our backs...on the other hand, does the "facing" direction 2974 * our backs...on the other hand, does the "facing" direction
3233 * imply the way your head, or body is facing? Its possible 2975 * imply the way your head, or body is facing? It's possible
3234 * 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.
3235 * -b.t. 2977 * -b.t.
3236 * This function is now map tiling safe. 2978 * This function is now map tiling safe.
3237 */ 2979 */
3238
3239int 2980int
3240player_can_view (object *pl, object *op) 2981player_can_view (object *pl, object *op)
3241{ 2982{
3242 rv_vector rv; 2983 rv_vector rv;
3243 int dx, dy; 2984 int dx, dy;
3255 2996
3256 get_rangevector (pl, op, &rv, 0x1); 2997 get_rangevector (pl, op, &rv, 0x1);
3257 2998
3258 /* starting with the 'head' part, lets loop 2999 /* starting with the 'head' part, lets loop
3259 * through the object and find if it has any 3000 * through the object and find if it has any
3260 * part that is in the los array but isnt on 3001 * part that is in the los array but isn't on
3261 * a blocked los square. 3002 * a blocked los square.
3262 * we use the archetype to figure out offsets. 3003 * we use the archetype to figure out offsets.
3263 */ 3004 */
3264 while (op) 3005 while (op)
3265 { 3006 {
3266 dx = rv.distance_x + op->arch->clone.x; 3007 dx = rv.distance_x + op->arch->x;
3267 dy = rv.distance_y + op->arch->clone.y; 3008 dy = rv.distance_y + op->arch->y;
3268 3009
3269 /* only the viewable area the player sees is updated by LOS 3010 if (pl->contr->blocked_los (dx, dy) != LOS_BLOCKED)
3270 * code, so we need to restrict ourselves to that range of values
3271 * for any meaningful values.
3272 */
3273 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3274 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3275 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3276 return 1; 3011 return 1;
3012
3277 op = op->more; 3013 op = op->more;
3278 } 3014 }
3279 return 0;
3280}
3281 3015
3282/* routine for both players and monsters. We call this when
3283 * there is a possibility for our action distrubing our hiding
3284 * place or invisiblity spell. Artefact invisiblity is not
3285 * effected by this. If we arent invisible to begin with, we
3286 * return 0.
3287 */
3288int
3289action_makes_visible (object *op)
3290{
3291
3292 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3293 {
3294 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3295 return 0;
3296
3297 if (op->contr && op->contr->tmp_invis == 0)
3298 return 0;
3299
3300 /* If monsters, they should become visible */
3301 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3302 {
3303 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3304 return 1;
3305 }
3306 }
3307 return 0; 3016 return 0;
3308} 3017}
3309 3018
3310/* op_on_battleground - checks if the given object op (usually 3019/* op_on_battleground - checks if the given object op (usually
3311 * a player) is standing on a valid battleground-tile, 3020 * a player) is standing on a valid battleground-tile,
3316 * 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
3317 */ 3026 */
3318int 3027int
3319op_on_battleground (object *op, int *x, int *y) 3028op_on_battleground (object *op, int *x, int *y)
3320{ 3029{
3321 object *tmp;
3322
3323 /* A battleground-tile needs the following attributes to be valid: 3030 /* A battleground-tile needs the following attributes to be valid:
3324 * 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),
3325 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3032 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3326 * and the exit-coordinates sp/hp must both be > 0. 3033 * and the exit-coordinates sp/hp must both be > 0.
3327 * => The intention here is to prevent abuse of the battleground- 3034 * => The intention here is to prevent abuse of the battleground-
3328 * feature (like pickable or hidden battleground tiles). */ 3035 * feature (like pickable or hidden battleground tiles). */
3329 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3036 for (object *tmp = op->below; tmp; tmp = tmp->below)
3330 { 3037 {
3331 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3038 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3332 { 3039 {
3333 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3040 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3334 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))
3335 { 3044 {
3336 /*before we assign the exit, check if this is a teambattle */ 3045 /* before we assign the exit, check if this is a teambattle */
3337 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))
3338 { 3047 {
3339 object *invtmp;
3340
3341 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below) 3048 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3342 { 3049 {
3343 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying)) 3050 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3344 { 3051 {
3345 if (x != NULL && y != NULL) 3052 if (x && y)
3346 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3053 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3054
3347 return 1; 3055 return 1;
3348 } 3056 }
3349 } 3057 }
3350 } 3058 }
3059
3351 if (x != NULL && y != NULL) 3060 if (x && y)
3352 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3061 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3062
3353 return 1; 3063 return 1;
3354 } 3064 }
3355 } 3065 }
3356 } 3066 }
3067
3357 /* If we got here, did not find a battleground */ 3068 /* If we got here, did not find a battleground */
3358 return 0; 3069 return 0;
3359} 3070}
3360 3071
3361/* 3072/*
3377 char buf[MAX_BUF]; /* tmp. string buffer */ 3088 char buf[MAX_BUF]; /* tmp. string buffer */
3378 int i = 0, j = 0; 3089 int i = 0, j = 0;
3379 3090
3380 /* get the appropriate treasurelist */ 3091 /* get the appropriate treasurelist */
3381 if (atnr == ATNR_FIRE) 3092 if (atnr == ATNR_FIRE)
3382 trlist = find_treasurelist ("dragon_ability_fire"); 3093 trlist = treasurelist::find (shstr_dragon_ability_fire);
3383 else if (atnr == ATNR_COLD) 3094 else if (atnr == ATNR_COLD)
3384 trlist = find_treasurelist ("dragon_ability_cold"); 3095 trlist = treasurelist::find (shstr_dragon_ability_cold);
3385 else if (atnr == ATNR_ELECTRICITY) 3096 else if (atnr == ATNR_ELECTRICITY)
3386 trlist = find_treasurelist ("dragon_ability_elec"); 3097 trlist = treasurelist::find (shstr_dragon_ability_elec);
3387 else if (atnr == ATNR_POISON) 3098 else if (atnr == ATNR_POISON)
3388 trlist = find_treasurelist ("dragon_ability_poison"); 3099 trlist = treasurelist::find (shstr_dragon_ability_poison);
3389 3100
3390 if (trlist == NULL || who->type != PLAYER) 3101 if (trlist == NULL || who->type != PLAYER)
3391 return; 3102 return;
3392 3103
3393 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++);
3397 /* 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]); */
3398 return; 3109 return;
3399 } 3110 }
3400 3111
3401 /* everything seems okay - now bring on the gift: */ 3112 /* everything seems okay - now bring on the gift: */
3402 item = &(tr->item->clone); 3113 item = tr->item;
3403 3114
3404 if (item->type == SPELL) 3115 if (item->type == SPELL)
3405 { 3116 {
3406 if (check_spell_known (who, item->name)) 3117 if (check_spell_known (who, item->name))
3407 return; 3118 return;
3466 { 3177 {
3467 /* forces in the treasurelist can alter the player's stats */ 3178 /* forces in the treasurelist can alter the player's stats */
3468 object *skin; 3179 object *skin;
3469 3180
3470 /* first get the dragon skin force */ 3181 /* first get the dragon skin force */
3471 shstr_cmp dragon_skin_force ("dragon_skin_force");
3472 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)
3473 ; 3183 ;
3474 3184
3475 if (!skin) 3185 if (!skin)
3476 return; 3186 return;
3477 3187
3512 else 3222 else
3513 { 3223 {
3514 /* generate misc. treasure */ 3224 /* generate misc. treasure */
3515 tmp = arch_to_object (tr->item); 3225 tmp = arch_to_object (tr->item);
3516 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));
3517 tmp = insert_ob_in_ob (tmp, who); 3227 who->insert (tmp);
3518 if (who->type == PLAYER)
3519 esrv_send_item (who, tmp);
3520 } 3228 }
3521} 3229}
3522 3230
3523/** 3231/**
3524 * 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
3525 * not readied. 3233 * not readied.
3526 */ 3234 */
3527void 3235void
3528player_unready_range_ob (player *pl, object *ob) 3236player_unready_range_ob (player *pl, object *ob)
3529{ 3237{
3530 for (rangetype i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3238 if (pl->ob->current_weapon == ob)
3239 pl->ob->current_weapon = 0;
3240
3241 if (pl->combat_ob == ob)
3242 pl->combat_ob = 0;
3243
3531 if (pl->ranges[i] == ob) 3244 if (pl->ranged_ob == ob)
3532 {
3533 pl->ranges[i] = 0; 3245 pl->ranged_ob = 0;
3534 if (pl->shoottype == i)
3535 pl->shoottype = range_none;
3536 }
3537} 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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