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Comparing deliantra/server/server/player.C (file contents):
Revision 1.60 by root, Sat Dec 23 09:41:55 2006 UTC vs.
Revision 1.250 by root, Sat Dec 12 03:17:21 2009 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
8 it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
9 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
10 (at your option) any later version. 11 * option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
18 along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
20 21 *
21 The author can be reached via e-mail to <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22*/ 23 */
24
25//+GPL
23 26
24#include <global.h> 27#include <global.h>
25#include <pwd.h>
26#include <sproto.h> 28#include <sproto.h>
27#include <sounds.h> 29#include <sounds.h>
28#include <living.h> 30#include <living.h>
29#include <object.h> 31#include <object.h>
30#include <spells.h> 32#include <spells.h>
31#include <skills.h> 33#include <skills.h>
32 34
33#include <algorithm> 35#include <algorithm>
34#include <functional> 36#include <functional>
35 37
36player * 38playervec players;
37find_player (const char *plname)
38{
39 player *pl;
40
41 for (pl = first_player; pl; pl = pl->next)
42 if (pl->ob && !strcmp (query_name (pl->ob), plname))
43 return pl;
44
45 return 0;
46}
47
48void
49display_motd (const object *op)
50{
51 char buf[MAX_BUF];
52 char motd[HUGE_BUF];
53 FILE *fp;
54 int comp;
55 int size;
56
57 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
58 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
59 return;
60
61 motd[0] = '\0';
62 size = 0;
63
64 while (fgets (buf, MAX_BUF, fp))
65 {
66 if (*buf == '#')
67 continue;
68
69 strncat (motd + size, buf, HUGE_BUF - size);
70 size += strlen (buf);
71 }
72
73 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
74 close_and_delete (fp, comp);
75}
76
77void
78send_rules (const object *op)
79{
80 char buf[MAX_BUF];
81 char rules[HUGE_BUF];
82 FILE *fp;
83 int comp;
84 int size;
85
86 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
87 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
88 return;
89
90 rules[0] = '\0';
91 size = 0;
92
93 while (fgets (buf, MAX_BUF, fp))
94 {
95 if (*buf == '#')
96 continue;
97
98 if (size + strlen (buf) >= HUGE_BUF)
99 {
100 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
101 break;
102 }
103
104 strncat (rules + size, buf, HUGE_BUF - size);
105 size += strlen (buf);
106 }
107
108 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
109 close_and_delete (fp, comp);
110}
111
112void
113send_news (const object *op)
114{
115 char buf[MAX_BUF];
116 char news[HUGE_BUF];
117 char subject[MAX_BUF];
118 FILE *fp;
119 int comp;
120 int size;
121
122 sprintf (buf, "%s/%s", settings.confdir, settings.news);
123 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
124 return;
125
126 news[0] = '\0';
127 subject[0] = '\0';
128 size = 0;
129
130 while (fgets (buf, MAX_BUF, fp) != NULL)
131 {
132 if (*buf == '#')
133 continue;
134
135 if (*buf == '%')
136 { /* send one news */
137 if (size > 0)
138 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */
139 strcpy (subject, buf + 1);
140 strip_endline (subject);
141 size = 0;
142 news[0] = '\0';
143 }
144 else
145 {
146 if (size + strlen (buf) >= HUGE_BUF)
147 {
148 LOG (llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
149 break;
150 }
151 strncat (news + size, buf, HUGE_BUF - size);
152 size += strlen (buf);
153 }
154 }
155
156 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
157 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news);
158 close_and_delete (fp, comp);
159}
160 39
161/* This loads the first map an puts the player on it. */ 40/* This loads the first map an puts the player on it. */
162static void 41static void
163set_first_map (object *op) 42set_first_map (object *op)
164{ 43{
165 strcpy (op->contr->maplevel, first_map_path); 44 op->contr->maplevel = first_map_path;
166 op->x = -1; 45 op->x = -1;
167 op->y = -1; 46 op->y = -1;
168 enter_exit (op, 0); 47}
48
49void
50player::activate ()
51{
52 if (active)
53 return;
54
55 players.insert (this);
56 ob->remove ();
57 ob->map = 0;
58 ob->activate_recursive ();
59 CLEAR_FLAG (ob, FLAG_FRIENDLY);
60 add_friendly_object (ob);
61}
62
63void
64player::deactivate ()
65{
66 if (!active)
67 return;
68
69 terminate_all_pets (ob);
70 remove_friendly_object (ob);
71 ob->deactivate_recursive ();
72
73 if (ob->map)
74 maplevel = ob->map->path;
75
76 ob->remove ();
77 ob->enemy = 0; // sometimes keeps an extra refcount on itself
78 ob->map = 0;
79 party = 0;
80
81 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
82
83 players.erase (this);
169} 84}
170 85
171// connect the player with a specific client 86// connect the player with a specific client
172// also changed, rationalises, and fixes some incorrect settings 87// also changes, rationalises, and fixes some incorrect settings
173void 88void
174player::connect (client *ns) 89player::connect (client *ns)
175{ 90{
176 this->ns = ns; 91 this->ns = ns;
177 ns->pl = this; 92 ns->pl = this;
178 93
179 next = first_player; 94 run_on = 0;
180 first_player = this; 95 fire_on = 0;
96 ob->close_container (); //TODO: client-specific
181 97
182 ns->update_look = 0; 98 ns->update_look = 0;
183 ns->look_position = 0; 99 ns->look_position = 0;
184 100
185 clear_los (ob); 101 clear_los ();
102
103 ns->reset_stats ();
186 104
187 /* make sure he's a player -- needed because of class change. */ 105 /* make sure he's a player -- needed because of class change. */
188 ob->type = PLAYER; // we are paranoid 106 ob->type = PLAYER; // we are paranoid
189 ob->race = ob->arch->clone.race; 107 ob->race = ob->arch->race;
190 108
191 if (!legal_range (ob, shoottype)) 109 ob->update_weight ();
192 shoottype = range_none;
193
194 ob->carrying = sum_weight (ob);
195 link_player_skills (ob); 110 link_skills ();
196 111
197 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
198 update_ob_speed (ob);
199
200 assign (title, ob->arch->clone.name); 112 assign (title, ob->arch->object::name);
201
202 /* can_use_shield is a new flag. However, the can_use.. seems to largely come
203 * from the class, and not race. I don't see any way to get the class information
204 * to then update this. I don't think this will actually break anything - anyone
205 * that can use armour should be able to use a shield. What this may 'break'
206 * are features new characters get, eg, if someone starts up with a Q, they
207 * should be able to use a shield. However, old Q's won't get that advantage.
208 */
209 if (QUERY_FLAG (ob, FLAG_USE_ARMOUR))
210 SET_FLAG (ob, FLAG_USE_SHIELD);
211 113
212 /* if it's a dragon player, set the correct title here */ 114 /* if it's a dragon player, set the correct title here */
213 if (is_dragon_pl (ob)) 115 if (is_dragon_pl (ob))
214 { 116 {
215 object *tmp, *abil = 0, *skin = 0; 117 object *tmp, *abil = 0, *skin = 0;
216 118
217 shstr_cmp dragon_ability_force ("dragon_ability_force");
218 shstr_cmp dragon_skin_force ("dragon_skin_force");
219
220 for (tmp = ob->inv; tmp; tmp = tmp->below) 119 for (tmp = ob->inv; tmp; tmp = tmp->below)
221 if (tmp->type == FORCE) 120 if (tmp->type == FORCE)
222 if (tmp->arch->name == dragon_ability_force) 121 if (tmp->arch->archname == shstr_dragon_ability_force)
223 abil = tmp; 122 abil = tmp;
224 else if (tmp->arch->name == dragon_skin_force) 123 else if (tmp->arch->archname == shstr_dragon_skin_force)
225 skin = tmp; 124 skin = tmp;
226 125
227 set_dragon_name (ob, abil, skin); 126 set_dragon_name (ob, abil, skin);
228 } 127 }
229 128
230 CLEAR_FLAG (ob, FLAG_FRIENDLY);
231 add_friendly_object (ob);
232
233 LOG (llevInfo, "LOGIN: Player named %s from ip %s\n", &ob->name, ns->host);
234
235 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 129 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
236 new_draw_info_format (NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, NULL, "%s has entered the game.", &ob->name);
237 130
238 esrv_new_player (this, ob->weight + ob->carrying); 131 esrv_new_player (this);
239 132
240 ob->update_stats (); 133 ob->update_stats ();
134
241 ns->floorbox_update (); 135 ns->floorbox_update ();
242
243 esrv_send_inventory (ob, ob); 136 esrv_send_inventory (ob, ob);
244 esrv_add_spells (this, 0); 137 esrv_add_spells (this, 0);
245 138
246 enter_exit (ob, 0); 139 ob->flag [FLAG_READY_WEAPON] = false;
140 ob->flag [FLAG_READY_SKILL] = false;
141 ob->flag [FLAG_READY_BOW] = false;
247 142
248 send_rules (ob); 143 for (object *op = ob->inv; op; op = op->below)
249 send_news (ob); 144 if (op->flag [FLAG_APPLIED])
250 display_motd (ob); 145 switch (op->type)
146 {
147 case SKILL:
148 op->flag [FLAG_APPLIED] = false;
149 break;
150
151 case WAND:
152 case ROD:
153 case HORN:
154 case BOW:
155 ranged_ob = op;
156 break;
157
158 case WEAPON:
159 combat_ob = op;
160 break;
161 }
162
163 ob->current_weapon = 0;
164 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
165 activate (); // change_weapon also activates, but this doesn't hurt
166
167 INVOKE_PLAYER (CONNECT, this);
251 INVOKE_PLAYER (LOGIN, this); 168 INVOKE_PLAYER (LOGIN, this);
252} 169}
170
171void
172player::disconnect ()
173{
174 if (ob)
175 {
176 ob->close_container (); //TODO: client-specific
177 ob->drop_unpaid_items ();
178 }
179
180 if (ns)
181 {
182 if (active)
183 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
184
185 INVOKE_PLAYER (DISCONNECT, this);
186
187 ns->reset_stats ();
188 ns->pl = 0;
189 ns = 0;
190 }
191
192 // this is important for the player scheduler to get the correct refcount
193 // when ns = 0
194 observe = viewpoint = ob;
195
196 deactivate ();
197}
198
199//-GPL
253 200
254// the need for this function can be explained 201// the need for this function can be explained
255// by load_object not returning the object 202// by load_object not returning the object
256void 203void
257player::set_object (object *op) 204player::set_object (object *op)
258{ 205{
259 ob = op; 206 ob = observe = viewpoint = op;
260 ob->contr = this; /* this aren't yet in archetype */ 207 ob->contr = this; /* this aren't yet in archetype */
261 208
209 ob->speed = 1.0f;
262 ob->speed_left = 0.5; 210 ob->speed_left = 0.5f;
263 ob->speed = 1.0; 211
264 ob->direction = 5; /* So player faces south */ 212 ob->direction = 5; /* So player faces south */
265 ob->stats.wc = 2;
266 ob->run_away = 25; /* Then we panick... */
267
268 set_first_map (ob);
269
270 ob->roll_stats ();
271} 213}
214
215void
216player::set_observe (object *op)
217{
218 observe = viewpoint = op ? op : ob;
219 do_los = 1;
220}
221
222void
223player::set_viewpoint (object *op)
224{
225 viewpoint = op ? op : (object *)observe;
226 do_los = 1;
227}
228
229//+GPL
272 230
273player::player () 231player::player ()
274{ 232{
275 /* There are some elements we want initialized to non zero value - 233 /* There are some elements we want initialised to non zero value -
276 * we deal with that below this point. 234 * we deal with that below this point.
277 */ 235 */
278 outputs_sync = 16; /* Every 2 seconds */ 236 outputs_sync = 4;
279 outputs_count = 8; /* Keeps present behaviour */ 237 outputs_count = 4;
280 unapply = unapply_nochoice; 238 unapply = unapply_nochoice;
281 239
282 assign (savebed_map, first_map_path); /* Init. respawn position */ 240 savebed_map = first_map_path; /* Init. respawn position */
283 241
284 gen_sp_armour = 10; 242 gen_sp_armour = 10;
285 last_speed = -1;
286 shoottype = range_none;
287 bowtype = bow_normal; 243 bowtype = bow_normal;
288 petmode = pet_normal; 244 petmode = pet_normal;
289 listening = 10;
290 usekeys = containers; 245 usekeys = containers;
291 last_weapon_sp = -1;
292 peaceful = 1; /* default peaceful */ 246 peaceful = 1; /* default peaceful */
293 do_los = 1; 247 do_los = 1;
294 248
295 /* we need to clear these to -1 and not zero - otherwise, 249 weapon_sp = 1.0f;
296 * if a player quits and starts a new character, we wont 250 weapon_sp_left = 0.5f;
297 * send new values to the client, as things like exp start 251}
298 * at zero.
299 */
300 for (int i = 0; i < NUM_SKILLS; i++)
301 last_skill_exp[i] = -1;
302 252
303 for (int i = 0; i < NROFATTACKS; i++) 253void
304 last_resist[i] = -1; 254player::do_destroy ()
255{
256 disconnect ();
305 257
306 last_stats.exp = -1; 258 attachable::do_destroy ();
307 last_weight = (uint32) - 1; 259
260 if (ob)
261 {
262 ob->destroy_inv (false);
263 ob->destroy ();
264 }
265
266 ob = observe = viewpoint = 0;
308} 267}
309 268
310player::~player () 269player::~player ()
311{ 270{
312 terminate_all_pets (ob);
313
314 if (first_player != this)
315 {
316 player *prev = first_player;
317
318 while (prev && prev->next && prev->next != this)
319 prev = prev->next;
320
321 if (prev->next != this)
322 {
323 LOG (llevError, "Free_player: Can't find previous player.\n");
324 abort ();
325 }
326
327 prev->next = next;
328 }
329 else
330 first_player = next;
331
332 if (ob)
333 {
334 ob->contr = 0;
335 ob->destroy (1);
336 }
337
338 if (ns)
339 {
340 ns->send_packet ("goodbye");
341 ns->flush ();
342 ns->pl = 0;
343 ns->destroy ();
344 }
345
346 /* Clear item stack */ 271 /* Clear item stack */
347 free (stack_items); 272 free (stack_items);
273}
274
275/*
276 * get_player_archetype() return next player archetype from archetype
277 * list. Not very efficient routine, but used only creating new players.
278 * Note: there MUST be at least one player archetype!
279 */
280static archetype *
281get_player_archetype (archetype *at)
282{
283 // archetypes could have been reloaded
284 archetype *nat = at ? archetype::find (at->archname) : archetypes [0];
285
286 if (!nat)
287 return at;
288
289 archvec::iterator i = archetypes.find (nat);
290
291 for (;;)
292 {
293 if (++i == archetypes.end ())
294 i = archetypes.begin ();
295 else if (*i == at)
296 cleanup ("not a single player archetype found");
297
298 if ((*i)->type == PLAYER)
299 return *i;
300 }
348} 301}
349 302
350/* Tries to add player on the connection passed in ns. 303/* Tries to add player on the connection passed in ns.
351 * All we can really get in this is some settings like host and display 304 * All we can really get in this is some settings like host and display
352 * mode. 305 * mode.
354player * 307player *
355player::create () 308player::create ()
356{ 309{
357 player *pl = new player; 310 player *pl = new player;
358 311
359 pl->set_object (arch_to_object (get_player_archetype (0))); 312 pl->set_object (get_player_archetype (0)->instance ());
313
314 pl->ob->roll_stats ();
315 pl->ob->stats.wc = 2;
316 pl->ob->run_away = 25; /* Then we panick... */
317
318 set_first_map (pl->ob);
360 319
361 return pl; 320 return pl;
362}
363
364/*
365 * get_player_archetype() return next player archetype from archetype
366 * list. Not very efficient routine, but used only creating new players.
367 * Note: there MUST be at least one player archetype!
368 */
369archetype *
370get_player_archetype (archetype *at)
371{
372 archetype *start = at;
373
374 for (;;)
375 {
376 if (at == NULL || at->next == NULL)
377 at = first_archetype;
378 else
379 at = at->next;
380
381 if (at->clone.type == PLAYER)
382 return at;
383
384 if (at == start)
385 {
386 LOG (llevError, "No Player archetypes\n");
387 exit (-1);
388 }
389 }
390} 321}
391 322
392object * 323object *
393get_nearest_player (object *mon) 324get_nearest_player (object *mon)
394{ 325{
395 object *op = NULL; 326 object *op = NULL;
396 player *pl = NULL;
397 objectlink *ol; 327 objectlink *ol;
398 unsigned lastdist; 328 unsigned lastdist;
399 rv_vector rv; 329 rv_vector rv;
400 330
401 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 331 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
402 { 332 {
403 /* We should not find free objects on this friendly list, but it
404 * does periodically happen. Given that, lets deal with it.
405 * While unlikely, it is possible the next object on the friendly
406 * list is also free, so encapsulate this in a while loop.
407 */
408 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
409 {
410 object *tmp = ol->ob;
411
412 /* Can't do much more other than log the fact, because the object
413 * itself will have been cleared.
414 */
415 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n");
416 ol = ol->next;
417 remove_friendly_object (tmp);
418 if (!ol)
419 return op;
420 }
421
422 /* Remove special check for player from this. First, it looks to cause
423 * some crashes (ol->ob->contr not set properly?), but secondly, a more
424 * complicated method of state checking would be needed in any case -
425 * as it was, a clever player could type quit, and the function would
426 * skip them over while waiting for confirmation. Remove
427 * on_same_map check, as can_detect_enemy also does this
428 */
429 if (!can_detect_enemy (mon, ol->ob, &rv)) 333 if (!can_detect_enemy (mon, ol->ob, &rv))
430 continue; 334 continue;
431 335
432 if (lastdist > rv.distance) 336 if (lastdist > rv.distance)
433 { 337 {
434 op = ol->ob; 338 op = ol->ob;
435 lastdist = rv.distance; 339 lastdist = rv.distance;
436 } 340 }
437 } 341 }
438 for (pl = first_player; pl != NULL; pl = pl->next) 342
439 { 343 for_all_players (pl)
440 if (can_detect_enemy (mon, pl->ob, &rv)) 344 if (can_detect_enemy (mon, pl->ob, &rv))
441 {
442
443 if (lastdist > rv.distance) 345 if (lastdist > rv.distance)
444 { 346 {
445 op = pl->ob; 347 op = pl->ob;
446 lastdist = rv.distance; 348 lastdist = rv.distance;
447 } 349 }
448 } 350
449 }
450#if 0 351#if 0
451 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)"); 352 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
452#endif 353#endif
453 return op; 354 return op;
454} 355}
512 x = mon->x; 413 x = mon->x;
513 y = mon->y; 414 y = mon->y;
514 m = mon->map; 415 m = mon->map;
515 dir = rv.direction; 416 dir = rv.direction;
516 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 417 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
517 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 418 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
419
518 /* If we can't solve it within the search distance, return now. */ 420 /* If we can't solve it within the search distance, return now. */
519 if (diff > max) 421 if (diff > max)
520 return 0; 422 return 0;
423
521 while (diff > 1 && max > 0) 424 while (diff > 1 && max > 0)
522 { 425 {
523 lastx = x; 426 lastx = x;
524 lasty = y; 427 lasty = y;
525 lastmap = m; 428 lastmap = m;
607 max--; 510 max--;
608 lastdir = dir; 511 lastdir = dir;
609 if (!firstdir) 512 if (!firstdir)
610 firstdir = dir; 513 firstdir = dir;
611 } 514 }
515
612 if (diff <= 1) 516 if (diff <= 1)
613 { 517 {
614 /* Recalculate diff (distance) because we may not have actually 518 /* Recalculate diff (distance) because we may not have actually
615 * headed toward player for entire distance. 519 * headed toward player for entire distance.
616 */ 520 */
617 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 521 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
618 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 522 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
619 } 523 }
524
620 if (diff > max) 525 if (diff > max)
621 return 0; 526 return 0;
622 } 527 }
528
623 /* If we reached the max, didn't find a direction in time */ 529 /* If we reached the max, didn't find a direction in time */
624 if (!max) 530 if (!max)
625 return 0; 531 return 0;
626 532
627 return firstdir; 533 return firstdir;
628} 534}
629 535
630void 536void
631give_initial_items (object *pl, treasurelist * items) 537give_initial_items (object *pl, treasurelist *items)
632{ 538{
633 object *op, *next = NULL;
634
635 if (pl->randomitems != NULL) 539 if (pl->randomitems)
636 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); 540 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
637 541
638 for (op = pl->inv; op; op = next) 542 for (object *next, *op = pl->inv; op; op = next)
639 { 543 {
640 next = op->below; 544 next = op->below;
641 545
642 /* Forces get applied per default, unless they have the 546 /* Forces get applied per default, unless they have the
643 * flag "neutral" set. Sorry but I can't think of a better way 547 * flag "neutral" set. Sorry but I can't think of a better way
648 /* we never give weapons/armour if these cannot be used 552 /* we never give weapons/armour if these cannot be used
649 * by this player due to race restrictions 553 * by this player due to race restrictions
650 */ 554 */
651 if (pl->type == PLAYER) 555 if (pl->type == PLAYER)
652 { 556 {
653 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) && 557 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR)
558 &&
654 (op->type == ARMOUR || op->type == BOOTS || 559 (op->type == ARMOUR || op->type == BOOTS
655 op->type == CLOAK || op->type == HELMET || 560 || op->type == CLOAK || op->type == HELMET
656 op->type == SHIELD || op->type == GLOVES || 561 || op->type == SHIELD || op->type == GLOVES
562 || op->type == BRACERS || op->type == GIRDLE))
657 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) 563 || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
658 { 564 {
659 op->destroy (); 565 op->destroy ();
660 continue; 566 continue;
661 } 567 }
662 } 568 }
663 569
664 /* This really needs to be better - we should really give 570 /* Here we remove duplicated skills (as duplicated spell objects have
665 * a substitute spellbook. The problem is that we don't really 571 * _very_ confusing effects for players), which could for instance be
666 * have a good idea what to replace it with (need something like 572 * generated by bad treasurelists. - elmex
667 * a first level treasurelist for each skill.)
668 * remove duplicate skills also
669 */ 573 */
670 if (op->type == SPELLBOOK || op->type == SKILL) 574 if (op->type == SKILL)
671 { 575 {
672 object *tmp;
673
674 for (tmp = op->below; tmp; tmp = tmp->below) 576 for (object *tmp = op->below; tmp; tmp = tmp->below)
675 if (tmp->type == op->type && tmp->name == op->name) 577 if (tmp->type == op->type && tmp->name == op->name)
676 break;
677
678 if (tmp)
679 { 578 {
680 op->destroy (); 579 op->destroy ();
580 LOG (llevError,
681 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); 581 "give_initial_items: Removing duplicate skill %s\n", &tmp->name);
682 continue; 582 break;
683 } 583 }
684 584
685 if (op->nrof > 1) 585 if (op->nrof > 1)
686 op->nrof = 1; 586 op->nrof = 1;
687 } 587 }
688 588
689 if (op->type == SPELLBOOK && op->inv) 589 if (op->type == SPELLBOOK && op->inv)
690 {
691 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); 590 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
692 }
693 591
694 /* Give starting characters identified, uncursed, and undamned 592 /* Give starting characters identified, uncursed, and undamned
695 * items. Just don't identify gold or silver, or it won't be 593 * items. Just don't identify gold or silver, or it won't be
696 * merged properly. 594 * merged properly.
697 */ 595 */
698 if (need_identify (op)) 596 if (need_identify (op))
699 { 597 {
700 SET_FLAG (op, FLAG_IDENTIFIED); 598 SET_FLAG (op, FLAG_IDENTIFIED);
701 CLEAR_FLAG (op, FLAG_CURSED); 599 CLEAR_FLAG (op, FLAG_CURSED);
702 CLEAR_FLAG (op, FLAG_DAMNED); 600 CLEAR_FLAG (op, FLAG_DAMNED);
703 } 601 }
602
704 if (op->type == SPELL) 603 if (op->type == SPELL)
705 { 604 {
706 op->destroy (); 605 op->destroy ();
707 continue; 606 continue;
708 } 607 }
710 { 609 {
711 SET_FLAG (op, FLAG_CAN_USE_SKILL); 610 SET_FLAG (op, FLAG_CAN_USE_SKILL);
712 op->stats.exp = 0; 611 op->stats.exp = 0;
713 op->level = 1; 612 op->level = 1;
714 } 613 }
715 /* lock all 'normal items by default */ 614 else /* lock all 'normal items by default */
716 else
717 SET_FLAG (op, FLAG_INV_LOCKED); 615 SET_FLAG (op, FLAG_INV_LOCKED);
718 } /* for loop of objects in player inv */ 616 } /* for loop of objects in player inv */
719 617
720 /* Need to set up the skill pointers */ 618 /* Need to set up the skill pointers */
721 link_player_skills (pl); 619 pl->contr->link_skills ();
722} 620}
723 621
724void 622void
725get_party_password (object *op, partylist *party) 623get_party_password (object *op, partylist *party)
726{ 624{
736 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 634 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
737} 635}
738 636
739/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 637/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
740static int 638static int
741roll_stat (void) 639roll_stat ()
742{ 640{
743 int a[4], i, j, k; 641 int a[4], i, j, k;
744 642
745 for (i = 0; i < 4; i++) 643 for (i = 0; i < 4; i++)
746 a[i] = (int) RANDOM () % 6 + 1; 644 a[i] = (int) rndm (6) + 1;
747 645
748 for (i = 0, j = 0, k = 7; i < 4; i++) 646 for (i = 0, j = 0, k = 7; i < 4; i++)
749 if (a[i] < k) 647 if (a[i] < k)
750 k = a[i], j = i; 648 k = a[i], j = i;
751 649
757} 655}
758 656
759void 657void
760object::roll_stats () 658object::roll_stats ()
761{ 659{
762 int statsort [7]; 660 int statsort [NUM_STATS];
763 661
764 for (;;) 662 for (;;)
765 { 663 {
766 int sum = 0; 664 int sum = 0;
767 for (int i = 7; i--; ) 665 for (int i = NUM_STATS; i--; )
768 sum += statsort [i] = roll_stat (); 666 sum += statsort [i] = roll_stat ();
769 667
770 if (sum >= 82 && sum <= 116) 668 if (sum >= 82 && sum <= 116)
771 break; 669 break;
772 } 670 }
773 671
774 // Sort the stats so that rerolling is easier... 672 // Sort the stats so that rerolling is easier...
775 std::sort (statsort, statsort + 7, std::greater<int>()); 673 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
776 674
675 for (int i = 0; i < NUM_STATS; ++i)
777 stats.Str = statsort[0]; 676 stats.stat (i) = statsort [i];
778 stats.Dex = statsort[1];
779 stats.Con = statsort[2];
780 stats.Int = statsort[3];
781 stats.Wis = statsort[4];
782 stats.Pow = statsort[5];
783 stats.Cha = statsort[6];
784 677
785 stats.exp = 0; 678 stats.exp = 0;
786 stats.ac = 0; 679 stats.ac = 0;
787 680
788 stats.hp = stats.maxhp; 681 stats.hp = stats.maxhp;
800} 693}
801 694
802void 695void
803object::swap_stats (int a, int b) 696object::swap_stats (int a, int b)
804{ 697{
805 int tmp = get_attr_value (&contr->orig_stats, a); 698 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
806 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
807 set_attr_value (&contr->orig_stats, b, tmp);
808 699
700 for (int i = 0; i < NUM_STATS; ++i)
809 stats.Str = contr->orig_stats.Str; 701 stats.stat (i) = contr->orig_stats.stat (i);
810 stats.Dex = contr->orig_stats.Dex;
811 stats.Con = contr->orig_stats.Con;
812 stats.Int = contr->orig_stats.Int;
813 stats.Wis = contr->orig_stats.Wis;
814 stats.Pow = contr->orig_stats.Pow;
815 stats.Cha = contr->orig_stats.Cha;
816 702
817 //TODO: the following code looks so borked and should, at the very least, 703 //TODO: the following code looks so borked and should, at the very least,
818 // be merged with the similar code in roll_stats 704 // be merged with the similar code in roll_stats
819 stats.ac = 0; 705 stats.ac = 0;
820 706
832 contr->levsp[1] = 6; 718 contr->levsp[1] = 6;
833 contr->levgrace[1] = 3; 719 contr->levgrace[1] = 3;
834 720
835 contr->orig_stats = stats; 721 contr->orig_stats = stats;
836 } 722 }
723}
724
725static void
726start_info (object *op)
727{
728 char buf[MAX_BUF];
729
730 sprintf (buf, "Welcome to Deliantra v%s!", VERSION);
731 new_draw_info (NDI_UNIQUE, 0, op, buf);
837} 732}
838 733
839/* This function takes the key that is passed, and does the 734/* This function takes the key that is passed, and does the
840 * appropriate action with it (change race, or other things). 735 * appropriate action with it (change race, or other things).
841 * The function name is for historical reasons - now we have 736 * The function name is for historical reasons - now we have
842 * separate race and class; this actually changes the RACE, 737 * separate race and class; this actually changes the RACE,
843 * not the class. 738 * not the class.
844 */ 739 */
845int 740void
846key_change_class (object *op, char key) 741player::chargen_race_done ()
847{ 742{
848 int tmp_loop;
849
850 if (key == 'd' || key == 'D')
851 {
852 char buf[MAX_BUF];
853
854 /* this must before then initial items are given */ 743 /* this must before then initial items are given */
855 esrv_new_player (op->contr, op->weight + op->carrying); 744 esrv_new_player (ob->contr);
856 745
857 treasurelist *tl = find_treasurelist ("starting_wealth"); 746 treasurelist *tl = treasurelist::find (shstr_starting_wealth);
858 if (tl) 747 if (tl)
859 create_treasure (tl, op, 0, 0, 0); 748 create_treasure (tl, ob, 0, 0, 0);
860 749
861 INVOKE_PLAYER (BIRTH, op->contr); 750 INVOKE_PLAYER (BIRTH, ob->contr);
862 INVOKE_PLAYER (LOGIN, op->contr); 751 INVOKE_PLAYER (LOGIN, ob->contr);
863 752
864 op->contr->ns->state = ST_PLAYING; 753 ob->contr->ns->state = ST_PLAYING;
865 754
866 if (op->msg) 755 if (ob->msg)
867 op->msg = NULL; 756 ob->msg = 0;
868 757
869 /* We create this now because some of the unique maps will need it
870 * to save here.
871 */
872 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name);
873 make_path_to_file (buf);
874
875#ifdef AUTOSAVE
876 op->contr->last_save_tick = pticks;
877#endif
878 start_info (op); 758 start_info (ob);
879 CLEAR_FLAG (op, FLAG_WIZ); 759 CLEAR_FLAG (ob, FLAG_WIZ);
880 give_initial_items (op, op->randomitems); 760 give_initial_items (ob, ob->randomitems);
881 link_player_skills (op);
882 esrv_send_inventory (op, op); 761 esrv_send_inventory (ob, ob);
883 op->update_stats (); 762 ob->update_stats ();
884 763
885 /* This moves the player to a different start map, if there 764 /* This moves the player to a different start map, if there
886 * is one for this race 765 * is one for this race
887 */ 766 */
888 if (*first_map_ext_path) 767 if (*first_map_ext_path)
889 { 768 ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y);
890 object *tmp;
891 char mapname[MAX_BUF];
892
893 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name);
894 tmp = object::create ();
895 EXIT_PATH (tmp) = mapname;
896 EXIT_X (tmp) = op->x;
897 EXIT_Y (tmp) = op->y;
898 enter_exit (op, tmp); /* we don't really care if it succeeded;
899 * if the map isn't there, then stay on the
900 * default initial map */
901 tmp->destroy ();
902 }
903 else 769 else
904 LOG (llevDebug, "first_map_ext_path not set\n"); 770 LOG (llevDebug, "first_map_ext_path not set\n");
771}
905 772
906 return 0; 773void
907 } 774player::chargen_race_next ()
908 775{
909 /* Following actually changes the race - this is the default command 776 /* Following actually changes the race - this is the default command
910 * if we don't match with one of the options above. 777 * if we don't match with one of the options above.
911 */ 778 */
912 779
913 tmp_loop = 0; 780 do
914 while (!tmp_loop)
915 { 781 {
916 shstr name = op->name; 782 shstr name = ob->name;
917 int x = op->x, y = op->y; 783 int x = ob->x, y = ob->y;
918 784
919 op->remove_statbonus (); 785 ob->remove_statbonus ();
920 op->remove (); 786 ob->remove ();
921 op->arch = get_player_archetype (op->arch); 787 ob->arch = get_player_archetype (ob->arch);
922 op->arch->clone.copy_to (op); 788 ob->arch->copy_to (ob);
923 op->instantiate (); 789 ob->instantiate ();
924 op->stats = op->contr->orig_stats; 790 ob->stats = ob->contr->orig_stats;
925 op->name = op->name_pl = name; 791 ob->name = ob->name_pl = name;
926 op->x = x; 792 ob->x = x;
927 op->y = y; 793 ob->y = y;
928 SET_ANIMATION (op, 2); /* So player faces south */ 794 SET_ANIMATION (ob, 2); /* So player faces south */
929 insert_ob_in_map (op, op->map, op, 0); 795 insert_ob_in_map (ob, ob->map, ob, 0);
930 assign (op->contr->title, op->arch->clone.name); 796 assign (ob->contr->title, ob->arch->object::name);
931 op->add_statbonus (); 797 ob->add_statbonus ();
932 tmp_loop = allowed_class (op);
933 } 798 }
799 while (!allowed_class (ob));
934 800
935 update_object (op, UP_OBJ_FACE); 801 update_object (ob, UP_OBJ_FACE);
936 esrv_update_item (UPD_FACE, op, op); 802 esrv_update_item (UPD_FACE, ob, ob);
937 op->update_stats (); 803 ob->update_stats ();
938 op->stats.hp = op->stats.maxhp; 804 ob->stats.hp = ob->stats.maxhp;
939 op->stats.sp = op->stats.maxsp; 805 ob->stats.sp = ob->stats.maxsp;
940 op->stats.grace = 0; 806 ob->stats.grace = 0;
941
942 if (op->msg)
943 new_draw_info (NDI_BLUE, 0, op, op->msg);
944
945 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
946 return 0;
947} 807}
948 808
949int 809static void
950key_confirm_quit (object *op, char key)
951{
952 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
953 {
954 op->contr->ns->state = ST_PLAYING;
955 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
956 return 1;
957 }
958
959 INVOKE_PLAYER (LOGOUT, op->contr);
960 INVOKE_PLAYER (QUIT, op->contr);
961
962 terminate_all_pets (op);
963 leave_map (op);
964 op->direction = 0;
965 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
966
967 strcpy (op->contr->killer, "quit");
968 check_score (op);
969 op->contr->party = 0;
970 op->contr->own_title[0] = '\0';
971
972 object_ptr ob = op;
973
974 delete ob->contr;
975
976 /* We need to hunt for any per player unique maps in memory and
977 * get rid of them. The trailing slash in the path is intentional,
978 * so that players named 'Ab' won't match against players 'Abe' pathname
979 */
980 char buf[MAX_BUF];
981 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
982
983 for (maptile *next, *mp = first_map; mp; mp = next)
984 {
985 next = mp->next;
986
987 if (!strncmp (mp->path, buf, strlen (buf)))
988 delete_map (mp);
989 }
990
991 delete_character (ob->name, 1);
992
993 return 1;
994}
995
996void
997flee_player (object *op) 810flee_player (object *op)
998{ 811{
999 int dir, diff; 812 int dir, diff;
1000 rv_vector rv; 813 rv_vector rv;
1001 814
1004 LOG (llevDebug, "Fleeing player is dead.\n"); 817 LOG (llevDebug, "Fleeing player is dead.\n");
1005 CLEAR_FLAG (op, FLAG_SCARED); 818 CLEAR_FLAG (op, FLAG_SCARED);
1006 return; 819 return;
1007 } 820 }
1008 821
1009 if (op->enemy == NULL) 822 if (!op->enemy)
1010 { 823 {
1011 LOG (llevDebug, "Fleeing player had no enemy.\n"); 824 LOG (llevDebug, "Fleeing player had no enemy.\n");
1012 CLEAR_FLAG (op, FLAG_SCARED); 825 CLEAR_FLAG (op, FLAG_SCARED);
1013 return; 826 return;
1014 } 827 }
1015 828
1016 /* Seen some crashes here. Since we don't store an
1017 * op->enemy_count, it is possible that something destroys the
1018 * actual enemy, and the object is recycled.
1019 */
1020 if (op->enemy->map == NULL)
1021 {
1022 CLEAR_FLAG (op, FLAG_SCARED);
1023 op->enemy = NULL;
1024 return;
1025 }
1026
1027 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0)) 829 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
1028 { 830 {
1029 op->enemy = NULL; 831 op->enemy = NULL;
1030 CLEAR_FLAG (op, FLAG_SCARED); 832 CLEAR_FLAG (op, FLAG_SCARED);
1031 return; 833 return;
1034 get_rangevector (op, op->enemy, &rv, 0); 836 get_rangevector (op, op->enemy, &rv, 0);
1035 837
1036 dir = absdir (4 + rv.direction); 838 dir = absdir (4 + rv.direction);
1037 for (diff = 0; diff < 3; diff++) 839 for (diff = 0; diff < 3; diff++)
1038 { 840 {
1039 int m = 1 - (RANDOM () & 2); 841 int m = 1 - rndm (2) * 2;
1040 842
1041 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 843 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1042 return; 844 return;
1043 } 845 }
1044 846
1045 /* Cornered, get rid of scared */ 847 /* Cornered, get rid of scared */
1046 CLEAR_FLAG (op, FLAG_SCARED); 848 CLEAR_FLAG (op, FLAG_SCARED);
1047 op->enemy = NULL; 849 op->enemy = NULL;
1048} 850}
1049 851
1050
1051/* check_pick sees if there is stuff to be picked up/picks up stuff. 852/* check_pick sees if there is stuff to be picked up/picks up stuff.
1052 * IT returns 1 if the player should keep on moving, 0 if he should 853 * It returns 1 if the player should keep on moving, 0 if he should
1053 * stop. 854 * stop.
1054 */ 855 */
1055int 856int
1056check_pick (object *op) 857check_pick (object *op)
1057{ 858{
1058 object *tmp, *next; 859 object *tmp, *next;
1059 int stop = 0; 860 int stop = 0;
1060 int j, k, wvratio; 861 int wvratio;
1061 char putstring[128], tmpstr[16];
1062 862
1063 /* if you're flying, you cna't pick up anything */ 863 /* if you're flying, you cna't pick up anything */
1064 if (op->move_type & MOVE_FLYING) 864 if (op->move_type & MOVE_FLYING)
1065 return 1; 865 return 1;
1066 866
1067 next = op->below; 867 next = op->below;
1068 868
869 int cnt = MAX_ITEM_PER_ACTION;
870#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
871
1069 /* loop while there are items on the floor that are not marked as 872 /* loop while there are items on the floor that are not marked as
1070 * destroyed */ 873 * destroyed */
1071 while (next && !next->destroyed ()) 874 while (next && !next->destroyed ())
1072 { 875 {
1073 tmp = next; 876 tmp = next;
1074 next = tmp->below; 877 next = tmp->below;
1075 878
879 if (cnt <= 0)
880 {
881 op->failmsg ("Couldn't pickup all items at once.");
882 return 0;
883 }
884
1076 if (op->destroyed ()) 885 if (op->destroyed ())
1077 return 0; 886 return 0;
1078 887
1079 if (!can_pick (op, tmp)) 888 if (!can_pick (op, tmp))
1080 continue; 889 continue;
1081 890
1082 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 891 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1083 { 892 {
1084 if (item_matched_string (op, tmp, op->contr->search_str)) 893 if (item_matched_string (op, tmp, op->contr->search_str))
1085 pick_up (op, tmp); 894 CHK_PICK_PICKUP;
895
1086 continue; 896 continue;
1087 } 897 }
1088 898
1089 /* high not bit set? We're using the old autopickup model */ 899 /* pickup handling */
900 if (op->contr->mode & PU_DEBUG)
901 {
902 /* some debugging code to figure out item information */
903 const char *str = tmp->name
904 ? format ("item name: %s item type: %d weight/value: %d",
905 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))))
906 : format ("item name: %s item type: %d weight/value: %d",
907 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
908
909 new_draw_info (NDI_UNIQUE, 0, op, str);
910 }
911
912 if (op->contr->mode & PU_INHIBIT)
913 return 1;
914
915 if (!(op->contr->mode & PU_ENABLE)) // TODO: fix client
916 return 1;
917
918 /* philosophy:
919 * It's easy to grab an item type from a pile, as long as it's
920 * generic. This takes no game-time. For more detailed pickups
921 * and selections, select-items should be used. This is a
922 * grab-as-you-run type mode that's really useful for arrows for
923 * example.
924 * The drawback: right now it has no frontend, so you need to
925 * stick the bits you want into a calculator in hex mode and then
926 * convert to decimal and then 'pickup <#>
927 */
928
929 /* the first two modes are exclusive: if NOTHING we return, if
930 * STOP then we stop. All the rest are applied sequentially,
931 * meaning if any test passes, the item gets picked up. */
932
933 /* if mode is set to pick nothing up, return */
934 if (op->contr->mode == PU_NOTHING)
935 return 1;
936
937 /* if mode is set to stop when encountering objects, return */
938 /* take STOP before INHIBIT since it doesn't actually pick
939 * anything up */
940 if (op->contr->mode & PU_STOP)
941 return 0;
942
943 /* useful for going into stores and not losing your settings... */
944 /* and for battles wher you don't want to get loaded down while
945 * fighting */
946 if (op->contr->mode & PU_INHIBIT)
947 return 1;
948
949 /* prevent us from turning into auto-thieves :) */
950 if (QUERY_FLAG (tmp, FLAG_UNPAID))
951 continue;
952
953 /* ignore known cursed objects */
954 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
955 continue;
956
957 /* all food and drink if desired */
958 /* question: don't pick up known-poisonous stuff? */
1090 if (!(op->contr->mode & PU_NEWMODE)) 959 if (op->contr->mode & PU_FOOD)
960 if (tmp->type == FOOD)
1091 { 961 {
1092 switch (op->contr->mode) 962 CHK_PICK_PICKUP;
963 continue;
964 }
965
966 if (op->contr->mode & PU_DRINK)
967 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
968 {
969 CHK_PICK_PICKUP;
970 continue;
971 }
972
973 if (op->contr->mode & PU_POTION)
974 if (tmp->type == POTION)
975 {
976 CHK_PICK_PICKUP;
977 continue;
978 }
979
980 /* spellbooks, skillscrolls and normal books/scrolls */
981 if (op->contr->mode & PU_SPELLBOOK)
982 if (tmp->type == SPELLBOOK)
983 {
984 CHK_PICK_PICKUP;
985 continue;
986 }
987
988 if (op->contr->mode & PU_SKILLSCROLL)
989 if (tmp->type == SKILLSCROLL)
990 {
991 CHK_PICK_PICKUP;
992 continue;
993 }
994
995 if (op->contr->mode & PU_READABLES)
996 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
997 {
998 CHK_PICK_PICKUP;
999 continue;
1000 }
1001
1002 /* wands/staves/rods/horns */
1003 if (op->contr->mode & PU_MAGIC_DEVICE)
1004 if (tmp->type == WAND
1005 || tmp->type == ROD
1006 || tmp->type == HORN
1007 || tmp->type == POWER_CRYSTAL)
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)
1016 && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1017 {
1018 CHK_PICK_PICKUP;
1019 continue;
1020 }
1021
1022 if (op->contr->mode & PU_VALUABLES)
1023 {
1024 if (tmp->type == MONEY || tmp->type == GEM)
1093 { 1025 {
1094 case 0: 1026 CHK_PICK_PICKUP;
1095 return 1; /* don't pick up */ 1027 continue;
1096 case 1:
1097 pick_up (op, tmp);
1098 return 1;
1099 case 2:
1100 pick_up (op, tmp);
1101 return 0;
1102 case 3:
1103 return 0; /* stop before pickup */
1104 case 4:
1105 pick_up (op, tmp);
1106 break;
1107 case 5:
1108 pick_up (op, tmp);
1109 stop = 1;
1110 break;
1111 case 6:
1112 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1113 pick_up (op, tmp);
1114 break;
1115
1116 case 7:
1117 if (tmp->type == MONEY || tmp->type == GEM)
1118 pick_up (op, tmp);
1119 break;
1120
1121 default:
1122 /* use value density */
1123 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1124 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1125 pick_up (op, tmp);
1126 } 1028 }
1127 } 1029 }
1128 else 1030
1129 { /* old model */ 1031 /* rings & amulets - talismans seems to be typed AMULET */
1130 /* NEW pickup handling */
1131 if (op->contr->mode & PU_DEBUG) 1032 if (op->contr->mode & PU_JEWELS)
1033 if (tmp->type == RING
1034 || tmp->type == AMULET
1035 || tmp->type == GIRDLE
1036 || tmp->type == SKILL_TOOL)
1132 { 1037 {
1133 /* some debugging code to figure out item information */ 1038 CHK_PICK_PICKUP;
1134 if (tmp->name != NULL)
1135 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1136 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1137 else
1138 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1139 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1140
1141 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1142 }
1143
1144 /* philosophy:
1145 * It's easy to grab an item type from a pile, as long as it's
1146 * generic. This takes no game-time. For more detailed pickups
1147 * and selections, select-items should be used. This is a
1148 * grab-as-you-run type mode that's really useful for arrows for
1149 * example.
1150 * The drawback: right now it has no frontend, so you need to
1151 * stick the bits you want into a calculator in hex mode and then
1152 * convert to decimal and then 'pickup <#>
1153 */
1154
1155 /* the first two modes are exclusive: if NOTHING we return, if
1156 * STOP then we stop. All the rest are applied sequentially,
1157 * meaning if any test passes, the item gets picked up. */
1158
1159 /* if mode is set to pick nothing up, return */
1160
1161 if (op->contr->mode & PU_NOTHING)
1162 return 1;
1163
1164 /* if mode is set to stop when encountering objects, return */
1165 /* take STOP before INHIBIT since it doesn't actually pick
1166 * anything up */
1167
1168 if (op->contr->mode & PU_STOP)
1169 return 0;
1170
1171 /* useful for going into stores and not losing your settings... */
1172 /* and for battles wher you don't want to get loaded down while
1173 * fighting */
1174 if (op->contr->mode & PU_INHIBIT)
1175 return 1;
1176
1177 /* prevent us from turning into auto-thieves :) */
1178 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1179 continue; 1039 continue;
1040 }
1180 1041
1181 /* ignore known cursed objects */ 1042 /* we don't forget dragon food */
1182 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) 1043 if (op->contr->mode & PU_FLESH)
1044 if (tmp->type == FLESH)
1045 {
1046 CHK_PICK_PICKUP;
1183 continue; 1047 continue;
1048 }
1184 1049
1185 /* all food and drink if desired */ 1050 /* bows and arrows. Bows are good for selling! */
1186 /* question: don't pick up known-poisonous stuff? */ 1051 if (op->contr->mode & PU_BOW)
1052 if (tmp->type == BOW)
1053 {
1054 CHK_PICK_PICKUP;
1055 continue;
1056 }
1057
1058 if (op->contr->mode & PU_ARROW)
1059 if (tmp->type == ARROW)
1060 {
1061 CHK_PICK_PICKUP;
1062 continue;
1063 }
1064
1065 /* all kinds of armor etc. */
1066 if (op->contr->mode & PU_ARMOUR)
1067 if (tmp->type == ARMOUR)
1068 {
1069 CHK_PICK_PICKUP;
1070 continue;
1071 }
1072
1073 if (op->contr->mode & PU_HELMET)
1074 if (tmp->type == HELMET)
1075 {
1076 CHK_PICK_PICKUP;
1077 continue;
1078 }
1079
1080 if (op->contr->mode & PU_SHIELD)
1081 if (tmp->type == SHIELD)
1082 {
1083 CHK_PICK_PICKUP;
1084 continue;
1085 }
1086
1187 if (op->contr->mode & PU_FOOD) 1087 if (op->contr->mode & PU_BOOTS)
1188 if (tmp->type == FOOD) 1088 if (tmp->type == BOOTS)
1089 {
1090 CHK_PICK_PICKUP;
1091 continue;
1092 }
1093
1094 if (op->contr->mode & PU_GLOVES)
1095 if (tmp->type == GLOVES || tmp->type == BRACERS)
1096 {
1097 CHK_PICK_PICKUP;
1098 continue;
1099 }
1100
1101 if (op->contr->mode & PU_CLOAK)
1102 if (tmp->type == CLOAK)
1103 {
1104 CHK_PICK_PICKUP;
1105 continue;
1106 }
1107
1108 /* hoping to catch throwing daggers here */
1109 if (op->contr->mode & PU_MISSILEWEAPON)
1110 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1111 {
1112 CHK_PICK_PICKUP;
1113 continue;
1114 }
1115
1116 /* careful: chairs and tables are weapons! */
1117 if (op->contr->mode & PU_ALLWEAPON)
1118 {
1119 if (tmp->type == WEAPON)
1120 if (!tmp->arch->archname.contains ("table") && !tmp->arch->archname.contains ("chair"))
1189 { 1121 {
1190 pick_up (op, tmp); 1122 CHK_PICK_PICKUP;
1191 continue; 1123 continue;
1192 } 1124 }
1125 }
1193 1126
1127 /* misc stuff that's useful */
1194 if (op->contr->mode & PU_DRINK) 1128 if (op->contr->mode & PU_KEY)
1195 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1129 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1196 { 1130 {
1197 pick_up (op, tmp); 1131 CHK_PICK_PICKUP;
1198 continue; 1132 continue;
1199 } 1133 }
1200 1134
1135 /* any of the last 4 bits set means we use the ratio for value
1136 * pickups */
1201 if (op->contr->mode & PU_POTION) 1137 if (op->contr->mode & PU_RATIO)
1202 if (tmp->type == POTION) 1138 {
1139 /* use value density to decide what else to grab */
1140 /* >=7 was >= op->contr->mode */
1141 /* >=7 is the old standard setting. Now we take the last 4 bits
1203 { 1142 */
1204 pick_up (op, tmp);
1205 continue;
1206 }
1207
1208 /* spellbooks, skillscrolls and normal books/scrolls */
1209 if (op->contr->mode & PU_SPELLBOOK)
1210 if (tmp->type == SPELLBOOK)
1211 {
1212 pick_up (op, tmp);
1213 continue;
1214 }
1215
1216 if (op->contr->mode & PU_SKILLSCROLL)
1217 if (tmp->type == SKILLSCROLL)
1218 {
1219 pick_up (op, tmp);
1220 continue;
1221 }
1222
1223 if (op->contr->mode & PU_READABLES)
1224 if (tmp->type == BOOK || tmp->type == SCROLL)
1225 {
1226 pick_up (op, tmp);
1227 continue;
1228 }
1229
1230 /* wands/staves/rods/horns */
1231 if (op->contr->mode & PU_MAGIC_DEVICE)
1232 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1233 {
1234 pick_up (op, tmp);
1235 continue;
1236 }
1237
1238 /* pick up all magical items */
1239 if (op->contr->mode & PU_MAGICAL) 1143 wvratio = op->contr->mode & PU_RATIO;
1240 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1144 if (1000 * query_cost (tmp, op, F_TRUE) / tmp->total_weight () >= wvratio * 100)
1241 {
1242 pick_up (op, tmp);
1243 continue;
1244 }
1245
1246 if (op->contr->mode & PU_VALUABLES)
1247 { 1145 {
1248 if (tmp->type == MONEY || tmp->type == GEM) 1146#if 0
1147 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1148 if (tmp->name != NULL)
1249 { 1149 {
1250 pick_up (op, tmp); 1150 fprintf (stderr, "%s", tmp->name);
1251 continue;
1252 } 1151 }
1253 }
1254
1255 /* rings & amulets - talismans seems to be typed AMULET */
1256 if (op->contr->mode & PU_JEWELS)
1257 if (tmp->type == RING || tmp->type == AMULET)
1258 {
1259 pick_up (op, tmp);
1260 continue;
1261 }
1262
1263 /* we don't forget dragon food */
1264 if (op->contr->mode & PU_FLESH)
1265 if (tmp->type == FLESH)
1266 {
1267 pick_up (op, tmp);
1268 continue;
1269 }
1270
1271 /* bows and arrows. Bows are good for selling! */
1272 if (op->contr->mode & PU_BOW)
1273 if (tmp->type == BOW)
1274 {
1275 pick_up (op, tmp);
1276 continue;
1277 }
1278
1279 if (op->contr->mode & PU_ARROW)
1280 if (tmp->type == ARROW)
1281 {
1282 pick_up (op, tmp);
1283 continue;
1284 }
1285
1286 /* all kinds of armor etc. */
1287 if (op->contr->mode & PU_ARMOUR)
1288 if (tmp->type == ARMOUR)
1289 {
1290 pick_up (op, tmp);
1291 continue;
1292 }
1293
1294 if (op->contr->mode & PU_HELMET)
1295 if (tmp->type == HELMET)
1296 {
1297 pick_up (op, tmp);
1298 continue;
1299 }
1300
1301 if (op->contr->mode & PU_SHIELD)
1302 if (tmp->type == SHIELD)
1303 {
1304 pick_up (op, tmp);
1305 continue;
1306 }
1307
1308 if (op->contr->mode & PU_BOOTS)
1309 if (tmp->type == BOOTS)
1310 {
1311 pick_up (op, tmp);
1312 continue;
1313 }
1314
1315 if (op->contr->mode & PU_GLOVES)
1316 if (tmp->type == GLOVES)
1317 {
1318 pick_up (op, tmp);
1319 continue;
1320 }
1321
1322 if (op->contr->mode & PU_CLOAK)
1323 if (tmp->type == CLOAK)
1324 {
1325 pick_up (op, tmp);
1326 continue;
1327 }
1328
1329 /* hoping to catch throwing daggers here */
1330 if (op->contr->mode & PU_MISSILEWEAPON)
1331 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1332 {
1333 pick_up (op, tmp);
1334 continue;
1335 }
1336
1337 /* careful: chairs and tables are weapons! */
1338 if (op->contr->mode & PU_ALLWEAPON)
1339 {
1340 if (tmp->type == WEAPON && tmp->name != NULL)
1341 {
1342 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1343 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1344 {
1345 pick_up (op, tmp);
1346 continue;
1347 }
1348 }
1349
1350 if (tmp->type == WEAPON && tmp->name == NULL)
1351 {
1352 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1353 {
1354 pick_up (op, tmp);
1355 continue;
1356 }
1357 }
1358 }
1359
1360 /* misc stuff that's useful */
1361 if (op->contr->mode & PU_KEY)
1362 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1363 {
1364 pick_up (op, tmp);
1365 continue;
1366 }
1367
1368 /* any of the last 4 bits set means we use the ratio for value
1369 * pickups */
1370 if (op->contr->mode & PU_RATIO)
1371 {
1372 /* use value density to decide what else to grab */
1373 /* >=7 was >= op->contr->mode */
1374 /* >=7 is the old standard setting. Now we take the last 4 bits
1375 * and multiply them by 5, giving 0..15*5== 5..75 */
1376 wvratio = (op->contr->mode & PU_RATIO) * 5;
1377 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1378 {
1379 pick_up (op, tmp);
1380#if 0
1381 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1382 if (tmp->name != NULL)
1383 {
1384 fprintf (stderr, "%s", tmp->name);
1385 }
1386 else 1152 else
1387 fprintf (stderr, "%s", tmp->arch->name); 1153 fprintf (stderr, "%s", tmp->arch->archname);
1388 fprintf (stderr, ",%d] = ", tmp->type); 1154 fprintf (stderr, ",%d] = ", tmp->type);
1389 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1155 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
1390#endif 1156#endif
1157 CHK_PICK_PICKUP;
1391 continue; 1158 continue;
1392 }
1393 } 1159 }
1394 } /* the new pickup model */ 1160 } /* the new pickup model */
1395 } 1161 }
1396 1162
1397 return !stop; 1163 return !stop;
1164}
1165
1166/* routine for both players and monsters. We call this when
1167 * there is a possibility for our action distrubing our hiding
1168 * place or invisiblity spell. Artefact invisiblity causes
1169 * "noise" instead. If we arent invisible to begin with, we
1170 * return 0.
1171 */
1172static int
1173action_makes_visible (object *op)
1174{
1175 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
1176 {
1177 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
1178 {
1179 // artefact invisibility is permanent, but we still make noise
1180 // this is important for game-balance.
1181 if (op->contr)
1182 op->make_noise ();
1183
1184 return 0;
1185 }
1186
1187 if (op->contr && op->contr->tmp_invis == 0)
1188 return 0;
1189
1190 /* If monsters, they should become visible */
1191 if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis))
1192 {
1193 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible");
1194 return 1;
1195 }
1196 }
1197
1198 return 0;
1398} 1199}
1399 1200
1400/* 1201/*
1401 * Find an arrow in the inventory and after that 1202 * Find an arrow in the inventory and after that
1402 * in the right type container (quiver). Pointer to the 1203 * in the right type container (quiver). Pointer to the
1403 * found object is returned. 1204 * found object is returned.
1404 */ 1205 */
1405object * 1206static object *
1406find_arrow (object *op, const char *type) 1207find_arrow (object *op, const char *type)
1407{ 1208{
1408 object *tmp = NULL;
1409
1410 for (op = op->inv; op; op = op->below) 1209 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1411 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1412 tmp = find_arrow (op, type);
1413 else if (op->type == ARROW && op->race == type) 1210 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1211 return splay (tmp);
1212
1213 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1214 if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && !strcmp (&tmp->race, type))
1215 if (object *arrow = find_arrow (tmp, type))
1216 {
1217 splay (tmp);
1414 return op; 1218 return arrow;
1219 }
1220
1415 return tmp; 1221 return 0;
1416} 1222}
1417 1223
1418/* 1224/*
1419 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1225 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1420 * against the target. A full test is not performed, simply a basic test 1226 * against the target. A full test is not performed, simply a basic test
1421 * of resistances. The archer is making a quick guess at what he sees down 1227 * of resistances. The archer is making a quick guess at what he sees down
1422 * the hall. Failing that it does it's best to pick the highest plus arrow. 1228 * the hall. Failing that it does it's best to pick the highest plus arrow.
1423 */ 1229 */
1424 1230static object *
1425object *
1426find_better_arrow (object *op, object *target, const char *type, int *better) 1231find_better_arrow (object *op, object *target, shstr_cmp type, int *better)
1427{ 1232{
1428 object *tmp = NULL, *arrow, *ntmp; 1233 object *tmp = NULL, *arrow, *ntmp;
1429 int attacknum, attacktype, betterby = 0, i; 1234 int attacknum, attacktype, betterby = 0, i;
1430 1235
1431 if (!type) 1236 if (!type)
1435 { 1240 {
1436 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED)) 1241 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1437 { 1242 {
1438 i = 0; 1243 i = 0;
1439 ntmp = find_better_arrow (arrow, target, type, &i); 1244 ntmp = find_better_arrow (arrow, target, type, &i);
1245
1440 if (i > betterby) 1246 if (i > betterby)
1441 { 1247 {
1442 tmp = ntmp; 1248 tmp = ntmp;
1443 betterby = i; 1249 betterby = i;
1444 } 1250 }
1445 } 1251 }
1446 else if (arrow->type == ARROW && arrow->race == type) 1252 else if (arrow->type == ARROW && arrow->race == type)
1447 { 1253 {
1448 /* allways prefer assasination/slaying */ 1254 /* allways prefer assasination/slaying */
1449 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race)) 1255 if (target->race && arrow->slaying.contains (target->race))
1450 { 1256 {
1451 if (arrow->attacktype & AT_DEATH) 1257 if (arrow->attacktype & AT_DEATH)
1452 { 1258 {
1453 *better = 100; 1259 *better = 100;
1454 return arrow; 1260 return arrow;
1462 else 1268 else
1463 { 1269 {
1464 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1270 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1465 { 1271 {
1466 attacktype = 1 << attacknum; 1272 attacktype = 1 << attacknum;
1467 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1273 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1468 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby) 1274 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1469 { 1275 {
1470 tmp = arrow; 1276 tmp = arrow;
1471 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100; 1277 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1472 } 1278 }
1473 } 1279 }
1280
1474 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1281 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1475 { 1282 {
1476 tmp = arrow; 1283 tmp = arrow;
1477 betterby = 2 + arrow->magic + arrow->stats.dam; 1284 betterby = 2 + arrow->magic + arrow->stats.dam;
1478 } 1285 }
1286
1479 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) 1287 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1480 { 1288 {
1481 tmp = arrow; 1289 tmp = arrow;
1482 betterby = 1 + arrow->magic + arrow->stats.dam; 1290 betterby = 1 + arrow->magic + arrow->stats.dam;
1483 } 1291 }
1484 } 1292 }
1485 } 1293 }
1486 } 1294 }
1295
1487 if (tmp == NULL && arrow == NULL) 1296 if (tmp == NULL && arrow == NULL)
1488 return find_arrow (op, type); 1297 return find_arrow (op, type);
1489 1298
1490 *better = betterby; 1299 *better = betterby;
1491 return tmp; 1300 return tmp;
1495 * find_better_arrow to find a decent arrow to use. 1304 * find_better_arrow to find a decent arrow to use.
1496 * op = the shooter 1305 * op = the shooter
1497 * type = bow->race 1306 * type = bow->race
1498 * dir = fire direction 1307 * dir = fire direction
1499 */ 1308 */
1500 1309static object *
1501object *
1502pick_arrow_target (object *op, const char *type, int dir) 1310pick_arrow_target (object *op, shstr_cmp type, int dir)
1503{ 1311{
1504 object *tmp = NULL; 1312 object *tmp = NULL;
1505 maptile *m; 1313 maptile *m;
1506 int i, mflags, found, number; 1314 int i, mflags, found, number;
1507 sint16 x, y; 1315 sint16 x, y;
1522 for (i = 0, found = 0; i < 20; i++) 1330 for (i = 0, found = 0; i < 20; i++)
1523 { 1331 {
1524 x += freearr_x[dir]; 1332 x += freearr_x[dir];
1525 y += freearr_y[dir]; 1333 y += freearr_y[dir];
1526 mflags = get_map_flags (m, &m, x, y, &x, &y); 1334 mflags = get_map_flags (m, &m, x, y, &x, &y);
1335
1527 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) 1336 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1528 { 1337 {
1529 tmp = NULL; 1338 tmp = 0;
1530 break; 1339 break;
1531 } 1340 }
1532 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW) 1341 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1533 { 1342 {
1534 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1343 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1535 * perhaps a bad assumption. 1344 * perhaps a bad assumption.
1536 */ 1345 */
1537 tmp = NULL; 1346 tmp = 0;
1538 break; 1347 break;
1539 } 1348 }
1349
1540 if (mflags & P_IS_ALIVE) 1350 if (mflags & P_IS_ALIVE)
1541 {
1542 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) 1351 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1543 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 1352 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1544 {
1545 found++;
1546 break;
1547 }
1548 if (found)
1549 break; 1353 break;
1550 }
1551 } 1354 }
1552 if (tmp == NULL) 1355
1356 if (!tmp)
1553 return find_arrow (op, type); 1357 return find_arrow (op, type);
1554 1358
1555 if (tmp->head) 1359 if (tmp->head)
1556 tmp = tmp->head; 1360 tmp = tmp->head;
1557 1361
1570 */ 1374 */
1571int 1375int
1572fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) 1376fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1573{ 1377{
1574 object *left, *bow; 1378 object *left, *bow;
1575 int bowspeed, mflags; 1379 int mflags;
1576 maptile *m; 1380 maptile *m;
1577 1381
1578 if (!dir) 1382 if (!dir)
1579 { 1383 {
1580 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1384 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1581 return 0; 1385 return 0;
1582 } 1386 }
1583 1387
1584 if (op->type == PLAYER) 1388 if (op->contr)
1585 bow = op->contr->ranges[range_bow]; 1389 bow = op->current_weapon;
1586 else 1390 else
1587 { 1391 {
1588 for (bow = op->inv; bow; bow = bow->below) 1392 for (bow = op->inv; bow; bow = bow->below)
1589 /* Don't check for applied - monsters don't apply bows - in that way, they 1393 /* Don't check for applied - monsters don't apply bows - in that way, they
1590 * don't need to switch back and forth between bows and weapons. 1394 * don't need to switch back and forth between bows and weapons.
1595 if (!bow) 1399 if (!bow)
1596 { 1400 {
1597 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1401 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1598 return 0; 1402 return 0;
1599 } 1403 }
1404
1405 // optimisation: move object to top so we will find it quickly again
1406 splay (bow);
1600 } 1407 }
1601 1408
1602 if (!bow->race || !bow->skill) 1409 if (!bow->race || !bow->skill)
1603 { 1410 {
1604 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1411 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1605 return 0; 1412 return 0;
1606 } 1413 }
1607
1608 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1609
1610 /* penalize ROF for bestarrow */
1611 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1612 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1613
1614 if (bowspeed < 1)
1615 bowspeed = 1;
1616 1414
1617 if (arrow == NULL) 1415 if (arrow == NULL)
1618 { 1416 {
1619 if ((arrow = find_arrow (op, bow->race)) == NULL) 1417 if ((arrow = find_arrow (op, bow->race)) == NULL)
1620 { 1418 {
1621 if (op->type == PLAYER) 1419 if (op->type == PLAYER)
1622 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1420 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1623 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1421 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1624 else 1422 else
1625 CLEAR_FLAG (op, FLAG_READY_BOW); 1423 CLEAR_FLAG (op, FLAG_READY_BOW);
1424
1626 return 0; 1425 return 0;
1627 } 1426 }
1628 } 1427 }
1629 1428
1630 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1429 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1638 } 1437 }
1639 1438
1640 /* this should not happen, but sometimes does */ 1439 /* this should not happen, but sometimes does */
1641 if (arrow->nrof == 0) 1440 if (arrow->nrof == 0)
1642 { 1441 {
1442 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1643 arrow->destroy (); 1443 arrow->destroy ();
1644 return 0; 1444 return 0;
1645 } 1445 }
1646 1446
1647 left = arrow; /* these are arrows left to the player */ 1447 left = arrow; /* these are arrows left to the player */
1648 arrow = get_split_ob (arrow, 1); 1448 arrow = arrow->split ();
1649 if (!arrow) 1449 if (!arrow)
1650 { 1450 {
1651 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1451 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1652 return 0; 1452 return 0;
1653 } 1453 }
1654 1454
1655 arrow->set_owner (op); 1455 arrow->set_owner (op);
1656 arrow->skill = bow->skill; 1456 arrow->skill = bow->skill;
1657
1658 arrow->direction = dir; 1457 arrow->direction = dir;
1659 arrow->x = sx; 1458
1660 arrow->y = sy; 1459 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1460 arrow->stats.hp = arrow->stats.dam;
1461 arrow->stats.grace = arrow->attacktype;
1462 arrow->custom_name = arrow->slaying;
1463
1464#if 0
1465 if (player *pl = op->contr)
1466 {
1467 float speed = pl->weapon_sp;
1468
1469 /* penalize ROF for bestarrow */
1470 if (pl->bowtype == bow_bestarrow)
1471 speed *= .9f;
1472 else
1473 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1474
1475 op->speed_left += speed - op->speed;
1476 }
1477#endif
1478
1479 SET_ANIMATION (arrow, arrow->direction);
1480
1481 /* update the speed */
1482 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1483 + bow->stats.dam / 7.f;
1484
1485 arrow->set_speed (max (arrow->speed, 2.f));
1486 arrow->speed_left = 0;
1487
1488 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1661 1489
1662 if (op->type == PLAYER) 1490 if (op->type == PLAYER)
1663 { 1491 {
1664 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1665 op->update_stats ();
1666 }
1667
1668 SET_ANIMATION (arrow, arrow->direction);
1669 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1670 arrow->stats.hp = arrow->stats.dam;
1671 arrow->stats.grace = arrow->attacktype;
1672 if (arrow->slaying != NULL)
1673 arrow->spellarg = strdup (arrow->slaying);
1674
1675 /* Note that this was different for monsters - they got their level
1676 * added to the damage. I think the strength bonus is more proper.
1677 */
1678
1679 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1680
1681 /* update the speed */
1682 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1683 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1684
1685 if (arrow->speed < 1.0)
1686 arrow->speed = 1.0;
1687 update_ob_speed (arrow);
1688 arrow->speed_left = 0;
1689
1690 if (op->type == PLAYER)
1691 {
1692 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1693 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1694 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1695
1696 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; 1492 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1493 wc -= dex_bonus[op->stats.Dex];
1494
1495 if (!arrow->slaying)
1496 arrow->slaying = op->slaying;
1497
1498 arrow->attacktype |= op->attacktype;
1697 } 1499 }
1698 else 1500 else
1699 { 1501 {
1700 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1701 arrow->level = op->level; 1502 arrow->level = op->level;
1702 } 1503 arrow->stats.wc -= bow->magic;
1703 1504
1704 if (arrow->attacktype == AT_PHYSICAL) 1505 if (!arrow->slaying)
1506 arrow->slaying = bow->slaying;
1507
1705 arrow->attacktype |= bow->attacktype; 1508 arrow->attacktype |= bow->attacktype;
1509 }
1706 1510
1707 if (bow->slaying) 1511 wc -= arrow->level;
1708 arrow->slaying = bow->slaying; 1512 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1709 1513
1710 arrow->map = m; 1514 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1711 arrow->move_type = MOVE_FLY_LOW; 1515 arrow->move_type = MOVE_FLY_LOW;
1712 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1516 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1713 1517
1714 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1518 op->play_sound (sound_find ("fire_arrow"));
1715 insert_ob_in_map (arrow, m, op, 0); 1519 m->insert (arrow, sx, sy, op);
1716 1520
1717 if (!arrow->destroyed ()) 1521 if (!arrow->destroyed ())
1718 move_arrow (arrow); 1522 move_arrow (arrow);
1719
1720 if (op->type == PLAYER)
1721 {
1722 if (left->destroyed ())
1723 esrv_del_item (op->contr, left->count);
1724 else
1725 esrv_send_item (op, left);
1726 }
1727 1523
1728 return 1; 1524 return 1;
1729} 1525}
1730 1526
1731/* Special fire code for players - this takes into 1527/* Special fire code for players - this takes into
1733 * but monsters can't. Putting that code here 1529 * but monsters can't. Putting that code here
1734 * makes the fire_bow code much cleaner. 1530 * makes the fire_bow code much cleaner.
1735 * this function should only be called if 'op' is a player, 1531 * this function should only be called if 'op' is a player,
1736 * hence the function name. 1532 * hence the function name.
1737 */ 1533 */
1738int 1534static int
1739player_fire_bow (object *op, int dir) 1535player_fire_bow (object *op, int dir)
1740{ 1536{
1741 int ret = 0, wcmod = 0; 1537 int ret;
1742 1538
1743 if (op->contr->bowtype == bow_bestarrow) 1539 if (op->contr->bowtype == bow_bestarrow)
1744 { 1540 {
1745 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y); 1541 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1746 } 1542 }
1747 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1543 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1748 { 1544 {
1749 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1545 int wcmod = similar_direction (dir, op->contr->bowtype - bow_n + 1) ? 0 : -1;
1750 wcmod = -1;
1751 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1546 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1752 } 1547 }
1753 else if (op->contr->bowtype == bow_threewide) 1548 else if (op->contr->bowtype == bow_threewide)
1754 { 1549 {
1755 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1550 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1756 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]); 1551 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]);
1757 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]); 1552 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1758 } 1553 }
1759 else if (op->contr->bowtype == bow_spreadshot) 1554 else if (op->contr->bowtype == bow_spreadshot)
1760 { 1555 {
1761 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1556 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1762 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); 1557 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1763 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); 1558 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1764
1765 } 1559 }
1766 else 1560 else
1767 { 1561 {
1768 /* Simple case */ 1562 /* Simple case */
1769 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1563 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1770 } 1564 }
1565
1771 return ret; 1566 return ret;
1772} 1567}
1773
1774 1568
1775/* Fires a misc (wand/rod/horn) object in 'dir'. 1569/* Fires a misc (wand/rod/horn) object in 'dir'.
1776 * Broken apart from 'fire' to keep it more readable. 1570 * Broken apart from 'fire' to keep it more readable.
1777 */ 1571 */
1778void 1572static void
1779fire_misc_object (object *op, int dir) 1573fire_misc_object (object *op, int dir)
1780{ 1574{
1781 object *item; 1575 object *item = op->contr->ranged_ob;
1782 1576
1783 if (!op->contr->ranges[range_misc]) 1577 if (!item)
1784 { 1578 {
1785 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); 1579 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1786 return; 1580 return;
1787 } 1581 }
1788 1582
1789 item = op->contr->ranges[range_misc];
1790 if (!item->inv) 1583 if (!item->inv)
1791 { 1584 {
1792 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1585 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1793 return; 1586 return;
1794 } 1587 }
1588
1589 if (!op->change_weapon (item))
1590 return;
1591
1795 if (item->type == WAND) 1592 if (item->type == WAND)
1796 { 1593 {
1797 if (item->stats.food <= 0) 1594 if (item->stats.food <= 0)
1798 { 1595 {
1799 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1596 op->contr->play_sound (sound_find ("wand_poof"));
1800 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); 1597 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1598
1801 return; 1599 return;
1802 } 1600 }
1803 } 1601 }
1804 else if (item->type == ROD || item->type == HORN) 1602 else if (item->type == ROD || item->type == HORN)
1805 { 1603 {
1806 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1604 sint16 spell_sp = max (item->inv->stats.sp, item->inv->stats.grace);
1605
1606 // using the maximum of the rods charge allows at least one spell cast
1607 // for a rod or horn, this fixes some broken rods.
1608 if (item->stats.hp < min (spell_sp, item->stats.maxhp))
1807 { 1609 {
1808 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1610 op->contr->play_sound (sound_find ("wand_poof"));
1611
1809 if (item->type == ROD) 1612 if (item->type == ROD)
1810 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); 1613 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1811 else 1614 else
1812 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1615 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1616
1813 return; 1617 return;
1814 } 1618 }
1815 } 1619 }
1816 1620
1817 if (cast_spell (op, item, dir, item->inv, NULL)) 1621 if (cast_spell (op, item, dir, item->inv, NULL))
1818 { 1622 {
1819 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */ 1623 item->flag [FLAG_BEEN_APPLIED] = true; /* You now know something about it */
1624
1820 if (item->type == WAND) 1625 if (item->type == WAND)
1821 { 1626 {
1822 if (!(--item->stats.food)) 1627 if (!(--item->stats.food))
1823 { 1628 {
1824 object *tmp; 1629 object *tmp;
1825 1630
1826 if (item->arch) 1631 if (item->arch)
1827 { 1632 {
1828 CLEAR_FLAG (item, FLAG_ANIMATE); 1633 CLEAR_FLAG (item, FLAG_ANIMATE);
1829 item->face = item->arch->clone.face; 1634 item->face = item->arch->face;
1830 item->speed = 0; 1635 item->set_speed (0);
1831 update_ob_speed (item);
1832 } 1636 }
1833 if ((tmp = item->in_player ())) 1637
1638 if (object *pl = item->visible_to ())
1834 esrv_update_item (UPD_ANIM, tmp, item); 1639 esrv_update_item (UPD_ANIM, pl, item);
1835 } 1640 }
1836 } 1641 }
1837 else if (item->type == ROD || item->type == HORN) 1642 else if (item->type == ROD || item->type == HORN)
1838 {
1839 drain_rod_charge (item); 1643 drain_rod_charge (item);
1840 }
1841 } 1644 }
1842} 1645}
1843 1646
1844/* Received a fire command for the player - go and do it. 1647/* Received a fire command for the player - go and do it.
1845 */ 1648 */
1846void 1649bool
1847fire (object *op, int dir) 1650fire (object *op, int dir)
1848{ 1651{
1849 int spellcost = 0; 1652 int spellcost = 0;
1653
1654 player *pl = op->contr;
1655
1656 if (pl->golem)
1657 {
1658 control_golem (op->contr->golem, dir);
1659 return false;
1660 }
1661
1662 object *ob = pl->ranged_ob;
1663
1664 if (!ob)
1665 return false;
1666
1667 if (op->speed_left > 0.f)
1668 --op->speed_left;
1669 else
1670 return false;
1671
1672 if (!op->change_weapon (ob))
1673 return false;
1850 1674
1851 /* check for loss of invisiblity/hide */ 1675 /* check for loss of invisiblity/hide */
1852 if (action_makes_visible (op)) 1676 if (action_makes_visible (op))
1853 make_visible (op); 1677 make_visible (op);
1854 1678
1855 switch (op->contr->shoottype) 1679 switch (ob->type)
1856 { 1680 {
1857 case range_none: 1681 case BOW:
1858 return;
1859
1860 case range_bow:
1861 player_fire_bow (op, dir); 1682 player_fire_bow (op, dir);
1862 return; 1683 break;
1863 1684
1864 case range_magic: /* Casting spells */ 1685 case SPELL:
1865 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0)); 1686 spellcost = cast_spell (op, op, dir, ob, *pl->spellparam ? pl->spellparam : 0);
1866 return; 1687 break;
1867 1688
1868 case range_misc: 1689 case BUILDER:
1690 apply_map_builder (op, dir);
1691 break;
1692
1693 case SKILL:
1694 do_skill (op, op, ob, dir, 0);
1695 break;
1696
1697 default:
1869 fire_misc_object (op, dir); 1698 fire_misc_object (op, dir);
1870 return; 1699 break;
1871
1872 case range_golem: /* Control summoned monsters from scrolls */
1873 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
1874 {
1875 op->contr->ranges[range_golem] = 0;
1876 op->contr->shoottype = range_none;
1877 }
1878 else
1879 control_golem (op->contr->ranges[range_golem], dir);
1880 return;
1881
1882 case range_skill:
1883 if (!op->chosen_skill)
1884 {
1885 if (op->type == PLAYER)
1886 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
1887 return;
1888 }
1889 (void) do_skill (op, op, op->chosen_skill, dir, NULL);
1890 return;
1891 case range_builder:
1892 apply_map_builder (op, dir);
1893 return;
1894 default:
1895 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
1896 return;
1897 } 1700 }
1898}
1899 1701
1702 return true;
1703}
1900 1704
1901 1705static object *
1902/* find_key
1903 * We try to find a key for the door as passed. If we find a key
1904 * and successfully use it, we return the key, otherwise NULL
1905 * This function merges both normal and locked door, since the logic
1906 * for both is the same - just the specific key is different.
1907 * pl is the player,
1908 * inv is the objects inventory to searched
1909 * door is the door we are trying to match against.
1910 * This function can be called recursively to search containers.
1911 */
1912
1913object *
1914find_key (object *pl, object *container, object *door) 1706find_key_ (object *pl, object *container, object *door)
1915{ 1707{
1916 object *tmp, *key; 1708 object *tmp, *key;
1917 1709
1918 /* Should not happen, but sanity checking is never bad */ 1710 /* Should not happen, but sanity checking is never bad */
1919 if (container->inv == NULL) 1711 if (!container->inv)
1920 return NULL; 1712 return 0;
1921 1713
1922 /* First, lets try to find a key in the top level inventory */ 1714 /* First, lets try to find a key in the top level inventory */
1923 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1715 for (tmp = container->inv; tmp; tmp = tmp->below)
1924 { 1716 {
1925 if (door->type == DOOR && tmp->type == KEY) 1717 if (door->type == DOOR && tmp->type == KEY)
1926 break; 1718 break;
1719
1927 /* For sanity, we should really check door type, but other stuff 1720 /* For sanity, we should really check door type, but other stuff
1928 * (like containers) can be locked with special keys 1721 * (like containers) can be locked with special keys
1929 */ 1722 */
1930 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1723 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1931 break; 1724 break;
1932 } 1725 }
1726
1933 /* No key found - lets search inventories now */ 1727 /* No key found - lets search inventories now */
1934 /* If we find and use a key in an inventory, return at that time. 1728 /* If we find and use a key in an inventory, return at that time.
1935 * otherwise, if we search all the inventories and still don't find 1729 * otherwise, if we search all the inventories and still don't find
1936 * a key, return 1730 * a key, return
1937 */ 1731 */
1938 if (!tmp) 1732 if (!tmp)
1939 { 1733 {
1940 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1734 for (tmp = container->inv; tmp; tmp = tmp->below)
1941 {
1942 /* No reason to search empty containers */ 1735 /* No reason to search empty containers */
1943 if (tmp->type == CONTAINER && tmp->inv) 1736 if (tmp->type == CONTAINER && tmp->inv)
1944 {
1945 if ((key = find_key (pl, tmp, door)) != NULL) 1737 if ((key = find_key_ (pl, tmp, door)))
1946 return key; 1738 return key;
1947 } 1739
1948 }
1949 if (!tmp) 1740 if (!tmp)
1950 return NULL; 1741 return 0;
1951 } 1742 }
1743
1952 /* We get down here if we have found a key. Now if its in a container, 1744 /* We get down here if we have found a key. Now if its in a container,
1953 * see if we actually want to use it 1745 * see if we actually want to use it
1954 */ 1746 */
1955 if (pl != container) 1747 if (pl != container)
1956 { 1748 {
1957 /* Only let players use keys in containers */ 1749 /* Only let players use keys in containers */
1958 if (!pl->contr) 1750 if (!pl->contr)
1959 return NULL; 1751 return 0;
1752
1960 /* cases where this fails: 1753 /* cases where this fails:
1961 * If we only search the player inventory, return now since we 1754 * If we only search the player inventory, return now since we
1962 * are not in the players inventory. 1755 * are not in the players inventory.
1963 * If the container is not active, return now since only active 1756 * If the container is not active, return now since only active
1964 * containers can be used. 1757 * containers can be used.
1968 * inv must have been an container and must have been active. 1761 * inv must have been an container and must have been active.
1969 * 1762 *
1970 * Change the color so that the message doesn't disappear with 1763 * Change the color so that the message doesn't disappear with
1971 * all the others. 1764 * all the others.
1972 */ 1765 */
1973 if (pl->contr->usekeys == key_inventory || 1766 if (pl->contr->usekeys == key_inventory
1974 !QUERY_FLAG (container, FLAG_APPLIED) || 1767 || !QUERY_FLAG (container, FLAG_APPLIED)
1975 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys")))) 1768 || (pl->contr->usekeys == keyrings && container->race != shstr_keys))
1976 { 1769 {
1977 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1770 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1978 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); 1771 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1979 return NULL; 1772 return NULL;
1980 } 1773 }
1981 } 1774 }
1775
1982 return tmp; 1776 return tmp;
1777}
1778
1779/* find_key
1780 * We try to find a key for the door as passed. If we find a key
1781 * and successfully use it, we return the key, otherwise NULL
1782 * This function merges both normal and locked door, since the logic
1783 * for both is the same - just the specific key is different.
1784 * pl is the player,
1785 * inv is the objects inventory to searched
1786 * door is the door we are trying to match against.
1787 * This function can be called recursively to search containers.
1788 */
1789object *
1790find_key (object *pl, object *container, object *door)
1791{
1792 if (door->slaying && is_match_expr (door->slaying))
1793 {
1794 // for match expressions, we try to find the key by applying the match
1795 // to the op itself, which is supposed to find the "key", instead
1796 // of searching through containers ourselves.
1797
1798 return match_one (door->slaying, container, door, pl, pl);
1799 }
1800 else
1801 return find_key_ (pl, container, door);
1983} 1802}
1984 1803
1985/* moved door processing out of move_player_attack. 1804/* moved door processing out of move_player_attack.
1986 * returns 1 if player has opened the door with a key 1805 * returns 1 if player has opened the door with a key
1987 * such that the caller should not do anything more, 1806 * such that the caller should not do anything more,
1988 * 0 otherwise 1807 * 0 otherwise
1989 */ 1808 */
1990static int 1809static int
1991player_attack_door (object *op, object *door) 1810player_attack_door (object *op, object *door)
1992{ 1811{
1993 /* If its a door, try to find a use a key. If we do destroy the door, 1812 /* If its a door, try to find a key. If we do destroy the door,
1994 * might as well return immediately as there is nothing more to do - 1813 * might as well return immediately as there is nothing more to do -
1995 * otherwise, we fall through to the rest of the code. 1814 * otherwise, we fall through to the rest of the code.
1996 */ 1815 */
1997 object *key = find_key (op, op, door); 1816 object *key = find_key (op, op, door);
1998 1817
1999 /* IF we found a key, do some extra work */ 1818 /* If we found a key, do some extra work */
2000 if (key) 1819 if (key)
2001 { 1820 {
2002 object *container = key->env; 1821 object *container = key->env;
2003 1822
2004 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
2005 if (action_makes_visible (op)) 1823 if (action_makes_visible (op))
2006 make_visible (op); 1824 make_visible (op);
1825
2007 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1826 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2008 spring_trap (door->inv, op); 1827 spring_trap (door->inv, op);
1828
2009 if (door->type == DOOR) 1829 if (door->type == DOOR)
2010 {
2011 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1830 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
2012 }
2013 else if (door->type == LOCKED_DOOR) 1831 else if (door->type == LOCKED_DOOR)
2014 { 1832 {
2015 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1833 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN);
2016 remove_door2 (door); /* remove door without violence ;-) */ 1834 remove_door2 (door); /* remove door without violence ;-) */
2017 } 1835 }
1836
2018 /* Do this after we print the message */ 1837 /* Do this after we print the message */
2019 decrease_ob (key); /* Use up one of the keys */ 1838 key->decrease (); /* Use up one of the keys */
2020 /* Need to update the weight the container the key was in */ 1839
2021 if (container != op)
2022 esrv_update_item (UPD_WEIGHT, op, container);
2023 return 1; /* Nothing more to do below */ 1840 return 1; /* Nothing more to do below */
2024 } 1841 }
2025 else if (door->type == LOCKED_DOOR) 1842 else if (door->type == LOCKED_DOOR)
2026 { 1843 {
2027 /* Might as well return now - no other way to open this */ 1844 /* Might as well return now - no other way to open this */
2028 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1845 op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door...");
2029 return 1; 1846 return 1;
2030 } 1847 }
1848
2031 return 0; 1849 return 0;
2032} 1850}
2033 1851
2034/* This function is just part of a breakup from move_player. 1852/* This function is just part of a breakup from move_player.
2035 * It should keep the code cleaner. 1853 * It should keep the code cleaner.
2036 * When this is called, the players direction has been updated 1854 * When this is called, the players direction has been updated
2037 * (taking into account confusion.) The player is also actually 1855 * (taking into account confusion.) The player is also actually
2038 * going to try and move (not fire weapons). 1856 * going to try and move (not fire weapons).
2039 */ 1857 */
2040void 1858bool
2041move_player_attack (object *op, int dir) 1859move_player_attack (object *op, int dir)
2042{ 1860{
2043 object *tmp, *mon; 1861 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2044 sint16 nx, ny; 1862 {
1863 --op->speed_left;
1864 return true;
1865 }
1866
2045 int on_battleground; 1867 int on_battleground;
2046 maptile *m;
2047 1868
2048 nx = freearr_x[dir] + op->x; 1869 sint16 nx = freearr_x[dir] + op->x;
2049 ny = freearr_y[dir] + op->y; 1870 sint16 ny = freearr_y[dir] + op->y;
2050 1871
2051 on_battleground = op_on_battleground (op, 0, 0); 1872 on_battleground = op_on_battleground (op, 0, 0);
1873
1874 if (out_of_map (op->map, nx, ny))
1875 return false;
2052 1876
2053 /* If braced, or can't move to the square, and it is not out of the 1877 /* If braced, or can't move to the square, and it is not out of the
2054 * map, attack it. Note order of if statement is important - don't 1878 * map, attack it. Note order of if statement is important - don't
2055 * want to be calling move_ob if braced, because move_ob will move the 1879 * want to be calling move_ob if braced, because move_ob will move the
2056 * player. This is a pretty nasty hack, because if we could 1880 * player. This is a pretty nasty hack, because if we could
2057 * move to some space, it then means that if we are braced, we should 1881 * move to some space, it then means that if we are braced, we should
2058 * do nothing at all. As it is, if we are braced, we go through 1882 * do nothing at all. As it is, if we are braced, we go through
2059 * quite a bit of processing. However, it probably is less than what 1883 * quite a bit of processing. However, it probably is less than what
2060 * move_ob uses. 1884 * move_ob uses.
2061 */ 1885 */
2062 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) 1886 maptile *m = op->map->xy_find (nx, ny);
1887
1888 /* Go through all the objects, and find ones of interest. Only stop if
1889 * we find a monster - that is something we know we want to attack.
1890 * if its a door or barrel (can roll) see if there may be monsters
1891 * on the space
1892 */
1893 object *mon;
1894 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
1895 {
1896 if ((mon->flag [FLAG_ALIVE]
1897 || mon->type == LOCKED_DOOR
1898 || mon->flag [FLAG_CAN_ROLL])
1899 && mon != op)
1900 break;
2063 { 1901 }
2064 if (OUT_OF_REAL_MAP (op->map, nx, ny)) 1902
1903 if (!mon) /* This happens anytime the player tries to move */
1904 return false; /* into a wall */
1905
1906 mon = mon->head_ ();
1907
1908 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
1909 if (op->contr->weapon_sp_left > 0.f)
1910 if (player_attack_door (op, mon))
1911 {
1912 --op->contr->weapon_sp_left;
1913 return true;
2065 { 1914 }
2066 m = get_map_from_coord (op->map, &nx, &ny); 1915
2067 if (!m) 1916 /* The following deals with possibly attacking peaceful
2068 return; /* Don't think this should happen */ 1917 * or friendly creatures. Basically, all players are considered
1918 * unaggressive. If the moving player has peaceful set, then the
1919 * object should be pushed instead of attacked. It is assumed that
1920 * if you are braced, you will not attack friends accidently,
1921 * and thus will not push them.
1922 */
1923
1924 /* If the creature is a pet, push it even if the player is not
1925 * peaceful. Our assumption is the creature is a pet if the
1926 * player owns it and it is either friendly or unagressive.
1927 */
1928 if (op->type == PLAYER
1929 && ((mon->owner && mon->owner->contr
1930 && same_party (mon->owner->contr->party, op->contr->party))
1931 || mon->owner == op)
1932 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
1933 {
1934 /* If we're braced, we don't want to switch places with it */
1935 if (op->contr->braced)
1936 return false;
1937
1938 if (op->speed_left > 0.f)
1939 {
1940 --op->speed_left;
1941
1942 op->play_sound (sound_find ("push_player"));
1943 push_ob (mon, dir, op);
1944
1945 if (action_makes_visible (op))
1946 make_visible (op);
1947
1948 return true;
2069 } 1949 }
2070 else 1950 else
2071 m = op->map;
2072
2073 if ((tmp = GET_MAP_OB (m, nx, ny)) == NULL)
2074 {
2075 /* LOG(llevError,"player_move_attack: GET_MAP_OB returns NULL, but player can not move there.\n"); */
2076 return; 1951 return false;
2077 } 1952 }
2078 1953
2079 mon = 0;
2080 /* Go through all the objects, and find ones of interest. Only stop if
2081 * we find a monster - that is something we know we want to attack.
2082 * if its a door or barrel (can roll) see if there may be monsters
2083 * on the space
2084 */
2085 while (tmp)
2086 {
2087 if (tmp == op)
2088 {
2089 tmp = tmp->above;
2090 continue;
2091 }
2092
2093 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2094 {
2095 mon = tmp;
2096 break;
2097 }
2098
2099 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2100 mon = tmp;
2101
2102 tmp = tmp->above;
2103 }
2104
2105 if (!mon) /* This happens anytime the player tries to move */
2106 return; /* into a wall */
2107
2108 if (mon->head)
2109 mon = mon->head;
2110
2111 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2112 if (player_attack_door (op, mon))
2113 return;
2114
2115 /* The following deals with possibly attacking peaceful
2116 * or frienddly creatures. Basically, all players are considered
2117 * unaggressive. If the moving player has peaceful set, then the
2118 * object should be pushed instead of attacked. It is assumed that
2119 * if you are braced, you will not attack friends accidently,
2120 * and thus will not push them.
2121 */
2122
2123 /* If the creature is a pet, push it even if the player is not
2124 * peaceful. Our assumption is the creature is a pet if the
2125 * player owns it and it is either friendly or unagressive.
2126 */
2127 if ((op->type == PLAYER)
2128#if COZY_SERVER
2129 &&
2130 ((mon->owner && mon->owner->contr
2131 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op)
2132#else
2133 && mon->owner == op
2134#endif
2135 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2136 {
2137 /* If we're braced, we don't want to switch places with it */
2138 if (op->contr->braced)
2139 return;
2140 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2141 (void) push_ob (mon, dir, op);
2142 if (op->contr->tmp_invis || op->hide)
2143 make_visible (op);
2144 return;
2145 }
2146
2147 /* in certain circumstances, you shouldn't attack friendly 1954 /* in certain circumstances, you shouldn't attack friendly
2148 * creatures. Note that if you are braced, you can't push 1955 * creatures. Note that if you are braced, you can't push
2149 * someone, but put it inside this loop so that you won't 1956 * someone, but put it inside this loop so that you won't
2150 * attack them either. 1957 * attack them either.
2151 */ 1958 */
2152 if ((mon->type == PLAYER || mon->enemy != op) && 1959 if ((mon->type == PLAYER || mon->enemy != op)
2153 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 1960 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2154#ifdef PROHIBIT_PLAYERKILL
2155 (op->contr->peaceful 1961 && ((op->contr->peaceful
2156 || (mon->type == PLAYER 1962 || (mon->type == PLAYER && mon->contr->peaceful))
2157 && mon->contr->
2158 peaceful)) &&
2159#else
2160 op->contr->peaceful &&
2161#endif
2162 !on_battleground)) 1963 && !on_battleground))
1964 {
1965 if (op->speed_left > 0.f)
2163 { 1966 {
1967 --op->speed_left;
1968
2164 if (!op->contr->braced) 1969 if (!op->contr->braced)
2165 { 1970 {
2166 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 1971 op->play_sound (sound_find ("push_player"));
2167 (void) push_ob (mon, dir, op); 1972 push_ob (mon, dir, op);
2168 } 1973 }
2169 else 1974 else
2170 new_draw_info (0, 0, op, "You withhold your attack"); 1975 op->statusmsg ("You withhold your attack");
2171 1976
2172 if (op->contr->tmp_invis || op->hide) 1977 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
2173 make_visible (op); 1978 make_visible (op);
2174 }
2175 1979
1980 return true;
1981 }
1982 }
2176 /* If the object is a boulder or other rollable object, then 1983 /* If the object is a boulder or other rollable object, then
2177 * roll it if not braced. You can't roll it if you are braced. 1984 * roll it if not braced. You can't roll it if you are braced.
2178 */ 1985 */
2179 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 1986 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
1987 {
1988 if (op->speed_left > 0.f)
2180 { 1989 {
1990 --op->speed_left;
1991
2181 recursive_roll (mon, dir, op); 1992 recursive_roll (mon, dir, op);
2182 if (action_makes_visible (op)) 1993 if (action_makes_visible (op))
2183 make_visible (op); 1994 make_visible (op);
2184 }
2185 1995
1996 return true;
1997 }
1998 }
2186 /* Any generic living creature. Including things like doors. 1999 /* Any generic living creature. Including things like doors.
2187 * Way it works is like this: First, it must have some hit points 2000 * Way it works is like this: First, it must have some hit points
2188 * and be living. Then, it must be one of the following: 2001 * and be living. Then, it must be one of the following:
2189 * 1) Not a player, 2) A player, but of a different party. Note 2002 * 1) Not a player, 2) A player, but of a different party. Note
2190 * that party_number -1 is no party, so attacks can still happen. 2003 * that party_number -1 is no party, so attacks can still happen.
2191 */ 2004 */
2192
2193 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2005 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2194 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 2006 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2195 { 2007 {
2196 2008 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2197 /* If the player hasn't hit something this tick, and does
2198 * so, give them speed boost based on weapon speed. Doing
2199 * it here is better than process_players2, which basically
2200 * incurred a 1 tick offset.
2201 */
2202 if (!op->contr->has_hit)
2203 { 2009 {
2204 op->speed_left += op->speed / op->contr->weapon_sp; 2010 --op->contr->weapon_sp_left;
2205
2206 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2207 }
2208 2011
2209 skill_attack (mon, op, 0, 0, 0); 2012 skill_attack (mon, op, 0, 0, 0);
2210
2211 /* If attacking another player, that player gets automatic
2212 * hitback, and doesn't loose luck either.
2213 * Disable hitback on the battleground or if the target is
2214 * the wiz.
2215 */
2216 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2217 {
2218 short luck = mon->stats.luck;
2219
2220 mon->contr->has_hit = 1;
2221 skill_attack (op, mon, 0, 0, 0);
2222 mon->stats.luck = luck;
2223 }
2224 2013
2225 if (action_makes_visible (op)) 2014 if (action_makes_visible (op))
2226 make_visible (op); 2015 make_visible (op);
2227 }
2228 } /* if player should attack something */
2229}
2230 2016
2231int 2017 return true;
2018 }
2019 }
2020
2021 return false;
2022}
2023
2024bool
2232move_player (object *op, int dir) 2025move_player (object *op, int dir)
2233{ 2026{
2234 int pick;
2235
2236 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2027 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2237 return 0; 2028 return 0;
2238 2029
2239 /* Sanity check: make sure dir is valid */ 2030 /* Sanity check: make sure dir is valid */
2240 if ((dir < 0) || (dir >= 9)) 2031 if ((dir < 0) || (dir >= 9))
2241 { 2032 {
2242 LOG (llevError, "move_player: invalid direction %d\n", dir); 2033 LOG (llevError, "move_player: invalid direction %d\n", dir);
2243 return 0; 2034 return 0;
2244 } 2035 }
2245 2036
2246 /* peterm: added following line */ 2037 /* peterm: added following line */
2247 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2038 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2248 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2039 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2249 2040
2250 op->facing = dir; 2041 op->facing = dir;
2251 2042
2252 if (op->hide) 2043 if (op->flag [FLAG_HIDDEN])
2253 do_hidden_move (op); 2044 do_hidden_move (op);
2254 2045
2046 bool retval;
2047 int pick = 0;
2048
2255 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2049 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2256 /*nop */ ; 2050 retval = RESULT_INT (0);
2257 else if (op->contr->fire_on) 2051 else if (op->contr->fire_on)
2258 fire (op, dir); 2052 retval = fire (op, dir);
2259 else 2053 else
2260 { 2054 {
2261 move_player_attack (op, dir); 2055 retval = move_player_attack (op, dir);
2262 pick = check_pick (op); 2056 pick = check_pick (op);
2263 } 2057 }
2264 2058
2265 /* Add special check for newcs players and fire on - this way, the 2059 /* Add special check for newcs players and fire on - this way, the
2266 * server can handle repeat firing. 2060 * server can handle repeat firing.
2273 /* Update how the player looks. Use the facing, so direction may 2067 /* Update how the player looks. Use the facing, so direction may
2274 * get reset to zero. This allows for full animation capabilities 2068 * get reset to zero. This allows for full animation capabilities
2275 * for players. 2069 * for players.
2276 */ 2070 */
2277 animate_object (op, op->facing); 2071 animate_object (op, op->facing);
2278 return 0; 2072
2073 return retval;
2279} 2074}
2280 2075
2281/* This is similar to handle_player, below, but is only used by the 2076/* This is similar to handle_player, below, but is only used by the
2282 * new client/server stuff. 2077 * new client/server stuff.
2283 * This is sort of special, in that the new client/server actually uses 2078 * This is sort of special, in that the new client/server actually uses
2284 * the new speed values for commands. 2079 * the new speed values for commands.
2285 * 2080 *
2286 * Returns true if there are more actions we can do. 2081 * Returns true if there are more actions we can do. Should not do
2082 * many actions in a row, as that would be too unfair to other
2083 * players.
2287 */ 2084 */
2288int 2085bool
2289handle_newcs_player (object *op) 2086handle_newcs_player (object *op)
2290{ 2087{
2291 if (op->contr->hidden)
2292 {
2293 op->invisible = 1000;
2294 /* the socket code flashes the player visible/invisible
2295 * depending on the value of invisible, so we need to
2296 * alternate it here for it to work correctly.
2297 */
2298 if (pticks & 2)
2299 op->invisible--;
2300 }
2301 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2302 {
2303 op->invisible--;
2304 if (!op->invisible)
2305 {
2306 make_visible (op);
2307 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2308 }
2309 }
2310
2311 if (QUERY_FLAG (op, FLAG_SCARED)) 2088 if (QUERY_FLAG (op, FLAG_SCARED))
2312 { 2089 {
2313 flee_player (op); 2090 if (op->speed_left > 0.f)
2314 /* If player is still scared, that is his action for this tick */
2315 if (QUERY_FLAG (op, FLAG_SCARED))
2316 { 2091 {
2317 op->speed_left--; 2092 --op->speed_left;
2093 flee_player (op);
2094
2318 return 0; 2095 return true;
2319 } 2096 }
2097 else
2098 return false;
2320 } 2099 }
2321
2322 /* I've been seeing crashes where the golem has been destroyed, but
2323 * the player object still points to the defunct golem. The code that
2324 * destroys the golem looks correct, and it doesn't always happen, so
2325 * put this in a a workaround to clean up the golem pointer.
2326 */
2327 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2328 op->contr->ranges[range_golem] = 0;
2329 2100
2330 /* call this here - we also will call this in do_ericserver, but 2101 /* call this here - we also will call this in do_ericserver, but
2331 * the players time has been increased when doericserver has been 2102 * the players time has been increased when doericserver has been
2332 * called, so we recheck it here. 2103 * called, so we recheck it here.
2333 */ 2104 */
2334 //TODO: better than handling 8 commands, use some more intelligent rate-limiting 2105 if (op->contr->ns->handle_command ())
2335 for (int rep = 8; --rep && op->contr->ns->handle_command (); )
2336 ;
2337
2338 if (op->speed_left < 0)
2339 return 0; 2106 return true;
2340 2107
2341 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2108 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2342 {
2343 /* All move commands take 1 tick, at least for now */
2344 op->speed_left--;
2345
2346 /* Instead of all the stuff below, let move_player take care
2347 * of it. Also, some of the skill stuff is only put in
2348 * there, as well as the confusion stuff.
2349 */
2350 move_player (op, op->direction); 2109 return move_player (op, op->direction);
2351 if (op->speed_left > 0)
2352 return 1;
2353 else
2354 return 0;
2355 }
2356 2110
2357 return 0; 2111 return false;
2358} 2112}
2359 2113
2360int 2114static int
2361save_life (object *op) 2115save_life (object *op)
2362{ 2116{
2363 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2117 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2364 return 0; 2118 return 0;
2365 2119
2366 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2120 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2367 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2121 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2368 { 2122 {
2369 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2123 op->play_sound (sound_find ("ob_evaporate"));
2370 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); 2124 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2371
2372 if (op->contr)
2373 esrv_del_item (op->contr, tmp->count);
2374 2125
2375 tmp->destroy (); 2126 tmp->destroy ();
2376 CLEAR_FLAG (op, FLAG_LIFESAVE); 2127 CLEAR_FLAG (op, FLAG_LIFESAVE);
2377 2128
2378 if (op->stats.hp < 0) 2129 if (op->stats.hp < 0)
2391 return 0; 2142 return 0;
2392} 2143}
2393 2144
2394/* This goes throws the inventory and removes unpaid objects, and puts them 2145/* This goes throws the inventory and removes unpaid objects, and puts them
2395 * back in the map (location and map determined by values of env). This 2146 * back in the map (location and map determined by values of env). This
2396 * function will descend into containers. op is the object to start the search 2147 * function will descend into containers. op is the object to start the search
2397 * from. 2148 * from.
2398 */ 2149 */
2150static void
2151drop_unpaid_items (object *op, object *env)
2152{
2153 while (op)
2154 {
2155 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2156
2157 if (QUERY_FLAG (op, FLAG_UNPAID))
2158 op->insert_at (env);
2159 else if (op->inv)
2160 drop_unpaid_items (op->inv, env);
2161
2162 op = next;
2163 }
2164}
2165
2399void 2166void
2400remove_unpaid_objects (object *op, object *env) 2167object::drop_unpaid_items ()
2401{ 2168{
2402 object *next; 2169 if (!flag [FLAG_REMOVED])
2403 2170 ::drop_unpaid_items (inv, this);
2404 while (op)
2405 {
2406 next = op->below; /* Make sure we have a good value, in case
2407 * we remove object 'op'
2408 */
2409 if (QUERY_FLAG (op, FLAG_UNPAID))
2410 {
2411 op->remove ();
2412 op->x = env->x;
2413 op->y = env->y;
2414 if (env->type == PLAYER)
2415 esrv_del_item (env->contr, op->count);
2416 insert_ob_in_map (op, env->map, NULL, 0);
2417 }
2418 else if (op->inv)
2419 remove_unpaid_objects (op->inv, env);
2420
2421 op = next;
2422 }
2423}
2424
2425/*
2426 * Returns pointer a static string containing gravestone text
2427 * Moved from apply.c to player.c - player.c is what
2428 * actually uses this function. player.c may not be quite the
2429 * best, a misc file for object actions is probably better,
2430 * but there isn't one in the server directory.
2431 */
2432char *
2433gravestone_text (object *op)
2434{
2435 static char buf2[MAX_BUF];
2436 char buf[MAX_BUF];
2437 time_t now = time (NULL);
2438
2439 strcpy (buf2, " R.I.P.\n\n");
2440 if (op->type == PLAYER)
2441 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2442 else
2443 sprintf (buf, "%s\n", &op->name);
2444
2445 strncat (buf2, " ", 20 - strlen (buf) / 2);
2446 strcat (buf2, buf);
2447 if (op->type == PLAYER)
2448 sprintf (buf, "who was in level %d when killed\n", op->level);
2449 else
2450 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2451
2452 strncat (buf2, " ", 20 - strlen (buf) / 2);
2453 strcat (buf2, buf);
2454 if (op->type == PLAYER)
2455 {
2456 sprintf (buf, "by %s.\n\n", op->contr->killer);
2457 strncat (buf2, " ", 21 - strlen (buf) / 2);
2458 strcat (buf2, buf);
2459 }
2460
2461 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2462 strncat (buf2, " ", 20 - strlen (buf) / 2);
2463 strcat (buf2, buf);
2464
2465 return buf2;
2466} 2171}
2467 2172
2468void 2173void
2469do_some_living (object *op) 2174do_some_living (object *op)
2470{ 2175{
2477 int rate_grace = 2000; 2182 int rate_grace = 2000;
2478 const int max_hp = 1; 2183 const int max_hp = 1;
2479 const int max_sp = 1; 2184 const int max_sp = 1;
2480 const int max_grace = 1; 2185 const int max_grace = 1;
2481 2186
2482 if (op->contr->outputs_sync) 2187 if (op->contr->hidden)
2188 {
2189 op->invisible = 1000;
2190 /* the socket code flashes the player visible/invisible
2191 * depending on the value of invisible, so we need to
2192 * alternate it here for it to work correctly.
2193 */
2194 if (pticks & 2)
2195 op->invisible--;
2483 { 2196 }
2484 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2197 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2485 if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks) 2198 {
2486 flush_output_element (op, &op->contr->outputs[i]); 2199 if (!op->invisible--)
2200 {
2201 make_visible (op);
2202 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2203 }
2487 } 2204 }
2488 2205
2489 if (op->contr->ns->state == ST_PLAYING) 2206 if (op->contr->ns->state == ST_PLAYING)
2490 { 2207 {
2491 /* these next three if clauses make it possible to SLOW DOWN 2208 /* these next three if clauses make it possible to SLOW DOWN
2510 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2227 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2511 else 2228 else
2512 { 2229 {
2513 gen_grace = op->stats.maxgrace; 2230 gen_grace = op->stats.maxgrace;
2514 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2231 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2515 }
2516
2517 /* Regenerate Spell Points */
2518 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0)
2519 {
2520 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2521 if (op->stats.sp < op->stats.maxsp)
2522 {
2523 op->stats.sp++;
2524 /* dms do not consume food */
2525 if (!QUERY_FLAG (op, FLAG_WIZ))
2526 {
2527 op->stats.food--;
2528 if (op->contr->digestion < 0)
2529 op->stats.food += op->contr->digestion;
2530 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2531 op->stats.food = last_food;
2532 }
2533 }
2534
2535 if (max_sp > 1)
2536 {
2537 over_sp = (gen_sp + 10) / rate_sp;
2538 if (over_sp > 0)
2539 {
2540 if (op->stats.sp < op->stats.maxsp)
2541 {
2542 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2543
2544 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2545 op->stats.sp--;
2546
2547 if (op->stats.sp > op->stats.maxsp)
2548 op->stats.sp = op->stats.maxsp;
2549 }
2550 op->last_sp = 0;
2551 }
2552 else
2553 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2554 }
2555 else
2556 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2557 } 2232 }
2558 2233
2559 /* Regenerate Grace */ 2234 /* Regenerate Grace */
2560 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2235 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2561 if (--op->last_grace < 0) 2236 if (--op->last_grace < 0)
2582 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); 2257 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2583 } 2258 }
2584 /* wearing stuff doesn't detract from grace generation. */ 2259 /* wearing stuff doesn't detract from grace generation. */
2585 } 2260 }
2586 2261
2262 if (op->stats.food > 0)
2263 {
2587 /* Regenerate Hit Points */ 2264 /* Regenerate Spell Points */
2588 if (--op->last_heal < 0) 2265 if (!op->contr->golem && --op->last_sp < 0)
2589 {
2590 if (op->stats.hp < op->stats.maxhp)
2591 { 2266 {
2592 op->stats.hp++; 2267 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2593 /* dms do not consume food */ 2268
2594 if (!QUERY_FLAG (op, FLAG_WIZ)) 2269 if (op->stats.sp < op->stats.maxsp)
2595 { 2270 {
2271 op->stats.sp++;
2272
2273 /* dms do not consume food */
2274 if (!QUERY_FLAG (op, FLAG_WIZ))
2275 {
2596 op->stats.food--; 2276 op->stats.food--;
2277
2597 if (op->contr->digestion < 0) 2278 if (op->contr->digestion < 0)
2598 op->stats.food += op->contr->digestion; 2279 op->stats.food += op->contr->digestion;
2599 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2280 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2600 op->stats.food = last_food; 2281 op->stats.food = last_food;
2282 }
2601 } 2283 }
2602 }
2603 2284
2604 if (max_hp > 1) 2285 if (max_sp > 1)
2605 {
2606 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2607 if (over_hp > 0)
2608 { 2286 {
2609 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; 2287 over_sp = (gen_sp + 10) / rate_sp;
2288 if (over_sp > 0)
2289 {
2290 if (op->stats.sp < op->stats.maxsp)
2291 {
2292 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2293
2294 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2295 op->stats.sp--;
2296
2297 if (op->stats.sp > op->stats.maxsp)
2298 op->stats.sp = op->stats.maxsp;
2299 }
2300
2610 op->last_heal = 0; 2301 op->last_sp = 0;
2302 }
2303 else
2304 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2611 } 2305 }
2612 else 2306 else
2307 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2308 }
2309
2310 /* Regenerate Hit Points */
2311 if (--op->last_heal < 0)
2312 {
2313 if (op->stats.hp < op->stats.maxhp)
2613 { 2314 {
2614 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2315 op->stats.hp++;
2316
2317 /* dms do not consume food */
2318 if (!QUERY_FLAG (op, FLAG_WIZ))
2319 {
2320 op->stats.food--;
2321
2322 if (op->contr->digestion < 0)
2323 op->stats.food += op->contr->digestion;
2324 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2325 op->stats.food = last_food;
2326 }
2615 } 2327 }
2328
2329 if (max_hp > 1)
2330 {
2331 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2332
2333 if (over_hp > 0)
2334 {
2335 op->stats.sp += over_hp + (rndm (rate_hp) > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2336 op->last_heal = 0;
2337 }
2338 else
2339 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2616 } 2340 }
2617 else 2341 else
2618 {
2619 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2342 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2620 } 2343 }
2621 } 2344 }
2622 2345
2623 /* Digestion */ 2346 /* Digestion */
2624 if (--op->last_eat < 0) 2347 if (--op->last_eat < 0)
2625 { 2348 {
2626#ifdef COZY_SERVER 2349 int bonus = max (0, op->contr->digestion),
2627 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion; 2350 penalty = max (0, -op->contr->digestion);
2628 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2629#else
2630 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2631#endif
2632 2351
2633 if (op->contr->gen_hp > 0)
2634 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2352 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2635 else
2636 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2637 2353
2638 /* dms do not consume food */ 2354 /* dms do not consume food */
2639 if (!QUERY_FLAG (op, FLAG_WIZ)) 2355 if (!QUERY_FLAG (op, FLAG_WIZ))
2640 op->stats.food--; 2356 op->stats.food--;
2641 } 2357 }
2642 2358
2643 if (op->stats.food < 0 && op->stats.hp >= 0) 2359 if (op->stats.food < 0 && op->stats.hp >= 0)
2644 { 2360 {
2645 object *tmp, *flesh = 0; 2361 object *flesh = 0;
2646 2362
2647 for (tmp = op->inv; tmp; tmp = tmp->below) 2363 for_inv_removable (op, tmp)
2648 { 2364 {
2649 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2365 if (QUERY_FLAG (tmp, FLAG_UNPAID))
2366 continue;
2367
2368 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2650 { 2369 {
2651 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2370 op->statusmsg ("You blindly grab for a bite of food. "
2652 { 2371 "H<To prevent you from starving, you ate some random item from your backpack.>");
2653 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2654 manual_apply (op, tmp, 0); 2372 manual_apply (op, tmp, 0);
2373
2655 if (op->stats.food >= 0 || op->stats.hp < 0) 2374 if (op->stats.food >= 0 || op->stats.hp < 0)
2656 break; 2375 break;
2657 } 2376 }
2658 else if (tmp->type == FLESH) 2377 else if (tmp->type == FLESH)
2659 flesh = tmp; 2378 flesh = tmp;
2660 } /* End if paid for object */ 2379 }
2661 } /* end of for loop */
2662 2380
2663 /* If player is still starving, it means they don't have any food, so 2381 /* If player is still starving, it means they don't have any food, so
2664 * eat flesh instead. 2382 * eat flesh instead.
2665 */ 2383 */
2666 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2384 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2667 { 2385 {
2668 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2386 op->statusmsg ("You blindly grab for a bite of food. "
2387 "H<To prevent you from starving, you ate some random item from your backpack.>");
2669 manual_apply (op, flesh, 0); 2388 manual_apply (op, flesh, 0);
2670 } 2389 }
2390
2391 // If player is still starving, alert him!
2392 if (op->stats.food < 0)
2393 op->failmsg ("You are starving! "
2394 "H<Eat some food to increase your food and prevent you from an untimely death.>");
2395 }
2396
2397 if (op->stats.food < 0)
2671 } 2398 {
2399 op->stats.hp += op->stats.food;
2400 op->stats.food = 0;
2672 2401
2673 while (op->stats.food < 0 && op->stats.hp >= 0) 2402 if (op->stats.hp < 0)
2674 op->stats.food++, op->stats.hp--; 2403 {
2404 op->contr->killer = archetype::get ("killer_starvation");
2405 op->contr->killer->destroy ();
2406 }
2407 }
2675 2408
2409 /* killer should be set here already */
2676 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2410 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2677 kill_player (op); 2411 kill_player (op);
2678 } 2412 }
2679} 2413}
2680 2414
2684 * file. 2418 * file.
2685 */ 2419 */
2686void 2420void
2687kill_player (object *op) 2421kill_player (object *op)
2688{ 2422{
2689 char buf[MAX_BUF];
2690 int x, y; 2423 int x, y;
2691
2692 //int i;
2693 maptile *map; /* this is for resurrection */ 2424 maptile *map; /* this is for resurrection */
2694
2695 /* int z;
2696 int num_stats_lose;
2697 int lost_a_stat;
2698 int lose_this_stat;
2699 int this_stat; */
2700 int will_kill_again; 2425 int will_kill_again;
2701 archetype *at; 2426 archetype *at;
2702 object *tmp; 2427 object *tmp;
2703 2428
2704 if (save_life (op)) 2429 if (save_life (op))
2705 return; 2430 return;
2706 2431
2432 dynbuf_text deathtab;
2433
2434 /* restore player */
2435 at = archetype::find (shstr_poisoning);
2436 if (object *tmp = present_arch_in_ob (at, op))
2437 {
2438 tmp->destroy ();
2439 deathtab << "Your body feels cleansed...\r";
2440 }
2441
2442 at = archetype::find (shstr_confusion);
2443 if (object *tmp = present_arch_in_ob (at, op))
2444 {
2445 tmp->destroy ();
2446 deathtab << "Your mind feels clearer...\r";
2447 }
2448
2449 cure_disease (op, 0, 0); /* remove any disease */
2450
2451 max_it (op->stats.hp , op->stats.maxhp);
2452 max_it (op->stats.sp , op->stats.maxsp);
2453 max_it (op->stats.grace, op->stats.maxgrace);
2454
2455 if (op->stats.food <= 0)
2456 op->stats.food = 999;
2457
2458 // remove all spell effects that are active
2459 // to avoid long-term effects such as word-of-recall
2460 for (object *item = op->inv; item; )
2461 {
2462 object *next = item->below;
2463
2464 if (item->type == SPELL_EFFECT && item->active)
2465 item->destroy ();
2466
2467 item = next;
2468 }
2707 2469
2708 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2470 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2709 * in cities ONLY!!! It is very important that this doesn't get abused. 2471 * in cities ONLY!!! It is very important that this doesn't get abused.
2710 * Look at op_on_battleground() for more info --AndreasV 2472 * Look at op_on_battleground() for more info --AndreasV
2711 */ 2473 */
2712 if (op_on_battleground (op, &x, &y)) 2474 if (op_on_battleground (op, &x, &y))
2713 { 2475 {
2714 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2476 deathtab << "You almost died in combat, but local medics have saved your life...\r";
2715 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2716
2717 /* restore player */
2718 at = archetype::find ("poisoning");
2719 tmp = present_arch_in_ob (at, op);
2720 if (tmp)
2721 {
2722 tmp->destroy ();
2723 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2724 }
2725
2726 at = archetype::find ("confusion");
2727 tmp = present_arch_in_ob (at, op);
2728 if (tmp)
2729 {
2730 tmp->destroy ();
2731 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2732 }
2733
2734 cure_disease (op, 0); /* remove any disease */
2735 op->stats.hp = op->stats.maxhp;
2736 if (op->stats.food <= 0)
2737 op->stats.food = 999;
2738 2477
2739 /* create a bodypart-trophy to make the winner happy */ 2478 /* create a bodypart-trophy to make the winner happy */
2740 tmp = arch_to_object (archetype::find ("finger")); 2479 object *tmp = archetype::find (shstr_finger)->instance ();
2741 if (tmp != NULL) 2480
2742 { 2481 tmp->name = format ("%s's finger" , &op->name);
2743 sprintf (buf, "%s's finger", &op->name); 2482 tmp->name_pl = format ("%s's fingers", &op->name);
2744 tmp->name = buf; 2483 tmp->msg = format (
2745 sprintf (buf, " This finger has been cut off %s\n" 2484 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
2746 " the %s, when he was defeated at\n level %d by %s.\n", 2485 &op->name, op->contr->title,
2747 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2486 (int)op->level,
2748 tmp->msg = buf; 2487 op->contr->killer_name ()
2488 );
2749 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2489 tmp->value = 0, tmp->type = 0;
2750 tmp->materialname = NULL; 2490 tmp->material = name_to_material (shstr_organic);
2751 tmp->x = op->x, tmp->y = op->y; 2491 tmp->insert_at (op, tmp);
2752 insert_ob_in_map (tmp, op->map, op, 0);
2753 }
2754 2492
2755 /* teleport defeated player to new destination */ 2493 /* teleport defeated player to new destination */
2756 transfer_ob (op, x, y, 0, NULL); 2494 transfer_ob (op, x, y, 0, NULL);
2757 op->contr->braced = 0; 2495 op->contr->braced = 0;
2496
2497 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2758 return; 2498 return;
2759 } 2499 }
2760 2500
2501 deathtab << "You were killed by " << op->contr->killer_name () << ".\n\n";
2502 deathtab << "T<YOU HAVE DIED>\n\n";
2503
2761 INVOKE_PLAYER (DEATH, op->contr); 2504 INVOKE_PLAYER (DEATH, op->contr);
2762 2505
2763 command_kill_pets (op, 0); 2506 command_kill_pets (op, 0);
2764 2507
2765 if (op->stats.food < 0) 2508 op->contr->play_sound (sound_find ("player_dies"));
2766 {
2767 if (op->contr->explore)
2768 {
2769 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
2770 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2771 op->stats.food = 999;
2772 return;
2773 }
2774 sprintf (buf, "%s starved to death.", &op->name);
2775 strcpy (op->contr->killer, "starvation");
2776 }
2777 else
2778 {
2779 if (op->contr->explore)
2780 {
2781 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
2782 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2783 op->stats.hp = op->stats.maxhp;
2784 return;
2785 }
2786 sprintf (buf, "%s died.", &op->name);
2787 }
2788 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2789 2509
2790 /* save the map location for corpse, gravestone */ 2510 /* save the map location for corpse, gravestone */
2791 x = op->x; 2511 x = op->x;
2792 y = op->y; 2512 y = op->y;
2793 map = op->map; 2513 map = op->map;
2794
2795 2514
2796 /* NOT_PERMADEATH code. This basically brings the character back to 2515 /* NOT_PERMADEATH code. This basically brings the character back to
2797 * life if they are dead - it takes some exp and a random stat. 2516 * life if they are dead - it takes some exp and a random stat.
2798 * See the config.h file for a little more in depth detail about this. 2517 * See the config.h file for a little more in depth detail about this.
2799 */ 2518 */
2816 num_stats_lose = 1; 2535 num_stats_lose = 1;
2817 else 2536 else
2818 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO; 2537 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2819 } 2538 }
2820 else 2539 else
2821 {
2822 num_stats_lose = 1; 2540 num_stats_lose = 1;
2823 } 2541
2824 lost_a_stat = 0; 2542 lost_a_stat = 0;
2825 2543
2826 for (z = 0; z < num_stats_lose; z++) 2544 for (z = 0; z < num_stats_lose; z++)
2827 { 2545 {
2828 i = RANDOM () % NUM_STATS; 2546 i = rndm (NUM_STATS);
2829 2547
2830 if (settings.stat_loss_on_death) 2548 if (settings.stat_loss_on_death)
2831 { 2549 {
2832 /* Pick a random stat and take a point off it. Tell the player 2550 /* Pick a random stat and take a point off it. Tell the player
2833 * what he lost. 2551 * what he lost.
2840 lost_a_stat = 1; 2558 lost_a_stat = 1;
2841 } 2559 }
2842 else 2560 else
2843 { 2561 {
2844 /* deplete a stat */ 2562 /* deplete a stat */
2845 archetype *deparch = archetype::find ("depletion"); 2563 archetype *deparch = archetype::find (shstr_depletion);
2846 object *dep; 2564 object *dep;
2847 2565
2848 dep = present_arch_in_ob (deparch, op); 2566 dep = present_arch_in_ob (deparch, op);
2849 if (!dep) 2567 if (!dep)
2850 { 2568 {
2851 dep = arch_to_object (deparch); 2569 dep = deparch->instance ();
2852 insert_ob_in_ob (dep, op); 2570 insert_ob_in_ob (dep, op);
2853 } 2571 }
2854 lose_this_stat = 1; 2572 lose_this_stat = 1;
2855 if (settings.balanced_stat_loss) 2573 if (settings.balanced_stat_loss)
2856 { 2574 {
2884 } 2602 }
2885 } 2603 }
2886 2604
2887 if (lose_this_stat) 2605 if (lose_this_stat)
2888 { 2606 {
2889 this_stat = get_attr_value (&(dep->stats), i); 2607 this_stat = get_attr_value (&dep->stats, i);
2890 /* We could try to do something clever like find another 2608 /* We could try to do something clever like find another
2891 * stat to reduce if this fails. But chances are, if 2609 * stat to reduce if this fails. But chances are, if
2892 * stats have been depleted to -50, all are pretty low 2610 * stats have been depleted to -50, all are pretty low
2893 * and should be roughly the same, so it shouldn't make a 2611 * and should be roughly the same, so it shouldn't make a
2894 * difference. 2612 * difference.
2902 lost_a_stat = 1; 2620 lost_a_stat = 1;
2903 } 2621 }
2904 } 2622 }
2905 } 2623 }
2906 } 2624 }
2625
2907 /* If no stat lost, tell the player. */ 2626 /* If no stat lost, tell the player. */
2908 if (!lost_a_stat) 2627 if (!lost_a_stat)
2909 { 2628 {
2910 /* determine_god() seems to not work sometimes... why is this? 2629 /* determine_god() seems to not work sometimes... why is this?
2911 Should I be using something else? GD */ 2630 Should I be using something else? GD */
2912 const char *god = determine_god (op); 2631 shstr_tmp god = determine_god (op);
2913 2632
2914 if (god && (strcmp (god, "none"))) 2633 if (god != shstr_none)
2915 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god); 2634 deathtab << "For a brief moment you feel the holy presence of " << god << " protecting you.\r";
2916 else 2635 else
2917 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2636 deathtab << "For a brief moment you feel a holy presence protecting you.\r";
2918 } 2637 }
2919#else 2638#else
2920 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2639 deathtab << "For a brief moment you feel a holy presence protecting you from losing yourself completely.";
2921#endif 2640#endif
2922 2641
2923 /* Put a gravestone up where the character 'almost' died. List the 2642 /* Put a gravestone up where the character 'almost' died. List the
2924 * exp loss on the stone. 2643 * exp loss on the stone.
2925 */ 2644 */
2926 tmp = arch_to_object (archetype::find ("gravestone")); 2645 tmp = archetype::find (shstr_gravestone)->instance ();
2927 sprintf (buf, "%s's gravestone", &op->name); 2646 tmp->name = format ("%s's gravestone", &op->name);
2928 tmp->name = buf; 2647 tmp->name_pl = format ("%s's gravestones", &op->name);
2929 sprintf (buf, "%s's gravestones", &op->name); 2648 tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n",
2930 tmp->name_pl = buf; 2649 &op->name, op->contr->title, op->contr->killer_name ());
2931 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);
2932 tmp->msg = buf;
2933 tmp->x = op->x, tmp->y = op->y; 2650 tmp->x = op->x, tmp->y = op->y;
2934 insert_ob_in_map (tmp, op->map, NULL, 0); 2651 insert_ob_in_map (tmp, op->map, NULL, 0);
2935 2652
2936 /**************************************/ 2653 /**************************************/
2937 /* */ 2654 /* */
2938 /* Subtract the experience points, */ 2655 /* Subtract the experience points, */
2939 /* if we died cause of food, give us */
2940 /* food, and reset HP's... */
2941 /* */ 2656 /* */
2942 /**************************************/ 2657 /**************************************/
2943 2658
2944 /* remove any poisoning and confusion the character may be suffering. */
2945 /* restore player */
2946 at = archetype::find ("poisoning");
2947 tmp = present_arch_in_ob (at, op);
2948
2949 if (tmp)
2950 {
2951 tmp->destroy ();
2952 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2953 }
2954
2955 at = archetype::find ("confusion");
2956 tmp = present_arch_in_ob (at, op);
2957 if (tmp)
2958 {
2959 tmp->destroy ();
2960 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2961 }
2962
2963 cure_disease (op, 0); /* remove any disease */
2964
2965 /*add_exp(op, (op->stats.exp * -0.20)); */ 2659 /*add_exp(op, (op->stats.exp * -0.20)); */
2966 apply_death_exp_penalty (op); 2660 apply_death_exp_penalty (op);
2967 if (op->stats.food < 100)
2968 op->stats.food = 900;
2969 op->stats.hp = op->stats.maxhp;
2970 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2971 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2972 2661
2973 /* 2662 /*
2974 * Check to see if the player is in a shop. IF so, then check to see if
2975 * the player has any unpaid items. If so, remove them and put them back 2663 * Check to see if the player has any unpaid items. If so, remove them
2976 * in the map. 2664 * and put them back in the map.
2977 */ 2665 */
2978 2666 op->drop_unpaid_items ();
2979 if (is_in_shop (op))
2980 remove_unpaid_objects (op->inv, op);
2981 2667
2982 /****************************************/ 2668 /****************************************/
2983 /* */ 2669 /* */
2984 /* Move player to his current respawn- */ 2670 /* Move player to his current respawn- */
2985 /* position (usually last savebed) */ 2671 /* position (usually last savebed) */
2986 /* */ 2672 /* */
2987 /****************************************/ 2673 /****************************************/
2988 2674
2989 enter_player_savebed (op); 2675 enter_player_savebed (op);
2990 2676
2991 /* Save the player before inserting the force to reduce
2992 * chance of abuse.
2993 */
2994 op->contr->braced = 0; 2677 op->contr->braced = 0;
2995 op->contr->save ();
2996 2678
2997 /* it is possible that the player has blown something up 2679 /* it is possible that the player has blown something up
2998 * at his savebed location, and that can have long lasting 2680 * at his savebed location, and that can have long lasting
2999 * spell effects. So first see if there is a spell effect 2681 * spell effects. So first see if there is a spell effect
3000 * on the space that might harm the player. 2682 * on the space that might harm the player.
3009 object *force; 2691 object *force;
3010 int at; 2692 int at;
3011 2693
3012 force = get_archetype (FORCE_NAME); 2694 force = get_archetype (FORCE_NAME);
3013 /* 50 ticks should be enough time for the spell to abate */ 2695 /* 50 ticks should be enough time for the spell to abate */
3014 force->speed = 0.1; 2696 force->speed = 0.1f;
3015 force->speed_left = -5.0; 2697 force->speed_left = -5.f;
3016 SET_FLAG (force, FLAG_APPLIED); 2698 SET_FLAG (force, FLAG_APPLIED);
3017 for (at = 0; at < NROFATTACKS; at++) 2699 for (at = 0; at < NROFATTACKS; at++)
3018 if (will_kill_again & (1 << at)) 2700 if (will_kill_again & (1 << at))
3019 force->resist[at] = 100; 2701 force->resist[at] = 100;
3020 2702
3021 insert_ob_in_ob (force, op); 2703 insert_ob_in_ob (force, op);
3022 op->update_stats (); 2704 op->update_stats ();
3023
3024 } 2705 }
3025 2706
3026 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2707 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
3027} 2708}
3028 2709
3029void 2710static void
3030loot_object (object *op) 2711loot_object (object *op)
3031{ /* Grab and destroy some treasure */ 2712{ /* Grab and destroy some treasure */
3032 object *tmp, *tmp2, *next; 2713 object *tmp, *tmp2, *next;
3033 2714
3034 if (op->container) 2715 op->close_container (); /* close open sack first */
3035 esrv_apply_container (op, op->container); /* close open sack first */
3036 2716
3037 for (tmp = op->inv; tmp; tmp = next) 2717 for (tmp = op->inv; tmp; tmp = next)
3038 { 2718 {
3039 next = tmp->below; 2719 next = tmp->below;
3040 2720
3041 if (tmp->invisible) 2721 if (tmp->invisible)
3042 continue; 2722 continue;
3043 2723
3044 tmp->remove (); 2724 tmp->remove ();
3045 tmp->x = op->x, tmp->y = op->y; 2725 tmp->x = op->x, tmp->y = op->y;
2726
3046 if (tmp->type == CONTAINER) 2727 if (tmp->type == CONTAINER)
3047 { /* empty container to ground */ 2728 loot_object (tmp); /* empty container to ground */
3048 loot_object (tmp); 2729
3049 }
3050 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) 2730 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
3051 { 2731 {
3052 if (tmp->nrof > 1) 2732 if (tmp->nrof > 1)
3053 { 2733 {
3054 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2734 tmp->decrease (rndm (1, tmp->nrof - 1));
3055 tmp2->destroy ();
3056 insert_ob_in_map (tmp, op->map, NULL, 0); 2735 insert_ob_in_map (tmp, op->map, NULL, 0);
3057 } 2736 }
3058 else 2737 else
3059 tmp->destroy (); 2738 tmp->destroy ();
3060 } 2739 }
3066/* 2745/*
3067 * fix_weight(): Check recursively the weight of all players, and fix 2746 * fix_weight(): Check recursively the weight of all players, and fix
3068 * what needs to be fixed. Refresh windows and fix speed if anything 2747 * what needs to be fixed. Refresh windows and fix speed if anything
3069 * was changed. 2748 * was changed.
3070 */ 2749 */
3071
3072void 2750void
3073fix_weight (void) 2751fix_weight ()
3074{ 2752{
3075 for (player *pl = first_player; pl; pl = pl->next) 2753 for_all_players (pl)
3076 { 2754 {
3077 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2755 sint32 old = pl->ob->carrying;
3078 2756
3079 if (old == sum) 2757 pl->ob->update_weight ();
3080 continue; 2758
2759 if (old != pl->ob->carrying)
2760 {
3081 pl->ob->update_stats (); 2761 pl->ob->update_stats ();
3082 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 2762 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, (int)old, (int)pl->ob->carrying);
2763 }
3083 } 2764 }
3084} 2765}
3085 2766
3086void 2767void
3087fix_luck (void) 2768fix_luck ()
3088{ 2769{
3089 for (player *pl = first_player; pl; pl = pl->next) 2770 for_all_players (pl)
3090 if (!pl->ob->contr->ns->state) 2771 if (!pl->ob->contr->ns->state)
3091 pl->ob->change_luck (0); 2772 pl->ob->change_luck (0);
3092} 2773}
3093 2774
3094/* cast_dust() - handles op throwing objects of type 'DUST'. 2775/* cast_dust() - handles op throwing objects of type 'DUST'.
3129} 2810}
3130 2811
3131void 2812void
3132make_visible (object *op) 2813make_visible (object *op)
3133{ 2814{
3134 op->hide = 0; 2815 op->flag [FLAG_HIDDEN] = 0;
3135 op->invisible = 0; 2816 op->invisible = 0;
2817
3136 if (op->type == PLAYER) 2818 if (op->type == PLAYER)
3137 { 2819 {
3138 op->contr->tmp_invis = 0; 2820 op->contr->tmp_invis = 0;
3139 op->contr->invis_race = 0; 2821 op->contr->invis_race = 0;
3140 } 2822 }
2823
3141 update_object (op, UP_OBJ_FACE); 2824 update_object (op, UP_OBJ_CHANGE);
3142} 2825}
3143 2826
3144int 2827int
3145is_true_undead (object *op) 2828is_true_undead (object *op)
3146{ 2829{
3147 object *tmp = NULL;
3148
3149 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 2830 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3150 return 1; 2831 return 1;
3151 2832
3152 return 0; 2833 return 0;
3153} 2834}
3154 2835
3155/* look at the surrounding terrain to determine 2836/* look at the surrounding terrain to determine
3156 * the hideability of this object. Positive levels 2837 * the hideability of this object. Positive levels
3157 * indicate greater hideability. 2838 * indicate greater hideability.
3158 */ 2839 */
3159
3160int 2840int
3161hideability (object *ob) 2841hideability (object *ob)
3162{ 2842{
3163 int i, level = 0, mflag; 2843 int i, level = 0, mflag;
3164 sint16 x, y; 2844 sint16 x, y;
3165 2845
3166 if (!ob || !ob->map) 2846 if (!ob || !ob->map)
3167 return 0; 2847 return 0;
3168 2848
3169 /* so, on normal lighted maps, its hard to hide */ 2849 /* so, on normal lighted maps, its hard to hide */
3170 level = ob->map->darkness - 2; 2850 level = ob->map->darklevel () - 2;
3171 2851
3172 /* this also picks up whether the object is glowing. 2852 /* this also picks up whether the object is glowing.
3173 * If you carry a light on a non-dark map, its not 2853 * If you carry a light on a non-dark map, its not
3174 * as bad as carrying a light on a pitch dark map */ 2854 * as bad as carrying a light on a pitch dark map */
3175 if (has_carried_lights (ob)) 2855 if (ob->has_carried_lights ())
3176 level = -(10 + (2 * ob->map->darkness)); 2856 level = -(10 + (2 * ob->map->darklevel ()));
3177 2857
3178 /* scan through all nearby squares for terrain to hide in */ 2858 /* scan through all nearby squares for terrain to hide in */
3179 for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i]) 2859 for (i = 0, x = ob->x, y = ob->y;
2860 i <= SIZEOFFREE1;
2861 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3180 { 2862 {
3181 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); 2863 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3182 if (mflag & P_OUT_OF_MAP) 2864 if (mflag & P_OUT_OF_MAP)
3183 {
3184 continue; 2865 continue;
3185 } 2866
3186 if (mflag & P_BLOCKSVIEW) /* something to hide near! */ 2867 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3187 level += 2; 2868 level += 2;
3188 else /* open terrain! */ 2869 else /* open terrain! */
3189 level -= 1; 2870 level -= 1;
3190 } 2871 }
3198/* For Hidden creatures - a chance of becoming 'unhidden' 2879/* For Hidden creatures - a chance of becoming 'unhidden'
3199 * every time they move - as we subtract off 'invisibility' 2880 * every time they move - as we subtract off 'invisibility'
3200 * AND, for players, if they move into a ridiculously unhideable 2881 * AND, for players, if they move into a ridiculously unhideable
3201 * spot (surrounded by clear terrain in broad daylight). -b.t. 2882 * spot (surrounded by clear terrain in broad daylight). -b.t.
3202 */ 2883 */
3203
3204void 2884void
3205do_hidden_move (object *op) 2885do_hidden_move (object *op)
3206{ 2886{
3207 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 2887 int hide = 0;
3208 object *skop;
3209 2888
3210 if (!op || !op->map) 2889 if (!op || !op->map)
3211 return; 2890 return;
3212 2891
3213 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 2892 object *skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
2893 int num = random_roll (0, 19, op, PREFER_LOW);
3214 2894
3215 /* its *extremely* hard to run and sneak/hide at the same time! */ 2895 /* its *extremely* hard to run and sneak/hide at the same time! */
3216 if (op->type == PLAYER && op->contr->run_on) 2896 if (op->type == PLAYER && op->contr->run_on)
3217 {
3218 if (!skop || num >= skop->level) 2897 if (!skop || num >= skop->level)
3219 { 2898 {
3220 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!"); 2899 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3221 make_visible (op); 2900 make_visible (op);
3222 return; 2901 return;
3223 } 2902 }
3224 else 2903 else
3225 num += 20; 2904 num += 20;
3226 } 2905
3227 num += op->map->difficulty; 2906 num += op->map->difficulty;
3228 hide = hideability (op); /* modify by terrain hidden level */ 2907 hide = hideability (op); /* modify by terrain hidden level */
3229 num -= hide; 2908 num -= hide;
2909
3230 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 2910 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3231 { 2911 {
3232 make_visible (op); 2912 make_visible (op);
2913
3233 if (op->type == PLAYER) 2914 if (op->type == PLAYER)
3234 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 2915 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3235 } 2916 }
3236 else if (op->type == PLAYER && skop) 2917 else if (op->type == PLAYER && skop)
3237 {
3238 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 2918 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3239 }
3240} 2919}
3241 2920
3242/* determine if who is standing near a hostile creature. */ 2921/* determine if who is standing near a hostile creature. */
3243 2922
3244int 2923int
3292 * object op. This function works fine for monsters, 2971 * object op. This function works fine for monsters,
3293 * but we dont worry if the object isnt the top one in 2972 * but we dont worry if the object isnt the top one in
3294 * a pile (say a coin under a table would return "viewable" 2973 * a pile (say a coin under a table would return "viewable"
3295 * by this routine). Another question, should we be 2974 * by this routine). Another question, should we be
3296 * concerned with the direction the player is looking 2975 * concerned with the direction the player is looking
3297 * in? Realistically, most of use cant see stuff behind 2976 * in? Realistically, most of us can't see stuff behind
3298 * our backs...on the other hand, does the "facing" direction 2977 * our backs...on the other hand, does the "facing" direction
3299 * imply the way your head, or body is facing? Its possible 2978 * imply the way your head, or body is facing? It's possible
3300 * for them to differ. Sigh, this fctn could get a bit more complex. 2979 * for them to differ. Sigh, this fctn could get a bit more complex.
3301 * -b.t. 2980 * -b.t.
3302 * This function is now map tiling safe. 2981 * This function is now map tiling safe.
3303 */ 2982 */
3304
3305int 2983int
3306player_can_view (object *pl, object *op) 2984player_can_view (object *pl, object *op)
3307{ 2985{
3308 rv_vector rv; 2986 rv_vector rv;
3309 int dx, dy; 2987 int dx, dy;
3311 if (pl->type != PLAYER) 2989 if (pl->type != PLAYER)
3312 { 2990 {
3313 LOG (llevError, "player_can_view() called for non-player object\n"); 2991 LOG (llevError, "player_can_view() called for non-player object\n");
3314 return -1; 2992 return -1;
3315 } 2993 }
2994
3316 if (!pl || !op) 2995 if (!pl || !op)
3317 return 0; 2996 return 0;
3318 2997
3319 if (op->head)
3320 {
3321 op = op->head; 2998 op = op->head_ ();
3322 } 2999
3323 get_rangevector (pl, op, &rv, 0x1); 3000 get_rangevector (pl, op, &rv, 0x1);
3324 3001
3325 /* starting with the 'head' part, lets loop 3002 /* starting with the 'head' part, lets loop
3326 * through the object and find if it has any 3003 * through the object and find if it has any
3327 * part that is in the los array but isnt on 3004 * part that is in the los array but isn't on
3328 * a blocked los square. 3005 * a blocked los square.
3329 * we use the archetype to figure out offsets. 3006 * we use the archetype to figure out offsets.
3330 */ 3007 */
3331 while (op) 3008 while (op)
3332 { 3009 {
3333 dx = rv.distance_x + op->arch->clone.x; 3010 dx = rv.distance_x + op->arch->x;
3334 dy = rv.distance_y + op->arch->clone.y; 3011 dy = rv.distance_y + op->arch->y;
3335 3012
3336 /* only the viewable area the player sees is updated by LOS 3013 if (pl->contr->blocked_los (dx, dy) != LOS_BLOCKED)
3337 * code, so we need to restrict ourselves to that range of values
3338 * for any meaningful values.
3339 */
3340 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3341 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3342 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3343 return 1; 3014 return 1;
3015
3344 op = op->more; 3016 op = op->more;
3345 } 3017 }
3346 return 0;
3347}
3348 3018
3349/* routine for both players and monsters. We call this when
3350 * there is a possibility for our action distrubing our hiding
3351 * place or invisiblity spell. Artefact invisiblity is not
3352 * effected by this. If we arent invisible to begin with, we
3353 * return 0.
3354 */
3355int
3356action_makes_visible (object *op)
3357{
3358
3359 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3360 {
3361 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3362 return 0;
3363
3364 if (op->contr && op->contr->tmp_invis == 0)
3365 return 0;
3366
3367 /* If monsters, they should become visible */
3368 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3369 {
3370 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3371 return 1;
3372 }
3373 }
3374 return 0; 3019 return 0;
3375} 3020}
3376 3021
3377/* op_on_battleground - checks if the given object op (usually 3022/* op_on_battleground - checks if the given object op (usually
3378 * a player) is standing on a valid battleground-tile, 3023 * a player) is standing on a valid battleground-tile,
3383 * Default is to do the same as before, so only people wanting to have different points need worry about this 3028 * Default is to do the same as before, so only people wanting to have different points need worry about this
3384 */ 3029 */
3385int 3030int
3386op_on_battleground (object *op, int *x, int *y) 3031op_on_battleground (object *op, int *x, int *y)
3387{ 3032{
3388 object *tmp;
3389
3390 /* A battleground-tile needs the following attributes to be valid: 3033 /* A battleground-tile needs the following attributes to be valid:
3391 * is_floor 1 (has to be the FIRST floor beneath the player's feet), 3034 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3392 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3035 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3393 * and the exit-coordinates sp/hp must both be > 0. 3036 * and the exit-coordinates sp/hp must both be > 0.
3394 * => The intention here is to prevent abuse of the battleground- 3037 * => The intention here is to prevent abuse of the battleground-
3395 * feature (like pickable or hidden battleground tiles). */ 3038 * feature (like pickable or hidden battleground tiles). */
3396 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3039 for (object *tmp = op->below; tmp; tmp = tmp->below)
3397 { 3040 {
3398 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3041 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3399 { 3042 {
3400 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3043 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3401 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp)) 3044 && tmp->type == BATTLEGROUND
3045 && tmp->name == shstr_battleground
3046 && EXIT_X (tmp) && EXIT_Y (tmp))
3402 { 3047 {
3403 /*before we assign the exit, check if this is a teambattle */ 3048 /* before we assign the exit, check if this is a teambattle */
3404 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) 3049 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3405 { 3050 {
3406 object *invtmp;
3407
3408 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below) 3051 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3409 { 3052 {
3410 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying)) 3053 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3411 { 3054 {
3412 if (x != NULL && y != NULL) 3055 if (x && y)
3413 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3056 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3057
3414 return 1; 3058 return 1;
3415 } 3059 }
3416 } 3060 }
3417 } 3061 }
3062
3418 if (x != NULL && y != NULL) 3063 if (x && y)
3419 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3064 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3065
3420 return 1; 3066 return 1;
3421 } 3067 }
3422 } 3068 }
3423 } 3069 }
3070
3424 /* If we got here, did not find a battleground */ 3071 /* If we got here, did not find a battleground */
3425 return 0; 3072 return 0;
3426} 3073}
3427 3074
3428/* 3075/*
3444 char buf[MAX_BUF]; /* tmp. string buffer */ 3091 char buf[MAX_BUF]; /* tmp. string buffer */
3445 int i = 0, j = 0; 3092 int i = 0, j = 0;
3446 3093
3447 /* get the appropriate treasurelist */ 3094 /* get the appropriate treasurelist */
3448 if (atnr == ATNR_FIRE) 3095 if (atnr == ATNR_FIRE)
3449 trlist = find_treasurelist ("dragon_ability_fire"); 3096 trlist = treasurelist::find (shstr_dragon_ability_fire);
3450 else if (atnr == ATNR_COLD) 3097 else if (atnr == ATNR_COLD)
3451 trlist = find_treasurelist ("dragon_ability_cold"); 3098 trlist = treasurelist::find (shstr_dragon_ability_cold);
3452 else if (atnr == ATNR_ELECTRICITY) 3099 else if (atnr == ATNR_ELECTRICITY)
3453 trlist = find_treasurelist ("dragon_ability_elec"); 3100 trlist = treasurelist::find (shstr_dragon_ability_elec);
3454 else if (atnr == ATNR_POISON) 3101 else if (atnr == ATNR_POISON)
3455 trlist = find_treasurelist ("dragon_ability_poison"); 3102 trlist = treasurelist::find (shstr_dragon_ability_poison);
3456 3103
3457 if (trlist == NULL || who->type != PLAYER) 3104 if (trlist == NULL || who->type != PLAYER)
3458 return; 3105 return;
3459 3106
3460 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3107 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3461 3108
3462 if (tr == NULL || tr->item == NULL) 3109 if (!tr || !tr->item)
3463 { 3110 {
3464 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3111 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3465 return; 3112 return;
3466 } 3113 }
3467 3114
3468 /* everything seems okay - now bring on the gift: */ 3115 /* everything seems okay - now bring on the gift: */
3469 item = &(tr->item->clone); 3116 item = tr->item;
3470 3117
3471 if (item->type == SPELL) 3118 if (item->type == SPELL)
3472 { 3119 {
3473 if (check_spell_known (who, item->name)) 3120 if (check_spell_known (who, item->name))
3474 return; 3121 return;
3533 { 3180 {
3534 /* forces in the treasurelist can alter the player's stats */ 3181 /* forces in the treasurelist can alter the player's stats */
3535 object *skin; 3182 object *skin;
3536 3183
3537 /* first get the dragon skin force */ 3184 /* first get the dragon skin force */
3538 shstr_cmp dragon_skin_force ("dragon_skin_force");
3539 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below) 3185 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3540 ; 3186 ;
3541 3187
3542 if (!skin) 3188 if (!skin)
3543 return; 3189 return;
3544 3190
3577 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg); 3223 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3578 } 3224 }
3579 else 3225 else
3580 { 3226 {
3581 /* generate misc. treasure */ 3227 /* generate misc. treasure */
3582 tmp = arch_to_object (tr->item); 3228 tmp = tr->item->instance ();
3583 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp)); 3229 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3584 tmp = insert_ob_in_ob (tmp, who); 3230 who->insert (tmp);
3585 if (who->type == PLAYER)
3586 esrv_send_item (who, tmp);
3587 } 3231 }
3588} 3232}
3589 3233
3590/** 3234/**
3591 * Unready an object for a player. This function does nothing if the object was 3235 * Unready an object for a player. This function does nothing if the object was
3592 * not readied. 3236 * not readied.
3593 */ 3237 */
3594void 3238void
3595player_unready_range_ob (player *pl, object *ob) 3239player_unready_range_ob (player *pl, object *ob)
3596{ 3240{
3597 rangetype i; 3241 if (pl->ob->current_weapon == ob)
3242 pl->ob->current_weapon = 0;
3598 3243
3599 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3244 if (pl->combat_ob == ob)
3600 { 3245 pl->combat_ob = 0;
3246
3601 if (pl->ranges[i] == ob) 3247 if (pl->ranged_ob == ob)
3602 { 3248 pl->ranged_ob = 0;
3603 pl->ranges[i] = NULL;
3604 if (pl->shoottype == i)
3605 {
3606 pl->shoottype = range_none;
3607 }
3608 }
3609 }
3610} 3249}
3250
3251//-GPL
3252
3253sint8
3254player::darkness_at (maptile *map, int x, int y) const
3255{
3256 if (!ns)
3257 return LOS_BLOCKED;
3258
3259 int dx, dy;
3260 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3261 return LOS_BLOCKED;
3262
3263 x += dx - ns->current_x;
3264 y += dy - ns->current_y;
3265
3266 return blocked_los (x, y);
3267}
3268
3269void
3270player::infobox (const char *title, const char *msg, int color)
3271{
3272 send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3273}
3274
3275void
3276player::statusmsg (const char *msg, int color)
3277{
3278 send_msg (color | NDI_REPLY, INFO_CHANNEL, msg);
3279}
3280
3281void
3282player::failmsg (const char *msg, int color)
3283{
3284 play_sound (sound_find ("generic_failure"));
3285 statusmsg (msg, color);
3286}
3287

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