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Comparing deliantra/server/server/player.C (file contents):
Revision 1.55 by root, Sat Dec 23 03:38:43 2006 UTC vs.
Revision 1.254 by root, Fri Mar 26 00:05:45 2010 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);
169} 47}
170 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);
84}
85
86// connect the player with a specific client
87// also changes, rationalises, and fixes some incorrect settings
171void 88void
172player::connect (client *ns) 89player::connect (client *ns)
173{ 90{
174 this->ns = ns; 91 this->ns = ns;
175 ns->pl = this; 92 ns->pl = this;
176 93
177 next = first_player; 94 run_on = 0;
178 first_player = this; 95 fire_on = 0;
96 ob->close_container (); //TODO: client-specific
179 97
180 ns->update_look = 0; 98 ns->update_look = 0;
181 ns->look_position = 0; 99 ns->look_position = 0;
182 100
183 clear_los (ob); 101 clear_los ();
184 102
103 ns->reset_stats ();
104
105 /* make sure he's a player -- needed because of class change. */
185 ob->type = PLAYER; // we are paranoid 106 ob->type = PLAYER; // we are paranoid
186 ob->race = ob->arch->clone.race; 107 ob->race = ob->arch->race;
187 108
188 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
189 ob->update_stats (); 109 ob->update_weight ();
190 update_ob_speed (ob);
191
192 ob->carrying = sum_weight (ob);
193 link_player_skills (ob); 110 link_skills ();
194 111
195 if (!legal_range (ob, shoottype))
196 shoottype = range_none;
197
198 assign (title, ob->arch->clone.name); 112 assign (title, ob->arch->object::name);
199
200 /* can_use_shield is a new flag. However, the can_use.. seems to largely come
201 * from the class, and not race. I don't see any way to get the class information
202 * to then update this. I don't think this will actually break anything - anyone
203 * that can use armour should be able to use a shield. What this may 'break'
204 * are features new characters get, eg, if someone starts up with a Q, they
205 * should be able to use a shield. However, old Q's won't get that advantage.
206 */
207 if (QUERY_FLAG (ob, FLAG_USE_ARMOUR))
208 SET_FLAG (ob, FLAG_USE_SHIELD);
209 113
210 /* if it's a dragon player, set the correct title here */ 114 /* if it's a dragon player, set the correct title here */
211 if (is_dragon_pl (ob)) 115 if (ob->is_dragon ())
212 { 116 {
213 object *tmp, *abil = 0, *skin = 0; 117 object *tmp, *abil = 0, *skin = 0;
214
215 shstr_cmp dragon_ability_force ("dragon_ability_force");
216 shstr_cmp dragon_skin_force ("dragon_skin_force");
217 118
218 for (tmp = ob->inv; tmp; tmp = tmp->below) 119 for (tmp = ob->inv; tmp; tmp = tmp->below)
219 if (tmp->type == FORCE) 120 if (tmp->type == FORCE)
220 if (tmp->arch->name == dragon_ability_force) 121 if (tmp->arch->archname == shstr_dragon_ability_force)
221 abil = tmp; 122 abil = tmp;
222 else if (tmp->arch->name == dragon_skin_force) 123 else if (tmp->arch->archname == shstr_dragon_skin_force)
223 skin = tmp; 124 skin = tmp;
224 125
225 set_dragon_name (ob, abil, skin); 126 set_dragon_name (ob, abil, skin);
226 } 127 }
227 128
228 CLEAR_FLAG (ob, FLAG_FRIENDLY);
229 add_friendly_object (ob);
230
231 LOG (llevInfo, "LOGIN: Player named %s from ip %s\n", &ob->name, ns->host);
232
233 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 129 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
234 new_draw_info_format (NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, NULL, "%s has entered the game.", &ob->name); 130
131 esrv_new_player (this);
132
133 ob->update_stats ();
235 134
236 ns->floorbox_update (); 135 ns->floorbox_update ();
237
238 esrv_new_player (this, ob->weight + ob->carrying);
239 esrv_send_inventory (ob, ob); 136 esrv_send_inventory (ob, ob);
240 esrv_add_spells (this, 0); 137 esrv_add_spells (this, 0);
241 138
242 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;
243 142
244// send_rules (ob);//TODO 143 for (object *op = ob->inv; op; op = op->below)
245// send_news (ob);//TODO 144 if (op->flag [FLAG_APPLIED])
246// display_motd (ob);//TODO 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);
247 INVOKE_PLAYER (LOGIN, this); 168 INVOKE_PLAYER (LOGIN, this);
248} 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
249 200
250// the need for this function can be explained 201// the need for this function can be explained
251// by load_object not returning the object 202// by load_object not returning the object
252void 203void
253player::set_object (object *op) 204player::set_object (object *op)
254{ 205{
255 ob = op; 206 ob = observe = viewpoint = op;
256 ob->contr = this; /* this aren't yet in archetype */ 207 ob->contr = this; /* this aren't yet in archetype */
257 208
209 ob->speed = 1.0f;
258 ob->speed_left = 0.5; 210 ob->speed_left = 0.5f;
259 ob->speed = 1.0; 211
260 ob->direction = 5; /* So player faces south */ 212 ob->direction = 5; /* So player faces south */
261 ob->stats.wc = 2;
262 ob->run_away = 25; /* Then we panick... */
263
264 set_first_map (ob);
265
266 ob->roll_stats ();
267} 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
268 230
269player::player () 231player::player ()
270{ 232{
271 /* There are some elements we want initialized to non zero value - 233 /* There are some elements we want initialised to non zero value -
272 * we deal with that below this point. 234 * we deal with that below this point.
273 */ 235 */
274 outputs_sync = 16; /* Every 2 seconds */ 236 outputs_sync = 4;
275 outputs_count = 8; /* Keeps present behaviour */ 237 outputs_count = 4;
276 unapply = unapply_nochoice; 238 unapply = unapply_nochoice;
277 239
278 assign (savebed_map, first_map_path); /* Init. respawn position */ 240 savebed_map = first_map_path; /* Init. respawn position */
279 241
280 gen_sp_armour = 10; 242 gen_sp_armour = 10;
281 last_speed = -1;
282 shoottype = range_none;
283 bowtype = bow_normal; 243 bowtype = bow_normal;
284 petmode = pet_normal; 244 petmode = pet_normal;
285 listening = 10;
286 usekeys = containers; 245 usekeys = containers;
287 last_weapon_sp = -1;
288 peaceful = 1; /* default peaceful */ 246 peaceful = 1; /* default peaceful */
289 do_los = 1; 247 do_los = 1;
290 248
291 /* we need to clear these to -1 and not zero - otherwise, 249 weapon_sp = 1.0f;
292 * if a player quits and starts a new character, we wont 250 weapon_sp_left = 0.5f;
293 * send new values to the client, as things like exp start 251}
294 * at zero.
295 */
296 for (int i = 0; i < NUM_SKILLS; i++)
297 last_skill_exp[i] = -1;
298 252
299 for (int i = 0; i < NROFATTACKS; i++) 253void
300 last_resist[i] = -1; 254player::do_destroy ()
255{
256 disconnect ();
301 257
302 last_stats.exp = -1; 258 attachable::do_destroy ();
303 last_weight = (uint32) - 1; 259
260 if (ob)
261 {
262 ob->destroy_inv (false);
263 ob->destroy ();
264 }
265
266 ob = observe = viewpoint = 0;
304} 267}
305 268
306player::~player () 269player::~player ()
307{ 270{
308 terminate_all_pets (ob);
309
310 if (first_player != this)
311 {
312 player *prev = first_player;
313
314 while (prev && prev->next && prev->next != this)
315 prev = prev->next;
316
317 if (prev->next != this)
318 {
319 LOG (llevError, "Free_player: Can't find previous player.\n");
320 abort ();
321 }
322
323 prev->next = next;
324 }
325 else
326 first_player = next;
327
328 if (ob)
329 {
330 ob->contr = 0;
331 ob->destroy (1);
332 }
333
334 if (ns)
335 {
336 ns->send_packet ("goodbye");
337 ns->flush ();
338 ns->pl = 0;
339 ns->destroy ();
340 }
341
342 /* Clear item stack */ 271 /* Clear item stack */
343 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 }
344} 301}
345 302
346/* Tries to add player on the connection passed in ns. 303/* Tries to add player on the connection passed in ns.
347 * 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
348 * mode. 305 * mode.
350player * 307player *
351player::create () 308player::create ()
352{ 309{
353 player *pl = new player; 310 player *pl = new player;
354 311
355 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);
356 319
357 return pl; 320 return pl;
358}
359
360/*
361 * get_player_archetype() return next player archetype from archetype
362 * list. Not very efficient routine, but used only creating new players.
363 * Note: there MUST be at least one player archetype!
364 */
365archetype *
366get_player_archetype (archetype *at)
367{
368 archetype *start = at;
369
370 for (;;)
371 {
372 if (at == NULL || at->next == NULL)
373 at = first_archetype;
374 else
375 at = at->next;
376
377 if (at->clone.type == PLAYER)
378 return at;
379
380 if (at == start)
381 {
382 LOG (llevError, "No Player archetypes\n");
383 exit (-1);
384 }
385 }
386} 321}
387 322
388object * 323object *
389get_nearest_player (object *mon) 324get_nearest_player (object *mon)
390{ 325{
391 object *op = NULL; 326 object *op = NULL;
392 player *pl = NULL;
393 objectlink *ol; 327 objectlink *ol;
394 unsigned lastdist; 328 unsigned lastdist;
395 rv_vector rv; 329 rv_vector rv;
396 330
397 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 331 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
398 { 332 {
399 /* We should not find free objects on this friendly list, but it
400 * does periodically happen. Given that, lets deal with it.
401 * While unlikely, it is possible the next object on the friendly
402 * list is also free, so encapsulate this in a while loop.
403 */
404 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
405 {
406 object *tmp = ol->ob;
407
408 /* Can't do much more other than log the fact, because the object
409 * itself will have been cleared.
410 */
411 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n");
412 ol = ol->next;
413 remove_friendly_object (tmp);
414 if (!ol)
415 return op;
416 }
417
418 /* Remove special check for player from this. First, it looks to cause
419 * some crashes (ol->ob->contr not set properly?), but secondly, a more
420 * complicated method of state checking would be needed in any case -
421 * as it was, a clever player could type quit, and the function would
422 * skip them over while waiting for confirmation. Remove
423 * on_same_map check, as can_detect_enemy also does this
424 */
425 if (!can_detect_enemy (mon, ol->ob, &rv)) 333 if (!can_detect_enemy (mon, ol->ob, &rv))
426 continue; 334 continue;
427 335
428 if (lastdist > rv.distance) 336 if (lastdist > rv.distance)
429 { 337 {
430 op = ol->ob; 338 op = ol->ob;
431 lastdist = rv.distance; 339 lastdist = rv.distance;
432 } 340 }
433 } 341 }
434 for (pl = first_player; pl != NULL; pl = pl->next) 342
435 { 343 for_all_players (pl)
436 if (can_detect_enemy (mon, pl->ob, &rv)) 344 if (can_detect_enemy (mon, pl->ob, &rv))
437 {
438
439 if (lastdist > rv.distance) 345 if (lastdist > rv.distance)
440 { 346 {
441 op = pl->ob; 347 op = pl->ob;
442 lastdist = rv.distance; 348 lastdist = rv.distance;
443 } 349 }
444 } 350
445 }
446#if 0 351#if 0
447 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)");
448#endif 353#endif
449 return op; 354 return op;
450} 355}
508 x = mon->x; 413 x = mon->x;
509 y = mon->y; 414 y = mon->y;
510 m = mon->map; 415 m = mon->map;
511 dir = rv.direction; 416 dir = rv.direction;
512 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 */
513 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
514 /* 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. */
515 if (diff > max) 421 if (diff > max)
516 return 0; 422 return 0;
423
517 while (diff > 1 && max > 0) 424 while (diff > 1 && max > 0)
518 { 425 {
519 lastx = x; 426 lastx = x;
520 lasty = y; 427 lasty = y;
521 lastmap = m; 428 lastmap = m;
603 max--; 510 max--;
604 lastdir = dir; 511 lastdir = dir;
605 if (!firstdir) 512 if (!firstdir)
606 firstdir = dir; 513 firstdir = dir;
607 } 514 }
515
608 if (diff <= 1) 516 if (diff <= 1)
609 { 517 {
610 /* Recalculate diff (distance) because we may not have actually 518 /* Recalculate diff (distance) because we may not have actually
611 * headed toward player for entire distance. 519 * headed toward player for entire distance.
612 */ 520 */
613 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 521 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
614 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));
615 } 523 }
524
616 if (diff > max) 525 if (diff > max)
617 return 0; 526 return 0;
618 } 527 }
528
619 /* 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 */
620 if (!max) 530 if (!max)
621 return 0; 531 return 0;
622 532
623 return firstdir; 533 return firstdir;
624} 534}
625 535
626void 536void
627give_initial_items (object *pl, treasurelist * items) 537give_initial_items (object *pl, treasurelist *items)
628{ 538{
629 object *op, *next = NULL;
630
631 if (pl->randomitems != NULL) 539 if (pl->randomitems)
632 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); 540 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
633 541
634 for (op = pl->inv; op; op = next) 542 for (object *next, *op = pl->inv; op; op = next)
635 { 543 {
636 next = op->below; 544 next = op->below;
637 545
638 /* Forces get applied per default, unless they have the 546 /* Forces get applied per default, unless they have the
639 * 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
644 /* we never give weapons/armour if these cannot be used 552 /* we never give weapons/armour if these cannot be used
645 * by this player due to race restrictions 553 * by this player due to race restrictions
646 */ 554 */
647 if (pl->type == PLAYER) 555 if (pl->type == PLAYER)
648 { 556 {
649 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) && 557 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR)
558 &&
650 (op->type == ARMOUR || op->type == BOOTS || 559 (op->type == ARMOUR || op->type == BOOTS
651 op->type == CLOAK || op->type == HELMET || 560 || op->type == CLOAK || op->type == HELMET
652 op->type == SHIELD || op->type == GLOVES || 561 || op->type == SHIELD || op->type == GLOVES
562 || op->type == BRACERS || op->type == GIRDLE))
653 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))
654 { 564 {
655 op->destroy (); 565 op->destroy ();
656 continue; 566 continue;
657 } 567 }
658 } 568 }
659 569
660 /* This really needs to be better - we should really give 570 /* Here we remove duplicated skills (as duplicated spell objects have
661 * a substitute spellbook. The problem is that we don't really 571 * _very_ confusing effects for players), which could for instance be
662 * have a good idea what to replace it with (need something like 572 * generated by bad treasurelists. - elmex
663 * a first level treasurelist for each skill.)
664 * remove duplicate skills also
665 */ 573 */
666 if (op->type == SPELLBOOK || op->type == SKILL) 574 if (op->type == SKILL)
667 { 575 {
668 object *tmp;
669
670 for (tmp = op->below; tmp; tmp = tmp->below) 576 for (object *tmp = op->below; tmp; tmp = tmp->below)
671 if (tmp->type == op->type && tmp->name == op->name) 577 if (tmp->type == op->type && tmp->name == op->name)
672 break;
673
674 if (tmp)
675 { 578 {
676 op->destroy (); 579 op->destroy ();
580 LOG (llevError,
677 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); 581 "give_initial_items: Removing duplicate skill %s\n", &tmp->name);
678 continue; 582 break;
679 } 583 }
680 584
681 if (op->nrof > 1) 585 if (op->nrof > 1)
682 op->nrof = 1; 586 op->nrof = 1;
683 } 587 }
684 588
685 if (op->type == SPELLBOOK && op->inv) 589 if (op->type == SPELLBOOK && op->inv)
686 {
687 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); 590 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
688 }
689 591
690 /* Give starting characters identified, uncursed, and undamned 592 /* Give starting characters identified, uncursed, and undamned
691 * 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
692 * merged properly. 594 * merged properly.
693 */ 595 */
694 if (need_identify (op)) 596 if (need_identify (op))
695 { 597 {
696 SET_FLAG (op, FLAG_IDENTIFIED); 598 SET_FLAG (op, FLAG_IDENTIFIED);
697 CLEAR_FLAG (op, FLAG_CURSED); 599 CLEAR_FLAG (op, FLAG_CURSED);
698 CLEAR_FLAG (op, FLAG_DAMNED); 600 CLEAR_FLAG (op, FLAG_DAMNED);
699 } 601 }
602
700 if (op->type == SPELL) 603 if (op->type == SPELL)
701 { 604 {
702 op->destroy (); 605 op->destroy ();
703 continue; 606 continue;
704 } 607 }
706 { 609 {
707 SET_FLAG (op, FLAG_CAN_USE_SKILL); 610 SET_FLAG (op, FLAG_CAN_USE_SKILL);
708 op->stats.exp = 0; 611 op->stats.exp = 0;
709 op->level = 1; 612 op->level = 1;
710 } 613 }
711 /* lock all 'normal items by default */ 614 else /* lock all 'normal items by default */
712 else
713 SET_FLAG (op, FLAG_INV_LOCKED); 615 SET_FLAG (op, FLAG_INV_LOCKED);
714 } /* for loop of objects in player inv */ 616 } /* for loop of objects in player inv */
715 617
716 /* Need to set up the skill pointers */ 618 /* Need to set up the skill pointers */
717 link_player_skills (pl); 619 pl->contr->link_skills ();
718} 620}
719 621
720void 622void
721get_party_password (object *op, partylist *party) 623get_party_password (object *op, partylist *party)
722{ 624{
732 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:");
733} 635}
734 636
735/* 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. */
736static int 638static int
737roll_stat (void) 639roll_stat ()
738{ 640{
739 int a[4], i, j, k; 641 int a[4], i, j, k;
740 642
741 for (i = 0; i < 4; i++) 643 for (i = 0; i < 4; i++)
742 a[i] = (int) RANDOM () % 6 + 1; 644 a[i] = (int) rndm (6) + 1;
743 645
744 for (i = 0, j = 0, k = 7; i < 4; i++) 646 for (i = 0, j = 0, k = 7; i < 4; i++)
745 if (a[i] < k) 647 if (a[i] < k)
746 k = a[i], j = i; 648 k = a[i], j = i;
747 649
753} 655}
754 656
755void 657void
756object::roll_stats () 658object::roll_stats ()
757{ 659{
758 int statsort [7]; 660 int statsort [NUM_STATS];
759 661
760 for (;;) 662 for (;;)
761 { 663 {
762 int sum = 0; 664 int sum = 0;
763 for (int i = 7; i--; ) 665 for (int i = NUM_STATS; i--; )
764 sum += statsort [i] = roll_stat (); 666 sum += statsort [i] = roll_stat ();
765 667
766 if (sum >= 82 && sum <= 116) 668 if (sum >= 82 && sum <= 116)
767 break; 669 break;
768 } 670 }
769 671
770 // Sort the stats so that rerolling is easier... 672 // Sort the stats so that rerolling is easier...
771 std::sort (statsort, statsort + 7, std::greater<int>()); 673 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
772 674
675 for (int i = 0; i < NUM_STATS; ++i)
773 stats.Str = statsort[0]; 676 stats.stat (i) = statsort [i];
774 stats.Dex = statsort[1];
775 stats.Con = statsort[2];
776 stats.Int = statsort[3];
777 stats.Wis = statsort[4];
778 stats.Pow = statsort[5];
779 stats.Cha = statsort[6];
780 677
781 stats.exp = 0; 678 stats.exp = 0;
782 stats.ac = 0; 679 stats.ac = 0;
783 680
784 stats.hp = stats.maxhp; 681 stats.hp = stats.maxhp;
796} 693}
797 694
798void 695void
799object::swap_stats (int a, int b) 696object::swap_stats (int a, int b)
800{ 697{
801 int tmp = get_attr_value (&contr->orig_stats, a); 698 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
802 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
803 set_attr_value (&contr->orig_stats, b, tmp);
804 699
700 for (int i = 0; i < NUM_STATS; ++i)
805 stats.Str = contr->orig_stats.Str; 701 stats.stat (i) = contr->orig_stats.stat (i);
806 stats.Dex = contr->orig_stats.Dex;
807 stats.Con = contr->orig_stats.Con;
808 stats.Int = contr->orig_stats.Int;
809 stats.Wis = contr->orig_stats.Wis;
810 stats.Pow = contr->orig_stats.Pow;
811 stats.Cha = contr->orig_stats.Cha;
812 702
813 //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,
814 // be merged with the similar code in roll_stats 704 // be merged with the similar code in roll_stats
815 stats.ac = 0; 705 stats.ac = 0;
816 706
828 contr->levsp[1] = 6; 718 contr->levsp[1] = 6;
829 contr->levgrace[1] = 3; 719 contr->levgrace[1] = 3;
830 720
831 contr->orig_stats = stats; 721 contr->orig_stats = stats;
832 } 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);
833} 732}
834 733
835/* This function takes the key that is passed, and does the 734/* This function takes the key that is passed, and does the
836 * appropriate action with it (change race, or other things). 735 * appropriate action with it (change race, or other things).
837 * The function name is for historical reasons - now we have 736 * The function name is for historical reasons - now we have
838 * separate race and class; this actually changes the RACE, 737 * separate race and class; this actually changes the RACE,
839 * not the class. 738 * not the class.
840 */ 739 */
841int 740void
842key_change_class (object *op, char key) 741player::chargen_race_done ()
843{ 742{
844 int tmp_loop;
845
846 if (key == 'd' || key == 'D')
847 {
848 char buf[MAX_BUF];
849
850 /* this must before then initial items are given */ 743 /* this must before then initial items are given */
851 esrv_new_player (op->contr, op->weight + op->carrying); 744 esrv_new_player (ob->contr);
852 745
853 treasurelist *tl = find_treasurelist ("starting_wealth"); 746 treasurelist *tl = treasurelist::find (shstr_starting_wealth);
854 if (tl) 747 if (tl)
855 create_treasure (tl, op, 0, 0, 0); 748 create_treasure (tl, ob, 0, 0, 0);
856 749
857 INVOKE_PLAYER (BIRTH, op->contr); 750 INVOKE_PLAYER (BIRTH, ob->contr);
858 INVOKE_PLAYER (LOGIN, op->contr); 751 INVOKE_PLAYER (LOGIN, ob->contr);
859 752
860 op->contr->ns->state = ST_PLAYING; 753 ob->contr->ns->state = ST_PLAYING;
861 754
862 if (op->msg) 755 if (ob->msg)
863 op->msg = NULL; 756 ob->msg = 0;
864 757
865 /* We create this now because some of the unique maps will need it
866 * to save here.
867 */
868 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name);
869 make_path_to_file (buf);
870
871#ifdef AUTOSAVE
872 op->contr->last_save_tick = pticks;
873#endif
874 start_info (op); 758 start_info (ob);
875 CLEAR_FLAG (op, FLAG_WIZ); 759 CLEAR_FLAG (ob, FLAG_WIZ);
876 give_initial_items (op, op->randomitems); 760 give_initial_items (ob, ob->randomitems);
877 link_player_skills (op);
878 esrv_send_inventory (op, op); 761 esrv_send_inventory (ob, ob);
879 op->update_stats (); 762 ob->update_stats ();
880 763
881 /* This moves the player to a different start map, if there 764 /* This moves the player to a different start map, if there
882 * is one for this race 765 * is one for this race
883 */ 766 */
884 if (*first_map_ext_path) 767 if (*first_map_ext_path)
885 { 768 ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y);
886 object *tmp;
887 char mapname[MAX_BUF];
888
889 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name);
890 tmp = object::create ();
891 EXIT_PATH (tmp) = mapname;
892 EXIT_X (tmp) = op->x;
893 EXIT_Y (tmp) = op->y;
894 enter_exit (op, tmp); /* we don't really care if it succeeded;
895 * if the map isn't there, then stay on the
896 * default initial map */
897 tmp->destroy ();
898 }
899 else 769 else
900 LOG (llevDebug, "first_map_ext_path not set\n"); 770 LOG (llevDebug, "first_map_ext_path not set\n");
771}
901 772
902 return 0; 773void
903 } 774player::chargen_race_next ()
904 775{
905 /* Following actually changes the race - this is the default command 776 /* Following actually changes the race - this is the default command
906 * if we don't match with one of the options above. 777 * if we don't match with one of the options above.
907 */ 778 */
908 779
909 tmp_loop = 0; 780 do
910 while (!tmp_loop)
911 { 781 {
912 shstr name = op->name; 782 shstr name = ob->name;
913 int x = op->x, y = op->y; 783 int x = ob->x, y = ob->y;
914 784
915 op->remove_statbonus (); 785 ob->remove_statbonus ();
916 op->remove (); 786 ob->remove ();
917 op->arch = get_player_archetype (op->arch); 787 ob->arch = get_player_archetype (ob->arch);
918 op->arch->clone.copy_to (op); 788 ob->arch->copy_to (ob);
919 op->instantiate (); 789 ob->instantiate ();
920 op->stats = op->contr->orig_stats; 790 ob->stats = ob->contr->orig_stats;
921 op->name = op->name_pl = name; 791 ob->name = ob->name_pl = name;
922 op->x = x; 792 ob->x = x;
923 op->y = y; 793 ob->y = y;
924 SET_ANIMATION (op, 2); /* So player faces south */ 794 SET_ANIMATION (ob, 2); /* So player faces south */
925 insert_ob_in_map (op, op->map, op, 0); 795 insert_ob_in_map (ob, ob->map, ob, 0);
926 assign (op->contr->title, op->arch->clone.name); 796 assign (ob->contr->title, ob->arch->object::name);
927 op->add_statbonus (); 797 ob->add_statbonus ();
928 tmp_loop = allowed_class (op);
929 } 798 }
799 while (!allowed_class (ob));
930 800
931 update_object (op, UP_OBJ_FACE); 801 update_object (ob, UP_OBJ_FACE);
932 esrv_update_item (UPD_FACE, op, op); 802 esrv_update_item (UPD_FACE, ob, ob);
933 op->update_stats (); 803 ob->update_stats ();
934 op->stats.hp = op->stats.maxhp; 804 ob->stats.hp = ob->stats.maxhp;
935 op->stats.sp = op->stats.maxsp; 805 ob->stats.sp = ob->stats.maxsp;
936 op->stats.grace = 0; 806 ob->stats.grace = 0;
937
938 if (op->msg)
939 new_draw_info (NDI_BLUE, 0, op, op->msg);
940
941 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
942 return 0;
943} 807}
944 808
945int 809static void
946key_confirm_quit (object *op, char key)
947{
948 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
949 {
950 op->contr->ns->state = ST_PLAYING;
951 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
952 return 1;
953 }
954
955 INVOKE_PLAYER (LOGOUT, op->contr);
956 INVOKE_PLAYER (QUIT, op->contr);
957
958 terminate_all_pets (op);
959 leave_map (op);
960 op->direction = 0;
961 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
962
963 strcpy (op->contr->killer, "quit");
964 check_score (op);
965 op->contr->party = 0;
966 op->contr->own_title[0] = '\0';
967
968 object_ptr ob = op;
969
970 delete ob->contr;
971
972 /* We need to hunt for any per player unique maps in memory and
973 * get rid of them. The trailing slash in the path is intentional,
974 * so that players named 'Ab' won't match against players 'Abe' pathname
975 */
976 char buf[MAX_BUF];
977 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
978
979 for (maptile *next, *mp = first_map; mp; mp = next)
980 {
981 next = mp->next;
982
983 if (!strncmp (mp->path, buf, strlen (buf)))
984 delete_map (mp);
985 }
986
987 delete_character (ob->name, 1);
988
989 return 1;
990}
991
992void
993flee_player (object *op) 810flee_player (object *op)
994{ 811{
995 int dir, diff; 812 int dir, diff;
996 rv_vector rv; 813 rv_vector rv;
997 814
1000 LOG (llevDebug, "Fleeing player is dead.\n"); 817 LOG (llevDebug, "Fleeing player is dead.\n");
1001 CLEAR_FLAG (op, FLAG_SCARED); 818 CLEAR_FLAG (op, FLAG_SCARED);
1002 return; 819 return;
1003 } 820 }
1004 821
1005 if (op->enemy == NULL) 822 if (!op->enemy)
1006 { 823 {
1007 LOG (llevDebug, "Fleeing player had no enemy.\n"); 824 LOG (llevDebug, "Fleeing player had no enemy.\n");
1008 CLEAR_FLAG (op, FLAG_SCARED); 825 CLEAR_FLAG (op, FLAG_SCARED);
1009 return; 826 return;
1010 } 827 }
1011 828
1012 /* Seen some crashes here. Since we don't store an
1013 * op->enemy_count, it is possible that something destroys the
1014 * actual enemy, and the object is recycled.
1015 */
1016 if (op->enemy->map == NULL)
1017 {
1018 CLEAR_FLAG (op, FLAG_SCARED);
1019 op->enemy = NULL;
1020 return;
1021 }
1022
1023 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))
1024 { 830 {
1025 op->enemy = NULL; 831 op->enemy = NULL;
1026 CLEAR_FLAG (op, FLAG_SCARED); 832 CLEAR_FLAG (op, FLAG_SCARED);
1027 return; 833 return;
1030 get_rangevector (op, op->enemy, &rv, 0); 836 get_rangevector (op, op->enemy, &rv, 0);
1031 837
1032 dir = absdir (4 + rv.direction); 838 dir = absdir (4 + rv.direction);
1033 for (diff = 0; diff < 3; diff++) 839 for (diff = 0; diff < 3; diff++)
1034 { 840 {
1035 int m = 1 - (RANDOM () & 2); 841 int m = 1 - rndm (2) * 2;
1036 842
1037 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)))
1038 return; 844 return;
1039 } 845 }
1040 846
1041 /* Cornered, get rid of scared */ 847 /* Cornered, get rid of scared */
1042 CLEAR_FLAG (op, FLAG_SCARED); 848 CLEAR_FLAG (op, FLAG_SCARED);
1043 op->enemy = NULL; 849 op->enemy = NULL;
1044} 850}
1045 851
1046
1047/* 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.
1048 * 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
1049 * stop. 854 * stop.
1050 */ 855 */
1051int 856int
1052check_pick (object *op) 857check_pick (object *op)
1053{ 858{
1054 object *tmp, *next; 859 object *tmp, *next;
1055 int stop = 0; 860 int stop = 0;
1056 int j, k, wvratio; 861 int wvratio;
1057 char putstring[128], tmpstr[16];
1058 862
1059 /* if you're flying, you cna't pick up anything */ 863 /* if you're flying, you cna't pick up anything */
1060 if (op->move_type & MOVE_FLYING) 864 if (op->move_type & MOVE_FLYING)
1061 return 1; 865 return 1;
1062 866
1063 next = op->below; 867 next = op->below;
1064 868
869 int cnt = MAX_ITEM_PER_ACTION;
870#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
871
1065 /* 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
1066 * destroyed */ 873 * destroyed */
1067 while (next && !next->destroyed ()) 874 while (next && !next->destroyed ())
1068 { 875 {
1069 tmp = next; 876 tmp = next;
1070 next = tmp->below; 877 next = tmp->below;
1071 878
879 if (cnt <= 0)
880 {
881 op->failmsg ("Couldn't pickup all items at once.");
882 return 0;
883 }
884
1072 if (op->destroyed ()) 885 if (op->destroyed ())
1073 return 0; 886 return 0;
1074 887
1075 if (!can_pick (op, tmp)) 888 if (!can_pick (op, tmp))
1076 continue; 889 continue;
1077 890
1078 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 891 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1079 { 892 {
1080 if (item_matched_string (op, tmp, op->contr->search_str)) 893 if (item_matched_string (op, tmp, op->contr->search_str))
1081 pick_up (op, tmp); 894 CHK_PICK_PICKUP;
895
1082 continue; 896 continue;
1083 } 897 }
1084 898
1085 /* 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? */
1086 if (!(op->contr->mode & PU_NEWMODE)) 959 if (op->contr->mode & PU_FOOD)
960 if (tmp->type == FOOD)
1087 { 961 {
1088 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)
1089 { 1025 {
1090 case 0: 1026 CHK_PICK_PICKUP;
1091 return 1; /* don't pick up */ 1027 continue;
1092 case 1:
1093 pick_up (op, tmp);
1094 return 1;
1095 case 2:
1096 pick_up (op, tmp);
1097 return 0;
1098 case 3:
1099 return 0; /* stop before pickup */
1100 case 4:
1101 pick_up (op, tmp);
1102 break;
1103 case 5:
1104 pick_up (op, tmp);
1105 stop = 1;
1106 break;
1107 case 6:
1108 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1109 pick_up (op, tmp);
1110 break;
1111
1112 case 7:
1113 if (tmp->type == MONEY || tmp->type == GEM)
1114 pick_up (op, tmp);
1115 break;
1116
1117 default:
1118 /* use value density */
1119 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1120 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1121 pick_up (op, tmp);
1122 } 1028 }
1123 } 1029 }
1124 else 1030
1125 { /* old model */ 1031 /* rings & amulets - talismans seems to be typed AMULET */
1126 /* NEW pickup handling */
1127 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)
1128 { 1037 {
1129 /* some debugging code to figure out item information */ 1038 CHK_PICK_PICKUP;
1130 if (tmp->name != NULL)
1131 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1132 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1133 else
1134 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1135 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1136 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1137
1138 sprintf (putstring, "...flags: ");
1139 for (k = 0; k < 4; k++)
1140 {
1141 for (j = 0; j < 32; j++)
1142 {
1143 if ((tmp->flags[k] >> j) & 0x01)
1144 {
1145 sprintf (tmpstr, "%d ", k * 32 + j);
1146 strcat (putstring, tmpstr);
1147 }
1148 }
1149 }
1150 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1151
1152#if 0
1153 /* print the flags too */
1154 for (k = 0; k < 4; k++)
1155 {
1156 fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1157 for (j = 0; j < 32; j++)
1158 {
1159 fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1160 if (!((j + 1) % 4))
1161 fprintf (stderr, " ");
1162 }
1163 fprintf (stderr, " [%d]\n", k * 32);
1164 }
1165#endif
1166 }
1167 /* philosophy:
1168 * It's easy to grab an item type from a pile, as long as it's
1169 * generic. This takes no game-time. For more detailed pickups
1170 * and selections, select-items shoul dbe used. This is a
1171 * grab-as-you-run type mode that's really useful for arrows for
1172 * example.
1173 * The drawback: right now it has no frontend, so you need to
1174 * stick the bits you want into a calculator in hex mode and then
1175 * convert to decimal and then 'pickup <#>
1176 */
1177
1178 /* the first two modes are exclusive: if NOTHING we return, if
1179 * STOP then we stop. All the rest are applied sequentially,
1180 * meaning if any test passes, the item gets picked up. */
1181
1182 /* if mode is set to pick nothing up, return */
1183
1184 if (op->contr->mode & PU_NOTHING)
1185 return 1;
1186
1187 /* if mode is set to stop when encountering objects, return */
1188 /* take STOP before INHIBIT since it doesn't actually pick
1189 * anything up */
1190
1191 if (op->contr->mode & PU_STOP)
1192 return 0;
1193
1194 /* useful for going into stores and not losing your settings... */
1195 /* and for battles wher you don't want to get loaded down while
1196 * fighting */
1197 if (op->contr->mode & PU_INHIBIT)
1198 return 1;
1199
1200 /* prevent us from turning into auto-thieves :) */
1201 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1202 continue; 1039 continue;
1040 }
1203 1041
1204 /* ignore known cursed objects */ 1042 /* we don't forget dragon food */
1205 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;
1206 continue; 1047 continue;
1048 }
1207 1049
1208 /* all food and drink if desired */ 1050 /* bows and arrows. Bows are good for selling! */
1209 /* 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
1210 if (op->contr->mode & PU_FOOD) 1087 if (op->contr->mode & PU_BOOTS)
1211 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"))
1212 { 1121 {
1213 pick_up (op, tmp); 1122 CHK_PICK_PICKUP;
1214 continue; 1123 continue;
1215 } 1124 }
1125 }
1216 1126
1127 /* misc stuff that's useful */
1217 if (op->contr->mode & PU_DRINK) 1128 if (op->contr->mode & PU_KEY)
1218 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1129 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1219 { 1130 {
1220 pick_up (op, tmp); 1131 CHK_PICK_PICKUP;
1221 continue; 1132 continue;
1222 } 1133 }
1223 1134
1135 /* any of the last 4 bits set means we use the ratio for value
1136 * pickups */
1224 if (op->contr->mode & PU_POTION) 1137 if (op->contr->mode & PU_RATIO)
1225 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
1226 { 1142 */
1227 pick_up (op, tmp);
1228 continue;
1229 }
1230
1231 /* spellbooks, skillscrolls and normal books/scrolls */
1232 if (op->contr->mode & PU_SPELLBOOK)
1233 if (tmp->type == SPELLBOOK)
1234 {
1235 pick_up (op, tmp);
1236 continue;
1237 }
1238
1239 if (op->contr->mode & PU_SKILLSCROLL)
1240 if (tmp->type == SKILLSCROLL)
1241 {
1242 pick_up (op, tmp);
1243 continue;
1244 }
1245
1246 if (op->contr->mode & PU_READABLES)
1247 if (tmp->type == BOOK || tmp->type == SCROLL)
1248 {
1249 pick_up (op, tmp);
1250 continue;
1251 }
1252
1253 /* wands/staves/rods/horns */
1254 if (op->contr->mode & PU_MAGIC_DEVICE)
1255 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1256 {
1257 pick_up (op, tmp);
1258 continue;
1259 }
1260
1261 /* pick up all magical items */
1262 if (op->contr->mode & PU_MAGICAL) 1143 wvratio = op->contr->mode & PU_RATIO;
1263 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)
1264 {
1265 pick_up (op, tmp);
1266 continue;
1267 }
1268
1269 if (op->contr->mode & PU_VALUABLES)
1270 { 1145 {
1271 if (tmp->type == MONEY || tmp->type == GEM) 1146#if 0
1147 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1148 if (tmp->name != NULL)
1272 { 1149 {
1273 pick_up (op, tmp); 1150 fprintf (stderr, "%s", tmp->name);
1274 continue;
1275 } 1151 }
1276 }
1277
1278 /* rings & amulets - talismans seems to be typed AMULET */
1279 if (op->contr->mode & PU_JEWELS)
1280 if (tmp->type == RING || tmp->type == AMULET)
1281 {
1282 pick_up (op, tmp);
1283 continue;
1284 }
1285
1286 /* we don't forget dragon food */
1287 if (op->contr->mode & PU_FLESH)
1288 if (tmp->type == FLESH)
1289 {
1290 pick_up (op, tmp);
1291 continue;
1292 }
1293
1294 /* bows and arrows. Bows are good for selling! */
1295 if (op->contr->mode & PU_BOW)
1296 if (tmp->type == BOW)
1297 {
1298 pick_up (op, tmp);
1299 continue;
1300 }
1301
1302 if (op->contr->mode & PU_ARROW)
1303 if (tmp->type == ARROW)
1304 {
1305 pick_up (op, tmp);
1306 continue;
1307 }
1308
1309 /* all kinds of armor etc. */
1310 if (op->contr->mode & PU_ARMOUR)
1311 if (tmp->type == ARMOUR)
1312 {
1313 pick_up (op, tmp);
1314 continue;
1315 }
1316
1317 if (op->contr->mode & PU_HELMET)
1318 if (tmp->type == HELMET)
1319 {
1320 pick_up (op, tmp);
1321 continue;
1322 }
1323
1324 if (op->contr->mode & PU_SHIELD)
1325 if (tmp->type == SHIELD)
1326 {
1327 pick_up (op, tmp);
1328 continue;
1329 }
1330
1331 if (op->contr->mode & PU_BOOTS)
1332 if (tmp->type == BOOTS)
1333 {
1334 pick_up (op, tmp);
1335 continue;
1336 }
1337
1338 if (op->contr->mode & PU_GLOVES)
1339 if (tmp->type == GLOVES)
1340 {
1341 pick_up (op, tmp);
1342 continue;
1343 }
1344
1345 if (op->contr->mode & PU_CLOAK)
1346 if (tmp->type == CLOAK)
1347 {
1348 pick_up (op, tmp);
1349 continue;
1350 }
1351
1352 /* hoping to catch throwing daggers here */
1353 if (op->contr->mode & PU_MISSILEWEAPON)
1354 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1355 {
1356 pick_up (op, tmp);
1357 continue;
1358 }
1359
1360 /* careful: chairs and tables are weapons! */
1361 if (op->contr->mode & PU_ALLWEAPON)
1362 {
1363 if (tmp->type == WEAPON && tmp->name != NULL)
1364 {
1365 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1366 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1367 {
1368 pick_up (op, tmp);
1369 continue;
1370 }
1371 }
1372
1373 if (tmp->type == WEAPON && tmp->name == NULL)
1374 {
1375 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1376 {
1377 pick_up (op, tmp);
1378 continue;
1379 }
1380 }
1381 }
1382
1383 /* misc stuff that's useful */
1384 if (op->contr->mode & PU_KEY)
1385 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1386 {
1387 pick_up (op, tmp);
1388 continue;
1389 }
1390
1391 /* any of the last 4 bits set means we use the ratio for value
1392 * pickups */
1393 if (op->contr->mode & PU_RATIO)
1394 {
1395 /* use value density to decide what else to grab */
1396 /* >=7 was >= op->contr->mode */
1397 /* >=7 is the old standard setting. Now we take the last 4 bits
1398 * and multiply them by 5, giving 0..15*5== 5..75 */
1399 wvratio = (op->contr->mode & PU_RATIO) * 5;
1400 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1401 {
1402 pick_up (op, tmp);
1403#if 0
1404 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1405 if (tmp->name != NULL)
1406 {
1407 fprintf (stderr, "%s", tmp->name);
1408 }
1409 else 1152 else
1410 fprintf (stderr, "%s", tmp->arch->name); 1153 fprintf (stderr, "%s", tmp->arch->archname);
1411 fprintf (stderr, ",%d] = ", tmp->type); 1154 fprintf (stderr, ",%d] = ", tmp->type);
1412 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))));
1413#endif 1156#endif
1157 CHK_PICK_PICKUP;
1414 continue; 1158 continue;
1415 }
1416 } 1159 }
1417 } /* the new pickup model */ 1160 } /* the new pickup model */
1418 } 1161 }
1419 1162
1420 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;
1421} 1199}
1422 1200
1423/* 1201/*
1424 * Find an arrow in the inventory and after that 1202 * Find an arrow in the inventory and after that
1425 * in the right type container (quiver). Pointer to the 1203 * in the right type container (quiver). Pointer to the
1426 * found object is returned. 1204 * found object is returned.
1427 */ 1205 */
1428object * 1206static object *
1429find_arrow (object *op, const char *type) 1207find_arrow (object *op, const char *type)
1430{ 1208{
1431 object *tmp = NULL;
1432
1433 for (op = op->inv; op; op = op->below) 1209 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1434 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1435 tmp = find_arrow (op, type);
1436 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);
1437 return op; 1218 return arrow;
1219 }
1220
1438 return tmp; 1221 return 0;
1439} 1222}
1440 1223
1441/* 1224/*
1442 * 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
1443 * 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
1444 * 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
1445 * 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.
1446 */ 1229 */
1447 1230static object *
1448object *
1449find_better_arrow (object *op, object *target, const char *type, int *better) 1231find_better_arrow (object *op, object *target, shstr_cmp type, int *better)
1450{ 1232{
1451 object *tmp = NULL, *arrow, *ntmp; 1233 object *tmp = NULL, *arrow, *ntmp;
1452 int attacknum, attacktype, betterby = 0, i; 1234 int attacknum, attacktype, betterby = 0, i;
1453 1235
1454 if (!type) 1236 if (!type)
1458 { 1240 {
1459 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))
1460 { 1242 {
1461 i = 0; 1243 i = 0;
1462 ntmp = find_better_arrow (arrow, target, type, &i); 1244 ntmp = find_better_arrow (arrow, target, type, &i);
1245
1463 if (i > betterby) 1246 if (i > betterby)
1464 { 1247 {
1465 tmp = ntmp; 1248 tmp = ntmp;
1466 betterby = i; 1249 betterby = i;
1467 } 1250 }
1468 } 1251 }
1469 else if (arrow->type == ARROW && arrow->race == type) 1252 else if (arrow->type == ARROW && arrow->race == type)
1470 { 1253 {
1471 /* allways prefer assasination/slaying */ 1254 /* allways prefer assasination/slaying */
1472 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race)) 1255 if (target->race && arrow->slaying.contains (target->race))
1473 { 1256 {
1474 if (arrow->attacktype & AT_DEATH) 1257 if (arrow->attacktype & AT_DEATH)
1475 { 1258 {
1476 *better = 100; 1259 *better = 100;
1477 return arrow; 1260 return arrow;
1485 else 1268 else
1486 { 1269 {
1487 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1270 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1488 { 1271 {
1489 attacktype = 1 << attacknum; 1272 attacktype = 1 << attacknum;
1490 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1273 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1491 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)
1492 { 1275 {
1493 tmp = arrow; 1276 tmp = arrow;
1494 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;
1495 } 1278 }
1496 } 1279 }
1280
1497 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1281 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1498 { 1282 {
1499 tmp = arrow; 1283 tmp = arrow;
1500 betterby = 2 + arrow->magic + arrow->stats.dam; 1284 betterby = 2 + arrow->magic + arrow->stats.dam;
1501 } 1285 }
1286
1502 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) 1287 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1503 { 1288 {
1504 tmp = arrow; 1289 tmp = arrow;
1505 betterby = 1 + arrow->magic + arrow->stats.dam; 1290 betterby = 1 + arrow->magic + arrow->stats.dam;
1506 } 1291 }
1507 } 1292 }
1508 } 1293 }
1509 } 1294 }
1295
1510 if (tmp == NULL && arrow == NULL) 1296 if (tmp == NULL && arrow == NULL)
1511 return find_arrow (op, type); 1297 return find_arrow (op, type);
1512 1298
1513 *better = betterby; 1299 *better = betterby;
1514 return tmp; 1300 return tmp;
1518 * find_better_arrow to find a decent arrow to use. 1304 * find_better_arrow to find a decent arrow to use.
1519 * op = the shooter 1305 * op = the shooter
1520 * type = bow->race 1306 * type = bow->race
1521 * dir = fire direction 1307 * dir = fire direction
1522 */ 1308 */
1523 1309static object *
1524object *
1525pick_arrow_target (object *op, const char *type, int dir) 1310pick_arrow_target (object *op, shstr_cmp type, int dir)
1526{ 1311{
1527 object *tmp = NULL; 1312 object *tmp = NULL;
1528 maptile *m; 1313 maptile *m;
1529 int i, mflags, found, number; 1314 int i, mflags, found, number;
1530 sint16 x, y; 1315 sint16 x, y;
1545 for (i = 0, found = 0; i < 20; i++) 1330 for (i = 0, found = 0; i < 20; i++)
1546 { 1331 {
1547 x += freearr_x[dir]; 1332 x += freearr_x[dir];
1548 y += freearr_y[dir]; 1333 y += freearr_y[dir];
1549 mflags = get_map_flags (m, &m, x, y, &x, &y); 1334 mflags = get_map_flags (m, &m, x, y, &x, &y);
1335
1550 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) 1336 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1551 { 1337 {
1552 tmp = NULL; 1338 tmp = 0;
1553 break; 1339 break;
1554 } 1340 }
1555 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)
1556 { 1342 {
1557 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1343 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1558 * perhaps a bad assumption. 1344 * perhaps a bad assumption.
1559 */ 1345 */
1560 tmp = NULL; 1346 tmp = 0;
1561 break; 1347 break;
1562 } 1348 }
1349
1563 if (mflags & P_IS_ALIVE) 1350 if (mflags & P_IS_ALIVE)
1564 {
1565 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)
1566 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 1352 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1567 {
1568 found++;
1569 break;
1570 }
1571 if (found)
1572 break; 1353 break;
1573 }
1574 } 1354 }
1575 if (tmp == NULL) 1355
1356 if (!tmp)
1576 return find_arrow (op, type); 1357 return find_arrow (op, type);
1577 1358
1578 if (tmp->head) 1359 if (tmp->head)
1579 tmp = tmp->head; 1360 tmp = tmp->head;
1580 1361
1593 */ 1374 */
1594int 1375int
1595fire_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)
1596{ 1377{
1597 object *left, *bow; 1378 object *left, *bow;
1598 int bowspeed, mflags; 1379 int mflags;
1599 maptile *m; 1380 maptile *m;
1600 1381
1601 if (!dir) 1382 if (!dir)
1602 { 1383 {
1603 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!");
1604 return 0; 1385 return 0;
1605 } 1386 }
1606 1387
1607 if (op->type == PLAYER) 1388 if (op->contr)
1608 bow = op->contr->ranges[range_bow]; 1389 bow = op->current_weapon;
1609 else 1390 else
1610 { 1391 {
1611 for (bow = op->inv; bow; bow = bow->below) 1392 for (bow = op->inv; bow; bow = bow->below)
1612 /* 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
1613 * 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.
1618 if (!bow) 1399 if (!bow)
1619 { 1400 {
1620 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1401 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1621 return 0; 1402 return 0;
1622 } 1403 }
1404
1405 // optimisation: move object to top so we will find it quickly again
1406 splay (bow);
1623 } 1407 }
1624 1408
1625 if (!bow->race || !bow->skill) 1409 if (!bow->race || !bow->skill)
1626 { 1410 {
1627 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);
1628 return 0; 1412 return 0;
1629 } 1413 }
1630
1631 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1632
1633 /* penalize ROF for bestarrow */
1634 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1635 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1636
1637 if (bowspeed < 1)
1638 bowspeed = 1;
1639 1414
1640 if (arrow == NULL) 1415 if (arrow == NULL)
1641 { 1416 {
1642 if ((arrow = find_arrow (op, bow->race)) == NULL) 1417 if ((arrow = find_arrow (op, bow->race)) == NULL)
1643 { 1418 {
1644 if (op->type == PLAYER) 1419 if (op->type == PLAYER)
1645 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);
1646 /* 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 */
1647 else 1422 else
1648 CLEAR_FLAG (op, FLAG_READY_BOW); 1423 CLEAR_FLAG (op, FLAG_READY_BOW);
1424
1649 return 0; 1425 return 0;
1650 } 1426 }
1651 } 1427 }
1652 1428
1653 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1429 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1661 } 1437 }
1662 1438
1663 /* this should not happen, but sometimes does */ 1439 /* this should not happen, but sometimes does */
1664 if (arrow->nrof == 0) 1440 if (arrow->nrof == 0)
1665 { 1441 {
1442 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1666 arrow->destroy (); 1443 arrow->destroy ();
1667 return 0; 1444 return 0;
1668 } 1445 }
1669 1446
1670 left = arrow; /* these are arrows left to the player */ 1447 left = arrow; /* these are arrows left to the player */
1671 arrow = get_split_ob (arrow, 1); 1448 arrow = arrow->split ();
1672 if (!arrow) 1449 if (!arrow)
1673 { 1450 {
1674 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);
1675 return 0; 1452 return 0;
1676 } 1453 }
1677 1454
1678 arrow->set_owner (op); 1455 arrow->set_owner (op);
1679 arrow->skill = bow->skill; 1456 arrow->skill = bow->skill;
1680
1681 arrow->direction = dir; 1457 arrow->direction = dir;
1682 arrow->x = sx; 1458
1683 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;
1684 1489
1685 if (op->type == PLAYER) 1490 if (op->type == PLAYER)
1686 { 1491 {
1687 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1688 op->update_stats ();
1689 }
1690
1691 SET_ANIMATION (arrow, arrow->direction);
1692 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1693 arrow->stats.hp = arrow->stats.dam;
1694 arrow->stats.grace = arrow->attacktype;
1695 if (arrow->slaying != NULL)
1696 arrow->spellarg = strdup (arrow->slaying);
1697
1698 /* Note that this was different for monsters - they got their level
1699 * added to the damage. I think the strength bonus is more proper.
1700 */
1701
1702 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1703
1704 /* update the speed */
1705 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1706 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1707
1708 if (arrow->speed < 1.0)
1709 arrow->speed = 1.0;
1710 update_ob_speed (arrow);
1711 arrow->speed_left = 0;
1712
1713 if (op->type == PLAYER)
1714 {
1715 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1716 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1717 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1718
1719 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;
1720 } 1499 }
1721 else 1500 else
1722 { 1501 {
1723 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1724 arrow->level = op->level; 1502 arrow->level = op->level;
1725 } 1503 arrow->stats.wc -= bow->magic;
1726 1504
1727 if (arrow->attacktype == AT_PHYSICAL) 1505 if (!arrow->slaying)
1506 arrow->slaying = bow->slaying;
1507
1728 arrow->attacktype |= bow->attacktype; 1508 arrow->attacktype |= bow->attacktype;
1509 }
1729 1510
1730 if (bow->slaying) 1511 wc -= arrow->level;
1731 arrow->slaying = bow->slaying; 1512 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1732 1513
1733 arrow->map = m; 1514 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1734 arrow->move_type = MOVE_FLY_LOW; 1515 arrow->move_type = MOVE_FLY_LOW;
1735 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1516 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1736 1517
1737 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1518 op->play_sound (sound_find ("fire_arrow"));
1738 insert_ob_in_map (arrow, m, op, 0); 1519 m->insert (arrow, sx, sy, op);
1739 1520
1740 if (!arrow->destroyed ()) 1521 if (!arrow->destroyed ())
1741 move_arrow (arrow); 1522 move_arrow (arrow);
1742
1743 if (op->type == PLAYER)
1744 {
1745 if (left->destroyed ())
1746 esrv_del_item (op->contr, left->count);
1747 else
1748 esrv_send_item (op, left);
1749 }
1750 1523
1751 return 1; 1524 return 1;
1752} 1525}
1753 1526
1754/* Special fire code for players - this takes into 1527/* Special fire code for players - this takes into
1756 * but monsters can't. Putting that code here 1529 * but monsters can't. Putting that code here
1757 * makes the fire_bow code much cleaner. 1530 * makes the fire_bow code much cleaner.
1758 * this function should only be called if 'op' is a player, 1531 * this function should only be called if 'op' is a player,
1759 * hence the function name. 1532 * hence the function name.
1760 */ 1533 */
1761int 1534static int
1762player_fire_bow (object *op, int dir) 1535player_fire_bow (object *op, int dir)
1763{ 1536{
1764 int ret = 0, wcmod = 0; 1537 int ret;
1765 1538
1766 if (op->contr->bowtype == bow_bestarrow) 1539 if (op->contr->bowtype == bow_bestarrow)
1767 { 1540 {
1768 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);
1769 } 1542 }
1770 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)
1771 { 1544 {
1772 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1545 int wcmod = similar_direction (dir, op->contr->bowtype - bow_n + 1) ? 0 : -1;
1773 wcmod = -1;
1774 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);
1775 } 1547 }
1776 else if (op->contr->bowtype == bow_threewide) 1548 else if (op->contr->bowtype == bow_threewide)
1777 { 1549 {
1778 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);
1779 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)]);
1780 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)]);
1781 } 1553 }
1782 else if (op->contr->bowtype == bow_spreadshot) 1554 else if (op->contr->bowtype == bow_spreadshot)
1783 { 1555 {
1784 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);
1785 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);
1786 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);
1787
1788 } 1559 }
1789 else 1560 else
1790 { 1561 {
1791 /* Simple case */ 1562 /* Simple case */
1792 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);
1793 } 1564 }
1565
1794 return ret; 1566 return ret;
1795} 1567}
1796
1797 1568
1798/* Fires a misc (wand/rod/horn) object in 'dir'. 1569/* Fires a misc (wand/rod/horn) object in 'dir'.
1799 * Broken apart from 'fire' to keep it more readable. 1570 * Broken apart from 'fire' to keep it more readable.
1800 */ 1571 */
1801void 1572static void
1802fire_misc_object (object *op, int dir) 1573fire_misc_object (object *op, int dir)
1803{ 1574{
1804 object *item; 1575 object *item = op->contr->ranged_ob;
1805 1576
1806 if (!op->contr->ranges[range_misc]) 1577 if (!item)
1807 { 1578 {
1808 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.");
1809 return; 1580 return;
1810 } 1581 }
1811 1582
1812 item = op->contr->ranges[range_misc];
1813 if (!item->inv) 1583 if (!item->inv)
1814 { 1584 {
1815 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1585 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1816 return; 1586 return;
1817 } 1587 }
1588
1589 if (!op->change_weapon (item))
1590 return;
1591
1818 if (item->type == WAND) 1592 if (item->type == WAND)
1819 { 1593 {
1820 if (item->stats.food <= 0) 1594 if (item->stats.food <= 0)
1821 { 1595 {
1822 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1596 op->contr->play_sound (sound_find ("wand_poof"));
1823 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
1824 return; 1599 return;
1825 } 1600 }
1826 } 1601 }
1827 else if (item->type == ROD || item->type == HORN) 1602 else if (item->type == ROD || item->type == HORN)
1828 { 1603 {
1829 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))
1830 { 1609 {
1831 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1610 op->contr->play_sound (sound_find ("wand_poof"));
1611
1832 if (item->type == ROD) 1612 if (item->type == ROD)
1833 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));
1834 else 1614 else
1835 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
1836 return; 1617 return;
1837 } 1618 }
1838 } 1619 }
1839 1620
1840 if (cast_spell (op, item, dir, item->inv, NULL)) 1621 if (cast_spell (op, item, dir, item->inv, NULL))
1841 { 1622 {
1842 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
1843 if (item->type == WAND) 1625 if (item->type == WAND)
1844 { 1626 {
1845 if (!(--item->stats.food)) 1627 if (!(--item->stats.food))
1846 { 1628 {
1847 object *tmp; 1629 object *tmp;
1848 1630
1849 if (item->arch) 1631 if (item->arch)
1850 { 1632 {
1851 CLEAR_FLAG (item, FLAG_ANIMATE); 1633 CLEAR_FLAG (item, FLAG_ANIMATE);
1852 item->face = item->arch->clone.face; 1634 item->face = item->arch->face;
1853 item->speed = 0; 1635 item->set_speed (0);
1854 update_ob_speed (item);
1855 } 1636 }
1856 if ((tmp = item->in_player ())) 1637
1638 if (object *pl = item->visible_to ())
1857 esrv_update_item (UPD_ANIM, tmp, item); 1639 esrv_update_item (UPD_ANIM, pl, item);
1858 } 1640 }
1859 } 1641 }
1860 else if (item->type == ROD || item->type == HORN) 1642 else if (item->type == ROD || item->type == HORN)
1861 {
1862 drain_rod_charge (item); 1643 drain_rod_charge (item);
1863 }
1864 } 1644 }
1865} 1645}
1866 1646
1867/* Received a fire command for the player - go and do it. 1647/* Received a fire command for the player - go and do it.
1868 */ 1648 */
1869void 1649bool
1870fire (object *op, int dir) 1650fire (object *op, int dir)
1871{ 1651{
1872 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;
1873 1674
1874 /* check for loss of invisiblity/hide */ 1675 /* check for loss of invisiblity/hide */
1875 if (action_makes_visible (op)) 1676 if (action_makes_visible (op))
1876 make_visible (op); 1677 make_visible (op);
1877 1678
1878 switch (op->contr->shoottype) 1679 switch (ob->type)
1879 { 1680 {
1880 case range_none: 1681 case BOW:
1881 return;
1882
1883 case range_bow:
1884 player_fire_bow (op, dir); 1682 player_fire_bow (op, dir);
1885 return; 1683 break;
1886 1684
1887 case range_magic: /* Casting spells */ 1685 case SPELL:
1888 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);
1889 return; 1687 break;
1890 1688
1891 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:
1892 fire_misc_object (op, dir); 1698 fire_misc_object (op, dir);
1893 return; 1699 break;
1894
1895 case range_golem: /* Control summoned monsters from scrolls */
1896 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
1897 {
1898 op->contr->ranges[range_golem] = 0;
1899 op->contr->shoottype = range_none;
1900 }
1901 else
1902 control_golem (op->contr->ranges[range_golem], dir);
1903 return;
1904
1905 case range_skill:
1906 if (!op->chosen_skill)
1907 {
1908 if (op->type == PLAYER)
1909 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
1910 return;
1911 }
1912 (void) do_skill (op, op, op->chosen_skill, dir, NULL);
1913 return;
1914 case range_builder:
1915 apply_map_builder (op, dir);
1916 return;
1917 default:
1918 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
1919 return;
1920 } 1700 }
1921}
1922 1701
1702 return true;
1703}
1923 1704
1924 1705static object *
1925/* find_key
1926 * We try to find a key for the door as passed. If we find a key
1927 * and successfully use it, we return the key, otherwise NULL
1928 * This function merges both normal and locked door, since the logic
1929 * for both is the same - just the specific key is different.
1930 * pl is the player,
1931 * inv is the objects inventory to searched
1932 * door is the door we are trying to match against.
1933 * This function can be called recursively to search containers.
1934 */
1935
1936object *
1937find_key (object *pl, object *container, object *door) 1706find_key_ (object *pl, object *container, object *door)
1938{ 1707{
1939 object *tmp, *key; 1708 object *tmp, *key;
1940 1709
1941 /* Should not happen, but sanity checking is never bad */ 1710 /* Should not happen, but sanity checking is never bad */
1942 if (container->inv == NULL) 1711 if (!container->inv)
1943 return NULL; 1712 return 0;
1944 1713
1945 /* 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 */
1946 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1715 for (tmp = container->inv; tmp; tmp = tmp->below)
1947 { 1716 {
1948 if (door->type == DOOR && tmp->type == KEY) 1717 if (door->type == DOOR && tmp->type == KEY)
1949 break; 1718 break;
1719
1950 /* For sanity, we should really check door type, but other stuff 1720 /* For sanity, we should really check door type, but other stuff
1951 * (like containers) can be locked with special keys 1721 * (like containers) can be locked with special keys
1952 */ 1722 */
1953 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1723 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1954 break; 1724 break;
1955 } 1725 }
1726
1956 /* No key found - lets search inventories now */ 1727 /* No key found - lets search inventories now */
1957 /* 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.
1958 * 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
1959 * a key, return 1730 * a key, return
1960 */ 1731 */
1961 if (!tmp) 1732 if (!tmp)
1962 { 1733 {
1963 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1734 for (tmp = container->inv; tmp; tmp = tmp->below)
1964 {
1965 /* No reason to search empty containers */ 1735 /* No reason to search empty containers */
1966 if (tmp->type == CONTAINER && tmp->inv) 1736 if (tmp->type == CONTAINER && tmp->inv)
1967 {
1968 if ((key = find_key (pl, tmp, door)) != NULL) 1737 if ((key = find_key_ (pl, tmp, door)))
1969 return key; 1738 return key;
1970 } 1739
1971 }
1972 if (!tmp) 1740 if (!tmp)
1973 return NULL; 1741 return 0;
1974 } 1742 }
1743
1975 /* 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,
1976 * see if we actually want to use it 1745 * see if we actually want to use it
1977 */ 1746 */
1978 if (pl != container) 1747 if (pl != container)
1979 { 1748 {
1980 /* Only let players use keys in containers */ 1749 /* Only let players use keys in containers */
1981 if (!pl->contr) 1750 if (!pl->contr)
1982 return NULL; 1751 return 0;
1752
1983 /* cases where this fails: 1753 /* cases where this fails:
1984 * If we only search the player inventory, return now since we 1754 * If we only search the player inventory, return now since we
1985 * are not in the players inventory. 1755 * are not in the players inventory.
1986 * If the container is not active, return now since only active 1756 * If the container is not active, return now since only active
1987 * containers can be used. 1757 * containers can be used.
1991 * inv must have been an container and must have been active. 1761 * inv must have been an container and must have been active.
1992 * 1762 *
1993 * Change the color so that the message doesn't disappear with 1763 * Change the color so that the message doesn't disappear with
1994 * all the others. 1764 * all the others.
1995 */ 1765 */
1996 if (pl->contr->usekeys == key_inventory || 1766 if (pl->contr->usekeys == key_inventory
1997 !QUERY_FLAG (container, FLAG_APPLIED) || 1767 || !QUERY_FLAG (container, FLAG_APPLIED)
1998 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys")))) 1768 || (pl->contr->usekeys == keyrings && container->race != shstr_keys))
1999 { 1769 {
2000 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1770 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
2001 "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));
2002 return NULL; 1772 return NULL;
2003 } 1773 }
2004 } 1774 }
1775
2005 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);
2006} 1802}
2007 1803
2008/* moved door processing out of move_player_attack. 1804/* moved door processing out of move_player_attack.
2009 * returns 1 if player has opened the door with a key 1805 * returns 1 if player has opened the door with a key
2010 * such that the caller should not do anything more, 1806 * such that the caller should not do anything more,
2011 * 0 otherwise 1807 * 0 otherwise
2012 */ 1808 */
2013static int 1809static int
2014player_attack_door (object *op, object *door) 1810player_attack_door (object *op, object *door)
2015{ 1811{
2016 /* 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,
2017 * 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 -
2018 * otherwise, we fall through to the rest of the code. 1814 * otherwise, we fall through to the rest of the code.
2019 */ 1815 */
2020 object *key = find_key (op, op, door); 1816 object *key = find_key (op, op, door);
2021 1817
2022 /* IF we found a key, do some extra work */ 1818 /* If we found a key, do some extra work */
2023 if (key) 1819 if (key)
2024 { 1820 {
2025 object *container = key->env; 1821 object *container = key->env;
2026 1822
2027 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
2028 if (action_makes_visible (op)) 1823 if (action_makes_visible (op))
2029 make_visible (op); 1824 make_visible (op);
1825
2030 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1826 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2031 spring_trap (door->inv, op); 1827 spring_trap (door->inv, op);
1828
2032 if (door->type == DOOR) 1829 if (door->type == DOOR)
2033 {
2034 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 */
2035 }
2036 else if (door->type == LOCKED_DOOR) 1831 else if (door->type == LOCKED_DOOR)
2037 { 1832 {
2038 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);
2039 remove_door2 (door); /* remove door without violence ;-) */ 1834 remove_door2 (door); /* remove door without violence ;-) */
2040 } 1835 }
1836
2041 /* Do this after we print the message */ 1837 /* Do this after we print the message */
2042 decrease_ob (key); /* Use up one of the keys */ 1838 key->decrease (); /* Use up one of the keys */
2043 /* Need to update the weight the container the key was in */ 1839
2044 if (container != op)
2045 esrv_update_item (UPD_WEIGHT, op, container);
2046 return 1; /* Nothing more to do below */ 1840 return 1; /* Nothing more to do below */
2047 } 1841 }
2048 else if (door->type == LOCKED_DOOR) 1842 else if (door->type == LOCKED_DOOR)
2049 { 1843 {
2050 /* Might as well return now - no other way to open this */ 1844 /* Might as well return now - no other way to open this */
2051 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...");
2052 return 1; 1846 return 1;
2053 } 1847 }
1848
2054 return 0; 1849 return 0;
2055} 1850}
2056 1851
2057/* This function is just part of a breakup from move_player. 1852/* This function is just part of a breakup from move_player.
2058 * It should keep the code cleaner. 1853 * It should keep the code cleaner.
2059 * When this is called, the players direction has been updated 1854 * When this is called, the players direction has been updated
2060 * (taking into account confusion.) The player is also actually 1855 * (taking into account confusion.) The player is also actually
2061 * going to try and move (not fire weapons). 1856 * going to try and move (not fire weapons).
2062 */ 1857 */
2063void 1858bool
2064move_player_attack (object *op, int dir) 1859move_player_attack (object *op, int dir)
2065{ 1860{
2066 object *tmp, *mon; 1861 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2067 sint16 nx, ny; 1862 {
2068 int on_battleground; 1863 --op->speed_left;
2069 maptile *m; 1864 return true;
1865 }
2070 1866
2071 nx = freearr_x[dir] + op->x; 1867 sint16 nx = freearr_x[dir] + op->x;
2072 ny = freearr_y[dir] + op->y; 1868 sint16 ny = freearr_y[dir] + op->y;
2073 1869
2074 on_battleground = op_on_battleground (op, 0, 0); 1870 if (out_of_map (op->map, nx, ny))
1871 return false;
2075 1872
2076 /* If braced, or can't move to the square, and it is not out of the 1873 /* If braced, or can't move to the square, and it is not out of the
2077 * map, attack it. Note order of if statement is important - don't 1874 * map, attack it. Note order of if statement is important - don't
2078 * want to be calling move_ob if braced, because move_ob will move the 1875 * want to be calling move_ob if braced, because move_ob will move the
2079 * player. This is a pretty nasty hack, because if we could 1876 * player. This is a pretty nasty hack, because if we could
2080 * move to some space, it then means that if we are braced, we should 1877 * move to some space, it then means that if we are braced, we should
2081 * do nothing at all. As it is, if we are braced, we go through 1878 * do nothing at all. As it is, if we are braced, we go through
2082 * quite a bit of processing. However, it probably is less than what 1879 * quite a bit of processing. However, it probably is less than what
2083 * move_ob uses. 1880 * move_ob uses.
2084 */ 1881 */
2085 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) 1882 maptile *m = op->map->xy_find (nx, ny);
1883
1884 /* Go through all the objects, and find ones of interest. Only stop if
1885 * we find a monster - that is something we know we want to attack.
1886 * if its a door or barrel (can roll) see if there may be monsters
1887 * on the space
1888 */
1889 object *mon;
1890 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
1891 {
1892 if ((mon->flag [FLAG_ALIVE]
1893 || mon->type == LOCKED_DOOR
1894 || mon->flag [FLAG_CAN_ROLL])
1895 && mon != op)
1896 break;
2086 { 1897 }
2087 if (OUT_OF_REAL_MAP (op->map, nx, ny)) 1898
1899 if (!mon) /* This happens anytime the player tries to move */
1900 return false; /* into a wall */
1901
1902 mon = mon->head_ ();
1903
1904 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
1905 if (op->contr->weapon_sp_left > 0.f)
1906 if (player_attack_door (op, mon))
1907 {
1908 --op->contr->weapon_sp_left;
1909 return true;
2088 { 1910 }
2089 m = get_map_from_coord (op->map, &nx, &ny); 1911
2090 if (!m) 1912 /* The following deals with possibly attacking peaceful
2091 return; /* Don't think this should happen */ 1913 * or friendly creatures. Basically, all players are considered
1914 * unaggressive. If the moving player has peaceful set, then the
1915 * object should be pushed instead of attacked. It is assumed that
1916 * if you are braced, you will not attack friends accidently,
1917 * and thus will not push them.
1918 */
1919
1920 /* If the creature is a pet, push it even if the player is not
1921 * peaceful. Our assumption is the creature is a pet if the
1922 * player owns it and it is either friendly or unagressive.
1923 */
1924 if (op->type == PLAYER
1925 && ((mon->owner && mon->owner->contr
1926 && same_party (mon->owner->contr->party, op->contr->party))
1927 || mon->owner == op)
1928 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
1929 {
1930 /* If we're braced, we don't want to switch places with it */
1931 if (op->contr->braced)
1932 return false;
1933
1934 if (op->speed_left > 0.f)
1935 {
1936 --op->speed_left;
1937
1938 op->play_sound (sound_find ("push_player"));
1939 push_ob (mon, dir, op);
1940
1941 if (action_makes_visible (op))
1942 make_visible (op);
1943
1944 return true;
2092 } 1945 }
2093 else 1946 else
2094 m = op->map;
2095
2096 if ((tmp = GET_MAP_OB (m, nx, ny)) == NULL)
2097 {
2098 /* LOG(llevError,"player_move_attack: GET_MAP_OB returns NULL, but player can not move there.\n"); */
2099 return; 1947 return false;
2100 } 1948 }
2101 1949
2102 mon = 0; 1950 bool on_battleground = op_on_battleground (op, 0, 0);
2103 /* Go through all the objects, and find ones of interest. Only stop if
2104 * we find a monster - that is something we know we want to attack.
2105 * if its a door or barrel (can roll) see if there may be monsters
2106 * on the space
2107 */
2108 while (tmp)
2109 {
2110 if (tmp == op)
2111 {
2112 tmp = tmp->above;
2113 continue;
2114 }
2115 1951
2116 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2117 {
2118 mon = tmp;
2119 break;
2120 }
2121
2122 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2123 mon = tmp;
2124
2125 tmp = tmp->above;
2126 }
2127
2128 if (!mon) /* This happens anytime the player tries to move */
2129 return; /* into a wall */
2130
2131 if (mon->head)
2132 mon = mon->head;
2133
2134 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2135 if (player_attack_door (op, mon))
2136 return;
2137
2138 /* The following deals with possibly attacking peaceful
2139 * or frienddly creatures. Basically, all players are considered
2140 * unaggressive. If the moving player has peaceful set, then the
2141 * object should be pushed instead of attacked. It is assumed that
2142 * if you are braced, you will not attack friends accidently,
2143 * and thus will not push them.
2144 */
2145
2146 /* If the creature is a pet, push it even if the player is not
2147 * peaceful. Our assumption is the creature is a pet if the
2148 * player owns it and it is either friendly or unagressive.
2149 */
2150 if ((op->type == PLAYER)
2151#if COZY_SERVER
2152 &&
2153 ((mon->owner && mon->owner->contr
2154 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op)
2155#else
2156 && mon->owner == op
2157#endif
2158 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2159 {
2160 /* If we're braced, we don't want to switch places with it */
2161 if (op->contr->braced)
2162 return;
2163 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2164 (void) push_ob (mon, dir, op);
2165 if (op->contr->tmp_invis || op->hide)
2166 make_visible (op);
2167 return;
2168 }
2169
2170 /* in certain circumstances, you shouldn't attack friendly 1952 /* in certain circumstances, you shouldn't attack friendly
2171 * creatures. Note that if you are braced, you can't push 1953 * creatures. Note that if you are braced, you can't push
2172 * someone, but put it inside this loop so that you won't 1954 * someone, but put it inside this loop so that you won't
2173 * attack them either. 1955 * attack them either.
2174 */ 1956 */
2175 if ((mon->type == PLAYER || mon->enemy != op) && 1957 if ((mon->type == PLAYER || mon->enemy != op)
2176 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 1958 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2177#ifdef PROHIBIT_PLAYERKILL
2178 (op->contr->peaceful 1959 && ((op->contr->peaceful
2179 || (mon->type == PLAYER 1960 || (mon->type == PLAYER && mon->contr->peaceful))
2180 && mon->contr->
2181 peaceful)) &&
2182#else
2183 op->contr->peaceful &&
2184#endif
2185 !on_battleground)) 1961 && !on_battleground))
1962 {
1963 if (op->speed_left > 0.f)
2186 { 1964 {
1965 --op->speed_left;
1966
2187 if (!op->contr->braced) 1967 if (!op->contr->braced)
2188 { 1968 {
2189 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 1969 op->play_sound (sound_find ("push_player"));
2190 (void) push_ob (mon, dir, op); 1970 push_ob (mon, dir, op);
2191 } 1971 }
2192 else 1972 else
2193 new_draw_info (0, 0, op, "You withhold your attack"); 1973 op->statusmsg ("You withhold your attack");
2194 1974
2195 if (op->contr->tmp_invis || op->hide) 1975 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
2196 make_visible (op); 1976 make_visible (op);
2197 }
2198 1977
1978 return true;
1979 }
1980 }
2199 /* If the object is a boulder or other rollable object, then 1981 /* If the object is a boulder or other rollable object, then
2200 * roll it if not braced. You can't roll it if you are braced. 1982 * roll it if not braced. You can't roll it if you are braced.
2201 */ 1983 */
2202 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 1984 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
1985 {
1986 if (op->speed_left > 0.f)
2203 { 1987 {
1988 --op->speed_left;
1989
2204 recursive_roll (mon, dir, op); 1990 recursive_roll (mon, dir, op);
2205 if (action_makes_visible (op)) 1991 if (action_makes_visible (op))
2206 make_visible (op); 1992 make_visible (op);
2207 }
2208 1993
1994 return true;
1995 }
1996 }
2209 /* Any generic living creature. Including things like doors. 1997 /* Any generic living creature. Including things like doors.
2210 * Way it works is like this: First, it must have some hit points 1998 * Way it works is like this: First, it must have some hit points
2211 * and be living. Then, it must be one of the following: 1999 * and be living. Then, it must be one of the following:
2212 * 1) Not a player, 2) A player, but of a different party. Note 2000 * 1) Not a player, 2) A player, but of a different party. Note
2213 * that party_number -1 is no party, so attacks can still happen. 2001 * that party_number -1 is no party, so attacks can still happen.
2214 */ 2002 */
2215
2216 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2003 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2217 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 2004 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2218 { 2005 {
2219 2006 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2220 /* If the player hasn't hit something this tick, and does
2221 * so, give them speed boost based on weapon speed. Doing
2222 * it here is better than process_players2, which basically
2223 * incurred a 1 tick offset.
2224 */
2225 if (!op->contr->has_hit)
2226 { 2007 {
2227 op->speed_left += op->speed / op->contr->weapon_sp; 2008 --op->contr->weapon_sp_left;
2228
2229 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2230 }
2231 2009
2232 skill_attack (mon, op, 0, 0, 0); 2010 skill_attack (mon, op, 0, 0, 0);
2233
2234 /* If attacking another player, that player gets automatic
2235 * hitback, and doesn't loose luck either.
2236 * Disable hitback on the battleground or if the target is
2237 * the wiz.
2238 */
2239 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2240 {
2241 short luck = mon->stats.luck;
2242
2243 mon->contr->has_hit = 1;
2244 skill_attack (op, mon, 0, 0, 0);
2245 mon->stats.luck = luck;
2246 }
2247 2011
2248 if (action_makes_visible (op)) 2012 if (action_makes_visible (op))
2249 make_visible (op); 2013 make_visible (op);
2250 }
2251 } /* if player should attack something */
2252}
2253 2014
2254int 2015 return true;
2016 }
2017 }
2018
2019 return false;
2020}
2021
2022bool
2255move_player (object *op, int dir) 2023move_player (object *op, int dir)
2256{ 2024{
2257 int pick;
2258
2259 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2025 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2260 return 0; 2026 return 0;
2261 2027
2262 /* Sanity check: make sure dir is valid */ 2028 /* Sanity check: make sure dir is valid */
2263 if ((dir < 0) || (dir >= 9)) 2029 if (dir < 0 || dir >= 9)
2264 { 2030 {
2265 LOG (llevError, "move_player: invalid direction %d\n", dir); 2031 LOG (llevError, "move_player: invalid direction %d\n", dir);
2266 return 0; 2032 return 0;
2267 } 2033 }
2268 2034
2269 /* peterm: added following line */ 2035 /* peterm: added following line */
2270 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2036 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2271 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2037 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2272 2038
2273 op->facing = dir; 2039 op->facing = dir;
2274 2040
2275 if (op->hide) 2041 if (op->flag [FLAG_HIDDEN])
2276 do_hidden_move (op); 2042 do_hidden_move (op);
2277 2043
2044 bool retval;
2045 int pick = 0;
2046
2278 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2047 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2279 /*nop */ ; 2048 retval = RESULT_INT (0);
2280 else if (op->contr->fire_on) 2049 else if (op->contr->fire_on)
2281 fire (op, dir); 2050 retval = fire (op, dir);
2282 else 2051 else
2283 { 2052 {
2284 move_player_attack (op, dir); 2053 retval = move_player_attack (op, dir);
2285 pick = check_pick (op); 2054 pick = check_pick (op);
2286 } 2055 }
2287 2056
2288 /* Add special check for newcs players and fire on - this way, the 2057 /* Add special check for newcs players and fire on - this way, the
2289 * server can handle repeat firing. 2058 * server can handle repeat firing.
2296 /* Update how the player looks. Use the facing, so direction may 2065 /* Update how the player looks. Use the facing, so direction may
2297 * get reset to zero. This allows for full animation capabilities 2066 * get reset to zero. This allows for full animation capabilities
2298 * for players. 2067 * for players.
2299 */ 2068 */
2300 animate_object (op, op->facing); 2069 animate_object (op, op->facing);
2301 return 0; 2070
2071 return retval;
2302} 2072}
2303 2073
2304/* This is similar to handle_player, below, but is only used by the 2074/* This is similar to handle_player, below, but is only used by the
2305 * new client/server stuff. 2075 * new client/server stuff.
2306 * This is sort of special, in that the new client/server actually uses 2076 * This is sort of special, in that the new client/server actually uses
2307 * the new speed values for commands. 2077 * the new speed values for commands.
2308 * 2078 *
2309 * Returns true if there are more actions we can do. 2079 * Returns true if there are more actions we can do. Should not do
2080 * many actions in a row, as that would be too unfair to other
2081 * players.
2310 */ 2082 */
2311int 2083bool
2312handle_newcs_player (object *op) 2084handle_newcs_player (object *op)
2313{ 2085{
2314 if (op->contr->hidden)
2315 {
2316 op->invisible = 1000;
2317 /* the socket code flashes the player visible/invisible
2318 * depending on the value of invisible, so we need to
2319 * alternate it here for it to work correctly.
2320 */
2321 if (pticks & 2)
2322 op->invisible--;
2323 }
2324 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2325 {
2326 op->invisible--;
2327 if (!op->invisible)
2328 {
2329 make_visible (op);
2330 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2331 }
2332 }
2333
2334 if (QUERY_FLAG (op, FLAG_SCARED)) 2086 if (QUERY_FLAG (op, FLAG_SCARED))
2335 { 2087 {
2336 flee_player (op); 2088 if (op->speed_left > 0.f)
2337 /* If player is still scared, that is his action for this tick */
2338 if (QUERY_FLAG (op, FLAG_SCARED))
2339 { 2089 {
2340 op->speed_left--; 2090 --op->speed_left;
2091 flee_player (op);
2092
2341 return 0; 2093 return true;
2342 } 2094 }
2095 else
2096 return false;
2343 } 2097 }
2344
2345 /* I've been seeing crashes where the golem has been destroyed, but
2346 * the player object still points to the defunct golem. The code that
2347 * destroys the golem looks correct, and it doesn't always happen, so
2348 * put this in a a workaround to clean up the golem pointer.
2349 */
2350 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2351 op->contr->ranges[range_golem] = 0;
2352 2098
2353 /* call this here - we also will call this in do_ericserver, but 2099 /* call this here - we also will call this in do_ericserver, but
2354 * the players time has been increased when doericserver has been 2100 * the players time has been increased when doericserver has been
2355 * called, so we recheck it here. 2101 * called, so we recheck it here.
2356 */ 2102 */
2357 //TODO: better than handling 8 commands, use some more intelligent rate-limiting 2103 if (op->contr->ns->handle_command ())
2358 for (int rep = 8; --rep && op->contr->ns->handle_command (); )
2359 ;
2360
2361 if (op->speed_left < 0)
2362 return 0; 2104 return true;
2363 2105
2364 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2106 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2365 {
2366 /* All move commands take 1 tick, at least for now */
2367 op->speed_left--;
2368
2369 /* Instead of all the stuff below, let move_player take care
2370 * of it. Also, some of the skill stuff is only put in
2371 * there, as well as the confusion stuff.
2372 */
2373 move_player (op, op->direction); 2107 return move_player (op, op->direction);
2374 if (op->speed_left > 0)
2375 return 1;
2376 else
2377 return 0;
2378 }
2379 2108
2380 return 0; 2109 return false;
2381} 2110}
2382 2111
2383int 2112static int
2384save_life (object *op) 2113save_life (object *op)
2385{ 2114{
2386 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2115 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2387 return 0; 2116 return 0;
2388 2117
2389 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2118 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2390 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2119 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2391 { 2120 {
2392 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2121 op->play_sound (sound_find ("ob_evaporate"));
2393 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); 2122 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2394
2395 if (op->contr)
2396 esrv_del_item (op->contr, tmp->count);
2397 2123
2398 tmp->destroy (); 2124 tmp->destroy ();
2399 CLEAR_FLAG (op, FLAG_LIFESAVE); 2125 CLEAR_FLAG (op, FLAG_LIFESAVE);
2400 2126
2401 if (op->stats.hp < 0) 2127 if (op->stats.hp < 0)
2414 return 0; 2140 return 0;
2415} 2141}
2416 2142
2417/* This goes throws the inventory and removes unpaid objects, and puts them 2143/* This goes throws the inventory and removes unpaid objects, and puts them
2418 * back in the map (location and map determined by values of env). This 2144 * back in the map (location and map determined by values of env). This
2419 * function will descend into containers. op is the object to start the search 2145 * function will descend into containers. op is the object to start the search
2420 * from. 2146 * from.
2421 */ 2147 */
2148static void
2149drop_unpaid_items (object *op, object *env)
2150{
2151 while (op)
2152 {
2153 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2154
2155 if (QUERY_FLAG (op, FLAG_UNPAID))
2156 op->insert_at (env);
2157 else if (op->inv)
2158 drop_unpaid_items (op->inv, env);
2159
2160 op = next;
2161 }
2162}
2163
2422void 2164void
2423remove_unpaid_objects (object *op, object *env) 2165object::drop_unpaid_items ()
2424{ 2166{
2425 object *next; 2167 if (!flag [FLAG_REMOVED])
2426 2168 ::drop_unpaid_items (inv, this);
2427 while (op)
2428 {
2429 next = op->below; /* Make sure we have a good value, in case
2430 * we remove object 'op'
2431 */
2432 if (QUERY_FLAG (op, FLAG_UNPAID))
2433 {
2434 op->remove ();
2435 op->x = env->x;
2436 op->y = env->y;
2437 if (env->type == PLAYER)
2438 esrv_del_item (env->contr, op->count);
2439 insert_ob_in_map (op, env->map, NULL, 0);
2440 }
2441 else if (op->inv)
2442 remove_unpaid_objects (op->inv, env);
2443
2444 op = next;
2445 }
2446}
2447
2448/*
2449 * Returns pointer a static string containing gravestone text
2450 * Moved from apply.c to player.c - player.c is what
2451 * actually uses this function. player.c may not be quite the
2452 * best, a misc file for object actions is probably better,
2453 * but there isn't one in the server directory.
2454 */
2455char *
2456gravestone_text (object *op)
2457{
2458 static char buf2[MAX_BUF];
2459 char buf[MAX_BUF];
2460 time_t now = time (NULL);
2461
2462 strcpy (buf2, " R.I.P.\n\n");
2463 if (op->type == PLAYER)
2464 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2465 else
2466 sprintf (buf, "%s\n", &op->name);
2467
2468 strncat (buf2, " ", 20 - strlen (buf) / 2);
2469 strcat (buf2, buf);
2470 if (op->type == PLAYER)
2471 sprintf (buf, "who was in level %d when killed\n", op->level);
2472 else
2473 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2474
2475 strncat (buf2, " ", 20 - strlen (buf) / 2);
2476 strcat (buf2, buf);
2477 if (op->type == PLAYER)
2478 {
2479 sprintf (buf, "by %s.\n\n", op->contr->killer);
2480 strncat (buf2, " ", 21 - strlen (buf) / 2);
2481 strcat (buf2, buf);
2482 }
2483
2484 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2485 strncat (buf2, " ", 20 - strlen (buf) / 2);
2486 strcat (buf2, buf);
2487
2488 return buf2;
2489} 2169}
2490 2170
2491void 2171void
2492do_some_living (object *op) 2172do_some_living (object *op)
2493{ 2173{
2500 int rate_grace = 2000; 2180 int rate_grace = 2000;
2501 const int max_hp = 1; 2181 const int max_hp = 1;
2502 const int max_sp = 1; 2182 const int max_sp = 1;
2503 const int max_grace = 1; 2183 const int max_grace = 1;
2504 2184
2505 if (op->contr->outputs_sync) 2185 if (op->contr->hidden)
2186 {
2187 op->invisible = 1000;
2188 /* the socket code flashes the player visible/invisible
2189 * depending on the value of invisible, so we need to
2190 * alternate it here for it to work correctly.
2191 */
2192 if (pticks & 2)
2193 op->invisible--;
2506 { 2194 }
2507 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2195 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2508 if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks) 2196 {
2509 flush_output_element (op, &op->contr->outputs[i]); 2197 if (!op->invisible--)
2198 {
2199 make_visible (op);
2200 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2201 }
2510 } 2202 }
2511 2203
2512 if (op->contr->ns->state == ST_PLAYING) 2204 if (op->contr->ns->state == ST_PLAYING)
2513 { 2205 {
2514 /* these next three if clauses make it possible to SLOW DOWN 2206 /* these next three if clauses make it possible to SLOW DOWN
2533 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2225 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2534 else 2226 else
2535 { 2227 {
2536 gen_grace = op->stats.maxgrace; 2228 gen_grace = op->stats.maxgrace;
2537 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2229 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2538 }
2539
2540 /* Regenerate Spell Points */
2541 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0)
2542 {
2543 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2544 if (op->stats.sp < op->stats.maxsp)
2545 {
2546 op->stats.sp++;
2547 /* dms do not consume food */
2548 if (!QUERY_FLAG (op, FLAG_WIZ))
2549 {
2550 op->stats.food--;
2551 if (op->contr->digestion < 0)
2552 op->stats.food += op->contr->digestion;
2553 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2554 op->stats.food = last_food;
2555 }
2556 }
2557
2558 if (max_sp > 1)
2559 {
2560 over_sp = (gen_sp + 10) / rate_sp;
2561 if (over_sp > 0)
2562 {
2563 if (op->stats.sp < op->stats.maxsp)
2564 {
2565 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2566
2567 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2568 op->stats.sp--;
2569
2570 if (op->stats.sp > op->stats.maxsp)
2571 op->stats.sp = op->stats.maxsp;
2572 }
2573 op->last_sp = 0;
2574 }
2575 else
2576 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2577 }
2578 else
2579 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2580 } 2230 }
2581 2231
2582 /* Regenerate Grace */ 2232 /* Regenerate Grace */
2583 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2233 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2584 if (--op->last_grace < 0) 2234 if (--op->last_grace < 0)
2605 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); 2255 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2606 } 2256 }
2607 /* wearing stuff doesn't detract from grace generation. */ 2257 /* wearing stuff doesn't detract from grace generation. */
2608 } 2258 }
2609 2259
2260 if (op->stats.food > 0)
2261 {
2610 /* Regenerate Hit Points */ 2262 /* Regenerate Spell Points */
2611 if (--op->last_heal < 0) 2263 if (!op->contr->golem && --op->last_sp < 0)
2612 {
2613 if (op->stats.hp < op->stats.maxhp)
2614 { 2264 {
2615 op->stats.hp++; 2265 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2616 /* dms do not consume food */ 2266
2617 if (!QUERY_FLAG (op, FLAG_WIZ)) 2267 if (op->stats.sp < op->stats.maxsp)
2618 { 2268 {
2269 op->stats.sp++;
2270
2271 /* dms do not consume food */
2272 if (!QUERY_FLAG (op, FLAG_WIZ))
2273 {
2619 op->stats.food--; 2274 op->stats.food--;
2275
2620 if (op->contr->digestion < 0) 2276 if (op->contr->digestion < 0)
2621 op->stats.food += op->contr->digestion; 2277 op->stats.food += op->contr->digestion;
2622 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2278 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2623 op->stats.food = last_food; 2279 op->stats.food = last_food;
2280 }
2624 } 2281 }
2625 }
2626 2282
2627 if (max_hp > 1) 2283 if (max_sp > 1)
2628 {
2629 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2630 if (over_hp > 0)
2631 { 2284 {
2632 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; 2285 over_sp = (gen_sp + 10) / rate_sp;
2286 if (over_sp > 0)
2287 {
2288 if (op->stats.sp < op->stats.maxsp)
2289 {
2290 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2291
2292 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2293 op->stats.sp--;
2294
2295 if (op->stats.sp > op->stats.maxsp)
2296 op->stats.sp = op->stats.maxsp;
2297 }
2298
2633 op->last_heal = 0; 2299 op->last_sp = 0;
2300 }
2301 else
2302 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2634 } 2303 }
2635 else 2304 else
2305 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2306 }
2307
2308 /* Regenerate Hit Points */
2309 if (--op->last_heal < 0)
2310 {
2311 if (op->stats.hp < op->stats.maxhp)
2636 { 2312 {
2637 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2313 op->stats.hp++;
2314
2315 /* dms do not consume food */
2316 if (!QUERY_FLAG (op, FLAG_WIZ))
2317 {
2318 op->stats.food--;
2319
2320 if (op->contr->digestion < 0)
2321 op->stats.food += op->contr->digestion;
2322 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2323 op->stats.food = last_food;
2324 }
2638 } 2325 }
2326
2327 if (max_hp > 1)
2328 {
2329 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2330
2331 if (over_hp > 0)
2332 {
2333 op->stats.sp += over_hp + (rndm (rate_hp) > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2334 op->last_heal = 0;
2335 }
2336 else
2337 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2639 } 2338 }
2640 else 2339 else
2641 {
2642 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2340 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2643 } 2341 }
2644 } 2342 }
2645 2343
2646 /* Digestion */ 2344 /* Digestion */
2647 if (--op->last_eat < 0) 2345 if (--op->last_eat < 0)
2648 { 2346 {
2649#ifdef COZY_SERVER 2347 int bonus = max (0, op->contr->digestion),
2650 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion; 2348 penalty = max (0, -op->contr->digestion);
2651 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2652#else
2653 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2654#endif
2655 2349
2656 if (op->contr->gen_hp > 0)
2657 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2350 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2658 else
2659 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2660 2351
2661 /* dms do not consume food */ 2352 /* dms do not consume food */
2662 if (!QUERY_FLAG (op, FLAG_WIZ)) 2353 if (!QUERY_FLAG (op, FLAG_WIZ))
2663 op->stats.food--; 2354 op->stats.food--;
2664 } 2355 }
2665 2356
2666 if (op->stats.food < 0 && op->stats.hp >= 0) 2357 if (op->stats.food < 0 && op->stats.hp >= 0)
2667 { 2358 {
2668 object *tmp, *flesh = 0; 2359 object *flesh = 0;
2669 2360
2670 for (tmp = op->inv; tmp; tmp = tmp->below) 2361 for_inv_removable (op, tmp)
2671 { 2362 {
2672 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2363 if (QUERY_FLAG (tmp, FLAG_UNPAID))
2364 continue;
2365
2366 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2673 { 2367 {
2674 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2368 op->statusmsg ("You blindly grab for a bite of food. "
2675 { 2369 "H<To prevent you from starving, you ate some random item from your backpack.>");
2676 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2677 manual_apply (op, tmp, 0); 2370 manual_apply (op, tmp, 0);
2371
2678 if (op->stats.food >= 0 || op->stats.hp < 0) 2372 if (op->stats.food >= 0 || op->stats.hp < 0)
2679 break; 2373 break;
2680 } 2374 }
2681 else if (tmp->type == FLESH) 2375 else if (tmp->type == FLESH)
2682 flesh = tmp; 2376 flesh = tmp;
2683 } /* End if paid for object */ 2377 }
2684 } /* end of for loop */
2685 2378
2686 /* If player is still starving, it means they don't have any food, so 2379 /* If player is still starving, it means they don't have any food, so
2687 * eat flesh instead. 2380 * eat flesh instead.
2688 */ 2381 */
2689 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2382 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2690 { 2383 {
2691 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2384 op->statusmsg ("You blindly grab for a bite of food. "
2385 "H<To prevent you from starving, you ate some random item from your backpack.>");
2692 manual_apply (op, flesh, 0); 2386 manual_apply (op, flesh, 0);
2693 } 2387 }
2388
2389 // If player is still starving, alert him!
2390 if (op->stats.food < 0)
2391 op->failmsg ("You are starving! "
2392 "H<Eat some food to increase your food and prevent you from an untimely death.>");
2393 }
2394
2395 if (op->stats.food < 0)
2694 } 2396 {
2397 op->stats.hp += op->stats.food;
2398 op->stats.food = 0;
2695 2399
2696 while (op->stats.food < 0 && op->stats.hp >= 0) 2400 if (op->stats.hp < 0)
2697 op->stats.food++, op->stats.hp--; 2401 {
2402 op->contr->killer = archetype::get ("killer_starvation");
2403 op->contr->killer->destroy ();
2404 }
2405 }
2698 2406
2407 /* killer should be set here already */
2699 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2408 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2700 kill_player (op); 2409 kill_player (op);
2701 } 2410 }
2702} 2411}
2703 2412
2707 * file. 2416 * file.
2708 */ 2417 */
2709void 2418void
2710kill_player (object *op) 2419kill_player (object *op)
2711{ 2420{
2712 char buf[MAX_BUF];
2713 int x, y; 2421 int x, y;
2714
2715 //int i;
2716 maptile *map; /* this is for resurrection */ 2422 maptile *map; /* this is for resurrection */
2717
2718 /* int z;
2719 int num_stats_lose;
2720 int lost_a_stat;
2721 int lose_this_stat;
2722 int this_stat; */
2723 int will_kill_again; 2423 int will_kill_again;
2724 archetype *at; 2424 archetype *at;
2725 object *tmp; 2425 object *tmp;
2726 2426
2727 if (save_life (op)) 2427 if (save_life (op))
2728 return; 2428 return;
2729 2429
2430 dynbuf_text deathtab;
2431
2432 /* restore player */
2433 at = archetype::find (shstr_poisoning);
2434 if (object *tmp = present_arch_in_ob (at, op))
2435 {
2436 tmp->destroy ();
2437 deathtab << "Your body feels cleansed...\r";
2438 }
2439
2440 at = archetype::find (shstr_confusion);
2441 if (object *tmp = present_arch_in_ob (at, op))
2442 {
2443 tmp->destroy ();
2444 deathtab << "Your mind feels clearer...\r";
2445 }
2446
2447 cure_disease (op, 0, 0); /* remove any disease */
2448
2449 max_it (op->stats.hp , op->stats.maxhp);
2450 max_it (op->stats.sp , op->stats.maxsp);
2451 max_it (op->stats.grace, op->stats.maxgrace);
2452
2453 if (op->stats.food <= 0)
2454 op->stats.food = 999;
2455
2456 // remove all spell effects that are active
2457 // to avoid long-term effects such as word-of-recall
2458 for (object *item = op->inv; item; )
2459 {
2460 object *next = item->below;
2461
2462 if (item->type == SPELL_EFFECT && item->active)
2463 item->destroy ();
2464
2465 item = next;
2466 }
2730 2467
2731 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2468 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2732 * in cities ONLY!!! It is very important that this doesn't get abused. 2469 * in cities ONLY!!! It is very important that this doesn't get abused.
2733 * Look at op_on_battleground() for more info --AndreasV 2470 * Look at op_on_battleground() for more info --AndreasV
2734 */ 2471 */
2735 if (op_on_battleground (op, &x, &y)) 2472 if (op_on_battleground (op, &x, &y))
2736 { 2473 {
2737 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2474 deathtab << "You almost died in combat, but local medics have saved your life...\r";
2738 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2739
2740 /* restore player */
2741 at = archetype::find ("poisoning");
2742 tmp = present_arch_in_ob (at, op);
2743 if (tmp)
2744 {
2745 tmp->destroy ();
2746 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2747 }
2748
2749 at = archetype::find ("confusion");
2750 tmp = present_arch_in_ob (at, op);
2751 if (tmp)
2752 {
2753 tmp->destroy ();
2754 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2755 }
2756
2757 cure_disease (op, 0); /* remove any disease */
2758 op->stats.hp = op->stats.maxhp;
2759 if (op->stats.food <= 0)
2760 op->stats.food = 999;
2761 2475
2762 /* create a bodypart-trophy to make the winner happy */ 2476 /* create a bodypart-trophy to make the winner happy */
2763 tmp = arch_to_object (archetype::find ("finger")); 2477 object *tmp = archetype::find (shstr_finger)->instance ();
2764 if (tmp != NULL) 2478
2765 { 2479 tmp->name = format ("%s's finger" , &op->name);
2766 sprintf (buf, "%s's finger", &op->name); 2480 tmp->name_pl = format ("%s's fingers", &op->name);
2767 tmp->name = buf; 2481 tmp->msg = format (
2768 sprintf (buf, " This finger has been cut off %s\n" 2482 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
2769 " the %s, when he was defeated at\n level %d by %s.\n", 2483 &op->name, op->contr->title,
2770 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2484 (int)op->level,
2771 tmp->msg = buf; 2485 op->contr->killer_name ()
2486 );
2772 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2487 tmp->value = 0, tmp->type = 0;
2773 tmp->materialname = NULL; 2488 tmp->material = name_to_material (shstr_organic);
2774 tmp->x = op->x, tmp->y = op->y; 2489 tmp->insert_at (op, tmp);
2775 insert_ob_in_map (tmp, op->map, op, 0);
2776 }
2777 2490
2778 /* teleport defeated player to new destination */ 2491 /* teleport defeated player to new destination */
2779 transfer_ob (op, x, y, 0, NULL); 2492 transfer_ob (op, x, y, 0, NULL);
2780 op->contr->braced = 0; 2493 op->contr->braced = 0;
2494
2495 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2781 return; 2496 return;
2782 } 2497 }
2783 2498
2499 deathtab << "You were killed by " << op->contr->killer_name () << ".\n\n";
2500 deathtab << "T<YOU HAVE DIED>\n\n";
2501
2784 INVOKE_PLAYER (DEATH, op->contr); 2502 INVOKE_PLAYER (DEATH, op->contr);
2785 2503
2786 command_kill_pets (op, 0); 2504 command_kill_pets (op, 0);
2787 2505
2788 if (op->stats.food < 0) 2506 op->contr->play_sound (sound_find ("player_dies"));
2789 {
2790 if (op->contr->explore)
2791 {
2792 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
2793 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2794 op->stats.food = 999;
2795 return;
2796 }
2797 sprintf (buf, "%s starved to death.", &op->name);
2798 strcpy (op->contr->killer, "starvation");
2799 }
2800 else
2801 {
2802 if (op->contr->explore)
2803 {
2804 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
2805 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2806 op->stats.hp = op->stats.maxhp;
2807 return;
2808 }
2809 sprintf (buf, "%s died.", &op->name);
2810 }
2811 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2812 2507
2813 /* save the map location for corpse, gravestone */ 2508 /* save the map location for corpse, gravestone */
2814 x = op->x; 2509 x = op->x;
2815 y = op->y; 2510 y = op->y;
2816 map = op->map; 2511 map = op->map;
2817
2818 2512
2819 /* NOT_PERMADEATH code. This basically brings the character back to 2513 /* NOT_PERMADEATH code. This basically brings the character back to
2820 * life if they are dead - it takes some exp and a random stat. 2514 * life if they are dead - it takes some exp and a random stat.
2821 * See the config.h file for a little more in depth detail about this. 2515 * See the config.h file for a little more in depth detail about this.
2822 */ 2516 */
2839 num_stats_lose = 1; 2533 num_stats_lose = 1;
2840 else 2534 else
2841 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO; 2535 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2842 } 2536 }
2843 else 2537 else
2844 {
2845 num_stats_lose = 1; 2538 num_stats_lose = 1;
2846 } 2539
2847 lost_a_stat = 0; 2540 lost_a_stat = 0;
2848 2541
2849 for (z = 0; z < num_stats_lose; z++) 2542 for (z = 0; z < num_stats_lose; z++)
2850 { 2543 {
2851 i = RANDOM () % NUM_STATS; 2544 i = rndm (NUM_STATS);
2852 2545
2853 if (settings.stat_loss_on_death) 2546 if (settings.stat_loss_on_death)
2854 { 2547 {
2855 /* Pick a random stat and take a point off it. Tell the player 2548 /* Pick a random stat and take a point off it. Tell the player
2856 * what he lost. 2549 * what he lost.
2863 lost_a_stat = 1; 2556 lost_a_stat = 1;
2864 } 2557 }
2865 else 2558 else
2866 { 2559 {
2867 /* deplete a stat */ 2560 /* deplete a stat */
2868 archetype *deparch = archetype::find ("depletion"); 2561 archetype *deparch = archetype::find (shstr_depletion);
2869 object *dep; 2562 object *dep;
2870 2563
2871 dep = present_arch_in_ob (deparch, op); 2564 dep = present_arch_in_ob (deparch, op);
2872 if (!dep) 2565 if (!dep)
2873 { 2566 {
2874 dep = arch_to_object (deparch); 2567 dep = deparch->instance ();
2875 insert_ob_in_ob (dep, op); 2568 insert_ob_in_ob (dep, op);
2876 } 2569 }
2877 lose_this_stat = 1; 2570 lose_this_stat = 1;
2878 if (settings.balanced_stat_loss) 2571 if (settings.balanced_stat_loss)
2879 { 2572 {
2907 } 2600 }
2908 } 2601 }
2909 2602
2910 if (lose_this_stat) 2603 if (lose_this_stat)
2911 { 2604 {
2912 this_stat = get_attr_value (&(dep->stats), i); 2605 this_stat = get_attr_value (&dep->stats, i);
2913 /* We could try to do something clever like find another 2606 /* We could try to do something clever like find another
2914 * stat to reduce if this fails. But chances are, if 2607 * stat to reduce if this fails. But chances are, if
2915 * stats have been depleted to -50, all are pretty low 2608 * stats have been depleted to -50, all are pretty low
2916 * and should be roughly the same, so it shouldn't make a 2609 * and should be roughly the same, so it shouldn't make a
2917 * difference. 2610 * difference.
2925 lost_a_stat = 1; 2618 lost_a_stat = 1;
2926 } 2619 }
2927 } 2620 }
2928 } 2621 }
2929 } 2622 }
2623
2930 /* If no stat lost, tell the player. */ 2624 /* If no stat lost, tell the player. */
2931 if (!lost_a_stat) 2625 if (!lost_a_stat)
2932 { 2626 {
2933 /* determine_god() seems to not work sometimes... why is this? 2627 /* determine_god() seems to not work sometimes... why is this?
2934 Should I be using something else? GD */ 2628 Should I be using something else? GD */
2935 const char *god = determine_god (op); 2629 shstr_tmp god = determine_god (op);
2936 2630
2937 if (god && (strcmp (god, "none"))) 2631 if (god != shstr_none)
2938 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god); 2632 deathtab << "For a brief moment you feel the holy presence of " << god << " protecting you.\r";
2939 else 2633 else
2940 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2634 deathtab << "For a brief moment you feel a holy presence protecting you.\r";
2941 } 2635 }
2942#else 2636#else
2943 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2637 deathtab << "For a brief moment you feel a holy presence protecting you from losing yourself completely.";
2944#endif 2638#endif
2945 2639
2946 /* Put a gravestone up where the character 'almost' died. List the 2640 /* Put a gravestone up where the character 'almost' died. List the
2947 * exp loss on the stone. 2641 * exp loss on the stone.
2948 */ 2642 */
2949 tmp = arch_to_object (archetype::find ("gravestone")); 2643 tmp = archetype::find (shstr_gravestone)->instance ();
2950 sprintf (buf, "%s's gravestone", &op->name); 2644 tmp->name = format ("%s's gravestone", &op->name);
2951 tmp->name = buf; 2645 tmp->name_pl = format ("%s's gravestones", &op->name);
2952 sprintf (buf, "%s's gravestones", &op->name); 2646 tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n",
2953 tmp->name_pl = buf; 2647 &op->name, op->contr->title, op->contr->killer_name ());
2954 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);
2955 tmp->msg = buf;
2956 tmp->x = op->x, tmp->y = op->y; 2648 tmp->x = op->x, tmp->y = op->y;
2957 insert_ob_in_map (tmp, op->map, NULL, 0); 2649 insert_ob_in_map (tmp, op->map, NULL, 0);
2958 2650
2959 /**************************************/ 2651 /**************************************/
2960 /* */ 2652 /* */
2961 /* Subtract the experience points, */ 2653 /* Subtract the experience points, */
2962 /* if we died cause of food, give us */
2963 /* food, and reset HP's... */
2964 /* */ 2654 /* */
2965 /**************************************/ 2655 /**************************************/
2966 2656
2967 /* remove any poisoning and confusion the character may be suffering. */
2968 /* restore player */
2969 at = archetype::find ("poisoning");
2970 tmp = present_arch_in_ob (at, op);
2971
2972 if (tmp)
2973 {
2974 tmp->destroy ();
2975 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2976 }
2977
2978 at = archetype::find ("confusion");
2979 tmp = present_arch_in_ob (at, op);
2980 if (tmp)
2981 {
2982 tmp->destroy ();
2983 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2984 }
2985
2986 cure_disease (op, 0); /* remove any disease */
2987
2988 /*add_exp(op, (op->stats.exp * -0.20)); */ 2657 /*add_exp(op, (op->stats.exp * -0.20)); */
2989 apply_death_exp_penalty (op); 2658 apply_death_exp_penalty (op);
2990 if (op->stats.food < 100)
2991 op->stats.food = 900;
2992 op->stats.hp = op->stats.maxhp;
2993 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2994 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2995 2659
2996 /* 2660 /*
2997 * Check to see if the player is in a shop. IF so, then check to see if
2998 * the player has any unpaid items. If so, remove them and put them back 2661 * Check to see if the player has any unpaid items. If so, remove them
2999 * in the map. 2662 * and put them back in the map.
3000 */ 2663 */
3001 2664 op->drop_unpaid_items ();
3002 if (is_in_shop (op))
3003 remove_unpaid_objects (op->inv, op);
3004 2665
3005 /****************************************/ 2666 /****************************************/
3006 /* */ 2667 /* */
3007 /* Move player to his current respawn- */ 2668 /* Move player to his current respawn- */
3008 /* position (usually last savebed) */ 2669 /* position (usually last savebed) */
3009 /* */ 2670 /* */
3010 /****************************************/ 2671 /****************************************/
3011 2672
3012 enter_player_savebed (op); 2673 enter_player_savebed (op);
3013 2674
3014 /* Save the player before inserting the force to reduce
3015 * chance of abuse.
3016 */
3017 op->contr->braced = 0; 2675 op->contr->braced = 0;
3018 op->contr->save ();
3019 2676
3020 /* it is possible that the player has blown something up 2677 /* it is possible that the player has blown something up
3021 * at his savebed location, and that can have long lasting 2678 * at his savebed location, and that can have long lasting
3022 * spell effects. So first see if there is a spell effect 2679 * spell effects. So first see if there is a spell effect
3023 * on the space that might harm the player. 2680 * on the space that might harm the player.
3032 object *force; 2689 object *force;
3033 int at; 2690 int at;
3034 2691
3035 force = get_archetype (FORCE_NAME); 2692 force = get_archetype (FORCE_NAME);
3036 /* 50 ticks should be enough time for the spell to abate */ 2693 /* 50 ticks should be enough time for the spell to abate */
3037 force->speed = 0.1; 2694 force->speed = 0.1f;
3038 force->speed_left = -5.0; 2695 force->speed_left = -5.f;
3039 SET_FLAG (force, FLAG_APPLIED); 2696 SET_FLAG (force, FLAG_APPLIED);
3040 for (at = 0; at < NROFATTACKS; at++) 2697 for (at = 0; at < NROFATTACKS; at++)
3041 if (will_kill_again & (1 << at)) 2698 if (will_kill_again & (1 << at))
3042 force->resist[at] = 100; 2699 force->resist[at] = 100;
3043 2700
3044 insert_ob_in_ob (force, op); 2701 insert_ob_in_ob (force, op);
3045 op->update_stats (); 2702 op->update_stats ();
3046
3047 } 2703 }
3048 2704
3049 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2705 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
3050} 2706}
3051 2707
3052void 2708static void
3053loot_object (object *op) 2709loot_object (object *op)
3054{ /* Grab and destroy some treasure */ 2710{ /* Grab and destroy some treasure */
3055 object *tmp, *tmp2, *next; 2711 object *tmp, *tmp2, *next;
3056 2712
3057 if (op->container) 2713 op->close_container (); /* close open sack first */
3058 esrv_apply_container (op, op->container); /* close open sack first */
3059 2714
3060 for (tmp = op->inv; tmp; tmp = next) 2715 for (tmp = op->inv; tmp; tmp = next)
3061 { 2716 {
3062 next = tmp->below; 2717 next = tmp->below;
3063 2718
3064 if (tmp->invisible) 2719 if (tmp->invisible)
3065 continue; 2720 continue;
3066 2721
3067 tmp->remove (); 2722 tmp->remove ();
3068 tmp->x = op->x, tmp->y = op->y; 2723 tmp->x = op->x, tmp->y = op->y;
2724
3069 if (tmp->type == CONTAINER) 2725 if (tmp->type == CONTAINER)
3070 { /* empty container to ground */ 2726 loot_object (tmp); /* empty container to ground */
3071 loot_object (tmp); 2727
3072 }
3073 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) 2728 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
3074 { 2729 {
3075 if (tmp->nrof > 1) 2730 if (tmp->nrof > 1)
3076 { 2731 {
3077 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2732 tmp->decrease (rndm (1, tmp->nrof - 1));
3078 tmp2->destroy ();
3079 insert_ob_in_map (tmp, op->map, NULL, 0); 2733 insert_ob_in_map (tmp, op->map, NULL, 0);
3080 } 2734 }
3081 else 2735 else
3082 tmp->destroy (); 2736 tmp->destroy ();
3083 } 2737 }
3089/* 2743/*
3090 * fix_weight(): Check recursively the weight of all players, and fix 2744 * fix_weight(): Check recursively the weight of all players, and fix
3091 * what needs to be fixed. Refresh windows and fix speed if anything 2745 * what needs to be fixed. Refresh windows and fix speed if anything
3092 * was changed. 2746 * was changed.
3093 */ 2747 */
3094
3095void 2748void
3096fix_weight (void) 2749fix_weight ()
3097{ 2750{
3098 for (player *pl = first_player; pl; pl = pl->next) 2751 for_all_players (pl)
3099 { 2752 {
3100 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2753 sint32 old = pl->ob->carrying;
3101 2754
3102 if (old == sum) 2755 pl->ob->update_weight ();
3103 continue; 2756
2757 if (old != pl->ob->carrying)
2758 {
3104 pl->ob->update_stats (); 2759 pl->ob->update_stats ();
3105 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 2760 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, (int)old, (int)pl->ob->carrying);
2761 }
3106 } 2762 }
3107} 2763}
3108 2764
3109void 2765void
3110fix_luck (void) 2766fix_luck ()
3111{ 2767{
3112 for (player *pl = first_player; pl; pl = pl->next) 2768 for_all_players (pl)
3113 if (!pl->ob->contr->ns->state) 2769 if (!pl->ob->contr->ns->state)
3114 pl->ob->change_luck (0); 2770 pl->ob->change_luck (0);
3115} 2771}
3116 2772
3117/* cast_dust() - handles op throwing objects of type 'DUST'. 2773/* cast_dust() - handles op throwing objects of type 'DUST'.
3152} 2808}
3153 2809
3154void 2810void
3155make_visible (object *op) 2811make_visible (object *op)
3156{ 2812{
3157 op->hide = 0; 2813 op->flag [FLAG_HIDDEN] = 0;
3158 op->invisible = 0; 2814 op->invisible = 0;
2815
3159 if (op->type == PLAYER) 2816 if (op->type == PLAYER)
3160 { 2817 {
3161 op->contr->tmp_invis = 0; 2818 op->contr->tmp_invis = 0;
3162 op->contr->invis_race = 0; 2819 op->contr->invis_race = 0;
3163 } 2820 }
2821
3164 update_object (op, UP_OBJ_FACE); 2822 update_object (op, UP_OBJ_CHANGE);
3165} 2823}
3166 2824
3167int 2825int
3168is_true_undead (object *op) 2826is_true_undead (object *op)
3169{ 2827{
3170 object *tmp = NULL;
3171
3172 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 2828 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3173 return 1; 2829 return 1;
3174 2830
3175 return 0; 2831 return 0;
3176} 2832}
3177 2833
3178/* look at the surrounding terrain to determine 2834/* look at the surrounding terrain to determine
3179 * the hideability of this object. Positive levels 2835 * the hideability of this object. Positive levels
3180 * indicate greater hideability. 2836 * indicate greater hideability.
3181 */ 2837 */
3182
3183int 2838int
3184hideability (object *ob) 2839hideability (object *ob)
3185{ 2840{
3186 int i, level = 0, mflag; 2841 int i, level = 0, mflag;
3187 sint16 x, y; 2842 sint16 x, y;
3188 2843
3189 if (!ob || !ob->map) 2844 if (!ob || !ob->map)
3190 return 0; 2845 return 0;
3191 2846
3192 /* so, on normal lighted maps, its hard to hide */ 2847 /* so, on normal lighted maps, its hard to hide */
3193 level = ob->map->darkness - 2; 2848 level = ob->map->darklevel () - 2;
3194 2849
3195 /* this also picks up whether the object is glowing. 2850 /* this also picks up whether the object is glowing.
3196 * If you carry a light on a non-dark map, its not 2851 * If you carry a light on a non-dark map, its not
3197 * as bad as carrying a light on a pitch dark map */ 2852 * as bad as carrying a light on a pitch dark map */
3198 if (has_carried_lights (ob)) 2853 if (ob->has_carried_lights ())
3199 level = -(10 + (2 * ob->map->darkness)); 2854 level = -(10 + (2 * ob->map->darklevel ()));
3200 2855
3201 /* scan through all nearby squares for terrain to hide in */ 2856 /* scan through all nearby squares for terrain to hide in */
3202 for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i]) 2857 for (i = 0, x = ob->x, y = ob->y;
2858 i <= SIZEOFFREE1;
2859 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3203 { 2860 {
3204 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); 2861 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3205 if (mflag & P_OUT_OF_MAP) 2862 if (mflag & P_OUT_OF_MAP)
3206 {
3207 continue; 2863 continue;
3208 } 2864
3209 if (mflag & P_BLOCKSVIEW) /* something to hide near! */ 2865 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3210 level += 2; 2866 level += 2;
3211 else /* open terrain! */ 2867 else /* open terrain! */
3212 level -= 1; 2868 level -= 1;
3213 } 2869 }
3221/* For Hidden creatures - a chance of becoming 'unhidden' 2877/* For Hidden creatures - a chance of becoming 'unhidden'
3222 * every time they move - as we subtract off 'invisibility' 2878 * every time they move - as we subtract off 'invisibility'
3223 * AND, for players, if they move into a ridiculously unhideable 2879 * AND, for players, if they move into a ridiculously unhideable
3224 * spot (surrounded by clear terrain in broad daylight). -b.t. 2880 * spot (surrounded by clear terrain in broad daylight). -b.t.
3225 */ 2881 */
3226
3227void 2882void
3228do_hidden_move (object *op) 2883do_hidden_move (object *op)
3229{ 2884{
3230 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 2885 int hide = 0;
3231 object *skop;
3232 2886
3233 if (!op || !op->map) 2887 if (!op || !op->map)
3234 return; 2888 return;
3235 2889
3236 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 2890 object *skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
2891 int num = random_roll (0, 19, op, PREFER_LOW);
3237 2892
3238 /* its *extremely* hard to run and sneak/hide at the same time! */ 2893 /* its *extremely* hard to run and sneak/hide at the same time! */
3239 if (op->type == PLAYER && op->contr->run_on) 2894 if (op->type == PLAYER && op->contr->run_on)
3240 {
3241 if (!skop || num >= skop->level) 2895 if (!skop || num >= skop->level)
3242 { 2896 {
3243 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!"); 2897 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3244 make_visible (op); 2898 make_visible (op);
3245 return; 2899 return;
3246 } 2900 }
3247 else 2901 else
3248 num += 20; 2902 num += 20;
3249 } 2903
3250 num += op->map->difficulty; 2904 num += op->map->difficulty;
3251 hide = hideability (op); /* modify by terrain hidden level */ 2905 hide = hideability (op); /* modify by terrain hidden level */
3252 num -= hide; 2906 num -= hide;
2907
3253 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 2908 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3254 { 2909 {
3255 make_visible (op); 2910 make_visible (op);
2911
3256 if (op->type == PLAYER) 2912 if (op->type == PLAYER)
3257 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 2913 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3258 } 2914 }
3259 else if (op->type == PLAYER && skop) 2915 else if (op->type == PLAYER && skop)
3260 {
3261 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 2916 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3262 }
3263} 2917}
3264 2918
3265/* determine if who is standing near a hostile creature. */ 2919/* determine if who is standing near a hostile creature. */
3266 2920
3267int 2921int
3315 * object op. This function works fine for monsters, 2969 * object op. This function works fine for monsters,
3316 * but we dont worry if the object isnt the top one in 2970 * but we dont worry if the object isnt the top one in
3317 * a pile (say a coin under a table would return "viewable" 2971 * a pile (say a coin under a table would return "viewable"
3318 * by this routine). Another question, should we be 2972 * by this routine). Another question, should we be
3319 * concerned with the direction the player is looking 2973 * concerned with the direction the player is looking
3320 * in? Realistically, most of use cant see stuff behind 2974 * in? Realistically, most of us can't see stuff behind
3321 * our backs...on the other hand, does the "facing" direction 2975 * our backs...on the other hand, does the "facing" direction
3322 * imply the way your head, or body is facing? Its possible 2976 * imply the way your head, or body is facing? It's possible
3323 * for them to differ. Sigh, this fctn could get a bit more complex. 2977 * for them to differ. Sigh, this fctn could get a bit more complex.
3324 * -b.t. 2978 * -b.t.
3325 * This function is now map tiling safe. 2979 * This function is now map tiling safe.
3326 */ 2980 */
3327
3328int 2981int
3329player_can_view (object *pl, object *op) 2982player_can_view (object *pl, object *op)
3330{ 2983{
3331 rv_vector rv; 2984 rv_vector rv;
3332 int dx, dy; 2985 int dx, dy;
3334 if (pl->type != PLAYER) 2987 if (pl->type != PLAYER)
3335 { 2988 {
3336 LOG (llevError, "player_can_view() called for non-player object\n"); 2989 LOG (llevError, "player_can_view() called for non-player object\n");
3337 return -1; 2990 return -1;
3338 } 2991 }
2992
3339 if (!pl || !op) 2993 if (!pl || !op)
3340 return 0; 2994 return 0;
3341 2995
3342 if (op->head)
3343 {
3344 op = op->head; 2996 op = op->head_ ();
3345 } 2997
3346 get_rangevector (pl, op, &rv, 0x1); 2998 get_rangevector (pl, op, &rv, 0x1);
3347 2999
3348 /* starting with the 'head' part, lets loop 3000 /* starting with the 'head' part, lets loop
3349 * through the object and find if it has any 3001 * through the object and find if it has any
3350 * part that is in the los array but isnt on 3002 * part that is in the los array but isn't on
3351 * a blocked los square. 3003 * a blocked los square.
3352 * we use the archetype to figure out offsets. 3004 * we use the archetype to figure out offsets.
3353 */ 3005 */
3354 while (op) 3006 while (op)
3355 { 3007 {
3356 dx = rv.distance_x + op->arch->clone.x; 3008 dx = rv.distance_x + op->arch->x;
3357 dy = rv.distance_y + op->arch->clone.y; 3009 dy = rv.distance_y + op->arch->y;
3358 3010
3359 /* only the viewable area the player sees is updated by LOS 3011 if (pl->contr->blocked_los (dx, dy) != LOS_BLOCKED)
3360 * code, so we need to restrict ourselves to that range of values
3361 * for any meaningful values.
3362 */
3363 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3364 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3365 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3366 return 1; 3012 return 1;
3013
3367 op = op->more; 3014 op = op->more;
3368 } 3015 }
3369 return 0;
3370}
3371 3016
3372/* routine for both players and monsters. We call this when
3373 * there is a possibility for our action distrubing our hiding
3374 * place or invisiblity spell. Artefact invisiblity is not
3375 * effected by this. If we arent invisible to begin with, we
3376 * return 0.
3377 */
3378int
3379action_makes_visible (object *op)
3380{
3381
3382 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3383 {
3384 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3385 return 0;
3386
3387 if (op->contr && op->contr->tmp_invis == 0)
3388 return 0;
3389
3390 /* If monsters, they should become visible */
3391 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3392 {
3393 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3394 return 1;
3395 }
3396 }
3397 return 0; 3017 return 0;
3398} 3018}
3399 3019
3400/* op_on_battleground - checks if the given object op (usually 3020/* op_on_battleground - checks if the given object op (usually
3401 * a player) is standing on a valid battleground-tile, 3021 * a player) is standing on a valid battleground-tile,
3406 * Default is to do the same as before, so only people wanting to have different points need worry about this 3026 * Default is to do the same as before, so only people wanting to have different points need worry about this
3407 */ 3027 */
3408int 3028int
3409op_on_battleground (object *op, int *x, int *y) 3029op_on_battleground (object *op, int *x, int *y)
3410{ 3030{
3411 object *tmp;
3412
3413 /* A battleground-tile needs the following attributes to be valid: 3031 /* A battleground-tile needs the following attributes to be valid:
3414 * is_floor 1 (has to be the FIRST floor beneath the player's feet), 3032 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3415 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3033 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3416 * and the exit-coordinates sp/hp must both be > 0. 3034 * and the exit-coordinates sp/hp must both be > 0.
3417 * => The intention here is to prevent abuse of the battleground- 3035 * => The intention here is to prevent abuse of the battleground-
3418 * feature (like pickable or hidden battleground tiles). */ 3036 * feature (like pickable or hidden battleground tiles). */
3419 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3037 for (object *tmp = op->below; tmp; tmp = tmp->below)
3420 { 3038 {
3421 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3039 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3422 { 3040 {
3423 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3041 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3424 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp)) 3042 && tmp->type == BATTLEGROUND
3043 && tmp->name == shstr_battleground
3044 && EXIT_X (tmp) && EXIT_Y (tmp))
3425 { 3045 {
3426 /*before we assign the exit, check if this is a teambattle */ 3046 /* before we assign the exit, check if this is a teambattle */
3427 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) 3047 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3428 {
3429 object *invtmp;
3430
3431 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below) 3048 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3049 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3432 { 3050 {
3433 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3434 {
3435 if (x != NULL && y != NULL) 3051 if (x && y)
3436 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3052 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3053
3437 return 1; 3054 return 1;
3438 }
3439 } 3055 }
3440 } 3056
3441 if (x != NULL && y != NULL) 3057 if (x && y)
3442 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3058 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3059
3443 return 1; 3060 return 1;
3444 } 3061 }
3445 } 3062 }
3446 } 3063 }
3064
3447 /* If we got here, did not find a battleground */ 3065 /* If we got here, did not find a battleground */
3448 return 0; 3066 return 0;
3449} 3067}
3450 3068
3451/* 3069/*
3467 char buf[MAX_BUF]; /* tmp. string buffer */ 3085 char buf[MAX_BUF]; /* tmp. string buffer */
3468 int i = 0, j = 0; 3086 int i = 0, j = 0;
3469 3087
3470 /* get the appropriate treasurelist */ 3088 /* get the appropriate treasurelist */
3471 if (atnr == ATNR_FIRE) 3089 if (atnr == ATNR_FIRE)
3472 trlist = find_treasurelist ("dragon_ability_fire"); 3090 trlist = treasurelist::find (shstr_dragon_ability_fire);
3473 else if (atnr == ATNR_COLD) 3091 else if (atnr == ATNR_COLD)
3474 trlist = find_treasurelist ("dragon_ability_cold"); 3092 trlist = treasurelist::find (shstr_dragon_ability_cold);
3475 else if (atnr == ATNR_ELECTRICITY) 3093 else if (atnr == ATNR_ELECTRICITY)
3476 trlist = find_treasurelist ("dragon_ability_elec"); 3094 trlist = treasurelist::find (shstr_dragon_ability_elec);
3477 else if (atnr == ATNR_POISON) 3095 else if (atnr == ATNR_POISON)
3478 trlist = find_treasurelist ("dragon_ability_poison"); 3096 trlist = treasurelist::find (shstr_dragon_ability_poison);
3479 3097
3480 if (trlist == NULL || who->type != PLAYER) 3098 if (trlist == NULL || who->type != PLAYER)
3481 return; 3099 return;
3482 3100
3483 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3101 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3484 3102
3485 if (tr == NULL || tr->item == NULL) 3103 if (!tr || !tr->item)
3486 { 3104 {
3487 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3105 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3488 return; 3106 return;
3489 } 3107 }
3490 3108
3491 /* everything seems okay - now bring on the gift: */ 3109 /* everything seems okay - now bring on the gift: */
3492 item = &(tr->item->clone); 3110 item = tr->item;
3493 3111
3494 if (item->type == SPELL) 3112 if (item->type == SPELL)
3495 { 3113 {
3496 if (check_spell_known (who, item->name)) 3114 if (check_spell_known (who, item->name))
3497 return; 3115 return;
3556 { 3174 {
3557 /* forces in the treasurelist can alter the player's stats */ 3175 /* forces in the treasurelist can alter the player's stats */
3558 object *skin; 3176 object *skin;
3559 3177
3560 /* first get the dragon skin force */ 3178 /* first get the dragon skin force */
3561 shstr_cmp dragon_skin_force ("dragon_skin_force");
3562 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below) 3179 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3563 ; 3180 ;
3564 3181
3565 if (!skin) 3182 if (!skin)
3566 return; 3183 return;
3567 3184
3600 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg); 3217 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3601 } 3218 }
3602 else 3219 else
3603 { 3220 {
3604 /* generate misc. treasure */ 3221 /* generate misc. treasure */
3605 tmp = arch_to_object (tr->item); 3222 tmp = tr->item->instance ();
3606 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp)); 3223 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3607 tmp = insert_ob_in_ob (tmp, who); 3224 who->insert (tmp);
3608 if (who->type == PLAYER)
3609 esrv_send_item (who, tmp);
3610 } 3225 }
3611} 3226}
3612 3227
3613/** 3228/**
3614 * Unready an object for a player. This function does nothing if the object was 3229 * Unready an object for a player. This function does nothing if the object was
3615 * not readied. 3230 * not readied.
3616 */ 3231 */
3617void 3232void
3618player_unready_range_ob (player *pl, object *ob) 3233player_unready_range_ob (player *pl, object *ob)
3619{ 3234{
3620 rangetype i; 3235 if (pl->ob->current_weapon == ob)
3236 pl->ob->current_weapon = 0;
3621 3237
3622 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3238 if (pl->combat_ob == ob)
3623 { 3239 pl->combat_ob = 0;
3240
3624 if (pl->ranges[i] == ob) 3241 if (pl->ranged_ob == ob)
3625 { 3242 pl->ranged_ob = 0;
3626 pl->ranges[i] = NULL;
3627 if (pl->shoottype == i)
3628 {
3629 pl->shoottype = range_none;
3630 }
3631 }
3632 }
3633} 3243}
3244
3245//-GPL
3246
3247sint8
3248player::darkness_at (maptile *map, int x, int y) const
3249{
3250 if (!ns)
3251 return LOS_BLOCKED;
3252
3253 int dx, dy;
3254 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3255 return LOS_BLOCKED;
3256
3257 x += dx - ns->current_x;
3258 y += dy - ns->current_y;
3259
3260 return blocked_los (x, y);
3261}
3262
3263void
3264player::infobox (const char *title, const char *msg, int color)
3265{
3266 send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3267}
3268
3269void
3270player::statusmsg (const char *msg, int color)
3271{
3272 send_msg (color | NDI_REPLY, INFO_CHANNEL, msg);
3273}
3274
3275void
3276player::failmsg (const char *msg, int color)
3277{
3278 play_sound (sound_find ("generic_failure"));
3279 statusmsg (msg, color);
3280}
3281

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