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Comparing deliantra/server/server/player.C (file contents):
Revision 1.70 by root, Tue Dec 26 20:04:09 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 for_all_players (pl)
40 if (pl->ob && !strcmp (query_name (pl->ob), plname))
41 return pl;
42
43 return 0;
44}
45
46void
47display_motd (const object *op)
48{
49 char buf[MAX_BUF];
50 char motd[HUGE_BUF];
51 FILE *fp;
52 int comp;
53 int size;
54
55 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
56 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
57 return;
58
59 motd[0] = '\0';
60 size = 0;
61
62 while (fgets (buf, MAX_BUF, fp))
63 {
64 if (*buf == '#')
65 continue;
66
67 strncat (motd + size, buf, HUGE_BUF - size);
68 size += strlen (buf);
69 }
70
71 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
72 close_and_delete (fp, comp);
73}
74
75void
76send_rules (const object *op)
77{
78 char buf[MAX_BUF];
79 char rules[HUGE_BUF];
80 FILE *fp;
81 int comp;
82 int size;
83
84 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
85 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
86 return;
87
88 rules[0] = '\0';
89 size = 0;
90
91 while (fgets (buf, MAX_BUF, fp))
92 {
93 if (*buf == '#')
94 continue;
95
96 if (size + strlen (buf) >= HUGE_BUF)
97 {
98 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
99 break;
100 }
101
102 strncat (rules + size, buf, HUGE_BUF - size);
103 size += strlen (buf);
104 }
105
106 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
107 close_and_delete (fp, comp);
108}
109
110void
111send_news (const object *op)
112{
113 char buf[MAX_BUF];
114 char news[HUGE_BUF];
115 char subject[MAX_BUF];
116 FILE *fp;
117 int comp;
118 int size;
119
120 sprintf (buf, "%s/%s", settings.confdir, settings.news);
121 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
122 return;
123
124 news[0] = '\0';
125 subject[0] = '\0';
126 size = 0;
127
128 while (fgets (buf, MAX_BUF, fp) != NULL)
129 {
130 if (*buf == '#')
131 continue;
132
133 if (*buf == '%')
134 { /* send one news */
135 if (size > 0)
136 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */
137 strcpy (subject, buf + 1);
138 strip_endline (subject);
139 size = 0;
140 news[0] = '\0';
141 }
142 else
143 {
144 if (size + strlen (buf) >= HUGE_BUF)
145 {
146 LOG (llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
147 break;
148 }
149 strncat (news + size, buf, HUGE_BUF - size);
150 size += strlen (buf);
151 }
152 }
153
154 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
155 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news);
156 close_and_delete (fp, comp);
157}
158 39
159/* This loads the first map an puts the player on it. */ 40/* This loads the first map an puts the player on it. */
160static void 41static void
161set_first_map (object *op) 42set_first_map (object *op)
162{ 43{
163 strcpy (op->contr->maplevel, first_map_path); 44 op->contr->maplevel = first_map_path;
164 op->x = -1; 45 op->x = -1;
165 op->y = -1; 46 op->y = -1;
166 enter_exit (op, 0); 47}
48
49void
50player::activate ()
51{
52 if (active)
53 return;
54
55 players.insert (this);
56 ob->remove ();
57 ob->map = 0;
58 ob->activate_recursive ();
59 CLEAR_FLAG (ob, FLAG_FRIENDLY);
60 add_friendly_object (ob);
61}
62
63void
64player::deactivate ()
65{
66 if (!active)
67 return;
68
69 terminate_all_pets (ob);
70 remove_friendly_object (ob);
71 ob->deactivate_recursive ();
72
73 if (ob->map)
74 maplevel = ob->map->path;
75
76 ob->remove ();
77 ob->enemy = 0; // sometimes keeps an extra refcount on itself
78 ob->map = 0;
79 party = 0;
80
81 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
82
83 players.erase (this);
167} 84}
168 85
169// connect the player with a specific client 86// connect the player with a specific client
170// also changed, rationalises, and fixes some incorrect settings 87// also changes, rationalises, and fixes some incorrect settings
171void 88void
172player::connect (client *ns) 89player::connect (client *ns)
173{ 90{
174 this->ns = ns; 91 this->ns = ns;
175 ns->pl = this; 92 ns->pl = this;
176 93
177 next = first_player; 94 run_on = 0;
178 first_player = this; 95 fire_on = 0;
96 ob->close_container (); //TODO: client-specific
179 97
180 ns->update_look = 0; 98 ns->update_look = 0;
181 ns->look_position = 0; 99 ns->look_position = 0;
182 100
183 clear_los (ob); 101 clear_los ();
102
103 ns->reset_stats ();
184 104
185 /* make sure he's a player -- needed because of class change. */ 105 /* make sure he's a player -- needed because of class change. */
186 ob->type = PLAYER; // we are paranoid 106 ob->type = PLAYER; // we are paranoid
187 ob->race = ob->arch->clone.race; 107 ob->race = ob->arch->race;
188 108
189 if (!legal_range (ob, shoottype)) 109 ob->update_weight ();
190 shoottype = range_none;
191
192 ob->carrying = sum_weight (ob);
193 link_player_skills (ob); 110 link_skills ();
194 111
195 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
196 ob->set_speed (ob->speed);
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);
235 130
236 esrv_new_player (this, ob->weight + ob->carrying); 131 esrv_new_player (this);
237 132
238 ob->update_stats (); 133 ob->update_stats ();
134
239 ns->floorbox_update (); 135 ns->floorbox_update ();
240
241 esrv_send_inventory (ob, ob); 136 esrv_send_inventory (ob, ob);
242 esrv_add_spells (this, 0); 137 esrv_add_spells (this, 0);
243 138
244 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;
245 142
246 send_rules (ob); 143 for (object *op = ob->inv; op; op = op->below)
247 send_news (ob); 144 if (op->flag [FLAG_APPLIED])
248 display_motd (ob); 145 switch (op->type)
146 {
147 case SKILL:
148 op->flag [FLAG_APPLIED] = false;
149 break;
150
151 case WAND:
152 case ROD:
153 case HORN:
154 case BOW:
155 ranged_ob = op;
156 break;
157
158 case WEAPON:
159 combat_ob = op;
160 break;
161 }
162
163 ob->current_weapon = 0;
164 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
165 activate (); // change_weapon also activates, but this doesn't hurt
166
167 INVOKE_PLAYER (CONNECT, this);
249 INVOKE_PLAYER (LOGIN, this); 168 INVOKE_PLAYER (LOGIN, this);
250} 169}
251 170
252void 171void
253player::disconnect () 172player::disconnect ()
254{ 173{
255 //TODO: don't be so harsh and destroy :) 174 if (ob)
175 {
176 ob->close_container (); //TODO: client-specific
177 ob->drop_unpaid_items ();
178 }
179
256 if (ns) 180 if (ns)
257 destroy (); 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 ();
258} 197}
198
199//-GPL
259 200
260// the need for this function can be explained 201// the need for this function can be explained
261// by load_object not returning the object 202// by load_object not returning the object
262void 203void
263player::set_object (object *op) 204player::set_object (object *op)
264{ 205{
265 ob = op; 206 ob = observe = viewpoint = op;
266 ob->contr = this; /* this aren't yet in archetype */ 207 ob->contr = this; /* this aren't yet in archetype */
267 208
209 ob->speed = 1.0f;
268 ob->speed_left = 0.5; 210 ob->speed_left = 0.5f;
269 ob->speed = 1.0; 211
270 ob->direction = 5; /* So player faces south */ 212 ob->direction = 5; /* So player faces south */
271 ob->stats.wc = 2;
272 ob->run_away = 25; /* Then we panick... */
273
274 set_first_map (ob);
275
276 ob->roll_stats ();
277} 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
278 230
279player::player () 231player::player ()
280{ 232{
281 /* There are some elements we want initialized to non zero value - 233 /* There are some elements we want initialised to non zero value -
282 * we deal with that below this point. 234 * we deal with that below this point.
283 */ 235 */
284 outputs_sync = 16; /* Every 2 seconds */ 236 outputs_sync = 4;
285 outputs_count = 8; /* Keeps present behaviour */ 237 outputs_count = 4;
286 unapply = unapply_nochoice; 238 unapply = unapply_nochoice;
287 239
288 assign (savebed_map, first_map_path); /* Init. respawn position */ 240 savebed_map = first_map_path; /* Init. respawn position */
289 241
290 gen_sp_armour = 10; 242 gen_sp_armour = 10;
291 last_speed = -1;
292 shoottype = range_none;
293 bowtype = bow_normal; 243 bowtype = bow_normal;
294 petmode = pet_normal; 244 petmode = pet_normal;
295 listening = 10;
296 usekeys = containers; 245 usekeys = containers;
297 last_weapon_sp = -1;
298 peaceful = 1; /* default peaceful */ 246 peaceful = 1; /* default peaceful */
299 do_los = 1; 247 do_los = 1;
300 248
301 /* we need to clear these to -1 and not zero - otherwise, 249 weapon_sp = 1.0f;
302 * if a player quits and starts a new character, we wont 250 weapon_sp_left = 0.5f;
303 * send new values to the client, as things like exp start
304 * at zero.
305 */
306 for (int i = 0; i < NUM_SKILLS; i++)
307 last_skill_exp[i] = -1;
308
309 for (int i = 0; i < NROFATTACKS; i++)
310 last_resist[i] = -1;
311
312 last_stats.exp = -1;
313 last_weight = (uint32) - 1;
314} 251}
315 252
316void 253void
317player::do_destroy () 254player::do_destroy ()
318{ 255{
256 disconnect ();
257
319 attachable::do_destroy (); 258 attachable::do_destroy ();
320
321 save (false);
322 enable_save = false;
323
324 disconnect ();
325
326 terminate_all_pets (ob);
327
328 if (first_player != this)
329 {
330 player *prev = first_player;
331
332 while (prev && prev->next && prev->next != this)
333 prev = prev->next;
334
335 if (prev->next != this)
336 {
337 LOG (llevError, "Free_player: Can't find previous player.\n");
338 abort ();
339 }
340
341 prev->next = next;
342 }
343 else
344 first_player = next;
345 259
346 if (ob) 260 if (ob)
347 { 261 {
348 ob->destroy_inv (false); 262 ob->destroy_inv (false);
349 ob->destroy (); 263 ob->destroy ();
350 } 264 }
351 265
352 if (ns) 266 ob = observe = viewpoint = 0;
353 {
354 client *ns = this->ns;
355 ns->send_packet ("goodbye");
356 ns->flush ();
357 ns->pl = 0;
358 this->ns = 0;
359 ns->destroy ();
360 }
361} 267}
362 268
363player::~player () 269player::~player ()
364{ 270{
365 /* Clear item stack */ 271 /* Clear item stack */
366 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 }
367} 301}
368 302
369/* Tries to add player on the connection passed in ns. 303/* Tries to add player on the connection passed in ns.
370 * 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
371 * mode. 305 * mode.
373player * 307player *
374player::create () 308player::create ()
375{ 309{
376 player *pl = new player; 310 player *pl = new player;
377 311
378 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);
379 319
380 return pl; 320 return pl;
381}
382
383/*
384 * get_player_archetype() return next player archetype from archetype
385 * list. Not very efficient routine, but used only creating new players.
386 * Note: there MUST be at least one player archetype!
387 */
388archetype *
389get_player_archetype (archetype *at)
390{
391 archetype *start = at;
392
393 for (;;)
394 {
395 if (at == NULL || at->next == NULL)
396 at = first_archetype;
397 else
398 at = at->next;
399
400 if (at->clone.type == PLAYER)
401 return at;
402
403 if (at == start)
404 {
405 LOG (llevError, "No Player archetypes\n");
406 exit (-1);
407 }
408 }
409} 321}
410 322
411object * 323object *
412get_nearest_player (object *mon) 324get_nearest_player (object *mon)
413{ 325{
414 object *op = NULL; 326 object *op = NULL;
415 objectlink *ol; 327 objectlink *ol;
416 unsigned lastdist; 328 unsigned lastdist;
417 rv_vector rv; 329 rv_vector rv;
418 330
419 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 331 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
420 { 332 {
421 /* We should not find free objects on this friendly list, but it
422 * does periodically happen. Given that, lets deal with it.
423 * While unlikely, it is possible the next object on the friendly
424 * list is also free, so encapsulate this in a while loop.
425 */
426 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
427 {
428 object *tmp = ol->ob;
429
430 /* Can't do much more other than log the fact, because the object
431 * itself will have been cleared.
432 */
433 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n");
434 ol = ol->next;
435 remove_friendly_object (tmp);
436 if (!ol)
437 return op;
438 }
439
440 /* Remove special check for player from this. First, it looks to cause
441 * some crashes (ol->ob->contr not set properly?), but secondly, a more
442 * complicated method of state checking would be needed in any case -
443 * as it was, a clever player could type quit, and the function would
444 * skip them over while waiting for confirmation. Remove
445 * on_same_map check, as can_detect_enemy also does this
446 */
447 if (!can_detect_enemy (mon, ol->ob, &rv)) 333 if (!can_detect_enemy (mon, ol->ob, &rv))
448 continue; 334 continue;
449 335
450 if (lastdist > rv.distance) 336 if (lastdist > rv.distance)
451 { 337 {
527 x = mon->x; 413 x = mon->x;
528 y = mon->y; 414 y = mon->y;
529 m = mon->map; 415 m = mon->map;
530 dir = rv.direction; 416 dir = rv.direction;
531 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 */
532 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
533 /* 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. */
534 if (diff > max) 421 if (diff > max)
535 return 0; 422 return 0;
423
536 while (diff > 1 && max > 0) 424 while (diff > 1 && max > 0)
537 { 425 {
538 lastx = x; 426 lastx = x;
539 lasty = y; 427 lasty = y;
540 lastmap = m; 428 lastmap = m;
622 max--; 510 max--;
623 lastdir = dir; 511 lastdir = dir;
624 if (!firstdir) 512 if (!firstdir)
625 firstdir = dir; 513 firstdir = dir;
626 } 514 }
515
627 if (diff <= 1) 516 if (diff <= 1)
628 { 517 {
629 /* Recalculate diff (distance) because we may not have actually 518 /* Recalculate diff (distance) because we may not have actually
630 * headed toward player for entire distance. 519 * headed toward player for entire distance.
631 */ 520 */
632 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 521 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
633 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));
634 } 523 }
524
635 if (diff > max) 525 if (diff > max)
636 return 0; 526 return 0;
637 } 527 }
528
638 /* 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 */
639 if (!max) 530 if (!max)
640 return 0; 531 return 0;
641 532
642 return firstdir; 533 return firstdir;
643} 534}
644 535
645void 536void
646give_initial_items (object *pl, treasurelist * items) 537give_initial_items (object *pl, treasurelist *items)
647{ 538{
648 object *op, *next = NULL;
649
650 if (pl->randomitems != NULL) 539 if (pl->randomitems)
651 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); 540 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
652 541
653 for (op = pl->inv; op; op = next) 542 for (object *next, *op = pl->inv; op; op = next)
654 { 543 {
655 next = op->below; 544 next = op->below;
656 545
657 /* Forces get applied per default, unless they have the 546 /* Forces get applied per default, unless they have the
658 * 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
663 /* we never give weapons/armour if these cannot be used 552 /* we never give weapons/armour if these cannot be used
664 * by this player due to race restrictions 553 * by this player due to race restrictions
665 */ 554 */
666 if (pl->type == PLAYER) 555 if (pl->type == PLAYER)
667 { 556 {
668 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) && 557 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR)
558 &&
669 (op->type == ARMOUR || op->type == BOOTS || 559 (op->type == ARMOUR || op->type == BOOTS
670 op->type == CLOAK || op->type == HELMET || 560 || op->type == CLOAK || op->type == HELMET
671 op->type == SHIELD || op->type == GLOVES || 561 || op->type == SHIELD || op->type == GLOVES
562 || op->type == BRACERS || op->type == GIRDLE))
672 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))
673 { 564 {
674 op->destroy (); 565 op->destroy ();
675 continue; 566 continue;
676 } 567 }
677 } 568 }
678 569
679 /* This really needs to be better - we should really give 570 /* Here we remove duplicated skills (as duplicated spell objects have
680 * a substitute spellbook. The problem is that we don't really 571 * _very_ confusing effects for players), which could for instance be
681 * have a good idea what to replace it with (need something like 572 * generated by bad treasurelists. - elmex
682 * a first level treasurelist for each skill.)
683 * remove duplicate skills also
684 */ 573 */
685 if (op->type == SPELLBOOK || op->type == SKILL) 574 if (op->type == SKILL)
686 { 575 {
687 object *tmp;
688
689 for (tmp = op->below; tmp; tmp = tmp->below) 576 for (object *tmp = op->below; tmp; tmp = tmp->below)
690 if (tmp->type == op->type && tmp->name == op->name) 577 if (tmp->type == op->type && tmp->name == op->name)
691 break;
692
693 if (tmp)
694 { 578 {
695 op->destroy (); 579 op->destroy ();
580 LOG (llevError,
696 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); 581 "give_initial_items: Removing duplicate skill %s\n", &tmp->name);
697 continue; 582 break;
698 } 583 }
699 584
700 if (op->nrof > 1) 585 if (op->nrof > 1)
701 op->nrof = 1; 586 op->nrof = 1;
702 } 587 }
703 588
704 if (op->type == SPELLBOOK && op->inv) 589 if (op->type == SPELLBOOK && op->inv)
705 {
706 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); 590 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
707 }
708 591
709 /* Give starting characters identified, uncursed, and undamned 592 /* Give starting characters identified, uncursed, and undamned
710 * 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
711 * merged properly. 594 * merged properly.
712 */ 595 */
713 if (need_identify (op)) 596 if (need_identify (op))
714 { 597 {
715 SET_FLAG (op, FLAG_IDENTIFIED); 598 SET_FLAG (op, FLAG_IDENTIFIED);
716 CLEAR_FLAG (op, FLAG_CURSED); 599 CLEAR_FLAG (op, FLAG_CURSED);
717 CLEAR_FLAG (op, FLAG_DAMNED); 600 CLEAR_FLAG (op, FLAG_DAMNED);
718 } 601 }
602
719 if (op->type == SPELL) 603 if (op->type == SPELL)
720 { 604 {
721 op->destroy (); 605 op->destroy ();
722 continue; 606 continue;
723 } 607 }
725 { 609 {
726 SET_FLAG (op, FLAG_CAN_USE_SKILL); 610 SET_FLAG (op, FLAG_CAN_USE_SKILL);
727 op->stats.exp = 0; 611 op->stats.exp = 0;
728 op->level = 1; 612 op->level = 1;
729 } 613 }
730 /* lock all 'normal items by default */ 614 else /* lock all 'normal items by default */
731 else
732 SET_FLAG (op, FLAG_INV_LOCKED); 615 SET_FLAG (op, FLAG_INV_LOCKED);
733 } /* for loop of objects in player inv */ 616 } /* for loop of objects in player inv */
734 617
735 /* Need to set up the skill pointers */ 618 /* Need to set up the skill pointers */
736 link_player_skills (pl); 619 pl->contr->link_skills ();
737} 620}
738 621
739void 622void
740get_party_password (object *op, partylist *party) 623get_party_password (object *op, partylist *party)
741{ 624{
751 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:");
752} 635}
753 636
754/* 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. */
755static int 638static int
756roll_stat (void) 639roll_stat ()
757{ 640{
758 int a[4], i, j, k; 641 int a[4], i, j, k;
759 642
760 for (i = 0; i < 4; i++) 643 for (i = 0; i < 4; i++)
761 a[i] = (int) RANDOM () % 6 + 1; 644 a[i] = (int) rndm (6) + 1;
762 645
763 for (i = 0, j = 0, k = 7; i < 4; i++) 646 for (i = 0, j = 0, k = 7; i < 4; i++)
764 if (a[i] < k) 647 if (a[i] < k)
765 k = a[i], j = i; 648 k = a[i], j = i;
766 649
772} 655}
773 656
774void 657void
775object::roll_stats () 658object::roll_stats ()
776{ 659{
777 int statsort [7]; 660 int statsort [NUM_STATS];
778 661
779 for (;;) 662 for (;;)
780 { 663 {
781 int sum = 0; 664 int sum = 0;
782 for (int i = 7; i--; ) 665 for (int i = NUM_STATS; i--; )
783 sum += statsort [i] = roll_stat (); 666 sum += statsort [i] = roll_stat ();
784 667
785 if (sum >= 82 && sum <= 116) 668 if (sum >= 82 && sum <= 116)
786 break; 669 break;
787 } 670 }
788 671
789 // Sort the stats so that rerolling is easier... 672 // Sort the stats so that rerolling is easier...
790 std::sort (statsort, statsort + 7, std::greater<int>()); 673 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
791 674
675 for (int i = 0; i < NUM_STATS; ++i)
792 stats.Str = statsort[0]; 676 stats.stat (i) = statsort [i];
793 stats.Dex = statsort[1];
794 stats.Con = statsort[2];
795 stats.Int = statsort[3];
796 stats.Wis = statsort[4];
797 stats.Pow = statsort[5];
798 stats.Cha = statsort[6];
799 677
800 stats.exp = 0; 678 stats.exp = 0;
801 stats.ac = 0; 679 stats.ac = 0;
802 680
803 stats.hp = stats.maxhp; 681 stats.hp = stats.maxhp;
815} 693}
816 694
817void 695void
818object::swap_stats (int a, int b) 696object::swap_stats (int a, int b)
819{ 697{
820 int tmp = get_attr_value (&contr->orig_stats, a); 698 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
821 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
822 set_attr_value (&contr->orig_stats, b, tmp);
823 699
700 for (int i = 0; i < NUM_STATS; ++i)
824 stats.Str = contr->orig_stats.Str; 701 stats.stat (i) = contr->orig_stats.stat (i);
825 stats.Dex = contr->orig_stats.Dex;
826 stats.Con = contr->orig_stats.Con;
827 stats.Int = contr->orig_stats.Int;
828 stats.Wis = contr->orig_stats.Wis;
829 stats.Pow = contr->orig_stats.Pow;
830 stats.Cha = contr->orig_stats.Cha;
831 702
832 //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,
833 // be merged with the similar code in roll_stats 704 // be merged with the similar code in roll_stats
834 stats.ac = 0; 705 stats.ac = 0;
835 706
847 contr->levsp[1] = 6; 718 contr->levsp[1] = 6;
848 contr->levgrace[1] = 3; 719 contr->levgrace[1] = 3;
849 720
850 contr->orig_stats = stats; 721 contr->orig_stats = stats;
851 } 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);
852} 732}
853 733
854/* This function takes the key that is passed, and does the 734/* This function takes the key that is passed, and does the
855 * appropriate action with it (change race, or other things). 735 * appropriate action with it (change race, or other things).
856 * The function name is for historical reasons - now we have 736 * The function name is for historical reasons - now we have
857 * separate race and class; this actually changes the RACE, 737 * separate race and class; this actually changes the RACE,
858 * not the class. 738 * not the class.
859 */ 739 */
860int 740void
861key_change_class (object *op, char key) 741player::chargen_race_done ()
862{ 742{
863 int tmp_loop;
864
865 if (key == 'd' || key == 'D')
866 {
867 char buf[MAX_BUF];
868
869 /* this must before then initial items are given */ 743 /* this must before then initial items are given */
870 esrv_new_player (op->contr, op->weight + op->carrying); 744 esrv_new_player (ob->contr);
871 745
872 treasurelist *tl = find_treasurelist ("starting_wealth"); 746 treasurelist *tl = treasurelist::find (shstr_starting_wealth);
873 if (tl) 747 if (tl)
874 create_treasure (tl, op, 0, 0, 0); 748 create_treasure (tl, ob, 0, 0, 0);
875 749
876 INVOKE_PLAYER (BIRTH, op->contr); 750 INVOKE_PLAYER (BIRTH, ob->contr);
877 INVOKE_PLAYER (LOGIN, op->contr); 751 INVOKE_PLAYER (LOGIN, ob->contr);
878 752
879 op->contr->ns->state = ST_PLAYING; 753 ob->contr->ns->state = ST_PLAYING;
880 754
881 if (op->msg) 755 if (ob->msg)
882 op->msg = NULL; 756 ob->msg = 0;
883 757
884 /* We create this now because some of the unique maps will need it
885 * to save here.
886 */
887 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name);
888 make_path_to_file (buf);
889
890#ifdef AUTOSAVE
891 op->contr->last_save_tick = pticks;
892#endif
893 start_info (op); 758 start_info (ob);
894 CLEAR_FLAG (op, FLAG_WIZ); 759 CLEAR_FLAG (ob, FLAG_WIZ);
895 give_initial_items (op, op->randomitems); 760 give_initial_items (ob, ob->randomitems);
896 link_player_skills (op);
897 esrv_send_inventory (op, op); 761 esrv_send_inventory (ob, ob);
898 op->update_stats (); 762 ob->update_stats ();
899 763
900 /* This moves the player to a different start map, if there 764 /* This moves the player to a different start map, if there
901 * is one for this race 765 * is one for this race
902 */ 766 */
903 if (*first_map_ext_path) 767 if (*first_map_ext_path)
904 { 768 ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y);
905 object *tmp;
906 char mapname[MAX_BUF];
907
908 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name);
909 tmp = object::create ();
910 EXIT_PATH (tmp) = mapname;
911 EXIT_X (tmp) = op->x;
912 EXIT_Y (tmp) = op->y;
913 enter_exit (op, tmp); /* we don't really care if it succeeded;
914 * if the map isn't there, then stay on the
915 * default initial map */
916 tmp->destroy ();
917 }
918 else 769 else
919 LOG (llevDebug, "first_map_ext_path not set\n"); 770 LOG (llevDebug, "first_map_ext_path not set\n");
771}
920 772
921 return 0; 773void
922 } 774player::chargen_race_next ()
923 775{
924 /* Following actually changes the race - this is the default command 776 /* Following actually changes the race - this is the default command
925 * if we don't match with one of the options above. 777 * if we don't match with one of the options above.
926 */ 778 */
927 779
928 tmp_loop = 0; 780 do
929 while (!tmp_loop)
930 { 781 {
931 shstr name = op->name; 782 shstr name = ob->name;
932 int x = op->x, y = op->y; 783 int x = ob->x, y = ob->y;
933 784
934 op->remove_statbonus (); 785 ob->remove_statbonus ();
935 op->remove (); 786 ob->remove ();
936 op->arch = get_player_archetype (op->arch); 787 ob->arch = get_player_archetype (ob->arch);
937 op->arch->clone.copy_to (op); 788 ob->arch->copy_to (ob);
938 op->instantiate (); 789 ob->instantiate ();
939 op->stats = op->contr->orig_stats; 790 ob->stats = ob->contr->orig_stats;
940 op->name = op->name_pl = name; 791 ob->name = ob->name_pl = name;
941 op->x = x; 792 ob->x = x;
942 op->y = y; 793 ob->y = y;
943 SET_ANIMATION (op, 2); /* So player faces south */ 794 SET_ANIMATION (ob, 2); /* So player faces south */
944 insert_ob_in_map (op, op->map, op, 0); 795 insert_ob_in_map (ob, ob->map, ob, 0);
945 assign (op->contr->title, op->arch->clone.name); 796 assign (ob->contr->title, ob->arch->object::name);
946 op->add_statbonus (); 797 ob->add_statbonus ();
947 tmp_loop = allowed_class (op);
948 } 798 }
799 while (!allowed_class (ob));
949 800
950 update_object (op, UP_OBJ_FACE); 801 update_object (ob, UP_OBJ_FACE);
951 esrv_update_item (UPD_FACE, op, op); 802 esrv_update_item (UPD_FACE, ob, ob);
952 op->update_stats (); 803 ob->update_stats ();
953 op->stats.hp = op->stats.maxhp; 804 ob->stats.hp = ob->stats.maxhp;
954 op->stats.sp = op->stats.maxsp; 805 ob->stats.sp = ob->stats.maxsp;
955 op->stats.grace = 0; 806 ob->stats.grace = 0;
956
957 if (op->msg)
958 new_draw_info (NDI_BLUE, 0, op, op->msg);
959
960 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
961 return 0;
962} 807}
963 808
964int 809static void
965key_confirm_quit (object *op, char key)
966{
967 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
968 {
969 op->contr->ns->state = ST_PLAYING;
970 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
971 return 1;
972 }
973
974 INVOKE_PLAYER (LOGOUT, op->contr);
975 INVOKE_PLAYER (QUIT, op->contr);
976
977 op->contr->enable_save = false;
978
979 terminate_all_pets (op);
980 leave_map (op);
981 op->direction = 0;
982 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
983
984 strcpy (op->contr->killer, "quit");
985 check_score (op);
986 op->contr->party = 0;
987 op->contr->own_title[0] = '\0';
988
989 object_ptr ob = op;
990
991 /* We need to hunt for any per player unique maps in memory and
992 * get rid of them. The trailing slash in the path is intentional,
993 * so that players named 'Ab' won't match against players 'Abe' pathname
994 */
995 char buf[MAX_BUF];
996 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
997
998 for (maptile *next, *mp = first_map; mp; mp = next)
999 {
1000 next = mp->next;
1001
1002 if (!strncmp (mp->path, buf, strlen (buf)))
1003 delete_map (mp);
1004 }
1005
1006 delete_character (ob->name, 1);
1007 ob->contr->destroy ();
1008
1009 return 1;
1010}
1011
1012void
1013flee_player (object *op) 810flee_player (object *op)
1014{ 811{
1015 int dir, diff; 812 int dir, diff;
1016 rv_vector rv; 813 rv_vector rv;
1017 814
1020 LOG (llevDebug, "Fleeing player is dead.\n"); 817 LOG (llevDebug, "Fleeing player is dead.\n");
1021 CLEAR_FLAG (op, FLAG_SCARED); 818 CLEAR_FLAG (op, FLAG_SCARED);
1022 return; 819 return;
1023 } 820 }
1024 821
1025 if (op->enemy == NULL) 822 if (!op->enemy)
1026 { 823 {
1027 LOG (llevDebug, "Fleeing player had no enemy.\n"); 824 LOG (llevDebug, "Fleeing player had no enemy.\n");
1028 CLEAR_FLAG (op, FLAG_SCARED); 825 CLEAR_FLAG (op, FLAG_SCARED);
1029 return; 826 return;
1030 } 827 }
1031 828
1032 /* Seen some crashes here. Since we don't store an
1033 * op->enemy_count, it is possible that something destroys the
1034 * actual enemy, and the object is recycled.
1035 */
1036 if (op->enemy->map == NULL)
1037 {
1038 CLEAR_FLAG (op, FLAG_SCARED);
1039 op->enemy = NULL;
1040 return;
1041 }
1042
1043 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))
1044 { 830 {
1045 op->enemy = NULL; 831 op->enemy = NULL;
1046 CLEAR_FLAG (op, FLAG_SCARED); 832 CLEAR_FLAG (op, FLAG_SCARED);
1047 return; 833 return;
1050 get_rangevector (op, op->enemy, &rv, 0); 836 get_rangevector (op, op->enemy, &rv, 0);
1051 837
1052 dir = absdir (4 + rv.direction); 838 dir = absdir (4 + rv.direction);
1053 for (diff = 0; diff < 3; diff++) 839 for (diff = 0; diff < 3; diff++)
1054 { 840 {
1055 int m = 1 - (RANDOM () & 2); 841 int m = 1 - rndm (2) * 2;
1056 842
1057 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)))
1058 return; 844 return;
1059 } 845 }
1060 846
1061 /* Cornered, get rid of scared */ 847 /* Cornered, get rid of scared */
1062 CLEAR_FLAG (op, FLAG_SCARED); 848 CLEAR_FLAG (op, FLAG_SCARED);
1063 op->enemy = NULL; 849 op->enemy = NULL;
1064} 850}
1065 851
1066
1067/* 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.
1068 * 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
1069 * stop. 854 * stop.
1070 */ 855 */
1071int 856int
1072check_pick (object *op) 857check_pick (object *op)
1073{ 858{
1074 object *tmp, *next; 859 object *tmp, *next;
1075 int stop = 0; 860 int stop = 0;
1076 int j, k, wvratio; 861 int wvratio;
1077 char putstring[128], tmpstr[16];
1078 862
1079 /* if you're flying, you cna't pick up anything */ 863 /* if you're flying, you cna't pick up anything */
1080 if (op->move_type & MOVE_FLYING) 864 if (op->move_type & MOVE_FLYING)
1081 return 1; 865 return 1;
1082 866
1083 next = op->below; 867 next = op->below;
1084 868
869 int cnt = MAX_ITEM_PER_ACTION;
870#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
871
1085 /* 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
1086 * destroyed */ 873 * destroyed */
1087 while (next && !next->destroyed ()) 874 while (next && !next->destroyed ())
1088 { 875 {
1089 tmp = next; 876 tmp = next;
1090 next = tmp->below; 877 next = tmp->below;
1091 878
879 if (cnt <= 0)
880 {
881 op->failmsg ("Couldn't pickup all items at once.");
882 return 0;
883 }
884
1092 if (op->destroyed ()) 885 if (op->destroyed ())
1093 return 0; 886 return 0;
1094 887
1095 if (!can_pick (op, tmp)) 888 if (!can_pick (op, tmp))
1096 continue; 889 continue;
1097 890
1098 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 891 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1099 { 892 {
1100 if (item_matched_string (op, tmp, op->contr->search_str)) 893 if (item_matched_string (op, tmp, op->contr->search_str))
1101 pick_up (op, tmp); 894 CHK_PICK_PICKUP;
895
1102 continue; 896 continue;
1103 } 897 }
1104 898
1105 /* 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? */
1106 if (!(op->contr->mode & PU_NEWMODE)) 959 if (op->contr->mode & PU_FOOD)
960 if (tmp->type == FOOD)
1107 { 961 {
1108 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)
1109 { 1025 {
1110 case 0: 1026 CHK_PICK_PICKUP;
1111 return 1; /* don't pick up */ 1027 continue;
1112 case 1:
1113 pick_up (op, tmp);
1114 return 1;
1115 case 2:
1116 pick_up (op, tmp);
1117 return 0;
1118 case 3:
1119 return 0; /* stop before pickup */
1120 case 4:
1121 pick_up (op, tmp);
1122 break;
1123 case 5:
1124 pick_up (op, tmp);
1125 stop = 1;
1126 break;
1127 case 6:
1128 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1129 pick_up (op, tmp);
1130 break;
1131
1132 case 7:
1133 if (tmp->type == MONEY || tmp->type == GEM)
1134 pick_up (op, tmp);
1135 break;
1136
1137 default:
1138 /* use value density */
1139 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1140 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1141 pick_up (op, tmp);
1142 } 1028 }
1143 } 1029 }
1144 else 1030
1145 { /* old model */ 1031 /* rings & amulets - talismans seems to be typed AMULET */
1146 /* NEW pickup handling */
1147 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)
1148 { 1037 {
1149 /* some debugging code to figure out item information */ 1038 CHK_PICK_PICKUP;
1150 if (tmp->name != NULL)
1151 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1152 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1153 else
1154 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1155 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1156
1157 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1158 }
1159
1160 /* philosophy:
1161 * It's easy to grab an item type from a pile, as long as it's
1162 * generic. This takes no game-time. For more detailed pickups
1163 * and selections, select-items should be used. This is a
1164 * grab-as-you-run type mode that's really useful for arrows for
1165 * example.
1166 * The drawback: right now it has no frontend, so you need to
1167 * stick the bits you want into a calculator in hex mode and then
1168 * convert to decimal and then 'pickup <#>
1169 */
1170
1171 /* the first two modes are exclusive: if NOTHING we return, if
1172 * STOP then we stop. All the rest are applied sequentially,
1173 * meaning if any test passes, the item gets picked up. */
1174
1175 /* if mode is set to pick nothing up, return */
1176
1177 if (op->contr->mode & PU_NOTHING)
1178 return 1;
1179
1180 /* if mode is set to stop when encountering objects, return */
1181 /* take STOP before INHIBIT since it doesn't actually pick
1182 * anything up */
1183
1184 if (op->contr->mode & PU_STOP)
1185 return 0;
1186
1187 /* useful for going into stores and not losing your settings... */
1188 /* and for battles wher you don't want to get loaded down while
1189 * fighting */
1190 if (op->contr->mode & PU_INHIBIT)
1191 return 1;
1192
1193 /* prevent us from turning into auto-thieves :) */
1194 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1195 continue; 1039 continue;
1040 }
1196 1041
1197 /* ignore known cursed objects */ 1042 /* we don't forget dragon food */
1198 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;
1199 continue; 1047 continue;
1048 }
1200 1049
1201 /* all food and drink if desired */ 1050 /* bows and arrows. Bows are good for selling! */
1202 /* 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
1203 if (op->contr->mode & PU_FOOD) 1087 if (op->contr->mode & PU_BOOTS)
1204 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"))
1205 { 1121 {
1206 pick_up (op, tmp); 1122 CHK_PICK_PICKUP;
1207 continue; 1123 continue;
1208 } 1124 }
1125 }
1209 1126
1127 /* misc stuff that's useful */
1210 if (op->contr->mode & PU_DRINK) 1128 if (op->contr->mode & PU_KEY)
1211 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1129 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1212 { 1130 {
1213 pick_up (op, tmp); 1131 CHK_PICK_PICKUP;
1214 continue; 1132 continue;
1215 } 1133 }
1216 1134
1135 /* any of the last 4 bits set means we use the ratio for value
1136 * pickups */
1217 if (op->contr->mode & PU_POTION) 1137 if (op->contr->mode & PU_RATIO)
1218 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
1219 { 1142 */
1220 pick_up (op, tmp);
1221 continue;
1222 }
1223
1224 /* spellbooks, skillscrolls and normal books/scrolls */
1225 if (op->contr->mode & PU_SPELLBOOK)
1226 if (tmp->type == SPELLBOOK)
1227 {
1228 pick_up (op, tmp);
1229 continue;
1230 }
1231
1232 if (op->contr->mode & PU_SKILLSCROLL)
1233 if (tmp->type == SKILLSCROLL)
1234 {
1235 pick_up (op, tmp);
1236 continue;
1237 }
1238
1239 if (op->contr->mode & PU_READABLES)
1240 if (tmp->type == BOOK || tmp->type == SCROLL)
1241 {
1242 pick_up (op, tmp);
1243 continue;
1244 }
1245
1246 /* wands/staves/rods/horns */
1247 if (op->contr->mode & PU_MAGIC_DEVICE)
1248 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1249 {
1250 pick_up (op, tmp);
1251 continue;
1252 }
1253
1254 /* pick up all magical items */
1255 if (op->contr->mode & PU_MAGICAL) 1143 wvratio = op->contr->mode & PU_RATIO;
1256 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)
1257 {
1258 pick_up (op, tmp);
1259 continue;
1260 }
1261
1262 if (op->contr->mode & PU_VALUABLES)
1263 { 1145 {
1264 if (tmp->type == MONEY || tmp->type == GEM) 1146#if 0
1147 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1148 if (tmp->name != NULL)
1265 { 1149 {
1266 pick_up (op, tmp); 1150 fprintf (stderr, "%s", tmp->name);
1267 continue;
1268 } 1151 }
1269 }
1270
1271 /* rings & amulets - talismans seems to be typed AMULET */
1272 if (op->contr->mode & PU_JEWELS)
1273 if (tmp->type == RING || tmp->type == AMULET)
1274 {
1275 pick_up (op, tmp);
1276 continue;
1277 }
1278
1279 /* we don't forget dragon food */
1280 if (op->contr->mode & PU_FLESH)
1281 if (tmp->type == FLESH)
1282 {
1283 pick_up (op, tmp);
1284 continue;
1285 }
1286
1287 /* bows and arrows. Bows are good for selling! */
1288 if (op->contr->mode & PU_BOW)
1289 if (tmp->type == BOW)
1290 {
1291 pick_up (op, tmp);
1292 continue;
1293 }
1294
1295 if (op->contr->mode & PU_ARROW)
1296 if (tmp->type == ARROW)
1297 {
1298 pick_up (op, tmp);
1299 continue;
1300 }
1301
1302 /* all kinds of armor etc. */
1303 if (op->contr->mode & PU_ARMOUR)
1304 if (tmp->type == ARMOUR)
1305 {
1306 pick_up (op, tmp);
1307 continue;
1308 }
1309
1310 if (op->contr->mode & PU_HELMET)
1311 if (tmp->type == HELMET)
1312 {
1313 pick_up (op, tmp);
1314 continue;
1315 }
1316
1317 if (op->contr->mode & PU_SHIELD)
1318 if (tmp->type == SHIELD)
1319 {
1320 pick_up (op, tmp);
1321 continue;
1322 }
1323
1324 if (op->contr->mode & PU_BOOTS)
1325 if (tmp->type == BOOTS)
1326 {
1327 pick_up (op, tmp);
1328 continue;
1329 }
1330
1331 if (op->contr->mode & PU_GLOVES)
1332 if (tmp->type == GLOVES)
1333 {
1334 pick_up (op, tmp);
1335 continue;
1336 }
1337
1338 if (op->contr->mode & PU_CLOAK)
1339 if (tmp->type == CLOAK)
1340 {
1341 pick_up (op, tmp);
1342 continue;
1343 }
1344
1345 /* hoping to catch throwing daggers here */
1346 if (op->contr->mode & PU_MISSILEWEAPON)
1347 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1348 {
1349 pick_up (op, tmp);
1350 continue;
1351 }
1352
1353 /* careful: chairs and tables are weapons! */
1354 if (op->contr->mode & PU_ALLWEAPON)
1355 {
1356 if (tmp->type == WEAPON && tmp->name != NULL)
1357 {
1358 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1359 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1360 {
1361 pick_up (op, tmp);
1362 continue;
1363 }
1364 }
1365
1366 if (tmp->type == WEAPON && tmp->name == NULL)
1367 {
1368 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1369 {
1370 pick_up (op, tmp);
1371 continue;
1372 }
1373 }
1374 }
1375
1376 /* misc stuff that's useful */
1377 if (op->contr->mode & PU_KEY)
1378 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1379 {
1380 pick_up (op, tmp);
1381 continue;
1382 }
1383
1384 /* any of the last 4 bits set means we use the ratio for value
1385 * pickups */
1386 if (op->contr->mode & PU_RATIO)
1387 {
1388 /* use value density to decide what else to grab */
1389 /* >=7 was >= op->contr->mode */
1390 /* >=7 is the old standard setting. Now we take the last 4 bits
1391 * and multiply them by 5, giving 0..15*5== 5..75 */
1392 wvratio = (op->contr->mode & PU_RATIO) * 5;
1393 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1394 {
1395 pick_up (op, tmp);
1396#if 0
1397 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1398 if (tmp->name != NULL)
1399 {
1400 fprintf (stderr, "%s", tmp->name);
1401 }
1402 else 1152 else
1403 fprintf (stderr, "%s", tmp->arch->name); 1153 fprintf (stderr, "%s", tmp->arch->archname);
1404 fprintf (stderr, ",%d] = ", tmp->type); 1154 fprintf (stderr, ",%d] = ", tmp->type);
1405 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))));
1406#endif 1156#endif
1157 CHK_PICK_PICKUP;
1407 continue; 1158 continue;
1408 }
1409 } 1159 }
1410 } /* the new pickup model */ 1160 } /* the new pickup model */
1411 } 1161 }
1412 1162
1413 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;
1414} 1199}
1415 1200
1416/* 1201/*
1417 * Find an arrow in the inventory and after that 1202 * Find an arrow in the inventory and after that
1418 * in the right type container (quiver). Pointer to the 1203 * in the right type container (quiver). Pointer to the
1419 * found object is returned. 1204 * found object is returned.
1420 */ 1205 */
1421object * 1206static object *
1422find_arrow (object *op, const char *type) 1207find_arrow (object *op, const char *type)
1423{ 1208{
1424 object *tmp = NULL;
1425
1426 for (op = op->inv; op; op = op->below) 1209 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1427 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1428 tmp = find_arrow (op, type);
1429 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);
1430 return op; 1218 return arrow;
1219 }
1220
1431 return tmp; 1221 return 0;
1432} 1222}
1433 1223
1434/* 1224/*
1435 * 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
1436 * 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
1437 * 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
1438 * 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.
1439 */ 1229 */
1440 1230static object *
1441object *
1442find_better_arrow (object *op, object *target, const char *type, int *better) 1231find_better_arrow (object *op, object *target, shstr_cmp type, int *better)
1443{ 1232{
1444 object *tmp = NULL, *arrow, *ntmp; 1233 object *tmp = NULL, *arrow, *ntmp;
1445 int attacknum, attacktype, betterby = 0, i; 1234 int attacknum, attacktype, betterby = 0, i;
1446 1235
1447 if (!type) 1236 if (!type)
1451 { 1240 {
1452 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))
1453 { 1242 {
1454 i = 0; 1243 i = 0;
1455 ntmp = find_better_arrow (arrow, target, type, &i); 1244 ntmp = find_better_arrow (arrow, target, type, &i);
1245
1456 if (i > betterby) 1246 if (i > betterby)
1457 { 1247 {
1458 tmp = ntmp; 1248 tmp = ntmp;
1459 betterby = i; 1249 betterby = i;
1460 } 1250 }
1461 } 1251 }
1462 else if (arrow->type == ARROW && arrow->race == type) 1252 else if (arrow->type == ARROW && arrow->race == type)
1463 { 1253 {
1464 /* allways prefer assasination/slaying */ 1254 /* allways prefer assasination/slaying */
1465 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race)) 1255 if (target->race && arrow->slaying.contains (target->race))
1466 { 1256 {
1467 if (arrow->attacktype & AT_DEATH) 1257 if (arrow->attacktype & AT_DEATH)
1468 { 1258 {
1469 *better = 100; 1259 *better = 100;
1470 return arrow; 1260 return arrow;
1478 else 1268 else
1479 { 1269 {
1480 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1270 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1481 { 1271 {
1482 attacktype = 1 << attacknum; 1272 attacktype = 1 << attacknum;
1483 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1273 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1484 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)
1485 { 1275 {
1486 tmp = arrow; 1276 tmp = arrow;
1487 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;
1488 } 1278 }
1489 } 1279 }
1280
1490 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1281 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1491 { 1282 {
1492 tmp = arrow; 1283 tmp = arrow;
1493 betterby = 2 + arrow->magic + arrow->stats.dam; 1284 betterby = 2 + arrow->magic + arrow->stats.dam;
1494 } 1285 }
1286
1495 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) 1287 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1496 { 1288 {
1497 tmp = arrow; 1289 tmp = arrow;
1498 betterby = 1 + arrow->magic + arrow->stats.dam; 1290 betterby = 1 + arrow->magic + arrow->stats.dam;
1499 } 1291 }
1500 } 1292 }
1501 } 1293 }
1502 } 1294 }
1295
1503 if (tmp == NULL && arrow == NULL) 1296 if (tmp == NULL && arrow == NULL)
1504 return find_arrow (op, type); 1297 return find_arrow (op, type);
1505 1298
1506 *better = betterby; 1299 *better = betterby;
1507 return tmp; 1300 return tmp;
1511 * find_better_arrow to find a decent arrow to use. 1304 * find_better_arrow to find a decent arrow to use.
1512 * op = the shooter 1305 * op = the shooter
1513 * type = bow->race 1306 * type = bow->race
1514 * dir = fire direction 1307 * dir = fire direction
1515 */ 1308 */
1516 1309static object *
1517object *
1518pick_arrow_target (object *op, const char *type, int dir) 1310pick_arrow_target (object *op, shstr_cmp type, int dir)
1519{ 1311{
1520 object *tmp = NULL; 1312 object *tmp = NULL;
1521 maptile *m; 1313 maptile *m;
1522 int i, mflags, found, number; 1314 int i, mflags, found, number;
1523 sint16 x, y; 1315 sint16 x, y;
1538 for (i = 0, found = 0; i < 20; i++) 1330 for (i = 0, found = 0; i < 20; i++)
1539 { 1331 {
1540 x += freearr_x[dir]; 1332 x += freearr_x[dir];
1541 y += freearr_y[dir]; 1333 y += freearr_y[dir];
1542 mflags = get_map_flags (m, &m, x, y, &x, &y); 1334 mflags = get_map_flags (m, &m, x, y, &x, &y);
1335
1543 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) 1336 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1544 { 1337 {
1545 tmp = NULL; 1338 tmp = 0;
1546 break; 1339 break;
1547 } 1340 }
1548 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)
1549 { 1342 {
1550 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1343 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1551 * perhaps a bad assumption. 1344 * perhaps a bad assumption.
1552 */ 1345 */
1553 tmp = NULL; 1346 tmp = 0;
1554 break; 1347 break;
1555 } 1348 }
1349
1556 if (mflags & P_IS_ALIVE) 1350 if (mflags & P_IS_ALIVE)
1557 {
1558 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)
1559 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 1352 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1560 {
1561 found++;
1562 break;
1563 }
1564 if (found)
1565 break; 1353 break;
1566 }
1567 } 1354 }
1568 if (tmp == NULL) 1355
1356 if (!tmp)
1569 return find_arrow (op, type); 1357 return find_arrow (op, type);
1570 1358
1571 if (tmp->head) 1359 if (tmp->head)
1572 tmp = tmp->head; 1360 tmp = tmp->head;
1573 1361
1586 */ 1374 */
1587int 1375int
1588fire_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)
1589{ 1377{
1590 object *left, *bow; 1378 object *left, *bow;
1591 int bowspeed, mflags; 1379 int mflags;
1592 maptile *m; 1380 maptile *m;
1593 1381
1594 if (!dir) 1382 if (!dir)
1595 { 1383 {
1596 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!");
1597 return 0; 1385 return 0;
1598 } 1386 }
1599 1387
1600 if (op->type == PLAYER) 1388 if (op->contr)
1601 bow = op->contr->ranges[range_bow]; 1389 bow = op->current_weapon;
1602 else 1390 else
1603 { 1391 {
1604 for (bow = op->inv; bow; bow = bow->below) 1392 for (bow = op->inv; bow; bow = bow->below)
1605 /* 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
1606 * 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.
1611 if (!bow) 1399 if (!bow)
1612 { 1400 {
1613 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1401 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1614 return 0; 1402 return 0;
1615 } 1403 }
1404
1405 // optimisation: move object to top so we will find it quickly again
1406 splay (bow);
1616 } 1407 }
1617 1408
1618 if (!bow->race || !bow->skill) 1409 if (!bow->race || !bow->skill)
1619 { 1410 {
1620 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);
1621 return 0; 1412 return 0;
1622 } 1413 }
1623
1624 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1625
1626 /* penalize ROF for bestarrow */
1627 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1628 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1629
1630 if (bowspeed < 1)
1631 bowspeed = 1;
1632 1414
1633 if (arrow == NULL) 1415 if (arrow == NULL)
1634 { 1416 {
1635 if ((arrow = find_arrow (op, bow->race)) == NULL) 1417 if ((arrow = find_arrow (op, bow->race)) == NULL)
1636 { 1418 {
1637 if (op->type == PLAYER) 1419 if (op->type == PLAYER)
1638 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);
1639 /* 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 */
1640 else 1422 else
1641 CLEAR_FLAG (op, FLAG_READY_BOW); 1423 CLEAR_FLAG (op, FLAG_READY_BOW);
1424
1642 return 0; 1425 return 0;
1643 } 1426 }
1644 } 1427 }
1645 1428
1646 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1429 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1654 } 1437 }
1655 1438
1656 /* this should not happen, but sometimes does */ 1439 /* this should not happen, but sometimes does */
1657 if (arrow->nrof == 0) 1440 if (arrow->nrof == 0)
1658 { 1441 {
1442 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1659 arrow->destroy (); 1443 arrow->destroy ();
1660 return 0; 1444 return 0;
1661 } 1445 }
1662 1446
1663 left = arrow; /* these are arrows left to the player */ 1447 left = arrow; /* these are arrows left to the player */
1664 arrow = get_split_ob (arrow, 1); 1448 arrow = arrow->split ();
1665 if (!arrow) 1449 if (!arrow)
1666 { 1450 {
1667 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);
1668 return 0; 1452 return 0;
1669 } 1453 }
1670 1454
1671 arrow->set_owner (op); 1455 arrow->set_owner (op);
1672 arrow->skill = bow->skill; 1456 arrow->skill = bow->skill;
1673 arrow->direction = dir; 1457 arrow->direction = dir;
1674 1458
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;
1489
1675 if (op->type == PLAYER) 1490 if (op->type == PLAYER)
1676 { 1491 {
1677 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1678 op->update_stats ();
1679 }
1680
1681 SET_ANIMATION (arrow, arrow->direction);
1682 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1683 arrow->stats.hp = arrow->stats.dam;
1684 arrow->stats.grace = arrow->attacktype;
1685 if (arrow->slaying != NULL)
1686 arrow->spellarg = strdup (arrow->slaying);
1687
1688 /* Note that this was different for monsters - they got their level
1689 * added to the damage. I think the strength bonus is more proper.
1690 */
1691
1692 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1693
1694 /* update the speed */
1695 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1696 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1697
1698 arrow->set_speed (max (arrow->speed, 1.0));
1699 arrow->speed_left = 0;
1700
1701 if (op->type == PLAYER)
1702 {
1703 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1704 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1705 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1706
1707 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; 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;
1708 } 1499 }
1709 else 1500 else
1710 { 1501 {
1711 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1712 arrow->level = op->level; 1502 arrow->level = op->level;
1713 } 1503 arrow->stats.wc -= bow->magic;
1714 1504
1715 if (arrow->attacktype == AT_PHYSICAL) 1505 if (!arrow->slaying)
1506 arrow->slaying = bow->slaying;
1507
1716 arrow->attacktype |= bow->attacktype; 1508 arrow->attacktype |= bow->attacktype;
1509 }
1717 1510
1718 if (bow->slaying) 1511 wc -= arrow->level;
1719 arrow->slaying = bow->slaying; 1512 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1720 1513
1514 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1721 arrow->move_type = MOVE_FLY_LOW; 1515 arrow->move_type = MOVE_FLY_LOW;
1722 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1516 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1723 1517
1724 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1518 op->play_sound (sound_find ("fire_arrow"));
1725 m->insert (arrow, sx, sy, op); 1519 m->insert (arrow, sx, sy, op);
1726 1520
1727 if (!arrow->destroyed ()) 1521 if (!arrow->destroyed ())
1728 move_arrow (arrow); 1522 move_arrow (arrow);
1729
1730 if (op->type == PLAYER)
1731 {
1732 if (left->destroyed ())
1733 esrv_del_item (op->contr, left->count);
1734 else
1735 esrv_send_item (op, left);
1736 }
1737 1523
1738 return 1; 1524 return 1;
1739} 1525}
1740 1526
1741/* Special fire code for players - this takes into 1527/* Special fire code for players - this takes into
1743 * but monsters can't. Putting that code here 1529 * but monsters can't. Putting that code here
1744 * makes the fire_bow code much cleaner. 1530 * makes the fire_bow code much cleaner.
1745 * this function should only be called if 'op' is a player, 1531 * this function should only be called if 'op' is a player,
1746 * hence the function name. 1532 * hence the function name.
1747 */ 1533 */
1748int 1534static int
1749player_fire_bow (object *op, int dir) 1535player_fire_bow (object *op, int dir)
1750{ 1536{
1751 int ret = 0, wcmod = 0; 1537 int ret;
1752 1538
1753 if (op->contr->bowtype == bow_bestarrow) 1539 if (op->contr->bowtype == bow_bestarrow)
1754 { 1540 {
1755 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);
1756 } 1542 }
1757 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)
1758 { 1544 {
1759 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1545 int wcmod = similar_direction (dir, op->contr->bowtype - bow_n + 1) ? 0 : -1;
1760 wcmod = -1;
1761 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);
1762 } 1547 }
1763 else if (op->contr->bowtype == bow_threewide) 1548 else if (op->contr->bowtype == bow_threewide)
1764 { 1549 {
1765 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);
1766 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)]);
1767 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)]);
1768 } 1553 }
1769 else if (op->contr->bowtype == bow_spreadshot) 1554 else if (op->contr->bowtype == bow_spreadshot)
1770 { 1555 {
1771 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);
1772 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);
1773 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);
1774
1775 } 1559 }
1776 else 1560 else
1777 { 1561 {
1778 /* Simple case */ 1562 /* Simple case */
1779 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);
1780 } 1564 }
1565
1781 return ret; 1566 return ret;
1782} 1567}
1783
1784 1568
1785/* Fires a misc (wand/rod/horn) object in 'dir'. 1569/* Fires a misc (wand/rod/horn) object in 'dir'.
1786 * Broken apart from 'fire' to keep it more readable. 1570 * Broken apart from 'fire' to keep it more readable.
1787 */ 1571 */
1788void 1572static void
1789fire_misc_object (object *op, int dir) 1573fire_misc_object (object *op, int dir)
1790{ 1574{
1791 object *item; 1575 object *item = op->contr->ranged_ob;
1792 1576
1793 if (!op->contr->ranges[range_misc]) 1577 if (!item)
1794 { 1578 {
1795 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.");
1796 return; 1580 return;
1797 } 1581 }
1798 1582
1799 item = op->contr->ranges[range_misc];
1800 if (!item->inv) 1583 if (!item->inv)
1801 { 1584 {
1802 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1585 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1803 return; 1586 return;
1804 } 1587 }
1588
1589 if (!op->change_weapon (item))
1590 return;
1591
1805 if (item->type == WAND) 1592 if (item->type == WAND)
1806 { 1593 {
1807 if (item->stats.food <= 0) 1594 if (item->stats.food <= 0)
1808 { 1595 {
1809 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1596 op->contr->play_sound (sound_find ("wand_poof"));
1810 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
1811 return; 1599 return;
1812 } 1600 }
1813 } 1601 }
1814 else if (item->type == ROD || item->type == HORN) 1602 else if (item->type == ROD || item->type == HORN)
1815 { 1603 {
1816 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))
1817 { 1609 {
1818 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1610 op->contr->play_sound (sound_find ("wand_poof"));
1611
1819 if (item->type == ROD) 1612 if (item->type == ROD)
1820 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));
1821 else 1614 else
1822 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
1823 return; 1617 return;
1824 } 1618 }
1825 } 1619 }
1826 1620
1827 if (cast_spell (op, item, dir, item->inv, NULL)) 1621 if (cast_spell (op, item, dir, item->inv, NULL))
1828 { 1622 {
1829 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
1830 if (item->type == WAND) 1625 if (item->type == WAND)
1831 { 1626 {
1832 if (!(--item->stats.food)) 1627 if (!(--item->stats.food))
1833 { 1628 {
1834 object *tmp; 1629 object *tmp;
1835 1630
1836 if (item->arch) 1631 if (item->arch)
1837 { 1632 {
1838 CLEAR_FLAG (item, FLAG_ANIMATE); 1633 CLEAR_FLAG (item, FLAG_ANIMATE);
1839 item->face = item->arch->clone.face; 1634 item->face = item->arch->face;
1840 item->set_speed (0); 1635 item->set_speed (0);
1841 } 1636 }
1842 1637
1843 if ((tmp = item->in_player ())) 1638 if (object *pl = item->visible_to ())
1844 esrv_update_item (UPD_ANIM, tmp, item); 1639 esrv_update_item (UPD_ANIM, pl, item);
1845 } 1640 }
1846 } 1641 }
1847 else if (item->type == ROD || item->type == HORN) 1642 else if (item->type == ROD || item->type == HORN)
1848 drain_rod_charge (item); 1643 drain_rod_charge (item);
1849 } 1644 }
1850} 1645}
1851 1646
1852/* Received a fire command for the player - go and do it. 1647/* Received a fire command for the player - go and do it.
1853 */ 1648 */
1854void 1649bool
1855fire (object *op, int dir) 1650fire (object *op, int dir)
1856{ 1651{
1857 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;
1858 1674
1859 /* check for loss of invisiblity/hide */ 1675 /* check for loss of invisiblity/hide */
1860 if (action_makes_visible (op)) 1676 if (action_makes_visible (op))
1861 make_visible (op); 1677 make_visible (op);
1862 1678
1863 switch (op->contr->shoottype) 1679 switch (ob->type)
1864 { 1680 {
1865 case range_none: 1681 case BOW:
1866 return;
1867
1868 case range_bow:
1869 player_fire_bow (op, dir); 1682 player_fire_bow (op, dir);
1870 return; 1683 break;
1871 1684
1872 case range_magic: /* Casting spells */ 1685 case SPELL:
1873 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);
1874 return; 1687 break;
1875 1688
1876 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:
1877 fire_misc_object (op, dir); 1698 fire_misc_object (op, dir);
1878 return; 1699 break;
1879
1880 case range_golem: /* Control summoned monsters from scrolls */
1881 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
1882 {
1883 op->contr->ranges[range_golem] = 0;
1884 op->contr->shoottype = range_none;
1885 }
1886 else
1887 control_golem (op->contr->ranges[range_golem], dir);
1888 return;
1889
1890 case range_skill:
1891 if (!op->chosen_skill)
1892 {
1893 if (op->type == PLAYER)
1894 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
1895 return;
1896 }
1897 (void) do_skill (op, op, op->chosen_skill, dir, NULL);
1898 return;
1899 case range_builder:
1900 apply_map_builder (op, dir);
1901 return;
1902 default:
1903 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
1904 return;
1905 } 1700 }
1906}
1907 1701
1702 return true;
1703}
1908 1704
1909 1705static object *
1910/* find_key
1911 * We try to find a key for the door as passed. If we find a key
1912 * and successfully use it, we return the key, otherwise NULL
1913 * This function merges both normal and locked door, since the logic
1914 * for both is the same - just the specific key is different.
1915 * pl is the player,
1916 * inv is the objects inventory to searched
1917 * door is the door we are trying to match against.
1918 * This function can be called recursively to search containers.
1919 */
1920
1921object *
1922find_key (object *pl, object *container, object *door) 1706find_key_ (object *pl, object *container, object *door)
1923{ 1707{
1924 object *tmp, *key; 1708 object *tmp, *key;
1925 1709
1926 /* Should not happen, but sanity checking is never bad */ 1710 /* Should not happen, but sanity checking is never bad */
1927 if (container->inv == NULL) 1711 if (!container->inv)
1928 return NULL; 1712 return 0;
1929 1713
1930 /* 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 */
1931 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1715 for (tmp = container->inv; tmp; tmp = tmp->below)
1932 { 1716 {
1933 if (door->type == DOOR && tmp->type == KEY) 1717 if (door->type == DOOR && tmp->type == KEY)
1934 break; 1718 break;
1719
1935 /* For sanity, we should really check door type, but other stuff 1720 /* For sanity, we should really check door type, but other stuff
1936 * (like containers) can be locked with special keys 1721 * (like containers) can be locked with special keys
1937 */ 1722 */
1938 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1723 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1939 break; 1724 break;
1940 } 1725 }
1726
1941 /* No key found - lets search inventories now */ 1727 /* No key found - lets search inventories now */
1942 /* 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.
1943 * 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
1944 * a key, return 1730 * a key, return
1945 */ 1731 */
1946 if (!tmp) 1732 if (!tmp)
1947 { 1733 {
1948 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1734 for (tmp = container->inv; tmp; tmp = tmp->below)
1949 {
1950 /* No reason to search empty containers */ 1735 /* No reason to search empty containers */
1951 if (tmp->type == CONTAINER && tmp->inv) 1736 if (tmp->type == CONTAINER && tmp->inv)
1952 {
1953 if ((key = find_key (pl, tmp, door)) != NULL) 1737 if ((key = find_key_ (pl, tmp, door)))
1954 return key; 1738 return key;
1955 } 1739
1956 }
1957 if (!tmp) 1740 if (!tmp)
1958 return NULL; 1741 return 0;
1959 } 1742 }
1743
1960 /* 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,
1961 * see if we actually want to use it 1745 * see if we actually want to use it
1962 */ 1746 */
1963 if (pl != container) 1747 if (pl != container)
1964 { 1748 {
1965 /* Only let players use keys in containers */ 1749 /* Only let players use keys in containers */
1966 if (!pl->contr) 1750 if (!pl->contr)
1967 return NULL; 1751 return 0;
1752
1968 /* cases where this fails: 1753 /* cases where this fails:
1969 * If we only search the player inventory, return now since we 1754 * If we only search the player inventory, return now since we
1970 * are not in the players inventory. 1755 * are not in the players inventory.
1971 * If the container is not active, return now since only active 1756 * If the container is not active, return now since only active
1972 * containers can be used. 1757 * containers can be used.
1976 * inv must have been an container and must have been active. 1761 * inv must have been an container and must have been active.
1977 * 1762 *
1978 * Change the color so that the message doesn't disappear with 1763 * Change the color so that the message doesn't disappear with
1979 * all the others. 1764 * all the others.
1980 */ 1765 */
1981 if (pl->contr->usekeys == key_inventory || 1766 if (pl->contr->usekeys == key_inventory
1982 !QUERY_FLAG (container, FLAG_APPLIED) || 1767 || !QUERY_FLAG (container, FLAG_APPLIED)
1983 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys")))) 1768 || (pl->contr->usekeys == keyrings && container->race != shstr_keys))
1984 { 1769 {
1985 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1770 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1986 "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));
1987 return NULL; 1772 return NULL;
1988 } 1773 }
1989 } 1774 }
1775
1990 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);
1991} 1802}
1992 1803
1993/* moved door processing out of move_player_attack. 1804/* moved door processing out of move_player_attack.
1994 * returns 1 if player has opened the door with a key 1805 * returns 1 if player has opened the door with a key
1995 * such that the caller should not do anything more, 1806 * such that the caller should not do anything more,
1996 * 0 otherwise 1807 * 0 otherwise
1997 */ 1808 */
1998static int 1809static int
1999player_attack_door (object *op, object *door) 1810player_attack_door (object *op, object *door)
2000{ 1811{
2001 /* 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,
2002 * 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 -
2003 * otherwise, we fall through to the rest of the code. 1814 * otherwise, we fall through to the rest of the code.
2004 */ 1815 */
2005 object *key = find_key (op, op, door); 1816 object *key = find_key (op, op, door);
2006 1817
2007 /* IF we found a key, do some extra work */ 1818 /* If we found a key, do some extra work */
2008 if (key) 1819 if (key)
2009 { 1820 {
2010 object *container = key->env; 1821 object *container = key->env;
2011 1822
2012 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
2013 if (action_makes_visible (op)) 1823 if (action_makes_visible (op))
2014 make_visible (op); 1824 make_visible (op);
1825
2015 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1826 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2016 spring_trap (door->inv, op); 1827 spring_trap (door->inv, op);
1828
2017 if (door->type == DOOR) 1829 if (door->type == DOOR)
2018 {
2019 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 */
2020 }
2021 else if (door->type == LOCKED_DOOR) 1831 else if (door->type == LOCKED_DOOR)
2022 { 1832 {
2023 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);
2024 remove_door2 (door); /* remove door without violence ;-) */ 1834 remove_door2 (door); /* remove door without violence ;-) */
2025 } 1835 }
1836
2026 /* Do this after we print the message */ 1837 /* Do this after we print the message */
2027 decrease_ob (key); /* Use up one of the keys */ 1838 key->decrease (); /* Use up one of the keys */
2028 /* Need to update the weight the container the key was in */ 1839
2029 if (container != op)
2030 esrv_update_item (UPD_WEIGHT, op, container);
2031 return 1; /* Nothing more to do below */ 1840 return 1; /* Nothing more to do below */
2032 } 1841 }
2033 else if (door->type == LOCKED_DOOR) 1842 else if (door->type == LOCKED_DOOR)
2034 { 1843 {
2035 /* Might as well return now - no other way to open this */ 1844 /* Might as well return now - no other way to open this */
2036 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...");
2037 return 1; 1846 return 1;
2038 } 1847 }
1848
2039 return 0; 1849 return 0;
2040} 1850}
2041 1851
2042/* This function is just part of a breakup from move_player. 1852/* This function is just part of a breakup from move_player.
2043 * It should keep the code cleaner. 1853 * It should keep the code cleaner.
2044 * When this is called, the players direction has been updated 1854 * When this is called, the players direction has been updated
2045 * (taking into account confusion.) The player is also actually 1855 * (taking into account confusion.) The player is also actually
2046 * going to try and move (not fire weapons). 1856 * going to try and move (not fire weapons).
2047 */ 1857 */
2048void 1858bool
2049move_player_attack (object *op, int dir) 1859move_player_attack (object *op, int dir)
2050{ 1860{
2051 object *tmp, *mon; 1861 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2052 sint16 nx, ny; 1862 {
2053 int on_battleground; 1863 --op->speed_left;
2054 maptile *m; 1864 return true;
1865 }
2055 1866
2056 nx = freearr_x[dir] + op->x; 1867 sint16 nx = freearr_x[dir] + op->x;
2057 ny = freearr_y[dir] + op->y; 1868 sint16 ny = freearr_y[dir] + op->y;
2058 1869
2059 on_battleground = op_on_battleground (op, 0, 0); 1870 if (out_of_map (op->map, nx, ny))
1871 return false;
2060 1872
2061 /* 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
2062 * 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
2063 * 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
2064 * player. This is a pretty nasty hack, because if we could 1876 * player. This is a pretty nasty hack, because if we could
2065 * 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
2066 * 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
2067 * 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
2068 * move_ob uses. 1880 * move_ob uses.
2069 */ 1881 */
2070 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;
2071 { 1897 }
2072 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;
2073 { 1910 }
2074 m = get_map_from_coord (op->map, &nx, &ny); 1911
2075 if (!m) 1912 /* The following deals with possibly attacking peaceful
2076 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;
2077 } 1945 }
2078 else 1946 else
2079 m = op->map;
2080
2081 if ((tmp = GET_MAP_OB (m, nx, ny)) == NULL)
2082 {
2083 /* LOG(llevError,"player_move_attack: GET_MAP_OB returns NULL, but player can not move there.\n"); */
2084 return; 1947 return false;
2085 } 1948 }
2086 1949
2087 mon = 0; 1950 bool on_battleground = op_on_battleground (op, 0, 0);
2088 /* Go through all the objects, and find ones of interest. Only stop if
2089 * we find a monster - that is something we know we want to attack.
2090 * if its a door or barrel (can roll) see if there may be monsters
2091 * on the space
2092 */
2093 while (tmp)
2094 {
2095 if (tmp == op)
2096 {
2097 tmp = tmp->above;
2098 continue;
2099 }
2100 1951
2101 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2102 {
2103 mon = tmp;
2104 break;
2105 }
2106
2107 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2108 mon = tmp;
2109
2110 tmp = tmp->above;
2111 }
2112
2113 if (!mon) /* This happens anytime the player tries to move */
2114 return; /* into a wall */
2115
2116 if (mon->head)
2117 mon = mon->head;
2118
2119 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2120 if (player_attack_door (op, mon))
2121 return;
2122
2123 /* The following deals with possibly attacking peaceful
2124 * or frienddly creatures. Basically, all players are considered
2125 * unaggressive. If the moving player has peaceful set, then the
2126 * object should be pushed instead of attacked. It is assumed that
2127 * if you are braced, you will not attack friends accidently,
2128 * and thus will not push them.
2129 */
2130
2131 /* If the creature is a pet, push it even if the player is not
2132 * peaceful. Our assumption is the creature is a pet if the
2133 * player owns it and it is either friendly or unagressive.
2134 */
2135 if ((op->type == PLAYER)
2136#if COZY_SERVER
2137 &&
2138 ((mon->owner && mon->owner->contr
2139 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op)
2140#else
2141 && mon->owner == op
2142#endif
2143 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2144 {
2145 /* If we're braced, we don't want to switch places with it */
2146 if (op->contr->braced)
2147 return;
2148 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2149 (void) push_ob (mon, dir, op);
2150 if (op->contr->tmp_invis || op->hide)
2151 make_visible (op);
2152 return;
2153 }
2154
2155 /* in certain circumstances, you shouldn't attack friendly 1952 /* in certain circumstances, you shouldn't attack friendly
2156 * creatures. Note that if you are braced, you can't push 1953 * creatures. Note that if you are braced, you can't push
2157 * 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
2158 * attack them either. 1955 * attack them either.
2159 */ 1956 */
2160 if ((mon->type == PLAYER || mon->enemy != op) && 1957 if ((mon->type == PLAYER || mon->enemy != op)
2161 (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))
2162#ifdef PROHIBIT_PLAYERKILL
2163 (op->contr->peaceful 1959 && ((op->contr->peaceful
2164 || (mon->type == PLAYER 1960 || (mon->type == PLAYER && mon->contr->peaceful))
2165 && mon->contr->
2166 peaceful)) &&
2167#else
2168 op->contr->peaceful &&
2169#endif
2170 !on_battleground)) 1961 && !on_battleground))
1962 {
1963 if (op->speed_left > 0.f)
2171 { 1964 {
1965 --op->speed_left;
1966
2172 if (!op->contr->braced) 1967 if (!op->contr->braced)
2173 { 1968 {
2174 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 1969 op->play_sound (sound_find ("push_player"));
2175 (void) push_ob (mon, dir, op); 1970 push_ob (mon, dir, op);
2176 } 1971 }
2177 else 1972 else
2178 new_draw_info (0, 0, op, "You withhold your attack"); 1973 op->statusmsg ("You withhold your attack");
2179 1974
2180 if (op->contr->tmp_invis || op->hide) 1975 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
2181 make_visible (op); 1976 make_visible (op);
2182 }
2183 1977
1978 return true;
1979 }
1980 }
2184 /* If the object is a boulder or other rollable object, then 1981 /* If the object is a boulder or other rollable object, then
2185 * 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.
2186 */ 1983 */
2187 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)
2188 { 1987 {
1988 --op->speed_left;
1989
2189 recursive_roll (mon, dir, op); 1990 recursive_roll (mon, dir, op);
2190 if (action_makes_visible (op)) 1991 if (action_makes_visible (op))
2191 make_visible (op); 1992 make_visible (op);
2192 }
2193 1993
1994 return true;
1995 }
1996 }
2194 /* Any generic living creature. Including things like doors. 1997 /* Any generic living creature. Including things like doors.
2195 * 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
2196 * and be living. Then, it must be one of the following: 1999 * and be living. Then, it must be one of the following:
2197 * 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
2198 * 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.
2199 */ 2002 */
2200
2201 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2003 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2202 ((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)))
2203 { 2005 {
2204 2006 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2205 /* If the player hasn't hit something this tick, and does
2206 * so, give them speed boost based on weapon speed. Doing
2207 * it here is better than process_players2, which basically
2208 * incurred a 1 tick offset.
2209 */
2210 if (!op->contr->has_hit)
2211 { 2007 {
2212 op->speed_left += op->speed / op->contr->weapon_sp; 2008 --op->contr->weapon_sp_left;
2213
2214 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2215 }
2216 2009
2217 skill_attack (mon, op, 0, 0, 0); 2010 skill_attack (mon, op, 0, 0, 0);
2218
2219 /* If attacking another player, that player gets automatic
2220 * hitback, and doesn't loose luck either.
2221 * Disable hitback on the battleground or if the target is
2222 * the wiz.
2223 */
2224 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2225 {
2226 short luck = mon->stats.luck;
2227
2228 mon->contr->has_hit = 1;
2229 skill_attack (op, mon, 0, 0, 0);
2230 mon->stats.luck = luck;
2231 }
2232 2011
2233 if (action_makes_visible (op)) 2012 if (action_makes_visible (op))
2234 make_visible (op); 2013 make_visible (op);
2235 }
2236 } /* if player should attack something */
2237}
2238 2014
2239int 2015 return true;
2016 }
2017 }
2018
2019 return false;
2020}
2021
2022bool
2240move_player (object *op, int dir) 2023move_player (object *op, int dir)
2241{ 2024{
2242 int pick;
2243
2244 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2025 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2245 return 0; 2026 return 0;
2246 2027
2247 /* Sanity check: make sure dir is valid */ 2028 /* Sanity check: make sure dir is valid */
2248 if ((dir < 0) || (dir >= 9)) 2029 if (dir < 0 || dir >= 9)
2249 { 2030 {
2250 LOG (llevError, "move_player: invalid direction %d\n", dir); 2031 LOG (llevError, "move_player: invalid direction %d\n", dir);
2251 return 0; 2032 return 0;
2252 } 2033 }
2253 2034
2254 /* peterm: added following line */ 2035 /* peterm: added following line */
2255 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2036 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2256 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2037 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2257 2038
2258 op->facing = dir; 2039 op->facing = dir;
2259 2040
2260 if (op->hide) 2041 if (op->flag [FLAG_HIDDEN])
2261 do_hidden_move (op); 2042 do_hidden_move (op);
2262 2043
2044 bool retval;
2045 int pick = 0;
2046
2263 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2047 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2264 /*nop */ ; 2048 retval = RESULT_INT (0);
2265 else if (op->contr->fire_on) 2049 else if (op->contr->fire_on)
2266 fire (op, dir); 2050 retval = fire (op, dir);
2267 else 2051 else
2268 { 2052 {
2269 move_player_attack (op, dir); 2053 retval = move_player_attack (op, dir);
2270 pick = check_pick (op); 2054 pick = check_pick (op);
2271 } 2055 }
2272 2056
2273 /* 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
2274 * server can handle repeat firing. 2058 * server can handle repeat firing.
2281 /* Update how the player looks. Use the facing, so direction may 2065 /* Update how the player looks. Use the facing, so direction may
2282 * get reset to zero. This allows for full animation capabilities 2066 * get reset to zero. This allows for full animation capabilities
2283 * for players. 2067 * for players.
2284 */ 2068 */
2285 animate_object (op, op->facing); 2069 animate_object (op, op->facing);
2286 return 0; 2070
2071 return retval;
2287} 2072}
2288 2073
2289/* 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
2290 * new client/server stuff. 2075 * new client/server stuff.
2291 * 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
2292 * the new speed values for commands. 2077 * the new speed values for commands.
2293 * 2078 *
2294 * 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.
2295 */ 2082 */
2296int 2083bool
2297handle_newcs_player (object *op) 2084handle_newcs_player (object *op)
2298{ 2085{
2299 if (op->contr->hidden)
2300 {
2301 op->invisible = 1000;
2302 /* the socket code flashes the player visible/invisible
2303 * depending on the value of invisible, so we need to
2304 * alternate it here for it to work correctly.
2305 */
2306 if (pticks & 2)
2307 op->invisible--;
2308 }
2309 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2310 {
2311 op->invisible--;
2312 if (!op->invisible)
2313 {
2314 make_visible (op);
2315 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2316 }
2317 }
2318
2319 if (QUERY_FLAG (op, FLAG_SCARED)) 2086 if (QUERY_FLAG (op, FLAG_SCARED))
2320 { 2087 {
2321 flee_player (op); 2088 if (op->speed_left > 0.f)
2322 /* If player is still scared, that is his action for this tick */
2323 if (QUERY_FLAG (op, FLAG_SCARED))
2324 { 2089 {
2325 op->speed_left--; 2090 --op->speed_left;
2091 flee_player (op);
2092
2326 return 0; 2093 return true;
2327 } 2094 }
2095 else
2096 return false;
2328 } 2097 }
2329
2330 /* I've been seeing crashes where the golem has been destroyed, but
2331 * the player object still points to the defunct golem. The code that
2332 * destroys the golem looks correct, and it doesn't always happen, so
2333 * put this in a a workaround to clean up the golem pointer.
2334 */
2335 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2336 op->contr->ranges[range_golem] = 0;
2337 2098
2338 /* 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
2339 * the players time has been increased when doericserver has been 2100 * the players time has been increased when doericserver has been
2340 * called, so we recheck it here. 2101 * called, so we recheck it here.
2341 */ 2102 */
2342 //TODO: better than handling 8 commands, use some more intelligent rate-limiting 2103 if (op->contr->ns->handle_command ())
2343 for (int rep = 8; --rep && op->contr->ns->handle_command (); )
2344 ;
2345
2346 if (op->speed_left < 0)
2347 return 0; 2104 return true;
2348 2105
2349 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2106 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2350 {
2351 /* All move commands take 1 tick, at least for now */
2352 op->speed_left--;
2353
2354 /* Instead of all the stuff below, let move_player take care
2355 * of it. Also, some of the skill stuff is only put in
2356 * there, as well as the confusion stuff.
2357 */
2358 move_player (op, op->direction); 2107 return move_player (op, op->direction);
2359 if (op->speed_left > 0)
2360 return 1;
2361 else
2362 return 0;
2363 }
2364 2108
2365 return 0; 2109 return false;
2366} 2110}
2367 2111
2368int 2112static int
2369save_life (object *op) 2113save_life (object *op)
2370{ 2114{
2371 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2115 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2372 return 0; 2116 return 0;
2373 2117
2374 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2118 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2375 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2119 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2376 { 2120 {
2377 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2121 op->play_sound (sound_find ("ob_evaporate"));
2378 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));
2379
2380 if (op->contr)
2381 esrv_del_item (op->contr, tmp->count);
2382 2123
2383 tmp->destroy (); 2124 tmp->destroy ();
2384 CLEAR_FLAG (op, FLAG_LIFESAVE); 2125 CLEAR_FLAG (op, FLAG_LIFESAVE);
2385 2126
2386 if (op->stats.hp < 0) 2127 if (op->stats.hp < 0)
2399 return 0; 2140 return 0;
2400} 2141}
2401 2142
2402/* 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
2403 * 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
2404 * 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
2405 * from. 2146 * from.
2406 */ 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
2407void 2164void
2408remove_unpaid_objects (object *op, object *env) 2165object::drop_unpaid_items ()
2409{ 2166{
2410 object *next; 2167 if (!flag [FLAG_REMOVED])
2411 2168 ::drop_unpaid_items (inv, this);
2412 while (op)
2413 {
2414 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2415
2416 if (QUERY_FLAG (op, FLAG_UNPAID))
2417 {
2418 if (env->type == PLAYER)
2419 esrv_del_item (env->contr, op->count);
2420
2421 op->insert_at (env);
2422 }
2423 else if (op->inv)
2424 remove_unpaid_objects (op->inv, env);
2425
2426 op = next;
2427 }
2428}
2429
2430/*
2431 * Returns pointer a static string containing gravestone text
2432 * Moved from apply.c to player.c - player.c is what
2433 * actually uses this function. player.c may not be quite the
2434 * best, a misc file for object actions is probably better,
2435 * but there isn't one in the server directory.
2436 */
2437char *
2438gravestone_text (object *op)
2439{
2440 static char buf2[MAX_BUF];
2441 char buf[MAX_BUF];
2442 time_t now = time (NULL);
2443
2444 strcpy (buf2, " R.I.P.\n\n");
2445 if (op->type == PLAYER)
2446 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2447 else
2448 sprintf (buf, "%s\n", &op->name);
2449
2450 strncat (buf2, " ", 20 - strlen (buf) / 2);
2451 strcat (buf2, buf);
2452 if (op->type == PLAYER)
2453 sprintf (buf, "who was in level %d when killed\n", op->level);
2454 else
2455 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2456
2457 strncat (buf2, " ", 20 - strlen (buf) / 2);
2458 strcat (buf2, buf);
2459 if (op->type == PLAYER)
2460 {
2461 sprintf (buf, "by %s.\n\n", op->contr->killer);
2462 strncat (buf2, " ", 21 - strlen (buf) / 2);
2463 strcat (buf2, buf);
2464 }
2465
2466 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2467 strncat (buf2, " ", 20 - strlen (buf) / 2);
2468 strcat (buf2, buf);
2469
2470 return buf2;
2471} 2169}
2472 2170
2473void 2171void
2474do_some_living (object *op) 2172do_some_living (object *op)
2475{ 2173{
2482 int rate_grace = 2000; 2180 int rate_grace = 2000;
2483 const int max_hp = 1; 2181 const int max_hp = 1;
2484 const int max_sp = 1; 2182 const int max_sp = 1;
2485 const int max_grace = 1; 2183 const int max_grace = 1;
2486 2184
2487 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--;
2488 { 2194 }
2489 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2195 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2490 if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks) 2196 {
2491 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 }
2492 } 2202 }
2493 2203
2494 if (op->contr->ns->state == ST_PLAYING) 2204 if (op->contr->ns->state == ST_PLAYING)
2495 { 2205 {
2496 /* these next three if clauses make it possible to SLOW DOWN 2206 /* these next three if clauses make it possible to SLOW DOWN
2515 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2225 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2516 else 2226 else
2517 { 2227 {
2518 gen_grace = op->stats.maxgrace; 2228 gen_grace = op->stats.maxgrace;
2519 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2229 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2520 }
2521
2522 /* Regenerate Spell Points */
2523 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0)
2524 {
2525 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2526 if (op->stats.sp < op->stats.maxsp)
2527 {
2528 op->stats.sp++;
2529 /* dms do not consume food */
2530 if (!QUERY_FLAG (op, FLAG_WIZ))
2531 {
2532 op->stats.food--;
2533 if (op->contr->digestion < 0)
2534 op->stats.food += op->contr->digestion;
2535 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2536 op->stats.food = last_food;
2537 }
2538 }
2539
2540 if (max_sp > 1)
2541 {
2542 over_sp = (gen_sp + 10) / rate_sp;
2543 if (over_sp > 0)
2544 {
2545 if (op->stats.sp < op->stats.maxsp)
2546 {
2547 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2548
2549 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2550 op->stats.sp--;
2551
2552 if (op->stats.sp > op->stats.maxsp)
2553 op->stats.sp = op->stats.maxsp;
2554 }
2555 op->last_sp = 0;
2556 }
2557 else
2558 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2559 }
2560 else
2561 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2562 } 2230 }
2563 2231
2564 /* Regenerate Grace */ 2232 /* Regenerate Grace */
2565 /* 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. */
2566 if (--op->last_grace < 0) 2234 if (--op->last_grace < 0)
2587 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);
2588 } 2256 }
2589 /* wearing stuff doesn't detract from grace generation. */ 2257 /* wearing stuff doesn't detract from grace generation. */
2590 } 2258 }
2591 2259
2260 if (op->stats.food > 0)
2261 {
2592 /* Regenerate Hit Points */ 2262 /* Regenerate Spell Points */
2593 if (--op->last_heal < 0) 2263 if (!op->contr->golem && --op->last_sp < 0)
2594 {
2595 if (op->stats.hp < op->stats.maxhp)
2596 { 2264 {
2597 op->stats.hp++; 2265 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2598 /* dms do not consume food */ 2266
2599 if (!QUERY_FLAG (op, FLAG_WIZ)) 2267 if (op->stats.sp < op->stats.maxsp)
2600 { 2268 {
2269 op->stats.sp++;
2270
2271 /* dms do not consume food */
2272 if (!QUERY_FLAG (op, FLAG_WIZ))
2273 {
2601 op->stats.food--; 2274 op->stats.food--;
2275
2602 if (op->contr->digestion < 0) 2276 if (op->contr->digestion < 0)
2603 op->stats.food += op->contr->digestion; 2277 op->stats.food += op->contr->digestion;
2604 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))
2605 op->stats.food = last_food; 2279 op->stats.food = last_food;
2280 }
2606 } 2281 }
2607 }
2608 2282
2609 if (max_hp > 1) 2283 if (max_sp > 1)
2610 {
2611 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2612 if (over_hp > 0)
2613 { 2284 {
2614 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
2615 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);
2616 } 2303 }
2617 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)
2618 { 2312 {
2619 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 }
2620 } 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);
2621 } 2338 }
2622 else 2339 else
2623 {
2624 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);
2625 } 2341 }
2626 } 2342 }
2627 2343
2628 /* Digestion */ 2344 /* Digestion */
2629 if (--op->last_eat < 0) 2345 if (--op->last_eat < 0)
2630 { 2346 {
2631#ifdef COZY_SERVER 2347 int bonus = max (0, op->contr->digestion),
2632 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion; 2348 penalty = max (0, -op->contr->digestion);
2633 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2634#else
2635 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2636#endif
2637 2349
2638 if (op->contr->gen_hp > 0)
2639 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);
2640 else
2641 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2642 2351
2643 /* dms do not consume food */ 2352 /* dms do not consume food */
2644 if (!QUERY_FLAG (op, FLAG_WIZ)) 2353 if (!QUERY_FLAG (op, FLAG_WIZ))
2645 op->stats.food--; 2354 op->stats.food--;
2646 } 2355 }
2647 2356
2648 if (op->stats.food < 0 && op->stats.hp >= 0) 2357 if (op->stats.food < 0 && op->stats.hp >= 0)
2649 { 2358 {
2650 object *tmp, *flesh = 0; 2359 object *flesh = 0;
2651 2360
2652 for (tmp = op->inv; tmp; tmp = tmp->below) 2361 for_inv_removable (op, tmp)
2653 { 2362 {
2654 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)
2655 { 2367 {
2656 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2368 op->statusmsg ("You blindly grab for a bite of food. "
2657 { 2369 "H<To prevent you from starving, you ate some random item from your backpack.>");
2658 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2659 manual_apply (op, tmp, 0); 2370 manual_apply (op, tmp, 0);
2371
2660 if (op->stats.food >= 0 || op->stats.hp < 0) 2372 if (op->stats.food >= 0 || op->stats.hp < 0)
2661 break; 2373 break;
2662 } 2374 }
2663 else if (tmp->type == FLESH) 2375 else if (tmp->type == FLESH)
2664 flesh = tmp; 2376 flesh = tmp;
2665 } /* End if paid for object */ 2377 }
2666 } /* end of for loop */
2667 2378
2668 /* 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
2669 * eat flesh instead. 2380 * eat flesh instead.
2670 */ 2381 */
2671 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2382 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2672 { 2383 {
2673 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.>");
2674 manual_apply (op, flesh, 0); 2386 manual_apply (op, flesh, 0);
2675 } 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)
2676 } 2396 {
2397 op->stats.hp += op->stats.food;
2398 op->stats.food = 0;
2677 2399
2678 while (op->stats.food < 0 && op->stats.hp >= 0) 2400 if (op->stats.hp < 0)
2679 op->stats.food++, op->stats.hp--; 2401 {
2402 op->contr->killer = archetype::get ("killer_starvation");
2403 op->contr->killer->destroy ();
2404 }
2405 }
2680 2406
2407 /* killer should be set here already */
2681 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2408 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2682 kill_player (op); 2409 kill_player (op);
2683 } 2410 }
2684} 2411}
2685 2412
2689 * file. 2416 * file.
2690 */ 2417 */
2691void 2418void
2692kill_player (object *op) 2419kill_player (object *op)
2693{ 2420{
2694 char buf[MAX_BUF];
2695 int x, y; 2421 int x, y;
2696
2697 //int i;
2698 maptile *map; /* this is for resurrection */ 2422 maptile *map; /* this is for resurrection */
2699
2700 /* int z;
2701 int num_stats_lose;
2702 int lost_a_stat;
2703 int lose_this_stat;
2704 int this_stat; */
2705 int will_kill_again; 2423 int will_kill_again;
2706 archetype *at; 2424 archetype *at;
2707 object *tmp; 2425 object *tmp;
2708 2426
2709 if (save_life (op)) 2427 if (save_life (op))
2710 return; 2428 return;
2711 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 }
2712 2467
2713 /* 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
2714 * 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.
2715 * Look at op_on_battleground() for more info --AndreasV 2470 * Look at op_on_battleground() for more info --AndreasV
2716 */ 2471 */
2717 if (op_on_battleground (op, &x, &y)) 2472 if (op_on_battleground (op, &x, &y))
2718 { 2473 {
2719 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";
2720 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2721
2722 /* restore player */
2723 at = archetype::find ("poisoning");
2724 if (object *tmp = present_arch_in_ob (at, op))
2725 {
2726 tmp->destroy ();
2727 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2728 }
2729
2730 at = archetype::find ("confusion");
2731 if (object *tmp = present_arch_in_ob (at, op))
2732 {
2733 tmp->destroy ();
2734 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2735 }
2736
2737 cure_disease (op, 0); /* remove any disease */
2738 op->stats.hp = op->stats.maxhp;
2739 if (op->stats.food <= 0)
2740 op->stats.food = 999;
2741 2475
2742 /* create a bodypart-trophy to make the winner happy */ 2476 /* create a bodypart-trophy to make the winner happy */
2743 if (object *tmp = arch_to_object (archetype::find ("finger"))) 2477 object *tmp = archetype::find (shstr_finger)->instance ();
2744 { 2478
2745 sprintf (buf, "%s's finger", &op->name); 2479 tmp->name = format ("%s's finger" , &op->name);
2746 tmp->name = buf; 2480 tmp->name_pl = format ("%s's fingers", &op->name);
2747 sprintf (buf, " This finger has been cut off %s\n" 2481 tmp->msg = format (
2748 " the %s, when he was defeated at\n level %d by %s.\n", 2482 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
2749 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2483 &op->name, op->contr->title,
2750 tmp->msg = buf; 2484 (int)op->level,
2485 op->contr->killer_name ()
2486 );
2751 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2487 tmp->value = 0, tmp->type = 0;
2752 tmp->materialname = NULL; 2488 tmp->material = name_to_material (shstr_organic);
2753 op->insert_at (tmp, op); 2489 tmp->insert_at (op, tmp);
2754 }
2755 2490
2756 /* teleport defeated player to new destination */ 2491 /* teleport defeated player to new destination */
2757 transfer_ob (op, x, y, 0, NULL); 2492 transfer_ob (op, x, y, 0, NULL);
2758 op->contr->braced = 0; 2493 op->contr->braced = 0;
2494
2495 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2759 return; 2496 return;
2760 } 2497 }
2761 2498
2499 deathtab << "You were killed by " << op->contr->killer_name () << ".\n\n";
2500 deathtab << "T<YOU HAVE DIED>\n\n";
2501
2762 INVOKE_PLAYER (DEATH, op->contr); 2502 INVOKE_PLAYER (DEATH, op->contr);
2763 2503
2764 command_kill_pets (op, 0); 2504 command_kill_pets (op, 0);
2765 2505
2766 if (op->stats.food < 0) 2506 op->contr->play_sound (sound_find ("player_dies"));
2767 {
2768 if (op->contr->explore)
2769 {
2770 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
2771 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2772 op->stats.food = 999;
2773 return;
2774 }
2775 sprintf (buf, "%s starved to death.", &op->name);
2776 strcpy (op->contr->killer, "starvation");
2777 }
2778 else
2779 {
2780 if (op->contr->explore)
2781 {
2782 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
2783 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2784 op->stats.hp = op->stats.maxhp;
2785 return;
2786 }
2787 sprintf (buf, "%s died.", &op->name);
2788 }
2789
2790 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2791 2507
2792 /* save the map location for corpse, gravestone */ 2508 /* save the map location for corpse, gravestone */
2793 x = op->x; 2509 x = op->x;
2794 y = op->y; 2510 y = op->y;
2795 map = op->map; 2511 map = op->map;
2823 2539
2824 lost_a_stat = 0; 2540 lost_a_stat = 0;
2825 2541
2826 for (z = 0; z < num_stats_lose; z++) 2542 for (z = 0; z < num_stats_lose; z++)
2827 { 2543 {
2828 i = RANDOM () % NUM_STATS; 2544 i = rndm (NUM_STATS);
2829 2545
2830 if (settings.stat_loss_on_death) 2546 if (settings.stat_loss_on_death)
2831 { 2547 {
2832 /* 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
2833 * what he lost. 2549 * what he lost.
2840 lost_a_stat = 1; 2556 lost_a_stat = 1;
2841 } 2557 }
2842 else 2558 else
2843 { 2559 {
2844 /* deplete a stat */ 2560 /* deplete a stat */
2845 archetype *deparch = archetype::find ("depletion"); 2561 archetype *deparch = archetype::find (shstr_depletion);
2846 object *dep; 2562 object *dep;
2847 2563
2848 dep = present_arch_in_ob (deparch, op); 2564 dep = present_arch_in_ob (deparch, op);
2849 if (!dep) 2565 if (!dep)
2850 { 2566 {
2851 dep = arch_to_object (deparch); 2567 dep = deparch->instance ();
2852 insert_ob_in_ob (dep, op); 2568 insert_ob_in_ob (dep, op);
2853 } 2569 }
2854 lose_this_stat = 1; 2570 lose_this_stat = 1;
2855 if (settings.balanced_stat_loss) 2571 if (settings.balanced_stat_loss)
2856 { 2572 {
2884 } 2600 }
2885 } 2601 }
2886 2602
2887 if (lose_this_stat) 2603 if (lose_this_stat)
2888 { 2604 {
2889 this_stat = get_attr_value (&(dep->stats), i); 2605 this_stat = get_attr_value (&dep->stats, i);
2890 /* We could try to do something clever like find another 2606 /* We could try to do something clever like find another
2891 * stat to reduce if this fails. But chances are, if 2607 * stat to reduce if this fails. But chances are, if
2892 * stats have been depleted to -50, all are pretty low 2608 * stats have been depleted to -50, all are pretty low
2893 * 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
2894 * difference. 2610 * difference.
2902 lost_a_stat = 1; 2618 lost_a_stat = 1;
2903 } 2619 }
2904 } 2620 }
2905 } 2621 }
2906 } 2622 }
2623
2907 /* If no stat lost, tell the player. */ 2624 /* If no stat lost, tell the player. */
2908 if (!lost_a_stat) 2625 if (!lost_a_stat)
2909 { 2626 {
2910 /* determine_god() seems to not work sometimes... why is this? 2627 /* determine_god() seems to not work sometimes... why is this?
2911 Should I be using something else? GD */ 2628 Should I be using something else? GD */
2912 const char *god = determine_god (op); 2629 shstr_tmp god = determine_god (op);
2913 2630
2914 if (god && (strcmp (god, "none"))) 2631 if (god != shstr_none)
2915 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god); 2632 deathtab << "For a brief moment you feel the holy presence of " << god << " protecting you.\r";
2916 else 2633 else
2917 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";
2918 } 2635 }
2919#else 2636#else
2920 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.";
2921#endif 2638#endif
2922 2639
2923 /* Put a gravestone up where the character 'almost' died. List the 2640 /* Put a gravestone up where the character 'almost' died. List the
2924 * exp loss on the stone. 2641 * exp loss on the stone.
2925 */ 2642 */
2926 tmp = arch_to_object (archetype::find ("gravestone")); 2643 tmp = archetype::find (shstr_gravestone)->instance ();
2927 sprintf (buf, "%s's gravestone", &op->name); 2644 tmp->name = format ("%s's gravestone", &op->name);
2928 tmp->name = buf; 2645 tmp->name_pl = format ("%s's gravestones", &op->name);
2929 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",
2930 tmp->name_pl = buf; 2647 &op->name, op->contr->title, op->contr->killer_name ());
2931 sprintf (buf, "RIP\nHere rests the hero %s the %s,\n" "who was killed\n" "by %s.\n", &op->name, op->contr->title, op->contr->killer);
2932 tmp->msg = buf;
2933 tmp->x = op->x, tmp->y = op->y; 2648 tmp->x = op->x, tmp->y = op->y;
2934 insert_ob_in_map (tmp, op->map, NULL, 0); 2649 insert_ob_in_map (tmp, op->map, NULL, 0);
2935 2650
2936 /**************************************/ 2651 /**************************************/
2937 /* */ 2652 /* */
2938 /* Subtract the experience points, */ 2653 /* Subtract the experience points, */
2939 /* if we died cause of food, give us */
2940 /* food, and reset HP's... */
2941 /* */ 2654 /* */
2942 /**************************************/ 2655 /**************************************/
2943 2656
2944 /* remove any poisoning and confusion the character may be suffering. */
2945 /* restore player */
2946 at = archetype::find ("poisoning");
2947 tmp = present_arch_in_ob (at, op);
2948
2949 if (tmp)
2950 {
2951 tmp->destroy ();
2952 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2953 }
2954
2955 at = archetype::find ("confusion");
2956 tmp = present_arch_in_ob (at, op);
2957 if (tmp)
2958 {
2959 tmp->destroy ();
2960 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2961 }
2962
2963 cure_disease (op, 0); /* remove any disease */
2964
2965 /*add_exp(op, (op->stats.exp * -0.20)); */ 2657 /*add_exp(op, (op->stats.exp * -0.20)); */
2966 apply_death_exp_penalty (op); 2658 apply_death_exp_penalty (op);
2967 if (op->stats.food < 100)
2968 op->stats.food = 900;
2969 op->stats.hp = op->stats.maxhp;
2970 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2971 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2972 2659
2973 /* 2660 /*
2974 * Check to see if the player is in a shop. IF so, then check to see if
2975 * the player has any unpaid items. If so, remove them and put them back 2661 * Check to see if the player has any unpaid items. If so, remove them
2976 * in the map. 2662 * and put them back in the map.
2977 */ 2663 */
2978 2664 op->drop_unpaid_items ();
2979 if (is_in_shop (op))
2980 remove_unpaid_objects (op->inv, op);
2981 2665
2982 /****************************************/ 2666 /****************************************/
2983 /* */ 2667 /* */
2984 /* Move player to his current respawn- */ 2668 /* Move player to his current respawn- */
2985 /* position (usually last savebed) */ 2669 /* position (usually last savebed) */
2986 /* */ 2670 /* */
2987 /****************************************/ 2671 /****************************************/
2988 2672
2989 enter_player_savebed (op); 2673 enter_player_savebed (op);
2990 2674
2991 /* Save the player before inserting the force to reduce
2992 * chance of abuse.
2993 */
2994 op->contr->braced = 0; 2675 op->contr->braced = 0;
2995 op->contr->save ();
2996 2676
2997 /* it is possible that the player has blown something up 2677 /* it is possible that the player has blown something up
2998 * at his savebed location, and that can have long lasting 2678 * at his savebed location, and that can have long lasting
2999 * spell effects. So first see if there is a spell effect 2679 * spell effects. So first see if there is a spell effect
3000 * on the space that might harm the player. 2680 * on the space that might harm the player.
3009 object *force; 2689 object *force;
3010 int at; 2690 int at;
3011 2691
3012 force = get_archetype (FORCE_NAME); 2692 force = get_archetype (FORCE_NAME);
3013 /* 50 ticks should be enough time for the spell to abate */ 2693 /* 50 ticks should be enough time for the spell to abate */
3014 force->speed = 0.1; 2694 force->speed = 0.1f;
3015 force->speed_left = -5.0; 2695 force->speed_left = -5.f;
3016 SET_FLAG (force, FLAG_APPLIED); 2696 SET_FLAG (force, FLAG_APPLIED);
3017 for (at = 0; at < NROFATTACKS; at++) 2697 for (at = 0; at < NROFATTACKS; at++)
3018 if (will_kill_again & (1 << at)) 2698 if (will_kill_again & (1 << at))
3019 force->resist[at] = 100; 2699 force->resist[at] = 100;
3020 2700
3021 insert_ob_in_ob (force, op); 2701 insert_ob_in_ob (force, op);
3022 op->update_stats (); 2702 op->update_stats ();
3023
3024 } 2703 }
3025 2704
3026 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2705 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
3027} 2706}
3028 2707
3029void 2708static void
3030loot_object (object *op) 2709loot_object (object *op)
3031{ /* Grab and destroy some treasure */ 2710{ /* Grab and destroy some treasure */
3032 object *tmp, *tmp2, *next; 2711 object *tmp, *tmp2, *next;
3033 2712
3034 if (op->container) 2713 op->close_container (); /* close open sack first */
3035 esrv_apply_container (op, op->container); /* close open sack first */
3036 2714
3037 for (tmp = op->inv; tmp; tmp = next) 2715 for (tmp = op->inv; tmp; tmp = next)
3038 { 2716 {
3039 next = tmp->below; 2717 next = tmp->below;
3040 2718
3041 if (tmp->invisible) 2719 if (tmp->invisible)
3042 continue; 2720 continue;
3043 2721
3044 tmp->remove (); 2722 tmp->remove ();
3045 tmp->x = op->x, tmp->y = op->y; 2723 tmp->x = op->x, tmp->y = op->y;
2724
3046 if (tmp->type == CONTAINER) 2725 if (tmp->type == CONTAINER)
3047 { /* empty container to ground */ 2726 loot_object (tmp); /* empty container to ground */
3048 loot_object (tmp); 2727
3049 }
3050 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))))
3051 { 2729 {
3052 if (tmp->nrof > 1) 2730 if (tmp->nrof > 1)
3053 { 2731 {
3054 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2732 tmp->decrease (rndm (1, tmp->nrof - 1));
3055 tmp2->destroy ();
3056 insert_ob_in_map (tmp, op->map, NULL, 0); 2733 insert_ob_in_map (tmp, op->map, NULL, 0);
3057 } 2734 }
3058 else 2735 else
3059 tmp->destroy (); 2736 tmp->destroy ();
3060 } 2737 }
3066/* 2743/*
3067 * fix_weight(): Check recursively the weight of all players, and fix 2744 * fix_weight(): Check recursively the weight of all players, and fix
3068 * 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
3069 * was changed. 2746 * was changed.
3070 */ 2747 */
3071
3072void 2748void
3073fix_weight (void) 2749fix_weight ()
3074{ 2750{
3075 for_all_players (pl) 2751 for_all_players (pl)
3076 { 2752 {
3077 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2753 sint32 old = pl->ob->carrying;
3078 2754
3079 if (old == sum) 2755 pl->ob->update_weight ();
3080 continue; 2756
2757 if (old != pl->ob->carrying)
2758 {
3081 pl->ob->update_stats (); 2759 pl->ob->update_stats ();
3082 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 }
3083 } 2762 }
3084} 2763}
3085 2764
3086void 2765void
3087fix_luck (void) 2766fix_luck ()
3088{ 2767{
3089 for_all_players (pl) 2768 for_all_players (pl)
3090 if (!pl->ob->contr->ns->state) 2769 if (!pl->ob->contr->ns->state)
3091 pl->ob->change_luck (0); 2770 pl->ob->change_luck (0);
3092} 2771}
3129} 2808}
3130 2809
3131void 2810void
3132make_visible (object *op) 2811make_visible (object *op)
3133{ 2812{
3134 op->hide = 0; 2813 op->flag [FLAG_HIDDEN] = 0;
3135 op->invisible = 0; 2814 op->invisible = 0;
2815
3136 if (op->type == PLAYER) 2816 if (op->type == PLAYER)
3137 { 2817 {
3138 op->contr->tmp_invis = 0; 2818 op->contr->tmp_invis = 0;
3139 op->contr->invis_race = 0; 2819 op->contr->invis_race = 0;
3140 } 2820 }
2821
3141 update_object (op, UP_OBJ_FACE); 2822 update_object (op, UP_OBJ_CHANGE);
3142} 2823}
3143 2824
3144int 2825int
3145is_true_undead (object *op) 2826is_true_undead (object *op)
3146{ 2827{
3147 object *tmp = NULL;
3148
3149 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 2828 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3150 return 1; 2829 return 1;
3151 2830
3152 return 0; 2831 return 0;
3153} 2832}
3154 2833
3155/* look at the surrounding terrain to determine 2834/* look at the surrounding terrain to determine
3156 * the hideability of this object. Positive levels 2835 * the hideability of this object. Positive levels
3157 * indicate greater hideability. 2836 * indicate greater hideability.
3158 */ 2837 */
3159
3160int 2838int
3161hideability (object *ob) 2839hideability (object *ob)
3162{ 2840{
3163 int i, level = 0, mflag; 2841 int i, level = 0, mflag;
3164 sint16 x, y; 2842 sint16 x, y;
3165 2843
3166 if (!ob || !ob->map) 2844 if (!ob || !ob->map)
3167 return 0; 2845 return 0;
3168 2846
3169 /* so, on normal lighted maps, its hard to hide */ 2847 /* so, on normal lighted maps, its hard to hide */
3170 level = ob->map->darkness - 2; 2848 level = ob->map->darklevel () - 2;
3171 2849
3172 /* this also picks up whether the object is glowing. 2850 /* this also picks up whether the object is glowing.
3173 * 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
3174 * as bad as carrying a light on a pitch dark map */ 2852 * as bad as carrying a light on a pitch dark map */
3175 if (has_carried_lights (ob)) 2853 if (ob->has_carried_lights ())
3176 level = -(10 + (2 * ob->map->darkness)); 2854 level = -(10 + (2 * ob->map->darklevel ()));
3177 2855
3178 /* scan through all nearby squares for terrain to hide in */ 2856 /* scan through all nearby squares for terrain to hide in */
3179 for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i]) 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])
3180 { 2860 {
3181 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); 2861 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3182 if (mflag & P_OUT_OF_MAP) 2862 if (mflag & P_OUT_OF_MAP)
3183 {
3184 continue; 2863 continue;
3185 } 2864
3186 if (mflag & P_BLOCKSVIEW) /* something to hide near! */ 2865 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3187 level += 2; 2866 level += 2;
3188 else /* open terrain! */ 2867 else /* open terrain! */
3189 level -= 1; 2868 level -= 1;
3190 } 2869 }
3198/* For Hidden creatures - a chance of becoming 'unhidden' 2877/* For Hidden creatures - a chance of becoming 'unhidden'
3199 * every time they move - as we subtract off 'invisibility' 2878 * every time they move - as we subtract off 'invisibility'
3200 * AND, for players, if they move into a ridiculously unhideable 2879 * AND, for players, if they move into a ridiculously unhideable
3201 * spot (surrounded by clear terrain in broad daylight). -b.t. 2880 * spot (surrounded by clear terrain in broad daylight). -b.t.
3202 */ 2881 */
3203
3204void 2882void
3205do_hidden_move (object *op) 2883do_hidden_move (object *op)
3206{ 2884{
3207 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 2885 int hide = 0;
3208 object *skop;
3209 2886
3210 if (!op || !op->map) 2887 if (!op || !op->map)
3211 return; 2888 return;
3212 2889
3213 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);
3214 2892
3215 /* 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! */
3216 if (op->type == PLAYER && op->contr->run_on) 2894 if (op->type == PLAYER && op->contr->run_on)
3217 {
3218 if (!skop || num >= skop->level) 2895 if (!skop || num >= skop->level)
3219 { 2896 {
3220 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!");
3221 make_visible (op); 2898 make_visible (op);
3222 return; 2899 return;
3223 } 2900 }
3224 else 2901 else
3225 num += 20; 2902 num += 20;
3226 } 2903
3227 num += op->map->difficulty; 2904 num += op->map->difficulty;
3228 hide = hideability (op); /* modify by terrain hidden level */ 2905 hide = hideability (op); /* modify by terrain hidden level */
3229 num -= hide; 2906 num -= hide;
2907
3230 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 2908 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3231 { 2909 {
3232 make_visible (op); 2910 make_visible (op);
2911
3233 if (op->type == PLAYER) 2912 if (op->type == PLAYER)
3234 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!");
3235 } 2914 }
3236 else if (op->type == PLAYER && skop) 2915 else if (op->type == PLAYER && skop)
3237 {
3238 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);
3239 }
3240} 2917}
3241 2918
3242/* determine if who is standing near a hostile creature. */ 2919/* determine if who is standing near a hostile creature. */
3243 2920
3244int 2921int
3292 * object op. This function works fine for monsters, 2969 * object op. This function works fine for monsters,
3293 * 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
3294 * a pile (say a coin under a table would return "viewable" 2971 * a pile (say a coin under a table would return "viewable"
3295 * by this routine). Another question, should we be 2972 * by this routine). Another question, should we be
3296 * concerned with the direction the player is looking 2973 * concerned with the direction the player is looking
3297 * in? Realistically, most of use cant see stuff behind 2974 * in? Realistically, most of us can't see stuff behind
3298 * our backs...on the other hand, does the "facing" direction 2975 * our backs...on the other hand, does the "facing" direction
3299 * imply the way your head, or body is facing? Its possible 2976 * imply the way your head, or body is facing? It's possible
3300 * for them to differ. Sigh, this fctn could get a bit more complex. 2977 * for them to differ. Sigh, this fctn could get a bit more complex.
3301 * -b.t. 2978 * -b.t.
3302 * This function is now map tiling safe. 2979 * This function is now map tiling safe.
3303 */ 2980 */
3304
3305int 2981int
3306player_can_view (object *pl, object *op) 2982player_can_view (object *pl, object *op)
3307{ 2983{
3308 rv_vector rv; 2984 rv_vector rv;
3309 int dx, dy; 2985 int dx, dy;
3311 if (pl->type != PLAYER) 2987 if (pl->type != PLAYER)
3312 { 2988 {
3313 LOG (llevError, "player_can_view() called for non-player object\n"); 2989 LOG (llevError, "player_can_view() called for non-player object\n");
3314 return -1; 2990 return -1;
3315 } 2991 }
2992
3316 if (!pl || !op) 2993 if (!pl || !op)
3317 return 0; 2994 return 0;
3318 2995
3319 if (op->head)
3320 {
3321 op = op->head; 2996 op = op->head_ ();
3322 } 2997
3323 get_rangevector (pl, op, &rv, 0x1); 2998 get_rangevector (pl, op, &rv, 0x1);
3324 2999
3325 /* starting with the 'head' part, lets loop 3000 /* starting with the 'head' part, lets loop
3326 * through the object and find if it has any 3001 * through the object and find if it has any
3327 * part that is in the los array but isnt on 3002 * part that is in the los array but isn't on
3328 * a blocked los square. 3003 * a blocked los square.
3329 * we use the archetype to figure out offsets. 3004 * we use the archetype to figure out offsets.
3330 */ 3005 */
3331 while (op) 3006 while (op)
3332 { 3007 {
3333 dx = rv.distance_x + op->arch->clone.x; 3008 dx = rv.distance_x + op->arch->x;
3334 dy = rv.distance_y + op->arch->clone.y; 3009 dy = rv.distance_y + op->arch->y;
3335 3010
3336 /* only the viewable area the player sees is updated by LOS 3011 if (pl->contr->blocked_los (dx, dy) != LOS_BLOCKED)
3337 * code, so we need to restrict ourselves to that range of values
3338 * for any meaningful values.
3339 */
3340 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3341 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3342 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3343 return 1; 3012 return 1;
3013
3344 op = op->more; 3014 op = op->more;
3345 } 3015 }
3346 return 0;
3347}
3348 3016
3349/* routine for both players and monsters. We call this when
3350 * there is a possibility for our action distrubing our hiding
3351 * place or invisiblity spell. Artefact invisiblity is not
3352 * effected by this. If we arent invisible to begin with, we
3353 * return 0.
3354 */
3355int
3356action_makes_visible (object *op)
3357{
3358
3359 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3360 {
3361 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3362 return 0;
3363
3364 if (op->contr && op->contr->tmp_invis == 0)
3365 return 0;
3366
3367 /* If monsters, they should become visible */
3368 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3369 {
3370 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3371 return 1;
3372 }
3373 }
3374 return 0; 3017 return 0;
3375} 3018}
3376 3019
3377/* op_on_battleground - checks if the given object op (usually 3020/* op_on_battleground - checks if the given object op (usually
3378 * a player) is standing on a valid battleground-tile, 3021 * a player) is standing on a valid battleground-tile,
3383 * Default is to do the same as before, so only people wanting to have different points need worry about this 3026 * Default is to do the same as before, so only people wanting to have different points need worry about this
3384 */ 3027 */
3385int 3028int
3386op_on_battleground (object *op, int *x, int *y) 3029op_on_battleground (object *op, int *x, int *y)
3387{ 3030{
3388 object *tmp;
3389
3390 /* A battleground-tile needs the following attributes to be valid: 3031 /* A battleground-tile needs the following attributes to be valid:
3391 * is_floor 1 (has to be the FIRST floor beneath the player's feet), 3032 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3392 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3033 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3393 * and the exit-coordinates sp/hp must both be > 0. 3034 * and the exit-coordinates sp/hp must both be > 0.
3394 * => The intention here is to prevent abuse of the battleground- 3035 * => The intention here is to prevent abuse of the battleground-
3395 * feature (like pickable or hidden battleground tiles). */ 3036 * feature (like pickable or hidden battleground tiles). */
3396 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3037 for (object *tmp = op->below; tmp; tmp = tmp->below)
3397 { 3038 {
3398 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3039 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3399 { 3040 {
3400 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3041 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3401 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))
3402 { 3045 {
3403 /*before we assign the exit, check if this is a teambattle */ 3046 /* before we assign the exit, check if this is a teambattle */
3404 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))
3405 {
3406 object *invtmp;
3407
3408 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)
3409 { 3050 {
3410 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3411 {
3412 if (x != NULL && y != NULL) 3051 if (x && y)
3413 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3052 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3053
3414 return 1; 3054 return 1;
3415 }
3416 } 3055 }
3417 } 3056
3418 if (x != NULL && y != NULL) 3057 if (x && y)
3419 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3058 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3059
3420 return 1; 3060 return 1;
3421 } 3061 }
3422 } 3062 }
3423 } 3063 }
3064
3424 /* If we got here, did not find a battleground */ 3065 /* If we got here, did not find a battleground */
3425 return 0; 3066 return 0;
3426} 3067}
3427 3068
3428/* 3069/*
3444 char buf[MAX_BUF]; /* tmp. string buffer */ 3085 char buf[MAX_BUF]; /* tmp. string buffer */
3445 int i = 0, j = 0; 3086 int i = 0, j = 0;
3446 3087
3447 /* get the appropriate treasurelist */ 3088 /* get the appropriate treasurelist */
3448 if (atnr == ATNR_FIRE) 3089 if (atnr == ATNR_FIRE)
3449 trlist = find_treasurelist ("dragon_ability_fire"); 3090 trlist = treasurelist::find (shstr_dragon_ability_fire);
3450 else if (atnr == ATNR_COLD) 3091 else if (atnr == ATNR_COLD)
3451 trlist = find_treasurelist ("dragon_ability_cold"); 3092 trlist = treasurelist::find (shstr_dragon_ability_cold);
3452 else if (atnr == ATNR_ELECTRICITY) 3093 else if (atnr == ATNR_ELECTRICITY)
3453 trlist = find_treasurelist ("dragon_ability_elec"); 3094 trlist = treasurelist::find (shstr_dragon_ability_elec);
3454 else if (atnr == ATNR_POISON) 3095 else if (atnr == ATNR_POISON)
3455 trlist = find_treasurelist ("dragon_ability_poison"); 3096 trlist = treasurelist::find (shstr_dragon_ability_poison);
3456 3097
3457 if (trlist == NULL || who->type != PLAYER) 3098 if (trlist == NULL || who->type != PLAYER)
3458 return; 3099 return;
3459 3100
3460 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++);
3461 3102
3462 if (tr == NULL || tr->item == NULL) 3103 if (!tr || !tr->item)
3463 { 3104 {
3464 /* 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]); */
3465 return; 3106 return;
3466 } 3107 }
3467 3108
3468 /* everything seems okay - now bring on the gift: */ 3109 /* everything seems okay - now bring on the gift: */
3469 item = &(tr->item->clone); 3110 item = tr->item;
3470 3111
3471 if (item->type == SPELL) 3112 if (item->type == SPELL)
3472 { 3113 {
3473 if (check_spell_known (who, item->name)) 3114 if (check_spell_known (who, item->name))
3474 return; 3115 return;
3533 { 3174 {
3534 /* forces in the treasurelist can alter the player's stats */ 3175 /* forces in the treasurelist can alter the player's stats */
3535 object *skin; 3176 object *skin;
3536 3177
3537 /* first get the dragon skin force */ 3178 /* first get the dragon skin force */
3538 shstr_cmp dragon_skin_force ("dragon_skin_force");
3539 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below) 3179 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3540 ; 3180 ;
3541 3181
3542 if (!skin) 3182 if (!skin)
3543 return; 3183 return;
3544 3184
3577 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg); 3217 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3578 } 3218 }
3579 else 3219 else
3580 { 3220 {
3581 /* generate misc. treasure */ 3221 /* generate misc. treasure */
3582 tmp = arch_to_object (tr->item); 3222 tmp = tr->item->instance ();
3583 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));
3584 tmp = insert_ob_in_ob (tmp, who); 3224 who->insert (tmp);
3585 if (who->type == PLAYER)
3586 esrv_send_item (who, tmp);
3587 } 3225 }
3588} 3226}
3589 3227
3590/** 3228/**
3591 * 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
3592 * not readied. 3230 * not readied.
3593 */ 3231 */
3594void 3232void
3595player_unready_range_ob (player *pl, object *ob) 3233player_unready_range_ob (player *pl, object *ob)
3596{ 3234{
3597 rangetype i; 3235 if (pl->ob->current_weapon == ob)
3236 pl->ob->current_weapon = 0;
3598 3237
3599 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3238 if (pl->combat_ob == ob)
3600 { 3239 pl->combat_ob = 0;
3240
3601 if (pl->ranges[i] == ob) 3241 if (pl->ranged_ob == ob)
3602 { 3242 pl->ranged_ob = 0;
3603 pl->ranges[i] = NULL;
3604 if (pl->shoottype == i)
3605 {
3606 pl->shoottype = range_none;
3607 }
3608 }
3609 }
3610} 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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