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Comparing deliantra/server/server/player.C (file contents):
Revision 1.57 by root, Sat Dec 23 06:21:02 2006 UTC vs.
Revision 1.255 by root, Fri Mar 26 00:53:26 2010 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
8 it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
9 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
10 (at your option) any later version. 11 * option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
18 along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
20 21 *
21 The author can be reached via e-mail to <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22*/ 23 */
24
25//+GPL
23 26
24#include <global.h> 27#include <global.h>
25#include <pwd.h>
26#include <sproto.h> 28#include <sproto.h>
27#include <sounds.h> 29#include <sounds.h>
28#include <living.h> 30#include <living.h>
29#include <object.h> 31#include <object.h>
30#include <spells.h> 32#include <spells.h>
31#include <skills.h> 33#include <skills.h>
32 34
33#include <algorithm> 35#include <algorithm>
34#include <functional> 36#include <functional>
35 37
36player * 38playervec players;
37find_player (const char *plname)
38{
39 player *pl;
40
41 for (pl = first_player; pl; pl = pl->next)
42 if (pl->ob && !strcmp (query_name (pl->ob), plname))
43 return pl;
44
45 return 0;
46}
47
48void
49display_motd (const object *op)
50{
51 char buf[MAX_BUF];
52 char motd[HUGE_BUF];
53 FILE *fp;
54 int comp;
55 int size;
56
57 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
58 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
59 return;
60
61 motd[0] = '\0';
62 size = 0;
63
64 while (fgets (buf, MAX_BUF, fp))
65 {
66 if (*buf == '#')
67 continue;
68
69 strncat (motd + size, buf, HUGE_BUF - size);
70 size += strlen (buf);
71 }
72
73 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
74 close_and_delete (fp, comp);
75}
76
77void
78send_rules (const object *op)
79{
80 char buf[MAX_BUF];
81 char rules[HUGE_BUF];
82 FILE *fp;
83 int comp;
84 int size;
85
86 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
87 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
88 return;
89
90 rules[0] = '\0';
91 size = 0;
92
93 while (fgets (buf, MAX_BUF, fp))
94 {
95 if (*buf == '#')
96 continue;
97
98 if (size + strlen (buf) >= HUGE_BUF)
99 {
100 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
101 break;
102 }
103
104 strncat (rules + size, buf, HUGE_BUF - size);
105 size += strlen (buf);
106 }
107
108 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
109 close_and_delete (fp, comp);
110}
111
112void
113send_news (const object *op)
114{
115 char buf[MAX_BUF];
116 char news[HUGE_BUF];
117 char subject[MAX_BUF];
118 FILE *fp;
119 int comp;
120 int size;
121
122 sprintf (buf, "%s/%s", settings.confdir, settings.news);
123 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
124 return;
125
126 news[0] = '\0';
127 subject[0] = '\0';
128 size = 0;
129
130 while (fgets (buf, MAX_BUF, fp) != NULL)
131 {
132 if (*buf == '#')
133 continue;
134
135 if (*buf == '%')
136 { /* send one news */
137 if (size > 0)
138 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */
139 strcpy (subject, buf + 1);
140 strip_endline (subject);
141 size = 0;
142 news[0] = '\0';
143 }
144 else
145 {
146 if (size + strlen (buf) >= HUGE_BUF)
147 {
148 LOG (llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
149 break;
150 }
151 strncat (news + size, buf, HUGE_BUF - size);
152 size += strlen (buf);
153 }
154 }
155
156 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
157 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news);
158 close_and_delete (fp, comp);
159}
160 39
161/* This loads the first map an puts the player on it. */ 40/* This loads the first map an puts the player on it. */
162static void 41static void
163set_first_map (object *op) 42set_first_map (object *op)
164{ 43{
165 strcpy (op->contr->maplevel, first_map_path); 44 op->contr->maplevel = first_map_path;
166 op->x = -1; 45 op->x = -1;
167 op->y = -1; 46 op->y = -1;
168 enter_exit (op, 0); 47}
48
49void
50player::activate ()
51{
52 if (active)
53 return;
54
55 players.insert (this);
56 ob->remove ();
57 ob->map = 0;
58 ob->activate_recursive ();
59 CLEAR_FLAG (ob, FLAG_FRIENDLY);
60 add_friendly_object (ob);
61}
62
63void
64player::deactivate ()
65{
66 if (!active)
67 return;
68
69 terminate_all_pets (ob);
70 remove_friendly_object (ob);
71 ob->deactivate_recursive ();
72
73 if (ob->map)
74 maplevel = ob->map->path;
75
76 ob->remove ();
77 ob->enemy = 0; // sometimes keeps an extra refcount on itself
78 ob->map = 0;
79 party = 0;
80
81 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
82
83 players.erase (this);
169} 84}
170 85
171// connect the player with a specific client 86// connect the player with a specific client
172// also changed, rationalises, and fixes some incorrect settings 87// also changes, rationalises, and fixes some incorrect settings
173void 88void
174player::connect (client *ns) 89player::connect (client *ns)
175{ 90{
176 this->ns = ns; 91 this->ns = ns;
177 ns->pl = this; 92 ns->pl = this;
178 93
179 next = first_player; 94 run_on = 0;
180 first_player = this; 95 fire_on = 0;
96 ob->close_container (); //TODO: client-specific
181 97
182 ns->update_look = 0; 98 ns->update_look = 0;
183 ns->look_position = 0; 99 ns->look_position = 0;
184 100
185 clear_los (ob); 101 clear_los ();
102
103 ns->reset_stats ();
186 104
187 /* make sure he's a player -- needed because of class change. */ 105 /* make sure he's a player -- needed because of class change. */
188 ob->type = PLAYER; // we are paranoid 106 ob->type = PLAYER; // we are paranoid
189 ob->race = ob->arch->clone.race; 107 ob->race = ob->arch->race;
190 108
191 if (!legal_range (ob, shoottype))
192 shoottype = range_none;
193
194 ob->carrying = sum_weight (ob);
195 link_player_skills (ob);
196
197 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
198 ob->update_stats (); 109 ob->update_weight ();
199 update_ob_speed (ob); 110 link_skills ();
200 111
201 assign (title, ob->arch->clone.name); 112 assign (title, ob->arch->object::name);
202
203 /* can_use_shield is a new flag. However, the can_use.. seems to largely come
204 * from the class, and not race. I don't see any way to get the class information
205 * to then update this. I don't think this will actually break anything - anyone
206 * that can use armour should be able to use a shield. What this may 'break'
207 * are features new characters get, eg, if someone starts up with a Q, they
208 * should be able to use a shield. However, old Q's won't get that advantage.
209 */
210 if (QUERY_FLAG (ob, FLAG_USE_ARMOUR))
211 SET_FLAG (ob, FLAG_USE_SHIELD);
212 113
213 /* if it's a dragon player, set the correct title here */ 114 /* if it's a dragon player, set the correct title here */
214 if (is_dragon_pl (ob)) 115 if (ob->is_dragon ())
215 { 116 {
216 object *tmp, *abil = 0, *skin = 0; 117 object *tmp, *abil = 0, *skin = 0;
217
218 shstr_cmp dragon_ability_force ("dragon_ability_force");
219 shstr_cmp dragon_skin_force ("dragon_skin_force");
220 118
221 for (tmp = ob->inv; tmp; tmp = tmp->below) 119 for (tmp = ob->inv; tmp; tmp = tmp->below)
222 if (tmp->type == FORCE) 120 if (tmp->type == FORCE)
223 if (tmp->arch->name == dragon_ability_force) 121 if (tmp->arch->archname == shstr_dragon_ability_force)
224 abil = tmp; 122 abil = tmp;
225 else if (tmp->arch->name == dragon_skin_force) 123 else if (tmp->arch->archname == shstr_dragon_skin_force)
226 skin = tmp; 124 skin = tmp;
227 125
228 set_dragon_name (ob, abil, skin); 126 set_dragon_name (ob, abil, skin);
229 } 127 }
230 128
231 CLEAR_FLAG (ob, FLAG_FRIENDLY);
232 add_friendly_object (ob);
233
234 LOG (llevInfo, "LOGIN: Player named %s from ip %s\n", &ob->name, ns->host);
235
236 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 129 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
237 new_draw_info_format (NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, NULL, "%s has entered the game.", &ob->name); 130
131 esrv_new_player (this);
132
133 ob->update_stats ();
238 134
239 ns->floorbox_update (); 135 ns->floorbox_update ();
240
241 esrv_new_player (this, ob->weight + ob->carrying);
242 esrv_send_inventory (ob, ob); 136 esrv_send_inventory (ob, ob);
243 esrv_add_spells (this, 0); 137 esrv_add_spells (this, 0);
244 138
245 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;
246 142
247// send_rules (ob);//TODO 143 for (object *op = ob->inv; op; op = op->below)
248// send_news (ob);//TODO 144 if (op->flag [FLAG_APPLIED])
249// display_motd (ob);//TODO 145 switch (op->type)
146 {
147 case SKILL:
148 op->flag [FLAG_APPLIED] = false;
149 break;
150
151 case WAND:
152 case ROD:
153 case HORN:
154 case BOW:
155 ranged_ob = op;
156 break;
157
158 case WEAPON:
159 combat_ob = op;
160 break;
161 }
162
163 ob->current_weapon = 0;
164 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
165 activate (); // change_weapon also activates, but this doesn't hurt
166
167 INVOKE_PLAYER (CONNECT, this);
250 INVOKE_PLAYER (LOGIN, this); 168 INVOKE_PLAYER (LOGIN, this);
251} 169}
170
171void
172player::disconnect ()
173{
174 if (ob)
175 {
176 ob->close_container (); //TODO: client-specific
177 ob->drop_unpaid_items ();
178 }
179
180 if (ns)
181 {
182 if (active)
183 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
184
185 INVOKE_PLAYER (DISCONNECT, this);
186
187 ns->reset_stats ();
188 ns->pl = 0;
189 ns = 0;
190 }
191
192 // this is important for the player scheduler to get the correct refcount
193 // when ns = 0
194 observe = viewpoint = ob;
195
196 deactivate ();
197}
198
199//-GPL
252 200
253// the need for this function can be explained 201// the need for this function can be explained
254// by load_object not returning the object 202// by load_object not returning the object
255void 203void
256player::set_object (object *op) 204player::set_object (object *op)
257{ 205{
258 ob = op; 206 ob = observe = viewpoint = op;
259 ob->contr = this; /* this aren't yet in archetype */ 207 ob->contr = this; /* this aren't yet in archetype */
260 208
209 ob->speed = 1.0f;
261 ob->speed_left = 0.5; 210 ob->speed_left = 0.5f;
262 ob->speed = 1.0; 211
263 ob->direction = 5; /* So player faces south */ 212 ob->direction = 5; /* So player faces south */
264 ob->stats.wc = 2;
265 ob->run_away = 25; /* Then we panick... */
266
267 set_first_map (ob);
268
269 ob->roll_stats ();
270} 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
271 230
272player::player () 231player::player ()
273{ 232{
274 /* There are some elements we want initialized to non zero value - 233 /* There are some elements we want initialised to non zero value -
275 * we deal with that below this point. 234 * we deal with that below this point.
276 */ 235 */
277 outputs_sync = 16; /* Every 2 seconds */ 236 outputs_sync = 4;
278 outputs_count = 8; /* Keeps present behaviour */ 237 outputs_count = 4;
279 unapply = unapply_nochoice; 238 unapply = unapply_nochoice;
280 239
281 assign (savebed_map, first_map_path); /* Init. respawn position */ 240 savebed_map = first_map_path; /* Init. respawn position */
282 241
283 gen_sp_armour = 10; 242 gen_sp_armour = 10;
284 last_speed = -1;
285 shoottype = range_none;
286 bowtype = bow_normal; 243 bowtype = bow_normal;
287 petmode = pet_normal; 244 petmode = pet_normal;
288 listening = 10;
289 usekeys = containers; 245 usekeys = containers;
290 last_weapon_sp = -1;
291 peaceful = 1; /* default peaceful */ 246 peaceful = 1; /* default peaceful */
292 do_los = 1; 247 do_los = 1;
293 248
294 /* we need to clear these to -1 and not zero - otherwise, 249 weapon_sp = 1.0f;
295 * if a player quits and starts a new character, we wont 250 weapon_sp_left = 0.5f;
296 * send new values to the client, as things like exp start 251}
297 * at zero.
298 */
299 for (int i = 0; i < NUM_SKILLS; i++)
300 last_skill_exp[i] = -1;
301 252
302 for (int i = 0; i < NROFATTACKS; i++) 253void
303 last_resist[i] = -1; 254player::do_destroy ()
255{
256 disconnect ();
304 257
305 last_stats.exp = -1; 258 attachable::do_destroy ();
306 last_weight = (uint32) - 1; 259
260 if (ob)
261 {
262 ob->destroy_inv (false);
263 ob->destroy ();
264 }
265
266 ob = observe = viewpoint = 0;
307} 267}
308 268
309player::~player () 269player::~player ()
310{ 270{
311 terminate_all_pets (ob);
312
313 if (first_player != this)
314 {
315 player *prev = first_player;
316
317 while (prev && prev->next && prev->next != this)
318 prev = prev->next;
319
320 if (prev->next != this)
321 {
322 LOG (llevError, "Free_player: Can't find previous player.\n");
323 abort ();
324 }
325
326 prev->next = next;
327 }
328 else
329 first_player = next;
330
331 if (ob)
332 {
333 ob->contr = 0;
334 ob->destroy (1);
335 }
336
337 if (ns)
338 {
339 ns->send_packet ("goodbye");
340 ns->flush ();
341 ns->pl = 0;
342 ns->destroy ();
343 }
344
345 /* Clear item stack */ 271 /* Clear item stack */
346 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 }
347} 301}
348 302
349/* Tries to add player on the connection passed in ns. 303/* Tries to add player on the connection passed in ns.
350 * 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
351 * mode. 305 * mode.
353player * 307player *
354player::create () 308player::create ()
355{ 309{
356 player *pl = new player; 310 player *pl = new player;
357 311
358 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);
359 319
360 return pl; 320 return pl;
361}
362
363/*
364 * get_player_archetype() return next player archetype from archetype
365 * list. Not very efficient routine, but used only creating new players.
366 * Note: there MUST be at least one player archetype!
367 */
368archetype *
369get_player_archetype (archetype *at)
370{
371 archetype *start = at;
372
373 for (;;)
374 {
375 if (at == NULL || at->next == NULL)
376 at = first_archetype;
377 else
378 at = at->next;
379
380 if (at->clone.type == PLAYER)
381 return at;
382
383 if (at == start)
384 {
385 LOG (llevError, "No Player archetypes\n");
386 exit (-1);
387 }
388 }
389} 321}
390 322
391object * 323object *
392get_nearest_player (object *mon) 324get_nearest_player (object *mon)
393{ 325{
394 object *op = NULL; 326 object *op = NULL;
395 player *pl = NULL;
396 objectlink *ol; 327 objectlink *ol;
397 unsigned lastdist; 328 unsigned lastdist;
398 rv_vector rv; 329 rv_vector rv;
399 330
400 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 331 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
401 { 332 {
402 /* We should not find free objects on this friendly list, but it
403 * does periodically happen. Given that, lets deal with it.
404 * While unlikely, it is possible the next object on the friendly
405 * list is also free, so encapsulate this in a while loop.
406 */
407 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
408 {
409 object *tmp = ol->ob;
410
411 /* Can't do much more other than log the fact, because the object
412 * itself will have been cleared.
413 */
414 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n");
415 ol = ol->next;
416 remove_friendly_object (tmp);
417 if (!ol)
418 return op;
419 }
420
421 /* Remove special check for player from this. First, it looks to cause
422 * some crashes (ol->ob->contr not set properly?), but secondly, a more
423 * complicated method of state checking would be needed in any case -
424 * as it was, a clever player could type quit, and the function would
425 * skip them over while waiting for confirmation. Remove
426 * on_same_map check, as can_detect_enemy also does this
427 */
428 if (!can_detect_enemy (mon, ol->ob, &rv)) 333 if (!can_detect_enemy (mon, ol->ob, &rv))
429 continue; 334 continue;
430 335
431 if (lastdist > rv.distance) 336 if (lastdist > rv.distance)
432 { 337 {
433 op = ol->ob; 338 op = ol->ob;
434 lastdist = rv.distance; 339 lastdist = rv.distance;
435 } 340 }
436 } 341 }
437 for (pl = first_player; pl != NULL; pl = pl->next) 342
438 { 343 for_all_players (pl)
439 if (can_detect_enemy (mon, pl->ob, &rv)) 344 if (can_detect_enemy (mon, pl->ob, &rv))
440 {
441
442 if (lastdist > rv.distance) 345 if (lastdist > rv.distance)
443 { 346 {
444 op = pl->ob; 347 op = pl->ob;
445 lastdist = rv.distance; 348 lastdist = rv.distance;
446 } 349 }
447 } 350
448 }
449#if 0 351#if 0
450 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)"); 352 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
451#endif 353#endif
452 return op; 354 return op;
453} 355}
511 x = mon->x; 413 x = mon->x;
512 y = mon->y; 414 y = mon->y;
513 m = mon->map; 415 m = mon->map;
514 dir = rv.direction; 416 dir = rv.direction;
515 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 */
516 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
517 /* 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. */
518 if (diff > max) 421 if (diff > max)
519 return 0; 422 return 0;
423
520 while (diff > 1 && max > 0) 424 while (diff > 1 && max > 0)
521 { 425 {
522 lastx = x; 426 lastx = x;
523 lasty = y; 427 lasty = y;
524 lastmap = m; 428 lastmap = m;
606 max--; 510 max--;
607 lastdir = dir; 511 lastdir = dir;
608 if (!firstdir) 512 if (!firstdir)
609 firstdir = dir; 513 firstdir = dir;
610 } 514 }
515
611 if (diff <= 1) 516 if (diff <= 1)
612 { 517 {
613 /* Recalculate diff (distance) because we may not have actually 518 /* Recalculate diff (distance) because we may not have actually
614 * headed toward player for entire distance. 519 * headed toward player for entire distance.
615 */ 520 */
616 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 521 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
617 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));
618 } 523 }
524
619 if (diff > max) 525 if (diff > max)
620 return 0; 526 return 0;
621 } 527 }
528
622 /* 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 */
623 if (!max) 530 if (!max)
624 return 0; 531 return 0;
625 532
626 return firstdir; 533 return firstdir;
627} 534}
628 535
629void 536void
630give_initial_items (object *pl, treasurelist * items) 537give_initial_items (object *pl, treasurelist *items)
631{ 538{
632 object *op, *next = NULL;
633
634 if (pl->randomitems != NULL) 539 if (pl->randomitems)
635 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); 540 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
636 541
637 for (op = pl->inv; op; op = next) 542 for (object *next, *op = pl->inv; op; op = next)
638 { 543 {
639 next = op->below; 544 next = op->below;
640 545
641 /* Forces get applied per default, unless they have the 546 /* Forces get applied per default, unless they have the
642 * 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
647 /* we never give weapons/armour if these cannot be used 552 /* we never give weapons/armour if these cannot be used
648 * by this player due to race restrictions 553 * by this player due to race restrictions
649 */ 554 */
650 if (pl->type == PLAYER) 555 if (pl->type == PLAYER)
651 { 556 {
652 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) && 557 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR)
558 &&
653 (op->type == ARMOUR || op->type == BOOTS || 559 (op->type == ARMOUR || op->type == BOOTS
654 op->type == CLOAK || op->type == HELMET || 560 || op->type == CLOAK || op->type == HELMET
655 op->type == SHIELD || op->type == GLOVES || 561 || op->type == SHIELD || op->type == GLOVES
562 || op->type == BRACERS || op->type == GIRDLE))
656 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))
657 { 564 {
658 op->destroy (); 565 op->destroy ();
659 continue; 566 continue;
660 } 567 }
661 } 568 }
662 569
663 /* This really needs to be better - we should really give 570 /* Here we remove duplicated skills (as duplicated spell objects have
664 * a substitute spellbook. The problem is that we don't really 571 * _very_ confusing effects for players), which could for instance be
665 * have a good idea what to replace it with (need something like 572 * generated by bad treasurelists. - elmex
666 * a first level treasurelist for each skill.)
667 * remove duplicate skills also
668 */ 573 */
669 if (op->type == SPELLBOOK || op->type == SKILL) 574 if (op->type == SKILL)
670 { 575 {
671 object *tmp;
672
673 for (tmp = op->below; tmp; tmp = tmp->below) 576 for (object *tmp = op->below; tmp; tmp = tmp->below)
674 if (tmp->type == op->type && tmp->name == op->name) 577 if (tmp->type == op->type && tmp->name == op->name)
675 break;
676
677 if (tmp)
678 { 578 {
679 op->destroy (); 579 op->destroy ();
580 LOG (llevError,
680 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); 581 "give_initial_items: Removing duplicate skill %s\n", &tmp->name);
681 continue; 582 break;
682 } 583 }
683 584
684 if (op->nrof > 1) 585 if (op->nrof > 1)
685 op->nrof = 1; 586 op->nrof = 1;
686 } 587 }
687 588
688 if (op->type == SPELLBOOK && op->inv) 589 if (op->type == SPELLBOOK && op->inv)
689 {
690 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); 590 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
691 }
692 591
693 /* Give starting characters identified, uncursed, and undamned 592 /* Give starting characters identified, uncursed, and undamned
694 * 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
695 * merged properly. 594 * merged properly.
696 */ 595 */
697 if (need_identify (op)) 596 if (need_identify (op))
698 { 597 {
699 SET_FLAG (op, FLAG_IDENTIFIED); 598 SET_FLAG (op, FLAG_IDENTIFIED);
700 CLEAR_FLAG (op, FLAG_CURSED); 599 CLEAR_FLAG (op, FLAG_CURSED);
701 CLEAR_FLAG (op, FLAG_DAMNED); 600 CLEAR_FLAG (op, FLAG_DAMNED);
702 } 601 }
602
703 if (op->type == SPELL) 603 if (op->type == SPELL)
704 { 604 {
705 op->destroy (); 605 op->destroy ();
706 continue; 606 continue;
707 } 607 }
709 { 609 {
710 SET_FLAG (op, FLAG_CAN_USE_SKILL); 610 SET_FLAG (op, FLAG_CAN_USE_SKILL);
711 op->stats.exp = 0; 611 op->stats.exp = 0;
712 op->level = 1; 612 op->level = 1;
713 } 613 }
714 /* lock all 'normal items by default */ 614 else /* lock all 'normal items by default */
715 else
716 SET_FLAG (op, FLAG_INV_LOCKED); 615 SET_FLAG (op, FLAG_INV_LOCKED);
717 } /* for loop of objects in player inv */ 616 } /* for loop of objects in player inv */
718 617
719 /* Need to set up the skill pointers */ 618 /* Need to set up the skill pointers */
720 link_player_skills (pl); 619 pl->contr->link_skills ();
721} 620}
722 621
723void 622void
724get_party_password (object *op, partylist *party) 623get_party_password (object *op, partylist *party)
725{ 624{
735 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:");
736} 635}
737 636
738/* 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. */
739static int 638static int
740roll_stat (void) 639roll_stat ()
741{ 640{
742 int a[4], i, j, k; 641 int a[4], i, j, k;
743 642
744 for (i = 0; i < 4; i++) 643 for (i = 0; i < 4; i++)
745 a[i] = (int) RANDOM () % 6 + 1; 644 a[i] = (int) rndm (6) + 1;
746 645
747 for (i = 0, j = 0, k = 7; i < 4; i++) 646 for (i = 0, j = 0, k = 7; i < 4; i++)
748 if (a[i] < k) 647 if (a[i] < k)
749 k = a[i], j = i; 648 k = a[i], j = i;
750 649
756} 655}
757 656
758void 657void
759object::roll_stats () 658object::roll_stats ()
760{ 659{
761 int statsort [7]; 660 int statsort [NUM_STATS];
762 661
763 for (;;) 662 for (;;)
764 { 663 {
765 int sum = 0; 664 int sum = 0;
766 for (int i = 7; i--; ) 665 for (int i = NUM_STATS; i--; )
767 sum += statsort [i] = roll_stat (); 666 sum += statsort [i] = roll_stat ();
768 667
769 if (sum >= 82 && sum <= 116) 668 if (sum >= 82 && sum <= 116)
770 break; 669 break;
771 } 670 }
772 671
773 // Sort the stats so that rerolling is easier... 672 // Sort the stats so that rerolling is easier...
774 std::sort (statsort, statsort + 7, std::greater<int>()); 673 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
775 674
675 for (int i = 0; i < NUM_STATS; ++i)
776 stats.Str = statsort[0]; 676 stats.stat (i) = statsort [i];
777 stats.Dex = statsort[1];
778 stats.Con = statsort[2];
779 stats.Int = statsort[3];
780 stats.Wis = statsort[4];
781 stats.Pow = statsort[5];
782 stats.Cha = statsort[6];
783 677
784 stats.exp = 0; 678 stats.exp = 0;
785 stats.ac = 0; 679 stats.ac = 0;
786 680
787 stats.hp = stats.maxhp; 681 stats.hp = stats.maxhp;
799} 693}
800 694
801void 695void
802object::swap_stats (int a, int b) 696object::swap_stats (int a, int b)
803{ 697{
804 int tmp = get_attr_value (&contr->orig_stats, a); 698 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
805 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
806 set_attr_value (&contr->orig_stats, b, tmp);
807 699
700 for (int i = 0; i < NUM_STATS; ++i)
808 stats.Str = contr->orig_stats.Str; 701 stats.stat (i) = contr->orig_stats.stat (i);
809 stats.Dex = contr->orig_stats.Dex;
810 stats.Con = contr->orig_stats.Con;
811 stats.Int = contr->orig_stats.Int;
812 stats.Wis = contr->orig_stats.Wis;
813 stats.Pow = contr->orig_stats.Pow;
814 stats.Cha = contr->orig_stats.Cha;
815 702
816 //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,
817 // be merged with the similar code in roll_stats 704 // be merged with the similar code in roll_stats
818 stats.ac = 0; 705 stats.ac = 0;
819 706
831 contr->levsp[1] = 6; 718 contr->levsp[1] = 6;
832 contr->levgrace[1] = 3; 719 contr->levgrace[1] = 3;
833 720
834 contr->orig_stats = stats; 721 contr->orig_stats = stats;
835 } 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);
836} 732}
837 733
838/* This function takes the key that is passed, and does the 734/* This function takes the key that is passed, and does the
839 * appropriate action with it (change race, or other things). 735 * appropriate action with it (change race, or other things).
840 * The function name is for historical reasons - now we have 736 * The function name is for historical reasons - now we have
841 * separate race and class; this actually changes the RACE, 737 * separate race and class; this actually changes the RACE,
842 * not the class. 738 * not the class.
843 */ 739 */
844int 740void
845key_change_class (object *op, char key) 741player::chargen_race_done ()
846{ 742{
847 int tmp_loop;
848
849 if (key == 'd' || key == 'D')
850 {
851 char buf[MAX_BUF];
852
853 /* this must before then initial items are given */ 743 /* this must before then initial items are given */
854 esrv_new_player (op->contr, op->weight + op->carrying); 744 esrv_new_player (ob->contr);
855 745
856 treasurelist *tl = find_treasurelist ("starting_wealth"); 746 treasurelist *tl = treasurelist::find (shstr_starting_wealth);
857 if (tl) 747 if (tl)
858 create_treasure (tl, op, 0, 0, 0); 748 create_treasure (tl, ob, 0, 0, 0);
859 749
860 INVOKE_PLAYER (BIRTH, op->contr); 750 INVOKE_PLAYER (BIRTH, ob->contr);
861 INVOKE_PLAYER (LOGIN, op->contr); 751 INVOKE_PLAYER (LOGIN, ob->contr);
862 752
863 op->contr->ns->state = ST_PLAYING; 753 ob->contr->ns->state = ST_PLAYING;
864 754
865 if (op->msg) 755 if (ob->msg)
866 op->msg = NULL; 756 ob->msg = 0;
867 757
868 /* We create this now because some of the unique maps will need it
869 * to save here.
870 */
871 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name);
872 make_path_to_file (buf);
873
874#ifdef AUTOSAVE
875 op->contr->last_save_tick = pticks;
876#endif
877 start_info (op); 758 start_info (ob);
878 CLEAR_FLAG (op, FLAG_WIZ); 759 CLEAR_FLAG (ob, FLAG_WIZ);
879 give_initial_items (op, op->randomitems); 760 give_initial_items (ob, ob->randomitems);
880 link_player_skills (op);
881 esrv_send_inventory (op, op); 761 esrv_send_inventory (ob, ob);
882 op->update_stats (); 762 ob->update_stats ();
883 763
884 /* This moves the player to a different start map, if there 764 /* This moves the player to a different start map, if there
885 * is one for this race 765 * is one for this race
886 */ 766 */
887 if (*first_map_ext_path) 767 if (*first_map_ext_path)
888 { 768 ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y);
889 object *tmp;
890 char mapname[MAX_BUF];
891
892 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name);
893 tmp = object::create ();
894 EXIT_PATH (tmp) = mapname;
895 EXIT_X (tmp) = op->x;
896 EXIT_Y (tmp) = op->y;
897 enter_exit (op, tmp); /* we don't really care if it succeeded;
898 * if the map isn't there, then stay on the
899 * default initial map */
900 tmp->destroy ();
901 }
902 else 769 else
903 LOG (llevDebug, "first_map_ext_path not set\n"); 770 LOG (llevDebug, "first_map_ext_path not set\n");
771}
904 772
905 return 0; 773void
906 } 774player::chargen_race_next ()
907 775{
908 /* Following actually changes the race - this is the default command 776 /* Following actually changes the race - this is the default command
909 * if we don't match with one of the options above. 777 * if we don't match with one of the options above.
910 */ 778 */
911 779
912 tmp_loop = 0; 780 do
913 while (!tmp_loop)
914 { 781 {
915 shstr name = op->name; 782 shstr name = ob->name;
916 int x = op->x, y = op->y; 783 int x = ob->x, y = ob->y;
917 784
918 op->remove_statbonus (); 785 ob->remove_statbonus ();
919 op->remove (); 786 ob->remove ();
920 op->arch = get_player_archetype (op->arch); 787 ob->arch = get_player_archetype (ob->arch);
921 op->arch->clone.copy_to (op); 788 ob->arch->copy_to (ob);
922 op->instantiate (); 789 ob->instantiate ();
923 op->stats = op->contr->orig_stats; 790 ob->stats = ob->contr->orig_stats;
924 op->name = op->name_pl = name; 791 ob->name = ob->name_pl = name;
925 op->x = x; 792 ob->x = x;
926 op->y = y; 793 ob->y = y;
927 SET_ANIMATION (op, 2); /* So player faces south */ 794 SET_ANIMATION (ob, 2); /* So player faces south */
928 insert_ob_in_map (op, op->map, op, 0); 795 insert_ob_in_map (ob, ob->map, ob, 0);
929 assign (op->contr->title, op->arch->clone.name); 796 assign (ob->contr->title, ob->arch->object::name);
930 op->add_statbonus (); 797 ob->add_statbonus ();
931 tmp_loop = allowed_class (op);
932 } 798 }
799 while (!allowed_class (ob));
933 800
934 update_object (op, UP_OBJ_FACE); 801 update_object (ob, UP_OBJ_FACE);
935 esrv_update_item (UPD_FACE, op, op); 802 esrv_update_item (UPD_FACE, ob, ob);
936 op->update_stats (); 803 ob->update_stats ();
937 op->stats.hp = op->stats.maxhp; 804 ob->stats.hp = ob->stats.maxhp;
938 op->stats.sp = op->stats.maxsp; 805 ob->stats.sp = ob->stats.maxsp;
939 op->stats.grace = 0; 806 ob->stats.grace = 0;
940
941 if (op->msg)
942 new_draw_info (NDI_BLUE, 0, op, op->msg);
943
944 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
945 return 0;
946} 807}
947 808
948int 809static void
949key_confirm_quit (object *op, char key)
950{
951 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
952 {
953 op->contr->ns->state = ST_PLAYING;
954 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
955 return 1;
956 }
957
958 INVOKE_PLAYER (LOGOUT, op->contr);
959 INVOKE_PLAYER (QUIT, op->contr);
960
961 terminate_all_pets (op);
962 leave_map (op);
963 op->direction = 0;
964 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
965
966 strcpy (op->contr->killer, "quit");
967 check_score (op);
968 op->contr->party = 0;
969 op->contr->own_title[0] = '\0';
970
971 object_ptr ob = op;
972
973 delete ob->contr;
974
975 /* We need to hunt for any per player unique maps in memory and
976 * get rid of them. The trailing slash in the path is intentional,
977 * so that players named 'Ab' won't match against players 'Abe' pathname
978 */
979 char buf[MAX_BUF];
980 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
981
982 for (maptile *next, *mp = first_map; mp; mp = next)
983 {
984 next = mp->next;
985
986 if (!strncmp (mp->path, buf, strlen (buf)))
987 delete_map (mp);
988 }
989
990 delete_character (ob->name, 1);
991
992 return 1;
993}
994
995void
996flee_player (object *op) 810flee_player (object *op)
997{ 811{
998 int dir, diff; 812 int dir, diff;
999 rv_vector rv; 813 rv_vector rv;
1000 814
1003 LOG (llevDebug, "Fleeing player is dead.\n"); 817 LOG (llevDebug, "Fleeing player is dead.\n");
1004 CLEAR_FLAG (op, FLAG_SCARED); 818 CLEAR_FLAG (op, FLAG_SCARED);
1005 return; 819 return;
1006 } 820 }
1007 821
1008 if (op->enemy == NULL) 822 if (!op->enemy)
1009 { 823 {
1010 LOG (llevDebug, "Fleeing player had no enemy.\n"); 824 LOG (llevDebug, "Fleeing player had no enemy.\n");
1011 CLEAR_FLAG (op, FLAG_SCARED); 825 CLEAR_FLAG (op, FLAG_SCARED);
1012 return; 826 return;
1013 } 827 }
1014 828
1015 /* Seen some crashes here. Since we don't store an
1016 * op->enemy_count, it is possible that something destroys the
1017 * actual enemy, and the object is recycled.
1018 */
1019 if (op->enemy->map == NULL)
1020 {
1021 CLEAR_FLAG (op, FLAG_SCARED);
1022 op->enemy = NULL;
1023 return;
1024 }
1025
1026 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))
1027 { 830 {
1028 op->enemy = NULL; 831 op->enemy = NULL;
1029 CLEAR_FLAG (op, FLAG_SCARED); 832 CLEAR_FLAG (op, FLAG_SCARED);
1030 return; 833 return;
1033 get_rangevector (op, op->enemy, &rv, 0); 836 get_rangevector (op, op->enemy, &rv, 0);
1034 837
1035 dir = absdir (4 + rv.direction); 838 dir = absdir (4 + rv.direction);
1036 for (diff = 0; diff < 3; diff++) 839 for (diff = 0; diff < 3; diff++)
1037 { 840 {
1038 int m = 1 - (RANDOM () & 2); 841 int m = 1 - rndm (2) * 2;
1039 842
1040 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 843 if (op->move (absdir (dir + diff * m)) || (diff == 0 && op->move (absdir (dir - diff * m))))
1041 return; 844 return;
1042 } 845 }
1043 846
1044 /* Cornered, get rid of scared */ 847 /* Cornered, get rid of scared */
1045 CLEAR_FLAG (op, FLAG_SCARED); 848 CLEAR_FLAG (op, FLAG_SCARED);
1046 op->enemy = NULL; 849 op->enemy = NULL;
1047} 850}
1048 851
1049
1050/* 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.
1051 * 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
1052 * stop. 854 * stop.
1053 */ 855 */
1054int 856int
1055check_pick (object *op) 857check_pick (object *op)
1056{ 858{
1057 object *tmp, *next; 859 object *tmp, *next;
1058 int stop = 0; 860 int stop = 0;
1059 int j, k, wvratio; 861 int wvratio;
1060 char putstring[128], tmpstr[16];
1061 862
1062 /* if you're flying, you cna't pick up anything */ 863 /* if you're flying, you cna't pick up anything */
1063 if (op->move_type & MOVE_FLYING) 864 if (op->move_type & MOVE_FLYING)
1064 return 1; 865 return 1;
1065 866
1066 next = op->below; 867 next = op->below;
1067 868
869 int cnt = MAX_ITEM_PER_ACTION;
870#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
871
1068 /* 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
1069 * destroyed */ 873 * destroyed */
1070 while (next && !next->destroyed ()) 874 while (next && !next->destroyed ())
1071 { 875 {
1072 tmp = next; 876 tmp = next;
1073 next = tmp->below; 877 next = tmp->below;
1074 878
879 if (cnt <= 0)
880 {
881 op->failmsg ("Couldn't pickup all items at once.");
882 return 0;
883 }
884
1075 if (op->destroyed ()) 885 if (op->destroyed ())
1076 return 0; 886 return 0;
1077 887
1078 if (!can_pick (op, tmp)) 888 if (!can_pick (op, tmp))
1079 continue; 889 continue;
1080 890
1081 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 891 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1082 { 892 {
1083 if (item_matched_string (op, tmp, op->contr->search_str)) 893 if (item_matched_string (op, tmp, op->contr->search_str))
1084 pick_up (op, tmp); 894 CHK_PICK_PICKUP;
895
1085 continue; 896 continue;
1086 } 897 }
1087 898
1088 /* 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? */
1089 if (!(op->contr->mode & PU_NEWMODE)) 959 if (op->contr->mode & PU_FOOD)
960 if (tmp->type == FOOD)
1090 { 961 {
1091 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)
1092 { 1025 {
1093 case 0: 1026 CHK_PICK_PICKUP;
1094 return 1; /* don't pick up */ 1027 continue;
1095 case 1:
1096 pick_up (op, tmp);
1097 return 1;
1098 case 2:
1099 pick_up (op, tmp);
1100 return 0;
1101 case 3:
1102 return 0; /* stop before pickup */
1103 case 4:
1104 pick_up (op, tmp);
1105 break;
1106 case 5:
1107 pick_up (op, tmp);
1108 stop = 1;
1109 break;
1110 case 6:
1111 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1112 pick_up (op, tmp);
1113 break;
1114
1115 case 7:
1116 if (tmp->type == MONEY || tmp->type == GEM)
1117 pick_up (op, tmp);
1118 break;
1119
1120 default:
1121 /* use value density */
1122 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1123 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1124 pick_up (op, tmp);
1125 } 1028 }
1126 } 1029 }
1127 else 1030
1128 { /* old model */ 1031 /* rings & amulets - talismans seems to be typed AMULET */
1129 /* NEW pickup handling */
1130 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)
1131 { 1037 {
1132 /* some debugging code to figure out item information */ 1038 CHK_PICK_PICKUP;
1133 if (tmp->name != NULL)
1134 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1135 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1136 else
1137 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1138 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1139 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1140
1141 sprintf (putstring, "...flags: ");
1142 for (k = 0; k < 4; k++)
1143 {
1144 for (j = 0; j < 32; j++)
1145 {
1146 if ((tmp->flags[k] >> j) & 0x01)
1147 {
1148 sprintf (tmpstr, "%d ", k * 32 + j);
1149 strcat (putstring, tmpstr);
1150 }
1151 }
1152 }
1153 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1154
1155#if 0
1156 /* print the flags too */
1157 for (k = 0; k < 4; k++)
1158 {
1159 fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1160 for (j = 0; j < 32; j++)
1161 {
1162 fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1163 if (!((j + 1) % 4))
1164 fprintf (stderr, " ");
1165 }
1166 fprintf (stderr, " [%d]\n", k * 32);
1167 }
1168#endif
1169 }
1170 /* philosophy:
1171 * It's easy to grab an item type from a pile, as long as it's
1172 * generic. This takes no game-time. For more detailed pickups
1173 * and selections, select-items shoul dbe used. This is a
1174 * grab-as-you-run type mode that's really useful for arrows for
1175 * example.
1176 * The drawback: right now it has no frontend, so you need to
1177 * stick the bits you want into a calculator in hex mode and then
1178 * convert to decimal and then 'pickup <#>
1179 */
1180
1181 /* the first two modes are exclusive: if NOTHING we return, if
1182 * STOP then we stop. All the rest are applied sequentially,
1183 * meaning if any test passes, the item gets picked up. */
1184
1185 /* if mode is set to pick nothing up, return */
1186
1187 if (op->contr->mode & PU_NOTHING)
1188 return 1;
1189
1190 /* if mode is set to stop when encountering objects, return */
1191 /* take STOP before INHIBIT since it doesn't actually pick
1192 * anything up */
1193
1194 if (op->contr->mode & PU_STOP)
1195 return 0;
1196
1197 /* useful for going into stores and not losing your settings... */
1198 /* and for battles wher you don't want to get loaded down while
1199 * fighting */
1200 if (op->contr->mode & PU_INHIBIT)
1201 return 1;
1202
1203 /* prevent us from turning into auto-thieves :) */
1204 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1205 continue; 1039 continue;
1040 }
1206 1041
1207 /* ignore known cursed objects */ 1042 /* we don't forget dragon food */
1208 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;
1209 continue; 1047 continue;
1048 }
1210 1049
1211 /* all food and drink if desired */ 1050 /* bows and arrows. Bows are good for selling! */
1212 /* 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
1213 if (op->contr->mode & PU_FOOD) 1087 if (op->contr->mode & PU_BOOTS)
1214 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"))
1215 { 1121 {
1216 pick_up (op, tmp); 1122 CHK_PICK_PICKUP;
1217 continue; 1123 continue;
1218 } 1124 }
1125 }
1219 1126
1127 /* misc stuff that's useful */
1220 if (op->contr->mode & PU_DRINK) 1128 if (op->contr->mode & PU_KEY)
1221 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1129 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1222 { 1130 {
1223 pick_up (op, tmp); 1131 CHK_PICK_PICKUP;
1224 continue; 1132 continue;
1225 } 1133 }
1226 1134
1135 /* any of the last 4 bits set means we use the ratio for value
1136 * pickups */
1227 if (op->contr->mode & PU_POTION) 1137 if (op->contr->mode & PU_RATIO)
1228 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
1229 { 1142 */
1230 pick_up (op, tmp);
1231 continue;
1232 }
1233
1234 /* spellbooks, skillscrolls and normal books/scrolls */
1235 if (op->contr->mode & PU_SPELLBOOK)
1236 if (tmp->type == SPELLBOOK)
1237 {
1238 pick_up (op, tmp);
1239 continue;
1240 }
1241
1242 if (op->contr->mode & PU_SKILLSCROLL)
1243 if (tmp->type == SKILLSCROLL)
1244 {
1245 pick_up (op, tmp);
1246 continue;
1247 }
1248
1249 if (op->contr->mode & PU_READABLES)
1250 if (tmp->type == BOOK || tmp->type == SCROLL)
1251 {
1252 pick_up (op, tmp);
1253 continue;
1254 }
1255
1256 /* wands/staves/rods/horns */
1257 if (op->contr->mode & PU_MAGIC_DEVICE)
1258 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1259 {
1260 pick_up (op, tmp);
1261 continue;
1262 }
1263
1264 /* pick up all magical items */
1265 if (op->contr->mode & PU_MAGICAL) 1143 wvratio = op->contr->mode & PU_RATIO;
1266 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)
1267 {
1268 pick_up (op, tmp);
1269 continue;
1270 }
1271
1272 if (op->contr->mode & PU_VALUABLES)
1273 { 1145 {
1274 if (tmp->type == MONEY || tmp->type == GEM) 1146#if 0
1147 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1148 if (tmp->name != NULL)
1275 { 1149 {
1276 pick_up (op, tmp); 1150 fprintf (stderr, "%s", tmp->name);
1277 continue;
1278 } 1151 }
1279 }
1280
1281 /* rings & amulets - talismans seems to be typed AMULET */
1282 if (op->contr->mode & PU_JEWELS)
1283 if (tmp->type == RING || tmp->type == AMULET)
1284 {
1285 pick_up (op, tmp);
1286 continue;
1287 }
1288
1289 /* we don't forget dragon food */
1290 if (op->contr->mode & PU_FLESH)
1291 if (tmp->type == FLESH)
1292 {
1293 pick_up (op, tmp);
1294 continue;
1295 }
1296
1297 /* bows and arrows. Bows are good for selling! */
1298 if (op->contr->mode & PU_BOW)
1299 if (tmp->type == BOW)
1300 {
1301 pick_up (op, tmp);
1302 continue;
1303 }
1304
1305 if (op->contr->mode & PU_ARROW)
1306 if (tmp->type == ARROW)
1307 {
1308 pick_up (op, tmp);
1309 continue;
1310 }
1311
1312 /* all kinds of armor etc. */
1313 if (op->contr->mode & PU_ARMOUR)
1314 if (tmp->type == ARMOUR)
1315 {
1316 pick_up (op, tmp);
1317 continue;
1318 }
1319
1320 if (op->contr->mode & PU_HELMET)
1321 if (tmp->type == HELMET)
1322 {
1323 pick_up (op, tmp);
1324 continue;
1325 }
1326
1327 if (op->contr->mode & PU_SHIELD)
1328 if (tmp->type == SHIELD)
1329 {
1330 pick_up (op, tmp);
1331 continue;
1332 }
1333
1334 if (op->contr->mode & PU_BOOTS)
1335 if (tmp->type == BOOTS)
1336 {
1337 pick_up (op, tmp);
1338 continue;
1339 }
1340
1341 if (op->contr->mode & PU_GLOVES)
1342 if (tmp->type == GLOVES)
1343 {
1344 pick_up (op, tmp);
1345 continue;
1346 }
1347
1348 if (op->contr->mode & PU_CLOAK)
1349 if (tmp->type == CLOAK)
1350 {
1351 pick_up (op, tmp);
1352 continue;
1353 }
1354
1355 /* hoping to catch throwing daggers here */
1356 if (op->contr->mode & PU_MISSILEWEAPON)
1357 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1358 {
1359 pick_up (op, tmp);
1360 continue;
1361 }
1362
1363 /* careful: chairs and tables are weapons! */
1364 if (op->contr->mode & PU_ALLWEAPON)
1365 {
1366 if (tmp->type == WEAPON && tmp->name != NULL)
1367 {
1368 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1369 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1370 {
1371 pick_up (op, tmp);
1372 continue;
1373 }
1374 }
1375
1376 if (tmp->type == WEAPON && tmp->name == NULL)
1377 {
1378 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1379 {
1380 pick_up (op, tmp);
1381 continue;
1382 }
1383 }
1384 }
1385
1386 /* misc stuff that's useful */
1387 if (op->contr->mode & PU_KEY)
1388 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1389 {
1390 pick_up (op, tmp);
1391 continue;
1392 }
1393
1394 /* any of the last 4 bits set means we use the ratio for value
1395 * pickups */
1396 if (op->contr->mode & PU_RATIO)
1397 {
1398 /* use value density to decide what else to grab */
1399 /* >=7 was >= op->contr->mode */
1400 /* >=7 is the old standard setting. Now we take the last 4 bits
1401 * and multiply them by 5, giving 0..15*5== 5..75 */
1402 wvratio = (op->contr->mode & PU_RATIO) * 5;
1403 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1404 {
1405 pick_up (op, tmp);
1406#if 0
1407 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1408 if (tmp->name != NULL)
1409 {
1410 fprintf (stderr, "%s", tmp->name);
1411 }
1412 else 1152 else
1413 fprintf (stderr, "%s", tmp->arch->name); 1153 fprintf (stderr, "%s", tmp->arch->archname);
1414 fprintf (stderr, ",%d] = ", tmp->type); 1154 fprintf (stderr, ",%d] = ", tmp->type);
1415 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))));
1416#endif 1156#endif
1157 CHK_PICK_PICKUP;
1417 continue; 1158 continue;
1418 }
1419 } 1159 }
1420 } /* the new pickup model */ 1160 } /* the new pickup model */
1421 } 1161 }
1422 1162
1423 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;
1424} 1199}
1425 1200
1426/* 1201/*
1427 * Find an arrow in the inventory and after that 1202 * Find an arrow in the inventory and after that
1428 * in the right type container (quiver). Pointer to the 1203 * in the right type container (quiver). Pointer to the
1429 * found object is returned. 1204 * found object is returned.
1430 */ 1205 */
1431object * 1206static object *
1432find_arrow (object *op, const char *type) 1207find_arrow (object *op, const char *type)
1433{ 1208{
1434 object *tmp = NULL;
1435
1436 for (op = op->inv; op; op = op->below) 1209 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1437 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1438 tmp = find_arrow (op, type);
1439 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);
1440 return op; 1218 return arrow;
1219 }
1220
1441 return tmp; 1221 return 0;
1442} 1222}
1443 1223
1444/* 1224/*
1445 * 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
1446 * 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
1447 * 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
1448 * 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.
1449 */ 1229 */
1450 1230static object *
1451object *
1452find_better_arrow (object *op, object *target, const char *type, int *better) 1231find_better_arrow (object *op, object *target, shstr_cmp type, int *better)
1453{ 1232{
1454 object *tmp = NULL, *arrow, *ntmp; 1233 object *tmp = NULL, *arrow, *ntmp;
1455 int attacknum, attacktype, betterby = 0, i; 1234 int attacknum, attacktype, betterby = 0, i;
1456 1235
1457 if (!type) 1236 if (!type)
1461 { 1240 {
1462 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))
1463 { 1242 {
1464 i = 0; 1243 i = 0;
1465 ntmp = find_better_arrow (arrow, target, type, &i); 1244 ntmp = find_better_arrow (arrow, target, type, &i);
1245
1466 if (i > betterby) 1246 if (i > betterby)
1467 { 1247 {
1468 tmp = ntmp; 1248 tmp = ntmp;
1469 betterby = i; 1249 betterby = i;
1470 } 1250 }
1471 } 1251 }
1472 else if (arrow->type == ARROW && arrow->race == type) 1252 else if (arrow->type == ARROW && arrow->race == type)
1473 { 1253 {
1474 /* allways prefer assasination/slaying */ 1254 /* allways prefer assasination/slaying */
1475 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race)) 1255 if (target->race && arrow->slaying.contains (target->race))
1476 { 1256 {
1477 if (arrow->attacktype & AT_DEATH) 1257 if (arrow->attacktype & AT_DEATH)
1478 { 1258 {
1479 *better = 100; 1259 *better = 100;
1480 return arrow; 1260 return arrow;
1488 else 1268 else
1489 { 1269 {
1490 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1270 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1491 { 1271 {
1492 attacktype = 1 << attacknum; 1272 attacktype = 1 << attacknum;
1493 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1273 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1494 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)
1495 { 1275 {
1496 tmp = arrow; 1276 tmp = arrow;
1497 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;
1498 } 1278 }
1499 } 1279 }
1280
1500 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1281 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1501 { 1282 {
1502 tmp = arrow; 1283 tmp = arrow;
1503 betterby = 2 + arrow->magic + arrow->stats.dam; 1284 betterby = 2 + arrow->magic + arrow->stats.dam;
1504 } 1285 }
1286
1505 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) 1287 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1506 { 1288 {
1507 tmp = arrow; 1289 tmp = arrow;
1508 betterby = 1 + arrow->magic + arrow->stats.dam; 1290 betterby = 1 + arrow->magic + arrow->stats.dam;
1509 } 1291 }
1510 } 1292 }
1511 } 1293 }
1512 } 1294 }
1295
1513 if (tmp == NULL && arrow == NULL) 1296 if (tmp == NULL && arrow == NULL)
1514 return find_arrow (op, type); 1297 return find_arrow (op, type);
1515 1298
1516 *better = betterby; 1299 *better = betterby;
1517 return tmp; 1300 return tmp;
1521 * find_better_arrow to find a decent arrow to use. 1304 * find_better_arrow to find a decent arrow to use.
1522 * op = the shooter 1305 * op = the shooter
1523 * type = bow->race 1306 * type = bow->race
1524 * dir = fire direction 1307 * dir = fire direction
1525 */ 1308 */
1526 1309static object *
1527object *
1528pick_arrow_target (object *op, const char *type, int dir) 1310pick_arrow_target (object *op, shstr_cmp type, int dir)
1529{ 1311{
1530 object *tmp = NULL; 1312 object *tmp = NULL;
1531 maptile *m; 1313 maptile *m;
1532 int i, mflags, found, number; 1314 int i, mflags, found, number;
1533 sint16 x, y; 1315 sint16 x, y;
1548 for (i = 0, found = 0; i < 20; i++) 1330 for (i = 0, found = 0; i < 20; i++)
1549 { 1331 {
1550 x += freearr_x[dir]; 1332 x += freearr_x[dir];
1551 y += freearr_y[dir]; 1333 y += freearr_y[dir];
1552 mflags = get_map_flags (m, &m, x, y, &x, &y); 1334 mflags = get_map_flags (m, &m, x, y, &x, &y);
1335
1553 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) 1336 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1554 { 1337 {
1555 tmp = NULL; 1338 tmp = 0;
1556 break; 1339 break;
1557 } 1340 }
1558 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)
1559 { 1342 {
1560 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1343 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1561 * perhaps a bad assumption. 1344 * perhaps a bad assumption.
1562 */ 1345 */
1563 tmp = NULL; 1346 tmp = 0;
1564 break; 1347 break;
1565 } 1348 }
1349
1566 if (mflags & P_IS_ALIVE) 1350 if (mflags & P_IS_ALIVE)
1567 {
1568 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)
1569 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 1352 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1570 {
1571 found++;
1572 break;
1573 }
1574 if (found)
1575 break; 1353 break;
1576 }
1577 } 1354 }
1578 if (tmp == NULL) 1355
1356 if (!tmp)
1579 return find_arrow (op, type); 1357 return find_arrow (op, type);
1580 1358
1581 if (tmp->head) 1359 if (tmp->head)
1582 tmp = tmp->head; 1360 tmp = tmp->head;
1583 1361
1596 */ 1374 */
1597int 1375int
1598fire_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)
1599{ 1377{
1600 object *left, *bow; 1378 object *left, *bow;
1601 int bowspeed, mflags; 1379 int mflags;
1602 maptile *m; 1380 maptile *m;
1603 1381
1604 if (!dir) 1382 if (!dir)
1605 { 1383 {
1606 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!");
1607 return 0; 1385 return 0;
1608 } 1386 }
1609 1387
1610 if (op->type == PLAYER) 1388 if (op->contr)
1611 bow = op->contr->ranges[range_bow]; 1389 bow = op->current_weapon;
1612 else 1390 else
1613 { 1391 {
1614 for (bow = op->inv; bow; bow = bow->below) 1392 for (bow = op->inv; bow; bow = bow->below)
1615 /* 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
1616 * 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.
1621 if (!bow) 1399 if (!bow)
1622 { 1400 {
1623 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1401 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1624 return 0; 1402 return 0;
1625 } 1403 }
1404
1405 // optimisation: move object to top so we will find it quickly again
1406 splay (bow);
1626 } 1407 }
1627 1408
1628 if (!bow->race || !bow->skill) 1409 if (!bow->race || !bow->skill)
1629 { 1410 {
1630 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);
1631 return 0; 1412 return 0;
1632 } 1413 }
1633
1634 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1635
1636 /* penalize ROF for bestarrow */
1637 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1638 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1639
1640 if (bowspeed < 1)
1641 bowspeed = 1;
1642 1414
1643 if (arrow == NULL) 1415 if (arrow == NULL)
1644 { 1416 {
1645 if ((arrow = find_arrow (op, bow->race)) == NULL) 1417 if ((arrow = find_arrow (op, bow->race)) == NULL)
1646 { 1418 {
1647 if (op->type == PLAYER) 1419 if (op->type == PLAYER)
1648 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);
1649 /* 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 */
1650 else 1422 else
1651 CLEAR_FLAG (op, FLAG_READY_BOW); 1423 CLEAR_FLAG (op, FLAG_READY_BOW);
1424
1652 return 0; 1425 return 0;
1653 } 1426 }
1654 } 1427 }
1655 1428
1656 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1429 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1664 } 1437 }
1665 1438
1666 /* this should not happen, but sometimes does */ 1439 /* this should not happen, but sometimes does */
1667 if (arrow->nrof == 0) 1440 if (arrow->nrof == 0)
1668 { 1441 {
1442 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1669 arrow->destroy (); 1443 arrow->destroy ();
1670 return 0; 1444 return 0;
1671 } 1445 }
1672 1446
1673 left = arrow; /* these are arrows left to the player */ 1447 left = arrow; /* these are arrows left to the player */
1674 arrow = get_split_ob (arrow, 1); 1448 arrow = arrow->split ();
1675 if (!arrow) 1449 if (!arrow)
1676 { 1450 {
1677 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);
1678 return 0; 1452 return 0;
1679 } 1453 }
1680 1454
1681 arrow->set_owner (op); 1455 arrow->set_owner (op);
1682 arrow->skill = bow->skill; 1456 arrow->skill = bow->skill;
1683
1684 arrow->direction = dir; 1457 arrow->direction = dir;
1685 arrow->x = sx; 1458
1686 arrow->y = sy; 1459 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1460 arrow->stats.hp = arrow->stats.dam;
1461 arrow->stats.grace = arrow->attacktype;
1462 arrow->custom_name = arrow->slaying;
1463
1464#if 0
1465 if (player *pl = op->contr)
1466 {
1467 float speed = pl->weapon_sp;
1468
1469 /* penalize ROF for bestarrow */
1470 if (pl->bowtype == bow_bestarrow)
1471 speed *= .9f;
1472 else
1473 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1474
1475 op->speed_left += speed - op->speed;
1476 }
1477#endif
1478
1479 SET_ANIMATION (arrow, arrow->direction);
1480
1481 /* update the speed */
1482 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1483 + bow->stats.dam / 7.f;
1484
1485 arrow->set_speed (max (arrow->speed, 2.f));
1486 arrow->speed_left = 0;
1487
1488 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1687 1489
1688 if (op->type == PLAYER) 1490 if (op->type == PLAYER)
1689 { 1491 {
1690 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1691 op->update_stats ();
1692 }
1693
1694 SET_ANIMATION (arrow, arrow->direction);
1695 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1696 arrow->stats.hp = arrow->stats.dam;
1697 arrow->stats.grace = arrow->attacktype;
1698 if (arrow->slaying != NULL)
1699 arrow->spellarg = strdup (arrow->slaying);
1700
1701 /* Note that this was different for monsters - they got their level
1702 * added to the damage. I think the strength bonus is more proper.
1703 */
1704
1705 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1706
1707 /* update the speed */
1708 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1709 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1710
1711 if (arrow->speed < 1.0)
1712 arrow->speed = 1.0;
1713 update_ob_speed (arrow);
1714 arrow->speed_left = 0;
1715
1716 if (op->type == PLAYER)
1717 {
1718 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1719 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1720 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1721
1722 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;
1723 } 1499 }
1724 else 1500 else
1725 { 1501 {
1726 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1727 arrow->level = op->level; 1502 arrow->level = op->level;
1728 } 1503 arrow->stats.wc -= bow->magic;
1729 1504
1730 if (arrow->attacktype == AT_PHYSICAL) 1505 if (!arrow->slaying)
1506 arrow->slaying = bow->slaying;
1507
1731 arrow->attacktype |= bow->attacktype; 1508 arrow->attacktype |= bow->attacktype;
1509 }
1732 1510
1733 if (bow->slaying) 1511 wc -= arrow->level;
1734 arrow->slaying = bow->slaying; 1512 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1735 1513
1736 arrow->map = m; 1514 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1737 arrow->move_type = MOVE_FLY_LOW; 1515 arrow->move_type = MOVE_FLY_LOW;
1738 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1516 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1739 1517
1740 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1518 op->play_sound (sound_find ("fire_arrow"));
1741 insert_ob_in_map (arrow, m, op, 0); 1519 m->insert (arrow, sx, sy, op);
1742 1520
1743 if (!arrow->destroyed ()) 1521 if (!arrow->destroyed ())
1744 move_arrow (arrow); 1522 move_arrow (arrow);
1745
1746 if (op->type == PLAYER)
1747 {
1748 if (left->destroyed ())
1749 esrv_del_item (op->contr, left->count);
1750 else
1751 esrv_send_item (op, left);
1752 }
1753 1523
1754 return 1; 1524 return 1;
1755} 1525}
1756 1526
1757/* Special fire code for players - this takes into 1527/* Special fire code for players - this takes into
1759 * but monsters can't. Putting that code here 1529 * but monsters can't. Putting that code here
1760 * makes the fire_bow code much cleaner. 1530 * makes the fire_bow code much cleaner.
1761 * this function should only be called if 'op' is a player, 1531 * this function should only be called if 'op' is a player,
1762 * hence the function name. 1532 * hence the function name.
1763 */ 1533 */
1764int 1534static int
1765player_fire_bow (object *op, int dir) 1535player_fire_bow (object *op, int dir)
1766{ 1536{
1767 int ret = 0, wcmod = 0; 1537 int ret;
1768 1538
1769 if (op->contr->bowtype == bow_bestarrow) 1539 if (op->contr->bowtype == bow_bestarrow)
1770 { 1540 {
1771 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);
1772 } 1542 }
1773 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)
1774 { 1544 {
1775 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1545 int wcmod = similar_direction (dir, op->contr->bowtype - bow_n + 1) ? 0 : -1;
1776 wcmod = -1;
1777 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);
1778 } 1547 }
1779 else if (op->contr->bowtype == bow_threewide) 1548 else if (op->contr->bowtype == bow_threewide)
1780 { 1549 {
1781 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);
1782 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)]);
1783 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)]);
1784 } 1553 }
1785 else if (op->contr->bowtype == bow_spreadshot) 1554 else if (op->contr->bowtype == bow_spreadshot)
1786 { 1555 {
1787 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);
1788 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);
1789 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);
1790
1791 } 1559 }
1792 else 1560 else
1793 { 1561 {
1794 /* Simple case */ 1562 /* Simple case */
1795 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);
1796 } 1564 }
1565
1797 return ret; 1566 return ret;
1798} 1567}
1799
1800 1568
1801/* Fires a misc (wand/rod/horn) object in 'dir'. 1569/* Fires a misc (wand/rod/horn) object in 'dir'.
1802 * Broken apart from 'fire' to keep it more readable. 1570 * Broken apart from 'fire' to keep it more readable.
1803 */ 1571 */
1804void 1572static void
1805fire_misc_object (object *op, int dir) 1573fire_misc_object (object *op, int dir)
1806{ 1574{
1807 object *item; 1575 object *item = op->contr->ranged_ob;
1808 1576
1809 if (!op->contr->ranges[range_misc]) 1577 if (!item)
1810 { 1578 {
1811 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.");
1812 return; 1580 return;
1813 } 1581 }
1814 1582
1815 item = op->contr->ranges[range_misc];
1816 if (!item->inv) 1583 if (!item->inv)
1817 { 1584 {
1818 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1585 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1819 return; 1586 return;
1820 } 1587 }
1588
1589 if (!op->change_weapon (item))
1590 return;
1591
1821 if (item->type == WAND) 1592 if (item->type == WAND)
1822 { 1593 {
1823 if (item->stats.food <= 0) 1594 if (item->stats.food <= 0)
1824 { 1595 {
1825 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1596 op->contr->play_sound (sound_find ("wand_poof"));
1826 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
1827 return; 1599 return;
1828 } 1600 }
1829 } 1601 }
1830 else if (item->type == ROD || item->type == HORN) 1602 else if (item->type == ROD || item->type == HORN)
1831 { 1603 {
1832 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))
1833 { 1609 {
1834 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1610 op->contr->play_sound (sound_find ("wand_poof"));
1611
1835 if (item->type == ROD) 1612 if (item->type == ROD)
1836 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));
1837 else 1614 else
1838 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
1839 return; 1617 return;
1840 } 1618 }
1841 } 1619 }
1842 1620
1843 if (cast_spell (op, item, dir, item->inv, NULL)) 1621 if (cast_spell (op, item, dir, item->inv, NULL))
1844 { 1622 {
1845 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
1846 if (item->type == WAND) 1625 if (item->type == WAND)
1847 { 1626 {
1848 if (!(--item->stats.food)) 1627 if (!(--item->stats.food))
1849 { 1628 {
1850 object *tmp; 1629 object *tmp;
1851 1630
1852 if (item->arch) 1631 if (item->arch)
1853 { 1632 {
1854 CLEAR_FLAG (item, FLAG_ANIMATE); 1633 CLEAR_FLAG (item, FLAG_ANIMATE);
1855 item->face = item->arch->clone.face; 1634 item->face = item->arch->face;
1856 item->speed = 0; 1635 item->set_speed (0);
1857 update_ob_speed (item);
1858 } 1636 }
1859 if ((tmp = item->in_player ())) 1637
1638 if (object *pl = item->visible_to ())
1860 esrv_update_item (UPD_ANIM, tmp, item); 1639 esrv_update_item (UPD_ANIM, pl, item);
1861 } 1640 }
1862 } 1641 }
1863 else if (item->type == ROD || item->type == HORN) 1642 else if (item->type == ROD || item->type == HORN)
1864 {
1865 drain_rod_charge (item); 1643 drain_rod_charge (item);
1866 }
1867 } 1644 }
1868} 1645}
1869 1646
1870/* Received a fire command for the player - go and do it. 1647/* Received a fire command for the player - go and do it.
1871 */ 1648 */
1872void 1649bool
1873fire (object *op, int dir) 1650fire (object *op, int dir)
1874{ 1651{
1875 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;
1876 1674
1877 /* check for loss of invisiblity/hide */ 1675 /* check for loss of invisiblity/hide */
1878 if (action_makes_visible (op)) 1676 if (action_makes_visible (op))
1879 make_visible (op); 1677 make_visible (op);
1880 1678
1881 switch (op->contr->shoottype) 1679 switch (ob->type)
1882 { 1680 {
1883 case range_none: 1681 case BOW:
1884 return;
1885
1886 case range_bow:
1887 player_fire_bow (op, dir); 1682 player_fire_bow (op, dir);
1888 return; 1683 break;
1889 1684
1890 case range_magic: /* Casting spells */ 1685 case SPELL:
1891 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);
1892 return; 1687 break;
1893 1688
1894 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:
1895 fire_misc_object (op, dir); 1698 fire_misc_object (op, dir);
1896 return; 1699 break;
1897
1898 case range_golem: /* Control summoned monsters from scrolls */
1899 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
1900 {
1901 op->contr->ranges[range_golem] = 0;
1902 op->contr->shoottype = range_none;
1903 }
1904 else
1905 control_golem (op->contr->ranges[range_golem], dir);
1906 return;
1907
1908 case range_skill:
1909 if (!op->chosen_skill)
1910 {
1911 if (op->type == PLAYER)
1912 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
1913 return;
1914 }
1915 (void) do_skill (op, op, op->chosen_skill, dir, NULL);
1916 return;
1917 case range_builder:
1918 apply_map_builder (op, dir);
1919 return;
1920 default:
1921 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
1922 return;
1923 } 1700 }
1924}
1925 1701
1702 return true;
1703}
1926 1704
1927 1705static object *
1928/* find_key
1929 * We try to find a key for the door as passed. If we find a key
1930 * and successfully use it, we return the key, otherwise NULL
1931 * This function merges both normal and locked door, since the logic
1932 * for both is the same - just the specific key is different.
1933 * pl is the player,
1934 * inv is the objects inventory to searched
1935 * door is the door we are trying to match against.
1936 * This function can be called recursively to search containers.
1937 */
1938
1939object *
1940find_key (object *pl, object *container, object *door) 1706find_key_ (object *pl, object *container, object *door)
1941{ 1707{
1942 object *tmp, *key; 1708 object *tmp, *key;
1943 1709
1944 /* Should not happen, but sanity checking is never bad */ 1710 /* Should not happen, but sanity checking is never bad */
1945 if (container->inv == NULL) 1711 if (!container->inv)
1946 return NULL; 1712 return 0;
1947 1713
1948 /* 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 */
1949 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1715 for (tmp = container->inv; tmp; tmp = tmp->below)
1950 { 1716 {
1951 if (door->type == DOOR && tmp->type == KEY) 1717 if (door->type == DOOR && tmp->type == KEY)
1952 break; 1718 break;
1719
1953 /* For sanity, we should really check door type, but other stuff 1720 /* For sanity, we should really check door type, but other stuff
1954 * (like containers) can be locked with special keys 1721 * (like containers) can be locked with special keys
1955 */ 1722 */
1956 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1723 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1957 break; 1724 break;
1958 } 1725 }
1726
1959 /* No key found - lets search inventories now */ 1727 /* No key found - lets search inventories now */
1960 /* 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.
1961 * 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
1962 * a key, return 1730 * a key, return
1963 */ 1731 */
1964 if (!tmp) 1732 if (!tmp)
1965 { 1733 {
1966 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1734 for (tmp = container->inv; tmp; tmp = tmp->below)
1967 {
1968 /* No reason to search empty containers */ 1735 /* No reason to search empty containers */
1969 if (tmp->type == CONTAINER && tmp->inv) 1736 if (tmp->type == CONTAINER && tmp->inv)
1970 {
1971 if ((key = find_key (pl, tmp, door)) != NULL) 1737 if ((key = find_key_ (pl, tmp, door)))
1972 return key; 1738 return key;
1973 } 1739
1974 }
1975 if (!tmp) 1740 if (!tmp)
1976 return NULL; 1741 return 0;
1977 } 1742 }
1743
1978 /* 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,
1979 * see if we actually want to use it 1745 * see if we actually want to use it
1980 */ 1746 */
1981 if (pl != container) 1747 if (pl != container)
1982 { 1748 {
1983 /* Only let players use keys in containers */ 1749 /* Only let players use keys in containers */
1984 if (!pl->contr) 1750 if (!pl->contr)
1985 return NULL; 1751 return 0;
1752
1986 /* cases where this fails: 1753 /* cases where this fails:
1987 * If we only search the player inventory, return now since we 1754 * If we only search the player inventory, return now since we
1988 * are not in the players inventory. 1755 * are not in the players inventory.
1989 * If the container is not active, return now since only active 1756 * If the container is not active, return now since only active
1990 * containers can be used. 1757 * containers can be used.
1994 * inv must have been an container and must have been active. 1761 * inv must have been an container and must have been active.
1995 * 1762 *
1996 * Change the color so that the message doesn't disappear with 1763 * Change the color so that the message doesn't disappear with
1997 * all the others. 1764 * all the others.
1998 */ 1765 */
1999 if (pl->contr->usekeys == key_inventory || 1766 if (pl->contr->usekeys == key_inventory
2000 !QUERY_FLAG (container, FLAG_APPLIED) || 1767 || !QUERY_FLAG (container, FLAG_APPLIED)
2001 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys")))) 1768 || (pl->contr->usekeys == keyrings && container->race != shstr_keys))
2002 { 1769 {
2003 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1770 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
2004 "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));
2005 return NULL; 1772 return NULL;
2006 } 1773 }
2007 } 1774 }
1775
2008 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);
2009} 1802}
2010 1803
2011/* moved door processing out of move_player_attack. 1804/* moved door processing out of move_player_attack.
2012 * returns 1 if player has opened the door with a key 1805 * returns 1 if player has opened the door with a key
2013 * such that the caller should not do anything more, 1806 * such that the caller should not do anything more,
2014 * 0 otherwise 1807 * 0 otherwise
2015 */ 1808 */
2016static int 1809static int
2017player_attack_door (object *op, object *door) 1810player_attack_door (object *op, object *door)
2018{ 1811{
2019 /* 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,
2020 * 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 -
2021 * otherwise, we fall through to the rest of the code. 1814 * otherwise, we fall through to the rest of the code.
2022 */ 1815 */
2023 object *key = find_key (op, op, door); 1816 object *key = find_key (op, op, door);
2024 1817
2025 /* IF we found a key, do some extra work */ 1818 /* If we found a key, do some extra work */
2026 if (key) 1819 if (key)
2027 { 1820 {
2028 object *container = key->env; 1821 object *container = key->env;
2029 1822
2030 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
2031 if (action_makes_visible (op)) 1823 if (action_makes_visible (op))
2032 make_visible (op); 1824 make_visible (op);
1825
2033 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1826 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2034 spring_trap (door->inv, op); 1827 spring_trap (door->inv, op);
1828
2035 if (door->type == DOOR) 1829 if (door->type == DOOR)
2036 {
2037 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 */
2038 }
2039 else if (door->type == LOCKED_DOOR) 1831 else if (door->type == LOCKED_DOOR)
2040 { 1832 {
2041 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);
2042 remove_door2 (door); /* remove door without violence ;-) */ 1834 remove_door2 (door); /* remove door without violence ;-) */
2043 } 1835 }
1836
2044 /* Do this after we print the message */ 1837 /* Do this after we print the message */
2045 decrease_ob (key); /* Use up one of the keys */ 1838 key->decrease (); /* Use up one of the keys */
2046 /* Need to update the weight the container the key was in */ 1839
2047 if (container != op)
2048 esrv_update_item (UPD_WEIGHT, op, container);
2049 return 1; /* Nothing more to do below */ 1840 return 1; /* Nothing more to do below */
2050 } 1841 }
2051 else if (door->type == LOCKED_DOOR) 1842 else if (door->type == LOCKED_DOOR)
2052 { 1843 {
2053 /* Might as well return now - no other way to open this */ 1844 /* Might as well return now - no other way to open this */
2054 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...");
2055 return 1; 1846 return 1;
2056 } 1847 }
1848
2057 return 0; 1849 return 0;
2058} 1850}
2059 1851
2060/* This function is just part of a breakup from move_player. 1852/* This function is just part of a breakup from move_player.
2061 * It should keep the code cleaner. 1853 * It should keep the code cleaner.
2062 * When this is called, the players direction has been updated 1854 * When this is called, the players direction has been updated
2063 * (taking into account confusion.) The player is also actually 1855 * (taking into account confusion.) The player is also actually
2064 * going to try and move (not fire weapons). 1856 * going to try and move (not fire weapons).
2065 */ 1857 */
2066void 1858bool
2067move_player_attack (object *op, int dir) 1859move_player_attack (object *op, int dir)
2068{ 1860{
2069 object *tmp, *mon; 1861 if (!op->contr->braced && op->speed_left > 0.f && op->move (dir))
2070 sint16 nx, ny; 1862 {
2071 int on_battleground; 1863 --op->speed_left;
2072 maptile *m; 1864 return true;
1865 }
2073 1866
2074 nx = freearr_x[dir] + op->x; 1867 sint16 nx = freearr_x[dir] + op->x;
2075 ny = freearr_y[dir] + op->y; 1868 sint16 ny = freearr_y[dir] + op->y;
2076 1869
2077 on_battleground = op_on_battleground (op, 0, 0); 1870 if (out_of_map (op->map, nx, ny))
1871 return false;
2078 1872
2079 /* 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
2080 * 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
2081 * 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
2082 * player. This is a pretty nasty hack, because if we could 1876 * player. This is a pretty nasty hack, because if we could
2083 * 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
2084 * 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
2085 * 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
2086 * move_ob uses. 1880 * move_ob uses.
2087 */ 1881 */
2088 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;
2089 { 1897 }
2090 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;
2091 { 1910 }
2092 m = get_map_from_coord (op->map, &nx, &ny); 1911
2093 if (!m) 1912 /* The following deals with possibly attacking peaceful
2094 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;
2095 } 1945 }
2096 else 1946 else
2097 m = op->map;
2098
2099 if ((tmp = GET_MAP_OB (m, nx, ny)) == NULL)
2100 {
2101 /* LOG(llevError,"player_move_attack: GET_MAP_OB returns NULL, but player can not move there.\n"); */
2102 return; 1947 return false;
2103 } 1948 }
2104 1949
2105 mon = 0; 1950 bool on_battleground = op_on_battleground (op, 0, 0);
2106 /* Go through all the objects, and find ones of interest. Only stop if
2107 * we find a monster - that is something we know we want to attack.
2108 * if its a door or barrel (can roll) see if there may be monsters
2109 * on the space
2110 */
2111 while (tmp)
2112 {
2113 if (tmp == op)
2114 {
2115 tmp = tmp->above;
2116 continue;
2117 }
2118 1951
2119 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2120 {
2121 mon = tmp;
2122 break;
2123 }
2124
2125 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2126 mon = tmp;
2127
2128 tmp = tmp->above;
2129 }
2130
2131 if (!mon) /* This happens anytime the player tries to move */
2132 return; /* into a wall */
2133
2134 if (mon->head)
2135 mon = mon->head;
2136
2137 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2138 if (player_attack_door (op, mon))
2139 return;
2140
2141 /* The following deals with possibly attacking peaceful
2142 * or frienddly creatures. Basically, all players are considered
2143 * unaggressive. If the moving player has peaceful set, then the
2144 * object should be pushed instead of attacked. It is assumed that
2145 * if you are braced, you will not attack friends accidently,
2146 * and thus will not push them.
2147 */
2148
2149 /* If the creature is a pet, push it even if the player is not
2150 * peaceful. Our assumption is the creature is a pet if the
2151 * player owns it and it is either friendly or unagressive.
2152 */
2153 if ((op->type == PLAYER)
2154#if COZY_SERVER
2155 &&
2156 ((mon->owner && mon->owner->contr
2157 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op)
2158#else
2159 && mon->owner == op
2160#endif
2161 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2162 {
2163 /* If we're braced, we don't want to switch places with it */
2164 if (op->contr->braced)
2165 return;
2166 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2167 (void) push_ob (mon, dir, op);
2168 if (op->contr->tmp_invis || op->hide)
2169 make_visible (op);
2170 return;
2171 }
2172
2173 /* in certain circumstances, you shouldn't attack friendly 1952 /* in certain circumstances, you shouldn't attack friendly
2174 * creatures. Note that if you are braced, you can't push 1953 * creatures. Note that if you are braced, you can't push
2175 * 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
2176 * attack them either. 1955 * attack them either.
2177 */ 1956 */
2178 if ((mon->type == PLAYER || mon->enemy != op) && 1957 if ((mon->type == PLAYER || mon->enemy != op)
2179 (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))
2180#ifdef PROHIBIT_PLAYERKILL
2181 (op->contr->peaceful 1959 && ((op->contr->peaceful
2182 || (mon->type == PLAYER 1960 || (mon->type == PLAYER && mon->contr->peaceful))
2183 && mon->contr->
2184 peaceful)) &&
2185#else
2186 op->contr->peaceful &&
2187#endif
2188 !on_battleground)) 1961 && !on_battleground))
1962 {
1963 if (op->speed_left > 0.f)
2189 { 1964 {
1965 --op->speed_left;
1966
2190 if (!op->contr->braced) 1967 if (!op->contr->braced)
2191 { 1968 {
2192 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 1969 op->play_sound (sound_find ("push_player"));
2193 (void) push_ob (mon, dir, op); 1970 push_ob (mon, dir, op);
2194 } 1971 }
2195 else 1972 else
2196 new_draw_info (0, 0, op, "You withhold your attack"); 1973 op->statusmsg ("You withhold your attack");
2197 1974
2198 if (op->contr->tmp_invis || op->hide) 1975 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
2199 make_visible (op); 1976 make_visible (op);
2200 }
2201 1977
1978 return true;
1979 }
1980 }
2202 /* If the object is a boulder or other rollable object, then 1981 /* If the object is a boulder or other rollable object, then
2203 * 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.
2204 */ 1983 */
2205 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)
2206 { 1987 {
1988 --op->speed_left;
1989
2207 recursive_roll (mon, dir, op); 1990 recursive_roll (mon, dir, op);
2208 if (action_makes_visible (op)) 1991 if (action_makes_visible (op))
2209 make_visible (op); 1992 make_visible (op);
2210 }
2211 1993
1994 return true;
1995 }
1996 }
2212 /* Any generic living creature. Including things like doors. 1997 /* Any generic living creature. Including things like doors.
2213 * 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
2214 * and be living. Then, it must be one of the following: 1999 * and be living. Then, it must be one of the following:
2215 * 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
2216 * 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.
2217 */ 2002 */
2218
2219 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2003 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2220 ((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)))
2221 { 2005 {
2222 2006 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2223 /* If the player hasn't hit something this tick, and does
2224 * so, give them speed boost based on weapon speed. Doing
2225 * it here is better than process_players2, which basically
2226 * incurred a 1 tick offset.
2227 */
2228 if (!op->contr->has_hit)
2229 { 2007 {
2230 op->speed_left += op->speed / op->contr->weapon_sp; 2008 --op->contr->weapon_sp_left;
2231
2232 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2233 }
2234 2009
2235 skill_attack (mon, op, 0, 0, 0); 2010 skill_attack (mon, op, 0, 0, 0);
2236
2237 /* If attacking another player, that player gets automatic
2238 * hitback, and doesn't loose luck either.
2239 * Disable hitback on the battleground or if the target is
2240 * the wiz.
2241 */
2242 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2243 {
2244 short luck = mon->stats.luck;
2245
2246 mon->contr->has_hit = 1;
2247 skill_attack (op, mon, 0, 0, 0);
2248 mon->stats.luck = luck;
2249 }
2250 2011
2251 if (action_makes_visible (op)) 2012 if (action_makes_visible (op))
2252 make_visible (op); 2013 make_visible (op);
2253 }
2254 } /* if player should attack something */
2255}
2256 2014
2257int 2015 return true;
2016 }
2017 }
2018
2019 return false;
2020}
2021
2022bool
2258move_player (object *op, int dir) 2023move_player (object *op, int dir)
2259{ 2024{
2260 int pick;
2261
2262 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2025 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2263 return 0; 2026 return 0;
2264 2027
2265 /* Sanity check: make sure dir is valid */ 2028 /* Sanity check: make sure dir is valid */
2266 if ((dir < 0) || (dir >= 9)) 2029 if (dir < 0 || dir >= 9)
2267 { 2030 {
2268 LOG (llevError, "move_player: invalid direction %d\n", dir); 2031 LOG (llevError, "move_player: invalid direction %d\n", dir);
2269 return 0; 2032 return 0;
2270 } 2033 }
2271 2034
2272 /* peterm: added following line */ 2035 /* peterm: added following line */
2273 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2036 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2274 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2037 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2275 2038
2276 op->facing = dir; 2039 op->facing = dir;
2277 2040
2278 if (op->hide) 2041 if (op->flag [FLAG_HIDDEN])
2279 do_hidden_move (op); 2042 do_hidden_move (op);
2280 2043
2044 bool retval;
2045 int pick = 0;
2046
2281 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2047 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2282 /*nop */ ; 2048 retval = RESULT_INT (0);
2283 else if (op->contr->fire_on) 2049 else if (op->contr->fire_on)
2284 fire (op, dir); 2050 retval = fire (op, dir);
2285 else 2051 else
2286 { 2052 {
2287 move_player_attack (op, dir); 2053 retval = move_player_attack (op, dir);
2288 pick = check_pick (op); 2054 pick = check_pick (op);
2289 } 2055 }
2290 2056
2291 /* 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
2292 * server can handle repeat firing. 2058 * server can handle repeat firing.
2299 /* Update how the player looks. Use the facing, so direction may 2065 /* Update how the player looks. Use the facing, so direction may
2300 * get reset to zero. This allows for full animation capabilities 2066 * get reset to zero. This allows for full animation capabilities
2301 * for players. 2067 * for players.
2302 */ 2068 */
2303 animate_object (op, op->facing); 2069 animate_object (op, op->facing);
2304 return 0; 2070
2071 return retval;
2305} 2072}
2306 2073
2307/* 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
2308 * new client/server stuff. 2075 * new client/server stuff.
2309 * 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
2310 * the new speed values for commands. 2077 * the new speed values for commands.
2311 * 2078 *
2312 * 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.
2313 */ 2082 */
2314int 2083bool
2315handle_newcs_player (object *op) 2084handle_newcs_player (object *op)
2316{ 2085{
2317 if (op->contr->hidden)
2318 {
2319 op->invisible = 1000;
2320 /* the socket code flashes the player visible/invisible
2321 * depending on the value of invisible, so we need to
2322 * alternate it here for it to work correctly.
2323 */
2324 if (pticks & 2)
2325 op->invisible--;
2326 }
2327 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2328 {
2329 op->invisible--;
2330 if (!op->invisible)
2331 {
2332 make_visible (op);
2333 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2334 }
2335 }
2336
2337 if (QUERY_FLAG (op, FLAG_SCARED)) 2086 if (QUERY_FLAG (op, FLAG_SCARED))
2338 { 2087 {
2339 flee_player (op); 2088 if (op->speed_left > 0.f)
2340 /* If player is still scared, that is his action for this tick */
2341 if (QUERY_FLAG (op, FLAG_SCARED))
2342 { 2089 {
2343 op->speed_left--; 2090 --op->speed_left;
2091 flee_player (op);
2092
2344 return 0; 2093 return true;
2345 } 2094 }
2095 else
2096 return false;
2346 } 2097 }
2347
2348 /* I've been seeing crashes where the golem has been destroyed, but
2349 * the player object still points to the defunct golem. The code that
2350 * destroys the golem looks correct, and it doesn't always happen, so
2351 * put this in a a workaround to clean up the golem pointer.
2352 */
2353 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2354 op->contr->ranges[range_golem] = 0;
2355 2098
2356 /* 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
2357 * the players time has been increased when doericserver has been 2100 * the players time has been increased when doericserver has been
2358 * called, so we recheck it here. 2101 * called, so we recheck it here.
2359 */ 2102 */
2360 //TODO: better than handling 8 commands, use some more intelligent rate-limiting 2103 if (op->contr->ns->handle_command ())
2361 for (int rep = 8; --rep && op->contr->ns->handle_command (); )
2362 ;
2363
2364 if (op->speed_left < 0)
2365 return 0; 2104 return true;
2366 2105
2367 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2106 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2368 {
2369 /* All move commands take 1 tick, at least for now */
2370 op->speed_left--;
2371
2372 /* Instead of all the stuff below, let move_player take care
2373 * of it. Also, some of the skill stuff is only put in
2374 * there, as well as the confusion stuff.
2375 */
2376 move_player (op, op->direction); 2107 return move_player (op, op->direction);
2377 if (op->speed_left > 0)
2378 return 1;
2379 else
2380 return 0;
2381 }
2382 2108
2383 return 0; 2109 return false;
2384} 2110}
2385 2111
2386int 2112static int
2387save_life (object *op) 2113save_life (object *op)
2388{ 2114{
2389 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2115 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2390 return 0; 2116 return 0;
2391 2117
2392 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2118 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2393 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2119 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2394 { 2120 {
2395 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2121 op->play_sound (sound_find ("ob_evaporate"));
2396 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));
2397
2398 if (op->contr)
2399 esrv_del_item (op->contr, tmp->count);
2400 2123
2401 tmp->destroy (); 2124 tmp->destroy ();
2402 CLEAR_FLAG (op, FLAG_LIFESAVE); 2125 CLEAR_FLAG (op, FLAG_LIFESAVE);
2403 2126
2404 if (op->stats.hp < 0) 2127 if (op->stats.hp < 0)
2417 return 0; 2140 return 0;
2418} 2141}
2419 2142
2420/* 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
2421 * 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
2422 * 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
2423 * from. 2146 * from.
2424 */ 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
2425void 2164void
2426remove_unpaid_objects (object *op, object *env) 2165object::drop_unpaid_items ()
2427{ 2166{
2428 object *next; 2167 if (!flag [FLAG_REMOVED])
2429 2168 ::drop_unpaid_items (inv, this);
2430 while (op)
2431 {
2432 next = op->below; /* Make sure we have a good value, in case
2433 * we remove object 'op'
2434 */
2435 if (QUERY_FLAG (op, FLAG_UNPAID))
2436 {
2437 op->remove ();
2438 op->x = env->x;
2439 op->y = env->y;
2440 if (env->type == PLAYER)
2441 esrv_del_item (env->contr, op->count);
2442 insert_ob_in_map (op, env->map, NULL, 0);
2443 }
2444 else if (op->inv)
2445 remove_unpaid_objects (op->inv, env);
2446
2447 op = next;
2448 }
2449}
2450
2451/*
2452 * Returns pointer a static string containing gravestone text
2453 * Moved from apply.c to player.c - player.c is what
2454 * actually uses this function. player.c may not be quite the
2455 * best, a misc file for object actions is probably better,
2456 * but there isn't one in the server directory.
2457 */
2458char *
2459gravestone_text (object *op)
2460{
2461 static char buf2[MAX_BUF];
2462 char buf[MAX_BUF];
2463 time_t now = time (NULL);
2464
2465 strcpy (buf2, " R.I.P.\n\n");
2466 if (op->type == PLAYER)
2467 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2468 else
2469 sprintf (buf, "%s\n", &op->name);
2470
2471 strncat (buf2, " ", 20 - strlen (buf) / 2);
2472 strcat (buf2, buf);
2473 if (op->type == PLAYER)
2474 sprintf (buf, "who was in level %d when killed\n", op->level);
2475 else
2476 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2477
2478 strncat (buf2, " ", 20 - strlen (buf) / 2);
2479 strcat (buf2, buf);
2480 if (op->type == PLAYER)
2481 {
2482 sprintf (buf, "by %s.\n\n", op->contr->killer);
2483 strncat (buf2, " ", 21 - strlen (buf) / 2);
2484 strcat (buf2, buf);
2485 }
2486
2487 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2488 strncat (buf2, " ", 20 - strlen (buf) / 2);
2489 strcat (buf2, buf);
2490
2491 return buf2;
2492} 2169}
2493 2170
2494void 2171void
2495do_some_living (object *op) 2172do_some_living (object *op)
2496{ 2173{
2503 int rate_grace = 2000; 2180 int rate_grace = 2000;
2504 const int max_hp = 1; 2181 const int max_hp = 1;
2505 const int max_sp = 1; 2182 const int max_sp = 1;
2506 const int max_grace = 1; 2183 const int max_grace = 1;
2507 2184
2508 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--;
2509 { 2194 }
2510 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2195 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2511 if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks) 2196 {
2512 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 }
2513 } 2202 }
2514 2203
2515 if (op->contr->ns->state == ST_PLAYING) 2204 if (op->contr->ns->state == ST_PLAYING)
2516 { 2205 {
2517 /* these next three if clauses make it possible to SLOW DOWN 2206 /* these next three if clauses make it possible to SLOW DOWN
2536 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2225 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2537 else 2226 else
2538 { 2227 {
2539 gen_grace = op->stats.maxgrace; 2228 gen_grace = op->stats.maxgrace;
2540 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2229 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2541 }
2542
2543 /* Regenerate Spell Points */
2544 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0)
2545 {
2546 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2547 if (op->stats.sp < op->stats.maxsp)
2548 {
2549 op->stats.sp++;
2550 /* dms do not consume food */
2551 if (!QUERY_FLAG (op, FLAG_WIZ))
2552 {
2553 op->stats.food--;
2554 if (op->contr->digestion < 0)
2555 op->stats.food += op->contr->digestion;
2556 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2557 op->stats.food = last_food;
2558 }
2559 }
2560
2561 if (max_sp > 1)
2562 {
2563 over_sp = (gen_sp + 10) / rate_sp;
2564 if (over_sp > 0)
2565 {
2566 if (op->stats.sp < op->stats.maxsp)
2567 {
2568 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2569
2570 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2571 op->stats.sp--;
2572
2573 if (op->stats.sp > op->stats.maxsp)
2574 op->stats.sp = op->stats.maxsp;
2575 }
2576 op->last_sp = 0;
2577 }
2578 else
2579 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2580 }
2581 else
2582 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2583 } 2230 }
2584 2231
2585 /* Regenerate Grace */ 2232 /* Regenerate Grace */
2586 /* 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. */
2587 if (--op->last_grace < 0) 2234 if (--op->last_grace < 0)
2608 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);
2609 } 2256 }
2610 /* wearing stuff doesn't detract from grace generation. */ 2257 /* wearing stuff doesn't detract from grace generation. */
2611 } 2258 }
2612 2259
2260 if (op->stats.food > 0)
2261 {
2613 /* Regenerate Hit Points */ 2262 /* Regenerate Spell Points */
2614 if (--op->last_heal < 0) 2263 if (!op->contr->golem && --op->last_sp < 0)
2615 {
2616 if (op->stats.hp < op->stats.maxhp)
2617 { 2264 {
2618 op->stats.hp++; 2265 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2619 /* dms do not consume food */ 2266
2620 if (!QUERY_FLAG (op, FLAG_WIZ)) 2267 if (op->stats.sp < op->stats.maxsp)
2621 { 2268 {
2269 op->stats.sp++;
2270
2271 /* dms do not consume food */
2272 if (!QUERY_FLAG (op, FLAG_WIZ))
2273 {
2622 op->stats.food--; 2274 op->stats.food--;
2275
2623 if (op->contr->digestion < 0) 2276 if (op->contr->digestion < 0)
2624 op->stats.food += op->contr->digestion; 2277 op->stats.food += op->contr->digestion;
2625 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))
2626 op->stats.food = last_food; 2279 op->stats.food = last_food;
2280 }
2627 } 2281 }
2628 }
2629 2282
2630 if (max_hp > 1) 2283 if (max_sp > 1)
2631 {
2632 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2633 if (over_hp > 0)
2634 { 2284 {
2635 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
2636 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);
2637 } 2303 }
2638 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)
2639 { 2312 {
2640 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 }
2641 } 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);
2642 } 2338 }
2643 else 2339 else
2644 {
2645 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);
2646 } 2341 }
2647 } 2342 }
2648 2343
2649 /* Digestion */ 2344 /* Digestion */
2650 if (--op->last_eat < 0) 2345 if (--op->last_eat < 0)
2651 { 2346 {
2652#ifdef COZY_SERVER 2347 int bonus = max (0, op->contr->digestion),
2653 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion; 2348 penalty = max (0, -op->contr->digestion);
2654 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2655#else
2656 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2657#endif
2658 2349
2659 if (op->contr->gen_hp > 0)
2660 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);
2661 else
2662 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2663 2351
2664 /* dms do not consume food */ 2352 /* dms do not consume food */
2665 if (!QUERY_FLAG (op, FLAG_WIZ)) 2353 if (!QUERY_FLAG (op, FLAG_WIZ))
2666 op->stats.food--; 2354 op->stats.food--;
2667 } 2355 }
2668 2356
2669 if (op->stats.food < 0 && op->stats.hp >= 0) 2357 if (op->stats.food < 0 && op->stats.hp >= 0)
2670 { 2358 {
2671 object *tmp, *flesh = 0; 2359 object *flesh = 0;
2672 2360
2673 for (tmp = op->inv; tmp; tmp = tmp->below) 2361 for_inv_removable (op, tmp)
2674 { 2362 {
2675 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)
2676 { 2367 {
2677 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2368 op->statusmsg ("You blindly grab for a bite of food. "
2678 { 2369 "H<To prevent you from starving, you ate some random item from your backpack.>");
2679 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2680 manual_apply (op, tmp, 0); 2370 manual_apply (op, tmp, 0);
2371
2681 if (op->stats.food >= 0 || op->stats.hp < 0) 2372 if (op->stats.food >= 0 || op->stats.hp < 0)
2682 break; 2373 break;
2683 } 2374 }
2684 else if (tmp->type == FLESH) 2375 else if (tmp->type == FLESH)
2685 flesh = tmp; 2376 flesh = tmp;
2686 } /* End if paid for object */ 2377 }
2687 } /* end of for loop */
2688 2378
2689 /* 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
2690 * eat flesh instead. 2380 * eat flesh instead.
2691 */ 2381 */
2692 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2382 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2693 { 2383 {
2694 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.>");
2695 manual_apply (op, flesh, 0); 2386 manual_apply (op, flesh, 0);
2696 } 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)
2697 } 2396 {
2397 op->stats.hp += op->stats.food;
2398 op->stats.food = 0;
2698 2399
2699 while (op->stats.food < 0 && op->stats.hp >= 0) 2400 if (op->stats.hp < 0)
2700 op->stats.food++, op->stats.hp--; 2401 {
2402 op->contr->killer = archetype::get ("killer_starvation");
2403 op->contr->killer->destroy ();
2404 }
2405 }
2701 2406
2407 /* killer should be set here already */
2702 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2408 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2703 kill_player (op); 2409 kill_player (op);
2704 } 2410 }
2705} 2411}
2706 2412
2710 * file. 2416 * file.
2711 */ 2417 */
2712void 2418void
2713kill_player (object *op) 2419kill_player (object *op)
2714{ 2420{
2715 char buf[MAX_BUF];
2716 int x, y; 2421 int x, y;
2717
2718 //int i;
2719 maptile *map; /* this is for resurrection */ 2422 maptile *map; /* this is for resurrection */
2720
2721 /* int z;
2722 int num_stats_lose;
2723 int lost_a_stat;
2724 int lose_this_stat;
2725 int this_stat; */
2726 int will_kill_again; 2423 int will_kill_again;
2727 archetype *at; 2424 archetype *at;
2728 object *tmp; 2425 object *tmp;
2729 2426
2730 if (save_life (op)) 2427 if (save_life (op))
2731 return; 2428 return;
2732 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 }
2733 2467
2734 /* 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
2735 * 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.
2736 * Look at op_on_battleground() for more info --AndreasV 2470 * Look at op_on_battleground() for more info --AndreasV
2737 */ 2471 */
2738 if (op_on_battleground (op, &x, &y)) 2472 if (op_on_battleground (op, &x, &y))
2739 { 2473 {
2740 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";
2741 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2742
2743 /* restore player */
2744 at = archetype::find ("poisoning");
2745 tmp = present_arch_in_ob (at, op);
2746 if (tmp)
2747 {
2748 tmp->destroy ();
2749 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2750 }
2751
2752 at = archetype::find ("confusion");
2753 tmp = present_arch_in_ob (at, op);
2754 if (tmp)
2755 {
2756 tmp->destroy ();
2757 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2758 }
2759
2760 cure_disease (op, 0); /* remove any disease */
2761 op->stats.hp = op->stats.maxhp;
2762 if (op->stats.food <= 0)
2763 op->stats.food = 999;
2764 2475
2765 /* create a bodypart-trophy to make the winner happy */ 2476 /* create a bodypart-trophy to make the winner happy */
2766 tmp = arch_to_object (archetype::find ("finger")); 2477 object *tmp = archetype::find (shstr_finger)->instance ();
2767 if (tmp != NULL) 2478
2768 { 2479 tmp->name = format ("%s's finger" , &op->name);
2769 sprintf (buf, "%s's finger", &op->name); 2480 tmp->name_pl = format ("%s's fingers", &op->name);
2770 tmp->name = buf; 2481 tmp->msg = format (
2771 sprintf (buf, " This finger has been cut off %s\n" 2482 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
2772 " the %s, when he was defeated at\n level %d by %s.\n", 2483 &op->name, op->contr->title,
2773 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2484 (int)op->level,
2774 tmp->msg = buf; 2485 op->contr->killer_name ()
2486 );
2775 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2487 tmp->value = 0, tmp->type = 0;
2776 tmp->materialname = NULL; 2488 tmp->material = name_to_material (shstr_organic);
2777 tmp->x = op->x, tmp->y = op->y; 2489 tmp->insert_at (op, tmp);
2778 insert_ob_in_map (tmp, op->map, op, 0);
2779 }
2780 2490
2781 /* teleport defeated player to new destination */ 2491 /* teleport defeated player to new destination */
2782 transfer_ob (op, x, y, 0, NULL); 2492 transfer_ob (op, x, y, 0, NULL);
2783 op->contr->braced = 0; 2493 op->contr->braced = 0;
2494
2495 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2784 return; 2496 return;
2785 } 2497 }
2786 2498
2499 deathtab << "You were killed by " << op->contr->killer_name () << ".\n\n";
2500 deathtab << "T<YOU HAVE DIED>\n\n";
2501
2787 INVOKE_PLAYER (DEATH, op->contr); 2502 INVOKE_PLAYER (DEATH, op->contr);
2788 2503
2789 command_kill_pets (op, 0); 2504 command_kill_pets (op, 0);
2790 2505
2791 if (op->stats.food < 0) 2506 op->contr->play_sound (sound_find ("player_dies"));
2792 {
2793 if (op->contr->explore)
2794 {
2795 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
2796 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2797 op->stats.food = 999;
2798 return;
2799 }
2800 sprintf (buf, "%s starved to death.", &op->name);
2801 strcpy (op->contr->killer, "starvation");
2802 }
2803 else
2804 {
2805 if (op->contr->explore)
2806 {
2807 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
2808 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2809 op->stats.hp = op->stats.maxhp;
2810 return;
2811 }
2812 sprintf (buf, "%s died.", &op->name);
2813 }
2814 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2815 2507
2816 /* save the map location for corpse, gravestone */ 2508 /* save the map location for corpse, gravestone */
2817 x = op->x; 2509 x = op->x;
2818 y = op->y; 2510 y = op->y;
2819 map = op->map; 2511 map = op->map;
2820
2821 2512
2822 /* NOT_PERMADEATH code. This basically brings the character back to 2513 /* NOT_PERMADEATH code. This basically brings the character back to
2823 * life if they are dead - it takes some exp and a random stat. 2514 * life if they are dead - it takes some exp and a random stat.
2824 * See the config.h file for a little more in depth detail about this. 2515 * See the config.h file for a little more in depth detail about this.
2825 */ 2516 */
2842 num_stats_lose = 1; 2533 num_stats_lose = 1;
2843 else 2534 else
2844 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO; 2535 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2845 } 2536 }
2846 else 2537 else
2847 {
2848 num_stats_lose = 1; 2538 num_stats_lose = 1;
2849 } 2539
2850 lost_a_stat = 0; 2540 lost_a_stat = 0;
2851 2541
2852 for (z = 0; z < num_stats_lose; z++) 2542 for (z = 0; z < num_stats_lose; z++)
2853 { 2543 {
2854 i = RANDOM () % NUM_STATS; 2544 i = rndm (NUM_STATS);
2855 2545
2856 if (settings.stat_loss_on_death) 2546 if (settings.stat_loss_on_death)
2857 { 2547 {
2858 /* 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
2859 * what he lost. 2549 * what he lost.
2866 lost_a_stat = 1; 2556 lost_a_stat = 1;
2867 } 2557 }
2868 else 2558 else
2869 { 2559 {
2870 /* deplete a stat */ 2560 /* deplete a stat */
2871 archetype *deparch = archetype::find ("depletion"); 2561 archetype *deparch = archetype::find (shstr_depletion);
2872 object *dep; 2562 object *dep;
2873 2563
2874 dep = present_arch_in_ob (deparch, op); 2564 dep = present_arch_in_ob (deparch, op);
2875 if (!dep) 2565 if (!dep)
2876 { 2566 {
2877 dep = arch_to_object (deparch); 2567 dep = deparch->instance ();
2878 insert_ob_in_ob (dep, op); 2568 insert_ob_in_ob (dep, op);
2879 } 2569 }
2880 lose_this_stat = 1; 2570 lose_this_stat = 1;
2881 if (settings.balanced_stat_loss) 2571 if (settings.balanced_stat_loss)
2882 { 2572 {
2910 } 2600 }
2911 } 2601 }
2912 2602
2913 if (lose_this_stat) 2603 if (lose_this_stat)
2914 { 2604 {
2915 this_stat = get_attr_value (&(dep->stats), i); 2605 this_stat = get_attr_value (&dep->stats, i);
2916 /* We could try to do something clever like find another 2606 /* We could try to do something clever like find another
2917 * stat to reduce if this fails. But chances are, if 2607 * stat to reduce if this fails. But chances are, if
2918 * stats have been depleted to -50, all are pretty low 2608 * stats have been depleted to -50, all are pretty low
2919 * 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
2920 * difference. 2610 * difference.
2928 lost_a_stat = 1; 2618 lost_a_stat = 1;
2929 } 2619 }
2930 } 2620 }
2931 } 2621 }
2932 } 2622 }
2623
2933 /* If no stat lost, tell the player. */ 2624 /* If no stat lost, tell the player. */
2934 if (!lost_a_stat) 2625 if (!lost_a_stat)
2935 { 2626 {
2936 /* determine_god() seems to not work sometimes... why is this? 2627 /* determine_god() seems to not work sometimes... why is this?
2937 Should I be using something else? GD */ 2628 Should I be using something else? GD */
2938 const char *god = determine_god (op); 2629 shstr_tmp god = determine_god (op);
2939 2630
2940 if (god && (strcmp (god, "none"))) 2631 if (god != shstr_none)
2941 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";
2942 else 2633 else
2943 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";
2944 } 2635 }
2945#else 2636#else
2946 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.";
2947#endif 2638#endif
2948 2639
2949 /* Put a gravestone up where the character 'almost' died. List the 2640 /* Put a gravestone up where the character 'almost' died. List the
2950 * exp loss on the stone. 2641 * exp loss on the stone.
2951 */ 2642 */
2952 tmp = arch_to_object (archetype::find ("gravestone")); 2643 tmp = archetype::find (shstr_gravestone)->instance ();
2953 sprintf (buf, "%s's gravestone", &op->name); 2644 tmp->name = format ("%s's gravestone", &op->name);
2954 tmp->name = buf; 2645 tmp->name_pl = format ("%s's gravestones", &op->name);
2955 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",
2956 tmp->name_pl = buf; 2647 &op->name, op->contr->title, op->contr->killer_name ());
2957 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);
2958 tmp->msg = buf;
2959 tmp->x = op->x, tmp->y = op->y; 2648 tmp->x = op->x, tmp->y = op->y;
2960 insert_ob_in_map (tmp, op->map, NULL, 0); 2649 insert_ob_in_map (tmp, op->map, NULL, 0);
2961 2650
2962 /**************************************/ 2651 /**************************************/
2963 /* */ 2652 /* */
2964 /* Subtract the experience points, */ 2653 /* Subtract the experience points, */
2965 /* if we died cause of food, give us */
2966 /* food, and reset HP's... */
2967 /* */ 2654 /* */
2968 /**************************************/ 2655 /**************************************/
2969 2656
2970 /* remove any poisoning and confusion the character may be suffering. */
2971 /* restore player */
2972 at = archetype::find ("poisoning");
2973 tmp = present_arch_in_ob (at, op);
2974
2975 if (tmp)
2976 {
2977 tmp->destroy ();
2978 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2979 }
2980
2981 at = archetype::find ("confusion");
2982 tmp = present_arch_in_ob (at, op);
2983 if (tmp)
2984 {
2985 tmp->destroy ();
2986 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2987 }
2988
2989 cure_disease (op, 0); /* remove any disease */
2990
2991 /*add_exp(op, (op->stats.exp * -0.20)); */ 2657 /*add_exp(op, (op->stats.exp * -0.20)); */
2992 apply_death_exp_penalty (op); 2658 apply_death_exp_penalty (op);
2993 if (op->stats.food < 100)
2994 op->stats.food = 900;
2995 op->stats.hp = op->stats.maxhp;
2996 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2997 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2998 2659
2999 /* 2660 /*
3000 * Check to see if the player is in a shop. IF so, then check to see if
3001 * 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
3002 * in the map. 2662 * and put them back in the map.
3003 */ 2663 */
3004 2664 op->drop_unpaid_items ();
3005 if (is_in_shop (op))
3006 remove_unpaid_objects (op->inv, op);
3007 2665
3008 /****************************************/ 2666 /****************************************/
3009 /* */ 2667 /* */
3010 /* Move player to his current respawn- */ 2668 /* Move player to his current respawn- */
3011 /* position (usually last savebed) */ 2669 /* position (usually last savebed) */
3012 /* */ 2670 /* */
3013 /****************************************/ 2671 /****************************************/
3014 2672
3015 enter_player_savebed (op); 2673 enter_player_savebed (op);
3016 2674
3017 /* Save the player before inserting the force to reduce
3018 * chance of abuse.
3019 */
3020 op->contr->braced = 0; 2675 op->contr->braced = 0;
3021 op->contr->save ();
3022 2676
3023 /* it is possible that the player has blown something up 2677 /* it is possible that the player has blown something up
3024 * at his savebed location, and that can have long lasting 2678 * at his savebed location, and that can have long lasting
3025 * spell effects. So first see if there is a spell effect 2679 * spell effects. So first see if there is a spell effect
3026 * on the space that might harm the player. 2680 * on the space that might harm the player.
3035 object *force; 2689 object *force;
3036 int at; 2690 int at;
3037 2691
3038 force = get_archetype (FORCE_NAME); 2692 force = get_archetype (FORCE_NAME);
3039 /* 50 ticks should be enough time for the spell to abate */ 2693 /* 50 ticks should be enough time for the spell to abate */
3040 force->speed = 0.1; 2694 force->speed = 0.1f;
3041 force->speed_left = -5.0; 2695 force->speed_left = -5.f;
3042 SET_FLAG (force, FLAG_APPLIED); 2696 SET_FLAG (force, FLAG_APPLIED);
3043 for (at = 0; at < NROFATTACKS; at++) 2697 for (at = 0; at < NROFATTACKS; at++)
3044 if (will_kill_again & (1 << at)) 2698 if (will_kill_again & (1 << at))
3045 force->resist[at] = 100; 2699 force->resist[at] = 100;
3046 2700
3047 insert_ob_in_ob (force, op); 2701 insert_ob_in_ob (force, op);
3048 op->update_stats (); 2702 op->update_stats ();
3049
3050 } 2703 }
3051 2704
3052 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2705 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
3053} 2706}
3054 2707
3055void 2708static void
3056loot_object (object *op) 2709loot_object (object *op)
3057{ /* Grab and destroy some treasure */ 2710{ /* Grab and destroy some treasure */
3058 object *tmp, *tmp2, *next; 2711 object *tmp, *tmp2, *next;
3059 2712
3060 if (op->container) 2713 op->close_container (); /* close open sack first */
3061 esrv_apply_container (op, op->container); /* close open sack first */
3062 2714
3063 for (tmp = op->inv; tmp; tmp = next) 2715 for (tmp = op->inv; tmp; tmp = next)
3064 { 2716 {
3065 next = tmp->below; 2717 next = tmp->below;
3066 2718
3067 if (tmp->invisible) 2719 if (tmp->invisible)
3068 continue; 2720 continue;
3069 2721
3070 tmp->remove (); 2722 tmp->remove ();
3071 tmp->x = op->x, tmp->y = op->y; 2723 tmp->x = op->x, tmp->y = op->y;
2724
3072 if (tmp->type == CONTAINER) 2725 if (tmp->type == CONTAINER)
3073 { /* empty container to ground */ 2726 loot_object (tmp); /* empty container to ground */
3074 loot_object (tmp); 2727
3075 }
3076 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))))
3077 { 2729 {
3078 if (tmp->nrof > 1) 2730 if (tmp->nrof > 1)
3079 { 2731 {
3080 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2732 tmp->decrease (rndm (1, tmp->nrof - 1));
3081 tmp2->destroy ();
3082 insert_ob_in_map (tmp, op->map, NULL, 0); 2733 insert_ob_in_map (tmp, op->map, NULL, 0);
3083 } 2734 }
3084 else 2735 else
3085 tmp->destroy (); 2736 tmp->destroy ();
3086 } 2737 }
3092/* 2743/*
3093 * fix_weight(): Check recursively the weight of all players, and fix 2744 * fix_weight(): Check recursively the weight of all players, and fix
3094 * 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
3095 * was changed. 2746 * was changed.
3096 */ 2747 */
3097
3098void 2748void
3099fix_weight (void) 2749fix_weight ()
3100{ 2750{
3101 for (player *pl = first_player; pl; pl = pl->next) 2751 for_all_players (pl)
3102 { 2752 {
3103 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2753 sint32 old = pl->ob->carrying;
3104 2754
3105 if (old == sum) 2755 pl->ob->update_weight ();
3106 continue; 2756
2757 if (old != pl->ob->carrying)
2758 {
3107 pl->ob->update_stats (); 2759 pl->ob->update_stats ();
3108 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 }
3109 } 2762 }
3110} 2763}
3111 2764
3112void 2765void
3113fix_luck (void) 2766fix_luck ()
3114{ 2767{
3115 for (player *pl = first_player; pl; pl = pl->next) 2768 for_all_players (pl)
3116 if (!pl->ob->contr->ns->state) 2769 if (!pl->ob->contr->ns->state)
3117 pl->ob->change_luck (0); 2770 pl->ob->change_luck (0);
3118} 2771}
3119 2772
3120/* cast_dust() - handles op throwing objects of type 'DUST'. 2773/* cast_dust() - handles op throwing objects of type 'DUST'.
3155} 2808}
3156 2809
3157void 2810void
3158make_visible (object *op) 2811make_visible (object *op)
3159{ 2812{
3160 op->hide = 0; 2813 op->flag [FLAG_HIDDEN] = 0;
3161 op->invisible = 0; 2814 op->invisible = 0;
2815
3162 if (op->type == PLAYER) 2816 if (op->type == PLAYER)
3163 { 2817 {
3164 op->contr->tmp_invis = 0; 2818 op->contr->tmp_invis = 0;
3165 op->contr->invis_race = 0; 2819 op->contr->invis_race = 0;
3166 } 2820 }
2821
3167 update_object (op, UP_OBJ_FACE); 2822 update_object (op, UP_OBJ_CHANGE);
3168} 2823}
3169 2824
3170int 2825int
3171is_true_undead (object *op) 2826is_true_undead (object *op)
3172{ 2827{
3173 object *tmp = NULL;
3174
3175 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 2828 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3176 return 1; 2829 return 1;
3177 2830
3178 return 0; 2831 return 0;
3179} 2832}
3180 2833
3181/* look at the surrounding terrain to determine 2834/* look at the surrounding terrain to determine
3182 * the hideability of this object. Positive levels 2835 * the hideability of this object. Positive levels
3183 * indicate greater hideability. 2836 * indicate greater hideability.
3184 */ 2837 */
3185
3186int 2838int
3187hideability (object *ob) 2839hideability (object *ob)
3188{ 2840{
3189 int i, level = 0, mflag; 2841 int i, level = 0, mflag;
3190 sint16 x, y; 2842 sint16 x, y;
3191 2843
3192 if (!ob || !ob->map) 2844 if (!ob || !ob->map)
3193 return 0; 2845 return 0;
3194 2846
3195 /* so, on normal lighted maps, its hard to hide */ 2847 /* so, on normal lighted maps, its hard to hide */
3196 level = ob->map->darkness - 2; 2848 level = ob->map->darklevel () - 2;
3197 2849
3198 /* this also picks up whether the object is glowing. 2850 /* this also picks up whether the object is glowing.
3199 * 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
3200 * as bad as carrying a light on a pitch dark map */ 2852 * as bad as carrying a light on a pitch dark map */
3201 if (has_carried_lights (ob)) 2853 if (ob->has_carried_lights ())
3202 level = -(10 + (2 * ob->map->darkness)); 2854 level = -(10 + (2 * ob->map->darklevel ()));
3203 2855
3204 /* scan through all nearby squares for terrain to hide in */ 2856 /* scan through all nearby squares for terrain to hide in */
3205 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])
3206 { 2860 {
3207 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); 2861 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3208 if (mflag & P_OUT_OF_MAP) 2862 if (mflag & P_OUT_OF_MAP)
3209 {
3210 continue; 2863 continue;
3211 } 2864
3212 if (mflag & P_BLOCKSVIEW) /* something to hide near! */ 2865 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3213 level += 2; 2866 level += 2;
3214 else /* open terrain! */ 2867 else /* open terrain! */
3215 level -= 1; 2868 level -= 1;
3216 } 2869 }
3224/* For Hidden creatures - a chance of becoming 'unhidden' 2877/* For Hidden creatures - a chance of becoming 'unhidden'
3225 * every time they move - as we subtract off 'invisibility' 2878 * every time they move - as we subtract off 'invisibility'
3226 * AND, for players, if they move into a ridiculously unhideable 2879 * AND, for players, if they move into a ridiculously unhideable
3227 * spot (surrounded by clear terrain in broad daylight). -b.t. 2880 * spot (surrounded by clear terrain in broad daylight). -b.t.
3228 */ 2881 */
3229
3230void 2882void
3231do_hidden_move (object *op) 2883do_hidden_move (object *op)
3232{ 2884{
3233 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 2885 int hide = 0;
3234 object *skop;
3235 2886
3236 if (!op || !op->map) 2887 if (!op || !op->map)
3237 return; 2888 return;
3238 2889
3239 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);
3240 2892
3241 /* 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! */
3242 if (op->type == PLAYER && op->contr->run_on) 2894 if (op->type == PLAYER && op->contr->run_on)
3243 {
3244 if (!skop || num >= skop->level) 2895 if (!skop || num >= skop->level)
3245 { 2896 {
3246 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!");
3247 make_visible (op); 2898 make_visible (op);
3248 return; 2899 return;
3249 } 2900 }
3250 else 2901 else
3251 num += 20; 2902 num += 20;
3252 } 2903
3253 num += op->map->difficulty; 2904 num += op->map->difficulty;
3254 hide = hideability (op); /* modify by terrain hidden level */ 2905 hide = hideability (op); /* modify by terrain hidden level */
3255 num -= hide; 2906 num -= hide;
2907
3256 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 2908 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3257 { 2909 {
3258 make_visible (op); 2910 make_visible (op);
2911
3259 if (op->type == PLAYER) 2912 if (op->type == PLAYER)
3260 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!");
3261 } 2914 }
3262 else if (op->type == PLAYER && skop) 2915 else if (op->type == PLAYER && skop)
3263 {
3264 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);
3265 }
3266} 2917}
3267 2918
3268/* determine if who is standing near a hostile creature. */ 2919/* determine if who is standing near a hostile creature. */
3269 2920
3270int 2921int
3318 * object op. This function works fine for monsters, 2969 * object op. This function works fine for monsters,
3319 * 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
3320 * a pile (say a coin under a table would return "viewable" 2971 * a pile (say a coin under a table would return "viewable"
3321 * by this routine). Another question, should we be 2972 * by this routine). Another question, should we be
3322 * concerned with the direction the player is looking 2973 * concerned with the direction the player is looking
3323 * in? Realistically, most of use cant see stuff behind 2974 * in? Realistically, most of us can't see stuff behind
3324 * our backs...on the other hand, does the "facing" direction 2975 * our backs...on the other hand, does the "facing" direction
3325 * imply the way your head, or body is facing? Its possible 2976 * imply the way your head, or body is facing? It's possible
3326 * 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.
3327 * -b.t. 2978 * -b.t.
3328 * This function is now map tiling safe. 2979 * This function is now map tiling safe.
3329 */ 2980 */
3330
3331int 2981int
3332player_can_view (object *pl, object *op) 2982player_can_view (object *pl, object *op)
3333{ 2983{
3334 rv_vector rv; 2984 rv_vector rv;
3335 int dx, dy; 2985 int dx, dy;
3337 if (pl->type != PLAYER) 2987 if (pl->type != PLAYER)
3338 { 2988 {
3339 LOG (llevError, "player_can_view() called for non-player object\n"); 2989 LOG (llevError, "player_can_view() called for non-player object\n");
3340 return -1; 2990 return -1;
3341 } 2991 }
2992
3342 if (!pl || !op) 2993 if (!pl || !op)
3343 return 0; 2994 return 0;
3344 2995
3345 if (op->head)
3346 {
3347 op = op->head; 2996 op = op->head_ ();
3348 } 2997
3349 get_rangevector (pl, op, &rv, 0x1); 2998 get_rangevector (pl, op, &rv, 0x1);
3350 2999
3351 /* starting with the 'head' part, lets loop 3000 /* starting with the 'head' part, lets loop
3352 * through the object and find if it has any 3001 * through the object and find if it has any
3353 * part that is in the los array but isnt on 3002 * part that is in the los array but isn't on
3354 * a blocked los square. 3003 * a blocked los square.
3355 * we use the archetype to figure out offsets. 3004 * we use the archetype to figure out offsets.
3356 */ 3005 */
3357 while (op) 3006 while (op)
3358 { 3007 {
3359 dx = rv.distance_x + op->arch->clone.x; 3008 dx = rv.distance_x + op->arch->x;
3360 dy = rv.distance_y + op->arch->clone.y; 3009 dy = rv.distance_y + op->arch->y;
3361 3010
3362 /* only the viewable area the player sees is updated by LOS 3011 if (pl->contr->blocked_los (dx, dy) != LOS_BLOCKED)
3363 * code, so we need to restrict ourselves to that range of values
3364 * for any meaningful values.
3365 */
3366 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3367 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3368 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3369 return 1; 3012 return 1;
3013
3370 op = op->more; 3014 op = op->more;
3371 } 3015 }
3372 return 0;
3373}
3374 3016
3375/* routine for both players and monsters. We call this when
3376 * there is a possibility for our action distrubing our hiding
3377 * place or invisiblity spell. Artefact invisiblity is not
3378 * effected by this. If we arent invisible to begin with, we
3379 * return 0.
3380 */
3381int
3382action_makes_visible (object *op)
3383{
3384
3385 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3386 {
3387 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3388 return 0;
3389
3390 if (op->contr && op->contr->tmp_invis == 0)
3391 return 0;
3392
3393 /* If monsters, they should become visible */
3394 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3395 {
3396 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3397 return 1;
3398 }
3399 }
3400 return 0; 3017 return 0;
3401} 3018}
3402 3019
3403/* op_on_battleground - checks if the given object op (usually 3020/* op_on_battleground - checks if the given object op (usually
3404 * a player) is standing on a valid battleground-tile, 3021 * a player) is standing on a valid battleground-tile,
3409 * 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
3410 */ 3027 */
3411int 3028int
3412op_on_battleground (object *op, int *x, int *y) 3029op_on_battleground (object *op, int *x, int *y)
3413{ 3030{
3414 object *tmp;
3415
3416 /* A battleground-tile needs the following attributes to be valid: 3031 /* A battleground-tile needs the following attributes to be valid:
3417 * 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),
3418 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3033 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3419 * and the exit-coordinates sp/hp must both be > 0. 3034 * and the exit-coordinates sp/hp must both be > 0.
3420 * => The intention here is to prevent abuse of the battleground- 3035 * => The intention here is to prevent abuse of the battleground-
3421 * feature (like pickable or hidden battleground tiles). */ 3036 * feature (like pickable or hidden battleground tiles). */
3422 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3037 for (object *tmp = op->below; tmp; tmp = tmp->below)
3423 { 3038 {
3424 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3039 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3425 { 3040 {
3426 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3041 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3427 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))
3428 { 3045 {
3429 /*before we assign the exit, check if this is a teambattle */ 3046 /* before we assign the exit, check if this is a teambattle */
3430 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))
3431 {
3432 object *invtmp;
3433
3434 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)
3435 { 3050 {
3436 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3437 {
3438 if (x != NULL && y != NULL) 3051 if (x && y)
3439 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3052 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3053
3440 return 1; 3054 return 1;
3441 }
3442 } 3055 }
3443 } 3056
3444 if (x != NULL && y != NULL) 3057 if (x && y)
3445 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3058 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3059
3446 return 1; 3060 return 1;
3447 } 3061 }
3448 } 3062 }
3449 } 3063 }
3064
3450 /* If we got here, did not find a battleground */ 3065 /* If we got here, did not find a battleground */
3451 return 0; 3066 return 0;
3452} 3067}
3453 3068
3454/* 3069/*
3470 char buf[MAX_BUF]; /* tmp. string buffer */ 3085 char buf[MAX_BUF]; /* tmp. string buffer */
3471 int i = 0, j = 0; 3086 int i = 0, j = 0;
3472 3087
3473 /* get the appropriate treasurelist */ 3088 /* get the appropriate treasurelist */
3474 if (atnr == ATNR_FIRE) 3089 if (atnr == ATNR_FIRE)
3475 trlist = find_treasurelist ("dragon_ability_fire"); 3090 trlist = treasurelist::find (shstr_dragon_ability_fire);
3476 else if (atnr == ATNR_COLD) 3091 else if (atnr == ATNR_COLD)
3477 trlist = find_treasurelist ("dragon_ability_cold"); 3092 trlist = treasurelist::find (shstr_dragon_ability_cold);
3478 else if (atnr == ATNR_ELECTRICITY) 3093 else if (atnr == ATNR_ELECTRICITY)
3479 trlist = find_treasurelist ("dragon_ability_elec"); 3094 trlist = treasurelist::find (shstr_dragon_ability_elec);
3480 else if (atnr == ATNR_POISON) 3095 else if (atnr == ATNR_POISON)
3481 trlist = find_treasurelist ("dragon_ability_poison"); 3096 trlist = treasurelist::find (shstr_dragon_ability_poison);
3482 3097
3483 if (trlist == NULL || who->type != PLAYER) 3098 if (trlist == NULL || who->type != PLAYER)
3484 return; 3099 return;
3485 3100
3486 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++);
3487 3102
3488 if (tr == NULL || tr->item == NULL) 3103 if (!tr || !tr->item)
3489 { 3104 {
3490 /* 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]); */
3491 return; 3106 return;
3492 } 3107 }
3493 3108
3494 /* everything seems okay - now bring on the gift: */ 3109 /* everything seems okay - now bring on the gift: */
3495 item = &(tr->item->clone); 3110 item = tr->item;
3496 3111
3497 if (item->type == SPELL) 3112 if (item->type == SPELL)
3498 { 3113 {
3499 if (check_spell_known (who, item->name)) 3114 if (check_spell_known (who, item->name))
3500 return; 3115 return;
3559 { 3174 {
3560 /* forces in the treasurelist can alter the player's stats */ 3175 /* forces in the treasurelist can alter the player's stats */
3561 object *skin; 3176 object *skin;
3562 3177
3563 /* first get the dragon skin force */ 3178 /* first get the dragon skin force */
3564 shstr_cmp dragon_skin_force ("dragon_skin_force");
3565 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)
3566 ; 3180 ;
3567 3181
3568 if (!skin) 3182 if (!skin)
3569 return; 3183 return;
3570 3184
3603 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg); 3217 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3604 } 3218 }
3605 else 3219 else
3606 { 3220 {
3607 /* generate misc. treasure */ 3221 /* generate misc. treasure */
3608 tmp = arch_to_object (tr->item); 3222 tmp = tr->item->instance ();
3609 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));
3610 tmp = insert_ob_in_ob (tmp, who); 3224 who->insert (tmp);
3611 if (who->type == PLAYER)
3612 esrv_send_item (who, tmp);
3613 } 3225 }
3614} 3226}
3615 3227
3616/** 3228/**
3617 * 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
3618 * not readied. 3230 * not readied.
3619 */ 3231 */
3620void 3232void
3621player_unready_range_ob (player *pl, object *ob) 3233player_unready_range_ob (player *pl, object *ob)
3622{ 3234{
3623 rangetype i; 3235 if (pl->ob->current_weapon == ob)
3236 pl->ob->current_weapon = 0;
3624 3237
3625 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3238 if (pl->combat_ob == ob)
3626 { 3239 pl->combat_ob = 0;
3240
3627 if (pl->ranges[i] == ob) 3241 if (pl->ranged_ob == ob)
3628 { 3242 pl->ranged_ob = 0;
3629 pl->ranges[i] = NULL;
3630 if (pl->shoottype == i)
3631 {
3632 pl->shoottype = range_none;
3633 }
3634 }
3635 }
3636} 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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