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Comparing deliantra/server/server/player.C (file contents):
Revision 1.86 by root, Thu Jan 4 19:28:38 2007 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 for_all_players (pl)
40 if (pl->ob && !strcmp (query_name (pl->ob), plname))
41 return pl;
42
43 return 0;
44}
45
46void
47display_motd (const object *op)
48{
49 char buf[MAX_BUF];
50 char motd[HUGE_BUF];
51 FILE *fp;
52 int comp;
53 int size;
54
55 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
56 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
57 return;
58
59 motd[0] = '\0';
60 size = 0;
61
62 while (fgets (buf, MAX_BUF, fp))
63 {
64 if (*buf == '#')
65 continue;
66
67 strncat (motd + size, buf, HUGE_BUF - size);
68 size += strlen (buf);
69 }
70
71 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
72 close_and_delete (fp, comp);
73}
74
75void
76send_rules (const object *op)
77{
78 char buf[MAX_BUF];
79 char rules[HUGE_BUF];
80 FILE *fp;
81 int comp;
82 int size;
83
84 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
85 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
86 return;
87
88 rules[0] = '\0';
89 size = 0;
90
91 while (fgets (buf, MAX_BUF, fp))
92 {
93 if (*buf == '#')
94 continue;
95
96 if (size + strlen (buf) >= HUGE_BUF)
97 {
98 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
99 break;
100 }
101
102 strncat (rules + size, buf, HUGE_BUF - size);
103 size += strlen (buf);
104 }
105
106 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
107 close_and_delete (fp, comp);
108}
109
110void
111send_news (const object *op)
112{
113 char buf[MAX_BUF];
114 char news[HUGE_BUF];
115 char subject[MAX_BUF];
116 FILE *fp;
117 int comp;
118 int size;
119
120 sprintf (buf, "%s/%s", settings.confdir, settings.news);
121 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
122 return;
123
124 news[0] = '\0';
125 subject[0] = '\0';
126 size = 0;
127
128 while (fgets (buf, MAX_BUF, fp) != NULL)
129 {
130 if (*buf == '#')
131 continue;
132
133 if (*buf == '%')
134 { /* send one news */
135 if (size > 0)
136 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */
137 strcpy (subject, buf + 1);
138 strip_endline (subject);
139 size = 0;
140 news[0] = '\0';
141 }
142 else
143 {
144 if (size + strlen (buf) >= HUGE_BUF)
145 {
146 LOG (llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
147 break;
148 }
149 strncat (news + size, buf, HUGE_BUF - size);
150 size += strlen (buf);
151 }
152 }
153
154 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
155 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news);
156 close_and_delete (fp, comp);
157}
158 39
159/* This loads the first map an puts the player on it. */ 40/* This loads the first map an puts the player on it. */
160static void 41static void
161set_first_map (object *op) 42set_first_map (object *op)
162{ 43{
164 op->x = -1; 45 op->x = -1;
165 op->y = -1; 46 op->y = -1;
166} 47}
167 48
168void 49void
169player::enter_map () 50player::activate ()
170{ 51{
171 object *tmp = object::create (); 52 if (active)
53 return;
172 54
173 EXIT_PATH (tmp) = maplevel; 55 players.insert (this);
174 EXIT_X (tmp) = ob->x; 56 ob->remove ();
175 EXIT_Y (tmp) = ob->y; 57 ob->map = 0;
176 ob->enter_exit (tmp); 58 ob->activate_recursive ();
59 CLEAR_FLAG (ob, FLAG_FRIENDLY);
60 add_friendly_object (ob);
61}
177 62
178 tmp->destroy (); 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);
179} 84}
180 85
181// connect the player with a specific client 86// connect the player with a specific client
182// also changed, rationalises, and fixes some incorrect settings 87// also changes, rationalises, and fixes some incorrect settings
183void 88void
184player::connect (client *ns) 89player::connect (client *ns)
185{ 90{
186 this->ns = ns; 91 this->ns = ns;
187 ns->pl = this; 92 ns->pl = this;
188 93
189 next = first_player; 94 run_on = 0;
190 first_player = this; 95 fire_on = 0;
96 ob->close_container (); //TODO: client-specific
191 97
192 ns->update_look = 0; 98 ns->update_look = 0;
193 ns->look_position = 0; 99 ns->look_position = 0;
194 100
195 clear_los (ob); 101 clear_los ();
102
103 ns->reset_stats ();
196 104
197 /* make sure he's a player -- needed because of class change. */ 105 /* make sure he's a player -- needed because of class change. */
198 ob->type = PLAYER; // we are paranoid 106 ob->type = PLAYER; // we are paranoid
199 ob->race = ob->arch->clone.race; 107 ob->race = ob->arch->race;
200 108
201 if (!legal_range (ob, shoottype)) 109 ob->update_weight ();
202 shoottype = range_none;
203
204 ob->carrying = sum_weight (ob);
205 link_player_skills (ob); 110 link_skills ();
206 111
207 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
208
209 assign (title, ob->arch->clone.name); 112 assign (title, ob->arch->object::name);
210
211 /* can_use_shield is a new flag. However, the can_use.. seems to largely come
212 * from the class, and not race. I don't see any way to get the class information
213 * to then update this. I don't think this will actually break anything - anyone
214 * that can use armour should be able to use a shield. What this may 'break'
215 * are features new characters get, eg, if someone starts up with a Q, they
216 * should be able to use a shield. However, old Q's won't get that advantage.
217 */
218 if (QUERY_FLAG (ob, FLAG_USE_ARMOUR))
219 SET_FLAG (ob, FLAG_USE_SHIELD);
220 113
221 /* if it's a dragon player, set the correct title here */ 114 /* if it's a dragon player, set the correct title here */
222 if (is_dragon_pl (ob)) 115 if (ob->is_dragon ())
223 { 116 {
224 object *tmp, *abil = 0, *skin = 0; 117 object *tmp, *abil = 0, *skin = 0;
225
226 shstr_cmp dragon_ability_force ("dragon_ability_force");
227 shstr_cmp dragon_skin_force ("dragon_skin_force");
228 118
229 for (tmp = ob->inv; tmp; tmp = tmp->below) 119 for (tmp = ob->inv; tmp; tmp = tmp->below)
230 if (tmp->type == FORCE) 120 if (tmp->type == FORCE)
231 if (tmp->arch->name == dragon_ability_force) 121 if (tmp->arch->archname == shstr_dragon_ability_force)
232 abil = tmp; 122 abil = tmp;
233 else if (tmp->arch->name == dragon_skin_force) 123 else if (tmp->arch->archname == shstr_dragon_skin_force)
234 skin = tmp; 124 skin = tmp;
235 125
236 set_dragon_name (ob, abil, skin); 126 set_dragon_name (ob, abil, skin);
237 } 127 }
238 128
239 CLEAR_FLAG (ob, FLAG_FRIENDLY);
240 add_friendly_object (ob);
241
242 LOG (llevInfo, "LOGIN: Player named %s from ip %s\n", &ob->name, ns->host);
243
244 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 129 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
245 130
246 esrv_new_player (this, ob->weight + ob->carrying); 131 esrv_new_player (this);
247 132
248 ob->update_stats (); 133 ob->update_stats ();
134
249 ns->floorbox_update (); 135 ns->floorbox_update ();
250
251 esrv_send_inventory (ob, ob); 136 esrv_send_inventory (ob, ob);
252 esrv_add_spells (this, 0); 137 esrv_add_spells (this, 0);
253 138
254 ob->activate_recursive (); 139 ob->flag [FLAG_READY_WEAPON] = false;
255 enter_map (); 140 ob->flag [FLAG_READY_SKILL] = false;
141 ob->flag [FLAG_READY_BOW] = false;
256 142
257 send_rules (ob); 143 for (object *op = ob->inv; op; op = op->below)
258 send_news (ob); 144 if (op->flag [FLAG_APPLIED])
259 display_motd (ob); 145 switch (op->type)
146 {
147 case SKILL:
148 op->flag [FLAG_APPLIED] = false;
149 break;
150
151 case WAND:
152 case ROD:
153 case HORN:
154 case BOW:
155 ranged_ob = op;
156 break;
157
158 case WEAPON:
159 combat_ob = op;
160 break;
161 }
162
163 ob->current_weapon = 0;
164 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
165 activate (); // change_weapon also activates, but this doesn't hurt
260 166
261 INVOKE_PLAYER (CONNECT, this); 167 INVOKE_PLAYER (CONNECT, this);
262 INVOKE_PLAYER (LOGIN, this); 168 INVOKE_PLAYER (LOGIN, this);
263} 169}
264 170
265void 171void
266player::disconnect () 172player::disconnect ()
267{ 173{
268 if (ob) 174 if (ob)
269 ob->deactivate_recursive (); 175 {
176 ob->close_container (); //TODO: client-specific
177 ob->drop_unpaid_items ();
178 }
270 179
271 //TODO: don't be so harsh and destroy :)
272 if (ns) 180 if (ns)
273 { 181 {
274 if (enable_save) 182 if (active)
275 {
276 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0)); 183 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
277 save (true);
278 }
279 184
280 INVOKE_PLAYER (DISCONNECT, this); 185 INVOKE_PLAYER (DISCONNECT, this);
281 186
282 client *ns = this->ns; 187 ns->reset_stats ();
283 ns->send_packet ("goodbye");
284 ns->flush ();
285 ns->pl = 0; 188 ns->pl = 0;
286 this->ns = 0; 189 ns = 0;
287
288 ns->destroy ();
289 destroy ();
290 } 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 ();
291} 197}
198
199//-GPL
292 200
293// the need for this function can be explained 201// the need for this function can be explained
294// by load_object not returning the object 202// by load_object not returning the object
295void 203void
296player::set_object (object *op) 204player::set_object (object *op)
297{ 205{
298 ob = op; 206 ob = observe = viewpoint = op;
299 ob->contr = this; /* this aren't yet in archetype */ 207 ob->contr = this; /* this aren't yet in archetype */
300 208
209 ob->speed = 1.0f;
301 ob->speed_left = 0.5; 210 ob->speed_left = 0.5f;
302 ob->speed = 1.0; 211
303 ob->direction = 5; /* So player faces south */ 212 ob->direction = 5; /* So player faces south */
304 ob->stats.wc = 2;
305 ob->run_away = 25; /* Then we panick... */
306
307 ob->roll_stats ();
308} 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
309 230
310player::player () 231player::player ()
311{ 232{
312 /* There are some elements we want initialised to non zero value - 233 /* There are some elements we want initialised to non zero value -
313 * we deal with that below this point. 234 * we deal with that below this point.
314 */ 235 */
315 outputs_sync = 16; /* Every 2 seconds */ 236 outputs_sync = 4;
316 outputs_count = 8; /* Keeps present behaviour */ 237 outputs_count = 4;
317 unapply = unapply_nochoice; 238 unapply = unapply_nochoice;
318 239
319 savebed_map = first_map_path; /* Init. respawn position */ 240 savebed_map = first_map_path; /* Init. respawn position */
320 241
321 gen_sp_armour = 10; 242 gen_sp_armour = 10;
322 last_speed = -1;
323 shoottype = range_none;
324 bowtype = bow_normal; 243 bowtype = bow_normal;
325 petmode = pet_normal; 244 petmode = pet_normal;
326 listening = 10;
327 usekeys = containers; 245 usekeys = containers;
328 last_weapon_sp = -1;
329 peaceful = 1; /* default peaceful */ 246 peaceful = 1; /* default peaceful */
330 do_los = 1; 247 do_los = 1;
331 248
332 /* we need to clear these to -1 and not zero - otherwise, 249 weapon_sp = 1.0f;
333 * if a player quits and starts a new character, we wont 250 weapon_sp_left = 0.5f;
334 * send new values to the client, as things like exp start
335 * at zero.
336 */
337 for (int i = 0; i < NUM_SKILLS; i++)
338 last_skill_exp[i] = -1;
339
340 for (int i = 0; i < NROFATTACKS; i++)
341 last_resist[i] = -1;
342
343 last_stats.exp = -1;
344 last_weight = (uint32) - 1;
345} 251}
346 252
347void 253void
348player::do_destroy () 254player::do_destroy ()
349{ 255{
350 disconnect (); 256 disconnect ();
351 257
352 save (false);
353 enable_save = false;
354
355 attachable::do_destroy (); 258 attachable::do_destroy ();
356
357 terminate_all_pets (ob);
358
359 if (first_player != this)
360 {
361 player *prev = first_player;
362
363 while (prev && prev->next && prev->next != this)
364 prev = prev->next;
365
366 if (prev->next != this)
367 {
368 LOG (llevError, "Free_player: Can't find previous player.\n");
369 abort ();
370 }
371
372 prev->next = next;
373 }
374 else
375 first_player = next;
376 259
377 if (ob) 260 if (ob)
378 { 261 {
379 ob->destroy_inv (false); 262 ob->destroy_inv (false);
380 ob->destroy (); 263 ob->destroy ();
381 } 264 }
265
266 ob = observe = viewpoint = 0;
382} 267}
383 268
384player::~player () 269player::~player ()
385{ 270{
386 /* Clear item stack */ 271 /* Clear item stack */
387 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 }
388} 301}
389 302
390/* Tries to add player on the connection passed in ns. 303/* Tries to add player on the connection passed in ns.
391 * 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
392 * mode. 305 * mode.
394player * 307player *
395player::create () 308player::create ()
396{ 309{
397 player *pl = new player; 310 player *pl = new player;
398 311
399 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
400 set_first_map (pl->ob); 318 set_first_map (pl->ob);
401 319
402 return pl; 320 return pl;
403}
404
405/*
406 * get_player_archetype() return next player archetype from archetype
407 * list. Not very efficient routine, but used only creating new players.
408 * Note: there MUST be at least one player archetype!
409 */
410archetype *
411get_player_archetype (archetype *at)
412{
413 archetype *start = at;
414
415 for (;;)
416 {
417 if (at == NULL || at->next == NULL)
418 at = first_archetype;
419 else
420 at = at->next;
421
422 if (at->clone.type == PLAYER)
423 return at;
424
425 if (at == start)
426 {
427 LOG (llevError, "No Player archetypes\n");
428 exit (-1);
429 }
430 }
431} 321}
432 322
433object * 323object *
434get_nearest_player (object *mon) 324get_nearest_player (object *mon)
435{ 325{
436 object *op = NULL; 326 object *op = NULL;
437 objectlink *ol; 327 objectlink *ol;
438 unsigned lastdist; 328 unsigned lastdist;
439 rv_vector rv; 329 rv_vector rv;
440 330
441 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 331 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
442 { 332 {
443 /* We should not find free objects on this friendly list, but it
444 * does periodically happen. Given that, lets deal with it.
445 * While unlikely, it is possible the next object on the friendly
446 * list is also free, so encapsulate this in a while loop.
447 */
448 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
449 {
450 object *tmp = ol->ob;
451
452 /* Can't do much more other than log the fact, because the object
453 * itself will have been cleared.
454 */
455 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n");
456 ol = ol->next;
457 remove_friendly_object (tmp);
458 if (!ol)
459 return op;
460 }
461
462 /* Remove special check for player from this. First, it looks to cause
463 * some crashes (ol->ob->contr not set properly?), but secondly, a more
464 * complicated method of state checking would be needed in any case -
465 * as it was, a clever player could type quit, and the function would
466 * skip them over while waiting for confirmation. Remove
467 * on_same_map check, as can_detect_enemy also does this
468 */
469 if (!can_detect_enemy (mon, ol->ob, &rv)) 333 if (!can_detect_enemy (mon, ol->ob, &rv))
470 continue; 334 continue;
471 335
472 if (lastdist > rv.distance) 336 if (lastdist > rv.distance)
473 { 337 {
549 x = mon->x; 413 x = mon->x;
550 y = mon->y; 414 y = mon->y;
551 m = mon->map; 415 m = mon->map;
552 dir = rv.direction; 416 dir = rv.direction;
553 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 */
554 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
555 /* 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. */
556 if (diff > max) 421 if (diff > max)
557 return 0; 422 return 0;
423
558 while (diff > 1 && max > 0) 424 while (diff > 1 && max > 0)
559 { 425 {
560 lastx = x; 426 lastx = x;
561 lasty = y; 427 lasty = y;
562 lastmap = m; 428 lastmap = m;
644 max--; 510 max--;
645 lastdir = dir; 511 lastdir = dir;
646 if (!firstdir) 512 if (!firstdir)
647 firstdir = dir; 513 firstdir = dir;
648 } 514 }
515
649 if (diff <= 1) 516 if (diff <= 1)
650 { 517 {
651 /* Recalculate diff (distance) because we may not have actually 518 /* Recalculate diff (distance) because we may not have actually
652 * headed toward player for entire distance. 519 * headed toward player for entire distance.
653 */ 520 */
654 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 521 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
655 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));
656 } 523 }
524
657 if (diff > max) 525 if (diff > max)
658 return 0; 526 return 0;
659 } 527 }
528
660 /* 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 */
661 if (!max) 530 if (!max)
662 return 0; 531 return 0;
663 532
664 return firstdir; 533 return firstdir;
665} 534}
666 535
667void 536void
668give_initial_items (object *pl, treasurelist * items) 537give_initial_items (object *pl, treasurelist *items)
669{ 538{
670 object *op, *next = NULL;
671
672 if (pl->randomitems != NULL) 539 if (pl->randomitems)
673 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); 540 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
674 541
675 for (op = pl->inv; op; op = next) 542 for (object *next, *op = pl->inv; op; op = next)
676 { 543 {
677 next = op->below; 544 next = op->below;
678 545
679 /* Forces get applied per default, unless they have the 546 /* Forces get applied per default, unless they have the
680 * 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
685 /* we never give weapons/armour if these cannot be used 552 /* we never give weapons/armour if these cannot be used
686 * by this player due to race restrictions 553 * by this player due to race restrictions
687 */ 554 */
688 if (pl->type == PLAYER) 555 if (pl->type == PLAYER)
689 { 556 {
690 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) && 557 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR)
558 &&
691 (op->type == ARMOUR || op->type == BOOTS || 559 (op->type == ARMOUR || op->type == BOOTS
692 op->type == CLOAK || op->type == HELMET || 560 || op->type == CLOAK || op->type == HELMET
693 op->type == SHIELD || op->type == GLOVES || 561 || op->type == SHIELD || op->type == GLOVES
562 || op->type == BRACERS || op->type == GIRDLE))
694 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))
695 { 564 {
696 op->destroy (); 565 op->destroy ();
697 continue; 566 continue;
698 } 567 }
699 } 568 }
700 569
701 /* This really needs to be better - we should really give 570 /* Here we remove duplicated skills (as duplicated spell objects have
702 * a substitute spellbook. The problem is that we don't really 571 * _very_ confusing effects for players), which could for instance be
703 * have a good idea what to replace it with (need something like 572 * generated by bad treasurelists. - elmex
704 * a first level treasurelist for each skill.)
705 * remove duplicate skills also
706 */ 573 */
707 if (op->type == SPELLBOOK || op->type == SKILL) 574 if (op->type == SKILL)
708 { 575 {
709 object *tmp;
710
711 for (tmp = op->below; tmp; tmp = tmp->below) 576 for (object *tmp = op->below; tmp; tmp = tmp->below)
712 if (tmp->type == op->type && tmp->name == op->name) 577 if (tmp->type == op->type && tmp->name == op->name)
713 break;
714
715 if (tmp)
716 { 578 {
717 op->destroy (); 579 op->destroy ();
580 LOG (llevError,
718 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); 581 "give_initial_items: Removing duplicate skill %s\n", &tmp->name);
719 continue; 582 break;
720 } 583 }
721 584
722 if (op->nrof > 1) 585 if (op->nrof > 1)
723 op->nrof = 1; 586 op->nrof = 1;
724 } 587 }
725 588
726 if (op->type == SPELLBOOK && op->inv) 589 if (op->type == SPELLBOOK && op->inv)
727 {
728 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); 590 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
729 }
730 591
731 /* Give starting characters identified, uncursed, and undamned 592 /* Give starting characters identified, uncursed, and undamned
732 * 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
733 * merged properly. 594 * merged properly.
734 */ 595 */
735 if (need_identify (op)) 596 if (need_identify (op))
736 { 597 {
737 SET_FLAG (op, FLAG_IDENTIFIED); 598 SET_FLAG (op, FLAG_IDENTIFIED);
738 CLEAR_FLAG (op, FLAG_CURSED); 599 CLEAR_FLAG (op, FLAG_CURSED);
739 CLEAR_FLAG (op, FLAG_DAMNED); 600 CLEAR_FLAG (op, FLAG_DAMNED);
740 } 601 }
602
741 if (op->type == SPELL) 603 if (op->type == SPELL)
742 { 604 {
743 op->destroy (); 605 op->destroy ();
744 continue; 606 continue;
745 } 607 }
747 { 609 {
748 SET_FLAG (op, FLAG_CAN_USE_SKILL); 610 SET_FLAG (op, FLAG_CAN_USE_SKILL);
749 op->stats.exp = 0; 611 op->stats.exp = 0;
750 op->level = 1; 612 op->level = 1;
751 } 613 }
752 /* lock all 'normal items by default */ 614 else /* lock all 'normal items by default */
753 else
754 SET_FLAG (op, FLAG_INV_LOCKED); 615 SET_FLAG (op, FLAG_INV_LOCKED);
755 } /* for loop of objects in player inv */ 616 } /* for loop of objects in player inv */
756 617
757 /* Need to set up the skill pointers */ 618 /* Need to set up the skill pointers */
758 link_player_skills (pl); 619 pl->contr->link_skills ();
759} 620}
760 621
761void 622void
762get_party_password (object *op, partylist *party) 623get_party_password (object *op, partylist *party)
763{ 624{
773 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:");
774} 635}
775 636
776/* 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. */
777static int 638static int
778roll_stat (void) 639roll_stat ()
779{ 640{
780 int a[4], i, j, k; 641 int a[4], i, j, k;
781 642
782 for (i = 0; i < 4; i++) 643 for (i = 0; i < 4; i++)
783 a[i] = (int) RANDOM () % 6 + 1; 644 a[i] = (int) rndm (6) + 1;
784 645
785 for (i = 0, j = 0, k = 7; i < 4; i++) 646 for (i = 0, j = 0, k = 7; i < 4; i++)
786 if (a[i] < k) 647 if (a[i] < k)
787 k = a[i], j = i; 648 k = a[i], j = i;
788 649
794} 655}
795 656
796void 657void
797object::roll_stats () 658object::roll_stats ()
798{ 659{
799 int statsort [7]; 660 int statsort [NUM_STATS];
800 661
801 for (;;) 662 for (;;)
802 { 663 {
803 int sum = 0; 664 int sum = 0;
804 for (int i = 7; i--; ) 665 for (int i = NUM_STATS; i--; )
805 sum += statsort [i] = roll_stat (); 666 sum += statsort [i] = roll_stat ();
806 667
807 if (sum >= 82 && sum <= 116) 668 if (sum >= 82 && sum <= 116)
808 break; 669 break;
809 } 670 }
810 671
811 // Sort the stats so that rerolling is easier... 672 // Sort the stats so that rerolling is easier...
812 std::sort (statsort, statsort + 7, std::greater<int>()); 673 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
813 674
675 for (int i = 0; i < NUM_STATS; ++i)
814 stats.Str = statsort[0]; 676 stats.stat (i) = statsort [i];
815 stats.Dex = statsort[1];
816 stats.Con = statsort[2];
817 stats.Int = statsort[3];
818 stats.Wis = statsort[4];
819 stats.Pow = statsort[5];
820 stats.Cha = statsort[6];
821 677
822 stats.exp = 0; 678 stats.exp = 0;
823 stats.ac = 0; 679 stats.ac = 0;
824 680
825 stats.hp = stats.maxhp; 681 stats.hp = stats.maxhp;
837} 693}
838 694
839void 695void
840object::swap_stats (int a, int b) 696object::swap_stats (int a, int b)
841{ 697{
842 int tmp = get_attr_value (&contr->orig_stats, a); 698 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
843 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
844 set_attr_value (&contr->orig_stats, b, tmp);
845 699
700 for (int i = 0; i < NUM_STATS; ++i)
846 stats.Str = contr->orig_stats.Str; 701 stats.stat (i) = contr->orig_stats.stat (i);
847 stats.Dex = contr->orig_stats.Dex;
848 stats.Con = contr->orig_stats.Con;
849 stats.Int = contr->orig_stats.Int;
850 stats.Wis = contr->orig_stats.Wis;
851 stats.Pow = contr->orig_stats.Pow;
852 stats.Cha = contr->orig_stats.Cha;
853 702
854 //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,
855 // be merged with the similar code in roll_stats 704 // be merged with the similar code in roll_stats
856 stats.ac = 0; 705 stats.ac = 0;
857 706
876static void 725static void
877start_info (object *op) 726start_info (object *op)
878{ 727{
879 char buf[MAX_BUF]; 728 char buf[MAX_BUF];
880 729
881 sprintf (buf, "Welcome to Crossfire v%s!", VERSION); 730 sprintf (buf, "Welcome to Deliantra v%s!", VERSION);
882 new_draw_info (NDI_UNIQUE, 0, op, buf); 731 new_draw_info (NDI_UNIQUE, 0, op, buf);
883 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
884 //new_draw_info (NDI_UNIQUE, 0, op, " ");
885} 732}
886 733
887/* This function takes the key that is passed, and does the 734/* This function takes the key that is passed, and does the
888 * appropriate action with it (change race, or other things). 735 * appropriate action with it (change race, or other things).
889 * The function name is for historical reasons - now we have 736 * The function name is for historical reasons - now we have
890 * separate race and class; this actually changes the RACE, 737 * separate race and class; this actually changes the RACE,
891 * not the class. 738 * not the class.
892 */ 739 */
893int 740void
894key_change_class (object *op, char key) 741player::chargen_race_done ()
895{ 742{
896 int tmp_loop;
897
898 if (key == 'd' || key == 'D')
899 {
900 char buf[MAX_BUF];
901
902 /* this must before then initial items are given */ 743 /* this must before then initial items are given */
903 esrv_new_player (op->contr, op->weight + op->carrying); 744 esrv_new_player (ob->contr);
904 745
905 treasurelist *tl = find_treasurelist ("starting_wealth"); 746 treasurelist *tl = treasurelist::find (shstr_starting_wealth);
906 if (tl) 747 if (tl)
907 create_treasure (tl, op, 0, 0, 0); 748 create_treasure (tl, ob, 0, 0, 0);
908 749
909 INVOKE_PLAYER (BIRTH, op->contr); 750 INVOKE_PLAYER (BIRTH, ob->contr);
910 INVOKE_PLAYER (LOGIN, op->contr); 751 INVOKE_PLAYER (LOGIN, ob->contr);
911 752
912 op->contr->ns->state = ST_PLAYING; 753 ob->contr->ns->state = ST_PLAYING;
913 754
914 if (op->msg) 755 if (ob->msg)
915 op->msg = NULL; 756 ob->msg = 0;
916 757
917 /* We create this now because some of the unique maps will need it
918 * to save here.
919 */
920 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name);
921 make_path_to_file (buf);
922
923#ifdef AUTOSAVE
924 op->contr->last_save_tick = pticks;
925#endif
926 start_info (op); 758 start_info (ob);
927 CLEAR_FLAG (op, FLAG_WIZ); 759 CLEAR_FLAG (ob, FLAG_WIZ);
928 give_initial_items (op, op->randomitems); 760 give_initial_items (ob, ob->randomitems);
929 link_player_skills (op);
930 esrv_send_inventory (op, op); 761 esrv_send_inventory (ob, ob);
931 op->update_stats (); 762 ob->update_stats ();
932 763
933 /* This moves the player to a different start map, if there 764 /* This moves the player to a different start map, if there
934 * is one for this race 765 * is one for this race
935 */ 766 */
936 if (*first_map_ext_path) 767 if (*first_map_ext_path)
937 { 768 ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y);
938 object *tmp;
939 char mapname[MAX_BUF];
940
941 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &op->arch->name);
942 tmp = object::create ();
943 EXIT_PATH (tmp) = mapname;
944 EXIT_X (tmp) = op->x;
945 EXIT_Y (tmp) = op->y;
946 op->enter_exit (tmp); /* we don't really care if it succeeded;
947 * if the map isn't there, then stay on the
948 * default initial map */
949 tmp->destroy ();
950 }
951 else 769 else
952 LOG (llevDebug, "first_map_ext_path not set\n"); 770 LOG (llevDebug, "first_map_ext_path not set\n");
771}
953 772
954 return 0; 773void
955 } 774player::chargen_race_next ()
956 775{
957 /* Following actually changes the race - this is the default command 776 /* Following actually changes the race - this is the default command
958 * if we don't match with one of the options above. 777 * if we don't match with one of the options above.
959 */ 778 */
960 779
961 tmp_loop = 0; 780 do
962 while (!tmp_loop)
963 { 781 {
964 shstr name = op->name; 782 shstr name = ob->name;
965 int x = op->x, y = op->y; 783 int x = ob->x, y = ob->y;
966 784
967 op->remove_statbonus (); 785 ob->remove_statbonus ();
968 op->remove (); 786 ob->remove ();
969 op->arch = get_player_archetype (op->arch); 787 ob->arch = get_player_archetype (ob->arch);
970 op->arch->clone.copy_to (op); 788 ob->arch->copy_to (ob);
971 op->instantiate (); 789 ob->instantiate ();
972 op->stats = op->contr->orig_stats; 790 ob->stats = ob->contr->orig_stats;
973 op->name = op->name_pl = name; 791 ob->name = ob->name_pl = name;
974 op->x = x; 792 ob->x = x;
975 op->y = y; 793 ob->y = y;
976 SET_ANIMATION (op, 2); /* So player faces south */ 794 SET_ANIMATION (ob, 2); /* So player faces south */
977 insert_ob_in_map (op, op->map, op, 0); 795 insert_ob_in_map (ob, ob->map, ob, 0);
978 assign (op->contr->title, op->arch->clone.name); 796 assign (ob->contr->title, ob->arch->object::name);
979 op->add_statbonus (); 797 ob->add_statbonus ();
980 tmp_loop = allowed_class (op);
981 } 798 }
799 while (!allowed_class (ob));
982 800
983 update_object (op, UP_OBJ_FACE); 801 update_object (ob, UP_OBJ_FACE);
984 esrv_update_item (UPD_FACE, op, op); 802 esrv_update_item (UPD_FACE, ob, ob);
985 op->update_stats (); 803 ob->update_stats ();
986 op->stats.hp = op->stats.maxhp; 804 ob->stats.hp = ob->stats.maxhp;
987 op->stats.sp = op->stats.maxsp; 805 ob->stats.sp = ob->stats.maxsp;
988 op->stats.grace = 0; 806 ob->stats.grace = 0;
989
990 if (op->msg)
991 new_draw_info (NDI_BLUE, 0, op, op->msg);
992
993 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
994 return 0;
995} 807}
996 808
997int 809static void
998key_confirm_quit (object *op, char key)
999{
1000 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1001 {
1002 op->contr->ns->state = ST_PLAYING;
1003 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1004 return 1;
1005 }
1006
1007 INVOKE_PLAYER (LOGOUT, op->contr);
1008 INVOKE_PLAYER (QUIT, op->contr);
1009
1010 op->contr->enable_save = false;
1011 delete_character (op->name);
1012
1013 terminate_all_pets (op);
1014 op->remove ();
1015 op->direction = 0;
1016 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1017
1018 strcpy (op->contr->killer, "quit");
1019 check_score (op);
1020 op->contr->party = 0;
1021 op->contr->own_title[0] = '\0';
1022 op->contr->destroy ();
1023
1024 return 1;
1025}
1026
1027void
1028flee_player (object *op) 810flee_player (object *op)
1029{ 811{
1030 int dir, diff; 812 int dir, diff;
1031 rv_vector rv; 813 rv_vector rv;
1032 814
1035 LOG (llevDebug, "Fleeing player is dead.\n"); 817 LOG (llevDebug, "Fleeing player is dead.\n");
1036 CLEAR_FLAG (op, FLAG_SCARED); 818 CLEAR_FLAG (op, FLAG_SCARED);
1037 return; 819 return;
1038 } 820 }
1039 821
1040 if (op->enemy == NULL) 822 if (!op->enemy)
1041 { 823 {
1042 LOG (llevDebug, "Fleeing player had no enemy.\n"); 824 LOG (llevDebug, "Fleeing player had no enemy.\n");
1043 CLEAR_FLAG (op, FLAG_SCARED); 825 CLEAR_FLAG (op, FLAG_SCARED);
1044 return; 826 return;
1045 } 827 }
1046 828
1047 /* Seen some crashes here. Since we don't store an
1048 * op->enemy_count, it is possible that something destroys the
1049 * actual enemy, and the object is recycled.
1050 */
1051 if (op->enemy->map == NULL)
1052 {
1053 CLEAR_FLAG (op, FLAG_SCARED);
1054 op->enemy = NULL;
1055 return;
1056 }
1057
1058 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))
1059 { 830 {
1060 op->enemy = NULL; 831 op->enemy = NULL;
1061 CLEAR_FLAG (op, FLAG_SCARED); 832 CLEAR_FLAG (op, FLAG_SCARED);
1062 return; 833 return;
1065 get_rangevector (op, op->enemy, &rv, 0); 836 get_rangevector (op, op->enemy, &rv, 0);
1066 837
1067 dir = absdir (4 + rv.direction); 838 dir = absdir (4 + rv.direction);
1068 for (diff = 0; diff < 3; diff++) 839 for (diff = 0; diff < 3; diff++)
1069 { 840 {
1070 int m = 1 - (RANDOM () & 2); 841 int m = 1 - rndm (2) * 2;
1071 842
1072 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))))
1073 return; 844 return;
1074 } 845 }
1075 846
1076 /* Cornered, get rid of scared */ 847 /* Cornered, get rid of scared */
1077 CLEAR_FLAG (op, FLAG_SCARED); 848 CLEAR_FLAG (op, FLAG_SCARED);
1078 op->enemy = NULL; 849 op->enemy = NULL;
1079} 850}
1080 851
1081
1082/* 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.
1083 * 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
1084 * stop. 854 * stop.
1085 */ 855 */
1086int 856int
1087check_pick (object *op) 857check_pick (object *op)
1088{ 858{
1089 object *tmp, *next; 859 object *tmp, *next;
1090 int stop = 0; 860 int stop = 0;
1091 int j, k, wvratio; 861 int wvratio;
1092 char putstring[128], tmpstr[16];
1093 862
1094 /* if you're flying, you cna't pick up anything */ 863 /* if you're flying, you cna't pick up anything */
1095 if (op->move_type & MOVE_FLYING) 864 if (op->move_type & MOVE_FLYING)
1096 return 1; 865 return 1;
1097 866
1098 next = op->below; 867 next = op->below;
1099 868
869 int cnt = MAX_ITEM_PER_ACTION;
870#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
871
1100 /* 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
1101 * destroyed */ 873 * destroyed */
1102 while (next && !next->destroyed ()) 874 while (next && !next->destroyed ())
1103 { 875 {
1104 tmp = next; 876 tmp = next;
1105 next = tmp->below; 877 next = tmp->below;
1106 878
879 if (cnt <= 0)
880 {
881 op->failmsg ("Couldn't pickup all items at once.");
882 return 0;
883 }
884
1107 if (op->destroyed ()) 885 if (op->destroyed ())
1108 return 0; 886 return 0;
1109 887
1110 if (!can_pick (op, tmp)) 888 if (!can_pick (op, tmp))
1111 continue; 889 continue;
1112 890
1113 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 891 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1114 { 892 {
1115 if (item_matched_string (op, tmp, op->contr->search_str)) 893 if (item_matched_string (op, tmp, op->contr->search_str))
1116 pick_up (op, tmp); 894 CHK_PICK_PICKUP;
895
1117 continue; 896 continue;
1118 } 897 }
1119 898
1120 /* 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? */
1121 if (!(op->contr->mode & PU_NEWMODE)) 959 if (op->contr->mode & PU_FOOD)
960 if (tmp->type == FOOD)
1122 { 961 {
1123 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)
1124 { 1025 {
1125 case 0: 1026 CHK_PICK_PICKUP;
1126 return 1; /* don't pick up */ 1027 continue;
1127 case 1:
1128 pick_up (op, tmp);
1129 return 1;
1130 case 2:
1131 pick_up (op, tmp);
1132 return 0;
1133 case 3:
1134 return 0; /* stop before pickup */
1135 case 4:
1136 pick_up (op, tmp);
1137 break;
1138 case 5:
1139 pick_up (op, tmp);
1140 stop = 1;
1141 break;
1142 case 6:
1143 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1144 pick_up (op, tmp);
1145 break;
1146
1147 case 7:
1148 if (tmp->type == MONEY || tmp->type == GEM)
1149 pick_up (op, tmp);
1150 break;
1151
1152 default:
1153 /* use value density */
1154 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1155 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1156 pick_up (op, tmp);
1157 } 1028 }
1158 } 1029 }
1159 else 1030
1160 { /* old model */ 1031 /* rings & amulets - talismans seems to be typed AMULET */
1161 /* NEW pickup handling */
1162 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)
1163 { 1037 {
1164 /* some debugging code to figure out item information */ 1038 CHK_PICK_PICKUP;
1165 if (tmp->name != NULL)
1166 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1167 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1168 else
1169 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1170 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1171
1172 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1173 }
1174
1175 /* philosophy:
1176 * It's easy to grab an item type from a pile, as long as it's
1177 * generic. This takes no game-time. For more detailed pickups
1178 * and selections, select-items should be used. This is a
1179 * grab-as-you-run type mode that's really useful for arrows for
1180 * example.
1181 * The drawback: right now it has no frontend, so you need to
1182 * stick the bits you want into a calculator in hex mode and then
1183 * convert to decimal and then 'pickup <#>
1184 */
1185
1186 /* the first two modes are exclusive: if NOTHING we return, if
1187 * STOP then we stop. All the rest are applied sequentially,
1188 * meaning if any test passes, the item gets picked up. */
1189
1190 /* if mode is set to pick nothing up, return */
1191
1192 if (op->contr->mode & PU_NOTHING)
1193 return 1;
1194
1195 /* if mode is set to stop when encountering objects, return */
1196 /* take STOP before INHIBIT since it doesn't actually pick
1197 * anything up */
1198
1199 if (op->contr->mode & PU_STOP)
1200 return 0;
1201
1202 /* useful for going into stores and not losing your settings... */
1203 /* and for battles wher you don't want to get loaded down while
1204 * fighting */
1205 if (op->contr->mode & PU_INHIBIT)
1206 return 1;
1207
1208 /* prevent us from turning into auto-thieves :) */
1209 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1210 continue; 1039 continue;
1040 }
1211 1041
1212 /* ignore known cursed objects */ 1042 /* we don't forget dragon food */
1213 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;
1214 continue; 1047 continue;
1048 }
1215 1049
1216 /* all food and drink if desired */ 1050 /* bows and arrows. Bows are good for selling! */
1217 /* 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
1218 if (op->contr->mode & PU_FOOD) 1087 if (op->contr->mode & PU_BOOTS)
1219 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"))
1220 { 1121 {
1221 pick_up (op, tmp); 1122 CHK_PICK_PICKUP;
1222 continue; 1123 continue;
1223 } 1124 }
1125 }
1224 1126
1127 /* misc stuff that's useful */
1225 if (op->contr->mode & PU_DRINK) 1128 if (op->contr->mode & PU_KEY)
1226 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1129 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1227 { 1130 {
1228 pick_up (op, tmp); 1131 CHK_PICK_PICKUP;
1229 continue; 1132 continue;
1230 } 1133 }
1231 1134
1135 /* any of the last 4 bits set means we use the ratio for value
1136 * pickups */
1232 if (op->contr->mode & PU_POTION) 1137 if (op->contr->mode & PU_RATIO)
1233 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
1234 { 1142 */
1235 pick_up (op, tmp);
1236 continue;
1237 }
1238
1239 /* spellbooks, skillscrolls and normal books/scrolls */
1240 if (op->contr->mode & PU_SPELLBOOK)
1241 if (tmp->type == SPELLBOOK)
1242 {
1243 pick_up (op, tmp);
1244 continue;
1245 }
1246
1247 if (op->contr->mode & PU_SKILLSCROLL)
1248 if (tmp->type == SKILLSCROLL)
1249 {
1250 pick_up (op, tmp);
1251 continue;
1252 }
1253
1254 if (op->contr->mode & PU_READABLES)
1255 if (tmp->type == BOOK || tmp->type == SCROLL)
1256 {
1257 pick_up (op, tmp);
1258 continue;
1259 }
1260
1261 /* wands/staves/rods/horns */
1262 if (op->contr->mode & PU_MAGIC_DEVICE)
1263 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1264 {
1265 pick_up (op, tmp);
1266 continue;
1267 }
1268
1269 /* pick up all magical items */
1270 if (op->contr->mode & PU_MAGICAL) 1143 wvratio = op->contr->mode & PU_RATIO;
1271 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)
1272 {
1273 pick_up (op, tmp);
1274 continue;
1275 }
1276
1277 if (op->contr->mode & PU_VALUABLES)
1278 { 1145 {
1279 if (tmp->type == MONEY || tmp->type == GEM) 1146#if 0
1147 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1148 if (tmp->name != NULL)
1280 { 1149 {
1281 pick_up (op, tmp); 1150 fprintf (stderr, "%s", tmp->name);
1282 continue;
1283 } 1151 }
1284 }
1285
1286 /* rings & amulets - talismans seems to be typed AMULET */
1287 if (op->contr->mode & PU_JEWELS)
1288 if (tmp->type == RING || tmp->type == AMULET)
1289 {
1290 pick_up (op, tmp);
1291 continue;
1292 }
1293
1294 /* we don't forget dragon food */
1295 if (op->contr->mode & PU_FLESH)
1296 if (tmp->type == FLESH)
1297 {
1298 pick_up (op, tmp);
1299 continue;
1300 }
1301
1302 /* bows and arrows. Bows are good for selling! */
1303 if (op->contr->mode & PU_BOW)
1304 if (tmp->type == BOW)
1305 {
1306 pick_up (op, tmp);
1307 continue;
1308 }
1309
1310 if (op->contr->mode & PU_ARROW)
1311 if (tmp->type == ARROW)
1312 {
1313 pick_up (op, tmp);
1314 continue;
1315 }
1316
1317 /* all kinds of armor etc. */
1318 if (op->contr->mode & PU_ARMOUR)
1319 if (tmp->type == ARMOUR)
1320 {
1321 pick_up (op, tmp);
1322 continue;
1323 }
1324
1325 if (op->contr->mode & PU_HELMET)
1326 if (tmp->type == HELMET)
1327 {
1328 pick_up (op, tmp);
1329 continue;
1330 }
1331
1332 if (op->contr->mode & PU_SHIELD)
1333 if (tmp->type == SHIELD)
1334 {
1335 pick_up (op, tmp);
1336 continue;
1337 }
1338
1339 if (op->contr->mode & PU_BOOTS)
1340 if (tmp->type == BOOTS)
1341 {
1342 pick_up (op, tmp);
1343 continue;
1344 }
1345
1346 if (op->contr->mode & PU_GLOVES)
1347 if (tmp->type == GLOVES)
1348 {
1349 pick_up (op, tmp);
1350 continue;
1351 }
1352
1353 if (op->contr->mode & PU_CLOAK)
1354 if (tmp->type == CLOAK)
1355 {
1356 pick_up (op, tmp);
1357 continue;
1358 }
1359
1360 /* hoping to catch throwing daggers here */
1361 if (op->contr->mode & PU_MISSILEWEAPON)
1362 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1363 {
1364 pick_up (op, tmp);
1365 continue;
1366 }
1367
1368 /* careful: chairs and tables are weapons! */
1369 if (op->contr->mode & PU_ALLWEAPON)
1370 {
1371 if (tmp->type == WEAPON && tmp->name != NULL)
1372 {
1373 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1374 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1375 {
1376 pick_up (op, tmp);
1377 continue;
1378 }
1379 }
1380
1381 if (tmp->type == WEAPON && tmp->name == NULL)
1382 {
1383 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1384 {
1385 pick_up (op, tmp);
1386 continue;
1387 }
1388 }
1389 }
1390
1391 /* misc stuff that's useful */
1392 if (op->contr->mode & PU_KEY)
1393 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1394 {
1395 pick_up (op, tmp);
1396 continue;
1397 }
1398
1399 /* any of the last 4 bits set means we use the ratio for value
1400 * pickups */
1401 if (op->contr->mode & PU_RATIO)
1402 {
1403 /* use value density to decide what else to grab */
1404 /* >=7 was >= op->contr->mode */
1405 /* >=7 is the old standard setting. Now we take the last 4 bits
1406 * and multiply them by 5, giving 0..15*5== 5..75 */
1407 wvratio = (op->contr->mode & PU_RATIO) * 5;
1408 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1409 {
1410 pick_up (op, tmp);
1411#if 0
1412 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1413 if (tmp->name != NULL)
1414 {
1415 fprintf (stderr, "%s", tmp->name);
1416 }
1417 else 1152 else
1418 fprintf (stderr, "%s", tmp->arch->name); 1153 fprintf (stderr, "%s", tmp->arch->archname);
1419 fprintf (stderr, ",%d] = ", tmp->type); 1154 fprintf (stderr, ",%d] = ", tmp->type);
1420 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))));
1421#endif 1156#endif
1157 CHK_PICK_PICKUP;
1422 continue; 1158 continue;
1423 }
1424 } 1159 }
1425 } /* the new pickup model */ 1160 } /* the new pickup model */
1426 } 1161 }
1427 1162
1428 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;
1429} 1199}
1430 1200
1431/* 1201/*
1432 * Find an arrow in the inventory and after that 1202 * Find an arrow in the inventory and after that
1433 * in the right type container (quiver). Pointer to the 1203 * in the right type container (quiver). Pointer to the
1434 * found object is returned. 1204 * found object is returned.
1435 */ 1205 */
1436object * 1206static object *
1437find_arrow (object *op, const char *type) 1207find_arrow (object *op, const char *type)
1438{ 1208{
1439 object *tmp = NULL;
1440
1441 for (op = op->inv; op; op = op->below) 1209 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1442 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1443 tmp = find_arrow (op, type);
1444 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);
1445 return op; 1218 return arrow;
1219 }
1220
1446 return tmp; 1221 return 0;
1447} 1222}
1448 1223
1449/* 1224/*
1450 * 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
1451 * 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
1452 * 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
1453 * 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.
1454 */ 1229 */
1455 1230static object *
1456object *
1457find_better_arrow (object *op, object *target, const char *type, int *better) 1231find_better_arrow (object *op, object *target, shstr_cmp type, int *better)
1458{ 1232{
1459 object *tmp = NULL, *arrow, *ntmp; 1233 object *tmp = NULL, *arrow, *ntmp;
1460 int attacknum, attacktype, betterby = 0, i; 1234 int attacknum, attacktype, betterby = 0, i;
1461 1235
1462 if (!type) 1236 if (!type)
1466 { 1240 {
1467 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))
1468 { 1242 {
1469 i = 0; 1243 i = 0;
1470 ntmp = find_better_arrow (arrow, target, type, &i); 1244 ntmp = find_better_arrow (arrow, target, type, &i);
1245
1471 if (i > betterby) 1246 if (i > betterby)
1472 { 1247 {
1473 tmp = ntmp; 1248 tmp = ntmp;
1474 betterby = i; 1249 betterby = i;
1475 } 1250 }
1476 } 1251 }
1477 else if (arrow->type == ARROW && arrow->race == type) 1252 else if (arrow->type == ARROW && arrow->race == type)
1478 { 1253 {
1479 /* allways prefer assasination/slaying */ 1254 /* allways prefer assasination/slaying */
1480 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race)) 1255 if (target->race && arrow->slaying.contains (target->race))
1481 { 1256 {
1482 if (arrow->attacktype & AT_DEATH) 1257 if (arrow->attacktype & AT_DEATH)
1483 { 1258 {
1484 *better = 100; 1259 *better = 100;
1485 return arrow; 1260 return arrow;
1493 else 1268 else
1494 { 1269 {
1495 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1270 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1496 { 1271 {
1497 attacktype = 1 << attacknum; 1272 attacktype = 1 << attacknum;
1498 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1273 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1499 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)
1500 { 1275 {
1501 tmp = arrow; 1276 tmp = arrow;
1502 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;
1503 } 1278 }
1504 } 1279 }
1280
1505 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1281 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1506 { 1282 {
1507 tmp = arrow; 1283 tmp = arrow;
1508 betterby = 2 + arrow->magic + arrow->stats.dam; 1284 betterby = 2 + arrow->magic + arrow->stats.dam;
1509 } 1285 }
1286
1510 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) 1287 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1511 { 1288 {
1512 tmp = arrow; 1289 tmp = arrow;
1513 betterby = 1 + arrow->magic + arrow->stats.dam; 1290 betterby = 1 + arrow->magic + arrow->stats.dam;
1514 } 1291 }
1515 } 1292 }
1516 } 1293 }
1517 } 1294 }
1295
1518 if (tmp == NULL && arrow == NULL) 1296 if (tmp == NULL && arrow == NULL)
1519 return find_arrow (op, type); 1297 return find_arrow (op, type);
1520 1298
1521 *better = betterby; 1299 *better = betterby;
1522 return tmp; 1300 return tmp;
1526 * find_better_arrow to find a decent arrow to use. 1304 * find_better_arrow to find a decent arrow to use.
1527 * op = the shooter 1305 * op = the shooter
1528 * type = bow->race 1306 * type = bow->race
1529 * dir = fire direction 1307 * dir = fire direction
1530 */ 1308 */
1531 1309static object *
1532object *
1533pick_arrow_target (object *op, const char *type, int dir) 1310pick_arrow_target (object *op, shstr_cmp type, int dir)
1534{ 1311{
1535 object *tmp = NULL; 1312 object *tmp = NULL;
1536 maptile *m; 1313 maptile *m;
1537 int i, mflags, found, number; 1314 int i, mflags, found, number;
1538 sint16 x, y; 1315 sint16 x, y;
1553 for (i = 0, found = 0; i < 20; i++) 1330 for (i = 0, found = 0; i < 20; i++)
1554 { 1331 {
1555 x += freearr_x[dir]; 1332 x += freearr_x[dir];
1556 y += freearr_y[dir]; 1333 y += freearr_y[dir];
1557 mflags = get_map_flags (m, &m, x, y, &x, &y); 1334 mflags = get_map_flags (m, &m, x, y, &x, &y);
1335
1558 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) 1336 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1559 { 1337 {
1560 tmp = NULL; 1338 tmp = 0;
1561 break; 1339 break;
1562 } 1340 }
1563 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)
1564 { 1342 {
1565 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1343 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1566 * perhaps a bad assumption. 1344 * perhaps a bad assumption.
1567 */ 1345 */
1568 tmp = NULL; 1346 tmp = 0;
1569 break; 1347 break;
1570 } 1348 }
1349
1571 if (mflags & P_IS_ALIVE) 1350 if (mflags & P_IS_ALIVE)
1572 {
1573 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)
1574 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 1352 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1575 {
1576 found++;
1577 break;
1578 }
1579 if (found)
1580 break; 1353 break;
1581 }
1582 } 1354 }
1583 if (tmp == NULL) 1355
1356 if (!tmp)
1584 return find_arrow (op, type); 1357 return find_arrow (op, type);
1585 1358
1586 if (tmp->head) 1359 if (tmp->head)
1587 tmp = tmp->head; 1360 tmp = tmp->head;
1588 1361
1601 */ 1374 */
1602int 1375int
1603fire_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)
1604{ 1377{
1605 object *left, *bow; 1378 object *left, *bow;
1606 int bowspeed, mflags; 1379 int mflags;
1607 maptile *m; 1380 maptile *m;
1608 1381
1609 if (!dir) 1382 if (!dir)
1610 { 1383 {
1611 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!");
1612 return 0; 1385 return 0;
1613 } 1386 }
1614 1387
1615 if (op->type == PLAYER) 1388 if (op->contr)
1616 bow = op->contr->ranges[range_bow]; 1389 bow = op->current_weapon;
1617 else 1390 else
1618 { 1391 {
1619 for (bow = op->inv; bow; bow = bow->below) 1392 for (bow = op->inv; bow; bow = bow->below)
1620 /* 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
1621 * 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.
1626 if (!bow) 1399 if (!bow)
1627 { 1400 {
1628 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1401 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1629 return 0; 1402 return 0;
1630 } 1403 }
1404
1405 // optimisation: move object to top so we will find it quickly again
1406 splay (bow);
1631 } 1407 }
1632 1408
1633 if (!bow->race || !bow->skill) 1409 if (!bow->race || !bow->skill)
1634 { 1410 {
1635 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);
1636 return 0; 1412 return 0;
1637 } 1413 }
1638
1639 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1640
1641 /* penalize ROF for bestarrow */
1642 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1643 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1644
1645 if (bowspeed < 1)
1646 bowspeed = 1;
1647 1414
1648 if (arrow == NULL) 1415 if (arrow == NULL)
1649 { 1416 {
1650 if ((arrow = find_arrow (op, bow->race)) == NULL) 1417 if ((arrow = find_arrow (op, bow->race)) == NULL)
1651 { 1418 {
1652 if (op->type == PLAYER) 1419 if (op->type == PLAYER)
1653 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);
1654 /* 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 */
1655 else 1422 else
1656 CLEAR_FLAG (op, FLAG_READY_BOW); 1423 CLEAR_FLAG (op, FLAG_READY_BOW);
1424
1657 return 0; 1425 return 0;
1658 } 1426 }
1659 } 1427 }
1660 1428
1661 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1429 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1669 } 1437 }
1670 1438
1671 /* this should not happen, but sometimes does */ 1439 /* this should not happen, but sometimes does */
1672 if (arrow->nrof == 0) 1440 if (arrow->nrof == 0)
1673 { 1441 {
1442 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1674 arrow->destroy (); 1443 arrow->destroy ();
1675 return 0; 1444 return 0;
1676 } 1445 }
1677 1446
1678 left = arrow; /* these are arrows left to the player */ 1447 left = arrow; /* these are arrows left to the player */
1679 arrow = get_split_ob (arrow, 1); 1448 arrow = arrow->split ();
1680 if (!arrow) 1449 if (!arrow)
1681 { 1450 {
1682 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);
1683 return 0; 1452 return 0;
1684 } 1453 }
1685 1454
1686 arrow->set_owner (op); 1455 arrow->set_owner (op);
1687 arrow->skill = bow->skill; 1456 arrow->skill = bow->skill;
1688 arrow->direction = dir; 1457 arrow->direction = dir;
1689 1458
1459 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1460 arrow->stats.hp = arrow->stats.dam;
1461 arrow->stats.grace = arrow->attacktype;
1462 arrow->custom_name = arrow->slaying;
1463
1464#if 0
1465 if (player *pl = op->contr)
1466 {
1467 float speed = pl->weapon_sp;
1468
1469 /* penalize ROF for bestarrow */
1470 if (pl->bowtype == bow_bestarrow)
1471 speed *= .9f;
1472 else
1473 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1474
1475 op->speed_left += speed - op->speed;
1476 }
1477#endif
1478
1479 SET_ANIMATION (arrow, arrow->direction);
1480
1481 /* update the speed */
1482 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1483 + bow->stats.dam / 7.f;
1484
1485 arrow->set_speed (max (arrow->speed, 2.f));
1486 arrow->speed_left = 0;
1487
1488 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1489
1690 if (op->type == PLAYER) 1490 if (op->type == PLAYER)
1691 { 1491 {
1692 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1693 op->update_stats ();
1694 }
1695
1696 SET_ANIMATION (arrow, arrow->direction);
1697 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1698 arrow->stats.hp = arrow->stats.dam;
1699 arrow->stats.grace = arrow->attacktype;
1700 if (arrow->slaying != NULL)
1701 arrow->spellarg = strdup (arrow->slaying);
1702
1703 /* Note that this was different for monsters - they got their level
1704 * added to the damage. I think the strength bonus is more proper.
1705 */
1706
1707 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1708
1709 /* update the speed */
1710 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1711 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1712
1713 arrow->set_speed (max (arrow->speed, 1.0));
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
1514 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1736 arrow->move_type = MOVE_FLY_LOW; 1515 arrow->move_type = MOVE_FLY_LOW;
1737 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1516 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1738 1517
1739 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1518 op->play_sound (sound_find ("fire_arrow"));
1740 m->insert (arrow, sx, sy, op); 1519 m->insert (arrow, sx, sy, op);
1741 1520
1742 if (!arrow->destroyed ()) 1521 if (!arrow->destroyed ())
1743 move_arrow (arrow); 1522 move_arrow (arrow);
1744
1745 if (op->type == PLAYER)
1746 {
1747 if (left->destroyed ())
1748 esrv_del_item (op->contr, left->count);
1749 else
1750 esrv_send_item (op, left);
1751 }
1752 1523
1753 return 1; 1524 return 1;
1754} 1525}
1755 1526
1756/* Special fire code for players - this takes into 1527/* Special fire code for players - this takes into
1758 * but monsters can't. Putting that code here 1529 * but monsters can't. Putting that code here
1759 * makes the fire_bow code much cleaner. 1530 * makes the fire_bow code much cleaner.
1760 * this function should only be called if 'op' is a player, 1531 * this function should only be called if 'op' is a player,
1761 * hence the function name. 1532 * hence the function name.
1762 */ 1533 */
1763int 1534static int
1764player_fire_bow (object *op, int dir) 1535player_fire_bow (object *op, int dir)
1765{ 1536{
1766 int ret = 0, wcmod = 0; 1537 int ret;
1767 1538
1768 if (op->contr->bowtype == bow_bestarrow) 1539 if (op->contr->bowtype == bow_bestarrow)
1769 { 1540 {
1770 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);
1771 } 1542 }
1772 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)
1773 { 1544 {
1774 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1545 int wcmod = similar_direction (dir, op->contr->bowtype - bow_n + 1) ? 0 : -1;
1775 wcmod = -1;
1776
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->set_speed (0); 1635 item->set_speed (0);
1857 } 1636 }
1858 1637
1859 if ((tmp = item->in_player ())) 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 drain_rod_charge (item); 1643 drain_rod_charge (item);
1865 } 1644 }
1866} 1645}
1867 1646
1868/* Received a fire command for the player - go and do it. 1647/* Received a fire command for the player - go and do it.
1869 */ 1648 */
1870void 1649bool
1871fire (object *op, int dir) 1650fire (object *op, int dir)
1872{ 1651{
1873 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;
1874 1674
1875 /* check for loss of invisiblity/hide */ 1675 /* check for loss of invisiblity/hide */
1876 if (action_makes_visible (op)) 1676 if (action_makes_visible (op))
1877 make_visible (op); 1677 make_visible (op);
1878 1678
1879 switch (op->contr->shoottype) 1679 switch (ob->type)
1880 { 1680 {
1881 case range_none: 1681 case BOW:
1882 return;
1883
1884 case range_bow:
1885 player_fire_bow (op, dir); 1682 player_fire_bow (op, dir);
1886 return; 1683 break;
1887 1684
1888 case range_magic: /* Casting spells */ 1685 case SPELL:
1889 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);
1890 return; 1687 break;
1891 1688
1892 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:
1893 fire_misc_object (op, dir); 1698 fire_misc_object (op, dir);
1894 return; 1699 break;
1895
1896 case range_golem: /* Control summoned monsters from scrolls */
1897 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
1898 {
1899 op->contr->ranges[range_golem] = 0;
1900 op->contr->shoottype = range_none;
1901 }
1902 else
1903 control_golem (op->contr->ranges[range_golem], dir);
1904 return;
1905
1906 case range_skill:
1907 if (!op->chosen_skill)
1908 {
1909 if (op->type == PLAYER)
1910 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
1911 return;
1912 }
1913 (void) do_skill (op, op, op->chosen_skill, dir, NULL);
1914 return;
1915 case range_builder:
1916 apply_map_builder (op, dir);
1917 return;
1918 default:
1919 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
1920 return;
1921 } 1700 }
1922}
1923 1701
1702 return true;
1703}
1924 1704
1925 1705static object *
1926/* find_key
1927 * We try to find a key for the door as passed. If we find a key
1928 * and successfully use it, we return the key, otherwise NULL
1929 * This function merges both normal and locked door, since the logic
1930 * for both is the same - just the specific key is different.
1931 * pl is the player,
1932 * inv is the objects inventory to searched
1933 * door is the door we are trying to match against.
1934 * This function can be called recursively to search containers.
1935 */
1936
1937object *
1938find_key (object *pl, object *container, object *door) 1706find_key_ (object *pl, object *container, object *door)
1939{ 1707{
1940 object *tmp, *key; 1708 object *tmp, *key;
1941 1709
1942 /* Should not happen, but sanity checking is never bad */ 1710 /* Should not happen, but sanity checking is never bad */
1943 if (container->inv == NULL) 1711 if (!container->inv)
1944 return NULL; 1712 return 0;
1945 1713
1946 /* 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 */
1947 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1715 for (tmp = container->inv; tmp; tmp = tmp->below)
1948 { 1716 {
1949 if (door->type == DOOR && tmp->type == KEY) 1717 if (door->type == DOOR && tmp->type == KEY)
1950 break; 1718 break;
1719
1951 /* For sanity, we should really check door type, but other stuff 1720 /* For sanity, we should really check door type, but other stuff
1952 * (like containers) can be locked with special keys 1721 * (like containers) can be locked with special keys
1953 */ 1722 */
1954 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1723 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1955 break; 1724 break;
1956 } 1725 }
1726
1957 /* No key found - lets search inventories now */ 1727 /* No key found - lets search inventories now */
1958 /* 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.
1959 * 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
1960 * a key, return 1730 * a key, return
1961 */ 1731 */
1962 if (!tmp) 1732 if (!tmp)
1963 { 1733 {
1964 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1734 for (tmp = container->inv; tmp; tmp = tmp->below)
1965 {
1966 /* No reason to search empty containers */ 1735 /* No reason to search empty containers */
1967 if (tmp->type == CONTAINER && tmp->inv) 1736 if (tmp->type == CONTAINER && tmp->inv)
1968 {
1969 if ((key = find_key (pl, tmp, door)) != NULL) 1737 if ((key = find_key_ (pl, tmp, door)))
1970 return key; 1738 return key;
1971 } 1739
1972 }
1973 if (!tmp) 1740 if (!tmp)
1974 return NULL; 1741 return 0;
1975 } 1742 }
1743
1976 /* 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,
1977 * see if we actually want to use it 1745 * see if we actually want to use it
1978 */ 1746 */
1979 if (pl != container) 1747 if (pl != container)
1980 { 1748 {
1981 /* Only let players use keys in containers */ 1749 /* Only let players use keys in containers */
1982 if (!pl->contr) 1750 if (!pl->contr)
1983 return NULL; 1751 return 0;
1752
1984 /* cases where this fails: 1753 /* cases where this fails:
1985 * If we only search the player inventory, return now since we 1754 * If we only search the player inventory, return now since we
1986 * are not in the players inventory. 1755 * are not in the players inventory.
1987 * If the container is not active, return now since only active 1756 * If the container is not active, return now since only active
1988 * containers can be used. 1757 * containers can be used.
1992 * inv must have been an container and must have been active. 1761 * inv must have been an container and must have been active.
1993 * 1762 *
1994 * Change the color so that the message doesn't disappear with 1763 * Change the color so that the message doesn't disappear with
1995 * all the others. 1764 * all the others.
1996 */ 1765 */
1997 if (pl->contr->usekeys == key_inventory || 1766 if (pl->contr->usekeys == key_inventory
1998 !QUERY_FLAG (container, FLAG_APPLIED) || 1767 || !QUERY_FLAG (container, FLAG_APPLIED)
1999 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys")))) 1768 || (pl->contr->usekeys == keyrings && container->race != shstr_keys))
2000 { 1769 {
2001 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1770 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
2002 "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));
2003 return NULL; 1772 return NULL;
2004 } 1773 }
2005 } 1774 }
1775
2006 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);
2007} 1802}
2008 1803
2009/* moved door processing out of move_player_attack. 1804/* moved door processing out of move_player_attack.
2010 * returns 1 if player has opened the door with a key 1805 * returns 1 if player has opened the door with a key
2011 * such that the caller should not do anything more, 1806 * such that the caller should not do anything more,
2012 * 0 otherwise 1807 * 0 otherwise
2013 */ 1808 */
2014static int 1809static int
2015player_attack_door (object *op, object *door) 1810player_attack_door (object *op, object *door)
2016{ 1811{
2017 /* 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,
2018 * 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 -
2019 * otherwise, we fall through to the rest of the code. 1814 * otherwise, we fall through to the rest of the code.
2020 */ 1815 */
2021 object *key = find_key (op, op, door); 1816 object *key = find_key (op, op, door);
2022 1817
2023 /* IF we found a key, do some extra work */ 1818 /* If we found a key, do some extra work */
2024 if (key) 1819 if (key)
2025 { 1820 {
2026 object *container = key->env; 1821 object *container = key->env;
2027 1822
2028 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
2029 if (action_makes_visible (op)) 1823 if (action_makes_visible (op))
2030 make_visible (op); 1824 make_visible (op);
1825
2031 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1826 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2032 spring_trap (door->inv, op); 1827 spring_trap (door->inv, op);
1828
2033 if (door->type == DOOR) 1829 if (door->type == DOOR)
2034 {
2035 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 */
2036 }
2037 else if (door->type == LOCKED_DOOR) 1831 else if (door->type == LOCKED_DOOR)
2038 { 1832 {
2039 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);
2040 remove_door2 (door); /* remove door without violence ;-) */ 1834 remove_door2 (door); /* remove door without violence ;-) */
2041 } 1835 }
1836
2042 /* Do this after we print the message */ 1837 /* Do this after we print the message */
2043 decrease_ob (key); /* Use up one of the keys */ 1838 key->decrease (); /* Use up one of the keys */
2044 /* Need to update the weight the container the key was in */ 1839
2045 if (container != op)
2046 esrv_update_item (UPD_WEIGHT, op, container);
2047 return 1; /* Nothing more to do below */ 1840 return 1; /* Nothing more to do below */
2048 } 1841 }
2049 else if (door->type == LOCKED_DOOR) 1842 else if (door->type == LOCKED_DOOR)
2050 { 1843 {
2051 /* Might as well return now - no other way to open this */ 1844 /* Might as well return now - no other way to open this */
2052 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...");
2053 return 1; 1846 return 1;
2054 } 1847 }
1848
2055 return 0; 1849 return 0;
2056} 1850}
2057 1851
2058/* This function is just part of a breakup from move_player. 1852/* This function is just part of a breakup from move_player.
2059 * It should keep the code cleaner. 1853 * It should keep the code cleaner.
2060 * When this is called, the players direction has been updated 1854 * When this is called, the players direction has been updated
2061 * (taking into account confusion.) The player is also actually 1855 * (taking into account confusion.) The player is also actually
2062 * going to try and move (not fire weapons). 1856 * going to try and move (not fire weapons).
2063 */ 1857 */
2064void 1858bool
2065move_player_attack (object *op, int dir) 1859move_player_attack (object *op, int dir)
2066{ 1860{
2067 object *tmp, *mon; 1861 if (!op->contr->braced && op->speed_left > 0.f && op->move (dir))
2068 sint16 nx, ny; 1862 {
2069 int on_battleground; 1863 --op->speed_left;
2070 maptile *m; 1864 return true;
1865 }
2071 1866
2072 nx = freearr_x[dir] + op->x; 1867 sint16 nx = freearr_x[dir] + op->x;
2073 ny = freearr_y[dir] + op->y; 1868 sint16 ny = freearr_y[dir] + op->y;
2074 1869
2075 on_battleground = op_on_battleground (op, 0, 0); 1870 if (out_of_map (op->map, nx, ny))
1871 return false;
2076 1872
2077 /* 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
2078 * 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
2079 * 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
2080 * player. This is a pretty nasty hack, because if we could 1876 * player. This is a pretty nasty hack, because if we could
2081 * 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
2082 * 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
2083 * 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
2084 * move_ob uses. 1880 * move_ob uses.
2085 */ 1881 */
2086 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;
2087 { 1897 }
2088 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;
2089 { 1910 }
2090 m = op->map->xy_find (nx, ny); 1911
2091 if (!m) 1912 /* The following deals with possibly attacking peaceful
2092 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;
2093 } 1945 }
2094 else 1946 else
2095 m = op->map;
2096
2097 if (!(tmp = m->at (nx, ny).bot))
2098 return; 1947 return false;
1948 }
2099 1949
2100 mon = 0; 1950 bool on_battleground = op_on_battleground (op, 0, 0);
2101 /* Go through all the objects, and find ones of interest. Only stop if
2102 * we find a monster - that is something we know we want to attack.
2103 * if its a door or barrel (can roll) see if there may be monsters
2104 * on the space
2105 */
2106 while (tmp)
2107 {
2108 if (tmp == op)
2109 {
2110 tmp = tmp->above;
2111 continue;
2112 }
2113 1951
2114 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2115 {
2116 mon = tmp;
2117 break;
2118 }
2119
2120 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2121 mon = tmp;
2122
2123 tmp = tmp->above;
2124 }
2125
2126 if (!mon) /* This happens anytime the player tries to move */
2127 return; /* into a wall */
2128
2129 if (mon->head)
2130 mon = mon->head;
2131
2132 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2133 if (player_attack_door (op, mon))
2134 return;
2135
2136 /* The following deals with possibly attacking peaceful
2137 * or frienddly creatures. Basically, all players are considered
2138 * unaggressive. If the moving player has peaceful set, then the
2139 * object should be pushed instead of attacked. It is assumed that
2140 * if you are braced, you will not attack friends accidently,
2141 * and thus will not push them.
2142 */
2143
2144 /* If the creature is a pet, push it even if the player is not
2145 * peaceful. Our assumption is the creature is a pet if the
2146 * player owns it and it is either friendly or unagressive.
2147 */
2148 if ((op->type == PLAYER)
2149#if COZY_SERVER
2150 &&
2151 ((mon->owner && mon->owner->contr
2152 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op)
2153#else
2154 && mon->owner == op
2155#endif
2156 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2157 {
2158 /* If we're braced, we don't want to switch places with it */
2159 if (op->contr->braced)
2160 return;
2161
2162 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2163 (void) push_ob (mon, dir, op);
2164 if (op->contr->tmp_invis || op->hide)
2165 make_visible (op);
2166
2167 return;
2168 }
2169
2170 /* in certain circumstances, you shouldn't attack friendly 1952 /* in certain circumstances, you shouldn't attack friendly
2171 * creatures. Note that if you are braced, you can't push 1953 * creatures. Note that if you are braced, you can't push
2172 * someone, but put it inside this loop so that you won't 1954 * someone, but put it inside this loop so that you won't
2173 * attack them either. 1955 * attack them either.
2174 */ 1956 */
2175 if ((mon->type == PLAYER || mon->enemy != op) && 1957 if ((mon->type == PLAYER || mon->enemy != op)
2176 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 1958 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2177#ifdef PROHIBIT_PLAYERKILL
2178 (op->contr->peaceful 1959 && ((op->contr->peaceful
2179 || (mon->type == PLAYER 1960 || (mon->type == PLAYER && mon->contr->peaceful))
2180 && mon->contr->
2181 peaceful)) &&
2182#else
2183 op->contr->peaceful &&
2184#endif
2185 !on_battleground)) 1961 && !on_battleground))
1962 {
1963 if (op->speed_left > 0.f)
2186 { 1964 {
1965 --op->speed_left;
1966
2187 if (!op->contr->braced) 1967 if (!op->contr->braced)
2188 { 1968 {
2189 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 1969 op->play_sound (sound_find ("push_player"));
2190 push_ob (mon, dir, op); 1970 push_ob (mon, dir, op);
2191 } 1971 }
2192 else 1972 else
2193 new_draw_info (0, 0, op, "You withhold your attack"); 1973 op->statusmsg ("You withhold your attack");
2194 1974
2195 if (op->contr->tmp_invis || op->hide) 1975 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
2196 make_visible (op); 1976 make_visible (op);
2197 }
2198 1977
1978 return true;
1979 }
1980 }
2199 /* If the object is a boulder or other rollable object, then 1981 /* If the object is a boulder or other rollable object, then
2200 * roll it if not braced. You can't roll it if you are braced. 1982 * roll it if not braced. You can't roll it if you are braced.
2201 */ 1983 */
2202 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 1984 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
1985 {
1986 if (op->speed_left > 0.f)
2203 { 1987 {
1988 --op->speed_left;
1989
2204 recursive_roll (mon, dir, op); 1990 recursive_roll (mon, dir, op);
2205 if (action_makes_visible (op)) 1991 if (action_makes_visible (op))
2206 make_visible (op); 1992 make_visible (op);
2207 }
2208 1993
1994 return true;
1995 }
1996 }
2209 /* Any generic living creature. Including things like doors. 1997 /* Any generic living creature. Including things like doors.
2210 * Way it works is like this: First, it must have some hit points 1998 * Way it works is like this: First, it must have some hit points
2211 * and be living. Then, it must be one of the following: 1999 * and be living. Then, it must be one of the following:
2212 * 1) Not a player, 2) A player, but of a different party. Note 2000 * 1) Not a player, 2) A player, but of a different party. Note
2213 * that party_number -1 is no party, so attacks can still happen. 2001 * that party_number -1 is no party, so attacks can still happen.
2214 */ 2002 */
2215 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2003 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2216 ((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)))
2217 { 2005 {
2218 2006 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2219 /* If the player hasn't hit something this tick, and does
2220 * so, give them speed boost based on weapon speed. Doing
2221 * it here is better than process_players2, which basically
2222 * incurred a 1 tick offset.
2223 */
2224 if (!op->contr->has_hit)
2225 { 2007 {
2226 op->speed_left += op->speed / op->contr->weapon_sp; 2008 --op->contr->weapon_sp_left;
2227
2228 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2229 }
2230 2009
2231 skill_attack (mon, op, 0, 0, 0); 2010 skill_attack (mon, op, 0, 0, 0);
2232
2233 /* If attacking another player, that player gets automatic
2234 * hitback, and doesn't loose luck either.
2235 * Disable hitback on the battleground or if the target is
2236 * the wiz.
2237 */
2238 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2239 {
2240 short luck = mon->stats.luck;
2241
2242 mon->contr->has_hit = 1;
2243 skill_attack (op, mon, 0, 0, 0);
2244 mon->stats.luck = luck;
2245 }
2246 2011
2247 if (action_makes_visible (op)) 2012 if (action_makes_visible (op))
2248 make_visible (op); 2013 make_visible (op);
2249 }
2250 } /* if player should attack something */
2251}
2252 2014
2253int 2015 return true;
2016 }
2017 }
2018
2019 return false;
2020}
2021
2022bool
2254move_player (object *op, int dir) 2023move_player (object *op, int dir)
2255{ 2024{
2256 int pick;
2257
2258 if (!op->map || op->map->in_memory != MAP_IN_MEMORY) 2025 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2259 return 0; 2026 return 0;
2260 2027
2261 /* Sanity check: make sure dir is valid */ 2028 /* Sanity check: make sure dir is valid */
2262 if ((dir < 0) || (dir >= 9)) 2029 if (dir < 0 || dir >= 9)
2263 { 2030 {
2264 LOG (llevError, "move_player: invalid direction %d\n", dir); 2031 LOG (llevError, "move_player: invalid direction %d\n", dir);
2265 return 0; 2032 return 0;
2266 } 2033 }
2267 2034
2268 /* peterm: added following line */ 2035 /* peterm: added following line */
2269 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2036 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2270 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2037 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2271 2038
2272 op->facing = dir; 2039 op->facing = dir;
2273 2040
2274 if (op->hide) 2041 if (op->flag [FLAG_HIDDEN])
2275 do_hidden_move (op); 2042 do_hidden_move (op);
2276 2043
2044 bool retval;
2045 int pick = 0;
2046
2277 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2047 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2278 /*nop */ ; 2048 retval = RESULT_INT (0);
2279 else if (op->contr->fire_on) 2049 else if (op->contr->fire_on)
2280 fire (op, dir); 2050 retval = fire (op, dir);
2281 else 2051 else
2282 { 2052 {
2283 move_player_attack (op, dir); 2053 retval = move_player_attack (op, dir);
2284 pick = check_pick (op); 2054 pick = check_pick (op);
2285 } 2055 }
2286 2056
2287 /* 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
2288 * server can handle repeat firing. 2058 * server can handle repeat firing.
2295 /* Update how the player looks. Use the facing, so direction may 2065 /* Update how the player looks. Use the facing, so direction may
2296 * get reset to zero. This allows for full animation capabilities 2066 * get reset to zero. This allows for full animation capabilities
2297 * for players. 2067 * for players.
2298 */ 2068 */
2299 animate_object (op, op->facing); 2069 animate_object (op, op->facing);
2300 return 0; 2070
2071 return retval;
2301} 2072}
2302 2073
2303/* 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
2304 * new client/server stuff. 2075 * new client/server stuff.
2305 * 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
2306 * the new speed values for commands. 2077 * the new speed values for commands.
2307 * 2078 *
2308 * 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.
2309 */ 2082 */
2310int 2083bool
2311handle_newcs_player (object *op) 2084handle_newcs_player (object *op)
2312{ 2085{
2313 if (op->contr->hidden)
2314 {
2315 op->invisible = 1000;
2316 /* the socket code flashes the player visible/invisible
2317 * depending on the value of invisible, so we need to
2318 * alternate it here for it to work correctly.
2319 */
2320 if (pticks & 2)
2321 op->invisible--;
2322 }
2323 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2324 {
2325 op->invisible--;
2326 if (!op->invisible)
2327 {
2328 make_visible (op);
2329 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2330 }
2331 }
2332
2333 if (QUERY_FLAG (op, FLAG_SCARED)) 2086 if (QUERY_FLAG (op, FLAG_SCARED))
2334 { 2087 {
2335 flee_player (op); 2088 if (op->speed_left > 0.f)
2336 /* If player is still scared, that is his action for this tick */
2337 if (QUERY_FLAG (op, FLAG_SCARED))
2338 { 2089 {
2339 op->speed_left--; 2090 --op->speed_left;
2091 flee_player (op);
2092
2340 return 0; 2093 return true;
2341 } 2094 }
2095 else
2096 return false;
2342 } 2097 }
2343
2344 /* I've been seeing crashes where the golem has been destroyed, but
2345 * the player object still points to the defunct golem. The code that
2346 * destroys the golem looks correct, and it doesn't always happen, so
2347 * put this in a a workaround to clean up the golem pointer.
2348 */
2349 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2350 op->contr->ranges[range_golem] = 0;
2351 2098
2352 /* 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
2353 * the players time has been increased when doericserver has been 2100 * the players time has been increased when doericserver has been
2354 * called, so we recheck it here. 2101 * called, so we recheck it here.
2355 */ 2102 */
2356 if (op->contr->ns->handle_command ()) 2103 if (op->contr->ns->handle_command ())
2357 return 1; 2104 return true;
2358 2105
2359 if (op->speed_left > 0)
2360 {
2361 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2106 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2362 {
2363 /* All move commands take 1 tick, at least for now */
2364 op->speed_left--;
2365
2366 /* Instead of all the stuff below, let move_player take care
2367 * of it. Also, some of the skill stuff is only put in
2368 * there, as well as the confusion stuff.
2369 */
2370 move_player (op, op->direction); 2107 return move_player (op, op->direction);
2371 2108
2372 return op->speed_left > 0;
2373 }
2374 }
2375
2376 return 0; 2109 return false;
2377} 2110}
2378 2111
2379int 2112static int
2380save_life (object *op) 2113save_life (object *op)
2381{ 2114{
2382 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2115 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2383 return 0; 2116 return 0;
2384 2117
2385 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2118 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2386 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2119 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2387 { 2120 {
2388 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2121 op->play_sound (sound_find ("ob_evaporate"));
2389 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));
2390
2391 if (op->contr)
2392 esrv_del_item (op->contr, tmp->count);
2393 2123
2394 tmp->destroy (); 2124 tmp->destroy ();
2395 CLEAR_FLAG (op, FLAG_LIFESAVE); 2125 CLEAR_FLAG (op, FLAG_LIFESAVE);
2396 2126
2397 if (op->stats.hp < 0) 2127 if (op->stats.hp < 0)
2410 return 0; 2140 return 0;
2411} 2141}
2412 2142
2413/* 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
2414 * 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
2415 * 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
2416 * from. 2146 * from.
2417 */ 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
2418void 2164void
2419remove_unpaid_objects (object *op, object *env) 2165object::drop_unpaid_items ()
2420{ 2166{
2421 object *next; 2167 if (!flag [FLAG_REMOVED])
2422 2168 ::drop_unpaid_items (inv, this);
2423 while (op)
2424 {
2425 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2426
2427 if (QUERY_FLAG (op, FLAG_UNPAID))
2428 {
2429 if (env->type == PLAYER)
2430 esrv_del_item (env->contr, op->count);
2431
2432 op->insert_at (env);
2433 }
2434 else if (op->inv)
2435 remove_unpaid_objects (op->inv, env);
2436
2437 op = next;
2438 }
2439}
2440
2441/*
2442 * Returns pointer a static string containing gravestone text
2443 * Moved from apply.c to player.c - player.c is what
2444 * actually uses this function. player.c may not be quite the
2445 * best, a misc file for object actions is probably better,
2446 * but there isn't one in the server directory.
2447 */
2448char *
2449gravestone_text (object *op)
2450{
2451 static char buf2[MAX_BUF];
2452 char buf[MAX_BUF];
2453 time_t now = time (NULL);
2454
2455 strcpy (buf2, " R.I.P.\n\n");
2456 if (op->type == PLAYER)
2457 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2458 else
2459 sprintf (buf, "%s\n", &op->name);
2460
2461 strncat (buf2, " ", 20 - strlen (buf) / 2);
2462 strcat (buf2, buf);
2463 if (op->type == PLAYER)
2464 sprintf (buf, "who was in level %d when killed\n", op->level);
2465 else
2466 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2467
2468 strncat (buf2, " ", 20 - strlen (buf) / 2);
2469 strcat (buf2, buf);
2470 if (op->type == PLAYER)
2471 {
2472 sprintf (buf, "by %s.\n\n", op->contr->killer);
2473 strncat (buf2, " ", 21 - strlen (buf) / 2);
2474 strcat (buf2, buf);
2475 }
2476
2477 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2478 strncat (buf2, " ", 20 - strlen (buf) / 2);
2479 strcat (buf2, buf);
2480
2481 return buf2;
2482} 2169}
2483 2170
2484void 2171void
2485do_some_living (object *op) 2172do_some_living (object *op)
2486{ 2173{
2493 int rate_grace = 2000; 2180 int rate_grace = 2000;
2494 const int max_hp = 1; 2181 const int max_hp = 1;
2495 const int max_sp = 1; 2182 const int max_sp = 1;
2496 const int max_grace = 1; 2183 const int max_grace = 1;
2497 2184
2498 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--;
2499 { 2194 }
2500 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2195 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2501 if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks) 2196 {
2502 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 }
2503 } 2202 }
2504 2203
2505 if (op->contr->ns->state == ST_PLAYING) 2204 if (op->contr->ns->state == ST_PLAYING)
2506 { 2205 {
2507 /* these next three if clauses make it possible to SLOW DOWN 2206 /* these next three if clauses make it possible to SLOW DOWN
2526 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2225 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2527 else 2226 else
2528 { 2227 {
2529 gen_grace = op->stats.maxgrace; 2228 gen_grace = op->stats.maxgrace;
2530 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2229 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2531 }
2532
2533 /* Regenerate Spell Points */
2534 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0)
2535 {
2536 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2537 if (op->stats.sp < op->stats.maxsp)
2538 {
2539 op->stats.sp++;
2540 /* dms do not consume food */
2541 if (!QUERY_FLAG (op, FLAG_WIZ))
2542 {
2543 op->stats.food--;
2544 if (op->contr->digestion < 0)
2545 op->stats.food += op->contr->digestion;
2546 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2547 op->stats.food = last_food;
2548 }
2549 }
2550
2551 if (max_sp > 1)
2552 {
2553 over_sp = (gen_sp + 10) / rate_sp;
2554 if (over_sp > 0)
2555 {
2556 if (op->stats.sp < op->stats.maxsp)
2557 {
2558 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2559
2560 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2561 op->stats.sp--;
2562
2563 if (op->stats.sp > op->stats.maxsp)
2564 op->stats.sp = op->stats.maxsp;
2565 }
2566 op->last_sp = 0;
2567 }
2568 else
2569 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2570 }
2571 else
2572 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2573 } 2230 }
2574 2231
2575 /* Regenerate Grace */ 2232 /* Regenerate Grace */
2576 /* 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. */
2577 if (--op->last_grace < 0) 2234 if (--op->last_grace < 0)
2598 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);
2599 } 2256 }
2600 /* wearing stuff doesn't detract from grace generation. */ 2257 /* wearing stuff doesn't detract from grace generation. */
2601 } 2258 }
2602 2259
2260 if (op->stats.food > 0)
2261 {
2603 /* Regenerate Hit Points */ 2262 /* Regenerate Spell Points */
2604 if (--op->last_heal < 0) 2263 if (!op->contr->golem && --op->last_sp < 0)
2605 {
2606 if (op->stats.hp < op->stats.maxhp)
2607 { 2264 {
2608 op->stats.hp++; 2265 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2609 /* dms do not consume food */ 2266
2610 if (!QUERY_FLAG (op, FLAG_WIZ)) 2267 if (op->stats.sp < op->stats.maxsp)
2611 { 2268 {
2269 op->stats.sp++;
2270
2271 /* dms do not consume food */
2272 if (!QUERY_FLAG (op, FLAG_WIZ))
2273 {
2612 op->stats.food--; 2274 op->stats.food--;
2275
2613 if (op->contr->digestion < 0) 2276 if (op->contr->digestion < 0)
2614 op->stats.food += op->contr->digestion; 2277 op->stats.food += op->contr->digestion;
2615 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))
2616 op->stats.food = last_food; 2279 op->stats.food = last_food;
2280 }
2617 } 2281 }
2618 }
2619 2282
2620 if (max_hp > 1) 2283 if (max_sp > 1)
2621 {
2622 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2623 if (over_hp > 0)
2624 { 2284 {
2625 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
2626 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);
2627 } 2303 }
2628 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)
2629 { 2312 {
2630 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 }
2631 } 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);
2632 } 2338 }
2633 else 2339 else
2634 {
2635 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);
2636 } 2341 }
2637 } 2342 }
2638 2343
2639 /* Digestion */ 2344 /* Digestion */
2640 if (--op->last_eat < 0) 2345 if (--op->last_eat < 0)
2641 { 2346 {
2642#ifdef COZY_SERVER 2347 int bonus = max (0, op->contr->digestion),
2643 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion; 2348 penalty = max (0, -op->contr->digestion);
2644 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2645#else
2646 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2647#endif
2648 2349
2649 if (op->contr->gen_hp > 0)
2650 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);
2651 else
2652 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2653 2351
2654 /* dms do not consume food */ 2352 /* dms do not consume food */
2655 if (!QUERY_FLAG (op, FLAG_WIZ)) 2353 if (!QUERY_FLAG (op, FLAG_WIZ))
2656 op->stats.food--; 2354 op->stats.food--;
2657 } 2355 }
2658 2356
2659 if (op->stats.food < 0 && op->stats.hp >= 0) 2357 if (op->stats.food < 0 && op->stats.hp >= 0)
2660 { 2358 {
2661 object *tmp, *flesh = 0; 2359 object *flesh = 0;
2662 2360
2663 for (tmp = op->inv; tmp; tmp = tmp->below) 2361 for_inv_removable (op, tmp)
2664 { 2362 {
2665 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)
2666 { 2367 {
2667 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2368 op->statusmsg ("You blindly grab for a bite of food. "
2668 { 2369 "H<To prevent you from starving, you ate some random item from your backpack.>");
2669 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2670 manual_apply (op, tmp, 0); 2370 manual_apply (op, tmp, 0);
2371
2671 if (op->stats.food >= 0 || op->stats.hp < 0) 2372 if (op->stats.food >= 0 || op->stats.hp < 0)
2672 break; 2373 break;
2673 } 2374 }
2674 else if (tmp->type == FLESH) 2375 else if (tmp->type == FLESH)
2675 flesh = tmp; 2376 flesh = tmp;
2676 } /* End if paid for object */ 2377 }
2677 } /* end of for loop */
2678 2378
2679 /* 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
2680 * eat flesh instead. 2380 * eat flesh instead.
2681 */ 2381 */
2682 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2382 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2683 { 2383 {
2684 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.>");
2685 manual_apply (op, flesh, 0); 2386 manual_apply (op, flesh, 0);
2686 } 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)
2687 } 2396 {
2397 op->stats.hp += op->stats.food;
2398 op->stats.food = 0;
2688 2399
2689 while (op->stats.food < 0 && op->stats.hp >= 0) 2400 if (op->stats.hp < 0)
2690 op->stats.food++, op->stats.hp--; 2401 {
2402 op->contr->killer = archetype::get ("killer_starvation");
2403 op->contr->killer->destroy ();
2404 }
2405 }
2691 2406
2407 /* killer should be set here already */
2692 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2408 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2693 kill_player (op); 2409 kill_player (op);
2694 } 2410 }
2695} 2411}
2696 2412
2700 * file. 2416 * file.
2701 */ 2417 */
2702void 2418void
2703kill_player (object *op) 2419kill_player (object *op)
2704{ 2420{
2705 char buf[MAX_BUF];
2706 int x, y; 2421 int x, y;
2707
2708 //int i;
2709 maptile *map; /* this is for resurrection */ 2422 maptile *map; /* this is for resurrection */
2710
2711 /* int z;
2712 int num_stats_lose;
2713 int lost_a_stat;
2714 int lose_this_stat;
2715 int this_stat; */
2716 int will_kill_again; 2423 int will_kill_again;
2717 archetype *at; 2424 archetype *at;
2718 object *tmp; 2425 object *tmp;
2719 2426
2720 if (save_life (op)) 2427 if (save_life (op))
2721 return; 2428 return;
2722 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 }
2723 2467
2724 /* 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
2725 * 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.
2726 * Look at op_on_battleground() for more info --AndreasV 2470 * Look at op_on_battleground() for more info --AndreasV
2727 */ 2471 */
2728 if (op_on_battleground (op, &x, &y)) 2472 if (op_on_battleground (op, &x, &y))
2729 { 2473 {
2730 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";
2731 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2732
2733 /* restore player */
2734 at = archetype::find ("poisoning");
2735 if (object *tmp = present_arch_in_ob (at, op))
2736 {
2737 tmp->destroy ();
2738 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2739 }
2740
2741 at = archetype::find ("confusion");
2742 if (object *tmp = present_arch_in_ob (at, op))
2743 {
2744 tmp->destroy ();
2745 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2746 }
2747
2748 cure_disease (op, 0); /* remove any disease */
2749 op->stats.hp = op->stats.maxhp;
2750 if (op->stats.food <= 0)
2751 op->stats.food = 999;
2752 2475
2753 /* create a bodypart-trophy to make the winner happy */ 2476 /* create a bodypart-trophy to make the winner happy */
2754 if (object *tmp = arch_to_object (archetype::find ("finger"))) 2477 object *tmp = archetype::find (shstr_finger)->instance ();
2755 { 2478
2756 sprintf (buf, "%s's finger", &op->name); 2479 tmp->name = format ("%s's finger" , &op->name);
2757 tmp->name = buf; 2480 tmp->name_pl = format ("%s's fingers", &op->name);
2758 sprintf (buf, " This finger has been cut off %s\n" 2481 tmp->msg = format (
2759 " the %s, when he was defeated at\n level %d by %s.\n", 2482 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
2760 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2483 &op->name, op->contr->title,
2761 tmp->msg = buf; 2484 (int)op->level,
2485 op->contr->killer_name ()
2486 );
2762 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2487 tmp->value = 0, tmp->type = 0;
2763 tmp->materialname = NULL; 2488 tmp->material = name_to_material (shstr_organic);
2764 op->insert_at (tmp, op); 2489 tmp->insert_at (op, tmp);
2765 }
2766 2490
2767 /* teleport defeated player to new destination */ 2491 /* teleport defeated player to new destination */
2768 transfer_ob (op, x, y, 0, NULL); 2492 transfer_ob (op, x, y, 0, NULL);
2769 op->contr->braced = 0; 2493 op->contr->braced = 0;
2494
2495 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2770 return; 2496 return;
2771 } 2497 }
2772 2498
2499 deathtab << "You were killed by " << op->contr->killer_name () << ".\n\n";
2500 deathtab << "T<YOU HAVE DIED>\n\n";
2501
2773 INVOKE_PLAYER (DEATH, op->contr); 2502 INVOKE_PLAYER (DEATH, op->contr);
2774 2503
2775 command_kill_pets (op, 0); 2504 command_kill_pets (op, 0);
2776 2505
2777 if (op->stats.food < 0) 2506 op->contr->play_sound (sound_find ("player_dies"));
2778 {
2779 if (op->contr->explore)
2780 {
2781 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
2782 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2783 op->stats.food = 999;
2784 return;
2785 }
2786 sprintf (buf, "%s starved to death.", &op->name);
2787 strcpy (op->contr->killer, "starvation");
2788 }
2789 else
2790 {
2791 if (op->contr->explore)
2792 {
2793 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
2794 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2795 op->stats.hp = op->stats.maxhp;
2796 return;
2797 }
2798 sprintf (buf, "%s died.", &op->name);
2799 }
2800
2801 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2802 2507
2803 /* save the map location for corpse, gravestone */ 2508 /* save the map location for corpse, gravestone */
2804 x = op->x; 2509 x = op->x;
2805 y = op->y; 2510 y = op->y;
2806 map = op->map; 2511 map = op->map;
2834 2539
2835 lost_a_stat = 0; 2540 lost_a_stat = 0;
2836 2541
2837 for (z = 0; z < num_stats_lose; z++) 2542 for (z = 0; z < num_stats_lose; z++)
2838 { 2543 {
2839 i = RANDOM () % NUM_STATS; 2544 i = rndm (NUM_STATS);
2840 2545
2841 if (settings.stat_loss_on_death) 2546 if (settings.stat_loss_on_death)
2842 { 2547 {
2843 /* 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
2844 * what he lost. 2549 * what he lost.
2851 lost_a_stat = 1; 2556 lost_a_stat = 1;
2852 } 2557 }
2853 else 2558 else
2854 { 2559 {
2855 /* deplete a stat */ 2560 /* deplete a stat */
2856 archetype *deparch = archetype::find ("depletion"); 2561 archetype *deparch = archetype::find (shstr_depletion);
2857 object *dep; 2562 object *dep;
2858 2563
2859 dep = present_arch_in_ob (deparch, op); 2564 dep = present_arch_in_ob (deparch, op);
2860 if (!dep) 2565 if (!dep)
2861 { 2566 {
2862 dep = arch_to_object (deparch); 2567 dep = deparch->instance ();
2863 insert_ob_in_ob (dep, op); 2568 insert_ob_in_ob (dep, op);
2864 } 2569 }
2865 lose_this_stat = 1; 2570 lose_this_stat = 1;
2866 if (settings.balanced_stat_loss) 2571 if (settings.balanced_stat_loss)
2867 { 2572 {
2895 } 2600 }
2896 } 2601 }
2897 2602
2898 if (lose_this_stat) 2603 if (lose_this_stat)
2899 { 2604 {
2900 this_stat = get_attr_value (&(dep->stats), i); 2605 this_stat = get_attr_value (&dep->stats, i);
2901 /* We could try to do something clever like find another 2606 /* We could try to do something clever like find another
2902 * stat to reduce if this fails. But chances are, if 2607 * stat to reduce if this fails. But chances are, if
2903 * stats have been depleted to -50, all are pretty low 2608 * stats have been depleted to -50, all are pretty low
2904 * 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
2905 * difference. 2610 * difference.
2913 lost_a_stat = 1; 2618 lost_a_stat = 1;
2914 } 2619 }
2915 } 2620 }
2916 } 2621 }
2917 } 2622 }
2623
2918 /* If no stat lost, tell the player. */ 2624 /* If no stat lost, tell the player. */
2919 if (!lost_a_stat) 2625 if (!lost_a_stat)
2920 { 2626 {
2921 /* determine_god() seems to not work sometimes... why is this? 2627 /* determine_god() seems to not work sometimes... why is this?
2922 Should I be using something else? GD */ 2628 Should I be using something else? GD */
2923 const char *god = determine_god (op); 2629 shstr_tmp god = determine_god (op);
2924 2630
2925 if (god && (strcmp (god, "none"))) 2631 if (god != shstr_none)
2926 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";
2927 else 2633 else
2928 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";
2929 } 2635 }
2930#else 2636#else
2931 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.";
2932#endif 2638#endif
2933 2639
2934 /* Put a gravestone up where the character 'almost' died. List the 2640 /* Put a gravestone up where the character 'almost' died. List the
2935 * exp loss on the stone. 2641 * exp loss on the stone.
2936 */ 2642 */
2937 tmp = arch_to_object (archetype::find ("gravestone")); 2643 tmp = archetype::find (shstr_gravestone)->instance ();
2938 sprintf (buf, "%s's gravestone", &op->name); 2644 tmp->name = format ("%s's gravestone", &op->name);
2939 tmp->name = buf; 2645 tmp->name_pl = format ("%s's gravestones", &op->name);
2940 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",
2941 tmp->name_pl = buf; 2647 &op->name, op->contr->title, op->contr->killer_name ());
2942 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);
2943 tmp->msg = buf;
2944 tmp->x = op->x, tmp->y = op->y; 2648 tmp->x = op->x, tmp->y = op->y;
2945 insert_ob_in_map (tmp, op->map, NULL, 0); 2649 insert_ob_in_map (tmp, op->map, NULL, 0);
2946 2650
2947 /**************************************/ 2651 /**************************************/
2948 /* */ 2652 /* */
2949 /* Subtract the experience points, */ 2653 /* Subtract the experience points, */
2950 /* if we died cause of food, give us */
2951 /* food, and reset HP's... */
2952 /* */ 2654 /* */
2953 /**************************************/ 2655 /**************************************/
2954 2656
2955 /* remove any poisoning and confusion the character may be suffering. */
2956 /* restore player */
2957 at = archetype::find ("poisoning");
2958 tmp = present_arch_in_ob (at, op);
2959
2960 if (tmp)
2961 {
2962 tmp->destroy ();
2963 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2964 }
2965
2966 at = archetype::find ("confusion");
2967 tmp = present_arch_in_ob (at, op);
2968 if (tmp)
2969 {
2970 tmp->destroy ();
2971 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2972 }
2973
2974 cure_disease (op, 0); /* remove any disease */
2975
2976 /*add_exp(op, (op->stats.exp * -0.20)); */ 2657 /*add_exp(op, (op->stats.exp * -0.20)); */
2977 apply_death_exp_penalty (op); 2658 apply_death_exp_penalty (op);
2978 if (op->stats.food < 100)
2979 op->stats.food = 900;
2980 op->stats.hp = op->stats.maxhp;
2981 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2982 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2983 2659
2984 /* 2660 /*
2985 * Check to see if the player is in a shop. IF so, then check to see if
2986 * 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
2987 * in the map. 2662 * and put them back in the map.
2988 */ 2663 */
2989 2664 op->drop_unpaid_items ();
2990 if (is_in_shop (op))
2991 remove_unpaid_objects (op->inv, op);
2992 2665
2993 /****************************************/ 2666 /****************************************/
2994 /* */ 2667 /* */
2995 /* Move player to his current respawn- */ 2668 /* Move player to his current respawn- */
2996 /* position (usually last savebed) */ 2669 /* position (usually last savebed) */
2997 /* */ 2670 /* */
2998 /****************************************/ 2671 /****************************************/
2999 2672
3000 enter_player_savebed (op); 2673 enter_player_savebed (op);
3001 2674
3002 /* Save the player before inserting the force to reduce
3003 * chance of abuse.
3004 */
3005 op->contr->braced = 0; 2675 op->contr->braced = 0;
3006 op->contr->save ();
3007 2676
3008 /* it is possible that the player has blown something up 2677 /* it is possible that the player has blown something up
3009 * at his savebed location, and that can have long lasting 2678 * at his savebed location, and that can have long lasting
3010 * spell effects. So first see if there is a spell effect 2679 * spell effects. So first see if there is a spell effect
3011 * on the space that might harm the player. 2680 * on the space that might harm the player.
3020 object *force; 2689 object *force;
3021 int at; 2690 int at;
3022 2691
3023 force = get_archetype (FORCE_NAME); 2692 force = get_archetype (FORCE_NAME);
3024 /* 50 ticks should be enough time for the spell to abate */ 2693 /* 50 ticks should be enough time for the spell to abate */
3025 force->speed = 0.1; 2694 force->speed = 0.1f;
3026 force->speed_left = -5.0; 2695 force->speed_left = -5.f;
3027 SET_FLAG (force, FLAG_APPLIED); 2696 SET_FLAG (force, FLAG_APPLIED);
3028 for (at = 0; at < NROFATTACKS; at++) 2697 for (at = 0; at < NROFATTACKS; at++)
3029 if (will_kill_again & (1 << at)) 2698 if (will_kill_again & (1 << at))
3030 force->resist[at] = 100; 2699 force->resist[at] = 100;
3031 2700
3032 insert_ob_in_ob (force, op); 2701 insert_ob_in_ob (force, op);
3033 op->update_stats (); 2702 op->update_stats ();
3034
3035 } 2703 }
3036 2704
3037 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2705 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
3038} 2706}
3039 2707
3040void 2708static void
3041loot_object (object *op) 2709loot_object (object *op)
3042{ /* Grab and destroy some treasure */ 2710{ /* Grab and destroy some treasure */
3043 object *tmp, *tmp2, *next; 2711 object *tmp, *tmp2, *next;
3044 2712
3045 if (op->container) 2713 op->close_container (); /* close open sack first */
3046 esrv_apply_container (op, op->container); /* close open sack first */
3047 2714
3048 for (tmp = op->inv; tmp; tmp = next) 2715 for (tmp = op->inv; tmp; tmp = next)
3049 { 2716 {
3050 next = tmp->below; 2717 next = tmp->below;
3051 2718
3052 if (tmp->invisible) 2719 if (tmp->invisible)
3053 continue; 2720 continue;
3054 2721
3055 tmp->remove (); 2722 tmp->remove ();
3056 tmp->x = op->x, tmp->y = op->y; 2723 tmp->x = op->x, tmp->y = op->y;
2724
3057 if (tmp->type == CONTAINER) 2725 if (tmp->type == CONTAINER)
3058 { /* empty container to ground */ 2726 loot_object (tmp); /* empty container to ground */
3059 loot_object (tmp); 2727
3060 }
3061 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))))
3062 { 2729 {
3063 if (tmp->nrof > 1) 2730 if (tmp->nrof > 1)
3064 { 2731 {
3065 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2732 tmp->decrease (rndm (1, tmp->nrof - 1));
3066 tmp2->destroy ();
3067 insert_ob_in_map (tmp, op->map, NULL, 0); 2733 insert_ob_in_map (tmp, op->map, NULL, 0);
3068 } 2734 }
3069 else 2735 else
3070 tmp->destroy (); 2736 tmp->destroy ();
3071 } 2737 }
3077/* 2743/*
3078 * fix_weight(): Check recursively the weight of all players, and fix 2744 * fix_weight(): Check recursively the weight of all players, and fix
3079 * 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
3080 * was changed. 2746 * was changed.
3081 */ 2747 */
3082
3083void 2748void
3084fix_weight (void) 2749fix_weight ()
3085{ 2750{
3086 for_all_players (pl) 2751 for_all_players (pl)
3087 { 2752 {
3088 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2753 sint32 old = pl->ob->carrying;
3089 2754
3090 if (old == sum) 2755 pl->ob->update_weight ();
3091 continue; 2756
2757 if (old != pl->ob->carrying)
2758 {
3092 pl->ob->update_stats (); 2759 pl->ob->update_stats ();
3093 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 }
3094 } 2762 }
3095} 2763}
3096 2764
3097void 2765void
3098fix_luck (void) 2766fix_luck ()
3099{ 2767{
3100 for_all_players (pl) 2768 for_all_players (pl)
3101 if (!pl->ob->contr->ns->state) 2769 if (!pl->ob->contr->ns->state)
3102 pl->ob->change_luck (0); 2770 pl->ob->change_luck (0);
3103} 2771}
3140} 2808}
3141 2809
3142void 2810void
3143make_visible (object *op) 2811make_visible (object *op)
3144{ 2812{
3145 op->hide = 0; 2813 op->flag [FLAG_HIDDEN] = 0;
3146 op->invisible = 0; 2814 op->invisible = 0;
2815
3147 if (op->type == PLAYER) 2816 if (op->type == PLAYER)
3148 { 2817 {
3149 op->contr->tmp_invis = 0; 2818 op->contr->tmp_invis = 0;
3150 op->contr->invis_race = 0; 2819 op->contr->invis_race = 0;
3151 } 2820 }
2821
3152 update_object (op, UP_OBJ_FACE); 2822 update_object (op, UP_OBJ_CHANGE);
3153} 2823}
3154 2824
3155int 2825int
3156is_true_undead (object *op) 2826is_true_undead (object *op)
3157{ 2827{
3158 object *tmp = NULL;
3159
3160 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 2828 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3161 return 1; 2829 return 1;
3162 2830
3163 return 0; 2831 return 0;
3164} 2832}
3165 2833
3166/* look at the surrounding terrain to determine 2834/* look at the surrounding terrain to determine
3167 * the hideability of this object. Positive levels 2835 * the hideability of this object. Positive levels
3168 * indicate greater hideability. 2836 * indicate greater hideability.
3169 */ 2837 */
3170
3171int 2838int
3172hideability (object *ob) 2839hideability (object *ob)
3173{ 2840{
3174 int i, level = 0, mflag; 2841 int i, level = 0, mflag;
3175 sint16 x, y; 2842 sint16 x, y;
3176 2843
3177 if (!ob || !ob->map) 2844 if (!ob || !ob->map)
3178 return 0; 2845 return 0;
3179 2846
3180 /* so, on normal lighted maps, its hard to hide */ 2847 /* so, on normal lighted maps, its hard to hide */
3181 level = ob->map->darkness - 2; 2848 level = ob->map->darklevel () - 2;
3182 2849
3183 /* this also picks up whether the object is glowing. 2850 /* this also picks up whether the object is glowing.
3184 * 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
3185 * as bad as carrying a light on a pitch dark map */ 2852 * as bad as carrying a light on a pitch dark map */
3186 if (has_carried_lights (ob)) 2853 if (ob->has_carried_lights ())
3187 level = -(10 + (2 * ob->map->darkness)); 2854 level = -(10 + (2 * ob->map->darklevel ()));
3188 2855
3189 /* scan through all nearby squares for terrain to hide in */ 2856 /* scan through all nearby squares for terrain to hide in */
3190 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])
3191 { 2860 {
3192 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); 2861 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3193 if (mflag & P_OUT_OF_MAP) 2862 if (mflag & P_OUT_OF_MAP)
3194 {
3195 continue; 2863 continue;
3196 } 2864
3197 if (mflag & P_BLOCKSVIEW) /* something to hide near! */ 2865 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3198 level += 2; 2866 level += 2;
3199 else /* open terrain! */ 2867 else /* open terrain! */
3200 level -= 1; 2868 level -= 1;
3201 } 2869 }
3209/* For Hidden creatures - a chance of becoming 'unhidden' 2877/* For Hidden creatures - a chance of becoming 'unhidden'
3210 * every time they move - as we subtract off 'invisibility' 2878 * every time they move - as we subtract off 'invisibility'
3211 * AND, for players, if they move into a ridiculously unhideable 2879 * AND, for players, if they move into a ridiculously unhideable
3212 * spot (surrounded by clear terrain in broad daylight). -b.t. 2880 * spot (surrounded by clear terrain in broad daylight). -b.t.
3213 */ 2881 */
3214
3215void 2882void
3216do_hidden_move (object *op) 2883do_hidden_move (object *op)
3217{ 2884{
3218 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 2885 int hide = 0;
3219 object *skop;
3220 2886
3221 if (!op || !op->map) 2887 if (!op || !op->map)
3222 return; 2888 return;
3223 2889
3224 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);
3225 2892
3226 /* 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! */
3227 if (op->type == PLAYER && op->contr->run_on) 2894 if (op->type == PLAYER && op->contr->run_on)
3228 if (!skop || num >= skop->level) 2895 if (!skop || num >= skop->level)
3229 { 2896 {
3239 num -= hide; 2906 num -= hide;
3240 2907
3241 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 2908 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3242 { 2909 {
3243 make_visible (op); 2910 make_visible (op);
2911
3244 if (op->type == PLAYER) 2912 if (op->type == PLAYER)
3245 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!");
3246 } 2914 }
3247 else if (op->type == PLAYER && skop) 2915 else if (op->type == PLAYER && skop)
3248 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);
3301 * object op. This function works fine for monsters, 2969 * object op. This function works fine for monsters,
3302 * 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
3303 * a pile (say a coin under a table would return "viewable" 2971 * a pile (say a coin under a table would return "viewable"
3304 * by this routine). Another question, should we be 2972 * by this routine). Another question, should we be
3305 * concerned with the direction the player is looking 2973 * concerned with the direction the player is looking
3306 * in? Realistically, most of use cant see stuff behind 2974 * in? Realistically, most of us can't see stuff behind
3307 * our backs...on the other hand, does the "facing" direction 2975 * our backs...on the other hand, does the "facing" direction
3308 * imply the way your head, or body is facing? Its possible 2976 * imply the way your head, or body is facing? It's possible
3309 * 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.
3310 * -b.t. 2978 * -b.t.
3311 * This function is now map tiling safe. 2979 * This function is now map tiling safe.
3312 */ 2980 */
3313
3314int 2981int
3315player_can_view (object *pl, object *op) 2982player_can_view (object *pl, object *op)
3316{ 2983{
3317 rv_vector rv; 2984 rv_vector rv;
3318 int dx, dy; 2985 int dx, dy;
3330 2997
3331 get_rangevector (pl, op, &rv, 0x1); 2998 get_rangevector (pl, op, &rv, 0x1);
3332 2999
3333 /* starting with the 'head' part, lets loop 3000 /* starting with the 'head' part, lets loop
3334 * through the object and find if it has any 3001 * through the object and find if it has any
3335 * part that is in the los array but isnt on 3002 * part that is in the los array but isn't on
3336 * a blocked los square. 3003 * a blocked los square.
3337 * we use the archetype to figure out offsets. 3004 * we use the archetype to figure out offsets.
3338 */ 3005 */
3339 while (op) 3006 while (op)
3340 { 3007 {
3341 dx = rv.distance_x + op->arch->clone.x; 3008 dx = rv.distance_x + op->arch->x;
3342 dy = rv.distance_y + op->arch->clone.y; 3009 dy = rv.distance_y + op->arch->y;
3343 3010
3344 /* only the viewable area the player sees is updated by LOS 3011 if (pl->contr->blocked_los (dx, dy) != LOS_BLOCKED)
3345 * code, so we need to restrict ourselves to that range of values
3346 * for any meaningful values.
3347 */
3348 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3349 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3350 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3351 return 1; 3012 return 1;
3013
3352 op = op->more; 3014 op = op->more;
3353 } 3015 }
3354 return 0;
3355}
3356 3016
3357/* routine for both players and monsters. We call this when
3358 * there is a possibility for our action distrubing our hiding
3359 * place or invisiblity spell. Artefact invisiblity is not
3360 * effected by this. If we arent invisible to begin with, we
3361 * return 0.
3362 */
3363int
3364action_makes_visible (object *op)
3365{
3366
3367 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3368 {
3369 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3370 return 0;
3371
3372 if (op->contr && op->contr->tmp_invis == 0)
3373 return 0;
3374
3375 /* If monsters, they should become visible */
3376 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3377 {
3378 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3379 return 1;
3380 }
3381 }
3382 return 0; 3017 return 0;
3383} 3018}
3384 3019
3385/* op_on_battleground - checks if the given object op (usually 3020/* op_on_battleground - checks if the given object op (usually
3386 * a player) is standing on a valid battleground-tile, 3021 * a player) is standing on a valid battleground-tile,
3391 * 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
3392 */ 3027 */
3393int 3028int
3394op_on_battleground (object *op, int *x, int *y) 3029op_on_battleground (object *op, int *x, int *y)
3395{ 3030{
3396 object *tmp;
3397
3398 /* A battleground-tile needs the following attributes to be valid: 3031 /* A battleground-tile needs the following attributes to be valid:
3399 * 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),
3400 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3033 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3401 * and the exit-coordinates sp/hp must both be > 0. 3034 * and the exit-coordinates sp/hp must both be > 0.
3402 * => The intention here is to prevent abuse of the battleground- 3035 * => The intention here is to prevent abuse of the battleground-
3403 * feature (like pickable or hidden battleground tiles). */ 3036 * feature (like pickable or hidden battleground tiles). */
3404 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3037 for (object *tmp = op->below; tmp; tmp = tmp->below)
3405 { 3038 {
3406 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3039 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3407 { 3040 {
3408 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3041 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3409 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))
3410 { 3045 {
3411 /*before we assign the exit, check if this is a teambattle */ 3046 /* before we assign the exit, check if this is a teambattle */
3412 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))
3413 {
3414 object *invtmp;
3415
3416 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)
3417 { 3050 {
3418 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3419 {
3420 if (x != NULL && y != NULL) 3051 if (x && y)
3421 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3052 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3053
3422 return 1; 3054 return 1;
3423 }
3424 } 3055 }
3425 } 3056
3426 if (x != NULL && y != NULL) 3057 if (x && y)
3427 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3058 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3059
3428 return 1; 3060 return 1;
3429 } 3061 }
3430 } 3062 }
3431 } 3063 }
3064
3432 /* If we got here, did not find a battleground */ 3065 /* If we got here, did not find a battleground */
3433 return 0; 3066 return 0;
3434} 3067}
3435 3068
3436/* 3069/*
3452 char buf[MAX_BUF]; /* tmp. string buffer */ 3085 char buf[MAX_BUF]; /* tmp. string buffer */
3453 int i = 0, j = 0; 3086 int i = 0, j = 0;
3454 3087
3455 /* get the appropriate treasurelist */ 3088 /* get the appropriate treasurelist */
3456 if (atnr == ATNR_FIRE) 3089 if (atnr == ATNR_FIRE)
3457 trlist = find_treasurelist ("dragon_ability_fire"); 3090 trlist = treasurelist::find (shstr_dragon_ability_fire);
3458 else if (atnr == ATNR_COLD) 3091 else if (atnr == ATNR_COLD)
3459 trlist = find_treasurelist ("dragon_ability_cold"); 3092 trlist = treasurelist::find (shstr_dragon_ability_cold);
3460 else if (atnr == ATNR_ELECTRICITY) 3093 else if (atnr == ATNR_ELECTRICITY)
3461 trlist = find_treasurelist ("dragon_ability_elec"); 3094 trlist = treasurelist::find (shstr_dragon_ability_elec);
3462 else if (atnr == ATNR_POISON) 3095 else if (atnr == ATNR_POISON)
3463 trlist = find_treasurelist ("dragon_ability_poison"); 3096 trlist = treasurelist::find (shstr_dragon_ability_poison);
3464 3097
3465 if (trlist == NULL || who->type != PLAYER) 3098 if (trlist == NULL || who->type != PLAYER)
3466 return; 3099 return;
3467 3100
3468 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++);
3472 /* 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]); */
3473 return; 3106 return;
3474 } 3107 }
3475 3108
3476 /* everything seems okay - now bring on the gift: */ 3109 /* everything seems okay - now bring on the gift: */
3477 item = &(tr->item->clone); 3110 item = tr->item;
3478 3111
3479 if (item->type == SPELL) 3112 if (item->type == SPELL)
3480 { 3113 {
3481 if (check_spell_known (who, item->name)) 3114 if (check_spell_known (who, item->name))
3482 return; 3115 return;
3541 { 3174 {
3542 /* forces in the treasurelist can alter the player's stats */ 3175 /* forces in the treasurelist can alter the player's stats */
3543 object *skin; 3176 object *skin;
3544 3177
3545 /* first get the dragon skin force */ 3178 /* first get the dragon skin force */
3546 shstr_cmp dragon_skin_force ("dragon_skin_force");
3547 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)
3548 ; 3180 ;
3549 3181
3550 if (!skin) 3182 if (!skin)
3551 return; 3183 return;
3552 3184
3585 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg); 3217 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3586 } 3218 }
3587 else 3219 else
3588 { 3220 {
3589 /* generate misc. treasure */ 3221 /* generate misc. treasure */
3590 tmp = arch_to_object (tr->item); 3222 tmp = tr->item->instance ();
3591 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));
3592 tmp = insert_ob_in_ob (tmp, who); 3224 who->insert (tmp);
3593 if (who->type == PLAYER)
3594 esrv_send_item (who, tmp);
3595 } 3225 }
3596} 3226}
3597 3227
3598/** 3228/**
3599 * 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
3600 * not readied. 3230 * not readied.
3601 */ 3231 */
3602void 3232void
3603player_unready_range_ob (player *pl, object *ob) 3233player_unready_range_ob (player *pl, object *ob)
3604{ 3234{
3605 rangetype i; 3235 if (pl->ob->current_weapon == ob)
3236 pl->ob->current_weapon = 0;
3606 3237
3607 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3238 if (pl->combat_ob == ob)
3608 { 3239 pl->combat_ob = 0;
3240
3609 if (pl->ranges[i] == ob) 3241 if (pl->ranged_ob == ob)
3610 { 3242 pl->ranged_ob = 0;
3611 pl->ranges[i] = NULL;
3612 if (pl->shoottype == i)
3613 {
3614 pl->shoottype = range_none;
3615 }
3616 }
3617 }
3618} 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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