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Comparing deliantra/server/server/player.C (file contents):
Revision 1.57 by root, Sat Dec 23 06:21:02 2006 UTC vs.
Revision 1.263 by root, Sat Apr 3 22:30:21 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 (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
8 it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
9 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
10 (at your option) any later version. 11 * option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
18 along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
20 21 *
21 The author can be reached via e-mail to <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22*/ 23 */
24
25//+GPL
23 26
24#include <global.h> 27#include <global.h>
25#include <pwd.h>
26#include <sproto.h> 28#include <sproto.h>
27#include <sounds.h> 29#include <sounds.h>
28#include <living.h> 30#include <living.h>
29#include <object.h> 31#include <object.h>
30#include <spells.h> 32#include <spells.h>
31#include <skills.h> 33#include <skills.h>
32 34
33#include <algorithm> 35#include <algorithm>
34#include <functional> 36#include <functional>
35 37
36player * 38playervec players;
37find_player (const char *plname)
38{
39 player *pl;
40
41 for (pl = first_player; pl; pl = pl->next)
42 if (pl->ob && !strcmp (query_name (pl->ob), plname))
43 return pl;
44
45 return 0;
46}
47
48void
49display_motd (const object *op)
50{
51 char buf[MAX_BUF];
52 char motd[HUGE_BUF];
53 FILE *fp;
54 int comp;
55 int size;
56
57 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
58 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
59 return;
60
61 motd[0] = '\0';
62 size = 0;
63
64 while (fgets (buf, MAX_BUF, fp))
65 {
66 if (*buf == '#')
67 continue;
68
69 strncat (motd + size, buf, HUGE_BUF - size);
70 size += strlen (buf);
71 }
72
73 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
74 close_and_delete (fp, comp);
75}
76
77void
78send_rules (const object *op)
79{
80 char buf[MAX_BUF];
81 char rules[HUGE_BUF];
82 FILE *fp;
83 int comp;
84 int size;
85
86 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
87 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
88 return;
89
90 rules[0] = '\0';
91 size = 0;
92
93 while (fgets (buf, MAX_BUF, fp))
94 {
95 if (*buf == '#')
96 continue;
97
98 if (size + strlen (buf) >= HUGE_BUF)
99 {
100 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
101 break;
102 }
103
104 strncat (rules + size, buf, HUGE_BUF - size);
105 size += strlen (buf);
106 }
107
108 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
109 close_and_delete (fp, comp);
110}
111
112void
113send_news (const object *op)
114{
115 char buf[MAX_BUF];
116 char news[HUGE_BUF];
117 char subject[MAX_BUF];
118 FILE *fp;
119 int comp;
120 int size;
121
122 sprintf (buf, "%s/%s", settings.confdir, settings.news);
123 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
124 return;
125
126 news[0] = '\0';
127 subject[0] = '\0';
128 size = 0;
129
130 while (fgets (buf, MAX_BUF, fp) != NULL)
131 {
132 if (*buf == '#')
133 continue;
134
135 if (*buf == '%')
136 { /* send one news */
137 if (size > 0)
138 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */
139 strcpy (subject, buf + 1);
140 strip_endline (subject);
141 size = 0;
142 news[0] = '\0';
143 }
144 else
145 {
146 if (size + strlen (buf) >= HUGE_BUF)
147 {
148 LOG (llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
149 break;
150 }
151 strncat (news + size, buf, HUGE_BUF - size);
152 size += strlen (buf);
153 }
154 }
155
156 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
157 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news);
158 close_and_delete (fp, comp);
159}
160 39
161/* This loads the first map an puts the player on it. */ 40/* This loads the first map an puts the player on it. */
162static void 41static void
163set_first_map (object *op) 42set_first_map (object *op)
164{ 43{
165 strcpy (op->contr->maplevel, first_map_path); 44 op->contr->maplevel = first_map_path;
166 op->x = -1; 45 op->x = -1;
167 op->y = -1; 46 op->y = -1;
168 enter_exit (op, 0); 47}
48
49void
50player::activate ()
51{
52 if (active)
53 return;
54
55 players.insert (this);
56 ob->remove ();
57 ob->map = 0;
58 ob->activate_recursive ();
59 CLEAR_FLAG (ob, FLAG_FRIENDLY);
60 add_friendly_object (ob);
61}
62
63void
64player::deactivate ()
65{
66 if (!active)
67 return;
68
69 terminate_all_pets (ob);
70 remove_friendly_object (ob);
71 ob->deactivate_recursive ();
72
73 if (ob->map)
74 maplevel = ob->map->path;
75
76 ob->remove ();
77 ob->enemy = 0; // sometimes keeps an extra refcount on itself
78 ob->map = 0;
79 party = 0;
80
81 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
82
83 players.erase (this);
169} 84}
170 85
171// connect the player with a specific client 86// connect the player with a specific client
172// also changed, rationalises, and fixes some incorrect settings 87// also changes, rationalises, and fixes some incorrect settings
173void 88void
174player::connect (client *ns) 89player::connect (client *ns)
175{ 90{
176 this->ns = ns; 91 this->ns = ns;
177 ns->pl = this; 92 ns->pl = this;
178 93
179 next = first_player; 94 run_on = 0;
180 first_player = this; 95 fire_on = 0;
96 ob->close_container (); //TODO: client-specific
181 97
182 ns->update_look = 0; 98 ns->update_look = 0;
183 ns->look_position = 0; 99 ns->look_position = 0;
184 100
185 clear_los (ob); 101 clear_los ();
102
103 ns->reset_stats ();
186 104
187 /* make sure he's a player -- needed because of class change. */ 105 /* make sure he's a player -- needed because of class change. */
188 ob->type = PLAYER; // we are paranoid 106 ob->type = PLAYER; // we are paranoid
189 ob->race = ob->arch->clone.race; 107 ob->race = ob->arch->race;
190 108
191 if (!legal_range (ob, shoottype))
192 shoottype = range_none;
193
194 ob->carrying = sum_weight (ob);
195 link_player_skills (ob);
196
197 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
198 ob->update_stats (); 109 ob->update_weight ();
199 update_ob_speed (ob); 110 link_skills ();
200 111
201 assign (title, ob->arch->clone.name); 112 assign (title, ob->arch->object::name);
202
203 /* can_use_shield is a new flag. However, the can_use.. seems to largely come
204 * from the class, and not race. I don't see any way to get the class information
205 * to then update this. I don't think this will actually break anything - anyone
206 * that can use armour should be able to use a shield. What this may 'break'
207 * are features new characters get, eg, if someone starts up with a Q, they
208 * should be able to use a shield. However, old Q's won't get that advantage.
209 */
210 if (QUERY_FLAG (ob, FLAG_USE_ARMOUR))
211 SET_FLAG (ob, FLAG_USE_SHIELD);
212 113
213 /* if it's a dragon player, set the correct title here */ 114 /* if it's a dragon player, set the correct title here */
214 if (is_dragon_pl (ob)) 115 if (ob->is_dragon ())
215 { 116 {
216 object *tmp, *abil = 0, *skin = 0; 117 object *tmp, *abil = 0, *skin = 0;
217
218 shstr_cmp dragon_ability_force ("dragon_ability_force");
219 shstr_cmp dragon_skin_force ("dragon_skin_force");
220 118
221 for (tmp = ob->inv; tmp; tmp = tmp->below) 119 for (tmp = ob->inv; tmp; tmp = tmp->below)
222 if (tmp->type == FORCE) 120 if (tmp->type == FORCE)
223 if (tmp->arch->name == dragon_ability_force) 121 if (tmp->arch->archname == shstr_dragon_ability_force)
224 abil = tmp; 122 abil = tmp;
225 else if (tmp->arch->name == dragon_skin_force) 123 else if (tmp->arch->archname == shstr_dragon_skin_force)
226 skin = tmp; 124 skin = tmp;
227 125
228 set_dragon_name (ob, abil, skin); 126 set_dragon_name (ob, abil, skin);
229 } 127 }
230 128
231 CLEAR_FLAG (ob, FLAG_FRIENDLY);
232 add_friendly_object (ob);
233
234 LOG (llevInfo, "LOGIN: Player named %s from ip %s\n", &ob->name, ns->host);
235
236 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 129 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
237 new_draw_info_format (NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, NULL, "%s has entered the game.", &ob->name); 130
131 esrv_new_player (this);
132
133 ob->update_stats ();
238 134
239 ns->floorbox_update (); 135 ns->floorbox_update ();
240
241 esrv_new_player (this, ob->weight + ob->carrying);
242 esrv_send_inventory (ob, ob); 136 esrv_send_inventory (ob, ob);
243 esrv_add_spells (this, 0); 137 esrv_add_spells (this, 0);
244 138
245 enter_exit (ob, 0); 139 ob->flag [FLAG_READY_WEAPON] = false;
140 ob->flag [FLAG_READY_SKILL] = false;
141 ob->flag [FLAG_READY_RANGE] = false;
142 ob->flag [FLAG_READY_BOW] = false;
246 143
247// send_rules (ob);//TODO 144 for (object *op = ob->inv; op; op = op->below)
248// send_news (ob);//TODO 145 if (op->flag [FLAG_APPLIED])
249// display_motd (ob);//TODO 146 switch (op->type)
147 {
148 case SKILL:
149 op->flag [FLAG_APPLIED] = false;
150 break;
151
152 case SPELL:
153 case WAND:
154 case ROD:
155 case HORN:
156 case BOW:
157 case RANGED:
158 ranged_ob = op;
159 op->flag [FLAG_APPLIED] = false;
160 break;
161
162 case WEAPON:
163 combat_ob = op;
164 op->flag [FLAG_APPLIED] = false;
165 break;
166 }
167
168 ob->update_stats (); // we unapplied stuff above
169
170 ob->current_weapon = 0;
171 if (object *item = combat_ob ? combat_ob : ranged_ob)
172 ob->apply (item);
173
174 activate ();
175
176 INVOKE_PLAYER (CONNECT, this);
250 INVOKE_PLAYER (LOGIN, this); 177 INVOKE_PLAYER (LOGIN, this);
251} 178}
179
180void
181player::disconnect ()
182{
183 if (ob)
184 {
185 ob->close_container (); //TODO: client-specific
186 ob->drop_unpaid_items ();
187 }
188
189 if (ns)
190 {
191 if (active)
192 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
193
194 INVOKE_PLAYER (DISCONNECT, this);
195
196 ns->reset_stats ();
197 ns->pl = 0;
198 ns = 0;
199 }
200
201 // this is important for the player scheduler to get the correct refcount
202 // when ns = 0
203 observe = viewpoint = ob;
204
205 deactivate ();
206}
207
208//-GPL
252 209
253// the need for this function can be explained 210// the need for this function can be explained
254// by load_object not returning the object 211// by load_object not returning the object
255void 212void
256player::set_object (object *op) 213player::set_object (object *op)
257{ 214{
258 ob = op; 215 ob = observe = viewpoint = op;
259 ob->contr = this; /* this aren't yet in archetype */ 216 ob->contr = this; /* this aren't yet in archetype */
260 217
218 ob->speed = 1.0f;
261 ob->speed_left = 0.5; 219 ob->speed_left = 0.5f;
262 ob->speed = 1.0; 220
263 ob->direction = 5; /* So player faces south */ 221 ob->direction = 5; /* So player faces south */
264 ob->stats.wc = 2;
265 ob->run_away = 25; /* Then we panick... */
266
267 set_first_map (ob);
268
269 ob->roll_stats ();
270} 222}
223
224void
225player::set_observe (object *op)
226{
227 observe = viewpoint = op ? op : ob;
228 do_los = 1;
229}
230
231void
232player::set_viewpoint (object *op)
233{
234 viewpoint = op ? op : (object *)observe;
235 do_los = 1;
236}
237
238//+GPL
271 239
272player::player () 240player::player ()
273{ 241{
274 /* There are some elements we want initialized to non zero value - 242 /* There are some elements we want initialised to non zero value -
275 * we deal with that below this point. 243 * we deal with that below this point.
276 */ 244 */
277 outputs_sync = 16; /* Every 2 seconds */ 245 outputs_sync = 4;
278 outputs_count = 8; /* Keeps present behaviour */ 246 outputs_count = 4;
279 unapply = unapply_nochoice; 247 unapply = unapply_nochoice;
280 248
281 assign (savebed_map, first_map_path); /* Init. respawn position */ 249 savebed_map = first_map_path; /* Init. respawn position */
282 250
283 gen_sp_armour = 10; 251 gen_sp_armour = 10;
284 last_speed = -1;
285 shoottype = range_none;
286 bowtype = bow_normal; 252 bowtype = bow_normal;
287 petmode = pet_normal; 253 petmode = pet_normal;
288 listening = 10;
289 usekeys = containers; 254 usekeys = containers;
290 last_weapon_sp = -1;
291 peaceful = 1; /* default peaceful */ 255 peaceful = 1; /* default peaceful */
292 do_los = 1; 256 do_los = 1;
293 257
294 /* we need to clear these to -1 and not zero - otherwise, 258 weapon_sp = 1.0f;
295 * if a player quits and starts a new character, we wont 259 weapon_sp_left = 0.5f;
296 * send new values to the client, as things like exp start 260}
297 * at zero.
298 */
299 for (int i = 0; i < NUM_SKILLS; i++)
300 last_skill_exp[i] = -1;
301 261
302 for (int i = 0; i < NROFATTACKS; i++) 262void
303 last_resist[i] = -1; 263player::do_destroy ()
264{
265 disconnect ();
304 266
305 last_stats.exp = -1; 267 attachable::do_destroy ();
306 last_weight = (uint32) - 1; 268
269 if (ob)
270 {
271 ob->destroy_inv (false);
272 ob->destroy ();
273 }
274
275 ob = observe = viewpoint = 0;
307} 276}
308 277
309player::~player () 278player::~player ()
310{ 279{
311 terminate_all_pets (ob);
312
313 if (first_player != this)
314 {
315 player *prev = first_player;
316
317 while (prev && prev->next && prev->next != this)
318 prev = prev->next;
319
320 if (prev->next != this)
321 {
322 LOG (llevError, "Free_player: Can't find previous player.\n");
323 abort ();
324 }
325
326 prev->next = next;
327 }
328 else
329 first_player = next;
330
331 if (ob)
332 {
333 ob->contr = 0;
334 ob->destroy (1);
335 }
336
337 if (ns)
338 {
339 ns->send_packet ("goodbye");
340 ns->flush ();
341 ns->pl = 0;
342 ns->destroy ();
343 }
344
345 /* Clear item stack */ 280 /* Clear item stack */
346 free (stack_items); 281 free (stack_items);
282}
283
284/*
285 * get_player_archetype() return next player archetype from archetype
286 * list. Not very efficient routine, but used only creating new players.
287 * Note: there MUST be at least one player archetype!
288 */
289static archetype *
290get_player_archetype (archetype *at)
291{
292 // archetypes could have been reloaded
293 archetype *nat = at ? archetype::find (at->archname) : archetypes [0];
294
295 if (!nat)
296 return at;
297
298 archvec::iterator i = archetypes.find (nat);
299
300 for (;;)
301 {
302 if (++i == archetypes.end ())
303 i = archetypes.begin ();
304 else if (*i == at)
305 cleanup ("not a single player archetype found");
306
307 if ((*i)->type == PLAYER)
308 return *i;
309 }
347} 310}
348 311
349/* Tries to add player on the connection passed in ns. 312/* Tries to add player on the connection passed in ns.
350 * All we can really get in this is some settings like host and display 313 * All we can really get in this is some settings like host and display
351 * mode. 314 * mode.
353player * 316player *
354player::create () 317player::create ()
355{ 318{
356 player *pl = new player; 319 player *pl = new player;
357 320
358 pl->set_object (arch_to_object (get_player_archetype (0))); 321 pl->set_object (get_player_archetype (0)->instance ());
322
323 pl->ob->roll_stats ();
324 pl->ob->stats.wc = 2;
325 pl->ob->run_away = 25; /* Then we panick... */
326
327 set_first_map (pl->ob);
359 328
360 return pl; 329 return pl;
361}
362
363/*
364 * get_player_archetype() return next player archetype from archetype
365 * list. Not very efficient routine, but used only creating new players.
366 * Note: there MUST be at least one player archetype!
367 */
368archetype *
369get_player_archetype (archetype *at)
370{
371 archetype *start = at;
372
373 for (;;)
374 {
375 if (at == NULL || at->next == NULL)
376 at = first_archetype;
377 else
378 at = at->next;
379
380 if (at->clone.type == PLAYER)
381 return at;
382
383 if (at == start)
384 {
385 LOG (llevError, "No Player archetypes\n");
386 exit (-1);
387 }
388 }
389} 330}
390 331
391object * 332object *
392get_nearest_player (object *mon) 333get_nearest_player (object *mon)
393{ 334{
394 object *op = NULL; 335 object *op = NULL;
395 player *pl = NULL;
396 objectlink *ol; 336 objectlink *ol;
397 unsigned lastdist; 337 unsigned lastdist;
398 rv_vector rv; 338 rv_vector rv;
399 339
400 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 340 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
401 { 341 {
402 /* We should not find free objects on this friendly list, but it
403 * does periodically happen. Given that, lets deal with it.
404 * While unlikely, it is possible the next object on the friendly
405 * list is also free, so encapsulate this in a while loop.
406 */
407 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
408 {
409 object *tmp = ol->ob;
410
411 /* Can't do much more other than log the fact, because the object
412 * itself will have been cleared.
413 */
414 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n");
415 ol = ol->next;
416 remove_friendly_object (tmp);
417 if (!ol)
418 return op;
419 }
420
421 /* Remove special check for player from this. First, it looks to cause
422 * some crashes (ol->ob->contr not set properly?), but secondly, a more
423 * complicated method of state checking would be needed in any case -
424 * as it was, a clever player could type quit, and the function would
425 * skip them over while waiting for confirmation. Remove
426 * on_same_map check, as can_detect_enemy also does this
427 */
428 if (!can_detect_enemy (mon, ol->ob, &rv)) 342 if (!can_detect_enemy (mon, ol->ob, &rv))
429 continue; 343 continue;
430 344
431 if (lastdist > rv.distance) 345 if (lastdist > rv.distance)
432 { 346 {
433 op = ol->ob; 347 op = ol->ob;
434 lastdist = rv.distance; 348 lastdist = rv.distance;
435 } 349 }
436 } 350 }
437 for (pl = first_player; pl != NULL; pl = pl->next) 351
438 { 352 for_all_players (pl)
439 if (can_detect_enemy (mon, pl->ob, &rv)) 353 if (can_detect_enemy (mon, pl->ob, &rv))
440 {
441
442 if (lastdist > rv.distance) 354 if (lastdist > rv.distance)
443 { 355 {
444 op = pl->ob; 356 op = pl->ob;
445 lastdist = rv.distance; 357 lastdist = rv.distance;
446 } 358 }
447 } 359
448 }
449#if 0 360#if 0
450 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)"); 361 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
451#endif 362#endif
452 return op; 363 return op;
453} 364}
511 x = mon->x; 422 x = mon->x;
512 y = mon->y; 423 y = mon->y;
513 m = mon->map; 424 m = mon->map;
514 dir = rv.direction; 425 dir = rv.direction;
515 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 426 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
516 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 427 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
428
517 /* If we can't solve it within the search distance, return now. */ 429 /* If we can't solve it within the search distance, return now. */
518 if (diff > max) 430 if (diff > max)
519 return 0; 431 return 0;
432
520 while (diff > 1 && max > 0) 433 while (diff > 1 && max > 0)
521 { 434 {
522 lastx = x; 435 lastx = x;
523 lasty = y; 436 lasty = y;
524 lastmap = m; 437 lastmap = m;
606 max--; 519 max--;
607 lastdir = dir; 520 lastdir = dir;
608 if (!firstdir) 521 if (!firstdir)
609 firstdir = dir; 522 firstdir = dir;
610 } 523 }
524
611 if (diff <= 1) 525 if (diff <= 1)
612 { 526 {
613 /* Recalculate diff (distance) because we may not have actually 527 /* Recalculate diff (distance) because we may not have actually
614 * headed toward player for entire distance. 528 * headed toward player for entire distance.
615 */ 529 */
616 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 530 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
617 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 531 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
618 } 532 }
533
619 if (diff > max) 534 if (diff > max)
620 return 0; 535 return 0;
621 } 536 }
537
622 /* If we reached the max, didn't find a direction in time */ 538 /* If we reached the max, didn't find a direction in time */
623 if (!max) 539 if (!max)
624 return 0; 540 return 0;
625 541
626 return firstdir; 542 return firstdir;
627} 543}
628 544
629void 545void
630give_initial_items (object *pl, treasurelist * items) 546give_initial_items (object *pl, treasurelist *items)
631{ 547{
632 object *op, *next = NULL;
633
634 if (pl->randomitems != NULL) 548 if (pl->randomitems)
635 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); 549 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
636 550
637 for (op = pl->inv; op; op = next) 551 for (object *next, *op = pl->inv; op; op = next)
638 { 552 {
639 next = op->below; 553 next = op->below;
640 554
641 /* Forces get applied per default, unless they have the 555 /* Forces get applied per default, unless they have the
642 * flag "neutral" set. Sorry but I can't think of a better way 556 * flag "neutral" set. Sorry but I can't think of a better way
647 /* we never give weapons/armour if these cannot be used 561 /* we never give weapons/armour if these cannot be used
648 * by this player due to race restrictions 562 * by this player due to race restrictions
649 */ 563 */
650 if (pl->type == PLAYER) 564 if (pl->type == PLAYER)
651 { 565 {
652 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) && 566 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR)
567 &&
653 (op->type == ARMOUR || op->type == BOOTS || 568 (op->type == ARMOUR || op->type == BOOTS
654 op->type == CLOAK || op->type == HELMET || 569 || op->type == CLOAK || op->type == HELMET
655 op->type == SHIELD || op->type == GLOVES || 570 || op->type == SHIELD || op->type == GLOVES
571 || op->type == BRACERS || op->type == GIRDLE))
656 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) 572 || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
657 { 573 {
658 op->destroy (); 574 op->destroy ();
659 continue; 575 continue;
660 } 576 }
661 } 577 }
662 578
663 /* This really needs to be better - we should really give 579 /* Here we remove duplicated skills (as duplicated spell objects have
664 * a substitute spellbook. The problem is that we don't really 580 * _very_ confusing effects for players), which could for instance be
665 * have a good idea what to replace it with (need something like 581 * generated by bad treasurelists. - elmex
666 * a first level treasurelist for each skill.)
667 * remove duplicate skills also
668 */ 582 */
669 if (op->type == SPELLBOOK || op->type == SKILL) 583 if (op->type == SKILL)
670 { 584 {
671 object *tmp;
672
673 for (tmp = op->below; tmp; tmp = tmp->below) 585 for (object *tmp = op->below; tmp; tmp = tmp->below)
674 if (tmp->type == op->type && tmp->name == op->name) 586 if (tmp->type == op->type && tmp->name == op->name)
675 break;
676
677 if (tmp)
678 { 587 {
679 op->destroy (); 588 op->destroy ();
589 LOG (llevError,
680 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); 590 "give_initial_items: Removing duplicate skill %s\n", &tmp->name);
681 continue; 591 break;
682 } 592 }
683 593
684 if (op->nrof > 1) 594 if (op->nrof > 1)
685 op->nrof = 1; 595 op->nrof = 1;
686 } 596 }
687 597
688 if (op->type == SPELLBOOK && op->inv) 598 if (op->type == SPELLBOOK && op->inv)
689 {
690 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); 599 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
691 }
692 600
693 /* Give starting characters identified, uncursed, and undamned 601 /* Give starting characters identified, uncursed, and undamned
694 * items. Just don't identify gold or silver, or it won't be 602 * items. Just don't identify gold or silver, or it won't be
695 * merged properly. 603 * merged properly.
696 */ 604 */
697 if (need_identify (op)) 605 if (need_identify (op))
698 { 606 {
699 SET_FLAG (op, FLAG_IDENTIFIED); 607 SET_FLAG (op, FLAG_IDENTIFIED);
700 CLEAR_FLAG (op, FLAG_CURSED); 608 CLEAR_FLAG (op, FLAG_CURSED);
701 CLEAR_FLAG (op, FLAG_DAMNED); 609 CLEAR_FLAG (op, FLAG_DAMNED);
702 } 610 }
611
703 if (op->type == SPELL) 612 if (op->type == SPELL)
704 { 613 {
705 op->destroy (); 614 op->destroy ();
706 continue; 615 continue;
707 } 616 }
709 { 618 {
710 SET_FLAG (op, FLAG_CAN_USE_SKILL); 619 SET_FLAG (op, FLAG_CAN_USE_SKILL);
711 op->stats.exp = 0; 620 op->stats.exp = 0;
712 op->level = 1; 621 op->level = 1;
713 } 622 }
714 /* lock all 'normal items by default */ 623 else /* lock all 'normal items by default */
715 else
716 SET_FLAG (op, FLAG_INV_LOCKED); 624 SET_FLAG (op, FLAG_INV_LOCKED);
717 } /* for loop of objects in player inv */ 625 } /* for loop of objects in player inv */
718 626
719 /* Need to set up the skill pointers */ 627 /* Need to set up the skill pointers */
720 link_player_skills (pl); 628 pl->contr->link_skills ();
721} 629}
722 630
723void 631void
724get_party_password (object *op, partylist *party) 632get_party_password (object *op, partylist *party)
725{ 633{
735 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 643 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
736} 644}
737 645
738/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 646/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
739static int 647static int
740roll_stat (void) 648roll_stat ()
741{ 649{
742 int a[4], i, j, k; 650 int a[4], i, j, k;
743 651
744 for (i = 0; i < 4; i++) 652 for (i = 0; i < 4; i++)
745 a[i] = (int) RANDOM () % 6 + 1; 653 a[i] = (int) rndm (6) + 1;
746 654
747 for (i = 0, j = 0, k = 7; i < 4; i++) 655 for (i = 0, j = 0, k = 7; i < 4; i++)
748 if (a[i] < k) 656 if (a[i] < k)
749 k = a[i], j = i; 657 k = a[i], j = i;
750 658
756} 664}
757 665
758void 666void
759object::roll_stats () 667object::roll_stats ()
760{ 668{
761 int statsort [7]; 669 int statsort [NUM_STATS];
762 670
763 for (;;) 671 for (;;)
764 { 672 {
765 int sum = 0; 673 int sum = 0;
766 for (int i = 7; i--; ) 674 for (int i = NUM_STATS; i--; )
767 sum += statsort [i] = roll_stat (); 675 sum += statsort [i] = roll_stat ();
768 676
769 if (sum >= 82 && sum <= 116) 677 if (sum >= 82 && sum <= 116)
770 break; 678 break;
771 } 679 }
772 680
773 // Sort the stats so that rerolling is easier... 681 // Sort the stats so that rerolling is easier...
774 std::sort (statsort, statsort + 7, std::greater<int>()); 682 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
775 683
684 for (int i = 0; i < NUM_STATS; ++i)
776 stats.Str = statsort[0]; 685 stats.stat (i) = statsort [i];
777 stats.Dex = statsort[1];
778 stats.Con = statsort[2];
779 stats.Int = statsort[3];
780 stats.Wis = statsort[4];
781 stats.Pow = statsort[5];
782 stats.Cha = statsort[6];
783 686
784 stats.exp = 0; 687 stats.exp = 0;
785 stats.ac = 0; 688 stats.ac = 0;
786 689
787 stats.hp = stats.maxhp; 690 stats.hp = stats.maxhp;
799} 702}
800 703
801void 704void
802object::swap_stats (int a, int b) 705object::swap_stats (int a, int b)
803{ 706{
804 int tmp = get_attr_value (&contr->orig_stats, a); 707 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
805 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
806 set_attr_value (&contr->orig_stats, b, tmp);
807 708
709 for (int i = 0; i < NUM_STATS; ++i)
808 stats.Str = contr->orig_stats.Str; 710 stats.stat (i) = contr->orig_stats.stat (i);
809 stats.Dex = contr->orig_stats.Dex;
810 stats.Con = contr->orig_stats.Con;
811 stats.Int = contr->orig_stats.Int;
812 stats.Wis = contr->orig_stats.Wis;
813 stats.Pow = contr->orig_stats.Pow;
814 stats.Cha = contr->orig_stats.Cha;
815 711
816 //TODO: the following code looks so borked and should, at the very least, 712 //TODO: the following code looks so borked and should, at the very least,
817 // be merged with the similar code in roll_stats 713 // be merged with the similar code in roll_stats
818 stats.ac = 0; 714 stats.ac = 0;
819 715
831 contr->levsp[1] = 6; 727 contr->levsp[1] = 6;
832 contr->levgrace[1] = 3; 728 contr->levgrace[1] = 3;
833 729
834 contr->orig_stats = stats; 730 contr->orig_stats = stats;
835 } 731 }
732}
733
734static void
735start_info (object *op)
736{
737 char buf[MAX_BUF];
738
739 sprintf (buf, "Welcome to Deliantra v%s!", VERSION);
740 new_draw_info (NDI_UNIQUE, 0, op, buf);
836} 741}
837 742
838/* This function takes the key that is passed, and does the 743/* This function takes the key that is passed, and does the
839 * appropriate action with it (change race, or other things). 744 * appropriate action with it (change race, or other things).
840 * The function name is for historical reasons - now we have 745 * The function name is for historical reasons - now we have
841 * separate race and class; this actually changes the RACE, 746 * separate race and class; this actually changes the RACE,
842 * not the class. 747 * not the class.
843 */ 748 */
844int 749void
845key_change_class (object *op, char key) 750player::chargen_race_done ()
846{ 751{
847 int tmp_loop;
848
849 if (key == 'd' || key == 'D')
850 {
851 char buf[MAX_BUF];
852
853 /* this must before then initial items are given */ 752 /* this must before then initial items are given */
854 esrv_new_player (op->contr, op->weight + op->carrying); 753 esrv_new_player (ob->contr);
855 754
856 treasurelist *tl = find_treasurelist ("starting_wealth"); 755 treasurelist *tl = treasurelist::find (shstr_starting_wealth);
857 if (tl) 756 if (tl)
858 create_treasure (tl, op, 0, 0, 0); 757 create_treasure (tl, ob, 0, 0, 0);
859 758
860 INVOKE_PLAYER (BIRTH, op->contr); 759 INVOKE_PLAYER (BIRTH, ob->contr);
861 INVOKE_PLAYER (LOGIN, op->contr); 760 INVOKE_PLAYER (LOGIN, ob->contr);
862 761
863 op->contr->ns->state = ST_PLAYING; 762 ob->contr->ns->state = ST_PLAYING;
864 763
865 if (op->msg) 764 if (ob->msg)
866 op->msg = NULL; 765 ob->msg = 0;
867 766
868 /* We create this now because some of the unique maps will need it
869 * to save here.
870 */
871 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name);
872 make_path_to_file (buf);
873
874#ifdef AUTOSAVE
875 op->contr->last_save_tick = pticks;
876#endif
877 start_info (op); 767 start_info (ob);
878 CLEAR_FLAG (op, FLAG_WIZ); 768 CLEAR_FLAG (ob, FLAG_WIZ);
879 give_initial_items (op, op->randomitems); 769 give_initial_items (ob, ob->randomitems);
880 link_player_skills (op);
881 esrv_send_inventory (op, op); 770 esrv_send_inventory (ob, ob);
882 op->update_stats (); 771 ob->update_stats ();
883 772
884 /* This moves the player to a different start map, if there 773 /* This moves the player to a different start map, if there
885 * is one for this race 774 * is one for this race
886 */ 775 */
887 if (*first_map_ext_path) 776 if (*first_map_ext_path)
888 { 777 ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y);
889 object *tmp;
890 char mapname[MAX_BUF];
891
892 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name);
893 tmp = object::create ();
894 EXIT_PATH (tmp) = mapname;
895 EXIT_X (tmp) = op->x;
896 EXIT_Y (tmp) = op->y;
897 enter_exit (op, tmp); /* we don't really care if it succeeded;
898 * if the map isn't there, then stay on the
899 * default initial map */
900 tmp->destroy ();
901 }
902 else 778 else
903 LOG (llevDebug, "first_map_ext_path not set\n"); 779 LOG (llevDebug, "first_map_ext_path not set\n");
780}
904 781
905 return 0; 782void
906 } 783player::chargen_race_next ()
907 784{
908 /* Following actually changes the race - this is the default command 785 /* Following actually changes the race - this is the default command
909 * if we don't match with one of the options above. 786 * if we don't match with one of the options above.
910 */ 787 */
911 788
912 tmp_loop = 0; 789 do
913 while (!tmp_loop)
914 { 790 {
915 shstr name = op->name; 791 shstr name = ob->name;
916 int x = op->x, y = op->y; 792 int x = ob->x, y = ob->y;
917 793
918 op->remove_statbonus (); 794 ob->remove_statbonus ();
919 op->remove (); 795 ob->remove ();
920 op->arch = get_player_archetype (op->arch); 796 ob->arch = get_player_archetype (ob->arch);
921 op->arch->clone.copy_to (op); 797 ob->arch->copy_to (ob);
922 op->instantiate (); 798 ob->instantiate ();
923 op->stats = op->contr->orig_stats; 799 ob->stats = ob->contr->orig_stats;
924 op->name = op->name_pl = name; 800 ob->name = ob->name_pl = name;
925 op->x = x; 801 ob->x = x;
926 op->y = y; 802 ob->y = y;
927 SET_ANIMATION (op, 2); /* So player faces south */ 803 SET_ANIMATION (ob, 2); /* So player faces south */
928 insert_ob_in_map (op, op->map, op, 0); 804 insert_ob_in_map (ob, ob->map, ob, 0);
929 assign (op->contr->title, op->arch->clone.name); 805 assign (ob->contr->title, ob->arch->object::name);
930 op->add_statbonus (); 806 ob->add_statbonus ();
931 tmp_loop = allowed_class (op);
932 } 807 }
808 while (!allowed_class (ob));
933 809
934 update_object (op, UP_OBJ_FACE); 810 update_object (ob, UP_OBJ_FACE);
935 esrv_update_item (UPD_FACE, op, op); 811 esrv_update_item (UPD_FACE, ob, ob);
936 op->update_stats (); 812 ob->update_stats ();
937 op->stats.hp = op->stats.maxhp; 813 ob->stats.hp = ob->stats.maxhp;
938 op->stats.sp = op->stats.maxsp; 814 ob->stats.sp = ob->stats.maxsp;
939 op->stats.grace = 0; 815 ob->stats.grace = 0;
940
941 if (op->msg)
942 new_draw_info (NDI_BLUE, 0, op, op->msg);
943
944 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
945 return 0;
946} 816}
947 817
948int 818static void
949key_confirm_quit (object *op, char key)
950{
951 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
952 {
953 op->contr->ns->state = ST_PLAYING;
954 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
955 return 1;
956 }
957
958 INVOKE_PLAYER (LOGOUT, op->contr);
959 INVOKE_PLAYER (QUIT, op->contr);
960
961 terminate_all_pets (op);
962 leave_map (op);
963 op->direction = 0;
964 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
965
966 strcpy (op->contr->killer, "quit");
967 check_score (op);
968 op->contr->party = 0;
969 op->contr->own_title[0] = '\0';
970
971 object_ptr ob = op;
972
973 delete ob->contr;
974
975 /* We need to hunt for any per player unique maps in memory and
976 * get rid of them. The trailing slash in the path is intentional,
977 * so that players named 'Ab' won't match against players 'Abe' pathname
978 */
979 char buf[MAX_BUF];
980 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
981
982 for (maptile *next, *mp = first_map; mp; mp = next)
983 {
984 next = mp->next;
985
986 if (!strncmp (mp->path, buf, strlen (buf)))
987 delete_map (mp);
988 }
989
990 delete_character (ob->name, 1);
991
992 return 1;
993}
994
995void
996flee_player (object *op) 819flee_player (object *op)
997{ 820{
998 int dir, diff; 821 int dir, diff;
999 rv_vector rv; 822 rv_vector rv;
1000 823
1003 LOG (llevDebug, "Fleeing player is dead.\n"); 826 LOG (llevDebug, "Fleeing player is dead.\n");
1004 CLEAR_FLAG (op, FLAG_SCARED); 827 CLEAR_FLAG (op, FLAG_SCARED);
1005 return; 828 return;
1006 } 829 }
1007 830
1008 if (op->enemy == NULL) 831 if (!op->enemy)
1009 { 832 {
1010 LOG (llevDebug, "Fleeing player had no enemy.\n"); 833 LOG (llevDebug, "Fleeing player had no enemy.\n");
1011 CLEAR_FLAG (op, FLAG_SCARED); 834 CLEAR_FLAG (op, FLAG_SCARED);
1012 return; 835 return;
1013 } 836 }
1014 837
1015 /* Seen some crashes here. Since we don't store an
1016 * op->enemy_count, it is possible that something destroys the
1017 * actual enemy, and the object is recycled.
1018 */
1019 if (op->enemy->map == NULL)
1020 {
1021 CLEAR_FLAG (op, FLAG_SCARED);
1022 op->enemy = NULL;
1023 return;
1024 }
1025
1026 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0)) 838 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
1027 { 839 {
1028 op->enemy = NULL; 840 op->enemy = NULL;
1029 CLEAR_FLAG (op, FLAG_SCARED); 841 CLEAR_FLAG (op, FLAG_SCARED);
1030 return; 842 return;
1033 get_rangevector (op, op->enemy, &rv, 0); 845 get_rangevector (op, op->enemy, &rv, 0);
1034 846
1035 dir = absdir (4 + rv.direction); 847 dir = absdir (4 + rv.direction);
1036 for (diff = 0; diff < 3; diff++) 848 for (diff = 0; diff < 3; diff++)
1037 { 849 {
1038 int m = 1 - (RANDOM () & 2); 850 int m = 1 - rndm (2) * 2;
1039 851
1040 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 852 if (op->move (absdir (dir + diff * m)) || (diff == 0 && op->move (absdir (dir - diff * m))))
1041 return; 853 return;
1042 } 854 }
1043 855
1044 /* Cornered, get rid of scared */ 856 /* Cornered, get rid of scared */
1045 CLEAR_FLAG (op, FLAG_SCARED); 857 CLEAR_FLAG (op, FLAG_SCARED);
1046 op->enemy = NULL; 858 op->enemy = NULL;
1047} 859}
1048 860
1049
1050/* check_pick sees if there is stuff to be picked up/picks up stuff. 861/* check_pick sees if there is stuff to be picked up/picks up stuff.
1051 * IT returns 1 if the player should keep on moving, 0 if he should 862 * It returns 1 if the player should keep on moving, 0 if he should
1052 * stop. 863 * stop.
1053 */ 864 */
1054int 865int
1055check_pick (object *op) 866check_pick (object *op)
1056{ 867{
1057 object *tmp, *next; 868 object *tmp, *next;
1058 int stop = 0; 869 int stop = 0;
1059 int j, k, wvratio; 870 int wvratio;
1060 char putstring[128], tmpstr[16];
1061 871
1062 /* if you're flying, you cna't pick up anything */ 872 /* if you're flying, you can't pick up anything */
1063 if (op->move_type & MOVE_FLYING) 873 if (op->move_type & MOVE_FLYING)
1064 return 1; 874 return 1;
1065 875
1066 next = op->below; 876 next = op->below;
877
878 int cnt = MAX_ITEM_PER_ACTION;
879#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
1067 880
1068 /* loop while there are items on the floor that are not marked as 881 /* loop while there are items on the floor that are not marked as
1069 * destroyed */ 882 * destroyed */
1070 while (next && !next->destroyed ()) 883 while (next && !next->destroyed ())
1071 { 884 {
1072 tmp = next; 885 tmp = next;
1073 next = tmp->below; 886 next = tmp->below;
1074 887
888 if (cnt <= 0)
889 {
890 op->failmsg ("Couldn't pickup all items at once.");
891 return 0;
892 }
893
1075 if (op->destroyed ()) 894 if (op->destroyed ())
1076 return 0; 895 return 0;
1077 896
1078 if (!can_pick (op, tmp)) 897 if (!can_pick (op, tmp))
1079 continue; 898 continue;
1080 899
1081 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 900 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1082 { 901 {
1083 if (item_matched_string (op, tmp, op->contr->search_str)) 902 if (item_matched_string (op, tmp, op->contr->search_str))
1084 pick_up (op, tmp); 903 CHK_PICK_PICKUP;
904
1085 continue; 905 continue;
1086 } 906 }
1087 907
1088 /* high not bit set? We're using the old autopickup model */ 908 /* pickup handling */
909 if (op->contr->mode & PU_DEBUG)
910 {
911 /* some debugging code to figure out item information */
912 const char *str = tmp->name
913 ? format ("item name: %s item type: %d weight/value: %d",
914 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))))
915 : format ("item name: %s item type: %d weight/value: %d",
916 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
917
918 new_draw_info (NDI_UNIQUE, 0, op, str);
919 }
920
921 if (op->contr->mode & PU_INHIBIT)
922 return 1;
923
924 if (!(op->contr->mode & PU_ENABLE)) // TODO: fix client
925 return 1;
926
927 /* philosophy:
928 * It's easy to grab an item type from a pile, as long as it's
929 * generic. This takes no game-time. For more detailed pickups
930 * and selections, select-items should be used. This is a
931 * grab-as-you-run type mode that's really useful for arrows for
932 * example.
933 * The drawback: right now it has no frontend, so you need to
934 * stick the bits you want into a calculator in hex mode and then
935 * convert to decimal and then 'pickup <#>
936 */
937
938 /* the first two modes are exclusive: if NOTHING we return, if
939 * STOP then we stop. All the rest are applied sequentially,
940 * meaning if any test passes, the item gets picked up. */
941
942 /* if mode is set to pick nothing up, return */
943 if (op->contr->mode == PU_NOTHING)
944 return 1;
945
946 /* if mode is set to stop when encountering objects, return */
947 /* take STOP before INHIBIT since it doesn't actually pick
948 * anything up */
949 if (op->contr->mode & PU_STOP)
950 return 0;
951
952 /* useful for going into stores and not losing your settings... */
953 /* and for battles wher you don't want to get loaded down while
954 * fighting */
955 if (op->contr->mode & PU_INHIBIT)
956 return 1;
957
958 /* prevent us from turning into auto-thieves :) */
959 if (QUERY_FLAG (tmp, FLAG_UNPAID))
960 continue;
961
962 /* ignore known cursed objects */
963 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
964 continue;
965
966 /* all food and drink if desired */
967 /* question: don't pick up known-poisonous stuff? */
1089 if (!(op->contr->mode & PU_NEWMODE)) 968 if (op->contr->mode & PU_FOOD)
969 if (tmp->type == FOOD)
1090 { 970 {
1091 switch (op->contr->mode) 971 CHK_PICK_PICKUP;
972 continue;
973 }
974
975 if (op->contr->mode & PU_DRINK)
976 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
977 {
978 CHK_PICK_PICKUP;
979 continue;
980 }
981
982 if (op->contr->mode & PU_POTION)
983 if (tmp->type == POTION)
984 {
985 CHK_PICK_PICKUP;
986 continue;
987 }
988
989 /* spellbooks, skillscrolls and normal books/scrolls */
990 if (op->contr->mode & PU_SPELLBOOK)
991 if (tmp->type == SPELLBOOK)
992 {
993 CHK_PICK_PICKUP;
994 continue;
995 }
996
997 if (op->contr->mode & PU_SKILLSCROLL)
998 if (tmp->type == SKILLSCROLL)
999 {
1000 CHK_PICK_PICKUP;
1001 continue;
1002 }
1003
1004 if (op->contr->mode & PU_READABLES)
1005 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1006 {
1007 CHK_PICK_PICKUP;
1008 continue;
1009 }
1010
1011 /* wands/staves/rods/horns */
1012 if (op->contr->mode & PU_MAGIC_DEVICE)
1013 if (tmp->type == WAND
1014 || tmp->type == ROD
1015 || tmp->type == HORN
1016 || tmp->type == POWER_CRYSTAL)
1017 {
1018 CHK_PICK_PICKUP;
1019 continue;
1020 }
1021
1022 /* pick up all magical items */
1023 if (op->contr->mode & PU_MAGICAL)
1024 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)
1025 && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1026 {
1027 CHK_PICK_PICKUP;
1028 continue;
1029 }
1030
1031 if (op->contr->mode & PU_VALUABLES)
1032 {
1033 if (tmp->type == MONEY || tmp->type == GEM)
1092 { 1034 {
1093 case 0: 1035 CHK_PICK_PICKUP;
1094 return 1; /* don't pick up */ 1036 continue;
1095 case 1:
1096 pick_up (op, tmp);
1097 return 1;
1098 case 2:
1099 pick_up (op, tmp);
1100 return 0;
1101 case 3:
1102 return 0; /* stop before pickup */
1103 case 4:
1104 pick_up (op, tmp);
1105 break;
1106 case 5:
1107 pick_up (op, tmp);
1108 stop = 1;
1109 break;
1110 case 6:
1111 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1112 pick_up (op, tmp);
1113 break;
1114
1115 case 7:
1116 if (tmp->type == MONEY || tmp->type == GEM)
1117 pick_up (op, tmp);
1118 break;
1119
1120 default:
1121 /* use value density */
1122 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1123 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1124 pick_up (op, tmp);
1125 } 1037 }
1126 } 1038 }
1127 else 1039
1128 { /* old model */ 1040 /* rings & amulets - talismans seems to be typed AMULET */
1129 /* NEW pickup handling */
1130 if (op->contr->mode & PU_DEBUG) 1041 if (op->contr->mode & PU_JEWELS)
1042 if (tmp->type == RING
1043 || tmp->type == AMULET
1044 || tmp->type == GIRDLE
1045 || tmp->type == SKILL_TOOL)
1131 { 1046 {
1132 /* some debugging code to figure out item information */ 1047 CHK_PICK_PICKUP;
1133 if (tmp->name != NULL)
1134 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1135 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1136 else
1137 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1138 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1139 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1140
1141 sprintf (putstring, "...flags: ");
1142 for (k = 0; k < 4; k++)
1143 {
1144 for (j = 0; j < 32; j++)
1145 {
1146 if ((tmp->flags[k] >> j) & 0x01)
1147 {
1148 sprintf (tmpstr, "%d ", k * 32 + j);
1149 strcat (putstring, tmpstr);
1150 }
1151 }
1152 }
1153 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1154
1155#if 0
1156 /* print the flags too */
1157 for (k = 0; k < 4; k++)
1158 {
1159 fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1160 for (j = 0; j < 32; j++)
1161 {
1162 fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1163 if (!((j + 1) % 4))
1164 fprintf (stderr, " ");
1165 }
1166 fprintf (stderr, " [%d]\n", k * 32);
1167 }
1168#endif
1169 }
1170 /* philosophy:
1171 * It's easy to grab an item type from a pile, as long as it's
1172 * generic. This takes no game-time. For more detailed pickups
1173 * and selections, select-items shoul dbe used. This is a
1174 * grab-as-you-run type mode that's really useful for arrows for
1175 * example.
1176 * The drawback: right now it has no frontend, so you need to
1177 * stick the bits you want into a calculator in hex mode and then
1178 * convert to decimal and then 'pickup <#>
1179 */
1180
1181 /* the first two modes are exclusive: if NOTHING we return, if
1182 * STOP then we stop. All the rest are applied sequentially,
1183 * meaning if any test passes, the item gets picked up. */
1184
1185 /* if mode is set to pick nothing up, return */
1186
1187 if (op->contr->mode & PU_NOTHING)
1188 return 1;
1189
1190 /* if mode is set to stop when encountering objects, return */
1191 /* take STOP before INHIBIT since it doesn't actually pick
1192 * anything up */
1193
1194 if (op->contr->mode & PU_STOP)
1195 return 0;
1196
1197 /* useful for going into stores and not losing your settings... */
1198 /* and for battles wher you don't want to get loaded down while
1199 * fighting */
1200 if (op->contr->mode & PU_INHIBIT)
1201 return 1;
1202
1203 /* prevent us from turning into auto-thieves :) */
1204 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1205 continue; 1048 continue;
1049 }
1206 1050
1207 /* ignore known cursed objects */ 1051 /* we don't forget dragon food */
1208 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) 1052 if (op->contr->mode & PU_FLESH)
1053 if (tmp->type == FLESH)
1054 {
1055 CHK_PICK_PICKUP;
1209 continue; 1056 continue;
1057 }
1210 1058
1211 /* all food and drink if desired */ 1059 /* bows and arrows. Bows are good for selling! */
1212 /* question: don't pick up known-poisonous stuff? */ 1060 if (op->contr->mode & PU_BOW)
1061 if (tmp->type == BOW)
1062 {
1063 CHK_PICK_PICKUP;
1064 continue;
1065 }
1066
1067 if (op->contr->mode & PU_ARROW)
1068 if (tmp->type == ARROW)
1069 {
1070 CHK_PICK_PICKUP;
1071 continue;
1072 }
1073
1074 /* all kinds of armor etc. */
1075 if (op->contr->mode & PU_ARMOUR)
1076 if (tmp->type == ARMOUR)
1077 {
1078 CHK_PICK_PICKUP;
1079 continue;
1080 }
1081
1082 if (op->contr->mode & PU_HELMET)
1083 if (tmp->type == HELMET)
1084 {
1085 CHK_PICK_PICKUP;
1086 continue;
1087 }
1088
1089 if (op->contr->mode & PU_SHIELD)
1090 if (tmp->type == SHIELD)
1091 {
1092 CHK_PICK_PICKUP;
1093 continue;
1094 }
1095
1213 if (op->contr->mode & PU_FOOD) 1096 if (op->contr->mode & PU_BOOTS)
1214 if (tmp->type == FOOD) 1097 if (tmp->type == BOOTS)
1098 {
1099 CHK_PICK_PICKUP;
1100 continue;
1101 }
1102
1103 if (op->contr->mode & PU_GLOVES)
1104 if (tmp->type == GLOVES || tmp->type == BRACERS)
1105 {
1106 CHK_PICK_PICKUP;
1107 continue;
1108 }
1109
1110 if (op->contr->mode & PU_CLOAK)
1111 if (tmp->type == CLOAK)
1112 {
1113 CHK_PICK_PICKUP;
1114 continue;
1115 }
1116
1117 /* hoping to catch throwing daggers here */
1118 if (op->contr->mode & PU_MISSILEWEAPON)
1119 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1120 {
1121 CHK_PICK_PICKUP;
1122 continue;
1123 }
1124
1125 /* careful: chairs and tables are weapons! */
1126 if (op->contr->mode & PU_ALLWEAPON)
1127 {
1128 if (tmp->type == WEAPON)
1129 if (!tmp->arch->archname.contains ("table") && !tmp->arch->archname.contains ("chair"))
1215 { 1130 {
1216 pick_up (op, tmp); 1131 CHK_PICK_PICKUP;
1217 continue; 1132 continue;
1218 } 1133 }
1134 }
1219 1135
1136 /* misc stuff that's useful */
1220 if (op->contr->mode & PU_DRINK) 1137 if (op->contr->mode & PU_KEY)
1221 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1138 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1222 { 1139 {
1223 pick_up (op, tmp); 1140 CHK_PICK_PICKUP;
1224 continue; 1141 continue;
1225 } 1142 }
1226 1143
1144 /* any of the last 4 bits set means we use the ratio for value
1145 * pickups */
1227 if (op->contr->mode & PU_POTION) 1146 if (op->contr->mode & PU_RATIO)
1228 if (tmp->type == POTION) 1147 {
1148 /* use value density to decide what else to grab */
1149 /* >=7 was >= op->contr->mode */
1150 /* >=7 is the old standard setting. Now we take the last 4 bits
1229 { 1151 */
1230 pick_up (op, tmp);
1231 continue;
1232 }
1233
1234 /* spellbooks, skillscrolls and normal books/scrolls */
1235 if (op->contr->mode & PU_SPELLBOOK)
1236 if (tmp->type == SPELLBOOK)
1237 {
1238 pick_up (op, tmp);
1239 continue;
1240 }
1241
1242 if (op->contr->mode & PU_SKILLSCROLL)
1243 if (tmp->type == SKILLSCROLL)
1244 {
1245 pick_up (op, tmp);
1246 continue;
1247 }
1248
1249 if (op->contr->mode & PU_READABLES)
1250 if (tmp->type == BOOK || tmp->type == SCROLL)
1251 {
1252 pick_up (op, tmp);
1253 continue;
1254 }
1255
1256 /* wands/staves/rods/horns */
1257 if (op->contr->mode & PU_MAGIC_DEVICE)
1258 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1259 {
1260 pick_up (op, tmp);
1261 continue;
1262 }
1263
1264 /* pick up all magical items */
1265 if (op->contr->mode & PU_MAGICAL) 1152 wvratio = op->contr->mode & PU_RATIO;
1266 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1153 if (1000 * query_cost (tmp, op, F_TRUE) / tmp->total_weight () >= wvratio * 100)
1267 {
1268 pick_up (op, tmp);
1269 continue;
1270 }
1271
1272 if (op->contr->mode & PU_VALUABLES)
1273 { 1154 {
1274 if (tmp->type == MONEY || tmp->type == GEM) 1155#if 0
1156 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1157 if (tmp->name != NULL)
1275 { 1158 {
1276 pick_up (op, tmp); 1159 fprintf (stderr, "%s", tmp->name);
1277 continue;
1278 } 1160 }
1279 }
1280
1281 /* rings & amulets - talismans seems to be typed AMULET */
1282 if (op->contr->mode & PU_JEWELS)
1283 if (tmp->type == RING || tmp->type == AMULET)
1284 {
1285 pick_up (op, tmp);
1286 continue;
1287 }
1288
1289 /* we don't forget dragon food */
1290 if (op->contr->mode & PU_FLESH)
1291 if (tmp->type == FLESH)
1292 {
1293 pick_up (op, tmp);
1294 continue;
1295 }
1296
1297 /* bows and arrows. Bows are good for selling! */
1298 if (op->contr->mode & PU_BOW)
1299 if (tmp->type == BOW)
1300 {
1301 pick_up (op, tmp);
1302 continue;
1303 }
1304
1305 if (op->contr->mode & PU_ARROW)
1306 if (tmp->type == ARROW)
1307 {
1308 pick_up (op, tmp);
1309 continue;
1310 }
1311
1312 /* all kinds of armor etc. */
1313 if (op->contr->mode & PU_ARMOUR)
1314 if (tmp->type == ARMOUR)
1315 {
1316 pick_up (op, tmp);
1317 continue;
1318 }
1319
1320 if (op->contr->mode & PU_HELMET)
1321 if (tmp->type == HELMET)
1322 {
1323 pick_up (op, tmp);
1324 continue;
1325 }
1326
1327 if (op->contr->mode & PU_SHIELD)
1328 if (tmp->type == SHIELD)
1329 {
1330 pick_up (op, tmp);
1331 continue;
1332 }
1333
1334 if (op->contr->mode & PU_BOOTS)
1335 if (tmp->type == BOOTS)
1336 {
1337 pick_up (op, tmp);
1338 continue;
1339 }
1340
1341 if (op->contr->mode & PU_GLOVES)
1342 if (tmp->type == GLOVES)
1343 {
1344 pick_up (op, tmp);
1345 continue;
1346 }
1347
1348 if (op->contr->mode & PU_CLOAK)
1349 if (tmp->type == CLOAK)
1350 {
1351 pick_up (op, tmp);
1352 continue;
1353 }
1354
1355 /* hoping to catch throwing daggers here */
1356 if (op->contr->mode & PU_MISSILEWEAPON)
1357 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1358 {
1359 pick_up (op, tmp);
1360 continue;
1361 }
1362
1363 /* careful: chairs and tables are weapons! */
1364 if (op->contr->mode & PU_ALLWEAPON)
1365 {
1366 if (tmp->type == WEAPON && tmp->name != NULL)
1367 {
1368 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1369 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1370 {
1371 pick_up (op, tmp);
1372 continue;
1373 }
1374 }
1375
1376 if (tmp->type == WEAPON && tmp->name == NULL)
1377 {
1378 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1379 {
1380 pick_up (op, tmp);
1381 continue;
1382 }
1383 }
1384 }
1385
1386 /* misc stuff that's useful */
1387 if (op->contr->mode & PU_KEY)
1388 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1389 {
1390 pick_up (op, tmp);
1391 continue;
1392 }
1393
1394 /* any of the last 4 bits set means we use the ratio for value
1395 * pickups */
1396 if (op->contr->mode & PU_RATIO)
1397 {
1398 /* use value density to decide what else to grab */
1399 /* >=7 was >= op->contr->mode */
1400 /* >=7 is the old standard setting. Now we take the last 4 bits
1401 * and multiply them by 5, giving 0..15*5== 5..75 */
1402 wvratio = (op->contr->mode & PU_RATIO) * 5;
1403 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1404 {
1405 pick_up (op, tmp);
1406#if 0
1407 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1408 if (tmp->name != NULL)
1409 {
1410 fprintf (stderr, "%s", tmp->name);
1411 }
1412 else 1161 else
1413 fprintf (stderr, "%s", tmp->arch->name); 1162 fprintf (stderr, "%s", tmp->arch->archname);
1414 fprintf (stderr, ",%d] = ", tmp->type); 1163 fprintf (stderr, ",%d] = ", tmp->type);
1415 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1164 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
1416#endif 1165#endif
1166 CHK_PICK_PICKUP;
1417 continue; 1167 continue;
1418 }
1419 } 1168 }
1420 } /* the new pickup model */ 1169 } /* the new pickup model */
1421 } 1170 }
1422 1171
1423 return !stop; 1172 return !stop;
1173}
1174
1175/* routine for both players and monsters. We call this when
1176 * there is a possibility for our action distrubing our hiding
1177 * place or invisiblity spell. Artefact invisiblity causes
1178 * "noise" instead. If we arent invisible to begin with, we
1179 * return 0.
1180 */
1181static int
1182action_makes_visible (object *op)
1183{
1184 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
1185 {
1186 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
1187 {
1188 // artefact invisibility is permanent, but we still make noise
1189 // this is important for game-balance.
1190 if (op->contr)
1191 op->make_noise ();
1192
1193 return 0;
1194 }
1195
1196 if (op->contr && op->contr->tmp_invis == 0)
1197 return 0;
1198
1199 /* If monsters, they should become visible */
1200 if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis))
1201 {
1202 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible");
1203 return 1;
1204 }
1205 }
1206
1207 return 0;
1424} 1208}
1425 1209
1426/* 1210/*
1427 * Find an arrow in the inventory and after that 1211 * Find an arrow in the inventory and after that
1428 * in the right type container (quiver). Pointer to the 1212 * in the right type container (quiver). Pointer to the
1429 * found object is returned. 1213 * found object is returned.
1430 */ 1214 */
1431object * 1215static object *
1432find_arrow (object *op, const char *type) 1216find_arrow (object *op, const char *type)
1433{ 1217{
1434 object *tmp = NULL;
1435
1436 for (op = op->inv; op; op = op->below) 1218 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1437 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1438 tmp = find_arrow (op, type);
1439 else if (op->type == ARROW && op->race == type) 1219 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1220 return splay (tmp);
1221
1222 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1223 if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && !strcmp (&tmp->race, type))
1224 if (object *arrow = find_arrow (tmp, type))
1225 {
1226 splay (tmp);
1440 return op; 1227 return arrow;
1228 }
1229
1441 return tmp; 1230 return 0;
1442} 1231}
1443 1232
1444/* 1233/*
1445 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1234 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1446 * against the target. A full test is not performed, simply a basic test 1235 * against the target. A full test is not performed, simply a basic test
1447 * of resistances. The archer is making a quick guess at what he sees down 1236 * of resistances. The archer is making a quick guess at what he sees down
1448 * the hall. Failing that it does it's best to pick the highest plus arrow. 1237 * the hall. Failing that it does it's best to pick the highest plus arrow.
1449 */ 1238 */
1450 1239static object *
1451object *
1452find_better_arrow (object *op, object *target, const char *type, int *better) 1240find_better_arrow (object *op, object *target, shstr_cmp type, int *better)
1453{ 1241{
1454 object *tmp = NULL, *arrow, *ntmp; 1242 object *tmp = NULL, *arrow, *ntmp;
1455 int attacknum, attacktype, betterby = 0, i; 1243 int attacknum, attacktype, betterby = 0, i;
1456 1244
1457 if (!type) 1245 if (!type)
1461 { 1249 {
1462 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED)) 1250 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1463 { 1251 {
1464 i = 0; 1252 i = 0;
1465 ntmp = find_better_arrow (arrow, target, type, &i); 1253 ntmp = find_better_arrow (arrow, target, type, &i);
1254
1466 if (i > betterby) 1255 if (i > betterby)
1467 { 1256 {
1468 tmp = ntmp; 1257 tmp = ntmp;
1469 betterby = i; 1258 betterby = i;
1470 } 1259 }
1471 } 1260 }
1472 else if (arrow->type == ARROW && arrow->race == type) 1261 else if (arrow->type == ARROW && arrow->race == type)
1473 { 1262 {
1474 /* allways prefer assasination/slaying */ 1263 /* allways prefer assasination/slaying */
1475 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race)) 1264 if (target->race && arrow->slaying.contains (target->race))
1476 { 1265 {
1477 if (arrow->attacktype & AT_DEATH) 1266 if (arrow->attacktype & AT_DEATH)
1478 { 1267 {
1479 *better = 100; 1268 *better = 100;
1480 return arrow; 1269 return arrow;
1488 else 1277 else
1489 { 1278 {
1490 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1279 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1491 { 1280 {
1492 attacktype = 1 << attacknum; 1281 attacktype = 1 << attacknum;
1493 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1282 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1494 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby) 1283 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1495 { 1284 {
1496 tmp = arrow; 1285 tmp = arrow;
1497 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100; 1286 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1498 } 1287 }
1499 } 1288 }
1289
1500 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1290 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1501 { 1291 {
1502 tmp = arrow; 1292 tmp = arrow;
1503 betterby = 2 + arrow->magic + arrow->stats.dam; 1293 betterby = 2 + arrow->magic + arrow->stats.dam;
1504 } 1294 }
1295
1505 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) 1296 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1506 { 1297 {
1507 tmp = arrow; 1298 tmp = arrow;
1508 betterby = 1 + arrow->magic + arrow->stats.dam; 1299 betterby = 1 + arrow->magic + arrow->stats.dam;
1509 } 1300 }
1510 } 1301 }
1511 } 1302 }
1512 } 1303 }
1304
1513 if (tmp == NULL && arrow == NULL) 1305 if (tmp == NULL && arrow == NULL)
1514 return find_arrow (op, type); 1306 return find_arrow (op, type);
1515 1307
1516 *better = betterby; 1308 *better = betterby;
1517 return tmp; 1309 return tmp;
1521 * find_better_arrow to find a decent arrow to use. 1313 * find_better_arrow to find a decent arrow to use.
1522 * op = the shooter 1314 * op = the shooter
1523 * type = bow->race 1315 * type = bow->race
1524 * dir = fire direction 1316 * dir = fire direction
1525 */ 1317 */
1526 1318static object *
1527object *
1528pick_arrow_target (object *op, const char *type, int dir) 1319pick_arrow_target (object *op, shstr_cmp type, int dir)
1529{ 1320{
1530 object *tmp = NULL; 1321 object *tmp = NULL;
1531 maptile *m; 1322 maptile *m;
1532 int i, mflags, found, number; 1323 int i, mflags, found, number;
1533 sint16 x, y; 1324 sint16 x, y;
1548 for (i = 0, found = 0; i < 20; i++) 1339 for (i = 0, found = 0; i < 20; i++)
1549 { 1340 {
1550 x += freearr_x[dir]; 1341 x += freearr_x[dir];
1551 y += freearr_y[dir]; 1342 y += freearr_y[dir];
1552 mflags = get_map_flags (m, &m, x, y, &x, &y); 1343 mflags = get_map_flags (m, &m, x, y, &x, &y);
1344
1553 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) 1345 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1554 { 1346 {
1555 tmp = NULL; 1347 tmp = 0;
1556 break; 1348 break;
1557 } 1349 }
1558 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW) 1350 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1559 { 1351 {
1560 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1352 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1561 * perhaps a bad assumption. 1353 * perhaps a bad assumption.
1562 */ 1354 */
1563 tmp = NULL; 1355 tmp = 0;
1564 break; 1356 break;
1565 } 1357 }
1358
1566 if (mflags & P_IS_ALIVE) 1359 if (mflags & P_IS_ALIVE)
1567 {
1568 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) 1360 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1569 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 1361 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1570 {
1571 found++;
1572 break;
1573 }
1574 if (found)
1575 break; 1362 break;
1576 }
1577 } 1363 }
1578 if (tmp == NULL) 1364
1365 if (!tmp)
1579 return find_arrow (op, type); 1366 return find_arrow (op, type);
1580 1367
1581 if (tmp->head) 1368 if (tmp->head)
1582 tmp = tmp->head; 1369 tmp = tmp->head;
1583 1370
1596 */ 1383 */
1597int 1384int
1598fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) 1385fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1599{ 1386{
1600 object *left, *bow; 1387 object *left, *bow;
1601 int bowspeed, mflags; 1388 int mflags;
1602 maptile *m; 1389 maptile *m;
1603 1390
1604 if (!dir) 1391 if (!dir)
1605 { 1392 {
1606 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1393 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1607 return 0; 1394 return 0;
1608 } 1395 }
1609 1396
1610 if (op->type == PLAYER) 1397 if (op->contr)
1611 bow = op->contr->ranges[range_bow]; 1398 bow = op->current_weapon;
1612 else 1399 else
1613 { 1400 {
1614 for (bow = op->inv; bow; bow = bow->below) 1401 for (bow = op->inv; bow; bow = bow->below)
1615 /* Don't check for applied - monsters don't apply bows - in that way, they 1402 /* Don't check for applied - monsters don't apply bows - in that way, they
1616 * don't need to switch back and forth between bows and weapons. 1403 * don't need to switch back and forth between bows and weapons.
1621 if (!bow) 1408 if (!bow)
1622 { 1409 {
1623 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1410 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1624 return 0; 1411 return 0;
1625 } 1412 }
1413
1414 // optimisation: move object to top so we will find it quickly again
1415 splay (bow);
1626 } 1416 }
1627 1417
1628 if (!bow->race || !bow->skill) 1418 if (!bow->race || !bow->skill)
1629 { 1419 {
1630 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1420 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1631 return 0; 1421 return 0;
1632 } 1422 }
1633
1634 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1635
1636 /* penalize ROF for bestarrow */
1637 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1638 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1639
1640 if (bowspeed < 1)
1641 bowspeed = 1;
1642 1423
1643 if (arrow == NULL) 1424 if (arrow == NULL)
1644 { 1425 {
1645 if ((arrow = find_arrow (op, bow->race)) == NULL) 1426 if ((arrow = find_arrow (op, bow->race)) == NULL)
1646 { 1427 {
1647 if (op->type == PLAYER) 1428 if (op->type == PLAYER)
1648 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1429 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1649 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1430 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1650 else 1431 else
1651 CLEAR_FLAG (op, FLAG_READY_BOW); 1432 CLEAR_FLAG (op, FLAG_READY_BOW);
1433
1652 return 0; 1434 return 0;
1653 } 1435 }
1654 } 1436 }
1655 1437
1656 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1438 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1664 } 1446 }
1665 1447
1666 /* this should not happen, but sometimes does */ 1448 /* this should not happen, but sometimes does */
1667 if (arrow->nrof == 0) 1449 if (arrow->nrof == 0)
1668 { 1450 {
1451 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1669 arrow->destroy (); 1452 arrow->destroy ();
1670 return 0; 1453 return 0;
1671 } 1454 }
1672 1455
1673 left = arrow; /* these are arrows left to the player */ 1456 left = arrow; /* these are arrows left to the player */
1674 arrow = get_split_ob (arrow, 1); 1457 arrow = arrow->split ();
1675 if (!arrow) 1458 if (!arrow)
1676 { 1459 {
1677 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1460 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1678 return 0; 1461 return 0;
1679 } 1462 }
1680 1463
1681 arrow->set_owner (op); 1464 arrow->set_owner (op);
1682 arrow->skill = bow->skill; 1465 arrow->skill = bow->skill;
1683
1684 arrow->direction = dir; 1466 arrow->direction = dir;
1685 arrow->x = sx; 1467
1686 arrow->y = sy; 1468 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1469 arrow->stats.hp = arrow->stats.dam;
1470 arrow->stats.grace = arrow->attacktype;
1471 arrow->custom_name = arrow->slaying;
1472
1473#if 0
1474 if (player *pl = op->contr)
1475 {
1476 float speed = pl->weapon_sp;
1477
1478 /* penalize ROF for bestarrow */
1479 if (pl->bowtype == bow_bestarrow)
1480 speed *= .9f;
1481 else
1482 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1483
1484 op->speed_left += speed - op->speed;
1485 }
1486#endif
1487
1488 SET_ANIMATION (arrow, arrow->direction);
1489
1490 /* update the speed */
1491 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1492 + bow->stats.dam / 7.f;
1493
1494 arrow->set_speed (max (arrow->speed, 2.f));
1495 arrow->speed_left = 0;
1496
1497 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1687 1498
1688 if (op->type == PLAYER) 1499 if (op->type == PLAYER)
1689 { 1500 {
1690 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1691 op->update_stats ();
1692 }
1693
1694 SET_ANIMATION (arrow, arrow->direction);
1695 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1696 arrow->stats.hp = arrow->stats.dam;
1697 arrow->stats.grace = arrow->attacktype;
1698 if (arrow->slaying != NULL)
1699 arrow->spellarg = strdup (arrow->slaying);
1700
1701 /* Note that this was different for monsters - they got their level
1702 * added to the damage. I think the strength bonus is more proper.
1703 */
1704
1705 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1706
1707 /* update the speed */
1708 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1709 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1710
1711 if (arrow->speed < 1.0)
1712 arrow->speed = 1.0;
1713 update_ob_speed (arrow);
1714 arrow->speed_left = 0;
1715
1716 if (op->type == PLAYER)
1717 {
1718 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1719 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1720 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1721
1722 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; 1501 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1502 wc -= dex_bonus[op->stats.Dex];
1503
1504 if (!arrow->slaying)
1505 arrow->slaying = op->slaying;
1506
1507 arrow->attacktype |= op->attacktype;
1723 } 1508 }
1724 else 1509 else
1725 { 1510 {
1726 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1727 arrow->level = op->level; 1511 arrow->level = op->level;
1728 } 1512 arrow->stats.wc -= bow->magic;
1729 1513
1730 if (arrow->attacktype == AT_PHYSICAL) 1514 if (!arrow->slaying)
1515 arrow->slaying = bow->slaying;
1516
1731 arrow->attacktype |= bow->attacktype; 1517 arrow->attacktype |= bow->attacktype;
1518 }
1732 1519
1733 if (bow->slaying) 1520 wc -= arrow->level;
1734 arrow->slaying = bow->slaying; 1521 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1735 1522
1736 arrow->map = m; 1523 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1737 arrow->move_type = MOVE_FLY_LOW; 1524 arrow->move_type = MOVE_FLY_LOW;
1738 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1525 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1739 1526
1740 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1527 op->play_sound (sound_find ("fire_arrow"));
1741 insert_ob_in_map (arrow, m, op, 0); 1528 m->insert (arrow, sx, sy, op);
1742 1529
1743 if (!arrow->destroyed ()) 1530 if (!arrow->destroyed ())
1744 move_arrow (arrow); 1531 move_arrow (arrow);
1745
1746 if (op->type == PLAYER)
1747 {
1748 if (left->destroyed ())
1749 esrv_del_item (op->contr, left->count);
1750 else
1751 esrv_send_item (op, left);
1752 }
1753 1532
1754 return 1; 1533 return 1;
1755} 1534}
1756 1535
1757/* Special fire code for players - this takes into 1536/* Special fire code for players - this takes into
1759 * but monsters can't. Putting that code here 1538 * but monsters can't. Putting that code here
1760 * makes the fire_bow code much cleaner. 1539 * makes the fire_bow code much cleaner.
1761 * this function should only be called if 'op' is a player, 1540 * this function should only be called if 'op' is a player,
1762 * hence the function name. 1541 * hence the function name.
1763 */ 1542 */
1764int 1543static int
1765player_fire_bow (object *op, int dir) 1544player_fire_bow (object *op, int dir)
1766{ 1545{
1767 int ret = 0, wcmod = 0; 1546 int ret;
1768 1547
1769 if (op->contr->bowtype == bow_bestarrow) 1548 if (op->contr->bowtype == bow_bestarrow)
1770 { 1549 {
1771 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y); 1550 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1772 } 1551 }
1773 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1552 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1774 { 1553 {
1775 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1554 int wcmod = similar_direction (dir, op->contr->bowtype - bow_n + 1) ? 0 : -1;
1776 wcmod = -1;
1777 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1555 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1778 } 1556 }
1779 else if (op->contr->bowtype == bow_threewide) 1557 else if (op->contr->bowtype == bow_threewide)
1780 { 1558 {
1781 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1559 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)]); 1560 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)]); 1561 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1784 } 1562 }
1785 else if (op->contr->bowtype == bow_spreadshot) 1563 else if (op->contr->bowtype == bow_spreadshot)
1786 { 1564 {
1787 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1565 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); 1566 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); 1567 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1790
1791 } 1568 }
1792 else 1569 else
1793 { 1570 {
1794 /* Simple case */ 1571 /* Simple case */
1795 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1572 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1796 } 1573 }
1574
1797 return ret; 1575 return ret;
1798} 1576}
1799
1800 1577
1801/* Fires a misc (wand/rod/horn) object in 'dir'. 1578/* Fires a misc (wand/rod/horn) object in 'dir'.
1802 * Broken apart from 'fire' to keep it more readable. 1579 * Broken apart from 'fire' to keep it more readable.
1803 */ 1580 */
1804void 1581static void
1805fire_misc_object (object *op, int dir) 1582fire_misc_object (object *op, int dir)
1806{ 1583{
1807 object *item; 1584 object *item = op->contr->ranged_ob;
1808 1585
1809 if (!op->contr->ranges[range_misc]) 1586 if (!item)
1810 { 1587 {
1811 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); 1588 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1812 return; 1589 return;
1813 } 1590 }
1814 1591
1815 item = op->contr->ranges[range_misc];
1816 if (!item->inv) 1592 if (!item->inv)
1817 { 1593 {
1818 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1594 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1819 return; 1595 return;
1820 } 1596 }
1597
1598 if (!op->apply (item))
1599 return;
1600
1821 if (item->type == WAND) 1601 if (item->type == WAND)
1822 { 1602 {
1823 if (item->stats.food <= 0) 1603 if (item->stats.food <= 0)
1824 { 1604 {
1825 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1605 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)); 1606 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1607
1827 return; 1608 return;
1828 } 1609 }
1829 } 1610 }
1830 else if (item->type == ROD || item->type == HORN) 1611 else if (item->type == ROD || item->type == HORN)
1831 { 1612 {
1832 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1613 sint16 spell_sp = max (item->inv->stats.sp, item->inv->stats.grace);
1614
1615 // using the maximum of the rods charge allows at least one spell cast
1616 // for a rod or horn, this fixes some broken rods.
1617 if (item->stats.hp < min (spell_sp, item->stats.maxhp))
1833 { 1618 {
1834 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1619 op->contr->play_sound (sound_find ("wand_poof"));
1620
1835 if (item->type == ROD) 1621 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)); 1622 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1837 else 1623 else
1838 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1624 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1625
1839 return; 1626 return;
1840 } 1627 }
1841 } 1628 }
1842 1629
1843 if (cast_spell (op, item, dir, item->inv, NULL)) 1630 if (cast_spell (op, item, dir, item->inv, NULL))
1844 { 1631 {
1845 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */ 1632 item->flag [FLAG_BEEN_APPLIED] = true; /* You now know something about it */
1633
1846 if (item->type == WAND) 1634 if (item->type == WAND)
1847 { 1635 {
1848 if (!(--item->stats.food)) 1636 if (!(--item->stats.food))
1849 { 1637 {
1850 object *tmp; 1638 object *tmp;
1851 1639
1852 if (item->arch) 1640 if (item->arch)
1853 { 1641 {
1854 CLEAR_FLAG (item, FLAG_ANIMATE); 1642 CLEAR_FLAG (item, FLAG_ANIMATE);
1855 item->face = item->arch->clone.face; 1643 item->face = item->arch->face;
1856 item->speed = 0; 1644 item->set_speed (0);
1857 update_ob_speed (item);
1858 } 1645 }
1859 if ((tmp = item->in_player ())) 1646
1647 if (object *pl = item->visible_to ())
1860 esrv_update_item (UPD_ANIM, tmp, item); 1648 esrv_update_item (UPD_ANIM, pl, item);
1861 } 1649 }
1862 } 1650 }
1863 else if (item->type == ROD || item->type == HORN) 1651 else if (item->type == ROD || item->type == HORN)
1864 {
1865 drain_rod_charge (item); 1652 drain_rod_charge (item);
1866 }
1867 } 1653 }
1868} 1654}
1869 1655
1870/* Received a fire command for the player - go and do it. 1656/* Received a fire command for the player - go and do it.
1871 */ 1657 */
1872void 1658bool
1873fire (object *op, int dir) 1659fire (object *who, int dir)
1874{ 1660{
1875 int spellcost = 0; 1661 int spellcost = 0;
1876 1662
1663 player *pl = who->contr;
1664
1665 if (pl->golem)
1666 {
1667 control_golem (who->contr->golem, dir);
1668 return false;
1669 }
1670
1671 object *ob = pl->ranged_ob;
1672
1673 if (!ob)
1674 return false;
1675
1676 if (who->speed_left > 0.f)
1677 --who->speed_left;
1678 else
1679 return false;
1680
1681 if (!who->apply (ob))
1682 return false;
1683
1877 /* check for loss of invisiblity/hide */ 1684 /* check for loss of invisiblity/hide */
1878 if (action_makes_visible (op)) 1685 if (action_makes_visible (who))
1879 make_visible (op); 1686 make_visible (who);
1880 1687
1881 switch (op->contr->shoottype) 1688 switch (ob->type)
1882 { 1689 {
1883 case range_none: 1690 case BOW:
1884 return;
1885
1886 case range_bow:
1887 player_fire_bow (op, dir); 1691 player_fire_bow (who, dir);
1888 return; 1692 break;
1889 1693
1890 case range_magic: /* Casting spells */ 1694 case SPELL:
1891 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0)); 1695 spellcost = cast_spell (who, who, dir, ob, *pl->spellparam ? pl->spellparam : 0);
1892 return; 1696 break;
1893 1697
1894 case range_misc: 1698 case BUILDER:
1895 fire_misc_object (op, dir);
1896 return;
1897
1898 case range_golem: /* Control summoned monsters from scrolls */
1899 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
1900 {
1901 op->contr->ranges[range_golem] = 0;
1902 op->contr->shoottype = range_none;
1903 }
1904 else
1905 control_golem (op->contr->ranges[range_golem], dir);
1906 return;
1907
1908 case range_skill:
1909 if (!op->chosen_skill)
1910 {
1911 if (op->type == PLAYER)
1912 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
1913 return;
1914 }
1915 (void) do_skill (op, op, op->chosen_skill, dir, NULL);
1916 return;
1917 case range_builder:
1918 apply_map_builder (op, dir); 1699 apply_map_builder (who, dir);
1919 return; 1700 break;
1701
1702 case SKILL:
1703 do_skill (who, who, ob, dir, 0);
1704 break;
1705
1706 case RANGED:
1707 do_skill (who, ob, who->chosen_skill, dir, 0);
1708 break;
1709
1920 default: 1710 default:
1921 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type."); 1711 fire_misc_object (who, dir);
1922 return; 1712 break;
1923 } 1713 }
1924}
1925 1714
1715 return true;
1716}
1926 1717
1927 1718static object *
1928/* find_key
1929 * We try to find a key for the door as passed. If we find a key
1930 * and successfully use it, we return the key, otherwise NULL
1931 * This function merges both normal and locked door, since the logic
1932 * for both is the same - just the specific key is different.
1933 * pl is the player,
1934 * inv is the objects inventory to searched
1935 * door is the door we are trying to match against.
1936 * This function can be called recursively to search containers.
1937 */
1938
1939object *
1940find_key (object *pl, object *container, object *door) 1719find_key_ (object *pl, object *container, object *door)
1941{ 1720{
1942 object *tmp, *key; 1721 object *tmp, *key;
1943 1722
1944 /* Should not happen, but sanity checking is never bad */ 1723 /* Should not happen, but sanity checking is never bad */
1945 if (container->inv == NULL) 1724 if (!container->inv)
1946 return NULL; 1725 return 0;
1947 1726
1948 /* First, lets try to find a key in the top level inventory */ 1727 /* First, lets try to find a key in the top level inventory */
1949 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1728 for (tmp = container->inv; tmp; tmp = tmp->below)
1950 { 1729 {
1951 if (door->type == DOOR && tmp->type == KEY) 1730 if (door->type == DOOR && tmp->type == KEY)
1952 break; 1731 break;
1732
1953 /* For sanity, we should really check door type, but other stuff 1733 /* For sanity, we should really check door type, but other stuff
1954 * (like containers) can be locked with special keys 1734 * (like containers) can be locked with special keys
1955 */ 1735 */
1956 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1736 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1957 break; 1737 break;
1958 } 1738 }
1739
1959 /* No key found - lets search inventories now */ 1740 /* No key found - lets search inventories now */
1960 /* If we find and use a key in an inventory, return at that time. 1741 /* If we find and use a key in an inventory, return at that time.
1961 * otherwise, if we search all the inventories and still don't find 1742 * otherwise, if we search all the inventories and still don't find
1962 * a key, return 1743 * a key, return
1963 */ 1744 */
1964 if (!tmp) 1745 if (!tmp)
1965 { 1746 {
1966 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1747 for (tmp = container->inv; tmp; tmp = tmp->below)
1967 {
1968 /* No reason to search empty containers */ 1748 /* No reason to search empty containers */
1969 if (tmp->type == CONTAINER && tmp->inv) 1749 if (tmp->type == CONTAINER && tmp->inv)
1970 {
1971 if ((key = find_key (pl, tmp, door)) != NULL) 1750 if ((key = find_key_ (pl, tmp, door)))
1972 return key; 1751 return key;
1973 } 1752
1974 }
1975 if (!tmp) 1753 if (!tmp)
1976 return NULL; 1754 return 0;
1977 } 1755 }
1756
1978 /* We get down here if we have found a key. Now if its in a container, 1757 /* We get down here if we have found a key. Now if its in a container,
1979 * see if we actually want to use it 1758 * see if we actually want to use it
1980 */ 1759 */
1981 if (pl != container) 1760 if (pl != container)
1982 { 1761 {
1983 /* Only let players use keys in containers */ 1762 /* Only let players use keys in containers */
1984 if (!pl->contr) 1763 if (!pl->contr)
1985 return NULL; 1764 return 0;
1765
1986 /* cases where this fails: 1766 /* cases where this fails:
1987 * If we only search the player inventory, return now since we 1767 * If we only search the player inventory, return now since we
1988 * are not in the players inventory. 1768 * are not in the players inventory.
1989 * If the container is not active, return now since only active 1769 * If the container is not active, return now since only active
1990 * containers can be used. 1770 * containers can be used.
1994 * inv must have been an container and must have been active. 1774 * inv must have been an container and must have been active.
1995 * 1775 *
1996 * Change the color so that the message doesn't disappear with 1776 * Change the color so that the message doesn't disappear with
1997 * all the others. 1777 * all the others.
1998 */ 1778 */
1999 if (pl->contr->usekeys == key_inventory || 1779 if (pl->contr->usekeys == key_inventory
2000 !QUERY_FLAG (container, FLAG_APPLIED) || 1780 || !QUERY_FLAG (container, FLAG_APPLIED)
2001 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys")))) 1781 || (pl->contr->usekeys == keyrings && container->race != shstr_keys))
2002 { 1782 {
2003 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1783 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
2004 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); 1784 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
2005 return NULL; 1785 return NULL;
2006 } 1786 }
2007 } 1787 }
1788
2008 return tmp; 1789 return tmp;
1790}
1791
1792/* find_key
1793 * We try to find a key for the door as passed. If we find a key
1794 * and successfully use it, we return the key, otherwise NULL
1795 * This function merges both normal and locked door, since the logic
1796 * for both is the same - just the specific key is different.
1797 * pl is the player,
1798 * inv is the objects inventory to searched
1799 * door is the door we are trying to match against.
1800 * This function can be called recursively to search containers.
1801 */
1802object *
1803find_key (object *pl, object *container, object *door)
1804{
1805 if (door->slaying && is_match_expr (door->slaying))
1806 {
1807 // for match expressions, we try to find the key by applying the match
1808 // to the op itself, which is supposed to find the "key", instead
1809 // of searching through containers ourselves.
1810
1811 return match_one (door->slaying, container, door, pl, pl);
1812 }
1813 else
1814 return find_key_ (pl, container, door);
2009} 1815}
2010 1816
2011/* moved door processing out of move_player_attack. 1817/* moved door processing out of move_player_attack.
2012 * returns 1 if player has opened the door with a key 1818 * returns 1 if player has opened the door with a key
2013 * such that the caller should not do anything more, 1819 * such that the caller should not do anything more,
2014 * 0 otherwise 1820 * 0 otherwise
2015 */ 1821 */
2016static int 1822static int
2017player_attack_door (object *op, object *door) 1823player_attack_door (object *op, object *door)
2018{ 1824{
2019 /* If its a door, try to find a use a key. If we do destroy the door, 1825 /* If its a door, try to find a key. If we do destroy the door,
2020 * might as well return immediately as there is nothing more to do - 1826 * might as well return immediately as there is nothing more to do -
2021 * otherwise, we fall through to the rest of the code. 1827 * otherwise, we fall through to the rest of the code.
2022 */ 1828 */
2023 object *key = find_key (op, op, door); 1829 object *key = find_key (op, op, door);
2024 1830
2025 /* IF we found a key, do some extra work */ 1831 /* If we found a key, do some extra work */
2026 if (key) 1832 if (key)
2027 { 1833 {
2028 object *container = key->env; 1834 object *container = key->env;
2029 1835
2030 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
2031 if (action_makes_visible (op)) 1836 if (action_makes_visible (op))
2032 make_visible (op); 1837 make_visible (op);
1838
2033 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1839 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2034 spring_trap (door->inv, op); 1840 spring_trap (door->inv, op);
1841
2035 if (door->type == DOOR) 1842 if (door->type == DOOR)
2036 {
2037 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1843 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
2038 }
2039 else if (door->type == LOCKED_DOOR) 1844 else if (door->type == LOCKED_DOOR)
2040 { 1845 {
2041 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1846 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN);
2042 remove_door2 (door); /* remove door without violence ;-) */ 1847 remove_door2 (door); /* remove door without violence ;-) */
2043 } 1848 }
1849
2044 /* Do this after we print the message */ 1850 /* Do this after we print the message */
2045 decrease_ob (key); /* Use up one of the keys */ 1851 key->decrease (); /* Use up one of the keys */
2046 /* Need to update the weight the container the key was in */ 1852
2047 if (container != op)
2048 esrv_update_item (UPD_WEIGHT, op, container);
2049 return 1; /* Nothing more to do below */ 1853 return 1; /* Nothing more to do below */
2050 } 1854 }
2051 else if (door->type == LOCKED_DOOR) 1855 else if (door->type == LOCKED_DOOR)
2052 { 1856 {
2053 /* Might as well return now - no other way to open this */ 1857 /* Might as well return now - no other way to open this */
2054 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1858 op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door...");
2055 return 1; 1859 return 1;
2056 } 1860 }
1861
2057 return 0; 1862 return 0;
2058} 1863}
2059 1864
2060/* This function is just part of a breakup from move_player. 1865/* This function is just part of a breakup from move_player.
2061 * It should keep the code cleaner. 1866 * It should keep the code cleaner.
2062 * When this is called, the players direction has been updated 1867 * When this is called, the players direction has been updated
2063 * (taking into account confusion.) The player is also actually 1868 * (taking into account confusion.) The player is also actually
2064 * going to try and move (not fire weapons). 1869 * going to try and move (not fire weapons).
2065 */ 1870 */
2066void 1871bool
2067move_player_attack (object *op, int dir) 1872move_player_attack (object *op, int dir)
2068{ 1873{
2069 object *tmp, *mon; 1874 if (!op->contr->braced && op->speed_left > 0.f && op->move (dir))
2070 sint16 nx, ny; 1875 {
2071 int on_battleground; 1876 --op->speed_left;
2072 maptile *m; 1877 return true;
1878 }
2073 1879
2074 nx = freearr_x[dir] + op->x; 1880 sint16 nx = freearr_x[dir] + op->x;
2075 ny = freearr_y[dir] + op->y; 1881 sint16 ny = freearr_y[dir] + op->y;
2076 1882
2077 on_battleground = op_on_battleground (op, 0, 0); 1883 if (out_of_map (op->map, nx, ny))
1884 return false;
2078 1885
2079 /* If braced, or can't move to the square, and it is not out of the 1886 /* If braced, or can't move to the square, and it is not out of the
2080 * map, attack it. Note order of if statement is important - don't 1887 * map, attack it. Note order of if statement is important - don't
2081 * want to be calling move_ob if braced, because move_ob will move the 1888 * want to be calling move_ob if braced, because move_ob will move the
2082 * player. This is a pretty nasty hack, because if we could 1889 * player. This is a pretty nasty hack, because if we could
2083 * move to some space, it then means that if we are braced, we should 1890 * move to some space, it then means that if we are braced, we should
2084 * do nothing at all. As it is, if we are braced, we go through 1891 * do nothing at all. As it is, if we are braced, we go through
2085 * quite a bit of processing. However, it probably is less than what 1892 * quite a bit of processing. However, it probably is less than what
2086 * move_ob uses. 1893 * move_ob uses.
2087 */ 1894 */
2088 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) 1895 maptile *m = op->map->xy_find (nx, ny);
1896
1897 /* Go through all the objects, and find ones of interest. Only stop if
1898 * we find a monster - that is something we know we want to attack.
1899 * if its a door or barrel (can roll) see if there may be monsters
1900 * on the space
1901 */
1902 object *mon;
1903 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
1904 {
1905 if ((mon->flag [FLAG_ALIVE]
1906 || mon->type == LOCKED_DOOR
1907 || mon->flag [FLAG_CAN_ROLL])
1908 && mon != op)
1909 break;
2089 { 1910 }
2090 if (OUT_OF_REAL_MAP (op->map, nx, ny)) 1911
1912 if (!mon) /* This happens anytime the player tries to move */
1913 return false; /* into a wall */
1914
1915 mon = mon->head_ ();
1916
1917 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
1918 if (op->contr->weapon_sp_left > 0.f)
1919 if (player_attack_door (op, mon))
1920 {
1921 --op->contr->weapon_sp_left;
1922 return true;
2091 { 1923 }
2092 m = get_map_from_coord (op->map, &nx, &ny); 1924
2093 if (!m) 1925 /* The following deals with possibly attacking peaceful
2094 return; /* Don't think this should happen */ 1926 * or friendly creatures. Basically, all players are considered
1927 * unaggressive. If the moving player has peaceful set, then the
1928 * object should be pushed instead of attacked. It is assumed that
1929 * if you are braced, you will not attack friends accidently,
1930 * and thus will not push them.
1931 */
1932
1933 /* If the creature is a pet, push it even if the player is not
1934 * peaceful. Our assumption is the creature is a pet if the
1935 * player owns it and it is either friendly or unagressive.
1936 */
1937 if (op->type == PLAYER
1938 && ((mon->owner && mon->owner->contr
1939 && same_party (mon->owner->contr->party, op->contr->party))
1940 || mon->owner == op)
1941 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
1942 {
1943 /* If we're braced, we don't want to switch places with it */
1944 if (op->contr->braced)
1945 return false;
1946
1947 if (op->speed_left > 0.f)
1948 {
1949 --op->speed_left;
1950
1951 op->play_sound (sound_find ("push_player"));
1952 push_ob (mon, dir, op);
1953
1954 if (action_makes_visible (op))
1955 make_visible (op);
1956
1957 return true;
2095 } 1958 }
2096 else 1959 else
2097 m = op->map;
2098
2099 if ((tmp = GET_MAP_OB (m, nx, ny)) == NULL)
2100 {
2101 /* LOG(llevError,"player_move_attack: GET_MAP_OB returns NULL, but player can not move there.\n"); */
2102 return; 1960 return false;
2103 } 1961 }
2104 1962
2105 mon = 0; 1963 bool on_battleground = op_on_battleground (op, 0, 0);
2106 /* Go through all the objects, and find ones of interest. Only stop if
2107 * we find a monster - that is something we know we want to attack.
2108 * if its a door or barrel (can roll) see if there may be monsters
2109 * on the space
2110 */
2111 while (tmp)
2112 {
2113 if (tmp == op)
2114 {
2115 tmp = tmp->above;
2116 continue;
2117 }
2118 1964
2119 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2120 {
2121 mon = tmp;
2122 break;
2123 }
2124
2125 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2126 mon = tmp;
2127
2128 tmp = tmp->above;
2129 }
2130
2131 if (!mon) /* This happens anytime the player tries to move */
2132 return; /* into a wall */
2133
2134 if (mon->head)
2135 mon = mon->head;
2136
2137 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2138 if (player_attack_door (op, mon))
2139 return;
2140
2141 /* The following deals with possibly attacking peaceful
2142 * or frienddly creatures. Basically, all players are considered
2143 * unaggressive. If the moving player has peaceful set, then the
2144 * object should be pushed instead of attacked. It is assumed that
2145 * if you are braced, you will not attack friends accidently,
2146 * and thus will not push them.
2147 */
2148
2149 /* If the creature is a pet, push it even if the player is not
2150 * peaceful. Our assumption is the creature is a pet if the
2151 * player owns it and it is either friendly or unagressive.
2152 */
2153 if ((op->type == PLAYER)
2154#if COZY_SERVER
2155 &&
2156 ((mon->owner && mon->owner->contr
2157 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op)
2158#else
2159 && mon->owner == op
2160#endif
2161 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2162 {
2163 /* If we're braced, we don't want to switch places with it */
2164 if (op->contr->braced)
2165 return;
2166 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2167 (void) push_ob (mon, dir, op);
2168 if (op->contr->tmp_invis || op->hide)
2169 make_visible (op);
2170 return;
2171 }
2172
2173 /* in certain circumstances, you shouldn't attack friendly 1965 /* in certain circumstances, you shouldn't attack friendly
2174 * creatures. Note that if you are braced, you can't push 1966 * creatures. Note that if you are braced, you can't push
2175 * someone, but put it inside this loop so that you won't 1967 * someone, but put it inside this loop so that you won't
2176 * attack them either. 1968 * attack them either.
2177 */ 1969 */
2178 if ((mon->type == PLAYER || mon->enemy != op) && 1970 if ((mon->type == PLAYER || mon->enemy != op)
2179 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 1971 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2180#ifdef PROHIBIT_PLAYERKILL
2181 (op->contr->peaceful 1972 && ((op->contr->peaceful
2182 || (mon->type == PLAYER 1973 || (mon->type == PLAYER && mon->contr->peaceful))
2183 && mon->contr->
2184 peaceful)) &&
2185#else
2186 op->contr->peaceful &&
2187#endif
2188 !on_battleground)) 1974 && !on_battleground))
1975 {
1976 if (op->speed_left > 0.f)
2189 { 1977 {
1978 --op->speed_left;
1979
2190 if (!op->contr->braced) 1980 if (!op->contr->braced)
2191 { 1981 {
2192 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 1982 op->play_sound (sound_find ("push_player"));
2193 (void) push_ob (mon, dir, op); 1983 push_ob (mon, dir, op);
2194 } 1984 }
2195 else 1985 else
2196 new_draw_info (0, 0, op, "You withhold your attack"); 1986 op->statusmsg ("You withhold your attack");
2197 1987
2198 if (op->contr->tmp_invis || op->hide) 1988 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
2199 make_visible (op); 1989 make_visible (op);
2200 }
2201 1990
1991 return true;
1992 }
1993 }
2202 /* If the object is a boulder or other rollable object, then 1994 /* If the object is a boulder or other rollable object, then
2203 * roll it if not braced. You can't roll it if you are braced. 1995 * roll it if not braced. You can't roll it if you are braced.
2204 */ 1996 */
2205 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 1997 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
1998 {
1999 if (op->speed_left > 0.f)
2206 { 2000 {
2001 --op->speed_left;
2002
2207 recursive_roll (mon, dir, op); 2003 recursive_roll (mon, dir, op);
2208 if (action_makes_visible (op)) 2004 if (action_makes_visible (op))
2209 make_visible (op); 2005 make_visible (op);
2210 }
2211 2006
2007 return true;
2008 }
2009 }
2212 /* Any generic living creature. Including things like doors. 2010 /* Any generic living creature. Including things like doors.
2213 * Way it works is like this: First, it must have some hit points 2011 * Way it works is like this: First, it must have some hit points
2214 * and be living. Then, it must be one of the following: 2012 * and be living. Then, it must be one of the following:
2215 * 1) Not a player, 2) A player, but of a different party. Note 2013 * 1) Not a player, 2) A player, but of a different party. Note
2216 * that party_number -1 is no party, so attacks can still happen. 2014 * that party_number -1 is no party, so attacks can still happen.
2217 */ 2015 */
2218
2219 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2016 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2220 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 2017 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2221 { 2018 {
2222 2019 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2223 /* If the player hasn't hit something this tick, and does
2224 * so, give them speed boost based on weapon speed. Doing
2225 * it here is better than process_players2, which basically
2226 * incurred a 1 tick offset.
2227 */
2228 if (!op->contr->has_hit)
2229 { 2020 {
2230 op->speed_left += op->speed / op->contr->weapon_sp; 2021 --op->contr->weapon_sp_left;
2231
2232 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2233 }
2234 2022
2235 skill_attack (mon, op, 0, 0, 0); 2023 skill_attack (mon, op, 0, 0, 0);
2236
2237 /* If attacking another player, that player gets automatic
2238 * hitback, and doesn't loose luck either.
2239 * Disable hitback on the battleground or if the target is
2240 * the wiz.
2241 */
2242 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2243 {
2244 short luck = mon->stats.luck;
2245
2246 mon->contr->has_hit = 1;
2247 skill_attack (op, mon, 0, 0, 0);
2248 mon->stats.luck = luck;
2249 }
2250 2024
2251 if (action_makes_visible (op)) 2025 if (action_makes_visible (op))
2252 make_visible (op); 2026 make_visible (op);
2253 }
2254 } /* if player should attack something */
2255}
2256 2027
2257int 2028 return true;
2029 }
2030 }
2031
2032 return false;
2033}
2034
2035bool
2258move_player (object *op, int dir) 2036move_player (object *op, int dir)
2259{ 2037{
2260 int pick;
2261
2262 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2038 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2263 return 0; 2039 return 0;
2264 2040
2265 /* Sanity check: make sure dir is valid */ 2041 /* Sanity check: make sure dir is valid */
2266 if ((dir < 0) || (dir >= 9)) 2042 if (dir < 0 || dir >= 9)
2267 { 2043 {
2268 LOG (llevError, "move_player: invalid direction %d\n", dir); 2044 LOG (llevError, "move_player: invalid direction %d\n", dir);
2269 return 0; 2045 return 0;
2270 } 2046 }
2271 2047
2272 /* peterm: added following line */ 2048 /* peterm: added following line */
2273 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2049 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2274 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2050 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2275 2051
2276 op->facing = dir; 2052 op->facing = dir;
2277 2053
2278 if (op->hide) 2054 if (op->flag [FLAG_HIDDEN])
2279 do_hidden_move (op); 2055 do_hidden_move (op);
2280 2056
2057 bool retval;
2058 int pick = 0;
2059
2281 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2060 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2282 /*nop */ ; 2061 retval = RESULT_INT (0);
2283 else if (op->contr->fire_on) 2062 else if (op->contr->fire_on)
2284 fire (op, dir); 2063 retval = fire (op, dir);
2285 else 2064 else
2286 { 2065 {
2287 move_player_attack (op, dir); 2066 retval = move_player_attack (op, dir);
2288 pick = check_pick (op); 2067 pick = check_pick (op);
2289 } 2068 }
2290 2069
2291 /* Add special check for newcs players and fire on - this way, the 2070 /* Add special check for newcs players and fire on - this way, the
2292 * server can handle repeat firing. 2071 * server can handle repeat firing.
2299 /* Update how the player looks. Use the facing, so direction may 2078 /* Update how the player looks. Use the facing, so direction may
2300 * get reset to zero. This allows for full animation capabilities 2079 * get reset to zero. This allows for full animation capabilities
2301 * for players. 2080 * for players.
2302 */ 2081 */
2303 animate_object (op, op->facing); 2082 animate_object (op, op->facing);
2304 return 0; 2083
2084 return retval;
2305} 2085}
2306 2086
2307/* This is similar to handle_player, below, but is only used by the 2087/* This is similar to handle_player, below, but is only used by the
2308 * new client/server stuff. 2088 * new client/server stuff.
2309 * This is sort of special, in that the new client/server actually uses 2089 * This is sort of special, in that the new client/server actually uses
2310 * the new speed values for commands. 2090 * the new speed values for commands.
2311 * 2091 *
2312 * Returns true if there are more actions we can do. 2092 * Returns true if there are more actions we can do. Should not do
2093 * many actions in a row, as that would be too unfair to other
2094 * players.
2313 */ 2095 */
2314int 2096bool
2315handle_newcs_player (object *op) 2097handle_newcs_player (object *op)
2316{ 2098{
2317 if (op->contr->hidden)
2318 {
2319 op->invisible = 1000;
2320 /* the socket code flashes the player visible/invisible
2321 * depending on the value of invisible, so we need to
2322 * alternate it here for it to work correctly.
2323 */
2324 if (pticks & 2)
2325 op->invisible--;
2326 }
2327 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2328 {
2329 op->invisible--;
2330 if (!op->invisible)
2331 {
2332 make_visible (op);
2333 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2334 }
2335 }
2336
2337 if (QUERY_FLAG (op, FLAG_SCARED)) 2099 if (QUERY_FLAG (op, FLAG_SCARED))
2338 { 2100 {
2339 flee_player (op); 2101 if (op->speed_left > 0.f)
2340 /* If player is still scared, that is his action for this tick */
2341 if (QUERY_FLAG (op, FLAG_SCARED))
2342 { 2102 {
2343 op->speed_left--; 2103 --op->speed_left;
2104 flee_player (op);
2105
2344 return 0; 2106 return true;
2345 } 2107 }
2108 else
2109 return false;
2346 } 2110 }
2347
2348 /* I've been seeing crashes where the golem has been destroyed, but
2349 * the player object still points to the defunct golem. The code that
2350 * destroys the golem looks correct, and it doesn't always happen, so
2351 * put this in a a workaround to clean up the golem pointer.
2352 */
2353 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2354 op->contr->ranges[range_golem] = 0;
2355 2111
2356 /* call this here - we also will call this in do_ericserver, but 2112 /* call this here - we also will call this in do_ericserver, but
2357 * the players time has been increased when doericserver has been 2113 * the players time has been increased when doericserver has been
2358 * called, so we recheck it here. 2114 * called, so we recheck it here.
2359 */ 2115 */
2360 //TODO: better than handling 8 commands, use some more intelligent rate-limiting 2116 if (op->contr->ns->handle_command ())
2361 for (int rep = 8; --rep && op->contr->ns->handle_command (); )
2362 ;
2363
2364 if (op->speed_left < 0)
2365 return 0; 2117 return true;
2366 2118
2367 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2119 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2368 {
2369 /* All move commands take 1 tick, at least for now */
2370 op->speed_left--;
2371
2372 /* Instead of all the stuff below, let move_player take care
2373 * of it. Also, some of the skill stuff is only put in
2374 * there, as well as the confusion stuff.
2375 */
2376 move_player (op, op->direction); 2120 return move_player (op, op->direction);
2377 if (op->speed_left > 0)
2378 return 1;
2379 else
2380 return 0;
2381 }
2382 2121
2383 return 0; 2122 return false;
2384} 2123}
2385 2124
2386int 2125static int
2387save_life (object *op) 2126save_life (object *op)
2388{ 2127{
2389 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2128 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2390 return 0; 2129 return 0;
2391 2130
2392 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2131 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2393 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2132 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2394 { 2133 {
2395 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2134 op->play_sound (sound_find ("ob_evaporate"));
2396 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); 2135 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2397
2398 if (op->contr)
2399 esrv_del_item (op->contr, tmp->count);
2400 2136
2401 tmp->destroy (); 2137 tmp->destroy ();
2402 CLEAR_FLAG (op, FLAG_LIFESAVE); 2138 CLEAR_FLAG (op, FLAG_LIFESAVE);
2403 2139
2404 if (op->stats.hp < 0) 2140 if (op->stats.hp < 0)
2405 op->stats.hp = op->stats.maxhp; 2141 op->stats.hp = op->stats.maxhp;
2406 2142
2407 if (op->stats.food < 0) 2143 if (op->stats.food < 0)
2408 op->stats.food = 999; 2144 op->stats.food = MAX_FOOD;
2409 2145
2410 op->update_stats (); 2146 op->update_stats ();
2411 return 1; 2147 return 1;
2412 } 2148 }
2413 2149
2417 return 0; 2153 return 0;
2418} 2154}
2419 2155
2420/* This goes throws the inventory and removes unpaid objects, and puts them 2156/* This goes throws the inventory and removes unpaid objects, and puts them
2421 * back in the map (location and map determined by values of env). This 2157 * back in the map (location and map determined by values of env). This
2422 * function will descend into containers. op is the object to start the search 2158 * function will descend into containers. op is the object to start the search
2423 * from. 2159 * from.
2424 */ 2160 */
2161static void
2162drop_unpaid_items (object *op, object *env)
2163{
2164 while (op)
2165 {
2166 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2167
2168 if (QUERY_FLAG (op, FLAG_UNPAID))
2169 op->insert_at (env);
2170 else if (op->inv)
2171 drop_unpaid_items (op->inv, env);
2172
2173 op = next;
2174 }
2175}
2176
2425void 2177void
2426remove_unpaid_objects (object *op, object *env) 2178object::drop_unpaid_items ()
2427{ 2179{
2428 object *next; 2180 if (!flag [FLAG_REMOVED])
2429 2181 ::drop_unpaid_items (inv, this);
2430 while (op)
2431 {
2432 next = op->below; /* Make sure we have a good value, in case
2433 * we remove object 'op'
2434 */
2435 if (QUERY_FLAG (op, FLAG_UNPAID))
2436 {
2437 op->remove ();
2438 op->x = env->x;
2439 op->y = env->y;
2440 if (env->type == PLAYER)
2441 esrv_del_item (env->contr, op->count);
2442 insert_ob_in_map (op, env->map, NULL, 0);
2443 }
2444 else if (op->inv)
2445 remove_unpaid_objects (op->inv, env);
2446
2447 op = next;
2448 }
2449}
2450
2451/*
2452 * Returns pointer a static string containing gravestone text
2453 * Moved from apply.c to player.c - player.c is what
2454 * actually uses this function. player.c may not be quite the
2455 * best, a misc file for object actions is probably better,
2456 * but there isn't one in the server directory.
2457 */
2458char *
2459gravestone_text (object *op)
2460{
2461 static char buf2[MAX_BUF];
2462 char buf[MAX_BUF];
2463 time_t now = time (NULL);
2464
2465 strcpy (buf2, " R.I.P.\n\n");
2466 if (op->type == PLAYER)
2467 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2468 else
2469 sprintf (buf, "%s\n", &op->name);
2470
2471 strncat (buf2, " ", 20 - strlen (buf) / 2);
2472 strcat (buf2, buf);
2473 if (op->type == PLAYER)
2474 sprintf (buf, "who was in level %d when killed\n", op->level);
2475 else
2476 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2477
2478 strncat (buf2, " ", 20 - strlen (buf) / 2);
2479 strcat (buf2, buf);
2480 if (op->type == PLAYER)
2481 {
2482 sprintf (buf, "by %s.\n\n", op->contr->killer);
2483 strncat (buf2, " ", 21 - strlen (buf) / 2);
2484 strcat (buf2, buf);
2485 }
2486
2487 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2488 strncat (buf2, " ", 20 - strlen (buf) / 2);
2489 strcat (buf2, buf);
2490
2491 return buf2;
2492} 2182}
2493 2183
2494void 2184void
2495do_some_living (object *op) 2185do_some_living (object *op)
2496{ 2186{
2503 int rate_grace = 2000; 2193 int rate_grace = 2000;
2504 const int max_hp = 1; 2194 const int max_hp = 1;
2505 const int max_sp = 1; 2195 const int max_sp = 1;
2506 const int max_grace = 1; 2196 const int max_grace = 1;
2507 2197
2508 if (op->contr->outputs_sync) 2198 if (op->contr->hidden)
2199 {
2200 op->invisible = 1000;
2201 /* the socket code flashes the player visible/invisible
2202 * depending on the value of invisible, so we need to
2203 * alternate it here for it to work correctly.
2204 */
2205 if (pticks & 2)
2206 op->invisible--;
2509 { 2207 }
2510 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2208 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2511 if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks) 2209 {
2512 flush_output_element (op, &op->contr->outputs[i]); 2210 if (!op->invisible--)
2211 {
2212 make_visible (op);
2213 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2214 }
2513 } 2215 }
2514 2216
2515 if (op->contr->ns->state == ST_PLAYING) 2217 if (op->contr->ns->state == ST_PLAYING)
2516 { 2218 {
2517 /* these next three if clauses make it possible to SLOW DOWN 2219 /* these next three if clauses make it possible to SLOW DOWN
2536 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2238 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2537 else 2239 else
2538 { 2240 {
2539 gen_grace = op->stats.maxgrace; 2241 gen_grace = op->stats.maxgrace;
2540 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2242 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2541 }
2542
2543 /* Regenerate Spell Points */
2544 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0)
2545 {
2546 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2547 if (op->stats.sp < op->stats.maxsp)
2548 {
2549 op->stats.sp++;
2550 /* dms do not consume food */
2551 if (!QUERY_FLAG (op, FLAG_WIZ))
2552 {
2553 op->stats.food--;
2554 if (op->contr->digestion < 0)
2555 op->stats.food += op->contr->digestion;
2556 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2557 op->stats.food = last_food;
2558 }
2559 }
2560
2561 if (max_sp > 1)
2562 {
2563 over_sp = (gen_sp + 10) / rate_sp;
2564 if (over_sp > 0)
2565 {
2566 if (op->stats.sp < op->stats.maxsp)
2567 {
2568 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2569
2570 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2571 op->stats.sp--;
2572
2573 if (op->stats.sp > op->stats.maxsp)
2574 op->stats.sp = op->stats.maxsp;
2575 }
2576 op->last_sp = 0;
2577 }
2578 else
2579 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2580 }
2581 else
2582 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2583 } 2243 }
2584 2244
2585 /* Regenerate Grace */ 2245 /* Regenerate Grace */
2586 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2246 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2587 if (--op->last_grace < 0) 2247 if (--op->last_grace < 0)
2608 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); 2268 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2609 } 2269 }
2610 /* wearing stuff doesn't detract from grace generation. */ 2270 /* wearing stuff doesn't detract from grace generation. */
2611 } 2271 }
2612 2272
2273 if (op->stats.food > 0)
2274 {
2613 /* Regenerate Hit Points */ 2275 /* Regenerate Spell Points */
2614 if (--op->last_heal < 0) 2276 if (!op->contr->golem && --op->last_sp < 0)
2615 {
2616 if (op->stats.hp < op->stats.maxhp)
2617 { 2277 {
2618 op->stats.hp++; 2278 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2619 /* dms do not consume food */ 2279
2620 if (!QUERY_FLAG (op, FLAG_WIZ)) 2280 if (op->stats.sp < op->stats.maxsp)
2621 { 2281 {
2282 op->stats.sp++;
2283
2284 /* dms do not consume food */
2285 if (!QUERY_FLAG (op, FLAG_WIZ))
2286 {
2622 op->stats.food--; 2287 op->stats.food--;
2288
2623 if (op->contr->digestion < 0) 2289 if (op->contr->digestion < 0)
2624 op->stats.food += op->contr->digestion; 2290 op->stats.food += op->contr->digestion;
2625 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2291 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2626 op->stats.food = last_food; 2292 op->stats.food = last_food;
2293 }
2627 } 2294 }
2628 }
2629 2295
2630 if (max_hp > 1) 2296 if (max_sp > 1)
2631 {
2632 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2633 if (over_hp > 0)
2634 { 2297 {
2635 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; 2298 over_sp = (gen_sp + 10) / rate_sp;
2299 if (over_sp > 0)
2300 {
2301 if (op->stats.sp < op->stats.maxsp)
2302 {
2303 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2304
2305 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2306 op->stats.sp--;
2307
2308 if (op->stats.sp > op->stats.maxsp)
2309 op->stats.sp = op->stats.maxsp;
2310 }
2311
2636 op->last_heal = 0; 2312 op->last_sp = 0;
2313 }
2314 else
2315 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2637 } 2316 }
2638 else 2317 else
2318 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2319 }
2320
2321 /* Regenerate Hit Points */
2322 if (--op->last_heal < 0)
2323 {
2324 if (op->stats.hp < op->stats.maxhp)
2639 { 2325 {
2640 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2326 op->stats.hp++;
2327
2328 /* dms do not consume food */
2329 if (!QUERY_FLAG (op, FLAG_WIZ))
2330 {
2331 op->stats.food--;
2332
2333 if (op->contr->digestion < 0)
2334 op->stats.food += op->contr->digestion;
2335 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2336 op->stats.food = last_food;
2337 }
2641 } 2338 }
2339
2340 if (max_hp > 1)
2341 {
2342 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2343
2344 if (over_hp > 0)
2345 {
2346 op->stats.sp += over_hp + (rndm (rate_hp) > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2347 op->last_heal = 0;
2348 }
2349 else
2350 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2642 } 2351 }
2643 else 2352 else
2644 {
2645 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2353 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2646 } 2354 }
2647 } 2355 }
2648 2356
2649 /* Digestion */ 2357 /* Digestion */
2650 if (--op->last_eat < 0) 2358 if (--op->last_eat < 0)
2651 { 2359 {
2652#ifdef COZY_SERVER 2360 int bonus = max (0, op->contr->digestion),
2653 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion; 2361 penalty = max (0, -op->contr->digestion);
2654 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2655#else
2656 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2657#endif
2658 2362
2659 if (op->contr->gen_hp > 0)
2660 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2363 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2661 else
2662 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2663 2364
2664 /* dms do not consume food */ 2365 /* dms do not consume food */
2665 if (!QUERY_FLAG (op, FLAG_WIZ)) 2366 if (!QUERY_FLAG (op, FLAG_WIZ))
2666 op->stats.food--; 2367 op->stats.food--;
2667 } 2368 }
2668 2369
2669 if (op->stats.food < 0 && op->stats.hp >= 0) 2370 if (op->stats.food < 0 && op->stats.hp >= 0)
2670 { 2371 {
2671 object *tmp, *flesh = 0; 2372 object *flesh = 0;
2672 2373
2673 for (tmp = op->inv; tmp; tmp = tmp->below) 2374 for_inv_removable (op, tmp)
2674 { 2375 {
2675 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2376 if (QUERY_FLAG (tmp, FLAG_UNPAID))
2377 continue;
2378
2379 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2676 { 2380 {
2677 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2381 op->statusmsg ("You blindly grab for a bite of food. "
2678 { 2382 "H<To prevent you from starving, you ate some random item from your backpack.>");
2679 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2383 op->apply (tmp);
2680 manual_apply (op, tmp, 0); 2384
2681 if (op->stats.food >= 0 || op->stats.hp < 0) 2385 if (op->stats.food >= 0 || op->stats.hp < 0)
2682 break; 2386 break;
2683 } 2387 }
2684 else if (tmp->type == FLESH) 2388 else if (tmp->type == FLESH)
2685 flesh = tmp; 2389 flesh = tmp;
2686 } /* End if paid for object */ 2390 }
2687 } /* end of for loop */
2688 2391
2689 /* If player is still starving, it means they don't have any food, so 2392 /* If player is still starving, it means they don't have any food, so
2690 * eat flesh instead. 2393 * eat flesh instead.
2691 */ 2394 */
2692 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2395 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2693 { 2396 {
2694 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2397 op->statusmsg ("You blindly grab for a bite of food. "
2398 "H<To prevent you from starving, you ate some random item from your backpack.>");
2695 manual_apply (op, flesh, 0); 2399 op->apply (flesh);
2696 } 2400 }
2401
2402 // If player is still starving, alert him!
2403 if (op->stats.food < 0)
2404 op->failmsg ("You are starving! "
2405 "H<Eat some food to increase your food and prevent you from an untimely death.>");
2406 }
2407
2408 if (op->stats.food < 0)
2697 } 2409 {
2410 op->stats.hp += op->stats.food;
2411 op->stats.food = 0;
2698 2412
2699 while (op->stats.food < 0 && op->stats.hp >= 0) 2413 if (op->stats.hp < 0)
2700 op->stats.food++, op->stats.hp--; 2414 {
2415 op->contr->killer = archetype::get ("killer_starvation");
2416 op->contr->killer->destroy ();
2417 }
2418 }
2701 2419
2420 /* killer should be set here already */
2702 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2421 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2703 kill_player (op); 2422 kill_player (op);
2704 } 2423 }
2705} 2424}
2706 2425
2710 * file. 2429 * file.
2711 */ 2430 */
2712void 2431void
2713kill_player (object *op) 2432kill_player (object *op)
2714{ 2433{
2715 char buf[MAX_BUF];
2716 int x, y; 2434 int x, y;
2717
2718 //int i;
2719 maptile *map; /* this is for resurrection */ 2435 maptile *map; /* this is for resurrection */
2720
2721 /* int z;
2722 int num_stats_lose;
2723 int lost_a_stat;
2724 int lose_this_stat;
2725 int this_stat; */
2726 int will_kill_again; 2436 int will_kill_again;
2727 archetype *at; 2437 archetype *at;
2728 object *tmp; 2438 object *tmp;
2729 2439
2730 if (save_life (op)) 2440 if (save_life (op))
2731 return; 2441 return;
2732 2442
2443 dynbuf_text deathtab;
2444
2445 /* restore player */
2446 at = archetype::find (shstr_poisoning);
2447 if (object *tmp = present_arch_in_ob (at, op))
2448 {
2449 tmp->destroy ();
2450 deathtab << "Your body feels cleansed...\r";
2451 }
2452
2453 at = archetype::find (shstr_confusion);
2454 if (object *tmp = present_arch_in_ob (at, op))
2455 {
2456 tmp->destroy ();
2457 deathtab << "Your mind feels clearer...\r";
2458 }
2459
2460 cure_disease (op, 0, 0); /* remove any disease */
2461
2462 max_it (op->stats.hp , op->stats.maxhp);
2463 max_it (op->stats.sp , op->stats.maxsp);
2464 max_it (op->stats.grace, op->stats.maxgrace);
2465 max_it (op->stats.food , 200);
2466
2467 // remove all spell effects that are active
2468 // to avoid long-term effects such as word-of-recall
2469 for (object *item = op->inv; item; )
2470 {
2471 object *next = item->below;
2472
2473 if (item->type == SPELL_EFFECT && item->active)
2474 item->destroy ();
2475
2476 item = next;
2477 }
2733 2478
2734 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2479 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2735 * in cities ONLY!!! It is very important that this doesn't get abused. 2480 * in cities ONLY!!! It is very important that this doesn't get abused.
2736 * Look at op_on_battleground() for more info --AndreasV 2481 * Look at op_on_battleground() for more info --AndreasV
2737 */ 2482 */
2738 if (op_on_battleground (op, &x, &y)) 2483 if (op_on_battleground (op, &x, &y))
2739 { 2484 {
2740 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2485 deathtab << "You almost died in combat, but local medics have saved your life...\r";
2741 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2742
2743 /* restore player */
2744 at = archetype::find ("poisoning");
2745 tmp = present_arch_in_ob (at, op);
2746 if (tmp)
2747 {
2748 tmp->destroy ();
2749 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2750 }
2751
2752 at = archetype::find ("confusion");
2753 tmp = present_arch_in_ob (at, op);
2754 if (tmp)
2755 {
2756 tmp->destroy ();
2757 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2758 }
2759
2760 cure_disease (op, 0); /* remove any disease */
2761 op->stats.hp = op->stats.maxhp;
2762 if (op->stats.food <= 0)
2763 op->stats.food = 999;
2764 2486
2765 /* create a bodypart-trophy to make the winner happy */ 2487 /* create a bodypart-trophy to make the winner happy */
2766 tmp = arch_to_object (archetype::find ("finger")); 2488 object *tmp = archetype::find (shstr_finger)->instance ();
2767 if (tmp != NULL) 2489
2768 { 2490 tmp->name = format ("%s's finger" , &op->name);
2769 sprintf (buf, "%s's finger", &op->name); 2491 tmp->name_pl = format ("%s's fingers", &op->name);
2770 tmp->name = buf; 2492 tmp->msg = format (
2771 sprintf (buf, " This finger has been cut off %s\n" 2493 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
2772 " the %s, when he was defeated at\n level %d by %s.\n", 2494 &op->name, op->contr->title,
2773 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2495 (int)op->level,
2774 tmp->msg = buf; 2496 op->contr->killer_name ()
2497 );
2775 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2498 tmp->value = 0, tmp->type = 0;
2776 tmp->materialname = NULL; 2499 tmp->material = name_to_material (shstr_organic);
2777 tmp->x = op->x, tmp->y = op->y; 2500 tmp->insert_at (op, tmp);
2778 insert_ob_in_map (tmp, op->map, op, 0);
2779 }
2780 2501
2781 /* teleport defeated player to new destination */ 2502 /* teleport defeated player to new destination */
2782 transfer_ob (op, x, y, 0, NULL); 2503 transfer_ob (op, x, y, 0, NULL);
2783 op->contr->braced = 0; 2504 op->contr->braced = 0;
2505
2506 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2784 return; 2507 return;
2785 } 2508 }
2786 2509
2510 deathtab << "You were killed by " << op->contr->killer_name () << ".\n\n";
2511 deathtab << "T<YOU HAVE DIED>\n\n";
2512
2787 INVOKE_PLAYER (DEATH, op->contr); 2513 INVOKE_PLAYER (DEATH, op->contr);
2788 2514
2789 command_kill_pets (op, 0); 2515 command_kill_pets (op, 0);
2790 2516
2791 if (op->stats.food < 0) 2517 op->contr->play_sound (sound_find ("player_dies"));
2792 {
2793 if (op->contr->explore)
2794 {
2795 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
2796 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2797 op->stats.food = 999;
2798 return;
2799 }
2800 sprintf (buf, "%s starved to death.", &op->name);
2801 strcpy (op->contr->killer, "starvation");
2802 }
2803 else
2804 {
2805 if (op->contr->explore)
2806 {
2807 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
2808 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2809 op->stats.hp = op->stats.maxhp;
2810 return;
2811 }
2812 sprintf (buf, "%s died.", &op->name);
2813 }
2814 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2815 2518
2816 /* save the map location for corpse, gravestone */ 2519 /* save the map location for corpse, gravestone */
2817 x = op->x; 2520 x = op->x;
2818 y = op->y; 2521 y = op->y;
2819 map = op->map; 2522 map = op->map;
2820
2821 2523
2822 /* NOT_PERMADEATH code. This basically brings the character back to 2524 /* NOT_PERMADEATH code. This basically brings the character back to
2823 * life if they are dead - it takes some exp and a random stat. 2525 * life if they are dead - it takes some exp and a random stat.
2824 * See the config.h file for a little more in depth detail about this. 2526 * See the config.h file for a little more in depth detail about this.
2825 */ 2527 */
2842 num_stats_lose = 1; 2544 num_stats_lose = 1;
2843 else 2545 else
2844 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO; 2546 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2845 } 2547 }
2846 else 2548 else
2847 {
2848 num_stats_lose = 1; 2549 num_stats_lose = 1;
2849 } 2550
2850 lost_a_stat = 0; 2551 lost_a_stat = 0;
2851 2552
2852 for (z = 0; z < num_stats_lose; z++) 2553 for (z = 0; z < num_stats_lose; z++)
2853 { 2554 {
2854 i = RANDOM () % NUM_STATS; 2555 i = rndm (NUM_STATS);
2855 2556
2856 if (settings.stat_loss_on_death) 2557 if (settings.stat_loss_on_death)
2857 { 2558 {
2858 /* Pick a random stat and take a point off it. Tell the player 2559 /* Pick a random stat and take a point off it. Tell the player
2859 * what he lost. 2560 * what he lost.
2866 lost_a_stat = 1; 2567 lost_a_stat = 1;
2867 } 2568 }
2868 else 2569 else
2869 { 2570 {
2870 /* deplete a stat */ 2571 /* deplete a stat */
2871 archetype *deparch = archetype::find ("depletion"); 2572 archetype *deparch = archetype::find (shstr_depletion);
2872 object *dep; 2573 object *dep;
2873 2574
2874 dep = present_arch_in_ob (deparch, op); 2575 dep = present_arch_in_ob (deparch, op);
2875 if (!dep) 2576 if (!dep)
2876 { 2577 {
2877 dep = arch_to_object (deparch); 2578 dep = deparch->instance ();
2878 insert_ob_in_ob (dep, op); 2579 insert_ob_in_ob (dep, op);
2879 } 2580 }
2880 lose_this_stat = 1; 2581 lose_this_stat = 1;
2881 if (settings.balanced_stat_loss) 2582 if (settings.balanced_stat_loss)
2882 { 2583 {
2910 } 2611 }
2911 } 2612 }
2912 2613
2913 if (lose_this_stat) 2614 if (lose_this_stat)
2914 { 2615 {
2915 this_stat = get_attr_value (&(dep->stats), i); 2616 this_stat = get_attr_value (&dep->stats, i);
2916 /* We could try to do something clever like find another 2617 /* We could try to do something clever like find another
2917 * stat to reduce if this fails. But chances are, if 2618 * stat to reduce if this fails. But chances are, if
2918 * stats have been depleted to -50, all are pretty low 2619 * stats have been depleted to -50, all are pretty low
2919 * and should be roughly the same, so it shouldn't make a 2620 * and should be roughly the same, so it shouldn't make a
2920 * difference. 2621 * difference.
2928 lost_a_stat = 1; 2629 lost_a_stat = 1;
2929 } 2630 }
2930 } 2631 }
2931 } 2632 }
2932 } 2633 }
2634
2933 /* If no stat lost, tell the player. */ 2635 /* If no stat lost, tell the player. */
2934 if (!lost_a_stat) 2636 if (!lost_a_stat)
2935 { 2637 {
2936 /* determine_god() seems to not work sometimes... why is this? 2638 /* determine_god() seems to not work sometimes... why is this?
2937 Should I be using something else? GD */ 2639 Should I be using something else? GD */
2938 const char *god = determine_god (op); 2640 shstr_tmp god = determine_god (op);
2939 2641
2940 if (god && (strcmp (god, "none"))) 2642 if (god != shstr_none)
2941 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god); 2643 deathtab << "For a brief moment you feel the holy presence of " << god << " protecting you.\r";
2942 else 2644 else
2943 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2645 deathtab << "For a brief moment you feel a holy presence protecting you.\r";
2944 } 2646 }
2945#else 2647#else
2946 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2648 deathtab << "For a brief moment you feel a holy presence protecting you from losing yourself completely.";
2947#endif 2649#endif
2948 2650
2949 /* Put a gravestone up where the character 'almost' died. List the 2651 /* Put a gravestone up where the character 'almost' died. List the
2950 * exp loss on the stone. 2652 * exp loss on the stone.
2951 */ 2653 */
2952 tmp = arch_to_object (archetype::find ("gravestone")); 2654 tmp = archetype::find (shstr_gravestone)->instance ();
2953 sprintf (buf, "%s's gravestone", &op->name); 2655 tmp->name = format ("%s's gravestone", &op->name);
2954 tmp->name = buf; 2656 tmp->name_pl = format ("%s's gravestones", &op->name);
2955 sprintf (buf, "%s's gravestones", &op->name); 2657 tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n",
2956 tmp->name_pl = buf; 2658 &op->name, op->contr->title, op->contr->killer_name ());
2957 sprintf (buf, "RIP\nHere rests the hero %s the %s,\n" "who was killed\n" "by %s.\n", &op->name, op->contr->title, op->contr->killer);
2958 tmp->msg = buf;
2959 tmp->x = op->x, tmp->y = op->y; 2659 tmp->x = op->x, tmp->y = op->y;
2960 insert_ob_in_map (tmp, op->map, NULL, 0); 2660 insert_ob_in_map (tmp, op->map, NULL, 0);
2961 2661
2962 /**************************************/ 2662 /**************************************/
2963 /* */ 2663 /* */
2964 /* Subtract the experience points, */ 2664 /* Subtract the experience points, */
2965 /* if we died cause of food, give us */
2966 /* food, and reset HP's... */
2967 /* */ 2665 /* */
2968 /**************************************/ 2666 /**************************************/
2969 2667
2970 /* remove any poisoning and confusion the character may be suffering. */
2971 /* restore player */
2972 at = archetype::find ("poisoning");
2973 tmp = present_arch_in_ob (at, op);
2974
2975 if (tmp)
2976 {
2977 tmp->destroy ();
2978 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2979 }
2980
2981 at = archetype::find ("confusion");
2982 tmp = present_arch_in_ob (at, op);
2983 if (tmp)
2984 {
2985 tmp->destroy ();
2986 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2987 }
2988
2989 cure_disease (op, 0); /* remove any disease */
2990
2991 /*add_exp(op, (op->stats.exp * -0.20)); */ 2668 /*add_exp(op, (op->stats.exp * -0.20)); */
2992 apply_death_exp_penalty (op); 2669 apply_death_exp_penalty (op);
2993 if (op->stats.food < 100)
2994 op->stats.food = 900;
2995 op->stats.hp = op->stats.maxhp;
2996 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2997 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2998 2670
2999 /* 2671 /*
3000 * Check to see if the player is in a shop. IF so, then check to see if
3001 * the player has any unpaid items. If so, remove them and put them back 2672 * Check to see if the player has any unpaid items. If so, remove them
3002 * in the map. 2673 * and put them back in the map.
3003 */ 2674 */
3004 2675 op->drop_unpaid_items ();
3005 if (is_in_shop (op))
3006 remove_unpaid_objects (op->inv, op);
3007 2676
3008 /****************************************/ 2677 /****************************************/
3009 /* */ 2678 /* */
3010 /* Move player to his current respawn- */ 2679 /* Move player to his current respawn- */
3011 /* position (usually last savebed) */ 2680 /* position (usually last savebed) */
3012 /* */ 2681 /* */
3013 /****************************************/ 2682 /****************************************/
3014 2683
3015 enter_player_savebed (op); 2684 enter_player_savebed (op);
3016 2685
3017 /* Save the player before inserting the force to reduce
3018 * chance of abuse.
3019 */
3020 op->contr->braced = 0; 2686 op->contr->braced = 0;
3021 op->contr->save ();
3022 2687
3023 /* it is possible that the player has blown something up 2688 /* it is possible that the player has blown something up
3024 * at his savebed location, and that can have long lasting 2689 * at his savebed location, and that can have long lasting
3025 * spell effects. So first see if there is a spell effect 2690 * spell effects. So first see if there is a spell effect
3026 * on the space that might harm the player. 2691 * on the space that might harm the player.
3035 object *force; 2700 object *force;
3036 int at; 2701 int at;
3037 2702
3038 force = get_archetype (FORCE_NAME); 2703 force = get_archetype (FORCE_NAME);
3039 /* 50 ticks should be enough time for the spell to abate */ 2704 /* 50 ticks should be enough time for the spell to abate */
3040 force->speed = 0.1; 2705 force->speed = 0.1f;
3041 force->speed_left = -5.0; 2706 force->speed_left = -5.f;
3042 SET_FLAG (force, FLAG_APPLIED); 2707 SET_FLAG (force, FLAG_APPLIED);
3043 for (at = 0; at < NROFATTACKS; at++) 2708 for (at = 0; at < NROFATTACKS; at++)
3044 if (will_kill_again & (1 << at)) 2709 if (will_kill_again & (1 << at))
3045 force->resist[at] = 100; 2710 force->resist[at] = 100;
3046 2711
3047 insert_ob_in_ob (force, op); 2712 insert_ob_in_ob (force, op);
3048 op->update_stats (); 2713 op->update_stats ();
3049
3050 } 2714 }
3051 2715
3052 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2716 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
3053} 2717}
3054 2718
3055void 2719static void
3056loot_object (object *op) 2720loot_object (object *op)
3057{ /* Grab and destroy some treasure */ 2721{ /* Grab and destroy some treasure */
3058 object *tmp, *tmp2, *next; 2722 object *tmp, *tmp2, *next;
3059 2723
3060 if (op->container) 2724 op->close_container (); /* close open sack first */
3061 esrv_apply_container (op, op->container); /* close open sack first */
3062 2725
3063 for (tmp = op->inv; tmp; tmp = next) 2726 for (tmp = op->inv; tmp; tmp = next)
3064 { 2727 {
3065 next = tmp->below; 2728 next = tmp->below;
3066 2729
3067 if (tmp->invisible) 2730 if (tmp->invisible)
3068 continue; 2731 continue;
3069 2732
3070 tmp->remove (); 2733 tmp->remove ();
3071 tmp->x = op->x, tmp->y = op->y; 2734 tmp->x = op->x, tmp->y = op->y;
2735
3072 if (tmp->type == CONTAINER) 2736 if (tmp->type == CONTAINER)
3073 { /* empty container to ground */ 2737 loot_object (tmp); /* empty container to ground */
3074 loot_object (tmp); 2738
3075 }
3076 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) 2739 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
3077 { 2740 {
3078 if (tmp->nrof > 1) 2741 if (tmp->nrof > 1)
3079 { 2742 {
3080 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2743 tmp->decrease (rndm (1, tmp->nrof - 1));
3081 tmp2->destroy ();
3082 insert_ob_in_map (tmp, op->map, NULL, 0); 2744 insert_ob_in_map (tmp, op->map, NULL, 0);
3083 } 2745 }
3084 else 2746 else
3085 tmp->destroy (); 2747 tmp->destroy ();
3086 } 2748 }
3092/* 2754/*
3093 * fix_weight(): Check recursively the weight of all players, and fix 2755 * fix_weight(): Check recursively the weight of all players, and fix
3094 * what needs to be fixed. Refresh windows and fix speed if anything 2756 * what needs to be fixed. Refresh windows and fix speed if anything
3095 * was changed. 2757 * was changed.
3096 */ 2758 */
3097
3098void 2759void
3099fix_weight (void) 2760fix_weight ()
3100{ 2761{
3101 for (player *pl = first_player; pl; pl = pl->next) 2762 for_all_players (pl)
3102 { 2763 {
3103 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2764 sint32 old = pl->ob->carrying;
3104 2765
3105 if (old == sum) 2766 pl->ob->update_weight ();
3106 continue; 2767
2768 if (old != pl->ob->carrying)
2769 {
3107 pl->ob->update_stats (); 2770 pl->ob->update_stats ();
3108 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 2771 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, (int)old, (int)pl->ob->carrying);
2772 }
3109 } 2773 }
3110} 2774}
3111 2775
3112void 2776void
3113fix_luck (void) 2777fix_luck ()
3114{ 2778{
3115 for (player *pl = first_player; pl; pl = pl->next) 2779 for_all_players (pl)
3116 if (!pl->ob->contr->ns->state) 2780 if (!pl->ob->contr->ns->state)
3117 pl->ob->change_luck (0); 2781 pl->ob->change_luck (0);
3118} 2782}
3119 2783
3120/* cast_dust() - handles op throwing objects of type 'DUST'. 2784/* cast_dust() - handles op throwing objects of type 'DUST'.
3155} 2819}
3156 2820
3157void 2821void
3158make_visible (object *op) 2822make_visible (object *op)
3159{ 2823{
3160 op->hide = 0; 2824 op->flag [FLAG_HIDDEN] = 0;
3161 op->invisible = 0; 2825 op->invisible = 0;
2826
3162 if (op->type == PLAYER) 2827 if (op->type == PLAYER)
3163 { 2828 {
3164 op->contr->tmp_invis = 0; 2829 op->contr->tmp_invis = 0;
3165 op->contr->invis_race = 0; 2830 op->contr->invis_race = 0;
3166 } 2831 }
2832
3167 update_object (op, UP_OBJ_FACE); 2833 update_object (op, UP_OBJ_CHANGE);
3168} 2834}
3169 2835
3170int 2836int
3171is_true_undead (object *op) 2837is_true_undead (object *op)
3172{ 2838{
3173 object *tmp = NULL;
3174
3175 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 2839 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3176 return 1; 2840 return 1;
3177 2841
3178 return 0; 2842 return 0;
3179} 2843}
3180 2844
3181/* look at the surrounding terrain to determine 2845/* look at the surrounding terrain to determine
3182 * the hideability of this object. Positive levels 2846 * the hideability of this object. Positive levels
3183 * indicate greater hideability. 2847 * indicate greater hideability.
3184 */ 2848 */
3185
3186int 2849int
3187hideability (object *ob) 2850hideability (object *ob)
3188{ 2851{
3189 int i, level = 0, mflag; 2852 int i, level = 0, mflag;
3190 sint16 x, y; 2853 sint16 x, y;
3191 2854
3192 if (!ob || !ob->map) 2855 if (!ob || !ob->map)
3193 return 0; 2856 return 0;
3194 2857
3195 /* so, on normal lighted maps, its hard to hide */ 2858 /* so, on normal lighted maps, its hard to hide */
3196 level = ob->map->darkness - 2; 2859 level = ob->map->darklevel () - 2;
3197 2860
3198 /* this also picks up whether the object is glowing. 2861 /* this also picks up whether the object is glowing.
3199 * If you carry a light on a non-dark map, its not 2862 * If you carry a light on a non-dark map, its not
3200 * as bad as carrying a light on a pitch dark map */ 2863 * as bad as carrying a light on a pitch dark map */
3201 if (has_carried_lights (ob)) 2864 if (ob->has_carried_lights ())
3202 level = -(10 + (2 * ob->map->darkness)); 2865 level = -(10 + (2 * ob->map->darklevel ()));
3203 2866
3204 /* scan through all nearby squares for terrain to hide in */ 2867 /* scan through all nearby squares for terrain to hide in */
3205 for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i]) 2868 for (i = 0, x = ob->x, y = ob->y;
2869 i <= SIZEOFFREE1;
2870 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3206 { 2871 {
3207 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); 2872 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3208 if (mflag & P_OUT_OF_MAP) 2873 if (mflag & P_OUT_OF_MAP)
3209 {
3210 continue; 2874 continue;
3211 } 2875
3212 if (mflag & P_BLOCKSVIEW) /* something to hide near! */ 2876 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3213 level += 2; 2877 level += 2;
3214 else /* open terrain! */ 2878 else /* open terrain! */
3215 level -= 1; 2879 level -= 1;
3216 } 2880 }
3224/* For Hidden creatures - a chance of becoming 'unhidden' 2888/* For Hidden creatures - a chance of becoming 'unhidden'
3225 * every time they move - as we subtract off 'invisibility' 2889 * every time they move - as we subtract off 'invisibility'
3226 * AND, for players, if they move into a ridiculously unhideable 2890 * AND, for players, if they move into a ridiculously unhideable
3227 * spot (surrounded by clear terrain in broad daylight). -b.t. 2891 * spot (surrounded by clear terrain in broad daylight). -b.t.
3228 */ 2892 */
3229
3230void 2893void
3231do_hidden_move (object *op) 2894do_hidden_move (object *op)
3232{ 2895{
3233 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 2896 int hide = 0;
3234 object *skop;
3235 2897
3236 if (!op || !op->map) 2898 if (!op || !op->map)
3237 return; 2899 return;
3238 2900
3239 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 2901 object *skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
2902 int num = random_roll (0, 19, op, PREFER_LOW);
3240 2903
3241 /* its *extremely* hard to run and sneak/hide at the same time! */ 2904 /* its *extremely* hard to run and sneak/hide at the same time! */
3242 if (op->type == PLAYER && op->contr->run_on) 2905 if (op->type == PLAYER && op->contr->run_on)
3243 {
3244 if (!skop || num >= skop->level) 2906 if (!skop || num >= skop->level)
3245 { 2907 {
3246 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!"); 2908 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3247 make_visible (op); 2909 make_visible (op);
3248 return; 2910 return;
3249 } 2911 }
3250 else 2912 else
3251 num += 20; 2913 num += 20;
3252 } 2914
3253 num += op->map->difficulty; 2915 num += op->map->difficulty;
3254 hide = hideability (op); /* modify by terrain hidden level */ 2916 hide = hideability (op); /* modify by terrain hidden level */
3255 num -= hide; 2917 num -= hide;
2918
3256 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 2919 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3257 { 2920 {
3258 make_visible (op); 2921 make_visible (op);
2922
3259 if (op->type == PLAYER) 2923 if (op->type == PLAYER)
3260 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 2924 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3261 } 2925 }
3262 else if (op->type == PLAYER && skop) 2926 else if (op->type == PLAYER && skop)
3263 {
3264 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 2927 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3265 }
3266} 2928}
3267 2929
3268/* determine if who is standing near a hostile creature. */ 2930/* determine if who is standing near a hostile creature. */
3269 2931
3270int 2932int
3318 * object op. This function works fine for monsters, 2980 * object op. This function works fine for monsters,
3319 * but we dont worry if the object isnt the top one in 2981 * but we dont worry if the object isnt the top one in
3320 * a pile (say a coin under a table would return "viewable" 2982 * a pile (say a coin under a table would return "viewable"
3321 * by this routine). Another question, should we be 2983 * by this routine). Another question, should we be
3322 * concerned with the direction the player is looking 2984 * concerned with the direction the player is looking
3323 * in? Realistically, most of use cant see stuff behind 2985 * in? Realistically, most of us can't see stuff behind
3324 * our backs...on the other hand, does the "facing" direction 2986 * our backs...on the other hand, does the "facing" direction
3325 * imply the way your head, or body is facing? Its possible 2987 * imply the way your head, or body is facing? It's possible
3326 * for them to differ. Sigh, this fctn could get a bit more complex. 2988 * for them to differ. Sigh, this fctn could get a bit more complex.
3327 * -b.t. 2989 * -b.t.
3328 * This function is now map tiling safe. 2990 * This function is now map tiling safe.
3329 */ 2991 */
3330
3331int 2992int
3332player_can_view (object *pl, object *op) 2993player_can_view (object *pl, object *op)
3333{ 2994{
3334 rv_vector rv; 2995 rv_vector rv;
3335 int dx, dy; 2996 int dx, dy;
3337 if (pl->type != PLAYER) 2998 if (pl->type != PLAYER)
3338 { 2999 {
3339 LOG (llevError, "player_can_view() called for non-player object\n"); 3000 LOG (llevError, "player_can_view() called for non-player object\n");
3340 return -1; 3001 return -1;
3341 } 3002 }
3003
3342 if (!pl || !op) 3004 if (!pl || !op)
3343 return 0; 3005 return 0;
3344 3006
3345 if (op->head)
3346 {
3347 op = op->head; 3007 op = op->head_ ();
3348 } 3008
3349 get_rangevector (pl, op, &rv, 0x1); 3009 get_rangevector (pl, op, &rv, 0x1);
3350 3010
3351 /* starting with the 'head' part, lets loop 3011 /* starting with the 'head' part, lets loop
3352 * through the object and find if it has any 3012 * through the object and find if it has any
3353 * part that is in the los array but isnt on 3013 * part that is in the los array but isn't on
3354 * a blocked los square. 3014 * a blocked los square.
3355 * we use the archetype to figure out offsets. 3015 * we use the archetype to figure out offsets.
3356 */ 3016 */
3357 while (op) 3017 while (op)
3358 { 3018 {
3359 dx = rv.distance_x + op->arch->clone.x; 3019 dx = rv.distance_x + op->arch->x;
3360 dy = rv.distance_y + op->arch->clone.y; 3020 dy = rv.distance_y + op->arch->y;
3361 3021
3362 /* only the viewable area the player sees is updated by LOS 3022 if (pl->contr->blocked_los (dx, dy) != LOS_BLOCKED)
3363 * code, so we need to restrict ourselves to that range of values
3364 * for any meaningful values.
3365 */
3366 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3367 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3368 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3369 return 1; 3023 return 1;
3024
3370 op = op->more; 3025 op = op->more;
3371 } 3026 }
3372 return 0;
3373}
3374 3027
3375/* routine for both players and monsters. We call this when
3376 * there is a possibility for our action distrubing our hiding
3377 * place or invisiblity spell. Artefact invisiblity is not
3378 * effected by this. If we arent invisible to begin with, we
3379 * return 0.
3380 */
3381int
3382action_makes_visible (object *op)
3383{
3384
3385 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3386 {
3387 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3388 return 0;
3389
3390 if (op->contr && op->contr->tmp_invis == 0)
3391 return 0;
3392
3393 /* If monsters, they should become visible */
3394 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3395 {
3396 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3397 return 1;
3398 }
3399 }
3400 return 0; 3028 return 0;
3401} 3029}
3402 3030
3403/* op_on_battleground - checks if the given object op (usually 3031/* op_on_battleground - checks if the given object op (usually
3404 * a player) is standing on a valid battleground-tile, 3032 * a player) is standing on a valid battleground-tile,
3409 * Default is to do the same as before, so only people wanting to have different points need worry about this 3037 * Default is to do the same as before, so only people wanting to have different points need worry about this
3410 */ 3038 */
3411int 3039int
3412op_on_battleground (object *op, int *x, int *y) 3040op_on_battleground (object *op, int *x, int *y)
3413{ 3041{
3414 object *tmp;
3415
3416 /* A battleground-tile needs the following attributes to be valid: 3042 /* A battleground-tile needs the following attributes to be valid:
3417 * is_floor 1 (has to be the FIRST floor beneath the player's feet), 3043 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3418 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3044 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3419 * and the exit-coordinates sp/hp must both be > 0. 3045 * and the exit-coordinates sp/hp must both be > 0.
3420 * => The intention here is to prevent abuse of the battleground- 3046 * => The intention here is to prevent abuse of the battleground-
3421 * feature (like pickable or hidden battleground tiles). */ 3047 * feature (like pickable or hidden battleground tiles). */
3422 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3048 for (object *tmp = op->below; tmp; tmp = tmp->below)
3423 { 3049 {
3424 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3050 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3425 { 3051 {
3426 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3052 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3427 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp)) 3053 && tmp->type == BATTLEGROUND
3054 && tmp->name == shstr_battleground
3055 && EXIT_X (tmp) && EXIT_Y (tmp))
3428 { 3056 {
3429 /*before we assign the exit, check if this is a teambattle */ 3057 /* before we assign the exit, check if this is a teambattle */
3430 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) 3058 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3431 {
3432 object *invtmp;
3433
3434 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below) 3059 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3060 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3435 { 3061 {
3436 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3437 {
3438 if (x != NULL && y != NULL) 3062 if (x && y)
3439 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3063 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3064
3440 return 1; 3065 return 1;
3441 }
3442 } 3066 }
3443 } 3067
3444 if (x != NULL && y != NULL) 3068 if (x && y)
3445 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3069 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3070
3446 return 1; 3071 return 1;
3447 } 3072 }
3448 } 3073 }
3449 } 3074 }
3075
3450 /* If we got here, did not find a battleground */ 3076 /* If we got here, did not find a battleground */
3451 return 0; 3077 return 0;
3452} 3078}
3453 3079
3454/* 3080/*
3470 char buf[MAX_BUF]; /* tmp. string buffer */ 3096 char buf[MAX_BUF]; /* tmp. string buffer */
3471 int i = 0, j = 0; 3097 int i = 0, j = 0;
3472 3098
3473 /* get the appropriate treasurelist */ 3099 /* get the appropriate treasurelist */
3474 if (atnr == ATNR_FIRE) 3100 if (atnr == ATNR_FIRE)
3475 trlist = find_treasurelist ("dragon_ability_fire"); 3101 trlist = treasurelist::find (shstr_dragon_ability_fire);
3476 else if (atnr == ATNR_COLD) 3102 else if (atnr == ATNR_COLD)
3477 trlist = find_treasurelist ("dragon_ability_cold"); 3103 trlist = treasurelist::find (shstr_dragon_ability_cold);
3478 else if (atnr == ATNR_ELECTRICITY) 3104 else if (atnr == ATNR_ELECTRICITY)
3479 trlist = find_treasurelist ("dragon_ability_elec"); 3105 trlist = treasurelist::find (shstr_dragon_ability_elec);
3480 else if (atnr == ATNR_POISON) 3106 else if (atnr == ATNR_POISON)
3481 trlist = find_treasurelist ("dragon_ability_poison"); 3107 trlist = treasurelist::find (shstr_dragon_ability_poison);
3482 3108
3483 if (trlist == NULL || who->type != PLAYER) 3109 if (trlist == NULL || who->type != PLAYER)
3484 return; 3110 return;
3485 3111
3486 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3112 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3487 3113
3488 if (tr == NULL || tr->item == NULL) 3114 if (!tr || !tr->item)
3489 { 3115 {
3490 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3116 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3491 return; 3117 return;
3492 } 3118 }
3493 3119
3494 /* everything seems okay - now bring on the gift: */ 3120 /* everything seems okay - now bring on the gift: */
3495 item = &(tr->item->clone); 3121 item = tr->item;
3496 3122
3497 if (item->type == SPELL) 3123 if (item->type == SPELL)
3498 { 3124 {
3499 if (check_spell_known (who, item->name)) 3125 if (check_spell_known (who, item->name))
3500 return; 3126 return;
3559 { 3185 {
3560 /* forces in the treasurelist can alter the player's stats */ 3186 /* forces in the treasurelist can alter the player's stats */
3561 object *skin; 3187 object *skin;
3562 3188
3563 /* first get the dragon skin force */ 3189 /* first get the dragon skin force */
3564 shstr_cmp dragon_skin_force ("dragon_skin_force");
3565 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below) 3190 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3566 ; 3191 ;
3567 3192
3568 if (!skin) 3193 if (!skin)
3569 return; 3194 return;
3570 3195
3603 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg); 3228 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3604 } 3229 }
3605 else 3230 else
3606 { 3231 {
3607 /* generate misc. treasure */ 3232 /* generate misc. treasure */
3608 tmp = arch_to_object (tr->item); 3233 tmp = tr->item->instance ();
3609 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp)); 3234 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3610 tmp = insert_ob_in_ob (tmp, who); 3235 who->insert (tmp);
3611 if (who->type == PLAYER)
3612 esrv_send_item (who, tmp);
3613 } 3236 }
3614} 3237}
3615 3238
3616/** 3239//-GPL
3617 * Unready an object for a player. This function does nothing if the object was 3240
3618 * not readied. 3241sint8
3619 */ 3242player::darkness_at (maptile *map, int x, int y) const
3243{
3244 if (!ns)
3245 return LOS_BLOCKED;
3246
3247 int dx, dy;
3248 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3249 return LOS_BLOCKED;
3250
3251 x += dx - ns->current_x;
3252 y += dy - ns->current_y;
3253
3254 return blocked_los (x, y);
3255}
3256
3620void 3257void
3621player_unready_range_ob (player *pl, object *ob) 3258player::infobox (const char *title, const char *msg, int color)
3622{ 3259{
3623 rangetype i; 3260 send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3624
3625 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1))
3626 {
3627 if (pl->ranges[i] == ob)
3628 {
3629 pl->ranges[i] = NULL;
3630 if (pl->shoottype == i)
3631 {
3632 pl->shoottype = range_none;
3633 }
3634 }
3635 }
3636} 3261}
3262
3263void
3264player::statusmsg (const char *msg, int color)
3265{
3266 send_msg (color | NDI_REPLY, INFO_CHANNEL, msg);
3267}
3268
3269void
3270player::failmsg (const char *msg, int color)
3271{
3272 play_sound (sound_find ("generic_failure"));
3273 statusmsg (msg, color);
3274}
3275

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