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Comparing deliantra/server/server/player.C (file contents):
Revision 1.73 by root, Wed Dec 27 18:09:49 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 for_all_players (pl)
40 if (pl->ob && !strcmp (query_name (pl->ob), plname))
41 return pl;
42
43 return 0;
44}
45
46void
47display_motd (const object *op)
48{
49 char buf[MAX_BUF];
50 char motd[HUGE_BUF];
51 FILE *fp;
52 int comp;
53 int size;
54
55 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
56 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
57 return;
58
59 motd[0] = '\0';
60 size = 0;
61
62 while (fgets (buf, MAX_BUF, fp))
63 {
64 if (*buf == '#')
65 continue;
66
67 strncat (motd + size, buf, HUGE_BUF - size);
68 size += strlen (buf);
69 }
70
71 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
72 close_and_delete (fp, comp);
73}
74
75void
76send_rules (const object *op)
77{
78 char buf[MAX_BUF];
79 char rules[HUGE_BUF];
80 FILE *fp;
81 int comp;
82 int size;
83
84 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
85 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
86 return;
87
88 rules[0] = '\0';
89 size = 0;
90
91 while (fgets (buf, MAX_BUF, fp))
92 {
93 if (*buf == '#')
94 continue;
95
96 if (size + strlen (buf) >= HUGE_BUF)
97 {
98 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
99 break;
100 }
101
102 strncat (rules + size, buf, HUGE_BUF - size);
103 size += strlen (buf);
104 }
105
106 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
107 close_and_delete (fp, comp);
108}
109
110void
111send_news (const object *op)
112{
113 char buf[MAX_BUF];
114 char news[HUGE_BUF];
115 char subject[MAX_BUF];
116 FILE *fp;
117 int comp;
118 int size;
119
120 sprintf (buf, "%s/%s", settings.confdir, settings.news);
121 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
122 return;
123
124 news[0] = '\0';
125 subject[0] = '\0';
126 size = 0;
127
128 while (fgets (buf, MAX_BUF, fp) != NULL)
129 {
130 if (*buf == '#')
131 continue;
132
133 if (*buf == '%')
134 { /* send one news */
135 if (size > 0)
136 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */
137 strcpy (subject, buf + 1);
138 strip_endline (subject);
139 size = 0;
140 news[0] = '\0';
141 }
142 else
143 {
144 if (size + strlen (buf) >= HUGE_BUF)
145 {
146 LOG (llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
147 break;
148 }
149 strncat (news + size, buf, HUGE_BUF - size);
150 size += strlen (buf);
151 }
152 }
153
154 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
155 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news);
156 close_and_delete (fp, comp);
157}
158 39
159/* This loads the first map an puts the player on it. */ 40/* This loads the first map an puts the player on it. */
160static void 41static void
161set_first_map (object *op) 42set_first_map (object *op)
162{ 43{
163 strcpy (op->contr->maplevel, first_map_path); 44 op->contr->maplevel = first_map_path;
164 op->x = -1; 45 op->x = -1;
165 op->y = -1; 46 op->y = -1;
166 enter_exit (op, 0); 47}
48
49void
50player::activate ()
51{
52 if (active)
53 return;
54
55 players.insert (this);
56 ob->remove ();
57 ob->map = 0;
58 ob->activate_recursive ();
59 CLEAR_FLAG (ob, FLAG_FRIENDLY);
60 add_friendly_object (ob);
61}
62
63void
64player::deactivate ()
65{
66 if (!active)
67 return;
68
69 terminate_all_pets (ob);
70 remove_friendly_object (ob);
71 ob->deactivate_recursive ();
72
73 if (ob->map)
74 maplevel = ob->map->path;
75
76 ob->remove ();
77 ob->enemy = 0; // sometimes keeps an extra refcount on itself
78 ob->map = 0;
79 party = 0;
80
81 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
82
83 players.erase (this);
167} 84}
168 85
169// connect the player with a specific client 86// connect the player with a specific client
170// also changed, rationalises, and fixes some incorrect settings 87// also changes, rationalises, and fixes some incorrect settings
171void 88void
172player::connect (client *ns) 89player::connect (client *ns)
173{ 90{
174 this->ns = ns; 91 this->ns = ns;
175 ns->pl = this; 92 ns->pl = this;
176 93
177 next = first_player; 94 run_on = 0;
178 first_player = this; 95 fire_on = 0;
96 ob->close_container (); //TODO: client-specific
179 97
180 ns->update_look = 0; 98 ns->update_look = 0;
181 ns->look_position = 0; 99 ns->look_position = 0;
182 100
183 clear_los (ob); 101 clear_los ();
102
103 ns->reset_stats ();
184 104
185 /* make sure he's a player -- needed because of class change. */ 105 /* make sure he's a player -- needed because of class change. */
186 ob->type = PLAYER; // we are paranoid 106 ob->type = PLAYER; // we are paranoid
187 ob->race = ob->arch->clone.race; 107 ob->race = ob->arch->race;
188 108
189 if (!legal_range (ob, shoottype)) 109 ob->update_weight ();
190 shoottype = range_none;
191
192 ob->carrying = sum_weight (ob);
193 link_player_skills (ob); 110 link_skills ();
194 111
195 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
196 ob->set_speed (ob->speed);
197
198 assign (title, ob->arch->clone.name); 112 assign (title, ob->arch->object::name);
199
200 /* can_use_shield is a new flag. However, the can_use.. seems to largely come
201 * from the class, and not race. I don't see any way to get the class information
202 * to then update this. I don't think this will actually break anything - anyone
203 * that can use armour should be able to use a shield. What this may 'break'
204 * are features new characters get, eg, if someone starts up with a Q, they
205 * should be able to use a shield. However, old Q's won't get that advantage.
206 */
207 if (QUERY_FLAG (ob, FLAG_USE_ARMOUR))
208 SET_FLAG (ob, FLAG_USE_SHIELD);
209 113
210 /* if it's a dragon player, set the correct title here */ 114 /* if it's a dragon player, set the correct title here */
211 if (is_dragon_pl (ob)) 115 if (ob->is_dragon ())
212 { 116 {
213 object *tmp, *abil = 0, *skin = 0; 117 object *tmp, *abil = 0, *skin = 0;
214
215 shstr_cmp dragon_ability_force ("dragon_ability_force");
216 shstr_cmp dragon_skin_force ("dragon_skin_force");
217 118
218 for (tmp = ob->inv; tmp; tmp = tmp->below) 119 for (tmp = ob->inv; tmp; tmp = tmp->below)
219 if (tmp->type == FORCE) 120 if (tmp->type == FORCE)
220 if (tmp->arch->name == dragon_ability_force) 121 if (tmp->arch->archname == shstr_dragon_ability_force)
221 abil = tmp; 122 abil = tmp;
222 else if (tmp->arch->name == dragon_skin_force) 123 else if (tmp->arch->archname == shstr_dragon_skin_force)
223 skin = tmp; 124 skin = tmp;
224 125
225 set_dragon_name (ob, abil, skin); 126 set_dragon_name (ob, abil, skin);
226 } 127 }
227 128
228 CLEAR_FLAG (ob, FLAG_FRIENDLY);
229 add_friendly_object (ob);
230
231 LOG (llevInfo, "LOGIN: Player named %s from ip %s\n", &ob->name, ns->host);
232
233 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 129 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
234 130
235 esrv_new_player (this, ob->weight + ob->carrying); 131 esrv_new_player (this);
236 132
237 ob->update_stats (); 133 ob->update_stats ();
134
238 ns->floorbox_update (); 135 ns->floorbox_update ();
239
240 esrv_send_inventory (ob, ob); 136 esrv_send_inventory (ob, ob);
241 esrv_add_spells (this, 0); 137 esrv_add_spells (this, 0);
242 138
243 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;
244 143
245 send_rules (ob); 144 for (object *op = ob->inv; op; op = op->below)
246 send_news (ob); 145 if (op->flag [FLAG_APPLIED])
247 display_motd (ob); 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);
248 INVOKE_PLAYER (LOGIN, this); 177 INVOKE_PLAYER (LOGIN, this);
249} 178}
250 179
251void 180void
252player::disconnect () 181player::disconnect ()
253{ 182{
254 //TODO: don't be so harsh and destroy :) 183 if (ob)
184 {
185 ob->close_container (); //TODO: client-specific
186 ob->drop_unpaid_items ();
187 }
188
255 if (ns) 189 if (ns)
256 { 190 {
257 if (enable_save) 191 if (active)
258 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0)); 192 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
259 193
260 client *ns = this->ns; 194 INVOKE_PLAYER (DISCONNECT, this);
261 ns->send_packet ("goodbye"); 195
262 ns->flush (); 196 ns->reset_stats ();
263 ns->pl = 0; 197 ns->pl = 0;
264 this->ns = 0; 198 ns = 0;
265
266 ns->destroy ();
267 destroy ();
268 } 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 ();
269} 206}
207
208//-GPL
270 209
271// the need for this function can be explained 210// the need for this function can be explained
272// by load_object not returning the object 211// by load_object not returning the object
273void 212void
274player::set_object (object *op) 213player::set_object (object *op)
275{ 214{
276 ob = op; 215 ob = observe = viewpoint = op;
277 ob->contr = this; /* this aren't yet in archetype */ 216 ob->contr = this; /* this aren't yet in archetype */
278 217
218 ob->speed = 1.0f;
279 ob->speed_left = 0.5; 219 ob->speed_left = 0.5f;
280 ob->speed = 1.0; 220
281 ob->direction = 5; /* So player faces south */ 221 ob->direction = 5; /* So player faces south */
282 ob->stats.wc = 2;
283 ob->run_away = 25; /* Then we panick... */
284
285 set_first_map (ob);
286
287 ob->roll_stats ();
288} 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
289 239
290player::player () 240player::player ()
291{ 241{
292 /* There are some elements we want initialized to non zero value - 242 /* There are some elements we want initialised to non zero value -
293 * we deal with that below this point. 243 * we deal with that below this point.
294 */ 244 */
295 outputs_sync = 16; /* Every 2 seconds */ 245 outputs_sync = 4;
296 outputs_count = 8; /* Keeps present behaviour */ 246 outputs_count = 4;
297 unapply = unapply_nochoice; 247 unapply = unapply_nochoice;
298 248
299 assign (savebed_map, first_map_path); /* Init. respawn position */ 249 savebed_map = first_map_path; /* Init. respawn position */
300 250
301 gen_sp_armour = 10; 251 gen_sp_armour = 10;
302 last_speed = -1;
303 shoottype = range_none;
304 bowtype = bow_normal; 252 bowtype = bow_normal;
305 petmode = pet_normal; 253 petmode = pet_normal;
306 listening = 10;
307 usekeys = containers; 254 usekeys = containers;
308 last_weapon_sp = -1;
309 peaceful = 1; /* default peaceful */ 255 peaceful = 1; /* default peaceful */
310 do_los = 1; 256 do_los = 1;
311 257
312 /* we need to clear these to -1 and not zero - otherwise, 258 weapon_sp = 1.0f;
313 * if a player quits and starts a new character, we wont 259 weapon_sp_left = 0.5f;
314 * send new values to the client, as things like exp start
315 * at zero.
316 */
317 for (int i = 0; i < NUM_SKILLS; i++)
318 last_skill_exp[i] = -1;
319
320 for (int i = 0; i < NROFATTACKS; i++)
321 last_resist[i] = -1;
322
323 last_stats.exp = -1;
324 last_weight = (uint32) - 1;
325} 260}
326 261
327void 262void
328player::do_destroy () 263player::do_destroy ()
329{ 264{
330 disconnect (); 265 disconnect ();
331 266
332 save (false);
333 enable_save = false;
334
335 attachable::do_destroy (); 267 attachable::do_destroy ();
336
337 terminate_all_pets (ob);
338
339 if (first_player != this)
340 {
341 player *prev = first_player;
342
343 while (prev && prev->next && prev->next != this)
344 prev = prev->next;
345
346 if (prev->next != this)
347 {
348 LOG (llevError, "Free_player: Can't find previous player.\n");
349 abort ();
350 }
351
352 prev->next = next;
353 }
354 else
355 first_player = next;
356 268
357 if (ob) 269 if (ob)
358 { 270 {
359 ob->destroy_inv (false); 271 ob->destroy_inv (false);
360 ob->destroy (); 272 ob->destroy ();
361 } 273 }
274
275 ob = observe = viewpoint = 0;
362} 276}
363 277
364player::~player () 278player::~player ()
365{ 279{
366 /* Clear item stack */ 280 /* Clear item stack */
367 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 }
368} 310}
369 311
370/* Tries to add player on the connection passed in ns. 312/* Tries to add player on the connection passed in ns.
371 * 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
372 * mode. 314 * mode.
374player * 316player *
375player::create () 317player::create ()
376{ 318{
377 player *pl = new player; 319 player *pl = new player;
378 320
379 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);
380 328
381 return pl; 329 return pl;
382}
383
384/*
385 * get_player_archetype() return next player archetype from archetype
386 * list. Not very efficient routine, but used only creating new players.
387 * Note: there MUST be at least one player archetype!
388 */
389archetype *
390get_player_archetype (archetype *at)
391{
392 archetype *start = at;
393
394 for (;;)
395 {
396 if (at == NULL || at->next == NULL)
397 at = first_archetype;
398 else
399 at = at->next;
400
401 if (at->clone.type == PLAYER)
402 return at;
403
404 if (at == start)
405 {
406 LOG (llevError, "No Player archetypes\n");
407 exit (-1);
408 }
409 }
410} 330}
411 331
412object * 332object *
413get_nearest_player (object *mon) 333get_nearest_player (object *mon)
414{ 334{
415 object *op = NULL; 335 object *op = NULL;
416 objectlink *ol; 336 objectlink *ol;
417 unsigned lastdist; 337 unsigned lastdist;
418 rv_vector rv; 338 rv_vector rv;
419 339
420 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 340 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
421 { 341 {
422 /* We should not find free objects on this friendly list, but it
423 * does periodically happen. Given that, lets deal with it.
424 * While unlikely, it is possible the next object on the friendly
425 * list is also free, so encapsulate this in a while loop.
426 */
427 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
428 {
429 object *tmp = ol->ob;
430
431 /* Can't do much more other than log the fact, because the object
432 * itself will have been cleared.
433 */
434 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n");
435 ol = ol->next;
436 remove_friendly_object (tmp);
437 if (!ol)
438 return op;
439 }
440
441 /* Remove special check for player from this. First, it looks to cause
442 * some crashes (ol->ob->contr not set properly?), but secondly, a more
443 * complicated method of state checking would be needed in any case -
444 * as it was, a clever player could type quit, and the function would
445 * skip them over while waiting for confirmation. Remove
446 * on_same_map check, as can_detect_enemy also does this
447 */
448 if (!can_detect_enemy (mon, ol->ob, &rv)) 342 if (!can_detect_enemy (mon, ol->ob, &rv))
449 continue; 343 continue;
450 344
451 if (lastdist > rv.distance) 345 if (lastdist > rv.distance)
452 { 346 {
528 x = mon->x; 422 x = mon->x;
529 y = mon->y; 423 y = mon->y;
530 m = mon->map; 424 m = mon->map;
531 dir = rv.direction; 425 dir = rv.direction;
532 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 */
533 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
534 /* 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. */
535 if (diff > max) 430 if (diff > max)
536 return 0; 431 return 0;
432
537 while (diff > 1 && max > 0) 433 while (diff > 1 && max > 0)
538 { 434 {
539 lastx = x; 435 lastx = x;
540 lasty = y; 436 lasty = y;
541 lastmap = m; 437 lastmap = m;
623 max--; 519 max--;
624 lastdir = dir; 520 lastdir = dir;
625 if (!firstdir) 521 if (!firstdir)
626 firstdir = dir; 522 firstdir = dir;
627 } 523 }
524
628 if (diff <= 1) 525 if (diff <= 1)
629 { 526 {
630 /* Recalculate diff (distance) because we may not have actually 527 /* Recalculate diff (distance) because we may not have actually
631 * headed toward player for entire distance. 528 * headed toward player for entire distance.
632 */ 529 */
633 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 530 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
634 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));
635 } 532 }
533
636 if (diff > max) 534 if (diff > max)
637 return 0; 535 return 0;
638 } 536 }
537
639 /* 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 */
640 if (!max) 539 if (!max)
641 return 0; 540 return 0;
642 541
643 return firstdir; 542 return firstdir;
644} 543}
645 544
646void 545void
647give_initial_items (object *pl, treasurelist * items) 546give_initial_items (object *pl, treasurelist *items)
648{ 547{
649 object *op, *next = NULL;
650
651 if (pl->randomitems != NULL) 548 if (pl->randomitems)
652 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); 549 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
653 550
654 for (op = pl->inv; op; op = next) 551 for (object *next, *op = pl->inv; op; op = next)
655 { 552 {
656 next = op->below; 553 next = op->below;
657 554
658 /* Forces get applied per default, unless they have the 555 /* Forces get applied per default, unless they have the
659 * 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
664 /* we never give weapons/armour if these cannot be used 561 /* we never give weapons/armour if these cannot be used
665 * by this player due to race restrictions 562 * by this player due to race restrictions
666 */ 563 */
667 if (pl->type == PLAYER) 564 if (pl->type == PLAYER)
668 { 565 {
669 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) && 566 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR)
567 &&
670 (op->type == ARMOUR || op->type == BOOTS || 568 (op->type == ARMOUR || op->type == BOOTS
671 op->type == CLOAK || op->type == HELMET || 569 || op->type == CLOAK || op->type == HELMET
672 op->type == SHIELD || op->type == GLOVES || 570 || op->type == SHIELD || op->type == GLOVES
571 || op->type == BRACERS || op->type == GIRDLE))
673 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))
674 { 573 {
675 op->destroy (); 574 op->destroy ();
676 continue; 575 continue;
677 } 576 }
678 } 577 }
679 578
680 /* This really needs to be better - we should really give 579 /* Here we remove duplicated skills (as duplicated spell objects have
681 * a substitute spellbook. The problem is that we don't really 580 * _very_ confusing effects for players), which could for instance be
682 * have a good idea what to replace it with (need something like 581 * generated by bad treasurelists. - elmex
683 * a first level treasurelist for each skill.)
684 * remove duplicate skills also
685 */ 582 */
686 if (op->type == SPELLBOOK || op->type == SKILL) 583 if (op->type == SKILL)
687 { 584 {
688 object *tmp;
689
690 for (tmp = op->below; tmp; tmp = tmp->below) 585 for (object *tmp = op->below; tmp; tmp = tmp->below)
691 if (tmp->type == op->type && tmp->name == op->name) 586 if (tmp->type == op->type && tmp->name == op->name)
692 break;
693
694 if (tmp)
695 { 587 {
696 op->destroy (); 588 op->destroy ();
589 LOG (llevError,
697 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); 590 "give_initial_items: Removing duplicate skill %s\n", &tmp->name);
698 continue; 591 break;
699 } 592 }
700 593
701 if (op->nrof > 1) 594 if (op->nrof > 1)
702 op->nrof = 1; 595 op->nrof = 1;
703 } 596 }
704 597
705 if (op->type == SPELLBOOK && op->inv) 598 if (op->type == SPELLBOOK && op->inv)
706 {
707 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); 599 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
708 }
709 600
710 /* Give starting characters identified, uncursed, and undamned 601 /* Give starting characters identified, uncursed, and undamned
711 * 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
712 * merged properly. 603 * merged properly.
713 */ 604 */
714 if (need_identify (op)) 605 if (need_identify (op))
715 { 606 {
716 SET_FLAG (op, FLAG_IDENTIFIED); 607 SET_FLAG (op, FLAG_IDENTIFIED);
717 CLEAR_FLAG (op, FLAG_CURSED); 608 CLEAR_FLAG (op, FLAG_CURSED);
718 CLEAR_FLAG (op, FLAG_DAMNED); 609 CLEAR_FLAG (op, FLAG_DAMNED);
719 } 610 }
611
720 if (op->type == SPELL) 612 if (op->type == SPELL)
721 { 613 {
722 op->destroy (); 614 op->destroy ();
723 continue; 615 continue;
724 } 616 }
726 { 618 {
727 SET_FLAG (op, FLAG_CAN_USE_SKILL); 619 SET_FLAG (op, FLAG_CAN_USE_SKILL);
728 op->stats.exp = 0; 620 op->stats.exp = 0;
729 op->level = 1; 621 op->level = 1;
730 } 622 }
731 /* lock all 'normal items by default */ 623 else /* lock all 'normal items by default */
732 else
733 SET_FLAG (op, FLAG_INV_LOCKED); 624 SET_FLAG (op, FLAG_INV_LOCKED);
734 } /* for loop of objects in player inv */ 625 } /* for loop of objects in player inv */
735 626
736 /* Need to set up the skill pointers */ 627 /* Need to set up the skill pointers */
737 link_player_skills (pl); 628 pl->contr->link_skills ();
738} 629}
739 630
740void 631void
741get_party_password (object *op, partylist *party) 632get_party_password (object *op, partylist *party)
742{ 633{
752 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:");
753} 644}
754 645
755/* 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. */
756static int 647static int
757roll_stat (void) 648roll_stat ()
758{ 649{
759 int a[4], i, j, k; 650 int a[4], i, j, k;
760 651
761 for (i = 0; i < 4; i++) 652 for (i = 0; i < 4; i++)
762 a[i] = (int) RANDOM () % 6 + 1; 653 a[i] = (int) rndm (6) + 1;
763 654
764 for (i = 0, j = 0, k = 7; i < 4; i++) 655 for (i = 0, j = 0, k = 7; i < 4; i++)
765 if (a[i] < k) 656 if (a[i] < k)
766 k = a[i], j = i; 657 k = a[i], j = i;
767 658
773} 664}
774 665
775void 666void
776object::roll_stats () 667object::roll_stats ()
777{ 668{
778 int statsort [7]; 669 int statsort [NUM_STATS];
779 670
780 for (;;) 671 for (;;)
781 { 672 {
782 int sum = 0; 673 int sum = 0;
783 for (int i = 7; i--; ) 674 for (int i = NUM_STATS; i--; )
784 sum += statsort [i] = roll_stat (); 675 sum += statsort [i] = roll_stat ();
785 676
786 if (sum >= 82 && sum <= 116) 677 if (sum >= 82 && sum <= 116)
787 break; 678 break;
788 } 679 }
789 680
790 // Sort the stats so that rerolling is easier... 681 // Sort the stats so that rerolling is easier...
791 std::sort (statsort, statsort + 7, std::greater<int>()); 682 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
792 683
684 for (int i = 0; i < NUM_STATS; ++i)
793 stats.Str = statsort[0]; 685 stats.stat (i) = statsort [i];
794 stats.Dex = statsort[1];
795 stats.Con = statsort[2];
796 stats.Int = statsort[3];
797 stats.Wis = statsort[4];
798 stats.Pow = statsort[5];
799 stats.Cha = statsort[6];
800 686
801 stats.exp = 0; 687 stats.exp = 0;
802 stats.ac = 0; 688 stats.ac = 0;
803 689
804 stats.hp = stats.maxhp; 690 stats.hp = stats.maxhp;
816} 702}
817 703
818void 704void
819object::swap_stats (int a, int b) 705object::swap_stats (int a, int b)
820{ 706{
821 int tmp = get_attr_value (&contr->orig_stats, a); 707 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
822 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
823 set_attr_value (&contr->orig_stats, b, tmp);
824 708
709 for (int i = 0; i < NUM_STATS; ++i)
825 stats.Str = contr->orig_stats.Str; 710 stats.stat (i) = contr->orig_stats.stat (i);
826 stats.Dex = contr->orig_stats.Dex;
827 stats.Con = contr->orig_stats.Con;
828 stats.Int = contr->orig_stats.Int;
829 stats.Wis = contr->orig_stats.Wis;
830 stats.Pow = contr->orig_stats.Pow;
831 stats.Cha = contr->orig_stats.Cha;
832 711
833 //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,
834 // be merged with the similar code in roll_stats 713 // be merged with the similar code in roll_stats
835 stats.ac = 0; 714 stats.ac = 0;
836 715
855static void 734static void
856start_info (object *op) 735start_info (object *op)
857{ 736{
858 char buf[MAX_BUF]; 737 char buf[MAX_BUF];
859 738
860 sprintf (buf, "Welcome to Crossfire v%s!", VERSION); 739 sprintf (buf, "Welcome to Deliantra v%s!", VERSION);
861 new_draw_info (NDI_UNIQUE, 0, op, buf); 740 new_draw_info (NDI_UNIQUE, 0, op, buf);
862 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
863 //new_draw_info (NDI_UNIQUE, 0, op, " ");
864} 741}
865 742
866/* This function takes the key that is passed, and does the 743/* This function takes the key that is passed, and does the
867 * appropriate action with it (change race, or other things). 744 * appropriate action with it (change race, or other things).
868 * The function name is for historical reasons - now we have 745 * The function name is for historical reasons - now we have
869 * separate race and class; this actually changes the RACE, 746 * separate race and class; this actually changes the RACE,
870 * not the class. 747 * not the class.
871 */ 748 */
872int 749void
873key_change_class (object *op, char key) 750player::chargen_race_done ()
874{ 751{
875 int tmp_loop;
876
877 if (key == 'd' || key == 'D')
878 {
879 char buf[MAX_BUF];
880
881 /* this must before then initial items are given */ 752 /* this must before then initial items are given */
882 esrv_new_player (op->contr, op->weight + op->carrying); 753 esrv_new_player (ob->contr);
883 754
884 treasurelist *tl = find_treasurelist ("starting_wealth"); 755 treasurelist *tl = treasurelist::find (shstr_starting_wealth);
885 if (tl) 756 if (tl)
886 create_treasure (tl, op, 0, 0, 0); 757 create_treasure (tl, ob, 0, 0, 0);
887 758
888 INVOKE_PLAYER (BIRTH, op->contr); 759 INVOKE_PLAYER (BIRTH, ob->contr);
889 INVOKE_PLAYER (LOGIN, op->contr); 760 INVOKE_PLAYER (LOGIN, ob->contr);
890 761
891 op->contr->ns->state = ST_PLAYING; 762 ob->contr->ns->state = ST_PLAYING;
892 763
893 if (op->msg) 764 if (ob->msg)
894 op->msg = NULL; 765 ob->msg = 0;
895 766
896 /* We create this now because some of the unique maps will need it
897 * to save here.
898 */
899 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name);
900 make_path_to_file (buf);
901
902#ifdef AUTOSAVE
903 op->contr->last_save_tick = pticks;
904#endif
905 start_info (op); 767 start_info (ob);
906 CLEAR_FLAG (op, FLAG_WIZ); 768 CLEAR_FLAG (ob, FLAG_WIZ);
907 give_initial_items (op, op->randomitems); 769 give_initial_items (ob, ob->randomitems);
908 link_player_skills (op);
909 esrv_send_inventory (op, op); 770 esrv_send_inventory (ob, ob);
910 op->update_stats (); 771 ob->update_stats ();
911 772
912 /* This moves the player to a different start map, if there 773 /* This moves the player to a different start map, if there
913 * is one for this race 774 * is one for this race
914 */ 775 */
915 if (*first_map_ext_path) 776 if (*first_map_ext_path)
916 { 777 ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y);
917 object *tmp;
918 char mapname[MAX_BUF];
919
920 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name);
921 tmp = object::create ();
922 EXIT_PATH (tmp) = mapname;
923 EXIT_X (tmp) = op->x;
924 EXIT_Y (tmp) = op->y;
925 enter_exit (op, tmp); /* we don't really care if it succeeded;
926 * if the map isn't there, then stay on the
927 * default initial map */
928 tmp->destroy ();
929 }
930 else 778 else
931 LOG (llevDebug, "first_map_ext_path not set\n"); 779 LOG (llevDebug, "first_map_ext_path not set\n");
780}
932 781
933 return 0; 782void
934 } 783player::chargen_race_next ()
935 784{
936 /* Following actually changes the race - this is the default command 785 /* Following actually changes the race - this is the default command
937 * if we don't match with one of the options above. 786 * if we don't match with one of the options above.
938 */ 787 */
939 788
940 tmp_loop = 0; 789 do
941 while (!tmp_loop)
942 { 790 {
943 shstr name = op->name; 791 shstr name = ob->name;
944 int x = op->x, y = op->y; 792 int x = ob->x, y = ob->y;
945 793
946 op->remove_statbonus (); 794 ob->remove_statbonus ();
947 op->remove (); 795 ob->remove ();
948 op->arch = get_player_archetype (op->arch); 796 ob->arch = get_player_archetype (ob->arch);
949 op->arch->clone.copy_to (op); 797 ob->arch->copy_to (ob);
950 op->instantiate (); 798 ob->instantiate ();
951 op->stats = op->contr->orig_stats; 799 ob->stats = ob->contr->orig_stats;
952 op->name = op->name_pl = name; 800 ob->name = ob->name_pl = name;
953 op->x = x; 801 ob->x = x;
954 op->y = y; 802 ob->y = y;
955 SET_ANIMATION (op, 2); /* So player faces south */ 803 SET_ANIMATION (ob, 2); /* So player faces south */
956 insert_ob_in_map (op, op->map, op, 0); 804 insert_ob_in_map (ob, ob->map, ob, 0);
957 assign (op->contr->title, op->arch->clone.name); 805 assign (ob->contr->title, ob->arch->object::name);
958 op->add_statbonus (); 806 ob->add_statbonus ();
959 tmp_loop = allowed_class (op);
960 } 807 }
808 while (!allowed_class (ob));
961 809
962 update_object (op, UP_OBJ_FACE); 810 update_object (ob, UP_OBJ_FACE);
963 esrv_update_item (UPD_FACE, op, op); 811 esrv_update_item (UPD_FACE, ob, ob);
964 op->update_stats (); 812 ob->update_stats ();
965 op->stats.hp = op->stats.maxhp; 813 ob->stats.hp = ob->stats.maxhp;
966 op->stats.sp = op->stats.maxsp; 814 ob->stats.sp = ob->stats.maxsp;
967 op->stats.grace = 0; 815 ob->stats.grace = 0;
968
969 if (op->msg)
970 new_draw_info (NDI_BLUE, 0, op, op->msg);
971
972 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
973 return 0;
974} 816}
975 817
976int 818static void
977key_confirm_quit (object *op, char key)
978{
979 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
980 {
981 op->contr->ns->state = ST_PLAYING;
982 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
983 return 1;
984 }
985
986 INVOKE_PLAYER (LOGOUT, op->contr);
987 INVOKE_PLAYER (QUIT, op->contr);
988
989 op->contr->enable_save = false;
990
991 terminate_all_pets (op);
992 leave_map (op);
993 op->direction = 0;
994 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
995
996 strcpy (op->contr->killer, "quit");
997 check_score (op);
998 op->contr->party = 0;
999 op->contr->own_title[0] = '\0';
1000
1001 object_ptr ob = op;
1002
1003 /* We need to hunt for any per player unique maps in memory and
1004 * get rid of them. The trailing slash in the path is intentional,
1005 * so that players named 'Ab' won't match against players 'Abe' pathname
1006 */
1007 char buf[MAX_BUF];
1008 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1009
1010 for_all_maps (mp)
1011 if (!strncmp (mp->path, buf, strlen (buf)))
1012 delete_map (mp);
1013
1014 delete_character (ob->name, 1);
1015 ob->contr->destroy ();
1016
1017 return 1;
1018}
1019
1020void
1021flee_player (object *op) 819flee_player (object *op)
1022{ 820{
1023 int dir, diff; 821 int dir, diff;
1024 rv_vector rv; 822 rv_vector rv;
1025 823
1028 LOG (llevDebug, "Fleeing player is dead.\n"); 826 LOG (llevDebug, "Fleeing player is dead.\n");
1029 CLEAR_FLAG (op, FLAG_SCARED); 827 CLEAR_FLAG (op, FLAG_SCARED);
1030 return; 828 return;
1031 } 829 }
1032 830
1033 if (op->enemy == NULL) 831 if (!op->enemy)
1034 { 832 {
1035 LOG (llevDebug, "Fleeing player had no enemy.\n"); 833 LOG (llevDebug, "Fleeing player had no enemy.\n");
1036 CLEAR_FLAG (op, FLAG_SCARED); 834 CLEAR_FLAG (op, FLAG_SCARED);
1037 return; 835 return;
1038 } 836 }
1039 837
1040 /* Seen some crashes here. Since we don't store an
1041 * op->enemy_count, it is possible that something destroys the
1042 * actual enemy, and the object is recycled.
1043 */
1044 if (op->enemy->map == NULL)
1045 {
1046 CLEAR_FLAG (op, FLAG_SCARED);
1047 op->enemy = NULL;
1048 return;
1049 }
1050
1051 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))
1052 { 839 {
1053 op->enemy = NULL; 840 op->enemy = NULL;
1054 CLEAR_FLAG (op, FLAG_SCARED); 841 CLEAR_FLAG (op, FLAG_SCARED);
1055 return; 842 return;
1058 get_rangevector (op, op->enemy, &rv, 0); 845 get_rangevector (op, op->enemy, &rv, 0);
1059 846
1060 dir = absdir (4 + rv.direction); 847 dir = absdir (4 + rv.direction);
1061 for (diff = 0; diff < 3; diff++) 848 for (diff = 0; diff < 3; diff++)
1062 { 849 {
1063 int m = 1 - (RANDOM () & 2); 850 int m = 1 - rndm (2) * 2;
1064 851
1065 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))))
1066 return; 853 return;
1067 } 854 }
1068 855
1069 /* Cornered, get rid of scared */ 856 /* Cornered, get rid of scared */
1070 CLEAR_FLAG (op, FLAG_SCARED); 857 CLEAR_FLAG (op, FLAG_SCARED);
1071 op->enemy = NULL; 858 op->enemy = NULL;
1072} 859}
1073 860
1074
1075/* 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.
1076 * 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
1077 * stop. 863 * stop.
1078 */ 864 */
1079int 865int
1080check_pick (object *op) 866check_pick (object *op)
1081{ 867{
1082 object *tmp, *next; 868 object *tmp, *next;
1083 int stop = 0; 869 int stop = 0;
1084 int j, k, wvratio; 870 int wvratio;
1085 char putstring[128], tmpstr[16];
1086 871
1087 /* if you're flying, you cna't pick up anything */ 872 /* if you're flying, you can't pick up anything */
1088 if (op->move_type & MOVE_FLYING) 873 if (op->move_type & MOVE_FLYING)
1089 return 1; 874 return 1;
1090 875
1091 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)
1092 880
1093 /* 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
1094 * destroyed */ 882 * destroyed */
1095 while (next && !next->destroyed ()) 883 while (next && !next->destroyed ())
1096 { 884 {
1097 tmp = next; 885 tmp = next;
1098 next = tmp->below; 886 next = tmp->below;
1099 887
888 if (cnt <= 0)
889 {
890 op->failmsg ("Couldn't pickup all items at once.");
891 return 0;
892 }
893
1100 if (op->destroyed ()) 894 if (op->destroyed ())
1101 return 0; 895 return 0;
1102 896
1103 if (!can_pick (op, tmp)) 897 if (!can_pick (op, tmp))
1104 continue; 898 continue;
1105 899
1106 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 900 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1107 { 901 {
1108 if (item_matched_string (op, tmp, op->contr->search_str)) 902 if (item_matched_string (op, tmp, op->contr->search_str))
1109 pick_up (op, tmp); 903 CHK_PICK_PICKUP;
904
1110 continue; 905 continue;
1111 } 906 }
1112 907
1113 /* 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? */
1114 if (!(op->contr->mode & PU_NEWMODE)) 968 if (op->contr->mode & PU_FOOD)
969 if (tmp->type == FOOD)
1115 { 970 {
1116 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)
1117 { 1034 {
1118 case 0: 1035 CHK_PICK_PICKUP;
1119 return 1; /* don't pick up */ 1036 continue;
1120 case 1:
1121 pick_up (op, tmp);
1122 return 1;
1123 case 2:
1124 pick_up (op, tmp);
1125 return 0;
1126 case 3:
1127 return 0; /* stop before pickup */
1128 case 4:
1129 pick_up (op, tmp);
1130 break;
1131 case 5:
1132 pick_up (op, tmp);
1133 stop = 1;
1134 break;
1135 case 6:
1136 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1137 pick_up (op, tmp);
1138 break;
1139
1140 case 7:
1141 if (tmp->type == MONEY || tmp->type == GEM)
1142 pick_up (op, tmp);
1143 break;
1144
1145 default:
1146 /* use value density */
1147 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1148 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1149 pick_up (op, tmp);
1150 } 1037 }
1151 } 1038 }
1152 else 1039
1153 { /* old model */ 1040 /* rings & amulets - talismans seems to be typed AMULET */
1154 /* NEW pickup handling */
1155 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)
1156 { 1046 {
1157 /* some debugging code to figure out item information */ 1047 CHK_PICK_PICKUP;
1158 if (tmp->name != NULL)
1159 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1160 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1161 else
1162 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1163 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1164
1165 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1166 }
1167
1168 /* philosophy:
1169 * It's easy to grab an item type from a pile, as long as it's
1170 * generic. This takes no game-time. For more detailed pickups
1171 * and selections, select-items should be used. This is a
1172 * grab-as-you-run type mode that's really useful for arrows for
1173 * example.
1174 * The drawback: right now it has no frontend, so you need to
1175 * stick the bits you want into a calculator in hex mode and then
1176 * convert to decimal and then 'pickup <#>
1177 */
1178
1179 /* the first two modes are exclusive: if NOTHING we return, if
1180 * STOP then we stop. All the rest are applied sequentially,
1181 * meaning if any test passes, the item gets picked up. */
1182
1183 /* if mode is set to pick nothing up, return */
1184
1185 if (op->contr->mode & PU_NOTHING)
1186 return 1;
1187
1188 /* if mode is set to stop when encountering objects, return */
1189 /* take STOP before INHIBIT since it doesn't actually pick
1190 * anything up */
1191
1192 if (op->contr->mode & PU_STOP)
1193 return 0;
1194
1195 /* useful for going into stores and not losing your settings... */
1196 /* and for battles wher you don't want to get loaded down while
1197 * fighting */
1198 if (op->contr->mode & PU_INHIBIT)
1199 return 1;
1200
1201 /* prevent us from turning into auto-thieves :) */
1202 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1203 continue; 1048 continue;
1049 }
1204 1050
1205 /* ignore known cursed objects */ 1051 /* we don't forget dragon food */
1206 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;
1207 continue; 1056 continue;
1057 }
1208 1058
1209 /* all food and drink if desired */ 1059 /* bows and arrows. Bows are good for selling! */
1210 /* 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
1211 if (op->contr->mode & PU_FOOD) 1096 if (op->contr->mode & PU_BOOTS)
1212 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"))
1213 { 1130 {
1214 pick_up (op, tmp); 1131 CHK_PICK_PICKUP;
1215 continue; 1132 continue;
1216 } 1133 }
1134 }
1217 1135
1136 /* misc stuff that's useful */
1218 if (op->contr->mode & PU_DRINK) 1137 if (op->contr->mode & PU_KEY)
1219 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1138 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1220 { 1139 {
1221 pick_up (op, tmp); 1140 CHK_PICK_PICKUP;
1222 continue; 1141 continue;
1223 } 1142 }
1224 1143
1144 /* any of the last 4 bits set means we use the ratio for value
1145 * pickups */
1225 if (op->contr->mode & PU_POTION) 1146 if (op->contr->mode & PU_RATIO)
1226 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
1227 { 1151 */
1228 pick_up (op, tmp);
1229 continue;
1230 }
1231
1232 /* spellbooks, skillscrolls and normal books/scrolls */
1233 if (op->contr->mode & PU_SPELLBOOK)
1234 if (tmp->type == SPELLBOOK)
1235 {
1236 pick_up (op, tmp);
1237 continue;
1238 }
1239
1240 if (op->contr->mode & PU_SKILLSCROLL)
1241 if (tmp->type == SKILLSCROLL)
1242 {
1243 pick_up (op, tmp);
1244 continue;
1245 }
1246
1247 if (op->contr->mode & PU_READABLES)
1248 if (tmp->type == BOOK || tmp->type == SCROLL)
1249 {
1250 pick_up (op, tmp);
1251 continue;
1252 }
1253
1254 /* wands/staves/rods/horns */
1255 if (op->contr->mode & PU_MAGIC_DEVICE)
1256 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1257 {
1258 pick_up (op, tmp);
1259 continue;
1260 }
1261
1262 /* pick up all magical items */
1263 if (op->contr->mode & PU_MAGICAL) 1152 wvratio = op->contr->mode & PU_RATIO;
1264 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)
1265 {
1266 pick_up (op, tmp);
1267 continue;
1268 }
1269
1270 if (op->contr->mode & PU_VALUABLES)
1271 { 1154 {
1272 if (tmp->type == MONEY || tmp->type == GEM) 1155#if 0
1156 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1157 if (tmp->name != NULL)
1273 { 1158 {
1274 pick_up (op, tmp); 1159 fprintf (stderr, "%s", tmp->name);
1275 continue;
1276 } 1160 }
1277 }
1278
1279 /* rings & amulets - talismans seems to be typed AMULET */
1280 if (op->contr->mode & PU_JEWELS)
1281 if (tmp->type == RING || tmp->type == AMULET)
1282 {
1283 pick_up (op, tmp);
1284 continue;
1285 }
1286
1287 /* we don't forget dragon food */
1288 if (op->contr->mode & PU_FLESH)
1289 if (tmp->type == FLESH)
1290 {
1291 pick_up (op, tmp);
1292 continue;
1293 }
1294
1295 /* bows and arrows. Bows are good for selling! */
1296 if (op->contr->mode & PU_BOW)
1297 if (tmp->type == BOW)
1298 {
1299 pick_up (op, tmp);
1300 continue;
1301 }
1302
1303 if (op->contr->mode & PU_ARROW)
1304 if (tmp->type == ARROW)
1305 {
1306 pick_up (op, tmp);
1307 continue;
1308 }
1309
1310 /* all kinds of armor etc. */
1311 if (op->contr->mode & PU_ARMOUR)
1312 if (tmp->type == ARMOUR)
1313 {
1314 pick_up (op, tmp);
1315 continue;
1316 }
1317
1318 if (op->contr->mode & PU_HELMET)
1319 if (tmp->type == HELMET)
1320 {
1321 pick_up (op, tmp);
1322 continue;
1323 }
1324
1325 if (op->contr->mode & PU_SHIELD)
1326 if (tmp->type == SHIELD)
1327 {
1328 pick_up (op, tmp);
1329 continue;
1330 }
1331
1332 if (op->contr->mode & PU_BOOTS)
1333 if (tmp->type == BOOTS)
1334 {
1335 pick_up (op, tmp);
1336 continue;
1337 }
1338
1339 if (op->contr->mode & PU_GLOVES)
1340 if (tmp->type == GLOVES)
1341 {
1342 pick_up (op, tmp);
1343 continue;
1344 }
1345
1346 if (op->contr->mode & PU_CLOAK)
1347 if (tmp->type == CLOAK)
1348 {
1349 pick_up (op, tmp);
1350 continue;
1351 }
1352
1353 /* hoping to catch throwing daggers here */
1354 if (op->contr->mode & PU_MISSILEWEAPON)
1355 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1356 {
1357 pick_up (op, tmp);
1358 continue;
1359 }
1360
1361 /* careful: chairs and tables are weapons! */
1362 if (op->contr->mode & PU_ALLWEAPON)
1363 {
1364 if (tmp->type == WEAPON && tmp->name != NULL)
1365 {
1366 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1367 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1368 {
1369 pick_up (op, tmp);
1370 continue;
1371 }
1372 }
1373
1374 if (tmp->type == WEAPON && tmp->name == NULL)
1375 {
1376 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1377 {
1378 pick_up (op, tmp);
1379 continue;
1380 }
1381 }
1382 }
1383
1384 /* misc stuff that's useful */
1385 if (op->contr->mode & PU_KEY)
1386 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1387 {
1388 pick_up (op, tmp);
1389 continue;
1390 }
1391
1392 /* any of the last 4 bits set means we use the ratio for value
1393 * pickups */
1394 if (op->contr->mode & PU_RATIO)
1395 {
1396 /* use value density to decide what else to grab */
1397 /* >=7 was >= op->contr->mode */
1398 /* >=7 is the old standard setting. Now we take the last 4 bits
1399 * and multiply them by 5, giving 0..15*5== 5..75 */
1400 wvratio = (op->contr->mode & PU_RATIO) * 5;
1401 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1402 {
1403 pick_up (op, tmp);
1404#if 0
1405 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1406 if (tmp->name != NULL)
1407 {
1408 fprintf (stderr, "%s", tmp->name);
1409 }
1410 else 1161 else
1411 fprintf (stderr, "%s", tmp->arch->name); 1162 fprintf (stderr, "%s", tmp->arch->archname);
1412 fprintf (stderr, ",%d] = ", tmp->type); 1163 fprintf (stderr, ",%d] = ", tmp->type);
1413 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))));
1414#endif 1165#endif
1166 CHK_PICK_PICKUP;
1415 continue; 1167 continue;
1416 }
1417 } 1168 }
1418 } /* the new pickup model */ 1169 } /* the new pickup model */
1419 } 1170 }
1420 1171
1421 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;
1422} 1208}
1423 1209
1424/* 1210/*
1425 * Find an arrow in the inventory and after that 1211 * Find an arrow in the inventory and after that
1426 * in the right type container (quiver). Pointer to the 1212 * in the right type container (quiver). Pointer to the
1427 * found object is returned. 1213 * found object is returned.
1428 */ 1214 */
1429object * 1215static object *
1430find_arrow (object *op, const char *type) 1216find_arrow (object *op, const char *type)
1431{ 1217{
1432 object *tmp = NULL;
1433
1434 for (op = op->inv; op; op = op->below) 1218 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1435 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1436 tmp = find_arrow (op, type);
1437 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);
1438 return op; 1227 return arrow;
1228 }
1229
1439 return tmp; 1230 return 0;
1440} 1231}
1441 1232
1442/* 1233/*
1443 * 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
1444 * 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
1445 * 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
1446 * 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.
1447 */ 1238 */
1448 1239static object *
1449object *
1450find_better_arrow (object *op, object *target, const char *type, int *better) 1240find_better_arrow (object *op, object *target, shstr_cmp type, int *better)
1451{ 1241{
1452 object *tmp = NULL, *arrow, *ntmp; 1242 object *tmp = NULL, *arrow, *ntmp;
1453 int attacknum, attacktype, betterby = 0, i; 1243 int attacknum, attacktype, betterby = 0, i;
1454 1244
1455 if (!type) 1245 if (!type)
1459 { 1249 {
1460 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))
1461 { 1251 {
1462 i = 0; 1252 i = 0;
1463 ntmp = find_better_arrow (arrow, target, type, &i); 1253 ntmp = find_better_arrow (arrow, target, type, &i);
1254
1464 if (i > betterby) 1255 if (i > betterby)
1465 { 1256 {
1466 tmp = ntmp; 1257 tmp = ntmp;
1467 betterby = i; 1258 betterby = i;
1468 } 1259 }
1469 } 1260 }
1470 else if (arrow->type == ARROW && arrow->race == type) 1261 else if (arrow->type == ARROW && arrow->race == type)
1471 { 1262 {
1472 /* allways prefer assasination/slaying */ 1263 /* allways prefer assasination/slaying */
1473 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race)) 1264 if (target->race && arrow->slaying.contains (target->race))
1474 { 1265 {
1475 if (arrow->attacktype & AT_DEATH) 1266 if (arrow->attacktype & AT_DEATH)
1476 { 1267 {
1477 *better = 100; 1268 *better = 100;
1478 return arrow; 1269 return arrow;
1486 else 1277 else
1487 { 1278 {
1488 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1279 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1489 { 1280 {
1490 attacktype = 1 << attacknum; 1281 attacktype = 1 << attacknum;
1491 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1282 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1492 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)
1493 { 1284 {
1494 tmp = arrow; 1285 tmp = arrow;
1495 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;
1496 } 1287 }
1497 } 1288 }
1289
1498 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1290 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1499 { 1291 {
1500 tmp = arrow; 1292 tmp = arrow;
1501 betterby = 2 + arrow->magic + arrow->stats.dam; 1293 betterby = 2 + arrow->magic + arrow->stats.dam;
1502 } 1294 }
1295
1503 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) 1296 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1504 { 1297 {
1505 tmp = arrow; 1298 tmp = arrow;
1506 betterby = 1 + arrow->magic + arrow->stats.dam; 1299 betterby = 1 + arrow->magic + arrow->stats.dam;
1507 } 1300 }
1508 } 1301 }
1509 } 1302 }
1510 } 1303 }
1304
1511 if (tmp == NULL && arrow == NULL) 1305 if (tmp == NULL && arrow == NULL)
1512 return find_arrow (op, type); 1306 return find_arrow (op, type);
1513 1307
1514 *better = betterby; 1308 *better = betterby;
1515 return tmp; 1309 return tmp;
1519 * find_better_arrow to find a decent arrow to use. 1313 * find_better_arrow to find a decent arrow to use.
1520 * op = the shooter 1314 * op = the shooter
1521 * type = bow->race 1315 * type = bow->race
1522 * dir = fire direction 1316 * dir = fire direction
1523 */ 1317 */
1524 1318static object *
1525object *
1526pick_arrow_target (object *op, const char *type, int dir) 1319pick_arrow_target (object *op, shstr_cmp type, int dir)
1527{ 1320{
1528 object *tmp = NULL; 1321 object *tmp = NULL;
1529 maptile *m; 1322 maptile *m;
1530 int i, mflags, found, number; 1323 int i, mflags, found, number;
1531 sint16 x, y; 1324 sint16 x, y;
1546 for (i = 0, found = 0; i < 20; i++) 1339 for (i = 0, found = 0; i < 20; i++)
1547 { 1340 {
1548 x += freearr_x[dir]; 1341 x += freearr_x[dir];
1549 y += freearr_y[dir]; 1342 y += freearr_y[dir];
1550 mflags = get_map_flags (m, &m, x, y, &x, &y); 1343 mflags = get_map_flags (m, &m, x, y, &x, &y);
1344
1551 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) 1345 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1552 { 1346 {
1553 tmp = NULL; 1347 tmp = 0;
1554 break; 1348 break;
1555 } 1349 }
1556 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)
1557 { 1351 {
1558 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1352 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1559 * perhaps a bad assumption. 1353 * perhaps a bad assumption.
1560 */ 1354 */
1561 tmp = NULL; 1355 tmp = 0;
1562 break; 1356 break;
1563 } 1357 }
1358
1564 if (mflags & P_IS_ALIVE) 1359 if (mflags & P_IS_ALIVE)
1565 {
1566 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)
1567 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 1361 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1568 {
1569 found++;
1570 break;
1571 }
1572 if (found)
1573 break; 1362 break;
1574 }
1575 } 1363 }
1576 if (tmp == NULL) 1364
1365 if (!tmp)
1577 return find_arrow (op, type); 1366 return find_arrow (op, type);
1578 1367
1579 if (tmp->head) 1368 if (tmp->head)
1580 tmp = tmp->head; 1369 tmp = tmp->head;
1581 1370
1594 */ 1383 */
1595int 1384int
1596fire_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)
1597{ 1386{
1598 object *left, *bow; 1387 object *left, *bow;
1599 int bowspeed, mflags; 1388 int mflags;
1600 maptile *m; 1389 maptile *m;
1601 1390
1602 if (!dir) 1391 if (!dir)
1603 { 1392 {
1604 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!");
1605 return 0; 1394 return 0;
1606 } 1395 }
1607 1396
1608 if (op->type == PLAYER) 1397 if (op->contr)
1609 bow = op->contr->ranges[range_bow]; 1398 bow = op->current_weapon;
1610 else 1399 else
1611 { 1400 {
1612 for (bow = op->inv; bow; bow = bow->below) 1401 for (bow = op->inv; bow; bow = bow->below)
1613 /* 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
1614 * 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.
1619 if (!bow) 1408 if (!bow)
1620 { 1409 {
1621 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1410 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1622 return 0; 1411 return 0;
1623 } 1412 }
1413
1414 // optimisation: move object to top so we will find it quickly again
1415 splay (bow);
1624 } 1416 }
1625 1417
1626 if (!bow->race || !bow->skill) 1418 if (!bow->race || !bow->skill)
1627 { 1419 {
1628 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);
1629 return 0; 1421 return 0;
1630 } 1422 }
1631
1632 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1633
1634 /* penalize ROF for bestarrow */
1635 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1636 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1637
1638 if (bowspeed < 1)
1639 bowspeed = 1;
1640 1423
1641 if (arrow == NULL) 1424 if (arrow == NULL)
1642 { 1425 {
1643 if ((arrow = find_arrow (op, bow->race)) == NULL) 1426 if ((arrow = find_arrow (op, bow->race)) == NULL)
1644 { 1427 {
1645 if (op->type == PLAYER) 1428 if (op->type == PLAYER)
1646 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);
1647 /* 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 */
1648 else 1431 else
1649 CLEAR_FLAG (op, FLAG_READY_BOW); 1432 CLEAR_FLAG (op, FLAG_READY_BOW);
1433
1650 return 0; 1434 return 0;
1651 } 1435 }
1652 } 1436 }
1653 1437
1654 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1438 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1662 } 1446 }
1663 1447
1664 /* this should not happen, but sometimes does */ 1448 /* this should not happen, but sometimes does */
1665 if (arrow->nrof == 0) 1449 if (arrow->nrof == 0)
1666 { 1450 {
1451 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1667 arrow->destroy (); 1452 arrow->destroy ();
1668 return 0; 1453 return 0;
1669 } 1454 }
1670 1455
1671 left = arrow; /* these are arrows left to the player */ 1456 left = arrow; /* these are arrows left to the player */
1672 arrow = get_split_ob (arrow, 1); 1457 arrow = arrow->split ();
1673 if (!arrow) 1458 if (!arrow)
1674 { 1459 {
1675 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);
1676 return 0; 1461 return 0;
1677 } 1462 }
1678 1463
1679 arrow->set_owner (op); 1464 arrow->set_owner (op);
1680 arrow->skill = bow->skill; 1465 arrow->skill = bow->skill;
1681 arrow->direction = dir; 1466 arrow->direction = dir;
1682 1467
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;
1498
1683 if (op->type == PLAYER) 1499 if (op->type == PLAYER)
1684 { 1500 {
1685 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1686 op->update_stats ();
1687 }
1688
1689 SET_ANIMATION (arrow, arrow->direction);
1690 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1691 arrow->stats.hp = arrow->stats.dam;
1692 arrow->stats.grace = arrow->attacktype;
1693 if (arrow->slaying != NULL)
1694 arrow->spellarg = strdup (arrow->slaying);
1695
1696 /* Note that this was different for monsters - they got their level
1697 * added to the damage. I think the strength bonus is more proper.
1698 */
1699
1700 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1701
1702 /* update the speed */
1703 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1704 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1705
1706 arrow->set_speed (max (arrow->speed, 1.0));
1707 arrow->speed_left = 0;
1708
1709 if (op->type == PLAYER)
1710 {
1711 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1712 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1713 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1714
1715 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;
1716 } 1508 }
1717 else 1509 else
1718 { 1510 {
1719 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1720 arrow->level = op->level; 1511 arrow->level = op->level;
1721 } 1512 arrow->stats.wc -= bow->magic;
1722 1513
1723 if (arrow->attacktype == AT_PHYSICAL) 1514 if (!arrow->slaying)
1515 arrow->slaying = bow->slaying;
1516
1724 arrow->attacktype |= bow->attacktype; 1517 arrow->attacktype |= bow->attacktype;
1518 }
1725 1519
1726 if (bow->slaying) 1520 wc -= arrow->level;
1727 arrow->slaying = bow->slaying; 1521 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1728 1522
1523 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1729 arrow->move_type = MOVE_FLY_LOW; 1524 arrow->move_type = MOVE_FLY_LOW;
1730 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1525 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1731 1526
1732 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1527 op->play_sound (sound_find ("fire_arrow"));
1733 m->insert (arrow, sx, sy, op); 1528 m->insert (arrow, sx, sy, op);
1734 1529
1735 if (!arrow->destroyed ()) 1530 if (!arrow->destroyed ())
1736 move_arrow (arrow); 1531 move_arrow (arrow);
1737
1738 if (op->type == PLAYER)
1739 {
1740 if (left->destroyed ())
1741 esrv_del_item (op->contr, left->count);
1742 else
1743 esrv_send_item (op, left);
1744 }
1745 1532
1746 return 1; 1533 return 1;
1747} 1534}
1748 1535
1749/* Special fire code for players - this takes into 1536/* Special fire code for players - this takes into
1751 * but monsters can't. Putting that code here 1538 * but monsters can't. Putting that code here
1752 * makes the fire_bow code much cleaner. 1539 * makes the fire_bow code much cleaner.
1753 * this function should only be called if 'op' is a player, 1540 * this function should only be called if 'op' is a player,
1754 * hence the function name. 1541 * hence the function name.
1755 */ 1542 */
1756int 1543static int
1757player_fire_bow (object *op, int dir) 1544player_fire_bow (object *op, int dir)
1758{ 1545{
1759 int ret = 0, wcmod = 0; 1546 int ret;
1760 1547
1761 if (op->contr->bowtype == bow_bestarrow) 1548 if (op->contr->bowtype == bow_bestarrow)
1762 { 1549 {
1763 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);
1764 } 1551 }
1765 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)
1766 { 1553 {
1767 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1554 int wcmod = similar_direction (dir, op->contr->bowtype - bow_n + 1) ? 0 : -1;
1768 wcmod = -1;
1769 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);
1770 } 1556 }
1771 else if (op->contr->bowtype == bow_threewide) 1557 else if (op->contr->bowtype == bow_threewide)
1772 { 1558 {
1773 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);
1774 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)]);
1775 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)]);
1776 } 1562 }
1777 else if (op->contr->bowtype == bow_spreadshot) 1563 else if (op->contr->bowtype == bow_spreadshot)
1778 { 1564 {
1779 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);
1780 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);
1781 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);
1782
1783 } 1568 }
1784 else 1569 else
1785 { 1570 {
1786 /* Simple case */ 1571 /* Simple case */
1787 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);
1788 } 1573 }
1574
1789 return ret; 1575 return ret;
1790} 1576}
1791
1792 1577
1793/* Fires a misc (wand/rod/horn) object in 'dir'. 1578/* Fires a misc (wand/rod/horn) object in 'dir'.
1794 * Broken apart from 'fire' to keep it more readable. 1579 * Broken apart from 'fire' to keep it more readable.
1795 */ 1580 */
1796void 1581static void
1797fire_misc_object (object *op, int dir) 1582fire_misc_object (object *op, int dir)
1798{ 1583{
1799 object *item; 1584 object *item = op->contr->ranged_ob;
1800 1585
1801 if (!op->contr->ranges[range_misc]) 1586 if (!item)
1802 { 1587 {
1803 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.");
1804 return; 1589 return;
1805 } 1590 }
1806 1591
1807 item = op->contr->ranges[range_misc];
1808 if (!item->inv) 1592 if (!item->inv)
1809 { 1593 {
1810 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1594 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1811 return; 1595 return;
1812 } 1596 }
1597
1598 if (!op->apply (item))
1599 return;
1600
1813 if (item->type == WAND) 1601 if (item->type == WAND)
1814 { 1602 {
1815 if (item->stats.food <= 0) 1603 if (item->stats.food <= 0)
1816 { 1604 {
1817 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1605 op->contr->play_sound (sound_find ("wand_poof"));
1818 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
1819 return; 1608 return;
1820 } 1609 }
1821 } 1610 }
1822 else if (item->type == ROD || item->type == HORN) 1611 else if (item->type == ROD || item->type == HORN)
1823 { 1612 {
1824 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))
1825 { 1618 {
1826 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1619 op->contr->play_sound (sound_find ("wand_poof"));
1620
1827 if (item->type == ROD) 1621 if (item->type == ROD)
1828 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));
1829 else 1623 else
1830 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
1831 return; 1626 return;
1832 } 1627 }
1833 } 1628 }
1834 1629
1835 if (cast_spell (op, item, dir, item->inv, NULL)) 1630 if (cast_spell (op, item, dir, item->inv, NULL))
1836 { 1631 {
1837 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
1838 if (item->type == WAND) 1634 if (item->type == WAND)
1839 { 1635 {
1840 if (!(--item->stats.food)) 1636 if (!(--item->stats.food))
1841 { 1637 {
1842 object *tmp; 1638 object *tmp;
1843 1639
1844 if (item->arch) 1640 if (item->arch)
1845 { 1641 {
1846 CLEAR_FLAG (item, FLAG_ANIMATE); 1642 CLEAR_FLAG (item, FLAG_ANIMATE);
1847 item->face = item->arch->clone.face; 1643 item->face = item->arch->face;
1848 item->set_speed (0); 1644 item->set_speed (0);
1849 } 1645 }
1850 1646
1851 if ((tmp = item->in_player ())) 1647 if (object *pl = item->visible_to ())
1852 esrv_update_item (UPD_ANIM, tmp, item); 1648 esrv_update_item (UPD_ANIM, pl, item);
1853 } 1649 }
1854 } 1650 }
1855 else if (item->type == ROD || item->type == HORN) 1651 else if (item->type == ROD || item->type == HORN)
1856 drain_rod_charge (item); 1652 drain_rod_charge (item);
1857 } 1653 }
1858} 1654}
1859 1655
1860/* Received a fire command for the player - go and do it. 1656/* Received a fire command for the player - go and do it.
1861 */ 1657 */
1862void 1658bool
1863fire (object *op, int dir) 1659fire (object *who, int dir)
1864{ 1660{
1865 int spellcost = 0; 1661 int spellcost = 0;
1866 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
1867 /* check for loss of invisiblity/hide */ 1684 /* check for loss of invisiblity/hide */
1868 if (action_makes_visible (op)) 1685 if (action_makes_visible (who))
1869 make_visible (op); 1686 make_visible (who);
1870 1687
1871 switch (op->contr->shoottype) 1688 switch (ob->type)
1872 { 1689 {
1873 case range_none: 1690 case BOW:
1874 return;
1875
1876 case range_bow:
1877 player_fire_bow (op, dir); 1691 player_fire_bow (who, dir);
1878 return; 1692 break;
1879 1693
1880 case range_magic: /* Casting spells */ 1694 case SPELL:
1881 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);
1882 return; 1696 break;
1883 1697
1884 case range_misc: 1698 case BUILDER:
1885 fire_misc_object (op, dir);
1886 return;
1887
1888 case range_golem: /* Control summoned monsters from scrolls */
1889 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
1890 {
1891 op->contr->ranges[range_golem] = 0;
1892 op->contr->shoottype = range_none;
1893 }
1894 else
1895 control_golem (op->contr->ranges[range_golem], dir);
1896 return;
1897
1898 case range_skill:
1899 if (!op->chosen_skill)
1900 {
1901 if (op->type == PLAYER)
1902 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
1903 return;
1904 }
1905 (void) do_skill (op, op, op->chosen_skill, dir, NULL);
1906 return;
1907 case range_builder:
1908 apply_map_builder (op, dir); 1699 apply_map_builder (who, dir);
1909 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
1910 default: 1710 default:
1911 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type."); 1711 fire_misc_object (who, dir);
1912 return; 1712 break;
1913 } 1713 }
1914}
1915 1714
1715 return true;
1716}
1916 1717
1917 1718static object *
1918/* find_key
1919 * We try to find a key for the door as passed. If we find a key
1920 * and successfully use it, we return the key, otherwise NULL
1921 * This function merges both normal and locked door, since the logic
1922 * for both is the same - just the specific key is different.
1923 * pl is the player,
1924 * inv is the objects inventory to searched
1925 * door is the door we are trying to match against.
1926 * This function can be called recursively to search containers.
1927 */
1928
1929object *
1930find_key (object *pl, object *container, object *door) 1719find_key_ (object *pl, object *container, object *door)
1931{ 1720{
1932 object *tmp, *key; 1721 object *tmp, *key;
1933 1722
1934 /* Should not happen, but sanity checking is never bad */ 1723 /* Should not happen, but sanity checking is never bad */
1935 if (container->inv == NULL) 1724 if (!container->inv)
1936 return NULL; 1725 return 0;
1937 1726
1938 /* 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 */
1939 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1728 for (tmp = container->inv; tmp; tmp = tmp->below)
1940 { 1729 {
1941 if (door->type == DOOR && tmp->type == KEY) 1730 if (door->type == DOOR && tmp->type == KEY)
1942 break; 1731 break;
1732
1943 /* For sanity, we should really check door type, but other stuff 1733 /* For sanity, we should really check door type, but other stuff
1944 * (like containers) can be locked with special keys 1734 * (like containers) can be locked with special keys
1945 */ 1735 */
1946 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1736 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1947 break; 1737 break;
1948 } 1738 }
1739
1949 /* No key found - lets search inventories now */ 1740 /* No key found - lets search inventories now */
1950 /* 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.
1951 * 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
1952 * a key, return 1743 * a key, return
1953 */ 1744 */
1954 if (!tmp) 1745 if (!tmp)
1955 { 1746 {
1956 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1747 for (tmp = container->inv; tmp; tmp = tmp->below)
1957 {
1958 /* No reason to search empty containers */ 1748 /* No reason to search empty containers */
1959 if (tmp->type == CONTAINER && tmp->inv) 1749 if (tmp->type == CONTAINER && tmp->inv)
1960 {
1961 if ((key = find_key (pl, tmp, door)) != NULL) 1750 if ((key = find_key_ (pl, tmp, door)))
1962 return key; 1751 return key;
1963 } 1752
1964 }
1965 if (!tmp) 1753 if (!tmp)
1966 return NULL; 1754 return 0;
1967 } 1755 }
1756
1968 /* 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,
1969 * see if we actually want to use it 1758 * see if we actually want to use it
1970 */ 1759 */
1971 if (pl != container) 1760 if (pl != container)
1972 { 1761 {
1973 /* Only let players use keys in containers */ 1762 /* Only let players use keys in containers */
1974 if (!pl->contr) 1763 if (!pl->contr)
1975 return NULL; 1764 return 0;
1765
1976 /* cases where this fails: 1766 /* cases where this fails:
1977 * If we only search the player inventory, return now since we 1767 * If we only search the player inventory, return now since we
1978 * are not in the players inventory. 1768 * are not in the players inventory.
1979 * If the container is not active, return now since only active 1769 * If the container is not active, return now since only active
1980 * containers can be used. 1770 * containers can be used.
1984 * inv must have been an container and must have been active. 1774 * inv must have been an container and must have been active.
1985 * 1775 *
1986 * Change the color so that the message doesn't disappear with 1776 * Change the color so that the message doesn't disappear with
1987 * all the others. 1777 * all the others.
1988 */ 1778 */
1989 if (pl->contr->usekeys == key_inventory || 1779 if (pl->contr->usekeys == key_inventory
1990 !QUERY_FLAG (container, FLAG_APPLIED) || 1780 || !QUERY_FLAG (container, FLAG_APPLIED)
1991 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys")))) 1781 || (pl->contr->usekeys == keyrings && container->race != shstr_keys))
1992 { 1782 {
1993 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1783 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1994 "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));
1995 return NULL; 1785 return NULL;
1996 } 1786 }
1997 } 1787 }
1788
1998 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);
1999} 1815}
2000 1816
2001/* moved door processing out of move_player_attack. 1817/* moved door processing out of move_player_attack.
2002 * returns 1 if player has opened the door with a key 1818 * returns 1 if player has opened the door with a key
2003 * such that the caller should not do anything more, 1819 * such that the caller should not do anything more,
2004 * 0 otherwise 1820 * 0 otherwise
2005 */ 1821 */
2006static int 1822static int
2007player_attack_door (object *op, object *door) 1823player_attack_door (object *op, object *door)
2008{ 1824{
2009 /* 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,
2010 * 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 -
2011 * otherwise, we fall through to the rest of the code. 1827 * otherwise, we fall through to the rest of the code.
2012 */ 1828 */
2013 object *key = find_key (op, op, door); 1829 object *key = find_key (op, op, door);
2014 1830
2015 /* IF we found a key, do some extra work */ 1831 /* If we found a key, do some extra work */
2016 if (key) 1832 if (key)
2017 { 1833 {
2018 object *container = key->env; 1834 object *container = key->env;
2019 1835
2020 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
2021 if (action_makes_visible (op)) 1836 if (action_makes_visible (op))
2022 make_visible (op); 1837 make_visible (op);
1838
2023 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1839 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2024 spring_trap (door->inv, op); 1840 spring_trap (door->inv, op);
1841
2025 if (door->type == DOOR) 1842 if (door->type == DOOR)
2026 {
2027 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 */
2028 }
2029 else if (door->type == LOCKED_DOOR) 1844 else if (door->type == LOCKED_DOOR)
2030 { 1845 {
2031 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);
2032 remove_door2 (door); /* remove door without violence ;-) */ 1847 remove_door2 (door); /* remove door without violence ;-) */
2033 } 1848 }
1849
2034 /* Do this after we print the message */ 1850 /* Do this after we print the message */
2035 decrease_ob (key); /* Use up one of the keys */ 1851 key->decrease (); /* Use up one of the keys */
2036 /* Need to update the weight the container the key was in */ 1852
2037 if (container != op)
2038 esrv_update_item (UPD_WEIGHT, op, container);
2039 return 1; /* Nothing more to do below */ 1853 return 1; /* Nothing more to do below */
2040 } 1854 }
2041 else if (door->type == LOCKED_DOOR) 1855 else if (door->type == LOCKED_DOOR)
2042 { 1856 {
2043 /* Might as well return now - no other way to open this */ 1857 /* Might as well return now - no other way to open this */
2044 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...");
2045 return 1; 1859 return 1;
2046 } 1860 }
1861
2047 return 0; 1862 return 0;
2048} 1863}
2049 1864
2050/* This function is just part of a breakup from move_player. 1865/* This function is just part of a breakup from move_player.
2051 * It should keep the code cleaner. 1866 * It should keep the code cleaner.
2052 * When this is called, the players direction has been updated 1867 * When this is called, the players direction has been updated
2053 * (taking into account confusion.) The player is also actually 1868 * (taking into account confusion.) The player is also actually
2054 * going to try and move (not fire weapons). 1869 * going to try and move (not fire weapons).
2055 */ 1870 */
2056void 1871bool
2057move_player_attack (object *op, int dir) 1872move_player_attack (object *op, int dir)
2058{ 1873{
2059 object *tmp, *mon; 1874 if (!op->contr->braced && op->speed_left > 0.f && op->move (dir))
2060 sint16 nx, ny; 1875 {
2061 int on_battleground; 1876 --op->speed_left;
2062 maptile *m; 1877 return true;
1878 }
2063 1879
2064 nx = freearr_x[dir] + op->x; 1880 sint16 nx = freearr_x[dir] + op->x;
2065 ny = freearr_y[dir] + op->y; 1881 sint16 ny = freearr_y[dir] + op->y;
2066 1882
2067 on_battleground = op_on_battleground (op, 0, 0); 1883 if (out_of_map (op->map, nx, ny))
1884 return false;
2068 1885
2069 /* 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
2070 * 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
2071 * 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
2072 * player. This is a pretty nasty hack, because if we could 1889 * player. This is a pretty nasty hack, because if we could
2073 * 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
2074 * 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
2075 * 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
2076 * move_ob uses. 1893 * move_ob uses.
2077 */ 1894 */
2078 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;
2079 { 1910 }
2080 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;
2081 { 1923 }
2082 m = get_map_from_coord (op->map, &nx, &ny); 1924
2083 if (!m) 1925 /* The following deals with possibly attacking peaceful
2084 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;
2085 } 1958 }
2086 else 1959 else
2087 m = op->map;
2088
2089 if ((tmp = GET_MAP_OB (m, nx, ny)) == NULL)
2090 {
2091 /* LOG(llevError,"player_move_attack: GET_MAP_OB returns NULL, but player can not move there.\n"); */
2092 return; 1960 return false;
2093 } 1961 }
2094 1962
2095 mon = 0; 1963 bool on_battleground = op_on_battleground (op, 0, 0);
2096 /* Go through all the objects, and find ones of interest. Only stop if
2097 * we find a monster - that is something we know we want to attack.
2098 * if its a door or barrel (can roll) see if there may be monsters
2099 * on the space
2100 */
2101 while (tmp)
2102 {
2103 if (tmp == op)
2104 {
2105 tmp = tmp->above;
2106 continue;
2107 }
2108 1964
2109 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2110 {
2111 mon = tmp;
2112 break;
2113 }
2114
2115 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2116 mon = tmp;
2117
2118 tmp = tmp->above;
2119 }
2120
2121 if (!mon) /* This happens anytime the player tries to move */
2122 return; /* into a wall */
2123
2124 if (mon->head)
2125 mon = mon->head;
2126
2127 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2128 if (player_attack_door (op, mon))
2129 return;
2130
2131 /* The following deals with possibly attacking peaceful
2132 * or frienddly creatures. Basically, all players are considered
2133 * unaggressive. If the moving player has peaceful set, then the
2134 * object should be pushed instead of attacked. It is assumed that
2135 * if you are braced, you will not attack friends accidently,
2136 * and thus will not push them.
2137 */
2138
2139 /* If the creature is a pet, push it even if the player is not
2140 * peaceful. Our assumption is the creature is a pet if the
2141 * player owns it and it is either friendly or unagressive.
2142 */
2143 if ((op->type == PLAYER)
2144#if COZY_SERVER
2145 &&
2146 ((mon->owner && mon->owner->contr
2147 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op)
2148#else
2149 && mon->owner == op
2150#endif
2151 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2152 {
2153 /* If we're braced, we don't want to switch places with it */
2154 if (op->contr->braced)
2155 return;
2156 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2157 (void) push_ob (mon, dir, op);
2158 if (op->contr->tmp_invis || op->hide)
2159 make_visible (op);
2160 return;
2161 }
2162
2163 /* in certain circumstances, you shouldn't attack friendly 1965 /* in certain circumstances, you shouldn't attack friendly
2164 * creatures. Note that if you are braced, you can't push 1966 * creatures. Note that if you are braced, you can't push
2165 * 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
2166 * attack them either. 1968 * attack them either.
2167 */ 1969 */
2168 if ((mon->type == PLAYER || mon->enemy != op) && 1970 if ((mon->type == PLAYER || mon->enemy != op)
2169 (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))
2170#ifdef PROHIBIT_PLAYERKILL
2171 (op->contr->peaceful 1972 && ((op->contr->peaceful
2172 || (mon->type == PLAYER 1973 || (mon->type == PLAYER && mon->contr->peaceful))
2173 && mon->contr->
2174 peaceful)) &&
2175#else
2176 op->contr->peaceful &&
2177#endif
2178 !on_battleground)) 1974 && !on_battleground))
1975 {
1976 if (op->speed_left > 0.f)
2179 { 1977 {
1978 --op->speed_left;
1979
2180 if (!op->contr->braced) 1980 if (!op->contr->braced)
2181 { 1981 {
2182 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 1982 op->play_sound (sound_find ("push_player"));
2183 (void) push_ob (mon, dir, op); 1983 push_ob (mon, dir, op);
2184 } 1984 }
2185 else 1985 else
2186 new_draw_info (0, 0, op, "You withhold your attack"); 1986 op->statusmsg ("You withhold your attack");
2187 1987
2188 if (op->contr->tmp_invis || op->hide) 1988 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
2189 make_visible (op); 1989 make_visible (op);
2190 }
2191 1990
1991 return true;
1992 }
1993 }
2192 /* If the object is a boulder or other rollable object, then 1994 /* If the object is a boulder or other rollable object, then
2193 * 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.
2194 */ 1996 */
2195 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)
2196 { 2000 {
2001 --op->speed_left;
2002
2197 recursive_roll (mon, dir, op); 2003 recursive_roll (mon, dir, op);
2198 if (action_makes_visible (op)) 2004 if (action_makes_visible (op))
2199 make_visible (op); 2005 make_visible (op);
2200 }
2201 2006
2007 return true;
2008 }
2009 }
2202 /* Any generic living creature. Including things like doors. 2010 /* Any generic living creature. Including things like doors.
2203 * 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
2204 * and be living. Then, it must be one of the following: 2012 * and be living. Then, it must be one of the following:
2205 * 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
2206 * 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.
2207 */ 2015 */
2208
2209 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2016 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2210 ((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)))
2211 { 2018 {
2212 2019 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2213 /* If the player hasn't hit something this tick, and does
2214 * so, give them speed boost based on weapon speed. Doing
2215 * it here is better than process_players2, which basically
2216 * incurred a 1 tick offset.
2217 */
2218 if (!op->contr->has_hit)
2219 { 2020 {
2220 op->speed_left += op->speed / op->contr->weapon_sp; 2021 --op->contr->weapon_sp_left;
2221
2222 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2223 }
2224 2022
2225 skill_attack (mon, op, 0, 0, 0); 2023 skill_attack (mon, op, 0, 0, 0);
2226
2227 /* If attacking another player, that player gets automatic
2228 * hitback, and doesn't loose luck either.
2229 * Disable hitback on the battleground or if the target is
2230 * the wiz.
2231 */
2232 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2233 {
2234 short luck = mon->stats.luck;
2235
2236 mon->contr->has_hit = 1;
2237 skill_attack (op, mon, 0, 0, 0);
2238 mon->stats.luck = luck;
2239 }
2240 2024
2241 if (action_makes_visible (op)) 2025 if (action_makes_visible (op))
2242 make_visible (op); 2026 make_visible (op);
2243 }
2244 } /* if player should attack something */
2245}
2246 2027
2247int 2028 return true;
2029 }
2030 }
2031
2032 return false;
2033}
2034
2035bool
2248move_player (object *op, int dir) 2036move_player (object *op, int dir)
2249{ 2037{
2250 int pick;
2251
2252 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2038 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2253 return 0; 2039 return 0;
2254 2040
2255 /* Sanity check: make sure dir is valid */ 2041 /* Sanity check: make sure dir is valid */
2256 if ((dir < 0) || (dir >= 9)) 2042 if (dir < 0 || dir >= 9)
2257 { 2043 {
2258 LOG (llevError, "move_player: invalid direction %d\n", dir); 2044 LOG (llevError, "move_player: invalid direction %d\n", dir);
2259 return 0; 2045 return 0;
2260 } 2046 }
2261 2047
2262 /* peterm: added following line */ 2048 /* peterm: added following line */
2263 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2049 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2264 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2050 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2265 2051
2266 op->facing = dir; 2052 op->facing = dir;
2267 2053
2268 if (op->hide) 2054 if (op->flag [FLAG_HIDDEN])
2269 do_hidden_move (op); 2055 do_hidden_move (op);
2270 2056
2057 bool retval;
2058 int pick = 0;
2059
2271 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2060 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2272 /*nop */ ; 2061 retval = RESULT_INT (0);
2273 else if (op->contr->fire_on) 2062 else if (op->contr->fire_on)
2274 fire (op, dir); 2063 retval = fire (op, dir);
2275 else 2064 else
2276 { 2065 {
2277 move_player_attack (op, dir); 2066 retval = move_player_attack (op, dir);
2278 pick = check_pick (op); 2067 pick = check_pick (op);
2279 } 2068 }
2280 2069
2281 /* 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
2282 * server can handle repeat firing. 2071 * server can handle repeat firing.
2289 /* Update how the player looks. Use the facing, so direction may 2078 /* Update how the player looks. Use the facing, so direction may
2290 * get reset to zero. This allows for full animation capabilities 2079 * get reset to zero. This allows for full animation capabilities
2291 * for players. 2080 * for players.
2292 */ 2081 */
2293 animate_object (op, op->facing); 2082 animate_object (op, op->facing);
2294 return 0; 2083
2084 return retval;
2295} 2085}
2296 2086
2297/* 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
2298 * new client/server stuff. 2088 * new client/server stuff.
2299 * 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
2300 * the new speed values for commands. 2090 * the new speed values for commands.
2301 * 2091 *
2302 * 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.
2303 */ 2095 */
2304int 2096bool
2305handle_newcs_player (object *op) 2097handle_newcs_player (object *op)
2306{ 2098{
2307 if (op->contr->hidden)
2308 {
2309 op->invisible = 1000;
2310 /* the socket code flashes the player visible/invisible
2311 * depending on the value of invisible, so we need to
2312 * alternate it here for it to work correctly.
2313 */
2314 if (pticks & 2)
2315 op->invisible--;
2316 }
2317 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2318 {
2319 op->invisible--;
2320 if (!op->invisible)
2321 {
2322 make_visible (op);
2323 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2324 }
2325 }
2326
2327 if (QUERY_FLAG (op, FLAG_SCARED)) 2099 if (QUERY_FLAG (op, FLAG_SCARED))
2328 { 2100 {
2329 flee_player (op); 2101 if (op->speed_left > 0.f)
2330 /* If player is still scared, that is his action for this tick */
2331 if (QUERY_FLAG (op, FLAG_SCARED))
2332 { 2102 {
2333 op->speed_left--; 2103 --op->speed_left;
2104 flee_player (op);
2105
2334 return 0; 2106 return true;
2335 } 2107 }
2108 else
2109 return false;
2336 } 2110 }
2337
2338 /* I've been seeing crashes where the golem has been destroyed, but
2339 * the player object still points to the defunct golem. The code that
2340 * destroys the golem looks correct, and it doesn't always happen, so
2341 * put this in a a workaround to clean up the golem pointer.
2342 */
2343 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2344 op->contr->ranges[range_golem] = 0;
2345 2111
2346 /* 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
2347 * the players time has been increased when doericserver has been 2113 * the players time has been increased when doericserver has been
2348 * called, so we recheck it here. 2114 * called, so we recheck it here.
2349 */ 2115 */
2350 //TODO: better than handling 8 commands, use some more intelligent rate-limiting 2116 if (op->contr->ns->handle_command ())
2351 for (int rep = 8; --rep && op->contr->ns->handle_command (); )
2352 ;
2353
2354 if (op->speed_left < 0)
2355 return 0; 2117 return true;
2356 2118
2357 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2119 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2358 {
2359 /* All move commands take 1 tick, at least for now */
2360 op->speed_left--;
2361
2362 /* Instead of all the stuff below, let move_player take care
2363 * of it. Also, some of the skill stuff is only put in
2364 * there, as well as the confusion stuff.
2365 */
2366 move_player (op, op->direction); 2120 return move_player (op, op->direction);
2367 if (op->speed_left > 0)
2368 return 1;
2369 else
2370 return 0;
2371 }
2372 2121
2373 return 0; 2122 return false;
2374} 2123}
2375 2124
2376int 2125static int
2377save_life (object *op) 2126save_life (object *op)
2378{ 2127{
2379 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2128 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2380 return 0; 2129 return 0;
2381 2130
2382 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2131 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2383 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2132 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2384 { 2133 {
2385 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2134 op->play_sound (sound_find ("ob_evaporate"));
2386 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));
2387
2388 if (op->contr)
2389 esrv_del_item (op->contr, tmp->count);
2390 2136
2391 tmp->destroy (); 2137 tmp->destroy ();
2392 CLEAR_FLAG (op, FLAG_LIFESAVE); 2138 CLEAR_FLAG (op, FLAG_LIFESAVE);
2393 2139
2394 if (op->stats.hp < 0) 2140 if (op->stats.hp < 0)
2395 op->stats.hp = op->stats.maxhp; 2141 op->stats.hp = op->stats.maxhp;
2396 2142
2397 if (op->stats.food < 0) 2143 if (op->stats.food < 0)
2398 op->stats.food = 999; 2144 op->stats.food = MAX_FOOD;
2399 2145
2400 op->update_stats (); 2146 op->update_stats ();
2401 return 1; 2147 return 1;
2402 } 2148 }
2403 2149
2407 return 0; 2153 return 0;
2408} 2154}
2409 2155
2410/* 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
2411 * 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
2412 * 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
2413 * from. 2159 * from.
2414 */ 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
2415void 2177void
2416remove_unpaid_objects (object *op, object *env) 2178object::drop_unpaid_items ()
2417{ 2179{
2418 object *next; 2180 if (!flag [FLAG_REMOVED])
2419 2181 ::drop_unpaid_items (inv, this);
2420 while (op)
2421 {
2422 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2423
2424 if (QUERY_FLAG (op, FLAG_UNPAID))
2425 {
2426 if (env->type == PLAYER)
2427 esrv_del_item (env->contr, op->count);
2428
2429 op->insert_at (env);
2430 }
2431 else if (op->inv)
2432 remove_unpaid_objects (op->inv, env);
2433
2434 op = next;
2435 }
2436}
2437
2438/*
2439 * Returns pointer a static string containing gravestone text
2440 * Moved from apply.c to player.c - player.c is what
2441 * actually uses this function. player.c may not be quite the
2442 * best, a misc file for object actions is probably better,
2443 * but there isn't one in the server directory.
2444 */
2445char *
2446gravestone_text (object *op)
2447{
2448 static char buf2[MAX_BUF];
2449 char buf[MAX_BUF];
2450 time_t now = time (NULL);
2451
2452 strcpy (buf2, " R.I.P.\n\n");
2453 if (op->type == PLAYER)
2454 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2455 else
2456 sprintf (buf, "%s\n", &op->name);
2457
2458 strncat (buf2, " ", 20 - strlen (buf) / 2);
2459 strcat (buf2, buf);
2460 if (op->type == PLAYER)
2461 sprintf (buf, "who was in level %d when killed\n", op->level);
2462 else
2463 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2464
2465 strncat (buf2, " ", 20 - strlen (buf) / 2);
2466 strcat (buf2, buf);
2467 if (op->type == PLAYER)
2468 {
2469 sprintf (buf, "by %s.\n\n", op->contr->killer);
2470 strncat (buf2, " ", 21 - strlen (buf) / 2);
2471 strcat (buf2, buf);
2472 }
2473
2474 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2475 strncat (buf2, " ", 20 - strlen (buf) / 2);
2476 strcat (buf2, buf);
2477
2478 return buf2;
2479} 2182}
2480 2183
2481void 2184void
2482do_some_living (object *op) 2185do_some_living (object *op)
2483{ 2186{
2490 int rate_grace = 2000; 2193 int rate_grace = 2000;
2491 const int max_hp = 1; 2194 const int max_hp = 1;
2492 const int max_sp = 1; 2195 const int max_sp = 1;
2493 const int max_grace = 1; 2196 const int max_grace = 1;
2494 2197
2495 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--;
2496 { 2207 }
2497 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2208 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2498 if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks) 2209 {
2499 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 }
2500 } 2215 }
2501 2216
2502 if (op->contr->ns->state == ST_PLAYING) 2217 if (op->contr->ns->state == ST_PLAYING)
2503 { 2218 {
2504 /* these next three if clauses make it possible to SLOW DOWN 2219 /* these next three if clauses make it possible to SLOW DOWN
2523 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2238 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2524 else 2239 else
2525 { 2240 {
2526 gen_grace = op->stats.maxgrace; 2241 gen_grace = op->stats.maxgrace;
2527 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2242 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2528 }
2529
2530 /* Regenerate Spell Points */
2531 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0)
2532 {
2533 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2534 if (op->stats.sp < op->stats.maxsp)
2535 {
2536 op->stats.sp++;
2537 /* dms do not consume food */
2538 if (!QUERY_FLAG (op, FLAG_WIZ))
2539 {
2540 op->stats.food--;
2541 if (op->contr->digestion < 0)
2542 op->stats.food += op->contr->digestion;
2543 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2544 op->stats.food = last_food;
2545 }
2546 }
2547
2548 if (max_sp > 1)
2549 {
2550 over_sp = (gen_sp + 10) / rate_sp;
2551 if (over_sp > 0)
2552 {
2553 if (op->stats.sp < op->stats.maxsp)
2554 {
2555 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2556
2557 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2558 op->stats.sp--;
2559
2560 if (op->stats.sp > op->stats.maxsp)
2561 op->stats.sp = op->stats.maxsp;
2562 }
2563 op->last_sp = 0;
2564 }
2565 else
2566 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2567 }
2568 else
2569 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2570 } 2243 }
2571 2244
2572 /* Regenerate Grace */ 2245 /* Regenerate Grace */
2573 /* 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. */
2574 if (--op->last_grace < 0) 2247 if (--op->last_grace < 0)
2595 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);
2596 } 2269 }
2597 /* wearing stuff doesn't detract from grace generation. */ 2270 /* wearing stuff doesn't detract from grace generation. */
2598 } 2271 }
2599 2272
2273 if (op->stats.food > 0)
2274 {
2600 /* Regenerate Hit Points */ 2275 /* Regenerate Spell Points */
2601 if (--op->last_heal < 0) 2276 if (!op->contr->golem && --op->last_sp < 0)
2602 {
2603 if (op->stats.hp < op->stats.maxhp)
2604 { 2277 {
2605 op->stats.hp++; 2278 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2606 /* dms do not consume food */ 2279
2607 if (!QUERY_FLAG (op, FLAG_WIZ)) 2280 if (op->stats.sp < op->stats.maxsp)
2608 { 2281 {
2282 op->stats.sp++;
2283
2284 /* dms do not consume food */
2285 if (!QUERY_FLAG (op, FLAG_WIZ))
2286 {
2609 op->stats.food--; 2287 op->stats.food--;
2288
2610 if (op->contr->digestion < 0) 2289 if (op->contr->digestion < 0)
2611 op->stats.food += op->contr->digestion; 2290 op->stats.food += op->contr->digestion;
2612 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))
2613 op->stats.food = last_food; 2292 op->stats.food = last_food;
2293 }
2614 } 2294 }
2615 }
2616 2295
2617 if (max_hp > 1) 2296 if (max_sp > 1)
2618 {
2619 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2620 if (over_hp > 0)
2621 { 2297 {
2622 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
2623 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);
2624 } 2316 }
2625 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)
2626 { 2325 {
2627 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 }
2628 } 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);
2629 } 2351 }
2630 else 2352 else
2631 {
2632 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);
2633 } 2354 }
2634 } 2355 }
2635 2356
2636 /* Digestion */ 2357 /* Digestion */
2637 if (--op->last_eat < 0) 2358 if (--op->last_eat < 0)
2638 { 2359 {
2639#ifdef COZY_SERVER 2360 int bonus = max (0, op->contr->digestion),
2640 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion; 2361 penalty = max (0, -op->contr->digestion);
2641 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2642#else
2643 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2644#endif
2645 2362
2646 if (op->contr->gen_hp > 0)
2647 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);
2648 else
2649 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2650 2364
2651 /* dms do not consume food */ 2365 /* dms do not consume food */
2652 if (!QUERY_FLAG (op, FLAG_WIZ)) 2366 if (!QUERY_FLAG (op, FLAG_WIZ))
2653 op->stats.food--; 2367 op->stats.food--;
2654 } 2368 }
2655 2369
2656 if (op->stats.food < 0 && op->stats.hp >= 0) 2370 if (op->stats.food < 0 && op->stats.hp >= 0)
2657 { 2371 {
2658 object *tmp, *flesh = 0; 2372 object *flesh = 0;
2659 2373
2660 for (tmp = op->inv; tmp; tmp = tmp->below) 2374 for_inv_removable (op, tmp)
2661 { 2375 {
2662 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)
2663 { 2380 {
2664 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2381 op->statusmsg ("You blindly grab for a bite of food. "
2665 { 2382 "H<To prevent you from starving, you ate some random item from your backpack.>");
2666 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2383 op->apply (tmp);
2667 manual_apply (op, tmp, 0); 2384
2668 if (op->stats.food >= 0 || op->stats.hp < 0) 2385 if (op->stats.food >= 0 || op->stats.hp < 0)
2669 break; 2386 break;
2670 } 2387 }
2671 else if (tmp->type == FLESH) 2388 else if (tmp->type == FLESH)
2672 flesh = tmp; 2389 flesh = tmp;
2673 } /* End if paid for object */ 2390 }
2674 } /* end of for loop */
2675 2391
2676 /* 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
2677 * eat flesh instead. 2393 * eat flesh instead.
2678 */ 2394 */
2679 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2395 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2680 { 2396 {
2681 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.>");
2682 manual_apply (op, flesh, 0); 2399 op->apply (flesh);
2683 } 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)
2684 } 2409 {
2410 op->stats.hp += op->stats.food;
2411 op->stats.food = 0;
2685 2412
2686 while (op->stats.food < 0 && op->stats.hp >= 0) 2413 if (op->stats.hp < 0)
2687 op->stats.food++, op->stats.hp--; 2414 {
2415 op->contr->killer = archetype::get ("killer_starvation");
2416 op->contr->killer->destroy ();
2417 }
2418 }
2688 2419
2420 /* killer should be set here already */
2689 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2421 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2690 kill_player (op); 2422 kill_player (op);
2691 } 2423 }
2692} 2424}
2693 2425
2697 * file. 2429 * file.
2698 */ 2430 */
2699void 2431void
2700kill_player (object *op) 2432kill_player (object *op)
2701{ 2433{
2702 char buf[MAX_BUF];
2703 int x, y; 2434 int x, y;
2704
2705 //int i;
2706 maptile *map; /* this is for resurrection */ 2435 maptile *map; /* this is for resurrection */
2707
2708 /* int z;
2709 int num_stats_lose;
2710 int lost_a_stat;
2711 int lose_this_stat;
2712 int this_stat; */
2713 int will_kill_again; 2436 int will_kill_again;
2714 archetype *at; 2437 archetype *at;
2715 object *tmp; 2438 object *tmp;
2716 2439
2717 if (save_life (op)) 2440 if (save_life (op))
2718 return; 2441 return;
2719 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 }
2720 2478
2721 /* 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
2722 * 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.
2723 * Look at op_on_battleground() for more info --AndreasV 2481 * Look at op_on_battleground() for more info --AndreasV
2724 */ 2482 */
2725 if (op_on_battleground (op, &x, &y)) 2483 if (op_on_battleground (op, &x, &y))
2726 { 2484 {
2727 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";
2728 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2729
2730 /* restore player */
2731 at = archetype::find ("poisoning");
2732 if (object *tmp = present_arch_in_ob (at, op))
2733 {
2734 tmp->destroy ();
2735 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2736 }
2737
2738 at = archetype::find ("confusion");
2739 if (object *tmp = present_arch_in_ob (at, op))
2740 {
2741 tmp->destroy ();
2742 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2743 }
2744
2745 cure_disease (op, 0); /* remove any disease */
2746 op->stats.hp = op->stats.maxhp;
2747 if (op->stats.food <= 0)
2748 op->stats.food = 999;
2749 2486
2750 /* create a bodypart-trophy to make the winner happy */ 2487 /* create a bodypart-trophy to make the winner happy */
2751 if (object *tmp = arch_to_object (archetype::find ("finger"))) 2488 object *tmp = archetype::find (shstr_finger)->instance ();
2752 { 2489
2753 sprintf (buf, "%s's finger", &op->name); 2490 tmp->name = format ("%s's finger" , &op->name);
2754 tmp->name = buf; 2491 tmp->name_pl = format ("%s's fingers", &op->name);
2755 sprintf (buf, " This finger has been cut off %s\n" 2492 tmp->msg = format (
2756 " the %s, when he was defeated at\n level %d by %s.\n", 2493 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
2757 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2494 &op->name, op->contr->title,
2758 tmp->msg = buf; 2495 (int)op->level,
2496 op->contr->killer_name ()
2497 );
2759 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2498 tmp->value = 0, tmp->type = 0;
2760 tmp->materialname = NULL; 2499 tmp->material = name_to_material (shstr_organic);
2761 op->insert_at (tmp, op); 2500 tmp->insert_at (op, tmp);
2762 }
2763 2501
2764 /* teleport defeated player to new destination */ 2502 /* teleport defeated player to new destination */
2765 transfer_ob (op, x, y, 0, NULL); 2503 transfer_ob (op, x, y, 0, NULL);
2766 op->contr->braced = 0; 2504 op->contr->braced = 0;
2505
2506 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2767 return; 2507 return;
2768 } 2508 }
2769 2509
2510 deathtab << "You were killed by " << op->contr->killer_name () << ".\n\n";
2511 deathtab << "T<YOU HAVE DIED>\n\n";
2512
2770 INVOKE_PLAYER (DEATH, op->contr); 2513 INVOKE_PLAYER (DEATH, op->contr);
2771 2514
2772 command_kill_pets (op, 0); 2515 command_kill_pets (op, 0);
2773 2516
2774 if (op->stats.food < 0) 2517 op->contr->play_sound (sound_find ("player_dies"));
2775 {
2776 if (op->contr->explore)
2777 {
2778 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
2779 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2780 op->stats.food = 999;
2781 return;
2782 }
2783 sprintf (buf, "%s starved to death.", &op->name);
2784 strcpy (op->contr->killer, "starvation");
2785 }
2786 else
2787 {
2788 if (op->contr->explore)
2789 {
2790 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
2791 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2792 op->stats.hp = op->stats.maxhp;
2793 return;
2794 }
2795 sprintf (buf, "%s died.", &op->name);
2796 }
2797
2798 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2799 2518
2800 /* save the map location for corpse, gravestone */ 2519 /* save the map location for corpse, gravestone */
2801 x = op->x; 2520 x = op->x;
2802 y = op->y; 2521 y = op->y;
2803 map = op->map; 2522 map = op->map;
2831 2550
2832 lost_a_stat = 0; 2551 lost_a_stat = 0;
2833 2552
2834 for (z = 0; z < num_stats_lose; z++) 2553 for (z = 0; z < num_stats_lose; z++)
2835 { 2554 {
2836 i = RANDOM () % NUM_STATS; 2555 i = rndm (NUM_STATS);
2837 2556
2838 if (settings.stat_loss_on_death) 2557 if (settings.stat_loss_on_death)
2839 { 2558 {
2840 /* 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
2841 * what he lost. 2560 * what he lost.
2848 lost_a_stat = 1; 2567 lost_a_stat = 1;
2849 } 2568 }
2850 else 2569 else
2851 { 2570 {
2852 /* deplete a stat */ 2571 /* deplete a stat */
2853 archetype *deparch = archetype::find ("depletion"); 2572 archetype *deparch = archetype::find (shstr_depletion);
2854 object *dep; 2573 object *dep;
2855 2574
2856 dep = present_arch_in_ob (deparch, op); 2575 dep = present_arch_in_ob (deparch, op);
2857 if (!dep) 2576 if (!dep)
2858 { 2577 {
2859 dep = arch_to_object (deparch); 2578 dep = deparch->instance ();
2860 insert_ob_in_ob (dep, op); 2579 insert_ob_in_ob (dep, op);
2861 } 2580 }
2862 lose_this_stat = 1; 2581 lose_this_stat = 1;
2863 if (settings.balanced_stat_loss) 2582 if (settings.balanced_stat_loss)
2864 { 2583 {
2892 } 2611 }
2893 } 2612 }
2894 2613
2895 if (lose_this_stat) 2614 if (lose_this_stat)
2896 { 2615 {
2897 this_stat = get_attr_value (&(dep->stats), i); 2616 this_stat = get_attr_value (&dep->stats, i);
2898 /* We could try to do something clever like find another 2617 /* We could try to do something clever like find another
2899 * stat to reduce if this fails. But chances are, if 2618 * stat to reduce if this fails. But chances are, if
2900 * stats have been depleted to -50, all are pretty low 2619 * stats have been depleted to -50, all are pretty low
2901 * 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
2902 * difference. 2621 * difference.
2910 lost_a_stat = 1; 2629 lost_a_stat = 1;
2911 } 2630 }
2912 } 2631 }
2913 } 2632 }
2914 } 2633 }
2634
2915 /* If no stat lost, tell the player. */ 2635 /* If no stat lost, tell the player. */
2916 if (!lost_a_stat) 2636 if (!lost_a_stat)
2917 { 2637 {
2918 /* determine_god() seems to not work sometimes... why is this? 2638 /* determine_god() seems to not work sometimes... why is this?
2919 Should I be using something else? GD */ 2639 Should I be using something else? GD */
2920 const char *god = determine_god (op); 2640 shstr_tmp god = determine_god (op);
2921 2641
2922 if (god && (strcmp (god, "none"))) 2642 if (god != shstr_none)
2923 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";
2924 else 2644 else
2925 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";
2926 } 2646 }
2927#else 2647#else
2928 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.";
2929#endif 2649#endif
2930 2650
2931 /* Put a gravestone up where the character 'almost' died. List the 2651 /* Put a gravestone up where the character 'almost' died. List the
2932 * exp loss on the stone. 2652 * exp loss on the stone.
2933 */ 2653 */
2934 tmp = arch_to_object (archetype::find ("gravestone")); 2654 tmp = archetype::find (shstr_gravestone)->instance ();
2935 sprintf (buf, "%s's gravestone", &op->name); 2655 tmp->name = format ("%s's gravestone", &op->name);
2936 tmp->name = buf; 2656 tmp->name_pl = format ("%s's gravestones", &op->name);
2937 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",
2938 tmp->name_pl = buf; 2658 &op->name, op->contr->title, op->contr->killer_name ());
2939 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);
2940 tmp->msg = buf;
2941 tmp->x = op->x, tmp->y = op->y; 2659 tmp->x = op->x, tmp->y = op->y;
2942 insert_ob_in_map (tmp, op->map, NULL, 0); 2660 insert_ob_in_map (tmp, op->map, NULL, 0);
2943 2661
2944 /**************************************/ 2662 /**************************************/
2945 /* */ 2663 /* */
2946 /* Subtract the experience points, */ 2664 /* Subtract the experience points, */
2947 /* if we died cause of food, give us */
2948 /* food, and reset HP's... */
2949 /* */ 2665 /* */
2950 /**************************************/ 2666 /**************************************/
2951 2667
2952 /* remove any poisoning and confusion the character may be suffering. */
2953 /* restore player */
2954 at = archetype::find ("poisoning");
2955 tmp = present_arch_in_ob (at, op);
2956
2957 if (tmp)
2958 {
2959 tmp->destroy ();
2960 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2961 }
2962
2963 at = archetype::find ("confusion");
2964 tmp = present_arch_in_ob (at, op);
2965 if (tmp)
2966 {
2967 tmp->destroy ();
2968 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2969 }
2970
2971 cure_disease (op, 0); /* remove any disease */
2972
2973 /*add_exp(op, (op->stats.exp * -0.20)); */ 2668 /*add_exp(op, (op->stats.exp * -0.20)); */
2974 apply_death_exp_penalty (op); 2669 apply_death_exp_penalty (op);
2975 if (op->stats.food < 100)
2976 op->stats.food = 900;
2977 op->stats.hp = op->stats.maxhp;
2978 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2979 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2980 2670
2981 /* 2671 /*
2982 * Check to see if the player is in a shop. IF so, then check to see if
2983 * 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
2984 * in the map. 2673 * and put them back in the map.
2985 */ 2674 */
2986 2675 op->drop_unpaid_items ();
2987 if (is_in_shop (op))
2988 remove_unpaid_objects (op->inv, op);
2989 2676
2990 /****************************************/ 2677 /****************************************/
2991 /* */ 2678 /* */
2992 /* Move player to his current respawn- */ 2679 /* Move player to his current respawn- */
2993 /* position (usually last savebed) */ 2680 /* position (usually last savebed) */
2994 /* */ 2681 /* */
2995 /****************************************/ 2682 /****************************************/
2996 2683
2997 enter_player_savebed (op); 2684 enter_player_savebed (op);
2998 2685
2999 /* Save the player before inserting the force to reduce
3000 * chance of abuse.
3001 */
3002 op->contr->braced = 0; 2686 op->contr->braced = 0;
3003 op->contr->save ();
3004 2687
3005 /* it is possible that the player has blown something up 2688 /* it is possible that the player has blown something up
3006 * at his savebed location, and that can have long lasting 2689 * at his savebed location, and that can have long lasting
3007 * spell effects. So first see if there is a spell effect 2690 * spell effects. So first see if there is a spell effect
3008 * on the space that might harm the player. 2691 * on the space that might harm the player.
3017 object *force; 2700 object *force;
3018 int at; 2701 int at;
3019 2702
3020 force = get_archetype (FORCE_NAME); 2703 force = get_archetype (FORCE_NAME);
3021 /* 50 ticks should be enough time for the spell to abate */ 2704 /* 50 ticks should be enough time for the spell to abate */
3022 force->speed = 0.1; 2705 force->speed = 0.1f;
3023 force->speed_left = -5.0; 2706 force->speed_left = -5.f;
3024 SET_FLAG (force, FLAG_APPLIED); 2707 SET_FLAG (force, FLAG_APPLIED);
3025 for (at = 0; at < NROFATTACKS; at++) 2708 for (at = 0; at < NROFATTACKS; at++)
3026 if (will_kill_again & (1 << at)) 2709 if (will_kill_again & (1 << at))
3027 force->resist[at] = 100; 2710 force->resist[at] = 100;
3028 2711
3029 insert_ob_in_ob (force, op); 2712 insert_ob_in_ob (force, op);
3030 op->update_stats (); 2713 op->update_stats ();
3031
3032 } 2714 }
3033 2715
3034 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2716 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
3035} 2717}
3036 2718
3037void 2719static void
3038loot_object (object *op) 2720loot_object (object *op)
3039{ /* Grab and destroy some treasure */ 2721{ /* Grab and destroy some treasure */
3040 object *tmp, *tmp2, *next; 2722 object *tmp, *tmp2, *next;
3041 2723
3042 if (op->container) 2724 op->close_container (); /* close open sack first */
3043 esrv_apply_container (op, op->container); /* close open sack first */
3044 2725
3045 for (tmp = op->inv; tmp; tmp = next) 2726 for (tmp = op->inv; tmp; tmp = next)
3046 { 2727 {
3047 next = tmp->below; 2728 next = tmp->below;
3048 2729
3049 if (tmp->invisible) 2730 if (tmp->invisible)
3050 continue; 2731 continue;
3051 2732
3052 tmp->remove (); 2733 tmp->remove ();
3053 tmp->x = op->x, tmp->y = op->y; 2734 tmp->x = op->x, tmp->y = op->y;
2735
3054 if (tmp->type == CONTAINER) 2736 if (tmp->type == CONTAINER)
3055 { /* empty container to ground */ 2737 loot_object (tmp); /* empty container to ground */
3056 loot_object (tmp); 2738
3057 }
3058 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))))
3059 { 2740 {
3060 if (tmp->nrof > 1) 2741 if (tmp->nrof > 1)
3061 { 2742 {
3062 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2743 tmp->decrease (rndm (1, tmp->nrof - 1));
3063 tmp2->destroy ();
3064 insert_ob_in_map (tmp, op->map, NULL, 0); 2744 insert_ob_in_map (tmp, op->map, NULL, 0);
3065 } 2745 }
3066 else 2746 else
3067 tmp->destroy (); 2747 tmp->destroy ();
3068 } 2748 }
3074/* 2754/*
3075 * fix_weight(): Check recursively the weight of all players, and fix 2755 * fix_weight(): Check recursively the weight of all players, and fix
3076 * 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
3077 * was changed. 2757 * was changed.
3078 */ 2758 */
3079
3080void 2759void
3081fix_weight (void) 2760fix_weight ()
3082{ 2761{
3083 for_all_players (pl) 2762 for_all_players (pl)
3084 { 2763 {
3085 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2764 sint32 old = pl->ob->carrying;
3086 2765
3087 if (old == sum) 2766 pl->ob->update_weight ();
3088 continue; 2767
2768 if (old != pl->ob->carrying)
2769 {
3089 pl->ob->update_stats (); 2770 pl->ob->update_stats ();
3090 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 }
3091 } 2773 }
3092} 2774}
3093 2775
3094void 2776void
3095fix_luck (void) 2777fix_luck ()
3096{ 2778{
3097 for_all_players (pl) 2779 for_all_players (pl)
3098 if (!pl->ob->contr->ns->state) 2780 if (!pl->ob->contr->ns->state)
3099 pl->ob->change_luck (0); 2781 pl->ob->change_luck (0);
3100} 2782}
3137} 2819}
3138 2820
3139void 2821void
3140make_visible (object *op) 2822make_visible (object *op)
3141{ 2823{
3142 op->hide = 0; 2824 op->flag [FLAG_HIDDEN] = 0;
3143 op->invisible = 0; 2825 op->invisible = 0;
2826
3144 if (op->type == PLAYER) 2827 if (op->type == PLAYER)
3145 { 2828 {
3146 op->contr->tmp_invis = 0; 2829 op->contr->tmp_invis = 0;
3147 op->contr->invis_race = 0; 2830 op->contr->invis_race = 0;
3148 } 2831 }
2832
3149 update_object (op, UP_OBJ_FACE); 2833 update_object (op, UP_OBJ_CHANGE);
3150} 2834}
3151 2835
3152int 2836int
3153is_true_undead (object *op) 2837is_true_undead (object *op)
3154{ 2838{
3155 object *tmp = NULL;
3156
3157 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 2839 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3158 return 1; 2840 return 1;
3159 2841
3160 return 0; 2842 return 0;
3161} 2843}
3162 2844
3163/* look at the surrounding terrain to determine 2845/* look at the surrounding terrain to determine
3164 * the hideability of this object. Positive levels 2846 * the hideability of this object. Positive levels
3165 * indicate greater hideability. 2847 * indicate greater hideability.
3166 */ 2848 */
3167
3168int 2849int
3169hideability (object *ob) 2850hideability (object *ob)
3170{ 2851{
3171 int i, level = 0, mflag; 2852 int i, level = 0, mflag;
3172 sint16 x, y; 2853 sint16 x, y;
3173 2854
3174 if (!ob || !ob->map) 2855 if (!ob || !ob->map)
3175 return 0; 2856 return 0;
3176 2857
3177 /* so, on normal lighted maps, its hard to hide */ 2858 /* so, on normal lighted maps, its hard to hide */
3178 level = ob->map->darkness - 2; 2859 level = ob->map->darklevel () - 2;
3179 2860
3180 /* this also picks up whether the object is glowing. 2861 /* this also picks up whether the object is glowing.
3181 * 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
3182 * as bad as carrying a light on a pitch dark map */ 2863 * as bad as carrying a light on a pitch dark map */
3183 if (has_carried_lights (ob)) 2864 if (ob->has_carried_lights ())
3184 level = -(10 + (2 * ob->map->darkness)); 2865 level = -(10 + (2 * ob->map->darklevel ()));
3185 2866
3186 /* scan through all nearby squares for terrain to hide in */ 2867 /* scan through all nearby squares for terrain to hide in */
3187 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])
3188 { 2871 {
3189 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); 2872 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3190 if (mflag & P_OUT_OF_MAP) 2873 if (mflag & P_OUT_OF_MAP)
3191 {
3192 continue; 2874 continue;
3193 } 2875
3194 if (mflag & P_BLOCKSVIEW) /* something to hide near! */ 2876 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3195 level += 2; 2877 level += 2;
3196 else /* open terrain! */ 2878 else /* open terrain! */
3197 level -= 1; 2879 level -= 1;
3198 } 2880 }
3206/* For Hidden creatures - a chance of becoming 'unhidden' 2888/* For Hidden creatures - a chance of becoming 'unhidden'
3207 * every time they move - as we subtract off 'invisibility' 2889 * every time they move - as we subtract off 'invisibility'
3208 * AND, for players, if they move into a ridiculously unhideable 2890 * AND, for players, if they move into a ridiculously unhideable
3209 * spot (surrounded by clear terrain in broad daylight). -b.t. 2891 * spot (surrounded by clear terrain in broad daylight). -b.t.
3210 */ 2892 */
3211
3212void 2893void
3213do_hidden_move (object *op) 2894do_hidden_move (object *op)
3214{ 2895{
3215 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 2896 int hide = 0;
3216 object *skop;
3217 2897
3218 if (!op || !op->map) 2898 if (!op || !op->map)
3219 return; 2899 return;
3220 2900
3221 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);
3222 2903
3223 /* 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! */
3224 if (op->type == PLAYER && op->contr->run_on) 2905 if (op->type == PLAYER && op->contr->run_on)
3225 {
3226 if (!skop || num >= skop->level) 2906 if (!skop || num >= skop->level)
3227 { 2907 {
3228 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!");
3229 make_visible (op); 2909 make_visible (op);
3230 return; 2910 return;
3231 } 2911 }
3232 else 2912 else
3233 num += 20; 2913 num += 20;
3234 } 2914
3235 num += op->map->difficulty; 2915 num += op->map->difficulty;
3236 hide = hideability (op); /* modify by terrain hidden level */ 2916 hide = hideability (op); /* modify by terrain hidden level */
3237 num -= hide; 2917 num -= hide;
2918
3238 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 2919 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3239 { 2920 {
3240 make_visible (op); 2921 make_visible (op);
2922
3241 if (op->type == PLAYER) 2923 if (op->type == PLAYER)
3242 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!");
3243 } 2925 }
3244 else if (op->type == PLAYER && skop) 2926 else if (op->type == PLAYER && skop)
3245 {
3246 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);
3247 }
3248} 2928}
3249 2929
3250/* determine if who is standing near a hostile creature. */ 2930/* determine if who is standing near a hostile creature. */
3251 2931
3252int 2932int
3300 * object op. This function works fine for monsters, 2980 * object op. This function works fine for monsters,
3301 * 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
3302 * a pile (say a coin under a table would return "viewable" 2982 * a pile (say a coin under a table would return "viewable"
3303 * by this routine). Another question, should we be 2983 * by this routine). Another question, should we be
3304 * concerned with the direction the player is looking 2984 * concerned with the direction the player is looking
3305 * in? Realistically, most of use cant see stuff behind 2985 * in? Realistically, most of us can't see stuff behind
3306 * our backs...on the other hand, does the "facing" direction 2986 * our backs...on the other hand, does the "facing" direction
3307 * imply the way your head, or body is facing? Its possible 2987 * imply the way your head, or body is facing? It's possible
3308 * 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.
3309 * -b.t. 2989 * -b.t.
3310 * This function is now map tiling safe. 2990 * This function is now map tiling safe.
3311 */ 2991 */
3312
3313int 2992int
3314player_can_view (object *pl, object *op) 2993player_can_view (object *pl, object *op)
3315{ 2994{
3316 rv_vector rv; 2995 rv_vector rv;
3317 int dx, dy; 2996 int dx, dy;
3319 if (pl->type != PLAYER) 2998 if (pl->type != PLAYER)
3320 { 2999 {
3321 LOG (llevError, "player_can_view() called for non-player object\n"); 3000 LOG (llevError, "player_can_view() called for non-player object\n");
3322 return -1; 3001 return -1;
3323 } 3002 }
3003
3324 if (!pl || !op) 3004 if (!pl || !op)
3325 return 0; 3005 return 0;
3326 3006
3327 if (op->head)
3328 {
3329 op = op->head; 3007 op = op->head_ ();
3330 } 3008
3331 get_rangevector (pl, op, &rv, 0x1); 3009 get_rangevector (pl, op, &rv, 0x1);
3332 3010
3333 /* starting with the 'head' part, lets loop 3011 /* starting with the 'head' part, lets loop
3334 * through the object and find if it has any 3012 * through the object and find if it has any
3335 * part that is in the los array but isnt on 3013 * part that is in the los array but isn't on
3336 * a blocked los square. 3014 * a blocked los square.
3337 * we use the archetype to figure out offsets. 3015 * we use the archetype to figure out offsets.
3338 */ 3016 */
3339 while (op) 3017 while (op)
3340 { 3018 {
3341 dx = rv.distance_x + op->arch->clone.x; 3019 dx = rv.distance_x + op->arch->x;
3342 dy = rv.distance_y + op->arch->clone.y; 3020 dy = rv.distance_y + op->arch->y;
3343 3021
3344 /* only the viewable area the player sees is updated by LOS 3022 if (pl->contr->blocked_los (dx, dy) != LOS_BLOCKED)
3345 * code, so we need to restrict ourselves to that range of values
3346 * for any meaningful values.
3347 */
3348 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3349 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3350 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3351 return 1; 3023 return 1;
3024
3352 op = op->more; 3025 op = op->more;
3353 } 3026 }
3354 return 0;
3355}
3356 3027
3357/* routine for both players and monsters. We call this when
3358 * there is a possibility for our action distrubing our hiding
3359 * place or invisiblity spell. Artefact invisiblity is not
3360 * effected by this. If we arent invisible to begin with, we
3361 * return 0.
3362 */
3363int
3364action_makes_visible (object *op)
3365{
3366
3367 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3368 {
3369 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3370 return 0;
3371
3372 if (op->contr && op->contr->tmp_invis == 0)
3373 return 0;
3374
3375 /* If monsters, they should become visible */
3376 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3377 {
3378 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3379 return 1;
3380 }
3381 }
3382 return 0; 3028 return 0;
3383} 3029}
3384 3030
3385/* op_on_battleground - checks if the given object op (usually 3031/* op_on_battleground - checks if the given object op (usually
3386 * a player) is standing on a valid battleground-tile, 3032 * a player) is standing on a valid battleground-tile,
3391 * Default is to do the same as before, so only people wanting to have different points need worry about this 3037 * Default is to do the same as before, so only people wanting to have different points need worry about this
3392 */ 3038 */
3393int 3039int
3394op_on_battleground (object *op, int *x, int *y) 3040op_on_battleground (object *op, int *x, int *y)
3395{ 3041{
3396 object *tmp;
3397
3398 /* A battleground-tile needs the following attributes to be valid: 3042 /* A battleground-tile needs the following attributes to be valid:
3399 * is_floor 1 (has to be the FIRST floor beneath the player's feet), 3043 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3400 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3044 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3401 * and the exit-coordinates sp/hp must both be > 0. 3045 * and the exit-coordinates sp/hp must both be > 0.
3402 * => The intention here is to prevent abuse of the battleground- 3046 * => The intention here is to prevent abuse of the battleground-
3403 * feature (like pickable or hidden battleground tiles). */ 3047 * feature (like pickable or hidden battleground tiles). */
3404 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3048 for (object *tmp = op->below; tmp; tmp = tmp->below)
3405 { 3049 {
3406 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3050 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3407 { 3051 {
3408 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3052 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3409 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))
3410 { 3056 {
3411 /*before we assign the exit, check if this is a teambattle */ 3057 /* before we assign the exit, check if this is a teambattle */
3412 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))
3413 {
3414 object *invtmp;
3415
3416 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)
3417 { 3061 {
3418 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3419 {
3420 if (x != NULL && y != NULL) 3062 if (x && y)
3421 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3063 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3064
3422 return 1; 3065 return 1;
3423 }
3424 } 3066 }
3425 } 3067
3426 if (x != NULL && y != NULL) 3068 if (x && y)
3427 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3069 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3070
3428 return 1; 3071 return 1;
3429 } 3072 }
3430 } 3073 }
3431 } 3074 }
3075
3432 /* If we got here, did not find a battleground */ 3076 /* If we got here, did not find a battleground */
3433 return 0; 3077 return 0;
3434} 3078}
3435 3079
3436/* 3080/*
3452 char buf[MAX_BUF]; /* tmp. string buffer */ 3096 char buf[MAX_BUF]; /* tmp. string buffer */
3453 int i = 0, j = 0; 3097 int i = 0, j = 0;
3454 3098
3455 /* get the appropriate treasurelist */ 3099 /* get the appropriate treasurelist */
3456 if (atnr == ATNR_FIRE) 3100 if (atnr == ATNR_FIRE)
3457 trlist = find_treasurelist ("dragon_ability_fire"); 3101 trlist = treasurelist::find (shstr_dragon_ability_fire);
3458 else if (atnr == ATNR_COLD) 3102 else if (atnr == ATNR_COLD)
3459 trlist = find_treasurelist ("dragon_ability_cold"); 3103 trlist = treasurelist::find (shstr_dragon_ability_cold);
3460 else if (atnr == ATNR_ELECTRICITY) 3104 else if (atnr == ATNR_ELECTRICITY)
3461 trlist = find_treasurelist ("dragon_ability_elec"); 3105 trlist = treasurelist::find (shstr_dragon_ability_elec);
3462 else if (atnr == ATNR_POISON) 3106 else if (atnr == ATNR_POISON)
3463 trlist = find_treasurelist ("dragon_ability_poison"); 3107 trlist = treasurelist::find (shstr_dragon_ability_poison);
3464 3108
3465 if (trlist == NULL || who->type != PLAYER) 3109 if (trlist == NULL || who->type != PLAYER)
3466 return; 3110 return;
3467 3111
3468 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++);
3469 3113
3470 if (tr == NULL || tr->item == NULL) 3114 if (!tr || !tr->item)
3471 { 3115 {
3472 /* 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]); */
3473 return; 3117 return;
3474 } 3118 }
3475 3119
3476 /* everything seems okay - now bring on the gift: */ 3120 /* everything seems okay - now bring on the gift: */
3477 item = &(tr->item->clone); 3121 item = tr->item;
3478 3122
3479 if (item->type == SPELL) 3123 if (item->type == SPELL)
3480 { 3124 {
3481 if (check_spell_known (who, item->name)) 3125 if (check_spell_known (who, item->name))
3482 return; 3126 return;
3541 { 3185 {
3542 /* forces in the treasurelist can alter the player's stats */ 3186 /* forces in the treasurelist can alter the player's stats */
3543 object *skin; 3187 object *skin;
3544 3188
3545 /* first get the dragon skin force */ 3189 /* first get the dragon skin force */
3546 shstr_cmp dragon_skin_force ("dragon_skin_force");
3547 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below) 3190 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3548 ; 3191 ;
3549 3192
3550 if (!skin) 3193 if (!skin)
3551 return; 3194 return;
3552 3195
3585 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg); 3228 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3586 } 3229 }
3587 else 3230 else
3588 { 3231 {
3589 /* generate misc. treasure */ 3232 /* generate misc. treasure */
3590 tmp = arch_to_object (tr->item); 3233 tmp = tr->item->instance ();
3591 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));
3592 tmp = insert_ob_in_ob (tmp, who); 3235 who->insert (tmp);
3593 if (who->type == PLAYER)
3594 esrv_send_item (who, tmp);
3595 } 3236 }
3596} 3237}
3597 3238
3598/** 3239//-GPL
3599 * Unready an object for a player. This function does nothing if the object was 3240
3600 * not readied. 3241sint8
3601 */ 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
3602void 3257void
3603player_unready_range_ob (player *pl, object *ob) 3258player::infobox (const char *title, const char *msg, int color)
3604{ 3259{
3605 rangetype i; 3260 send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3606
3607 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1))
3608 {
3609 if (pl->ranges[i] == ob)
3610 {
3611 pl->ranges[i] = NULL;
3612 if (pl->shoottype == i)
3613 {
3614 pl->shoottype = range_none;
3615 }
3616 }
3617 }
3618} 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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