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Comparing deliantra/server/server/player.C (file contents):
Revision 1.92 by root, Mon Jan 8 01:19:04 2007 UTC vs.
Revision 1.263 by root, Sat Apr 3 22:30:21 2010 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * 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
9 * 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
10 * the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * 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,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * 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
19 * 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
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
21 * 21 *
22 * 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>
23 */ 23 */
24 24
25//+GPL
26
25#include <global.h> 27#include <global.h>
26#include <pwd.h>
27#include <sproto.h> 28#include <sproto.h>
28#include <sounds.h> 29#include <sounds.h>
29#include <living.h> 30#include <living.h>
30#include <object.h> 31#include <object.h>
31#include <spells.h> 32#include <spells.h>
34#include <algorithm> 35#include <algorithm>
35#include <functional> 36#include <functional>
36 37
37playervec players; 38playervec players;
38 39
39void
40display_motd (const object *op)
41{
42 char buf[MAX_BUF];
43 char motd[HUGE_BUF];
44 FILE *fp;
45 int comp;
46 int size;
47
48 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
49 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
50 return;
51
52 motd[0] = '\0';
53 size = 0;
54
55 while (fgets (buf, MAX_BUF, fp))
56 {
57 if (*buf == '#')
58 continue;
59
60 strncat (motd + size, buf, HUGE_BUF - size);
61 size += strlen (buf);
62 }
63
64 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
65 close_and_delete (fp, comp);
66}
67
68void
69send_rules (const object *op)
70{
71 char buf[MAX_BUF];
72 char rules[HUGE_BUF];
73 FILE *fp;
74 int comp;
75 int size;
76
77 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
78 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
79 return;
80
81 rules[0] = '\0';
82 size = 0;
83
84 while (fgets (buf, MAX_BUF, fp))
85 {
86 if (*buf == '#')
87 continue;
88
89 if (size + strlen (buf) >= HUGE_BUF)
90 {
91 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
92 break;
93 }
94
95 strncat (rules + size, buf, HUGE_BUF - size);
96 size += strlen (buf);
97 }
98
99 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
100 close_and_delete (fp, comp);
101}
102
103void
104send_news (const object *op)
105{
106 char buf[MAX_BUF];
107 char news[HUGE_BUF];
108 char subject[MAX_BUF];
109 FILE *fp;
110 int comp;
111 int size;
112
113 sprintf (buf, "%s/%s", settings.confdir, settings.news);
114 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
115 return;
116
117 news[0] = '\0';
118 subject[0] = '\0';
119 size = 0;
120
121 while (fgets (buf, MAX_BUF, fp) != NULL)
122 {
123 if (*buf == '#')
124 continue;
125
126 if (*buf == '%')
127 { /* send one news */
128 if (size > 0)
129 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 */
130
131 strcpy (subject, buf + 1);
132 strip_endline (subject);
133 size = 0;
134 news[0] = '\0';
135 }
136 else
137 {
138 if (size + strlen (buf) >= HUGE_BUF)
139 {
140 LOG (llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
141 break;
142 }
143 strncat (news + size, buf, HUGE_BUF - size);
144 size += strlen (buf);
145 }
146 }
147
148 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
149 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news);
150 close_and_delete (fp, comp);
151}
152
153/* This loads the first map an puts the player on it. */ 40/* This loads the first map an puts the player on it. */
154static void 41static void
155set_first_map (object *op) 42set_first_map (object *op)
156{ 43{
157 op->contr->maplevel = first_map_path; 44 op->contr->maplevel = first_map_path;
158 op->x = -1; 45 op->x = -1;
159 op->y = -1; 46 op->y = -1;
160}
161
162void
163player::enter_map ()
164{
165 object *tmp = object::create ();
166
167 EXIT_PATH (tmp) = maplevel;
168 EXIT_X (tmp) = ob->x;
169 EXIT_Y (tmp) = ob->y;
170 ob->enter_exit (tmp);
171
172 tmp->destroy ();
173} 47}
174 48
175void 49void
176player::activate () 50player::activate ()
177{ 51{
182 ob->remove (); 56 ob->remove ();
183 ob->map = 0; 57 ob->map = 0;
184 ob->activate_recursive (); 58 ob->activate_recursive ();
185 CLEAR_FLAG (ob, FLAG_FRIENDLY); 59 CLEAR_FLAG (ob, FLAG_FRIENDLY);
186 add_friendly_object (ob); 60 add_friendly_object (ob);
187 enter_map ();
188} 61}
189 62
190void 63void
191player::deactivate () 64player::deactivate ()
192{ 65{
194 return; 67 return;
195 68
196 terminate_all_pets (ob); 69 terminate_all_pets (ob);
197 remove_friendly_object (ob); 70 remove_friendly_object (ob);
198 ob->deactivate_recursive (); 71 ob->deactivate_recursive ();
72
73 if (ob->map)
74 maplevel = ob->map->path;
75
199 ob->remove (); 76 ob->remove ();
77 ob->enemy = 0; // sometimes keeps an extra refcount on itself
200 ob->map = 0; 78 ob->map = 0;
79 party = 0;
201 80
202 // for weird reasons, this is often "ob", keeping a circular reference 81 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
203 ranges [range_skill] = 0;
204 82
205 players.erase (this); 83 players.erase (this);
206} 84}
207 85
208// connect the player with a specific client 86// connect the player with a specific client
209// also changed, rationalises, and fixes some incorrect settings 87// also changes, rationalises, and fixes some incorrect settings
210void 88void
211player::connect (client *ns) 89player::connect (client *ns)
212{ 90{
213 this->ns = ns; 91 this->ns = ns;
214 ns->pl = this; 92 ns->pl = this;
215 93
94 run_on = 0;
95 fire_on = 0;
96 ob->close_container (); //TODO: client-specific
97
216 ns->update_look = 0; 98 ns->update_look = 0;
217 ns->look_position = 0; 99 ns->look_position = 0;
218 100
219 clear_los (ob); 101 clear_los ();
102
103 ns->reset_stats ();
220 104
221 /* make sure he's a player -- needed because of class change. */ 105 /* make sure he's a player -- needed because of class change. */
222 ob->type = PLAYER; // we are paranoid 106 ob->type = PLAYER; // we are paranoid
223 ob->race = ob->arch->clone.race; 107 ob->race = ob->arch->race;
224 108
225 if (!legal_range (ob, shoottype)) 109 ob->update_weight ();
226 shoottype = range_none;
227
228 ob->carrying = sum_weight (ob);
229 link_player_skills (ob); 110 link_skills ();
230 111
231 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
232
233 assign (title, ob->arch->clone.name); 112 assign (title, ob->arch->object::name);
234
235 /* can_use_shield is a new flag. However, the can_use.. seems to largely come
236 * from the class, and not race. I don't see any way to get the class information
237 * to then update this. I don't think this will actually break anything - anyone
238 * that can use armour should be able to use a shield. What this may 'break'
239 * are features new characters get, eg, if someone starts up with a Q, they
240 * should be able to use a shield. However, old Q's won't get that advantage.
241 */
242 if (QUERY_FLAG (ob, FLAG_USE_ARMOUR))
243 SET_FLAG (ob, FLAG_USE_SHIELD);
244 113
245 /* if it's a dragon player, set the correct title here */ 114 /* if it's a dragon player, set the correct title here */
246 if (is_dragon_pl (ob)) 115 if (ob->is_dragon ())
247 { 116 {
248 object *tmp, *abil = 0, *skin = 0; 117 object *tmp, *abil = 0, *skin = 0;
249
250 shstr_cmp dragon_ability_force ("dragon_ability_force");
251 shstr_cmp dragon_skin_force ("dragon_skin_force");
252 118
253 for (tmp = ob->inv; tmp; tmp = tmp->below) 119 for (tmp = ob->inv; tmp; tmp = tmp->below)
254 if (tmp->type == FORCE) 120 if (tmp->type == FORCE)
255 if (tmp->arch->name == dragon_ability_force) 121 if (tmp->arch->archname == shstr_dragon_ability_force)
256 abil = tmp; 122 abil = tmp;
257 else if (tmp->arch->name == dragon_skin_force) 123 else if (tmp->arch->archname == shstr_dragon_skin_force)
258 skin = tmp; 124 skin = tmp;
259 125
260 set_dragon_name (ob, abil, skin); 126 set_dragon_name (ob, abil, skin);
261 } 127 }
262 128
263 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 129 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
264 130
265 esrv_new_player (this, ob->weight + ob->carrying); 131 esrv_new_player (this);
266 132
267 ob->update_stats (); 133 ob->update_stats ();
134
268 ns->floorbox_update (); 135 ns->floorbox_update ();
269
270 esrv_send_inventory (ob, ob); 136 esrv_send_inventory (ob, ob);
271 esrv_add_spells (this, 0); 137 esrv_add_spells (this, 0);
272 138
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;
143
144 for (object *op = ob->inv; op; op = op->below)
145 if (op->flag [FLAG_APPLIED])
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
273 activate (); 174 activate ();
274
275 send_rules (ob);
276 send_news (ob);
277 display_motd (ob);
278 175
279 INVOKE_PLAYER (CONNECT, this); 176 INVOKE_PLAYER (CONNECT, this);
280 INVOKE_PLAYER (LOGIN, this); 177 INVOKE_PLAYER (LOGIN, this);
281} 178}
282 179
283void 180void
284player::disconnect () 181player::disconnect ()
285{ 182{
183 if (ob)
184 {
185 ob->close_container (); //TODO: client-specific
186 ob->drop_unpaid_items ();
187 }
188
286 if (ns) 189 if (ns)
287 { 190 {
288 if (active) 191 if (active)
289 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0)); 192 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
290 193
291 INVOKE_PLAYER (DISCONNECT, this); 194 INVOKE_PLAYER (DISCONNECT, this);
292 195
196 ns->reset_stats ();
293 ns->pl = 0; 197 ns->pl = 0;
294 this->ns = 0; 198 ns = 0;
295 } 199 }
200
201 // this is important for the player scheduler to get the correct refcount
202 // when ns = 0
203 observe = viewpoint = ob;
296 204
297 deactivate (); 205 deactivate ();
298} 206}
207
208//-GPL
299 209
300// the need for this function can be explained 210// the need for this function can be explained
301// by load_object not returning the object 211// by load_object not returning the object
302void 212void
303player::set_object (object *op) 213player::set_object (object *op)
304{ 214{
305 ob = op; 215 ob = observe = viewpoint = op;
306 ob->contr = this; /* this aren't yet in archetype */ 216 ob->contr = this; /* this aren't yet in archetype */
307 217
218 ob->speed = 1.0f;
308 ob->speed_left = 0.5; 219 ob->speed_left = 0.5f;
309 ob->speed = 1.0; 220
310 ob->direction = 5; /* So player faces south */ 221 ob->direction = 5; /* So player faces south */
311 ob->stats.wc = 2;
312 ob->run_away = 25; /* Then we panick... */
313
314 ob->roll_stats ();
315} 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
316 239
317player::player () 240player::player ()
318{ 241{
319 /* There are some elements we want initialised to non zero value - 242 /* There are some elements we want initialised to non zero value -
320 * we deal with that below this point. 243 * we deal with that below this point.
321 */ 244 */
322 outputs_sync = 16; /* Every 2 seconds */ 245 outputs_sync = 4;
323 outputs_count = 8; /* Keeps present behaviour */ 246 outputs_count = 4;
324 unapply = unapply_nochoice; 247 unapply = unapply_nochoice;
325 248
326 savebed_map = first_map_path; /* Init. respawn position */ 249 savebed_map = first_map_path; /* Init. respawn position */
327 250
328 gen_sp_armour = 10; 251 gen_sp_armour = 10;
329 last_speed = -1;
330 shoottype = range_none;
331 bowtype = bow_normal; 252 bowtype = bow_normal;
332 petmode = pet_normal; 253 petmode = pet_normal;
333 listening = 10;
334 usekeys = containers; 254 usekeys = containers;
335 last_weapon_sp = -1;
336 peaceful = 1; /* default peaceful */ 255 peaceful = 1; /* default peaceful */
337 do_los = 1; 256 do_los = 1;
338 257
339 /* we need to clear these to -1 and not zero - otherwise, 258 weapon_sp = 1.0f;
340 * if a player quits and starts a new character, we wont 259 weapon_sp_left = 0.5f;
341 * send new values to the client, as things like exp start
342 * at zero.
343 */
344 for (int i = 0; i < NUM_SKILLS; i++)
345 last_skill_exp[i] = -1;
346
347 for (int i = 0; i < NROFATTACKS; i++)
348 last_resist[i] = -1;
349
350 last_stats.exp = -1;
351 last_weight = (uint32) - 1;
352} 260}
353 261
354void 262void
355player::do_destroy () 263player::do_destroy ()
356{ 264{
361 if (ob) 269 if (ob)
362 { 270 {
363 ob->destroy_inv (false); 271 ob->destroy_inv (false);
364 ob->destroy (); 272 ob->destroy ();
365 } 273 }
274
275 ob = observe = viewpoint = 0;
366} 276}
367 277
368player::~player () 278player::~player ()
369{ 279{
370 /* Clear item stack */ 280 /* Clear item stack */
371 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 }
372} 310}
373 311
374/* Tries to add player on the connection passed in ns. 312/* Tries to add player on the connection passed in ns.
375 * 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
376 * mode. 314 * mode.
378player * 316player *
379player::create () 317player::create ()
380{ 318{
381 player *pl = new player; 319 player *pl = new player;
382 320
383 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
384 set_first_map (pl->ob); 327 set_first_map (pl->ob);
385 328
386 return pl; 329 return pl;
387}
388
389/*
390 * get_player_archetype() return next player archetype from archetype
391 * list. Not very efficient routine, but used only creating new players.
392 * Note: there MUST be at least one player archetype!
393 */
394archetype *
395get_player_archetype (archetype *at)
396{
397 archetype *start = at;
398
399 for (;;)
400 {
401 if (at == NULL || at->next == NULL)
402 at = first_archetype;
403 else
404 at = at->next;
405
406 if (at->clone.type == PLAYER)
407 return at;
408
409 if (at == start)
410 {
411 LOG (llevError, "No Player archetypes\n");
412 exit (-1);
413 }
414 }
415} 330}
416 331
417object * 332object *
418get_nearest_player (object *mon) 333get_nearest_player (object *mon)
419{ 334{
422 unsigned lastdist; 337 unsigned lastdist;
423 rv_vector rv; 338 rv_vector rv;
424 339
425 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next) 340 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
426 { 341 {
427 /* We should not find free objects on this friendly list, but it
428 * does periodically happen. Given that, lets deal with it.
429 * While unlikely, it is possible the next object on the friendly
430 * list is also free, so encapsulate this in a while loop.
431 */
432 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
433 {
434 object *tmp = ol->ob;
435
436 /* Can't do much more other than log the fact, because the object
437 * itself will have been cleared.
438 */
439 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
440 tmp->debug_desc ());
441 ol = ol->next;
442 remove_friendly_object (tmp);
443 if (!ol)
444 return op;
445 }
446
447 /* Remove special check for player from this. First, it looks to cause
448 * some crashes (ol->ob->contr not set properly?), but secondly, a more
449 * complicated method of state checking would be needed in any case -
450 * as it was, a clever player could type quit, and the function would
451 * skip them over while waiting for confirmation. Remove
452 * on_same_map check, as can_detect_enemy also does this
453 */
454 if (!can_detect_enemy (mon, ol->ob, &rv)) 342 if (!can_detect_enemy (mon, ol->ob, &rv))
455 continue; 343 continue;
456 344
457 if (lastdist > rv.distance) 345 if (lastdist > rv.distance)
458 { 346 {
534 x = mon->x; 422 x = mon->x;
535 y = mon->y; 423 y = mon->y;
536 m = mon->map; 424 m = mon->map;
537 dir = rv.direction; 425 dir = rv.direction;
538 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 */
539 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
540 /* 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. */
541 if (diff > max) 430 if (diff > max)
542 return 0; 431 return 0;
432
543 while (diff > 1 && max > 0) 433 while (diff > 1 && max > 0)
544 { 434 {
545 lastx = x; 435 lastx = x;
546 lasty = y; 436 lasty = y;
547 lastmap = m; 437 lastmap = m;
629 max--; 519 max--;
630 lastdir = dir; 520 lastdir = dir;
631 if (!firstdir) 521 if (!firstdir)
632 firstdir = dir; 522 firstdir = dir;
633 } 523 }
524
634 if (diff <= 1) 525 if (diff <= 1)
635 { 526 {
636 /* Recalculate diff (distance) because we may not have actually 527 /* Recalculate diff (distance) because we may not have actually
637 * headed toward player for entire distance. 528 * headed toward player for entire distance.
638 */ 529 */
639 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 530 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
640 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));
641 } 532 }
533
642 if (diff > max) 534 if (diff > max)
643 return 0; 535 return 0;
644 } 536 }
537
645 /* 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 */
646 if (!max) 539 if (!max)
647 return 0; 540 return 0;
648 541
649 return firstdir; 542 return firstdir;
650} 543}
651 544
652void 545void
653give_initial_items (object *pl, treasurelist * items) 546give_initial_items (object *pl, treasurelist *items)
654{ 547{
655 object *op, *next = NULL;
656
657 if (pl->randomitems != NULL) 548 if (pl->randomitems)
658 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); 549 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
659 550
660 for (op = pl->inv; op; op = next) 551 for (object *next, *op = pl->inv; op; op = next)
661 { 552 {
662 next = op->below; 553 next = op->below;
663 554
664 /* Forces get applied per default, unless they have the 555 /* Forces get applied per default, unless they have the
665 * 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
670 /* we never give weapons/armour if these cannot be used 561 /* we never give weapons/armour if these cannot be used
671 * by this player due to race restrictions 562 * by this player due to race restrictions
672 */ 563 */
673 if (pl->type == PLAYER) 564 if (pl->type == PLAYER)
674 { 565 {
675 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) && 566 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR)
567 &&
676 (op->type == ARMOUR || op->type == BOOTS || 568 (op->type == ARMOUR || op->type == BOOTS
677 op->type == CLOAK || op->type == HELMET || 569 || op->type == CLOAK || op->type == HELMET
678 op->type == SHIELD || op->type == GLOVES || 570 || op->type == SHIELD || op->type == GLOVES
571 || op->type == BRACERS || op->type == GIRDLE))
679 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))
680 { 573 {
681 op->destroy (); 574 op->destroy ();
682 continue; 575 continue;
683 } 576 }
684 } 577 }
685 578
686 /* This really needs to be better - we should really give 579 /* Here we remove duplicated skills (as duplicated spell objects have
687 * a substitute spellbook. The problem is that we don't really 580 * _very_ confusing effects for players), which could for instance be
688 * have a good idea what to replace it with (need something like 581 * generated by bad treasurelists. - elmex
689 * a first level treasurelist for each skill.)
690 * remove duplicate skills also
691 */ 582 */
692 if (op->type == SPELLBOOK || op->type == SKILL) 583 if (op->type == SKILL)
693 { 584 {
694 object *tmp;
695
696 for (tmp = op->below; tmp; tmp = tmp->below) 585 for (object *tmp = op->below; tmp; tmp = tmp->below)
697 if (tmp->type == op->type && tmp->name == op->name) 586 if (tmp->type == op->type && tmp->name == op->name)
698 break;
699
700 if (tmp)
701 { 587 {
702 op->destroy (); 588 op->destroy ();
589 LOG (llevError,
703 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); 590 "give_initial_items: Removing duplicate skill %s\n", &tmp->name);
704 continue; 591 break;
705 } 592 }
706 593
707 if (op->nrof > 1) 594 if (op->nrof > 1)
708 op->nrof = 1; 595 op->nrof = 1;
709 } 596 }
710 597
711 if (op->type == SPELLBOOK && op->inv) 598 if (op->type == SPELLBOOK && op->inv)
712 {
713 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); 599 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
714 }
715 600
716 /* Give starting characters identified, uncursed, and undamned 601 /* Give starting characters identified, uncursed, and undamned
717 * 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
718 * merged properly. 603 * merged properly.
719 */ 604 */
720 if (need_identify (op)) 605 if (need_identify (op))
721 { 606 {
722 SET_FLAG (op, FLAG_IDENTIFIED); 607 SET_FLAG (op, FLAG_IDENTIFIED);
723 CLEAR_FLAG (op, FLAG_CURSED); 608 CLEAR_FLAG (op, FLAG_CURSED);
724 CLEAR_FLAG (op, FLAG_DAMNED); 609 CLEAR_FLAG (op, FLAG_DAMNED);
725 } 610 }
611
726 if (op->type == SPELL) 612 if (op->type == SPELL)
727 { 613 {
728 op->destroy (); 614 op->destroy ();
729 continue; 615 continue;
730 } 616 }
732 { 618 {
733 SET_FLAG (op, FLAG_CAN_USE_SKILL); 619 SET_FLAG (op, FLAG_CAN_USE_SKILL);
734 op->stats.exp = 0; 620 op->stats.exp = 0;
735 op->level = 1; 621 op->level = 1;
736 } 622 }
737 /* lock all 'normal items by default */ 623 else /* lock all 'normal items by default */
738 else
739 SET_FLAG (op, FLAG_INV_LOCKED); 624 SET_FLAG (op, FLAG_INV_LOCKED);
740 } /* for loop of objects in player inv */ 625 } /* for loop of objects in player inv */
741 626
742 /* Need to set up the skill pointers */ 627 /* Need to set up the skill pointers */
743 link_player_skills (pl); 628 pl->contr->link_skills ();
744} 629}
745 630
746void 631void
747get_party_password (object *op, partylist *party) 632get_party_password (object *op, partylist *party)
748{ 633{
758 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:");
759} 644}
760 645
761/* 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. */
762static int 647static int
763roll_stat (void) 648roll_stat ()
764{ 649{
765 int a[4], i, j, k; 650 int a[4], i, j, k;
766 651
767 for (i = 0; i < 4; i++) 652 for (i = 0; i < 4; i++)
768 a[i] = (int) RANDOM () % 6 + 1; 653 a[i] = (int) rndm (6) + 1;
769 654
770 for (i = 0, j = 0, k = 7; i < 4; i++) 655 for (i = 0, j = 0, k = 7; i < 4; i++)
771 if (a[i] < k) 656 if (a[i] < k)
772 k = a[i], j = i; 657 k = a[i], j = i;
773 658
779} 664}
780 665
781void 666void
782object::roll_stats () 667object::roll_stats ()
783{ 668{
784 int statsort [7]; 669 int statsort [NUM_STATS];
785 670
786 for (;;) 671 for (;;)
787 { 672 {
788 int sum = 0; 673 int sum = 0;
789 for (int i = 7; i--; ) 674 for (int i = NUM_STATS; i--; )
790 sum += statsort [i] = roll_stat (); 675 sum += statsort [i] = roll_stat ();
791 676
792 if (sum >= 82 && sum <= 116) 677 if (sum >= 82 && sum <= 116)
793 break; 678 break;
794 } 679 }
795 680
796 // Sort the stats so that rerolling is easier... 681 // Sort the stats so that rerolling is easier...
797 std::sort (statsort, statsort + 7, std::greater<int>()); 682 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
798 683
684 for (int i = 0; i < NUM_STATS; ++i)
799 stats.Str = statsort[0]; 685 stats.stat (i) = statsort [i];
800 stats.Dex = statsort[1];
801 stats.Con = statsort[2];
802 stats.Int = statsort[3];
803 stats.Wis = statsort[4];
804 stats.Pow = statsort[5];
805 stats.Cha = statsort[6];
806 686
807 stats.exp = 0; 687 stats.exp = 0;
808 stats.ac = 0; 688 stats.ac = 0;
809 689
810 stats.hp = stats.maxhp; 690 stats.hp = stats.maxhp;
822} 702}
823 703
824void 704void
825object::swap_stats (int a, int b) 705object::swap_stats (int a, int b)
826{ 706{
827 int tmp = get_attr_value (&contr->orig_stats, a); 707 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
828 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
829 set_attr_value (&contr->orig_stats, b, tmp);
830 708
709 for (int i = 0; i < NUM_STATS; ++i)
831 stats.Str = contr->orig_stats.Str; 710 stats.stat (i) = contr->orig_stats.stat (i);
832 stats.Dex = contr->orig_stats.Dex;
833 stats.Con = contr->orig_stats.Con;
834 stats.Int = contr->orig_stats.Int;
835 stats.Wis = contr->orig_stats.Wis;
836 stats.Pow = contr->orig_stats.Pow;
837 stats.Cha = contr->orig_stats.Cha;
838 711
839 //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,
840 // be merged with the similar code in roll_stats 713 // be merged with the similar code in roll_stats
841 stats.ac = 0; 714 stats.ac = 0;
842 715
861static void 734static void
862start_info (object *op) 735start_info (object *op)
863{ 736{
864 char buf[MAX_BUF]; 737 char buf[MAX_BUF];
865 738
866 sprintf (buf, "Welcome to Crossfire v%s!", VERSION); 739 sprintf (buf, "Welcome to Deliantra v%s!", VERSION);
867 new_draw_info (NDI_UNIQUE, 0, op, buf); 740 new_draw_info (NDI_UNIQUE, 0, op, buf);
868 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
869 //new_draw_info (NDI_UNIQUE, 0, op, " ");
870} 741}
871 742
872/* This function takes the key that is passed, and does the 743/* This function takes the key that is passed, and does the
873 * appropriate action with it (change race, or other things). 744 * appropriate action with it (change race, or other things).
874 * The function name is for historical reasons - now we have 745 * The function name is for historical reasons - now we have
875 * separate race and class; this actually changes the RACE, 746 * separate race and class; this actually changes the RACE,
876 * not the class. 747 * not the class.
877 */ 748 */
878int 749void
879key_change_class (object *op, char key) 750player::chargen_race_done ()
880{ 751{
881 int tmp_loop;
882
883 if (key == 'd' || key == 'D')
884 {
885 char buf[MAX_BUF];
886
887 /* this must before then initial items are given */ 752 /* this must before then initial items are given */
888 esrv_new_player (op->contr, op->weight + op->carrying); 753 esrv_new_player (ob->contr);
889 754
890 treasurelist *tl = find_treasurelist ("starting_wealth"); 755 treasurelist *tl = treasurelist::find (shstr_starting_wealth);
891 if (tl) 756 if (tl)
892 create_treasure (tl, op, 0, 0, 0); 757 create_treasure (tl, ob, 0, 0, 0);
893 758
894 INVOKE_PLAYER (BIRTH, op->contr); 759 INVOKE_PLAYER (BIRTH, ob->contr);
895 INVOKE_PLAYER (LOGIN, op->contr); 760 INVOKE_PLAYER (LOGIN, ob->contr);
896 761
897 op->contr->ns->state = ST_PLAYING; 762 ob->contr->ns->state = ST_PLAYING;
898 763
899 if (op->msg) 764 if (ob->msg)
900 op->msg = NULL; 765 ob->msg = 0;
901 766
902 /* We create this now because some of the unique maps will need it
903 * to save here.
904 */
905 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name);
906 make_path_to_file (buf);
907
908#ifdef AUTOSAVE
909 op->contr->last_save_tick = pticks;
910#endif
911 start_info (op); 767 start_info (ob);
912 CLEAR_FLAG (op, FLAG_WIZ); 768 CLEAR_FLAG (ob, FLAG_WIZ);
913 give_initial_items (op, op->randomitems); 769 give_initial_items (ob, ob->randomitems);
914 link_player_skills (op);
915 esrv_send_inventory (op, op); 770 esrv_send_inventory (ob, ob);
916 op->update_stats (); 771 ob->update_stats ();
917 772
918 /* This moves the player to a different start map, if there 773 /* This moves the player to a different start map, if there
919 * is one for this race 774 * is one for this race
920 */ 775 */
921 if (*first_map_ext_path) 776 if (*first_map_ext_path)
922 { 777 ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y);
923 object *tmp;
924 char mapname[MAX_BUF];
925
926 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &op->arch->name);
927 tmp = object::create ();
928 EXIT_PATH (tmp) = mapname;
929 EXIT_X (tmp) = op->x;
930 EXIT_Y (tmp) = op->y;
931 op->enter_exit (tmp); /* we don't really care if it succeeded;
932 * if the map isn't there, then stay on the
933 * default initial map */
934 tmp->destroy ();
935 }
936 else 778 else
937 LOG (llevDebug, "first_map_ext_path not set\n"); 779 LOG (llevDebug, "first_map_ext_path not set\n");
780}
938 781
939 return 0; 782void
940 } 783player::chargen_race_next ()
941 784{
942 /* Following actually changes the race - this is the default command 785 /* Following actually changes the race - this is the default command
943 * if we don't match with one of the options above. 786 * if we don't match with one of the options above.
944 */ 787 */
945 788
946 tmp_loop = 0; 789 do
947 while (!tmp_loop)
948 { 790 {
949 shstr name = op->name; 791 shstr name = ob->name;
950 int x = op->x, y = op->y; 792 int x = ob->x, y = ob->y;
951 793
952 op->remove_statbonus (); 794 ob->remove_statbonus ();
953 op->remove (); 795 ob->remove ();
954 op->arch = get_player_archetype (op->arch); 796 ob->arch = get_player_archetype (ob->arch);
955 op->arch->clone.copy_to (op); 797 ob->arch->copy_to (ob);
956 op->instantiate (); 798 ob->instantiate ();
957 op->stats = op->contr->orig_stats; 799 ob->stats = ob->contr->orig_stats;
958 op->name = op->name_pl = name; 800 ob->name = ob->name_pl = name;
959 op->x = x; 801 ob->x = x;
960 op->y = y; 802 ob->y = y;
961 SET_ANIMATION (op, 2); /* So player faces south */ 803 SET_ANIMATION (ob, 2); /* So player faces south */
962 insert_ob_in_map (op, op->map, op, 0); 804 insert_ob_in_map (ob, ob->map, ob, 0);
963 assign (op->contr->title, op->arch->clone.name); 805 assign (ob->contr->title, ob->arch->object::name);
964 op->add_statbonus (); 806 ob->add_statbonus ();
965 tmp_loop = allowed_class (op);
966 } 807 }
808 while (!allowed_class (ob));
967 809
968 update_object (op, UP_OBJ_FACE); 810 update_object (ob, UP_OBJ_FACE);
969 esrv_update_item (UPD_FACE, op, op); 811 esrv_update_item (UPD_FACE, ob, ob);
970 op->update_stats (); 812 ob->update_stats ();
971 op->stats.hp = op->stats.maxhp; 813 ob->stats.hp = ob->stats.maxhp;
972 op->stats.sp = op->stats.maxsp; 814 ob->stats.sp = ob->stats.maxsp;
973 op->stats.grace = 0; 815 ob->stats.grace = 0;
974
975 if (op->msg)
976 new_draw_info (NDI_BLUE, 0, op, op->msg);
977
978 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
979 return 0;
980} 816}
981 817
982void 818static void
983flee_player (object *op) 819flee_player (object *op)
984{ 820{
985 int dir, diff; 821 int dir, diff;
986 rv_vector rv; 822 rv_vector rv;
987 823
990 LOG (llevDebug, "Fleeing player is dead.\n"); 826 LOG (llevDebug, "Fleeing player is dead.\n");
991 CLEAR_FLAG (op, FLAG_SCARED); 827 CLEAR_FLAG (op, FLAG_SCARED);
992 return; 828 return;
993 } 829 }
994 830
995 if (op->enemy == NULL) 831 if (!op->enemy)
996 { 832 {
997 LOG (llevDebug, "Fleeing player had no enemy.\n"); 833 LOG (llevDebug, "Fleeing player had no enemy.\n");
998 CLEAR_FLAG (op, FLAG_SCARED); 834 CLEAR_FLAG (op, FLAG_SCARED);
999 return; 835 return;
1000 } 836 }
1001 837
1002 /* Seen some crashes here. Since we don't store an
1003 * op->enemy_count, it is possible that something destroys the
1004 * actual enemy, and the object is recycled.
1005 */
1006 if (op->enemy->map == NULL)
1007 {
1008 CLEAR_FLAG (op, FLAG_SCARED);
1009 op->enemy = NULL;
1010 return;
1011 }
1012
1013 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))
1014 { 839 {
1015 op->enemy = NULL; 840 op->enemy = NULL;
1016 CLEAR_FLAG (op, FLAG_SCARED); 841 CLEAR_FLAG (op, FLAG_SCARED);
1017 return; 842 return;
1020 get_rangevector (op, op->enemy, &rv, 0); 845 get_rangevector (op, op->enemy, &rv, 0);
1021 846
1022 dir = absdir (4 + rv.direction); 847 dir = absdir (4 + rv.direction);
1023 for (diff = 0; diff < 3; diff++) 848 for (diff = 0; diff < 3; diff++)
1024 { 849 {
1025 int m = 1 - (RANDOM () & 2); 850 int m = 1 - rndm (2) * 2;
1026 851
1027 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))))
1028 return; 853 return;
1029 } 854 }
1030 855
1031 /* Cornered, get rid of scared */ 856 /* Cornered, get rid of scared */
1032 CLEAR_FLAG (op, FLAG_SCARED); 857 CLEAR_FLAG (op, FLAG_SCARED);
1033 op->enemy = NULL; 858 op->enemy = NULL;
1034} 859}
1035 860
1036
1037/* 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.
1038 * 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
1039 * stop. 863 * stop.
1040 */ 864 */
1041int 865int
1042check_pick (object *op) 866check_pick (object *op)
1043{ 867{
1044 object *tmp, *next; 868 object *tmp, *next;
1045 int stop = 0; 869 int stop = 0;
1046 int j, k, wvratio; 870 int wvratio;
1047 char putstring[128], tmpstr[16];
1048 871
1049 /* if you're flying, you cna't pick up anything */ 872 /* if you're flying, you can't pick up anything */
1050 if (op->move_type & MOVE_FLYING) 873 if (op->move_type & MOVE_FLYING)
1051 return 1; 874 return 1;
1052 875
1053 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)
1054 880
1055 /* 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
1056 * destroyed */ 882 * destroyed */
1057 while (next && !next->destroyed ()) 883 while (next && !next->destroyed ())
1058 { 884 {
1059 tmp = next; 885 tmp = next;
1060 next = tmp->below; 886 next = tmp->below;
1061 887
888 if (cnt <= 0)
889 {
890 op->failmsg ("Couldn't pickup all items at once.");
891 return 0;
892 }
893
1062 if (op->destroyed ()) 894 if (op->destroyed ())
1063 return 0; 895 return 0;
1064 896
1065 if (!can_pick (op, tmp)) 897 if (!can_pick (op, tmp))
1066 continue; 898 continue;
1067 899
1068 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 900 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1069 { 901 {
1070 if (item_matched_string (op, tmp, op->contr->search_str)) 902 if (item_matched_string (op, tmp, op->contr->search_str))
1071 pick_up (op, tmp); 903 CHK_PICK_PICKUP;
904
1072 continue; 905 continue;
1073 } 906 }
1074 907
1075 /* 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? */
1076 if (!(op->contr->mode & PU_NEWMODE)) 968 if (op->contr->mode & PU_FOOD)
969 if (tmp->type == FOOD)
1077 { 970 {
1078 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)
1079 { 1034 {
1080 case 0: 1035 CHK_PICK_PICKUP;
1081 return 1; /* don't pick up */ 1036 continue;
1082 case 1:
1083 pick_up (op, tmp);
1084 return 1;
1085 case 2:
1086 pick_up (op, tmp);
1087 return 0;
1088 case 3:
1089 return 0; /* stop before pickup */
1090 case 4:
1091 pick_up (op, tmp);
1092 break;
1093 case 5:
1094 pick_up (op, tmp);
1095 stop = 1;
1096 break;
1097 case 6:
1098 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1099 pick_up (op, tmp);
1100 break;
1101
1102 case 7:
1103 if (tmp->type == MONEY || tmp->type == GEM)
1104 pick_up (op, tmp);
1105 break;
1106
1107 default:
1108 /* use value density */
1109 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1110 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1111 pick_up (op, tmp);
1112 } 1037 }
1113 } 1038 }
1114 else 1039
1115 { /* old model */ 1040 /* rings & amulets - talismans seems to be typed AMULET */
1116 /* NEW pickup handling */
1117 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)
1118 { 1046 {
1119 /* some debugging code to figure out item information */ 1047 CHK_PICK_PICKUP;
1120 if (tmp->name != NULL)
1121 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1122 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1123 else
1124 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1125 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1126
1127 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1128 }
1129
1130 /* philosophy:
1131 * It's easy to grab an item type from a pile, as long as it's
1132 * generic. This takes no game-time. For more detailed pickups
1133 * and selections, select-items should be used. This is a
1134 * grab-as-you-run type mode that's really useful for arrows for
1135 * example.
1136 * The drawback: right now it has no frontend, so you need to
1137 * stick the bits you want into a calculator in hex mode and then
1138 * convert to decimal and then 'pickup <#>
1139 */
1140
1141 /* the first two modes are exclusive: if NOTHING we return, if
1142 * STOP then we stop. All the rest are applied sequentially,
1143 * meaning if any test passes, the item gets picked up. */
1144
1145 /* if mode is set to pick nothing up, return */
1146
1147 if (op->contr->mode & PU_NOTHING)
1148 return 1;
1149
1150 /* if mode is set to stop when encountering objects, return */
1151 /* take STOP before INHIBIT since it doesn't actually pick
1152 * anything up */
1153
1154 if (op->contr->mode & PU_STOP)
1155 return 0;
1156
1157 /* useful for going into stores and not losing your settings... */
1158 /* and for battles wher you don't want to get loaded down while
1159 * fighting */
1160 if (op->contr->mode & PU_INHIBIT)
1161 return 1;
1162
1163 /* prevent us from turning into auto-thieves :) */
1164 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1165 continue; 1048 continue;
1049 }
1166 1050
1167 /* ignore known cursed objects */ 1051 /* we don't forget dragon food */
1168 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;
1169 continue; 1056 continue;
1057 }
1170 1058
1171 /* all food and drink if desired */ 1059 /* bows and arrows. Bows are good for selling! */
1172 /* 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
1173 if (op->contr->mode & PU_FOOD) 1096 if (op->contr->mode & PU_BOOTS)
1174 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"))
1175 { 1130 {
1176 pick_up (op, tmp); 1131 CHK_PICK_PICKUP;
1177 continue; 1132 continue;
1178 } 1133 }
1134 }
1179 1135
1136 /* misc stuff that's useful */
1180 if (op->contr->mode & PU_DRINK) 1137 if (op->contr->mode & PU_KEY)
1181 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1138 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1182 { 1139 {
1183 pick_up (op, tmp); 1140 CHK_PICK_PICKUP;
1184 continue; 1141 continue;
1185 } 1142 }
1186 1143
1144 /* any of the last 4 bits set means we use the ratio for value
1145 * pickups */
1187 if (op->contr->mode & PU_POTION) 1146 if (op->contr->mode & PU_RATIO)
1188 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
1189 { 1151 */
1190 pick_up (op, tmp);
1191 continue;
1192 }
1193
1194 /* spellbooks, skillscrolls and normal books/scrolls */
1195 if (op->contr->mode & PU_SPELLBOOK)
1196 if (tmp->type == SPELLBOOK)
1197 {
1198 pick_up (op, tmp);
1199 continue;
1200 }
1201
1202 if (op->contr->mode & PU_SKILLSCROLL)
1203 if (tmp->type == SKILLSCROLL)
1204 {
1205 pick_up (op, tmp);
1206 continue;
1207 }
1208
1209 if (op->contr->mode & PU_READABLES)
1210 if (tmp->type == BOOK || tmp->type == SCROLL)
1211 {
1212 pick_up (op, tmp);
1213 continue;
1214 }
1215
1216 /* wands/staves/rods/horns */
1217 if (op->contr->mode & PU_MAGIC_DEVICE)
1218 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1219 {
1220 pick_up (op, tmp);
1221 continue;
1222 }
1223
1224 /* pick up all magical items */
1225 if (op->contr->mode & PU_MAGICAL) 1152 wvratio = op->contr->mode & PU_RATIO;
1226 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)
1227 {
1228 pick_up (op, tmp);
1229 continue;
1230 }
1231
1232 if (op->contr->mode & PU_VALUABLES)
1233 { 1154 {
1234 if (tmp->type == MONEY || tmp->type == GEM) 1155#if 0
1156 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1157 if (tmp->name != NULL)
1235 { 1158 {
1236 pick_up (op, tmp); 1159 fprintf (stderr, "%s", tmp->name);
1237 continue;
1238 } 1160 }
1239 }
1240
1241 /* rings & amulets - talismans seems to be typed AMULET */
1242 if (op->contr->mode & PU_JEWELS)
1243 if (tmp->type == RING || tmp->type == AMULET)
1244 {
1245 pick_up (op, tmp);
1246 continue;
1247 }
1248
1249 /* we don't forget dragon food */
1250 if (op->contr->mode & PU_FLESH)
1251 if (tmp->type == FLESH)
1252 {
1253 pick_up (op, tmp);
1254 continue;
1255 }
1256
1257 /* bows and arrows. Bows are good for selling! */
1258 if (op->contr->mode & PU_BOW)
1259 if (tmp->type == BOW)
1260 {
1261 pick_up (op, tmp);
1262 continue;
1263 }
1264
1265 if (op->contr->mode & PU_ARROW)
1266 if (tmp->type == ARROW)
1267 {
1268 pick_up (op, tmp);
1269 continue;
1270 }
1271
1272 /* all kinds of armor etc. */
1273 if (op->contr->mode & PU_ARMOUR)
1274 if (tmp->type == ARMOUR)
1275 {
1276 pick_up (op, tmp);
1277 continue;
1278 }
1279
1280 if (op->contr->mode & PU_HELMET)
1281 if (tmp->type == HELMET)
1282 {
1283 pick_up (op, tmp);
1284 continue;
1285 }
1286
1287 if (op->contr->mode & PU_SHIELD)
1288 if (tmp->type == SHIELD)
1289 {
1290 pick_up (op, tmp);
1291 continue;
1292 }
1293
1294 if (op->contr->mode & PU_BOOTS)
1295 if (tmp->type == BOOTS)
1296 {
1297 pick_up (op, tmp);
1298 continue;
1299 }
1300
1301 if (op->contr->mode & PU_GLOVES)
1302 if (tmp->type == GLOVES)
1303 {
1304 pick_up (op, tmp);
1305 continue;
1306 }
1307
1308 if (op->contr->mode & PU_CLOAK)
1309 if (tmp->type == CLOAK)
1310 {
1311 pick_up (op, tmp);
1312 continue;
1313 }
1314
1315 /* hoping to catch throwing daggers here */
1316 if (op->contr->mode & PU_MISSILEWEAPON)
1317 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1318 {
1319 pick_up (op, tmp);
1320 continue;
1321 }
1322
1323 /* careful: chairs and tables are weapons! */
1324 if (op->contr->mode & PU_ALLWEAPON)
1325 {
1326 if (tmp->type == WEAPON && tmp->name != NULL)
1327 {
1328 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1329 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1330 {
1331 pick_up (op, tmp);
1332 continue;
1333 }
1334 }
1335
1336 if (tmp->type == WEAPON && tmp->name == NULL)
1337 {
1338 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1339 {
1340 pick_up (op, tmp);
1341 continue;
1342 }
1343 }
1344 }
1345
1346 /* misc stuff that's useful */
1347 if (op->contr->mode & PU_KEY)
1348 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1349 {
1350 pick_up (op, tmp);
1351 continue;
1352 }
1353
1354 /* any of the last 4 bits set means we use the ratio for value
1355 * pickups */
1356 if (op->contr->mode & PU_RATIO)
1357 {
1358 /* use value density to decide what else to grab */
1359 /* >=7 was >= op->contr->mode */
1360 /* >=7 is the old standard setting. Now we take the last 4 bits
1361 * and multiply them by 5, giving 0..15*5== 5..75 */
1362 wvratio = (op->contr->mode & PU_RATIO) * 5;
1363 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1364 {
1365 pick_up (op, tmp);
1366#if 0
1367 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1368 if (tmp->name != NULL)
1369 {
1370 fprintf (stderr, "%s", tmp->name);
1371 }
1372 else 1161 else
1373 fprintf (stderr, "%s", tmp->arch->name); 1162 fprintf (stderr, "%s", tmp->arch->archname);
1374 fprintf (stderr, ",%d] = ", tmp->type); 1163 fprintf (stderr, ",%d] = ", tmp->type);
1375 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))));
1376#endif 1165#endif
1166 CHK_PICK_PICKUP;
1377 continue; 1167 continue;
1378 }
1379 } 1168 }
1380 } /* the new pickup model */ 1169 } /* the new pickup model */
1381 } 1170 }
1382 1171
1383 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;
1384} 1208}
1385 1209
1386/* 1210/*
1387 * Find an arrow in the inventory and after that 1211 * Find an arrow in the inventory and after that
1388 * in the right type container (quiver). Pointer to the 1212 * in the right type container (quiver). Pointer to the
1389 * found object is returned. 1213 * found object is returned.
1390 */ 1214 */
1391object * 1215static object *
1392find_arrow (object *op, const char *type) 1216find_arrow (object *op, const char *type)
1393{ 1217{
1394 object *tmp = NULL;
1395
1396 for (op = op->inv; op; op = op->below) 1218 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1397 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1398 tmp = find_arrow (op, type);
1399 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);
1400 return op; 1227 return arrow;
1228 }
1229
1401 return tmp; 1230 return 0;
1402} 1231}
1403 1232
1404/* 1233/*
1405 * 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
1406 * 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
1407 * 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
1408 * 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.
1409 */ 1238 */
1410 1239static object *
1411object *
1412find_better_arrow (object *op, object *target, const char *type, int *better) 1240find_better_arrow (object *op, object *target, shstr_cmp type, int *better)
1413{ 1241{
1414 object *tmp = NULL, *arrow, *ntmp; 1242 object *tmp = NULL, *arrow, *ntmp;
1415 int attacknum, attacktype, betterby = 0, i; 1243 int attacknum, attacktype, betterby = 0, i;
1416 1244
1417 if (!type) 1245 if (!type)
1421 { 1249 {
1422 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))
1423 { 1251 {
1424 i = 0; 1252 i = 0;
1425 ntmp = find_better_arrow (arrow, target, type, &i); 1253 ntmp = find_better_arrow (arrow, target, type, &i);
1254
1426 if (i > betterby) 1255 if (i > betterby)
1427 { 1256 {
1428 tmp = ntmp; 1257 tmp = ntmp;
1429 betterby = i; 1258 betterby = i;
1430 } 1259 }
1431 } 1260 }
1432 else if (arrow->type == ARROW && arrow->race == type) 1261 else if (arrow->type == ARROW && arrow->race == type)
1433 { 1262 {
1434 /* allways prefer assasination/slaying */ 1263 /* allways prefer assasination/slaying */
1435 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race)) 1264 if (target->race && arrow->slaying.contains (target->race))
1436 { 1265 {
1437 if (arrow->attacktype & AT_DEATH) 1266 if (arrow->attacktype & AT_DEATH)
1438 { 1267 {
1439 *better = 100; 1268 *better = 100;
1440 return arrow; 1269 return arrow;
1448 else 1277 else
1449 { 1278 {
1450 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1279 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1451 { 1280 {
1452 attacktype = 1 << attacknum; 1281 attacktype = 1 << attacknum;
1453 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1282 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1454 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)
1455 { 1284 {
1456 tmp = arrow; 1285 tmp = arrow;
1457 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;
1458 } 1287 }
1459 } 1288 }
1289
1460 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1290 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1461 { 1291 {
1462 tmp = arrow; 1292 tmp = arrow;
1463 betterby = 2 + arrow->magic + arrow->stats.dam; 1293 betterby = 2 + arrow->magic + arrow->stats.dam;
1464 } 1294 }
1295
1465 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) 1296 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1466 { 1297 {
1467 tmp = arrow; 1298 tmp = arrow;
1468 betterby = 1 + arrow->magic + arrow->stats.dam; 1299 betterby = 1 + arrow->magic + arrow->stats.dam;
1469 } 1300 }
1470 } 1301 }
1471 } 1302 }
1472 } 1303 }
1304
1473 if (tmp == NULL && arrow == NULL) 1305 if (tmp == NULL && arrow == NULL)
1474 return find_arrow (op, type); 1306 return find_arrow (op, type);
1475 1307
1476 *better = betterby; 1308 *better = betterby;
1477 return tmp; 1309 return tmp;
1481 * find_better_arrow to find a decent arrow to use. 1313 * find_better_arrow to find a decent arrow to use.
1482 * op = the shooter 1314 * op = the shooter
1483 * type = bow->race 1315 * type = bow->race
1484 * dir = fire direction 1316 * dir = fire direction
1485 */ 1317 */
1486 1318static object *
1487object *
1488pick_arrow_target (object *op, const char *type, int dir) 1319pick_arrow_target (object *op, shstr_cmp type, int dir)
1489{ 1320{
1490 object *tmp = NULL; 1321 object *tmp = NULL;
1491 maptile *m; 1322 maptile *m;
1492 int i, mflags, found, number; 1323 int i, mflags, found, number;
1493 sint16 x, y; 1324 sint16 x, y;
1508 for (i = 0, found = 0; i < 20; i++) 1339 for (i = 0, found = 0; i < 20; i++)
1509 { 1340 {
1510 x += freearr_x[dir]; 1341 x += freearr_x[dir];
1511 y += freearr_y[dir]; 1342 y += freearr_y[dir];
1512 mflags = get_map_flags (m, &m, x, y, &x, &y); 1343 mflags = get_map_flags (m, &m, x, y, &x, &y);
1344
1513 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) 1345 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1514 { 1346 {
1515 tmp = NULL; 1347 tmp = 0;
1516 break; 1348 break;
1517 } 1349 }
1518 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)
1519 { 1351 {
1520 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1352 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1521 * perhaps a bad assumption. 1353 * perhaps a bad assumption.
1522 */ 1354 */
1523 tmp = NULL; 1355 tmp = 0;
1524 break; 1356 break;
1525 } 1357 }
1358
1526 if (mflags & P_IS_ALIVE) 1359 if (mflags & P_IS_ALIVE)
1527 {
1528 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)
1529 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 1361 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1530 {
1531 found++;
1532 break;
1533 }
1534 if (found)
1535 break; 1362 break;
1536 }
1537 } 1363 }
1538 if (tmp == NULL) 1364
1365 if (!tmp)
1539 return find_arrow (op, type); 1366 return find_arrow (op, type);
1540 1367
1541 if (tmp->head) 1368 if (tmp->head)
1542 tmp = tmp->head; 1369 tmp = tmp->head;
1543 1370
1556 */ 1383 */
1557int 1384int
1558fire_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)
1559{ 1386{
1560 object *left, *bow; 1387 object *left, *bow;
1561 int bowspeed, mflags; 1388 int mflags;
1562 maptile *m; 1389 maptile *m;
1563 1390
1564 if (!dir) 1391 if (!dir)
1565 { 1392 {
1566 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!");
1567 return 0; 1394 return 0;
1568 } 1395 }
1569 1396
1570 if (op->type == PLAYER) 1397 if (op->contr)
1571 bow = op->contr->ranges[range_bow]; 1398 bow = op->current_weapon;
1572 else 1399 else
1573 { 1400 {
1574 for (bow = op->inv; bow; bow = bow->below) 1401 for (bow = op->inv; bow; bow = bow->below)
1575 /* 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
1576 * 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.
1581 if (!bow) 1408 if (!bow)
1582 { 1409 {
1583 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1410 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1584 return 0; 1411 return 0;
1585 } 1412 }
1413
1414 // optimisation: move object to top so we will find it quickly again
1415 splay (bow);
1586 } 1416 }
1587 1417
1588 if (!bow->race || !bow->skill) 1418 if (!bow->race || !bow->skill)
1589 { 1419 {
1590 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);
1591 return 0; 1421 return 0;
1592 } 1422 }
1593
1594 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1595
1596 /* penalize ROF for bestarrow */
1597 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1598 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1599
1600 if (bowspeed < 1)
1601 bowspeed = 1;
1602 1423
1603 if (arrow == NULL) 1424 if (arrow == NULL)
1604 { 1425 {
1605 if ((arrow = find_arrow (op, bow->race)) == NULL) 1426 if ((arrow = find_arrow (op, bow->race)) == NULL)
1606 { 1427 {
1607 if (op->type == PLAYER) 1428 if (op->type == PLAYER)
1608 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);
1609 /* 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 */
1610 else 1431 else
1611 CLEAR_FLAG (op, FLAG_READY_BOW); 1432 CLEAR_FLAG (op, FLAG_READY_BOW);
1433
1612 return 0; 1434 return 0;
1613 } 1435 }
1614 } 1436 }
1615 1437
1616 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1438 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1624 } 1446 }
1625 1447
1626 /* this should not happen, but sometimes does */ 1448 /* this should not happen, but sometimes does */
1627 if (arrow->nrof == 0) 1449 if (arrow->nrof == 0)
1628 { 1450 {
1451 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1629 arrow->destroy (); 1452 arrow->destroy ();
1630 return 0; 1453 return 0;
1631 } 1454 }
1632 1455
1633 left = arrow; /* these are arrows left to the player */ 1456 left = arrow; /* these are arrows left to the player */
1634 arrow = get_split_ob (arrow, 1); 1457 arrow = arrow->split ();
1635 if (!arrow) 1458 if (!arrow)
1636 { 1459 {
1637 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);
1638 return 0; 1461 return 0;
1639 } 1462 }
1640 1463
1641 arrow->set_owner (op); 1464 arrow->set_owner (op);
1642 arrow->skill = bow->skill; 1465 arrow->skill = bow->skill;
1643 arrow->direction = dir; 1466 arrow->direction = dir;
1644 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
1645 if (op->type == PLAYER) 1499 if (op->type == PLAYER)
1646 { 1500 {
1647 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1648 op->update_stats ();
1649 }
1650
1651 SET_ANIMATION (arrow, arrow->direction);
1652 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1653 arrow->stats.hp = arrow->stats.dam;
1654 arrow->stats.grace = arrow->attacktype;
1655 if (arrow->slaying != NULL)
1656 arrow->spellarg = strdup (arrow->slaying);
1657
1658 /* Note that this was different for monsters - they got their level
1659 * added to the damage. I think the strength bonus is more proper.
1660 */
1661
1662 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1663
1664 /* update the speed */
1665 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1666 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1667
1668 arrow->set_speed (max (arrow->speed, 1.0));
1669 arrow->speed_left = 0;
1670
1671 if (op->type == PLAYER)
1672 {
1673 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1674 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1675 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1676
1677 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;
1678 } 1508 }
1679 else 1509 else
1680 { 1510 {
1681 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1682 arrow->level = op->level; 1511 arrow->level = op->level;
1683 } 1512 arrow->stats.wc -= bow->magic;
1684 1513
1685 if (arrow->attacktype == AT_PHYSICAL) 1514 if (!arrow->slaying)
1515 arrow->slaying = bow->slaying;
1516
1686 arrow->attacktype |= bow->attacktype; 1517 arrow->attacktype |= bow->attacktype;
1518 }
1687 1519
1688 if (bow->slaying) 1520 wc -= arrow->level;
1689 arrow->slaying = bow->slaying; 1521 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1690 1522
1523 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1691 arrow->move_type = MOVE_FLY_LOW; 1524 arrow->move_type = MOVE_FLY_LOW;
1692 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1525 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1693 1526
1694 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1527 op->play_sound (sound_find ("fire_arrow"));
1695 m->insert (arrow, sx, sy, op); 1528 m->insert (arrow, sx, sy, op);
1696 1529
1697 if (!arrow->destroyed ()) 1530 if (!arrow->destroyed ())
1698 move_arrow (arrow); 1531 move_arrow (arrow);
1699
1700 if (op->type == PLAYER)
1701 {
1702 if (left->destroyed ())
1703 esrv_del_item (op->contr, left->count);
1704 else
1705 esrv_send_item (op, left);
1706 }
1707 1532
1708 return 1; 1533 return 1;
1709} 1534}
1710 1535
1711/* Special fire code for players - this takes into 1536/* Special fire code for players - this takes into
1713 * but monsters can't. Putting that code here 1538 * but monsters can't. Putting that code here
1714 * makes the fire_bow code much cleaner. 1539 * makes the fire_bow code much cleaner.
1715 * this function should only be called if 'op' is a player, 1540 * this function should only be called if 'op' is a player,
1716 * hence the function name. 1541 * hence the function name.
1717 */ 1542 */
1718int 1543static int
1719player_fire_bow (object *op, int dir) 1544player_fire_bow (object *op, int dir)
1720{ 1545{
1721 int ret = 0, wcmod = 0; 1546 int ret;
1722 1547
1723 if (op->contr->bowtype == bow_bestarrow) 1548 if (op->contr->bowtype == bow_bestarrow)
1724 { 1549 {
1725 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);
1726 } 1551 }
1727 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)
1728 { 1553 {
1729 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1554 int wcmod = similar_direction (dir, op->contr->bowtype - bow_n + 1) ? 0 : -1;
1730 wcmod = -1;
1731
1732 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);
1733 } 1556 }
1734 else if (op->contr->bowtype == bow_threewide) 1557 else if (op->contr->bowtype == bow_threewide)
1735 { 1558 {
1736 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);
1737 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)]);
1738 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)]);
1739 } 1562 }
1740 else if (op->contr->bowtype == bow_spreadshot) 1563 else if (op->contr->bowtype == bow_spreadshot)
1741 { 1564 {
1742 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);
1743 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);
1744 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);
1745
1746 } 1568 }
1747 else 1569 else
1748 { 1570 {
1749 /* Simple case */ 1571 /* Simple case */
1750 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);
1751 } 1573 }
1574
1752 return ret; 1575 return ret;
1753} 1576}
1754
1755 1577
1756/* Fires a misc (wand/rod/horn) object in 'dir'. 1578/* Fires a misc (wand/rod/horn) object in 'dir'.
1757 * Broken apart from 'fire' to keep it more readable. 1579 * Broken apart from 'fire' to keep it more readable.
1758 */ 1580 */
1759void 1581static void
1760fire_misc_object (object *op, int dir) 1582fire_misc_object (object *op, int dir)
1761{ 1583{
1762 object *item; 1584 object *item = op->contr->ranged_ob;
1763 1585
1764 if (!op->contr->ranges[range_misc]) 1586 if (!item)
1765 { 1587 {
1766 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.");
1767 return; 1589 return;
1768 } 1590 }
1769 1591
1770 item = op->contr->ranges[range_misc];
1771 if (!item->inv) 1592 if (!item->inv)
1772 { 1593 {
1773 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1594 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1774 return; 1595 return;
1775 } 1596 }
1597
1598 if (!op->apply (item))
1599 return;
1600
1776 if (item->type == WAND) 1601 if (item->type == WAND)
1777 { 1602 {
1778 if (item->stats.food <= 0) 1603 if (item->stats.food <= 0)
1779 { 1604 {
1780 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1605 op->contr->play_sound (sound_find ("wand_poof"));
1781 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
1782 return; 1608 return;
1783 } 1609 }
1784 } 1610 }
1785 else if (item->type == ROD || item->type == HORN) 1611 else if (item->type == ROD || item->type == HORN)
1786 { 1612 {
1787 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))
1788 { 1618 {
1789 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1619 op->contr->play_sound (sound_find ("wand_poof"));
1620
1790 if (item->type == ROD) 1621 if (item->type == ROD)
1791 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));
1792 else 1623 else
1793 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
1794 return; 1626 return;
1795 } 1627 }
1796 } 1628 }
1797 1629
1798 if (cast_spell (op, item, dir, item->inv, NULL)) 1630 if (cast_spell (op, item, dir, item->inv, NULL))
1799 { 1631 {
1800 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
1801 if (item->type == WAND) 1634 if (item->type == WAND)
1802 { 1635 {
1803 if (!(--item->stats.food)) 1636 if (!(--item->stats.food))
1804 { 1637 {
1805 object *tmp; 1638 object *tmp;
1806 1639
1807 if (item->arch) 1640 if (item->arch)
1808 { 1641 {
1809 CLEAR_FLAG (item, FLAG_ANIMATE); 1642 CLEAR_FLAG (item, FLAG_ANIMATE);
1810 item->face = item->arch->clone.face; 1643 item->face = item->arch->face;
1811 item->set_speed (0); 1644 item->set_speed (0);
1812 } 1645 }
1813 1646
1814 if ((tmp = item->in_player ())) 1647 if (object *pl = item->visible_to ())
1815 esrv_update_item (UPD_ANIM, tmp, item); 1648 esrv_update_item (UPD_ANIM, pl, item);
1816 } 1649 }
1817 } 1650 }
1818 else if (item->type == ROD || item->type == HORN) 1651 else if (item->type == ROD || item->type == HORN)
1819 drain_rod_charge (item); 1652 drain_rod_charge (item);
1820 } 1653 }
1821} 1654}
1822 1655
1823/* Received a fire command for the player - go and do it. 1656/* Received a fire command for the player - go and do it.
1824 */ 1657 */
1825void 1658bool
1826fire (object *op, int dir) 1659fire (object *who, int dir)
1827{ 1660{
1828 int spellcost = 0; 1661 int spellcost = 0;
1829 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
1830 /* check for loss of invisiblity/hide */ 1684 /* check for loss of invisiblity/hide */
1831 if (action_makes_visible (op)) 1685 if (action_makes_visible (who))
1832 make_visible (op); 1686 make_visible (who);
1833 1687
1834 switch (op->contr->shoottype) 1688 switch (ob->type)
1835 { 1689 {
1836 case range_none: 1690 case BOW:
1837 return;
1838
1839 case range_bow:
1840 player_fire_bow (op, dir); 1691 player_fire_bow (who, dir);
1841 return; 1692 break;
1842 1693
1843 case range_magic: /* Casting spells */ 1694 case SPELL:
1844 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);
1845 return; 1696 break;
1846 1697
1847 case range_misc: 1698 case BUILDER:
1848 fire_misc_object (op, dir);
1849 return;
1850
1851 case range_golem: /* Control summoned monsters from scrolls */
1852 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
1853 {
1854 op->contr->ranges[range_golem] = 0;
1855 op->contr->shoottype = range_none;
1856 }
1857 else
1858 control_golem (op->contr->ranges[range_golem], dir);
1859 return;
1860
1861 case range_skill:
1862 if (!op->chosen_skill)
1863 {
1864 if (op->type == PLAYER)
1865 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
1866 return;
1867 }
1868
1869 do_skill (op, op, op->chosen_skill, dir, NULL);
1870 return;
1871 case range_builder:
1872 apply_map_builder (op, dir); 1699 apply_map_builder (who, dir);
1873 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
1874 default: 1710 default:
1875 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type."); 1711 fire_misc_object (who, dir);
1876 return; 1712 break;
1877 } 1713 }
1878}
1879 1714
1715 return true;
1716}
1880 1717
1881 1718static object *
1882/* find_key
1883 * We try to find a key for the door as passed. If we find a key
1884 * and successfully use it, we return the key, otherwise NULL
1885 * This function merges both normal and locked door, since the logic
1886 * for both is the same - just the specific key is different.
1887 * pl is the player,
1888 * inv is the objects inventory to searched
1889 * door is the door we are trying to match against.
1890 * This function can be called recursively to search containers.
1891 */
1892
1893object *
1894find_key (object *pl, object *container, object *door) 1719find_key_ (object *pl, object *container, object *door)
1895{ 1720{
1896 object *tmp, *key; 1721 object *tmp, *key;
1897 1722
1898 /* Should not happen, but sanity checking is never bad */ 1723 /* Should not happen, but sanity checking is never bad */
1899 if (container->inv == NULL) 1724 if (!container->inv)
1900 return NULL; 1725 return 0;
1901 1726
1902 /* 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 */
1903 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1728 for (tmp = container->inv; tmp; tmp = tmp->below)
1904 { 1729 {
1905 if (door->type == DOOR && tmp->type == KEY) 1730 if (door->type == DOOR && tmp->type == KEY)
1906 break; 1731 break;
1732
1907 /* For sanity, we should really check door type, but other stuff 1733 /* For sanity, we should really check door type, but other stuff
1908 * (like containers) can be locked with special keys 1734 * (like containers) can be locked with special keys
1909 */ 1735 */
1910 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1736 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1911 break; 1737 break;
1912 } 1738 }
1739
1913 /* No key found - lets search inventories now */ 1740 /* No key found - lets search inventories now */
1914 /* 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.
1915 * 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
1916 * a key, return 1743 * a key, return
1917 */ 1744 */
1918 if (!tmp) 1745 if (!tmp)
1919 { 1746 {
1920 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1747 for (tmp = container->inv; tmp; tmp = tmp->below)
1921 {
1922 /* No reason to search empty containers */ 1748 /* No reason to search empty containers */
1923 if (tmp->type == CONTAINER && tmp->inv) 1749 if (tmp->type == CONTAINER && tmp->inv)
1924 {
1925 if ((key = find_key (pl, tmp, door)) != NULL) 1750 if ((key = find_key_ (pl, tmp, door)))
1926 return key; 1751 return key;
1927 } 1752
1928 }
1929 if (!tmp) 1753 if (!tmp)
1930 return NULL; 1754 return 0;
1931 } 1755 }
1756
1932 /* 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,
1933 * see if we actually want to use it 1758 * see if we actually want to use it
1934 */ 1759 */
1935 if (pl != container) 1760 if (pl != container)
1936 { 1761 {
1937 /* Only let players use keys in containers */ 1762 /* Only let players use keys in containers */
1938 if (!pl->contr) 1763 if (!pl->contr)
1939 return NULL; 1764 return 0;
1765
1940 /* cases where this fails: 1766 /* cases where this fails:
1941 * If we only search the player inventory, return now since we 1767 * If we only search the player inventory, return now since we
1942 * are not in the players inventory. 1768 * are not in the players inventory.
1943 * If the container is not active, return now since only active 1769 * If the container is not active, return now since only active
1944 * containers can be used. 1770 * containers can be used.
1948 * inv must have been an container and must have been active. 1774 * inv must have been an container and must have been active.
1949 * 1775 *
1950 * Change the color so that the message doesn't disappear with 1776 * Change the color so that the message doesn't disappear with
1951 * all the others. 1777 * all the others.
1952 */ 1778 */
1953 if (pl->contr->usekeys == key_inventory || 1779 if (pl->contr->usekeys == key_inventory
1954 !QUERY_FLAG (container, FLAG_APPLIED) || 1780 || !QUERY_FLAG (container, FLAG_APPLIED)
1955 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys")))) 1781 || (pl->contr->usekeys == keyrings && container->race != shstr_keys))
1956 { 1782 {
1957 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1783 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1958 "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));
1959 return NULL; 1785 return NULL;
1960 } 1786 }
1961 } 1787 }
1788
1962 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);
1963} 1815}
1964 1816
1965/* moved door processing out of move_player_attack. 1817/* moved door processing out of move_player_attack.
1966 * returns 1 if player has opened the door with a key 1818 * returns 1 if player has opened the door with a key
1967 * such that the caller should not do anything more, 1819 * such that the caller should not do anything more,
1968 * 0 otherwise 1820 * 0 otherwise
1969 */ 1821 */
1970static int 1822static int
1971player_attack_door (object *op, object *door) 1823player_attack_door (object *op, object *door)
1972{ 1824{
1973 /* 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,
1974 * 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 -
1975 * otherwise, we fall through to the rest of the code. 1827 * otherwise, we fall through to the rest of the code.
1976 */ 1828 */
1977 object *key = find_key (op, op, door); 1829 object *key = find_key (op, op, door);
1978 1830
1979 /* IF we found a key, do some extra work */ 1831 /* If we found a key, do some extra work */
1980 if (key) 1832 if (key)
1981 { 1833 {
1982 object *container = key->env; 1834 object *container = key->env;
1983 1835
1984 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1985 if (action_makes_visible (op)) 1836 if (action_makes_visible (op))
1986 make_visible (op); 1837 make_visible (op);
1838
1987 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1839 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1988 spring_trap (door->inv, op); 1840 spring_trap (door->inv, op);
1841
1989 if (door->type == DOOR) 1842 if (door->type == DOOR)
1990 {
1991 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 */
1992 }
1993 else if (door->type == LOCKED_DOOR) 1844 else if (door->type == LOCKED_DOOR)
1994 { 1845 {
1995 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);
1996 remove_door2 (door); /* remove door without violence ;-) */ 1847 remove_door2 (door); /* remove door without violence ;-) */
1997 } 1848 }
1849
1998 /* Do this after we print the message */ 1850 /* Do this after we print the message */
1999 decrease_ob (key); /* Use up one of the keys */ 1851 key->decrease (); /* Use up one of the keys */
2000 /* Need to update the weight the container the key was in */ 1852
2001 if (container != op)
2002 esrv_update_item (UPD_WEIGHT, op, container);
2003 return 1; /* Nothing more to do below */ 1853 return 1; /* Nothing more to do below */
2004 } 1854 }
2005 else if (door->type == LOCKED_DOOR) 1855 else if (door->type == LOCKED_DOOR)
2006 { 1856 {
2007 /* Might as well return now - no other way to open this */ 1857 /* Might as well return now - no other way to open this */
2008 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...");
2009 return 1; 1859 return 1;
2010 } 1860 }
1861
2011 return 0; 1862 return 0;
2012} 1863}
2013 1864
2014/* This function is just part of a breakup from move_player. 1865/* This function is just part of a breakup from move_player.
2015 * It should keep the code cleaner. 1866 * It should keep the code cleaner.
2016 * When this is called, the players direction has been updated 1867 * When this is called, the players direction has been updated
2017 * (taking into account confusion.) The player is also actually 1868 * (taking into account confusion.) The player is also actually
2018 * going to try and move (not fire weapons). 1869 * going to try and move (not fire weapons).
2019 */ 1870 */
2020void 1871bool
2021move_player_attack (object *op, int dir) 1872move_player_attack (object *op, int dir)
2022{ 1873{
2023 object *tmp, *mon; 1874 if (!op->contr->braced && op->speed_left > 0.f && op->move (dir))
2024 sint16 nx, ny; 1875 {
2025 int on_battleground; 1876 --op->speed_left;
2026 maptile *m; 1877 return true;
1878 }
2027 1879
2028 nx = freearr_x[dir] + op->x; 1880 sint16 nx = freearr_x[dir] + op->x;
2029 ny = freearr_y[dir] + op->y; 1881 sint16 ny = freearr_y[dir] + op->y;
2030 1882
2031 on_battleground = op_on_battleground (op, 0, 0); 1883 if (out_of_map (op->map, nx, ny))
1884 return false;
2032 1885
2033 /* 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
2034 * 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
2035 * 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
2036 * player. This is a pretty nasty hack, because if we could 1889 * player. This is a pretty nasty hack, because if we could
2037 * 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
2038 * 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
2039 * 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
2040 * move_ob uses. 1893 * move_ob uses.
2041 */ 1894 */
2042 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;
2043 { 1910 }
2044 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;
2045 { 1923 }
2046 m = op->map->xy_find (nx, ny); 1924
2047 if (!m) 1925 /* The following deals with possibly attacking peaceful
2048 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;
2049 } 1958 }
2050 else 1959 else
2051 m = op->map;
2052
2053 if (!(tmp = m->at (nx, ny).bot))
2054 return; 1960 return false;
1961 }
2055 1962
2056 mon = 0; 1963 bool on_battleground = op_on_battleground (op, 0, 0);
2057 /* Go through all the objects, and find ones of interest. Only stop if
2058 * we find a monster - that is something we know we want to attack.
2059 * if its a door or barrel (can roll) see if there may be monsters
2060 * on the space
2061 */
2062 while (tmp)
2063 {
2064 if (tmp == op)
2065 {
2066 tmp = tmp->above;
2067 continue;
2068 }
2069 1964
2070 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2071 {
2072 mon = tmp;
2073 break;
2074 }
2075
2076 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2077 mon = tmp;
2078
2079 tmp = tmp->above;
2080 }
2081
2082 if (!mon) /* This happens anytime the player tries to move */
2083 return; /* into a wall */
2084
2085 if (mon->head)
2086 mon = mon->head;
2087
2088 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2089 if (player_attack_door (op, mon))
2090 return;
2091
2092 /* The following deals with possibly attacking peaceful
2093 * or frienddly creatures. Basically, all players are considered
2094 * unaggressive. If the moving player has peaceful set, then the
2095 * object should be pushed instead of attacked. It is assumed that
2096 * if you are braced, you will not attack friends accidently,
2097 * and thus will not push them.
2098 */
2099
2100 /* If the creature is a pet, push it even if the player is not
2101 * peaceful. Our assumption is the creature is a pet if the
2102 * player owns it and it is either friendly or unagressive.
2103 */
2104 if ((op->type == PLAYER)
2105#if COZY_SERVER
2106 &&
2107 ((mon->owner && mon->owner->contr
2108 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op)
2109#else
2110 && mon->owner == op
2111#endif
2112 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2113 {
2114 /* If we're braced, we don't want to switch places with it */
2115 if (op->contr->braced)
2116 return;
2117
2118 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2119 (void) push_ob (mon, dir, op);
2120 if (op->contr->tmp_invis || op->hide)
2121 make_visible (op);
2122
2123 return;
2124 }
2125
2126 /* in certain circumstances, you shouldn't attack friendly 1965 /* in certain circumstances, you shouldn't attack friendly
2127 * creatures. Note that if you are braced, you can't push 1966 * creatures. Note that if you are braced, you can't push
2128 * 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
2129 * attack them either. 1968 * attack them either.
2130 */ 1969 */
2131 if ((mon->type == PLAYER || mon->enemy != op) && 1970 if ((mon->type == PLAYER || mon->enemy != op)
2132 (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))
2133#ifdef PROHIBIT_PLAYERKILL
2134 (op->contr->peaceful 1972 && ((op->contr->peaceful
2135 || (mon->type == PLAYER 1973 || (mon->type == PLAYER && mon->contr->peaceful))
2136 && mon->contr->
2137 peaceful)) &&
2138#else
2139 op->contr->peaceful &&
2140#endif
2141 !on_battleground)) 1974 && !on_battleground))
1975 {
1976 if (op->speed_left > 0.f)
2142 { 1977 {
1978 --op->speed_left;
1979
2143 if (!op->contr->braced) 1980 if (!op->contr->braced)
2144 { 1981 {
2145 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 1982 op->play_sound (sound_find ("push_player"));
2146 push_ob (mon, dir, op); 1983 push_ob (mon, dir, op);
2147 } 1984 }
2148 else 1985 else
2149 new_draw_info (0, 0, op, "You withhold your attack"); 1986 op->statusmsg ("You withhold your attack");
2150 1987
2151 if (op->contr->tmp_invis || op->hide) 1988 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
2152 make_visible (op); 1989 make_visible (op);
2153 }
2154 1990
1991 return true;
1992 }
1993 }
2155 /* If the object is a boulder or other rollable object, then 1994 /* If the object is a boulder or other rollable object, then
2156 * 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.
2157 */ 1996 */
2158 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)
2159 { 2000 {
2001 --op->speed_left;
2002
2160 recursive_roll (mon, dir, op); 2003 recursive_roll (mon, dir, op);
2161 if (action_makes_visible (op)) 2004 if (action_makes_visible (op))
2162 make_visible (op); 2005 make_visible (op);
2163 }
2164 2006
2007 return true;
2008 }
2009 }
2165 /* Any generic living creature. Including things like doors. 2010 /* Any generic living creature. Including things like doors.
2166 * 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
2167 * and be living. Then, it must be one of the following: 2012 * and be living. Then, it must be one of the following:
2168 * 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
2169 * 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.
2170 */ 2015 */
2171 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2016 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2172 ((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)))
2173 { 2018 {
2174 2019 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2175 /* If the player hasn't hit something this tick, and does
2176 * so, give them speed boost based on weapon speed. Doing
2177 * it here is better than process_players2, which basically
2178 * incurred a 1 tick offset.
2179 */
2180 if (!op->contr->has_hit)
2181 { 2020 {
2182 op->speed_left += op->speed / op->contr->weapon_sp; 2021 --op->contr->weapon_sp_left;
2183
2184 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2185 }
2186 2022
2187 skill_attack (mon, op, 0, 0, 0); 2023 skill_attack (mon, op, 0, 0, 0);
2188
2189 /* If attacking another player, that player gets automatic
2190 * hitback, and doesn't loose luck either.
2191 * Disable hitback on the battleground or if the target is
2192 * the wiz.
2193 */
2194 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2195 {
2196 short luck = mon->stats.luck;
2197
2198 mon->contr->has_hit = 1;
2199 skill_attack (op, mon, 0, 0, 0);
2200 mon->stats.luck = luck;
2201 }
2202 2024
2203 if (action_makes_visible (op)) 2025 if (action_makes_visible (op))
2204 make_visible (op); 2026 make_visible (op);
2205 }
2206 } /* if player should attack something */
2207}
2208 2027
2209int 2028 return true;
2029 }
2030 }
2031
2032 return false;
2033}
2034
2035bool
2210move_player (object *op, int dir) 2036move_player (object *op, int dir)
2211{ 2037{
2212 int pick;
2213
2214 if (!op->map || op->map->in_memory != MAP_IN_MEMORY) 2038 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2215 return 0; 2039 return 0;
2216 2040
2217 /* Sanity check: make sure dir is valid */ 2041 /* Sanity check: make sure dir is valid */
2218 if ((dir < 0) || (dir >= 9)) 2042 if (dir < 0 || dir >= 9)
2219 { 2043 {
2220 LOG (llevError, "move_player: invalid direction %d\n", dir); 2044 LOG (llevError, "move_player: invalid direction %d\n", dir);
2221 return 0; 2045 return 0;
2222 } 2046 }
2223 2047
2224 /* peterm: added following line */ 2048 /* peterm: added following line */
2225 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2049 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2226 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2050 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2227 2051
2228 op->facing = dir; 2052 op->facing = dir;
2229 2053
2230 if (op->hide) 2054 if (op->flag [FLAG_HIDDEN])
2231 do_hidden_move (op); 2055 do_hidden_move (op);
2232 2056
2057 bool retval;
2058 int pick = 0;
2059
2233 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2060 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2234 /*nop */ ; 2061 retval = RESULT_INT (0);
2235 else if (op->contr->fire_on) 2062 else if (op->contr->fire_on)
2236 fire (op, dir); 2063 retval = fire (op, dir);
2237 else 2064 else
2238 { 2065 {
2239 move_player_attack (op, dir); 2066 retval = move_player_attack (op, dir);
2240 pick = check_pick (op); 2067 pick = check_pick (op);
2241 } 2068 }
2242 2069
2243 /* 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
2244 * server can handle repeat firing. 2071 * server can handle repeat firing.
2251 /* Update how the player looks. Use the facing, so direction may 2078 /* Update how the player looks. Use the facing, so direction may
2252 * get reset to zero. This allows for full animation capabilities 2079 * get reset to zero. This allows for full animation capabilities
2253 * for players. 2080 * for players.
2254 */ 2081 */
2255 animate_object (op, op->facing); 2082 animate_object (op, op->facing);
2256 return 0; 2083
2084 return retval;
2257} 2085}
2258 2086
2259/* 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
2260 * new client/server stuff. 2088 * new client/server stuff.
2261 * 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
2262 * the new speed values for commands. 2090 * the new speed values for commands.
2263 * 2091 *
2264 * 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.
2265 */ 2095 */
2266int 2096bool
2267handle_newcs_player (object *op) 2097handle_newcs_player (object *op)
2268{ 2098{
2269 if (op->contr->hidden)
2270 {
2271 op->invisible = 1000;
2272 /* the socket code flashes the player visible/invisible
2273 * depending on the value of invisible, so we need to
2274 * alternate it here for it to work correctly.
2275 */
2276 if (pticks & 2)
2277 op->invisible--;
2278 }
2279 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2280 {
2281 op->invisible--;
2282 if (!op->invisible)
2283 {
2284 make_visible (op);
2285 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2286 }
2287 }
2288
2289 if (QUERY_FLAG (op, FLAG_SCARED)) 2099 if (QUERY_FLAG (op, FLAG_SCARED))
2290 { 2100 {
2291 flee_player (op); 2101 if (op->speed_left > 0.f)
2292 /* If player is still scared, that is his action for this tick */
2293 if (QUERY_FLAG (op, FLAG_SCARED))
2294 { 2102 {
2295 op->speed_left--; 2103 --op->speed_left;
2104 flee_player (op);
2105
2296 return 0; 2106 return true;
2297 } 2107 }
2108 else
2109 return false;
2298 } 2110 }
2299
2300 /* I've been seeing crashes where the golem has been destroyed, but
2301 * the player object still points to the defunct golem. The code that
2302 * destroys the golem looks correct, and it doesn't always happen, so
2303 * put this in a a workaround to clean up the golem pointer.
2304 */
2305 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2306 op->contr->ranges[range_golem] = 0;
2307 2111
2308 /* 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
2309 * the players time has been increased when doericserver has been 2113 * the players time has been increased when doericserver has been
2310 * called, so we recheck it here. 2114 * called, so we recheck it here.
2311 */ 2115 */
2312 if (op->contr->ns->handle_command ()) 2116 if (op->contr->ns->handle_command ())
2313 return 1; 2117 return true;
2314 2118
2315 if (op->speed_left > 0)
2316 {
2317 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2119 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2318 {
2319 /* All move commands take 1 tick, at least for now */
2320 op->speed_left--;
2321
2322 /* Instead of all the stuff below, let move_player take care
2323 * of it. Also, some of the skill stuff is only put in
2324 * there, as well as the confusion stuff.
2325 */
2326 move_player (op, op->direction); 2120 return move_player (op, op->direction);
2327 2121
2328 return op->speed_left > 0;
2329 }
2330 }
2331
2332 return 0; 2122 return false;
2333} 2123}
2334 2124
2335int 2125static int
2336save_life (object *op) 2126save_life (object *op)
2337{ 2127{
2338 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2128 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2339 return 0; 2129 return 0;
2340 2130
2341 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2131 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2342 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2132 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2343 { 2133 {
2344 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2134 op->play_sound (sound_find ("ob_evaporate"));
2345 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));
2346
2347 if (op->contr)
2348 esrv_del_item (op->contr, tmp->count);
2349 2136
2350 tmp->destroy (); 2137 tmp->destroy ();
2351 CLEAR_FLAG (op, FLAG_LIFESAVE); 2138 CLEAR_FLAG (op, FLAG_LIFESAVE);
2352 2139
2353 if (op->stats.hp < 0) 2140 if (op->stats.hp < 0)
2354 op->stats.hp = op->stats.maxhp; 2141 op->stats.hp = op->stats.maxhp;
2355 2142
2356 if (op->stats.food < 0) 2143 if (op->stats.food < 0)
2357 op->stats.food = 999; 2144 op->stats.food = MAX_FOOD;
2358 2145
2359 op->update_stats (); 2146 op->update_stats ();
2360 return 1; 2147 return 1;
2361 } 2148 }
2362 2149
2366 return 0; 2153 return 0;
2367} 2154}
2368 2155
2369/* 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
2370 * 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
2371 * 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
2372 * from. 2159 * from.
2373 */ 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
2374void 2177void
2375remove_unpaid_objects (object *op, object *env) 2178object::drop_unpaid_items ()
2376{ 2179{
2377 object *next; 2180 if (!flag [FLAG_REMOVED])
2378 2181 ::drop_unpaid_items (inv, this);
2379 while (op)
2380 {
2381 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2382
2383 if (QUERY_FLAG (op, FLAG_UNPAID))
2384 {
2385 if (env->type == PLAYER)
2386 esrv_del_item (env->contr, op->count);
2387
2388 op->insert_at (env);
2389 }
2390 else if (op->inv)
2391 remove_unpaid_objects (op->inv, env);
2392
2393 op = next;
2394 }
2395}
2396
2397/*
2398 * Returns pointer a static string containing gravestone text
2399 * Moved from apply.c to player.c - player.c is what
2400 * actually uses this function. player.c may not be quite the
2401 * best, a misc file for object actions is probably better,
2402 * but there isn't one in the server directory.
2403 */
2404char *
2405gravestone_text (object *op)
2406{
2407 static char buf2[MAX_BUF];
2408 char buf[MAX_BUF];
2409 time_t now = time (NULL);
2410
2411 strcpy (buf2, " R.I.P.\n\n");
2412 if (op->type == PLAYER)
2413 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2414 else
2415 sprintf (buf, "%s\n", &op->name);
2416
2417 strncat (buf2, " ", 20 - strlen (buf) / 2);
2418 strcat (buf2, buf);
2419 if (op->type == PLAYER)
2420 sprintf (buf, "who was in level %d when killed\n", op->level);
2421 else
2422 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2423
2424 strncat (buf2, " ", 20 - strlen (buf) / 2);
2425 strcat (buf2, buf);
2426 if (op->type == PLAYER)
2427 {
2428 sprintf (buf, "by %s.\n\n", op->contr->killer);
2429 strncat (buf2, " ", 21 - strlen (buf) / 2);
2430 strcat (buf2, buf);
2431 }
2432
2433 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2434 strncat (buf2, " ", 20 - strlen (buf) / 2);
2435 strcat (buf2, buf);
2436
2437 return buf2;
2438} 2182}
2439 2183
2440void 2184void
2441do_some_living (object *op) 2185do_some_living (object *op)
2442{ 2186{
2449 int rate_grace = 2000; 2193 int rate_grace = 2000;
2450 const int max_hp = 1; 2194 const int max_hp = 1;
2451 const int max_sp = 1; 2195 const int max_sp = 1;
2452 const int max_grace = 1; 2196 const int max_grace = 1;
2453 2197
2454 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--;
2455 { 2207 }
2456 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2208 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2457 if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks) 2209 {
2458 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 }
2459 } 2215 }
2460 2216
2461 if (op->contr->ns->state == ST_PLAYING) 2217 if (op->contr->ns->state == ST_PLAYING)
2462 { 2218 {
2463 /* these next three if clauses make it possible to SLOW DOWN 2219 /* these next three if clauses make it possible to SLOW DOWN
2482 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2238 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2483 else 2239 else
2484 { 2240 {
2485 gen_grace = op->stats.maxgrace; 2241 gen_grace = op->stats.maxgrace;
2486 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2242 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2487 }
2488
2489 /* Regenerate Spell Points */
2490 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0)
2491 {
2492 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2493 if (op->stats.sp < op->stats.maxsp)
2494 {
2495 op->stats.sp++;
2496 /* dms do not consume food */
2497 if (!QUERY_FLAG (op, FLAG_WIZ))
2498 {
2499 op->stats.food--;
2500 if (op->contr->digestion < 0)
2501 op->stats.food += op->contr->digestion;
2502 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2503 op->stats.food = last_food;
2504 }
2505 }
2506
2507 if (max_sp > 1)
2508 {
2509 over_sp = (gen_sp + 10) / rate_sp;
2510 if (over_sp > 0)
2511 {
2512 if (op->stats.sp < op->stats.maxsp)
2513 {
2514 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2515
2516 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2517 op->stats.sp--;
2518
2519 if (op->stats.sp > op->stats.maxsp)
2520 op->stats.sp = op->stats.maxsp;
2521 }
2522 op->last_sp = 0;
2523 }
2524 else
2525 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2526 }
2527 else
2528 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2529 } 2243 }
2530 2244
2531 /* Regenerate Grace */ 2245 /* Regenerate Grace */
2532 /* 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. */
2533 if (--op->last_grace < 0) 2247 if (--op->last_grace < 0)
2554 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);
2555 } 2269 }
2556 /* wearing stuff doesn't detract from grace generation. */ 2270 /* wearing stuff doesn't detract from grace generation. */
2557 } 2271 }
2558 2272
2273 if (op->stats.food > 0)
2274 {
2559 /* Regenerate Hit Points */ 2275 /* Regenerate Spell Points */
2560 if (--op->last_heal < 0) 2276 if (!op->contr->golem && --op->last_sp < 0)
2561 {
2562 if (op->stats.hp < op->stats.maxhp)
2563 { 2277 {
2564 op->stats.hp++; 2278 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2565 /* dms do not consume food */ 2279
2566 if (!QUERY_FLAG (op, FLAG_WIZ)) 2280 if (op->stats.sp < op->stats.maxsp)
2567 { 2281 {
2282 op->stats.sp++;
2283
2284 /* dms do not consume food */
2285 if (!QUERY_FLAG (op, FLAG_WIZ))
2286 {
2568 op->stats.food--; 2287 op->stats.food--;
2288
2569 if (op->contr->digestion < 0) 2289 if (op->contr->digestion < 0)
2570 op->stats.food += op->contr->digestion; 2290 op->stats.food += op->contr->digestion;
2571 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))
2572 op->stats.food = last_food; 2292 op->stats.food = last_food;
2293 }
2573 } 2294 }
2574 }
2575 2295
2576 if (max_hp > 1) 2296 if (max_sp > 1)
2577 {
2578 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2579 if (over_hp > 0)
2580 { 2297 {
2581 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
2582 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);
2583 } 2316 }
2584 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)
2585 { 2325 {
2586 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 }
2587 } 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);
2588 } 2351 }
2589 else 2352 else
2590 {
2591 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);
2592 } 2354 }
2593 } 2355 }
2594 2356
2595 /* Digestion */ 2357 /* Digestion */
2596 if (--op->last_eat < 0) 2358 if (--op->last_eat < 0)
2597 { 2359 {
2598#ifdef COZY_SERVER 2360 int bonus = max (0, op->contr->digestion),
2599 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion; 2361 penalty = max (0, -op->contr->digestion);
2600 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2601#else
2602 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2603#endif
2604 2362
2605 if (op->contr->gen_hp > 0)
2606 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);
2607 else
2608 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2609 2364
2610 /* dms do not consume food */ 2365 /* dms do not consume food */
2611 if (!QUERY_FLAG (op, FLAG_WIZ)) 2366 if (!QUERY_FLAG (op, FLAG_WIZ))
2612 op->stats.food--; 2367 op->stats.food--;
2613 } 2368 }
2614 2369
2615 if (op->stats.food < 0 && op->stats.hp >= 0) 2370 if (op->stats.food < 0 && op->stats.hp >= 0)
2616 { 2371 {
2617 object *tmp, *flesh = 0; 2372 object *flesh = 0;
2618 2373
2619 for (tmp = op->inv; tmp; tmp = tmp->below) 2374 for_inv_removable (op, tmp)
2620 { 2375 {
2621 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)
2622 { 2380 {
2623 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2381 op->statusmsg ("You blindly grab for a bite of food. "
2624 { 2382 "H<To prevent you from starving, you ate some random item from your backpack.>");
2625 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2383 op->apply (tmp);
2626 manual_apply (op, tmp, 0); 2384
2627 if (op->stats.food >= 0 || op->stats.hp < 0) 2385 if (op->stats.food >= 0 || op->stats.hp < 0)
2628 break; 2386 break;
2629 } 2387 }
2630 else if (tmp->type == FLESH) 2388 else if (tmp->type == FLESH)
2631 flesh = tmp; 2389 flesh = tmp;
2632 } /* End if paid for object */ 2390 }
2633 } /* end of for loop */
2634 2391
2635 /* 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
2636 * eat flesh instead. 2393 * eat flesh instead.
2637 */ 2394 */
2638 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2395 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2639 { 2396 {
2640 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.>");
2641 manual_apply (op, flesh, 0); 2399 op->apply (flesh);
2642 } 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)
2643 } 2409 {
2410 op->stats.hp += op->stats.food;
2411 op->stats.food = 0;
2644 2412
2645 while (op->stats.food < 0 && op->stats.hp >= 0) 2413 if (op->stats.hp < 0)
2646 op->stats.food++, op->stats.hp--; 2414 {
2415 op->contr->killer = archetype::get ("killer_starvation");
2416 op->contr->killer->destroy ();
2417 }
2418 }
2647 2419
2420 /* killer should be set here already */
2648 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2421 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2649 kill_player (op); 2422 kill_player (op);
2650 } 2423 }
2651} 2424}
2652 2425
2656 * file. 2429 * file.
2657 */ 2430 */
2658void 2431void
2659kill_player (object *op) 2432kill_player (object *op)
2660{ 2433{
2661 char buf[MAX_BUF];
2662 int x, y; 2434 int x, y;
2663
2664 //int i;
2665 maptile *map; /* this is for resurrection */ 2435 maptile *map; /* this is for resurrection */
2666
2667 /* int z;
2668 int num_stats_lose;
2669 int lost_a_stat;
2670 int lose_this_stat;
2671 int this_stat; */
2672 int will_kill_again; 2436 int will_kill_again;
2673 archetype *at; 2437 archetype *at;
2674 object *tmp; 2438 object *tmp;
2675 2439
2676 if (save_life (op)) 2440 if (save_life (op))
2677 return; 2441 return;
2678 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 }
2679 2478
2680 /* 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
2681 * 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.
2682 * Look at op_on_battleground() for more info --AndreasV 2481 * Look at op_on_battleground() for more info --AndreasV
2683 */ 2482 */
2684 if (op_on_battleground (op, &x, &y)) 2483 if (op_on_battleground (op, &x, &y))
2685 { 2484 {
2686 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";
2687 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2688
2689 /* restore player */
2690 at = archetype::find ("poisoning");
2691 if (object *tmp = present_arch_in_ob (at, op))
2692 {
2693 tmp->destroy ();
2694 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2695 }
2696
2697 at = archetype::find ("confusion");
2698 if (object *tmp = present_arch_in_ob (at, op))
2699 {
2700 tmp->destroy ();
2701 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2702 }
2703
2704 cure_disease (op, 0); /* remove any disease */
2705 op->stats.hp = op->stats.maxhp;
2706 if (op->stats.food <= 0)
2707 op->stats.food = 999;
2708 2486
2709 /* create a bodypart-trophy to make the winner happy */ 2487 /* create a bodypart-trophy to make the winner happy */
2710 if (object *tmp = arch_to_object (archetype::find ("finger"))) 2488 object *tmp = archetype::find (shstr_finger)->instance ();
2711 { 2489
2712 sprintf (buf, "%s's finger", &op->name); 2490 tmp->name = format ("%s's finger" , &op->name);
2713 tmp->name = buf; 2491 tmp->name_pl = format ("%s's fingers", &op->name);
2714 sprintf (buf, " This finger has been cut off %s\n" 2492 tmp->msg = format (
2715 " 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",
2716 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2494 &op->name, op->contr->title,
2717 tmp->msg = buf; 2495 (int)op->level,
2496 op->contr->killer_name ()
2497 );
2718 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2498 tmp->value = 0, tmp->type = 0;
2719 tmp->materialname = NULL; 2499 tmp->material = name_to_material (shstr_organic);
2720 tmp->insert_at (op, tmp); 2500 tmp->insert_at (op, tmp);
2721 }
2722 2501
2723 /* teleport defeated player to new destination */ 2502 /* teleport defeated player to new destination */
2724 transfer_ob (op, x, y, 0, NULL); 2503 transfer_ob (op, x, y, 0, NULL);
2725 op->contr->braced = 0; 2504 op->contr->braced = 0;
2505
2506 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2726 return; 2507 return;
2727 } 2508 }
2728 2509
2510 deathtab << "You were killed by " << op->contr->killer_name () << ".\n\n";
2511 deathtab << "T<YOU HAVE DIED>\n\n";
2512
2729 INVOKE_PLAYER (DEATH, op->contr); 2513 INVOKE_PLAYER (DEATH, op->contr);
2730 2514
2731 command_kill_pets (op, 0); 2515 command_kill_pets (op, 0);
2732 2516
2733 if (op->stats.food < 0) 2517 op->contr->play_sound (sound_find ("player_dies"));
2734 {
2735 sprintf (buf, "%s starved to death.", &op->name);
2736 strcpy (op->contr->killer, "starvation");
2737 }
2738 else
2739 sprintf (buf, "%s died.", &op->name);
2740
2741 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2742 2518
2743 /* save the map location for corpse, gravestone */ 2519 /* save the map location for corpse, gravestone */
2744 x = op->x; 2520 x = op->x;
2745 y = op->y; 2521 y = op->y;
2746 map = op->map; 2522 map = op->map;
2774 2550
2775 lost_a_stat = 0; 2551 lost_a_stat = 0;
2776 2552
2777 for (z = 0; z < num_stats_lose; z++) 2553 for (z = 0; z < num_stats_lose; z++)
2778 { 2554 {
2779 i = RANDOM () % NUM_STATS; 2555 i = rndm (NUM_STATS);
2780 2556
2781 if (settings.stat_loss_on_death) 2557 if (settings.stat_loss_on_death)
2782 { 2558 {
2783 /* 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
2784 * what he lost. 2560 * what he lost.
2791 lost_a_stat = 1; 2567 lost_a_stat = 1;
2792 } 2568 }
2793 else 2569 else
2794 { 2570 {
2795 /* deplete a stat */ 2571 /* deplete a stat */
2796 archetype *deparch = archetype::find ("depletion"); 2572 archetype *deparch = archetype::find (shstr_depletion);
2797 object *dep; 2573 object *dep;
2798 2574
2799 dep = present_arch_in_ob (deparch, op); 2575 dep = present_arch_in_ob (deparch, op);
2800 if (!dep) 2576 if (!dep)
2801 { 2577 {
2802 dep = arch_to_object (deparch); 2578 dep = deparch->instance ();
2803 insert_ob_in_ob (dep, op); 2579 insert_ob_in_ob (dep, op);
2804 } 2580 }
2805 lose_this_stat = 1; 2581 lose_this_stat = 1;
2806 if (settings.balanced_stat_loss) 2582 if (settings.balanced_stat_loss)
2807 { 2583 {
2835 } 2611 }
2836 } 2612 }
2837 2613
2838 if (lose_this_stat) 2614 if (lose_this_stat)
2839 { 2615 {
2840 this_stat = get_attr_value (&(dep->stats), i); 2616 this_stat = get_attr_value (&dep->stats, i);
2841 /* We could try to do something clever like find another 2617 /* We could try to do something clever like find another
2842 * stat to reduce if this fails. But chances are, if 2618 * stat to reduce if this fails. But chances are, if
2843 * stats have been depleted to -50, all are pretty low 2619 * stats have been depleted to -50, all are pretty low
2844 * 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
2845 * difference. 2621 * difference.
2853 lost_a_stat = 1; 2629 lost_a_stat = 1;
2854 } 2630 }
2855 } 2631 }
2856 } 2632 }
2857 } 2633 }
2634
2858 /* If no stat lost, tell the player. */ 2635 /* If no stat lost, tell the player. */
2859 if (!lost_a_stat) 2636 if (!lost_a_stat)
2860 { 2637 {
2861 /* determine_god() seems to not work sometimes... why is this? 2638 /* determine_god() seems to not work sometimes... why is this?
2862 Should I be using something else? GD */ 2639 Should I be using something else? GD */
2863 const char *god = determine_god (op); 2640 shstr_tmp god = determine_god (op);
2864 2641
2865 if (god && (strcmp (god, "none"))) 2642 if (god != shstr_none)
2866 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";
2867 else 2644 else
2868 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";
2869 } 2646 }
2870#else 2647#else
2871 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.";
2872#endif 2649#endif
2873 2650
2874 /* Put a gravestone up where the character 'almost' died. List the 2651 /* Put a gravestone up where the character 'almost' died. List the
2875 * exp loss on the stone. 2652 * exp loss on the stone.
2876 */ 2653 */
2877 tmp = arch_to_object (archetype::find ("gravestone")); 2654 tmp = archetype::find (shstr_gravestone)->instance ();
2878 sprintf (buf, "%s's gravestone", &op->name); 2655 tmp->name = format ("%s's gravestone", &op->name);
2879 tmp->name = buf; 2656 tmp->name_pl = format ("%s's gravestones", &op->name);
2880 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",
2881 tmp->name_pl = buf; 2658 &op->name, op->contr->title, op->contr->killer_name ());
2882 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);
2883 tmp->msg = buf;
2884 tmp->x = op->x, tmp->y = op->y; 2659 tmp->x = op->x, tmp->y = op->y;
2885 insert_ob_in_map (tmp, op->map, NULL, 0); 2660 insert_ob_in_map (tmp, op->map, NULL, 0);
2886 2661
2887 /**************************************/ 2662 /**************************************/
2888 /* */ 2663 /* */
2889 /* Subtract the experience points, */ 2664 /* Subtract the experience points, */
2890 /* if we died cause of food, give us */
2891 /* food, and reset HP's... */
2892 /* */ 2665 /* */
2893 /**************************************/ 2666 /**************************************/
2894 2667
2895 /* remove any poisoning and confusion the character may be suffering. */
2896 /* restore player */
2897 at = archetype::find ("poisoning");
2898 tmp = present_arch_in_ob (at, op);
2899
2900 if (tmp)
2901 {
2902 tmp->destroy ();
2903 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2904 }
2905
2906 at = archetype::find ("confusion");
2907 tmp = present_arch_in_ob (at, op);
2908 if (tmp)
2909 {
2910 tmp->destroy ();
2911 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2912 }
2913
2914 cure_disease (op, 0); /* remove any disease */
2915
2916 /*add_exp(op, (op->stats.exp * -0.20)); */ 2668 /*add_exp(op, (op->stats.exp * -0.20)); */
2917 apply_death_exp_penalty (op); 2669 apply_death_exp_penalty (op);
2918 if (op->stats.food < 100)
2919 op->stats.food = 900;
2920 op->stats.hp = op->stats.maxhp;
2921 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2922 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2923 2670
2924 /* 2671 /*
2925 * Check to see if the player is in a shop. IF so, then check to see if
2926 * 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
2927 * in the map. 2673 * and put them back in the map.
2928 */ 2674 */
2929 2675 op->drop_unpaid_items ();
2930 if (is_in_shop (op))
2931 remove_unpaid_objects (op->inv, op);
2932 2676
2933 /****************************************/ 2677 /****************************************/
2934 /* */ 2678 /* */
2935 /* Move player to his current respawn- */ 2679 /* Move player to his current respawn- */
2936 /* position (usually last savebed) */ 2680 /* position (usually last savebed) */
2956 object *force; 2700 object *force;
2957 int at; 2701 int at;
2958 2702
2959 force = get_archetype (FORCE_NAME); 2703 force = get_archetype (FORCE_NAME);
2960 /* 50 ticks should be enough time for the spell to abate */ 2704 /* 50 ticks should be enough time for the spell to abate */
2961 force->speed = 0.1; 2705 force->speed = 0.1f;
2962 force->speed_left = -5.0; 2706 force->speed_left = -5.f;
2963 SET_FLAG (force, FLAG_APPLIED); 2707 SET_FLAG (force, FLAG_APPLIED);
2964 for (at = 0; at < NROFATTACKS; at++) 2708 for (at = 0; at < NROFATTACKS; at++)
2965 if (will_kill_again & (1 << at)) 2709 if (will_kill_again & (1 << at))
2966 force->resist[at] = 100; 2710 force->resist[at] = 100;
2967 2711
2968 insert_ob_in_ob (force, op); 2712 insert_ob_in_ob (force, op);
2969 op->update_stats (); 2713 op->update_stats ();
2970
2971 } 2714 }
2972 2715
2973 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2716 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2974} 2717}
2975 2718
2976void 2719static void
2977loot_object (object *op) 2720loot_object (object *op)
2978{ /* Grab and destroy some treasure */ 2721{ /* Grab and destroy some treasure */
2979 object *tmp, *tmp2, *next; 2722 object *tmp, *tmp2, *next;
2980 2723
2981 if (op->container) 2724 op->close_container (); /* close open sack first */
2982 esrv_apply_container (op, op->container); /* close open sack first */
2983 2725
2984 for (tmp = op->inv; tmp; tmp = next) 2726 for (tmp = op->inv; tmp; tmp = next)
2985 { 2727 {
2986 next = tmp->below; 2728 next = tmp->below;
2987 2729
2988 if (tmp->invisible) 2730 if (tmp->invisible)
2989 continue; 2731 continue;
2990 2732
2991 tmp->remove (); 2733 tmp->remove ();
2992 tmp->x = op->x, tmp->y = op->y; 2734 tmp->x = op->x, tmp->y = op->y;
2735
2993 if (tmp->type == CONTAINER) 2736 if (tmp->type == CONTAINER)
2994 { /* empty container to ground */ 2737 loot_object (tmp); /* empty container to ground */
2995 loot_object (tmp); 2738
2996 }
2997 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))))
2998 { 2740 {
2999 if (tmp->nrof > 1) 2741 if (tmp->nrof > 1)
3000 { 2742 {
3001 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2743 tmp->decrease (rndm (1, tmp->nrof - 1));
3002 tmp2->destroy ();
3003 insert_ob_in_map (tmp, op->map, NULL, 0); 2744 insert_ob_in_map (tmp, op->map, NULL, 0);
3004 } 2745 }
3005 else 2746 else
3006 tmp->destroy (); 2747 tmp->destroy ();
3007 } 2748 }
3013/* 2754/*
3014 * fix_weight(): Check recursively the weight of all players, and fix 2755 * fix_weight(): Check recursively the weight of all players, and fix
3015 * 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
3016 * was changed. 2757 * was changed.
3017 */ 2758 */
3018
3019void 2759void
3020fix_weight (void) 2760fix_weight ()
3021{ 2761{
3022 for_all_players (pl) 2762 for_all_players (pl)
3023 { 2763 {
3024 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2764 sint32 old = pl->ob->carrying;
3025 2765
3026 if (old == sum) 2766 pl->ob->update_weight ();
3027 continue; 2767
2768 if (old != pl->ob->carrying)
2769 {
3028 pl->ob->update_stats (); 2770 pl->ob->update_stats ();
3029 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 }
3030 } 2773 }
3031} 2774}
3032 2775
3033void 2776void
3034fix_luck (void) 2777fix_luck ()
3035{ 2778{
3036 for_all_players (pl) 2779 for_all_players (pl)
3037 if (!pl->ob->contr->ns->state) 2780 if (!pl->ob->contr->ns->state)
3038 pl->ob->change_luck (0); 2781 pl->ob->change_luck (0);
3039} 2782}
3076} 2819}
3077 2820
3078void 2821void
3079make_visible (object *op) 2822make_visible (object *op)
3080{ 2823{
3081 op->hide = 0; 2824 op->flag [FLAG_HIDDEN] = 0;
3082 op->invisible = 0; 2825 op->invisible = 0;
2826
3083 if (op->type == PLAYER) 2827 if (op->type == PLAYER)
3084 { 2828 {
3085 op->contr->tmp_invis = 0; 2829 op->contr->tmp_invis = 0;
3086 op->contr->invis_race = 0; 2830 op->contr->invis_race = 0;
3087 } 2831 }
2832
3088 update_object (op, UP_OBJ_FACE); 2833 update_object (op, UP_OBJ_CHANGE);
3089} 2834}
3090 2835
3091int 2836int
3092is_true_undead (object *op) 2837is_true_undead (object *op)
3093{ 2838{
3094 object *tmp = NULL;
3095
3096 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 2839 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3097 return 1; 2840 return 1;
3098 2841
3099 return 0; 2842 return 0;
3100} 2843}
3101 2844
3102/* look at the surrounding terrain to determine 2845/* look at the surrounding terrain to determine
3103 * the hideability of this object. Positive levels 2846 * the hideability of this object. Positive levels
3104 * indicate greater hideability. 2847 * indicate greater hideability.
3105 */ 2848 */
3106
3107int 2849int
3108hideability (object *ob) 2850hideability (object *ob)
3109{ 2851{
3110 int i, level = 0, mflag; 2852 int i, level = 0, mflag;
3111 sint16 x, y; 2853 sint16 x, y;
3112 2854
3113 if (!ob || !ob->map) 2855 if (!ob || !ob->map)
3114 return 0; 2856 return 0;
3115 2857
3116 /* so, on normal lighted maps, its hard to hide */ 2858 /* so, on normal lighted maps, its hard to hide */
3117 level = ob->map->darkness - 2; 2859 level = ob->map->darklevel () - 2;
3118 2860
3119 /* this also picks up whether the object is glowing. 2861 /* this also picks up whether the object is glowing.
3120 * 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
3121 * as bad as carrying a light on a pitch dark map */ 2863 * as bad as carrying a light on a pitch dark map */
3122 if (has_carried_lights (ob)) 2864 if (ob->has_carried_lights ())
3123 level = -(10 + (2 * ob->map->darkness)); 2865 level = -(10 + (2 * ob->map->darklevel ()));
3124 2866
3125 /* scan through all nearby squares for terrain to hide in */ 2867 /* scan through all nearby squares for terrain to hide in */
3126 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])
3127 { 2871 {
3128 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); 2872 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3129 if (mflag & P_OUT_OF_MAP) 2873 if (mflag & P_OUT_OF_MAP)
3130 {
3131 continue; 2874 continue;
3132 } 2875
3133 if (mflag & P_BLOCKSVIEW) /* something to hide near! */ 2876 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3134 level += 2; 2877 level += 2;
3135 else /* open terrain! */ 2878 else /* open terrain! */
3136 level -= 1; 2879 level -= 1;
3137 } 2880 }
3145/* For Hidden creatures - a chance of becoming 'unhidden' 2888/* For Hidden creatures - a chance of becoming 'unhidden'
3146 * every time they move - as we subtract off 'invisibility' 2889 * every time they move - as we subtract off 'invisibility'
3147 * AND, for players, if they move into a ridiculously unhideable 2890 * AND, for players, if they move into a ridiculously unhideable
3148 * spot (surrounded by clear terrain in broad daylight). -b.t. 2891 * spot (surrounded by clear terrain in broad daylight). -b.t.
3149 */ 2892 */
3150
3151void 2893void
3152do_hidden_move (object *op) 2894do_hidden_move (object *op)
3153{ 2895{
3154 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 2896 int hide = 0;
3155 object *skop;
3156 2897
3157 if (!op || !op->map) 2898 if (!op || !op->map)
3158 return; 2899 return;
3159 2900
3160 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);
3161 2903
3162 /* 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! */
3163 if (op->type == PLAYER && op->contr->run_on) 2905 if (op->type == PLAYER && op->contr->run_on)
3164 if (!skop || num >= skop->level) 2906 if (!skop || num >= skop->level)
3165 { 2907 {
3175 num -= hide; 2917 num -= hide;
3176 2918
3177 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 2919 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3178 { 2920 {
3179 make_visible (op); 2921 make_visible (op);
2922
3180 if (op->type == PLAYER) 2923 if (op->type == PLAYER)
3181 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!");
3182 } 2925 }
3183 else if (op->type == PLAYER && skop) 2926 else if (op->type == PLAYER && skop)
3184 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);
3237 * object op. This function works fine for monsters, 2980 * object op. This function works fine for monsters,
3238 * 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
3239 * a pile (say a coin under a table would return "viewable" 2982 * a pile (say a coin under a table would return "viewable"
3240 * by this routine). Another question, should we be 2983 * by this routine). Another question, should we be
3241 * concerned with the direction the player is looking 2984 * concerned with the direction the player is looking
3242 * in? Realistically, most of use cant see stuff behind 2985 * in? Realistically, most of us can't see stuff behind
3243 * our backs...on the other hand, does the "facing" direction 2986 * our backs...on the other hand, does the "facing" direction
3244 * imply the way your head, or body is facing? Its possible 2987 * imply the way your head, or body is facing? It's possible
3245 * 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.
3246 * -b.t. 2989 * -b.t.
3247 * This function is now map tiling safe. 2990 * This function is now map tiling safe.
3248 */ 2991 */
3249
3250int 2992int
3251player_can_view (object *pl, object *op) 2993player_can_view (object *pl, object *op)
3252{ 2994{
3253 rv_vector rv; 2995 rv_vector rv;
3254 int dx, dy; 2996 int dx, dy;
3266 3008
3267 get_rangevector (pl, op, &rv, 0x1); 3009 get_rangevector (pl, op, &rv, 0x1);
3268 3010
3269 /* starting with the 'head' part, lets loop 3011 /* starting with the 'head' part, lets loop
3270 * through the object and find if it has any 3012 * through the object and find if it has any
3271 * part that is in the los array but isnt on 3013 * part that is in the los array but isn't on
3272 * a blocked los square. 3014 * a blocked los square.
3273 * we use the archetype to figure out offsets. 3015 * we use the archetype to figure out offsets.
3274 */ 3016 */
3275 while (op) 3017 while (op)
3276 { 3018 {
3277 dx = rv.distance_x + op->arch->clone.x; 3019 dx = rv.distance_x + op->arch->x;
3278 dy = rv.distance_y + op->arch->clone.y; 3020 dy = rv.distance_y + op->arch->y;
3279 3021
3280 /* only the viewable area the player sees is updated by LOS 3022 if (pl->contr->blocked_los (dx, dy) != LOS_BLOCKED)
3281 * code, so we need to restrict ourselves to that range of values
3282 * for any meaningful values.
3283 */
3284 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3285 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3286 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3287 return 1; 3023 return 1;
3024
3288 op = op->more; 3025 op = op->more;
3289 } 3026 }
3290 return 0;
3291}
3292 3027
3293/* routine for both players and monsters. We call this when
3294 * there is a possibility for our action distrubing our hiding
3295 * place or invisiblity spell. Artefact invisiblity is not
3296 * effected by this. If we arent invisible to begin with, we
3297 * return 0.
3298 */
3299int
3300action_makes_visible (object *op)
3301{
3302
3303 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3304 {
3305 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3306 return 0;
3307
3308 if (op->contr && op->contr->tmp_invis == 0)
3309 return 0;
3310
3311 /* If monsters, they should become visible */
3312 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3313 {
3314 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3315 return 1;
3316 }
3317 }
3318 return 0; 3028 return 0;
3319} 3029}
3320 3030
3321/* op_on_battleground - checks if the given object op (usually 3031/* op_on_battleground - checks if the given object op (usually
3322 * a player) is standing on a valid battleground-tile, 3032 * a player) is standing on a valid battleground-tile,
3327 * 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
3328 */ 3038 */
3329int 3039int
3330op_on_battleground (object *op, int *x, int *y) 3040op_on_battleground (object *op, int *x, int *y)
3331{ 3041{
3332 object *tmp;
3333
3334 /* A battleground-tile needs the following attributes to be valid: 3042 /* A battleground-tile needs the following attributes to be valid:
3335 * 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),
3336 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3044 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3337 * and the exit-coordinates sp/hp must both be > 0. 3045 * and the exit-coordinates sp/hp must both be > 0.
3338 * => The intention here is to prevent abuse of the battleground- 3046 * => The intention here is to prevent abuse of the battleground-
3339 * feature (like pickable or hidden battleground tiles). */ 3047 * feature (like pickable or hidden battleground tiles). */
3340 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3048 for (object *tmp = op->below; tmp; tmp = tmp->below)
3341 { 3049 {
3342 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3050 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3343 { 3051 {
3344 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3052 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3345 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))
3346 { 3056 {
3347 /*before we assign the exit, check if this is a teambattle */ 3057 /* before we assign the exit, check if this is a teambattle */
3348 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))
3349 {
3350 object *invtmp;
3351
3352 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)
3353 { 3061 {
3354 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3355 {
3356 if (x != NULL && y != NULL) 3062 if (x && y)
3357 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3063 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3064
3358 return 1; 3065 return 1;
3359 }
3360 } 3066 }
3361 } 3067
3362 if (x != NULL && y != NULL) 3068 if (x && y)
3363 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3069 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3070
3364 return 1; 3071 return 1;
3365 } 3072 }
3366 } 3073 }
3367 } 3074 }
3075
3368 /* If we got here, did not find a battleground */ 3076 /* If we got here, did not find a battleground */
3369 return 0; 3077 return 0;
3370} 3078}
3371 3079
3372/* 3080/*
3388 char buf[MAX_BUF]; /* tmp. string buffer */ 3096 char buf[MAX_BUF]; /* tmp. string buffer */
3389 int i = 0, j = 0; 3097 int i = 0, j = 0;
3390 3098
3391 /* get the appropriate treasurelist */ 3099 /* get the appropriate treasurelist */
3392 if (atnr == ATNR_FIRE) 3100 if (atnr == ATNR_FIRE)
3393 trlist = find_treasurelist ("dragon_ability_fire"); 3101 trlist = treasurelist::find (shstr_dragon_ability_fire);
3394 else if (atnr == ATNR_COLD) 3102 else if (atnr == ATNR_COLD)
3395 trlist = find_treasurelist ("dragon_ability_cold"); 3103 trlist = treasurelist::find (shstr_dragon_ability_cold);
3396 else if (atnr == ATNR_ELECTRICITY) 3104 else if (atnr == ATNR_ELECTRICITY)
3397 trlist = find_treasurelist ("dragon_ability_elec"); 3105 trlist = treasurelist::find (shstr_dragon_ability_elec);
3398 else if (atnr == ATNR_POISON) 3106 else if (atnr == ATNR_POISON)
3399 trlist = find_treasurelist ("dragon_ability_poison"); 3107 trlist = treasurelist::find (shstr_dragon_ability_poison);
3400 3108
3401 if (trlist == NULL || who->type != PLAYER) 3109 if (trlist == NULL || who->type != PLAYER)
3402 return; 3110 return;
3403 3111
3404 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++);
3408 /* 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]); */
3409 return; 3117 return;
3410 } 3118 }
3411 3119
3412 /* everything seems okay - now bring on the gift: */ 3120 /* everything seems okay - now bring on the gift: */
3413 item = &(tr->item->clone); 3121 item = tr->item;
3414 3122
3415 if (item->type == SPELL) 3123 if (item->type == SPELL)
3416 { 3124 {
3417 if (check_spell_known (who, item->name)) 3125 if (check_spell_known (who, item->name))
3418 return; 3126 return;
3477 { 3185 {
3478 /* forces in the treasurelist can alter the player's stats */ 3186 /* forces in the treasurelist can alter the player's stats */
3479 object *skin; 3187 object *skin;
3480 3188
3481 /* first get the dragon skin force */ 3189 /* first get the dragon skin force */
3482 shstr_cmp dragon_skin_force ("dragon_skin_force");
3483 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)
3484 ; 3191 ;
3485 3192
3486 if (!skin) 3193 if (!skin)
3487 return; 3194 return;
3488 3195
3521 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg); 3228 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3522 } 3229 }
3523 else 3230 else
3524 { 3231 {
3525 /* generate misc. treasure */ 3232 /* generate misc. treasure */
3526 tmp = arch_to_object (tr->item); 3233 tmp = tr->item->instance ();
3527 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));
3528 tmp = insert_ob_in_ob (tmp, who); 3235 who->insert (tmp);
3529 if (who->type == PLAYER)
3530 esrv_send_item (who, tmp);
3531 } 3236 }
3532} 3237}
3533 3238
3534/** 3239//-GPL
3535 * Unready an object for a player. This function does nothing if the object was 3240
3536 * not readied. 3241sint8
3537 */ 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
3538void 3257void
3539player_unready_range_ob (player *pl, object *ob) 3258player::infobox (const char *title, const char *msg, int color)
3540{ 3259{
3541 rangetype i; 3260 send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3542
3543 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1))
3544 {
3545 if (pl->ranges[i] == ob)
3546 {
3547 pl->ranges[i] = NULL;
3548 if (pl->shoottype == i)
3549 {
3550 pl->shoottype = range_none;
3551 }
3552 }
3553 }
3554} 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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