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Comparing deliantra/server/server/player.C (file contents):
Revision 1.101 by root, Mon Jan 29 16:11:48 2007 UTC vs.
Revision 1.268 by root, Wed Apr 7 19:54:45 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)
199 maplevel = ob->map->path; 74 maplevel = ob->map->path;
75
200 ob->remove (); 76 ob->remove ();
77 ob->enemy = 0; // sometimes keeps an extra refcount on itself
201 ob->map = 0; 78 ob->map = 0;
202 79 party = 0;
203 // for weird reasons, this is often "ob", keeping a circular reference
204 ranges [range_skill] = 0;
205 80
206 players.erase (this); 81 players.erase (this);
207} 82}
208 83
209// connect the player with a specific client 84// connect the player with a specific client
210// also changed, rationalises, and fixes some incorrect settings 85// also changes, rationalises, and fixes some incorrect settings
211void 86void
212player::connect (client *ns) 87player::connect (client *ns)
213{ 88{
214 this->ns = ns; 89 this->ns = ns;
215 ns->pl = this; 90 ns->pl = this;
216 91
217 run_on = 0; 92 run_on = 0;
218 fire_on = 0; 93 fire_on = 0;
219 ob->container = 0; //TODO: client-specific 94 ob->close_container (); //TODO: client-specific
220 95
221 ns->update_look = 0; 96 ns->update_look = 0;
222 ns->look_position = 0; 97 ns->look_position = 0;
223 98
224 clear_los (ob); 99 clear_los ();
225 100
226 ns->reset_stats (); 101 ns->reset_stats ();
227 102
228 /* make sure he's a player -- needed because of class change. */ 103 /* make sure he's a player -- needed because of class change. */
229 ob->type = PLAYER; // we are paranoid 104 ob->type = PLAYER; // we are paranoid
230 ob->race = ob->arch->clone.race; 105 ob->race = ob->arch->race;
231 106
232 if (!legal_range (ob, shoottype)) 107 ob->update_weight ();
233 shoottype = range_none;
234
235 ob->carrying = sum_weight (ob);
236 link_player_skills (ob); 108 link_skills ();
237 109
238 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
239
240 assign (title, ob->arch->clone.name); 110 assign (title, ob->arch->object::name);
241
242 /* can_use_shield is a new flag. However, the can_use.. seems to largely come
243 * from the class, and not race. I don't see any way to get the class information
244 * to then update this. I don't think this will actually break anything - anyone
245 * that can use armour should be able to use a shield. What this may 'break'
246 * are features new characters get, eg, if someone starts up with a Q, they
247 * should be able to use a shield. However, old Q's won't get that advantage.
248 */
249 if (QUERY_FLAG (ob, FLAG_USE_ARMOUR))
250 SET_FLAG (ob, FLAG_USE_SHIELD);
251 111
252 /* if it's a dragon player, set the correct title here */ 112 /* if it's a dragon player, set the correct title here */
253 if (is_dragon_pl (ob)) 113 if (ob->is_dragon ())
254 { 114 {
255 object *tmp, *abil = 0, *skin = 0; 115 object *tmp, *abil = 0, *skin = 0;
256
257 shstr_cmp dragon_ability_force ("dragon_ability_force");
258 shstr_cmp dragon_skin_force ("dragon_skin_force");
259 116
260 for (tmp = ob->inv; tmp; tmp = tmp->below) 117 for (tmp = ob->inv; tmp; tmp = tmp->below)
261 if (tmp->type == FORCE) 118 if (tmp->type == FORCE)
262 if (tmp->arch->name == dragon_ability_force) 119 if (tmp->arch->archname == shstr_dragon_ability_force)
263 abil = tmp; 120 abil = tmp;
264 else if (tmp->arch->name == dragon_skin_force) 121 else if (tmp->arch->archname == shstr_dragon_skin_force)
265 skin = tmp; 122 skin = tmp;
266 123
267 set_dragon_name (ob, abil, skin); 124 set_dragon_name (ob, abil, skin);
268 } 125 }
269 126
270 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 127 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
271 128
272 esrv_new_player (this, ob->weight + ob->carrying); 129 esrv_new_player (this);
273 130
274 ob->update_stats (); 131 ob->update_stats ();
132
275 ns->floorbox_update (); 133 ns->floorbox_update ();
276
277 esrv_send_inventory (ob, ob); 134 esrv_send_inventory (ob, ob);
278 esrv_add_spells (this, 0); 135 esrv_add_spells (this, 0);
279 136
137 ob->flag [FLAG_READY_WEAPON] = false;
138 ob->flag [FLAG_READY_SKILL] = false;
139 ob->flag [FLAG_READY_RANGE] = false;
140 ob->flag [FLAG_READY_BOW] = false;
141
142 ob->update_stats (); // we unapplied stuff above
280 activate (); 143 activate ();
281
282 send_rules (ob);
283 send_news (ob);
284 display_motd (ob);
285 144
286 INVOKE_PLAYER (CONNECT, this); 145 INVOKE_PLAYER (CONNECT, this);
287 INVOKE_PLAYER (LOGIN, this); 146 INVOKE_PLAYER (LOGIN, this);
288} 147}
289 148
290void 149void
291player::disconnect () 150player::disconnect ()
292{ 151{
152 if (ob)
153 {
154 ob->close_container (); //TODO: client-specific
155 ob->drop_unpaid_items ();
156 }
157
293 if (ns) 158 if (ns)
294 { 159 {
295 if (active) 160 if (active)
296 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0)); 161 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
297 162
298 INVOKE_PLAYER (DISCONNECT, this); 163 INVOKE_PLAYER (DISCONNECT, this);
299 164
300 ns->reset_stats (); 165 ns->reset_stats ();
301 ns->pl = 0; 166 ns->pl = 0;
302 this->ns = 0; 167 ns = 0;
303 } 168 }
304 169
305 ob->container = 0; //TODO: client-specific 170 // this is important for the player scheduler to get the correct refcount
171 // when ns = 0
172 observe = viewpoint = ob;
173
306 deactivate (); 174 deactivate ();
307} 175}
176
177//-GPL
308 178
309// the need for this function can be explained 179// the need for this function can be explained
310// by load_object not returning the object 180// by load_object not returning the object
311void 181void
312player::set_object (object *op) 182player::set_object (object *op)
313{ 183{
314 ob = op; 184 ob = observe = viewpoint = op;
315 ob->contr = this; /* this aren't yet in archetype */ 185 ob->contr = this; /* this aren't yet in archetype */
316 186
187 ob->speed = 1.0f;
317 ob->speed_left = 0.5; 188 ob->speed_left = 0.5f;
318 ob->speed = 1.0; 189
319 ob->direction = 5; /* So player faces south */ 190 ob->direction = 5; /* So player faces south */
320 ob->stats.wc = 2;
321 ob->run_away = 25; /* Then we panick... */
322
323 ob->roll_stats ();
324} 191}
192
193void
194player::set_observe (object *op)
195{
196 observe = viewpoint = op ? op : ob;
197 do_los = 1;
198}
199
200void
201player::set_viewpoint (object *op)
202{
203 viewpoint = op ? op : (object *)observe;
204 do_los = 1;
205}
206
207//+GPL
325 208
326player::player () 209player::player ()
327{ 210{
328 /* There are some elements we want initialised to non zero value - 211 /* There are some elements we want initialised to non zero value -
329 * we deal with that below this point. 212 * we deal with that below this point.
330 */ 213 */
331 outputs_sync = 16; /* Every 2 seconds */ 214 outputs_sync = 4;
332 outputs_count = 8; /* Keeps present behaviour */ 215 outputs_count = 4;
333 unapply = unapply_nochoice; 216 unapply = unapply_nochoice;
334 217
335 savebed_map = first_map_path; /* Init. respawn position */ 218 savebed_map = first_map_path; /* Init. respawn position */
336 219
337 gen_sp_armour = 10; 220 gen_sp_armour = 10;
338 shoottype = range_none;
339 bowtype = bow_normal; 221 bowtype = bow_normal;
340 petmode = pet_normal; 222 petmode = pet_normal;
341 listening = 10;
342 usekeys = containers; 223 usekeys = containers;
343 peaceful = 1; /* default peaceful */ 224 peaceful = 1; /* default peaceful */
344 do_los = 1; 225 do_los = 1;
226
227 weapon_sp = 1.0f;
228 weapon_sp_left = 0.5f;
345} 229}
346 230
347void 231void
348player::do_destroy () 232player::do_destroy ()
349{ 233{
350 disconnect (); 234 disconnect ();
351 235
352 attachable::do_destroy (); 236 attachable::do_destroy ();
353 237
354 if (ob) 238 if (ob)
355 {
356 ob->destroy_inv (false);
357 ob->destroy (); 239 ob->destroy ();
358 } 240
241 ob = observe = viewpoint = 0;
359} 242}
360 243
361player::~player () 244player::~player ()
362{ 245{
363 /* Clear item stack */ 246 /* Clear item stack */
364 free (stack_items); 247 free (stack_items);
248}
249
250/*
251 * get_player_archetype() return next player archetype from archetype
252 * list. Not very efficient routine, but used only creating new players.
253 * Note: there MUST be at least one player archetype!
254 */
255static archetype *
256get_player_archetype (archetype *at)
257{
258 // archetypes could have been reloaded
259 archetype *nat = at ? archetype::find (at->archname) : archetypes [0];
260
261 if (!nat)
262 return at;
263
264 archvec::iterator i = archetypes.find (nat);
265
266 for (;;)
267 {
268 if (++i == archetypes.end ())
269 i = archetypes.begin ();
270 else if (*i == at)
271 cleanup ("not a single player archetype found");
272
273 if ((*i)->type == PLAYER)
274 return *i;
275 }
365} 276}
366 277
367/* Tries to add player on the connection passed in ns. 278/* Tries to add player on the connection passed in ns.
368 * All we can really get in this is some settings like host and display 279 * All we can really get in this is some settings like host and display
369 * mode. 280 * mode.
371player * 282player *
372player::create () 283player::create ()
373{ 284{
374 player *pl = new player; 285 player *pl = new player;
375 286
376 pl->set_object (arch_to_object (get_player_archetype (0))); 287 pl->set_object (get_player_archetype (0)->instance ());
288
289 pl->ob->roll_stats ();
290 pl->ob->stats.wc = 2;
291 pl->ob->run_away = 25; /* Then we panick... */
292
377 set_first_map (pl->ob); 293 set_first_map (pl->ob);
378 294
379 return pl; 295 return pl;
380}
381
382/*
383 * get_player_archetype() return next player archetype from archetype
384 * list. Not very efficient routine, but used only creating new players.
385 * Note: there MUST be at least one player archetype!
386 */
387archetype *
388get_player_archetype (archetype *at)
389{
390 archetype *start = at;
391
392 for (;;)
393 {
394 if (at == NULL || at->next == NULL)
395 at = first_archetype;
396 else
397 at = at->next;
398
399 if (at->clone.type == PLAYER)
400 return at;
401
402 if (at == start)
403 {
404 LOG (llevError, "No Player archetypes\n");
405 exit (-1);
406 }
407 }
408} 296}
409 297
410object * 298object *
411get_nearest_player (object *mon) 299get_nearest_player (object *mon)
412{ 300{
415 unsigned lastdist; 303 unsigned lastdist;
416 rv_vector rv; 304 rv_vector rv;
417 305
418 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next) 306 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
419 { 307 {
420 /* We should not find free objects on this friendly list, but it
421 * does periodically happen. Given that, lets deal with it.
422 * While unlikely, it is possible the next object on the friendly
423 * list is also free, so encapsulate this in a while loop.
424 */
425 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
426 {
427 object *tmp = ol->ob;
428
429 /* Can't do much more other than log the fact, because the object
430 * itself will have been cleared.
431 */
432 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
433 tmp->debug_desc ());
434 ol = ol->next;
435 remove_friendly_object (tmp);
436 if (!ol)
437 return op;
438 }
439
440 /* Remove special check for player from this. First, it looks to cause
441 * some crashes (ol->ob->contr not set properly?), but secondly, a more
442 * complicated method of state checking would be needed in any case -
443 * as it was, a clever player could type quit, and the function would
444 * skip them over while waiting for confirmation. Remove
445 * on_same_map check, as can_detect_enemy also does this
446 */
447 if (!can_detect_enemy (mon, ol->ob, &rv)) 308 if (!can_detect_enemy (mon, ol->ob, &rv))
448 continue; 309 continue;
449 310
450 if (lastdist > rv.distance) 311 if (lastdist > rv.distance)
451 { 312 {
646 507
647 return firstdir; 508 return firstdir;
648} 509}
649 510
650void 511void
651give_initial_items (object *pl, treasurelist * items) 512give_initial_items (object *pl, treasurelist *items)
652{ 513{
653 object *op, *next = NULL;
654
655 if (pl->randomitems != NULL) 514 if (pl->randomitems)
656 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); 515 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
657 516
658 for (op = pl->inv; op; op = next) 517 for (object *next, *op = pl->inv; op; op = next)
659 { 518 {
660 next = op->below; 519 next = op->below;
661 520
662 /* Forces get applied per default, unless they have the 521 /* Forces get applied per default, unless they have the
663 * flag "neutral" set. Sorry but I can't think of a better way 522 * flag "neutral" set. Sorry but I can't think of a better way
668 /* we never give weapons/armour if these cannot be used 527 /* we never give weapons/armour if these cannot be used
669 * by this player due to race restrictions 528 * by this player due to race restrictions
670 */ 529 */
671 if (pl->type == PLAYER) 530 if (pl->type == PLAYER)
672 { 531 {
673 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) && 532 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR)
533 &&
674 (op->type == ARMOUR || op->type == BOOTS || 534 (op->type == ARMOUR || op->type == BOOTS
675 op->type == CLOAK || op->type == HELMET || 535 || op->type == CLOAK || op->type == HELMET
676 op->type == SHIELD || op->type == GLOVES || 536 || op->type == SHIELD || op->type == GLOVES
537 || op->type == BRACERS || op->type == GIRDLE))
677 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) 538 || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
678 { 539 {
679 op->destroy (); 540 op->destroy ();
680 continue; 541 continue;
681 } 542 }
682 } 543 }
683 544
684 /* This really needs to be better - we should really give 545 /* Here we remove duplicated skills (as duplicated spell objects have
685 * a substitute spellbook. The problem is that we don't really 546 * _very_ confusing effects for players), which could for instance be
686 * have a good idea what to replace it with (need something like 547 * generated by bad treasurelists. - elmex
687 * a first level treasurelist for each skill.)
688 * remove duplicate skills also
689 */ 548 */
690 if (op->type == SPELLBOOK || op->type == SKILL) 549 if (op->type == SKILL)
691 { 550 {
692 object *tmp;
693
694 for (tmp = op->below; tmp; tmp = tmp->below) 551 for (object *tmp = op->below; tmp; tmp = tmp->below)
695 if (tmp->type == op->type && tmp->name == op->name) 552 if (tmp->type == op->type && tmp->name == op->name)
696 break;
697
698 if (tmp)
699 { 553 {
700 op->destroy (); 554 op->destroy ();
555 LOG (llevError,
701 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); 556 "give_initial_items: Removing duplicate skill %s\n", &tmp->name);
702 continue; 557 break;
703 } 558 }
704 559
705 if (op->nrof > 1) 560 if (op->nrof > 1)
706 op->nrof = 1; 561 op->nrof = 1;
707 } 562 }
708 563
709 if (op->type == SPELLBOOK && op->inv) 564 if (op->type == SPELLBOOK && op->inv)
710 {
711 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); 565 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
712 }
713 566
714 /* Give starting characters identified, uncursed, and undamned 567 /* Give starting characters identified, uncursed, and undamned
715 * items. Just don't identify gold or silver, or it won't be 568 * items. Just don't identify gold or silver, or it won't be
716 * merged properly. 569 * merged properly.
717 */ 570 */
718 if (need_identify (op)) 571 if (need_identify (op))
719 { 572 {
720 SET_FLAG (op, FLAG_IDENTIFIED); 573 SET_FLAG (op, FLAG_IDENTIFIED);
721 CLEAR_FLAG (op, FLAG_CURSED); 574 CLEAR_FLAG (op, FLAG_CURSED);
722 CLEAR_FLAG (op, FLAG_DAMNED); 575 CLEAR_FLAG (op, FLAG_DAMNED);
723 } 576 }
577
724 if (op->type == SPELL) 578 if (op->type == SPELL)
725 { 579 {
726 op->destroy (); 580 op->destroy ();
727 continue; 581 continue;
728 } 582 }
730 { 584 {
731 SET_FLAG (op, FLAG_CAN_USE_SKILL); 585 SET_FLAG (op, FLAG_CAN_USE_SKILL);
732 op->stats.exp = 0; 586 op->stats.exp = 0;
733 op->level = 1; 587 op->level = 1;
734 } 588 }
735 /* lock all 'normal items by default */ 589 else /* lock all 'normal items by default */
736 else
737 SET_FLAG (op, FLAG_INV_LOCKED); 590 SET_FLAG (op, FLAG_INV_LOCKED);
738 } /* for loop of objects in player inv */ 591 } /* for loop of objects in player inv */
739 592
740 /* Need to set up the skill pointers */ 593 /* Need to set up the skill pointers */
741 link_player_skills (pl); 594 pl->contr->link_skills ();
742} 595}
743 596
744void 597void
745get_party_password (object *op, partylist *party) 598get_party_password (object *op, partylist *party)
746{ 599{
756 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 609 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
757} 610}
758 611
759/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 612/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
760static int 613static int
761roll_stat (void) 614roll_stat ()
762{ 615{
763 int a[4], i, j, k; 616 int a[4], i, j, k;
764 617
765 for (i = 0; i < 4; i++) 618 for (i = 0; i < 4; i++)
766 a[i] = (int) rndm (6) + 1; 619 a[i] = (int) rndm (6) + 1;
777} 630}
778 631
779void 632void
780object::roll_stats () 633object::roll_stats ()
781{ 634{
782 int statsort [7]; 635 int statsort [NUM_STATS];
783 636
784 for (;;) 637 for (;;)
785 { 638 {
786 int sum = 0; 639 int sum = 0;
787 for (int i = 7; i--; ) 640 for (int i = NUM_STATS; i--; )
788 sum += statsort [i] = roll_stat (); 641 sum += statsort [i] = roll_stat ();
789 642
790 if (sum >= 82 && sum <= 116) 643 if (sum >= 82 && sum <= 116)
791 break; 644 break;
792 } 645 }
793 646
794 // Sort the stats so that rerolling is easier... 647 // Sort the stats so that rerolling is easier...
795 std::sort (statsort, statsort + 7, std::greater<int>()); 648 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
796 649
650 for (int i = 0; i < NUM_STATS; ++i)
797 stats.Str = statsort[0]; 651 stats.stat (i) = statsort [i];
798 stats.Dex = statsort[1];
799 stats.Con = statsort[2];
800 stats.Int = statsort[3];
801 stats.Wis = statsort[4];
802 stats.Pow = statsort[5];
803 stats.Cha = statsort[6];
804 652
805 stats.exp = 0; 653 stats.exp = 0;
806 stats.ac = 0; 654 stats.ac = 0;
807 655
808 stats.hp = stats.maxhp; 656 stats.hp = stats.maxhp;
820} 668}
821 669
822void 670void
823object::swap_stats (int a, int b) 671object::swap_stats (int a, int b)
824{ 672{
825 int tmp = get_attr_value (&contr->orig_stats, a); 673 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
826 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
827 set_attr_value (&contr->orig_stats, b, tmp);
828 674
675 for (int i = 0; i < NUM_STATS; ++i)
829 stats.Str = contr->orig_stats.Str; 676 stats.stat (i) = contr->orig_stats.stat (i);
830 stats.Dex = contr->orig_stats.Dex;
831 stats.Con = contr->orig_stats.Con;
832 stats.Int = contr->orig_stats.Int;
833 stats.Wis = contr->orig_stats.Wis;
834 stats.Pow = contr->orig_stats.Pow;
835 stats.Cha = contr->orig_stats.Cha;
836 677
837 //TODO: the following code looks so borked and should, at the very least, 678 //TODO: the following code looks so borked and should, at the very least,
838 // be merged with the similar code in roll_stats 679 // be merged with the similar code in roll_stats
839 stats.ac = 0; 680 stats.ac = 0;
840 681
859static void 700static void
860start_info (object *op) 701start_info (object *op)
861{ 702{
862 char buf[MAX_BUF]; 703 char buf[MAX_BUF];
863 704
864 sprintf (buf, "Welcome to Crossfire v%s!", VERSION); 705 sprintf (buf, "Welcome to Deliantra v%s!", VERSION);
865 new_draw_info (NDI_UNIQUE, 0, op, buf); 706 new_draw_info (NDI_UNIQUE, 0, op, buf);
866 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
867 //new_draw_info (NDI_UNIQUE, 0, op, " ");
868} 707}
869 708
870/* This function takes the key that is passed, and does the 709/* This function takes the key that is passed, and does the
871 * appropriate action with it (change race, or other things). 710 * appropriate action with it (change race, or other things).
872 * The function name is for historical reasons - now we have 711 * The function name is for historical reasons - now we have
873 * separate race and class; this actually changes the RACE, 712 * separate race and class; this actually changes the RACE,
874 * not the class. 713 * not the class.
875 */ 714 */
876int 715void
877key_change_class (object *op, char key) 716player::chargen_race_done ()
878{ 717{
879 int tmp_loop;
880
881 if (key == 'd' || key == 'D')
882 {
883 char buf[MAX_BUF];
884
885 /* this must before then initial items are given */ 718 /* this must before then initial items are given */
886 esrv_new_player (op->contr, op->weight + op->carrying); 719 esrv_new_player (ob->contr);
887 720
888 treasurelist *tl = find_treasurelist ("starting_wealth"); 721 treasurelist *tl = treasurelist::find (shstr_starting_wealth);
889 if (tl) 722 if (tl)
890 create_treasure (tl, op, 0, 0, 0); 723 create_treasure (tl, ob, 0, 0, 0);
891 724
892 INVOKE_PLAYER (BIRTH, op->contr); 725 INVOKE_PLAYER (BIRTH, ob->contr);
893 INVOKE_PLAYER (LOGIN, op->contr); 726 INVOKE_PLAYER (LOGIN, ob->contr);
894 727
895 op->contr->ns->state = ST_PLAYING; 728 ob->contr->ns->state = ST_PLAYING;
896 729
897 if (op->msg) 730 if (ob->msg)
898 op->msg = NULL; 731 ob->msg = 0;
899 732
900 /* We create this now because some of the unique maps will need it
901 * to save here.
902 */
903 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name);
904 make_path_to_file (buf);
905
906 start_info (op); 733 start_info (ob);
907 CLEAR_FLAG (op, FLAG_WIZ); 734 CLEAR_FLAG (ob, FLAG_WIZ);
908 give_initial_items (op, op->randomitems); 735 give_initial_items (ob, ob->randomitems);
909 link_player_skills (op);
910 esrv_send_inventory (op, op); 736 esrv_send_inventory (ob, ob);
911 op->update_stats (); 737 ob->update_stats ();
912 738
913 /* This moves the player to a different start map, if there 739 /* This moves the player to a different start map, if there
914 * is one for this race 740 * is one for this race
915 */ 741 */
916 if (*first_map_ext_path) 742 if (*first_map_ext_path)
917 { 743 ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y);
918 object *tmp;
919 char mapname[MAX_BUF];
920
921 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &op->arch->name);
922 tmp = object::create ();
923 EXIT_PATH (tmp) = mapname;
924 EXIT_X (tmp) = op->x;
925 EXIT_Y (tmp) = op->y;
926 op->enter_exit (tmp); /* we don't really care if it succeeded;
927 * if the map isn't there, then stay on the
928 * default initial map */
929 tmp->destroy ();
930 }
931 else 744 else
932 LOG (llevDebug, "first_map_ext_path not set\n"); 745 LOG (llevDebug, "first_map_ext_path not set\n");
746}
933 747
934 return 0; 748void
935 } 749player::chargen_race_next ()
936 750{
937 /* Following actually changes the race - this is the default command 751 /* Following actually changes the race - this is the default command
938 * if we don't match with one of the options above. 752 * if we don't match with one of the options above.
939 */ 753 */
940 754
941 tmp_loop = 0; 755 do
942 while (!tmp_loop)
943 { 756 {
944 shstr name = op->name; 757 shstr name = ob->name;
945 int x = op->x, y = op->y; 758 int x = ob->x, y = ob->y;
946 759
947 op->remove_statbonus (); 760 ob->remove_statbonus ();
948 op->remove (); 761 ob->remove ();
949 op->arch = get_player_archetype (op->arch); 762 ob->arch = get_player_archetype (ob->arch);
950 op->arch->clone.copy_to (op); 763 ob->arch->copy_to (ob);
951 op->instantiate (); 764 ob->instantiate ();
952 op->stats = op->contr->orig_stats; 765 ob->stats = ob->contr->orig_stats;
953 op->name = op->name_pl = name; 766 ob->name = ob->name_pl = name;
954 op->x = x; 767 ob->x = x;
955 op->y = y; 768 ob->y = y;
956 SET_ANIMATION (op, 2); /* So player faces south */ 769 SET_ANIMATION (ob, 2); /* So player faces south */
957 insert_ob_in_map (op, op->map, op, 0); 770 insert_ob_in_map (ob, ob->map, ob, 0);
958 assign (op->contr->title, op->arch->clone.name); 771 assign (ob->contr->title, ob->arch->object::name);
959 op->add_statbonus (); 772 ob->add_statbonus ();
960 tmp_loop = allowed_class (op);
961 } 773 }
774 while (!allowed_class (ob));
962 775
963 update_object (op, UP_OBJ_FACE); 776 update_object (ob, UP_OBJ_FACE);
964 esrv_update_item (UPD_FACE, op, op); 777 esrv_update_item (UPD_FACE, ob, ob);
965 op->update_stats (); 778 ob->update_stats ();
966 op->stats.hp = op->stats.maxhp; 779 ob->stats.hp = ob->stats.maxhp;
967 op->stats.sp = op->stats.maxsp; 780 ob->stats.sp = ob->stats.maxsp;
968 op->stats.grace = 0; 781 ob->stats.grace = 0;
969
970 if (op->msg)
971 new_draw_info (NDI_BLUE, 0, op, op->msg);
972
973 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
974 return 0;
975} 782}
976 783
977void 784static void
978flee_player (object *op) 785flee_player (object *op)
979{ 786{
980 int dir, diff; 787 int dir, diff;
981 rv_vector rv; 788 rv_vector rv;
982 789
985 LOG (llevDebug, "Fleeing player is dead.\n"); 792 LOG (llevDebug, "Fleeing player is dead.\n");
986 CLEAR_FLAG (op, FLAG_SCARED); 793 CLEAR_FLAG (op, FLAG_SCARED);
987 return; 794 return;
988 } 795 }
989 796
990 if (op->enemy == NULL) 797 if (!op->enemy)
991 { 798 {
992 LOG (llevDebug, "Fleeing player had no enemy.\n"); 799 LOG (llevDebug, "Fleeing player had no enemy.\n");
993 CLEAR_FLAG (op, FLAG_SCARED); 800 CLEAR_FLAG (op, FLAG_SCARED);
994 return; 801 return;
995 } 802 }
996 803
997 /* Seen some crashes here. Since we don't store an
998 * op->enemy_count, it is possible that something destroys the
999 * actual enemy, and the object is recycled.
1000 */
1001 if (op->enemy->map == NULL)
1002 {
1003 CLEAR_FLAG (op, FLAG_SCARED);
1004 op->enemy = NULL;
1005 return;
1006 }
1007
1008 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0)) 804 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
1009 { 805 {
1010 op->enemy = NULL; 806 op->enemy = NULL;
1011 CLEAR_FLAG (op, FLAG_SCARED); 807 CLEAR_FLAG (op, FLAG_SCARED);
1012 return; 808 return;
1015 get_rangevector (op, op->enemy, &rv, 0); 811 get_rangevector (op, op->enemy, &rv, 0);
1016 812
1017 dir = absdir (4 + rv.direction); 813 dir = absdir (4 + rv.direction);
1018 for (diff = 0; diff < 3; diff++) 814 for (diff = 0; diff < 3; diff++)
1019 { 815 {
1020 int m = 1 - (RANDOM () & 2); 816 int m = 1 - rndm (2) * 2;
1021 817
1022 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 818 if (op->move (absdir (dir + diff * m)) || (diff == 0 && op->move (absdir (dir - diff * m))))
1023 return; 819 return;
1024 } 820 }
1025 821
1026 /* Cornered, get rid of scared */ 822 /* Cornered, get rid of scared */
1027 CLEAR_FLAG (op, FLAG_SCARED); 823 CLEAR_FLAG (op, FLAG_SCARED);
1028 op->enemy = NULL; 824 op->enemy = NULL;
1029} 825}
1030 826
1031
1032/* check_pick sees if there is stuff to be picked up/picks up stuff. 827/* check_pick sees if there is stuff to be picked up/picks up stuff.
1033 * IT returns 1 if the player should keep on moving, 0 if he should 828 * It returns 1 if the player should keep on moving, 0 if he should
1034 * stop. 829 * stop.
1035 */ 830 */
1036int 831int
1037check_pick (object *op) 832check_pick (object *op)
1038{ 833{
1039 object *tmp, *next; 834 object *tmp, *next;
1040 int stop = 0; 835 int stop = 0;
1041 int j, k, wvratio; 836 int wvratio;
1042 char putstring[128], tmpstr[16];
1043 837
1044 /* if you're flying, you cna't pick up anything */ 838 /* if you're flying, you can't pick up anything */
1045 if (op->move_type & MOVE_FLYING) 839 if (op->move_type & MOVE_FLYING)
1046 return 1; 840 return 1;
1047 841
1048 next = op->below; 842 next = op->below;
843
844 int cnt = MAX_ITEM_PER_ACTION;
845#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
1049 846
1050 /* loop while there are items on the floor that are not marked as 847 /* loop while there are items on the floor that are not marked as
1051 * destroyed */ 848 * destroyed */
1052 while (next && !next->destroyed ()) 849 while (next && !next->destroyed ())
1053 { 850 {
1054 tmp = next; 851 tmp = next;
1055 next = tmp->below; 852 next = tmp->below;
1056 853
854 if (cnt <= 0)
855 {
856 op->failmsg ("Couldn't pickup all items at once.");
857 return 0;
858 }
859
1057 if (op->destroyed ()) 860 if (op->destroyed ())
1058 return 0; 861 return 0;
1059 862
1060 if (!can_pick (op, tmp)) 863 if (!can_pick (op, tmp))
1061 continue; 864 continue;
1062 865
1063 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 866 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1064 { 867 {
1065 if (item_matched_string (op, tmp, op->contr->search_str)) 868 if (item_matched_string (op, tmp, op->contr->search_str))
1066 pick_up (op, tmp); 869 CHK_PICK_PICKUP;
870
1067 continue; 871 continue;
1068 } 872 }
1069 873
1070 /* high not bit set? We're using the old autopickup model */ 874 /* pickup handling */
875 if (op->contr->mode & PU_DEBUG)
876 {
877 /* some debugging code to figure out item information */
878 const char *str = tmp->name
879 ? format ("item name: %s item type: %d weight/value: %d",
880 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))))
881 : format ("item name: %s item type: %d weight/value: %d",
882 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
883
884 new_draw_info (NDI_UNIQUE, 0, op, str);
885 }
886
887 if (op->contr->mode & PU_INHIBIT)
888 return 1;
889
890 if (!(op->contr->mode & PU_ENABLE)) // TODO: fix client
891 return 1;
892
893 /* philosophy:
894 * It's easy to grab an item type from a pile, as long as it's
895 * generic. This takes no game-time. For more detailed pickups
896 * and selections, select-items should be used. This is a
897 * grab-as-you-run type mode that's really useful for arrows for
898 * example.
899 * The drawback: right now it has no frontend, so you need to
900 * stick the bits you want into a calculator in hex mode and then
901 * convert to decimal and then 'pickup <#>
902 */
903
904 /* the first two modes are exclusive: if NOTHING we return, if
905 * STOP then we stop. All the rest are applied sequentially,
906 * meaning if any test passes, the item gets picked up. */
907
908 /* if mode is set to pick nothing up, return */
909 if (op->contr->mode == PU_NOTHING)
910 return 1;
911
912 /* if mode is set to stop when encountering objects, return */
913 /* take STOP before INHIBIT since it doesn't actually pick
914 * anything up */
915 if (op->contr->mode & PU_STOP)
916 return 0;
917
918 /* useful for going into stores and not losing your settings... */
919 /* and for battles wher you don't want to get loaded down while
920 * fighting */
921 if (op->contr->mode & PU_INHIBIT)
922 return 1;
923
924 /* prevent us from turning into auto-thieves :) */
925 if (QUERY_FLAG (tmp, FLAG_UNPAID))
926 continue;
927
928 /* ignore known cursed objects */
929 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
930 continue;
931
932 /* all food and drink if desired */
933 /* question: don't pick up known-poisonous stuff? */
1071 if (!(op->contr->mode & PU_NEWMODE)) 934 if (op->contr->mode & PU_FOOD)
935 if (tmp->type == FOOD)
1072 { 936 {
1073 switch (op->contr->mode) 937 CHK_PICK_PICKUP;
938 continue;
939 }
940
941 if (op->contr->mode & PU_DRINK)
942 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
943 {
944 CHK_PICK_PICKUP;
945 continue;
946 }
947
948 if (op->contr->mode & PU_POTION)
949 if (tmp->type == POTION)
950 {
951 CHK_PICK_PICKUP;
952 continue;
953 }
954
955 /* spellbooks, skillscrolls and normal books/scrolls */
956 if (op->contr->mode & PU_SPELLBOOK)
957 if (tmp->type == SPELLBOOK)
958 {
959 CHK_PICK_PICKUP;
960 continue;
961 }
962
963 if (op->contr->mode & PU_SKILLSCROLL)
964 if (tmp->type == SKILLSCROLL)
965 {
966 CHK_PICK_PICKUP;
967 continue;
968 }
969
970 if (op->contr->mode & PU_READABLES)
971 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
972 {
973 CHK_PICK_PICKUP;
974 continue;
975 }
976
977 /* wands/staves/rods/horns */
978 if (op->contr->mode & PU_MAGIC_DEVICE)
979 if (tmp->type == WAND
980 || tmp->type == ROD
981 || tmp->type == HORN
982 || tmp->type == POWER_CRYSTAL)
983 {
984 CHK_PICK_PICKUP;
985 continue;
986 }
987
988 /* pick up all magical items */
989 if (op->contr->mode & PU_MAGICAL)
990 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)
991 && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
992 {
993 CHK_PICK_PICKUP;
994 continue;
995 }
996
997 if (op->contr->mode & PU_VALUABLES)
998 {
999 if (tmp->type == MONEY || tmp->type == GEM)
1074 { 1000 {
1075 case 0: 1001 CHK_PICK_PICKUP;
1076 return 1; /* don't pick up */ 1002 continue;
1077 case 1:
1078 pick_up (op, tmp);
1079 return 1;
1080 case 2:
1081 pick_up (op, tmp);
1082 return 0;
1083 case 3:
1084 return 0; /* stop before pickup */
1085 case 4:
1086 pick_up (op, tmp);
1087 break;
1088 case 5:
1089 pick_up (op, tmp);
1090 stop = 1;
1091 break;
1092 case 6:
1093 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1094 pick_up (op, tmp);
1095 break;
1096
1097 case 7:
1098 if (tmp->type == MONEY || tmp->type == GEM)
1099 pick_up (op, tmp);
1100 break;
1101
1102 default:
1103 /* use value density */
1104 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1105 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1106 pick_up (op, tmp);
1107 } 1003 }
1108 } 1004 }
1109 else 1005
1110 { /* old model */ 1006 /* rings & amulets - talismans seems to be typed AMULET */
1111 /* NEW pickup handling */
1112 if (op->contr->mode & PU_DEBUG) 1007 if (op->contr->mode & PU_JEWELS)
1008 if (tmp->type == RING
1009 || tmp->type == AMULET
1010 || tmp->type == GIRDLE
1011 || tmp->type == SKILL_TOOL)
1113 { 1012 {
1114 /* some debugging code to figure out item information */ 1013 CHK_PICK_PICKUP;
1115 if (tmp->name != NULL)
1116 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1117 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1118 else
1119 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1120 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1121
1122 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1123 }
1124
1125 /* philosophy:
1126 * It's easy to grab an item type from a pile, as long as it's
1127 * generic. This takes no game-time. For more detailed pickups
1128 * and selections, select-items should be used. This is a
1129 * grab-as-you-run type mode that's really useful for arrows for
1130 * example.
1131 * The drawback: right now it has no frontend, so you need to
1132 * stick the bits you want into a calculator in hex mode and then
1133 * convert to decimal and then 'pickup <#>
1134 */
1135
1136 /* the first two modes are exclusive: if NOTHING we return, if
1137 * STOP then we stop. All the rest are applied sequentially,
1138 * meaning if any test passes, the item gets picked up. */
1139
1140 /* if mode is set to pick nothing up, return */
1141
1142 if (op->contr->mode & PU_NOTHING)
1143 return 1;
1144
1145 /* if mode is set to stop when encountering objects, return */
1146 /* take STOP before INHIBIT since it doesn't actually pick
1147 * anything up */
1148
1149 if (op->contr->mode & PU_STOP)
1150 return 0;
1151
1152 /* useful for going into stores and not losing your settings... */
1153 /* and for battles wher you don't want to get loaded down while
1154 * fighting */
1155 if (op->contr->mode & PU_INHIBIT)
1156 return 1;
1157
1158 /* prevent us from turning into auto-thieves :) */
1159 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1160 continue; 1014 continue;
1015 }
1161 1016
1162 /* ignore known cursed objects */ 1017 /* we don't forget dragon food */
1163 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) 1018 if (op->contr->mode & PU_FLESH)
1019 if (tmp->type == FLESH)
1020 {
1021 CHK_PICK_PICKUP;
1164 continue; 1022 continue;
1023 }
1165 1024
1166 /* all food and drink if desired */ 1025 /* bows and arrows. Bows are good for selling! */
1167 /* question: don't pick up known-poisonous stuff? */ 1026 if (op->contr->mode & PU_BOW)
1027 if (tmp->type == BOW)
1028 {
1029 CHK_PICK_PICKUP;
1030 continue;
1031 }
1032
1033 if (op->contr->mode & PU_ARROW)
1034 if (tmp->type == ARROW)
1035 {
1036 CHK_PICK_PICKUP;
1037 continue;
1038 }
1039
1040 /* all kinds of armor etc. */
1041 if (op->contr->mode & PU_ARMOUR)
1042 if (tmp->type == ARMOUR)
1043 {
1044 CHK_PICK_PICKUP;
1045 continue;
1046 }
1047
1048 if (op->contr->mode & PU_HELMET)
1049 if (tmp->type == HELMET)
1050 {
1051 CHK_PICK_PICKUP;
1052 continue;
1053 }
1054
1055 if (op->contr->mode & PU_SHIELD)
1056 if (tmp->type == SHIELD)
1057 {
1058 CHK_PICK_PICKUP;
1059 continue;
1060 }
1061
1168 if (op->contr->mode & PU_FOOD) 1062 if (op->contr->mode & PU_BOOTS)
1169 if (tmp->type == FOOD) 1063 if (tmp->type == BOOTS)
1064 {
1065 CHK_PICK_PICKUP;
1066 continue;
1067 }
1068
1069 if (op->contr->mode & PU_GLOVES)
1070 if (tmp->type == GLOVES || tmp->type == BRACERS)
1071 {
1072 CHK_PICK_PICKUP;
1073 continue;
1074 }
1075
1076 if (op->contr->mode & PU_CLOAK)
1077 if (tmp->type == CLOAK)
1078 {
1079 CHK_PICK_PICKUP;
1080 continue;
1081 }
1082
1083 /* hoping to catch throwing daggers here */
1084 if (op->contr->mode & PU_MISSILEWEAPON)
1085 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1086 {
1087 CHK_PICK_PICKUP;
1088 continue;
1089 }
1090
1091 /* careful: chairs and tables are weapons! */
1092 if (op->contr->mode & PU_ALLWEAPON)
1093 {
1094 if (tmp->type == WEAPON)
1095 if (!tmp->arch->archname.contains ("table") && !tmp->arch->archname.contains ("chair"))
1170 { 1096 {
1171 pick_up (op, tmp); 1097 CHK_PICK_PICKUP;
1172 continue; 1098 continue;
1173 } 1099 }
1100 }
1174 1101
1102 /* misc stuff that's useful */
1175 if (op->contr->mode & PU_DRINK) 1103 if (op->contr->mode & PU_KEY)
1176 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1104 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1177 { 1105 {
1178 pick_up (op, tmp); 1106 CHK_PICK_PICKUP;
1179 continue; 1107 continue;
1180 } 1108 }
1181 1109
1110 /* any of the last 4 bits set means we use the ratio for value
1111 * pickups */
1182 if (op->contr->mode & PU_POTION) 1112 if (op->contr->mode & PU_RATIO)
1183 if (tmp->type == POTION) 1113 {
1114 /* use value density to decide what else to grab */
1115 /* >=7 was >= op->contr->mode */
1116 /* >=7 is the old standard setting. Now we take the last 4 bits
1184 { 1117 */
1185 pick_up (op, tmp);
1186 continue;
1187 }
1188
1189 /* spellbooks, skillscrolls and normal books/scrolls */
1190 if (op->contr->mode & PU_SPELLBOOK)
1191 if (tmp->type == SPELLBOOK)
1192 {
1193 pick_up (op, tmp);
1194 continue;
1195 }
1196
1197 if (op->contr->mode & PU_SKILLSCROLL)
1198 if (tmp->type == SKILLSCROLL)
1199 {
1200 pick_up (op, tmp);
1201 continue;
1202 }
1203
1204 if (op->contr->mode & PU_READABLES)
1205 if (tmp->type == BOOK || tmp->type == SCROLL)
1206 {
1207 pick_up (op, tmp);
1208 continue;
1209 }
1210
1211 /* wands/staves/rods/horns */
1212 if (op->contr->mode & PU_MAGIC_DEVICE)
1213 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1214 {
1215 pick_up (op, tmp);
1216 continue;
1217 }
1218
1219 /* pick up all magical items */
1220 if (op->contr->mode & PU_MAGICAL) 1118 wvratio = op->contr->mode & PU_RATIO;
1221 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1119 if (1000 * query_cost (tmp, op, F_TRUE) / tmp->total_weight () >= wvratio * 100)
1222 {
1223 pick_up (op, tmp);
1224 continue;
1225 }
1226
1227 if (op->contr->mode & PU_VALUABLES)
1228 { 1120 {
1229 if (tmp->type == MONEY || tmp->type == GEM) 1121#if 0
1122 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1123 if (tmp->name != NULL)
1230 { 1124 {
1231 pick_up (op, tmp); 1125 fprintf (stderr, "%s", tmp->name);
1232 continue;
1233 } 1126 }
1234 }
1235
1236 /* rings & amulets - talismans seems to be typed AMULET */
1237 if (op->contr->mode & PU_JEWELS)
1238 if (tmp->type == RING || tmp->type == AMULET)
1239 {
1240 pick_up (op, tmp);
1241 continue;
1242 }
1243
1244 /* we don't forget dragon food */
1245 if (op->contr->mode & PU_FLESH)
1246 if (tmp->type == FLESH)
1247 {
1248 pick_up (op, tmp);
1249 continue;
1250 }
1251
1252 /* bows and arrows. Bows are good for selling! */
1253 if (op->contr->mode & PU_BOW)
1254 if (tmp->type == BOW)
1255 {
1256 pick_up (op, tmp);
1257 continue;
1258 }
1259
1260 if (op->contr->mode & PU_ARROW)
1261 if (tmp->type == ARROW)
1262 {
1263 pick_up (op, tmp);
1264 continue;
1265 }
1266
1267 /* all kinds of armor etc. */
1268 if (op->contr->mode & PU_ARMOUR)
1269 if (tmp->type == ARMOUR)
1270 {
1271 pick_up (op, tmp);
1272 continue;
1273 }
1274
1275 if (op->contr->mode & PU_HELMET)
1276 if (tmp->type == HELMET)
1277 {
1278 pick_up (op, tmp);
1279 continue;
1280 }
1281
1282 if (op->contr->mode & PU_SHIELD)
1283 if (tmp->type == SHIELD)
1284 {
1285 pick_up (op, tmp);
1286 continue;
1287 }
1288
1289 if (op->contr->mode & PU_BOOTS)
1290 if (tmp->type == BOOTS)
1291 {
1292 pick_up (op, tmp);
1293 continue;
1294 }
1295
1296 if (op->contr->mode & PU_GLOVES)
1297 if (tmp->type == GLOVES)
1298 {
1299 pick_up (op, tmp);
1300 continue;
1301 }
1302
1303 if (op->contr->mode & PU_CLOAK)
1304 if (tmp->type == CLOAK)
1305 {
1306 pick_up (op, tmp);
1307 continue;
1308 }
1309
1310 /* hoping to catch throwing daggers here */
1311 if (op->contr->mode & PU_MISSILEWEAPON)
1312 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1313 {
1314 pick_up (op, tmp);
1315 continue;
1316 }
1317
1318 /* careful: chairs and tables are weapons! */
1319 if (op->contr->mode & PU_ALLWEAPON)
1320 {
1321 if (tmp->type == WEAPON && tmp->name != NULL)
1322 {
1323 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1324 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1325 {
1326 pick_up (op, tmp);
1327 continue;
1328 }
1329 }
1330
1331 if (tmp->type == WEAPON && tmp->name == NULL)
1332 {
1333 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1334 {
1335 pick_up (op, tmp);
1336 continue;
1337 }
1338 }
1339 }
1340
1341 /* misc stuff that's useful */
1342 if (op->contr->mode & PU_KEY)
1343 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1344 {
1345 pick_up (op, tmp);
1346 continue;
1347 }
1348
1349 /* any of the last 4 bits set means we use the ratio for value
1350 * pickups */
1351 if (op->contr->mode & PU_RATIO)
1352 {
1353 /* use value density to decide what else to grab */
1354 /* >=7 was >= op->contr->mode */
1355 /* >=7 is the old standard setting. Now we take the last 4 bits
1356 * and multiply them by 5, giving 0..15*5== 5..75 */
1357 wvratio = (op->contr->mode & PU_RATIO) * 5;
1358 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1359 {
1360 pick_up (op, tmp);
1361#if 0
1362 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1363 if (tmp->name != NULL)
1364 {
1365 fprintf (stderr, "%s", tmp->name);
1366 }
1367 else 1127 else
1368 fprintf (stderr, "%s", tmp->arch->name); 1128 fprintf (stderr, "%s", tmp->arch->archname);
1369 fprintf (stderr, ",%d] = ", tmp->type); 1129 fprintf (stderr, ",%d] = ", tmp->type);
1370 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1130 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
1371#endif 1131#endif
1132 CHK_PICK_PICKUP;
1372 continue; 1133 continue;
1373 }
1374 } 1134 }
1375 } /* the new pickup model */ 1135 } /* the new pickup model */
1376 } 1136 }
1377 1137
1378 return !stop; 1138 return !stop;
1139}
1140
1141/* routine for both players and monsters. We call this when
1142 * there is a possibility for our action distrubing our hiding
1143 * place or invisiblity spell. Artefact invisiblity causes
1144 * "noise" instead. If we arent invisible to begin with, we
1145 * return 0.
1146 */
1147static int
1148action_makes_visible (object *op)
1149{
1150 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
1151 {
1152 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
1153 {
1154 // artefact invisibility is permanent, but we still make noise
1155 // this is important for game-balance.
1156 if (op->contr)
1157 op->make_noise ();
1158
1159 return 0;
1160 }
1161
1162 if (op->contr && op->contr->tmp_invis == 0)
1163 return 0;
1164
1165 /* If monsters, they should become visible */
1166 if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis))
1167 {
1168 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible");
1169 return 1;
1170 }
1171 }
1172
1173 return 0;
1379} 1174}
1380 1175
1381/* 1176/*
1382 * Find an arrow in the inventory and after that 1177 * Find an arrow in the inventory and after that
1383 * in the right type container (quiver). Pointer to the 1178 * in the right type container (quiver). Pointer to the
1384 * found object is returned. 1179 * found object is returned.
1385 */ 1180 */
1386object * 1181static object *
1387find_arrow (object *op, const char *type) 1182find_arrow (object *op, const char *type)
1388{ 1183{
1389 object *tmp = NULL;
1390
1391 for (op = op->inv; op; op = op->below) 1184 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1392 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1393 tmp = find_arrow (op, type);
1394 else if (op->type == ARROW && op->race == type) 1185 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1186 return splay (tmp);
1187
1188 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1189 if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && !strcmp (&tmp->race, type))
1190 if (object *arrow = find_arrow (tmp, type))
1191 {
1192 splay (tmp);
1395 return op; 1193 return arrow;
1194 }
1195
1396 return tmp; 1196 return 0;
1397} 1197}
1398 1198
1399/* 1199/*
1400 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1200 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1401 * against the target. A full test is not performed, simply a basic test 1201 * against the target. A full test is not performed, simply a basic test
1402 * of resistances. The archer is making a quick guess at what he sees down 1202 * of resistances. The archer is making a quick guess at what he sees down
1403 * the hall. Failing that it does it's best to pick the highest plus arrow. 1203 * the hall. Failing that it does it's best to pick the highest plus arrow.
1404 */ 1204 */
1405 1205static object *
1406object *
1407find_better_arrow (object *op, object *target, const char *type, int *better) 1206find_better_arrow (object *op, object *target, shstr_cmp type, int *better)
1408{ 1207{
1409 object *tmp = NULL, *arrow, *ntmp; 1208 object *tmp = NULL, *arrow, *ntmp;
1410 int attacknum, attacktype, betterby = 0, i; 1209 int attacknum, attacktype, betterby = 0, i;
1411 1210
1412 if (!type) 1211 if (!type)
1416 { 1215 {
1417 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED)) 1216 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1418 { 1217 {
1419 i = 0; 1218 i = 0;
1420 ntmp = find_better_arrow (arrow, target, type, &i); 1219 ntmp = find_better_arrow (arrow, target, type, &i);
1220
1421 if (i > betterby) 1221 if (i > betterby)
1422 { 1222 {
1423 tmp = ntmp; 1223 tmp = ntmp;
1424 betterby = i; 1224 betterby = i;
1425 } 1225 }
1426 } 1226 }
1427 else if (arrow->type == ARROW && arrow->race == type) 1227 else if (arrow->type == ARROW && arrow->race == type)
1428 { 1228 {
1429 /* allways prefer assasination/slaying */ 1229 /* allways prefer assasination/slaying */
1430 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race)) 1230 if (target->race && arrow->slaying.contains (target->race))
1431 { 1231 {
1432 if (arrow->attacktype & AT_DEATH) 1232 if (arrow->attacktype & AT_DEATH)
1433 { 1233 {
1434 *better = 100; 1234 *better = 100;
1435 return arrow; 1235 return arrow;
1443 else 1243 else
1444 { 1244 {
1445 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1245 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1446 { 1246 {
1447 attacktype = 1 << attacknum; 1247 attacktype = 1 << attacknum;
1448 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1248 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1449 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby) 1249 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1450 { 1250 {
1451 tmp = arrow; 1251 tmp = arrow;
1452 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100; 1252 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1453 } 1253 }
1454 } 1254 }
1255
1455 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1256 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1456 { 1257 {
1457 tmp = arrow; 1258 tmp = arrow;
1458 betterby = 2 + arrow->magic + arrow->stats.dam; 1259 betterby = 2 + arrow->magic + arrow->stats.dam;
1459 } 1260 }
1261
1460 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) 1262 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1461 { 1263 {
1462 tmp = arrow; 1264 tmp = arrow;
1463 betterby = 1 + arrow->magic + arrow->stats.dam; 1265 betterby = 1 + arrow->magic + arrow->stats.dam;
1464 } 1266 }
1465 } 1267 }
1466 } 1268 }
1467 } 1269 }
1270
1468 if (tmp == NULL && arrow == NULL) 1271 if (tmp == NULL && arrow == NULL)
1469 return find_arrow (op, type); 1272 return find_arrow (op, type);
1470 1273
1471 *better = betterby; 1274 *better = betterby;
1472 return tmp; 1275 return tmp;
1476 * find_better_arrow to find a decent arrow to use. 1279 * find_better_arrow to find a decent arrow to use.
1477 * op = the shooter 1280 * op = the shooter
1478 * type = bow->race 1281 * type = bow->race
1479 * dir = fire direction 1282 * dir = fire direction
1480 */ 1283 */
1481 1284static object *
1482object *
1483pick_arrow_target (object *op, const char *type, int dir) 1285pick_arrow_target (object *op, shstr_cmp type, int dir)
1484{ 1286{
1485 object *tmp = NULL; 1287 object *tmp = NULL;
1486 maptile *m; 1288 maptile *m;
1487 int i, mflags, found, number; 1289 int i, mflags, found, number;
1488 sint16 x, y; 1290 sint16 x, y;
1503 for (i = 0, found = 0; i < 20; i++) 1305 for (i = 0, found = 0; i < 20; i++)
1504 { 1306 {
1505 x += freearr_x[dir]; 1307 x += freearr_x[dir];
1506 y += freearr_y[dir]; 1308 y += freearr_y[dir];
1507 mflags = get_map_flags (m, &m, x, y, &x, &y); 1309 mflags = get_map_flags (m, &m, x, y, &x, &y);
1310
1508 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) 1311 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1509 { 1312 {
1510 tmp = NULL; 1313 tmp = 0;
1511 break; 1314 break;
1512 } 1315 }
1513 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW) 1316 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1514 { 1317 {
1515 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1318 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1516 * perhaps a bad assumption. 1319 * perhaps a bad assumption.
1517 */ 1320 */
1518 tmp = NULL; 1321 tmp = 0;
1519 break; 1322 break;
1520 } 1323 }
1324
1521 if (mflags & P_IS_ALIVE) 1325 if (mflags & P_IS_ALIVE)
1522 {
1523 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) 1326 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1524 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 1327 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1525 {
1526 found++;
1527 break;
1528 }
1529 if (found)
1530 break; 1328 break;
1531 }
1532 } 1329 }
1533 if (tmp == NULL) 1330
1331 if (!tmp)
1534 return find_arrow (op, type); 1332 return find_arrow (op, type);
1535 1333
1536 if (tmp->head) 1334 if (tmp->head)
1537 tmp = tmp->head; 1335 tmp = tmp->head;
1538 1336
1551 */ 1349 */
1552int 1350int
1553fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) 1351fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1554{ 1352{
1555 object *left, *bow; 1353 object *left, *bow;
1556 int bowspeed, mflags; 1354 int mflags;
1557 maptile *m; 1355 maptile *m;
1558 1356
1559 if (!dir) 1357 if (!dir)
1560 { 1358 {
1561 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1359 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1562 return 0; 1360 return 0;
1563 } 1361 }
1564 1362
1565 if (op->type == PLAYER) 1363 if (op->contr)
1566 bow = op->contr->ranges[range_bow]; 1364 bow = op->current_weapon;
1567 else 1365 else
1568 { 1366 {
1569 for (bow = op->inv; bow; bow = bow->below) 1367 for (bow = op->inv; bow; bow = bow->below)
1570 /* Don't check for applied - monsters don't apply bows - in that way, they 1368 /* Don't check for applied - monsters don't apply bows - in that way, they
1571 * don't need to switch back and forth between bows and weapons. 1369 * don't need to switch back and forth between bows and weapons.
1576 if (!bow) 1374 if (!bow)
1577 { 1375 {
1578 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1376 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1579 return 0; 1377 return 0;
1580 } 1378 }
1379
1380 // optimisation: move object to top so we will find it quickly again
1381 splay (bow);
1581 } 1382 }
1582 1383
1583 if (!bow->race || !bow->skill) 1384 if (!bow->race || !bow->skill)
1584 { 1385 {
1585 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1386 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1586 return 0; 1387 return 0;
1587 } 1388 }
1588
1589 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1590
1591 /* penalize ROF for bestarrow */
1592 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1593 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1594
1595 if (bowspeed < 1)
1596 bowspeed = 1;
1597 1389
1598 if (arrow == NULL) 1390 if (arrow == NULL)
1599 { 1391 {
1600 if ((arrow = find_arrow (op, bow->race)) == NULL) 1392 if ((arrow = find_arrow (op, bow->race)) == NULL)
1601 { 1393 {
1602 if (op->type == PLAYER) 1394 if (op->type == PLAYER)
1603 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1395 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1604 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1396 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1605 else 1397 else
1606 CLEAR_FLAG (op, FLAG_READY_BOW); 1398 CLEAR_FLAG (op, FLAG_READY_BOW);
1399
1607 return 0; 1400 return 0;
1608 } 1401 }
1609 } 1402 }
1610 1403
1611 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1404 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1619 } 1412 }
1620 1413
1621 /* this should not happen, but sometimes does */ 1414 /* this should not happen, but sometimes does */
1622 if (arrow->nrof == 0) 1415 if (arrow->nrof == 0)
1623 { 1416 {
1417 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1624 arrow->destroy (); 1418 arrow->destroy ();
1625 return 0; 1419 return 0;
1626 } 1420 }
1627 1421
1628 left = arrow; /* these are arrows left to the player */ 1422 left = arrow; /* these are arrows left to the player */
1629 arrow = get_split_ob (arrow, 1); 1423 arrow = arrow->split ();
1630 if (!arrow) 1424 if (!arrow)
1631 { 1425 {
1632 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1426 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1633 return 0; 1427 return 0;
1634 } 1428 }
1635 1429
1636 arrow->set_owner (op); 1430 arrow->set_owner (op);
1637 arrow->skill = bow->skill; 1431 arrow->skill = bow->skill;
1638 arrow->direction = dir; 1432 arrow->direction = dir;
1639 1433
1434 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1435 arrow->stats.hp = arrow->stats.dam;
1436 arrow->stats.grace = arrow->attacktype;
1437 arrow->custom_name = arrow->slaying;
1438
1439#if 0
1440 if (player *pl = op->contr)
1441 {
1442 float speed = pl->weapon_sp;
1443
1444 /* penalize ROF for bestarrow */
1445 if (pl->bowtype == bow_bestarrow)
1446 speed *= .9f;
1447 else
1448 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1449
1450 op->speed_left += speed - op->speed;
1451 }
1452#endif
1453
1454 SET_ANIMATION (arrow, arrow->direction);
1455
1456 /* update the speed */
1457 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1458 + bow->stats.dam / 7.f;
1459
1460 arrow->set_speed (max (arrow->speed, 2.f));
1461 arrow->speed_left = 0;
1462
1463 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1464
1640 if (op->type == PLAYER) 1465 if (op->type == PLAYER)
1641 { 1466 {
1642 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1643 op->update_stats ();
1644 }
1645
1646 SET_ANIMATION (arrow, arrow->direction);
1647 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1648 arrow->stats.hp = arrow->stats.dam;
1649 arrow->stats.grace = arrow->attacktype;
1650 if (arrow->slaying != NULL)
1651 arrow->spellarg = strdup (arrow->slaying);
1652
1653 /* Note that this was different for monsters - they got their level
1654 * added to the damage. I think the strength bonus is more proper.
1655 */
1656
1657 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1658
1659 /* update the speed */
1660 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1661 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1662
1663 arrow->set_speed (max (arrow->speed, 1.0));
1664 arrow->speed_left = 0;
1665
1666 if (op->type == PLAYER)
1667 {
1668 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1669 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1670 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1671
1672 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; 1467 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1468 wc -= dex_bonus[op->stats.Dex];
1469
1470 if (!arrow->slaying)
1471 arrow->slaying = op->slaying;
1472
1473 arrow->attacktype |= op->attacktype;
1673 } 1474 }
1674 else 1475 else
1675 { 1476 {
1676 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1677 arrow->level = op->level; 1477 arrow->level = op->level;
1678 } 1478 arrow->stats.wc -= bow->magic;
1679 1479
1680 if (arrow->attacktype == AT_PHYSICAL) 1480 if (!arrow->slaying)
1481 arrow->slaying = bow->slaying;
1482
1681 arrow->attacktype |= bow->attacktype; 1483 arrow->attacktype |= bow->attacktype;
1484 }
1682 1485
1683 if (bow->slaying) 1486 wc -= arrow->level;
1684 arrow->slaying = bow->slaying; 1487 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1685 1488
1489 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1686 arrow->move_type = MOVE_FLY_LOW; 1490 arrow->move_type = MOVE_FLY_LOW;
1687 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1491 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1688 1492
1689 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1493 op->play_sound (sound_find ("fire_arrow"));
1690 m->insert (arrow, sx, sy, op); 1494 m->insert (arrow, sx, sy, op);
1691 1495
1692 if (!arrow->destroyed ()) 1496 if (!arrow->destroyed ())
1693 move_arrow (arrow); 1497 move_arrow (arrow);
1694
1695 if (op->type == PLAYER)
1696 {
1697 if (left->destroyed ())
1698 esrv_del_item (op->contr, left->count);
1699 else
1700 esrv_send_item (op, left);
1701 }
1702 1498
1703 return 1; 1499 return 1;
1704} 1500}
1705 1501
1706/* Special fire code for players - this takes into 1502/* Special fire code for players - this takes into
1708 * but monsters can't. Putting that code here 1504 * but monsters can't. Putting that code here
1709 * makes the fire_bow code much cleaner. 1505 * makes the fire_bow code much cleaner.
1710 * this function should only be called if 'op' is a player, 1506 * this function should only be called if 'op' is a player,
1711 * hence the function name. 1507 * hence the function name.
1712 */ 1508 */
1713int 1509static int
1714player_fire_bow (object *op, int dir) 1510player_fire_bow (object *op, int dir)
1715{ 1511{
1716 int ret = 0, wcmod = 0; 1512 int ret;
1717 1513
1718 if (op->contr->bowtype == bow_bestarrow) 1514 if (op->contr->bowtype == bow_bestarrow)
1719 { 1515 {
1720 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y); 1516 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1721 } 1517 }
1722 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1518 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1723 { 1519 {
1724 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1520 int wcmod = similar_direction (dir, op->contr->bowtype - bow_n + 1) ? 0 : -1;
1725 wcmod = -1;
1726
1727 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1521 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1728 } 1522 }
1729 else if (op->contr->bowtype == bow_threewide) 1523 else if (op->contr->bowtype == bow_threewide)
1730 { 1524 {
1731 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1525 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1732 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]); 1526 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]);
1733 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]); 1527 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1734 } 1528 }
1735 else if (op->contr->bowtype == bow_spreadshot) 1529 else if (op->contr->bowtype == bow_spreadshot)
1736 { 1530 {
1737 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1531 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1738 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); 1532 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1739 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); 1533 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1740
1741 } 1534 }
1742 else 1535 else
1743 { 1536 {
1744 /* Simple case */ 1537 /* Simple case */
1745 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1538 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1746 } 1539 }
1540
1747 return ret; 1541 return ret;
1748} 1542}
1749
1750 1543
1751/* Fires a misc (wand/rod/horn) object in 'dir'. 1544/* Fires a misc (wand/rod/horn) object in 'dir'.
1752 * Broken apart from 'fire' to keep it more readable. 1545 * Broken apart from 'fire' to keep it more readable.
1753 */ 1546 */
1754void 1547static void
1755fire_misc_object (object *op, int dir) 1548fire_misc_object (object *op, int dir)
1756{ 1549{
1757 object *item; 1550 object *item = op->contr->ranged_ob;
1758 1551
1759 if (!op->contr->ranges[range_misc]) 1552 if (!item)
1760 { 1553 {
1761 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); 1554 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1762 return; 1555 return;
1763 } 1556 }
1764 1557
1765 item = op->contr->ranges[range_misc];
1766 if (!item->inv) 1558 if (!item->inv)
1767 { 1559 {
1768 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1560 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1769 return; 1561 return;
1770 } 1562 }
1563
1564 if (!op->apply (item))
1565 return;
1566
1771 if (item->type == WAND) 1567 if (item->type == WAND)
1772 { 1568 {
1773 if (item->stats.food <= 0) 1569 if (item->stats.food <= 0)
1774 { 1570 {
1775 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1571 op->contr->play_sound (sound_find ("wand_poof"));
1776 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); 1572 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1573
1777 return; 1574 return;
1778 } 1575 }
1779 } 1576 }
1780 else if (item->type == ROD || item->type == HORN) 1577 else if (item->type == ROD || item->type == HORN)
1781 { 1578 {
1782 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1579 sint16 spell_sp = max (item->inv->stats.sp, item->inv->stats.grace);
1580
1581 // using the maximum of the rods charge allows at least one spell cast
1582 // for a rod or horn, this fixes some broken rods.
1583 if (item->stats.hp < min (spell_sp, item->stats.maxhp))
1783 { 1584 {
1784 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1585 op->contr->play_sound (sound_find ("wand_poof"));
1586
1785 if (item->type == ROD) 1587 if (item->type == ROD)
1786 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); 1588 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1787 else 1589 else
1788 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1590 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1591
1789 return; 1592 return;
1790 } 1593 }
1791 } 1594 }
1792 1595
1793 if (cast_spell (op, item, dir, item->inv, NULL)) 1596 if (cast_spell (op, item, dir, item->inv, NULL))
1794 { 1597 {
1795 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */ 1598 item->flag [FLAG_BEEN_APPLIED] = true; /* You now know something about it */
1599
1796 if (item->type == WAND) 1600 if (item->type == WAND)
1797 { 1601 {
1798 if (!(--item->stats.food)) 1602 if (!(--item->stats.food))
1799 { 1603 {
1800 object *tmp; 1604 object *tmp;
1801 1605
1802 if (item->arch) 1606 if (item->arch)
1803 { 1607 {
1804 CLEAR_FLAG (item, FLAG_ANIMATE); 1608 CLEAR_FLAG (item, FLAG_ANIMATE);
1805 item->face = item->arch->clone.face; 1609 item->face = item->arch->face;
1806 item->set_speed (0); 1610 item->set_speed (0);
1807 } 1611 }
1808 1612
1809 if ((tmp = item->in_player ())) 1613 if (object *pl = item->visible_to ())
1810 esrv_update_item (UPD_ANIM, tmp, item); 1614 esrv_update_item (UPD_ANIM, pl, item);
1811 } 1615 }
1812 } 1616 }
1813 else if (item->type == ROD || item->type == HORN) 1617 else if (item->type == ROD || item->type == HORN)
1814 drain_rod_charge (item); 1618 drain_rod_charge (item);
1815 } 1619 }
1816} 1620}
1817 1621
1818/* Received a fire command for the player - go and do it. 1622/* Received a fire command for the player - go and do it.
1819 */ 1623 */
1820void 1624bool
1821fire (object *op, int dir) 1625fire (object *who, int dir)
1822{ 1626{
1823 int spellcost = 0; 1627 int spellcost = 0;
1824 1628
1629 player *pl = who->contr;
1630
1631 if (pl->golem)
1632 {
1633 control_golem (who->contr->golem, dir);
1634 return false;
1635 }
1636
1637 object *ob = pl->ranged_ob;
1638
1639 if (!ob)
1640 return false;
1641
1642 if (who->speed_left > 0.f)
1643 --who->speed_left;
1644 else
1645 return false;
1646
1647 if (!who->apply (ob))
1648 return false;
1649
1825 /* check for loss of invisiblity/hide */ 1650 /* check for loss of invisiblity/hide */
1826 if (action_makes_visible (op)) 1651 if (action_makes_visible (who))
1827 make_visible (op); 1652 make_visible (who);
1828 1653
1829 switch (op->contr->shoottype) 1654 switch (ob->type)
1830 { 1655 {
1831 case range_none: 1656 case BOW:
1832 return;
1833
1834 case range_bow:
1835 player_fire_bow (op, dir); 1657 player_fire_bow (who, dir);
1836 return; 1658 break;
1837 1659
1838 case range_magic: /* Casting spells */ 1660 case SPELL:
1839 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0)); 1661 spellcost = cast_spell (who, who, dir, ob, *pl->spellparam ? pl->spellparam : 0);
1840 return; 1662 break;
1841 1663
1842 case range_misc: 1664 case BUILDER:
1843 fire_misc_object (op, dir);
1844 return;
1845
1846 case range_golem: /* Control summoned monsters from scrolls */
1847 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
1848 {
1849 op->contr->ranges[range_golem] = 0;
1850 op->contr->shoottype = range_none;
1851 }
1852 else
1853 control_golem (op->contr->ranges[range_golem], dir);
1854 return;
1855
1856 case range_skill:
1857 if (!op->chosen_skill)
1858 {
1859 if (op->type == PLAYER)
1860 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
1861 return;
1862 }
1863
1864 do_skill (op, op, op->chosen_skill, dir, NULL);
1865 return;
1866 case range_builder:
1867 apply_map_builder (op, dir); 1665 apply_map_builder (who, dir);
1868 return; 1666 break;
1667
1668 case SKILL:
1669 do_skill (who, who, ob, dir, 0);
1670 break;
1671
1672 case RANGED:
1673 do_skill (who, ob, who->chosen_skill, dir, 0);
1674 break;
1675
1869 default: 1676 default:
1870 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type."); 1677 fire_misc_object (who, dir);
1871 return; 1678 break;
1872 } 1679 }
1873}
1874 1680
1681 return true;
1682}
1875 1683
1876 1684static object *
1877/* find_key
1878 * We try to find a key for the door as passed. If we find a key
1879 * and successfully use it, we return the key, otherwise NULL
1880 * This function merges both normal and locked door, since the logic
1881 * for both is the same - just the specific key is different.
1882 * pl is the player,
1883 * inv is the objects inventory to searched
1884 * door is the door we are trying to match against.
1885 * This function can be called recursively to search containers.
1886 */
1887
1888object *
1889find_key (object *pl, object *container, object *door) 1685find_key_ (object *pl, object *container, object *door)
1890{ 1686{
1891 object *tmp, *key; 1687 object *tmp, *key;
1892 1688
1893 /* Should not happen, but sanity checking is never bad */ 1689 /* Should not happen, but sanity checking is never bad */
1894 if (container->inv == NULL) 1690 if (!container->inv)
1895 return NULL; 1691 return 0;
1896 1692
1897 /* First, lets try to find a key in the top level inventory */ 1693 /* First, lets try to find a key in the top level inventory */
1898 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1694 for (tmp = container->inv; tmp; tmp = tmp->below)
1899 { 1695 {
1900 if (door->type == DOOR && tmp->type == KEY) 1696 if (door->type == DOOR && tmp->type == KEY)
1901 break; 1697 break;
1698
1902 /* For sanity, we should really check door type, but other stuff 1699 /* For sanity, we should really check door type, but other stuff
1903 * (like containers) can be locked with special keys 1700 * (like containers) can be locked with special keys
1904 */ 1701 */
1905 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1702 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1906 break; 1703 break;
1907 } 1704 }
1705
1908 /* No key found - lets search inventories now */ 1706 /* No key found - lets search inventories now */
1909 /* If we find and use a key in an inventory, return at that time. 1707 /* If we find and use a key in an inventory, return at that time.
1910 * otherwise, if we search all the inventories and still don't find 1708 * otherwise, if we search all the inventories and still don't find
1911 * a key, return 1709 * a key, return
1912 */ 1710 */
1913 if (!tmp) 1711 if (!tmp)
1914 { 1712 {
1915 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1713 for (tmp = container->inv; tmp; tmp = tmp->below)
1916 {
1917 /* No reason to search empty containers */ 1714 /* No reason to search empty containers */
1918 if (tmp->type == CONTAINER && tmp->inv) 1715 if (tmp->type == CONTAINER && tmp->inv)
1919 {
1920 if ((key = find_key (pl, tmp, door)) != NULL) 1716 if ((key = find_key_ (pl, tmp, door)))
1921 return key; 1717 return key;
1922 } 1718
1923 }
1924 if (!tmp) 1719 if (!tmp)
1925 return NULL; 1720 return 0;
1926 } 1721 }
1722
1927 /* We get down here if we have found a key. Now if its in a container, 1723 /* We get down here if we have found a key. Now if its in a container,
1928 * see if we actually want to use it 1724 * see if we actually want to use it
1929 */ 1725 */
1930 if (pl != container) 1726 if (pl != container)
1931 { 1727 {
1932 /* Only let players use keys in containers */ 1728 /* Only let players use keys in containers */
1933 if (!pl->contr) 1729 if (!pl->contr)
1934 return NULL; 1730 return 0;
1731
1935 /* cases where this fails: 1732 /* cases where this fails:
1936 * If we only search the player inventory, return now since we 1733 * If we only search the player inventory, return now since we
1937 * are not in the players inventory. 1734 * are not in the players inventory.
1938 * If the container is not active, return now since only active 1735 * If the container is not active, return now since only active
1939 * containers can be used. 1736 * containers can be used.
1943 * inv must have been an container and must have been active. 1740 * inv must have been an container and must have been active.
1944 * 1741 *
1945 * Change the color so that the message doesn't disappear with 1742 * Change the color so that the message doesn't disappear with
1946 * all the others. 1743 * all the others.
1947 */ 1744 */
1948 if (pl->contr->usekeys == key_inventory || 1745 if (pl->contr->usekeys == key_inventory
1949 !QUERY_FLAG (container, FLAG_APPLIED) || 1746 || !QUERY_FLAG (container, FLAG_APPLIED)
1950 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys")))) 1747 || (pl->contr->usekeys == keyrings && container->race != shstr_keys))
1951 { 1748 {
1952 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1749 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1953 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); 1750 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1954 return NULL; 1751 return NULL;
1955 } 1752 }
1956 } 1753 }
1754
1957 return tmp; 1755 return tmp;
1756}
1757
1758/* find_key
1759 * We try to find a key for the door as passed. If we find a key
1760 * and successfully use it, we return the key, otherwise NULL
1761 * This function merges both normal and locked door, since the logic
1762 * for both is the same - just the specific key is different.
1763 * pl is the player,
1764 * inv is the objects inventory to searched
1765 * door is the door we are trying to match against.
1766 * This function can be called recursively to search containers.
1767 */
1768object *
1769find_key (object *pl, object *container, object *door)
1770{
1771 if (door->slaying && is_match_expr (door->slaying))
1772 {
1773 // for match expressions, we try to find the key by applying the match
1774 // to the op itself, which is supposed to find the "key", instead
1775 // of searching through containers ourselves.
1776
1777 return match_one (door->slaying, container, door, pl, pl);
1778 }
1779 else
1780 return find_key_ (pl, container, door);
1958} 1781}
1959 1782
1960/* moved door processing out of move_player_attack. 1783/* moved door processing out of move_player_attack.
1961 * returns 1 if player has opened the door with a key 1784 * returns 1 if player has opened the door with a key
1962 * such that the caller should not do anything more, 1785 * such that the caller should not do anything more,
1963 * 0 otherwise 1786 * 0 otherwise
1964 */ 1787 */
1965static int 1788static int
1966player_attack_door (object *op, object *door) 1789player_attack_door (object *op, object *door)
1967{ 1790{
1968 /* If its a door, try to find a use a key. If we do destroy the door, 1791 /* If its a door, try to find a key. If we do destroy the door,
1969 * might as well return immediately as there is nothing more to do - 1792 * might as well return immediately as there is nothing more to do -
1970 * otherwise, we fall through to the rest of the code. 1793 * otherwise, we fall through to the rest of the code.
1971 */ 1794 */
1972 object *key = find_key (op, op, door); 1795 object *key = find_key (op, op, door);
1973 1796
1974 /* IF we found a key, do some extra work */ 1797 /* If we found a key, do some extra work */
1975 if (key) 1798 if (key)
1976 { 1799 {
1977 object *container = key->env; 1800 object *container = key->env;
1978 1801
1979 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1980 if (action_makes_visible (op)) 1802 if (action_makes_visible (op))
1981 make_visible (op); 1803 make_visible (op);
1804
1982 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1805 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1983 spring_trap (door->inv, op); 1806 spring_trap (door->inv, op);
1807
1984 if (door->type == DOOR) 1808 if (door->type == DOOR)
1985 {
1986 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1809 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1987 }
1988 else if (door->type == LOCKED_DOOR) 1810 else if (door->type == LOCKED_DOOR)
1989 { 1811 {
1990 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1812 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN);
1991 remove_door2 (door); /* remove door without violence ;-) */ 1813 remove_door2 (door); /* remove door without violence ;-) */
1992 } 1814 }
1815
1993 /* Do this after we print the message */ 1816 /* Do this after we print the message */
1994 decrease_ob (key); /* Use up one of the keys */ 1817 key->decrease (); /* Use up one of the keys */
1995 /* Need to update the weight the container the key was in */ 1818
1996 if (container != op)
1997 esrv_update_item (UPD_WEIGHT, op, container);
1998 return 1; /* Nothing more to do below */ 1819 return 1; /* Nothing more to do below */
1999 } 1820 }
2000 else if (door->type == LOCKED_DOOR) 1821 else if (door->type == LOCKED_DOOR)
2001 { 1822 {
2002 /* Might as well return now - no other way to open this */ 1823 /* Might as well return now - no other way to open this */
2003 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1824 op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door...");
2004 return 1; 1825 return 1;
2005 } 1826 }
1827
2006 return 0; 1828 return 0;
2007} 1829}
2008 1830
2009/* This function is just part of a breakup from move_player. 1831/* This function is just part of a breakup from move_player.
2010 * It should keep the code cleaner. 1832 * It should keep the code cleaner.
2011 * When this is called, the players direction has been updated 1833 * When this is called, the players direction has been updated
2012 * (taking into account confusion.) The player is also actually 1834 * (taking into account confusion.) The player is also actually
2013 * going to try and move (not fire weapons). 1835 * going to try and move (not fire weapons).
2014 */ 1836 */
2015void 1837bool
2016move_player_attack (object *op, int dir) 1838move_player_attack (object *op, int dir)
2017{ 1839{
2018 object *tmp, *mon; 1840 if (!op->contr->braced && op->speed_left > 0.f && op->move (dir))
2019 sint16 nx, ny; 1841 {
2020 int on_battleground; 1842 --op->speed_left;
2021 maptile *m; 1843 return true;
1844 }
2022 1845
2023 nx = freearr_x[dir] + op->x; 1846 sint16 nx = freearr_x[dir] + op->x;
2024 ny = freearr_y[dir] + op->y; 1847 sint16 ny = freearr_y[dir] + op->y;
2025 1848
2026 on_battleground = op_on_battleground (op, 0, 0); 1849 if (out_of_map (op->map, nx, ny))
1850 return false;
2027 1851
2028 /* If braced, or can't move to the square, and it is not out of the 1852 /* If braced, or can't move to the square, and it is not out of the
2029 * map, attack it. Note order of if statement is important - don't 1853 * map, attack it. Note order of if statement is important - don't
2030 * want to be calling move_ob if braced, because move_ob will move the 1854 * want to be calling move_ob if braced, because move_ob will move the
2031 * player. This is a pretty nasty hack, because if we could 1855 * player. This is a pretty nasty hack, because if we could
2032 * move to some space, it then means that if we are braced, we should 1856 * move to some space, it then means that if we are braced, we should
2033 * do nothing at all. As it is, if we are braced, we go through 1857 * do nothing at all. As it is, if we are braced, we go through
2034 * quite a bit of processing. However, it probably is less than what 1858 * quite a bit of processing. However, it probably is less than what
2035 * move_ob uses. 1859 * move_ob uses.
2036 */ 1860 */
2037 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) 1861 maptile *m = op->map->xy_find (nx, ny);
1862
1863 /* Go through all the objects, and find ones of interest. Only stop if
1864 * we find a monster - that is something we know we want to attack.
1865 * if its a door or barrel (can roll) see if there may be monsters
1866 * on the space
1867 */
1868 object *mon;
1869 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
1870 {
1871 if ((mon->flag [FLAG_ALIVE]
1872 || mon->type == LOCKED_DOOR
1873 || mon->flag [FLAG_CAN_ROLL])
1874 && mon != op)
1875 break;
2038 { 1876 }
2039 if (OUT_OF_REAL_MAP (op->map, nx, ny)) 1877
1878 if (!mon) /* This happens anytime the player tries to move */
1879 return false; /* into a wall */
1880
1881 mon = mon->head_ ();
1882
1883 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
1884 if (op->contr->weapon_sp_left > 0.f)
1885 if (player_attack_door (op, mon))
1886 {
1887 --op->contr->weapon_sp_left;
1888 return true;
2040 { 1889 }
2041 m = op->map->xy_find (nx, ny); 1890
2042 if (!m) 1891 /* The following deals with possibly attacking peaceful
2043 return; /* Don't think this should happen */ 1892 * or friendly creatures. Basically, all players are considered
1893 * unaggressive. If the moving player has peaceful set, then the
1894 * object should be pushed instead of attacked. It is assumed that
1895 * if you are braced, you will not attack friends accidently,
1896 * and thus will not push them.
1897 */
1898
1899 /* If the creature is a pet, push it even if the player is not
1900 * peaceful. Our assumption is the creature is a pet if the
1901 * player owns it and it is either friendly or unagressive.
1902 */
1903 if (op->type == PLAYER
1904 && ((mon->owner && mon->owner->contr
1905 && same_party (mon->owner->contr->party, op->contr->party))
1906 || mon->owner == op)
1907 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
1908 {
1909 /* If we're braced, we don't want to switch places with it */
1910 if (op->contr->braced)
1911 return false;
1912
1913 if (op->speed_left > 0.f)
1914 {
1915 --op->speed_left;
1916
1917 op->play_sound (sound_find ("push_player"));
1918 push_ob (mon, dir, op);
1919
1920 if (action_makes_visible (op))
1921 make_visible (op);
1922
1923 return true;
2044 } 1924 }
2045 else 1925 else
2046 m = op->map;
2047
2048 if (!(tmp = m->at (nx, ny).bot))
2049 return; 1926 return false;
1927 }
2050 1928
2051 mon = 0; 1929 bool on_battleground = op_on_battleground (op, 0, 0);
2052 /* Go through all the objects, and find ones of interest. Only stop if
2053 * we find a monster - that is something we know we want to attack.
2054 * if its a door or barrel (can roll) see if there may be monsters
2055 * on the space
2056 */
2057 while (tmp)
2058 {
2059 if (tmp == op)
2060 {
2061 tmp = tmp->above;
2062 continue;
2063 }
2064 1930
2065 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2066 {
2067 mon = tmp;
2068 break;
2069 }
2070
2071 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2072 mon = tmp;
2073
2074 tmp = tmp->above;
2075 }
2076
2077 if (!mon) /* This happens anytime the player tries to move */
2078 return; /* into a wall */
2079
2080 if (mon->head)
2081 mon = mon->head;
2082
2083 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2084 if (player_attack_door (op, mon))
2085 return;
2086
2087 /* The following deals with possibly attacking peaceful
2088 * or frienddly creatures. Basically, all players are considered
2089 * unaggressive. If the moving player has peaceful set, then the
2090 * object should be pushed instead of attacked. It is assumed that
2091 * if you are braced, you will not attack friends accidently,
2092 * and thus will not push them.
2093 */
2094
2095 /* If the creature is a pet, push it even if the player is not
2096 * peaceful. Our assumption is the creature is a pet if the
2097 * player owns it and it is either friendly or unagressive.
2098 */
2099 if ((op->type == PLAYER)
2100#if COZY_SERVER
2101 &&
2102 ((mon->owner && mon->owner->contr
2103 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op)
2104#else
2105 && mon->owner == op
2106#endif
2107 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2108 {
2109 /* If we're braced, we don't want to switch places with it */
2110 if (op->contr->braced)
2111 return;
2112
2113 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2114 (void) push_ob (mon, dir, op);
2115 if (op->contr->tmp_invis || op->hide)
2116 make_visible (op);
2117
2118 return;
2119 }
2120
2121 /* in certain circumstances, you shouldn't attack friendly 1931 /* in certain circumstances, you shouldn't attack friendly
2122 * creatures. Note that if you are braced, you can't push 1932 * creatures. Note that if you are braced, you can't push
2123 * someone, but put it inside this loop so that you won't 1933 * someone, but put it inside this loop so that you won't
2124 * attack them either. 1934 * attack them either.
2125 */ 1935 */
2126 if ((mon->type == PLAYER || mon->enemy != op) && 1936 if ((mon->type == PLAYER || mon->enemy != op)
2127 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 1937 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2128#ifdef PROHIBIT_PLAYERKILL
2129 (op->contr->peaceful 1938 && ((op->contr->peaceful
2130 || (mon->type == PLAYER 1939 || (mon->type == PLAYER && mon->contr->peaceful))
2131 && mon->contr->
2132 peaceful)) &&
2133#else
2134 op->contr->peaceful &&
2135#endif
2136 !on_battleground)) 1940 && !on_battleground))
1941 {
1942 if (op->speed_left > 0.f)
2137 { 1943 {
1944 --op->speed_left;
1945
2138 if (!op->contr->braced) 1946 if (!op->contr->braced)
2139 { 1947 {
2140 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 1948 op->play_sound (sound_find ("push_player"));
2141 push_ob (mon, dir, op); 1949 push_ob (mon, dir, op);
2142 } 1950 }
2143 else 1951 else
2144 new_draw_info (0, 0, op, "You withhold your attack"); 1952 op->statusmsg ("You withhold your attack");
2145 1953
2146 if (op->contr->tmp_invis || op->hide) 1954 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
2147 make_visible (op); 1955 make_visible (op);
2148 }
2149 1956
1957 return true;
1958 }
1959 }
2150 /* If the object is a boulder or other rollable object, then 1960 /* If the object is a boulder or other rollable object, then
2151 * roll it if not braced. You can't roll it if you are braced. 1961 * roll it if not braced. You can't roll it if you are braced.
2152 */ 1962 */
2153 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 1963 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
1964 {
1965 if (op->speed_left > 0.f)
2154 { 1966 {
1967 --op->speed_left;
1968
2155 recursive_roll (mon, dir, op); 1969 recursive_roll (mon, dir, op);
2156 if (action_makes_visible (op)) 1970 if (action_makes_visible (op))
2157 make_visible (op); 1971 make_visible (op);
2158 }
2159 1972
1973 return true;
1974 }
1975 }
2160 /* Any generic living creature. Including things like doors. 1976 /* Any generic living creature. Including things like doors.
2161 * Way it works is like this: First, it must have some hit points 1977 * Way it works is like this: First, it must have some hit points
2162 * and be living. Then, it must be one of the following: 1978 * and be living. Then, it must be one of the following:
2163 * 1) Not a player, 2) A player, but of a different party. Note 1979 * 1) Not a player, 2) A player, but of a different party. Note
2164 * that party_number -1 is no party, so attacks can still happen. 1980 * that party_number -1 is no party, so attacks can still happen.
2165 */ 1981 */
2166 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 1982 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2167 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 1983 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2168 { 1984 {
2169 1985 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2170 /* If the player hasn't hit something this tick, and does
2171 * so, give them speed boost based on weapon speed. Doing
2172 * it here is better than process_players2, which basically
2173 * incurred a 1 tick offset.
2174 */
2175 if (!op->contr->has_hit)
2176 { 1986 {
2177 op->speed_left += op->speed / op->contr->weapon_sp; 1987 --op->contr->weapon_sp_left;
2178
2179 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2180 }
2181 1988
2182 skill_attack (mon, op, 0, 0, 0); 1989 skill_attack (mon, op, 0, 0, 0);
2183
2184 /* If attacking another player, that player gets automatic
2185 * hitback, and doesn't loose luck either.
2186 * Disable hitback on the battleground or if the target is
2187 * the wiz.
2188 */
2189 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2190 {
2191 short luck = mon->stats.luck;
2192
2193 mon->contr->has_hit = 1;
2194 skill_attack (op, mon, 0, 0, 0);
2195 mon->stats.luck = luck;
2196 }
2197 1990
2198 if (action_makes_visible (op)) 1991 if (action_makes_visible (op))
2199 make_visible (op); 1992 make_visible (op);
2200 }
2201 } /* if player should attack something */
2202}
2203 1993
2204int 1994 return true;
1995 }
1996 }
1997
1998 return false;
1999}
2000
2001bool
2205move_player (object *op, int dir) 2002move_player (object *op, int dir)
2206{ 2003{
2207 int pick;
2208
2209 if (!op->map || op->map->in_memory != MAP_IN_MEMORY) 2004 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2210 return 0; 2005 return 0;
2211 2006
2212 /* Sanity check: make sure dir is valid */ 2007 /* Sanity check: make sure dir is valid */
2213 if ((dir < 0) || (dir >= 9)) 2008 if (dir < 0 || dir >= 9)
2214 { 2009 {
2215 LOG (llevError, "move_player: invalid direction %d\n", dir); 2010 LOG (llevError, "move_player: invalid direction %d\n", dir);
2216 return 0; 2011 return 0;
2217 } 2012 }
2218 2013
2220 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2015 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2221 dir = absdir (dir + rndm (3) + rndm (3) - 2); 2016 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2222 2017
2223 op->facing = dir; 2018 op->facing = dir;
2224 2019
2225 if (op->hide) 2020 if (op->flag [FLAG_HIDDEN])
2226 do_hidden_move (op); 2021 do_hidden_move (op);
2227 2022
2023 bool retval;
2024 int pick = 0;
2025
2228 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2026 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2229 /*nop */ ; 2027 retval = RESULT_INT (0);
2230 else if (op->contr->fire_on) 2028 else if (op->contr->fire_on)
2231 fire (op, dir); 2029 retval = fire (op, dir);
2232 else 2030 else
2233 { 2031 {
2234 move_player_attack (op, dir); 2032 retval = move_player_attack (op, dir);
2235 pick = check_pick (op); 2033 pick = check_pick (op);
2236 } 2034 }
2237 2035
2238 /* Add special check for newcs players and fire on - this way, the 2036 /* Add special check for newcs players and fire on - this way, the
2239 * server can handle repeat firing. 2037 * server can handle repeat firing.
2246 /* Update how the player looks. Use the facing, so direction may 2044 /* Update how the player looks. Use the facing, so direction may
2247 * get reset to zero. This allows for full animation capabilities 2045 * get reset to zero. This allows for full animation capabilities
2248 * for players. 2046 * for players.
2249 */ 2047 */
2250 animate_object (op, op->facing); 2048 animate_object (op, op->facing);
2251 return 0; 2049
2050 return retval;
2252} 2051}
2253 2052
2254/* This is similar to handle_player, below, but is only used by the 2053/* This is similar to handle_player, below, but is only used by the
2255 * new client/server stuff. 2054 * new client/server stuff.
2256 * This is sort of special, in that the new client/server actually uses 2055 * This is sort of special, in that the new client/server actually uses
2257 * the new speed values for commands. 2056 * the new speed values for commands.
2258 * 2057 *
2259 * Returns true if there are more actions we can do. 2058 * Returns true if there are more actions we can do. Should not do
2059 * many actions in a row, as that would be too unfair to other
2060 * players.
2260 */ 2061 */
2261int 2062bool
2262handle_newcs_player (object *op) 2063handle_newcs_player (object *op)
2263{ 2064{
2264 if (op->contr->hidden)
2265 {
2266 op->invisible = 1000;
2267 /* the socket code flashes the player visible/invisible
2268 * depending on the value of invisible, so we need to
2269 * alternate it here for it to work correctly.
2270 */
2271 if (pticks & 2)
2272 op->invisible--;
2273 }
2274 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2275 {
2276 op->invisible--;
2277 if (!op->invisible)
2278 {
2279 make_visible (op);
2280 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2281 }
2282 }
2283
2284 if (QUERY_FLAG (op, FLAG_SCARED)) 2065 if (QUERY_FLAG (op, FLAG_SCARED))
2285 { 2066 {
2286 flee_player (op); 2067 if (op->speed_left > 0.f)
2287 /* If player is still scared, that is his action for this tick */
2288 if (QUERY_FLAG (op, FLAG_SCARED))
2289 { 2068 {
2290 op->speed_left--; 2069 --op->speed_left;
2070 flee_player (op);
2071
2291 return 0; 2072 return true;
2292 } 2073 }
2074 else
2075 return false;
2293 } 2076 }
2294
2295 /* I've been seeing crashes where the golem has been destroyed, but
2296 * the player object still points to the defunct golem. The code that
2297 * destroys the golem looks correct, and it doesn't always happen, so
2298 * put this in a a workaround to clean up the golem pointer.
2299 */
2300 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2301 op->contr->ranges[range_golem] = 0;
2302 2077
2303 /* call this here - we also will call this in do_ericserver, but 2078 /* call this here - we also will call this in do_ericserver, but
2304 * the players time has been increased when doericserver has been 2079 * the players time has been increased when doericserver has been
2305 * called, so we recheck it here. 2080 * called, so we recheck it here.
2306 */ 2081 */
2307 if (op->contr->ns->handle_command ()) 2082 if (op->contr->ns->handle_command ())
2308 return 1; 2083 return true;
2309 2084
2310 if (op->speed_left > 0)
2311 {
2312 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2085 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2313 {
2314 /* All move commands take 1 tick, at least for now */
2315 op->speed_left--;
2316
2317 /* Instead of all the stuff below, let move_player take care
2318 * of it. Also, some of the skill stuff is only put in
2319 * there, as well as the confusion stuff.
2320 */
2321 move_player (op, op->direction); 2086 return move_player (op, op->direction);
2322 2087
2323 return op->speed_left > 0;
2324 }
2325 }
2326
2327 return 0; 2088 return false;
2328} 2089}
2329 2090
2330int 2091static int
2331save_life (object *op) 2092save_life (object *op)
2332{ 2093{
2333 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2094 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2334 return 0; 2095 return 0;
2335 2096
2336 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2097 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2337 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2098 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2338 { 2099 {
2339 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2100 op->play_sound (sound_find ("ob_evaporate"));
2340 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); 2101 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2341
2342 if (op->contr)
2343 esrv_del_item (op->contr, tmp->count);
2344 2102
2345 tmp->destroy (); 2103 tmp->destroy ();
2346 CLEAR_FLAG (op, FLAG_LIFESAVE); 2104 CLEAR_FLAG (op, FLAG_LIFESAVE);
2347 2105
2348 if (op->stats.hp < 0) 2106 if (op->stats.hp < 0)
2349 op->stats.hp = op->stats.maxhp; 2107 op->stats.hp = op->stats.maxhp;
2350 2108
2351 if (op->stats.food < 0) 2109 if (op->stats.food < 0)
2352 op->stats.food = 999; 2110 op->stats.food = MAX_FOOD;
2353 2111
2354 op->update_stats (); 2112 op->update_stats ();
2355 return 1; 2113 return 1;
2356 } 2114 }
2357 2115
2361 return 0; 2119 return 0;
2362} 2120}
2363 2121
2364/* This goes throws the inventory and removes unpaid objects, and puts them 2122/* This goes throws the inventory and removes unpaid objects, and puts them
2365 * back in the map (location and map determined by values of env). This 2123 * back in the map (location and map determined by values of env). This
2366 * function will descend into containers. op is the object to start the search 2124 * function will descend into containers. op is the object to start the search
2367 * from. 2125 * from.
2368 */ 2126 */
2127static void
2128drop_unpaid_items (object *op, object *env)
2129{
2130 while (op)
2131 {
2132 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2133
2134 if (QUERY_FLAG (op, FLAG_UNPAID))
2135 op->insert_at (env);
2136 else if (op->inv)
2137 drop_unpaid_items (op->inv, env);
2138
2139 op = next;
2140 }
2141}
2142
2369void 2143void
2370remove_unpaid_objects (object *op, object *env) 2144object::drop_unpaid_items ()
2371{ 2145{
2372 object *next; 2146 if (!flag [FLAG_REMOVED])
2373 2147 ::drop_unpaid_items (inv, this);
2374 while (op)
2375 {
2376 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2377
2378 if (QUERY_FLAG (op, FLAG_UNPAID))
2379 {
2380 if (env->type == PLAYER)
2381 esrv_del_item (env->contr, op->count);
2382
2383 op->insert_at (env);
2384 }
2385 else if (op->inv)
2386 remove_unpaid_objects (op->inv, env);
2387
2388 op = next;
2389 }
2390}
2391
2392/*
2393 * Returns pointer a static string containing gravestone text
2394 * Moved from apply.c to player.c - player.c is what
2395 * actually uses this function. player.c may not be quite the
2396 * best, a misc file for object actions is probably better,
2397 * but there isn't one in the server directory.
2398 */
2399char *
2400gravestone_text (object *op)
2401{
2402 static char buf2[MAX_BUF];
2403 char buf[MAX_BUF];
2404 time_t now = time (NULL);
2405
2406 strcpy (buf2, " R.I.P.\n\n");
2407 if (op->type == PLAYER)
2408 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2409 else
2410 sprintf (buf, "%s\n", &op->name);
2411
2412 strncat (buf2, " ", 20 - strlen (buf) / 2);
2413 strcat (buf2, buf);
2414 if (op->type == PLAYER)
2415 sprintf (buf, "who was in level %d when killed\n", op->level);
2416 else
2417 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2418
2419 strncat (buf2, " ", 20 - strlen (buf) / 2);
2420 strcat (buf2, buf);
2421 if (op->type == PLAYER)
2422 {
2423 sprintf (buf, "by %s.\n\n", op->contr->killer);
2424 strncat (buf2, " ", 21 - strlen (buf) / 2);
2425 strcat (buf2, buf);
2426 }
2427
2428 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2429 strncat (buf2, " ", 20 - strlen (buf) / 2);
2430 strcat (buf2, buf);
2431
2432 return buf2;
2433} 2148}
2434 2149
2435void 2150void
2436do_some_living (object *op) 2151do_some_living (object *op)
2437{ 2152{
2444 int rate_grace = 2000; 2159 int rate_grace = 2000;
2445 const int max_hp = 1; 2160 const int max_hp = 1;
2446 const int max_sp = 1; 2161 const int max_sp = 1;
2447 const int max_grace = 1; 2162 const int max_grace = 1;
2448 2163
2449 if (op->contr->outputs_sync) 2164 if (op->contr->hidden)
2165 {
2166 op->invisible = 1000;
2167 /* the socket code flashes the player visible/invisible
2168 * depending on the value of invisible, so we need to
2169 * alternate it here for it to work correctly.
2170 */
2171 if (pticks & 2)
2172 op->invisible--;
2450 { 2173 }
2451 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2174 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2452 if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks) 2175 {
2453 flush_output_element (op, &op->contr->outputs[i]); 2176 if (!op->invisible--)
2177 {
2178 make_visible (op);
2179 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2180 }
2454 } 2181 }
2455 2182
2456 if (op->contr->ns->state == ST_PLAYING) 2183 if (op->contr->ns->state == ST_PLAYING)
2457 { 2184 {
2458 /* these next three if clauses make it possible to SLOW DOWN 2185 /* these next three if clauses make it possible to SLOW DOWN
2477 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2204 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2478 else 2205 else
2479 { 2206 {
2480 gen_grace = op->stats.maxgrace; 2207 gen_grace = op->stats.maxgrace;
2481 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2208 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2482 }
2483
2484 /* Regenerate Spell Points */
2485 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0)
2486 {
2487 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2488 if (op->stats.sp < op->stats.maxsp)
2489 {
2490 op->stats.sp++;
2491 /* dms do not consume food */
2492 if (!QUERY_FLAG (op, FLAG_WIZ))
2493 {
2494 op->stats.food--;
2495 if (op->contr->digestion < 0)
2496 op->stats.food += op->contr->digestion;
2497 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2498 op->stats.food = last_food;
2499 }
2500 }
2501
2502 if (max_sp > 1)
2503 {
2504 over_sp = (gen_sp + 10) / rate_sp;
2505 if (over_sp > 0)
2506 {
2507 if (op->stats.sp < op->stats.maxsp)
2508 {
2509 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2510
2511 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2512 op->stats.sp--;
2513
2514 if (op->stats.sp > op->stats.maxsp)
2515 op->stats.sp = op->stats.maxsp;
2516 }
2517 op->last_sp = 0;
2518 }
2519 else
2520 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2521 }
2522 else
2523 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2524 } 2209 }
2525 2210
2526 /* Regenerate Grace */ 2211 /* Regenerate Grace */
2527 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2212 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2528 if (--op->last_grace < 0) 2213 if (--op->last_grace < 0)
2549 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); 2234 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2550 } 2235 }
2551 /* wearing stuff doesn't detract from grace generation. */ 2236 /* wearing stuff doesn't detract from grace generation. */
2552 } 2237 }
2553 2238
2239 if (op->stats.food > 0)
2240 {
2554 /* Regenerate Hit Points */ 2241 /* Regenerate Spell Points */
2555 if (--op->last_heal < 0) 2242 if (!op->contr->golem && --op->last_sp < 0)
2556 {
2557 if (op->stats.hp < op->stats.maxhp)
2558 { 2243 {
2559 op->stats.hp++; 2244 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2560 /* dms do not consume food */ 2245
2561 if (!QUERY_FLAG (op, FLAG_WIZ)) 2246 if (op->stats.sp < op->stats.maxsp)
2562 { 2247 {
2248 op->stats.sp++;
2249
2250 /* dms do not consume food */
2251 if (!QUERY_FLAG (op, FLAG_WIZ))
2252 {
2563 op->stats.food--; 2253 op->stats.food--;
2254
2564 if (op->contr->digestion < 0) 2255 if (op->contr->digestion < 0)
2565 op->stats.food += op->contr->digestion; 2256 op->stats.food += op->contr->digestion;
2566 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2257 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2567 op->stats.food = last_food; 2258 op->stats.food = last_food;
2259 }
2568 } 2260 }
2569 }
2570 2261
2571 if (max_hp > 1) 2262 if (max_sp > 1)
2572 {
2573 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2574 if (over_hp > 0)
2575 { 2263 {
2576 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; 2264 over_sp = (gen_sp + 10) / rate_sp;
2265 if (over_sp > 0)
2266 {
2267 if (op->stats.sp < op->stats.maxsp)
2268 {
2269 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2270
2271 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2272 op->stats.sp--;
2273
2274 if (op->stats.sp > op->stats.maxsp)
2275 op->stats.sp = op->stats.maxsp;
2276 }
2277
2577 op->last_heal = 0; 2278 op->last_sp = 0;
2279 }
2280 else
2281 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2578 } 2282 }
2579 else 2283 else
2284 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2285 }
2286
2287 /* Regenerate Hit Points */
2288 if (--op->last_heal < 0)
2289 {
2290 if (op->stats.hp < op->stats.maxhp)
2580 { 2291 {
2581 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2292 op->stats.hp++;
2293
2294 /* dms do not consume food */
2295 if (!QUERY_FLAG (op, FLAG_WIZ))
2296 {
2297 op->stats.food--;
2298
2299 if (op->contr->digestion < 0)
2300 op->stats.food += op->contr->digestion;
2301 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2302 op->stats.food = last_food;
2303 }
2582 } 2304 }
2305
2306 if (max_hp > 1)
2307 {
2308 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2309
2310 if (over_hp > 0)
2311 {
2312 op->stats.sp += over_hp + (rndm (rate_hp) > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2313 op->last_heal = 0;
2314 }
2315 else
2316 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2583 } 2317 }
2584 else 2318 else
2585 {
2586 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2319 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2587 } 2320 }
2588 } 2321 }
2589 2322
2590 /* Digestion */ 2323 /* Digestion */
2591 if (--op->last_eat < 0) 2324 if (--op->last_eat < 0)
2592 { 2325 {
2593#ifdef COZY_SERVER 2326 int bonus = max (0, op->contr->digestion),
2594 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion; 2327 penalty = max (0, -op->contr->digestion);
2595 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2596#else
2597 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2598#endif
2599 2328
2600 if (op->contr->gen_hp > 0)
2601 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2329 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2602 else
2603 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2604 2330
2605 /* dms do not consume food */ 2331 /* dms do not consume food */
2606 if (!QUERY_FLAG (op, FLAG_WIZ)) 2332 if (!QUERY_FLAG (op, FLAG_WIZ))
2607 op->stats.food--; 2333 op->stats.food--;
2608 } 2334 }
2609 2335
2610 if (op->stats.food < 0 && op->stats.hp >= 0) 2336 if (op->stats.food < 0 && op->stats.hp >= 0)
2611 { 2337 {
2612 object *tmp, *flesh = 0; 2338 object *flesh = 0;
2613 2339
2614 for (tmp = op->inv; tmp; tmp = tmp->below) 2340 for_inv_removable (op, tmp)
2615 { 2341 {
2616 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2342 if (QUERY_FLAG (tmp, FLAG_UNPAID))
2343 continue;
2344
2345 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2617 { 2346 {
2618 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2347 op->statusmsg ("You blindly grab for a bite of food. "
2619 { 2348 "H<To prevent you from starving, you ate some random item from your backpack.>");
2620 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2349 op->apply (tmp);
2621 manual_apply (op, tmp, 0); 2350
2622 if (op->stats.food >= 0 || op->stats.hp < 0) 2351 if (op->stats.food >= 0 || op->stats.hp < 0)
2623 break; 2352 break;
2624 } 2353 }
2625 else if (tmp->type == FLESH) 2354 else if (tmp->type == FLESH)
2626 flesh = tmp; 2355 flesh = tmp;
2627 } /* End if paid for object */ 2356 }
2628 } /* end of for loop */
2629 2357
2630 /* If player is still starving, it means they don't have any food, so 2358 /* If player is still starving, it means they don't have any food, so
2631 * eat flesh instead. 2359 * eat flesh instead.
2632 */ 2360 */
2633 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2361 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2634 { 2362 {
2635 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2363 op->statusmsg ("You blindly grab for a bite of food. "
2364 "H<To prevent you from starving, you ate some random item from your backpack.>");
2636 manual_apply (op, flesh, 0); 2365 op->apply (flesh);
2637 } 2366 }
2367
2368 // If player is still starving, alert him!
2369 if (op->stats.food < 0)
2370 op->failmsg ("You are starving! "
2371 "H<Eat some food to increase your food and prevent you from an untimely death.>");
2372 }
2373
2374 if (op->stats.food < 0)
2638 } 2375 {
2376 op->stats.hp += op->stats.food;
2377 op->stats.food = 0;
2639 2378
2640 while (op->stats.food < 0 && op->stats.hp >= 0) 2379 if (op->stats.hp < 0)
2641 op->stats.food++, op->stats.hp--; 2380 {
2381 op->contr->killer = archetype::get ("killer_starvation");
2382 op->contr->killer->destroy ();
2383 }
2384 }
2642 2385
2386 /* killer should be set here already */
2643 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2387 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2644 kill_player (op); 2388 kill_player (op);
2645 } 2389 }
2646} 2390}
2647 2391
2651 * file. 2395 * file.
2652 */ 2396 */
2653void 2397void
2654kill_player (object *op) 2398kill_player (object *op)
2655{ 2399{
2656 char buf[MAX_BUF];
2657 int x, y; 2400 int x, y;
2658
2659 //int i;
2660 maptile *map; /* this is for resurrection */ 2401 maptile *map; /* this is for resurrection */
2661
2662 /* int z;
2663 int num_stats_lose;
2664 int lost_a_stat;
2665 int lose_this_stat;
2666 int this_stat; */
2667 int will_kill_again; 2402 int will_kill_again;
2668 archetype *at; 2403 archetype *at;
2669 object *tmp; 2404 object *tmp;
2670 2405
2671 if (save_life (op)) 2406 if (save_life (op))
2672 return; 2407 return;
2673 2408
2409 dynbuf_text deathtab;
2410
2411 /* restore player */
2412 at = archetype::find (shstr_poisoning);
2413 if (object *tmp = present_arch_in_ob (at, op))
2414 {
2415 tmp->destroy ();
2416 deathtab << "Your body feels cleansed...\r";
2417 }
2418
2419 at = archetype::find (shstr_confusion);
2420 if (object *tmp = present_arch_in_ob (at, op))
2421 {
2422 tmp->destroy ();
2423 deathtab << "Your mind feels clearer...\r";
2424 }
2425
2426 cure_disease (op, 0, 0); /* remove any disease */
2427
2428 max_it (op->stats.hp , op->stats.maxhp);
2429 max_it (op->stats.sp , op->stats.maxsp);
2430 max_it (op->stats.grace, op->stats.maxgrace);
2431 max_it (op->stats.food , 200);
2432
2433 // remove all spell effects that are active
2434 // to avoid long-term effects such as word-of-recall
2435 for (object *item = op->inv; item; )
2436 {
2437 object *next = item->below;
2438
2439 if (item->type == SPELL_EFFECT && item->active)
2440 item->destroy ();
2441
2442 item = next;
2443 }
2674 2444
2675 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2445 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2676 * in cities ONLY!!! It is very important that this doesn't get abused. 2446 * in cities ONLY!!! It is very important that this doesn't get abused.
2677 * Look at op_on_battleground() for more info --AndreasV 2447 * Look at op_on_battleground() for more info --AndreasV
2678 */ 2448 */
2679 if (op_on_battleground (op, &x, &y)) 2449 if (op_on_battleground (op, &x, &y))
2680 { 2450 {
2681 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2451 deathtab << "You almost died in combat, but local medics have saved your life...\r";
2682 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2683
2684 /* restore player */
2685 at = archetype::find ("poisoning");
2686 if (object *tmp = present_arch_in_ob (at, op))
2687 {
2688 tmp->destroy ();
2689 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2690 }
2691
2692 at = archetype::find ("confusion");
2693 if (object *tmp = present_arch_in_ob (at, op))
2694 {
2695 tmp->destroy ();
2696 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2697 }
2698
2699 cure_disease (op, 0); /* remove any disease */
2700 op->stats.hp = op->stats.maxhp;
2701 if (op->stats.food <= 0)
2702 op->stats.food = 999;
2703 2452
2704 /* create a bodypart-trophy to make the winner happy */ 2453 /* create a bodypart-trophy to make the winner happy */
2705 if (object *tmp = arch_to_object (archetype::find ("finger"))) 2454 object *tmp = archetype::find (shstr_finger)->instance ();
2706 { 2455
2707 sprintf (buf, "%s's finger", &op->name); 2456 tmp->name = format ("%s's finger" , &op->name);
2708 tmp->name = buf; 2457 tmp->name_pl = format ("%s's fingers", &op->name);
2709 sprintf (buf, " This finger has been cut off %s\n" 2458 tmp->msg = format (
2710 " the %s, when he was defeated at\n level %d by %s.\n", 2459 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
2711 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2460 &op->name, op->contr->title,
2712 tmp->msg = buf; 2461 (int)op->level,
2462 op->contr->killer_name ()
2463 );
2713 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2464 tmp->value = 0, tmp->type = 0;
2714 tmp->materialname = NULL; 2465 tmp->material = name_to_material (shstr_organic);
2715 tmp->insert_at (op, tmp); 2466 tmp->insert_at (op, tmp);
2716 }
2717 2467
2718 /* teleport defeated player to new destination */ 2468 /* teleport defeated player to new destination */
2719 transfer_ob (op, x, y, 0, NULL); 2469 transfer_ob (op, x, y, 0, NULL);
2720 op->contr->braced = 0; 2470 op->contr->braced = 0;
2471
2472 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2721 return; 2473 return;
2722 } 2474 }
2723 2475
2476 deathtab << "You were killed by " << op->contr->killer_name () << ".\n\n";
2477 deathtab << "T<YOU HAVE DIED>\n\n";
2478
2724 INVOKE_PLAYER (DEATH, op->contr); 2479 INVOKE_PLAYER (DEATH, op->contr);
2725 2480
2726 command_kill_pets (op, 0); 2481 command_kill_pets (op, 0);
2727 2482
2728 if (op->stats.food < 0) 2483 op->contr->play_sound (sound_find ("player_dies"));
2729 {
2730 sprintf (buf, "%s starved to death.", &op->name);
2731 strcpy (op->contr->killer, "starvation");
2732 }
2733 else
2734 sprintf (buf, "%s died.", &op->name);
2735
2736 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2737 2484
2738 /* save the map location for corpse, gravestone */ 2485 /* save the map location for corpse, gravestone */
2739 x = op->x; 2486 x = op->x;
2740 y = op->y; 2487 y = op->y;
2741 map = op->map; 2488 map = op->map;
2769 2516
2770 lost_a_stat = 0; 2517 lost_a_stat = 0;
2771 2518
2772 for (z = 0; z < num_stats_lose; z++) 2519 for (z = 0; z < num_stats_lose; z++)
2773 { 2520 {
2774 i = RANDOM () % NUM_STATS; 2521 i = rndm (NUM_STATS);
2775 2522
2776 if (settings.stat_loss_on_death) 2523 if (settings.stat_loss_on_death)
2777 { 2524 {
2778 /* Pick a random stat and take a point off it. Tell the player 2525 /* Pick a random stat and take a point off it. Tell the player
2779 * what he lost. 2526 * what he lost.
2786 lost_a_stat = 1; 2533 lost_a_stat = 1;
2787 } 2534 }
2788 else 2535 else
2789 { 2536 {
2790 /* deplete a stat */ 2537 /* deplete a stat */
2791 archetype *deparch = archetype::find ("depletion"); 2538 archetype *deparch = archetype::find (shstr_depletion);
2792 object *dep; 2539 object *dep;
2793 2540
2794 dep = present_arch_in_ob (deparch, op); 2541 dep = present_arch_in_ob (deparch, op);
2795 if (!dep) 2542 if (!dep)
2796 { 2543 {
2797 dep = arch_to_object (deparch); 2544 dep = deparch->instance ();
2798 insert_ob_in_ob (dep, op); 2545 insert_ob_in_ob (dep, op);
2799 } 2546 }
2800 lose_this_stat = 1; 2547 lose_this_stat = 1;
2801 if (settings.balanced_stat_loss) 2548 if (settings.balanced_stat_loss)
2802 { 2549 {
2830 } 2577 }
2831 } 2578 }
2832 2579
2833 if (lose_this_stat) 2580 if (lose_this_stat)
2834 { 2581 {
2835 this_stat = get_attr_value (&(dep->stats), i); 2582 this_stat = get_attr_value (&dep->stats, i);
2836 /* We could try to do something clever like find another 2583 /* We could try to do something clever like find another
2837 * stat to reduce if this fails. But chances are, if 2584 * stat to reduce if this fails. But chances are, if
2838 * stats have been depleted to -50, all are pretty low 2585 * stats have been depleted to -50, all are pretty low
2839 * and should be roughly the same, so it shouldn't make a 2586 * and should be roughly the same, so it shouldn't make a
2840 * difference. 2587 * difference.
2848 lost_a_stat = 1; 2595 lost_a_stat = 1;
2849 } 2596 }
2850 } 2597 }
2851 } 2598 }
2852 } 2599 }
2600
2853 /* If no stat lost, tell the player. */ 2601 /* If no stat lost, tell the player. */
2854 if (!lost_a_stat) 2602 if (!lost_a_stat)
2855 { 2603 {
2856 /* determine_god() seems to not work sometimes... why is this? 2604 /* determine_god() seems to not work sometimes... why is this?
2857 Should I be using something else? GD */ 2605 Should I be using something else? GD */
2858 const char *god = determine_god (op); 2606 shstr_tmp god = determine_god (op);
2859 2607
2860 if (god && (strcmp (god, "none"))) 2608 if (god != shstr_none)
2861 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god); 2609 deathtab << "For a brief moment you feel the holy presence of " << god << " protecting you.\r";
2862 else 2610 else
2863 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2611 deathtab << "For a brief moment you feel a holy presence protecting you.\r";
2864 } 2612 }
2865#else 2613#else
2866 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2614 deathtab << "For a brief moment you feel a holy presence protecting you from losing yourself completely.";
2867#endif 2615#endif
2868 2616
2869 /* Put a gravestone up where the character 'almost' died. List the 2617 /* Put a gravestone up where the character 'almost' died. List the
2870 * exp loss on the stone. 2618 * exp loss on the stone.
2871 */ 2619 */
2872 tmp = arch_to_object (archetype::find ("gravestone")); 2620 tmp = archetype::find (shstr_gravestone)->instance ();
2873 sprintf (buf, "%s's gravestone", &op->name); 2621 tmp->name = format ("%s's gravestone", &op->name);
2874 tmp->name = buf; 2622 tmp->name_pl = format ("%s's gravestones", &op->name);
2875 sprintf (buf, "%s's gravestones", &op->name); 2623 tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n",
2876 tmp->name_pl = buf; 2624 &op->name, op->contr->title, op->contr->killer_name ());
2877 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);
2878 tmp->msg = buf;
2879 tmp->x = op->x, tmp->y = op->y; 2625 tmp->x = op->x, tmp->y = op->y;
2880 insert_ob_in_map (tmp, op->map, NULL, 0); 2626 insert_ob_in_map (tmp, op->map, NULL, 0);
2881 2627
2882 /**************************************/ 2628 /**************************************/
2883 /* */ 2629 /* */
2884 /* Subtract the experience points, */ 2630 /* Subtract the experience points, */
2885 /* if we died cause of food, give us */
2886 /* food, and reset HP's... */
2887 /* */ 2631 /* */
2888 /**************************************/ 2632 /**************************************/
2889 2633
2890 /* remove any poisoning and confusion the character may be suffering. */
2891 /* restore player */
2892 at = archetype::find ("poisoning");
2893 tmp = present_arch_in_ob (at, op);
2894
2895 if (tmp)
2896 {
2897 tmp->destroy ();
2898 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2899 }
2900
2901 at = archetype::find ("confusion");
2902 tmp = present_arch_in_ob (at, op);
2903 if (tmp)
2904 {
2905 tmp->destroy ();
2906 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2907 }
2908
2909 cure_disease (op, 0); /* remove any disease */
2910
2911 /*add_exp(op, (op->stats.exp * -0.20)); */ 2634 /*add_exp(op, (op->stats.exp * -0.20)); */
2912 apply_death_exp_penalty (op); 2635 apply_death_exp_penalty (op);
2913 if (op->stats.food < 100)
2914 op->stats.food = 900;
2915 op->stats.hp = op->stats.maxhp;
2916 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2917 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2918 2636
2919 /* 2637 /*
2920 * Check to see if the player is in a shop. IF so, then check to see if
2921 * the player has any unpaid items. If so, remove them and put them back 2638 * Check to see if the player has any unpaid items. If so, remove them
2922 * in the map. 2639 * and put them back in the map.
2923 */ 2640 */
2924 2641 op->drop_unpaid_items ();
2925 if (is_in_shop (op))
2926 remove_unpaid_objects (op->inv, op);
2927 2642
2928 /****************************************/ 2643 /****************************************/
2929 /* */ 2644 /* */
2930 /* Move player to his current respawn- */ 2645 /* Move player to his current respawn- */
2931 /* position (usually last savebed) */ 2646 /* position (usually last savebed) */
2951 object *force; 2666 object *force;
2952 int at; 2667 int at;
2953 2668
2954 force = get_archetype (FORCE_NAME); 2669 force = get_archetype (FORCE_NAME);
2955 /* 50 ticks should be enough time for the spell to abate */ 2670 /* 50 ticks should be enough time for the spell to abate */
2956 force->speed = 0.1; 2671 force->speed = 0.1f;
2957 force->speed_left = -5.0; 2672 force->speed_left = -5.f;
2958 SET_FLAG (force, FLAG_APPLIED); 2673 SET_FLAG (force, FLAG_APPLIED);
2959 for (at = 0; at < NROFATTACKS; at++) 2674 for (at = 0; at < NROFATTACKS; at++)
2960 if (will_kill_again & (1 << at)) 2675 if (will_kill_again & (1 << at))
2961 force->resist[at] = 100; 2676 force->resist[at] = 100;
2962 2677
2963 insert_ob_in_ob (force, op); 2678 insert_ob_in_ob (force, op);
2964 op->update_stats (); 2679 op->update_stats ();
2965
2966 } 2680 }
2967 2681
2968 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2682 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2969} 2683}
2970 2684
2971void 2685static void
2972loot_object (object *op) 2686loot_object (object *op)
2973{ /* Grab and destroy some treasure */ 2687{ /* Grab and destroy some treasure */
2974 object *tmp, *tmp2, *next; 2688 object *tmp, *tmp2, *next;
2975 2689
2976 if (op->container) 2690 op->close_container (); /* close open sack first */
2977 esrv_apply_container (op, op->container); /* close open sack first */
2978 2691
2979 for (tmp = op->inv; tmp; tmp = next) 2692 for (tmp = op->inv; tmp; tmp = next)
2980 { 2693 {
2981 next = tmp->below; 2694 next = tmp->below;
2982 2695
2983 if (tmp->invisible) 2696 if (tmp->invisible)
2984 continue; 2697 continue;
2985 2698
2986 tmp->remove (); 2699 tmp->remove ();
2987 tmp->x = op->x, tmp->y = op->y; 2700 tmp->x = op->x, tmp->y = op->y;
2701
2988 if (tmp->type == CONTAINER) 2702 if (tmp->type == CONTAINER)
2989 { /* empty container to ground */ 2703 loot_object (tmp); /* empty container to ground */
2990 loot_object (tmp); 2704
2991 }
2992 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3)))) 2705 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
2993 { 2706 {
2994 if (tmp->nrof > 1) 2707 if (tmp->nrof > 1)
2995 { 2708 {
2996 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2709 tmp->decrease (rndm (1, tmp->nrof - 1));
2997 tmp2->destroy ();
2998 insert_ob_in_map (tmp, op->map, NULL, 0); 2710 insert_ob_in_map (tmp, op->map, NULL, 0);
2999 } 2711 }
3000 else 2712 else
3001 tmp->destroy (); 2713 tmp->destroy ();
3002 } 2714 }
3008/* 2720/*
3009 * fix_weight(): Check recursively the weight of all players, and fix 2721 * fix_weight(): Check recursively the weight of all players, and fix
3010 * what needs to be fixed. Refresh windows and fix speed if anything 2722 * what needs to be fixed. Refresh windows and fix speed if anything
3011 * was changed. 2723 * was changed.
3012 */ 2724 */
3013
3014void 2725void
3015fix_weight (void) 2726fix_weight ()
3016{ 2727{
3017 for_all_players (pl) 2728 for_all_players (pl)
3018 { 2729 {
3019 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2730 sint32 old = pl->ob->carrying;
3020 2731
3021 if (old == sum) 2732 pl->ob->update_weight ();
3022 continue; 2733
2734 if (old != pl->ob->carrying)
2735 {
3023 pl->ob->update_stats (); 2736 pl->ob->update_stats ();
3024 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 2737 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, (int)old, (int)pl->ob->carrying);
2738 }
3025 } 2739 }
3026} 2740}
3027 2741
3028void 2742void
3029fix_luck (void) 2743fix_luck ()
3030{ 2744{
3031 for_all_players (pl) 2745 for_all_players (pl)
3032 if (!pl->ob->contr->ns->state) 2746 if (!pl->ob->contr->ns->state)
3033 pl->ob->change_luck (0); 2747 pl->ob->change_luck (0);
3034} 2748}
3071} 2785}
3072 2786
3073void 2787void
3074make_visible (object *op) 2788make_visible (object *op)
3075{ 2789{
3076 op->hide = 0; 2790 op->flag [FLAG_HIDDEN] = 0;
3077 op->invisible = 0; 2791 op->invisible = 0;
2792
3078 if (op->type == PLAYER) 2793 if (op->type == PLAYER)
3079 { 2794 {
3080 op->contr->tmp_invis = 0; 2795 op->contr->tmp_invis = 0;
3081 op->contr->invis_race = 0; 2796 op->contr->invis_race = 0;
3082 } 2797 }
2798
3083 update_object (op, UP_OBJ_FACE); 2799 update_object (op, UP_OBJ_CHANGE);
3084} 2800}
3085 2801
3086int 2802int
3087is_true_undead (object *op) 2803is_true_undead (object *op)
3088{ 2804{
3089 object *tmp = NULL;
3090
3091 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 2805 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3092 return 1; 2806 return 1;
3093 2807
3094 return 0; 2808 return 0;
3095} 2809}
3096 2810
3097/* look at the surrounding terrain to determine 2811/* look at the surrounding terrain to determine
3098 * the hideability of this object. Positive levels 2812 * the hideability of this object. Positive levels
3099 * indicate greater hideability. 2813 * indicate greater hideability.
3100 */ 2814 */
3101
3102int 2815int
3103hideability (object *ob) 2816hideability (object *ob)
3104{ 2817{
3105 int i, level = 0, mflag; 2818 int i, level = 0, mflag;
3106 sint16 x, y; 2819 sint16 x, y;
3107 2820
3108 if (!ob || !ob->map) 2821 if (!ob || !ob->map)
3109 return 0; 2822 return 0;
3110 2823
3111 /* so, on normal lighted maps, its hard to hide */ 2824 /* so, on normal lighted maps, its hard to hide */
3112 level = ob->map->darkness - 2; 2825 level = ob->map->darklevel () - 2;
3113 2826
3114 /* this also picks up whether the object is glowing. 2827 /* this also picks up whether the object is glowing.
3115 * If you carry a light on a non-dark map, its not 2828 * If you carry a light on a non-dark map, its not
3116 * as bad as carrying a light on a pitch dark map */ 2829 * as bad as carrying a light on a pitch dark map */
3117 if (has_carried_lights (ob)) 2830 if (ob->has_carried_lights ())
3118 level = -(10 + (2 * ob->map->darkness)); 2831 level = -(10 + (2 * ob->map->darklevel ()));
3119 2832
3120 /* scan through all nearby squares for terrain to hide in */ 2833 /* scan through all nearby squares for terrain to hide in */
3121 for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i]) 2834 for (i = 0, x = ob->x, y = ob->y;
2835 i <= SIZEOFFREE1;
2836 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3122 { 2837 {
3123 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); 2838 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3124 if (mflag & P_OUT_OF_MAP) 2839 if (mflag & P_OUT_OF_MAP)
3125 {
3126 continue; 2840 continue;
3127 } 2841
3128 if (mflag & P_BLOCKSVIEW) /* something to hide near! */ 2842 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3129 level += 2; 2843 level += 2;
3130 else /* open terrain! */ 2844 else /* open terrain! */
3131 level -= 1; 2845 level -= 1;
3132 } 2846 }
3140/* For Hidden creatures - a chance of becoming 'unhidden' 2854/* For Hidden creatures - a chance of becoming 'unhidden'
3141 * every time they move - as we subtract off 'invisibility' 2855 * every time they move - as we subtract off 'invisibility'
3142 * AND, for players, if they move into a ridiculously unhideable 2856 * AND, for players, if they move into a ridiculously unhideable
3143 * spot (surrounded by clear terrain in broad daylight). -b.t. 2857 * spot (surrounded by clear terrain in broad daylight). -b.t.
3144 */ 2858 */
3145
3146void 2859void
3147do_hidden_move (object *op) 2860do_hidden_move (object *op)
3148{ 2861{
3149 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 2862 int hide = 0;
3150 object *skop;
3151 2863
3152 if (!op || !op->map) 2864 if (!op || !op->map)
3153 return; 2865 return;
3154 2866
3155 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 2867 object *skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
2868 int num = random_roll (0, 19, op, PREFER_LOW);
3156 2869
3157 /* its *extremely* hard to run and sneak/hide at the same time! */ 2870 /* its *extremely* hard to run and sneak/hide at the same time! */
3158 if (op->type == PLAYER && op->contr->run_on) 2871 if (op->type == PLAYER && op->contr->run_on)
3159 if (!skop || num >= skop->level) 2872 if (!skop || num >= skop->level)
3160 { 2873 {
3170 num -= hide; 2883 num -= hide;
3171 2884
3172 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 2885 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3173 { 2886 {
3174 make_visible (op); 2887 make_visible (op);
2888
3175 if (op->type == PLAYER) 2889 if (op->type == PLAYER)
3176 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 2890 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3177 } 2891 }
3178 else if (op->type == PLAYER && skop) 2892 else if (op->type == PLAYER && skop)
3179 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 2893 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3232 * object op. This function works fine for monsters, 2946 * object op. This function works fine for monsters,
3233 * but we dont worry if the object isnt the top one in 2947 * but we dont worry if the object isnt the top one in
3234 * a pile (say a coin under a table would return "viewable" 2948 * a pile (say a coin under a table would return "viewable"
3235 * by this routine). Another question, should we be 2949 * by this routine). Another question, should we be
3236 * concerned with the direction the player is looking 2950 * concerned with the direction the player is looking
3237 * in? Realistically, most of use cant see stuff behind 2951 * in? Realistically, most of us can't see stuff behind
3238 * our backs...on the other hand, does the "facing" direction 2952 * our backs...on the other hand, does the "facing" direction
3239 * imply the way your head, or body is facing? Its possible 2953 * imply the way your head, or body is facing? It's possible
3240 * for them to differ. Sigh, this fctn could get a bit more complex. 2954 * for them to differ. Sigh, this fctn could get a bit more complex.
3241 * -b.t. 2955 * -b.t.
3242 * This function is now map tiling safe. 2956 * This function is now map tiling safe.
3243 */ 2957 */
3244
3245int 2958int
3246player_can_view (object *pl, object *op) 2959player_can_view (object *pl, object *op)
3247{ 2960{
3248 rv_vector rv; 2961 rv_vector rv;
3249 int dx, dy; 2962 int dx, dy;
3261 2974
3262 get_rangevector (pl, op, &rv, 0x1); 2975 get_rangevector (pl, op, &rv, 0x1);
3263 2976
3264 /* starting with the 'head' part, lets loop 2977 /* starting with the 'head' part, lets loop
3265 * through the object and find if it has any 2978 * through the object and find if it has any
3266 * part that is in the los array but isnt on 2979 * part that is in the los array but isn't on
3267 * a blocked los square. 2980 * a blocked los square.
3268 * we use the archetype to figure out offsets. 2981 * we use the archetype to figure out offsets.
3269 */ 2982 */
3270 while (op) 2983 while (op)
3271 { 2984 {
3272 dx = rv.distance_x + op->arch->clone.x; 2985 dx = rv.distance_x + op->arch->x;
3273 dy = rv.distance_y + op->arch->clone.y; 2986 dy = rv.distance_y + op->arch->y;
3274 2987
3275 /* only the viewable area the player sees is updated by LOS 2988 if (pl->contr->blocked_los (dx, dy) != LOS_BLOCKED)
3276 * code, so we need to restrict ourselves to that range of values
3277 * for any meaningful values.
3278 */
3279 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3280 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3281 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3282 return 1; 2989 return 1;
2990
3283 op = op->more; 2991 op = op->more;
3284 } 2992 }
3285 return 0;
3286}
3287 2993
3288/* routine for both players and monsters. We call this when
3289 * there is a possibility for our action distrubing our hiding
3290 * place or invisiblity spell. Artefact invisiblity is not
3291 * effected by this. If we arent invisible to begin with, we
3292 * return 0.
3293 */
3294int
3295action_makes_visible (object *op)
3296{
3297
3298 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3299 {
3300 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3301 return 0;
3302
3303 if (op->contr && op->contr->tmp_invis == 0)
3304 return 0;
3305
3306 /* If monsters, they should become visible */
3307 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3308 {
3309 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3310 return 1;
3311 }
3312 }
3313 return 0; 2994 return 0;
3314} 2995}
3315 2996
3316/* op_on_battleground - checks if the given object op (usually 2997/* op_on_battleground - checks if the given object op (usually
3317 * a player) is standing on a valid battleground-tile, 2998 * a player) is standing on a valid battleground-tile,
3322 * Default is to do the same as before, so only people wanting to have different points need worry about this 3003 * Default is to do the same as before, so only people wanting to have different points need worry about this
3323 */ 3004 */
3324int 3005int
3325op_on_battleground (object *op, int *x, int *y) 3006op_on_battleground (object *op, int *x, int *y)
3326{ 3007{
3327 object *tmp;
3328
3329 /* A battleground-tile needs the following attributes to be valid: 3008 /* A battleground-tile needs the following attributes to be valid:
3330 * is_floor 1 (has to be the FIRST floor beneath the player's feet), 3009 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3331 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3010 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3332 * and the exit-coordinates sp/hp must both be > 0. 3011 * and the exit-coordinates sp/hp must both be > 0.
3333 * => The intention here is to prevent abuse of the battleground- 3012 * => The intention here is to prevent abuse of the battleground-
3334 * feature (like pickable or hidden battleground tiles). */ 3013 * feature (like pickable or hidden battleground tiles). */
3335 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3014 for (object *tmp = op->below; tmp; tmp = tmp->below)
3336 { 3015 {
3337 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3016 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3338 { 3017 {
3339 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3018 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3340 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp)) 3019 && tmp->type == BATTLEGROUND
3020 && tmp->name == shstr_battleground
3021 && EXIT_X (tmp) && EXIT_Y (tmp))
3341 { 3022 {
3342 /*before we assign the exit, check if this is a teambattle */ 3023 /* before we assign the exit, check if this is a teambattle */
3343 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) 3024 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3344 {
3345 object *invtmp;
3346
3347 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below) 3025 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3026 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3348 { 3027 {
3349 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3350 {
3351 if (x != NULL && y != NULL) 3028 if (x && y)
3352 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3029 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3030
3353 return 1; 3031 return 1;
3354 }
3355 } 3032 }
3356 } 3033
3357 if (x != NULL && y != NULL) 3034 if (x && y)
3358 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3035 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3036
3359 return 1; 3037 return 1;
3360 } 3038 }
3361 } 3039 }
3362 } 3040 }
3041
3363 /* If we got here, did not find a battleground */ 3042 /* If we got here, did not find a battleground */
3364 return 0; 3043 return 0;
3365} 3044}
3366 3045
3367/* 3046/*
3383 char buf[MAX_BUF]; /* tmp. string buffer */ 3062 char buf[MAX_BUF]; /* tmp. string buffer */
3384 int i = 0, j = 0; 3063 int i = 0, j = 0;
3385 3064
3386 /* get the appropriate treasurelist */ 3065 /* get the appropriate treasurelist */
3387 if (atnr == ATNR_FIRE) 3066 if (atnr == ATNR_FIRE)
3388 trlist = find_treasurelist ("dragon_ability_fire"); 3067 trlist = treasurelist::find (shstr_dragon_ability_fire);
3389 else if (atnr == ATNR_COLD) 3068 else if (atnr == ATNR_COLD)
3390 trlist = find_treasurelist ("dragon_ability_cold"); 3069 trlist = treasurelist::find (shstr_dragon_ability_cold);
3391 else if (atnr == ATNR_ELECTRICITY) 3070 else if (atnr == ATNR_ELECTRICITY)
3392 trlist = find_treasurelist ("dragon_ability_elec"); 3071 trlist = treasurelist::find (shstr_dragon_ability_elec);
3393 else if (atnr == ATNR_POISON) 3072 else if (atnr == ATNR_POISON)
3394 trlist = find_treasurelist ("dragon_ability_poison"); 3073 trlist = treasurelist::find (shstr_dragon_ability_poison);
3395 3074
3396 if (trlist == NULL || who->type != PLAYER) 3075 if (trlist == NULL || who->type != PLAYER)
3397 return; 3076 return;
3398 3077
3399 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3078 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3403 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3082 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3404 return; 3083 return;
3405 } 3084 }
3406 3085
3407 /* everything seems okay - now bring on the gift: */ 3086 /* everything seems okay - now bring on the gift: */
3408 item = &(tr->item->clone); 3087 item = tr->item;
3409 3088
3410 if (item->type == SPELL) 3089 if (item->type == SPELL)
3411 { 3090 {
3412 if (check_spell_known (who, item->name)) 3091 if (check_spell_known (who, item->name))
3413 return; 3092 return;
3472 { 3151 {
3473 /* forces in the treasurelist can alter the player's stats */ 3152 /* forces in the treasurelist can alter the player's stats */
3474 object *skin; 3153 object *skin;
3475 3154
3476 /* first get the dragon skin force */ 3155 /* first get the dragon skin force */
3477 shstr_cmp dragon_skin_force ("dragon_skin_force");
3478 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below) 3156 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3479 ; 3157 ;
3480 3158
3481 if (!skin) 3159 if (!skin)
3482 return; 3160 return;
3483 3161
3497 else 3175 else
3498 j = 1; 3176 j = 1;
3499 strcat (buf, spellpathnames[i]); 3177 strcat (buf, spellpathnames[i]);
3500 } 3178 }
3501 } 3179 }
3180
3502 strcat (buf, "."); 3181 strcat (buf, ".");
3503 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf); 3182 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3504 } 3183 }
3505 3184
3506 /* evtl. adding flags: */ 3185 /* evtl. adding flags: */
3516 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg); 3195 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3517 } 3196 }
3518 else 3197 else
3519 { 3198 {
3520 /* generate misc. treasure */ 3199 /* generate misc. treasure */
3521 tmp = arch_to_object (tr->item); 3200 tmp = tr->item->instance ();
3522 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp)); 3201 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3523 tmp = insert_ob_in_ob (tmp, who); 3202 who->insert (tmp);
3524 if (who->type == PLAYER)
3525 esrv_send_item (who, tmp);
3526 }
3527}
3528
3529/**
3530 * Unready an object for a player. This function does nothing if the object was
3531 * not readied.
3532 */
3533void
3534player_unready_range_ob (player *pl, object *ob)
3535{
3536 for (rangetype i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1))
3537 if (pl->ranges[i] == ob)
3538 {
3539 pl->ranges[i] = 0;
3540 if (pl->shoottype == i)
3541 pl->shoottype = range_none;
3542 } 3203 }
3543} 3204}
3205
3206//-GPL
3544 3207
3545sint8 3208sint8
3546player::visibility_at (maptile *map, int x, int y) const 3209player::darkness_at (maptile *map, int x, int y) const
3547{ 3210{
3548 if (!ns) 3211 if (!ns)
3549 return 0; 3212 return LOS_BLOCKED;
3550 3213
3551 int dx, dy; 3214 int dx, dy;
3552 if (!adjacent_map (map, ns->current_map, &dx, &dy)) 3215 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3553 return 0; 3216 return LOS_BLOCKED;
3554 3217
3555 x += dx - ns->current_x + ns->mapx / 2; 3218 x += dx - ns->current_x;
3556 y += dy - ns->current_y + ns->mapy / 2; 3219 y += dy - ns->current_y;
3557 3220
3558 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3559 return 0;
3560
3561 return 100 - blocked_los [x][y]; 3221 return blocked_los (x, y);
3562} 3222}
3223
3224void
3225player::infobox (const char *title, const char *msg, int color)
3226{
3227 send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3228}
3229
3230void
3231player::statusmsg (const char *msg, int color)
3232{
3233 send_msg (color | NDI_REPLY, INFO_CHANNEL, msg);
3234}
3235
3236void
3237player::failmsg (const char *msg, int color)
3238{
3239 play_sound (sound_find ("generic_failure"));
3240 statusmsg (msg, color);
3241}
3242

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