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Comparing deliantra/server/server/player.C (file contents):
Revision 1.71 by root, Wed Dec 27 09:28:02 2006 UTC vs.
Revision 1.268 by root, Wed Apr 7 19:54:45 2010 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
8 it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
9 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
10 (at your option) any later version. 11 * option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
18 along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
20 21 *
21 The author can be reached via e-mail to <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22*/ 23 */
24
25//+GPL
23 26
24#include <global.h> 27#include <global.h>
25#include <pwd.h>
26#include <sproto.h> 28#include <sproto.h>
27#include <sounds.h> 29#include <sounds.h>
28#include <living.h> 30#include <living.h>
29#include <object.h> 31#include <object.h>
30#include <spells.h> 32#include <spells.h>
31#include <skills.h> 33#include <skills.h>
32 34
33#include <algorithm> 35#include <algorithm>
34#include <functional> 36#include <functional>
35 37
36player * 38playervec players;
37find_player (const char *plname)
38{
39 for_all_players (pl)
40 if (pl->ob && !strcmp (query_name (pl->ob), plname))
41 return pl;
42
43 return 0;
44}
45
46void
47display_motd (const object *op)
48{
49 char buf[MAX_BUF];
50 char motd[HUGE_BUF];
51 FILE *fp;
52 int comp;
53 int size;
54
55 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
56 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
57 return;
58
59 motd[0] = '\0';
60 size = 0;
61
62 while (fgets (buf, MAX_BUF, fp))
63 {
64 if (*buf == '#')
65 continue;
66
67 strncat (motd + size, buf, HUGE_BUF - size);
68 size += strlen (buf);
69 }
70
71 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
72 close_and_delete (fp, comp);
73}
74
75void
76send_rules (const object *op)
77{
78 char buf[MAX_BUF];
79 char rules[HUGE_BUF];
80 FILE *fp;
81 int comp;
82 int size;
83
84 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
85 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
86 return;
87
88 rules[0] = '\0';
89 size = 0;
90
91 while (fgets (buf, MAX_BUF, fp))
92 {
93 if (*buf == '#')
94 continue;
95
96 if (size + strlen (buf) >= HUGE_BUF)
97 {
98 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
99 break;
100 }
101
102 strncat (rules + size, buf, HUGE_BUF - size);
103 size += strlen (buf);
104 }
105
106 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
107 close_and_delete (fp, comp);
108}
109
110void
111send_news (const object *op)
112{
113 char buf[MAX_BUF];
114 char news[HUGE_BUF];
115 char subject[MAX_BUF];
116 FILE *fp;
117 int comp;
118 int size;
119
120 sprintf (buf, "%s/%s", settings.confdir, settings.news);
121 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
122 return;
123
124 news[0] = '\0';
125 subject[0] = '\0';
126 size = 0;
127
128 while (fgets (buf, MAX_BUF, fp) != NULL)
129 {
130 if (*buf == '#')
131 continue;
132
133 if (*buf == '%')
134 { /* send one news */
135 if (size > 0)
136 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */
137 strcpy (subject, buf + 1);
138 strip_endline (subject);
139 size = 0;
140 news[0] = '\0';
141 }
142 else
143 {
144 if (size + strlen (buf) >= HUGE_BUF)
145 {
146 LOG (llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
147 break;
148 }
149 strncat (news + size, buf, HUGE_BUF - size);
150 size += strlen (buf);
151 }
152 }
153
154 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
155 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news);
156 close_and_delete (fp, comp);
157}
158 39
159/* This loads the first map an puts the player on it. */ 40/* This loads the first map an puts the player on it. */
160static void 41static void
161set_first_map (object *op) 42set_first_map (object *op)
162{ 43{
163 strcpy (op->contr->maplevel, first_map_path); 44 op->contr->maplevel = first_map_path;
164 op->x = -1; 45 op->x = -1;
165 op->y = -1; 46 op->y = -1;
166 enter_exit (op, 0); 47}
48
49void
50player::activate ()
51{
52 if (active)
53 return;
54
55 players.insert (this);
56 ob->remove ();
57 ob->map = 0;
58 ob->activate_recursive ();
59 CLEAR_FLAG (ob, FLAG_FRIENDLY);
60 add_friendly_object (ob);
61}
62
63void
64player::deactivate ()
65{
66 if (!active)
67 return;
68
69 terminate_all_pets (ob);
70 remove_friendly_object (ob);
71 ob->deactivate_recursive ();
72
73 if (ob->map)
74 maplevel = ob->map->path;
75
76 ob->remove ();
77 ob->enemy = 0; // sometimes keeps an extra refcount on itself
78 ob->map = 0;
79 party = 0;
80
81 players.erase (this);
167} 82}
168 83
169// connect the player with a specific client 84// connect the player with a specific client
170// also changed, rationalises, and fixes some incorrect settings 85// also changes, rationalises, and fixes some incorrect settings
171void 86void
172player::connect (client *ns) 87player::connect (client *ns)
173{ 88{
174 this->ns = ns; 89 this->ns = ns;
175 ns->pl = this; 90 ns->pl = this;
176 91
177 next = first_player; 92 run_on = 0;
178 first_player = this; 93 fire_on = 0;
94 ob->close_container (); //TODO: client-specific
179 95
180 ns->update_look = 0; 96 ns->update_look = 0;
181 ns->look_position = 0; 97 ns->look_position = 0;
182 98
183 clear_los (ob); 99 clear_los ();
100
101 ns->reset_stats ();
184 102
185 /* make sure he's a player -- needed because of class change. */ 103 /* make sure he's a player -- needed because of class change. */
186 ob->type = PLAYER; // we are paranoid 104 ob->type = PLAYER; // we are paranoid
187 ob->race = ob->arch->clone.race; 105 ob->race = ob->arch->race;
188 106
189 if (!legal_range (ob, shoottype)) 107 ob->update_weight ();
190 shoottype = range_none;
191
192 ob->carrying = sum_weight (ob);
193 link_player_skills (ob); 108 link_skills ();
194 109
195 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
196 ob->set_speed (ob->speed);
197
198 assign (title, ob->arch->clone.name); 110 assign (title, ob->arch->object::name);
199
200 /* can_use_shield is a new flag. However, the can_use.. seems to largely come
201 * from the class, and not race. I don't see any way to get the class information
202 * to then update this. I don't think this will actually break anything - anyone
203 * that can use armour should be able to use a shield. What this may 'break'
204 * are features new characters get, eg, if someone starts up with a Q, they
205 * should be able to use a shield. However, old Q's won't get that advantage.
206 */
207 if (QUERY_FLAG (ob, FLAG_USE_ARMOUR))
208 SET_FLAG (ob, FLAG_USE_SHIELD);
209 111
210 /* if it's a dragon player, set the correct title here */ 112 /* if it's a dragon player, set the correct title here */
211 if (is_dragon_pl (ob)) 113 if (ob->is_dragon ())
212 { 114 {
213 object *tmp, *abil = 0, *skin = 0; 115 object *tmp, *abil = 0, *skin = 0;
214
215 shstr_cmp dragon_ability_force ("dragon_ability_force");
216 shstr_cmp dragon_skin_force ("dragon_skin_force");
217 116
218 for (tmp = ob->inv; tmp; tmp = tmp->below) 117 for (tmp = ob->inv; tmp; tmp = tmp->below)
219 if (tmp->type == FORCE) 118 if (tmp->type == FORCE)
220 if (tmp->arch->name == dragon_ability_force) 119 if (tmp->arch->archname == shstr_dragon_ability_force)
221 abil = tmp; 120 abil = tmp;
222 else if (tmp->arch->name == dragon_skin_force) 121 else if (tmp->arch->archname == shstr_dragon_skin_force)
223 skin = tmp; 122 skin = tmp;
224 123
225 set_dragon_name (ob, abil, skin); 124 set_dragon_name (ob, abil, skin);
226 } 125 }
227 126
228 CLEAR_FLAG (ob, FLAG_FRIENDLY);
229 add_friendly_object (ob);
230
231 LOG (llevInfo, "LOGIN: Player named %s from ip %s\n", &ob->name, ns->host);
232
233 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 127 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
234 new_draw_info_format (NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, NULL, "%s has entered the game.", &ob->name);
235 128
236 esrv_new_player (this, ob->weight + ob->carrying); 129 esrv_new_player (this);
237 130
238 ob->update_stats (); 131 ob->update_stats ();
132
239 ns->floorbox_update (); 133 ns->floorbox_update ();
240
241 esrv_send_inventory (ob, ob); 134 esrv_send_inventory (ob, ob);
242 esrv_add_spells (this, 0); 135 esrv_add_spells (this, 0);
243 136
244 enter_exit (ob, 0); 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;
245 141
246 send_rules (ob); 142 ob->update_stats (); // we unapplied stuff above
247 send_news (ob); 143 activate ();
248 display_motd (ob); 144
145 INVOKE_PLAYER (CONNECT, this);
249 INVOKE_PLAYER (LOGIN, this); 146 INVOKE_PLAYER (LOGIN, this);
250} 147}
251 148
252void 149void
253player::disconnect () 150player::disconnect ()
254{ 151{
255 //TODO: don't be so harsh and destroy :) 152 if (ob)
153 {
154 ob->close_container (); //TODO: client-specific
155 ob->drop_unpaid_items ();
156 }
157
256 if (ns) 158 if (ns)
257 destroy (); 159 {
160 if (active)
161 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
162
163 INVOKE_PLAYER (DISCONNECT, this);
164
165 ns->reset_stats ();
166 ns->pl = 0;
167 ns = 0;
168 }
169
170 // this is important for the player scheduler to get the correct refcount
171 // when ns = 0
172 observe = viewpoint = ob;
173
174 deactivate ();
258} 175}
176
177//-GPL
259 178
260// the need for this function can be explained 179// the need for this function can be explained
261// by load_object not returning the object 180// by load_object not returning the object
262void 181void
263player::set_object (object *op) 182player::set_object (object *op)
264{ 183{
265 ob = op; 184 ob = observe = viewpoint = op;
266 ob->contr = this; /* this aren't yet in archetype */ 185 ob->contr = this; /* this aren't yet in archetype */
267 186
187 ob->speed = 1.0f;
268 ob->speed_left = 0.5; 188 ob->speed_left = 0.5f;
269 ob->speed = 1.0; 189
270 ob->direction = 5; /* So player faces south */ 190 ob->direction = 5; /* So player faces south */
271 ob->stats.wc = 2;
272 ob->run_away = 25; /* Then we panick... */
273
274 set_first_map (ob);
275
276 ob->roll_stats ();
277} 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
278 208
279player::player () 209player::player ()
280{ 210{
281 /* There are some elements we want initialized to non zero value - 211 /* There are some elements we want initialised to non zero value -
282 * we deal with that below this point. 212 * we deal with that below this point.
283 */ 213 */
284 outputs_sync = 16; /* Every 2 seconds */ 214 outputs_sync = 4;
285 outputs_count = 8; /* Keeps present behaviour */ 215 outputs_count = 4;
286 unapply = unapply_nochoice; 216 unapply = unapply_nochoice;
287 217
288 assign (savebed_map, first_map_path); /* Init. respawn position */ 218 savebed_map = first_map_path; /* Init. respawn position */
289 219
290 gen_sp_armour = 10; 220 gen_sp_armour = 10;
291 last_speed = -1;
292 shoottype = range_none;
293 bowtype = bow_normal; 221 bowtype = bow_normal;
294 petmode = pet_normal; 222 petmode = pet_normal;
295 listening = 10;
296 usekeys = containers; 223 usekeys = containers;
297 last_weapon_sp = -1;
298 peaceful = 1; /* default peaceful */ 224 peaceful = 1; /* default peaceful */
299 do_los = 1; 225 do_los = 1;
300 226
301 /* we need to clear these to -1 and not zero - otherwise, 227 weapon_sp = 1.0f;
302 * if a player quits and starts a new character, we wont 228 weapon_sp_left = 0.5f;
303 * send new values to the client, as things like exp start
304 * at zero.
305 */
306 for (int i = 0; i < NUM_SKILLS; i++)
307 last_skill_exp[i] = -1;
308
309 for (int i = 0; i < NROFATTACKS; i++)
310 last_resist[i] = -1;
311
312 last_stats.exp = -1;
313 last_weight = (uint32) - 1;
314} 229}
315 230
316void 231void
317player::do_destroy () 232player::do_destroy ()
318{ 233{
234 disconnect ();
235
319 attachable::do_destroy (); 236 attachable::do_destroy ();
320 237
321 save (false);
322 enable_save = false;
323
324 disconnect ();
325
326 terminate_all_pets (ob);
327
328 if (first_player != this)
329 {
330 player *prev = first_player;
331
332 while (prev && prev->next && prev->next != this)
333 prev = prev->next;
334
335 if (prev->next != this)
336 {
337 LOG (llevError, "Free_player: Can't find previous player.\n");
338 abort ();
339 }
340
341 prev->next = next;
342 }
343 else
344 first_player = next;
345
346 if (ob) 238 if (ob)
347 {
348 ob->destroy_inv (false);
349 ob->destroy (); 239 ob->destroy ();
350 }
351 240
352 if (ns) 241 ob = observe = viewpoint = 0;
353 {
354 client *ns = this->ns;
355 ns->send_packet ("goodbye");
356 ns->flush ();
357 ns->pl = 0;
358 this->ns = 0;
359 ns->destroy ();
360 }
361} 242}
362 243
363player::~player () 244player::~player ()
364{ 245{
365 /* Clear item stack */ 246 /* Clear item stack */
366 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 }
367} 276}
368 277
369/* Tries to add player on the connection passed in ns. 278/* Tries to add player on the connection passed in ns.
370 * 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
371 * mode. 280 * mode.
373player * 282player *
374player::create () 283player::create ()
375{ 284{
376 player *pl = new player; 285 player *pl = new player;
377 286
378 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
293 set_first_map (pl->ob);
379 294
380 return pl; 295 return pl;
381}
382
383/*
384 * get_player_archetype() return next player archetype from archetype
385 * list. Not very efficient routine, but used only creating new players.
386 * Note: there MUST be at least one player archetype!
387 */
388archetype *
389get_player_archetype (archetype *at)
390{
391 archetype *start = at;
392
393 for (;;)
394 {
395 if (at == NULL || at->next == NULL)
396 at = first_archetype;
397 else
398 at = at->next;
399
400 if (at->clone.type == PLAYER)
401 return at;
402
403 if (at == start)
404 {
405 LOG (llevError, "No Player archetypes\n");
406 exit (-1);
407 }
408 }
409} 296}
410 297
411object * 298object *
412get_nearest_player (object *mon) 299get_nearest_player (object *mon)
413{ 300{
414 object *op = NULL; 301 object *op = NULL;
415 objectlink *ol; 302 objectlink *ol;
416 unsigned lastdist; 303 unsigned lastdist;
417 rv_vector rv; 304 rv_vector rv;
418 305
419 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 306 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
420 { 307 {
421 /* We should not find free objects on this friendly list, but it
422 * does periodically happen. Given that, lets deal with it.
423 * While unlikely, it is possible the next object on the friendly
424 * list is also free, so encapsulate this in a while loop.
425 */
426 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
427 {
428 object *tmp = ol->ob;
429
430 /* Can't do much more other than log the fact, because the object
431 * itself will have been cleared.
432 */
433 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n");
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 {
527 x = mon->x; 388 x = mon->x;
528 y = mon->y; 389 y = mon->y;
529 m = mon->map; 390 m = mon->map;
530 dir = rv.direction; 391 dir = rv.direction;
531 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 392 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
532 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 393 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
394
533 /* If we can't solve it within the search distance, return now. */ 395 /* If we can't solve it within the search distance, return now. */
534 if (diff > max) 396 if (diff > max)
535 return 0; 397 return 0;
398
536 while (diff > 1 && max > 0) 399 while (diff > 1 && max > 0)
537 { 400 {
538 lastx = x; 401 lastx = x;
539 lasty = y; 402 lasty = y;
540 lastmap = m; 403 lastmap = m;
622 max--; 485 max--;
623 lastdir = dir; 486 lastdir = dir;
624 if (!firstdir) 487 if (!firstdir)
625 firstdir = dir; 488 firstdir = dir;
626 } 489 }
490
627 if (diff <= 1) 491 if (diff <= 1)
628 { 492 {
629 /* Recalculate diff (distance) because we may not have actually 493 /* Recalculate diff (distance) because we may not have actually
630 * headed toward player for entire distance. 494 * headed toward player for entire distance.
631 */ 495 */
632 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 496 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
633 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 497 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
634 } 498 }
499
635 if (diff > max) 500 if (diff > max)
636 return 0; 501 return 0;
637 } 502 }
503
638 /* If we reached the max, didn't find a direction in time */ 504 /* If we reached the max, didn't find a direction in time */
639 if (!max) 505 if (!max)
640 return 0; 506 return 0;
641 507
642 return firstdir; 508 return firstdir;
643} 509}
644 510
645void 511void
646give_initial_items (object *pl, treasurelist * items) 512give_initial_items (object *pl, treasurelist *items)
647{ 513{
648 object *op, *next = NULL;
649
650 if (pl->randomitems != NULL) 514 if (pl->randomitems)
651 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); 515 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
652 516
653 for (op = pl->inv; op; op = next) 517 for (object *next, *op = pl->inv; op; op = next)
654 { 518 {
655 next = op->below; 519 next = op->below;
656 520
657 /* Forces get applied per default, unless they have the 521 /* Forces get applied per default, unless they have the
658 * 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
663 /* we never give weapons/armour if these cannot be used 527 /* we never give weapons/armour if these cannot be used
664 * by this player due to race restrictions 528 * by this player due to race restrictions
665 */ 529 */
666 if (pl->type == PLAYER) 530 if (pl->type == PLAYER)
667 { 531 {
668 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) && 532 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR)
533 &&
669 (op->type == ARMOUR || op->type == BOOTS || 534 (op->type == ARMOUR || op->type == BOOTS
670 op->type == CLOAK || op->type == HELMET || 535 || op->type == CLOAK || op->type == HELMET
671 op->type == SHIELD || op->type == GLOVES || 536 || op->type == SHIELD || op->type == GLOVES
537 || op->type == BRACERS || op->type == GIRDLE))
672 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))
673 { 539 {
674 op->destroy (); 540 op->destroy ();
675 continue; 541 continue;
676 } 542 }
677 } 543 }
678 544
679 /* This really needs to be better - we should really give 545 /* Here we remove duplicated skills (as duplicated spell objects have
680 * a substitute spellbook. The problem is that we don't really 546 * _very_ confusing effects for players), which could for instance be
681 * have a good idea what to replace it with (need something like 547 * generated by bad treasurelists. - elmex
682 * a first level treasurelist for each skill.)
683 * remove duplicate skills also
684 */ 548 */
685 if (op->type == SPELLBOOK || op->type == SKILL) 549 if (op->type == SKILL)
686 { 550 {
687 object *tmp;
688
689 for (tmp = op->below; tmp; tmp = tmp->below) 551 for (object *tmp = op->below; tmp; tmp = tmp->below)
690 if (tmp->type == op->type && tmp->name == op->name) 552 if (tmp->type == op->type && tmp->name == op->name)
691 break;
692
693 if (tmp)
694 { 553 {
695 op->destroy (); 554 op->destroy ();
555 LOG (llevError,
696 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); 556 "give_initial_items: Removing duplicate skill %s\n", &tmp->name);
697 continue; 557 break;
698 } 558 }
699 559
700 if (op->nrof > 1) 560 if (op->nrof > 1)
701 op->nrof = 1; 561 op->nrof = 1;
702 } 562 }
703 563
704 if (op->type == SPELLBOOK && op->inv) 564 if (op->type == SPELLBOOK && op->inv)
705 {
706 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); 565 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
707 }
708 566
709 /* Give starting characters identified, uncursed, and undamned 567 /* Give starting characters identified, uncursed, and undamned
710 * 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
711 * merged properly. 569 * merged properly.
712 */ 570 */
713 if (need_identify (op)) 571 if (need_identify (op))
714 { 572 {
715 SET_FLAG (op, FLAG_IDENTIFIED); 573 SET_FLAG (op, FLAG_IDENTIFIED);
716 CLEAR_FLAG (op, FLAG_CURSED); 574 CLEAR_FLAG (op, FLAG_CURSED);
717 CLEAR_FLAG (op, FLAG_DAMNED); 575 CLEAR_FLAG (op, FLAG_DAMNED);
718 } 576 }
577
719 if (op->type == SPELL) 578 if (op->type == SPELL)
720 { 579 {
721 op->destroy (); 580 op->destroy ();
722 continue; 581 continue;
723 } 582 }
725 { 584 {
726 SET_FLAG (op, FLAG_CAN_USE_SKILL); 585 SET_FLAG (op, FLAG_CAN_USE_SKILL);
727 op->stats.exp = 0; 586 op->stats.exp = 0;
728 op->level = 1; 587 op->level = 1;
729 } 588 }
730 /* lock all 'normal items by default */ 589 else /* lock all 'normal items by default */
731 else
732 SET_FLAG (op, FLAG_INV_LOCKED); 590 SET_FLAG (op, FLAG_INV_LOCKED);
733 } /* for loop of objects in player inv */ 591 } /* for loop of objects in player inv */
734 592
735 /* Need to set up the skill pointers */ 593 /* Need to set up the skill pointers */
736 link_player_skills (pl); 594 pl->contr->link_skills ();
737} 595}
738 596
739void 597void
740get_party_password (object *op, partylist *party) 598get_party_password (object *op, partylist *party)
741{ 599{
751 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:");
752} 610}
753 611
754/* 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. */
755static int 613static int
756roll_stat (void) 614roll_stat ()
757{ 615{
758 int a[4], i, j, k; 616 int a[4], i, j, k;
759 617
760 for (i = 0; i < 4; i++) 618 for (i = 0; i < 4; i++)
761 a[i] = (int) RANDOM () % 6 + 1; 619 a[i] = (int) rndm (6) + 1;
762 620
763 for (i = 0, j = 0, k = 7; i < 4; i++) 621 for (i = 0, j = 0, k = 7; i < 4; i++)
764 if (a[i] < k) 622 if (a[i] < k)
765 k = a[i], j = i; 623 k = a[i], j = i;
766 624
772} 630}
773 631
774void 632void
775object::roll_stats () 633object::roll_stats ()
776{ 634{
777 int statsort [7]; 635 int statsort [NUM_STATS];
778 636
779 for (;;) 637 for (;;)
780 { 638 {
781 int sum = 0; 639 int sum = 0;
782 for (int i = 7; i--; ) 640 for (int i = NUM_STATS; i--; )
783 sum += statsort [i] = roll_stat (); 641 sum += statsort [i] = roll_stat ();
784 642
785 if (sum >= 82 && sum <= 116) 643 if (sum >= 82 && sum <= 116)
786 break; 644 break;
787 } 645 }
788 646
789 // Sort the stats so that rerolling is easier... 647 // Sort the stats so that rerolling is easier...
790 std::sort (statsort, statsort + 7, std::greater<int>()); 648 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
791 649
650 for (int i = 0; i < NUM_STATS; ++i)
792 stats.Str = statsort[0]; 651 stats.stat (i) = statsort [i];
793 stats.Dex = statsort[1];
794 stats.Con = statsort[2];
795 stats.Int = statsort[3];
796 stats.Wis = statsort[4];
797 stats.Pow = statsort[5];
798 stats.Cha = statsort[6];
799 652
800 stats.exp = 0; 653 stats.exp = 0;
801 stats.ac = 0; 654 stats.ac = 0;
802 655
803 stats.hp = stats.maxhp; 656 stats.hp = stats.maxhp;
815} 668}
816 669
817void 670void
818object::swap_stats (int a, int b) 671object::swap_stats (int a, int b)
819{ 672{
820 int tmp = get_attr_value (&contr->orig_stats, a); 673 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
821 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
822 set_attr_value (&contr->orig_stats, b, tmp);
823 674
675 for (int i = 0; i < NUM_STATS; ++i)
824 stats.Str = contr->orig_stats.Str; 676 stats.stat (i) = contr->orig_stats.stat (i);
825 stats.Dex = contr->orig_stats.Dex;
826 stats.Con = contr->orig_stats.Con;
827 stats.Int = contr->orig_stats.Int;
828 stats.Wis = contr->orig_stats.Wis;
829 stats.Pow = contr->orig_stats.Pow;
830 stats.Cha = contr->orig_stats.Cha;
831 677
832 //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,
833 // be merged with the similar code in roll_stats 679 // be merged with the similar code in roll_stats
834 stats.ac = 0; 680 stats.ac = 0;
835 681
847 contr->levsp[1] = 6; 693 contr->levsp[1] = 6;
848 contr->levgrace[1] = 3; 694 contr->levgrace[1] = 3;
849 695
850 contr->orig_stats = stats; 696 contr->orig_stats = stats;
851 } 697 }
698}
699
700static void
701start_info (object *op)
702{
703 char buf[MAX_BUF];
704
705 sprintf (buf, "Welcome to Deliantra v%s!", VERSION);
706 new_draw_info (NDI_UNIQUE, 0, op, buf);
852} 707}
853 708
854/* This function takes the key that is passed, and does the 709/* This function takes the key that is passed, and does the
855 * appropriate action with it (change race, or other things). 710 * appropriate action with it (change race, or other things).
856 * The function name is for historical reasons - now we have 711 * The function name is for historical reasons - now we have
857 * separate race and class; this actually changes the RACE, 712 * separate race and class; this actually changes the RACE,
858 * not the class. 713 * not the class.
859 */ 714 */
860int 715void
861key_change_class (object *op, char key) 716player::chargen_race_done ()
862{ 717{
863 int tmp_loop;
864
865 if (key == 'd' || key == 'D')
866 {
867 char buf[MAX_BUF];
868
869 /* this must before then initial items are given */ 718 /* this must before then initial items are given */
870 esrv_new_player (op->contr, op->weight + op->carrying); 719 esrv_new_player (ob->contr);
871 720
872 treasurelist *tl = find_treasurelist ("starting_wealth"); 721 treasurelist *tl = treasurelist::find (shstr_starting_wealth);
873 if (tl) 722 if (tl)
874 create_treasure (tl, op, 0, 0, 0); 723 create_treasure (tl, ob, 0, 0, 0);
875 724
876 INVOKE_PLAYER (BIRTH, op->contr); 725 INVOKE_PLAYER (BIRTH, ob->contr);
877 INVOKE_PLAYER (LOGIN, op->contr); 726 INVOKE_PLAYER (LOGIN, ob->contr);
878 727
879 op->contr->ns->state = ST_PLAYING; 728 ob->contr->ns->state = ST_PLAYING;
880 729
881 if (op->msg) 730 if (ob->msg)
882 op->msg = NULL; 731 ob->msg = 0;
883 732
884 /* We create this now because some of the unique maps will need it
885 * to save here.
886 */
887 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name);
888 make_path_to_file (buf);
889
890#ifdef AUTOSAVE
891 op->contr->last_save_tick = pticks;
892#endif
893 start_info (op); 733 start_info (ob);
894 CLEAR_FLAG (op, FLAG_WIZ); 734 CLEAR_FLAG (ob, FLAG_WIZ);
895 give_initial_items (op, op->randomitems); 735 give_initial_items (ob, ob->randomitems);
896 link_player_skills (op);
897 esrv_send_inventory (op, op); 736 esrv_send_inventory (ob, ob);
898 op->update_stats (); 737 ob->update_stats ();
899 738
900 /* This moves the player to a different start map, if there 739 /* This moves the player to a different start map, if there
901 * is one for this race 740 * is one for this race
902 */ 741 */
903 if (*first_map_ext_path) 742 if (*first_map_ext_path)
904 { 743 ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y);
905 object *tmp;
906 char mapname[MAX_BUF];
907
908 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name);
909 tmp = object::create ();
910 EXIT_PATH (tmp) = mapname;
911 EXIT_X (tmp) = op->x;
912 EXIT_Y (tmp) = op->y;
913 enter_exit (op, tmp); /* we don't really care if it succeeded;
914 * if the map isn't there, then stay on the
915 * default initial map */
916 tmp->destroy ();
917 }
918 else 744 else
919 LOG (llevDebug, "first_map_ext_path not set\n"); 745 LOG (llevDebug, "first_map_ext_path not set\n");
746}
920 747
921 return 0; 748void
922 } 749player::chargen_race_next ()
923 750{
924 /* Following actually changes the race - this is the default command 751 /* Following actually changes the race - this is the default command
925 * if we don't match with one of the options above. 752 * if we don't match with one of the options above.
926 */ 753 */
927 754
928 tmp_loop = 0; 755 do
929 while (!tmp_loop)
930 { 756 {
931 shstr name = op->name; 757 shstr name = ob->name;
932 int x = op->x, y = op->y; 758 int x = ob->x, y = ob->y;
933 759
934 op->remove_statbonus (); 760 ob->remove_statbonus ();
935 op->remove (); 761 ob->remove ();
936 op->arch = get_player_archetype (op->arch); 762 ob->arch = get_player_archetype (ob->arch);
937 op->arch->clone.copy_to (op); 763 ob->arch->copy_to (ob);
938 op->instantiate (); 764 ob->instantiate ();
939 op->stats = op->contr->orig_stats; 765 ob->stats = ob->contr->orig_stats;
940 op->name = op->name_pl = name; 766 ob->name = ob->name_pl = name;
941 op->x = x; 767 ob->x = x;
942 op->y = y; 768 ob->y = y;
943 SET_ANIMATION (op, 2); /* So player faces south */ 769 SET_ANIMATION (ob, 2); /* So player faces south */
944 insert_ob_in_map (op, op->map, op, 0); 770 insert_ob_in_map (ob, ob->map, ob, 0);
945 assign (op->contr->title, op->arch->clone.name); 771 assign (ob->contr->title, ob->arch->object::name);
946 op->add_statbonus (); 772 ob->add_statbonus ();
947 tmp_loop = allowed_class (op);
948 } 773 }
774 while (!allowed_class (ob));
949 775
950 update_object (op, UP_OBJ_FACE); 776 update_object (ob, UP_OBJ_FACE);
951 esrv_update_item (UPD_FACE, op, op); 777 esrv_update_item (UPD_FACE, ob, ob);
952 op->update_stats (); 778 ob->update_stats ();
953 op->stats.hp = op->stats.maxhp; 779 ob->stats.hp = ob->stats.maxhp;
954 op->stats.sp = op->stats.maxsp; 780 ob->stats.sp = ob->stats.maxsp;
955 op->stats.grace = 0; 781 ob->stats.grace = 0;
956
957 if (op->msg)
958 new_draw_info (NDI_BLUE, 0, op, op->msg);
959
960 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
961 return 0;
962} 782}
963 783
964int 784static void
965key_confirm_quit (object *op, char key)
966{
967 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
968 {
969 op->contr->ns->state = ST_PLAYING;
970 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
971 return 1;
972 }
973
974 INVOKE_PLAYER (LOGOUT, op->contr);
975 INVOKE_PLAYER (QUIT, op->contr);
976
977 op->contr->enable_save = false;
978
979 terminate_all_pets (op);
980 leave_map (op);
981 op->direction = 0;
982 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
983
984 strcpy (op->contr->killer, "quit");
985 check_score (op);
986 op->contr->party = 0;
987 op->contr->own_title[0] = '\0';
988
989 object_ptr ob = op;
990
991 /* We need to hunt for any per player unique maps in memory and
992 * get rid of them. The trailing slash in the path is intentional,
993 * so that players named 'Ab' won't match against players 'Abe' pathname
994 */
995 char buf[MAX_BUF];
996 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
997
998 for_all_maps (mp)
999 if (!strncmp (mp->path, buf, strlen (buf)))
1000 delete_map (mp);
1001
1002 delete_character (ob->name, 1);
1003 ob->contr->destroy ();
1004
1005 return 1;
1006}
1007
1008void
1009flee_player (object *op) 785flee_player (object *op)
1010{ 786{
1011 int dir, diff; 787 int dir, diff;
1012 rv_vector rv; 788 rv_vector rv;
1013 789
1016 LOG (llevDebug, "Fleeing player is dead.\n"); 792 LOG (llevDebug, "Fleeing player is dead.\n");
1017 CLEAR_FLAG (op, FLAG_SCARED); 793 CLEAR_FLAG (op, FLAG_SCARED);
1018 return; 794 return;
1019 } 795 }
1020 796
1021 if (op->enemy == NULL) 797 if (!op->enemy)
1022 { 798 {
1023 LOG (llevDebug, "Fleeing player had no enemy.\n"); 799 LOG (llevDebug, "Fleeing player had no enemy.\n");
1024 CLEAR_FLAG (op, FLAG_SCARED); 800 CLEAR_FLAG (op, FLAG_SCARED);
1025 return; 801 return;
1026 } 802 }
1027 803
1028 /* Seen some crashes here. Since we don't store an
1029 * op->enemy_count, it is possible that something destroys the
1030 * actual enemy, and the object is recycled.
1031 */
1032 if (op->enemy->map == NULL)
1033 {
1034 CLEAR_FLAG (op, FLAG_SCARED);
1035 op->enemy = NULL;
1036 return;
1037 }
1038
1039 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))
1040 { 805 {
1041 op->enemy = NULL; 806 op->enemy = NULL;
1042 CLEAR_FLAG (op, FLAG_SCARED); 807 CLEAR_FLAG (op, FLAG_SCARED);
1043 return; 808 return;
1046 get_rangevector (op, op->enemy, &rv, 0); 811 get_rangevector (op, op->enemy, &rv, 0);
1047 812
1048 dir = absdir (4 + rv.direction); 813 dir = absdir (4 + rv.direction);
1049 for (diff = 0; diff < 3; diff++) 814 for (diff = 0; diff < 3; diff++)
1050 { 815 {
1051 int m = 1 - (RANDOM () & 2); 816 int m = 1 - rndm (2) * 2;
1052 817
1053 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))))
1054 return; 819 return;
1055 } 820 }
1056 821
1057 /* Cornered, get rid of scared */ 822 /* Cornered, get rid of scared */
1058 CLEAR_FLAG (op, FLAG_SCARED); 823 CLEAR_FLAG (op, FLAG_SCARED);
1059 op->enemy = NULL; 824 op->enemy = NULL;
1060} 825}
1061 826
1062
1063/* 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.
1064 * 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
1065 * stop. 829 * stop.
1066 */ 830 */
1067int 831int
1068check_pick (object *op) 832check_pick (object *op)
1069{ 833{
1070 object *tmp, *next; 834 object *tmp, *next;
1071 int stop = 0; 835 int stop = 0;
1072 int j, k, wvratio; 836 int wvratio;
1073 char putstring[128], tmpstr[16];
1074 837
1075 /* if you're flying, you cna't pick up anything */ 838 /* if you're flying, you can't pick up anything */
1076 if (op->move_type & MOVE_FLYING) 839 if (op->move_type & MOVE_FLYING)
1077 return 1; 840 return 1;
1078 841
1079 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)
1080 846
1081 /* 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
1082 * destroyed */ 848 * destroyed */
1083 while (next && !next->destroyed ()) 849 while (next && !next->destroyed ())
1084 { 850 {
1085 tmp = next; 851 tmp = next;
1086 next = tmp->below; 852 next = tmp->below;
1087 853
854 if (cnt <= 0)
855 {
856 op->failmsg ("Couldn't pickup all items at once.");
857 return 0;
858 }
859
1088 if (op->destroyed ()) 860 if (op->destroyed ())
1089 return 0; 861 return 0;
1090 862
1091 if (!can_pick (op, tmp)) 863 if (!can_pick (op, tmp))
1092 continue; 864 continue;
1093 865
1094 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 866 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1095 { 867 {
1096 if (item_matched_string (op, tmp, op->contr->search_str)) 868 if (item_matched_string (op, tmp, op->contr->search_str))
1097 pick_up (op, tmp); 869 CHK_PICK_PICKUP;
870
1098 continue; 871 continue;
1099 } 872 }
1100 873
1101 /* 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? */
1102 if (!(op->contr->mode & PU_NEWMODE)) 934 if (op->contr->mode & PU_FOOD)
935 if (tmp->type == FOOD)
1103 { 936 {
1104 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)
1105 { 1000 {
1106 case 0: 1001 CHK_PICK_PICKUP;
1107 return 1; /* don't pick up */ 1002 continue;
1108 case 1:
1109 pick_up (op, tmp);
1110 return 1;
1111 case 2:
1112 pick_up (op, tmp);
1113 return 0;
1114 case 3:
1115 return 0; /* stop before pickup */
1116 case 4:
1117 pick_up (op, tmp);
1118 break;
1119 case 5:
1120 pick_up (op, tmp);
1121 stop = 1;
1122 break;
1123 case 6:
1124 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1125 pick_up (op, tmp);
1126 break;
1127
1128 case 7:
1129 if (tmp->type == MONEY || tmp->type == GEM)
1130 pick_up (op, tmp);
1131 break;
1132
1133 default:
1134 /* use value density */
1135 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1136 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1137 pick_up (op, tmp);
1138 } 1003 }
1139 } 1004 }
1140 else 1005
1141 { /* old model */ 1006 /* rings & amulets - talismans seems to be typed AMULET */
1142 /* NEW pickup handling */
1143 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)
1144 { 1012 {
1145 /* some debugging code to figure out item information */ 1013 CHK_PICK_PICKUP;
1146 if (tmp->name != NULL)
1147 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1148 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1149 else
1150 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1151 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1152
1153 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1154 }
1155
1156 /* philosophy:
1157 * It's easy to grab an item type from a pile, as long as it's
1158 * generic. This takes no game-time. For more detailed pickups
1159 * and selections, select-items should be used. This is a
1160 * grab-as-you-run type mode that's really useful for arrows for
1161 * example.
1162 * The drawback: right now it has no frontend, so you need to
1163 * stick the bits you want into a calculator in hex mode and then
1164 * convert to decimal and then 'pickup <#>
1165 */
1166
1167 /* the first two modes are exclusive: if NOTHING we return, if
1168 * STOP then we stop. All the rest are applied sequentially,
1169 * meaning if any test passes, the item gets picked up. */
1170
1171 /* if mode is set to pick nothing up, return */
1172
1173 if (op->contr->mode & PU_NOTHING)
1174 return 1;
1175
1176 /* if mode is set to stop when encountering objects, return */
1177 /* take STOP before INHIBIT since it doesn't actually pick
1178 * anything up */
1179
1180 if (op->contr->mode & PU_STOP)
1181 return 0;
1182
1183 /* useful for going into stores and not losing your settings... */
1184 /* and for battles wher you don't want to get loaded down while
1185 * fighting */
1186 if (op->contr->mode & PU_INHIBIT)
1187 return 1;
1188
1189 /* prevent us from turning into auto-thieves :) */
1190 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1191 continue; 1014 continue;
1015 }
1192 1016
1193 /* ignore known cursed objects */ 1017 /* we don't forget dragon food */
1194 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;
1195 continue; 1022 continue;
1023 }
1196 1024
1197 /* all food and drink if desired */ 1025 /* bows and arrows. Bows are good for selling! */
1198 /* 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
1199 if (op->contr->mode & PU_FOOD) 1062 if (op->contr->mode & PU_BOOTS)
1200 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"))
1201 { 1096 {
1202 pick_up (op, tmp); 1097 CHK_PICK_PICKUP;
1203 continue; 1098 continue;
1204 } 1099 }
1100 }
1205 1101
1102 /* misc stuff that's useful */
1206 if (op->contr->mode & PU_DRINK) 1103 if (op->contr->mode & PU_KEY)
1207 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1104 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1208 { 1105 {
1209 pick_up (op, tmp); 1106 CHK_PICK_PICKUP;
1210 continue; 1107 continue;
1211 } 1108 }
1212 1109
1110 /* any of the last 4 bits set means we use the ratio for value
1111 * pickups */
1213 if (op->contr->mode & PU_POTION) 1112 if (op->contr->mode & PU_RATIO)
1214 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
1215 { 1117 */
1216 pick_up (op, tmp);
1217 continue;
1218 }
1219
1220 /* spellbooks, skillscrolls and normal books/scrolls */
1221 if (op->contr->mode & PU_SPELLBOOK)
1222 if (tmp->type == SPELLBOOK)
1223 {
1224 pick_up (op, tmp);
1225 continue;
1226 }
1227
1228 if (op->contr->mode & PU_SKILLSCROLL)
1229 if (tmp->type == SKILLSCROLL)
1230 {
1231 pick_up (op, tmp);
1232 continue;
1233 }
1234
1235 if (op->contr->mode & PU_READABLES)
1236 if (tmp->type == BOOK || tmp->type == SCROLL)
1237 {
1238 pick_up (op, tmp);
1239 continue;
1240 }
1241
1242 /* wands/staves/rods/horns */
1243 if (op->contr->mode & PU_MAGIC_DEVICE)
1244 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1245 {
1246 pick_up (op, tmp);
1247 continue;
1248 }
1249
1250 /* pick up all magical items */
1251 if (op->contr->mode & PU_MAGICAL) 1118 wvratio = op->contr->mode & PU_RATIO;
1252 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)
1253 {
1254 pick_up (op, tmp);
1255 continue;
1256 }
1257
1258 if (op->contr->mode & PU_VALUABLES)
1259 { 1120 {
1260 if (tmp->type == MONEY || tmp->type == GEM) 1121#if 0
1122 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1123 if (tmp->name != NULL)
1261 { 1124 {
1262 pick_up (op, tmp); 1125 fprintf (stderr, "%s", tmp->name);
1263 continue;
1264 } 1126 }
1265 }
1266
1267 /* rings & amulets - talismans seems to be typed AMULET */
1268 if (op->contr->mode & PU_JEWELS)
1269 if (tmp->type == RING || tmp->type == AMULET)
1270 {
1271 pick_up (op, tmp);
1272 continue;
1273 }
1274
1275 /* we don't forget dragon food */
1276 if (op->contr->mode & PU_FLESH)
1277 if (tmp->type == FLESH)
1278 {
1279 pick_up (op, tmp);
1280 continue;
1281 }
1282
1283 /* bows and arrows. Bows are good for selling! */
1284 if (op->contr->mode & PU_BOW)
1285 if (tmp->type == BOW)
1286 {
1287 pick_up (op, tmp);
1288 continue;
1289 }
1290
1291 if (op->contr->mode & PU_ARROW)
1292 if (tmp->type == ARROW)
1293 {
1294 pick_up (op, tmp);
1295 continue;
1296 }
1297
1298 /* all kinds of armor etc. */
1299 if (op->contr->mode & PU_ARMOUR)
1300 if (tmp->type == ARMOUR)
1301 {
1302 pick_up (op, tmp);
1303 continue;
1304 }
1305
1306 if (op->contr->mode & PU_HELMET)
1307 if (tmp->type == HELMET)
1308 {
1309 pick_up (op, tmp);
1310 continue;
1311 }
1312
1313 if (op->contr->mode & PU_SHIELD)
1314 if (tmp->type == SHIELD)
1315 {
1316 pick_up (op, tmp);
1317 continue;
1318 }
1319
1320 if (op->contr->mode & PU_BOOTS)
1321 if (tmp->type == BOOTS)
1322 {
1323 pick_up (op, tmp);
1324 continue;
1325 }
1326
1327 if (op->contr->mode & PU_GLOVES)
1328 if (tmp->type == GLOVES)
1329 {
1330 pick_up (op, tmp);
1331 continue;
1332 }
1333
1334 if (op->contr->mode & PU_CLOAK)
1335 if (tmp->type == CLOAK)
1336 {
1337 pick_up (op, tmp);
1338 continue;
1339 }
1340
1341 /* hoping to catch throwing daggers here */
1342 if (op->contr->mode & PU_MISSILEWEAPON)
1343 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1344 {
1345 pick_up (op, tmp);
1346 continue;
1347 }
1348
1349 /* careful: chairs and tables are weapons! */
1350 if (op->contr->mode & PU_ALLWEAPON)
1351 {
1352 if (tmp->type == WEAPON && tmp->name != NULL)
1353 {
1354 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1355 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1356 {
1357 pick_up (op, tmp);
1358 continue;
1359 }
1360 }
1361
1362 if (tmp->type == WEAPON && tmp->name == NULL)
1363 {
1364 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1365 {
1366 pick_up (op, tmp);
1367 continue;
1368 }
1369 }
1370 }
1371
1372 /* misc stuff that's useful */
1373 if (op->contr->mode & PU_KEY)
1374 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1375 {
1376 pick_up (op, tmp);
1377 continue;
1378 }
1379
1380 /* any of the last 4 bits set means we use the ratio for value
1381 * pickups */
1382 if (op->contr->mode & PU_RATIO)
1383 {
1384 /* use value density to decide what else to grab */
1385 /* >=7 was >= op->contr->mode */
1386 /* >=7 is the old standard setting. Now we take the last 4 bits
1387 * and multiply them by 5, giving 0..15*5== 5..75 */
1388 wvratio = (op->contr->mode & PU_RATIO) * 5;
1389 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1390 {
1391 pick_up (op, tmp);
1392#if 0
1393 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1394 if (tmp->name != NULL)
1395 {
1396 fprintf (stderr, "%s", tmp->name);
1397 }
1398 else 1127 else
1399 fprintf (stderr, "%s", tmp->arch->name); 1128 fprintf (stderr, "%s", tmp->arch->archname);
1400 fprintf (stderr, ",%d] = ", tmp->type); 1129 fprintf (stderr, ",%d] = ", tmp->type);
1401 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))));
1402#endif 1131#endif
1132 CHK_PICK_PICKUP;
1403 continue; 1133 continue;
1404 }
1405 } 1134 }
1406 } /* the new pickup model */ 1135 } /* the new pickup model */
1407 } 1136 }
1408 1137
1409 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;
1410} 1174}
1411 1175
1412/* 1176/*
1413 * Find an arrow in the inventory and after that 1177 * Find an arrow in the inventory and after that
1414 * in the right type container (quiver). Pointer to the 1178 * in the right type container (quiver). Pointer to the
1415 * found object is returned. 1179 * found object is returned.
1416 */ 1180 */
1417object * 1181static object *
1418find_arrow (object *op, const char *type) 1182find_arrow (object *op, const char *type)
1419{ 1183{
1420 object *tmp = NULL;
1421
1422 for (op = op->inv; op; op = op->below) 1184 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1423 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1424 tmp = find_arrow (op, type);
1425 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);
1426 return op; 1193 return arrow;
1194 }
1195
1427 return tmp; 1196 return 0;
1428} 1197}
1429 1198
1430/* 1199/*
1431 * 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
1432 * 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
1433 * 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
1434 * 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.
1435 */ 1204 */
1436 1205static object *
1437object *
1438find_better_arrow (object *op, object *target, const char *type, int *better) 1206find_better_arrow (object *op, object *target, shstr_cmp type, int *better)
1439{ 1207{
1440 object *tmp = NULL, *arrow, *ntmp; 1208 object *tmp = NULL, *arrow, *ntmp;
1441 int attacknum, attacktype, betterby = 0, i; 1209 int attacknum, attacktype, betterby = 0, i;
1442 1210
1443 if (!type) 1211 if (!type)
1447 { 1215 {
1448 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))
1449 { 1217 {
1450 i = 0; 1218 i = 0;
1451 ntmp = find_better_arrow (arrow, target, type, &i); 1219 ntmp = find_better_arrow (arrow, target, type, &i);
1220
1452 if (i > betterby) 1221 if (i > betterby)
1453 { 1222 {
1454 tmp = ntmp; 1223 tmp = ntmp;
1455 betterby = i; 1224 betterby = i;
1456 } 1225 }
1457 } 1226 }
1458 else if (arrow->type == ARROW && arrow->race == type) 1227 else if (arrow->type == ARROW && arrow->race == type)
1459 { 1228 {
1460 /* allways prefer assasination/slaying */ 1229 /* allways prefer assasination/slaying */
1461 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race)) 1230 if (target->race && arrow->slaying.contains (target->race))
1462 { 1231 {
1463 if (arrow->attacktype & AT_DEATH) 1232 if (arrow->attacktype & AT_DEATH)
1464 { 1233 {
1465 *better = 100; 1234 *better = 100;
1466 return arrow; 1235 return arrow;
1474 else 1243 else
1475 { 1244 {
1476 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1245 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1477 { 1246 {
1478 attacktype = 1 << attacknum; 1247 attacktype = 1 << attacknum;
1479 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1248 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1480 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)
1481 { 1250 {
1482 tmp = arrow; 1251 tmp = arrow;
1483 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;
1484 } 1253 }
1485 } 1254 }
1255
1486 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1256 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1487 { 1257 {
1488 tmp = arrow; 1258 tmp = arrow;
1489 betterby = 2 + arrow->magic + arrow->stats.dam; 1259 betterby = 2 + arrow->magic + arrow->stats.dam;
1490 } 1260 }
1261
1491 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) 1262 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1492 { 1263 {
1493 tmp = arrow; 1264 tmp = arrow;
1494 betterby = 1 + arrow->magic + arrow->stats.dam; 1265 betterby = 1 + arrow->magic + arrow->stats.dam;
1495 } 1266 }
1496 } 1267 }
1497 } 1268 }
1498 } 1269 }
1270
1499 if (tmp == NULL && arrow == NULL) 1271 if (tmp == NULL && arrow == NULL)
1500 return find_arrow (op, type); 1272 return find_arrow (op, type);
1501 1273
1502 *better = betterby; 1274 *better = betterby;
1503 return tmp; 1275 return tmp;
1507 * find_better_arrow to find a decent arrow to use. 1279 * find_better_arrow to find a decent arrow to use.
1508 * op = the shooter 1280 * op = the shooter
1509 * type = bow->race 1281 * type = bow->race
1510 * dir = fire direction 1282 * dir = fire direction
1511 */ 1283 */
1512 1284static object *
1513object *
1514pick_arrow_target (object *op, const char *type, int dir) 1285pick_arrow_target (object *op, shstr_cmp type, int dir)
1515{ 1286{
1516 object *tmp = NULL; 1287 object *tmp = NULL;
1517 maptile *m; 1288 maptile *m;
1518 int i, mflags, found, number; 1289 int i, mflags, found, number;
1519 sint16 x, y; 1290 sint16 x, y;
1534 for (i = 0, found = 0; i < 20; i++) 1305 for (i = 0, found = 0; i < 20; i++)
1535 { 1306 {
1536 x += freearr_x[dir]; 1307 x += freearr_x[dir];
1537 y += freearr_y[dir]; 1308 y += freearr_y[dir];
1538 mflags = get_map_flags (m, &m, x, y, &x, &y); 1309 mflags = get_map_flags (m, &m, x, y, &x, &y);
1310
1539 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) 1311 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1540 { 1312 {
1541 tmp = NULL; 1313 tmp = 0;
1542 break; 1314 break;
1543 } 1315 }
1544 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)
1545 { 1317 {
1546 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1318 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1547 * perhaps a bad assumption. 1319 * perhaps a bad assumption.
1548 */ 1320 */
1549 tmp = NULL; 1321 tmp = 0;
1550 break; 1322 break;
1551 } 1323 }
1324
1552 if (mflags & P_IS_ALIVE) 1325 if (mflags & P_IS_ALIVE)
1553 {
1554 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)
1555 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 1327 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1556 {
1557 found++;
1558 break;
1559 }
1560 if (found)
1561 break; 1328 break;
1562 }
1563 } 1329 }
1564 if (tmp == NULL) 1330
1331 if (!tmp)
1565 return find_arrow (op, type); 1332 return find_arrow (op, type);
1566 1333
1567 if (tmp->head) 1334 if (tmp->head)
1568 tmp = tmp->head; 1335 tmp = tmp->head;
1569 1336
1582 */ 1349 */
1583int 1350int
1584fire_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)
1585{ 1352{
1586 object *left, *bow; 1353 object *left, *bow;
1587 int bowspeed, mflags; 1354 int mflags;
1588 maptile *m; 1355 maptile *m;
1589 1356
1590 if (!dir) 1357 if (!dir)
1591 { 1358 {
1592 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!");
1593 return 0; 1360 return 0;
1594 } 1361 }
1595 1362
1596 if (op->type == PLAYER) 1363 if (op->contr)
1597 bow = op->contr->ranges[range_bow]; 1364 bow = op->current_weapon;
1598 else 1365 else
1599 { 1366 {
1600 for (bow = op->inv; bow; bow = bow->below) 1367 for (bow = op->inv; bow; bow = bow->below)
1601 /* 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
1602 * 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.
1607 if (!bow) 1374 if (!bow)
1608 { 1375 {
1609 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1376 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1610 return 0; 1377 return 0;
1611 } 1378 }
1379
1380 // optimisation: move object to top so we will find it quickly again
1381 splay (bow);
1612 } 1382 }
1613 1383
1614 if (!bow->race || !bow->skill) 1384 if (!bow->race || !bow->skill)
1615 { 1385 {
1616 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);
1617 return 0; 1387 return 0;
1618 } 1388 }
1619
1620 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1621
1622 /* penalize ROF for bestarrow */
1623 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1624 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1625
1626 if (bowspeed < 1)
1627 bowspeed = 1;
1628 1389
1629 if (arrow == NULL) 1390 if (arrow == NULL)
1630 { 1391 {
1631 if ((arrow = find_arrow (op, bow->race)) == NULL) 1392 if ((arrow = find_arrow (op, bow->race)) == NULL)
1632 { 1393 {
1633 if (op->type == PLAYER) 1394 if (op->type == PLAYER)
1634 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);
1635 /* 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 */
1636 else 1397 else
1637 CLEAR_FLAG (op, FLAG_READY_BOW); 1398 CLEAR_FLAG (op, FLAG_READY_BOW);
1399
1638 return 0; 1400 return 0;
1639 } 1401 }
1640 } 1402 }
1641 1403
1642 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1404 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1650 } 1412 }
1651 1413
1652 /* this should not happen, but sometimes does */ 1414 /* this should not happen, but sometimes does */
1653 if (arrow->nrof == 0) 1415 if (arrow->nrof == 0)
1654 { 1416 {
1417 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1655 arrow->destroy (); 1418 arrow->destroy ();
1656 return 0; 1419 return 0;
1657 } 1420 }
1658 1421
1659 left = arrow; /* these are arrows left to the player */ 1422 left = arrow; /* these are arrows left to the player */
1660 arrow = get_split_ob (arrow, 1); 1423 arrow = arrow->split ();
1661 if (!arrow) 1424 if (!arrow)
1662 { 1425 {
1663 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);
1664 return 0; 1427 return 0;
1665 } 1428 }
1666 1429
1667 arrow->set_owner (op); 1430 arrow->set_owner (op);
1668 arrow->skill = bow->skill; 1431 arrow->skill = bow->skill;
1669 arrow->direction = dir; 1432 arrow->direction = dir;
1670 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
1671 if (op->type == PLAYER) 1465 if (op->type == PLAYER)
1672 { 1466 {
1673 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1674 op->update_stats ();
1675 }
1676
1677 SET_ANIMATION (arrow, arrow->direction);
1678 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1679 arrow->stats.hp = arrow->stats.dam;
1680 arrow->stats.grace = arrow->attacktype;
1681 if (arrow->slaying != NULL)
1682 arrow->spellarg = strdup (arrow->slaying);
1683
1684 /* Note that this was different for monsters - they got their level
1685 * added to the damage. I think the strength bonus is more proper.
1686 */
1687
1688 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1689
1690 /* update the speed */
1691 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1692 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1693
1694 arrow->set_speed (max (arrow->speed, 1.0));
1695 arrow->speed_left = 0;
1696
1697 if (op->type == PLAYER)
1698 {
1699 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1700 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1701 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1702
1703 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;
1704 } 1474 }
1705 else 1475 else
1706 { 1476 {
1707 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1708 arrow->level = op->level; 1477 arrow->level = op->level;
1709 } 1478 arrow->stats.wc -= bow->magic;
1710 1479
1711 if (arrow->attacktype == AT_PHYSICAL) 1480 if (!arrow->slaying)
1481 arrow->slaying = bow->slaying;
1482
1712 arrow->attacktype |= bow->attacktype; 1483 arrow->attacktype |= bow->attacktype;
1484 }
1713 1485
1714 if (bow->slaying) 1486 wc -= arrow->level;
1715 arrow->slaying = bow->slaying; 1487 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1716 1488
1489 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1717 arrow->move_type = MOVE_FLY_LOW; 1490 arrow->move_type = MOVE_FLY_LOW;
1718 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1491 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1719 1492
1720 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1493 op->play_sound (sound_find ("fire_arrow"));
1721 m->insert (arrow, sx, sy, op); 1494 m->insert (arrow, sx, sy, op);
1722 1495
1723 if (!arrow->destroyed ()) 1496 if (!arrow->destroyed ())
1724 move_arrow (arrow); 1497 move_arrow (arrow);
1725
1726 if (op->type == PLAYER)
1727 {
1728 if (left->destroyed ())
1729 esrv_del_item (op->contr, left->count);
1730 else
1731 esrv_send_item (op, left);
1732 }
1733 1498
1734 return 1; 1499 return 1;
1735} 1500}
1736 1501
1737/* Special fire code for players - this takes into 1502/* Special fire code for players - this takes into
1739 * but monsters can't. Putting that code here 1504 * but monsters can't. Putting that code here
1740 * makes the fire_bow code much cleaner. 1505 * makes the fire_bow code much cleaner.
1741 * this function should only be called if 'op' is a player, 1506 * this function should only be called if 'op' is a player,
1742 * hence the function name. 1507 * hence the function name.
1743 */ 1508 */
1744int 1509static int
1745player_fire_bow (object *op, int dir) 1510player_fire_bow (object *op, int dir)
1746{ 1511{
1747 int ret = 0, wcmod = 0; 1512 int ret;
1748 1513
1749 if (op->contr->bowtype == bow_bestarrow) 1514 if (op->contr->bowtype == bow_bestarrow)
1750 { 1515 {
1751 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);
1752 } 1517 }
1753 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)
1754 { 1519 {
1755 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1520 int wcmod = similar_direction (dir, op->contr->bowtype - bow_n + 1) ? 0 : -1;
1756 wcmod = -1;
1757 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);
1758 } 1522 }
1759 else if (op->contr->bowtype == bow_threewide) 1523 else if (op->contr->bowtype == bow_threewide)
1760 { 1524 {
1761 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);
1762 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)]);
1763 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)]);
1764 } 1528 }
1765 else if (op->contr->bowtype == bow_spreadshot) 1529 else if (op->contr->bowtype == bow_spreadshot)
1766 { 1530 {
1767 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);
1768 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);
1769 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);
1770
1771 } 1534 }
1772 else 1535 else
1773 { 1536 {
1774 /* Simple case */ 1537 /* Simple case */
1775 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);
1776 } 1539 }
1540
1777 return ret; 1541 return ret;
1778} 1542}
1779
1780 1543
1781/* Fires a misc (wand/rod/horn) object in 'dir'. 1544/* Fires a misc (wand/rod/horn) object in 'dir'.
1782 * Broken apart from 'fire' to keep it more readable. 1545 * Broken apart from 'fire' to keep it more readable.
1783 */ 1546 */
1784void 1547static void
1785fire_misc_object (object *op, int dir) 1548fire_misc_object (object *op, int dir)
1786{ 1549{
1787 object *item; 1550 object *item = op->contr->ranged_ob;
1788 1551
1789 if (!op->contr->ranges[range_misc]) 1552 if (!item)
1790 { 1553 {
1791 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.");
1792 return; 1555 return;
1793 } 1556 }
1794 1557
1795 item = op->contr->ranges[range_misc];
1796 if (!item->inv) 1558 if (!item->inv)
1797 { 1559 {
1798 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1560 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1799 return; 1561 return;
1800 } 1562 }
1563
1564 if (!op->apply (item))
1565 return;
1566
1801 if (item->type == WAND) 1567 if (item->type == WAND)
1802 { 1568 {
1803 if (item->stats.food <= 0) 1569 if (item->stats.food <= 0)
1804 { 1570 {
1805 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1571 op->contr->play_sound (sound_find ("wand_poof"));
1806 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
1807 return; 1574 return;
1808 } 1575 }
1809 } 1576 }
1810 else if (item->type == ROD || item->type == HORN) 1577 else if (item->type == ROD || item->type == HORN)
1811 { 1578 {
1812 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))
1813 { 1584 {
1814 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1585 op->contr->play_sound (sound_find ("wand_poof"));
1586
1815 if (item->type == ROD) 1587 if (item->type == ROD)
1816 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));
1817 else 1589 else
1818 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
1819 return; 1592 return;
1820 } 1593 }
1821 } 1594 }
1822 1595
1823 if (cast_spell (op, item, dir, item->inv, NULL)) 1596 if (cast_spell (op, item, dir, item->inv, NULL))
1824 { 1597 {
1825 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
1826 if (item->type == WAND) 1600 if (item->type == WAND)
1827 { 1601 {
1828 if (!(--item->stats.food)) 1602 if (!(--item->stats.food))
1829 { 1603 {
1830 object *tmp; 1604 object *tmp;
1831 1605
1832 if (item->arch) 1606 if (item->arch)
1833 { 1607 {
1834 CLEAR_FLAG (item, FLAG_ANIMATE); 1608 CLEAR_FLAG (item, FLAG_ANIMATE);
1835 item->face = item->arch->clone.face; 1609 item->face = item->arch->face;
1836 item->set_speed (0); 1610 item->set_speed (0);
1837 } 1611 }
1838 1612
1839 if ((tmp = item->in_player ())) 1613 if (object *pl = item->visible_to ())
1840 esrv_update_item (UPD_ANIM, tmp, item); 1614 esrv_update_item (UPD_ANIM, pl, item);
1841 } 1615 }
1842 } 1616 }
1843 else if (item->type == ROD || item->type == HORN) 1617 else if (item->type == ROD || item->type == HORN)
1844 drain_rod_charge (item); 1618 drain_rod_charge (item);
1845 } 1619 }
1846} 1620}
1847 1621
1848/* Received a fire command for the player - go and do it. 1622/* Received a fire command for the player - go and do it.
1849 */ 1623 */
1850void 1624bool
1851fire (object *op, int dir) 1625fire (object *who, int dir)
1852{ 1626{
1853 int spellcost = 0; 1627 int spellcost = 0;
1854 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
1855 /* check for loss of invisiblity/hide */ 1650 /* check for loss of invisiblity/hide */
1856 if (action_makes_visible (op)) 1651 if (action_makes_visible (who))
1857 make_visible (op); 1652 make_visible (who);
1858 1653
1859 switch (op->contr->shoottype) 1654 switch (ob->type)
1860 { 1655 {
1861 case range_none: 1656 case BOW:
1862 return;
1863
1864 case range_bow:
1865 player_fire_bow (op, dir); 1657 player_fire_bow (who, dir);
1866 return; 1658 break;
1867 1659
1868 case range_magic: /* Casting spells */ 1660 case SPELL:
1869 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);
1870 return; 1662 break;
1871 1663
1872 case range_misc: 1664 case BUILDER:
1873 fire_misc_object (op, dir);
1874 return;
1875
1876 case range_golem: /* Control summoned monsters from scrolls */
1877 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
1878 {
1879 op->contr->ranges[range_golem] = 0;
1880 op->contr->shoottype = range_none;
1881 }
1882 else
1883 control_golem (op->contr->ranges[range_golem], dir);
1884 return;
1885
1886 case range_skill:
1887 if (!op->chosen_skill)
1888 {
1889 if (op->type == PLAYER)
1890 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
1891 return;
1892 }
1893 (void) do_skill (op, op, op->chosen_skill, dir, NULL);
1894 return;
1895 case range_builder:
1896 apply_map_builder (op, dir); 1665 apply_map_builder (who, dir);
1897 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
1898 default: 1676 default:
1899 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type."); 1677 fire_misc_object (who, dir);
1900 return; 1678 break;
1901 } 1679 }
1902}
1903 1680
1681 return true;
1682}
1904 1683
1905 1684static object *
1906/* find_key
1907 * We try to find a key for the door as passed. If we find a key
1908 * and successfully use it, we return the key, otherwise NULL
1909 * This function merges both normal and locked door, since the logic
1910 * for both is the same - just the specific key is different.
1911 * pl is the player,
1912 * inv is the objects inventory to searched
1913 * door is the door we are trying to match against.
1914 * This function can be called recursively to search containers.
1915 */
1916
1917object *
1918find_key (object *pl, object *container, object *door) 1685find_key_ (object *pl, object *container, object *door)
1919{ 1686{
1920 object *tmp, *key; 1687 object *tmp, *key;
1921 1688
1922 /* Should not happen, but sanity checking is never bad */ 1689 /* Should not happen, but sanity checking is never bad */
1923 if (container->inv == NULL) 1690 if (!container->inv)
1924 return NULL; 1691 return 0;
1925 1692
1926 /* 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 */
1927 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1694 for (tmp = container->inv; tmp; tmp = tmp->below)
1928 { 1695 {
1929 if (door->type == DOOR && tmp->type == KEY) 1696 if (door->type == DOOR && tmp->type == KEY)
1930 break; 1697 break;
1698
1931 /* For sanity, we should really check door type, but other stuff 1699 /* For sanity, we should really check door type, but other stuff
1932 * (like containers) can be locked with special keys 1700 * (like containers) can be locked with special keys
1933 */ 1701 */
1934 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1702 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1935 break; 1703 break;
1936 } 1704 }
1705
1937 /* No key found - lets search inventories now */ 1706 /* No key found - lets search inventories now */
1938 /* 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.
1939 * 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
1940 * a key, return 1709 * a key, return
1941 */ 1710 */
1942 if (!tmp) 1711 if (!tmp)
1943 { 1712 {
1944 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1713 for (tmp = container->inv; tmp; tmp = tmp->below)
1945 {
1946 /* No reason to search empty containers */ 1714 /* No reason to search empty containers */
1947 if (tmp->type == CONTAINER && tmp->inv) 1715 if (tmp->type == CONTAINER && tmp->inv)
1948 {
1949 if ((key = find_key (pl, tmp, door)) != NULL) 1716 if ((key = find_key_ (pl, tmp, door)))
1950 return key; 1717 return key;
1951 } 1718
1952 }
1953 if (!tmp) 1719 if (!tmp)
1954 return NULL; 1720 return 0;
1955 } 1721 }
1722
1956 /* 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,
1957 * see if we actually want to use it 1724 * see if we actually want to use it
1958 */ 1725 */
1959 if (pl != container) 1726 if (pl != container)
1960 { 1727 {
1961 /* Only let players use keys in containers */ 1728 /* Only let players use keys in containers */
1962 if (!pl->contr) 1729 if (!pl->contr)
1963 return NULL; 1730 return 0;
1731
1964 /* cases where this fails: 1732 /* cases where this fails:
1965 * If we only search the player inventory, return now since we 1733 * If we only search the player inventory, return now since we
1966 * are not in the players inventory. 1734 * are not in the players inventory.
1967 * If the container is not active, return now since only active 1735 * If the container is not active, return now since only active
1968 * containers can be used. 1736 * containers can be used.
1972 * inv must have been an container and must have been active. 1740 * inv must have been an container and must have been active.
1973 * 1741 *
1974 * Change the color so that the message doesn't disappear with 1742 * Change the color so that the message doesn't disappear with
1975 * all the others. 1743 * all the others.
1976 */ 1744 */
1977 if (pl->contr->usekeys == key_inventory || 1745 if (pl->contr->usekeys == key_inventory
1978 !QUERY_FLAG (container, FLAG_APPLIED) || 1746 || !QUERY_FLAG (container, FLAG_APPLIED)
1979 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys")))) 1747 || (pl->contr->usekeys == keyrings && container->race != shstr_keys))
1980 { 1748 {
1981 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1749 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1982 "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));
1983 return NULL; 1751 return NULL;
1984 } 1752 }
1985 } 1753 }
1754
1986 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);
1987} 1781}
1988 1782
1989/* moved door processing out of move_player_attack. 1783/* moved door processing out of move_player_attack.
1990 * returns 1 if player has opened the door with a key 1784 * returns 1 if player has opened the door with a key
1991 * such that the caller should not do anything more, 1785 * such that the caller should not do anything more,
1992 * 0 otherwise 1786 * 0 otherwise
1993 */ 1787 */
1994static int 1788static int
1995player_attack_door (object *op, object *door) 1789player_attack_door (object *op, object *door)
1996{ 1790{
1997 /* 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,
1998 * 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 -
1999 * otherwise, we fall through to the rest of the code. 1793 * otherwise, we fall through to the rest of the code.
2000 */ 1794 */
2001 object *key = find_key (op, op, door); 1795 object *key = find_key (op, op, door);
2002 1796
2003 /* IF we found a key, do some extra work */ 1797 /* If we found a key, do some extra work */
2004 if (key) 1798 if (key)
2005 { 1799 {
2006 object *container = key->env; 1800 object *container = key->env;
2007 1801
2008 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
2009 if (action_makes_visible (op)) 1802 if (action_makes_visible (op))
2010 make_visible (op); 1803 make_visible (op);
1804
2011 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1805 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2012 spring_trap (door->inv, op); 1806 spring_trap (door->inv, op);
1807
2013 if (door->type == DOOR) 1808 if (door->type == DOOR)
2014 {
2015 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 */
2016 }
2017 else if (door->type == LOCKED_DOOR) 1810 else if (door->type == LOCKED_DOOR)
2018 { 1811 {
2019 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);
2020 remove_door2 (door); /* remove door without violence ;-) */ 1813 remove_door2 (door); /* remove door without violence ;-) */
2021 } 1814 }
1815
2022 /* Do this after we print the message */ 1816 /* Do this after we print the message */
2023 decrease_ob (key); /* Use up one of the keys */ 1817 key->decrease (); /* Use up one of the keys */
2024 /* Need to update the weight the container the key was in */ 1818
2025 if (container != op)
2026 esrv_update_item (UPD_WEIGHT, op, container);
2027 return 1; /* Nothing more to do below */ 1819 return 1; /* Nothing more to do below */
2028 } 1820 }
2029 else if (door->type == LOCKED_DOOR) 1821 else if (door->type == LOCKED_DOOR)
2030 { 1822 {
2031 /* Might as well return now - no other way to open this */ 1823 /* Might as well return now - no other way to open this */
2032 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...");
2033 return 1; 1825 return 1;
2034 } 1826 }
1827
2035 return 0; 1828 return 0;
2036} 1829}
2037 1830
2038/* This function is just part of a breakup from move_player. 1831/* This function is just part of a breakup from move_player.
2039 * It should keep the code cleaner. 1832 * It should keep the code cleaner.
2040 * When this is called, the players direction has been updated 1833 * When this is called, the players direction has been updated
2041 * (taking into account confusion.) The player is also actually 1834 * (taking into account confusion.) The player is also actually
2042 * going to try and move (not fire weapons). 1835 * going to try and move (not fire weapons).
2043 */ 1836 */
2044void 1837bool
2045move_player_attack (object *op, int dir) 1838move_player_attack (object *op, int dir)
2046{ 1839{
2047 object *tmp, *mon; 1840 if (!op->contr->braced && op->speed_left > 0.f && op->move (dir))
2048 sint16 nx, ny; 1841 {
2049 int on_battleground; 1842 --op->speed_left;
2050 maptile *m; 1843 return true;
1844 }
2051 1845
2052 nx = freearr_x[dir] + op->x; 1846 sint16 nx = freearr_x[dir] + op->x;
2053 ny = freearr_y[dir] + op->y; 1847 sint16 ny = freearr_y[dir] + op->y;
2054 1848
2055 on_battleground = op_on_battleground (op, 0, 0); 1849 if (out_of_map (op->map, nx, ny))
1850 return false;
2056 1851
2057 /* 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
2058 * 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
2059 * 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
2060 * player. This is a pretty nasty hack, because if we could 1855 * player. This is a pretty nasty hack, because if we could
2061 * 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
2062 * 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
2063 * 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
2064 * move_ob uses. 1859 * move_ob uses.
2065 */ 1860 */
2066 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;
2067 { 1876 }
2068 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;
2069 { 1889 }
2070 m = get_map_from_coord (op->map, &nx, &ny); 1890
2071 if (!m) 1891 /* The following deals with possibly attacking peaceful
2072 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;
2073 } 1924 }
2074 else 1925 else
2075 m = op->map;
2076
2077 if ((tmp = GET_MAP_OB (m, nx, ny)) == NULL)
2078 {
2079 /* LOG(llevError,"player_move_attack: GET_MAP_OB returns NULL, but player can not move there.\n"); */
2080 return; 1926 return false;
2081 } 1927 }
2082 1928
2083 mon = 0; 1929 bool on_battleground = op_on_battleground (op, 0, 0);
2084 /* Go through all the objects, and find ones of interest. Only stop if
2085 * we find a monster - that is something we know we want to attack.
2086 * if its a door or barrel (can roll) see if there may be monsters
2087 * on the space
2088 */
2089 while (tmp)
2090 {
2091 if (tmp == op)
2092 {
2093 tmp = tmp->above;
2094 continue;
2095 }
2096 1930
2097 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2098 {
2099 mon = tmp;
2100 break;
2101 }
2102
2103 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2104 mon = tmp;
2105
2106 tmp = tmp->above;
2107 }
2108
2109 if (!mon) /* This happens anytime the player tries to move */
2110 return; /* into a wall */
2111
2112 if (mon->head)
2113 mon = mon->head;
2114
2115 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2116 if (player_attack_door (op, mon))
2117 return;
2118
2119 /* The following deals with possibly attacking peaceful
2120 * or frienddly creatures. Basically, all players are considered
2121 * unaggressive. If the moving player has peaceful set, then the
2122 * object should be pushed instead of attacked. It is assumed that
2123 * if you are braced, you will not attack friends accidently,
2124 * and thus will not push them.
2125 */
2126
2127 /* If the creature is a pet, push it even if the player is not
2128 * peaceful. Our assumption is the creature is a pet if the
2129 * player owns it and it is either friendly or unagressive.
2130 */
2131 if ((op->type == PLAYER)
2132#if COZY_SERVER
2133 &&
2134 ((mon->owner && mon->owner->contr
2135 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op)
2136#else
2137 && mon->owner == op
2138#endif
2139 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2140 {
2141 /* If we're braced, we don't want to switch places with it */
2142 if (op->contr->braced)
2143 return;
2144 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2145 (void) push_ob (mon, dir, op);
2146 if (op->contr->tmp_invis || op->hide)
2147 make_visible (op);
2148 return;
2149 }
2150
2151 /* in certain circumstances, you shouldn't attack friendly 1931 /* in certain circumstances, you shouldn't attack friendly
2152 * creatures. Note that if you are braced, you can't push 1932 * creatures. Note that if you are braced, you can't push
2153 * 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
2154 * attack them either. 1934 * attack them either.
2155 */ 1935 */
2156 if ((mon->type == PLAYER || mon->enemy != op) && 1936 if ((mon->type == PLAYER || mon->enemy != op)
2157 (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))
2158#ifdef PROHIBIT_PLAYERKILL
2159 (op->contr->peaceful 1938 && ((op->contr->peaceful
2160 || (mon->type == PLAYER 1939 || (mon->type == PLAYER && mon->contr->peaceful))
2161 && mon->contr->
2162 peaceful)) &&
2163#else
2164 op->contr->peaceful &&
2165#endif
2166 !on_battleground)) 1940 && !on_battleground))
1941 {
1942 if (op->speed_left > 0.f)
2167 { 1943 {
1944 --op->speed_left;
1945
2168 if (!op->contr->braced) 1946 if (!op->contr->braced)
2169 { 1947 {
2170 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 1948 op->play_sound (sound_find ("push_player"));
2171 (void) push_ob (mon, dir, op); 1949 push_ob (mon, dir, op);
2172 } 1950 }
2173 else 1951 else
2174 new_draw_info (0, 0, op, "You withhold your attack"); 1952 op->statusmsg ("You withhold your attack");
2175 1953
2176 if (op->contr->tmp_invis || op->hide) 1954 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
2177 make_visible (op); 1955 make_visible (op);
2178 }
2179 1956
1957 return true;
1958 }
1959 }
2180 /* If the object is a boulder or other rollable object, then 1960 /* If the object is a boulder or other rollable object, then
2181 * 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.
2182 */ 1962 */
2183 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)
2184 { 1966 {
1967 --op->speed_left;
1968
2185 recursive_roll (mon, dir, op); 1969 recursive_roll (mon, dir, op);
2186 if (action_makes_visible (op)) 1970 if (action_makes_visible (op))
2187 make_visible (op); 1971 make_visible (op);
2188 }
2189 1972
1973 return true;
1974 }
1975 }
2190 /* Any generic living creature. Including things like doors. 1976 /* Any generic living creature. Including things like doors.
2191 * 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
2192 * and be living. Then, it must be one of the following: 1978 * and be living. Then, it must be one of the following:
2193 * 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
2194 * 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.
2195 */ 1981 */
2196
2197 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 1982 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2198 ((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)))
2199 { 1984 {
2200 1985 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2201 /* If the player hasn't hit something this tick, and does
2202 * so, give them speed boost based on weapon speed. Doing
2203 * it here is better than process_players2, which basically
2204 * incurred a 1 tick offset.
2205 */
2206 if (!op->contr->has_hit)
2207 { 1986 {
2208 op->speed_left += op->speed / op->contr->weapon_sp; 1987 --op->contr->weapon_sp_left;
2209
2210 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2211 }
2212 1988
2213 skill_attack (mon, op, 0, 0, 0); 1989 skill_attack (mon, op, 0, 0, 0);
2214
2215 /* If attacking another player, that player gets automatic
2216 * hitback, and doesn't loose luck either.
2217 * Disable hitback on the battleground or if the target is
2218 * the wiz.
2219 */
2220 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2221 {
2222 short luck = mon->stats.luck;
2223
2224 mon->contr->has_hit = 1;
2225 skill_attack (op, mon, 0, 0, 0);
2226 mon->stats.luck = luck;
2227 }
2228 1990
2229 if (action_makes_visible (op)) 1991 if (action_makes_visible (op))
2230 make_visible (op); 1992 make_visible (op);
2231 }
2232 } /* if player should attack something */
2233}
2234 1993
2235int 1994 return true;
1995 }
1996 }
1997
1998 return false;
1999}
2000
2001bool
2236move_player (object *op, int dir) 2002move_player (object *op, int dir)
2237{ 2003{
2238 int pick;
2239
2240 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2004 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2241 return 0; 2005 return 0;
2242 2006
2243 /* Sanity check: make sure dir is valid */ 2007 /* Sanity check: make sure dir is valid */
2244 if ((dir < 0) || (dir >= 9)) 2008 if (dir < 0 || dir >= 9)
2245 { 2009 {
2246 LOG (llevError, "move_player: invalid direction %d\n", dir); 2010 LOG (llevError, "move_player: invalid direction %d\n", dir);
2247 return 0; 2011 return 0;
2248 } 2012 }
2249 2013
2250 /* peterm: added following line */ 2014 /* peterm: added following line */
2251 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2015 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2252 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2016 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2253 2017
2254 op->facing = dir; 2018 op->facing = dir;
2255 2019
2256 if (op->hide) 2020 if (op->flag [FLAG_HIDDEN])
2257 do_hidden_move (op); 2021 do_hidden_move (op);
2258 2022
2023 bool retval;
2024 int pick = 0;
2025
2259 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2026 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2260 /*nop */ ; 2027 retval = RESULT_INT (0);
2261 else if (op->contr->fire_on) 2028 else if (op->contr->fire_on)
2262 fire (op, dir); 2029 retval = fire (op, dir);
2263 else 2030 else
2264 { 2031 {
2265 move_player_attack (op, dir); 2032 retval = move_player_attack (op, dir);
2266 pick = check_pick (op); 2033 pick = check_pick (op);
2267 } 2034 }
2268 2035
2269 /* 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
2270 * server can handle repeat firing. 2037 * server can handle repeat firing.
2277 /* Update how the player looks. Use the facing, so direction may 2044 /* Update how the player looks. Use the facing, so direction may
2278 * get reset to zero. This allows for full animation capabilities 2045 * get reset to zero. This allows for full animation capabilities
2279 * for players. 2046 * for players.
2280 */ 2047 */
2281 animate_object (op, op->facing); 2048 animate_object (op, op->facing);
2282 return 0; 2049
2050 return retval;
2283} 2051}
2284 2052
2285/* 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
2286 * new client/server stuff. 2054 * new client/server stuff.
2287 * 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
2288 * the new speed values for commands. 2056 * the new speed values for commands.
2289 * 2057 *
2290 * 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.
2291 */ 2061 */
2292int 2062bool
2293handle_newcs_player (object *op) 2063handle_newcs_player (object *op)
2294{ 2064{
2295 if (op->contr->hidden)
2296 {
2297 op->invisible = 1000;
2298 /* the socket code flashes the player visible/invisible
2299 * depending on the value of invisible, so we need to
2300 * alternate it here for it to work correctly.
2301 */
2302 if (pticks & 2)
2303 op->invisible--;
2304 }
2305 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2306 {
2307 op->invisible--;
2308 if (!op->invisible)
2309 {
2310 make_visible (op);
2311 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2312 }
2313 }
2314
2315 if (QUERY_FLAG (op, FLAG_SCARED)) 2065 if (QUERY_FLAG (op, FLAG_SCARED))
2316 { 2066 {
2317 flee_player (op); 2067 if (op->speed_left > 0.f)
2318 /* If player is still scared, that is his action for this tick */
2319 if (QUERY_FLAG (op, FLAG_SCARED))
2320 { 2068 {
2321 op->speed_left--; 2069 --op->speed_left;
2070 flee_player (op);
2071
2322 return 0; 2072 return true;
2323 } 2073 }
2074 else
2075 return false;
2324 } 2076 }
2325
2326 /* I've been seeing crashes where the golem has been destroyed, but
2327 * the player object still points to the defunct golem. The code that
2328 * destroys the golem looks correct, and it doesn't always happen, so
2329 * put this in a a workaround to clean up the golem pointer.
2330 */
2331 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2332 op->contr->ranges[range_golem] = 0;
2333 2077
2334 /* 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
2335 * the players time has been increased when doericserver has been 2079 * the players time has been increased when doericserver has been
2336 * called, so we recheck it here. 2080 * called, so we recheck it here.
2337 */ 2081 */
2338 //TODO: better than handling 8 commands, use some more intelligent rate-limiting 2082 if (op->contr->ns->handle_command ())
2339 for (int rep = 8; --rep && op->contr->ns->handle_command (); )
2340 ;
2341
2342 if (op->speed_left < 0)
2343 return 0; 2083 return true;
2344 2084
2345 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2085 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2346 {
2347 /* All move commands take 1 tick, at least for now */
2348 op->speed_left--;
2349
2350 /* Instead of all the stuff below, let move_player take care
2351 * of it. Also, some of the skill stuff is only put in
2352 * there, as well as the confusion stuff.
2353 */
2354 move_player (op, op->direction); 2086 return move_player (op, op->direction);
2355 if (op->speed_left > 0)
2356 return 1;
2357 else
2358 return 0;
2359 }
2360 2087
2361 return 0; 2088 return false;
2362} 2089}
2363 2090
2364int 2091static int
2365save_life (object *op) 2092save_life (object *op)
2366{ 2093{
2367 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2094 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2368 return 0; 2095 return 0;
2369 2096
2370 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2097 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2371 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2098 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2372 { 2099 {
2373 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2100 op->play_sound (sound_find ("ob_evaporate"));
2374 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));
2375
2376 if (op->contr)
2377 esrv_del_item (op->contr, tmp->count);
2378 2102
2379 tmp->destroy (); 2103 tmp->destroy ();
2380 CLEAR_FLAG (op, FLAG_LIFESAVE); 2104 CLEAR_FLAG (op, FLAG_LIFESAVE);
2381 2105
2382 if (op->stats.hp < 0) 2106 if (op->stats.hp < 0)
2383 op->stats.hp = op->stats.maxhp; 2107 op->stats.hp = op->stats.maxhp;
2384 2108
2385 if (op->stats.food < 0) 2109 if (op->stats.food < 0)
2386 op->stats.food = 999; 2110 op->stats.food = MAX_FOOD;
2387 2111
2388 op->update_stats (); 2112 op->update_stats ();
2389 return 1; 2113 return 1;
2390 } 2114 }
2391 2115
2395 return 0; 2119 return 0;
2396} 2120}
2397 2121
2398/* 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
2399 * 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
2400 * 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
2401 * from. 2125 * from.
2402 */ 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
2403void 2143void
2404remove_unpaid_objects (object *op, object *env) 2144object::drop_unpaid_items ()
2405{ 2145{
2406 object *next; 2146 if (!flag [FLAG_REMOVED])
2407 2147 ::drop_unpaid_items (inv, this);
2408 while (op)
2409 {
2410 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2411
2412 if (QUERY_FLAG (op, FLAG_UNPAID))
2413 {
2414 if (env->type == PLAYER)
2415 esrv_del_item (env->contr, op->count);
2416
2417 op->insert_at (env);
2418 }
2419 else if (op->inv)
2420 remove_unpaid_objects (op->inv, env);
2421
2422 op = next;
2423 }
2424}
2425
2426/*
2427 * Returns pointer a static string containing gravestone text
2428 * Moved from apply.c to player.c - player.c is what
2429 * actually uses this function. player.c may not be quite the
2430 * best, a misc file for object actions is probably better,
2431 * but there isn't one in the server directory.
2432 */
2433char *
2434gravestone_text (object *op)
2435{
2436 static char buf2[MAX_BUF];
2437 char buf[MAX_BUF];
2438 time_t now = time (NULL);
2439
2440 strcpy (buf2, " R.I.P.\n\n");
2441 if (op->type == PLAYER)
2442 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2443 else
2444 sprintf (buf, "%s\n", &op->name);
2445
2446 strncat (buf2, " ", 20 - strlen (buf) / 2);
2447 strcat (buf2, buf);
2448 if (op->type == PLAYER)
2449 sprintf (buf, "who was in level %d when killed\n", op->level);
2450 else
2451 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2452
2453 strncat (buf2, " ", 20 - strlen (buf) / 2);
2454 strcat (buf2, buf);
2455 if (op->type == PLAYER)
2456 {
2457 sprintf (buf, "by %s.\n\n", op->contr->killer);
2458 strncat (buf2, " ", 21 - strlen (buf) / 2);
2459 strcat (buf2, buf);
2460 }
2461
2462 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2463 strncat (buf2, " ", 20 - strlen (buf) / 2);
2464 strcat (buf2, buf);
2465
2466 return buf2;
2467} 2148}
2468 2149
2469void 2150void
2470do_some_living (object *op) 2151do_some_living (object *op)
2471{ 2152{
2478 int rate_grace = 2000; 2159 int rate_grace = 2000;
2479 const int max_hp = 1; 2160 const int max_hp = 1;
2480 const int max_sp = 1; 2161 const int max_sp = 1;
2481 const int max_grace = 1; 2162 const int max_grace = 1;
2482 2163
2483 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--;
2484 { 2173 }
2485 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2174 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2486 if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks) 2175 {
2487 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 }
2488 } 2181 }
2489 2182
2490 if (op->contr->ns->state == ST_PLAYING) 2183 if (op->contr->ns->state == ST_PLAYING)
2491 { 2184 {
2492 /* these next three if clauses make it possible to SLOW DOWN 2185 /* these next three if clauses make it possible to SLOW DOWN
2511 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2204 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2512 else 2205 else
2513 { 2206 {
2514 gen_grace = op->stats.maxgrace; 2207 gen_grace = op->stats.maxgrace;
2515 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2208 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2516 }
2517
2518 /* Regenerate Spell Points */
2519 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0)
2520 {
2521 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2522 if (op->stats.sp < op->stats.maxsp)
2523 {
2524 op->stats.sp++;
2525 /* dms do not consume food */
2526 if (!QUERY_FLAG (op, FLAG_WIZ))
2527 {
2528 op->stats.food--;
2529 if (op->contr->digestion < 0)
2530 op->stats.food += op->contr->digestion;
2531 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2532 op->stats.food = last_food;
2533 }
2534 }
2535
2536 if (max_sp > 1)
2537 {
2538 over_sp = (gen_sp + 10) / rate_sp;
2539 if (over_sp > 0)
2540 {
2541 if (op->stats.sp < op->stats.maxsp)
2542 {
2543 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2544
2545 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2546 op->stats.sp--;
2547
2548 if (op->stats.sp > op->stats.maxsp)
2549 op->stats.sp = op->stats.maxsp;
2550 }
2551 op->last_sp = 0;
2552 }
2553 else
2554 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2555 }
2556 else
2557 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2558 } 2209 }
2559 2210
2560 /* Regenerate Grace */ 2211 /* Regenerate Grace */
2561 /* 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. */
2562 if (--op->last_grace < 0) 2213 if (--op->last_grace < 0)
2583 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);
2584 } 2235 }
2585 /* wearing stuff doesn't detract from grace generation. */ 2236 /* wearing stuff doesn't detract from grace generation. */
2586 } 2237 }
2587 2238
2239 if (op->stats.food > 0)
2240 {
2588 /* Regenerate Hit Points */ 2241 /* Regenerate Spell Points */
2589 if (--op->last_heal < 0) 2242 if (!op->contr->golem && --op->last_sp < 0)
2590 {
2591 if (op->stats.hp < op->stats.maxhp)
2592 { 2243 {
2593 op->stats.hp++; 2244 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2594 /* dms do not consume food */ 2245
2595 if (!QUERY_FLAG (op, FLAG_WIZ)) 2246 if (op->stats.sp < op->stats.maxsp)
2596 { 2247 {
2248 op->stats.sp++;
2249
2250 /* dms do not consume food */
2251 if (!QUERY_FLAG (op, FLAG_WIZ))
2252 {
2597 op->stats.food--; 2253 op->stats.food--;
2254
2598 if (op->contr->digestion < 0) 2255 if (op->contr->digestion < 0)
2599 op->stats.food += op->contr->digestion; 2256 op->stats.food += op->contr->digestion;
2600 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))
2601 op->stats.food = last_food; 2258 op->stats.food = last_food;
2259 }
2602 } 2260 }
2603 }
2604 2261
2605 if (max_hp > 1) 2262 if (max_sp > 1)
2606 {
2607 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2608 if (over_hp > 0)
2609 { 2263 {
2610 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
2611 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);
2612 } 2282 }
2613 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)
2614 { 2291 {
2615 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 }
2616 } 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);
2617 } 2317 }
2618 else 2318 else
2619 {
2620 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);
2621 } 2320 }
2622 } 2321 }
2623 2322
2624 /* Digestion */ 2323 /* Digestion */
2625 if (--op->last_eat < 0) 2324 if (--op->last_eat < 0)
2626 { 2325 {
2627#ifdef COZY_SERVER 2326 int bonus = max (0, op->contr->digestion),
2628 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion; 2327 penalty = max (0, -op->contr->digestion);
2629 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2630#else
2631 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2632#endif
2633 2328
2634 if (op->contr->gen_hp > 0)
2635 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);
2636 else
2637 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2638 2330
2639 /* dms do not consume food */ 2331 /* dms do not consume food */
2640 if (!QUERY_FLAG (op, FLAG_WIZ)) 2332 if (!QUERY_FLAG (op, FLAG_WIZ))
2641 op->stats.food--; 2333 op->stats.food--;
2642 } 2334 }
2643 2335
2644 if (op->stats.food < 0 && op->stats.hp >= 0) 2336 if (op->stats.food < 0 && op->stats.hp >= 0)
2645 { 2337 {
2646 object *tmp, *flesh = 0; 2338 object *flesh = 0;
2647 2339
2648 for (tmp = op->inv; tmp; tmp = tmp->below) 2340 for_inv_removable (op, tmp)
2649 { 2341 {
2650 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)
2651 { 2346 {
2652 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2347 op->statusmsg ("You blindly grab for a bite of food. "
2653 { 2348 "H<To prevent you from starving, you ate some random item from your backpack.>");
2654 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2349 op->apply (tmp);
2655 manual_apply (op, tmp, 0); 2350
2656 if (op->stats.food >= 0 || op->stats.hp < 0) 2351 if (op->stats.food >= 0 || op->stats.hp < 0)
2657 break; 2352 break;
2658 } 2353 }
2659 else if (tmp->type == FLESH) 2354 else if (tmp->type == FLESH)
2660 flesh = tmp; 2355 flesh = tmp;
2661 } /* End if paid for object */ 2356 }
2662 } /* end of for loop */
2663 2357
2664 /* 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
2665 * eat flesh instead. 2359 * eat flesh instead.
2666 */ 2360 */
2667 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2361 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2668 { 2362 {
2669 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.>");
2670 manual_apply (op, flesh, 0); 2365 op->apply (flesh);
2671 } 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)
2672 } 2375 {
2376 op->stats.hp += op->stats.food;
2377 op->stats.food = 0;
2673 2378
2674 while (op->stats.food < 0 && op->stats.hp >= 0) 2379 if (op->stats.hp < 0)
2675 op->stats.food++, op->stats.hp--; 2380 {
2381 op->contr->killer = archetype::get ("killer_starvation");
2382 op->contr->killer->destroy ();
2383 }
2384 }
2676 2385
2386 /* killer should be set here already */
2677 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2387 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2678 kill_player (op); 2388 kill_player (op);
2679 } 2389 }
2680} 2390}
2681 2391
2685 * file. 2395 * file.
2686 */ 2396 */
2687void 2397void
2688kill_player (object *op) 2398kill_player (object *op)
2689{ 2399{
2690 char buf[MAX_BUF];
2691 int x, y; 2400 int x, y;
2692
2693 //int i;
2694 maptile *map; /* this is for resurrection */ 2401 maptile *map; /* this is for resurrection */
2695
2696 /* int z;
2697 int num_stats_lose;
2698 int lost_a_stat;
2699 int lose_this_stat;
2700 int this_stat; */
2701 int will_kill_again; 2402 int will_kill_again;
2702 archetype *at; 2403 archetype *at;
2703 object *tmp; 2404 object *tmp;
2704 2405
2705 if (save_life (op)) 2406 if (save_life (op))
2706 return; 2407 return;
2707 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 }
2708 2444
2709 /* 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
2710 * 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.
2711 * Look at op_on_battleground() for more info --AndreasV 2447 * Look at op_on_battleground() for more info --AndreasV
2712 */ 2448 */
2713 if (op_on_battleground (op, &x, &y)) 2449 if (op_on_battleground (op, &x, &y))
2714 { 2450 {
2715 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";
2716 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2717
2718 /* restore player */
2719 at = archetype::find ("poisoning");
2720 if (object *tmp = present_arch_in_ob (at, op))
2721 {
2722 tmp->destroy ();
2723 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2724 }
2725
2726 at = archetype::find ("confusion");
2727 if (object *tmp = present_arch_in_ob (at, op))
2728 {
2729 tmp->destroy ();
2730 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2731 }
2732
2733 cure_disease (op, 0); /* remove any disease */
2734 op->stats.hp = op->stats.maxhp;
2735 if (op->stats.food <= 0)
2736 op->stats.food = 999;
2737 2452
2738 /* create a bodypart-trophy to make the winner happy */ 2453 /* create a bodypart-trophy to make the winner happy */
2739 if (object *tmp = arch_to_object (archetype::find ("finger"))) 2454 object *tmp = archetype::find (shstr_finger)->instance ();
2740 { 2455
2741 sprintf (buf, "%s's finger", &op->name); 2456 tmp->name = format ("%s's finger" , &op->name);
2742 tmp->name = buf; 2457 tmp->name_pl = format ("%s's fingers", &op->name);
2743 sprintf (buf, " This finger has been cut off %s\n" 2458 tmp->msg = format (
2744 " 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",
2745 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2460 &op->name, op->contr->title,
2746 tmp->msg = buf; 2461 (int)op->level,
2462 op->contr->killer_name ()
2463 );
2747 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2464 tmp->value = 0, tmp->type = 0;
2748 tmp->materialname = NULL; 2465 tmp->material = name_to_material (shstr_organic);
2749 op->insert_at (tmp, op); 2466 tmp->insert_at (op, tmp);
2750 }
2751 2467
2752 /* teleport defeated player to new destination */ 2468 /* teleport defeated player to new destination */
2753 transfer_ob (op, x, y, 0, NULL); 2469 transfer_ob (op, x, y, 0, NULL);
2754 op->contr->braced = 0; 2470 op->contr->braced = 0;
2471
2472 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2755 return; 2473 return;
2756 } 2474 }
2757 2475
2476 deathtab << "You were killed by " << op->contr->killer_name () << ".\n\n";
2477 deathtab << "T<YOU HAVE DIED>\n\n";
2478
2758 INVOKE_PLAYER (DEATH, op->contr); 2479 INVOKE_PLAYER (DEATH, op->contr);
2759 2480
2760 command_kill_pets (op, 0); 2481 command_kill_pets (op, 0);
2761 2482
2762 if (op->stats.food < 0) 2483 op->contr->play_sound (sound_find ("player_dies"));
2763 {
2764 if (op->contr->explore)
2765 {
2766 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
2767 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2768 op->stats.food = 999;
2769 return;
2770 }
2771 sprintf (buf, "%s starved to death.", &op->name);
2772 strcpy (op->contr->killer, "starvation");
2773 }
2774 else
2775 {
2776 if (op->contr->explore)
2777 {
2778 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
2779 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2780 op->stats.hp = op->stats.maxhp;
2781 return;
2782 }
2783 sprintf (buf, "%s died.", &op->name);
2784 }
2785
2786 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2787 2484
2788 /* save the map location for corpse, gravestone */ 2485 /* save the map location for corpse, gravestone */
2789 x = op->x; 2486 x = op->x;
2790 y = op->y; 2487 y = op->y;
2791 map = op->map; 2488 map = op->map;
2819 2516
2820 lost_a_stat = 0; 2517 lost_a_stat = 0;
2821 2518
2822 for (z = 0; z < num_stats_lose; z++) 2519 for (z = 0; z < num_stats_lose; z++)
2823 { 2520 {
2824 i = RANDOM () % NUM_STATS; 2521 i = rndm (NUM_STATS);
2825 2522
2826 if (settings.stat_loss_on_death) 2523 if (settings.stat_loss_on_death)
2827 { 2524 {
2828 /* 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
2829 * what he lost. 2526 * what he lost.
2836 lost_a_stat = 1; 2533 lost_a_stat = 1;
2837 } 2534 }
2838 else 2535 else
2839 { 2536 {
2840 /* deplete a stat */ 2537 /* deplete a stat */
2841 archetype *deparch = archetype::find ("depletion"); 2538 archetype *deparch = archetype::find (shstr_depletion);
2842 object *dep; 2539 object *dep;
2843 2540
2844 dep = present_arch_in_ob (deparch, op); 2541 dep = present_arch_in_ob (deparch, op);
2845 if (!dep) 2542 if (!dep)
2846 { 2543 {
2847 dep = arch_to_object (deparch); 2544 dep = deparch->instance ();
2848 insert_ob_in_ob (dep, op); 2545 insert_ob_in_ob (dep, op);
2849 } 2546 }
2850 lose_this_stat = 1; 2547 lose_this_stat = 1;
2851 if (settings.balanced_stat_loss) 2548 if (settings.balanced_stat_loss)
2852 { 2549 {
2880 } 2577 }
2881 } 2578 }
2882 2579
2883 if (lose_this_stat) 2580 if (lose_this_stat)
2884 { 2581 {
2885 this_stat = get_attr_value (&(dep->stats), i); 2582 this_stat = get_attr_value (&dep->stats, i);
2886 /* We could try to do something clever like find another 2583 /* We could try to do something clever like find another
2887 * stat to reduce if this fails. But chances are, if 2584 * stat to reduce if this fails. But chances are, if
2888 * stats have been depleted to -50, all are pretty low 2585 * stats have been depleted to -50, all are pretty low
2889 * 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
2890 * difference. 2587 * difference.
2898 lost_a_stat = 1; 2595 lost_a_stat = 1;
2899 } 2596 }
2900 } 2597 }
2901 } 2598 }
2902 } 2599 }
2600
2903 /* If no stat lost, tell the player. */ 2601 /* If no stat lost, tell the player. */
2904 if (!lost_a_stat) 2602 if (!lost_a_stat)
2905 { 2603 {
2906 /* determine_god() seems to not work sometimes... why is this? 2604 /* determine_god() seems to not work sometimes... why is this?
2907 Should I be using something else? GD */ 2605 Should I be using something else? GD */
2908 const char *god = determine_god (op); 2606 shstr_tmp god = determine_god (op);
2909 2607
2910 if (god && (strcmp (god, "none"))) 2608 if (god != shstr_none)
2911 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";
2912 else 2610 else
2913 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";
2914 } 2612 }
2915#else 2613#else
2916 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.";
2917#endif 2615#endif
2918 2616
2919 /* Put a gravestone up where the character 'almost' died. List the 2617 /* Put a gravestone up where the character 'almost' died. List the
2920 * exp loss on the stone. 2618 * exp loss on the stone.
2921 */ 2619 */
2922 tmp = arch_to_object (archetype::find ("gravestone")); 2620 tmp = archetype::find (shstr_gravestone)->instance ();
2923 sprintf (buf, "%s's gravestone", &op->name); 2621 tmp->name = format ("%s's gravestone", &op->name);
2924 tmp->name = buf; 2622 tmp->name_pl = format ("%s's gravestones", &op->name);
2925 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",
2926 tmp->name_pl = buf; 2624 &op->name, op->contr->title, op->contr->killer_name ());
2927 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);
2928 tmp->msg = buf;
2929 tmp->x = op->x, tmp->y = op->y; 2625 tmp->x = op->x, tmp->y = op->y;
2930 insert_ob_in_map (tmp, op->map, NULL, 0); 2626 insert_ob_in_map (tmp, op->map, NULL, 0);
2931 2627
2932 /**************************************/ 2628 /**************************************/
2933 /* */ 2629 /* */
2934 /* Subtract the experience points, */ 2630 /* Subtract the experience points, */
2935 /* if we died cause of food, give us */
2936 /* food, and reset HP's... */
2937 /* */ 2631 /* */
2938 /**************************************/ 2632 /**************************************/
2939 2633
2940 /* remove any poisoning and confusion the character may be suffering. */
2941 /* restore player */
2942 at = archetype::find ("poisoning");
2943 tmp = present_arch_in_ob (at, op);
2944
2945 if (tmp)
2946 {
2947 tmp->destroy ();
2948 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2949 }
2950
2951 at = archetype::find ("confusion");
2952 tmp = present_arch_in_ob (at, op);
2953 if (tmp)
2954 {
2955 tmp->destroy ();
2956 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2957 }
2958
2959 cure_disease (op, 0); /* remove any disease */
2960
2961 /*add_exp(op, (op->stats.exp * -0.20)); */ 2634 /*add_exp(op, (op->stats.exp * -0.20)); */
2962 apply_death_exp_penalty (op); 2635 apply_death_exp_penalty (op);
2963 if (op->stats.food < 100)
2964 op->stats.food = 900;
2965 op->stats.hp = op->stats.maxhp;
2966 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2967 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2968 2636
2969 /* 2637 /*
2970 * Check to see if the player is in a shop. IF so, then check to see if
2971 * 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
2972 * in the map. 2639 * and put them back in the map.
2973 */ 2640 */
2974 2641 op->drop_unpaid_items ();
2975 if (is_in_shop (op))
2976 remove_unpaid_objects (op->inv, op);
2977 2642
2978 /****************************************/ 2643 /****************************************/
2979 /* */ 2644 /* */
2980 /* Move player to his current respawn- */ 2645 /* Move player to his current respawn- */
2981 /* position (usually last savebed) */ 2646 /* position (usually last savebed) */
2982 /* */ 2647 /* */
2983 /****************************************/ 2648 /****************************************/
2984 2649
2985 enter_player_savebed (op); 2650 enter_player_savebed (op);
2986 2651
2987 /* Save the player before inserting the force to reduce
2988 * chance of abuse.
2989 */
2990 op->contr->braced = 0; 2652 op->contr->braced = 0;
2991 op->contr->save ();
2992 2653
2993 /* it is possible that the player has blown something up 2654 /* it is possible that the player has blown something up
2994 * at his savebed location, and that can have long lasting 2655 * at his savebed location, and that can have long lasting
2995 * spell effects. So first see if there is a spell effect 2656 * spell effects. So first see if there is a spell effect
2996 * on the space that might harm the player. 2657 * on the space that might harm the player.
3005 object *force; 2666 object *force;
3006 int at; 2667 int at;
3007 2668
3008 force = get_archetype (FORCE_NAME); 2669 force = get_archetype (FORCE_NAME);
3009 /* 50 ticks should be enough time for the spell to abate */ 2670 /* 50 ticks should be enough time for the spell to abate */
3010 force->speed = 0.1; 2671 force->speed = 0.1f;
3011 force->speed_left = -5.0; 2672 force->speed_left = -5.f;
3012 SET_FLAG (force, FLAG_APPLIED); 2673 SET_FLAG (force, FLAG_APPLIED);
3013 for (at = 0; at < NROFATTACKS; at++) 2674 for (at = 0; at < NROFATTACKS; at++)
3014 if (will_kill_again & (1 << at)) 2675 if (will_kill_again & (1 << at))
3015 force->resist[at] = 100; 2676 force->resist[at] = 100;
3016 2677
3017 insert_ob_in_ob (force, op); 2678 insert_ob_in_ob (force, op);
3018 op->update_stats (); 2679 op->update_stats ();
3019
3020 } 2680 }
3021 2681
3022 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2682 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
3023} 2683}
3024 2684
3025void 2685static void
3026loot_object (object *op) 2686loot_object (object *op)
3027{ /* Grab and destroy some treasure */ 2687{ /* Grab and destroy some treasure */
3028 object *tmp, *tmp2, *next; 2688 object *tmp, *tmp2, *next;
3029 2689
3030 if (op->container) 2690 op->close_container (); /* close open sack first */
3031 esrv_apply_container (op, op->container); /* close open sack first */
3032 2691
3033 for (tmp = op->inv; tmp; tmp = next) 2692 for (tmp = op->inv; tmp; tmp = next)
3034 { 2693 {
3035 next = tmp->below; 2694 next = tmp->below;
3036 2695
3037 if (tmp->invisible) 2696 if (tmp->invisible)
3038 continue; 2697 continue;
3039 2698
3040 tmp->remove (); 2699 tmp->remove ();
3041 tmp->x = op->x, tmp->y = op->y; 2700 tmp->x = op->x, tmp->y = op->y;
2701
3042 if (tmp->type == CONTAINER) 2702 if (tmp->type == CONTAINER)
3043 { /* empty container to ground */ 2703 loot_object (tmp); /* empty container to ground */
3044 loot_object (tmp); 2704
3045 }
3046 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) 2705 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
3047 { 2706 {
3048 if (tmp->nrof > 1) 2707 if (tmp->nrof > 1)
3049 { 2708 {
3050 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2709 tmp->decrease (rndm (1, tmp->nrof - 1));
3051 tmp2->destroy ();
3052 insert_ob_in_map (tmp, op->map, NULL, 0); 2710 insert_ob_in_map (tmp, op->map, NULL, 0);
3053 } 2711 }
3054 else 2712 else
3055 tmp->destroy (); 2713 tmp->destroy ();
3056 } 2714 }
3062/* 2720/*
3063 * fix_weight(): Check recursively the weight of all players, and fix 2721 * fix_weight(): Check recursively the weight of all players, and fix
3064 * 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
3065 * was changed. 2723 * was changed.
3066 */ 2724 */
3067
3068void 2725void
3069fix_weight (void) 2726fix_weight ()
3070{ 2727{
3071 for_all_players (pl) 2728 for_all_players (pl)
3072 { 2729 {
3073 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2730 sint32 old = pl->ob->carrying;
3074 2731
3075 if (old == sum) 2732 pl->ob->update_weight ();
3076 continue; 2733
2734 if (old != pl->ob->carrying)
2735 {
3077 pl->ob->update_stats (); 2736 pl->ob->update_stats ();
3078 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 }
3079 } 2739 }
3080} 2740}
3081 2741
3082void 2742void
3083fix_luck (void) 2743fix_luck ()
3084{ 2744{
3085 for_all_players (pl) 2745 for_all_players (pl)
3086 if (!pl->ob->contr->ns->state) 2746 if (!pl->ob->contr->ns->state)
3087 pl->ob->change_luck (0); 2747 pl->ob->change_luck (0);
3088} 2748}
3125} 2785}
3126 2786
3127void 2787void
3128make_visible (object *op) 2788make_visible (object *op)
3129{ 2789{
3130 op->hide = 0; 2790 op->flag [FLAG_HIDDEN] = 0;
3131 op->invisible = 0; 2791 op->invisible = 0;
2792
3132 if (op->type == PLAYER) 2793 if (op->type == PLAYER)
3133 { 2794 {
3134 op->contr->tmp_invis = 0; 2795 op->contr->tmp_invis = 0;
3135 op->contr->invis_race = 0; 2796 op->contr->invis_race = 0;
3136 } 2797 }
2798
3137 update_object (op, UP_OBJ_FACE); 2799 update_object (op, UP_OBJ_CHANGE);
3138} 2800}
3139 2801
3140int 2802int
3141is_true_undead (object *op) 2803is_true_undead (object *op)
3142{ 2804{
3143 object *tmp = NULL;
3144
3145 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 2805 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3146 return 1; 2806 return 1;
3147 2807
3148 return 0; 2808 return 0;
3149} 2809}
3150 2810
3151/* look at the surrounding terrain to determine 2811/* look at the surrounding terrain to determine
3152 * the hideability of this object. Positive levels 2812 * the hideability of this object. Positive levels
3153 * indicate greater hideability. 2813 * indicate greater hideability.
3154 */ 2814 */
3155
3156int 2815int
3157hideability (object *ob) 2816hideability (object *ob)
3158{ 2817{
3159 int i, level = 0, mflag; 2818 int i, level = 0, mflag;
3160 sint16 x, y; 2819 sint16 x, y;
3161 2820
3162 if (!ob || !ob->map) 2821 if (!ob || !ob->map)
3163 return 0; 2822 return 0;
3164 2823
3165 /* so, on normal lighted maps, its hard to hide */ 2824 /* so, on normal lighted maps, its hard to hide */
3166 level = ob->map->darkness - 2; 2825 level = ob->map->darklevel () - 2;
3167 2826
3168 /* this also picks up whether the object is glowing. 2827 /* this also picks up whether the object is glowing.
3169 * 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
3170 * as bad as carrying a light on a pitch dark map */ 2829 * as bad as carrying a light on a pitch dark map */
3171 if (has_carried_lights (ob)) 2830 if (ob->has_carried_lights ())
3172 level = -(10 + (2 * ob->map->darkness)); 2831 level = -(10 + (2 * ob->map->darklevel ()));
3173 2832
3174 /* scan through all nearby squares for terrain to hide in */ 2833 /* scan through all nearby squares for terrain to hide in */
3175 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])
3176 { 2837 {
3177 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); 2838 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3178 if (mflag & P_OUT_OF_MAP) 2839 if (mflag & P_OUT_OF_MAP)
3179 {
3180 continue; 2840 continue;
3181 } 2841
3182 if (mflag & P_BLOCKSVIEW) /* something to hide near! */ 2842 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3183 level += 2; 2843 level += 2;
3184 else /* open terrain! */ 2844 else /* open terrain! */
3185 level -= 1; 2845 level -= 1;
3186 } 2846 }
3194/* For Hidden creatures - a chance of becoming 'unhidden' 2854/* For Hidden creatures - a chance of becoming 'unhidden'
3195 * every time they move - as we subtract off 'invisibility' 2855 * every time they move - as we subtract off 'invisibility'
3196 * AND, for players, if they move into a ridiculously unhideable 2856 * AND, for players, if they move into a ridiculously unhideable
3197 * spot (surrounded by clear terrain in broad daylight). -b.t. 2857 * spot (surrounded by clear terrain in broad daylight). -b.t.
3198 */ 2858 */
3199
3200void 2859void
3201do_hidden_move (object *op) 2860do_hidden_move (object *op)
3202{ 2861{
3203 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 2862 int hide = 0;
3204 object *skop;
3205 2863
3206 if (!op || !op->map) 2864 if (!op || !op->map)
3207 return; 2865 return;
3208 2866
3209 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);
3210 2869
3211 /* 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! */
3212 if (op->type == PLAYER && op->contr->run_on) 2871 if (op->type == PLAYER && op->contr->run_on)
3213 {
3214 if (!skop || num >= skop->level) 2872 if (!skop || num >= skop->level)
3215 { 2873 {
3216 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!"); 2874 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3217 make_visible (op); 2875 make_visible (op);
3218 return; 2876 return;
3219 } 2877 }
3220 else 2878 else
3221 num += 20; 2879 num += 20;
3222 } 2880
3223 num += op->map->difficulty; 2881 num += op->map->difficulty;
3224 hide = hideability (op); /* modify by terrain hidden level */ 2882 hide = hideability (op); /* modify by terrain hidden level */
3225 num -= hide; 2883 num -= hide;
2884
3226 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 2885 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3227 { 2886 {
3228 make_visible (op); 2887 make_visible (op);
2888
3229 if (op->type == PLAYER) 2889 if (op->type == PLAYER)
3230 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!");
3231 } 2891 }
3232 else if (op->type == PLAYER && skop) 2892 else if (op->type == PLAYER && skop)
3233 {
3234 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);
3235 }
3236} 2894}
3237 2895
3238/* determine if who is standing near a hostile creature. */ 2896/* determine if who is standing near a hostile creature. */
3239 2897
3240int 2898int
3288 * object op. This function works fine for monsters, 2946 * object op. This function works fine for monsters,
3289 * 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
3290 * a pile (say a coin under a table would return "viewable" 2948 * a pile (say a coin under a table would return "viewable"
3291 * by this routine). Another question, should we be 2949 * by this routine). Another question, should we be
3292 * concerned with the direction the player is looking 2950 * concerned with the direction the player is looking
3293 * in? Realistically, most of use cant see stuff behind 2951 * in? Realistically, most of us can't see stuff behind
3294 * our backs...on the other hand, does the "facing" direction 2952 * our backs...on the other hand, does the "facing" direction
3295 * imply the way your head, or body is facing? Its possible 2953 * imply the way your head, or body is facing? It's possible
3296 * 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.
3297 * -b.t. 2955 * -b.t.
3298 * This function is now map tiling safe. 2956 * This function is now map tiling safe.
3299 */ 2957 */
3300
3301int 2958int
3302player_can_view (object *pl, object *op) 2959player_can_view (object *pl, object *op)
3303{ 2960{
3304 rv_vector rv; 2961 rv_vector rv;
3305 int dx, dy; 2962 int dx, dy;
3307 if (pl->type != PLAYER) 2964 if (pl->type != PLAYER)
3308 { 2965 {
3309 LOG (llevError, "player_can_view() called for non-player object\n"); 2966 LOG (llevError, "player_can_view() called for non-player object\n");
3310 return -1; 2967 return -1;
3311 } 2968 }
2969
3312 if (!pl || !op) 2970 if (!pl || !op)
3313 return 0; 2971 return 0;
3314 2972
3315 if (op->head)
3316 {
3317 op = op->head; 2973 op = op->head_ ();
3318 } 2974
3319 get_rangevector (pl, op, &rv, 0x1); 2975 get_rangevector (pl, op, &rv, 0x1);
3320 2976
3321 /* starting with the 'head' part, lets loop 2977 /* starting with the 'head' part, lets loop
3322 * through the object and find if it has any 2978 * through the object and find if it has any
3323 * part that is in the los array but isnt on 2979 * part that is in the los array but isn't on
3324 * a blocked los square. 2980 * a blocked los square.
3325 * we use the archetype to figure out offsets. 2981 * we use the archetype to figure out offsets.
3326 */ 2982 */
3327 while (op) 2983 while (op)
3328 { 2984 {
3329 dx = rv.distance_x + op->arch->clone.x; 2985 dx = rv.distance_x + op->arch->x;
3330 dy = rv.distance_y + op->arch->clone.y; 2986 dy = rv.distance_y + op->arch->y;
3331 2987
3332 /* only the viewable area the player sees is updated by LOS 2988 if (pl->contr->blocked_los (dx, dy) != LOS_BLOCKED)
3333 * code, so we need to restrict ourselves to that range of values
3334 * for any meaningful values.
3335 */
3336 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3337 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3338 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3339 return 1; 2989 return 1;
2990
3340 op = op->more; 2991 op = op->more;
3341 } 2992 }
3342 return 0;
3343}
3344 2993
3345/* routine for both players and monsters. We call this when
3346 * there is a possibility for our action distrubing our hiding
3347 * place or invisiblity spell. Artefact invisiblity is not
3348 * effected by this. If we arent invisible to begin with, we
3349 * return 0.
3350 */
3351int
3352action_makes_visible (object *op)
3353{
3354
3355 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3356 {
3357 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3358 return 0;
3359
3360 if (op->contr && op->contr->tmp_invis == 0)
3361 return 0;
3362
3363 /* If monsters, they should become visible */
3364 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3365 {
3366 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3367 return 1;
3368 }
3369 }
3370 return 0; 2994 return 0;
3371} 2995}
3372 2996
3373/* op_on_battleground - checks if the given object op (usually 2997/* op_on_battleground - checks if the given object op (usually
3374 * a player) is standing on a valid battleground-tile, 2998 * a player) is standing on a valid battleground-tile,
3379 * 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
3380 */ 3004 */
3381int 3005int
3382op_on_battleground (object *op, int *x, int *y) 3006op_on_battleground (object *op, int *x, int *y)
3383{ 3007{
3384 object *tmp;
3385
3386 /* A battleground-tile needs the following attributes to be valid: 3008 /* A battleground-tile needs the following attributes to be valid:
3387 * 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),
3388 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3010 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3389 * and the exit-coordinates sp/hp must both be > 0. 3011 * and the exit-coordinates sp/hp must both be > 0.
3390 * => The intention here is to prevent abuse of the battleground- 3012 * => The intention here is to prevent abuse of the battleground-
3391 * feature (like pickable or hidden battleground tiles). */ 3013 * feature (like pickable or hidden battleground tiles). */
3392 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3014 for (object *tmp = op->below; tmp; tmp = tmp->below)
3393 { 3015 {
3394 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3016 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3395 { 3017 {
3396 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3018 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3397 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))
3398 { 3022 {
3399 /*before we assign the exit, check if this is a teambattle */ 3023 /* before we assign the exit, check if this is a teambattle */
3400 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))
3401 {
3402 object *invtmp;
3403
3404 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)
3405 { 3027 {
3406 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3407 {
3408 if (x != NULL && y != NULL) 3028 if (x && y)
3409 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3029 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3030
3410 return 1; 3031 return 1;
3411 }
3412 } 3032 }
3413 } 3033
3414 if (x != NULL && y != NULL) 3034 if (x && y)
3415 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3035 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3036
3416 return 1; 3037 return 1;
3417 } 3038 }
3418 } 3039 }
3419 } 3040 }
3041
3420 /* If we got here, did not find a battleground */ 3042 /* If we got here, did not find a battleground */
3421 return 0; 3043 return 0;
3422} 3044}
3423 3045
3424/* 3046/*
3440 char buf[MAX_BUF]; /* tmp. string buffer */ 3062 char buf[MAX_BUF]; /* tmp. string buffer */
3441 int i = 0, j = 0; 3063 int i = 0, j = 0;
3442 3064
3443 /* get the appropriate treasurelist */ 3065 /* get the appropriate treasurelist */
3444 if (atnr == ATNR_FIRE) 3066 if (atnr == ATNR_FIRE)
3445 trlist = find_treasurelist ("dragon_ability_fire"); 3067 trlist = treasurelist::find (shstr_dragon_ability_fire);
3446 else if (atnr == ATNR_COLD) 3068 else if (atnr == ATNR_COLD)
3447 trlist = find_treasurelist ("dragon_ability_cold"); 3069 trlist = treasurelist::find (shstr_dragon_ability_cold);
3448 else if (atnr == ATNR_ELECTRICITY) 3070 else if (atnr == ATNR_ELECTRICITY)
3449 trlist = find_treasurelist ("dragon_ability_elec"); 3071 trlist = treasurelist::find (shstr_dragon_ability_elec);
3450 else if (atnr == ATNR_POISON) 3072 else if (atnr == ATNR_POISON)
3451 trlist = find_treasurelist ("dragon_ability_poison"); 3073 trlist = treasurelist::find (shstr_dragon_ability_poison);
3452 3074
3453 if (trlist == NULL || who->type != PLAYER) 3075 if (trlist == NULL || who->type != PLAYER)
3454 return; 3076 return;
3455 3077
3456 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++);
3457 3079
3458 if (tr == NULL || tr->item == NULL) 3080 if (!tr || !tr->item)
3459 { 3081 {
3460 /* 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]); */
3461 return; 3083 return;
3462 } 3084 }
3463 3085
3464 /* everything seems okay - now bring on the gift: */ 3086 /* everything seems okay - now bring on the gift: */
3465 item = &(tr->item->clone); 3087 item = tr->item;
3466 3088
3467 if (item->type == SPELL) 3089 if (item->type == SPELL)
3468 { 3090 {
3469 if (check_spell_known (who, item->name)) 3091 if (check_spell_known (who, item->name))
3470 return; 3092 return;
3529 { 3151 {
3530 /* forces in the treasurelist can alter the player's stats */ 3152 /* forces in the treasurelist can alter the player's stats */
3531 object *skin; 3153 object *skin;
3532 3154
3533 /* first get the dragon skin force */ 3155 /* first get the dragon skin force */
3534 shstr_cmp dragon_skin_force ("dragon_skin_force");
3535 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)
3536 ; 3157 ;
3537 3158
3538 if (!skin) 3159 if (!skin)
3539 return; 3160 return;
3540 3161
3554 else 3175 else
3555 j = 1; 3176 j = 1;
3556 strcat (buf, spellpathnames[i]); 3177 strcat (buf, spellpathnames[i]);
3557 } 3178 }
3558 } 3179 }
3180
3559 strcat (buf, "."); 3181 strcat (buf, ".");
3560 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf); 3182 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3561 } 3183 }
3562 3184
3563 /* evtl. adding flags: */ 3185 /* evtl. adding flags: */
3573 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg); 3195 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3574 } 3196 }
3575 else 3197 else
3576 { 3198 {
3577 /* generate misc. treasure */ 3199 /* generate misc. treasure */
3578 tmp = arch_to_object (tr->item); 3200 tmp = tr->item->instance ();
3579 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));
3580 tmp = insert_ob_in_ob (tmp, who); 3202 who->insert (tmp);
3581 if (who->type == PLAYER)
3582 esrv_send_item (who, tmp);
3583 } 3203 }
3584} 3204}
3585 3205
3586/** 3206//-GPL
3587 * Unready an object for a player. This function does nothing if the object was 3207
3588 * not readied. 3208sint8
3589 */ 3209player::darkness_at (maptile *map, int x, int y) const
3210{
3211 if (!ns)
3212 return LOS_BLOCKED;
3213
3214 int dx, dy;
3215 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3216 return LOS_BLOCKED;
3217
3218 x += dx - ns->current_x;
3219 y += dy - ns->current_y;
3220
3221 return blocked_los (x, y);
3222}
3223
3590void 3224void
3591player_unready_range_ob (player *pl, object *ob) 3225player::infobox (const char *title, const char *msg, int color)
3592{ 3226{
3593 rangetype i; 3227 send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3594
3595 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1))
3596 {
3597 if (pl->ranges[i] == ob)
3598 {
3599 pl->ranges[i] = NULL;
3600 if (pl->shoottype == i)
3601 {
3602 pl->shoottype = range_none;
3603 }
3604 }
3605 }
3606} 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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