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Comparing deliantra/server/server/player.C (file contents):
Revision 1.72 by root, Wed Dec 27 15:04:39 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!");
234 128
235 esrv_new_player (this, ob->weight + ob->carrying); 129 esrv_new_player (this);
236 130
237 ob->update_stats (); 131 ob->update_stats ();
132
238 ns->floorbox_update (); 133 ns->floorbox_update ();
239
240 esrv_send_inventory (ob, ob); 134 esrv_send_inventory (ob, ob);
241 esrv_add_spells (this, 0); 135 esrv_add_spells (this, 0);
242 136
243 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;
244 141
245 send_rules (ob); 142 ob->update_stats (); // we unapplied stuff above
246 send_news (ob); 143 activate ();
247 display_motd (ob); 144
145 INVOKE_PLAYER (CONNECT, this);
248 INVOKE_PLAYER (LOGIN, this); 146 INVOKE_PLAYER (LOGIN, this);
249} 147}
250 148
251void 149void
252player::disconnect () 150player::disconnect ()
253{ 151{
254 //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
255 if (ns) 158 if (ns)
256 { 159 {
257 if (enable_save) 160 if (active)
258 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0)); 161 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
259 162
260 client *ns = this->ns; 163 INVOKE_PLAYER (DISCONNECT, this);
261 ns->send_packet ("goodbye"); 164
262 ns->flush (); 165 ns->reset_stats ();
263 ns->pl = 0; 166 ns->pl = 0;
264 this->ns = 0; 167 ns = 0;
265
266 ns->destroy ();
267 destroy ();
268 } 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 ();
269} 175}
176
177//-GPL
270 178
271// the need for this function can be explained 179// the need for this function can be explained
272// by load_object not returning the object 180// by load_object not returning the object
273void 181void
274player::set_object (object *op) 182player::set_object (object *op)
275{ 183{
276 ob = op; 184 ob = observe = viewpoint = op;
277 ob->contr = this; /* this aren't yet in archetype */ 185 ob->contr = this; /* this aren't yet in archetype */
278 186
187 ob->speed = 1.0f;
279 ob->speed_left = 0.5; 188 ob->speed_left = 0.5f;
280 ob->speed = 1.0; 189
281 ob->direction = 5; /* So player faces south */ 190 ob->direction = 5; /* So player faces south */
282 ob->stats.wc = 2;
283 ob->run_away = 25; /* Then we panick... */
284
285 set_first_map (ob);
286
287 ob->roll_stats ();
288} 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
289 208
290player::player () 209player::player ()
291{ 210{
292 /* There are some elements we want initialized to non zero value - 211 /* There are some elements we want initialised to non zero value -
293 * we deal with that below this point. 212 * we deal with that below this point.
294 */ 213 */
295 outputs_sync = 16; /* Every 2 seconds */ 214 outputs_sync = 4;
296 outputs_count = 8; /* Keeps present behaviour */ 215 outputs_count = 4;
297 unapply = unapply_nochoice; 216 unapply = unapply_nochoice;
298 217
299 assign (savebed_map, first_map_path); /* Init. respawn position */ 218 savebed_map = first_map_path; /* Init. respawn position */
300 219
301 gen_sp_armour = 10; 220 gen_sp_armour = 10;
302 last_speed = -1;
303 shoottype = range_none;
304 bowtype = bow_normal; 221 bowtype = bow_normal;
305 petmode = pet_normal; 222 petmode = pet_normal;
306 listening = 10;
307 usekeys = containers; 223 usekeys = containers;
308 last_weapon_sp = -1;
309 peaceful = 1; /* default peaceful */ 224 peaceful = 1; /* default peaceful */
310 do_los = 1; 225 do_los = 1;
311 226
312 /* we need to clear these to -1 and not zero - otherwise, 227 weapon_sp = 1.0f;
313 * if a player quits and starts a new character, we wont 228 weapon_sp_left = 0.5f;
314 * send new values to the client, as things like exp start
315 * at zero.
316 */
317 for (int i = 0; i < NUM_SKILLS; i++)
318 last_skill_exp[i] = -1;
319
320 for (int i = 0; i < NROFATTACKS; i++)
321 last_resist[i] = -1;
322
323 last_stats.exp = -1;
324 last_weight = (uint32) - 1;
325} 229}
326 230
327void 231void
328player::do_destroy () 232player::do_destroy ()
329{ 233{
330 disconnect (); 234 disconnect ();
331 235
332 save (false);
333 enable_save = false;
334
335 attachable::do_destroy (); 236 attachable::do_destroy ();
336 237
337 terminate_all_pets (ob);
338
339 if (first_player != this)
340 {
341 player *prev = first_player;
342
343 while (prev && prev->next && prev->next != this)
344 prev = prev->next;
345
346 if (prev->next != this)
347 {
348 LOG (llevError, "Free_player: Can't find previous player.\n");
349 abort ();
350 }
351
352 prev->next = next;
353 }
354 else
355 first_player = next;
356
357 if (ob) 238 if (ob)
358 {
359 ob->destroy_inv (false);
360 ob->destroy (); 239 ob->destroy ();
361 } 240
241 ob = observe = viewpoint = 0;
362} 242}
363 243
364player::~player () 244player::~player ()
365{ 245{
366 /* Clear item stack */ 246 /* Clear item stack */
367 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 }
368} 276}
369 277
370/* Tries to add player on the connection passed in ns. 278/* Tries to add player on the connection passed in ns.
371 * All we can really get in this is some settings like host and display 279 * All we can really get in this is some settings like host and display
372 * mode. 280 * mode.
374player * 282player *
375player::create () 283player::create ()
376{ 284{
377 player *pl = new player; 285 player *pl = new player;
378 286
379 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);
380 294
381 return pl; 295 return pl;
382}
383
384/*
385 * get_player_archetype() return next player archetype from archetype
386 * list. Not very efficient routine, but used only creating new players.
387 * Note: there MUST be at least one player archetype!
388 */
389archetype *
390get_player_archetype (archetype *at)
391{
392 archetype *start = at;
393
394 for (;;)
395 {
396 if (at == NULL || at->next == NULL)
397 at = first_archetype;
398 else
399 at = at->next;
400
401 if (at->clone.type == PLAYER)
402 return at;
403
404 if (at == start)
405 {
406 LOG (llevError, "No Player archetypes\n");
407 exit (-1);
408 }
409 }
410} 296}
411 297
412object * 298object *
413get_nearest_player (object *mon) 299get_nearest_player (object *mon)
414{ 300{
415 object *op = NULL; 301 object *op = NULL;
416 objectlink *ol; 302 objectlink *ol;
417 unsigned lastdist; 303 unsigned lastdist;
418 rv_vector rv; 304 rv_vector rv;
419 305
420 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 306 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
421 { 307 {
422 /* We should not find free objects on this friendly list, but it
423 * does periodically happen. Given that, lets deal with it.
424 * While unlikely, it is possible the next object on the friendly
425 * list is also free, so encapsulate this in a while loop.
426 */
427 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
428 {
429 object *tmp = ol->ob;
430
431 /* Can't do much more other than log the fact, because the object
432 * itself will have been cleared.
433 */
434 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n");
435 ol = ol->next;
436 remove_friendly_object (tmp);
437 if (!ol)
438 return op;
439 }
440
441 /* Remove special check for player from this. First, it looks to cause
442 * some crashes (ol->ob->contr not set properly?), but secondly, a more
443 * complicated method of state checking would be needed in any case -
444 * as it was, a clever player could type quit, and the function would
445 * skip them over while waiting for confirmation. Remove
446 * on_same_map check, as can_detect_enemy also does this
447 */
448 if (!can_detect_enemy (mon, ol->ob, &rv)) 308 if (!can_detect_enemy (mon, ol->ob, &rv))
449 continue; 309 continue;
450 310
451 if (lastdist > rv.distance) 311 if (lastdist > rv.distance)
452 { 312 {
528 x = mon->x; 388 x = mon->x;
529 y = mon->y; 389 y = mon->y;
530 m = mon->map; 390 m = mon->map;
531 dir = rv.direction; 391 dir = rv.direction;
532 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 */
533 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
534 /* 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. */
535 if (diff > max) 396 if (diff > max)
536 return 0; 397 return 0;
398
537 while (diff > 1 && max > 0) 399 while (diff > 1 && max > 0)
538 { 400 {
539 lastx = x; 401 lastx = x;
540 lasty = y; 402 lasty = y;
541 lastmap = m; 403 lastmap = m;
623 max--; 485 max--;
624 lastdir = dir; 486 lastdir = dir;
625 if (!firstdir) 487 if (!firstdir)
626 firstdir = dir; 488 firstdir = dir;
627 } 489 }
490
628 if (diff <= 1) 491 if (diff <= 1)
629 { 492 {
630 /* Recalculate diff (distance) because we may not have actually 493 /* Recalculate diff (distance) because we may not have actually
631 * headed toward player for entire distance. 494 * headed toward player for entire distance.
632 */ 495 */
633 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 496 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
634 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 497 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
635 } 498 }
499
636 if (diff > max) 500 if (diff > max)
637 return 0; 501 return 0;
638 } 502 }
503
639 /* 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 */
640 if (!max) 505 if (!max)
641 return 0; 506 return 0;
642 507
643 return firstdir; 508 return firstdir;
644} 509}
645 510
646void 511void
647give_initial_items (object *pl, treasurelist * items) 512give_initial_items (object *pl, treasurelist *items)
648{ 513{
649 object *op, *next = NULL;
650
651 if (pl->randomitems != NULL) 514 if (pl->randomitems)
652 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); 515 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
653 516
654 for (op = pl->inv; op; op = next) 517 for (object *next, *op = pl->inv; op; op = next)
655 { 518 {
656 next = op->below; 519 next = op->below;
657 520
658 /* Forces get applied per default, unless they have the 521 /* Forces get applied per default, unless they have the
659 * 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
664 /* we never give weapons/armour if these cannot be used 527 /* we never give weapons/armour if these cannot be used
665 * by this player due to race restrictions 528 * by this player due to race restrictions
666 */ 529 */
667 if (pl->type == PLAYER) 530 if (pl->type == PLAYER)
668 { 531 {
669 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) && 532 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR)
533 &&
670 (op->type == ARMOUR || op->type == BOOTS || 534 (op->type == ARMOUR || op->type == BOOTS
671 op->type == CLOAK || op->type == HELMET || 535 || op->type == CLOAK || op->type == HELMET
672 op->type == SHIELD || op->type == GLOVES || 536 || op->type == SHIELD || op->type == GLOVES
537 || op->type == BRACERS || op->type == GIRDLE))
673 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))
674 { 539 {
675 op->destroy (); 540 op->destroy ();
676 continue; 541 continue;
677 } 542 }
678 } 543 }
679 544
680 /* This really needs to be better - we should really give 545 /* Here we remove duplicated skills (as duplicated spell objects have
681 * a substitute spellbook. The problem is that we don't really 546 * _very_ confusing effects for players), which could for instance be
682 * have a good idea what to replace it with (need something like 547 * generated by bad treasurelists. - elmex
683 * a first level treasurelist for each skill.)
684 * remove duplicate skills also
685 */ 548 */
686 if (op->type == SPELLBOOK || op->type == SKILL) 549 if (op->type == SKILL)
687 { 550 {
688 object *tmp;
689
690 for (tmp = op->below; tmp; tmp = tmp->below) 551 for (object *tmp = op->below; tmp; tmp = tmp->below)
691 if (tmp->type == op->type && tmp->name == op->name) 552 if (tmp->type == op->type && tmp->name == op->name)
692 break;
693
694 if (tmp)
695 { 553 {
696 op->destroy (); 554 op->destroy ();
555 LOG (llevError,
697 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); 556 "give_initial_items: Removing duplicate skill %s\n", &tmp->name);
698 continue; 557 break;
699 } 558 }
700 559
701 if (op->nrof > 1) 560 if (op->nrof > 1)
702 op->nrof = 1; 561 op->nrof = 1;
703 } 562 }
704 563
705 if (op->type == SPELLBOOK && op->inv) 564 if (op->type == SPELLBOOK && op->inv)
706 {
707 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); 565 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
708 }
709 566
710 /* Give starting characters identified, uncursed, and undamned 567 /* Give starting characters identified, uncursed, and undamned
711 * 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
712 * merged properly. 569 * merged properly.
713 */ 570 */
714 if (need_identify (op)) 571 if (need_identify (op))
715 { 572 {
716 SET_FLAG (op, FLAG_IDENTIFIED); 573 SET_FLAG (op, FLAG_IDENTIFIED);
717 CLEAR_FLAG (op, FLAG_CURSED); 574 CLEAR_FLAG (op, FLAG_CURSED);
718 CLEAR_FLAG (op, FLAG_DAMNED); 575 CLEAR_FLAG (op, FLAG_DAMNED);
719 } 576 }
577
720 if (op->type == SPELL) 578 if (op->type == SPELL)
721 { 579 {
722 op->destroy (); 580 op->destroy ();
723 continue; 581 continue;
724 } 582 }
726 { 584 {
727 SET_FLAG (op, FLAG_CAN_USE_SKILL); 585 SET_FLAG (op, FLAG_CAN_USE_SKILL);
728 op->stats.exp = 0; 586 op->stats.exp = 0;
729 op->level = 1; 587 op->level = 1;
730 } 588 }
731 /* lock all 'normal items by default */ 589 else /* lock all 'normal items by default */
732 else
733 SET_FLAG (op, FLAG_INV_LOCKED); 590 SET_FLAG (op, FLAG_INV_LOCKED);
734 } /* for loop of objects in player inv */ 591 } /* for loop of objects in player inv */
735 592
736 /* Need to set up the skill pointers */ 593 /* Need to set up the skill pointers */
737 link_player_skills (pl); 594 pl->contr->link_skills ();
738} 595}
739 596
740void 597void
741get_party_password (object *op, partylist *party) 598get_party_password (object *op, partylist *party)
742{ 599{
752 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:");
753} 610}
754 611
755/* 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. */
756static int 613static int
757roll_stat (void) 614roll_stat ()
758{ 615{
759 int a[4], i, j, k; 616 int a[4], i, j, k;
760 617
761 for (i = 0; i < 4; i++) 618 for (i = 0; i < 4; i++)
762 a[i] = (int) RANDOM () % 6 + 1; 619 a[i] = (int) rndm (6) + 1;
763 620
764 for (i = 0, j = 0, k = 7; i < 4; i++) 621 for (i = 0, j = 0, k = 7; i < 4; i++)
765 if (a[i] < k) 622 if (a[i] < k)
766 k = a[i], j = i; 623 k = a[i], j = i;
767 624
773} 630}
774 631
775void 632void
776object::roll_stats () 633object::roll_stats ()
777{ 634{
778 int statsort [7]; 635 int statsort [NUM_STATS];
779 636
780 for (;;) 637 for (;;)
781 { 638 {
782 int sum = 0; 639 int sum = 0;
783 for (int i = 7; i--; ) 640 for (int i = NUM_STATS; i--; )
784 sum += statsort [i] = roll_stat (); 641 sum += statsort [i] = roll_stat ();
785 642
786 if (sum >= 82 && sum <= 116) 643 if (sum >= 82 && sum <= 116)
787 break; 644 break;
788 } 645 }
789 646
790 // Sort the stats so that rerolling is easier... 647 // Sort the stats so that rerolling is easier...
791 std::sort (statsort, statsort + 7, std::greater<int>()); 648 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
792 649
650 for (int i = 0; i < NUM_STATS; ++i)
793 stats.Str = statsort[0]; 651 stats.stat (i) = statsort [i];
794 stats.Dex = statsort[1];
795 stats.Con = statsort[2];
796 stats.Int = statsort[3];
797 stats.Wis = statsort[4];
798 stats.Pow = statsort[5];
799 stats.Cha = statsort[6];
800 652
801 stats.exp = 0; 653 stats.exp = 0;
802 stats.ac = 0; 654 stats.ac = 0;
803 655
804 stats.hp = stats.maxhp; 656 stats.hp = stats.maxhp;
816} 668}
817 669
818void 670void
819object::swap_stats (int a, int b) 671object::swap_stats (int a, int b)
820{ 672{
821 int tmp = get_attr_value (&contr->orig_stats, a); 673 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
822 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
823 set_attr_value (&contr->orig_stats, b, tmp);
824 674
675 for (int i = 0; i < NUM_STATS; ++i)
825 stats.Str = contr->orig_stats.Str; 676 stats.stat (i) = contr->orig_stats.stat (i);
826 stats.Dex = contr->orig_stats.Dex;
827 stats.Con = contr->orig_stats.Con;
828 stats.Int = contr->orig_stats.Int;
829 stats.Wis = contr->orig_stats.Wis;
830 stats.Pow = contr->orig_stats.Pow;
831 stats.Cha = contr->orig_stats.Cha;
832 677
833 //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,
834 // be merged with the similar code in roll_stats 679 // be merged with the similar code in roll_stats
835 stats.ac = 0; 680 stats.ac = 0;
836 681
848 contr->levsp[1] = 6; 693 contr->levsp[1] = 6;
849 contr->levgrace[1] = 3; 694 contr->levgrace[1] = 3;
850 695
851 contr->orig_stats = stats; 696 contr->orig_stats = stats;
852 } 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);
853} 707}
854 708
855/* This function takes the key that is passed, and does the 709/* This function takes the key that is passed, and does the
856 * appropriate action with it (change race, or other things). 710 * appropriate action with it (change race, or other things).
857 * The function name is for historical reasons - now we have 711 * The function name is for historical reasons - now we have
858 * separate race and class; this actually changes the RACE, 712 * separate race and class; this actually changes the RACE,
859 * not the class. 713 * not the class.
860 */ 714 */
861int 715void
862key_change_class (object *op, char key) 716player::chargen_race_done ()
863{ 717{
864 int tmp_loop;
865
866 if (key == 'd' || key == 'D')
867 {
868 char buf[MAX_BUF];
869
870 /* this must before then initial items are given */ 718 /* this must before then initial items are given */
871 esrv_new_player (op->contr, op->weight + op->carrying); 719 esrv_new_player (ob->contr);
872 720
873 treasurelist *tl = find_treasurelist ("starting_wealth"); 721 treasurelist *tl = treasurelist::find (shstr_starting_wealth);
874 if (tl) 722 if (tl)
875 create_treasure (tl, op, 0, 0, 0); 723 create_treasure (tl, ob, 0, 0, 0);
876 724
877 INVOKE_PLAYER (BIRTH, op->contr); 725 INVOKE_PLAYER (BIRTH, ob->contr);
878 INVOKE_PLAYER (LOGIN, op->contr); 726 INVOKE_PLAYER (LOGIN, ob->contr);
879 727
880 op->contr->ns->state = ST_PLAYING; 728 ob->contr->ns->state = ST_PLAYING;
881 729
882 if (op->msg) 730 if (ob->msg)
883 op->msg = NULL; 731 ob->msg = 0;
884 732
885 /* We create this now because some of the unique maps will need it
886 * to save here.
887 */
888 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name);
889 make_path_to_file (buf);
890
891#ifdef AUTOSAVE
892 op->contr->last_save_tick = pticks;
893#endif
894 start_info (op); 733 start_info (ob);
895 CLEAR_FLAG (op, FLAG_WIZ); 734 CLEAR_FLAG (ob, FLAG_WIZ);
896 give_initial_items (op, op->randomitems); 735 give_initial_items (ob, ob->randomitems);
897 link_player_skills (op);
898 esrv_send_inventory (op, op); 736 esrv_send_inventory (ob, ob);
899 op->update_stats (); 737 ob->update_stats ();
900 738
901 /* This moves the player to a different start map, if there 739 /* This moves the player to a different start map, if there
902 * is one for this race 740 * is one for this race
903 */ 741 */
904 if (*first_map_ext_path) 742 if (*first_map_ext_path)
905 { 743 ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y);
906 object *tmp;
907 char mapname[MAX_BUF];
908
909 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name);
910 tmp = object::create ();
911 EXIT_PATH (tmp) = mapname;
912 EXIT_X (tmp) = op->x;
913 EXIT_Y (tmp) = op->y;
914 enter_exit (op, tmp); /* we don't really care if it succeeded;
915 * if the map isn't there, then stay on the
916 * default initial map */
917 tmp->destroy ();
918 }
919 else 744 else
920 LOG (llevDebug, "first_map_ext_path not set\n"); 745 LOG (llevDebug, "first_map_ext_path not set\n");
746}
921 747
922 return 0; 748void
923 } 749player::chargen_race_next ()
924 750{
925 /* Following actually changes the race - this is the default command 751 /* Following actually changes the race - this is the default command
926 * if we don't match with one of the options above. 752 * if we don't match with one of the options above.
927 */ 753 */
928 754
929 tmp_loop = 0; 755 do
930 while (!tmp_loop)
931 { 756 {
932 shstr name = op->name; 757 shstr name = ob->name;
933 int x = op->x, y = op->y; 758 int x = ob->x, y = ob->y;
934 759
935 op->remove_statbonus (); 760 ob->remove_statbonus ();
936 op->remove (); 761 ob->remove ();
937 op->arch = get_player_archetype (op->arch); 762 ob->arch = get_player_archetype (ob->arch);
938 op->arch->clone.copy_to (op); 763 ob->arch->copy_to (ob);
939 op->instantiate (); 764 ob->instantiate ();
940 op->stats = op->contr->orig_stats; 765 ob->stats = ob->contr->orig_stats;
941 op->name = op->name_pl = name; 766 ob->name = ob->name_pl = name;
942 op->x = x; 767 ob->x = x;
943 op->y = y; 768 ob->y = y;
944 SET_ANIMATION (op, 2); /* So player faces south */ 769 SET_ANIMATION (ob, 2); /* So player faces south */
945 insert_ob_in_map (op, op->map, op, 0); 770 insert_ob_in_map (ob, ob->map, ob, 0);
946 assign (op->contr->title, op->arch->clone.name); 771 assign (ob->contr->title, ob->arch->object::name);
947 op->add_statbonus (); 772 ob->add_statbonus ();
948 tmp_loop = allowed_class (op);
949 } 773 }
774 while (!allowed_class (ob));
950 775
951 update_object (op, UP_OBJ_FACE); 776 update_object (ob, UP_OBJ_FACE);
952 esrv_update_item (UPD_FACE, op, op); 777 esrv_update_item (UPD_FACE, ob, ob);
953 op->update_stats (); 778 ob->update_stats ();
954 op->stats.hp = op->stats.maxhp; 779 ob->stats.hp = ob->stats.maxhp;
955 op->stats.sp = op->stats.maxsp; 780 ob->stats.sp = ob->stats.maxsp;
956 op->stats.grace = 0; 781 ob->stats.grace = 0;
957
958 if (op->msg)
959 new_draw_info (NDI_BLUE, 0, op, op->msg);
960
961 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
962 return 0;
963} 782}
964 783
965int 784static void
966key_confirm_quit (object *op, char key)
967{
968 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
969 {
970 op->contr->ns->state = ST_PLAYING;
971 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
972 return 1;
973 }
974
975 INVOKE_PLAYER (LOGOUT, op->contr);
976 INVOKE_PLAYER (QUIT, op->contr);
977
978 op->contr->enable_save = false;
979
980 terminate_all_pets (op);
981 leave_map (op);
982 op->direction = 0;
983 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
984
985 strcpy (op->contr->killer, "quit");
986 check_score (op);
987 op->contr->party = 0;
988 op->contr->own_title[0] = '\0';
989
990 object_ptr ob = op;
991
992 /* We need to hunt for any per player unique maps in memory and
993 * get rid of them. The trailing slash in the path is intentional,
994 * so that players named 'Ab' won't match against players 'Abe' pathname
995 */
996 char buf[MAX_BUF];
997 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
998
999 for_all_maps (mp)
1000 if (!strncmp (mp->path, buf, strlen (buf)))
1001 delete_map (mp);
1002
1003 delete_character (ob->name, 1);
1004 ob->contr->destroy ();
1005
1006 return 1;
1007}
1008
1009void
1010flee_player (object *op) 785flee_player (object *op)
1011{ 786{
1012 int dir, diff; 787 int dir, diff;
1013 rv_vector rv; 788 rv_vector rv;
1014 789
1017 LOG (llevDebug, "Fleeing player is dead.\n"); 792 LOG (llevDebug, "Fleeing player is dead.\n");
1018 CLEAR_FLAG (op, FLAG_SCARED); 793 CLEAR_FLAG (op, FLAG_SCARED);
1019 return; 794 return;
1020 } 795 }
1021 796
1022 if (op->enemy == NULL) 797 if (!op->enemy)
1023 { 798 {
1024 LOG (llevDebug, "Fleeing player had no enemy.\n"); 799 LOG (llevDebug, "Fleeing player had no enemy.\n");
1025 CLEAR_FLAG (op, FLAG_SCARED); 800 CLEAR_FLAG (op, FLAG_SCARED);
1026 return; 801 return;
1027 } 802 }
1028 803
1029 /* Seen some crashes here. Since we don't store an
1030 * op->enemy_count, it is possible that something destroys the
1031 * actual enemy, and the object is recycled.
1032 */
1033 if (op->enemy->map == NULL)
1034 {
1035 CLEAR_FLAG (op, FLAG_SCARED);
1036 op->enemy = NULL;
1037 return;
1038 }
1039
1040 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))
1041 { 805 {
1042 op->enemy = NULL; 806 op->enemy = NULL;
1043 CLEAR_FLAG (op, FLAG_SCARED); 807 CLEAR_FLAG (op, FLAG_SCARED);
1044 return; 808 return;
1047 get_rangevector (op, op->enemy, &rv, 0); 811 get_rangevector (op, op->enemy, &rv, 0);
1048 812
1049 dir = absdir (4 + rv.direction); 813 dir = absdir (4 + rv.direction);
1050 for (diff = 0; diff < 3; diff++) 814 for (diff = 0; diff < 3; diff++)
1051 { 815 {
1052 int m = 1 - (RANDOM () & 2); 816 int m = 1 - rndm (2) * 2;
1053 817
1054 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))))
1055 return; 819 return;
1056 } 820 }
1057 821
1058 /* Cornered, get rid of scared */ 822 /* Cornered, get rid of scared */
1059 CLEAR_FLAG (op, FLAG_SCARED); 823 CLEAR_FLAG (op, FLAG_SCARED);
1060 op->enemy = NULL; 824 op->enemy = NULL;
1061} 825}
1062 826
1063
1064/* 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.
1065 * 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
1066 * stop. 829 * stop.
1067 */ 830 */
1068int 831int
1069check_pick (object *op) 832check_pick (object *op)
1070{ 833{
1071 object *tmp, *next; 834 object *tmp, *next;
1072 int stop = 0; 835 int stop = 0;
1073 int j, k, wvratio; 836 int wvratio;
1074 char putstring[128], tmpstr[16];
1075 837
1076 /* if you're flying, you cna't pick up anything */ 838 /* if you're flying, you can't pick up anything */
1077 if (op->move_type & MOVE_FLYING) 839 if (op->move_type & MOVE_FLYING)
1078 return 1; 840 return 1;
1079 841
1080 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)
1081 846
1082 /* 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
1083 * destroyed */ 848 * destroyed */
1084 while (next && !next->destroyed ()) 849 while (next && !next->destroyed ())
1085 { 850 {
1086 tmp = next; 851 tmp = next;
1087 next = tmp->below; 852 next = tmp->below;
1088 853
854 if (cnt <= 0)
855 {
856 op->failmsg ("Couldn't pickup all items at once.");
857 return 0;
858 }
859
1089 if (op->destroyed ()) 860 if (op->destroyed ())
1090 return 0; 861 return 0;
1091 862
1092 if (!can_pick (op, tmp)) 863 if (!can_pick (op, tmp))
1093 continue; 864 continue;
1094 865
1095 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 866 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1096 { 867 {
1097 if (item_matched_string (op, tmp, op->contr->search_str)) 868 if (item_matched_string (op, tmp, op->contr->search_str))
1098 pick_up (op, tmp); 869 CHK_PICK_PICKUP;
870
1099 continue; 871 continue;
1100 } 872 }
1101 873
1102 /* 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? */
1103 if (!(op->contr->mode & PU_NEWMODE)) 934 if (op->contr->mode & PU_FOOD)
935 if (tmp->type == FOOD)
1104 { 936 {
1105 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)
1106 { 1000 {
1107 case 0: 1001 CHK_PICK_PICKUP;
1108 return 1; /* don't pick up */ 1002 continue;
1109 case 1:
1110 pick_up (op, tmp);
1111 return 1;
1112 case 2:
1113 pick_up (op, tmp);
1114 return 0;
1115 case 3:
1116 return 0; /* stop before pickup */
1117 case 4:
1118 pick_up (op, tmp);
1119 break;
1120 case 5:
1121 pick_up (op, tmp);
1122 stop = 1;
1123 break;
1124 case 6:
1125 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1126 pick_up (op, tmp);
1127 break;
1128
1129 case 7:
1130 if (tmp->type == MONEY || tmp->type == GEM)
1131 pick_up (op, tmp);
1132 break;
1133
1134 default:
1135 /* use value density */
1136 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1137 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1138 pick_up (op, tmp);
1139 } 1003 }
1140 } 1004 }
1141 else 1005
1142 { /* old model */ 1006 /* rings & amulets - talismans seems to be typed AMULET */
1143 /* NEW pickup handling */
1144 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)
1145 { 1012 {
1146 /* some debugging code to figure out item information */ 1013 CHK_PICK_PICKUP;
1147 if (tmp->name != NULL)
1148 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1149 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1150 else
1151 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1152 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1153
1154 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1155 }
1156
1157 /* philosophy:
1158 * It's easy to grab an item type from a pile, as long as it's
1159 * generic. This takes no game-time. For more detailed pickups
1160 * and selections, select-items should be used. This is a
1161 * grab-as-you-run type mode that's really useful for arrows for
1162 * example.
1163 * The drawback: right now it has no frontend, so you need to
1164 * stick the bits you want into a calculator in hex mode and then
1165 * convert to decimal and then 'pickup <#>
1166 */
1167
1168 /* the first two modes are exclusive: if NOTHING we return, if
1169 * STOP then we stop. All the rest are applied sequentially,
1170 * meaning if any test passes, the item gets picked up. */
1171
1172 /* if mode is set to pick nothing up, return */
1173
1174 if (op->contr->mode & PU_NOTHING)
1175 return 1;
1176
1177 /* if mode is set to stop when encountering objects, return */
1178 /* take STOP before INHIBIT since it doesn't actually pick
1179 * anything up */
1180
1181 if (op->contr->mode & PU_STOP)
1182 return 0;
1183
1184 /* useful for going into stores and not losing your settings... */
1185 /* and for battles wher you don't want to get loaded down while
1186 * fighting */
1187 if (op->contr->mode & PU_INHIBIT)
1188 return 1;
1189
1190 /* prevent us from turning into auto-thieves :) */
1191 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1192 continue; 1014 continue;
1015 }
1193 1016
1194 /* ignore known cursed objects */ 1017 /* we don't forget dragon food */
1195 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;
1196 continue; 1022 continue;
1023 }
1197 1024
1198 /* all food and drink if desired */ 1025 /* bows and arrows. Bows are good for selling! */
1199 /* 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
1200 if (op->contr->mode & PU_FOOD) 1062 if (op->contr->mode & PU_BOOTS)
1201 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"))
1202 { 1096 {
1203 pick_up (op, tmp); 1097 CHK_PICK_PICKUP;
1204 continue; 1098 continue;
1205 } 1099 }
1100 }
1206 1101
1102 /* misc stuff that's useful */
1207 if (op->contr->mode & PU_DRINK) 1103 if (op->contr->mode & PU_KEY)
1208 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1104 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1209 { 1105 {
1210 pick_up (op, tmp); 1106 CHK_PICK_PICKUP;
1211 continue; 1107 continue;
1212 } 1108 }
1213 1109
1110 /* any of the last 4 bits set means we use the ratio for value
1111 * pickups */
1214 if (op->contr->mode & PU_POTION) 1112 if (op->contr->mode & PU_RATIO)
1215 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
1216 { 1117 */
1217 pick_up (op, tmp);
1218 continue;
1219 }
1220
1221 /* spellbooks, skillscrolls and normal books/scrolls */
1222 if (op->contr->mode & PU_SPELLBOOK)
1223 if (tmp->type == SPELLBOOK)
1224 {
1225 pick_up (op, tmp);
1226 continue;
1227 }
1228
1229 if (op->contr->mode & PU_SKILLSCROLL)
1230 if (tmp->type == SKILLSCROLL)
1231 {
1232 pick_up (op, tmp);
1233 continue;
1234 }
1235
1236 if (op->contr->mode & PU_READABLES)
1237 if (tmp->type == BOOK || tmp->type == SCROLL)
1238 {
1239 pick_up (op, tmp);
1240 continue;
1241 }
1242
1243 /* wands/staves/rods/horns */
1244 if (op->contr->mode & PU_MAGIC_DEVICE)
1245 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1246 {
1247 pick_up (op, tmp);
1248 continue;
1249 }
1250
1251 /* pick up all magical items */
1252 if (op->contr->mode & PU_MAGICAL) 1118 wvratio = op->contr->mode & PU_RATIO;
1253 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)
1254 {
1255 pick_up (op, tmp);
1256 continue;
1257 }
1258
1259 if (op->contr->mode & PU_VALUABLES)
1260 { 1120 {
1261 if (tmp->type == MONEY || tmp->type == GEM) 1121#if 0
1122 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1123 if (tmp->name != NULL)
1262 { 1124 {
1263 pick_up (op, tmp); 1125 fprintf (stderr, "%s", tmp->name);
1264 continue;
1265 } 1126 }
1266 }
1267
1268 /* rings & amulets - talismans seems to be typed AMULET */
1269 if (op->contr->mode & PU_JEWELS)
1270 if (tmp->type == RING || tmp->type == AMULET)
1271 {
1272 pick_up (op, tmp);
1273 continue;
1274 }
1275
1276 /* we don't forget dragon food */
1277 if (op->contr->mode & PU_FLESH)
1278 if (tmp->type == FLESH)
1279 {
1280 pick_up (op, tmp);
1281 continue;
1282 }
1283
1284 /* bows and arrows. Bows are good for selling! */
1285 if (op->contr->mode & PU_BOW)
1286 if (tmp->type == BOW)
1287 {
1288 pick_up (op, tmp);
1289 continue;
1290 }
1291
1292 if (op->contr->mode & PU_ARROW)
1293 if (tmp->type == ARROW)
1294 {
1295 pick_up (op, tmp);
1296 continue;
1297 }
1298
1299 /* all kinds of armor etc. */
1300 if (op->contr->mode & PU_ARMOUR)
1301 if (tmp->type == ARMOUR)
1302 {
1303 pick_up (op, tmp);
1304 continue;
1305 }
1306
1307 if (op->contr->mode & PU_HELMET)
1308 if (tmp->type == HELMET)
1309 {
1310 pick_up (op, tmp);
1311 continue;
1312 }
1313
1314 if (op->contr->mode & PU_SHIELD)
1315 if (tmp->type == SHIELD)
1316 {
1317 pick_up (op, tmp);
1318 continue;
1319 }
1320
1321 if (op->contr->mode & PU_BOOTS)
1322 if (tmp->type == BOOTS)
1323 {
1324 pick_up (op, tmp);
1325 continue;
1326 }
1327
1328 if (op->contr->mode & PU_GLOVES)
1329 if (tmp->type == GLOVES)
1330 {
1331 pick_up (op, tmp);
1332 continue;
1333 }
1334
1335 if (op->contr->mode & PU_CLOAK)
1336 if (tmp->type == CLOAK)
1337 {
1338 pick_up (op, tmp);
1339 continue;
1340 }
1341
1342 /* hoping to catch throwing daggers here */
1343 if (op->contr->mode & PU_MISSILEWEAPON)
1344 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1345 {
1346 pick_up (op, tmp);
1347 continue;
1348 }
1349
1350 /* careful: chairs and tables are weapons! */
1351 if (op->contr->mode & PU_ALLWEAPON)
1352 {
1353 if (tmp->type == WEAPON && tmp->name != NULL)
1354 {
1355 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1356 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1357 {
1358 pick_up (op, tmp);
1359 continue;
1360 }
1361 }
1362
1363 if (tmp->type == WEAPON && tmp->name == NULL)
1364 {
1365 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1366 {
1367 pick_up (op, tmp);
1368 continue;
1369 }
1370 }
1371 }
1372
1373 /* misc stuff that's useful */
1374 if (op->contr->mode & PU_KEY)
1375 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1376 {
1377 pick_up (op, tmp);
1378 continue;
1379 }
1380
1381 /* any of the last 4 bits set means we use the ratio for value
1382 * pickups */
1383 if (op->contr->mode & PU_RATIO)
1384 {
1385 /* use value density to decide what else to grab */
1386 /* >=7 was >= op->contr->mode */
1387 /* >=7 is the old standard setting. Now we take the last 4 bits
1388 * and multiply them by 5, giving 0..15*5== 5..75 */
1389 wvratio = (op->contr->mode & PU_RATIO) * 5;
1390 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1391 {
1392 pick_up (op, tmp);
1393#if 0
1394 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1395 if (tmp->name != NULL)
1396 {
1397 fprintf (stderr, "%s", tmp->name);
1398 }
1399 else 1127 else
1400 fprintf (stderr, "%s", tmp->arch->name); 1128 fprintf (stderr, "%s", tmp->arch->archname);
1401 fprintf (stderr, ",%d] = ", tmp->type); 1129 fprintf (stderr, ",%d] = ", tmp->type);
1402 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))));
1403#endif 1131#endif
1132 CHK_PICK_PICKUP;
1404 continue; 1133 continue;
1405 }
1406 } 1134 }
1407 } /* the new pickup model */ 1135 } /* the new pickup model */
1408 } 1136 }
1409 1137
1410 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;
1411} 1174}
1412 1175
1413/* 1176/*
1414 * Find an arrow in the inventory and after that 1177 * Find an arrow in the inventory and after that
1415 * in the right type container (quiver). Pointer to the 1178 * in the right type container (quiver). Pointer to the
1416 * found object is returned. 1179 * found object is returned.
1417 */ 1180 */
1418object * 1181static object *
1419find_arrow (object *op, const char *type) 1182find_arrow (object *op, const char *type)
1420{ 1183{
1421 object *tmp = NULL;
1422
1423 for (op = op->inv; op; op = op->below) 1184 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1424 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1425 tmp = find_arrow (op, type);
1426 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);
1427 return op; 1193 return arrow;
1194 }
1195
1428 return tmp; 1196 return 0;
1429} 1197}
1430 1198
1431/* 1199/*
1432 * 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
1433 * 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
1434 * 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
1435 * 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.
1436 */ 1204 */
1437 1205static object *
1438object *
1439find_better_arrow (object *op, object *target, const char *type, int *better) 1206find_better_arrow (object *op, object *target, shstr_cmp type, int *better)
1440{ 1207{
1441 object *tmp = NULL, *arrow, *ntmp; 1208 object *tmp = NULL, *arrow, *ntmp;
1442 int attacknum, attacktype, betterby = 0, i; 1209 int attacknum, attacktype, betterby = 0, i;
1443 1210
1444 if (!type) 1211 if (!type)
1448 { 1215 {
1449 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))
1450 { 1217 {
1451 i = 0; 1218 i = 0;
1452 ntmp = find_better_arrow (arrow, target, type, &i); 1219 ntmp = find_better_arrow (arrow, target, type, &i);
1220
1453 if (i > betterby) 1221 if (i > betterby)
1454 { 1222 {
1455 tmp = ntmp; 1223 tmp = ntmp;
1456 betterby = i; 1224 betterby = i;
1457 } 1225 }
1458 } 1226 }
1459 else if (arrow->type == ARROW && arrow->race == type) 1227 else if (arrow->type == ARROW && arrow->race == type)
1460 { 1228 {
1461 /* allways prefer assasination/slaying */ 1229 /* allways prefer assasination/slaying */
1462 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race)) 1230 if (target->race && arrow->slaying.contains (target->race))
1463 { 1231 {
1464 if (arrow->attacktype & AT_DEATH) 1232 if (arrow->attacktype & AT_DEATH)
1465 { 1233 {
1466 *better = 100; 1234 *better = 100;
1467 return arrow; 1235 return arrow;
1475 else 1243 else
1476 { 1244 {
1477 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1245 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1478 { 1246 {
1479 attacktype = 1 << attacknum; 1247 attacktype = 1 << attacknum;
1480 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1248 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1481 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)
1482 { 1250 {
1483 tmp = arrow; 1251 tmp = arrow;
1484 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;
1485 } 1253 }
1486 } 1254 }
1255
1487 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1256 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1488 { 1257 {
1489 tmp = arrow; 1258 tmp = arrow;
1490 betterby = 2 + arrow->magic + arrow->stats.dam; 1259 betterby = 2 + arrow->magic + arrow->stats.dam;
1491 } 1260 }
1261
1492 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) 1262 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1493 { 1263 {
1494 tmp = arrow; 1264 tmp = arrow;
1495 betterby = 1 + arrow->magic + arrow->stats.dam; 1265 betterby = 1 + arrow->magic + arrow->stats.dam;
1496 } 1266 }
1497 } 1267 }
1498 } 1268 }
1499 } 1269 }
1270
1500 if (tmp == NULL && arrow == NULL) 1271 if (tmp == NULL && arrow == NULL)
1501 return find_arrow (op, type); 1272 return find_arrow (op, type);
1502 1273
1503 *better = betterby; 1274 *better = betterby;
1504 return tmp; 1275 return tmp;
1508 * find_better_arrow to find a decent arrow to use. 1279 * find_better_arrow to find a decent arrow to use.
1509 * op = the shooter 1280 * op = the shooter
1510 * type = bow->race 1281 * type = bow->race
1511 * dir = fire direction 1282 * dir = fire direction
1512 */ 1283 */
1513 1284static object *
1514object *
1515pick_arrow_target (object *op, const char *type, int dir) 1285pick_arrow_target (object *op, shstr_cmp type, int dir)
1516{ 1286{
1517 object *tmp = NULL; 1287 object *tmp = NULL;
1518 maptile *m; 1288 maptile *m;
1519 int i, mflags, found, number; 1289 int i, mflags, found, number;
1520 sint16 x, y; 1290 sint16 x, y;
1535 for (i = 0, found = 0; i < 20; i++) 1305 for (i = 0, found = 0; i < 20; i++)
1536 { 1306 {
1537 x += freearr_x[dir]; 1307 x += freearr_x[dir];
1538 y += freearr_y[dir]; 1308 y += freearr_y[dir];
1539 mflags = get_map_flags (m, &m, x, y, &x, &y); 1309 mflags = get_map_flags (m, &m, x, y, &x, &y);
1310
1540 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) 1311 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1541 { 1312 {
1542 tmp = NULL; 1313 tmp = 0;
1543 break; 1314 break;
1544 } 1315 }
1545 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)
1546 { 1317 {
1547 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1318 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1548 * perhaps a bad assumption. 1319 * perhaps a bad assumption.
1549 */ 1320 */
1550 tmp = NULL; 1321 tmp = 0;
1551 break; 1322 break;
1552 } 1323 }
1324
1553 if (mflags & P_IS_ALIVE) 1325 if (mflags & P_IS_ALIVE)
1554 {
1555 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)
1556 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 1327 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1557 {
1558 found++;
1559 break;
1560 }
1561 if (found)
1562 break; 1328 break;
1563 }
1564 } 1329 }
1565 if (tmp == NULL) 1330
1331 if (!tmp)
1566 return find_arrow (op, type); 1332 return find_arrow (op, type);
1567 1333
1568 if (tmp->head) 1334 if (tmp->head)
1569 tmp = tmp->head; 1335 tmp = tmp->head;
1570 1336
1583 */ 1349 */
1584int 1350int
1585fire_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)
1586{ 1352{
1587 object *left, *bow; 1353 object *left, *bow;
1588 int bowspeed, mflags; 1354 int mflags;
1589 maptile *m; 1355 maptile *m;
1590 1356
1591 if (!dir) 1357 if (!dir)
1592 { 1358 {
1593 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!");
1594 return 0; 1360 return 0;
1595 } 1361 }
1596 1362
1597 if (op->type == PLAYER) 1363 if (op->contr)
1598 bow = op->contr->ranges[range_bow]; 1364 bow = op->current_weapon;
1599 else 1365 else
1600 { 1366 {
1601 for (bow = op->inv; bow; bow = bow->below) 1367 for (bow = op->inv; bow; bow = bow->below)
1602 /* 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
1603 * 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.
1608 if (!bow) 1374 if (!bow)
1609 { 1375 {
1610 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1376 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1611 return 0; 1377 return 0;
1612 } 1378 }
1379
1380 // optimisation: move object to top so we will find it quickly again
1381 splay (bow);
1613 } 1382 }
1614 1383
1615 if (!bow->race || !bow->skill) 1384 if (!bow->race || !bow->skill)
1616 { 1385 {
1617 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);
1618 return 0; 1387 return 0;
1619 } 1388 }
1620
1621 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1622
1623 /* penalize ROF for bestarrow */
1624 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1625 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1626
1627 if (bowspeed < 1)
1628 bowspeed = 1;
1629 1389
1630 if (arrow == NULL) 1390 if (arrow == NULL)
1631 { 1391 {
1632 if ((arrow = find_arrow (op, bow->race)) == NULL) 1392 if ((arrow = find_arrow (op, bow->race)) == NULL)
1633 { 1393 {
1634 if (op->type == PLAYER) 1394 if (op->type == PLAYER)
1635 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);
1636 /* 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 */
1637 else 1397 else
1638 CLEAR_FLAG (op, FLAG_READY_BOW); 1398 CLEAR_FLAG (op, FLAG_READY_BOW);
1399
1639 return 0; 1400 return 0;
1640 } 1401 }
1641 } 1402 }
1642 1403
1643 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1404 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1651 } 1412 }
1652 1413
1653 /* this should not happen, but sometimes does */ 1414 /* this should not happen, but sometimes does */
1654 if (arrow->nrof == 0) 1415 if (arrow->nrof == 0)
1655 { 1416 {
1417 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1656 arrow->destroy (); 1418 arrow->destroy ();
1657 return 0; 1419 return 0;
1658 } 1420 }
1659 1421
1660 left = arrow; /* these are arrows left to the player */ 1422 left = arrow; /* these are arrows left to the player */
1661 arrow = get_split_ob (arrow, 1); 1423 arrow = arrow->split ();
1662 if (!arrow) 1424 if (!arrow)
1663 { 1425 {
1664 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);
1665 return 0; 1427 return 0;
1666 } 1428 }
1667 1429
1668 arrow->set_owner (op); 1430 arrow->set_owner (op);
1669 arrow->skill = bow->skill; 1431 arrow->skill = bow->skill;
1670 arrow->direction = dir; 1432 arrow->direction = dir;
1671 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
1672 if (op->type == PLAYER) 1465 if (op->type == PLAYER)
1673 { 1466 {
1674 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1675 op->update_stats ();
1676 }
1677
1678 SET_ANIMATION (arrow, arrow->direction);
1679 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1680 arrow->stats.hp = arrow->stats.dam;
1681 arrow->stats.grace = arrow->attacktype;
1682 if (arrow->slaying != NULL)
1683 arrow->spellarg = strdup (arrow->slaying);
1684
1685 /* Note that this was different for monsters - they got their level
1686 * added to the damage. I think the strength bonus is more proper.
1687 */
1688
1689 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1690
1691 /* update the speed */
1692 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1693 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1694
1695 arrow->set_speed (max (arrow->speed, 1.0));
1696 arrow->speed_left = 0;
1697
1698 if (op->type == PLAYER)
1699 {
1700 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1701 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1702 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1703
1704 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;
1705 } 1474 }
1706 else 1475 else
1707 { 1476 {
1708 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1709 arrow->level = op->level; 1477 arrow->level = op->level;
1710 } 1478 arrow->stats.wc -= bow->magic;
1711 1479
1712 if (arrow->attacktype == AT_PHYSICAL) 1480 if (!arrow->slaying)
1481 arrow->slaying = bow->slaying;
1482
1713 arrow->attacktype |= bow->attacktype; 1483 arrow->attacktype |= bow->attacktype;
1484 }
1714 1485
1715 if (bow->slaying) 1486 wc -= arrow->level;
1716 arrow->slaying = bow->slaying; 1487 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1717 1488
1489 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1718 arrow->move_type = MOVE_FLY_LOW; 1490 arrow->move_type = MOVE_FLY_LOW;
1719 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1491 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1720 1492
1721 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1493 op->play_sound (sound_find ("fire_arrow"));
1722 m->insert (arrow, sx, sy, op); 1494 m->insert (arrow, sx, sy, op);
1723 1495
1724 if (!arrow->destroyed ()) 1496 if (!arrow->destroyed ())
1725 move_arrow (arrow); 1497 move_arrow (arrow);
1726
1727 if (op->type == PLAYER)
1728 {
1729 if (left->destroyed ())
1730 esrv_del_item (op->contr, left->count);
1731 else
1732 esrv_send_item (op, left);
1733 }
1734 1498
1735 return 1; 1499 return 1;
1736} 1500}
1737 1501
1738/* Special fire code for players - this takes into 1502/* Special fire code for players - this takes into
1740 * but monsters can't. Putting that code here 1504 * but monsters can't. Putting that code here
1741 * makes the fire_bow code much cleaner. 1505 * makes the fire_bow code much cleaner.
1742 * this function should only be called if 'op' is a player, 1506 * this function should only be called if 'op' is a player,
1743 * hence the function name. 1507 * hence the function name.
1744 */ 1508 */
1745int 1509static int
1746player_fire_bow (object *op, int dir) 1510player_fire_bow (object *op, int dir)
1747{ 1511{
1748 int ret = 0, wcmod = 0; 1512 int ret;
1749 1513
1750 if (op->contr->bowtype == bow_bestarrow) 1514 if (op->contr->bowtype == bow_bestarrow)
1751 { 1515 {
1752 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);
1753 } 1517 }
1754 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)
1755 { 1519 {
1756 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1520 int wcmod = similar_direction (dir, op->contr->bowtype - bow_n + 1) ? 0 : -1;
1757 wcmod = -1;
1758 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);
1759 } 1522 }
1760 else if (op->contr->bowtype == bow_threewide) 1523 else if (op->contr->bowtype == bow_threewide)
1761 { 1524 {
1762 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);
1763 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)]);
1764 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)]);
1765 } 1528 }
1766 else if (op->contr->bowtype == bow_spreadshot) 1529 else if (op->contr->bowtype == bow_spreadshot)
1767 { 1530 {
1768 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);
1769 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);
1770 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);
1771
1772 } 1534 }
1773 else 1535 else
1774 { 1536 {
1775 /* Simple case */ 1537 /* Simple case */
1776 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);
1777 } 1539 }
1540
1778 return ret; 1541 return ret;
1779} 1542}
1780
1781 1543
1782/* Fires a misc (wand/rod/horn) object in 'dir'. 1544/* Fires a misc (wand/rod/horn) object in 'dir'.
1783 * Broken apart from 'fire' to keep it more readable. 1545 * Broken apart from 'fire' to keep it more readable.
1784 */ 1546 */
1785void 1547static void
1786fire_misc_object (object *op, int dir) 1548fire_misc_object (object *op, int dir)
1787{ 1549{
1788 object *item; 1550 object *item = op->contr->ranged_ob;
1789 1551
1790 if (!op->contr->ranges[range_misc]) 1552 if (!item)
1791 { 1553 {
1792 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.");
1793 return; 1555 return;
1794 } 1556 }
1795 1557
1796 item = op->contr->ranges[range_misc];
1797 if (!item->inv) 1558 if (!item->inv)
1798 { 1559 {
1799 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1560 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1800 return; 1561 return;
1801 } 1562 }
1563
1564 if (!op->apply (item))
1565 return;
1566
1802 if (item->type == WAND) 1567 if (item->type == WAND)
1803 { 1568 {
1804 if (item->stats.food <= 0) 1569 if (item->stats.food <= 0)
1805 { 1570 {
1806 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1571 op->contr->play_sound (sound_find ("wand_poof"));
1807 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
1808 return; 1574 return;
1809 } 1575 }
1810 } 1576 }
1811 else if (item->type == ROD || item->type == HORN) 1577 else if (item->type == ROD || item->type == HORN)
1812 { 1578 {
1813 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))
1814 { 1584 {
1815 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1585 op->contr->play_sound (sound_find ("wand_poof"));
1586
1816 if (item->type == ROD) 1587 if (item->type == ROD)
1817 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));
1818 else 1589 else
1819 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
1820 return; 1592 return;
1821 } 1593 }
1822 } 1594 }
1823 1595
1824 if (cast_spell (op, item, dir, item->inv, NULL)) 1596 if (cast_spell (op, item, dir, item->inv, NULL))
1825 { 1597 {
1826 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
1827 if (item->type == WAND) 1600 if (item->type == WAND)
1828 { 1601 {
1829 if (!(--item->stats.food)) 1602 if (!(--item->stats.food))
1830 { 1603 {
1831 object *tmp; 1604 object *tmp;
1832 1605
1833 if (item->arch) 1606 if (item->arch)
1834 { 1607 {
1835 CLEAR_FLAG (item, FLAG_ANIMATE); 1608 CLEAR_FLAG (item, FLAG_ANIMATE);
1836 item->face = item->arch->clone.face; 1609 item->face = item->arch->face;
1837 item->set_speed (0); 1610 item->set_speed (0);
1838 } 1611 }
1839 1612
1840 if ((tmp = item->in_player ())) 1613 if (object *pl = item->visible_to ())
1841 esrv_update_item (UPD_ANIM, tmp, item); 1614 esrv_update_item (UPD_ANIM, pl, item);
1842 } 1615 }
1843 } 1616 }
1844 else if (item->type == ROD || item->type == HORN) 1617 else if (item->type == ROD || item->type == HORN)
1845 drain_rod_charge (item); 1618 drain_rod_charge (item);
1846 } 1619 }
1847} 1620}
1848 1621
1849/* Received a fire command for the player - go and do it. 1622/* Received a fire command for the player - go and do it.
1850 */ 1623 */
1851void 1624bool
1852fire (object *op, int dir) 1625fire (object *who, int dir)
1853{ 1626{
1854 int spellcost = 0; 1627 int spellcost = 0;
1855 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
1856 /* check for loss of invisiblity/hide */ 1650 /* check for loss of invisiblity/hide */
1857 if (action_makes_visible (op)) 1651 if (action_makes_visible (who))
1858 make_visible (op); 1652 make_visible (who);
1859 1653
1860 switch (op->contr->shoottype) 1654 switch (ob->type)
1861 { 1655 {
1862 case range_none: 1656 case BOW:
1863 return;
1864
1865 case range_bow:
1866 player_fire_bow (op, dir); 1657 player_fire_bow (who, dir);
1867 return; 1658 break;
1868 1659
1869 case range_magic: /* Casting spells */ 1660 case SPELL:
1870 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);
1871 return; 1662 break;
1872 1663
1873 case range_misc: 1664 case BUILDER:
1874 fire_misc_object (op, dir);
1875 return;
1876
1877 case range_golem: /* Control summoned monsters from scrolls */
1878 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
1879 {
1880 op->contr->ranges[range_golem] = 0;
1881 op->contr->shoottype = range_none;
1882 }
1883 else
1884 control_golem (op->contr->ranges[range_golem], dir);
1885 return;
1886
1887 case range_skill:
1888 if (!op->chosen_skill)
1889 {
1890 if (op->type == PLAYER)
1891 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
1892 return;
1893 }
1894 (void) do_skill (op, op, op->chosen_skill, dir, NULL);
1895 return;
1896 case range_builder:
1897 apply_map_builder (op, dir); 1665 apply_map_builder (who, dir);
1898 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
1899 default: 1676 default:
1900 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type."); 1677 fire_misc_object (who, dir);
1901 return; 1678 break;
1902 } 1679 }
1903}
1904 1680
1681 return true;
1682}
1905 1683
1906 1684static object *
1907/* find_key
1908 * We try to find a key for the door as passed. If we find a key
1909 * and successfully use it, we return the key, otherwise NULL
1910 * This function merges both normal and locked door, since the logic
1911 * for both is the same - just the specific key is different.
1912 * pl is the player,
1913 * inv is the objects inventory to searched
1914 * door is the door we are trying to match against.
1915 * This function can be called recursively to search containers.
1916 */
1917
1918object *
1919find_key (object *pl, object *container, object *door) 1685find_key_ (object *pl, object *container, object *door)
1920{ 1686{
1921 object *tmp, *key; 1687 object *tmp, *key;
1922 1688
1923 /* Should not happen, but sanity checking is never bad */ 1689 /* Should not happen, but sanity checking is never bad */
1924 if (container->inv == NULL) 1690 if (!container->inv)
1925 return NULL; 1691 return 0;
1926 1692
1927 /* 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 */
1928 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1694 for (tmp = container->inv; tmp; tmp = tmp->below)
1929 { 1695 {
1930 if (door->type == DOOR && tmp->type == KEY) 1696 if (door->type == DOOR && tmp->type == KEY)
1931 break; 1697 break;
1698
1932 /* For sanity, we should really check door type, but other stuff 1699 /* For sanity, we should really check door type, but other stuff
1933 * (like containers) can be locked with special keys 1700 * (like containers) can be locked with special keys
1934 */ 1701 */
1935 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1702 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1936 break; 1703 break;
1937 } 1704 }
1705
1938 /* No key found - lets search inventories now */ 1706 /* No key found - lets search inventories now */
1939 /* 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.
1940 * 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
1941 * a key, return 1709 * a key, return
1942 */ 1710 */
1943 if (!tmp) 1711 if (!tmp)
1944 { 1712 {
1945 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1713 for (tmp = container->inv; tmp; tmp = tmp->below)
1946 {
1947 /* No reason to search empty containers */ 1714 /* No reason to search empty containers */
1948 if (tmp->type == CONTAINER && tmp->inv) 1715 if (tmp->type == CONTAINER && tmp->inv)
1949 {
1950 if ((key = find_key (pl, tmp, door)) != NULL) 1716 if ((key = find_key_ (pl, tmp, door)))
1951 return key; 1717 return key;
1952 } 1718
1953 }
1954 if (!tmp) 1719 if (!tmp)
1955 return NULL; 1720 return 0;
1956 } 1721 }
1722
1957 /* 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,
1958 * see if we actually want to use it 1724 * see if we actually want to use it
1959 */ 1725 */
1960 if (pl != container) 1726 if (pl != container)
1961 { 1727 {
1962 /* Only let players use keys in containers */ 1728 /* Only let players use keys in containers */
1963 if (!pl->contr) 1729 if (!pl->contr)
1964 return NULL; 1730 return 0;
1731
1965 /* cases where this fails: 1732 /* cases where this fails:
1966 * If we only search the player inventory, return now since we 1733 * If we only search the player inventory, return now since we
1967 * are not in the players inventory. 1734 * are not in the players inventory.
1968 * If the container is not active, return now since only active 1735 * If the container is not active, return now since only active
1969 * containers can be used. 1736 * containers can be used.
1973 * inv must have been an container and must have been active. 1740 * inv must have been an container and must have been active.
1974 * 1741 *
1975 * Change the color so that the message doesn't disappear with 1742 * Change the color so that the message doesn't disappear with
1976 * all the others. 1743 * all the others.
1977 */ 1744 */
1978 if (pl->contr->usekeys == key_inventory || 1745 if (pl->contr->usekeys == key_inventory
1979 !QUERY_FLAG (container, FLAG_APPLIED) || 1746 || !QUERY_FLAG (container, FLAG_APPLIED)
1980 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys")))) 1747 || (pl->contr->usekeys == keyrings && container->race != shstr_keys))
1981 { 1748 {
1982 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1749 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1983 "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));
1984 return NULL; 1751 return NULL;
1985 } 1752 }
1986 } 1753 }
1754
1987 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);
1988} 1781}
1989 1782
1990/* moved door processing out of move_player_attack. 1783/* moved door processing out of move_player_attack.
1991 * returns 1 if player has opened the door with a key 1784 * returns 1 if player has opened the door with a key
1992 * such that the caller should not do anything more, 1785 * such that the caller should not do anything more,
1993 * 0 otherwise 1786 * 0 otherwise
1994 */ 1787 */
1995static int 1788static int
1996player_attack_door (object *op, object *door) 1789player_attack_door (object *op, object *door)
1997{ 1790{
1998 /* 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,
1999 * 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 -
2000 * otherwise, we fall through to the rest of the code. 1793 * otherwise, we fall through to the rest of the code.
2001 */ 1794 */
2002 object *key = find_key (op, op, door); 1795 object *key = find_key (op, op, door);
2003 1796
2004 /* IF we found a key, do some extra work */ 1797 /* If we found a key, do some extra work */
2005 if (key) 1798 if (key)
2006 { 1799 {
2007 object *container = key->env; 1800 object *container = key->env;
2008 1801
2009 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
2010 if (action_makes_visible (op)) 1802 if (action_makes_visible (op))
2011 make_visible (op); 1803 make_visible (op);
1804
2012 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1805 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2013 spring_trap (door->inv, op); 1806 spring_trap (door->inv, op);
1807
2014 if (door->type == DOOR) 1808 if (door->type == DOOR)
2015 {
2016 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 */
2017 }
2018 else if (door->type == LOCKED_DOOR) 1810 else if (door->type == LOCKED_DOOR)
2019 { 1811 {
2020 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);
2021 remove_door2 (door); /* remove door without violence ;-) */ 1813 remove_door2 (door); /* remove door without violence ;-) */
2022 } 1814 }
1815
2023 /* Do this after we print the message */ 1816 /* Do this after we print the message */
2024 decrease_ob (key); /* Use up one of the keys */ 1817 key->decrease (); /* Use up one of the keys */
2025 /* Need to update the weight the container the key was in */ 1818
2026 if (container != op)
2027 esrv_update_item (UPD_WEIGHT, op, container);
2028 return 1; /* Nothing more to do below */ 1819 return 1; /* Nothing more to do below */
2029 } 1820 }
2030 else if (door->type == LOCKED_DOOR) 1821 else if (door->type == LOCKED_DOOR)
2031 { 1822 {
2032 /* Might as well return now - no other way to open this */ 1823 /* Might as well return now - no other way to open this */
2033 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...");
2034 return 1; 1825 return 1;
2035 } 1826 }
1827
2036 return 0; 1828 return 0;
2037} 1829}
2038 1830
2039/* This function is just part of a breakup from move_player. 1831/* This function is just part of a breakup from move_player.
2040 * It should keep the code cleaner. 1832 * It should keep the code cleaner.
2041 * When this is called, the players direction has been updated 1833 * When this is called, the players direction has been updated
2042 * (taking into account confusion.) The player is also actually 1834 * (taking into account confusion.) The player is also actually
2043 * going to try and move (not fire weapons). 1835 * going to try and move (not fire weapons).
2044 */ 1836 */
2045void 1837bool
2046move_player_attack (object *op, int dir) 1838move_player_attack (object *op, int dir)
2047{ 1839{
2048 object *tmp, *mon; 1840 if (!op->contr->braced && op->speed_left > 0.f && op->move (dir))
2049 sint16 nx, ny; 1841 {
2050 int on_battleground; 1842 --op->speed_left;
2051 maptile *m; 1843 return true;
1844 }
2052 1845
2053 nx = freearr_x[dir] + op->x; 1846 sint16 nx = freearr_x[dir] + op->x;
2054 ny = freearr_y[dir] + op->y; 1847 sint16 ny = freearr_y[dir] + op->y;
2055 1848
2056 on_battleground = op_on_battleground (op, 0, 0); 1849 if (out_of_map (op->map, nx, ny))
1850 return false;
2057 1851
2058 /* 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
2059 * 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
2060 * 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
2061 * player. This is a pretty nasty hack, because if we could 1855 * player. This is a pretty nasty hack, because if we could
2062 * 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
2063 * 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
2064 * 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
2065 * move_ob uses. 1859 * move_ob uses.
2066 */ 1860 */
2067 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;
2068 { 1876 }
2069 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;
2070 { 1889 }
2071 m = get_map_from_coord (op->map, &nx, &ny); 1890
2072 if (!m) 1891 /* The following deals with possibly attacking peaceful
2073 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;
2074 } 1924 }
2075 else 1925 else
2076 m = op->map;
2077
2078 if ((tmp = GET_MAP_OB (m, nx, ny)) == NULL)
2079 {
2080 /* LOG(llevError,"player_move_attack: GET_MAP_OB returns NULL, but player can not move there.\n"); */
2081 return; 1926 return false;
2082 } 1927 }
2083 1928
2084 mon = 0; 1929 bool on_battleground = op_on_battleground (op, 0, 0);
2085 /* Go through all the objects, and find ones of interest. Only stop if
2086 * we find a monster - that is something we know we want to attack.
2087 * if its a door or barrel (can roll) see if there may be monsters
2088 * on the space
2089 */
2090 while (tmp)
2091 {
2092 if (tmp == op)
2093 {
2094 tmp = tmp->above;
2095 continue;
2096 }
2097 1930
2098 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2099 {
2100 mon = tmp;
2101 break;
2102 }
2103
2104 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2105 mon = tmp;
2106
2107 tmp = tmp->above;
2108 }
2109
2110 if (!mon) /* This happens anytime the player tries to move */
2111 return; /* into a wall */
2112
2113 if (mon->head)
2114 mon = mon->head;
2115
2116 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2117 if (player_attack_door (op, mon))
2118 return;
2119
2120 /* The following deals with possibly attacking peaceful
2121 * or frienddly creatures. Basically, all players are considered
2122 * unaggressive. If the moving player has peaceful set, then the
2123 * object should be pushed instead of attacked. It is assumed that
2124 * if you are braced, you will not attack friends accidently,
2125 * and thus will not push them.
2126 */
2127
2128 /* If the creature is a pet, push it even if the player is not
2129 * peaceful. Our assumption is the creature is a pet if the
2130 * player owns it and it is either friendly or unagressive.
2131 */
2132 if ((op->type == PLAYER)
2133#if COZY_SERVER
2134 &&
2135 ((mon->owner && mon->owner->contr
2136 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op)
2137#else
2138 && mon->owner == op
2139#endif
2140 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2141 {
2142 /* If we're braced, we don't want to switch places with it */
2143 if (op->contr->braced)
2144 return;
2145 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2146 (void) push_ob (mon, dir, op);
2147 if (op->contr->tmp_invis || op->hide)
2148 make_visible (op);
2149 return;
2150 }
2151
2152 /* in certain circumstances, you shouldn't attack friendly 1931 /* in certain circumstances, you shouldn't attack friendly
2153 * creatures. Note that if you are braced, you can't push 1932 * creatures. Note that if you are braced, you can't push
2154 * 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
2155 * attack them either. 1934 * attack them either.
2156 */ 1935 */
2157 if ((mon->type == PLAYER || mon->enemy != op) && 1936 if ((mon->type == PLAYER || mon->enemy != op)
2158 (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))
2159#ifdef PROHIBIT_PLAYERKILL
2160 (op->contr->peaceful 1938 && ((op->contr->peaceful
2161 || (mon->type == PLAYER 1939 || (mon->type == PLAYER && mon->contr->peaceful))
2162 && mon->contr->
2163 peaceful)) &&
2164#else
2165 op->contr->peaceful &&
2166#endif
2167 !on_battleground)) 1940 && !on_battleground))
1941 {
1942 if (op->speed_left > 0.f)
2168 { 1943 {
1944 --op->speed_left;
1945
2169 if (!op->contr->braced) 1946 if (!op->contr->braced)
2170 { 1947 {
2171 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 1948 op->play_sound (sound_find ("push_player"));
2172 (void) push_ob (mon, dir, op); 1949 push_ob (mon, dir, op);
2173 } 1950 }
2174 else 1951 else
2175 new_draw_info (0, 0, op, "You withhold your attack"); 1952 op->statusmsg ("You withhold your attack");
2176 1953
2177 if (op->contr->tmp_invis || op->hide) 1954 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
2178 make_visible (op); 1955 make_visible (op);
2179 }
2180 1956
1957 return true;
1958 }
1959 }
2181 /* If the object is a boulder or other rollable object, then 1960 /* If the object is a boulder or other rollable object, then
2182 * 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.
2183 */ 1962 */
2184 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)
2185 { 1966 {
1967 --op->speed_left;
1968
2186 recursive_roll (mon, dir, op); 1969 recursive_roll (mon, dir, op);
2187 if (action_makes_visible (op)) 1970 if (action_makes_visible (op))
2188 make_visible (op); 1971 make_visible (op);
2189 }
2190 1972
1973 return true;
1974 }
1975 }
2191 /* Any generic living creature. Including things like doors. 1976 /* Any generic living creature. Including things like doors.
2192 * 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
2193 * and be living. Then, it must be one of the following: 1978 * and be living. Then, it must be one of the following:
2194 * 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
2195 * 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.
2196 */ 1981 */
2197
2198 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 1982 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2199 ((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)))
2200 { 1984 {
2201 1985 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2202 /* If the player hasn't hit something this tick, and does
2203 * so, give them speed boost based on weapon speed. Doing
2204 * it here is better than process_players2, which basically
2205 * incurred a 1 tick offset.
2206 */
2207 if (!op->contr->has_hit)
2208 { 1986 {
2209 op->speed_left += op->speed / op->contr->weapon_sp; 1987 --op->contr->weapon_sp_left;
2210
2211 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2212 }
2213 1988
2214 skill_attack (mon, op, 0, 0, 0); 1989 skill_attack (mon, op, 0, 0, 0);
2215
2216 /* If attacking another player, that player gets automatic
2217 * hitback, and doesn't loose luck either.
2218 * Disable hitback on the battleground or if the target is
2219 * the wiz.
2220 */
2221 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2222 {
2223 short luck = mon->stats.luck;
2224
2225 mon->contr->has_hit = 1;
2226 skill_attack (op, mon, 0, 0, 0);
2227 mon->stats.luck = luck;
2228 }
2229 1990
2230 if (action_makes_visible (op)) 1991 if (action_makes_visible (op))
2231 make_visible (op); 1992 make_visible (op);
2232 }
2233 } /* if player should attack something */
2234}
2235 1993
2236int 1994 return true;
1995 }
1996 }
1997
1998 return false;
1999}
2000
2001bool
2237move_player (object *op, int dir) 2002move_player (object *op, int dir)
2238{ 2003{
2239 int pick;
2240
2241 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2004 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2242 return 0; 2005 return 0;
2243 2006
2244 /* Sanity check: make sure dir is valid */ 2007 /* Sanity check: make sure dir is valid */
2245 if ((dir < 0) || (dir >= 9)) 2008 if (dir < 0 || dir >= 9)
2246 { 2009 {
2247 LOG (llevError, "move_player: invalid direction %d\n", dir); 2010 LOG (llevError, "move_player: invalid direction %d\n", dir);
2248 return 0; 2011 return 0;
2249 } 2012 }
2250 2013
2251 /* peterm: added following line */ 2014 /* peterm: added following line */
2252 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2015 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2253 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2016 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2254 2017
2255 op->facing = dir; 2018 op->facing = dir;
2256 2019
2257 if (op->hide) 2020 if (op->flag [FLAG_HIDDEN])
2258 do_hidden_move (op); 2021 do_hidden_move (op);
2259 2022
2023 bool retval;
2024 int pick = 0;
2025
2260 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2026 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2261 /*nop */ ; 2027 retval = RESULT_INT (0);
2262 else if (op->contr->fire_on) 2028 else if (op->contr->fire_on)
2263 fire (op, dir); 2029 retval = fire (op, dir);
2264 else 2030 else
2265 { 2031 {
2266 move_player_attack (op, dir); 2032 retval = move_player_attack (op, dir);
2267 pick = check_pick (op); 2033 pick = check_pick (op);
2268 } 2034 }
2269 2035
2270 /* 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
2271 * server can handle repeat firing. 2037 * server can handle repeat firing.
2278 /* Update how the player looks. Use the facing, so direction may 2044 /* Update how the player looks. Use the facing, so direction may
2279 * get reset to zero. This allows for full animation capabilities 2045 * get reset to zero. This allows for full animation capabilities
2280 * for players. 2046 * for players.
2281 */ 2047 */
2282 animate_object (op, op->facing); 2048 animate_object (op, op->facing);
2283 return 0; 2049
2050 return retval;
2284} 2051}
2285 2052
2286/* 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
2287 * new client/server stuff. 2054 * new client/server stuff.
2288 * 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
2289 * the new speed values for commands. 2056 * the new speed values for commands.
2290 * 2057 *
2291 * 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.
2292 */ 2061 */
2293int 2062bool
2294handle_newcs_player (object *op) 2063handle_newcs_player (object *op)
2295{ 2064{
2296 if (op->contr->hidden)
2297 {
2298 op->invisible = 1000;
2299 /* the socket code flashes the player visible/invisible
2300 * depending on the value of invisible, so we need to
2301 * alternate it here for it to work correctly.
2302 */
2303 if (pticks & 2)
2304 op->invisible--;
2305 }
2306 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2307 {
2308 op->invisible--;
2309 if (!op->invisible)
2310 {
2311 make_visible (op);
2312 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2313 }
2314 }
2315
2316 if (QUERY_FLAG (op, FLAG_SCARED)) 2065 if (QUERY_FLAG (op, FLAG_SCARED))
2317 { 2066 {
2318 flee_player (op); 2067 if (op->speed_left > 0.f)
2319 /* If player is still scared, that is his action for this tick */
2320 if (QUERY_FLAG (op, FLAG_SCARED))
2321 { 2068 {
2322 op->speed_left--; 2069 --op->speed_left;
2070 flee_player (op);
2071
2323 return 0; 2072 return true;
2324 } 2073 }
2074 else
2075 return false;
2325 } 2076 }
2326
2327 /* I've been seeing crashes where the golem has been destroyed, but
2328 * the player object still points to the defunct golem. The code that
2329 * destroys the golem looks correct, and it doesn't always happen, so
2330 * put this in a a workaround to clean up the golem pointer.
2331 */
2332 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2333 op->contr->ranges[range_golem] = 0;
2334 2077
2335 /* 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
2336 * the players time has been increased when doericserver has been 2079 * the players time has been increased when doericserver has been
2337 * called, so we recheck it here. 2080 * called, so we recheck it here.
2338 */ 2081 */
2339 //TODO: better than handling 8 commands, use some more intelligent rate-limiting 2082 if (op->contr->ns->handle_command ())
2340 for (int rep = 8; --rep && op->contr->ns->handle_command (); )
2341 ;
2342
2343 if (op->speed_left < 0)
2344 return 0; 2083 return true;
2345 2084
2346 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2085 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2347 {
2348 /* All move commands take 1 tick, at least for now */
2349 op->speed_left--;
2350
2351 /* Instead of all the stuff below, let move_player take care
2352 * of it. Also, some of the skill stuff is only put in
2353 * there, as well as the confusion stuff.
2354 */
2355 move_player (op, op->direction); 2086 return move_player (op, op->direction);
2356 if (op->speed_left > 0)
2357 return 1;
2358 else
2359 return 0;
2360 }
2361 2087
2362 return 0; 2088 return false;
2363} 2089}
2364 2090
2365int 2091static int
2366save_life (object *op) 2092save_life (object *op)
2367{ 2093{
2368 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2094 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2369 return 0; 2095 return 0;
2370 2096
2371 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2097 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2372 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2098 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2373 { 2099 {
2374 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2100 op->play_sound (sound_find ("ob_evaporate"));
2375 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));
2376
2377 if (op->contr)
2378 esrv_del_item (op->contr, tmp->count);
2379 2102
2380 tmp->destroy (); 2103 tmp->destroy ();
2381 CLEAR_FLAG (op, FLAG_LIFESAVE); 2104 CLEAR_FLAG (op, FLAG_LIFESAVE);
2382 2105
2383 if (op->stats.hp < 0) 2106 if (op->stats.hp < 0)
2384 op->stats.hp = op->stats.maxhp; 2107 op->stats.hp = op->stats.maxhp;
2385 2108
2386 if (op->stats.food < 0) 2109 if (op->stats.food < 0)
2387 op->stats.food = 999; 2110 op->stats.food = MAX_FOOD;
2388 2111
2389 op->update_stats (); 2112 op->update_stats ();
2390 return 1; 2113 return 1;
2391 } 2114 }
2392 2115
2396 return 0; 2119 return 0;
2397} 2120}
2398 2121
2399/* 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
2400 * 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
2401 * 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
2402 * from. 2125 * from.
2403 */ 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
2404void 2143void
2405remove_unpaid_objects (object *op, object *env) 2144object::drop_unpaid_items ()
2406{ 2145{
2407 object *next; 2146 if (!flag [FLAG_REMOVED])
2408 2147 ::drop_unpaid_items (inv, this);
2409 while (op)
2410 {
2411 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2412
2413 if (QUERY_FLAG (op, FLAG_UNPAID))
2414 {
2415 if (env->type == PLAYER)
2416 esrv_del_item (env->contr, op->count);
2417
2418 op->insert_at (env);
2419 }
2420 else if (op->inv)
2421 remove_unpaid_objects (op->inv, env);
2422
2423 op = next;
2424 }
2425}
2426
2427/*
2428 * Returns pointer a static string containing gravestone text
2429 * Moved from apply.c to player.c - player.c is what
2430 * actually uses this function. player.c may not be quite the
2431 * best, a misc file for object actions is probably better,
2432 * but there isn't one in the server directory.
2433 */
2434char *
2435gravestone_text (object *op)
2436{
2437 static char buf2[MAX_BUF];
2438 char buf[MAX_BUF];
2439 time_t now = time (NULL);
2440
2441 strcpy (buf2, " R.I.P.\n\n");
2442 if (op->type == PLAYER)
2443 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2444 else
2445 sprintf (buf, "%s\n", &op->name);
2446
2447 strncat (buf2, " ", 20 - strlen (buf) / 2);
2448 strcat (buf2, buf);
2449 if (op->type == PLAYER)
2450 sprintf (buf, "who was in level %d when killed\n", op->level);
2451 else
2452 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2453
2454 strncat (buf2, " ", 20 - strlen (buf) / 2);
2455 strcat (buf2, buf);
2456 if (op->type == PLAYER)
2457 {
2458 sprintf (buf, "by %s.\n\n", op->contr->killer);
2459 strncat (buf2, " ", 21 - strlen (buf) / 2);
2460 strcat (buf2, buf);
2461 }
2462
2463 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2464 strncat (buf2, " ", 20 - strlen (buf) / 2);
2465 strcat (buf2, buf);
2466
2467 return buf2;
2468} 2148}
2469 2149
2470void 2150void
2471do_some_living (object *op) 2151do_some_living (object *op)
2472{ 2152{
2479 int rate_grace = 2000; 2159 int rate_grace = 2000;
2480 const int max_hp = 1; 2160 const int max_hp = 1;
2481 const int max_sp = 1; 2161 const int max_sp = 1;
2482 const int max_grace = 1; 2162 const int max_grace = 1;
2483 2163
2484 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--;
2485 { 2173 }
2486 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2174 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2487 if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks) 2175 {
2488 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 }
2489 } 2181 }
2490 2182
2491 if (op->contr->ns->state == ST_PLAYING) 2183 if (op->contr->ns->state == ST_PLAYING)
2492 { 2184 {
2493 /* these next three if clauses make it possible to SLOW DOWN 2185 /* these next three if clauses make it possible to SLOW DOWN
2512 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2204 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2513 else 2205 else
2514 { 2206 {
2515 gen_grace = op->stats.maxgrace; 2207 gen_grace = op->stats.maxgrace;
2516 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2208 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2517 }
2518
2519 /* Regenerate Spell Points */
2520 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0)
2521 {
2522 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2523 if (op->stats.sp < op->stats.maxsp)
2524 {
2525 op->stats.sp++;
2526 /* dms do not consume food */
2527 if (!QUERY_FLAG (op, FLAG_WIZ))
2528 {
2529 op->stats.food--;
2530 if (op->contr->digestion < 0)
2531 op->stats.food += op->contr->digestion;
2532 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2533 op->stats.food = last_food;
2534 }
2535 }
2536
2537 if (max_sp > 1)
2538 {
2539 over_sp = (gen_sp + 10) / rate_sp;
2540 if (over_sp > 0)
2541 {
2542 if (op->stats.sp < op->stats.maxsp)
2543 {
2544 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2545
2546 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2547 op->stats.sp--;
2548
2549 if (op->stats.sp > op->stats.maxsp)
2550 op->stats.sp = op->stats.maxsp;
2551 }
2552 op->last_sp = 0;
2553 }
2554 else
2555 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2556 }
2557 else
2558 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2559 } 2209 }
2560 2210
2561 /* Regenerate Grace */ 2211 /* Regenerate Grace */
2562 /* 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. */
2563 if (--op->last_grace < 0) 2213 if (--op->last_grace < 0)
2584 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);
2585 } 2235 }
2586 /* wearing stuff doesn't detract from grace generation. */ 2236 /* wearing stuff doesn't detract from grace generation. */
2587 } 2237 }
2588 2238
2239 if (op->stats.food > 0)
2240 {
2589 /* Regenerate Hit Points */ 2241 /* Regenerate Spell Points */
2590 if (--op->last_heal < 0) 2242 if (!op->contr->golem && --op->last_sp < 0)
2591 {
2592 if (op->stats.hp < op->stats.maxhp)
2593 { 2243 {
2594 op->stats.hp++; 2244 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2595 /* dms do not consume food */ 2245
2596 if (!QUERY_FLAG (op, FLAG_WIZ)) 2246 if (op->stats.sp < op->stats.maxsp)
2597 { 2247 {
2248 op->stats.sp++;
2249
2250 /* dms do not consume food */
2251 if (!QUERY_FLAG (op, FLAG_WIZ))
2252 {
2598 op->stats.food--; 2253 op->stats.food--;
2254
2599 if (op->contr->digestion < 0) 2255 if (op->contr->digestion < 0)
2600 op->stats.food += op->contr->digestion; 2256 op->stats.food += op->contr->digestion;
2601 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))
2602 op->stats.food = last_food; 2258 op->stats.food = last_food;
2259 }
2603 } 2260 }
2604 }
2605 2261
2606 if (max_hp > 1) 2262 if (max_sp > 1)
2607 {
2608 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2609 if (over_hp > 0)
2610 { 2263 {
2611 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
2612 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);
2613 } 2282 }
2614 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)
2615 { 2291 {
2616 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 }
2617 } 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);
2618 } 2317 }
2619 else 2318 else
2620 {
2621 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);
2622 } 2320 }
2623 } 2321 }
2624 2322
2625 /* Digestion */ 2323 /* Digestion */
2626 if (--op->last_eat < 0) 2324 if (--op->last_eat < 0)
2627 { 2325 {
2628#ifdef COZY_SERVER 2326 int bonus = max (0, op->contr->digestion),
2629 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion; 2327 penalty = max (0, -op->contr->digestion);
2630 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2631#else
2632 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2633#endif
2634 2328
2635 if (op->contr->gen_hp > 0)
2636 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);
2637 else
2638 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2639 2330
2640 /* dms do not consume food */ 2331 /* dms do not consume food */
2641 if (!QUERY_FLAG (op, FLAG_WIZ)) 2332 if (!QUERY_FLAG (op, FLAG_WIZ))
2642 op->stats.food--; 2333 op->stats.food--;
2643 } 2334 }
2644 2335
2645 if (op->stats.food < 0 && op->stats.hp >= 0) 2336 if (op->stats.food < 0 && op->stats.hp >= 0)
2646 { 2337 {
2647 object *tmp, *flesh = 0; 2338 object *flesh = 0;
2648 2339
2649 for (tmp = op->inv; tmp; tmp = tmp->below) 2340 for_inv_removable (op, tmp)
2650 { 2341 {
2651 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)
2652 { 2346 {
2653 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2347 op->statusmsg ("You blindly grab for a bite of food. "
2654 { 2348 "H<To prevent you from starving, you ate some random item from your backpack.>");
2655 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2349 op->apply (tmp);
2656 manual_apply (op, tmp, 0); 2350
2657 if (op->stats.food >= 0 || op->stats.hp < 0) 2351 if (op->stats.food >= 0 || op->stats.hp < 0)
2658 break; 2352 break;
2659 } 2353 }
2660 else if (tmp->type == FLESH) 2354 else if (tmp->type == FLESH)
2661 flesh = tmp; 2355 flesh = tmp;
2662 } /* End if paid for object */ 2356 }
2663 } /* end of for loop */
2664 2357
2665 /* 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
2666 * eat flesh instead. 2359 * eat flesh instead.
2667 */ 2360 */
2668 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2361 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2669 { 2362 {
2670 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.>");
2671 manual_apply (op, flesh, 0); 2365 op->apply (flesh);
2672 } 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)
2673 } 2375 {
2376 op->stats.hp += op->stats.food;
2377 op->stats.food = 0;
2674 2378
2675 while (op->stats.food < 0 && op->stats.hp >= 0) 2379 if (op->stats.hp < 0)
2676 op->stats.food++, op->stats.hp--; 2380 {
2381 op->contr->killer = archetype::get ("killer_starvation");
2382 op->contr->killer->destroy ();
2383 }
2384 }
2677 2385
2386 /* killer should be set here already */
2678 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2387 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2679 kill_player (op); 2388 kill_player (op);
2680 } 2389 }
2681} 2390}
2682 2391
2686 * file. 2395 * file.
2687 */ 2396 */
2688void 2397void
2689kill_player (object *op) 2398kill_player (object *op)
2690{ 2399{
2691 char buf[MAX_BUF];
2692 int x, y; 2400 int x, y;
2693
2694 //int i;
2695 maptile *map; /* this is for resurrection */ 2401 maptile *map; /* this is for resurrection */
2696
2697 /* int z;
2698 int num_stats_lose;
2699 int lost_a_stat;
2700 int lose_this_stat;
2701 int this_stat; */
2702 int will_kill_again; 2402 int will_kill_again;
2703 archetype *at; 2403 archetype *at;
2704 object *tmp; 2404 object *tmp;
2705 2405
2706 if (save_life (op)) 2406 if (save_life (op))
2707 return; 2407 return;
2708 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 }
2709 2444
2710 /* 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
2711 * 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.
2712 * Look at op_on_battleground() for more info --AndreasV 2447 * Look at op_on_battleground() for more info --AndreasV
2713 */ 2448 */
2714 if (op_on_battleground (op, &x, &y)) 2449 if (op_on_battleground (op, &x, &y))
2715 { 2450 {
2716 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";
2717 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2718
2719 /* restore player */
2720 at = archetype::find ("poisoning");
2721 if (object *tmp = present_arch_in_ob (at, op))
2722 {
2723 tmp->destroy ();
2724 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2725 }
2726
2727 at = archetype::find ("confusion");
2728 if (object *tmp = present_arch_in_ob (at, op))
2729 {
2730 tmp->destroy ();
2731 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2732 }
2733
2734 cure_disease (op, 0); /* remove any disease */
2735 op->stats.hp = op->stats.maxhp;
2736 if (op->stats.food <= 0)
2737 op->stats.food = 999;
2738 2452
2739 /* create a bodypart-trophy to make the winner happy */ 2453 /* create a bodypart-trophy to make the winner happy */
2740 if (object *tmp = arch_to_object (archetype::find ("finger"))) 2454 object *tmp = archetype::find (shstr_finger)->instance ();
2741 { 2455
2742 sprintf (buf, "%s's finger", &op->name); 2456 tmp->name = format ("%s's finger" , &op->name);
2743 tmp->name = buf; 2457 tmp->name_pl = format ("%s's fingers", &op->name);
2744 sprintf (buf, " This finger has been cut off %s\n" 2458 tmp->msg = format (
2745 " 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",
2746 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2460 &op->name, op->contr->title,
2747 tmp->msg = buf; 2461 (int)op->level,
2462 op->contr->killer_name ()
2463 );
2748 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2464 tmp->value = 0, tmp->type = 0;
2749 tmp->materialname = NULL; 2465 tmp->material = name_to_material (shstr_organic);
2750 op->insert_at (tmp, op); 2466 tmp->insert_at (op, tmp);
2751 }
2752 2467
2753 /* teleport defeated player to new destination */ 2468 /* teleport defeated player to new destination */
2754 transfer_ob (op, x, y, 0, NULL); 2469 transfer_ob (op, x, y, 0, NULL);
2755 op->contr->braced = 0; 2470 op->contr->braced = 0;
2471
2472 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2756 return; 2473 return;
2757 } 2474 }
2758 2475
2476 deathtab << "You were killed by " << op->contr->killer_name () << ".\n\n";
2477 deathtab << "T<YOU HAVE DIED>\n\n";
2478
2759 INVOKE_PLAYER (DEATH, op->contr); 2479 INVOKE_PLAYER (DEATH, op->contr);
2760 2480
2761 command_kill_pets (op, 0); 2481 command_kill_pets (op, 0);
2762 2482
2763 if (op->stats.food < 0) 2483 op->contr->play_sound (sound_find ("player_dies"));
2764 {
2765 if (op->contr->explore)
2766 {
2767 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
2768 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2769 op->stats.food = 999;
2770 return;
2771 }
2772 sprintf (buf, "%s starved to death.", &op->name);
2773 strcpy (op->contr->killer, "starvation");
2774 }
2775 else
2776 {
2777 if (op->contr->explore)
2778 {
2779 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
2780 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2781 op->stats.hp = op->stats.maxhp;
2782 return;
2783 }
2784 sprintf (buf, "%s died.", &op->name);
2785 }
2786
2787 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2788 2484
2789 /* save the map location for corpse, gravestone */ 2485 /* save the map location for corpse, gravestone */
2790 x = op->x; 2486 x = op->x;
2791 y = op->y; 2487 y = op->y;
2792 map = op->map; 2488 map = op->map;
2820 2516
2821 lost_a_stat = 0; 2517 lost_a_stat = 0;
2822 2518
2823 for (z = 0; z < num_stats_lose; z++) 2519 for (z = 0; z < num_stats_lose; z++)
2824 { 2520 {
2825 i = RANDOM () % NUM_STATS; 2521 i = rndm (NUM_STATS);
2826 2522
2827 if (settings.stat_loss_on_death) 2523 if (settings.stat_loss_on_death)
2828 { 2524 {
2829 /* 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
2830 * what he lost. 2526 * what he lost.
2837 lost_a_stat = 1; 2533 lost_a_stat = 1;
2838 } 2534 }
2839 else 2535 else
2840 { 2536 {
2841 /* deplete a stat */ 2537 /* deplete a stat */
2842 archetype *deparch = archetype::find ("depletion"); 2538 archetype *deparch = archetype::find (shstr_depletion);
2843 object *dep; 2539 object *dep;
2844 2540
2845 dep = present_arch_in_ob (deparch, op); 2541 dep = present_arch_in_ob (deparch, op);
2846 if (!dep) 2542 if (!dep)
2847 { 2543 {
2848 dep = arch_to_object (deparch); 2544 dep = deparch->instance ();
2849 insert_ob_in_ob (dep, op); 2545 insert_ob_in_ob (dep, op);
2850 } 2546 }
2851 lose_this_stat = 1; 2547 lose_this_stat = 1;
2852 if (settings.balanced_stat_loss) 2548 if (settings.balanced_stat_loss)
2853 { 2549 {
2881 } 2577 }
2882 } 2578 }
2883 2579
2884 if (lose_this_stat) 2580 if (lose_this_stat)
2885 { 2581 {
2886 this_stat = get_attr_value (&(dep->stats), i); 2582 this_stat = get_attr_value (&dep->stats, i);
2887 /* We could try to do something clever like find another 2583 /* We could try to do something clever like find another
2888 * stat to reduce if this fails. But chances are, if 2584 * stat to reduce if this fails. But chances are, if
2889 * stats have been depleted to -50, all are pretty low 2585 * stats have been depleted to -50, all are pretty low
2890 * 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
2891 * difference. 2587 * difference.
2899 lost_a_stat = 1; 2595 lost_a_stat = 1;
2900 } 2596 }
2901 } 2597 }
2902 } 2598 }
2903 } 2599 }
2600
2904 /* If no stat lost, tell the player. */ 2601 /* If no stat lost, tell the player. */
2905 if (!lost_a_stat) 2602 if (!lost_a_stat)
2906 { 2603 {
2907 /* determine_god() seems to not work sometimes... why is this? 2604 /* determine_god() seems to not work sometimes... why is this?
2908 Should I be using something else? GD */ 2605 Should I be using something else? GD */
2909 const char *god = determine_god (op); 2606 shstr_tmp god = determine_god (op);
2910 2607
2911 if (god && (strcmp (god, "none"))) 2608 if (god != shstr_none)
2912 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";
2913 else 2610 else
2914 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";
2915 } 2612 }
2916#else 2613#else
2917 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.";
2918#endif 2615#endif
2919 2616
2920 /* Put a gravestone up where the character 'almost' died. List the 2617 /* Put a gravestone up where the character 'almost' died. List the
2921 * exp loss on the stone. 2618 * exp loss on the stone.
2922 */ 2619 */
2923 tmp = arch_to_object (archetype::find ("gravestone")); 2620 tmp = archetype::find (shstr_gravestone)->instance ();
2924 sprintf (buf, "%s's gravestone", &op->name); 2621 tmp->name = format ("%s's gravestone", &op->name);
2925 tmp->name = buf; 2622 tmp->name_pl = format ("%s's gravestones", &op->name);
2926 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",
2927 tmp->name_pl = buf; 2624 &op->name, op->contr->title, op->contr->killer_name ());
2928 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);
2929 tmp->msg = buf;
2930 tmp->x = op->x, tmp->y = op->y; 2625 tmp->x = op->x, tmp->y = op->y;
2931 insert_ob_in_map (tmp, op->map, NULL, 0); 2626 insert_ob_in_map (tmp, op->map, NULL, 0);
2932 2627
2933 /**************************************/ 2628 /**************************************/
2934 /* */ 2629 /* */
2935 /* Subtract the experience points, */ 2630 /* Subtract the experience points, */
2936 /* if we died cause of food, give us */
2937 /* food, and reset HP's... */
2938 /* */ 2631 /* */
2939 /**************************************/ 2632 /**************************************/
2940 2633
2941 /* remove any poisoning and confusion the character may be suffering. */
2942 /* restore player */
2943 at = archetype::find ("poisoning");
2944 tmp = present_arch_in_ob (at, op);
2945
2946 if (tmp)
2947 {
2948 tmp->destroy ();
2949 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2950 }
2951
2952 at = archetype::find ("confusion");
2953 tmp = present_arch_in_ob (at, op);
2954 if (tmp)
2955 {
2956 tmp->destroy ();
2957 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2958 }
2959
2960 cure_disease (op, 0); /* remove any disease */
2961
2962 /*add_exp(op, (op->stats.exp * -0.20)); */ 2634 /*add_exp(op, (op->stats.exp * -0.20)); */
2963 apply_death_exp_penalty (op); 2635 apply_death_exp_penalty (op);
2964 if (op->stats.food < 100)
2965 op->stats.food = 900;
2966 op->stats.hp = op->stats.maxhp;
2967 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2968 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2969 2636
2970 /* 2637 /*
2971 * Check to see if the player is in a shop. IF so, then check to see if
2972 * 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
2973 * in the map. 2639 * and put them back in the map.
2974 */ 2640 */
2975 2641 op->drop_unpaid_items ();
2976 if (is_in_shop (op))
2977 remove_unpaid_objects (op->inv, op);
2978 2642
2979 /****************************************/ 2643 /****************************************/
2980 /* */ 2644 /* */
2981 /* Move player to his current respawn- */ 2645 /* Move player to his current respawn- */
2982 /* position (usually last savebed) */ 2646 /* position (usually last savebed) */
2983 /* */ 2647 /* */
2984 /****************************************/ 2648 /****************************************/
2985 2649
2986 enter_player_savebed (op); 2650 enter_player_savebed (op);
2987 2651
2988 /* Save the player before inserting the force to reduce
2989 * chance of abuse.
2990 */
2991 op->contr->braced = 0; 2652 op->contr->braced = 0;
2992 op->contr->save ();
2993 2653
2994 /* it is possible that the player has blown something up 2654 /* it is possible that the player has blown something up
2995 * at his savebed location, and that can have long lasting 2655 * at his savebed location, and that can have long lasting
2996 * spell effects. So first see if there is a spell effect 2656 * spell effects. So first see if there is a spell effect
2997 * on the space that might harm the player. 2657 * on the space that might harm the player.
3006 object *force; 2666 object *force;
3007 int at; 2667 int at;
3008 2668
3009 force = get_archetype (FORCE_NAME); 2669 force = get_archetype (FORCE_NAME);
3010 /* 50 ticks should be enough time for the spell to abate */ 2670 /* 50 ticks should be enough time for the spell to abate */
3011 force->speed = 0.1; 2671 force->speed = 0.1f;
3012 force->speed_left = -5.0; 2672 force->speed_left = -5.f;
3013 SET_FLAG (force, FLAG_APPLIED); 2673 SET_FLAG (force, FLAG_APPLIED);
3014 for (at = 0; at < NROFATTACKS; at++) 2674 for (at = 0; at < NROFATTACKS; at++)
3015 if (will_kill_again & (1 << at)) 2675 if (will_kill_again & (1 << at))
3016 force->resist[at] = 100; 2676 force->resist[at] = 100;
3017 2677
3018 insert_ob_in_ob (force, op); 2678 insert_ob_in_ob (force, op);
3019 op->update_stats (); 2679 op->update_stats ();
3020
3021 } 2680 }
3022 2681
3023 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2682 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
3024} 2683}
3025 2684
3026void 2685static void
3027loot_object (object *op) 2686loot_object (object *op)
3028{ /* Grab and destroy some treasure */ 2687{ /* Grab and destroy some treasure */
3029 object *tmp, *tmp2, *next; 2688 object *tmp, *tmp2, *next;
3030 2689
3031 if (op->container) 2690 op->close_container (); /* close open sack first */
3032 esrv_apply_container (op, op->container); /* close open sack first */
3033 2691
3034 for (tmp = op->inv; tmp; tmp = next) 2692 for (tmp = op->inv; tmp; tmp = next)
3035 { 2693 {
3036 next = tmp->below; 2694 next = tmp->below;
3037 2695
3038 if (tmp->invisible) 2696 if (tmp->invisible)
3039 continue; 2697 continue;
3040 2698
3041 tmp->remove (); 2699 tmp->remove ();
3042 tmp->x = op->x, tmp->y = op->y; 2700 tmp->x = op->x, tmp->y = op->y;
2701
3043 if (tmp->type == CONTAINER) 2702 if (tmp->type == CONTAINER)
3044 { /* empty container to ground */ 2703 loot_object (tmp); /* empty container to ground */
3045 loot_object (tmp); 2704
3046 }
3047 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))))
3048 { 2706 {
3049 if (tmp->nrof > 1) 2707 if (tmp->nrof > 1)
3050 { 2708 {
3051 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2709 tmp->decrease (rndm (1, tmp->nrof - 1));
3052 tmp2->destroy ();
3053 insert_ob_in_map (tmp, op->map, NULL, 0); 2710 insert_ob_in_map (tmp, op->map, NULL, 0);
3054 } 2711 }
3055 else 2712 else
3056 tmp->destroy (); 2713 tmp->destroy ();
3057 } 2714 }
3063/* 2720/*
3064 * fix_weight(): Check recursively the weight of all players, and fix 2721 * fix_weight(): Check recursively the weight of all players, and fix
3065 * 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
3066 * was changed. 2723 * was changed.
3067 */ 2724 */
3068
3069void 2725void
3070fix_weight (void) 2726fix_weight ()
3071{ 2727{
3072 for_all_players (pl) 2728 for_all_players (pl)
3073 { 2729 {
3074 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2730 sint32 old = pl->ob->carrying;
3075 2731
3076 if (old == sum) 2732 pl->ob->update_weight ();
3077 continue; 2733
2734 if (old != pl->ob->carrying)
2735 {
3078 pl->ob->update_stats (); 2736 pl->ob->update_stats ();
3079 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 }
3080 } 2739 }
3081} 2740}
3082 2741
3083void 2742void
3084fix_luck (void) 2743fix_luck ()
3085{ 2744{
3086 for_all_players (pl) 2745 for_all_players (pl)
3087 if (!pl->ob->contr->ns->state) 2746 if (!pl->ob->contr->ns->state)
3088 pl->ob->change_luck (0); 2747 pl->ob->change_luck (0);
3089} 2748}
3126} 2785}
3127 2786
3128void 2787void
3129make_visible (object *op) 2788make_visible (object *op)
3130{ 2789{
3131 op->hide = 0; 2790 op->flag [FLAG_HIDDEN] = 0;
3132 op->invisible = 0; 2791 op->invisible = 0;
2792
3133 if (op->type == PLAYER) 2793 if (op->type == PLAYER)
3134 { 2794 {
3135 op->contr->tmp_invis = 0; 2795 op->contr->tmp_invis = 0;
3136 op->contr->invis_race = 0; 2796 op->contr->invis_race = 0;
3137 } 2797 }
2798
3138 update_object (op, UP_OBJ_FACE); 2799 update_object (op, UP_OBJ_CHANGE);
3139} 2800}
3140 2801
3141int 2802int
3142is_true_undead (object *op) 2803is_true_undead (object *op)
3143{ 2804{
3144 object *tmp = NULL;
3145
3146 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 2805 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3147 return 1; 2806 return 1;
3148 2807
3149 return 0; 2808 return 0;
3150} 2809}
3151 2810
3152/* look at the surrounding terrain to determine 2811/* look at the surrounding terrain to determine
3153 * the hideability of this object. Positive levels 2812 * the hideability of this object. Positive levels
3154 * indicate greater hideability. 2813 * indicate greater hideability.
3155 */ 2814 */
3156
3157int 2815int
3158hideability (object *ob) 2816hideability (object *ob)
3159{ 2817{
3160 int i, level = 0, mflag; 2818 int i, level = 0, mflag;
3161 sint16 x, y; 2819 sint16 x, y;
3162 2820
3163 if (!ob || !ob->map) 2821 if (!ob || !ob->map)
3164 return 0; 2822 return 0;
3165 2823
3166 /* so, on normal lighted maps, its hard to hide */ 2824 /* so, on normal lighted maps, its hard to hide */
3167 level = ob->map->darkness - 2; 2825 level = ob->map->darklevel () - 2;
3168 2826
3169 /* this also picks up whether the object is glowing. 2827 /* this also picks up whether the object is glowing.
3170 * 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
3171 * as bad as carrying a light on a pitch dark map */ 2829 * as bad as carrying a light on a pitch dark map */
3172 if (has_carried_lights (ob)) 2830 if (ob->has_carried_lights ())
3173 level = -(10 + (2 * ob->map->darkness)); 2831 level = -(10 + (2 * ob->map->darklevel ()));
3174 2832
3175 /* scan through all nearby squares for terrain to hide in */ 2833 /* scan through all nearby squares for terrain to hide in */
3176 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])
3177 { 2837 {
3178 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); 2838 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3179 if (mflag & P_OUT_OF_MAP) 2839 if (mflag & P_OUT_OF_MAP)
3180 {
3181 continue; 2840 continue;
3182 } 2841
3183 if (mflag & P_BLOCKSVIEW) /* something to hide near! */ 2842 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3184 level += 2; 2843 level += 2;
3185 else /* open terrain! */ 2844 else /* open terrain! */
3186 level -= 1; 2845 level -= 1;
3187 } 2846 }
3195/* For Hidden creatures - a chance of becoming 'unhidden' 2854/* For Hidden creatures - a chance of becoming 'unhidden'
3196 * every time they move - as we subtract off 'invisibility' 2855 * every time they move - as we subtract off 'invisibility'
3197 * AND, for players, if they move into a ridiculously unhideable 2856 * AND, for players, if they move into a ridiculously unhideable
3198 * spot (surrounded by clear terrain in broad daylight). -b.t. 2857 * spot (surrounded by clear terrain in broad daylight). -b.t.
3199 */ 2858 */
3200
3201void 2859void
3202do_hidden_move (object *op) 2860do_hidden_move (object *op)
3203{ 2861{
3204 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 2862 int hide = 0;
3205 object *skop;
3206 2863
3207 if (!op || !op->map) 2864 if (!op || !op->map)
3208 return; 2865 return;
3209 2866
3210 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);
3211 2869
3212 /* 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! */
3213 if (op->type == PLAYER && op->contr->run_on) 2871 if (op->type == PLAYER && op->contr->run_on)
3214 {
3215 if (!skop || num >= skop->level) 2872 if (!skop || num >= skop->level)
3216 { 2873 {
3217 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!");
3218 make_visible (op); 2875 make_visible (op);
3219 return; 2876 return;
3220 } 2877 }
3221 else 2878 else
3222 num += 20; 2879 num += 20;
3223 } 2880
3224 num += op->map->difficulty; 2881 num += op->map->difficulty;
3225 hide = hideability (op); /* modify by terrain hidden level */ 2882 hide = hideability (op); /* modify by terrain hidden level */
3226 num -= hide; 2883 num -= hide;
2884
3227 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 2885 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3228 { 2886 {
3229 make_visible (op); 2887 make_visible (op);
2888
3230 if (op->type == PLAYER) 2889 if (op->type == PLAYER)
3231 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!");
3232 } 2891 }
3233 else if (op->type == PLAYER && skop) 2892 else if (op->type == PLAYER && skop)
3234 {
3235 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);
3236 }
3237} 2894}
3238 2895
3239/* determine if who is standing near a hostile creature. */ 2896/* determine if who is standing near a hostile creature. */
3240 2897
3241int 2898int
3289 * object op. This function works fine for monsters, 2946 * object op. This function works fine for monsters,
3290 * 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
3291 * a pile (say a coin under a table would return "viewable" 2948 * a pile (say a coin under a table would return "viewable"
3292 * by this routine). Another question, should we be 2949 * by this routine). Another question, should we be
3293 * concerned with the direction the player is looking 2950 * concerned with the direction the player is looking
3294 * in? Realistically, most of use cant see stuff behind 2951 * in? Realistically, most of us can't see stuff behind
3295 * our backs...on the other hand, does the "facing" direction 2952 * our backs...on the other hand, does the "facing" direction
3296 * imply the way your head, or body is facing? Its possible 2953 * imply the way your head, or body is facing? It's possible
3297 * 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.
3298 * -b.t. 2955 * -b.t.
3299 * This function is now map tiling safe. 2956 * This function is now map tiling safe.
3300 */ 2957 */
3301
3302int 2958int
3303player_can_view (object *pl, object *op) 2959player_can_view (object *pl, object *op)
3304{ 2960{
3305 rv_vector rv; 2961 rv_vector rv;
3306 int dx, dy; 2962 int dx, dy;
3308 if (pl->type != PLAYER) 2964 if (pl->type != PLAYER)
3309 { 2965 {
3310 LOG (llevError, "player_can_view() called for non-player object\n"); 2966 LOG (llevError, "player_can_view() called for non-player object\n");
3311 return -1; 2967 return -1;
3312 } 2968 }
2969
3313 if (!pl || !op) 2970 if (!pl || !op)
3314 return 0; 2971 return 0;
3315 2972
3316 if (op->head)
3317 {
3318 op = op->head; 2973 op = op->head_ ();
3319 } 2974
3320 get_rangevector (pl, op, &rv, 0x1); 2975 get_rangevector (pl, op, &rv, 0x1);
3321 2976
3322 /* starting with the 'head' part, lets loop 2977 /* starting with the 'head' part, lets loop
3323 * through the object and find if it has any 2978 * through the object and find if it has any
3324 * part that is in the los array but isnt on 2979 * part that is in the los array but isn't on
3325 * a blocked los square. 2980 * a blocked los square.
3326 * we use the archetype to figure out offsets. 2981 * we use the archetype to figure out offsets.
3327 */ 2982 */
3328 while (op) 2983 while (op)
3329 { 2984 {
3330 dx = rv.distance_x + op->arch->clone.x; 2985 dx = rv.distance_x + op->arch->x;
3331 dy = rv.distance_y + op->arch->clone.y; 2986 dy = rv.distance_y + op->arch->y;
3332 2987
3333 /* only the viewable area the player sees is updated by LOS 2988 if (pl->contr->blocked_los (dx, dy) != LOS_BLOCKED)
3334 * code, so we need to restrict ourselves to that range of values
3335 * for any meaningful values.
3336 */
3337 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3338 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3339 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3340 return 1; 2989 return 1;
2990
3341 op = op->more; 2991 op = op->more;
3342 } 2992 }
3343 return 0;
3344}
3345 2993
3346/* routine for both players and monsters. We call this when
3347 * there is a possibility for our action distrubing our hiding
3348 * place or invisiblity spell. Artefact invisiblity is not
3349 * effected by this. If we arent invisible to begin with, we
3350 * return 0.
3351 */
3352int
3353action_makes_visible (object *op)
3354{
3355
3356 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3357 {
3358 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3359 return 0;
3360
3361 if (op->contr && op->contr->tmp_invis == 0)
3362 return 0;
3363
3364 /* If monsters, they should become visible */
3365 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3366 {
3367 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3368 return 1;
3369 }
3370 }
3371 return 0; 2994 return 0;
3372} 2995}
3373 2996
3374/* op_on_battleground - checks if the given object op (usually 2997/* op_on_battleground - checks if the given object op (usually
3375 * a player) is standing on a valid battleground-tile, 2998 * a player) is standing on a valid battleground-tile,
3380 * 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
3381 */ 3004 */
3382int 3005int
3383op_on_battleground (object *op, int *x, int *y) 3006op_on_battleground (object *op, int *x, int *y)
3384{ 3007{
3385 object *tmp;
3386
3387 /* A battleground-tile needs the following attributes to be valid: 3008 /* A battleground-tile needs the following attributes to be valid:
3388 * 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),
3389 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3010 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3390 * and the exit-coordinates sp/hp must both be > 0. 3011 * and the exit-coordinates sp/hp must both be > 0.
3391 * => The intention here is to prevent abuse of the battleground- 3012 * => The intention here is to prevent abuse of the battleground-
3392 * feature (like pickable or hidden battleground tiles). */ 3013 * feature (like pickable or hidden battleground tiles). */
3393 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3014 for (object *tmp = op->below; tmp; tmp = tmp->below)
3394 { 3015 {
3395 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3016 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3396 { 3017 {
3397 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3018 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3398 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))
3399 { 3022 {
3400 /*before we assign the exit, check if this is a teambattle */ 3023 /* before we assign the exit, check if this is a teambattle */
3401 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))
3402 {
3403 object *invtmp;
3404
3405 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)
3406 { 3027 {
3407 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3408 {
3409 if (x != NULL && y != NULL) 3028 if (x && y)
3410 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3029 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3030
3411 return 1; 3031 return 1;
3412 }
3413 } 3032 }
3414 } 3033
3415 if (x != NULL && y != NULL) 3034 if (x && y)
3416 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3035 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3036
3417 return 1; 3037 return 1;
3418 } 3038 }
3419 } 3039 }
3420 } 3040 }
3041
3421 /* If we got here, did not find a battleground */ 3042 /* If we got here, did not find a battleground */
3422 return 0; 3043 return 0;
3423} 3044}
3424 3045
3425/* 3046/*
3441 char buf[MAX_BUF]; /* tmp. string buffer */ 3062 char buf[MAX_BUF]; /* tmp. string buffer */
3442 int i = 0, j = 0; 3063 int i = 0, j = 0;
3443 3064
3444 /* get the appropriate treasurelist */ 3065 /* get the appropriate treasurelist */
3445 if (atnr == ATNR_FIRE) 3066 if (atnr == ATNR_FIRE)
3446 trlist = find_treasurelist ("dragon_ability_fire"); 3067 trlist = treasurelist::find (shstr_dragon_ability_fire);
3447 else if (atnr == ATNR_COLD) 3068 else if (atnr == ATNR_COLD)
3448 trlist = find_treasurelist ("dragon_ability_cold"); 3069 trlist = treasurelist::find (shstr_dragon_ability_cold);
3449 else if (atnr == ATNR_ELECTRICITY) 3070 else if (atnr == ATNR_ELECTRICITY)
3450 trlist = find_treasurelist ("dragon_ability_elec"); 3071 trlist = treasurelist::find (shstr_dragon_ability_elec);
3451 else if (atnr == ATNR_POISON) 3072 else if (atnr == ATNR_POISON)
3452 trlist = find_treasurelist ("dragon_ability_poison"); 3073 trlist = treasurelist::find (shstr_dragon_ability_poison);
3453 3074
3454 if (trlist == NULL || who->type != PLAYER) 3075 if (trlist == NULL || who->type != PLAYER)
3455 return; 3076 return;
3456 3077
3457 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++);
3458 3079
3459 if (tr == NULL || tr->item == NULL) 3080 if (!tr || !tr->item)
3460 { 3081 {
3461 /* 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]); */
3462 return; 3083 return;
3463 } 3084 }
3464 3085
3465 /* everything seems okay - now bring on the gift: */ 3086 /* everything seems okay - now bring on the gift: */
3466 item = &(tr->item->clone); 3087 item = tr->item;
3467 3088
3468 if (item->type == SPELL) 3089 if (item->type == SPELL)
3469 { 3090 {
3470 if (check_spell_known (who, item->name)) 3091 if (check_spell_known (who, item->name))
3471 return; 3092 return;
3530 { 3151 {
3531 /* forces in the treasurelist can alter the player's stats */ 3152 /* forces in the treasurelist can alter the player's stats */
3532 object *skin; 3153 object *skin;
3533 3154
3534 /* first get the dragon skin force */ 3155 /* first get the dragon skin force */
3535 shstr_cmp dragon_skin_force ("dragon_skin_force");
3536 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)
3537 ; 3157 ;
3538 3158
3539 if (!skin) 3159 if (!skin)
3540 return; 3160 return;
3541 3161
3555 else 3175 else
3556 j = 1; 3176 j = 1;
3557 strcat (buf, spellpathnames[i]); 3177 strcat (buf, spellpathnames[i]);
3558 } 3178 }
3559 } 3179 }
3180
3560 strcat (buf, "."); 3181 strcat (buf, ".");
3561 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf); 3182 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3562 } 3183 }
3563 3184
3564 /* evtl. adding flags: */ 3185 /* evtl. adding flags: */
3574 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg); 3195 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3575 } 3196 }
3576 else 3197 else
3577 { 3198 {
3578 /* generate misc. treasure */ 3199 /* generate misc. treasure */
3579 tmp = arch_to_object (tr->item); 3200 tmp = tr->item->instance ();
3580 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));
3581 tmp = insert_ob_in_ob (tmp, who); 3202 who->insert (tmp);
3582 if (who->type == PLAYER)
3583 esrv_send_item (who, tmp);
3584 } 3203 }
3585} 3204}
3586 3205
3587/** 3206//-GPL
3588 * Unready an object for a player. This function does nothing if the object was 3207
3589 * not readied. 3208sint8
3590 */ 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
3591void 3224void
3592player_unready_range_ob (player *pl, object *ob) 3225player::infobox (const char *title, const char *msg, int color)
3593{ 3226{
3594 rangetype i; 3227 send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3595
3596 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1))
3597 {
3598 if (pl->ranges[i] == ob)
3599 {
3600 pl->ranges[i] = NULL;
3601 if (pl->shoottype == i)
3602 {
3603 pl->shoottype = range_none;
3604 }
3605 }
3606 }
3607} 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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