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Comparing deliantra/server/server/player.C (file contents):
Revision 1.92 by root, Mon Jan 8 01:19:04 2007 UTC vs.
Revision 1.268 by root, Wed Apr 7 19:54:45 2010 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
21 * 21 *
22 * The author can be reached via e-mail to <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 23 */
24 24
25//+GPL
26
25#include <global.h> 27#include <global.h>
26#include <pwd.h>
27#include <sproto.h> 28#include <sproto.h>
28#include <sounds.h> 29#include <sounds.h>
29#include <living.h> 30#include <living.h>
30#include <object.h> 31#include <object.h>
31#include <spells.h> 32#include <spells.h>
34#include <algorithm> 35#include <algorithm>
35#include <functional> 36#include <functional>
36 37
37playervec players; 38playervec players;
38 39
39void
40display_motd (const object *op)
41{
42 char buf[MAX_BUF];
43 char motd[HUGE_BUF];
44 FILE *fp;
45 int comp;
46 int size;
47
48 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
49 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
50 return;
51
52 motd[0] = '\0';
53 size = 0;
54
55 while (fgets (buf, MAX_BUF, fp))
56 {
57 if (*buf == '#')
58 continue;
59
60 strncat (motd + size, buf, HUGE_BUF - size);
61 size += strlen (buf);
62 }
63
64 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
65 close_and_delete (fp, comp);
66}
67
68void
69send_rules (const object *op)
70{
71 char buf[MAX_BUF];
72 char rules[HUGE_BUF];
73 FILE *fp;
74 int comp;
75 int size;
76
77 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
78 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
79 return;
80
81 rules[0] = '\0';
82 size = 0;
83
84 while (fgets (buf, MAX_BUF, fp))
85 {
86 if (*buf == '#')
87 continue;
88
89 if (size + strlen (buf) >= HUGE_BUF)
90 {
91 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
92 break;
93 }
94
95 strncat (rules + size, buf, HUGE_BUF - size);
96 size += strlen (buf);
97 }
98
99 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
100 close_and_delete (fp, comp);
101}
102
103void
104send_news (const object *op)
105{
106 char buf[MAX_BUF];
107 char news[HUGE_BUF];
108 char subject[MAX_BUF];
109 FILE *fp;
110 int comp;
111 int size;
112
113 sprintf (buf, "%s/%s", settings.confdir, settings.news);
114 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
115 return;
116
117 news[0] = '\0';
118 subject[0] = '\0';
119 size = 0;
120
121 while (fgets (buf, MAX_BUF, fp) != NULL)
122 {
123 if (*buf == '#')
124 continue;
125
126 if (*buf == '%')
127 { /* send one news */
128 if (size > 0)
129 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */
130
131 strcpy (subject, buf + 1);
132 strip_endline (subject);
133 size = 0;
134 news[0] = '\0';
135 }
136 else
137 {
138 if (size + strlen (buf) >= HUGE_BUF)
139 {
140 LOG (llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
141 break;
142 }
143 strncat (news + size, buf, HUGE_BUF - size);
144 size += strlen (buf);
145 }
146 }
147
148 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
149 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news);
150 close_and_delete (fp, comp);
151}
152
153/* This loads the first map an puts the player on it. */ 40/* This loads the first map an puts the player on it. */
154static void 41static void
155set_first_map (object *op) 42set_first_map (object *op)
156{ 43{
157 op->contr->maplevel = first_map_path; 44 op->contr->maplevel = first_map_path;
158 op->x = -1; 45 op->x = -1;
159 op->y = -1; 46 op->y = -1;
160}
161
162void
163player::enter_map ()
164{
165 object *tmp = object::create ();
166
167 EXIT_PATH (tmp) = maplevel;
168 EXIT_X (tmp) = ob->x;
169 EXIT_Y (tmp) = ob->y;
170 ob->enter_exit (tmp);
171
172 tmp->destroy ();
173} 47}
174 48
175void 49void
176player::activate () 50player::activate ()
177{ 51{
182 ob->remove (); 56 ob->remove ();
183 ob->map = 0; 57 ob->map = 0;
184 ob->activate_recursive (); 58 ob->activate_recursive ();
185 CLEAR_FLAG (ob, FLAG_FRIENDLY); 59 CLEAR_FLAG (ob, FLAG_FRIENDLY);
186 add_friendly_object (ob); 60 add_friendly_object (ob);
187 enter_map ();
188} 61}
189 62
190void 63void
191player::deactivate () 64player::deactivate ()
192{ 65{
194 return; 67 return;
195 68
196 terminate_all_pets (ob); 69 terminate_all_pets (ob);
197 remove_friendly_object (ob); 70 remove_friendly_object (ob);
198 ob->deactivate_recursive (); 71 ob->deactivate_recursive ();
72
73 if (ob->map)
74 maplevel = ob->map->path;
75
199 ob->remove (); 76 ob->remove ();
77 ob->enemy = 0; // sometimes keeps an extra refcount on itself
200 ob->map = 0; 78 ob->map = 0;
201 79 party = 0;
202 // for weird reasons, this is often "ob", keeping a circular reference
203 ranges [range_skill] = 0;
204 80
205 players.erase (this); 81 players.erase (this);
206} 82}
207 83
208// connect the player with a specific client 84// connect the player with a specific client
209// also changed, rationalises, and fixes some incorrect settings 85// also changes, rationalises, and fixes some incorrect settings
210void 86void
211player::connect (client *ns) 87player::connect (client *ns)
212{ 88{
213 this->ns = ns; 89 this->ns = ns;
214 ns->pl = this; 90 ns->pl = this;
215 91
92 run_on = 0;
93 fire_on = 0;
94 ob->close_container (); //TODO: client-specific
95
216 ns->update_look = 0; 96 ns->update_look = 0;
217 ns->look_position = 0; 97 ns->look_position = 0;
218 98
219 clear_los (ob); 99 clear_los ();
100
101 ns->reset_stats ();
220 102
221 /* make sure he's a player -- needed because of class change. */ 103 /* make sure he's a player -- needed because of class change. */
222 ob->type = PLAYER; // we are paranoid 104 ob->type = PLAYER; // we are paranoid
223 ob->race = ob->arch->clone.race; 105 ob->race = ob->arch->race;
224 106
225 if (!legal_range (ob, shoottype)) 107 ob->update_weight ();
226 shoottype = range_none;
227
228 ob->carrying = sum_weight (ob);
229 link_player_skills (ob); 108 link_skills ();
230 109
231 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
232
233 assign (title, ob->arch->clone.name); 110 assign (title, ob->arch->object::name);
234
235 /* can_use_shield is a new flag. However, the can_use.. seems to largely come
236 * from the class, and not race. I don't see any way to get the class information
237 * to then update this. I don't think this will actually break anything - anyone
238 * that can use armour should be able to use a shield. What this may 'break'
239 * are features new characters get, eg, if someone starts up with a Q, they
240 * should be able to use a shield. However, old Q's won't get that advantage.
241 */
242 if (QUERY_FLAG (ob, FLAG_USE_ARMOUR))
243 SET_FLAG (ob, FLAG_USE_SHIELD);
244 111
245 /* if it's a dragon player, set the correct title here */ 112 /* if it's a dragon player, set the correct title here */
246 if (is_dragon_pl (ob)) 113 if (ob->is_dragon ())
247 { 114 {
248 object *tmp, *abil = 0, *skin = 0; 115 object *tmp, *abil = 0, *skin = 0;
249
250 shstr_cmp dragon_ability_force ("dragon_ability_force");
251 shstr_cmp dragon_skin_force ("dragon_skin_force");
252 116
253 for (tmp = ob->inv; tmp; tmp = tmp->below) 117 for (tmp = ob->inv; tmp; tmp = tmp->below)
254 if (tmp->type == FORCE) 118 if (tmp->type == FORCE)
255 if (tmp->arch->name == dragon_ability_force) 119 if (tmp->arch->archname == shstr_dragon_ability_force)
256 abil = tmp; 120 abil = tmp;
257 else if (tmp->arch->name == dragon_skin_force) 121 else if (tmp->arch->archname == shstr_dragon_skin_force)
258 skin = tmp; 122 skin = tmp;
259 123
260 set_dragon_name (ob, abil, skin); 124 set_dragon_name (ob, abil, skin);
261 } 125 }
262 126
263 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 127 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
264 128
265 esrv_new_player (this, ob->weight + ob->carrying); 129 esrv_new_player (this);
266 130
267 ob->update_stats (); 131 ob->update_stats ();
132
268 ns->floorbox_update (); 133 ns->floorbox_update ();
269
270 esrv_send_inventory (ob, ob); 134 esrv_send_inventory (ob, ob);
271 esrv_add_spells (this, 0); 135 esrv_add_spells (this, 0);
272 136
137 ob->flag [FLAG_READY_WEAPON] = false;
138 ob->flag [FLAG_READY_SKILL] = false;
139 ob->flag [FLAG_READY_RANGE] = false;
140 ob->flag [FLAG_READY_BOW] = false;
141
142 ob->update_stats (); // we unapplied stuff above
273 activate (); 143 activate ();
274
275 send_rules (ob);
276 send_news (ob);
277 display_motd (ob);
278 144
279 INVOKE_PLAYER (CONNECT, this); 145 INVOKE_PLAYER (CONNECT, this);
280 INVOKE_PLAYER (LOGIN, this); 146 INVOKE_PLAYER (LOGIN, this);
281} 147}
282 148
283void 149void
284player::disconnect () 150player::disconnect ()
285{ 151{
152 if (ob)
153 {
154 ob->close_container (); //TODO: client-specific
155 ob->drop_unpaid_items ();
156 }
157
286 if (ns) 158 if (ns)
287 { 159 {
288 if (active) 160 if (active)
289 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0)); 161 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
290 162
291 INVOKE_PLAYER (DISCONNECT, this); 163 INVOKE_PLAYER (DISCONNECT, this);
292 164
165 ns->reset_stats ();
293 ns->pl = 0; 166 ns->pl = 0;
294 this->ns = 0; 167 ns = 0;
295 } 168 }
169
170 // this is important for the player scheduler to get the correct refcount
171 // when ns = 0
172 observe = viewpoint = ob;
296 173
297 deactivate (); 174 deactivate ();
298} 175}
176
177//-GPL
299 178
300// the need for this function can be explained 179// the need for this function can be explained
301// by load_object not returning the object 180// by load_object not returning the object
302void 181void
303player::set_object (object *op) 182player::set_object (object *op)
304{ 183{
305 ob = op; 184 ob = observe = viewpoint = op;
306 ob->contr = this; /* this aren't yet in archetype */ 185 ob->contr = this; /* this aren't yet in archetype */
307 186
187 ob->speed = 1.0f;
308 ob->speed_left = 0.5; 188 ob->speed_left = 0.5f;
309 ob->speed = 1.0; 189
310 ob->direction = 5; /* So player faces south */ 190 ob->direction = 5; /* So player faces south */
311 ob->stats.wc = 2;
312 ob->run_away = 25; /* Then we panick... */
313
314 ob->roll_stats ();
315} 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
316 208
317player::player () 209player::player ()
318{ 210{
319 /* There are some elements we want initialised to non zero value - 211 /* There are some elements we want initialised to non zero value -
320 * we deal with that below this point. 212 * we deal with that below this point.
321 */ 213 */
322 outputs_sync = 16; /* Every 2 seconds */ 214 outputs_sync = 4;
323 outputs_count = 8; /* Keeps present behaviour */ 215 outputs_count = 4;
324 unapply = unapply_nochoice; 216 unapply = unapply_nochoice;
325 217
326 savebed_map = first_map_path; /* Init. respawn position */ 218 savebed_map = first_map_path; /* Init. respawn position */
327 219
328 gen_sp_armour = 10; 220 gen_sp_armour = 10;
329 last_speed = -1;
330 shoottype = range_none;
331 bowtype = bow_normal; 221 bowtype = bow_normal;
332 petmode = pet_normal; 222 petmode = pet_normal;
333 listening = 10;
334 usekeys = containers; 223 usekeys = containers;
335 last_weapon_sp = -1;
336 peaceful = 1; /* default peaceful */ 224 peaceful = 1; /* default peaceful */
337 do_los = 1; 225 do_los = 1;
338 226
339 /* we need to clear these to -1 and not zero - otherwise, 227 weapon_sp = 1.0f;
340 * if a player quits and starts a new character, we wont 228 weapon_sp_left = 0.5f;
341 * send new values to the client, as things like exp start
342 * at zero.
343 */
344 for (int i = 0; i < NUM_SKILLS; i++)
345 last_skill_exp[i] = -1;
346
347 for (int i = 0; i < NROFATTACKS; i++)
348 last_resist[i] = -1;
349
350 last_stats.exp = -1;
351 last_weight = (uint32) - 1;
352} 229}
353 230
354void 231void
355player::do_destroy () 232player::do_destroy ()
356{ 233{
357 disconnect (); 234 disconnect ();
358 235
359 attachable::do_destroy (); 236 attachable::do_destroy ();
360 237
361 if (ob) 238 if (ob)
362 {
363 ob->destroy_inv (false);
364 ob->destroy (); 239 ob->destroy ();
365 } 240
241 ob = observe = viewpoint = 0;
366} 242}
367 243
368player::~player () 244player::~player ()
369{ 245{
370 /* Clear item stack */ 246 /* Clear item stack */
371 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 }
372} 276}
373 277
374/* Tries to add player on the connection passed in ns. 278/* Tries to add player on the connection passed in ns.
375 * All we can really get in this is some settings like host and display 279 * All we can really get in this is some settings like host and display
376 * mode. 280 * mode.
378player * 282player *
379player::create () 283player::create ()
380{ 284{
381 player *pl = new player; 285 player *pl = new player;
382 286
383 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
384 set_first_map (pl->ob); 293 set_first_map (pl->ob);
385 294
386 return pl; 295 return pl;
387}
388
389/*
390 * get_player_archetype() return next player archetype from archetype
391 * list. Not very efficient routine, but used only creating new players.
392 * Note: there MUST be at least one player archetype!
393 */
394archetype *
395get_player_archetype (archetype *at)
396{
397 archetype *start = at;
398
399 for (;;)
400 {
401 if (at == NULL || at->next == NULL)
402 at = first_archetype;
403 else
404 at = at->next;
405
406 if (at->clone.type == PLAYER)
407 return at;
408
409 if (at == start)
410 {
411 LOG (llevError, "No Player archetypes\n");
412 exit (-1);
413 }
414 }
415} 296}
416 297
417object * 298object *
418get_nearest_player (object *mon) 299get_nearest_player (object *mon)
419{ 300{
422 unsigned lastdist; 303 unsigned lastdist;
423 rv_vector rv; 304 rv_vector rv;
424 305
425 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next) 306 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
426 { 307 {
427 /* We should not find free objects on this friendly list, but it
428 * does periodically happen. Given that, lets deal with it.
429 * While unlikely, it is possible the next object on the friendly
430 * list is also free, so encapsulate this in a while loop.
431 */
432 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
433 {
434 object *tmp = ol->ob;
435
436 /* Can't do much more other than log the fact, because the object
437 * itself will have been cleared.
438 */
439 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
440 tmp->debug_desc ());
441 ol = ol->next;
442 remove_friendly_object (tmp);
443 if (!ol)
444 return op;
445 }
446
447 /* Remove special check for player from this. First, it looks to cause
448 * some crashes (ol->ob->contr not set properly?), but secondly, a more
449 * complicated method of state checking would be needed in any case -
450 * as it was, a clever player could type quit, and the function would
451 * skip them over while waiting for confirmation. Remove
452 * on_same_map check, as can_detect_enemy also does this
453 */
454 if (!can_detect_enemy (mon, ol->ob, &rv)) 308 if (!can_detect_enemy (mon, ol->ob, &rv))
455 continue; 309 continue;
456 310
457 if (lastdist > rv.distance) 311 if (lastdist > rv.distance)
458 { 312 {
534 x = mon->x; 388 x = mon->x;
535 y = mon->y; 389 y = mon->y;
536 m = mon->map; 390 m = mon->map;
537 dir = rv.direction; 391 dir = rv.direction;
538 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 */
539 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
540 /* 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. */
541 if (diff > max) 396 if (diff > max)
542 return 0; 397 return 0;
398
543 while (diff > 1 && max > 0) 399 while (diff > 1 && max > 0)
544 { 400 {
545 lastx = x; 401 lastx = x;
546 lasty = y; 402 lasty = y;
547 lastmap = m; 403 lastmap = m;
629 max--; 485 max--;
630 lastdir = dir; 486 lastdir = dir;
631 if (!firstdir) 487 if (!firstdir)
632 firstdir = dir; 488 firstdir = dir;
633 } 489 }
490
634 if (diff <= 1) 491 if (diff <= 1)
635 { 492 {
636 /* Recalculate diff (distance) because we may not have actually 493 /* Recalculate diff (distance) because we may not have actually
637 * headed toward player for entire distance. 494 * headed toward player for entire distance.
638 */ 495 */
639 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 496 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
640 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 497 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
641 } 498 }
499
642 if (diff > max) 500 if (diff > max)
643 return 0; 501 return 0;
644 } 502 }
503
645 /* 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 */
646 if (!max) 505 if (!max)
647 return 0; 506 return 0;
648 507
649 return firstdir; 508 return firstdir;
650} 509}
651 510
652void 511void
653give_initial_items (object *pl, treasurelist * items) 512give_initial_items (object *pl, treasurelist *items)
654{ 513{
655 object *op, *next = NULL;
656
657 if (pl->randomitems != NULL) 514 if (pl->randomitems)
658 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); 515 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
659 516
660 for (op = pl->inv; op; op = next) 517 for (object *next, *op = pl->inv; op; op = next)
661 { 518 {
662 next = op->below; 519 next = op->below;
663 520
664 /* Forces get applied per default, unless they have the 521 /* Forces get applied per default, unless they have the
665 * 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
670 /* we never give weapons/armour if these cannot be used 527 /* we never give weapons/armour if these cannot be used
671 * by this player due to race restrictions 528 * by this player due to race restrictions
672 */ 529 */
673 if (pl->type == PLAYER) 530 if (pl->type == PLAYER)
674 { 531 {
675 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) && 532 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR)
533 &&
676 (op->type == ARMOUR || op->type == BOOTS || 534 (op->type == ARMOUR || op->type == BOOTS
677 op->type == CLOAK || op->type == HELMET || 535 || op->type == CLOAK || op->type == HELMET
678 op->type == SHIELD || op->type == GLOVES || 536 || op->type == SHIELD || op->type == GLOVES
537 || op->type == BRACERS || op->type == GIRDLE))
679 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))
680 { 539 {
681 op->destroy (); 540 op->destroy ();
682 continue; 541 continue;
683 } 542 }
684 } 543 }
685 544
686 /* This really needs to be better - we should really give 545 /* Here we remove duplicated skills (as duplicated spell objects have
687 * a substitute spellbook. The problem is that we don't really 546 * _very_ confusing effects for players), which could for instance be
688 * have a good idea what to replace it with (need something like 547 * generated by bad treasurelists. - elmex
689 * a first level treasurelist for each skill.)
690 * remove duplicate skills also
691 */ 548 */
692 if (op->type == SPELLBOOK || op->type == SKILL) 549 if (op->type == SKILL)
693 { 550 {
694 object *tmp;
695
696 for (tmp = op->below; tmp; tmp = tmp->below) 551 for (object *tmp = op->below; tmp; tmp = tmp->below)
697 if (tmp->type == op->type && tmp->name == op->name) 552 if (tmp->type == op->type && tmp->name == op->name)
698 break;
699
700 if (tmp)
701 { 553 {
702 op->destroy (); 554 op->destroy ();
555 LOG (llevError,
703 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); 556 "give_initial_items: Removing duplicate skill %s\n", &tmp->name);
704 continue; 557 break;
705 } 558 }
706 559
707 if (op->nrof > 1) 560 if (op->nrof > 1)
708 op->nrof = 1; 561 op->nrof = 1;
709 } 562 }
710 563
711 if (op->type == SPELLBOOK && op->inv) 564 if (op->type == SPELLBOOK && op->inv)
712 {
713 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); 565 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
714 }
715 566
716 /* Give starting characters identified, uncursed, and undamned 567 /* Give starting characters identified, uncursed, and undamned
717 * 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
718 * merged properly. 569 * merged properly.
719 */ 570 */
720 if (need_identify (op)) 571 if (need_identify (op))
721 { 572 {
722 SET_FLAG (op, FLAG_IDENTIFIED); 573 SET_FLAG (op, FLAG_IDENTIFIED);
723 CLEAR_FLAG (op, FLAG_CURSED); 574 CLEAR_FLAG (op, FLAG_CURSED);
724 CLEAR_FLAG (op, FLAG_DAMNED); 575 CLEAR_FLAG (op, FLAG_DAMNED);
725 } 576 }
577
726 if (op->type == SPELL) 578 if (op->type == SPELL)
727 { 579 {
728 op->destroy (); 580 op->destroy ();
729 continue; 581 continue;
730 } 582 }
732 { 584 {
733 SET_FLAG (op, FLAG_CAN_USE_SKILL); 585 SET_FLAG (op, FLAG_CAN_USE_SKILL);
734 op->stats.exp = 0; 586 op->stats.exp = 0;
735 op->level = 1; 587 op->level = 1;
736 } 588 }
737 /* lock all 'normal items by default */ 589 else /* lock all 'normal items by default */
738 else
739 SET_FLAG (op, FLAG_INV_LOCKED); 590 SET_FLAG (op, FLAG_INV_LOCKED);
740 } /* for loop of objects in player inv */ 591 } /* for loop of objects in player inv */
741 592
742 /* Need to set up the skill pointers */ 593 /* Need to set up the skill pointers */
743 link_player_skills (pl); 594 pl->contr->link_skills ();
744} 595}
745 596
746void 597void
747get_party_password (object *op, partylist *party) 598get_party_password (object *op, partylist *party)
748{ 599{
758 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:");
759} 610}
760 611
761/* 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. */
762static int 613static int
763roll_stat (void) 614roll_stat ()
764{ 615{
765 int a[4], i, j, k; 616 int a[4], i, j, k;
766 617
767 for (i = 0; i < 4; i++) 618 for (i = 0; i < 4; i++)
768 a[i] = (int) RANDOM () % 6 + 1; 619 a[i] = (int) rndm (6) + 1;
769 620
770 for (i = 0, j = 0, k = 7; i < 4; i++) 621 for (i = 0, j = 0, k = 7; i < 4; i++)
771 if (a[i] < k) 622 if (a[i] < k)
772 k = a[i], j = i; 623 k = a[i], j = i;
773 624
779} 630}
780 631
781void 632void
782object::roll_stats () 633object::roll_stats ()
783{ 634{
784 int statsort [7]; 635 int statsort [NUM_STATS];
785 636
786 for (;;) 637 for (;;)
787 { 638 {
788 int sum = 0; 639 int sum = 0;
789 for (int i = 7; i--; ) 640 for (int i = NUM_STATS; i--; )
790 sum += statsort [i] = roll_stat (); 641 sum += statsort [i] = roll_stat ();
791 642
792 if (sum >= 82 && sum <= 116) 643 if (sum >= 82 && sum <= 116)
793 break; 644 break;
794 } 645 }
795 646
796 // Sort the stats so that rerolling is easier... 647 // Sort the stats so that rerolling is easier...
797 std::sort (statsort, statsort + 7, std::greater<int>()); 648 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
798 649
650 for (int i = 0; i < NUM_STATS; ++i)
799 stats.Str = statsort[0]; 651 stats.stat (i) = statsort [i];
800 stats.Dex = statsort[1];
801 stats.Con = statsort[2];
802 stats.Int = statsort[3];
803 stats.Wis = statsort[4];
804 stats.Pow = statsort[5];
805 stats.Cha = statsort[6];
806 652
807 stats.exp = 0; 653 stats.exp = 0;
808 stats.ac = 0; 654 stats.ac = 0;
809 655
810 stats.hp = stats.maxhp; 656 stats.hp = stats.maxhp;
822} 668}
823 669
824void 670void
825object::swap_stats (int a, int b) 671object::swap_stats (int a, int b)
826{ 672{
827 int tmp = get_attr_value (&contr->orig_stats, a); 673 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
828 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
829 set_attr_value (&contr->orig_stats, b, tmp);
830 674
675 for (int i = 0; i < NUM_STATS; ++i)
831 stats.Str = contr->orig_stats.Str; 676 stats.stat (i) = contr->orig_stats.stat (i);
832 stats.Dex = contr->orig_stats.Dex;
833 stats.Con = contr->orig_stats.Con;
834 stats.Int = contr->orig_stats.Int;
835 stats.Wis = contr->orig_stats.Wis;
836 stats.Pow = contr->orig_stats.Pow;
837 stats.Cha = contr->orig_stats.Cha;
838 677
839 //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,
840 // be merged with the similar code in roll_stats 679 // be merged with the similar code in roll_stats
841 stats.ac = 0; 680 stats.ac = 0;
842 681
861static void 700static void
862start_info (object *op) 701start_info (object *op)
863{ 702{
864 char buf[MAX_BUF]; 703 char buf[MAX_BUF];
865 704
866 sprintf (buf, "Welcome to Crossfire v%s!", VERSION); 705 sprintf (buf, "Welcome to Deliantra v%s!", VERSION);
867 new_draw_info (NDI_UNIQUE, 0, op, buf); 706 new_draw_info (NDI_UNIQUE, 0, op, buf);
868 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
869 //new_draw_info (NDI_UNIQUE, 0, op, " ");
870} 707}
871 708
872/* This function takes the key that is passed, and does the 709/* This function takes the key that is passed, and does the
873 * appropriate action with it (change race, or other things). 710 * appropriate action with it (change race, or other things).
874 * The function name is for historical reasons - now we have 711 * The function name is for historical reasons - now we have
875 * separate race and class; this actually changes the RACE, 712 * separate race and class; this actually changes the RACE,
876 * not the class. 713 * not the class.
877 */ 714 */
878int 715void
879key_change_class (object *op, char key) 716player::chargen_race_done ()
880{ 717{
881 int tmp_loop;
882
883 if (key == 'd' || key == 'D')
884 {
885 char buf[MAX_BUF];
886
887 /* this must before then initial items are given */ 718 /* this must before then initial items are given */
888 esrv_new_player (op->contr, op->weight + op->carrying); 719 esrv_new_player (ob->contr);
889 720
890 treasurelist *tl = find_treasurelist ("starting_wealth"); 721 treasurelist *tl = treasurelist::find (shstr_starting_wealth);
891 if (tl) 722 if (tl)
892 create_treasure (tl, op, 0, 0, 0); 723 create_treasure (tl, ob, 0, 0, 0);
893 724
894 INVOKE_PLAYER (BIRTH, op->contr); 725 INVOKE_PLAYER (BIRTH, ob->contr);
895 INVOKE_PLAYER (LOGIN, op->contr); 726 INVOKE_PLAYER (LOGIN, ob->contr);
896 727
897 op->contr->ns->state = ST_PLAYING; 728 ob->contr->ns->state = ST_PLAYING;
898 729
899 if (op->msg) 730 if (ob->msg)
900 op->msg = NULL; 731 ob->msg = 0;
901 732
902 /* We create this now because some of the unique maps will need it
903 * to save here.
904 */
905 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name);
906 make_path_to_file (buf);
907
908#ifdef AUTOSAVE
909 op->contr->last_save_tick = pticks;
910#endif
911 start_info (op); 733 start_info (ob);
912 CLEAR_FLAG (op, FLAG_WIZ); 734 CLEAR_FLAG (ob, FLAG_WIZ);
913 give_initial_items (op, op->randomitems); 735 give_initial_items (ob, ob->randomitems);
914 link_player_skills (op);
915 esrv_send_inventory (op, op); 736 esrv_send_inventory (ob, ob);
916 op->update_stats (); 737 ob->update_stats ();
917 738
918 /* This moves the player to a different start map, if there 739 /* This moves the player to a different start map, if there
919 * is one for this race 740 * is one for this race
920 */ 741 */
921 if (*first_map_ext_path) 742 if (*first_map_ext_path)
922 { 743 ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y);
923 object *tmp;
924 char mapname[MAX_BUF];
925
926 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &op->arch->name);
927 tmp = object::create ();
928 EXIT_PATH (tmp) = mapname;
929 EXIT_X (tmp) = op->x;
930 EXIT_Y (tmp) = op->y;
931 op->enter_exit (tmp); /* we don't really care if it succeeded;
932 * if the map isn't there, then stay on the
933 * default initial map */
934 tmp->destroy ();
935 }
936 else 744 else
937 LOG (llevDebug, "first_map_ext_path not set\n"); 745 LOG (llevDebug, "first_map_ext_path not set\n");
746}
938 747
939 return 0; 748void
940 } 749player::chargen_race_next ()
941 750{
942 /* Following actually changes the race - this is the default command 751 /* Following actually changes the race - this is the default command
943 * if we don't match with one of the options above. 752 * if we don't match with one of the options above.
944 */ 753 */
945 754
946 tmp_loop = 0; 755 do
947 while (!tmp_loop)
948 { 756 {
949 shstr name = op->name; 757 shstr name = ob->name;
950 int x = op->x, y = op->y; 758 int x = ob->x, y = ob->y;
951 759
952 op->remove_statbonus (); 760 ob->remove_statbonus ();
953 op->remove (); 761 ob->remove ();
954 op->arch = get_player_archetype (op->arch); 762 ob->arch = get_player_archetype (ob->arch);
955 op->arch->clone.copy_to (op); 763 ob->arch->copy_to (ob);
956 op->instantiate (); 764 ob->instantiate ();
957 op->stats = op->contr->orig_stats; 765 ob->stats = ob->contr->orig_stats;
958 op->name = op->name_pl = name; 766 ob->name = ob->name_pl = name;
959 op->x = x; 767 ob->x = x;
960 op->y = y; 768 ob->y = y;
961 SET_ANIMATION (op, 2); /* So player faces south */ 769 SET_ANIMATION (ob, 2); /* So player faces south */
962 insert_ob_in_map (op, op->map, op, 0); 770 insert_ob_in_map (ob, ob->map, ob, 0);
963 assign (op->contr->title, op->arch->clone.name); 771 assign (ob->contr->title, ob->arch->object::name);
964 op->add_statbonus (); 772 ob->add_statbonus ();
965 tmp_loop = allowed_class (op);
966 } 773 }
774 while (!allowed_class (ob));
967 775
968 update_object (op, UP_OBJ_FACE); 776 update_object (ob, UP_OBJ_FACE);
969 esrv_update_item (UPD_FACE, op, op); 777 esrv_update_item (UPD_FACE, ob, ob);
970 op->update_stats (); 778 ob->update_stats ();
971 op->stats.hp = op->stats.maxhp; 779 ob->stats.hp = ob->stats.maxhp;
972 op->stats.sp = op->stats.maxsp; 780 ob->stats.sp = ob->stats.maxsp;
973 op->stats.grace = 0; 781 ob->stats.grace = 0;
974
975 if (op->msg)
976 new_draw_info (NDI_BLUE, 0, op, op->msg);
977
978 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
979 return 0;
980} 782}
981 783
982void 784static void
983flee_player (object *op) 785flee_player (object *op)
984{ 786{
985 int dir, diff; 787 int dir, diff;
986 rv_vector rv; 788 rv_vector rv;
987 789
990 LOG (llevDebug, "Fleeing player is dead.\n"); 792 LOG (llevDebug, "Fleeing player is dead.\n");
991 CLEAR_FLAG (op, FLAG_SCARED); 793 CLEAR_FLAG (op, FLAG_SCARED);
992 return; 794 return;
993 } 795 }
994 796
995 if (op->enemy == NULL) 797 if (!op->enemy)
996 { 798 {
997 LOG (llevDebug, "Fleeing player had no enemy.\n"); 799 LOG (llevDebug, "Fleeing player had no enemy.\n");
998 CLEAR_FLAG (op, FLAG_SCARED); 800 CLEAR_FLAG (op, FLAG_SCARED);
999 return; 801 return;
1000 } 802 }
1001 803
1002 /* Seen some crashes here. Since we don't store an
1003 * op->enemy_count, it is possible that something destroys the
1004 * actual enemy, and the object is recycled.
1005 */
1006 if (op->enemy->map == NULL)
1007 {
1008 CLEAR_FLAG (op, FLAG_SCARED);
1009 op->enemy = NULL;
1010 return;
1011 }
1012
1013 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0)) 804 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
1014 { 805 {
1015 op->enemy = NULL; 806 op->enemy = NULL;
1016 CLEAR_FLAG (op, FLAG_SCARED); 807 CLEAR_FLAG (op, FLAG_SCARED);
1017 return; 808 return;
1020 get_rangevector (op, op->enemy, &rv, 0); 811 get_rangevector (op, op->enemy, &rv, 0);
1021 812
1022 dir = absdir (4 + rv.direction); 813 dir = absdir (4 + rv.direction);
1023 for (diff = 0; diff < 3; diff++) 814 for (diff = 0; diff < 3; diff++)
1024 { 815 {
1025 int m = 1 - (RANDOM () & 2); 816 int m = 1 - rndm (2) * 2;
1026 817
1027 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))))
1028 return; 819 return;
1029 } 820 }
1030 821
1031 /* Cornered, get rid of scared */ 822 /* Cornered, get rid of scared */
1032 CLEAR_FLAG (op, FLAG_SCARED); 823 CLEAR_FLAG (op, FLAG_SCARED);
1033 op->enemy = NULL; 824 op->enemy = NULL;
1034} 825}
1035 826
1036
1037/* 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.
1038 * 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
1039 * stop. 829 * stop.
1040 */ 830 */
1041int 831int
1042check_pick (object *op) 832check_pick (object *op)
1043{ 833{
1044 object *tmp, *next; 834 object *tmp, *next;
1045 int stop = 0; 835 int stop = 0;
1046 int j, k, wvratio; 836 int wvratio;
1047 char putstring[128], tmpstr[16];
1048 837
1049 /* if you're flying, you cna't pick up anything */ 838 /* if you're flying, you can't pick up anything */
1050 if (op->move_type & MOVE_FLYING) 839 if (op->move_type & MOVE_FLYING)
1051 return 1; 840 return 1;
1052 841
1053 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)
1054 846
1055 /* 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
1056 * destroyed */ 848 * destroyed */
1057 while (next && !next->destroyed ()) 849 while (next && !next->destroyed ())
1058 { 850 {
1059 tmp = next; 851 tmp = next;
1060 next = tmp->below; 852 next = tmp->below;
1061 853
854 if (cnt <= 0)
855 {
856 op->failmsg ("Couldn't pickup all items at once.");
857 return 0;
858 }
859
1062 if (op->destroyed ()) 860 if (op->destroyed ())
1063 return 0; 861 return 0;
1064 862
1065 if (!can_pick (op, tmp)) 863 if (!can_pick (op, tmp))
1066 continue; 864 continue;
1067 865
1068 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 866 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1069 { 867 {
1070 if (item_matched_string (op, tmp, op->contr->search_str)) 868 if (item_matched_string (op, tmp, op->contr->search_str))
1071 pick_up (op, tmp); 869 CHK_PICK_PICKUP;
870
1072 continue; 871 continue;
1073 } 872 }
1074 873
1075 /* 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? */
1076 if (!(op->contr->mode & PU_NEWMODE)) 934 if (op->contr->mode & PU_FOOD)
935 if (tmp->type == FOOD)
1077 { 936 {
1078 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)
1079 { 1000 {
1080 case 0: 1001 CHK_PICK_PICKUP;
1081 return 1; /* don't pick up */ 1002 continue;
1082 case 1:
1083 pick_up (op, tmp);
1084 return 1;
1085 case 2:
1086 pick_up (op, tmp);
1087 return 0;
1088 case 3:
1089 return 0; /* stop before pickup */
1090 case 4:
1091 pick_up (op, tmp);
1092 break;
1093 case 5:
1094 pick_up (op, tmp);
1095 stop = 1;
1096 break;
1097 case 6:
1098 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1099 pick_up (op, tmp);
1100 break;
1101
1102 case 7:
1103 if (tmp->type == MONEY || tmp->type == GEM)
1104 pick_up (op, tmp);
1105 break;
1106
1107 default:
1108 /* use value density */
1109 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1110 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1111 pick_up (op, tmp);
1112 } 1003 }
1113 } 1004 }
1114 else 1005
1115 { /* old model */ 1006 /* rings & amulets - talismans seems to be typed AMULET */
1116 /* NEW pickup handling */
1117 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)
1118 { 1012 {
1119 /* some debugging code to figure out item information */ 1013 CHK_PICK_PICKUP;
1120 if (tmp->name != NULL)
1121 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1122 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1123 else
1124 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1125 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1126
1127 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1128 }
1129
1130 /* philosophy:
1131 * It's easy to grab an item type from a pile, as long as it's
1132 * generic. This takes no game-time. For more detailed pickups
1133 * and selections, select-items should be used. This is a
1134 * grab-as-you-run type mode that's really useful for arrows for
1135 * example.
1136 * The drawback: right now it has no frontend, so you need to
1137 * stick the bits you want into a calculator in hex mode and then
1138 * convert to decimal and then 'pickup <#>
1139 */
1140
1141 /* the first two modes are exclusive: if NOTHING we return, if
1142 * STOP then we stop. All the rest are applied sequentially,
1143 * meaning if any test passes, the item gets picked up. */
1144
1145 /* if mode is set to pick nothing up, return */
1146
1147 if (op->contr->mode & PU_NOTHING)
1148 return 1;
1149
1150 /* if mode is set to stop when encountering objects, return */
1151 /* take STOP before INHIBIT since it doesn't actually pick
1152 * anything up */
1153
1154 if (op->contr->mode & PU_STOP)
1155 return 0;
1156
1157 /* useful for going into stores and not losing your settings... */
1158 /* and for battles wher you don't want to get loaded down while
1159 * fighting */
1160 if (op->contr->mode & PU_INHIBIT)
1161 return 1;
1162
1163 /* prevent us from turning into auto-thieves :) */
1164 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1165 continue; 1014 continue;
1015 }
1166 1016
1167 /* ignore known cursed objects */ 1017 /* we don't forget dragon food */
1168 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;
1169 continue; 1022 continue;
1023 }
1170 1024
1171 /* all food and drink if desired */ 1025 /* bows and arrows. Bows are good for selling! */
1172 /* 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
1173 if (op->contr->mode & PU_FOOD) 1062 if (op->contr->mode & PU_BOOTS)
1174 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"))
1175 { 1096 {
1176 pick_up (op, tmp); 1097 CHK_PICK_PICKUP;
1177 continue; 1098 continue;
1178 } 1099 }
1100 }
1179 1101
1102 /* misc stuff that's useful */
1180 if (op->contr->mode & PU_DRINK) 1103 if (op->contr->mode & PU_KEY)
1181 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1104 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1182 { 1105 {
1183 pick_up (op, tmp); 1106 CHK_PICK_PICKUP;
1184 continue; 1107 continue;
1185 } 1108 }
1186 1109
1110 /* any of the last 4 bits set means we use the ratio for value
1111 * pickups */
1187 if (op->contr->mode & PU_POTION) 1112 if (op->contr->mode & PU_RATIO)
1188 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
1189 { 1117 */
1190 pick_up (op, tmp);
1191 continue;
1192 }
1193
1194 /* spellbooks, skillscrolls and normal books/scrolls */
1195 if (op->contr->mode & PU_SPELLBOOK)
1196 if (tmp->type == SPELLBOOK)
1197 {
1198 pick_up (op, tmp);
1199 continue;
1200 }
1201
1202 if (op->contr->mode & PU_SKILLSCROLL)
1203 if (tmp->type == SKILLSCROLL)
1204 {
1205 pick_up (op, tmp);
1206 continue;
1207 }
1208
1209 if (op->contr->mode & PU_READABLES)
1210 if (tmp->type == BOOK || tmp->type == SCROLL)
1211 {
1212 pick_up (op, tmp);
1213 continue;
1214 }
1215
1216 /* wands/staves/rods/horns */
1217 if (op->contr->mode & PU_MAGIC_DEVICE)
1218 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1219 {
1220 pick_up (op, tmp);
1221 continue;
1222 }
1223
1224 /* pick up all magical items */
1225 if (op->contr->mode & PU_MAGICAL) 1118 wvratio = op->contr->mode & PU_RATIO;
1226 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)
1227 {
1228 pick_up (op, tmp);
1229 continue;
1230 }
1231
1232 if (op->contr->mode & PU_VALUABLES)
1233 { 1120 {
1234 if (tmp->type == MONEY || tmp->type == GEM) 1121#if 0
1122 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1123 if (tmp->name != NULL)
1235 { 1124 {
1236 pick_up (op, tmp); 1125 fprintf (stderr, "%s", tmp->name);
1237 continue;
1238 } 1126 }
1239 }
1240
1241 /* rings & amulets - talismans seems to be typed AMULET */
1242 if (op->contr->mode & PU_JEWELS)
1243 if (tmp->type == RING || tmp->type == AMULET)
1244 {
1245 pick_up (op, tmp);
1246 continue;
1247 }
1248
1249 /* we don't forget dragon food */
1250 if (op->contr->mode & PU_FLESH)
1251 if (tmp->type == FLESH)
1252 {
1253 pick_up (op, tmp);
1254 continue;
1255 }
1256
1257 /* bows and arrows. Bows are good for selling! */
1258 if (op->contr->mode & PU_BOW)
1259 if (tmp->type == BOW)
1260 {
1261 pick_up (op, tmp);
1262 continue;
1263 }
1264
1265 if (op->contr->mode & PU_ARROW)
1266 if (tmp->type == ARROW)
1267 {
1268 pick_up (op, tmp);
1269 continue;
1270 }
1271
1272 /* all kinds of armor etc. */
1273 if (op->contr->mode & PU_ARMOUR)
1274 if (tmp->type == ARMOUR)
1275 {
1276 pick_up (op, tmp);
1277 continue;
1278 }
1279
1280 if (op->contr->mode & PU_HELMET)
1281 if (tmp->type == HELMET)
1282 {
1283 pick_up (op, tmp);
1284 continue;
1285 }
1286
1287 if (op->contr->mode & PU_SHIELD)
1288 if (tmp->type == SHIELD)
1289 {
1290 pick_up (op, tmp);
1291 continue;
1292 }
1293
1294 if (op->contr->mode & PU_BOOTS)
1295 if (tmp->type == BOOTS)
1296 {
1297 pick_up (op, tmp);
1298 continue;
1299 }
1300
1301 if (op->contr->mode & PU_GLOVES)
1302 if (tmp->type == GLOVES)
1303 {
1304 pick_up (op, tmp);
1305 continue;
1306 }
1307
1308 if (op->contr->mode & PU_CLOAK)
1309 if (tmp->type == CLOAK)
1310 {
1311 pick_up (op, tmp);
1312 continue;
1313 }
1314
1315 /* hoping to catch throwing daggers here */
1316 if (op->contr->mode & PU_MISSILEWEAPON)
1317 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1318 {
1319 pick_up (op, tmp);
1320 continue;
1321 }
1322
1323 /* careful: chairs and tables are weapons! */
1324 if (op->contr->mode & PU_ALLWEAPON)
1325 {
1326 if (tmp->type == WEAPON && tmp->name != NULL)
1327 {
1328 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1329 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1330 {
1331 pick_up (op, tmp);
1332 continue;
1333 }
1334 }
1335
1336 if (tmp->type == WEAPON && tmp->name == NULL)
1337 {
1338 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1339 {
1340 pick_up (op, tmp);
1341 continue;
1342 }
1343 }
1344 }
1345
1346 /* misc stuff that's useful */
1347 if (op->contr->mode & PU_KEY)
1348 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1349 {
1350 pick_up (op, tmp);
1351 continue;
1352 }
1353
1354 /* any of the last 4 bits set means we use the ratio for value
1355 * pickups */
1356 if (op->contr->mode & PU_RATIO)
1357 {
1358 /* use value density to decide what else to grab */
1359 /* >=7 was >= op->contr->mode */
1360 /* >=7 is the old standard setting. Now we take the last 4 bits
1361 * and multiply them by 5, giving 0..15*5== 5..75 */
1362 wvratio = (op->contr->mode & PU_RATIO) * 5;
1363 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1364 {
1365 pick_up (op, tmp);
1366#if 0
1367 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1368 if (tmp->name != NULL)
1369 {
1370 fprintf (stderr, "%s", tmp->name);
1371 }
1372 else 1127 else
1373 fprintf (stderr, "%s", tmp->arch->name); 1128 fprintf (stderr, "%s", tmp->arch->archname);
1374 fprintf (stderr, ",%d] = ", tmp->type); 1129 fprintf (stderr, ",%d] = ", tmp->type);
1375 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))));
1376#endif 1131#endif
1132 CHK_PICK_PICKUP;
1377 continue; 1133 continue;
1378 }
1379 } 1134 }
1380 } /* the new pickup model */ 1135 } /* the new pickup model */
1381 } 1136 }
1382 1137
1383 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;
1384} 1174}
1385 1175
1386/* 1176/*
1387 * Find an arrow in the inventory and after that 1177 * Find an arrow in the inventory and after that
1388 * in the right type container (quiver). Pointer to the 1178 * in the right type container (quiver). Pointer to the
1389 * found object is returned. 1179 * found object is returned.
1390 */ 1180 */
1391object * 1181static object *
1392find_arrow (object *op, const char *type) 1182find_arrow (object *op, const char *type)
1393{ 1183{
1394 object *tmp = NULL;
1395
1396 for (op = op->inv; op; op = op->below) 1184 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1397 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1398 tmp = find_arrow (op, type);
1399 else if (op->type == ARROW && op->race == type) 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);
1400 return op; 1193 return arrow;
1194 }
1195
1401 return tmp; 1196 return 0;
1402} 1197}
1403 1198
1404/* 1199/*
1405 * 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
1406 * 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
1407 * 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
1408 * 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.
1409 */ 1204 */
1410 1205static object *
1411object *
1412find_better_arrow (object *op, object *target, const char *type, int *better) 1206find_better_arrow (object *op, object *target, shstr_cmp type, int *better)
1413{ 1207{
1414 object *tmp = NULL, *arrow, *ntmp; 1208 object *tmp = NULL, *arrow, *ntmp;
1415 int attacknum, attacktype, betterby = 0, i; 1209 int attacknum, attacktype, betterby = 0, i;
1416 1210
1417 if (!type) 1211 if (!type)
1421 { 1215 {
1422 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))
1423 { 1217 {
1424 i = 0; 1218 i = 0;
1425 ntmp = find_better_arrow (arrow, target, type, &i); 1219 ntmp = find_better_arrow (arrow, target, type, &i);
1220
1426 if (i > betterby) 1221 if (i > betterby)
1427 { 1222 {
1428 tmp = ntmp; 1223 tmp = ntmp;
1429 betterby = i; 1224 betterby = i;
1430 } 1225 }
1431 } 1226 }
1432 else if (arrow->type == ARROW && arrow->race == type) 1227 else if (arrow->type == ARROW && arrow->race == type)
1433 { 1228 {
1434 /* allways prefer assasination/slaying */ 1229 /* allways prefer assasination/slaying */
1435 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race)) 1230 if (target->race && arrow->slaying.contains (target->race))
1436 { 1231 {
1437 if (arrow->attacktype & AT_DEATH) 1232 if (arrow->attacktype & AT_DEATH)
1438 { 1233 {
1439 *better = 100; 1234 *better = 100;
1440 return arrow; 1235 return arrow;
1448 else 1243 else
1449 { 1244 {
1450 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1245 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1451 { 1246 {
1452 attacktype = 1 << attacknum; 1247 attacktype = 1 << attacknum;
1453 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1248 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1454 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)
1455 { 1250 {
1456 tmp = arrow; 1251 tmp = arrow;
1457 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;
1458 } 1253 }
1459 } 1254 }
1255
1460 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1256 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1461 { 1257 {
1462 tmp = arrow; 1258 tmp = arrow;
1463 betterby = 2 + arrow->magic + arrow->stats.dam; 1259 betterby = 2 + arrow->magic + arrow->stats.dam;
1464 } 1260 }
1261
1465 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) 1262 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1466 { 1263 {
1467 tmp = arrow; 1264 tmp = arrow;
1468 betterby = 1 + arrow->magic + arrow->stats.dam; 1265 betterby = 1 + arrow->magic + arrow->stats.dam;
1469 } 1266 }
1470 } 1267 }
1471 } 1268 }
1472 } 1269 }
1270
1473 if (tmp == NULL && arrow == NULL) 1271 if (tmp == NULL && arrow == NULL)
1474 return find_arrow (op, type); 1272 return find_arrow (op, type);
1475 1273
1476 *better = betterby; 1274 *better = betterby;
1477 return tmp; 1275 return tmp;
1481 * find_better_arrow to find a decent arrow to use. 1279 * find_better_arrow to find a decent arrow to use.
1482 * op = the shooter 1280 * op = the shooter
1483 * type = bow->race 1281 * type = bow->race
1484 * dir = fire direction 1282 * dir = fire direction
1485 */ 1283 */
1486 1284static object *
1487object *
1488pick_arrow_target (object *op, const char *type, int dir) 1285pick_arrow_target (object *op, shstr_cmp type, int dir)
1489{ 1286{
1490 object *tmp = NULL; 1287 object *tmp = NULL;
1491 maptile *m; 1288 maptile *m;
1492 int i, mflags, found, number; 1289 int i, mflags, found, number;
1493 sint16 x, y; 1290 sint16 x, y;
1508 for (i = 0, found = 0; i < 20; i++) 1305 for (i = 0, found = 0; i < 20; i++)
1509 { 1306 {
1510 x += freearr_x[dir]; 1307 x += freearr_x[dir];
1511 y += freearr_y[dir]; 1308 y += freearr_y[dir];
1512 mflags = get_map_flags (m, &m, x, y, &x, &y); 1309 mflags = get_map_flags (m, &m, x, y, &x, &y);
1310
1513 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) 1311 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1514 { 1312 {
1515 tmp = NULL; 1313 tmp = 0;
1516 break; 1314 break;
1517 } 1315 }
1518 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)
1519 { 1317 {
1520 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1318 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1521 * perhaps a bad assumption. 1319 * perhaps a bad assumption.
1522 */ 1320 */
1523 tmp = NULL; 1321 tmp = 0;
1524 break; 1322 break;
1525 } 1323 }
1324
1526 if (mflags & P_IS_ALIVE) 1325 if (mflags & P_IS_ALIVE)
1527 {
1528 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)
1529 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 1327 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1530 {
1531 found++;
1532 break;
1533 }
1534 if (found)
1535 break; 1328 break;
1536 }
1537 } 1329 }
1538 if (tmp == NULL) 1330
1331 if (!tmp)
1539 return find_arrow (op, type); 1332 return find_arrow (op, type);
1540 1333
1541 if (tmp->head) 1334 if (tmp->head)
1542 tmp = tmp->head; 1335 tmp = tmp->head;
1543 1336
1556 */ 1349 */
1557int 1350int
1558fire_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)
1559{ 1352{
1560 object *left, *bow; 1353 object *left, *bow;
1561 int bowspeed, mflags; 1354 int mflags;
1562 maptile *m; 1355 maptile *m;
1563 1356
1564 if (!dir) 1357 if (!dir)
1565 { 1358 {
1566 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!");
1567 return 0; 1360 return 0;
1568 } 1361 }
1569 1362
1570 if (op->type == PLAYER) 1363 if (op->contr)
1571 bow = op->contr->ranges[range_bow]; 1364 bow = op->current_weapon;
1572 else 1365 else
1573 { 1366 {
1574 for (bow = op->inv; bow; bow = bow->below) 1367 for (bow = op->inv; bow; bow = bow->below)
1575 /* 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
1576 * 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.
1581 if (!bow) 1374 if (!bow)
1582 { 1375 {
1583 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1376 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1584 return 0; 1377 return 0;
1585 } 1378 }
1379
1380 // optimisation: move object to top so we will find it quickly again
1381 splay (bow);
1586 } 1382 }
1587 1383
1588 if (!bow->race || !bow->skill) 1384 if (!bow->race || !bow->skill)
1589 { 1385 {
1590 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);
1591 return 0; 1387 return 0;
1592 } 1388 }
1593
1594 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1595
1596 /* penalize ROF for bestarrow */
1597 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1598 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1599
1600 if (bowspeed < 1)
1601 bowspeed = 1;
1602 1389
1603 if (arrow == NULL) 1390 if (arrow == NULL)
1604 { 1391 {
1605 if ((arrow = find_arrow (op, bow->race)) == NULL) 1392 if ((arrow = find_arrow (op, bow->race)) == NULL)
1606 { 1393 {
1607 if (op->type == PLAYER) 1394 if (op->type == PLAYER)
1608 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);
1609 /* 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 */
1610 else 1397 else
1611 CLEAR_FLAG (op, FLAG_READY_BOW); 1398 CLEAR_FLAG (op, FLAG_READY_BOW);
1399
1612 return 0; 1400 return 0;
1613 } 1401 }
1614 } 1402 }
1615 1403
1616 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1404 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1624 } 1412 }
1625 1413
1626 /* this should not happen, but sometimes does */ 1414 /* this should not happen, but sometimes does */
1627 if (arrow->nrof == 0) 1415 if (arrow->nrof == 0)
1628 { 1416 {
1417 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1629 arrow->destroy (); 1418 arrow->destroy ();
1630 return 0; 1419 return 0;
1631 } 1420 }
1632 1421
1633 left = arrow; /* these are arrows left to the player */ 1422 left = arrow; /* these are arrows left to the player */
1634 arrow = get_split_ob (arrow, 1); 1423 arrow = arrow->split ();
1635 if (!arrow) 1424 if (!arrow)
1636 { 1425 {
1637 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);
1638 return 0; 1427 return 0;
1639 } 1428 }
1640 1429
1641 arrow->set_owner (op); 1430 arrow->set_owner (op);
1642 arrow->skill = bow->skill; 1431 arrow->skill = bow->skill;
1643 arrow->direction = dir; 1432 arrow->direction = dir;
1644 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
1645 if (op->type == PLAYER) 1465 if (op->type == PLAYER)
1646 { 1466 {
1647 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1648 op->update_stats ();
1649 }
1650
1651 SET_ANIMATION (arrow, arrow->direction);
1652 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1653 arrow->stats.hp = arrow->stats.dam;
1654 arrow->stats.grace = arrow->attacktype;
1655 if (arrow->slaying != NULL)
1656 arrow->spellarg = strdup (arrow->slaying);
1657
1658 /* Note that this was different for monsters - they got their level
1659 * added to the damage. I think the strength bonus is more proper.
1660 */
1661
1662 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1663
1664 /* update the speed */
1665 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1666 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1667
1668 arrow->set_speed (max (arrow->speed, 1.0));
1669 arrow->speed_left = 0;
1670
1671 if (op->type == PLAYER)
1672 {
1673 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1674 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1675 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1676
1677 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; 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;
1678 } 1474 }
1679 else 1475 else
1680 { 1476 {
1681 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1682 arrow->level = op->level; 1477 arrow->level = op->level;
1683 } 1478 arrow->stats.wc -= bow->magic;
1684 1479
1685 if (arrow->attacktype == AT_PHYSICAL) 1480 if (!arrow->slaying)
1481 arrow->slaying = bow->slaying;
1482
1686 arrow->attacktype |= bow->attacktype; 1483 arrow->attacktype |= bow->attacktype;
1484 }
1687 1485
1688 if (bow->slaying) 1486 wc -= arrow->level;
1689 arrow->slaying = bow->slaying; 1487 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1690 1488
1489 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1691 arrow->move_type = MOVE_FLY_LOW; 1490 arrow->move_type = MOVE_FLY_LOW;
1692 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1491 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1693 1492
1694 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1493 op->play_sound (sound_find ("fire_arrow"));
1695 m->insert (arrow, sx, sy, op); 1494 m->insert (arrow, sx, sy, op);
1696 1495
1697 if (!arrow->destroyed ()) 1496 if (!arrow->destroyed ())
1698 move_arrow (arrow); 1497 move_arrow (arrow);
1699
1700 if (op->type == PLAYER)
1701 {
1702 if (left->destroyed ())
1703 esrv_del_item (op->contr, left->count);
1704 else
1705 esrv_send_item (op, left);
1706 }
1707 1498
1708 return 1; 1499 return 1;
1709} 1500}
1710 1501
1711/* Special fire code for players - this takes into 1502/* Special fire code for players - this takes into
1713 * but monsters can't. Putting that code here 1504 * but monsters can't. Putting that code here
1714 * makes the fire_bow code much cleaner. 1505 * makes the fire_bow code much cleaner.
1715 * this function should only be called if 'op' is a player, 1506 * this function should only be called if 'op' is a player,
1716 * hence the function name. 1507 * hence the function name.
1717 */ 1508 */
1718int 1509static int
1719player_fire_bow (object *op, int dir) 1510player_fire_bow (object *op, int dir)
1720{ 1511{
1721 int ret = 0, wcmod = 0; 1512 int ret;
1722 1513
1723 if (op->contr->bowtype == bow_bestarrow) 1514 if (op->contr->bowtype == bow_bestarrow)
1724 { 1515 {
1725 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);
1726 } 1517 }
1727 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)
1728 { 1519 {
1729 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1520 int wcmod = similar_direction (dir, op->contr->bowtype - bow_n + 1) ? 0 : -1;
1730 wcmod = -1;
1731
1732 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1521 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1733 } 1522 }
1734 else if (op->contr->bowtype == bow_threewide) 1523 else if (op->contr->bowtype == bow_threewide)
1735 { 1524 {
1736 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);
1737 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)]);
1738 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)]);
1739 } 1528 }
1740 else if (op->contr->bowtype == bow_spreadshot) 1529 else if (op->contr->bowtype == bow_spreadshot)
1741 { 1530 {
1742 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);
1743 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);
1744 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);
1745
1746 } 1534 }
1747 else 1535 else
1748 { 1536 {
1749 /* Simple case */ 1537 /* Simple case */
1750 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);
1751 } 1539 }
1540
1752 return ret; 1541 return ret;
1753} 1542}
1754
1755 1543
1756/* Fires a misc (wand/rod/horn) object in 'dir'. 1544/* Fires a misc (wand/rod/horn) object in 'dir'.
1757 * Broken apart from 'fire' to keep it more readable. 1545 * Broken apart from 'fire' to keep it more readable.
1758 */ 1546 */
1759void 1547static void
1760fire_misc_object (object *op, int dir) 1548fire_misc_object (object *op, int dir)
1761{ 1549{
1762 object *item; 1550 object *item = op->contr->ranged_ob;
1763 1551
1764 if (!op->contr->ranges[range_misc]) 1552 if (!item)
1765 { 1553 {
1766 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.");
1767 return; 1555 return;
1768 } 1556 }
1769 1557
1770 item = op->contr->ranges[range_misc];
1771 if (!item->inv) 1558 if (!item->inv)
1772 { 1559 {
1773 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1560 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1774 return; 1561 return;
1775 } 1562 }
1563
1564 if (!op->apply (item))
1565 return;
1566
1776 if (item->type == WAND) 1567 if (item->type == WAND)
1777 { 1568 {
1778 if (item->stats.food <= 0) 1569 if (item->stats.food <= 0)
1779 { 1570 {
1780 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1571 op->contr->play_sound (sound_find ("wand_poof"));
1781 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); 1572 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1573
1782 return; 1574 return;
1783 } 1575 }
1784 } 1576 }
1785 else if (item->type == ROD || item->type == HORN) 1577 else if (item->type == ROD || item->type == HORN)
1786 { 1578 {
1787 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))
1788 { 1584 {
1789 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1585 op->contr->play_sound (sound_find ("wand_poof"));
1586
1790 if (item->type == ROD) 1587 if (item->type == ROD)
1791 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); 1588 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1792 else 1589 else
1793 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
1794 return; 1592 return;
1795 } 1593 }
1796 } 1594 }
1797 1595
1798 if (cast_spell (op, item, dir, item->inv, NULL)) 1596 if (cast_spell (op, item, dir, item->inv, NULL))
1799 { 1597 {
1800 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
1801 if (item->type == WAND) 1600 if (item->type == WAND)
1802 { 1601 {
1803 if (!(--item->stats.food)) 1602 if (!(--item->stats.food))
1804 { 1603 {
1805 object *tmp; 1604 object *tmp;
1806 1605
1807 if (item->arch) 1606 if (item->arch)
1808 { 1607 {
1809 CLEAR_FLAG (item, FLAG_ANIMATE); 1608 CLEAR_FLAG (item, FLAG_ANIMATE);
1810 item->face = item->arch->clone.face; 1609 item->face = item->arch->face;
1811 item->set_speed (0); 1610 item->set_speed (0);
1812 } 1611 }
1813 1612
1814 if ((tmp = item->in_player ())) 1613 if (object *pl = item->visible_to ())
1815 esrv_update_item (UPD_ANIM, tmp, item); 1614 esrv_update_item (UPD_ANIM, pl, item);
1816 } 1615 }
1817 } 1616 }
1818 else if (item->type == ROD || item->type == HORN) 1617 else if (item->type == ROD || item->type == HORN)
1819 drain_rod_charge (item); 1618 drain_rod_charge (item);
1820 } 1619 }
1821} 1620}
1822 1621
1823/* Received a fire command for the player - go and do it. 1622/* Received a fire command for the player - go and do it.
1824 */ 1623 */
1825void 1624bool
1826fire (object *op, int dir) 1625fire (object *who, int dir)
1827{ 1626{
1828 int spellcost = 0; 1627 int spellcost = 0;
1829 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
1830 /* check for loss of invisiblity/hide */ 1650 /* check for loss of invisiblity/hide */
1831 if (action_makes_visible (op)) 1651 if (action_makes_visible (who))
1832 make_visible (op); 1652 make_visible (who);
1833 1653
1834 switch (op->contr->shoottype) 1654 switch (ob->type)
1835 { 1655 {
1836 case range_none: 1656 case BOW:
1837 return;
1838
1839 case range_bow:
1840 player_fire_bow (op, dir); 1657 player_fire_bow (who, dir);
1841 return; 1658 break;
1842 1659
1843 case range_magic: /* Casting spells */ 1660 case SPELL:
1844 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);
1845 return; 1662 break;
1846 1663
1847 case range_misc: 1664 case BUILDER:
1848 fire_misc_object (op, dir);
1849 return;
1850
1851 case range_golem: /* Control summoned monsters from scrolls */
1852 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
1853 {
1854 op->contr->ranges[range_golem] = 0;
1855 op->contr->shoottype = range_none;
1856 }
1857 else
1858 control_golem (op->contr->ranges[range_golem], dir);
1859 return;
1860
1861 case range_skill:
1862 if (!op->chosen_skill)
1863 {
1864 if (op->type == PLAYER)
1865 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
1866 return;
1867 }
1868
1869 do_skill (op, op, op->chosen_skill, dir, NULL);
1870 return;
1871 case range_builder:
1872 apply_map_builder (op, dir); 1665 apply_map_builder (who, dir);
1873 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
1874 default: 1676 default:
1875 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type."); 1677 fire_misc_object (who, dir);
1876 return; 1678 break;
1877 } 1679 }
1878}
1879 1680
1681 return true;
1682}
1880 1683
1881 1684static object *
1882/* find_key
1883 * We try to find a key for the door as passed. If we find a key
1884 * and successfully use it, we return the key, otherwise NULL
1885 * This function merges both normal and locked door, since the logic
1886 * for both is the same - just the specific key is different.
1887 * pl is the player,
1888 * inv is the objects inventory to searched
1889 * door is the door we are trying to match against.
1890 * This function can be called recursively to search containers.
1891 */
1892
1893object *
1894find_key (object *pl, object *container, object *door) 1685find_key_ (object *pl, object *container, object *door)
1895{ 1686{
1896 object *tmp, *key; 1687 object *tmp, *key;
1897 1688
1898 /* Should not happen, but sanity checking is never bad */ 1689 /* Should not happen, but sanity checking is never bad */
1899 if (container->inv == NULL) 1690 if (!container->inv)
1900 return NULL; 1691 return 0;
1901 1692
1902 /* 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 */
1903 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1694 for (tmp = container->inv; tmp; tmp = tmp->below)
1904 { 1695 {
1905 if (door->type == DOOR && tmp->type == KEY) 1696 if (door->type == DOOR && tmp->type == KEY)
1906 break; 1697 break;
1698
1907 /* For sanity, we should really check door type, but other stuff 1699 /* For sanity, we should really check door type, but other stuff
1908 * (like containers) can be locked with special keys 1700 * (like containers) can be locked with special keys
1909 */ 1701 */
1910 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1702 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1911 break; 1703 break;
1912 } 1704 }
1705
1913 /* No key found - lets search inventories now */ 1706 /* No key found - lets search inventories now */
1914 /* 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.
1915 * 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
1916 * a key, return 1709 * a key, return
1917 */ 1710 */
1918 if (!tmp) 1711 if (!tmp)
1919 { 1712 {
1920 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1713 for (tmp = container->inv; tmp; tmp = tmp->below)
1921 {
1922 /* No reason to search empty containers */ 1714 /* No reason to search empty containers */
1923 if (tmp->type == CONTAINER && tmp->inv) 1715 if (tmp->type == CONTAINER && tmp->inv)
1924 {
1925 if ((key = find_key (pl, tmp, door)) != NULL) 1716 if ((key = find_key_ (pl, tmp, door)))
1926 return key; 1717 return key;
1927 } 1718
1928 }
1929 if (!tmp) 1719 if (!tmp)
1930 return NULL; 1720 return 0;
1931 } 1721 }
1722
1932 /* 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,
1933 * see if we actually want to use it 1724 * see if we actually want to use it
1934 */ 1725 */
1935 if (pl != container) 1726 if (pl != container)
1936 { 1727 {
1937 /* Only let players use keys in containers */ 1728 /* Only let players use keys in containers */
1938 if (!pl->contr) 1729 if (!pl->contr)
1939 return NULL; 1730 return 0;
1731
1940 /* cases where this fails: 1732 /* cases where this fails:
1941 * If we only search the player inventory, return now since we 1733 * If we only search the player inventory, return now since we
1942 * are not in the players inventory. 1734 * are not in the players inventory.
1943 * If the container is not active, return now since only active 1735 * If the container is not active, return now since only active
1944 * containers can be used. 1736 * containers can be used.
1948 * inv must have been an container and must have been active. 1740 * inv must have been an container and must have been active.
1949 * 1741 *
1950 * Change the color so that the message doesn't disappear with 1742 * Change the color so that the message doesn't disappear with
1951 * all the others. 1743 * all the others.
1952 */ 1744 */
1953 if (pl->contr->usekeys == key_inventory || 1745 if (pl->contr->usekeys == key_inventory
1954 !QUERY_FLAG (container, FLAG_APPLIED) || 1746 || !QUERY_FLAG (container, FLAG_APPLIED)
1955 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys")))) 1747 || (pl->contr->usekeys == keyrings && container->race != shstr_keys))
1956 { 1748 {
1957 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1749 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1958 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); 1750 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1959 return NULL; 1751 return NULL;
1960 } 1752 }
1961 } 1753 }
1754
1962 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);
1963} 1781}
1964 1782
1965/* moved door processing out of move_player_attack. 1783/* moved door processing out of move_player_attack.
1966 * returns 1 if player has opened the door with a key 1784 * returns 1 if player has opened the door with a key
1967 * such that the caller should not do anything more, 1785 * such that the caller should not do anything more,
1968 * 0 otherwise 1786 * 0 otherwise
1969 */ 1787 */
1970static int 1788static int
1971player_attack_door (object *op, object *door) 1789player_attack_door (object *op, object *door)
1972{ 1790{
1973 /* 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,
1974 * 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 -
1975 * otherwise, we fall through to the rest of the code. 1793 * otherwise, we fall through to the rest of the code.
1976 */ 1794 */
1977 object *key = find_key (op, op, door); 1795 object *key = find_key (op, op, door);
1978 1796
1979 /* IF we found a key, do some extra work */ 1797 /* If we found a key, do some extra work */
1980 if (key) 1798 if (key)
1981 { 1799 {
1982 object *container = key->env; 1800 object *container = key->env;
1983 1801
1984 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1985 if (action_makes_visible (op)) 1802 if (action_makes_visible (op))
1986 make_visible (op); 1803 make_visible (op);
1804
1987 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1805 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1988 spring_trap (door->inv, op); 1806 spring_trap (door->inv, op);
1807
1989 if (door->type == DOOR) 1808 if (door->type == DOOR)
1990 {
1991 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 */
1992 }
1993 else if (door->type == LOCKED_DOOR) 1810 else if (door->type == LOCKED_DOOR)
1994 { 1811 {
1995 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);
1996 remove_door2 (door); /* remove door without violence ;-) */ 1813 remove_door2 (door); /* remove door without violence ;-) */
1997 } 1814 }
1815
1998 /* Do this after we print the message */ 1816 /* Do this after we print the message */
1999 decrease_ob (key); /* Use up one of the keys */ 1817 key->decrease (); /* Use up one of the keys */
2000 /* Need to update the weight the container the key was in */ 1818
2001 if (container != op)
2002 esrv_update_item (UPD_WEIGHT, op, container);
2003 return 1; /* Nothing more to do below */ 1819 return 1; /* Nothing more to do below */
2004 } 1820 }
2005 else if (door->type == LOCKED_DOOR) 1821 else if (door->type == LOCKED_DOOR)
2006 { 1822 {
2007 /* Might as well return now - no other way to open this */ 1823 /* Might as well return now - no other way to open this */
2008 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...");
2009 return 1; 1825 return 1;
2010 } 1826 }
1827
2011 return 0; 1828 return 0;
2012} 1829}
2013 1830
2014/* This function is just part of a breakup from move_player. 1831/* This function is just part of a breakup from move_player.
2015 * It should keep the code cleaner. 1832 * It should keep the code cleaner.
2016 * When this is called, the players direction has been updated 1833 * When this is called, the players direction has been updated
2017 * (taking into account confusion.) The player is also actually 1834 * (taking into account confusion.) The player is also actually
2018 * going to try and move (not fire weapons). 1835 * going to try and move (not fire weapons).
2019 */ 1836 */
2020void 1837bool
2021move_player_attack (object *op, int dir) 1838move_player_attack (object *op, int dir)
2022{ 1839{
2023 object *tmp, *mon; 1840 if (!op->contr->braced && op->speed_left > 0.f && op->move (dir))
2024 sint16 nx, ny; 1841 {
2025 int on_battleground; 1842 --op->speed_left;
2026 maptile *m; 1843 return true;
1844 }
2027 1845
2028 nx = freearr_x[dir] + op->x; 1846 sint16 nx = freearr_x[dir] + op->x;
2029 ny = freearr_y[dir] + op->y; 1847 sint16 ny = freearr_y[dir] + op->y;
2030 1848
2031 on_battleground = op_on_battleground (op, 0, 0); 1849 if (out_of_map (op->map, nx, ny))
1850 return false;
2032 1851
2033 /* 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
2034 * 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
2035 * 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
2036 * player. This is a pretty nasty hack, because if we could 1855 * player. This is a pretty nasty hack, because if we could
2037 * move to some space, it then means that if we are braced, we should 1856 * move to some space, it then means that if we are braced, we should
2038 * do nothing at all. As it is, if we are braced, we go through 1857 * do nothing at all. As it is, if we are braced, we go through
2039 * quite a bit of processing. However, it probably is less than what 1858 * quite a bit of processing. However, it probably is less than what
2040 * move_ob uses. 1859 * move_ob uses.
2041 */ 1860 */
2042 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;
2043 { 1876 }
2044 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;
2045 { 1889 }
2046 m = op->map->xy_find (nx, ny); 1890
2047 if (!m) 1891 /* The following deals with possibly attacking peaceful
2048 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;
2049 } 1924 }
2050 else 1925 else
2051 m = op->map;
2052
2053 if (!(tmp = m->at (nx, ny).bot))
2054 return; 1926 return false;
1927 }
2055 1928
2056 mon = 0; 1929 bool on_battleground = op_on_battleground (op, 0, 0);
2057 /* Go through all the objects, and find ones of interest. Only stop if
2058 * we find a monster - that is something we know we want to attack.
2059 * if its a door or barrel (can roll) see if there may be monsters
2060 * on the space
2061 */
2062 while (tmp)
2063 {
2064 if (tmp == op)
2065 {
2066 tmp = tmp->above;
2067 continue;
2068 }
2069 1930
2070 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2071 {
2072 mon = tmp;
2073 break;
2074 }
2075
2076 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2077 mon = tmp;
2078
2079 tmp = tmp->above;
2080 }
2081
2082 if (!mon) /* This happens anytime the player tries to move */
2083 return; /* into a wall */
2084
2085 if (mon->head)
2086 mon = mon->head;
2087
2088 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2089 if (player_attack_door (op, mon))
2090 return;
2091
2092 /* The following deals with possibly attacking peaceful
2093 * or frienddly creatures. Basically, all players are considered
2094 * unaggressive. If the moving player has peaceful set, then the
2095 * object should be pushed instead of attacked. It is assumed that
2096 * if you are braced, you will not attack friends accidently,
2097 * and thus will not push them.
2098 */
2099
2100 /* If the creature is a pet, push it even if the player is not
2101 * peaceful. Our assumption is the creature is a pet if the
2102 * player owns it and it is either friendly or unagressive.
2103 */
2104 if ((op->type == PLAYER)
2105#if COZY_SERVER
2106 &&
2107 ((mon->owner && mon->owner->contr
2108 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op)
2109#else
2110 && mon->owner == op
2111#endif
2112 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2113 {
2114 /* If we're braced, we don't want to switch places with it */
2115 if (op->contr->braced)
2116 return;
2117
2118 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2119 (void) push_ob (mon, dir, op);
2120 if (op->contr->tmp_invis || op->hide)
2121 make_visible (op);
2122
2123 return;
2124 }
2125
2126 /* in certain circumstances, you shouldn't attack friendly 1931 /* in certain circumstances, you shouldn't attack friendly
2127 * creatures. Note that if you are braced, you can't push 1932 * creatures. Note that if you are braced, you can't push
2128 * 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
2129 * attack them either. 1934 * attack them either.
2130 */ 1935 */
2131 if ((mon->type == PLAYER || mon->enemy != op) && 1936 if ((mon->type == PLAYER || mon->enemy != op)
2132 (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))
2133#ifdef PROHIBIT_PLAYERKILL
2134 (op->contr->peaceful 1938 && ((op->contr->peaceful
2135 || (mon->type == PLAYER 1939 || (mon->type == PLAYER && mon->contr->peaceful))
2136 && mon->contr->
2137 peaceful)) &&
2138#else
2139 op->contr->peaceful &&
2140#endif
2141 !on_battleground)) 1940 && !on_battleground))
1941 {
1942 if (op->speed_left > 0.f)
2142 { 1943 {
1944 --op->speed_left;
1945
2143 if (!op->contr->braced) 1946 if (!op->contr->braced)
2144 { 1947 {
2145 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 1948 op->play_sound (sound_find ("push_player"));
2146 push_ob (mon, dir, op); 1949 push_ob (mon, dir, op);
2147 } 1950 }
2148 else 1951 else
2149 new_draw_info (0, 0, op, "You withhold your attack"); 1952 op->statusmsg ("You withhold your attack");
2150 1953
2151 if (op->contr->tmp_invis || op->hide) 1954 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
2152 make_visible (op); 1955 make_visible (op);
2153 }
2154 1956
1957 return true;
1958 }
1959 }
2155 /* If the object is a boulder or other rollable object, then 1960 /* If the object is a boulder or other rollable object, then
2156 * roll it if not braced. You can't roll it if you are braced. 1961 * roll it if not braced. You can't roll it if you are braced.
2157 */ 1962 */
2158 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)
2159 { 1966 {
1967 --op->speed_left;
1968
2160 recursive_roll (mon, dir, op); 1969 recursive_roll (mon, dir, op);
2161 if (action_makes_visible (op)) 1970 if (action_makes_visible (op))
2162 make_visible (op); 1971 make_visible (op);
2163 }
2164 1972
1973 return true;
1974 }
1975 }
2165 /* Any generic living creature. Including things like doors. 1976 /* Any generic living creature. Including things like doors.
2166 * 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
2167 * and be living. Then, it must be one of the following: 1978 * and be living. Then, it must be one of the following:
2168 * 1) Not a player, 2) A player, but of a different party. Note 1979 * 1) Not a player, 2) A player, but of a different party. Note
2169 * that party_number -1 is no party, so attacks can still happen. 1980 * that party_number -1 is no party, so attacks can still happen.
2170 */ 1981 */
2171 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 1982 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2172 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 1983 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2173 { 1984 {
2174 1985 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2175 /* If the player hasn't hit something this tick, and does
2176 * so, give them speed boost based on weapon speed. Doing
2177 * it here is better than process_players2, which basically
2178 * incurred a 1 tick offset.
2179 */
2180 if (!op->contr->has_hit)
2181 { 1986 {
2182 op->speed_left += op->speed / op->contr->weapon_sp; 1987 --op->contr->weapon_sp_left;
2183
2184 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2185 }
2186 1988
2187 skill_attack (mon, op, 0, 0, 0); 1989 skill_attack (mon, op, 0, 0, 0);
2188
2189 /* If attacking another player, that player gets automatic
2190 * hitback, and doesn't loose luck either.
2191 * Disable hitback on the battleground or if the target is
2192 * the wiz.
2193 */
2194 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2195 {
2196 short luck = mon->stats.luck;
2197
2198 mon->contr->has_hit = 1;
2199 skill_attack (op, mon, 0, 0, 0);
2200 mon->stats.luck = luck;
2201 }
2202 1990
2203 if (action_makes_visible (op)) 1991 if (action_makes_visible (op))
2204 make_visible (op); 1992 make_visible (op);
2205 }
2206 } /* if player should attack something */
2207}
2208 1993
2209int 1994 return true;
1995 }
1996 }
1997
1998 return false;
1999}
2000
2001bool
2210move_player (object *op, int dir) 2002move_player (object *op, int dir)
2211{ 2003{
2212 int pick;
2213
2214 if (!op->map || op->map->in_memory != MAP_IN_MEMORY) 2004 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2215 return 0; 2005 return 0;
2216 2006
2217 /* Sanity check: make sure dir is valid */ 2007 /* Sanity check: make sure dir is valid */
2218 if ((dir < 0) || (dir >= 9)) 2008 if (dir < 0 || dir >= 9)
2219 { 2009 {
2220 LOG (llevError, "move_player: invalid direction %d\n", dir); 2010 LOG (llevError, "move_player: invalid direction %d\n", dir);
2221 return 0; 2011 return 0;
2222 } 2012 }
2223 2013
2224 /* peterm: added following line */ 2014 /* peterm: added following line */
2225 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2015 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2226 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2016 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2227 2017
2228 op->facing = dir; 2018 op->facing = dir;
2229 2019
2230 if (op->hide) 2020 if (op->flag [FLAG_HIDDEN])
2231 do_hidden_move (op); 2021 do_hidden_move (op);
2232 2022
2023 bool retval;
2024 int pick = 0;
2025
2233 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2026 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2234 /*nop */ ; 2027 retval = RESULT_INT (0);
2235 else if (op->contr->fire_on) 2028 else if (op->contr->fire_on)
2236 fire (op, dir); 2029 retval = fire (op, dir);
2237 else 2030 else
2238 { 2031 {
2239 move_player_attack (op, dir); 2032 retval = move_player_attack (op, dir);
2240 pick = check_pick (op); 2033 pick = check_pick (op);
2241 } 2034 }
2242 2035
2243 /* 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
2244 * server can handle repeat firing. 2037 * server can handle repeat firing.
2251 /* Update how the player looks. Use the facing, so direction may 2044 /* Update how the player looks. Use the facing, so direction may
2252 * get reset to zero. This allows for full animation capabilities 2045 * get reset to zero. This allows for full animation capabilities
2253 * for players. 2046 * for players.
2254 */ 2047 */
2255 animate_object (op, op->facing); 2048 animate_object (op, op->facing);
2256 return 0; 2049
2050 return retval;
2257} 2051}
2258 2052
2259/* 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
2260 * new client/server stuff. 2054 * new client/server stuff.
2261 * 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
2262 * the new speed values for commands. 2056 * the new speed values for commands.
2263 * 2057 *
2264 * 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.
2265 */ 2061 */
2266int 2062bool
2267handle_newcs_player (object *op) 2063handle_newcs_player (object *op)
2268{ 2064{
2269 if (op->contr->hidden)
2270 {
2271 op->invisible = 1000;
2272 /* the socket code flashes the player visible/invisible
2273 * depending on the value of invisible, so we need to
2274 * alternate it here for it to work correctly.
2275 */
2276 if (pticks & 2)
2277 op->invisible--;
2278 }
2279 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2280 {
2281 op->invisible--;
2282 if (!op->invisible)
2283 {
2284 make_visible (op);
2285 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2286 }
2287 }
2288
2289 if (QUERY_FLAG (op, FLAG_SCARED)) 2065 if (QUERY_FLAG (op, FLAG_SCARED))
2290 { 2066 {
2291 flee_player (op); 2067 if (op->speed_left > 0.f)
2292 /* If player is still scared, that is his action for this tick */
2293 if (QUERY_FLAG (op, FLAG_SCARED))
2294 { 2068 {
2295 op->speed_left--; 2069 --op->speed_left;
2070 flee_player (op);
2071
2296 return 0; 2072 return true;
2297 } 2073 }
2074 else
2075 return false;
2298 } 2076 }
2299
2300 /* I've been seeing crashes where the golem has been destroyed, but
2301 * the player object still points to the defunct golem. The code that
2302 * destroys the golem looks correct, and it doesn't always happen, so
2303 * put this in a a workaround to clean up the golem pointer.
2304 */
2305 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2306 op->contr->ranges[range_golem] = 0;
2307 2077
2308 /* 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
2309 * the players time has been increased when doericserver has been 2079 * the players time has been increased when doericserver has been
2310 * called, so we recheck it here. 2080 * called, so we recheck it here.
2311 */ 2081 */
2312 if (op->contr->ns->handle_command ()) 2082 if (op->contr->ns->handle_command ())
2313 return 1; 2083 return true;
2314 2084
2315 if (op->speed_left > 0)
2316 {
2317 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2085 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2318 {
2319 /* All move commands take 1 tick, at least for now */
2320 op->speed_left--;
2321
2322 /* Instead of all the stuff below, let move_player take care
2323 * of it. Also, some of the skill stuff is only put in
2324 * there, as well as the confusion stuff.
2325 */
2326 move_player (op, op->direction); 2086 return move_player (op, op->direction);
2327 2087
2328 return op->speed_left > 0;
2329 }
2330 }
2331
2332 return 0; 2088 return false;
2333} 2089}
2334 2090
2335int 2091static int
2336save_life (object *op) 2092save_life (object *op)
2337{ 2093{
2338 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2094 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2339 return 0; 2095 return 0;
2340 2096
2341 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2097 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2342 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2098 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2343 { 2099 {
2344 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2100 op->play_sound (sound_find ("ob_evaporate"));
2345 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); 2101 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2346
2347 if (op->contr)
2348 esrv_del_item (op->contr, tmp->count);
2349 2102
2350 tmp->destroy (); 2103 tmp->destroy ();
2351 CLEAR_FLAG (op, FLAG_LIFESAVE); 2104 CLEAR_FLAG (op, FLAG_LIFESAVE);
2352 2105
2353 if (op->stats.hp < 0) 2106 if (op->stats.hp < 0)
2354 op->stats.hp = op->stats.maxhp; 2107 op->stats.hp = op->stats.maxhp;
2355 2108
2356 if (op->stats.food < 0) 2109 if (op->stats.food < 0)
2357 op->stats.food = 999; 2110 op->stats.food = MAX_FOOD;
2358 2111
2359 op->update_stats (); 2112 op->update_stats ();
2360 return 1; 2113 return 1;
2361 } 2114 }
2362 2115
2366 return 0; 2119 return 0;
2367} 2120}
2368 2121
2369/* 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
2370 * 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
2371 * 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
2372 * from. 2125 * from.
2373 */ 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
2374void 2143void
2375remove_unpaid_objects (object *op, object *env) 2144object::drop_unpaid_items ()
2376{ 2145{
2377 object *next; 2146 if (!flag [FLAG_REMOVED])
2378 2147 ::drop_unpaid_items (inv, this);
2379 while (op)
2380 {
2381 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2382
2383 if (QUERY_FLAG (op, FLAG_UNPAID))
2384 {
2385 if (env->type == PLAYER)
2386 esrv_del_item (env->contr, op->count);
2387
2388 op->insert_at (env);
2389 }
2390 else if (op->inv)
2391 remove_unpaid_objects (op->inv, env);
2392
2393 op = next;
2394 }
2395}
2396
2397/*
2398 * Returns pointer a static string containing gravestone text
2399 * Moved from apply.c to player.c - player.c is what
2400 * actually uses this function. player.c may not be quite the
2401 * best, a misc file for object actions is probably better,
2402 * but there isn't one in the server directory.
2403 */
2404char *
2405gravestone_text (object *op)
2406{
2407 static char buf2[MAX_BUF];
2408 char buf[MAX_BUF];
2409 time_t now = time (NULL);
2410
2411 strcpy (buf2, " R.I.P.\n\n");
2412 if (op->type == PLAYER)
2413 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2414 else
2415 sprintf (buf, "%s\n", &op->name);
2416
2417 strncat (buf2, " ", 20 - strlen (buf) / 2);
2418 strcat (buf2, buf);
2419 if (op->type == PLAYER)
2420 sprintf (buf, "who was in level %d when killed\n", op->level);
2421 else
2422 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2423
2424 strncat (buf2, " ", 20 - strlen (buf) / 2);
2425 strcat (buf2, buf);
2426 if (op->type == PLAYER)
2427 {
2428 sprintf (buf, "by %s.\n\n", op->contr->killer);
2429 strncat (buf2, " ", 21 - strlen (buf) / 2);
2430 strcat (buf2, buf);
2431 }
2432
2433 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2434 strncat (buf2, " ", 20 - strlen (buf) / 2);
2435 strcat (buf2, buf);
2436
2437 return buf2;
2438} 2148}
2439 2149
2440void 2150void
2441do_some_living (object *op) 2151do_some_living (object *op)
2442{ 2152{
2449 int rate_grace = 2000; 2159 int rate_grace = 2000;
2450 const int max_hp = 1; 2160 const int max_hp = 1;
2451 const int max_sp = 1; 2161 const int max_sp = 1;
2452 const int max_grace = 1; 2162 const int max_grace = 1;
2453 2163
2454 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--;
2455 { 2173 }
2456 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2174 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2457 if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks) 2175 {
2458 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 }
2459 } 2181 }
2460 2182
2461 if (op->contr->ns->state == ST_PLAYING) 2183 if (op->contr->ns->state == ST_PLAYING)
2462 { 2184 {
2463 /* these next three if clauses make it possible to SLOW DOWN 2185 /* these next three if clauses make it possible to SLOW DOWN
2482 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2204 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2483 else 2205 else
2484 { 2206 {
2485 gen_grace = op->stats.maxgrace; 2207 gen_grace = op->stats.maxgrace;
2486 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2208 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2487 }
2488
2489 /* Regenerate Spell Points */
2490 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0)
2491 {
2492 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2493 if (op->stats.sp < op->stats.maxsp)
2494 {
2495 op->stats.sp++;
2496 /* dms do not consume food */
2497 if (!QUERY_FLAG (op, FLAG_WIZ))
2498 {
2499 op->stats.food--;
2500 if (op->contr->digestion < 0)
2501 op->stats.food += op->contr->digestion;
2502 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2503 op->stats.food = last_food;
2504 }
2505 }
2506
2507 if (max_sp > 1)
2508 {
2509 over_sp = (gen_sp + 10) / rate_sp;
2510 if (over_sp > 0)
2511 {
2512 if (op->stats.sp < op->stats.maxsp)
2513 {
2514 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2515
2516 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2517 op->stats.sp--;
2518
2519 if (op->stats.sp > op->stats.maxsp)
2520 op->stats.sp = op->stats.maxsp;
2521 }
2522 op->last_sp = 0;
2523 }
2524 else
2525 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2526 }
2527 else
2528 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2529 } 2209 }
2530 2210
2531 /* Regenerate Grace */ 2211 /* Regenerate Grace */
2532 /* 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. */
2533 if (--op->last_grace < 0) 2213 if (--op->last_grace < 0)
2554 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);
2555 } 2235 }
2556 /* wearing stuff doesn't detract from grace generation. */ 2236 /* wearing stuff doesn't detract from grace generation. */
2557 } 2237 }
2558 2238
2239 if (op->stats.food > 0)
2240 {
2559 /* Regenerate Hit Points */ 2241 /* Regenerate Spell Points */
2560 if (--op->last_heal < 0) 2242 if (!op->contr->golem && --op->last_sp < 0)
2561 {
2562 if (op->stats.hp < op->stats.maxhp)
2563 { 2243 {
2564 op->stats.hp++; 2244 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2565 /* dms do not consume food */ 2245
2566 if (!QUERY_FLAG (op, FLAG_WIZ)) 2246 if (op->stats.sp < op->stats.maxsp)
2567 { 2247 {
2248 op->stats.sp++;
2249
2250 /* dms do not consume food */
2251 if (!QUERY_FLAG (op, FLAG_WIZ))
2252 {
2568 op->stats.food--; 2253 op->stats.food--;
2254
2569 if (op->contr->digestion < 0) 2255 if (op->contr->digestion < 0)
2570 op->stats.food += op->contr->digestion; 2256 op->stats.food += op->contr->digestion;
2571 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))
2572 op->stats.food = last_food; 2258 op->stats.food = last_food;
2259 }
2573 } 2260 }
2574 }
2575 2261
2576 if (max_hp > 1) 2262 if (max_sp > 1)
2577 {
2578 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2579 if (over_hp > 0)
2580 { 2263 {
2581 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
2582 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);
2583 } 2282 }
2584 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)
2585 { 2291 {
2586 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 }
2587 } 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);
2588 } 2317 }
2589 else 2318 else
2590 {
2591 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);
2592 } 2320 }
2593 } 2321 }
2594 2322
2595 /* Digestion */ 2323 /* Digestion */
2596 if (--op->last_eat < 0) 2324 if (--op->last_eat < 0)
2597 { 2325 {
2598#ifdef COZY_SERVER 2326 int bonus = max (0, op->contr->digestion),
2599 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion; 2327 penalty = max (0, -op->contr->digestion);
2600 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2601#else
2602 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2603#endif
2604 2328
2605 if (op->contr->gen_hp > 0)
2606 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);
2607 else
2608 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2609 2330
2610 /* dms do not consume food */ 2331 /* dms do not consume food */
2611 if (!QUERY_FLAG (op, FLAG_WIZ)) 2332 if (!QUERY_FLAG (op, FLAG_WIZ))
2612 op->stats.food--; 2333 op->stats.food--;
2613 } 2334 }
2614 2335
2615 if (op->stats.food < 0 && op->stats.hp >= 0) 2336 if (op->stats.food < 0 && op->stats.hp >= 0)
2616 { 2337 {
2617 object *tmp, *flesh = 0; 2338 object *flesh = 0;
2618 2339
2619 for (tmp = op->inv; tmp; tmp = tmp->below) 2340 for_inv_removable (op, tmp)
2620 { 2341 {
2621 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)
2622 { 2346 {
2623 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2347 op->statusmsg ("You blindly grab for a bite of food. "
2624 { 2348 "H<To prevent you from starving, you ate some random item from your backpack.>");
2625 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2349 op->apply (tmp);
2626 manual_apply (op, tmp, 0); 2350
2627 if (op->stats.food >= 0 || op->stats.hp < 0) 2351 if (op->stats.food >= 0 || op->stats.hp < 0)
2628 break; 2352 break;
2629 } 2353 }
2630 else if (tmp->type == FLESH) 2354 else if (tmp->type == FLESH)
2631 flesh = tmp; 2355 flesh = tmp;
2632 } /* End if paid for object */ 2356 }
2633 } /* end of for loop */
2634 2357
2635 /* 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
2636 * eat flesh instead. 2359 * eat flesh instead.
2637 */ 2360 */
2638 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2361 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2639 { 2362 {
2640 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.>");
2641 manual_apply (op, flesh, 0); 2365 op->apply (flesh);
2642 } 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)
2643 } 2375 {
2376 op->stats.hp += op->stats.food;
2377 op->stats.food = 0;
2644 2378
2645 while (op->stats.food < 0 && op->stats.hp >= 0) 2379 if (op->stats.hp < 0)
2646 op->stats.food++, op->stats.hp--; 2380 {
2381 op->contr->killer = archetype::get ("killer_starvation");
2382 op->contr->killer->destroy ();
2383 }
2384 }
2647 2385
2386 /* killer should be set here already */
2648 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2387 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2649 kill_player (op); 2388 kill_player (op);
2650 } 2389 }
2651} 2390}
2652 2391
2656 * file. 2395 * file.
2657 */ 2396 */
2658void 2397void
2659kill_player (object *op) 2398kill_player (object *op)
2660{ 2399{
2661 char buf[MAX_BUF];
2662 int x, y; 2400 int x, y;
2663
2664 //int i;
2665 maptile *map; /* this is for resurrection */ 2401 maptile *map; /* this is for resurrection */
2666
2667 /* int z;
2668 int num_stats_lose;
2669 int lost_a_stat;
2670 int lose_this_stat;
2671 int this_stat; */
2672 int will_kill_again; 2402 int will_kill_again;
2673 archetype *at; 2403 archetype *at;
2674 object *tmp; 2404 object *tmp;
2675 2405
2676 if (save_life (op)) 2406 if (save_life (op))
2677 return; 2407 return;
2678 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 }
2679 2444
2680 /* 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
2681 * 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.
2682 * Look at op_on_battleground() for more info --AndreasV 2447 * Look at op_on_battleground() for more info --AndreasV
2683 */ 2448 */
2684 if (op_on_battleground (op, &x, &y)) 2449 if (op_on_battleground (op, &x, &y))
2685 { 2450 {
2686 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";
2687 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2688
2689 /* restore player */
2690 at = archetype::find ("poisoning");
2691 if (object *tmp = present_arch_in_ob (at, op))
2692 {
2693 tmp->destroy ();
2694 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2695 }
2696
2697 at = archetype::find ("confusion");
2698 if (object *tmp = present_arch_in_ob (at, op))
2699 {
2700 tmp->destroy ();
2701 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2702 }
2703
2704 cure_disease (op, 0); /* remove any disease */
2705 op->stats.hp = op->stats.maxhp;
2706 if (op->stats.food <= 0)
2707 op->stats.food = 999;
2708 2452
2709 /* create a bodypart-trophy to make the winner happy */ 2453 /* create a bodypart-trophy to make the winner happy */
2710 if (object *tmp = arch_to_object (archetype::find ("finger"))) 2454 object *tmp = archetype::find (shstr_finger)->instance ();
2711 { 2455
2712 sprintf (buf, "%s's finger", &op->name); 2456 tmp->name = format ("%s's finger" , &op->name);
2713 tmp->name = buf; 2457 tmp->name_pl = format ("%s's fingers", &op->name);
2714 sprintf (buf, " This finger has been cut off %s\n" 2458 tmp->msg = format (
2715 " 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",
2716 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2460 &op->name, op->contr->title,
2717 tmp->msg = buf; 2461 (int)op->level,
2462 op->contr->killer_name ()
2463 );
2718 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2464 tmp->value = 0, tmp->type = 0;
2719 tmp->materialname = NULL; 2465 tmp->material = name_to_material (shstr_organic);
2720 tmp->insert_at (op, tmp); 2466 tmp->insert_at (op, tmp);
2721 }
2722 2467
2723 /* teleport defeated player to new destination */ 2468 /* teleport defeated player to new destination */
2724 transfer_ob (op, x, y, 0, NULL); 2469 transfer_ob (op, x, y, 0, NULL);
2725 op->contr->braced = 0; 2470 op->contr->braced = 0;
2471
2472 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2726 return; 2473 return;
2727 } 2474 }
2728 2475
2476 deathtab << "You were killed by " << op->contr->killer_name () << ".\n\n";
2477 deathtab << "T<YOU HAVE DIED>\n\n";
2478
2729 INVOKE_PLAYER (DEATH, op->contr); 2479 INVOKE_PLAYER (DEATH, op->contr);
2730 2480
2731 command_kill_pets (op, 0); 2481 command_kill_pets (op, 0);
2732 2482
2733 if (op->stats.food < 0) 2483 op->contr->play_sound (sound_find ("player_dies"));
2734 {
2735 sprintf (buf, "%s starved to death.", &op->name);
2736 strcpy (op->contr->killer, "starvation");
2737 }
2738 else
2739 sprintf (buf, "%s died.", &op->name);
2740
2741 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2742 2484
2743 /* save the map location for corpse, gravestone */ 2485 /* save the map location for corpse, gravestone */
2744 x = op->x; 2486 x = op->x;
2745 y = op->y; 2487 y = op->y;
2746 map = op->map; 2488 map = op->map;
2774 2516
2775 lost_a_stat = 0; 2517 lost_a_stat = 0;
2776 2518
2777 for (z = 0; z < num_stats_lose; z++) 2519 for (z = 0; z < num_stats_lose; z++)
2778 { 2520 {
2779 i = RANDOM () % NUM_STATS; 2521 i = rndm (NUM_STATS);
2780 2522
2781 if (settings.stat_loss_on_death) 2523 if (settings.stat_loss_on_death)
2782 { 2524 {
2783 /* 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
2784 * what he lost. 2526 * what he lost.
2791 lost_a_stat = 1; 2533 lost_a_stat = 1;
2792 } 2534 }
2793 else 2535 else
2794 { 2536 {
2795 /* deplete a stat */ 2537 /* deplete a stat */
2796 archetype *deparch = archetype::find ("depletion"); 2538 archetype *deparch = archetype::find (shstr_depletion);
2797 object *dep; 2539 object *dep;
2798 2540
2799 dep = present_arch_in_ob (deparch, op); 2541 dep = present_arch_in_ob (deparch, op);
2800 if (!dep) 2542 if (!dep)
2801 { 2543 {
2802 dep = arch_to_object (deparch); 2544 dep = deparch->instance ();
2803 insert_ob_in_ob (dep, op); 2545 insert_ob_in_ob (dep, op);
2804 } 2546 }
2805 lose_this_stat = 1; 2547 lose_this_stat = 1;
2806 if (settings.balanced_stat_loss) 2548 if (settings.balanced_stat_loss)
2807 { 2549 {
2835 } 2577 }
2836 } 2578 }
2837 2579
2838 if (lose_this_stat) 2580 if (lose_this_stat)
2839 { 2581 {
2840 this_stat = get_attr_value (&(dep->stats), i); 2582 this_stat = get_attr_value (&dep->stats, i);
2841 /* We could try to do something clever like find another 2583 /* We could try to do something clever like find another
2842 * stat to reduce if this fails. But chances are, if 2584 * stat to reduce if this fails. But chances are, if
2843 * stats have been depleted to -50, all are pretty low 2585 * stats have been depleted to -50, all are pretty low
2844 * 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
2845 * difference. 2587 * difference.
2853 lost_a_stat = 1; 2595 lost_a_stat = 1;
2854 } 2596 }
2855 } 2597 }
2856 } 2598 }
2857 } 2599 }
2600
2858 /* If no stat lost, tell the player. */ 2601 /* If no stat lost, tell the player. */
2859 if (!lost_a_stat) 2602 if (!lost_a_stat)
2860 { 2603 {
2861 /* determine_god() seems to not work sometimes... why is this? 2604 /* determine_god() seems to not work sometimes... why is this?
2862 Should I be using something else? GD */ 2605 Should I be using something else? GD */
2863 const char *god = determine_god (op); 2606 shstr_tmp god = determine_god (op);
2864 2607
2865 if (god && (strcmp (god, "none"))) 2608 if (god != shstr_none)
2866 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god); 2609 deathtab << "For a brief moment you feel the holy presence of " << god << " protecting you.\r";
2867 else 2610 else
2868 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";
2869 } 2612 }
2870#else 2613#else
2871 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.";
2872#endif 2615#endif
2873 2616
2874 /* Put a gravestone up where the character 'almost' died. List the 2617 /* Put a gravestone up where the character 'almost' died. List the
2875 * exp loss on the stone. 2618 * exp loss on the stone.
2876 */ 2619 */
2877 tmp = arch_to_object (archetype::find ("gravestone")); 2620 tmp = archetype::find (shstr_gravestone)->instance ();
2878 sprintf (buf, "%s's gravestone", &op->name); 2621 tmp->name = format ("%s's gravestone", &op->name);
2879 tmp->name = buf; 2622 tmp->name_pl = format ("%s's gravestones", &op->name);
2880 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",
2881 tmp->name_pl = buf; 2624 &op->name, op->contr->title, op->contr->killer_name ());
2882 sprintf (buf, "RIP\nHere rests the hero %s the %s,\n" "who was killed\n" "by %s.\n", &op->name, op->contr->title, op->contr->killer);
2883 tmp->msg = buf;
2884 tmp->x = op->x, tmp->y = op->y; 2625 tmp->x = op->x, tmp->y = op->y;
2885 insert_ob_in_map (tmp, op->map, NULL, 0); 2626 insert_ob_in_map (tmp, op->map, NULL, 0);
2886 2627
2887 /**************************************/ 2628 /**************************************/
2888 /* */ 2629 /* */
2889 /* Subtract the experience points, */ 2630 /* Subtract the experience points, */
2890 /* if we died cause of food, give us */
2891 /* food, and reset HP's... */
2892 /* */ 2631 /* */
2893 /**************************************/ 2632 /**************************************/
2894 2633
2895 /* remove any poisoning and confusion the character may be suffering. */
2896 /* restore player */
2897 at = archetype::find ("poisoning");
2898 tmp = present_arch_in_ob (at, op);
2899
2900 if (tmp)
2901 {
2902 tmp->destroy ();
2903 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2904 }
2905
2906 at = archetype::find ("confusion");
2907 tmp = present_arch_in_ob (at, op);
2908 if (tmp)
2909 {
2910 tmp->destroy ();
2911 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2912 }
2913
2914 cure_disease (op, 0); /* remove any disease */
2915
2916 /*add_exp(op, (op->stats.exp * -0.20)); */ 2634 /*add_exp(op, (op->stats.exp * -0.20)); */
2917 apply_death_exp_penalty (op); 2635 apply_death_exp_penalty (op);
2918 if (op->stats.food < 100)
2919 op->stats.food = 900;
2920 op->stats.hp = op->stats.maxhp;
2921 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2922 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2923 2636
2924 /* 2637 /*
2925 * Check to see if the player is in a shop. IF so, then check to see if
2926 * the player has any unpaid items. If so, remove them and put them back 2638 * Check to see if the player has any unpaid items. If so, remove them
2927 * in the map. 2639 * and put them back in the map.
2928 */ 2640 */
2929 2641 op->drop_unpaid_items ();
2930 if (is_in_shop (op))
2931 remove_unpaid_objects (op->inv, op);
2932 2642
2933 /****************************************/ 2643 /****************************************/
2934 /* */ 2644 /* */
2935 /* Move player to his current respawn- */ 2645 /* Move player to his current respawn- */
2936 /* position (usually last savebed) */ 2646 /* position (usually last savebed) */
2956 object *force; 2666 object *force;
2957 int at; 2667 int at;
2958 2668
2959 force = get_archetype (FORCE_NAME); 2669 force = get_archetype (FORCE_NAME);
2960 /* 50 ticks should be enough time for the spell to abate */ 2670 /* 50 ticks should be enough time for the spell to abate */
2961 force->speed = 0.1; 2671 force->speed = 0.1f;
2962 force->speed_left = -5.0; 2672 force->speed_left = -5.f;
2963 SET_FLAG (force, FLAG_APPLIED); 2673 SET_FLAG (force, FLAG_APPLIED);
2964 for (at = 0; at < NROFATTACKS; at++) 2674 for (at = 0; at < NROFATTACKS; at++)
2965 if (will_kill_again & (1 << at)) 2675 if (will_kill_again & (1 << at))
2966 force->resist[at] = 100; 2676 force->resist[at] = 100;
2967 2677
2968 insert_ob_in_ob (force, op); 2678 insert_ob_in_ob (force, op);
2969 op->update_stats (); 2679 op->update_stats ();
2970
2971 } 2680 }
2972 2681
2973 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2682 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2974} 2683}
2975 2684
2976void 2685static void
2977loot_object (object *op) 2686loot_object (object *op)
2978{ /* Grab and destroy some treasure */ 2687{ /* Grab and destroy some treasure */
2979 object *tmp, *tmp2, *next; 2688 object *tmp, *tmp2, *next;
2980 2689
2981 if (op->container) 2690 op->close_container (); /* close open sack first */
2982 esrv_apply_container (op, op->container); /* close open sack first */
2983 2691
2984 for (tmp = op->inv; tmp; tmp = next) 2692 for (tmp = op->inv; tmp; tmp = next)
2985 { 2693 {
2986 next = tmp->below; 2694 next = tmp->below;
2987 2695
2988 if (tmp->invisible) 2696 if (tmp->invisible)
2989 continue; 2697 continue;
2990 2698
2991 tmp->remove (); 2699 tmp->remove ();
2992 tmp->x = op->x, tmp->y = op->y; 2700 tmp->x = op->x, tmp->y = op->y;
2701
2993 if (tmp->type == CONTAINER) 2702 if (tmp->type == CONTAINER)
2994 { /* empty container to ground */ 2703 loot_object (tmp); /* empty container to ground */
2995 loot_object (tmp); 2704
2996 }
2997 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))))
2998 { 2706 {
2999 if (tmp->nrof > 1) 2707 if (tmp->nrof > 1)
3000 { 2708 {
3001 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2709 tmp->decrease (rndm (1, tmp->nrof - 1));
3002 tmp2->destroy ();
3003 insert_ob_in_map (tmp, op->map, NULL, 0); 2710 insert_ob_in_map (tmp, op->map, NULL, 0);
3004 } 2711 }
3005 else 2712 else
3006 tmp->destroy (); 2713 tmp->destroy ();
3007 } 2714 }
3013/* 2720/*
3014 * fix_weight(): Check recursively the weight of all players, and fix 2721 * fix_weight(): Check recursively the weight of all players, and fix
3015 * 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
3016 * was changed. 2723 * was changed.
3017 */ 2724 */
3018
3019void 2725void
3020fix_weight (void) 2726fix_weight ()
3021{ 2727{
3022 for_all_players (pl) 2728 for_all_players (pl)
3023 { 2729 {
3024 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2730 sint32 old = pl->ob->carrying;
3025 2731
3026 if (old == sum) 2732 pl->ob->update_weight ();
3027 continue; 2733
2734 if (old != pl->ob->carrying)
2735 {
3028 pl->ob->update_stats (); 2736 pl->ob->update_stats ();
3029 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 }
3030 } 2739 }
3031} 2740}
3032 2741
3033void 2742void
3034fix_luck (void) 2743fix_luck ()
3035{ 2744{
3036 for_all_players (pl) 2745 for_all_players (pl)
3037 if (!pl->ob->contr->ns->state) 2746 if (!pl->ob->contr->ns->state)
3038 pl->ob->change_luck (0); 2747 pl->ob->change_luck (0);
3039} 2748}
3076} 2785}
3077 2786
3078void 2787void
3079make_visible (object *op) 2788make_visible (object *op)
3080{ 2789{
3081 op->hide = 0; 2790 op->flag [FLAG_HIDDEN] = 0;
3082 op->invisible = 0; 2791 op->invisible = 0;
2792
3083 if (op->type == PLAYER) 2793 if (op->type == PLAYER)
3084 { 2794 {
3085 op->contr->tmp_invis = 0; 2795 op->contr->tmp_invis = 0;
3086 op->contr->invis_race = 0; 2796 op->contr->invis_race = 0;
3087 } 2797 }
2798
3088 update_object (op, UP_OBJ_FACE); 2799 update_object (op, UP_OBJ_CHANGE);
3089} 2800}
3090 2801
3091int 2802int
3092is_true_undead (object *op) 2803is_true_undead (object *op)
3093{ 2804{
3094 object *tmp = NULL;
3095
3096 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 2805 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3097 return 1; 2806 return 1;
3098 2807
3099 return 0; 2808 return 0;
3100} 2809}
3101 2810
3102/* look at the surrounding terrain to determine 2811/* look at the surrounding terrain to determine
3103 * the hideability of this object. Positive levels 2812 * the hideability of this object. Positive levels
3104 * indicate greater hideability. 2813 * indicate greater hideability.
3105 */ 2814 */
3106
3107int 2815int
3108hideability (object *ob) 2816hideability (object *ob)
3109{ 2817{
3110 int i, level = 0, mflag; 2818 int i, level = 0, mflag;
3111 sint16 x, y; 2819 sint16 x, y;
3112 2820
3113 if (!ob || !ob->map) 2821 if (!ob || !ob->map)
3114 return 0; 2822 return 0;
3115 2823
3116 /* so, on normal lighted maps, its hard to hide */ 2824 /* so, on normal lighted maps, its hard to hide */
3117 level = ob->map->darkness - 2; 2825 level = ob->map->darklevel () - 2;
3118 2826
3119 /* this also picks up whether the object is glowing. 2827 /* this also picks up whether the object is glowing.
3120 * 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
3121 * as bad as carrying a light on a pitch dark map */ 2829 * as bad as carrying a light on a pitch dark map */
3122 if (has_carried_lights (ob)) 2830 if (ob->has_carried_lights ())
3123 level = -(10 + (2 * ob->map->darkness)); 2831 level = -(10 + (2 * ob->map->darklevel ()));
3124 2832
3125 /* scan through all nearby squares for terrain to hide in */ 2833 /* scan through all nearby squares for terrain to hide in */
3126 for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i]) 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])
3127 { 2837 {
3128 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); 2838 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3129 if (mflag & P_OUT_OF_MAP) 2839 if (mflag & P_OUT_OF_MAP)
3130 {
3131 continue; 2840 continue;
3132 } 2841
3133 if (mflag & P_BLOCKSVIEW) /* something to hide near! */ 2842 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3134 level += 2; 2843 level += 2;
3135 else /* open terrain! */ 2844 else /* open terrain! */
3136 level -= 1; 2845 level -= 1;
3137 } 2846 }
3145/* For Hidden creatures - a chance of becoming 'unhidden' 2854/* For Hidden creatures - a chance of becoming 'unhidden'
3146 * every time they move - as we subtract off 'invisibility' 2855 * every time they move - as we subtract off 'invisibility'
3147 * AND, for players, if they move into a ridiculously unhideable 2856 * AND, for players, if they move into a ridiculously unhideable
3148 * spot (surrounded by clear terrain in broad daylight). -b.t. 2857 * spot (surrounded by clear terrain in broad daylight). -b.t.
3149 */ 2858 */
3150
3151void 2859void
3152do_hidden_move (object *op) 2860do_hidden_move (object *op)
3153{ 2861{
3154 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 2862 int hide = 0;
3155 object *skop;
3156 2863
3157 if (!op || !op->map) 2864 if (!op || !op->map)
3158 return; 2865 return;
3159 2866
3160 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);
3161 2869
3162 /* 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! */
3163 if (op->type == PLAYER && op->contr->run_on) 2871 if (op->type == PLAYER && op->contr->run_on)
3164 if (!skop || num >= skop->level) 2872 if (!skop || num >= skop->level)
3165 { 2873 {
3175 num -= hide; 2883 num -= hide;
3176 2884
3177 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 2885 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3178 { 2886 {
3179 make_visible (op); 2887 make_visible (op);
2888
3180 if (op->type == PLAYER) 2889 if (op->type == PLAYER)
3181 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!");
3182 } 2891 }
3183 else if (op->type == PLAYER && skop) 2892 else if (op->type == PLAYER && skop)
3184 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);
3237 * object op. This function works fine for monsters, 2946 * object op. This function works fine for monsters,
3238 * 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
3239 * a pile (say a coin under a table would return "viewable" 2948 * a pile (say a coin under a table would return "viewable"
3240 * by this routine). Another question, should we be 2949 * by this routine). Another question, should we be
3241 * concerned with the direction the player is looking 2950 * concerned with the direction the player is looking
3242 * in? Realistically, most of use cant see stuff behind 2951 * in? Realistically, most of us can't see stuff behind
3243 * our backs...on the other hand, does the "facing" direction 2952 * our backs...on the other hand, does the "facing" direction
3244 * imply the way your head, or body is facing? Its possible 2953 * imply the way your head, or body is facing? It's possible
3245 * for them to differ. Sigh, this fctn could get a bit more complex. 2954 * for them to differ. Sigh, this fctn could get a bit more complex.
3246 * -b.t. 2955 * -b.t.
3247 * This function is now map tiling safe. 2956 * This function is now map tiling safe.
3248 */ 2957 */
3249
3250int 2958int
3251player_can_view (object *pl, object *op) 2959player_can_view (object *pl, object *op)
3252{ 2960{
3253 rv_vector rv; 2961 rv_vector rv;
3254 int dx, dy; 2962 int dx, dy;
3266 2974
3267 get_rangevector (pl, op, &rv, 0x1); 2975 get_rangevector (pl, op, &rv, 0x1);
3268 2976
3269 /* starting with the 'head' part, lets loop 2977 /* starting with the 'head' part, lets loop
3270 * through the object and find if it has any 2978 * through the object and find if it has any
3271 * part that is in the los array but isnt on 2979 * part that is in the los array but isn't on
3272 * a blocked los square. 2980 * a blocked los square.
3273 * we use the archetype to figure out offsets. 2981 * we use the archetype to figure out offsets.
3274 */ 2982 */
3275 while (op) 2983 while (op)
3276 { 2984 {
3277 dx = rv.distance_x + op->arch->clone.x; 2985 dx = rv.distance_x + op->arch->x;
3278 dy = rv.distance_y + op->arch->clone.y; 2986 dy = rv.distance_y + op->arch->y;
3279 2987
3280 /* only the viewable area the player sees is updated by LOS 2988 if (pl->contr->blocked_los (dx, dy) != LOS_BLOCKED)
3281 * code, so we need to restrict ourselves to that range of values
3282 * for any meaningful values.
3283 */
3284 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3285 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3286 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3287 return 1; 2989 return 1;
2990
3288 op = op->more; 2991 op = op->more;
3289 } 2992 }
3290 return 0;
3291}
3292 2993
3293/* routine for both players and monsters. We call this when
3294 * there is a possibility for our action distrubing our hiding
3295 * place or invisiblity spell. Artefact invisiblity is not
3296 * effected by this. If we arent invisible to begin with, we
3297 * return 0.
3298 */
3299int
3300action_makes_visible (object *op)
3301{
3302
3303 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3304 {
3305 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3306 return 0;
3307
3308 if (op->contr && op->contr->tmp_invis == 0)
3309 return 0;
3310
3311 /* If monsters, they should become visible */
3312 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3313 {
3314 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3315 return 1;
3316 }
3317 }
3318 return 0; 2994 return 0;
3319} 2995}
3320 2996
3321/* op_on_battleground - checks if the given object op (usually 2997/* op_on_battleground - checks if the given object op (usually
3322 * a player) is standing on a valid battleground-tile, 2998 * a player) is standing on a valid battleground-tile,
3327 * Default is to do the same as before, so only people wanting to have different points need worry about this 3003 * Default is to do the same as before, so only people wanting to have different points need worry about this
3328 */ 3004 */
3329int 3005int
3330op_on_battleground (object *op, int *x, int *y) 3006op_on_battleground (object *op, int *x, int *y)
3331{ 3007{
3332 object *tmp;
3333
3334 /* A battleground-tile needs the following attributes to be valid: 3008 /* A battleground-tile needs the following attributes to be valid:
3335 * is_floor 1 (has to be the FIRST floor beneath the player's feet), 3009 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3336 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3010 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3337 * and the exit-coordinates sp/hp must both be > 0. 3011 * and the exit-coordinates sp/hp must both be > 0.
3338 * => The intention here is to prevent abuse of the battleground- 3012 * => The intention here is to prevent abuse of the battleground-
3339 * feature (like pickable or hidden battleground tiles). */ 3013 * feature (like pickable or hidden battleground tiles). */
3340 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3014 for (object *tmp = op->below; tmp; tmp = tmp->below)
3341 { 3015 {
3342 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3016 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3343 { 3017 {
3344 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3018 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3345 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))
3346 { 3022 {
3347 /*before we assign the exit, check if this is a teambattle */ 3023 /* before we assign the exit, check if this is a teambattle */
3348 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))
3349 {
3350 object *invtmp;
3351
3352 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)
3353 { 3027 {
3354 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3355 {
3356 if (x != NULL && y != NULL) 3028 if (x && y)
3357 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3029 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3030
3358 return 1; 3031 return 1;
3359 }
3360 } 3032 }
3361 } 3033
3362 if (x != NULL && y != NULL) 3034 if (x && y)
3363 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3035 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3036
3364 return 1; 3037 return 1;
3365 } 3038 }
3366 } 3039 }
3367 } 3040 }
3041
3368 /* If we got here, did not find a battleground */ 3042 /* If we got here, did not find a battleground */
3369 return 0; 3043 return 0;
3370} 3044}
3371 3045
3372/* 3046/*
3388 char buf[MAX_BUF]; /* tmp. string buffer */ 3062 char buf[MAX_BUF]; /* tmp. string buffer */
3389 int i = 0, j = 0; 3063 int i = 0, j = 0;
3390 3064
3391 /* get the appropriate treasurelist */ 3065 /* get the appropriate treasurelist */
3392 if (atnr == ATNR_FIRE) 3066 if (atnr == ATNR_FIRE)
3393 trlist = find_treasurelist ("dragon_ability_fire"); 3067 trlist = treasurelist::find (shstr_dragon_ability_fire);
3394 else if (atnr == ATNR_COLD) 3068 else if (atnr == ATNR_COLD)
3395 trlist = find_treasurelist ("dragon_ability_cold"); 3069 trlist = treasurelist::find (shstr_dragon_ability_cold);
3396 else if (atnr == ATNR_ELECTRICITY) 3070 else if (atnr == ATNR_ELECTRICITY)
3397 trlist = find_treasurelist ("dragon_ability_elec"); 3071 trlist = treasurelist::find (shstr_dragon_ability_elec);
3398 else if (atnr == ATNR_POISON) 3072 else if (atnr == ATNR_POISON)
3399 trlist = find_treasurelist ("dragon_ability_poison"); 3073 trlist = treasurelist::find (shstr_dragon_ability_poison);
3400 3074
3401 if (trlist == NULL || who->type != PLAYER) 3075 if (trlist == NULL || who->type != PLAYER)
3402 return; 3076 return;
3403 3077
3404 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++);
3408 /* 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]); */
3409 return; 3083 return;
3410 } 3084 }
3411 3085
3412 /* everything seems okay - now bring on the gift: */ 3086 /* everything seems okay - now bring on the gift: */
3413 item = &(tr->item->clone); 3087 item = tr->item;
3414 3088
3415 if (item->type == SPELL) 3089 if (item->type == SPELL)
3416 { 3090 {
3417 if (check_spell_known (who, item->name)) 3091 if (check_spell_known (who, item->name))
3418 return; 3092 return;
3477 { 3151 {
3478 /* forces in the treasurelist can alter the player's stats */ 3152 /* forces in the treasurelist can alter the player's stats */
3479 object *skin; 3153 object *skin;
3480 3154
3481 /* first get the dragon skin force */ 3155 /* first get the dragon skin force */
3482 shstr_cmp dragon_skin_force ("dragon_skin_force");
3483 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below) 3156 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3484 ; 3157 ;
3485 3158
3486 if (!skin) 3159 if (!skin)
3487 return; 3160 return;
3488 3161
3502 else 3175 else
3503 j = 1; 3176 j = 1;
3504 strcat (buf, spellpathnames[i]); 3177 strcat (buf, spellpathnames[i]);
3505 } 3178 }
3506 } 3179 }
3180
3507 strcat (buf, "."); 3181 strcat (buf, ".");
3508 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf); 3182 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3509 } 3183 }
3510 3184
3511 /* evtl. adding flags: */ 3185 /* evtl. adding flags: */
3521 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg); 3195 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3522 } 3196 }
3523 else 3197 else
3524 { 3198 {
3525 /* generate misc. treasure */ 3199 /* generate misc. treasure */
3526 tmp = arch_to_object (tr->item); 3200 tmp = tr->item->instance ();
3527 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));
3528 tmp = insert_ob_in_ob (tmp, who); 3202 who->insert (tmp);
3529 if (who->type == PLAYER)
3530 esrv_send_item (who, tmp);
3531 } 3203 }
3532} 3204}
3533 3205
3534/** 3206//-GPL
3535 * Unready an object for a player. This function does nothing if the object was 3207
3536 * not readied. 3208sint8
3537 */ 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
3538void 3224void
3539player_unready_range_ob (player *pl, object *ob) 3225player::infobox (const char *title, const char *msg, int color)
3540{ 3226{
3541 rangetype i; 3227 send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3542
3543 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1))
3544 {
3545 if (pl->ranges[i] == ob)
3546 {
3547 pl->ranges[i] = NULL;
3548 if (pl->shoottype == i)
3549 {
3550 pl->shoottype = range_none;
3551 }
3552 }
3553 }
3554} 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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