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Comparing deliantra/server/server/player.C (file contents):
Revision 1.60 by root, Sat Dec 23 09:41:55 2006 UTC vs.
Revision 1.274 by root, Wed Apr 21 06:40:57 2010 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
8 it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
9 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
10 (at your option) any later version. 11 * option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
18 along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
20 21 *
21 The author can be reached via e-mail to <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22*/ 23 */
24
25//+GPL
23 26
24#include <global.h> 27#include <global.h>
25#include <pwd.h>
26#include <sproto.h> 28#include <sproto.h>
27#include <sounds.h> 29#include <sounds.h>
28#include <living.h> 30#include <living.h>
29#include <object.h> 31#include <object.h>
30#include <spells.h> 32#include <spells.h>
31#include <skills.h> 33#include <skills.h>
32 34
33#include <algorithm> 35#include <algorithm>
34#include <functional> 36#include <functional>
35 37
36player * 38playervec players;
37find_player (const char *plname)
38{
39 player *pl;
40
41 for (pl = first_player; pl; pl = pl->next)
42 if (pl->ob && !strcmp (query_name (pl->ob), plname))
43 return pl;
44
45 return 0;
46}
47
48void
49display_motd (const object *op)
50{
51 char buf[MAX_BUF];
52 char motd[HUGE_BUF];
53 FILE *fp;
54 int comp;
55 int size;
56
57 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
58 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
59 return;
60
61 motd[0] = '\0';
62 size = 0;
63
64 while (fgets (buf, MAX_BUF, fp))
65 {
66 if (*buf == '#')
67 continue;
68
69 strncat (motd + size, buf, HUGE_BUF - size);
70 size += strlen (buf);
71 }
72
73 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
74 close_and_delete (fp, comp);
75}
76
77void
78send_rules (const object *op)
79{
80 char buf[MAX_BUF];
81 char rules[HUGE_BUF];
82 FILE *fp;
83 int comp;
84 int size;
85
86 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
87 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
88 return;
89
90 rules[0] = '\0';
91 size = 0;
92
93 while (fgets (buf, MAX_BUF, fp))
94 {
95 if (*buf == '#')
96 continue;
97
98 if (size + strlen (buf) >= HUGE_BUF)
99 {
100 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
101 break;
102 }
103
104 strncat (rules + size, buf, HUGE_BUF - size);
105 size += strlen (buf);
106 }
107
108 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
109 close_and_delete (fp, comp);
110}
111
112void
113send_news (const object *op)
114{
115 char buf[MAX_BUF];
116 char news[HUGE_BUF];
117 char subject[MAX_BUF];
118 FILE *fp;
119 int comp;
120 int size;
121
122 sprintf (buf, "%s/%s", settings.confdir, settings.news);
123 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
124 return;
125
126 news[0] = '\0';
127 subject[0] = '\0';
128 size = 0;
129
130 while (fgets (buf, MAX_BUF, fp) != NULL)
131 {
132 if (*buf == '#')
133 continue;
134
135 if (*buf == '%')
136 { /* send one news */
137 if (size > 0)
138 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 */
139 strcpy (subject, buf + 1);
140 strip_endline (subject);
141 size = 0;
142 news[0] = '\0';
143 }
144 else
145 {
146 if (size + strlen (buf) >= HUGE_BUF)
147 {
148 LOG (llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
149 break;
150 }
151 strncat (news + size, buf, HUGE_BUF - size);
152 size += strlen (buf);
153 }
154 }
155
156 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
157 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news);
158 close_and_delete (fp, comp);
159}
160 39
161/* This loads the first map an puts the player on it. */ 40/* This loads the first map an puts the player on it. */
162static void 41static void
163set_first_map (object *op) 42set_first_map (object *op)
164{ 43{
165 strcpy (op->contr->maplevel, first_map_path); 44 op->contr->maplevel = first_map_path;
166 op->x = -1; 45 op->x = -1;
167 op->y = -1; 46 op->y = -1;
168 enter_exit (op, 0); 47}
48
49void
50player::activate ()
51{
52 if (active)
53 return;
54
55 players.insert (this);
56 ob->remove ();
57 ob->map = 0;
58 ob->activate_recursive ();
59 ob->clr_flag (FLAG_FRIENDLY);
60 add_friendly_object (ob);
61}
62
63void
64player::deactivate ()
65{
66 if (!active)
67 return;
68
69 terminate_all_pets (ob);
70 remove_friendly_object (ob);
71 ob->deactivate_recursive ();
72
73 if (ob->map)
74 maplevel = ob->map->path;
75
76 ob->remove ();
77 ob->enemy = 0; // sometimes keeps an extra refcount on itself
78 ob->map = 0;
79 party = 0;
80
81 players.erase (this);
169} 82}
170 83
171// connect the player with a specific client 84// connect the player with a specific client
172// also changed, rationalises, and fixes some incorrect settings 85// also changes, rationalises, and fixes some incorrect settings
173void 86void
174player::connect (client *ns) 87player::connect (client *ns)
175{ 88{
176 this->ns = ns; 89 this->ns = ns;
177 ns->pl = this; 90 ns->pl = this;
178 91
179 next = first_player; 92 run_on = 0;
180 first_player = this; 93 fire_on = 0;
94 ob->close_container (); //TODO: client-specific
181 95
182 ns->update_look = 0; 96 ns->update_look = 0;
183 ns->look_position = 0; 97 ns->look_position = 0;
184 98
185 clear_los (ob); 99 clear_los ();
100
101 ns->reset_stats ();
186 102
187 /* make sure he's a player -- needed because of class change. */ 103 /* make sure he's a player -- needed because of class change. */
188 ob->type = PLAYER; // we are paranoid 104 ob->type = PLAYER; // we are paranoid
189 ob->race = ob->arch->clone.race; 105 ob->race = ob->arch->race;
190 106
191 if (!legal_range (ob, shoottype)) 107 ob->update_weight ();
192 shoottype = range_none;
193
194 ob->carrying = sum_weight (ob);
195 link_player_skills (ob); 108 link_skills ();
196 109
197 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
198 update_ob_speed (ob);
199
200 assign (title, ob->arch->clone.name); 110 assign (title, ob->arch->object::name);
201
202 /* can_use_shield is a new flag. However, the can_use.. seems to largely come
203 * from the class, and not race. I don't see any way to get the class information
204 * to then update this. I don't think this will actually break anything - anyone
205 * that can use armour should be able to use a shield. What this may 'break'
206 * are features new characters get, eg, if someone starts up with a Q, they
207 * should be able to use a shield. However, old Q's won't get that advantage.
208 */
209 if (QUERY_FLAG (ob, FLAG_USE_ARMOUR))
210 SET_FLAG (ob, FLAG_USE_SHIELD);
211 111
212 /* if it's a dragon player, set the correct title here */ 112 /* if it's a dragon player, set the correct title here */
213 if (is_dragon_pl (ob)) 113 if (ob->is_dragon ())
214 { 114 {
215 object *tmp, *abil = 0, *skin = 0; 115 object *tmp, *abil = 0, *skin = 0;
216
217 shstr_cmp dragon_ability_force ("dragon_ability_force");
218 shstr_cmp dragon_skin_force ("dragon_skin_force");
219 116
220 for (tmp = ob->inv; tmp; tmp = tmp->below) 117 for (tmp = ob->inv; tmp; tmp = tmp->below)
221 if (tmp->type == FORCE) 118 if (tmp->type == FORCE)
222 if (tmp->arch->name == dragon_ability_force) 119 if (tmp->arch->archname == shstr_dragon_ability_force)
223 abil = tmp; 120 abil = tmp;
224 else if (tmp->arch->name == dragon_skin_force) 121 else if (tmp->arch->archname == shstr_dragon_skin_force)
225 skin = tmp; 122 skin = tmp;
226 123
227 set_dragon_name (ob, abil, skin); 124 set_dragon_name (ob, abil, skin);
228 } 125 }
229 126
230 CLEAR_FLAG (ob, FLAG_FRIENDLY);
231 add_friendly_object (ob);
232
233 LOG (llevInfo, "LOGIN: Player named %s from ip %s\n", &ob->name, ns->host);
234
235 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 127 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
236 new_draw_info_format (NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, NULL, "%s has entered the game.", &ob->name);
237 128
238 esrv_new_player (this, ob->weight + ob->carrying); 129 esrv_new_player (this);
239 130
240 ob->update_stats (); 131 ob->update_stats ();
132
241 ns->floorbox_update (); 133 ns->floorbox_update ();
242
243 esrv_send_inventory (ob, ob); 134 esrv_send_inventory (ob, ob);
244 esrv_add_spells (this, 0); 135 esrv_add_spells (this, 0);
245 136
246 enter_exit (ob, 0); 137 ob->flag [FLAG_READY_WEAPON] = false;
138 ob->flag [FLAG_READY_SKILL] = false;
139 ob->flag [FLAG_READY_RANGE] = false;
140 ob->flag [FLAG_READY_BOW] = false;
247 141
248 send_rules (ob); 142 ob->update_stats (); // we unapplied stuff above
249 send_news (ob); 143 activate ();
250 display_motd (ob); 144
145 INVOKE_PLAYER (CONNECT, this);
251 INVOKE_PLAYER (LOGIN, this); 146 INVOKE_PLAYER (LOGIN, this);
252} 147}
148
149void
150player::disconnect ()
151{
152 if (ob)
153 {
154 ob->close_container (); //TODO: client-specific
155 ob->drop_unpaid_items ();
156 }
157
158 if (ns)
159 {
160 if (active)
161 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
162
163 INVOKE_PLAYER (DISCONNECT, this);
164
165 ns->reset_stats ();
166 ns->pl = 0;
167 ns = 0;
168 }
169
170 // this is important for the player scheduler to get the correct refcount
171 // when ns = 0
172 observe = viewpoint = ob;
173
174 deactivate ();
175}
176
177//-GPL
253 178
254// the need for this function can be explained 179// the need for this function can be explained
255// by load_object not returning the object 180// by load_object not returning the object
256void 181void
257player::set_object (object *op) 182player::set_object (object *op)
258{ 183{
259 ob = op; 184 ob = observe = viewpoint = op;
260 ob->contr = this; /* this aren't yet in archetype */ 185 ob->contr = this; /* this aren't yet in archetype */
261 186
187 ob->speed = 1.0f;
262 ob->speed_left = 0.5; 188 ob->speed_left = 0.5f;
263 ob->speed = 1.0; 189
264 ob->direction = 5; /* So player faces south */ 190 ob->direction = 5; /* So player faces south */
265 ob->stats.wc = 2;
266 ob->run_away = 25; /* Then we panick... */
267
268 set_first_map (ob);
269
270 ob->roll_stats ();
271} 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
272 208
273player::player () 209player::player ()
274{ 210{
275 /* There are some elements we want initialized to non zero value - 211 /* There are some elements we want initialised to non zero value -
276 * we deal with that below this point. 212 * we deal with that below this point.
277 */ 213 */
278 outputs_sync = 16; /* Every 2 seconds */ 214 outputs_sync = 4;
279 outputs_count = 8; /* Keeps present behaviour */ 215 outputs_count = 4;
280 unapply = unapply_nochoice; 216 unapply = unapply_nochoice;
281 217
282 assign (savebed_map, first_map_path); /* Init. respawn position */ 218 savebed_map = first_map_path; /* Init. respawn position */
283 219
284 gen_sp_armour = 10; 220 gen_sp_armour = 10;
285 last_speed = -1;
286 shoottype = range_none;
287 bowtype = bow_normal; 221 bowtype = bow_normal;
288 petmode = pet_normal; 222 petmode = pet_normal;
289 listening = 10;
290 usekeys = containers; 223 usekeys = containers;
291 last_weapon_sp = -1;
292 peaceful = 1; /* default peaceful */ 224 peaceful = 1; /* default peaceful */
293 do_los = 1; 225 do_los = 1;
294 226
295 /* we need to clear these to -1 and not zero - otherwise, 227 weapon_sp = 1.0f;
296 * if a player quits and starts a new character, we wont 228 weapon_sp_left = 0.5f;
297 * send new values to the client, as things like exp start 229}
298 * at zero.
299 */
300 for (int i = 0; i < NUM_SKILLS; i++)
301 last_skill_exp[i] = -1;
302 230
303 for (int i = 0; i < NROFATTACKS; i++) 231void
304 last_resist[i] = -1; 232player::do_destroy ()
233{
234 disconnect ();
305 235
306 last_stats.exp = -1; 236 attachable::do_destroy ();
307 last_weight = (uint32) - 1; 237
238 if (ob)
239 ob->destroy ();
240
241 ob = observe = viewpoint = 0;
308} 242}
309 243
310player::~player () 244player::~player ()
311{ 245{
312 terminate_all_pets (ob);
313
314 if (first_player != this)
315 {
316 player *prev = first_player;
317
318 while (prev && prev->next && prev->next != this)
319 prev = prev->next;
320
321 if (prev->next != this)
322 {
323 LOG (llevError, "Free_player: Can't find previous player.\n");
324 abort ();
325 }
326
327 prev->next = next;
328 }
329 else
330 first_player = next;
331
332 if (ob)
333 {
334 ob->contr = 0;
335 ob->destroy (1);
336 }
337
338 if (ns)
339 {
340 ns->send_packet ("goodbye");
341 ns->flush ();
342 ns->pl = 0;
343 ns->destroy ();
344 }
345
346 /* Clear item stack */ 246 /* Clear item stack */
347 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 }
348} 276}
349 277
350/* Tries to add player on the connection passed in ns. 278/* Tries to add player on the connection passed in ns.
351 * 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
352 * mode. 280 * mode.
354player * 282player *
355player::create () 283player::create ()
356{ 284{
357 player *pl = new player; 285 player *pl = new player;
358 286
359 pl->set_object (arch_to_object (get_player_archetype (0))); 287 pl->set_object (get_player_archetype (0)->instance ());
288
289 pl->ob->roll_stats ();
290 pl->ob->stats.wc = 2;
291 pl->ob->run_away = 25; /* Then we panick... */
292
293 set_first_map (pl->ob);
360 294
361 return pl; 295 return pl;
362}
363
364/*
365 * get_player_archetype() return next player archetype from archetype
366 * list. Not very efficient routine, but used only creating new players.
367 * Note: there MUST be at least one player archetype!
368 */
369archetype *
370get_player_archetype (archetype *at)
371{
372 archetype *start = at;
373
374 for (;;)
375 {
376 if (at == NULL || at->next == NULL)
377 at = first_archetype;
378 else
379 at = at->next;
380
381 if (at->clone.type == PLAYER)
382 return at;
383
384 if (at == start)
385 {
386 LOG (llevError, "No Player archetypes\n");
387 exit (-1);
388 }
389 }
390} 296}
391 297
392object * 298object *
393get_nearest_player (object *mon) 299get_nearest_player (object *mon)
394{ 300{
395 object *op = NULL; 301 object *op = NULL;
396 player *pl = NULL;
397 objectlink *ol; 302 objectlink *ol;
398 unsigned lastdist; 303 unsigned lastdist;
399 rv_vector rv; 304 rv_vector rv;
400 305
401 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 306 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
402 { 307 {
403 /* We should not find free objects on this friendly list, but it
404 * does periodically happen. Given that, lets deal with it.
405 * While unlikely, it is possible the next object on the friendly
406 * list is also free, so encapsulate this in a while loop.
407 */
408 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
409 {
410 object *tmp = ol->ob;
411
412 /* Can't do much more other than log the fact, because the object
413 * itself will have been cleared.
414 */
415 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n");
416 ol = ol->next;
417 remove_friendly_object (tmp);
418 if (!ol)
419 return op;
420 }
421
422 /* Remove special check for player from this. First, it looks to cause
423 * some crashes (ol->ob->contr not set properly?), but secondly, a more
424 * complicated method of state checking would be needed in any case -
425 * as it was, a clever player could type quit, and the function would
426 * skip them over while waiting for confirmation. Remove
427 * on_same_map check, as can_detect_enemy also does this
428 */
429 if (!can_detect_enemy (mon, ol->ob, &rv)) 308 if (!can_detect_enemy (mon, ol->ob, &rv))
430 continue; 309 continue;
431 310
432 if (lastdist > rv.distance) 311 if (lastdist > rv.distance)
433 { 312 {
434 op = ol->ob; 313 op = ol->ob;
435 lastdist = rv.distance; 314 lastdist = rv.distance;
436 } 315 }
437 } 316 }
438 for (pl = first_player; pl != NULL; pl = pl->next) 317
439 { 318 for_all_players (pl)
440 if (can_detect_enemy (mon, pl->ob, &rv)) 319 if (can_detect_enemy (mon, pl->ob, &rv))
441 {
442
443 if (lastdist > rv.distance) 320 if (lastdist > rv.distance)
444 { 321 {
445 op = pl->ob; 322 op = pl->ob;
446 lastdist = rv.distance; 323 lastdist = rv.distance;
447 } 324 }
448 } 325
449 }
450#if 0 326#if 0
451 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)"); 327 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
452#endif 328#endif
453 return op; 329 return op;
454} 330}
498 */ 374 */
499int 375int
500path_to_player (object *mon, object *pl, unsigned mindiff) 376path_to_player (object *mon, object *pl, unsigned mindiff)
501{ 377{
502 rv_vector rv; 378 rv_vector rv;
503 sint16 x, y;
504 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked; 379 int dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
505 maptile *m, *lastmap;
506 380
507 get_rangevector (mon, pl, &rv, 0); 381 get_rangevector (mon, pl, &rv, 0);
508 382
509 if (rv.distance < mindiff) 383 if (rv.distance < mindiff)
510 return 0; 384 return 0;
511 385
512 x = mon->x; 386 mapxy pos (mon);
513 y = mon->y;
514 m = mon->map;
515 dir = rv.direction; 387 dir = rv.direction;
516 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 388 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
517 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 389 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
390
518 /* If we can't solve it within the search distance, return now. */ 391 /* If we can't solve it within the search distance, return now. */
519 if (diff > max) 392 if (diff > max)
520 return 0; 393 return 0;
394
521 while (diff > 1 && max > 0) 395 while (diff > 1 && max > 0)
522 { 396 {
523 lastx = x; 397 mapxy lastpos = pos;
524 lasty = y;
525 lastmap = m;
526 x = lastx + freearr_x[dir];
527 y = lasty + freearr_y[dir];
528 398
529 mflags = get_map_flags (m, &m, x, y, &x, &y); 399 pos.move (dir);
530 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
531 400
532 /* Space is blocked - try changing direction a little */ 401 /* Space is blocked - try changing direction a little */
533 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW)) 402 if (!pos.normalise ()
534 && (m == mon->map && blocked_link (mon, m, x, y)))) 403 || (((pos->flags () & P_BLOCKSVIEW) || OB_TYPE_MOVE_BLOCK (mon, pos->move_block))
404 && blocked_link (mon, pos.m, pos.x, pos.y)))
535 { 405 {
536 /* recalculate direction from last good location. Possible 406 /* recalculate direction from last good location. Possible
537 * we were not traversing ideal location before. 407 * we were not traversing ideal location before.
538 */ 408 */
539 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0); 409 get_rangevector_from_mapcoord (lastpos.m, lastpos.x, lastpos.y, pl, &rv, 0);
540 if (rv.direction != dir) 410 if (rv.direction != dir)
541 { 411 {
542 /* OK - says direction should be different - lets reset the 412 /* OK - says direction should be different - lets reset the
543 * the values so it will try again. 413 * the values so it will try again.
544 */ 414 */
545 x = lastx;
546 y = lasty;
547 m = lastmap; 415 pos = lastpos;
548 dir = firstdir = rv.direction; 416 dir = firstdir = rv.direction;
549 } 417 }
550 else 418 else
551 { 419 {
552 /* direct path is blocked - try taking a side step to 420 /* direct path is blocked - try taking a side step to
559 */ 427 */
560 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++) 428 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
561 { 429 {
562 if (i == 0) 430 if (i == 0)
563 continue; /* already did this, so skip it */ 431 continue; /* already did this, so skip it */
432
564 /* Use lastdir here - otherwise, 433 /* Use lastdir here - otherwise,
565 * since the direction that the creature should move in 434 * since the direction that the creature should move in
566 * may change, you could get infinite loops. 435 * may change, you could get infinite loops.
567 * ie, player is northwest, but monster can only 436 * ie, player is northwest, but monster can only
568 * move west, so it does that. It goes some distance, 437 * move west, so it does that. It goes some distance,
570 * can't do that, but now finds it can move east, and 439 * can't do that, but now finds it can move east, and
571 * gets back to its original point. lastdir contains 440 * gets back to its original point. lastdir contains
572 * the last direction the creature has successfully 441 * the last direction the creature has successfully
573 * moved. 442 * moved.
574 */ 443 */
575
576 x = lastx + freearr_x[absdir (lastdir + i)];
577 y = lasty + freearr_y[absdir (lastdir + i)];
578 m = lastmap; 444 pos = lastpos;
579 mflags = get_map_flags (m, &m, x, y, &x, &y); 445 pos.move (absdir (lastdir + i));
580 if (mflags & P_OUT_OF_MAP) 446
447 if (!pos.normalise ())
581 continue; 448 continue;
582 blocked = GET_MAP_MOVE_BLOCK (m, x, y); 449
583 if (OB_TYPE_MOVE_BLOCK (mon, blocked)) 450 mapspace &ms = *pos;
451
452 if (ms.flags () & P_BLOCKSVIEW)
584 continue; 453 continue;
585 if (mflags & P_BLOCKSVIEW) 454
455 if (OB_TYPE_MOVE_BLOCK (mon, ms.move_block))
586 continue; 456 continue;
587 457
588 if (m == mon->map && blocked_link (mon, m, x, y)) 458 if (blocked_link (mon, pos.m, pos.x, pos.y))
589 break; 459 break;
590 } 460 }
461
591 /* go through entire loop without finding a valid 462 /* go through entire loop without finding a valid
592 * sidestep to take - thus, no valid path. 463 * sidestep to take - thus, no valid path.
593 */ 464 */
594 if (i == (DETOUR_AMOUNT + 1)) 465 if (i == DETOUR_AMOUNT + 1)
595 return 0; 466 return 0;
467
596 diff--; 468 diff--;
597 lastdir = dir; 469 lastdir = dir;
598 max--; 470 max--;
599 if (!firstdir) 471 if (!firstdir)
600 firstdir = dir + i; 472 firstdir = dir + i;
604 { 476 {
605 /* we moved towards creature, so diff is less */ 477 /* we moved towards creature, so diff is less */
606 diff--; 478 diff--;
607 max--; 479 max--;
608 lastdir = dir; 480 lastdir = dir;
481
609 if (!firstdir) 482 if (!firstdir)
610 firstdir = dir; 483 firstdir = dir;
611 } 484 }
485
612 if (diff <= 1) 486 if (diff <= 1)
613 { 487 {
614 /* Recalculate diff (distance) because we may not have actually 488 /* Recalculate diff (distance) because we may not have actually
615 * headed toward player for entire distance. 489 * headed toward player for entire distance.
616 */ 490 */
617 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 491 get_rangevector_from_mapcoord (pos.m, pos.x, pos.y, pl, &rv, 0);
618 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 492 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
619 } 493 }
494
620 if (diff > max) 495 if (diff > max)
621 return 0; 496 return 0;
622 } 497 }
498
623 /* If we reached the max, didn't find a direction in time */ 499 /* If we reached the max, didn't find a direction in time */
624 if (!max) 500 if (!max)
625 return 0; 501 return 0;
626 502
627 return firstdir; 503 return firstdir;
628} 504}
629 505
630void 506void
631give_initial_items (object *pl, treasurelist * items) 507give_initial_items (object *pl, treasurelist *items)
632{ 508{
633 object *op, *next = NULL;
634
635 if (pl->randomitems != NULL) 509 if (pl->randomitems)
636 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); 510 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
637 511
638 for (op = pl->inv; op; op = next) 512 for (object *next, *op = pl->inv; op; op = next)
639 { 513 {
640 next = op->below; 514 next = op->below;
641 515
642 /* Forces get applied per default, unless they have the 516 /* Forces get applied per default, unless they have the
643 * flag "neutral" set. Sorry but I can't think of a better way 517 * flag "neutral" set. Sorry but I can't think of a better way
644 */ 518 */
645 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL)) 519 if (op->type == FORCE && !op->flag [FLAG_NEUTRAL])
646 SET_FLAG (op, FLAG_APPLIED); 520 op->set_flag (FLAG_APPLIED);
647 521
648 /* we never give weapons/armour if these cannot be used 522 /* we never give weapons/armour if these cannot be used
649 * by this player due to race restrictions 523 * by this player due to race restrictions
650 */ 524 */
651 if (pl->type == PLAYER) 525 if (pl->type == PLAYER)
652 { 526 {
653 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) && 527 if ((!pl->flag [FLAG_USE_ARMOUR]
528 &&
654 (op->type == ARMOUR || op->type == BOOTS || 529 (op->type == ARMOUR || op->type == BOOTS
655 op->type == CLOAK || op->type == HELMET || 530 || op->type == CLOAK || op->type == HELMET
656 op->type == SHIELD || op->type == GLOVES || 531 || op->type == SHIELD || op->type == GLOVES
657 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) 532 || op->type == BRACERS || op->type == GIRDLE))
533 || (!pl->flag [FLAG_USE_WEAPON] && op->type == WEAPON))
658 { 534 {
659 op->destroy (); 535 op->destroy ();
660 continue; 536 continue;
661 } 537 }
662 } 538 }
663 539
664 /* This really needs to be better - we should really give 540 /* Here we remove duplicated skills (as duplicated spell objects have
665 * a substitute spellbook. The problem is that we don't really 541 * _very_ confusing effects for players), which could for instance be
666 * have a good idea what to replace it with (need something like 542 * generated by bad treasurelists. - elmex
667 * a first level treasurelist for each skill.)
668 * remove duplicate skills also
669 */ 543 */
670 if (op->type == SPELLBOOK || op->type == SKILL) 544 if (op->type == SKILL)
671 { 545 {
672 object *tmp;
673
674 for (tmp = op->below; tmp; tmp = tmp->below) 546 for (object *tmp = op->below; tmp; tmp = tmp->below)
675 if (tmp->type == op->type && tmp->name == op->name) 547 if (tmp->type == op->type && tmp->name == op->name)
676 break;
677
678 if (tmp)
679 { 548 {
680 op->destroy (); 549 op->destroy ();
550 LOG (llevError,
681 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); 551 "give_initial_items: Removing duplicate skill %s\n", &tmp->name);
682 continue; 552 break;
683 } 553 }
684 554
685 if (op->nrof > 1) 555 if (op->nrof > 1)
686 op->nrof = 1; 556 op->nrof = 1;
687 } 557 }
688 558
689 if (op->type == SPELLBOOK && op->inv) 559 if (op->type == SPELLBOOK && op->inv)
690 { 560 op->inv->clr_flag (FLAG_STARTEQUIP);
691 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
692 }
693 561
694 /* Give starting characters identified, uncursed, and undamned 562 /* Give starting characters identified, uncursed, and undamned
695 * items. Just don't identify gold or silver, or it won't be 563 * items. Just don't identify gold or silver, or it won't be
696 * merged properly. 564 * merged properly.
697 */ 565 */
698 if (need_identify (op)) 566 if (op->need_identify ())
699 {
700 SET_FLAG (op, FLAG_IDENTIFIED);
701 CLEAR_FLAG (op, FLAG_CURSED);
702 CLEAR_FLAG (op, FLAG_DAMNED);
703 } 567 {
568 op->set_flag (FLAG_IDENTIFIED);
569 op->clr_flag (FLAG_CURSED);
570 op->clr_flag (FLAG_DAMNED);
571 }
572
704 if (op->type == SPELL) 573 if (op->type == SPELL)
705 { 574 {
706 op->destroy (); 575 op->destroy ();
707 continue; 576 continue;
708 } 577 }
709 else if (op->type == SKILL) 578 else if (op->type == SKILL)
710 { 579 {
711 SET_FLAG (op, FLAG_CAN_USE_SKILL); 580 op->set_flag (FLAG_CAN_USE_SKILL);
712 op->stats.exp = 0; 581 op->stats.exp = 0;
713 op->level = 1; 582 op->level = 1;
714 } 583 }
715 /* lock all 'normal items by default */ 584 else /* lock all 'normal items by default */
716 else 585 op->set_flag (FLAG_INV_LOCKED);
717 SET_FLAG (op, FLAG_INV_LOCKED);
718 } /* for loop of objects in player inv */ 586 } /* for loop of objects in player inv */
719 587
720 /* Need to set up the skill pointers */ 588 /* Need to set up the skill pointers */
721 link_player_skills (pl); 589 pl->contr->link_skills ();
722} 590}
723 591
724void 592void
725get_party_password (object *op, partylist *party) 593get_party_password (object *op, partylist *party)
726{ 594{
736 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 604 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
737} 605}
738 606
739/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 607/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
740static int 608static int
741roll_stat (void) 609roll_stat ()
742{ 610{
743 int a[4], i, j, k; 611 int a[4], i, j, k;
744 612
745 for (i = 0; i < 4; i++) 613 for (i = 0; i < 4; i++)
746 a[i] = (int) RANDOM () % 6 + 1; 614 a[i] = (int) rndm (6) + 1;
747 615
748 for (i = 0, j = 0, k = 7; i < 4; i++) 616 for (i = 0, j = 0, k = 7; i < 4; i++)
749 if (a[i] < k) 617 if (a[i] < k)
750 k = a[i], j = i; 618 k = a[i], j = i;
751 619
757} 625}
758 626
759void 627void
760object::roll_stats () 628object::roll_stats ()
761{ 629{
762 int statsort [7]; 630 int statsort [NUM_STATS];
763 631
764 for (;;) 632 for (;;)
765 { 633 {
766 int sum = 0; 634 int sum = 0;
767 for (int i = 7; i--; ) 635 for (int i = NUM_STATS; i--; )
768 sum += statsort [i] = roll_stat (); 636 sum += statsort [i] = roll_stat ();
769 637
770 if (sum >= 82 && sum <= 116) 638 if (sum >= 82 && sum <= 116)
771 break; 639 break;
772 } 640 }
773 641
774 // Sort the stats so that rerolling is easier... 642 // Sort the stats so that rerolling is easier...
775 std::sort (statsort, statsort + 7, std::greater<int>()); 643 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
776 644
645 for (int i = 0; i < NUM_STATS; ++i)
777 stats.Str = statsort[0]; 646 stats.stat (i) = statsort [i];
778 stats.Dex = statsort[1];
779 stats.Con = statsort[2];
780 stats.Int = statsort[3];
781 stats.Wis = statsort[4];
782 stats.Pow = statsort[5];
783 stats.Cha = statsort[6];
784 647
785 stats.exp = 0; 648 stats.exp = 0;
786 stats.ac = 0; 649 stats.ac = 0;
787 650
788 stats.hp = stats.maxhp; 651 stats.hp = stats.maxhp;
800} 663}
801 664
802void 665void
803object::swap_stats (int a, int b) 666object::swap_stats (int a, int b)
804{ 667{
805 int tmp = get_attr_value (&contr->orig_stats, a); 668 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
806 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
807 set_attr_value (&contr->orig_stats, b, tmp);
808 669
670 for (int i = 0; i < NUM_STATS; ++i)
809 stats.Str = contr->orig_stats.Str; 671 stats.stat (i) = contr->orig_stats.stat (i);
810 stats.Dex = contr->orig_stats.Dex;
811 stats.Con = contr->orig_stats.Con;
812 stats.Int = contr->orig_stats.Int;
813 stats.Wis = contr->orig_stats.Wis;
814 stats.Pow = contr->orig_stats.Pow;
815 stats.Cha = contr->orig_stats.Cha;
816 672
817 //TODO: the following code looks so borked and should, at the very least, 673 //TODO: the following code looks so borked and should, at the very least,
818 // be merged with the similar code in roll_stats 674 // be merged with the similar code in roll_stats
819 stats.ac = 0; 675 stats.ac = 0;
820 676
832 contr->levsp[1] = 6; 688 contr->levsp[1] = 6;
833 contr->levgrace[1] = 3; 689 contr->levgrace[1] = 3;
834 690
835 contr->orig_stats = stats; 691 contr->orig_stats = stats;
836 } 692 }
693}
694
695static void
696start_info (object *op)
697{
698 char buf[MAX_BUF];
699
700 sprintf (buf, "Welcome to Deliantra v%s!", VERSION);
701 new_draw_info (NDI_UNIQUE, 0, op, buf);
837} 702}
838 703
839/* This function takes the key that is passed, and does the 704/* This function takes the key that is passed, and does the
840 * appropriate action with it (change race, or other things). 705 * appropriate action with it (change race, or other things).
841 * The function name is for historical reasons - now we have 706 * The function name is for historical reasons - now we have
842 * separate race and class; this actually changes the RACE, 707 * separate race and class; this actually changes the RACE,
843 * not the class. 708 * not the class.
844 */ 709 */
845int 710void
846key_change_class (object *op, char key) 711player::chargen_race_done ()
847{ 712{
848 int tmp_loop;
849
850 if (key == 'd' || key == 'D')
851 {
852 char buf[MAX_BUF];
853
854 /* this must before then initial items are given */ 713 /* this must before then initial items are given */
855 esrv_new_player (op->contr, op->weight + op->carrying); 714 esrv_new_player (ob->contr);
856 715
857 treasurelist *tl = find_treasurelist ("starting_wealth"); 716 treasurelist *tl = treasurelist::find (shstr_starting_wealth);
858 if (tl) 717 if (tl)
859 create_treasure (tl, op, 0, 0, 0); 718 create_treasure (tl, ob, 0, 0, 0);
860 719
861 INVOKE_PLAYER (BIRTH, op->contr); 720 INVOKE_PLAYER (BIRTH, ob->contr);
862 INVOKE_PLAYER (LOGIN, op->contr); 721 INVOKE_PLAYER (LOGIN, ob->contr);
863 722
864 op->contr->ns->state = ST_PLAYING; 723 ob->contr->ns->state = ST_PLAYING;
865 724
866 if (op->msg) 725 if (ob->msg)
867 op->msg = NULL; 726 ob->msg = 0;
868 727
869 /* We create this now because some of the unique maps will need it
870 * to save here.
871 */
872 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name);
873 make_path_to_file (buf);
874
875#ifdef AUTOSAVE
876 op->contr->last_save_tick = pticks;
877#endif
878 start_info (op); 728 start_info (ob);
879 CLEAR_FLAG (op, FLAG_WIZ); 729 ob->clr_flag (FLAG_WIZ);
880 give_initial_items (op, op->randomitems); 730 give_initial_items (ob, ob->randomitems);
881 link_player_skills (op);
882 esrv_send_inventory (op, op); 731 esrv_send_inventory (ob, ob);
883 op->update_stats (); 732 ob->update_stats ();
884 733
885 /* This moves the player to a different start map, if there 734 /* This moves the player to a different start map, if there
886 * is one for this race 735 * is one for this race
887 */ 736 */
888 if (*first_map_ext_path) 737 if (*first_map_ext_path)
889 { 738 ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y);
890 object *tmp;
891 char mapname[MAX_BUF];
892
893 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name);
894 tmp = object::create ();
895 EXIT_PATH (tmp) = mapname;
896 EXIT_X (tmp) = op->x;
897 EXIT_Y (tmp) = op->y;
898 enter_exit (op, tmp); /* we don't really care if it succeeded;
899 * if the map isn't there, then stay on the
900 * default initial map */
901 tmp->destroy ();
902 }
903 else 739 else
904 LOG (llevDebug, "first_map_ext_path not set\n"); 740 LOG (llevDebug, "first_map_ext_path not set\n");
741}
905 742
906 return 0; 743void
907 } 744player::chargen_race_next ()
908 745{
909 /* Following actually changes the race - this is the default command 746 /* Following actually changes the race - this is the default command
910 * if we don't match with one of the options above. 747 * if we don't match with one of the options above.
911 */ 748 */
912 749
913 tmp_loop = 0; 750 do
914 while (!tmp_loop)
915 { 751 {
916 shstr name = op->name; 752 shstr name = ob->name;
917 int x = op->x, y = op->y; 753 int x = ob->x, y = ob->y;
918 754
919 op->remove_statbonus (); 755 ob->remove_statbonus ();
920 op->remove (); 756 ob->remove ();
921 op->arch = get_player_archetype (op->arch); 757 ob->arch = get_player_archetype (ob->arch);
922 op->arch->clone.copy_to (op); 758 ob->arch->copy_to (ob);
923 op->instantiate (); 759 ob->instantiate ();
924 op->stats = op->contr->orig_stats; 760 ob->stats = ob->contr->orig_stats;
925 op->name = op->name_pl = name; 761 ob->name = ob->name_pl = name;
926 op->x = x; 762 ob->x = x;
927 op->y = y; 763 ob->y = y;
928 SET_ANIMATION (op, 2); /* So player faces south */ 764 SET_ANIMATION (ob, 2); /* So player faces south */
929 insert_ob_in_map (op, op->map, op, 0); 765 insert_ob_in_map (ob, ob->map, ob, 0);
930 assign (op->contr->title, op->arch->clone.name); 766 assign (ob->contr->title, ob->arch->object::name);
931 op->add_statbonus (); 767 ob->add_statbonus ();
932 tmp_loop = allowed_class (op);
933 } 768 }
769 while (!allowed_class (ob));
934 770
935 update_object (op, UP_OBJ_FACE); 771 update_object (ob, UP_OBJ_FACE);
936 esrv_update_item (UPD_FACE, op, op); 772 esrv_update_item (UPD_FACE, ob, ob);
937 op->update_stats (); 773 ob->update_stats ();
938 op->stats.hp = op->stats.maxhp; 774 ob->stats.hp = ob->stats.maxhp;
939 op->stats.sp = op->stats.maxsp; 775 ob->stats.sp = ob->stats.maxsp;
940 op->stats.grace = 0; 776 ob->stats.grace = 0;
941
942 if (op->msg)
943 new_draw_info (NDI_BLUE, 0, op, op->msg);
944
945 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
946 return 0;
947} 777}
948 778
949int 779static void
950key_confirm_quit (object *op, char key)
951{
952 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
953 {
954 op->contr->ns->state = ST_PLAYING;
955 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
956 return 1;
957 }
958
959 INVOKE_PLAYER (LOGOUT, op->contr);
960 INVOKE_PLAYER (QUIT, op->contr);
961
962 terminate_all_pets (op);
963 leave_map (op);
964 op->direction = 0;
965 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
966
967 strcpy (op->contr->killer, "quit");
968 check_score (op);
969 op->contr->party = 0;
970 op->contr->own_title[0] = '\0';
971
972 object_ptr ob = op;
973
974 delete ob->contr;
975
976 /* We need to hunt for any per player unique maps in memory and
977 * get rid of them. The trailing slash in the path is intentional,
978 * so that players named 'Ab' won't match against players 'Abe' pathname
979 */
980 char buf[MAX_BUF];
981 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
982
983 for (maptile *next, *mp = first_map; mp; mp = next)
984 {
985 next = mp->next;
986
987 if (!strncmp (mp->path, buf, strlen (buf)))
988 delete_map (mp);
989 }
990
991 delete_character (ob->name, 1);
992
993 return 1;
994}
995
996void
997flee_player (object *op) 780flee_player (object *op)
998{ 781{
999 int dir, diff; 782 int dir, diff;
1000 rv_vector rv; 783 rv_vector rv;
1001 784
1002 if (op->stats.hp < 0) 785 if (op->stats.hp < 0)
1003 { 786 {
1004 LOG (llevDebug, "Fleeing player is dead.\n"); 787 LOG (llevDebug, "Fleeing player is dead.\n");
1005 CLEAR_FLAG (op, FLAG_SCARED); 788 op->clr_flag (FLAG_SCARED);
1006 return; 789 return;
1007 } 790 }
1008 791
1009 if (op->enemy == NULL) 792 if (!op->enemy)
1010 { 793 {
1011 LOG (llevDebug, "Fleeing player had no enemy.\n"); 794 LOG (llevDebug, "Fleeing player had no enemy.\n");
1012 CLEAR_FLAG (op, FLAG_SCARED); 795 op->clr_flag (FLAG_SCARED);
1013 return; 796 return;
1014 } 797 }
1015 798
1016 /* Seen some crashes here. Since we don't store an 799 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
1017 * op->enemy_count, it is possible that something destroys the
1018 * actual enemy, and the object is recycled.
1019 */
1020 if (op->enemy->map == NULL)
1021 { 800 {
1022 CLEAR_FLAG (op, FLAG_SCARED);
1023 op->enemy = NULL; 801 op->enemy = NULL;
1024 return; 802 op->clr_flag (FLAG_SCARED);
1025 }
1026
1027 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
1028 {
1029 op->enemy = NULL;
1030 CLEAR_FLAG (op, FLAG_SCARED);
1031 return; 803 return;
1032 } 804 }
1033 805
1034 get_rangevector (op, op->enemy, &rv, 0); 806 get_rangevector (op, op->enemy, &rv, 0);
1035 807
1036 dir = absdir (4 + rv.direction); 808 dir = absdir (4 + rv.direction);
1037 for (diff = 0; diff < 3; diff++) 809 for (diff = 0; diff < 3; diff++)
1038 { 810 {
1039 int m = 1 - (RANDOM () & 2); 811 int m = 1 - rndm (2) * 2;
1040 812
1041 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 813 if (op->move (absdir (dir + diff * m)) || (diff == 0 && op->move (absdir (dir - diff * m))))
1042 return; 814 return;
1043 } 815 }
1044 816
1045 /* Cornered, get rid of scared */ 817 /* Cornered, get rid of scared */
1046 CLEAR_FLAG (op, FLAG_SCARED); 818 op->clr_flag (FLAG_SCARED);
1047 op->enemy = NULL; 819 op->enemy = NULL;
1048} 820}
1049 821
1050
1051/* check_pick sees if there is stuff to be picked up/picks up stuff. 822/* check_pick sees if there is stuff to be picked up/picks up stuff.
1052 * IT returns 1 if the player should keep on moving, 0 if he should 823 * It returns 1 if the player should keep on moving, 0 if he should
1053 * stop. 824 * stop.
1054 */ 825 */
1055int 826int
1056check_pick (object *op) 827check_pick (object *op)
1057{ 828{
1058 object *tmp, *next; 829 object *tmp, *next;
1059 int stop = 0; 830 int stop = 0;
1060 int j, k, wvratio; 831 int wvratio;
1061 char putstring[128], tmpstr[16];
1062 832
1063 /* if you're flying, you cna't pick up anything */ 833 /* if you're flying, you can't pick up anything */
1064 if (op->move_type & MOVE_FLYING) 834 if (op->move_type & MOVE_FLYING)
1065 return 1; 835 return 1;
1066 836
1067 next = op->below; 837 next = op->below;
838
839 int cnt = MAX_ITEM_PER_ACTION;
840#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
1068 841
1069 /* loop while there are items on the floor that are not marked as 842 /* loop while there are items on the floor that are not marked as
1070 * destroyed */ 843 * destroyed */
1071 while (next && !next->destroyed ()) 844 while (next && !next->destroyed ())
1072 { 845 {
1073 tmp = next; 846 tmp = next;
1074 next = tmp->below; 847 next = tmp->below;
1075 848
849 if (cnt <= 0)
850 {
851 op->failmsg ("Couldn't pickup all items at once.");
852 return 0;
853 }
854
1076 if (op->destroyed ()) 855 if (op->destroyed ())
1077 return 0; 856 return 0;
1078 857
1079 if (!can_pick (op, tmp)) 858 if (!can_pick (op, tmp))
1080 continue; 859 continue;
1081 860
1082 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 861 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1083 { 862 {
1084 if (item_matched_string (op, tmp, op->contr->search_str)) 863 if (item_matched_string (op, tmp, op->contr->search_str))
1085 pick_up (op, tmp); 864 CHK_PICK_PICKUP;
865
1086 continue; 866 continue;
1087 } 867 }
1088 868
1089 /* high not bit set? We're using the old autopickup model */ 869 /* pickup handling */
870 if (op->contr->mode & PU_DEBUG)
871 {
872 /* some debugging code to figure out item information */
873 const char *str = tmp->name
874 ? format ("item name: %s item type: %d weight/value: %d",
875 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))))
876 : format ("item name: %s item type: %d weight/value: %d",
877 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
878
879 new_draw_info (NDI_UNIQUE, 0, op, str);
880 }
881
882 if (op->contr->mode & PU_INHIBIT)
883 return 1;
884
885 if (!(op->contr->mode & PU_ENABLE)) // TODO: fix client
886 return 1;
887
888 /* philosophy:
889 * It's easy to grab an item type from a pile, as long as it's
890 * generic. This takes no game-time. For more detailed pickups
891 * and selections, select-items should be used. This is a
892 * grab-as-you-run type mode that's really useful for arrows for
893 * example.
894 * The drawback: right now it has no frontend, so you need to
895 * stick the bits you want into a calculator in hex mode and then
896 * convert to decimal and then 'pickup <#>
897 */
898
899 /* the first two modes are exclusive: if NOTHING we return, if
900 * STOP then we stop. All the rest are applied sequentially,
901 * meaning if any test passes, the item gets picked up. */
902
903 /* if mode is set to pick nothing up, return */
904 if (op->contr->mode == PU_NOTHING)
905 return 1;
906
907 /* if mode is set to stop when encountering objects, return */
908 /* take STOP before INHIBIT since it doesn't actually pick
909 * anything up */
910 if (op->contr->mode & PU_STOP)
911 return 0;
912
913 /* useful for going into stores and not losing your settings... */
914 /* and for battles wher you don't want to get loaded down while
915 * fighting */
916 if (op->contr->mode & PU_INHIBIT)
917 return 1;
918
919 /* prevent us from turning into auto-thieves :) */
920 if (tmp->flag [FLAG_UNPAID])
921 continue;
922
923 /* ignore known cursed objects */
924 if (tmp->flag [FLAG_KNOWN_CURSED] && op->contr->mode & PU_NOT_CURSED)
925 continue;
926
927 /* all food and drink if desired */
928 /* question: don't pick up known-poisonous stuff? */
1090 if (!(op->contr->mode & PU_NEWMODE)) 929 if (op->contr->mode & PU_FOOD)
930 if (tmp->type == FOOD)
1091 { 931 {
1092 switch (op->contr->mode) 932 CHK_PICK_PICKUP;
933 continue;
934 }
935
936 if (op->contr->mode & PU_DRINK)
937 if (tmp->type == DRINK || (tmp->type == POISON && !tmp->flag [FLAG_KNOWN_CURSED]))
938 {
939 CHK_PICK_PICKUP;
940 continue;
941 }
942
943 if (op->contr->mode & PU_POTION)
944 if (tmp->type == POTION)
945 {
946 CHK_PICK_PICKUP;
947 continue;
948 }
949
950 /* spellbooks, skillscrolls and normal books/scrolls */
951 if (op->contr->mode & PU_SPELLBOOK)
952 if (tmp->type == SPELLBOOK)
953 {
954 CHK_PICK_PICKUP;
955 continue;
956 }
957
958 if (op->contr->mode & PU_SKILLSCROLL)
959 if (tmp->type == SKILLSCROLL)
960 {
961 CHK_PICK_PICKUP;
962 continue;
963 }
964
965 if (op->contr->mode & PU_READABLES)
966 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
967 {
968 CHK_PICK_PICKUP;
969 continue;
970 }
971
972 /* wands/staves/rods/horns */
973 if (op->contr->mode & PU_MAGIC_DEVICE)
974 if (tmp->type == WAND
975 || tmp->type == ROD
976 || tmp->type == HORN
977 || tmp->type == POWER_CRYSTAL)
978 {
979 CHK_PICK_PICKUP;
980 continue;
981 }
982
983 /* pick up all magical items */
984 if (op->contr->mode & PU_MAGICAL)
985 if (tmp->flag [FLAG_KNOWN_MAGICAL]
986 && !tmp->flag [FLAG_KNOWN_CURSED])
987 {
988 CHK_PICK_PICKUP;
989 continue;
990 }
991
992 if (op->contr->mode & PU_VALUABLES)
993 {
994 if (tmp->type == MONEY || tmp->type == GEM)
1093 { 995 {
1094 case 0: 996 CHK_PICK_PICKUP;
1095 return 1; /* don't pick up */ 997 continue;
1096 case 1:
1097 pick_up (op, tmp);
1098 return 1;
1099 case 2:
1100 pick_up (op, tmp);
1101 return 0;
1102 case 3:
1103 return 0; /* stop before pickup */
1104 case 4:
1105 pick_up (op, tmp);
1106 break;
1107 case 5:
1108 pick_up (op, tmp);
1109 stop = 1;
1110 break;
1111 case 6:
1112 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1113 pick_up (op, tmp);
1114 break;
1115
1116 case 7:
1117 if (tmp->type == MONEY || tmp->type == GEM)
1118 pick_up (op, tmp);
1119 break;
1120
1121 default:
1122 /* use value density */
1123 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1124 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1125 pick_up (op, tmp);
1126 } 998 }
1127 } 999 }
1128 else 1000
1129 { /* old model */ 1001 /* rings & amulets - talismans seems to be typed AMULET */
1130 /* NEW pickup handling */
1131 if (op->contr->mode & PU_DEBUG) 1002 if (op->contr->mode & PU_JEWELS)
1003 if (tmp->type == RING
1004 || tmp->type == AMULET
1005 || tmp->type == GIRDLE
1006 || tmp->type == SKILL_TOOL)
1132 { 1007 {
1133 /* some debugging code to figure out item information */ 1008 CHK_PICK_PICKUP;
1134 if (tmp->name != NULL)
1135 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1136 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1137 else
1138 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1139 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1140
1141 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1142 }
1143
1144 /* philosophy:
1145 * It's easy to grab an item type from a pile, as long as it's
1146 * generic. This takes no game-time. For more detailed pickups
1147 * and selections, select-items should be used. This is a
1148 * grab-as-you-run type mode that's really useful for arrows for
1149 * example.
1150 * The drawback: right now it has no frontend, so you need to
1151 * stick the bits you want into a calculator in hex mode and then
1152 * convert to decimal and then 'pickup <#>
1153 */
1154
1155 /* the first two modes are exclusive: if NOTHING we return, if
1156 * STOP then we stop. All the rest are applied sequentially,
1157 * meaning if any test passes, the item gets picked up. */
1158
1159 /* if mode is set to pick nothing up, return */
1160
1161 if (op->contr->mode & PU_NOTHING)
1162 return 1;
1163
1164 /* if mode is set to stop when encountering objects, return */
1165 /* take STOP before INHIBIT since it doesn't actually pick
1166 * anything up */
1167
1168 if (op->contr->mode & PU_STOP)
1169 return 0;
1170
1171 /* useful for going into stores and not losing your settings... */
1172 /* and for battles wher you don't want to get loaded down while
1173 * fighting */
1174 if (op->contr->mode & PU_INHIBIT)
1175 return 1;
1176
1177 /* prevent us from turning into auto-thieves :) */
1178 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1179 continue; 1009 continue;
1010 }
1180 1011
1181 /* ignore known cursed objects */ 1012 /* we don't forget dragon food */
1182 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) 1013 if (op->contr->mode & PU_FLESH)
1014 if (tmp->type == FLESH)
1015 {
1016 CHK_PICK_PICKUP;
1183 continue; 1017 continue;
1018 }
1184 1019
1185 /* all food and drink if desired */ 1020 /* bows and arrows. Bows are good for selling! */
1186 /* question: don't pick up known-poisonous stuff? */ 1021 if (op->contr->mode & PU_BOW)
1022 if (tmp->type == BOW)
1023 {
1024 CHK_PICK_PICKUP;
1025 continue;
1026 }
1027
1028 if (op->contr->mode & PU_ARROW)
1029 if (tmp->type == ARROW)
1030 {
1031 CHK_PICK_PICKUP;
1032 continue;
1033 }
1034
1035 /* all kinds of armor etc. */
1036 if (op->contr->mode & PU_ARMOUR)
1037 if (tmp->type == ARMOUR)
1038 {
1039 CHK_PICK_PICKUP;
1040 continue;
1041 }
1042
1043 if (op->contr->mode & PU_HELMET)
1044 if (tmp->type == HELMET)
1045 {
1046 CHK_PICK_PICKUP;
1047 continue;
1048 }
1049
1050 if (op->contr->mode & PU_SHIELD)
1051 if (tmp->type == SHIELD)
1052 {
1053 CHK_PICK_PICKUP;
1054 continue;
1055 }
1056
1187 if (op->contr->mode & PU_FOOD) 1057 if (op->contr->mode & PU_BOOTS)
1188 if (tmp->type == FOOD) 1058 if (tmp->type == BOOTS)
1059 {
1060 CHK_PICK_PICKUP;
1061 continue;
1062 }
1063
1064 if (op->contr->mode & PU_GLOVES)
1065 if (tmp->type == GLOVES || tmp->type == BRACERS)
1066 {
1067 CHK_PICK_PICKUP;
1068 continue;
1069 }
1070
1071 if (op->contr->mode & PU_CLOAK)
1072 if (tmp->type == CLOAK)
1073 {
1074 CHK_PICK_PICKUP;
1075 continue;
1076 }
1077
1078 /* hoping to catch throwing daggers here */
1079 if (op->contr->mode & PU_MISSILEWEAPON)
1080 if (tmp->type == WEAPON && tmp->flag [FLAG_IS_THROWN])
1081 {
1082 CHK_PICK_PICKUP;
1083 continue;
1084 }
1085
1086 /* careful: chairs and tables are weapons! */
1087 if (op->contr->mode & PU_ALLWEAPON)
1088 {
1089 if (tmp->type == WEAPON)
1090 if (!tmp->arch->archname.contains ("table") && !tmp->arch->archname.contains ("chair"))
1189 { 1091 {
1190 pick_up (op, tmp); 1092 CHK_PICK_PICKUP;
1191 continue; 1093 continue;
1192 } 1094 }
1095 }
1193 1096
1097 /* misc stuff that's useful */
1194 if (op->contr->mode & PU_DRINK) 1098 if (op->contr->mode & PU_KEY)
1195 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1099 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1196 { 1100 {
1197 pick_up (op, tmp); 1101 CHK_PICK_PICKUP;
1198 continue; 1102 continue;
1199 } 1103 }
1200 1104
1105 /* any of the last 4 bits set means we use the ratio for value
1106 * pickups */
1201 if (op->contr->mode & PU_POTION) 1107 if (op->contr->mode & PU_RATIO)
1202 if (tmp->type == POTION) 1108 {
1109 /* use value density to decide what else to grab */
1110 /* >=7 was >= op->contr->mode */
1111 /* >=7 is the old standard setting. Now we take the last 4 bits
1203 { 1112 */
1204 pick_up (op, tmp);
1205 continue;
1206 }
1207
1208 /* spellbooks, skillscrolls and normal books/scrolls */
1209 if (op->contr->mode & PU_SPELLBOOK)
1210 if (tmp->type == SPELLBOOK)
1211 {
1212 pick_up (op, tmp);
1213 continue;
1214 }
1215
1216 if (op->contr->mode & PU_SKILLSCROLL)
1217 if (tmp->type == SKILLSCROLL)
1218 {
1219 pick_up (op, tmp);
1220 continue;
1221 }
1222
1223 if (op->contr->mode & PU_READABLES)
1224 if (tmp->type == BOOK || tmp->type == SCROLL)
1225 {
1226 pick_up (op, tmp);
1227 continue;
1228 }
1229
1230 /* wands/staves/rods/horns */
1231 if (op->contr->mode & PU_MAGIC_DEVICE)
1232 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1233 {
1234 pick_up (op, tmp);
1235 continue;
1236 }
1237
1238 /* pick up all magical items */
1239 if (op->contr->mode & PU_MAGICAL) 1113 wvratio = op->contr->mode & PU_RATIO;
1240 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1114 if (1000 * query_cost (tmp, op, F_TRUE) / tmp->total_weight () >= wvratio * 100)
1241 {
1242 pick_up (op, tmp);
1243 continue;
1244 }
1245
1246 if (op->contr->mode & PU_VALUABLES)
1247 { 1115 {
1248 if (tmp->type == MONEY || tmp->type == GEM) 1116#if 0
1117 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1118 if (tmp->name != NULL)
1249 { 1119 {
1250 pick_up (op, tmp); 1120 fprintf (stderr, "%s", tmp->name);
1251 continue;
1252 } 1121 }
1253 }
1254
1255 /* rings & amulets - talismans seems to be typed AMULET */
1256 if (op->contr->mode & PU_JEWELS)
1257 if (tmp->type == RING || tmp->type == AMULET)
1258 {
1259 pick_up (op, tmp);
1260 continue;
1261 }
1262
1263 /* we don't forget dragon food */
1264 if (op->contr->mode & PU_FLESH)
1265 if (tmp->type == FLESH)
1266 {
1267 pick_up (op, tmp);
1268 continue;
1269 }
1270
1271 /* bows and arrows. Bows are good for selling! */
1272 if (op->contr->mode & PU_BOW)
1273 if (tmp->type == BOW)
1274 {
1275 pick_up (op, tmp);
1276 continue;
1277 }
1278
1279 if (op->contr->mode & PU_ARROW)
1280 if (tmp->type == ARROW)
1281 {
1282 pick_up (op, tmp);
1283 continue;
1284 }
1285
1286 /* all kinds of armor etc. */
1287 if (op->contr->mode & PU_ARMOUR)
1288 if (tmp->type == ARMOUR)
1289 {
1290 pick_up (op, tmp);
1291 continue;
1292 }
1293
1294 if (op->contr->mode & PU_HELMET)
1295 if (tmp->type == HELMET)
1296 {
1297 pick_up (op, tmp);
1298 continue;
1299 }
1300
1301 if (op->contr->mode & PU_SHIELD)
1302 if (tmp->type == SHIELD)
1303 {
1304 pick_up (op, tmp);
1305 continue;
1306 }
1307
1308 if (op->contr->mode & PU_BOOTS)
1309 if (tmp->type == BOOTS)
1310 {
1311 pick_up (op, tmp);
1312 continue;
1313 }
1314
1315 if (op->contr->mode & PU_GLOVES)
1316 if (tmp->type == GLOVES)
1317 {
1318 pick_up (op, tmp);
1319 continue;
1320 }
1321
1322 if (op->contr->mode & PU_CLOAK)
1323 if (tmp->type == CLOAK)
1324 {
1325 pick_up (op, tmp);
1326 continue;
1327 }
1328
1329 /* hoping to catch throwing daggers here */
1330 if (op->contr->mode & PU_MISSILEWEAPON)
1331 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1332 {
1333 pick_up (op, tmp);
1334 continue;
1335 }
1336
1337 /* careful: chairs and tables are weapons! */
1338 if (op->contr->mode & PU_ALLWEAPON)
1339 {
1340 if (tmp->type == WEAPON && tmp->name != NULL)
1341 {
1342 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1343 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1344 {
1345 pick_up (op, tmp);
1346 continue;
1347 }
1348 }
1349
1350 if (tmp->type == WEAPON && tmp->name == NULL)
1351 {
1352 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1353 {
1354 pick_up (op, tmp);
1355 continue;
1356 }
1357 }
1358 }
1359
1360 /* misc stuff that's useful */
1361 if (op->contr->mode & PU_KEY)
1362 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1363 {
1364 pick_up (op, tmp);
1365 continue;
1366 }
1367
1368 /* any of the last 4 bits set means we use the ratio for value
1369 * pickups */
1370 if (op->contr->mode & PU_RATIO)
1371 {
1372 /* use value density to decide what else to grab */
1373 /* >=7 was >= op->contr->mode */
1374 /* >=7 is the old standard setting. Now we take the last 4 bits
1375 * and multiply them by 5, giving 0..15*5== 5..75 */
1376 wvratio = (op->contr->mode & PU_RATIO) * 5;
1377 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1378 {
1379 pick_up (op, tmp);
1380#if 0
1381 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1382 if (tmp->name != NULL)
1383 {
1384 fprintf (stderr, "%s", tmp->name);
1385 }
1386 else 1122 else
1387 fprintf (stderr, "%s", tmp->arch->name); 1123 fprintf (stderr, "%s", tmp->arch->archname);
1388 fprintf (stderr, ",%d] = ", tmp->type); 1124 fprintf (stderr, ",%d] = ", tmp->type);
1389 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1125 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
1390#endif 1126#endif
1127 CHK_PICK_PICKUP;
1391 continue; 1128 continue;
1392 }
1393 } 1129 }
1394 } /* the new pickup model */ 1130 } /* the new pickup model */
1395 } 1131 }
1396 1132
1397 return !stop; 1133 return !stop;
1134}
1135
1136/* routine for both players and monsters. We call this when
1137 * there is a possibility for our action distrubing our hiding
1138 * place or invisiblity spell. Artefact invisiblity causes
1139 * "noise" instead. If we arent invisible to begin with, we
1140 * return 0.
1141 */
1142static int
1143action_makes_visible (object *op)
1144{
1145 if (op->invisible && op->flag [FLAG_ALIVE])
1146 {
1147 if (op->flag [FLAG_MAKE_INVIS])
1148 {
1149 // artefact invisibility is permanent, but we still make noise
1150 // this is important for game-balance.
1151 if (op->contr)
1152 op->make_noise ();
1153
1154 return 0;
1155 }
1156
1157 if (op->contr && op->contr->tmp_invis == 0)
1158 return 0;
1159
1160 /* If monsters, they should become visible */
1161 if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis))
1162 {
1163 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible");
1164 return 1;
1165 }
1166 }
1167
1168 return 0;
1398} 1169}
1399 1170
1400/* 1171/*
1401 * Find an arrow in the inventory and after that 1172 * Find an arrow in the inventory and after that
1402 * in the right type container (quiver). Pointer to the 1173 * in the right type container (quiver). Pointer to the
1403 * found object is returned. 1174 * found object is returned.
1404 */ 1175 */
1405object * 1176static object *
1406find_arrow (object *op, const char *type) 1177find_arrow (object *op, const char *type)
1407{ 1178{
1408 object *tmp = NULL;
1409
1410 for (op = op->inv; op; op = op->below) 1179 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1411 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1412 tmp = find_arrow (op, type);
1413 else if (op->type == ARROW && op->race == type) 1180 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1181 return splay (tmp);
1182
1183 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1184 if (tmp->type == CONTAINER && tmp->flag [FLAG_APPLIED] && !strcmp (&tmp->race, type))
1185 if (object *arrow = find_arrow (tmp, type))
1186 {
1187 splay (tmp);
1414 return op; 1188 return arrow;
1189 }
1190
1415 return tmp; 1191 return 0;
1416} 1192}
1417 1193
1418/* 1194/*
1419 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1195 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1420 * against the target. A full test is not performed, simply a basic test 1196 * against the target. A full test is not performed, simply a basic test
1421 * of resistances. The archer is making a quick guess at what he sees down 1197 * of resistances. The archer is making a quick guess at what he sees down
1422 * the hall. Failing that it does it's best to pick the highest plus arrow. 1198 * the hall. Failing that it does it's best to pick the highest plus arrow.
1423 */ 1199 */
1424 1200static object *
1425object *
1426find_better_arrow (object *op, object *target, const char *type, int *better) 1201find_better_arrow (object *op, object *target, shstr_cmp type, int *better)
1427{ 1202{
1428 object *tmp = NULL, *arrow, *ntmp; 1203 object *tmp = NULL, *arrow, *ntmp;
1429 int attacknum, attacktype, betterby = 0, i; 1204 int attacknum, attacktype, betterby = 0, i;
1430 1205
1431 if (!type) 1206 if (!type)
1432 return NULL; 1207 return NULL;
1433 1208
1434 for (arrow = op->inv; arrow; arrow = arrow->below) 1209 for (arrow = op->inv; arrow; arrow = arrow->below)
1435 { 1210 {
1436 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED)) 1211 if (arrow->type == CONTAINER && arrow->race == type && arrow->flag [FLAG_APPLIED])
1437 { 1212 {
1438 i = 0; 1213 i = 0;
1439 ntmp = find_better_arrow (arrow, target, type, &i); 1214 ntmp = find_better_arrow (arrow, target, type, &i);
1215
1440 if (i > betterby) 1216 if (i > betterby)
1441 { 1217 {
1442 tmp = ntmp; 1218 tmp = ntmp;
1443 betterby = i; 1219 betterby = i;
1444 } 1220 }
1445 } 1221 }
1446 else if (arrow->type == ARROW && arrow->race == type) 1222 else if (arrow->type == ARROW && arrow->race == type)
1447 { 1223 {
1448 /* allways prefer assasination/slaying */ 1224 /* allways prefer assasination/slaying */
1449 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race)) 1225 if (target->race && arrow->slaying.contains (target->race))
1450 { 1226 {
1451 if (arrow->attacktype & AT_DEATH) 1227 if (arrow->attacktype & AT_DEATH)
1452 { 1228 {
1453 *better = 100; 1229 *better = 100;
1454 return arrow; 1230 return arrow;
1462 else 1238 else
1463 { 1239 {
1464 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1240 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1465 { 1241 {
1466 attacktype = 1 << attacknum; 1242 attacktype = 1 << attacknum;
1467 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1243 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1468 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby) 1244 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1469 { 1245 {
1470 tmp = arrow; 1246 tmp = arrow;
1471 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100; 1247 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1472 } 1248 }
1473 } 1249 }
1250
1474 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1251 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1475 { 1252 {
1476 tmp = arrow; 1253 tmp = arrow;
1477 betterby = 2 + arrow->magic + arrow->stats.dam; 1254 betterby = 2 + arrow->magic + arrow->stats.dam;
1478 } 1255 }
1256
1479 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) 1257 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1480 { 1258 {
1481 tmp = arrow; 1259 tmp = arrow;
1482 betterby = 1 + arrow->magic + arrow->stats.dam; 1260 betterby = 1 + arrow->magic + arrow->stats.dam;
1483 } 1261 }
1484 } 1262 }
1485 } 1263 }
1486 } 1264 }
1265
1487 if (tmp == NULL && arrow == NULL) 1266 if (tmp == NULL && arrow == NULL)
1488 return find_arrow (op, type); 1267 return find_arrow (op, type);
1489 1268
1490 *better = betterby; 1269 *better = betterby;
1491 return tmp; 1270 return tmp;
1495 * find_better_arrow to find a decent arrow to use. 1274 * find_better_arrow to find a decent arrow to use.
1496 * op = the shooter 1275 * op = the shooter
1497 * type = bow->race 1276 * type = bow->race
1498 * dir = fire direction 1277 * dir = fire direction
1499 */ 1278 */
1500 1279static object *
1501object *
1502pick_arrow_target (object *op, const char *type, int dir) 1280pick_arrow_target (object *op, shstr_cmp type, int dir)
1503{ 1281{
1504 object *tmp = NULL; 1282 object *tmp = NULL;
1505 maptile *m; 1283 maptile *m;
1506 int i, mflags, found, number; 1284 int i, mflags, found, number;
1507 sint16 x, y; 1285 sint16 x, y;
1522 for (i = 0, found = 0; i < 20; i++) 1300 for (i = 0, found = 0; i < 20; i++)
1523 { 1301 {
1524 x += freearr_x[dir]; 1302 x += freearr_x[dir];
1525 y += freearr_y[dir]; 1303 y += freearr_y[dir];
1526 mflags = get_map_flags (m, &m, x, y, &x, &y); 1304 mflags = get_map_flags (m, &m, x, y, &x, &y);
1305
1527 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) 1306 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1528 { 1307 {
1529 tmp = NULL; 1308 tmp = 0;
1530 break; 1309 break;
1531 } 1310 }
1532 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW) 1311 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1533 { 1312 {
1534 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1313 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1535 * perhaps a bad assumption. 1314 * perhaps a bad assumption.
1536 */ 1315 */
1537 tmp = NULL; 1316 tmp = 0;
1538 break; 1317 break;
1539 } 1318 }
1319
1540 if (mflags & P_IS_ALIVE) 1320 if (mflags & P_IS_ALIVE)
1541 {
1542 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) 1321 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1543 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 1322 if (tmp->flag [FLAG_ALIVE])
1544 {
1545 found++;
1546 break;
1547 }
1548 if (found)
1549 break; 1323 break;
1550 }
1551 } 1324 }
1552 if (tmp == NULL) 1325
1326 if (!tmp)
1553 return find_arrow (op, type); 1327 return find_arrow (op, type);
1554 1328
1555 if (tmp->head) 1329 if (tmp->head)
1556 tmp = tmp->head; 1330 tmp = tmp->head;
1557 1331
1570 */ 1344 */
1571int 1345int
1572fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) 1346fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1573{ 1347{
1574 object *left, *bow; 1348 object *left, *bow;
1575 int bowspeed, mflags; 1349 int mflags;
1576 maptile *m; 1350 maptile *m;
1577 1351
1578 if (!dir) 1352 if (!dir)
1579 { 1353 {
1580 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1354 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1581 return 0; 1355 return 0;
1582 } 1356 }
1583 1357
1584 if (op->type == PLAYER) 1358 if (op->contr)
1585 bow = op->contr->ranges[range_bow]; 1359 bow = op->current_weapon;
1586 else 1360 else
1587 { 1361 {
1588 for (bow = op->inv; bow; bow = bow->below) 1362 for (bow = op->inv; bow; bow = bow->below)
1589 /* Don't check for applied - monsters don't apply bows - in that way, they 1363 /* Don't check for applied - monsters don't apply bows - in that way, they
1590 * don't need to switch back and forth between bows and weapons. 1364 * don't need to switch back and forth between bows and weapons.
1595 if (!bow) 1369 if (!bow)
1596 { 1370 {
1597 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1371 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1598 return 0; 1372 return 0;
1599 } 1373 }
1374
1375 // optimisation: move object to top so we will find it quickly again
1376 splay (bow);
1600 } 1377 }
1601 1378
1602 if (!bow->race || !bow->skill) 1379 if (!bow->race || !bow->skill)
1603 { 1380 {
1604 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1381 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1605 return 0; 1382 return 0;
1606 } 1383 }
1607
1608 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1609
1610 /* penalize ROF for bestarrow */
1611 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1612 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1613
1614 if (bowspeed < 1)
1615 bowspeed = 1;
1616 1384
1617 if (arrow == NULL) 1385 if (arrow == NULL)
1618 { 1386 {
1619 if ((arrow = find_arrow (op, bow->race)) == NULL) 1387 if ((arrow = find_arrow (op, bow->race)) == NULL)
1620 { 1388 {
1621 if (op->type == PLAYER) 1389 if (op->type == PLAYER)
1622 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1390 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1623 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1391 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1624 else 1392 else
1625 CLEAR_FLAG (op, FLAG_READY_BOW); 1393 op->clr_flag (FLAG_READY_BOW);
1394
1626 return 0; 1395 return 0;
1627 } 1396 }
1628 } 1397 }
1629 1398
1630 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1399 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1638 } 1407 }
1639 1408
1640 /* this should not happen, but sometimes does */ 1409 /* this should not happen, but sometimes does */
1641 if (arrow->nrof == 0) 1410 if (arrow->nrof == 0)
1642 { 1411 {
1412 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1643 arrow->destroy (); 1413 arrow->destroy ();
1644 return 0; 1414 return 0;
1645 } 1415 }
1646 1416
1647 left = arrow; /* these are arrows left to the player */ 1417 left = arrow; /* these are arrows left to the player */
1648 arrow = get_split_ob (arrow, 1); 1418 arrow = arrow->split ();
1649 if (!arrow) 1419 if (!arrow)
1650 { 1420 {
1651 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1421 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1652 return 0; 1422 return 0;
1653 } 1423 }
1654 1424
1655 arrow->set_owner (op); 1425 arrow->set_owner (op);
1656 arrow->skill = bow->skill; 1426 arrow->skill = bow->skill;
1657
1658 arrow->direction = dir; 1427 arrow->direction = dir;
1659 arrow->x = sx; 1428
1660 arrow->y = sy; 1429 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1430 arrow->stats.hp = arrow->stats.dam;
1431 arrow->stats.grace = arrow->attacktype;
1432 arrow->custom_name = arrow->slaying;
1433
1434#if 0
1435 if (player *pl = op->contr)
1436 {
1437 float speed = pl->weapon_sp;
1438
1439 /* penalize ROF for bestarrow */
1440 if (pl->bowtype == bow_bestarrow)
1441 speed *= .9f;
1442 else
1443 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1444
1445 op->speed_left += speed - op->speed;
1446 }
1447#endif
1448
1449 SET_ANIMATION (arrow, arrow->direction);
1450
1451 /* update the speed */
1452 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1453 + bow->stats.dam / 7.f;
1454
1455 arrow->set_speed (max (arrow->speed, 2.f));
1456 arrow->speed_left = 0;
1457
1458 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1661 1459
1662 if (op->type == PLAYER) 1460 if (op->type == PLAYER)
1663 { 1461 {
1664 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1665 op->update_stats ();
1666 }
1667
1668 SET_ANIMATION (arrow, arrow->direction);
1669 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1670 arrow->stats.hp = arrow->stats.dam;
1671 arrow->stats.grace = arrow->attacktype;
1672 if (arrow->slaying != NULL)
1673 arrow->spellarg = strdup (arrow->slaying);
1674
1675 /* Note that this was different for monsters - they got their level
1676 * added to the damage. I think the strength bonus is more proper.
1677 */
1678
1679 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1680
1681 /* update the speed */
1682 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1683 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1684
1685 if (arrow->speed < 1.0)
1686 arrow->speed = 1.0;
1687 update_ob_speed (arrow);
1688 arrow->speed_left = 0;
1689
1690 if (op->type == PLAYER)
1691 {
1692 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1693 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1694 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1695
1696 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; 1462 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1463 wc -= dex_bonus[op->stats.Dex];
1464
1465 if (!arrow->slaying)
1466 arrow->slaying = op->slaying;
1467
1468 arrow->attacktype |= op->attacktype;
1697 } 1469 }
1698 else 1470 else
1699 { 1471 {
1700 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1701 arrow->level = op->level; 1472 arrow->level = op->level;
1702 } 1473 arrow->stats.wc -= bow->magic;
1703 1474
1704 if (arrow->attacktype == AT_PHYSICAL) 1475 if (!arrow->slaying)
1476 arrow->slaying = bow->slaying;
1477
1705 arrow->attacktype |= bow->attacktype; 1478 arrow->attacktype |= bow->attacktype;
1479 }
1706 1480
1707 if (bow->slaying) 1481 wc -= arrow->level;
1708 arrow->slaying = bow->slaying; 1482 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1709 1483
1710 arrow->map = m; 1484 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1711 arrow->move_type = MOVE_FLY_LOW; 1485 arrow->move_type = MOVE_FLY_LOW;
1712 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1486 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1713 1487
1714 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1488 op->play_sound (sound_find ("fire_arrow"));
1715 insert_ob_in_map (arrow, m, op, 0); 1489 m->insert (arrow, sx, sy, op);
1716 1490
1717 if (!arrow->destroyed ()) 1491 if (!arrow->destroyed ())
1718 move_arrow (arrow); 1492 move_arrow (arrow);
1719
1720 if (op->type == PLAYER)
1721 {
1722 if (left->destroyed ())
1723 esrv_del_item (op->contr, left->count);
1724 else
1725 esrv_send_item (op, left);
1726 }
1727 1493
1728 return 1; 1494 return 1;
1729} 1495}
1730 1496
1731/* Special fire code for players - this takes into 1497/* Special fire code for players - this takes into
1733 * but monsters can't. Putting that code here 1499 * but monsters can't. Putting that code here
1734 * makes the fire_bow code much cleaner. 1500 * makes the fire_bow code much cleaner.
1735 * this function should only be called if 'op' is a player, 1501 * this function should only be called if 'op' is a player,
1736 * hence the function name. 1502 * hence the function name.
1737 */ 1503 */
1738int 1504static int
1739player_fire_bow (object *op, int dir) 1505player_fire_bow (object *op, int dir)
1740{ 1506{
1741 int ret = 0, wcmod = 0; 1507 int ret;
1742 1508
1743 if (op->contr->bowtype == bow_bestarrow) 1509 if (op->contr->bowtype == bow_bestarrow)
1744 { 1510 {
1745 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y); 1511 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1746 } 1512 }
1747 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1513 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1748 { 1514 {
1749 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1515 int wcmod = similar_direction (dir, op->contr->bowtype - bow_n + 1) ? 0 : -1;
1750 wcmod = -1;
1751 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1516 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1752 } 1517 }
1753 else if (op->contr->bowtype == bow_threewide) 1518 else if (op->contr->bowtype == bow_threewide)
1754 { 1519 {
1755 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1520 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1756 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]); 1521 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]);
1757 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]); 1522 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1758 } 1523 }
1759 else if (op->contr->bowtype == bow_spreadshot) 1524 else if (op->contr->bowtype == bow_spreadshot)
1760 { 1525 {
1761 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1526 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1762 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); 1527 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1763 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); 1528 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1764
1765 } 1529 }
1766 else 1530 else
1767 { 1531 {
1768 /* Simple case */ 1532 /* Simple case */
1769 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1533 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1770 } 1534 }
1535
1771 return ret; 1536 return ret;
1772} 1537}
1773
1774 1538
1775/* Fires a misc (wand/rod/horn) object in 'dir'. 1539/* Fires a misc (wand/rod/horn) object in 'dir'.
1776 * Broken apart from 'fire' to keep it more readable. 1540 * Broken apart from 'fire' to keep it more readable.
1777 */ 1541 */
1778void 1542static void
1779fire_misc_object (object *op, int dir) 1543fire_misc_object (object *op, int dir)
1780{ 1544{
1781 object *item; 1545 object *item = op->contr->ranged_ob;
1782 1546
1783 if (!op->contr->ranges[range_misc]) 1547 if (!item)
1784 { 1548 {
1785 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); 1549 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1786 return; 1550 return;
1787 } 1551 }
1788 1552
1789 item = op->contr->ranges[range_misc];
1790 if (!item->inv) 1553 if (!item->inv)
1791 { 1554 {
1792 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1555 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1793 return; 1556 return;
1794 } 1557 }
1558
1559 if (!op->apply (item))
1560 return;
1561
1795 if (item->type == WAND) 1562 if (item->type == WAND)
1796 { 1563 {
1797 if (item->stats.food <= 0) 1564 if (item->stats.food <= 0)
1798 { 1565 {
1799 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1566 op->contr->play_sound (sound_find ("wand_poof"));
1800 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); 1567 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1568
1801 return; 1569 return;
1802 } 1570 }
1803 } 1571 }
1804 else if (item->type == ROD || item->type == HORN) 1572 else if (item->type == ROD || item->type == HORN)
1805 { 1573 {
1806 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1574 sint16 spell_sp = max (item->inv->stats.sp, item->inv->stats.grace);
1575
1576 // using the maximum of the rods charge allows at least one spell cast
1577 // for a rod or horn, this fixes some broken rods.
1578 if (item->stats.hp < min (spell_sp, item->stats.maxhp))
1807 { 1579 {
1808 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1580 op->contr->play_sound (sound_find ("wand_poof"));
1581
1809 if (item->type == ROD) 1582 if (item->type == ROD)
1810 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); 1583 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1811 else 1584 else
1812 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1585 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1586
1813 return; 1587 return;
1814 } 1588 }
1815 } 1589 }
1816 1590
1817 if (cast_spell (op, item, dir, item->inv, NULL)) 1591 if (cast_spell (op, item, dir, item->inv, NULL))
1818 { 1592 {
1819 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */ 1593 item->flag [FLAG_BEEN_APPLIED] = true; /* You now know something about it */
1594
1820 if (item->type == WAND) 1595 if (item->type == WAND)
1821 { 1596 {
1822 if (!(--item->stats.food)) 1597 if (!(--item->stats.food))
1823 { 1598 {
1824 object *tmp; 1599 object *tmp;
1825 1600
1826 if (item->arch) 1601 if (item->arch)
1827 { 1602 {
1828 CLEAR_FLAG (item, FLAG_ANIMATE); 1603 item->clr_flag (FLAG_ANIMATE);
1829 item->face = item->arch->clone.face; 1604 item->face = item->arch->face;
1830 item->speed = 0; 1605 item->set_speed (0);
1831 update_ob_speed (item);
1832 } 1606 }
1833 if ((tmp = item->in_player ())) 1607
1608 if (object *pl = item->visible_to ())
1834 esrv_update_item (UPD_ANIM, tmp, item); 1609 esrv_update_item (UPD_ANIM, pl, item);
1835 } 1610 }
1836 } 1611 }
1837 else if (item->type == ROD || item->type == HORN) 1612 else if (item->type == ROD || item->type == HORN)
1838 {
1839 drain_rod_charge (item); 1613 drain_rod_charge (item);
1840 }
1841 } 1614 }
1842} 1615}
1843 1616
1844/* Received a fire command for the player - go and do it. 1617/* Received a fire command for the player - go and do it.
1845 */ 1618 */
1846void 1619bool
1847fire (object *op, int dir) 1620fire (object *who, int dir)
1848{ 1621{
1849 int spellcost = 0; 1622 int spellcost = 0;
1850 1623
1624 player *pl = who->contr;
1625
1626 if (pl->golem)
1627 {
1628 control_golem (who->contr->golem, dir);
1629 return false;
1630 }
1631
1632 object *ob = pl->ranged_ob;
1633
1634 if (!ob)
1635 return false;
1636
1637 if (who->speed_left > 0.f)
1638 --who->speed_left;
1639 else
1640 return false;
1641
1642 if (!who->apply (ob))
1643 return false;
1644
1851 /* check for loss of invisiblity/hide */ 1645 /* check for loss of invisiblity/hide */
1852 if (action_makes_visible (op)) 1646 if (action_makes_visible (who))
1853 make_visible (op); 1647 make_visible (who);
1854 1648
1855 switch (op->contr->shoottype) 1649 switch (ob->type)
1856 { 1650 {
1857 case range_none: 1651 case BOW:
1858 return;
1859
1860 case range_bow:
1861 player_fire_bow (op, dir); 1652 player_fire_bow (who, dir);
1862 return; 1653 break;
1863 1654
1864 case range_magic: /* Casting spells */ 1655 case SPELL:
1865 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0)); 1656 spellcost = cast_spell (who, who, dir, ob, *pl->spellparam ? pl->spellparam : 0);
1866 return; 1657 break;
1867 1658
1868 case range_misc: 1659 case BUILDER:
1869 fire_misc_object (op, dir);
1870 return;
1871
1872 case range_golem: /* Control summoned monsters from scrolls */
1873 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
1874 {
1875 op->contr->ranges[range_golem] = 0;
1876 op->contr->shoottype = range_none;
1877 }
1878 else
1879 control_golem (op->contr->ranges[range_golem], dir);
1880 return;
1881
1882 case range_skill:
1883 if (!op->chosen_skill)
1884 {
1885 if (op->type == PLAYER)
1886 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
1887 return;
1888 }
1889 (void) do_skill (op, op, op->chosen_skill, dir, NULL);
1890 return;
1891 case range_builder:
1892 apply_map_builder (op, dir); 1660 apply_map_builder (who, dir);
1893 return; 1661 break;
1662
1663 case SKILL:
1664 do_skill (who, who, ob, dir, 0);
1665 break;
1666
1667 case RANGED:
1668 do_skill (who, ob, who->chosen_skill, dir, 0);
1669 break;
1670
1894 default: 1671 default:
1895 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type."); 1672 fire_misc_object (who, dir);
1896 return; 1673 break;
1897 } 1674 }
1898}
1899 1675
1676 return true;
1677}
1900 1678
1901 1679static object *
1902/* find_key
1903 * We try to find a key for the door as passed. If we find a key
1904 * and successfully use it, we return the key, otherwise NULL
1905 * This function merges both normal and locked door, since the logic
1906 * for both is the same - just the specific key is different.
1907 * pl is the player,
1908 * inv is the objects inventory to searched
1909 * door is the door we are trying to match against.
1910 * This function can be called recursively to search containers.
1911 */
1912
1913object *
1914find_key (object *pl, object *container, object *door) 1680find_key_ (object *pl, object *container, object *door)
1915{ 1681{
1916 object *tmp, *key; 1682 object *tmp, *key;
1917 1683
1918 /* Should not happen, but sanity checking is never bad */ 1684 /* Should not happen, but sanity checking is never bad */
1919 if (container->inv == NULL) 1685 if (!container->inv)
1920 return NULL; 1686 return 0;
1921 1687
1922 /* First, lets try to find a key in the top level inventory */ 1688 /* First, lets try to find a key in the top level inventory */
1923 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1689 for (tmp = container->inv; tmp; tmp = tmp->below)
1924 { 1690 {
1925 if (door->type == DOOR && tmp->type == KEY) 1691 if (door->type == DOOR && tmp->type == KEY)
1926 break; 1692 break;
1693
1927 /* For sanity, we should really check door type, but other stuff 1694 /* For sanity, we should really check door type, but other stuff
1928 * (like containers) can be locked with special keys 1695 * (like containers) can be locked with special keys
1929 */ 1696 */
1930 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1697 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1931 break; 1698 break;
1932 } 1699 }
1700
1933 /* No key found - lets search inventories now */ 1701 /* No key found - lets search inventories now */
1934 /* If we find and use a key in an inventory, return at that time. 1702 /* If we find and use a key in an inventory, return at that time.
1935 * otherwise, if we search all the inventories and still don't find 1703 * otherwise, if we search all the inventories and still don't find
1936 * a key, return 1704 * a key, return
1937 */ 1705 */
1938 if (!tmp) 1706 if (!tmp)
1939 { 1707 {
1940 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1708 for (tmp = container->inv; tmp; tmp = tmp->below)
1941 {
1942 /* No reason to search empty containers */ 1709 /* No reason to search empty containers */
1943 if (tmp->type == CONTAINER && tmp->inv) 1710 if (tmp->type == CONTAINER && tmp->inv)
1944 {
1945 if ((key = find_key (pl, tmp, door)) != NULL) 1711 if ((key = find_key_ (pl, tmp, door)))
1946 return key; 1712 return key;
1947 } 1713
1948 }
1949 if (!tmp) 1714 if (!tmp)
1950 return NULL; 1715 return 0;
1951 } 1716 }
1717
1952 /* We get down here if we have found a key. Now if its in a container, 1718 /* We get down here if we have found a key. Now if its in a container,
1953 * see if we actually want to use it 1719 * see if we actually want to use it
1954 */ 1720 */
1955 if (pl != container) 1721 if (pl != container)
1956 { 1722 {
1957 /* Only let players use keys in containers */ 1723 /* Only let players use keys in containers */
1958 if (!pl->contr) 1724 if (!pl->contr)
1959 return NULL; 1725 return 0;
1726
1960 /* cases where this fails: 1727 /* cases where this fails:
1961 * If we only search the player inventory, return now since we 1728 * If we only search the player inventory, return now since we
1962 * are not in the players inventory. 1729 * are not in the players inventory.
1963 * If the container is not active, return now since only active 1730 * If the container is not active, return now since only active
1964 * containers can be used. 1731 * containers can be used.
1968 * inv must have been an container and must have been active. 1735 * inv must have been an container and must have been active.
1969 * 1736 *
1970 * Change the color so that the message doesn't disappear with 1737 * Change the color so that the message doesn't disappear with
1971 * all the others. 1738 * all the others.
1972 */ 1739 */
1973 if (pl->contr->usekeys == key_inventory || 1740 if (pl->contr->usekeys == key_inventory
1974 !QUERY_FLAG (container, FLAG_APPLIED) || 1741 || !container->flag [FLAG_APPLIED]
1975 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys")))) 1742 || (pl->contr->usekeys == keyrings && container->race != shstr_keys))
1976 { 1743 {
1977 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1744 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1978 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); 1745 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1979 return NULL; 1746 return NULL;
1980 } 1747 }
1981 } 1748 }
1749
1982 return tmp; 1750 return tmp;
1751}
1752
1753/* find_key
1754 * We try to find a key for the door as passed. If we find a key
1755 * and successfully use it, we return the key, otherwise NULL
1756 * This function merges both normal and locked door, since the logic
1757 * for both is the same - just the specific key is different.
1758 * pl is the player,
1759 * inv is the objects inventory to searched
1760 * door is the door we are trying to match against.
1761 * This function can be called recursively to search containers.
1762 */
1763object *
1764find_key (object *pl, object *container, object *door)
1765{
1766 if (door->slaying && is_match_expr (door->slaying))
1767 {
1768 // for match expressions, we try to find the key by applying the match
1769 // to the op itself, which is supposed to find the "key", instead
1770 // of searching through containers ourselves.
1771
1772 return match_one (door->slaying, container, door, pl, pl);
1773 }
1774 else
1775 return find_key_ (pl, container, door);
1983} 1776}
1984 1777
1985/* moved door processing out of move_player_attack. 1778/* moved door processing out of move_player_attack.
1986 * returns 1 if player has opened the door with a key 1779 * returns 1 if player has opened the door with a key
1987 * such that the caller should not do anything more, 1780 * such that the caller should not do anything more,
1988 * 0 otherwise 1781 * 0 otherwise
1989 */ 1782 */
1990static int 1783static int
1991player_attack_door (object *op, object *door) 1784player_attack_door (object *op, object *door)
1992{ 1785{
1993 /* If its a door, try to find a use a key. If we do destroy the door, 1786 /* If its a door, try to find a key. If we do destroy the door,
1994 * might as well return immediately as there is nothing more to do - 1787 * might as well return immediately as there is nothing more to do -
1995 * otherwise, we fall through to the rest of the code. 1788 * otherwise, we fall through to the rest of the code.
1996 */ 1789 */
1997 object *key = find_key (op, op, door); 1790 object *key = find_key (op, op, door);
1998 1791
1999 /* IF we found a key, do some extra work */ 1792 /* If we found a key, do some extra work */
2000 if (key) 1793 if (key)
2001 { 1794 {
2002 object *container = key->env; 1795 object *container = key->env;
2003 1796
2004 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
2005 if (action_makes_visible (op)) 1797 if (action_makes_visible (op))
2006 make_visible (op); 1798 make_visible (op);
1799
2007 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1800 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2008 spring_trap (door->inv, op); 1801 spring_trap (door->inv, op);
1802
2009 if (door->type == DOOR) 1803 if (door->type == DOOR)
2010 {
2011 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1804 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
2012 }
2013 else if (door->type == LOCKED_DOOR) 1805 else if (door->type == LOCKED_DOOR)
2014 { 1806 {
2015 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1807 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN);
2016 remove_door2 (door); /* remove door without violence ;-) */ 1808 remove_door2 (door); /* remove door without violence ;-) */
2017 } 1809 }
1810
2018 /* Do this after we print the message */ 1811 /* Do this after we print the message */
2019 decrease_ob (key); /* Use up one of the keys */ 1812 key->decrease (); /* Use up one of the keys */
2020 /* Need to update the weight the container the key was in */ 1813
2021 if (container != op)
2022 esrv_update_item (UPD_WEIGHT, op, container);
2023 return 1; /* Nothing more to do below */ 1814 return 1; /* Nothing more to do below */
2024 } 1815 }
2025 else if (door->type == LOCKED_DOOR) 1816 else if (door->type == LOCKED_DOOR)
2026 { 1817 {
2027 /* Might as well return now - no other way to open this */ 1818 /* Might as well return now - no other way to open this */
2028 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1819 op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door...");
2029 return 1; 1820 return 1;
2030 } 1821 }
1822
2031 return 0; 1823 return 0;
2032} 1824}
2033 1825
2034/* This function is just part of a breakup from move_player. 1826/* This function is just part of a breakup from move_player.
2035 * It should keep the code cleaner. 1827 * It should keep the code cleaner.
2036 * When this is called, the players direction has been updated 1828 * When this is called, the players direction has been updated
2037 * (taking into account confusion.) The player is also actually 1829 * (taking into account confusion.) The player is also actually
2038 * going to try and move (not fire weapons). 1830 * going to try and move (not fire weapons).
2039 */ 1831 */
2040void 1832bool
2041move_player_attack (object *op, int dir) 1833move_player_attack (object *op, int dir)
2042{ 1834{
2043 object *tmp, *mon; 1835 if (!op->contr->braced && op->speed_left > 0.f && op->move (dir))
2044 sint16 nx, ny; 1836 {
2045 int on_battleground; 1837 --op->speed_left;
2046 maptile *m; 1838 return true;
1839 }
2047 1840
2048 nx = freearr_x[dir] + op->x; 1841 sint16 nx = freearr_x[dir] + op->x;
2049 ny = freearr_y[dir] + op->y; 1842 sint16 ny = freearr_y[dir] + op->y;
2050 1843
2051 on_battleground = op_on_battleground (op, 0, 0); 1844 if (out_of_map (op->map, nx, ny))
1845 return false;
2052 1846
2053 /* If braced, or can't move to the square, and it is not out of the 1847 /* If braced, or can't move to the square, and it is not out of the
2054 * map, attack it. Note order of if statement is important - don't 1848 * map, attack it. Note order of if statement is important - don't
2055 * want to be calling move_ob if braced, because move_ob will move the 1849 * want to be calling move_ob if braced, because move_ob will move the
2056 * player. This is a pretty nasty hack, because if we could 1850 * player. This is a pretty nasty hack, because if we could
2057 * move to some space, it then means that if we are braced, we should 1851 * move to some space, it then means that if we are braced, we should
2058 * do nothing at all. As it is, if we are braced, we go through 1852 * do nothing at all. As it is, if we are braced, we go through
2059 * quite a bit of processing. However, it probably is less than what 1853 * quite a bit of processing. However, it probably is less than what
2060 * move_ob uses. 1854 * move_ob uses.
2061 */ 1855 */
2062 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) 1856 maptile *m = op->map->xy_find (nx, ny);
1857
1858 /* Go through all the objects, and find ones of interest. Only stop if
1859 * we find a monster - that is something we know we want to attack.
1860 * if its a door or barrel (can roll) see if there may be monsters
1861 * on the space
1862 */
1863 object *mon;
1864 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
1865 {
1866 if ((mon->flag [FLAG_ALIVE]
1867 || mon->type == LOCKED_DOOR
1868 || mon->flag [FLAG_CAN_ROLL])
1869 && mon != op)
1870 break;
2063 { 1871 }
2064 if (OUT_OF_REAL_MAP (op->map, nx, ny)) 1872
1873 if (!mon) /* This happens anytime the player tries to move */
1874 return false; /* into a wall */
1875
1876 mon = mon->head_ ();
1877
1878 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
1879 if (op->contr->weapon_sp_left > 0.f)
1880 if (player_attack_door (op, mon))
1881 {
1882 --op->contr->weapon_sp_left;
1883 return true;
2065 { 1884 }
2066 m = get_map_from_coord (op->map, &nx, &ny); 1885
2067 if (!m) 1886 /* The following deals with possibly attacking peaceful
2068 return; /* Don't think this should happen */ 1887 * or friendly creatures. Basically, all players are considered
1888 * unaggressive. If the moving player has peaceful set, then the
1889 * object should be pushed instead of attacked. It is assumed that
1890 * if you are braced, you will not attack friends accidently,
1891 * and thus will not push them.
1892 */
1893
1894 /* If the creature is a pet, push it even if the player is not
1895 * peaceful. Our assumption is the creature is a pet if the
1896 * player owns it and it is either friendly or unagressive.
1897 */
1898 if (op->type == PLAYER
1899 && ((mon->owner && mon->owner->contr
1900 && same_party (mon->owner->contr->party, op->contr->party))
1901 || mon->owner == op)
1902 && (mon->flag [FLAG_UNAGGRESSIVE] || mon->flag [FLAG_FRIENDLY]))
1903 {
1904 /* If we're braced, we don't want to switch places with it */
1905 if (op->contr->braced)
1906 return false;
1907
1908 if (op->speed_left > 0.f)
1909 {
1910 --op->speed_left;
1911
1912 op->play_sound (sound_find ("push_player"));
1913 push_ob (mon, dir, op);
1914
1915 if (action_makes_visible (op))
1916 make_visible (op);
1917
1918 return true;
2069 } 1919 }
2070 else 1920 else
2071 m = op->map;
2072
2073 if ((tmp = GET_MAP_OB (m, nx, ny)) == NULL)
2074 {
2075 /* LOG(llevError,"player_move_attack: GET_MAP_OB returns NULL, but player can not move there.\n"); */
2076 return; 1921 return false;
2077 } 1922 }
2078 1923
2079 mon = 0; 1924 bool on_battleground = op_on_battleground (op, 0, 0);
2080 /* Go through all the objects, and find ones of interest. Only stop if
2081 * we find a monster - that is something we know we want to attack.
2082 * if its a door or barrel (can roll) see if there may be monsters
2083 * on the space
2084 */
2085 while (tmp)
2086 {
2087 if (tmp == op)
2088 {
2089 tmp = tmp->above;
2090 continue;
2091 }
2092 1925
2093 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2094 {
2095 mon = tmp;
2096 break;
2097 }
2098
2099 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2100 mon = tmp;
2101
2102 tmp = tmp->above;
2103 }
2104
2105 if (!mon) /* This happens anytime the player tries to move */
2106 return; /* into a wall */
2107
2108 if (mon->head)
2109 mon = mon->head;
2110
2111 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2112 if (player_attack_door (op, mon))
2113 return;
2114
2115 /* The following deals with possibly attacking peaceful
2116 * or frienddly creatures. Basically, all players are considered
2117 * unaggressive. If the moving player has peaceful set, then the
2118 * object should be pushed instead of attacked. It is assumed that
2119 * if you are braced, you will not attack friends accidently,
2120 * and thus will not push them.
2121 */
2122
2123 /* If the creature is a pet, push it even if the player is not
2124 * peaceful. Our assumption is the creature is a pet if the
2125 * player owns it and it is either friendly or unagressive.
2126 */
2127 if ((op->type == PLAYER)
2128#if COZY_SERVER
2129 &&
2130 ((mon->owner && mon->owner->contr
2131 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op)
2132#else
2133 && mon->owner == op
2134#endif
2135 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2136 {
2137 /* If we're braced, we don't want to switch places with it */
2138 if (op->contr->braced)
2139 return;
2140 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2141 (void) push_ob (mon, dir, op);
2142 if (op->contr->tmp_invis || op->hide)
2143 make_visible (op);
2144 return;
2145 }
2146
2147 /* in certain circumstances, you shouldn't attack friendly 1926 /* in certain circumstances, you shouldn't attack friendly
2148 * creatures. Note that if you are braced, you can't push 1927 * creatures. Note that if you are braced, you can't push
2149 * someone, but put it inside this loop so that you won't 1928 * someone, but put it inside this loop so that you won't
2150 * attack them either. 1929 * attack them either.
2151 */ 1930 */
2152 if ((mon->type == PLAYER || mon->enemy != op) && 1931 if ((mon->type == PLAYER || mon->enemy != op)
2153 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 1932 && (mon->type == PLAYER || mon->flag [FLAG_UNAGGRESSIVE] || mon->flag [FLAG_FRIENDLY])
2154#ifdef PROHIBIT_PLAYERKILL
2155 (op->contr->peaceful 1933 && ((op->contr->peaceful
2156 || (mon->type == PLAYER 1934 || (mon->type == PLAYER && mon->contr->peaceful))
2157 && mon->contr->
2158 peaceful)) &&
2159#else
2160 op->contr->peaceful &&
2161#endif
2162 !on_battleground)) 1935 && !on_battleground))
1936 {
1937 if (op->speed_left > 0.f)
2163 { 1938 {
1939 --op->speed_left;
1940
2164 if (!op->contr->braced) 1941 if (!op->contr->braced)
2165 { 1942 {
2166 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 1943 op->play_sound (sound_find ("push_player"));
2167 (void) push_ob (mon, dir, op); 1944 push_ob (mon, dir, op);
2168 } 1945 }
2169 else 1946 else
2170 new_draw_info (0, 0, op, "You withhold your attack"); 1947 op->statusmsg ("You withhold your attack");
2171 1948
2172 if (op->contr->tmp_invis || op->hide) 1949 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
2173 make_visible (op); 1950 make_visible (op);
2174 }
2175 1951
1952 return true;
1953 }
1954 }
2176 /* If the object is a boulder or other rollable object, then 1955 /* If the object is a boulder or other rollable object, then
2177 * roll it if not braced. You can't roll it if you are braced. 1956 * roll it if not braced. You can't roll it if you are braced.
2178 */ 1957 */
2179 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 1958 else if (mon->flag [FLAG_CAN_ROLL] && (!op->contr->braced))
1959 {
1960 if (op->speed_left > 0.f)
2180 { 1961 {
1962 --op->speed_left;
1963
2181 recursive_roll (mon, dir, op); 1964 recursive_roll (mon, dir, op);
2182 if (action_makes_visible (op)) 1965 if (action_makes_visible (op))
2183 make_visible (op); 1966 make_visible (op);
2184 }
2185 1967
1968 return true;
1969 }
1970 }
2186 /* Any generic living creature. Including things like doors. 1971 /* Any generic living creature. Including things like doors.
2187 * Way it works is like this: First, it must have some hit points 1972 * Way it works is like this: First, it must have some hit points
2188 * and be living. Then, it must be one of the following: 1973 * and be living. Then, it must be one of the following:
2189 * 1) Not a player, 2) A player, but of a different party. Note 1974 * 1) Not a player, 2) A player, but of a different party. Note
2190 * that party_number -1 is no party, so attacks can still happen. 1975 * that party_number -1 is no party, so attacks can still happen.
2191 */ 1976 */
2192
2193 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 1977 else if ((mon->stats.hp >= 0) && mon->flag [FLAG_ALIVE] &&
2194 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 1978 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2195 { 1979 {
2196 1980 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2197 /* If the player hasn't hit something this tick, and does
2198 * so, give them speed boost based on weapon speed. Doing
2199 * it here is better than process_players2, which basically
2200 * incurred a 1 tick offset.
2201 */
2202 if (!op->contr->has_hit)
2203 { 1981 {
2204 op->speed_left += op->speed / op->contr->weapon_sp; 1982 --op->contr->weapon_sp_left;
2205
2206 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2207 }
2208 1983
2209 skill_attack (mon, op, 0, 0, 0); 1984 skill_attack (mon, op, 0, 0, 0);
2210
2211 /* If attacking another player, that player gets automatic
2212 * hitback, and doesn't loose luck either.
2213 * Disable hitback on the battleground or if the target is
2214 * the wiz.
2215 */
2216 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2217 {
2218 short luck = mon->stats.luck;
2219
2220 mon->contr->has_hit = 1;
2221 skill_attack (op, mon, 0, 0, 0);
2222 mon->stats.luck = luck;
2223 }
2224 1985
2225 if (action_makes_visible (op)) 1986 if (action_makes_visible (op))
2226 make_visible (op); 1987 make_visible (op);
2227 }
2228 } /* if player should attack something */
2229}
2230 1988
2231int 1989 return true;
1990 }
1991 }
1992
1993 return false;
1994}
1995
1996bool
2232move_player (object *op, int dir) 1997move_player (object *op, int dir)
2233{ 1998{
2234 int pick;
2235
2236 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 1999 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2237 return 0; 2000 return 0;
2238 2001
2239 /* Sanity check: make sure dir is valid */ 2002 /* Sanity check: make sure dir is valid */
2240 if ((dir < 0) || (dir >= 9)) 2003 if (dir < 0 || dir > 8)
2241 { 2004 {
2242 LOG (llevError, "move_player: invalid direction %d\n", dir); 2005 LOG (llevError, "move_player: invalid direction %d\n", dir);
2243 return 0; 2006 return 0;
2244 } 2007 }
2245 2008
2246 /* peterm: added following line */ 2009 /* peterm: added following line */
2247 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2010 if (op->flag [FLAG_CONFUSED] && dir)
2248 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2011 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2249 2012
2250 op->facing = dir; 2013 op->facing = dir;
2251 2014
2252 if (op->hide) 2015 if (op->flag [FLAG_HIDDEN])
2253 do_hidden_move (op); 2016 do_hidden_move (op);
2254 2017
2018 bool retval;
2019 int pick = 0;
2020
2255 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2021 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2256 /*nop */ ; 2022 retval = RESULT_INT (0);
2257 else if (op->contr->fire_on) 2023 else if (op->contr->fire_on)
2258 fire (op, dir); 2024 retval = fire (op, dir);
2259 else 2025 else
2260 { 2026 {
2261 move_player_attack (op, dir); 2027 retval = move_player_attack (op, dir);
2262 pick = check_pick (op); 2028 pick = check_pick (op);
2263 } 2029 }
2264 2030
2265 /* Add special check for newcs players and fire on - this way, the 2031 /* Add special check for newcs players and fire on - this way, the
2266 * server can handle repeat firing. 2032 * server can handle repeat firing.
2273 /* Update how the player looks. Use the facing, so direction may 2039 /* Update how the player looks. Use the facing, so direction may
2274 * get reset to zero. This allows for full animation capabilities 2040 * get reset to zero. This allows for full animation capabilities
2275 * for players. 2041 * for players.
2276 */ 2042 */
2277 animate_object (op, op->facing); 2043 animate_object (op, op->facing);
2278 return 0; 2044
2045 return retval;
2279} 2046}
2280 2047
2281/* This is similar to handle_player, below, but is only used by the 2048/* This is similar to handle_player, below, but is only used by the
2282 * new client/server stuff. 2049 * new client/server stuff.
2283 * This is sort of special, in that the new client/server actually uses 2050 * This is sort of special, in that the new client/server actually uses
2284 * the new speed values for commands. 2051 * the new speed values for commands.
2285 * 2052 *
2286 * Returns true if there are more actions we can do. 2053 * Returns true if there are more actions we can do. Should not do
2054 * many actions in a row, as that would be too unfair to other
2055 * players.
2287 */ 2056 */
2288int 2057bool
2289handle_newcs_player (object *op) 2058handle_newcs_player (object *op)
2290{ 2059{
2291 if (op->contr->hidden) 2060 if (op->flag [FLAG_SCARED])
2292 {
2293 op->invisible = 1000;
2294 /* the socket code flashes the player visible/invisible
2295 * depending on the value of invisible, so we need to
2296 * alternate it here for it to work correctly.
2297 */
2298 if (pticks & 2)
2299 op->invisible--;
2300 } 2061 {
2301 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS))) 2062 if (op->speed_left > 0.f)
2302 {
2303 op->invisible--;
2304 if (!op->invisible)
2305 {
2306 make_visible (op);
2307 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2308 } 2063 {
2309 }
2310
2311 if (QUERY_FLAG (op, FLAG_SCARED))
2312 {
2313 flee_player (op);
2314 /* If player is still scared, that is his action for this tick */
2315 if (QUERY_FLAG (op, FLAG_SCARED))
2316 {
2317 op->speed_left--; 2064 --op->speed_left;
2065 flee_player (op);
2066
2318 return 0; 2067 return true;
2319 } 2068 }
2069 else
2070 return false;
2320 } 2071 }
2321
2322 /* I've been seeing crashes where the golem has been destroyed, but
2323 * the player object still points to the defunct golem. The code that
2324 * destroys the golem looks correct, and it doesn't always happen, so
2325 * put this in a a workaround to clean up the golem pointer.
2326 */
2327 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2328 op->contr->ranges[range_golem] = 0;
2329 2072
2330 /* call this here - we also will call this in do_ericserver, but 2073 /* call this here - we also will call this in do_ericserver, but
2331 * the players time has been increased when doericserver has been 2074 * the players time has been increased when doericserver has been
2332 * called, so we recheck it here. 2075 * called, so we recheck it here.
2333 */ 2076 */
2334 //TODO: better than handling 8 commands, use some more intelligent rate-limiting 2077 if (op->contr->ns->handle_command ())
2335 for (int rep = 8; --rep && op->contr->ns->handle_command (); ) 2078 return true;
2336 ;
2337 2079
2338 if (op->speed_left < 0) 2080 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2081 return move_player (op, op->direction);
2082
2083 return false;
2084}
2085
2086static int
2087save_life (object *op)
2088{
2089 if (!op->flag [FLAG_LIFESAVE])
2339 return 0; 2090 return 0;
2340 2091
2341 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2342 {
2343 /* All move commands take 1 tick, at least for now */
2344 op->speed_left--;
2345
2346 /* Instead of all the stuff below, let move_player take care
2347 * of it. Also, some of the skill stuff is only put in
2348 * there, as well as the confusion stuff.
2349 */
2350 move_player (op, op->direction);
2351 if (op->speed_left > 0)
2352 return 1;
2353 else
2354 return 0;
2355 }
2356
2357 return 0;
2358}
2359
2360int
2361save_life (object *op)
2362{
2363 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2364 return 0;
2365
2366 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2092 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2367 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2093 if (tmp->flag [FLAG_APPLIED] && tmp->flag [FLAG_LIFESAVE])
2368 { 2094 {
2369 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2095 op->play_sound (sound_find ("ob_evaporate"));
2370 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); 2096 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2371 2097
2372 if (op->contr)
2373 esrv_del_item (op->contr, tmp->count);
2374
2375 tmp->destroy (); 2098 tmp->destroy ();
2376 CLEAR_FLAG (op, FLAG_LIFESAVE); 2099 op->clr_flag (FLAG_LIFESAVE);
2377 2100
2378 if (op->stats.hp < 0) 2101 if (op->stats.hp < 0)
2379 op->stats.hp = op->stats.maxhp; 2102 op->stats.hp = op->stats.maxhp;
2380 2103
2381 if (op->stats.food < 0) 2104 if (op->stats.food < 0)
2382 op->stats.food = 999; 2105 op->stats.food = MAX_FOOD;
2383 2106
2384 op->update_stats (); 2107 op->update_stats ();
2385 return 1; 2108 return 1;
2386 } 2109 }
2387 2110
2388 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2111 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2389 CLEAR_FLAG (op, FLAG_LIFESAVE); 2112 op->clr_flag (FLAG_LIFESAVE);
2390 enter_player_savebed (op); /* bring him home. */ 2113 enter_player_savebed (op); /* bring him home. */
2391 return 0; 2114 return 0;
2392} 2115}
2393 2116
2394/* This goes throws the inventory and removes unpaid objects, and puts them 2117/* This goes throws the inventory and removes unpaid objects, and puts them
2395 * back in the map (location and map determined by values of env). This 2118 * back in the map (location and map determined by values of env). This
2396 * function will descend into containers. op is the object to start the search 2119 * function will descend into containers. op is the object to start the search
2397 * from. 2120 * from.
2398 */ 2121 */
2122static void
2123drop_unpaid_items (object *op, object *env)
2124{
2125 while (op)
2126 {
2127 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2128
2129 if (op->flag [FLAG_UNPAID])
2130 op->insert_at (env);
2131 else if (op->inv)
2132 drop_unpaid_items (op->inv, env);
2133
2134 op = next;
2135 }
2136}
2137
2399void 2138void
2400remove_unpaid_objects (object *op, object *env) 2139object::drop_unpaid_items ()
2401{ 2140{
2402 object *next; 2141 if (!flag [FLAG_REMOVED])
2403 2142 ::drop_unpaid_items (inv, this);
2404 while (op)
2405 {
2406 next = op->below; /* Make sure we have a good value, in case
2407 * we remove object 'op'
2408 */
2409 if (QUERY_FLAG (op, FLAG_UNPAID))
2410 {
2411 op->remove ();
2412 op->x = env->x;
2413 op->y = env->y;
2414 if (env->type == PLAYER)
2415 esrv_del_item (env->contr, op->count);
2416 insert_ob_in_map (op, env->map, NULL, 0);
2417 }
2418 else if (op->inv)
2419 remove_unpaid_objects (op->inv, env);
2420
2421 op = next;
2422 }
2423}
2424
2425/*
2426 * Returns pointer a static string containing gravestone text
2427 * Moved from apply.c to player.c - player.c is what
2428 * actually uses this function. player.c may not be quite the
2429 * best, a misc file for object actions is probably better,
2430 * but there isn't one in the server directory.
2431 */
2432char *
2433gravestone_text (object *op)
2434{
2435 static char buf2[MAX_BUF];
2436 char buf[MAX_BUF];
2437 time_t now = time (NULL);
2438
2439 strcpy (buf2, " R.I.P.\n\n");
2440 if (op->type == PLAYER)
2441 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2442 else
2443 sprintf (buf, "%s\n", &op->name);
2444
2445 strncat (buf2, " ", 20 - strlen (buf) / 2);
2446 strcat (buf2, buf);
2447 if (op->type == PLAYER)
2448 sprintf (buf, "who was in level %d when killed\n", op->level);
2449 else
2450 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2451
2452 strncat (buf2, " ", 20 - strlen (buf) / 2);
2453 strcat (buf2, buf);
2454 if (op->type == PLAYER)
2455 {
2456 sprintf (buf, "by %s.\n\n", op->contr->killer);
2457 strncat (buf2, " ", 21 - strlen (buf) / 2);
2458 strcat (buf2, buf);
2459 }
2460
2461 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2462 strncat (buf2, " ", 20 - strlen (buf) / 2);
2463 strcat (buf2, buf);
2464
2465 return buf2;
2466} 2143}
2467 2144
2468void 2145void
2469do_some_living (object *op) 2146do_some_living (object *op)
2470{ 2147{
2477 int rate_grace = 2000; 2154 int rate_grace = 2000;
2478 const int max_hp = 1; 2155 const int max_hp = 1;
2479 const int max_sp = 1; 2156 const int max_sp = 1;
2480 const int max_grace = 1; 2157 const int max_grace = 1;
2481 2158
2482 if (op->contr->outputs_sync) 2159 if (op->contr->hidden)
2160 {
2161 op->invisible = 1000;
2162 /* the socket code flashes the player visible/invisible
2163 * depending on the value of invisible, so we need to
2164 * alternate it here for it to work correctly.
2165 */
2166 if (pticks & 2)
2167 op->invisible--;
2483 { 2168 }
2484 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2169 else if (op->invisible && !(op->flag [FLAG_MAKE_INVIS]))
2485 if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks) 2170 {
2486 flush_output_element (op, &op->contr->outputs[i]); 2171 if (!op->invisible--)
2172 {
2173 make_visible (op);
2174 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2175 }
2487 } 2176 }
2488 2177
2489 if (op->contr->ns->state == ST_PLAYING) 2178 if (op->contr->ns->state == ST_PLAYING)
2490 { 2179 {
2491 /* these next three if clauses make it possible to SLOW DOWN 2180 /* these next three if clauses make it possible to SLOW DOWN
2510 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2199 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2511 else 2200 else
2512 { 2201 {
2513 gen_grace = op->stats.maxgrace; 2202 gen_grace = op->stats.maxgrace;
2514 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2203 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2515 }
2516
2517 /* Regenerate Spell Points */
2518 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0)
2519 {
2520 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2521 if (op->stats.sp < op->stats.maxsp)
2522 {
2523 op->stats.sp++;
2524 /* dms do not consume food */
2525 if (!QUERY_FLAG (op, FLAG_WIZ))
2526 {
2527 op->stats.food--;
2528 if (op->contr->digestion < 0)
2529 op->stats.food += op->contr->digestion;
2530 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2531 op->stats.food = last_food;
2532 }
2533 }
2534
2535 if (max_sp > 1)
2536 {
2537 over_sp = (gen_sp + 10) / rate_sp;
2538 if (over_sp > 0)
2539 {
2540 if (op->stats.sp < op->stats.maxsp)
2541 {
2542 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2543
2544 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2545 op->stats.sp--;
2546
2547 if (op->stats.sp > op->stats.maxsp)
2548 op->stats.sp = op->stats.maxsp;
2549 }
2550 op->last_sp = 0;
2551 }
2552 else
2553 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2554 }
2555 else
2556 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2557 } 2204 }
2558 2205
2559 /* Regenerate Grace */ 2206 /* Regenerate Grace */
2560 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2207 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2561 if (--op->last_grace < 0) 2208 if (--op->last_grace < 0)
2582 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); 2229 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2583 } 2230 }
2584 /* wearing stuff doesn't detract from grace generation. */ 2231 /* wearing stuff doesn't detract from grace generation. */
2585 } 2232 }
2586 2233
2234 if (op->stats.food > 0)
2235 {
2587 /* Regenerate Hit Points */ 2236 /* Regenerate Spell Points */
2588 if (--op->last_heal < 0) 2237 if (!op->contr->golem && --op->last_sp < 0)
2589 {
2590 if (op->stats.hp < op->stats.maxhp)
2591 { 2238 {
2592 op->stats.hp++; 2239 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2593 /* dms do not consume food */ 2240
2594 if (!QUERY_FLAG (op, FLAG_WIZ)) 2241 if (op->stats.sp < op->stats.maxsp)
2595 { 2242 {
2243 op->stats.sp++;
2244
2245 /* dms do not consume food */
2246 if (!op->flag [FLAG_WIZ])
2247 {
2596 op->stats.food--; 2248 op->stats.food--;
2249
2597 if (op->contr->digestion < 0) 2250 if (op->contr->digestion < 0)
2598 op->stats.food += op->contr->digestion; 2251 op->stats.food += op->contr->digestion;
2599 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2252 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2600 op->stats.food = last_food; 2253 op->stats.food = last_food;
2254 }
2601 } 2255 }
2602 }
2603 2256
2604 if (max_hp > 1) 2257 if (max_sp > 1)
2605 {
2606 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2607 if (over_hp > 0)
2608 { 2258 {
2609 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; 2259 over_sp = (gen_sp + 10) / rate_sp;
2260 if (over_sp > 0)
2261 {
2262 if (op->stats.sp < op->stats.maxsp)
2263 {
2264 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2265
2266 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2267 op->stats.sp--;
2268
2269 if (op->stats.sp > op->stats.maxsp)
2270 op->stats.sp = op->stats.maxsp;
2271 }
2272
2610 op->last_heal = 0; 2273 op->last_sp = 0;
2274 }
2275 else
2276 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2611 } 2277 }
2612 else 2278 else
2279 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2280 }
2281
2282 /* Regenerate Hit Points */
2283 if (--op->last_heal < 0)
2284 {
2285 if (op->stats.hp < op->stats.maxhp)
2613 { 2286 {
2614 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2287 op->stats.hp++;
2288
2289 /* dms do not consume food */
2290 if (!op->flag [FLAG_WIZ])
2291 {
2292 op->stats.food--;
2293
2294 if (op->contr->digestion < 0)
2295 op->stats.food += op->contr->digestion;
2296 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2297 op->stats.food = last_food;
2298 }
2615 } 2299 }
2300
2301 if (max_hp > 1)
2302 {
2303 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2304
2305 if (over_hp > 0)
2306 {
2307 op->stats.sp += over_hp + (rndm (rate_hp) > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2308 op->last_heal = 0;
2309 }
2310 else
2311 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2616 } 2312 }
2617 else 2313 else
2618 {
2619 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2314 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2620 } 2315 }
2621 } 2316 }
2622 2317
2623 /* Digestion */ 2318 /* Digestion */
2624 if (--op->last_eat < 0) 2319 if (--op->last_eat < 0)
2625 { 2320 {
2626#ifdef COZY_SERVER 2321 int bonus = max (0, op->contr->digestion),
2627 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion; 2322 penalty = max (0, -op->contr->digestion);
2628 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2629#else
2630 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2631#endif
2632 2323
2633 if (op->contr->gen_hp > 0)
2634 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2324 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2635 else
2636 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2637 2325
2638 /* dms do not consume food */ 2326 /* dms do not consume food */
2639 if (!QUERY_FLAG (op, FLAG_WIZ)) 2327 if (!op->flag [FLAG_WIZ])
2640 op->stats.food--; 2328 op->stats.food--;
2641 } 2329 }
2642 2330
2643 if (op->stats.food < 0 && op->stats.hp >= 0) 2331 if (op->stats.food < 0 && op->stats.hp >= 0)
2644 { 2332 {
2645 object *tmp, *flesh = 0; 2333 object *flesh = 0;
2646 2334
2647 for (tmp = op->inv; tmp; tmp = tmp->below) 2335 for_inv_removable (op, tmp)
2648 { 2336 {
2649 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2337 if (tmp->flag [FLAG_UNPAID])
2338 continue;
2339
2340 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2650 { 2341 {
2651 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2342 op->statusmsg ("You blindly grab for a bite of food. "
2652 { 2343 "H<To prevent you from starving, you ate some random item from your backpack.>");
2653 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2344 op->apply (tmp);
2654 manual_apply (op, tmp, 0); 2345
2655 if (op->stats.food >= 0 || op->stats.hp < 0) 2346 if (op->stats.food >= 0 || op->stats.hp < 0)
2656 break; 2347 break;
2657 } 2348 }
2658 else if (tmp->type == FLESH) 2349 else if (tmp->type == FLESH)
2659 flesh = tmp; 2350 flesh = tmp;
2660 } /* End if paid for object */ 2351 }
2661 } /* end of for loop */
2662 2352
2663 /* If player is still starving, it means they don't have any food, so 2353 /* If player is still starving, it means they don't have any food, so
2664 * eat flesh instead. 2354 * eat flesh instead.
2665 */ 2355 */
2666 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2356 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2667 { 2357 {
2668 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2358 op->statusmsg ("You blindly grab for a bite of food. "
2359 "H<To prevent you from starving, you ate some random item from your backpack.>");
2669 manual_apply (op, flesh, 0); 2360 op->apply (flesh);
2670 } 2361 }
2362
2363 // If player is still starving, alert him!
2364 if (op->stats.food < 0)
2365 op->failmsg ("You are starving! "
2366 "H<Eat some food to increase your food and prevent you from an untimely death.>");
2367 }
2368
2369 if (op->stats.food < 0)
2671 } 2370 {
2371 op->stats.hp += op->stats.food;
2372 op->stats.food = 0;
2672 2373
2673 while (op->stats.food < 0 && op->stats.hp >= 0) 2374 if (op->stats.hp < 0)
2674 op->stats.food++, op->stats.hp--; 2375 {
2376 op->contr->killer = archetype::get ("killer_starvation");
2377 op->contr->killer->destroy ();
2378 }
2379 }
2675 2380
2381 /* killer should be set here already */
2676 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2382 if (op->stats.hp < 0 && !op->flag [FLAG_WIZ])
2677 kill_player (op); 2383 kill_player (op);
2678 } 2384 }
2679} 2385}
2680 2386
2681/* If the player should die (lack of hp, food, etc), we call this. 2387/* If the player should die (lack of hp, food, etc), we call this.
2684 * file. 2390 * file.
2685 */ 2391 */
2686void 2392void
2687kill_player (object *op) 2393kill_player (object *op)
2688{ 2394{
2689 char buf[MAX_BUF];
2690 int x, y; 2395 int x, y;
2691
2692 //int i;
2693 maptile *map; /* this is for resurrection */ 2396 maptile *map; /* this is for resurrection */
2694
2695 /* int z;
2696 int num_stats_lose;
2697 int lost_a_stat;
2698 int lose_this_stat;
2699 int this_stat; */
2700 int will_kill_again; 2397 int will_kill_again;
2701 archetype *at; 2398 archetype *at;
2702 object *tmp; 2399 object *tmp;
2703 2400
2704 if (save_life (op)) 2401 if (save_life (op))
2705 return; 2402 return;
2706 2403
2404 dynbuf_text deathtab;
2405
2406 /* restore player */
2407 at = archetype::find (shstr_poisoning);
2408 if (object *tmp = present_arch_in_ob (at, op))
2409 {
2410 tmp->destroy ();
2411 deathtab << "Your body feels cleansed...\r";
2412 }
2413
2414 at = archetype::find (shstr_confusion);
2415 if (object *tmp = present_arch_in_ob (at, op))
2416 {
2417 tmp->destroy ();
2418 deathtab << "Your mind feels clearer...\r";
2419 }
2420
2421 cure_disease (op, 0, 0); /* remove any disease */
2422
2423 max_it (op->stats.hp , op->stats.maxhp);
2424 max_it (op->stats.sp , op->stats.maxsp);
2425 max_it (op->stats.grace, op->stats.maxgrace);
2426 max_it (op->stats.food , 200);
2427
2428 // remove all spell effects that are active
2429 // to avoid long-term effects such as word-of-recall
2430 for (object *item = op->inv; item; )
2431 {
2432 object *next = item->below;
2433
2434 if (item->type == SPELL_EFFECT && item->active)
2435 item->destroy ();
2436
2437 item = next;
2438 }
2707 2439
2708 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2440 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2709 * in cities ONLY!!! It is very important that this doesn't get abused. 2441 * in cities ONLY!!! It is very important that this doesn't get abused.
2710 * Look at op_on_battleground() for more info --AndreasV 2442 * Look at op_on_battleground() for more info --AndreasV
2711 */ 2443 */
2712 if (op_on_battleground (op, &x, &y)) 2444 if (op_on_battleground (op, &x, &y))
2713 { 2445 {
2714 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2446 deathtab << "You almost died in combat, but local medics have saved your life...\r";
2715 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2716
2717 /* restore player */
2718 at = archetype::find ("poisoning");
2719 tmp = present_arch_in_ob (at, op);
2720 if (tmp)
2721 {
2722 tmp->destroy ();
2723 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2724 }
2725
2726 at = archetype::find ("confusion");
2727 tmp = present_arch_in_ob (at, op);
2728 if (tmp)
2729 {
2730 tmp->destroy ();
2731 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2732 }
2733
2734 cure_disease (op, 0); /* remove any disease */
2735 op->stats.hp = op->stats.maxhp;
2736 if (op->stats.food <= 0)
2737 op->stats.food = 999;
2738 2447
2739 /* create a bodypart-trophy to make the winner happy */ 2448 /* create a bodypart-trophy to make the winner happy */
2740 tmp = arch_to_object (archetype::find ("finger")); 2449 object *tmp = archetype::find (shstr_finger)->instance ();
2741 if (tmp != NULL) 2450
2742 { 2451 tmp->name = format ("%s's finger" , &op->name);
2743 sprintf (buf, "%s's finger", &op->name); 2452 tmp->name_pl = format ("%s's fingers", &op->name);
2744 tmp->name = buf; 2453 tmp->msg = format (
2745 sprintf (buf, " This finger has been cut off %s\n" 2454 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
2746 " the %s, when he was defeated at\n level %d by %s.\n", 2455 &op->name, op->contr->title,
2747 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2456 (int)op->level,
2748 tmp->msg = buf; 2457 op->contr->killer_name ()
2458 );
2749 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2459 tmp->value = 0, tmp->type = 0;
2750 tmp->materialname = NULL; 2460 tmp->material = name_to_material (shstr_organic);
2751 tmp->x = op->x, tmp->y = op->y; 2461 tmp->insert_at (op, tmp);
2752 insert_ob_in_map (tmp, op->map, op, 0);
2753 }
2754 2462
2755 /* teleport defeated player to new destination */ 2463 /* teleport defeated player to new destination */
2756 transfer_ob (op, x, y, 0, NULL); 2464 transfer_ob (op, x, y, 0, NULL);
2757 op->contr->braced = 0; 2465 op->contr->braced = 0;
2466
2467 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2758 return; 2468 return;
2759 } 2469 }
2760 2470
2471 deathtab << "You were killed by " << op->contr->killer_name () << ".\n\n";
2472 deathtab << "T<YOU HAVE DIED>\n\n";
2473
2761 INVOKE_PLAYER (DEATH, op->contr); 2474 INVOKE_PLAYER (DEATH, op->contr);
2762 2475
2763 command_kill_pets (op, 0); 2476 command_kill_pets (op, 0);
2764 2477
2765 if (op->stats.food < 0) 2478 op->contr->play_sound (sound_find ("player_dies"));
2766 {
2767 if (op->contr->explore)
2768 {
2769 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
2770 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2771 op->stats.food = 999;
2772 return;
2773 }
2774 sprintf (buf, "%s starved to death.", &op->name);
2775 strcpy (op->contr->killer, "starvation");
2776 }
2777 else
2778 {
2779 if (op->contr->explore)
2780 {
2781 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
2782 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2783 op->stats.hp = op->stats.maxhp;
2784 return;
2785 }
2786 sprintf (buf, "%s died.", &op->name);
2787 }
2788 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2789 2479
2790 /* save the map location for corpse, gravestone */ 2480 /* save the map location for corpse, gravestone */
2791 x = op->x; 2481 x = op->x;
2792 y = op->y; 2482 y = op->y;
2793 map = op->map; 2483 map = op->map;
2794
2795 2484
2796 /* NOT_PERMADEATH code. This basically brings the character back to 2485 /* NOT_PERMADEATH code. This basically brings the character back to
2797 * life if they are dead - it takes some exp and a random stat. 2486 * life if they are dead - it takes some exp and a random stat.
2798 * See the config.h file for a little more in depth detail about this. 2487 * See the config.h file for a little more in depth detail about this.
2799 */ 2488 */
2816 num_stats_lose = 1; 2505 num_stats_lose = 1;
2817 else 2506 else
2818 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO; 2507 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2819 } 2508 }
2820 else 2509 else
2821 {
2822 num_stats_lose = 1; 2510 num_stats_lose = 1;
2823 } 2511
2824 lost_a_stat = 0; 2512 lost_a_stat = 0;
2825 2513
2826 for (z = 0; z < num_stats_lose; z++) 2514 for (z = 0; z < num_stats_lose; z++)
2827 { 2515 {
2828 i = RANDOM () % NUM_STATS; 2516 i = rndm (NUM_STATS);
2829 2517
2830 if (settings.stat_loss_on_death) 2518 if (settings.stat_loss_on_death)
2831 { 2519 {
2832 /* Pick a random stat and take a point off it. Tell the player 2520 /* Pick a random stat and take a point off it. Tell the player
2833 * what he lost. 2521 * what he lost.
2840 lost_a_stat = 1; 2528 lost_a_stat = 1;
2841 } 2529 }
2842 else 2530 else
2843 { 2531 {
2844 /* deplete a stat */ 2532 /* deplete a stat */
2845 archetype *deparch = archetype::find ("depletion"); 2533 archetype *deparch = archetype::find (shstr_depletion);
2846 object *dep; 2534 object *dep;
2847 2535
2848 dep = present_arch_in_ob (deparch, op); 2536 dep = present_arch_in_ob (deparch, op);
2849 if (!dep) 2537 if (!dep)
2850 { 2538 {
2851 dep = arch_to_object (deparch); 2539 dep = deparch->instance ();
2852 insert_ob_in_ob (dep, op); 2540 insert_ob_in_ob (dep, op);
2853 } 2541 }
2854 lose_this_stat = 1; 2542 lose_this_stat = 1;
2855 if (settings.balanced_stat_loss) 2543 if (settings.balanced_stat_loss)
2856 { 2544 {
2884 } 2572 }
2885 } 2573 }
2886 2574
2887 if (lose_this_stat) 2575 if (lose_this_stat)
2888 { 2576 {
2889 this_stat = get_attr_value (&(dep->stats), i); 2577 this_stat = get_attr_value (&dep->stats, i);
2890 /* We could try to do something clever like find another 2578 /* We could try to do something clever like find another
2891 * stat to reduce if this fails. But chances are, if 2579 * stat to reduce if this fails. But chances are, if
2892 * stats have been depleted to -50, all are pretty low 2580 * stats have been depleted to -50, all are pretty low
2893 * and should be roughly the same, so it shouldn't make a 2581 * and should be roughly the same, so it shouldn't make a
2894 * difference. 2582 * difference.
2895 */ 2583 */
2896 if (this_stat >= -50) 2584 if (this_stat >= -50)
2897 { 2585 {
2898 change_attr_value (&(dep->stats), i, -1); 2586 change_attr_value (&(dep->stats), i, -1);
2899 SET_FLAG (dep, FLAG_APPLIED); 2587 dep->set_flag (FLAG_APPLIED);
2900 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2588 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2901 op->update_stats (); 2589 op->update_stats ();
2902 lost_a_stat = 1; 2590 lost_a_stat = 1;
2903 } 2591 }
2904 } 2592 }
2905 } 2593 }
2906 } 2594 }
2595
2907 /* If no stat lost, tell the player. */ 2596 /* If no stat lost, tell the player. */
2908 if (!lost_a_stat) 2597 if (!lost_a_stat)
2909 { 2598 {
2910 /* determine_god() seems to not work sometimes... why is this? 2599 /* determine_god() seems to not work sometimes... why is this?
2911 Should I be using something else? GD */ 2600 Should I be using something else? GD */
2912 const char *god = determine_god (op); 2601 shstr_tmp god = determine_god (op);
2913 2602
2914 if (god && (strcmp (god, "none"))) 2603 if (god != shstr_none)
2915 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god); 2604 deathtab << "For a brief moment you feel the holy presence of " << god << " protecting you.\r";
2916 else 2605 else
2917 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2606 deathtab << "For a brief moment you feel a holy presence protecting you.\r";
2918 } 2607 }
2919#else 2608#else
2920 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2609 deathtab << "For a brief moment you feel a holy presence protecting you from losing yourself completely.";
2921#endif 2610#endif
2922 2611
2923 /* Put a gravestone up where the character 'almost' died. List the 2612 /* Put a gravestone up where the character 'almost' died. List the
2924 * exp loss on the stone. 2613 * exp loss on the stone.
2925 */ 2614 */
2926 tmp = arch_to_object (archetype::find ("gravestone")); 2615 tmp = archetype::find (shstr_gravestone)->instance ();
2927 sprintf (buf, "%s's gravestone", &op->name); 2616 tmp->name = format ("%s's gravestone", &op->name);
2928 tmp->name = buf; 2617 tmp->name_pl = format ("%s's gravestones", &op->name);
2929 sprintf (buf, "%s's gravestones", &op->name); 2618 tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n",
2930 tmp->name_pl = buf; 2619 &op->name, op->contr->title, op->contr->killer_name ());
2931 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);
2932 tmp->msg = buf;
2933 tmp->x = op->x, tmp->y = op->y; 2620 tmp->x = op->x, tmp->y = op->y;
2934 insert_ob_in_map (tmp, op->map, NULL, 0); 2621 insert_ob_in_map (tmp, op->map, NULL, 0);
2935 2622
2936 /**************************************/ 2623 /**************************************/
2937 /* */ 2624 /* */
2938 /* Subtract the experience points, */ 2625 /* Subtract the experience points, */
2939 /* if we died cause of food, give us */
2940 /* food, and reset HP's... */
2941 /* */ 2626 /* */
2942 /**************************************/ 2627 /**************************************/
2943 2628
2944 /* remove any poisoning and confusion the character may be suffering. */
2945 /* restore player */
2946 at = archetype::find ("poisoning");
2947 tmp = present_arch_in_ob (at, op);
2948
2949 if (tmp)
2950 {
2951 tmp->destroy ();
2952 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2953 }
2954
2955 at = archetype::find ("confusion");
2956 tmp = present_arch_in_ob (at, op);
2957 if (tmp)
2958 {
2959 tmp->destroy ();
2960 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2961 }
2962
2963 cure_disease (op, 0); /* remove any disease */
2964
2965 /*add_exp(op, (op->stats.exp * -0.20)); */ 2629 /*add_exp(op, (op->stats.exp * -0.20)); */
2966 apply_death_exp_penalty (op); 2630 apply_death_exp_penalty (op);
2967 if (op->stats.food < 100)
2968 op->stats.food = 900;
2969 op->stats.hp = op->stats.maxhp;
2970 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2971 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2972 2631
2973 /* 2632 /*
2974 * Check to see if the player is in a shop. IF so, then check to see if
2975 * the player has any unpaid items. If so, remove them and put them back 2633 * Check to see if the player has any unpaid items. If so, remove them
2976 * in the map. 2634 * and put them back in the map.
2977 */ 2635 */
2978 2636 op->drop_unpaid_items ();
2979 if (is_in_shop (op))
2980 remove_unpaid_objects (op->inv, op);
2981 2637
2982 /****************************************/ 2638 /****************************************/
2983 /* */ 2639 /* */
2984 /* Move player to his current respawn- */ 2640 /* Move player to his current respawn- */
2985 /* position (usually last savebed) */ 2641 /* position (usually last savebed) */
2986 /* */ 2642 /* */
2987 /****************************************/ 2643 /****************************************/
2988 2644
2989 enter_player_savebed (op); 2645 enter_player_savebed (op);
2990 2646
2991 /* Save the player before inserting the force to reduce
2992 * chance of abuse.
2993 */
2994 op->contr->braced = 0; 2647 op->contr->braced = 0;
2995 op->contr->save ();
2996 2648
2997 /* it is possible that the player has blown something up 2649 /* it is possible that the player has blown something up
2998 * at his savebed location, and that can have long lasting 2650 * at his savebed location, and that can have long lasting
2999 * spell effects. So first see if there is a spell effect 2651 * spell effects. So first see if there is a spell effect
3000 * on the space that might harm the player. 2652 * on the space that might harm the player.
3009 object *force; 2661 object *force;
3010 int at; 2662 int at;
3011 2663
3012 force = get_archetype (FORCE_NAME); 2664 force = get_archetype (FORCE_NAME);
3013 /* 50 ticks should be enough time for the spell to abate */ 2665 /* 50 ticks should be enough time for the spell to abate */
3014 force->speed = 0.1; 2666 force->speed = 0.1f;
3015 force->speed_left = -5.0; 2667 force->speed_left = -5.f;
3016 SET_FLAG (force, FLAG_APPLIED); 2668 force->set_flag (FLAG_APPLIED);
3017 for (at = 0; at < NROFATTACKS; at++) 2669 for (at = 0; at < NROFATTACKS; at++)
3018 if (will_kill_again & (1 << at)) 2670 if (will_kill_again & (1 << at))
3019 force->resist[at] = 100; 2671 force->resist[at] = 100;
3020 2672
3021 insert_ob_in_ob (force, op); 2673 insert_ob_in_ob (force, op);
3022 op->update_stats (); 2674 op->update_stats ();
3023
3024 } 2675 }
3025 2676
3026 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2677 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
3027} 2678}
3028 2679
3029void 2680static void
3030loot_object (object *op) 2681loot_object (object *op)
3031{ /* Grab and destroy some treasure */ 2682{ /* Grab and destroy some treasure */
3032 object *tmp, *tmp2, *next; 2683 object *tmp, *tmp2, *next;
3033 2684
3034 if (op->container) 2685 op->close_container (); /* close open sack first */
3035 esrv_apply_container (op, op->container); /* close open sack first */
3036 2686
3037 for (tmp = op->inv; tmp; tmp = next) 2687 for (tmp = op->inv; tmp; tmp = next)
3038 { 2688 {
3039 next = tmp->below; 2689 next = tmp->below;
3040 2690
3041 if (tmp->invisible) 2691 if (tmp->invisible)
3042 continue; 2692 continue;
3043 2693
3044 tmp->remove (); 2694 tmp->remove ();
3045 tmp->x = op->x, tmp->y = op->y; 2695 tmp->x = op->x, tmp->y = op->y;
2696
3046 if (tmp->type == CONTAINER) 2697 if (tmp->type == CONTAINER)
3047 { /* empty container to ground */ 2698 loot_object (tmp); /* empty container to ground */
3048 loot_object (tmp); 2699
3049 } 2700 if (!tmp->flag [FLAG_UNIQUE] && (tmp->flag [FLAG_STARTEQUIP] || tmp->flag [FLAG_NO_DROP] || !(rndm (3))))
3050 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3)))
3051 { 2701 {
3052 if (tmp->nrof > 1) 2702 if (tmp->nrof > 1)
3053 { 2703 {
3054 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2704 tmp->decrease (rndm (1, tmp->nrof - 1));
3055 tmp2->destroy ();
3056 insert_ob_in_map (tmp, op->map, NULL, 0); 2705 insert_ob_in_map (tmp, op->map, NULL, 0);
3057 } 2706 }
3058 else 2707 else
3059 tmp->destroy (); 2708 tmp->destroy ();
3060 } 2709 }
3066/* 2715/*
3067 * fix_weight(): Check recursively the weight of all players, and fix 2716 * fix_weight(): Check recursively the weight of all players, and fix
3068 * what needs to be fixed. Refresh windows and fix speed if anything 2717 * what needs to be fixed. Refresh windows and fix speed if anything
3069 * was changed. 2718 * was changed.
3070 */ 2719 */
3071
3072void 2720void
3073fix_weight (void) 2721fix_weight ()
3074{ 2722{
3075 for (player *pl = first_player; pl; pl = pl->next) 2723 for_all_players (pl)
3076 { 2724 {
3077 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2725 sint32 old = pl->ob->carrying;
3078 2726
3079 if (old == sum) 2727 pl->ob->update_weight ();
3080 continue; 2728
2729 if (old != pl->ob->carrying)
2730 {
3081 pl->ob->update_stats (); 2731 pl->ob->update_stats ();
3082 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 2732 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, (int)old, (int)pl->ob->carrying);
2733 }
3083 } 2734 }
3084} 2735}
3085 2736
3086void 2737void
3087fix_luck (void) 2738fix_luck ()
3088{ 2739{
3089 for (player *pl = first_player; pl; pl = pl->next) 2740 for_all_players (pl)
3090 if (!pl->ob->contr->ns->state) 2741 if (!pl->ob->contr->ns->state)
3091 pl->ob->change_luck (0); 2742 pl->ob->change_luck (0);
3092} 2743}
3093 2744
3094/* cast_dust() - handles op throwing objects of type 'DUST'. 2745/* cast_dust() - handles op throwing objects of type 'DUST'.
3129} 2780}
3130 2781
3131void 2782void
3132make_visible (object *op) 2783make_visible (object *op)
3133{ 2784{
3134 op->hide = 0; 2785 op->flag [FLAG_HIDDEN] = 0;
3135 op->invisible = 0; 2786 op->invisible = 0;
2787
3136 if (op->type == PLAYER) 2788 if (op->type == PLAYER)
3137 { 2789 {
3138 op->contr->tmp_invis = 0; 2790 op->contr->tmp_invis = 0;
3139 op->contr->invis_race = 0; 2791 op->contr->invis_race = 0;
3140 } 2792 }
2793
3141 update_object (op, UP_OBJ_FACE); 2794 update_object (op, UP_OBJ_CHANGE);
3142} 2795}
3143 2796
3144int 2797int
3145is_true_undead (object *op) 2798is_true_undead (object *op)
3146{ 2799{
3147 object *tmp = NULL; 2800 if (op->arch->flag [FLAG_UNDEAD])
3148
3149 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3150 return 1; 2801 return 1;
3151 2802
3152 return 0; 2803 return 0;
3153} 2804}
3154 2805
3155/* look at the surrounding terrain to determine 2806/* look at the surrounding terrain to determine
3156 * the hideability of this object. Positive levels 2807 * the hideability of this object. Positive levels
3157 * indicate greater hideability. 2808 * indicate greater hideability.
3158 */ 2809 */
3159
3160int 2810int
3161hideability (object *ob) 2811hideability (object *ob)
3162{ 2812{
3163 int i, level = 0, mflag; 2813 int i, level = 0, mflag;
3164 sint16 x, y; 2814 sint16 x, y;
3165 2815
3166 if (!ob || !ob->map) 2816 if (!ob || !ob->map)
3167 return 0; 2817 return 0;
3168 2818
3169 /* so, on normal lighted maps, its hard to hide */ 2819 /* so, on normal lighted maps, its hard to hide */
3170 level = ob->map->darkness - 2; 2820 level = ob->map->darklevel () - 2;
3171 2821
3172 /* this also picks up whether the object is glowing. 2822 /* this also picks up whether the object is glowing.
3173 * If you carry a light on a non-dark map, its not 2823 * If you carry a light on a non-dark map, its not
3174 * as bad as carrying a light on a pitch dark map */ 2824 * as bad as carrying a light on a pitch dark map */
3175 if (has_carried_lights (ob)) 2825 if (ob->has_carried_lights ())
3176 level = -(10 + (2 * ob->map->darkness)); 2826 level = -(10 + (2 * ob->map->darklevel ()));
3177 2827
3178 /* scan through all nearby squares for terrain to hide in */ 2828 /* scan through all nearby squares for terrain to hide in */
3179 for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i]) 2829 for (i = 0, x = ob->x, y = ob->y;
2830 i <= SIZEOFFREE1;
2831 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3180 { 2832 {
3181 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); 2833 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3182 if (mflag & P_OUT_OF_MAP) 2834 if (mflag & P_OUT_OF_MAP)
3183 {
3184 continue; 2835 continue;
3185 } 2836
3186 if (mflag & P_BLOCKSVIEW) /* something to hide near! */ 2837 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3187 level += 2; 2838 level += 2;
3188 else /* open terrain! */ 2839 else /* open terrain! */
3189 level -= 1; 2840 level -= 1;
3190 } 2841 }
3198/* For Hidden creatures - a chance of becoming 'unhidden' 2849/* For Hidden creatures - a chance of becoming 'unhidden'
3199 * every time they move - as we subtract off 'invisibility' 2850 * every time they move - as we subtract off 'invisibility'
3200 * AND, for players, if they move into a ridiculously unhideable 2851 * AND, for players, if they move into a ridiculously unhideable
3201 * spot (surrounded by clear terrain in broad daylight). -b.t. 2852 * spot (surrounded by clear terrain in broad daylight). -b.t.
3202 */ 2853 */
3203
3204void 2854void
3205do_hidden_move (object *op) 2855do_hidden_move (object *op)
3206{ 2856{
3207 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 2857 int hide = 0;
3208 object *skop;
3209 2858
3210 if (!op || !op->map) 2859 if (!op || !op->map)
3211 return; 2860 return;
3212 2861
3213 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 2862 object *skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
2863 int num = random_roll (0, 19, op, PREFER_LOW);
3214 2864
3215 /* its *extremely* hard to run and sneak/hide at the same time! */ 2865 /* its *extremely* hard to run and sneak/hide at the same time! */
3216 if (op->type == PLAYER && op->contr->run_on) 2866 if (op->type == PLAYER && op->contr->run_on)
3217 {
3218 if (!skop || num >= skop->level) 2867 if (!skop || num >= skop->level)
3219 { 2868 {
3220 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!"); 2869 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3221 make_visible (op); 2870 make_visible (op);
3222 return; 2871 return;
3223 } 2872 }
3224 else 2873 else
3225 num += 20; 2874 num += 20;
3226 } 2875
3227 num += op->map->difficulty; 2876 num += op->map->difficulty;
3228 hide = hideability (op); /* modify by terrain hidden level */ 2877 hide = hideability (op); /* modify by terrain hidden level */
3229 num -= hide; 2878 num -= hide;
2879
3230 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 2880 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3231 { 2881 {
3232 make_visible (op); 2882 make_visible (op);
2883
3233 if (op->type == PLAYER) 2884 if (op->type == PLAYER)
3234 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 2885 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3235 } 2886 }
3236 else if (op->type == PLAYER && skop) 2887 else if (op->type == PLAYER && skop)
3237 {
3238 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 2888 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3239 }
3240} 2889}
3241 2890
3242/* determine if who is standing near a hostile creature. */ 2891/* determine if who is standing near a hostile creature. */
3243 2892
3244int 2893int
3254 2903
3255 if (who->type == PLAYER) 2904 if (who->type == PLAYER)
3256 player = 1; 2905 player = 1;
3257 2906
3258 else 2907 else
3259 friendly = QUERY_FLAG (who, FLAG_FRIENDLY); 2908 friendly = who->flag [FLAG_FRIENDLY];
3260 2909
3261 /* search adjacent squares */ 2910 /* search adjacent squares */
3262 for (i = 1; i < 9; i++) 2911 for (i = 1; i < 9; i++)
3263 { 2912 {
3264 x = who->x + freearr_x[i]; 2913 x = who->x + freearr_x[i];
3273 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) 2922 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3274 continue; 2923 continue;
3275 2924
3276 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) 2925 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3277 { 2926 {
3278 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 2927 if ((player ||friendly) &&tmp->flag [FLAG_MONSTER] && !tmp->flag [FLAG_UNAGGRESSIVE])
3279 return 1; 2928 return 1;
3280 else if (tmp->type == PLAYER) 2929 else if (tmp->type == PLAYER)
3281 { 2930 {
3282 /*don't let a hidden DM prevent you from hiding */ 2931 /*don't let a hidden DM prevent you from hiding */
3283 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0) 2932 if (!tmp->flag [FLAG_WIZ] || tmp->contr->hidden == 0)
3284 return 1; 2933 return 1;
3285 } 2934 }
3286 } 2935 }
3287 } 2936 }
3288 return 0; 2937 return 0;
3292 * object op. This function works fine for monsters, 2941 * object op. This function works fine for monsters,
3293 * but we dont worry if the object isnt the top one in 2942 * but we dont worry if the object isnt the top one in
3294 * a pile (say a coin under a table would return "viewable" 2943 * a pile (say a coin under a table would return "viewable"
3295 * by this routine). Another question, should we be 2944 * by this routine). Another question, should we be
3296 * concerned with the direction the player is looking 2945 * concerned with the direction the player is looking
3297 * in? Realistically, most of use cant see stuff behind 2946 * in? Realistically, most of us can't see stuff behind
3298 * our backs...on the other hand, does the "facing" direction 2947 * our backs...on the other hand, does the "facing" direction
3299 * imply the way your head, or body is facing? Its possible 2948 * imply the way your head, or body is facing? It's possible
3300 * for them to differ. Sigh, this fctn could get a bit more complex. 2949 * for them to differ. Sigh, this fctn could get a bit more complex.
3301 * -b.t. 2950 * -b.t.
3302 * This function is now map tiling safe. 2951 * This function is now map tiling safe.
3303 */ 2952 */
3304
3305int 2953int
3306player_can_view (object *pl, object *op) 2954player_can_view (object *pl, object *op)
3307{ 2955{
3308 rv_vector rv; 2956 rv_vector rv;
3309 int dx, dy; 2957 int dx, dy;
3311 if (pl->type != PLAYER) 2959 if (pl->type != PLAYER)
3312 { 2960 {
3313 LOG (llevError, "player_can_view() called for non-player object\n"); 2961 LOG (llevError, "player_can_view() called for non-player object\n");
3314 return -1; 2962 return -1;
3315 } 2963 }
2964
3316 if (!pl || !op) 2965 if (!pl || !op)
3317 return 0; 2966 return 0;
3318 2967
3319 if (op->head)
3320 {
3321 op = op->head; 2968 op = op->head_ ();
3322 } 2969
3323 get_rangevector (pl, op, &rv, 0x1); 2970 get_rangevector (pl, op, &rv, 0x1);
3324 2971
3325 /* starting with the 'head' part, lets loop 2972 /* starting with the 'head' part, lets loop
3326 * through the object and find if it has any 2973 * through the object and find if it has any
3327 * part that is in the los array but isnt on 2974 * part that is in the los array but isn't on
3328 * a blocked los square. 2975 * a blocked los square.
3329 * we use the archetype to figure out offsets. 2976 * we use the archetype to figure out offsets.
3330 */ 2977 */
3331 while (op) 2978 while (op)
3332 { 2979 {
3333 dx = rv.distance_x + op->arch->clone.x; 2980 dx = rv.distance_x + op->arch->x;
3334 dy = rv.distance_y + op->arch->clone.y; 2981 dy = rv.distance_y + op->arch->y;
3335 2982
3336 /* only the viewable area the player sees is updated by LOS 2983 if (pl->contr->blocked_los (dx, dy) != LOS_BLOCKED)
3337 * code, so we need to restrict ourselves to that range of values
3338 * for any meaningful values.
3339 */
3340 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3341 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3342 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3343 return 1; 2984 return 1;
2985
3344 op = op->more; 2986 op = op->more;
3345 } 2987 }
3346 return 0;
3347}
3348 2988
3349/* routine for both players and monsters. We call this when
3350 * there is a possibility for our action distrubing our hiding
3351 * place or invisiblity spell. Artefact invisiblity is not
3352 * effected by this. If we arent invisible to begin with, we
3353 * return 0.
3354 */
3355int
3356action_makes_visible (object *op)
3357{
3358
3359 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3360 {
3361 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3362 return 0;
3363
3364 if (op->contr && op->contr->tmp_invis == 0)
3365 return 0;
3366
3367 /* If monsters, they should become visible */
3368 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3369 {
3370 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3371 return 1;
3372 }
3373 }
3374 return 0; 2989 return 0;
3375} 2990}
3376 2991
3377/* op_on_battleground - checks if the given object op (usually 2992/* op_on_battleground - checks if the given object op (usually
3378 * a player) is standing on a valid battleground-tile, 2993 * a player) is standing on a valid battleground-tile,
3383 * Default is to do the same as before, so only people wanting to have different points need worry about this 2998 * Default is to do the same as before, so only people wanting to have different points need worry about this
3384 */ 2999 */
3385int 3000int
3386op_on_battleground (object *op, int *x, int *y) 3001op_on_battleground (object *op, int *x, int *y)
3387{ 3002{
3388 object *tmp;
3389
3390 /* A battleground-tile needs the following attributes to be valid: 3003 /* A battleground-tile needs the following attributes to be valid:
3391 * is_floor 1 (has to be the FIRST floor beneath the player's feet), 3004 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3392 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3005 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3393 * and the exit-coordinates sp/hp must both be > 0. 3006 * and the exit-coordinates sp/hp must both be > 0.
3394 * => The intention here is to prevent abuse of the battleground- 3007 * => The intention here is to prevent abuse of the battleground-
3395 * feature (like pickable or hidden battleground tiles). */ 3008 * feature (like pickable or hidden battleground tiles). */
3396 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3009 for (object *tmp = op->below; tmp; tmp = tmp->below)
3397 { 3010 {
3398 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3011 if (tmp->flag [FLAG_IS_FLOOR])
3399 { 3012 {
3400 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3013 if (tmp->flag [FLAG_NO_PICK]
3401 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp)) 3014 && tmp->type == BATTLEGROUND
3015 && tmp->name == shstr_battleground
3016 && EXIT_X (tmp) && EXIT_Y (tmp))
3402 { 3017 {
3403 /*before we assign the exit, check if this is a teambattle */ 3018 /* before we assign the exit, check if this is a teambattle */
3404 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) 3019 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3405 {
3406 object *invtmp;
3407
3408 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below) 3020 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3021 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3409 { 3022 {
3410 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3411 {
3412 if (x != NULL && y != NULL) 3023 if (x && y)
3413 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3024 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3025
3414 return 1; 3026 return 1;
3415 }
3416 } 3027 }
3417 } 3028
3418 if (x != NULL && y != NULL) 3029 if (x && y)
3419 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3030 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3031
3420 return 1; 3032 return 1;
3421 } 3033 }
3422 } 3034 }
3423 } 3035 }
3036
3424 /* If we got here, did not find a battleground */ 3037 /* If we got here, did not find a battleground */
3425 return 0; 3038 return 0;
3426} 3039}
3427 3040
3428/* 3041/*
3444 char buf[MAX_BUF]; /* tmp. string buffer */ 3057 char buf[MAX_BUF]; /* tmp. string buffer */
3445 int i = 0, j = 0; 3058 int i = 0, j = 0;
3446 3059
3447 /* get the appropriate treasurelist */ 3060 /* get the appropriate treasurelist */
3448 if (atnr == ATNR_FIRE) 3061 if (atnr == ATNR_FIRE)
3449 trlist = find_treasurelist ("dragon_ability_fire"); 3062 trlist = treasurelist::find (shstr_dragon_ability_fire);
3450 else if (atnr == ATNR_COLD) 3063 else if (atnr == ATNR_COLD)
3451 trlist = find_treasurelist ("dragon_ability_cold"); 3064 trlist = treasurelist::find (shstr_dragon_ability_cold);
3452 else if (atnr == ATNR_ELECTRICITY) 3065 else if (atnr == ATNR_ELECTRICITY)
3453 trlist = find_treasurelist ("dragon_ability_elec"); 3066 trlist = treasurelist::find (shstr_dragon_ability_elec);
3454 else if (atnr == ATNR_POISON) 3067 else if (atnr == ATNR_POISON)
3455 trlist = find_treasurelist ("dragon_ability_poison"); 3068 trlist = treasurelist::find (shstr_dragon_ability_poison);
3456 3069
3457 if (trlist == NULL || who->type != PLAYER) 3070 if (trlist == NULL || who->type != PLAYER)
3458 return; 3071 return;
3459 3072
3460 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3073 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3461 3074
3462 if (tr == NULL || tr->item == NULL) 3075 if (!tr || !tr->item)
3463 { 3076 {
3464 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3077 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3465 return; 3078 return;
3466 } 3079 }
3467 3080
3468 /* everything seems okay - now bring on the gift: */ 3081 /* everything seems okay - now bring on the gift: */
3469 item = &(tr->item->clone); 3082 item = tr->item;
3470 3083
3471 if (item->type == SPELL) 3084 if (item->type == SPELL)
3472 { 3085 {
3473 if (check_spell_known (who, item->name)) 3086 if (check_spell_known (who, item->name))
3474 return; 3087 return;
3533 { 3146 {
3534 /* forces in the treasurelist can alter the player's stats */ 3147 /* forces in the treasurelist can alter the player's stats */
3535 object *skin; 3148 object *skin;
3536 3149
3537 /* first get the dragon skin force */ 3150 /* first get the dragon skin force */
3538 shstr_cmp dragon_skin_force ("dragon_skin_force");
3539 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below) 3151 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3540 ; 3152 ;
3541 3153
3542 if (!skin) 3154 if (!skin)
3543 return; 3155 return;
3544 3156
3558 else 3170 else
3559 j = 1; 3171 j = 1;
3560 strcat (buf, spellpathnames[i]); 3172 strcat (buf, spellpathnames[i]);
3561 } 3173 }
3562 } 3174 }
3175
3563 strcat (buf, "."); 3176 strcat (buf, ".");
3564 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf); 3177 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3565 } 3178 }
3566 3179
3567 /* evtl. adding flags: */ 3180 /* evtl. adding flags: */
3568 if (QUERY_FLAG (item, FLAG_XRAYS)) 3181 if (item->flag [FLAG_XRAYS])
3569 SET_FLAG (skin, FLAG_XRAYS); 3182 skin->set_flag (FLAG_XRAYS);
3570 if (QUERY_FLAG (item, FLAG_STEALTH)) 3183 if (item->flag [FLAG_STEALTH])
3571 SET_FLAG (skin, FLAG_STEALTH); 3184 skin->set_flag (FLAG_STEALTH);
3572 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK)) 3185 if (item->flag [FLAG_SEE_IN_DARK])
3573 SET_FLAG (skin, FLAG_SEE_IN_DARK); 3186 skin->set_flag (FLAG_SEE_IN_DARK);
3574 3187
3575 /* print message if there is one */ 3188 /* print message if there is one */
3576 if (item->msg != NULL) 3189 if (item->msg != NULL)
3577 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg); 3190 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3578 } 3191 }
3579 else 3192 else
3580 { 3193 {
3581 /* generate misc. treasure */ 3194 /* generate misc. treasure */
3582 tmp = arch_to_object (tr->item); 3195 tmp = tr->item->instance ();
3583 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp)); 3196 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3584 tmp = insert_ob_in_ob (tmp, who); 3197 who->insert (tmp);
3585 if (who->type == PLAYER)
3586 esrv_send_item (who, tmp);
3587 } 3198 }
3588} 3199}
3589 3200
3590/** 3201//-GPL
3591 * Unready an object for a player. This function does nothing if the object was 3202
3592 * not readied. 3203sint8
3593 */ 3204player::darkness_at (maptile *map, int x, int y) const
3205{
3206 if (!ns)
3207 return LOS_BLOCKED;
3208
3209 int dx, dy;
3210 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3211 return LOS_BLOCKED;
3212
3213 x += dx - ns->current_x;
3214 y += dy - ns->current_y;
3215
3216 return blocked_los (x, y);
3217}
3218
3594void 3219void
3595player_unready_range_ob (player *pl, object *ob) 3220player::infobox (const char *title, const char *msg, int color)
3596{ 3221{
3597 rangetype i; 3222 send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3598
3599 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1))
3600 {
3601 if (pl->ranges[i] == ob)
3602 {
3603 pl->ranges[i] = NULL;
3604 if (pl->shoottype == i)
3605 {
3606 pl->shoottype = range_none;
3607 }
3608 }
3609 }
3610} 3223}
3224
3225void
3226player::statusmsg (const char *msg, int color)
3227{
3228 send_msg (color | NDI_REPLY, INFO_CHANNEL, msg);
3229}
3230
3231void
3232player::failmsg (const char *msg, int color)
3233{
3234 play_sound (sound_find ("generic_failure"));
3235 statusmsg (msg, color);
3236}
3237
3238void
3239object::failmsgf (const char *format, ...)
3240{
3241 if (!contr)
3242 return;
3243
3244 va_list ap;
3245 va_start (ap, format);
3246 contr->failmsg (vformat (format, ap));
3247 va_end (ap);
3248}
3249
3250void
3251player::failmsgf (const char *format, ...)
3252{
3253 va_list ap;
3254 va_start (ap, format);
3255 failmsg (vformat (format, ap));
3256 va_end (ap);
3257}
3258

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