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Comparing deliantra/server/server/player.C (file contents):
Revision 1.70 by root, Tue Dec 26 20:04:09 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 for_all_players (pl)
40 if (pl->ob && !strcmp (query_name (pl->ob), plname))
41 return pl;
42
43 return 0;
44}
45
46void
47display_motd (const object *op)
48{
49 char buf[MAX_BUF];
50 char motd[HUGE_BUF];
51 FILE *fp;
52 int comp;
53 int size;
54
55 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
56 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
57 return;
58
59 motd[0] = '\0';
60 size = 0;
61
62 while (fgets (buf, MAX_BUF, fp))
63 {
64 if (*buf == '#')
65 continue;
66
67 strncat (motd + size, buf, HUGE_BUF - size);
68 size += strlen (buf);
69 }
70
71 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
72 close_and_delete (fp, comp);
73}
74
75void
76send_rules (const object *op)
77{
78 char buf[MAX_BUF];
79 char rules[HUGE_BUF];
80 FILE *fp;
81 int comp;
82 int size;
83
84 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
85 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
86 return;
87
88 rules[0] = '\0';
89 size = 0;
90
91 while (fgets (buf, MAX_BUF, fp))
92 {
93 if (*buf == '#')
94 continue;
95
96 if (size + strlen (buf) >= HUGE_BUF)
97 {
98 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
99 break;
100 }
101
102 strncat (rules + size, buf, HUGE_BUF - size);
103 size += strlen (buf);
104 }
105
106 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
107 close_and_delete (fp, comp);
108}
109
110void
111send_news (const object *op)
112{
113 char buf[MAX_BUF];
114 char news[HUGE_BUF];
115 char subject[MAX_BUF];
116 FILE *fp;
117 int comp;
118 int size;
119
120 sprintf (buf, "%s/%s", settings.confdir, settings.news);
121 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
122 return;
123
124 news[0] = '\0';
125 subject[0] = '\0';
126 size = 0;
127
128 while (fgets (buf, MAX_BUF, fp) != NULL)
129 {
130 if (*buf == '#')
131 continue;
132
133 if (*buf == '%')
134 { /* send one news */
135 if (size > 0)
136 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */
137 strcpy (subject, buf + 1);
138 strip_endline (subject);
139 size = 0;
140 news[0] = '\0';
141 }
142 else
143 {
144 if (size + strlen (buf) >= HUGE_BUF)
145 {
146 LOG (llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
147 break;
148 }
149 strncat (news + size, buf, HUGE_BUF - size);
150 size += strlen (buf);
151 }
152 }
153
154 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
155 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news);
156 close_and_delete (fp, comp);
157}
158 39
159/* This loads the first map an puts the player on it. */ 40/* This loads the first map an puts the player on it. */
160static void 41static void
161set_first_map (object *op) 42set_first_map (object *op)
162{ 43{
163 strcpy (op->contr->maplevel, first_map_path); 44 op->contr->maplevel = first_map_path;
164 op->x = -1; 45 op->x = -1;
165 op->y = -1; 46 op->y = -1;
166 enter_exit (op, 0); 47}
48
49void
50player::activate ()
51{
52 if (active)
53 return;
54
55 players.insert (this);
56 ob->remove ();
57 ob->map = 0;
58 ob->activate_recursive ();
59 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);
167} 82}
168 83
169// connect the player with a specific client 84// connect the player with a specific client
170// also changed, rationalises, and fixes some incorrect settings 85// also changes, rationalises, and fixes some incorrect settings
171void 86void
172player::connect (client *ns) 87player::connect (client *ns)
173{ 88{
174 this->ns = ns; 89 this->ns = ns;
175 ns->pl = this; 90 ns->pl = this;
176 91
177 next = first_player; 92 run_on = 0;
178 first_player = this; 93 fire_on = 0;
94 ob->close_container (); //TODO: client-specific
179 95
180 ns->update_look = 0; 96 ns->update_look = 0;
181 ns->look_position = 0; 97 ns->look_position = 0;
182 98
183 clear_los (ob); 99 clear_los ();
100
101 ns->reset_stats ();
184 102
185 /* make sure he's a player -- needed because of class change. */ 103 /* make sure he's a player -- needed because of class change. */
186 ob->type = PLAYER; // we are paranoid 104 ob->type = PLAYER; // we are paranoid
187 ob->race = ob->arch->clone.race; 105 ob->race = ob->arch->race;
188 106
189 if (!legal_range (ob, shoottype)) 107 ob->update_weight ();
190 shoottype = range_none;
191
192 ob->carrying = sum_weight (ob);
193 link_player_skills (ob); 108 link_skills ();
194 109
195 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
196 ob->set_speed (ob->speed);
197
198 assign (title, ob->arch->clone.name); 110 assign (title, ob->arch->object::name);
199
200 /* can_use_shield is a new flag. However, the can_use.. seems to largely come
201 * from the class, and not race. I don't see any way to get the class information
202 * to then update this. I don't think this will actually break anything - anyone
203 * that can use armour should be able to use a shield. What this may 'break'
204 * are features new characters get, eg, if someone starts up with a Q, they
205 * should be able to use a shield. However, old Q's won't get that advantage.
206 */
207 if (QUERY_FLAG (ob, FLAG_USE_ARMOUR))
208 SET_FLAG (ob, FLAG_USE_SHIELD);
209 111
210 /* if it's a dragon player, set the correct title here */ 112 /* if it's a dragon player, set the correct title here */
211 if (is_dragon_pl (ob)) 113 if (ob->is_dragon ())
212 { 114 {
213 object *tmp, *abil = 0, *skin = 0; 115 object *tmp, *abil = 0, *skin = 0;
214
215 shstr_cmp dragon_ability_force ("dragon_ability_force");
216 shstr_cmp dragon_skin_force ("dragon_skin_force");
217 116
218 for (tmp = ob->inv; tmp; tmp = tmp->below) 117 for (tmp = ob->inv; tmp; tmp = tmp->below)
219 if (tmp->type == FORCE) 118 if (tmp->type == FORCE)
220 if (tmp->arch->name == dragon_ability_force) 119 if (tmp->arch->archname == shstr_dragon_ability_force)
221 abil = tmp; 120 abil = tmp;
222 else if (tmp->arch->name == dragon_skin_force) 121 else if (tmp->arch->archname == shstr_dragon_skin_force)
223 skin = tmp; 122 skin = tmp;
224 123
225 set_dragon_name (ob, abil, skin); 124 set_dragon_name (ob, abil, skin);
226 } 125 }
227 126
228 CLEAR_FLAG (ob, FLAG_FRIENDLY);
229 add_friendly_object (ob);
230
231 LOG (llevInfo, "LOGIN: Player named %s from ip %s\n", &ob->name, ns->host);
232
233 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 127 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
234 new_draw_info_format (NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, NULL, "%s has entered the game.", &ob->name);
235 128
236 esrv_new_player (this, ob->weight + ob->carrying); 129 esrv_new_player (this);
237 130
238 ob->update_stats (); 131 ob->update_stats ();
132
239 ns->floorbox_update (); 133 ns->floorbox_update ();
240
241 esrv_send_inventory (ob, ob); 134 esrv_send_inventory (ob, ob);
242 esrv_add_spells (this, 0); 135 esrv_add_spells (this, 0);
243 136
244 enter_exit (ob, 0); 137 ob->flag [FLAG_READY_WEAPON] = false;
138 ob->flag [FLAG_READY_SKILL] = false;
139 ob->flag [FLAG_READY_RANGE] = false;
140 ob->flag [FLAG_READY_BOW] = false;
245 141
246 send_rules (ob); 142 ob->update_stats (); // we unapplied stuff above
247 send_news (ob); 143 activate ();
248 display_motd (ob); 144
145 INVOKE_PLAYER (CONNECT, this);
249 INVOKE_PLAYER (LOGIN, this); 146 INVOKE_PLAYER (LOGIN, this);
250} 147}
251 148
252void 149void
253player::disconnect () 150player::disconnect ()
254{ 151{
255 //TODO: don't be so harsh and destroy :) 152 if (ob)
153 {
154 ob->close_container (); //TODO: client-specific
155 ob->drop_unpaid_items ();
156 }
157
256 if (ns) 158 if (ns)
257 destroy (); 159 {
160 if (active)
161 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
162
163 INVOKE_PLAYER (DISCONNECT, this);
164
165 ns->reset_stats ();
166 ns->pl = 0;
167 ns = 0;
168 }
169
170 // this is important for the player scheduler to get the correct refcount
171 // when ns = 0
172 observe = viewpoint = ob;
173
174 deactivate ();
258} 175}
176
177//-GPL
259 178
260// the need for this function can be explained 179// the need for this function can be explained
261// by load_object not returning the object 180// by load_object not returning the object
262void 181void
263player::set_object (object *op) 182player::set_object (object *op)
264{ 183{
265 ob = op; 184 ob = observe = viewpoint = op;
266 ob->contr = this; /* this aren't yet in archetype */ 185 ob->contr = this; /* this aren't yet in archetype */
267 186
187 ob->speed = 1.0f;
268 ob->speed_left = 0.5; 188 ob->speed_left = 0.5f;
269 ob->speed = 1.0; 189
270 ob->direction = 5; /* So player faces south */ 190 ob->direction = 5; /* So player faces south */
271 ob->stats.wc = 2;
272 ob->run_away = 25; /* Then we panick... */
273
274 set_first_map (ob);
275
276 ob->roll_stats ();
277} 191}
192
193void
194player::set_observe (object *op)
195{
196 observe = viewpoint = op ? op : ob;
197 do_los = 1;
198}
199
200void
201player::set_viewpoint (object *op)
202{
203 viewpoint = op ? op : (object *)observe;
204 do_los = 1;
205}
206
207//+GPL
278 208
279player::player () 209player::player ()
280{ 210{
281 /* There are some elements we want initialized to non zero value - 211 /* There are some elements we want initialised to non zero value -
282 * we deal with that below this point. 212 * we deal with that below this point.
283 */ 213 */
284 outputs_sync = 16; /* Every 2 seconds */ 214 outputs_sync = 4;
285 outputs_count = 8; /* Keeps present behaviour */ 215 outputs_count = 4;
286 unapply = unapply_nochoice; 216 unapply = unapply_nochoice;
287 217
288 assign (savebed_map, first_map_path); /* Init. respawn position */ 218 savebed_map = first_map_path; /* Init. respawn position */
289 219
290 gen_sp_armour = 10; 220 gen_sp_armour = 10;
291 last_speed = -1;
292 shoottype = range_none;
293 bowtype = bow_normal; 221 bowtype = bow_normal;
294 petmode = pet_normal; 222 petmode = pet_normal;
295 listening = 10;
296 usekeys = containers; 223 usekeys = containers;
297 last_weapon_sp = -1;
298 peaceful = 1; /* default peaceful */ 224 peaceful = 1; /* default peaceful */
299 do_los = 1; 225 do_los = 1;
300 226
301 /* we need to clear these to -1 and not zero - otherwise, 227 weapon_sp = 1.0f;
302 * if a player quits and starts a new character, we wont 228 weapon_sp_left = 0.5f;
303 * send new values to the client, as things like exp start
304 * at zero.
305 */
306 for (int i = 0; i < NUM_SKILLS; i++)
307 last_skill_exp[i] = -1;
308
309 for (int i = 0; i < NROFATTACKS; i++)
310 last_resist[i] = -1;
311
312 last_stats.exp = -1;
313 last_weight = (uint32) - 1;
314} 229}
315 230
316void 231void
317player::do_destroy () 232player::do_destroy ()
318{ 233{
234 disconnect ();
235
319 attachable::do_destroy (); 236 attachable::do_destroy ();
320 237
321 save (false);
322 enable_save = false;
323
324 disconnect ();
325
326 terminate_all_pets (ob);
327
328 if (first_player != this)
329 {
330 player *prev = first_player;
331
332 while (prev && prev->next && prev->next != this)
333 prev = prev->next;
334
335 if (prev->next != this)
336 {
337 LOG (llevError, "Free_player: Can't find previous player.\n");
338 abort ();
339 }
340
341 prev->next = next;
342 }
343 else
344 first_player = next;
345
346 if (ob) 238 if (ob)
347 {
348 ob->destroy_inv (false);
349 ob->destroy (); 239 ob->destroy ();
350 }
351 240
352 if (ns) 241 ob = observe = viewpoint = 0;
353 {
354 client *ns = this->ns;
355 ns->send_packet ("goodbye");
356 ns->flush ();
357 ns->pl = 0;
358 this->ns = 0;
359 ns->destroy ();
360 }
361} 242}
362 243
363player::~player () 244player::~player ()
364{ 245{
365 /* Clear item stack */ 246 /* Clear item stack */
366 free (stack_items); 247 free (stack_items);
248}
249
250/*
251 * get_player_archetype() return next player archetype from archetype
252 * list. Not very efficient routine, but used only creating new players.
253 * Note: there MUST be at least one player archetype!
254 */
255static archetype *
256get_player_archetype (archetype *at)
257{
258 // archetypes could have been reloaded
259 archetype *nat = at ? archetype::find (at->archname) : archetypes [0];
260
261 if (!nat)
262 return at;
263
264 archvec::iterator i = archetypes.find (nat);
265
266 for (;;)
267 {
268 if (++i == archetypes.end ())
269 i = archetypes.begin ();
270 else if (*i == at)
271 cleanup ("not a single player archetype found");
272
273 if ((*i)->type == PLAYER)
274 return *i;
275 }
367} 276}
368 277
369/* Tries to add player on the connection passed in ns. 278/* Tries to add player on the connection passed in ns.
370 * All we can really get in this is some settings like host and display 279 * All we can really get in this is some settings like host and display
371 * mode. 280 * mode.
373player * 282player *
374player::create () 283player::create ()
375{ 284{
376 player *pl = new player; 285 player *pl = new player;
377 286
378 pl->set_object (arch_to_object (get_player_archetype (0))); 287 pl->set_object (get_player_archetype (0)->instance ());
288
289 pl->ob->roll_stats ();
290 pl->ob->stats.wc = 2;
291 pl->ob->run_away = 25; /* Then we panick... */
292
293 set_first_map (pl->ob);
379 294
380 return pl; 295 return pl;
381}
382
383/*
384 * get_player_archetype() return next player archetype from archetype
385 * list. Not very efficient routine, but used only creating new players.
386 * Note: there MUST be at least one player archetype!
387 */
388archetype *
389get_player_archetype (archetype *at)
390{
391 archetype *start = at;
392
393 for (;;)
394 {
395 if (at == NULL || at->next == NULL)
396 at = first_archetype;
397 else
398 at = at->next;
399
400 if (at->clone.type == PLAYER)
401 return at;
402
403 if (at == start)
404 {
405 LOG (llevError, "No Player archetypes\n");
406 exit (-1);
407 }
408 }
409} 296}
410 297
411object * 298object *
412get_nearest_player (object *mon) 299get_nearest_player (object *mon)
413{ 300{
414 object *op = NULL; 301 object *op = NULL;
415 objectlink *ol; 302 objectlink *ol;
416 unsigned lastdist; 303 unsigned lastdist;
417 rv_vector rv; 304 rv_vector rv;
418 305
419 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 306 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
420 { 307 {
421 /* We should not find free objects on this friendly list, but it
422 * does periodically happen. Given that, lets deal with it.
423 * While unlikely, it is possible the next object on the friendly
424 * list is also free, so encapsulate this in a while loop.
425 */
426 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
427 {
428 object *tmp = ol->ob;
429
430 /* Can't do much more other than log the fact, because the object
431 * itself will have been cleared.
432 */
433 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n");
434 ol = ol->next;
435 remove_friendly_object (tmp);
436 if (!ol)
437 return op;
438 }
439
440 /* Remove special check for player from this. First, it looks to cause
441 * some crashes (ol->ob->contr not set properly?), but secondly, a more
442 * complicated method of state checking would be needed in any case -
443 * as it was, a clever player could type quit, and the function would
444 * skip them over while waiting for confirmation. Remove
445 * on_same_map check, as can_detect_enemy also does this
446 */
447 if (!can_detect_enemy (mon, ol->ob, &rv)) 308 if (!can_detect_enemy (mon, ol->ob, &rv))
448 continue; 309 continue;
449 310
450 if (lastdist > rv.distance) 311 if (lastdist > rv.distance)
451 { 312 {
513 */ 374 */
514int 375int
515path_to_player (object *mon, object *pl, unsigned mindiff) 376path_to_player (object *mon, object *pl, unsigned mindiff)
516{ 377{
517 rv_vector rv; 378 rv_vector rv;
518 sint16 x, y;
519 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;
520 maptile *m, *lastmap;
521 380
522 get_rangevector (mon, pl, &rv, 0); 381 get_rangevector (mon, pl, &rv, 0);
523 382
524 if (rv.distance < mindiff) 383 if (rv.distance < mindiff)
525 return 0; 384 return 0;
526 385
527 x = mon->x; 386 mapxy pos (mon);
528 y = mon->y;
529 m = mon->map;
530 dir = rv.direction; 387 dir = rv.direction;
531 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 */
532 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
533 /* 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. */
534 if (diff > max) 392 if (diff > max)
535 return 0; 393 return 0;
394
536 while (diff > 1 && max > 0) 395 while (diff > 1 && max > 0)
537 { 396 {
538 lastx = x; 397 mapxy lastpos = pos;
539 lasty = y;
540 lastmap = m;
541 x = lastx + freearr_x[dir];
542 y = lasty + freearr_y[dir];
543 398
544 mflags = get_map_flags (m, &m, x, y, &x, &y); 399 pos.move (dir);
545 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
546 400
547 /* Space is blocked - try changing direction a little */ 401 /* Space is blocked - try changing direction a little */
548 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW)) 402 if (!pos.normalise ()
549 && (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)))
550 { 405 {
551 /* recalculate direction from last good location. Possible 406 /* recalculate direction from last good location. Possible
552 * we were not traversing ideal location before. 407 * we were not traversing ideal location before.
553 */ 408 */
554 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0); 409 get_rangevector_from_mapcoord (lastpos.m, lastpos.x, lastpos.y, pl, &rv, 0);
555 if (rv.direction != dir) 410 if (rv.direction != dir)
556 { 411 {
557 /* OK - says direction should be different - lets reset the 412 /* OK - says direction should be different - lets reset the
558 * the values so it will try again. 413 * the values so it will try again.
559 */ 414 */
560 x = lastx;
561 y = lasty;
562 m = lastmap; 415 pos = lastpos;
563 dir = firstdir = rv.direction; 416 dir = firstdir = rv.direction;
564 } 417 }
565 else 418 else
566 { 419 {
567 /* direct path is blocked - try taking a side step to 420 /* direct path is blocked - try taking a side step to
574 */ 427 */
575 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++) 428 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
576 { 429 {
577 if (i == 0) 430 if (i == 0)
578 continue; /* already did this, so skip it */ 431 continue; /* already did this, so skip it */
432
579 /* Use lastdir here - otherwise, 433 /* Use lastdir here - otherwise,
580 * since the direction that the creature should move in 434 * since the direction that the creature should move in
581 * may change, you could get infinite loops. 435 * may change, you could get infinite loops.
582 * ie, player is northwest, but monster can only 436 * ie, player is northwest, but monster can only
583 * move west, so it does that. It goes some distance, 437 * move west, so it does that. It goes some distance,
585 * 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
586 * gets back to its original point. lastdir contains 440 * gets back to its original point. lastdir contains
587 * the last direction the creature has successfully 441 * the last direction the creature has successfully
588 * moved. 442 * moved.
589 */ 443 */
590
591 x = lastx + freearr_x[absdir (lastdir + i)];
592 y = lasty + freearr_y[absdir (lastdir + i)];
593 m = lastmap; 444 pos = lastpos;
594 mflags = get_map_flags (m, &m, x, y, &x, &y); 445 pos.move (absdir (lastdir + i));
595 if (mflags & P_OUT_OF_MAP) 446
447 if (!pos.normalise ())
596 continue; 448 continue;
597 blocked = GET_MAP_MOVE_BLOCK (m, x, y); 449
598 if (OB_TYPE_MOVE_BLOCK (mon, blocked)) 450 mapspace &ms = *pos;
451
452 if (ms.flags () & P_BLOCKSVIEW)
599 continue; 453 continue;
600 if (mflags & P_BLOCKSVIEW) 454
455 if (OB_TYPE_MOVE_BLOCK (mon, ms.move_block))
601 continue; 456 continue;
602 457
603 if (m == mon->map && blocked_link (mon, m, x, y)) 458 if (blocked_link (mon, pos.m, pos.x, pos.y))
604 break; 459 break;
605 } 460 }
461
606 /* go through entire loop without finding a valid 462 /* go through entire loop without finding a valid
607 * sidestep to take - thus, no valid path. 463 * sidestep to take - thus, no valid path.
608 */ 464 */
609 if (i == (DETOUR_AMOUNT + 1)) 465 if (i == DETOUR_AMOUNT + 1)
610 return 0; 466 return 0;
467
611 diff--; 468 diff--;
612 lastdir = dir; 469 lastdir = dir;
613 max--; 470 max--;
614 if (!firstdir) 471 if (!firstdir)
615 firstdir = dir + i; 472 firstdir = dir + i;
619 { 476 {
620 /* we moved towards creature, so diff is less */ 477 /* we moved towards creature, so diff is less */
621 diff--; 478 diff--;
622 max--; 479 max--;
623 lastdir = dir; 480 lastdir = dir;
481
624 if (!firstdir) 482 if (!firstdir)
625 firstdir = dir; 483 firstdir = dir;
626 } 484 }
485
627 if (diff <= 1) 486 if (diff <= 1)
628 { 487 {
629 /* Recalculate diff (distance) because we may not have actually 488 /* Recalculate diff (distance) because we may not have actually
630 * headed toward player for entire distance. 489 * headed toward player for entire distance.
631 */ 490 */
632 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 491 get_rangevector_from_mapcoord (pos.m, pos.x, pos.y, pl, &rv, 0);
633 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));
634 } 493 }
494
635 if (diff > max) 495 if (diff > max)
636 return 0; 496 return 0;
637 } 497 }
498
638 /* 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 */
639 if (!max) 500 if (!max)
640 return 0; 501 return 0;
641 502
642 return firstdir; 503 return firstdir;
643} 504}
644 505
645void 506void
646give_initial_items (object *pl, treasurelist * items) 507give_initial_items (object *pl, treasurelist *items)
647{ 508{
648 object *op, *next = NULL;
649
650 if (pl->randomitems != NULL) 509 if (pl->randomitems)
651 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); 510 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
652 511
653 for (op = pl->inv; op; op = next) 512 for (object *next, *op = pl->inv; op; op = next)
654 { 513 {
655 next = op->below; 514 next = op->below;
656 515
657 /* Forces get applied per default, unless they have the 516 /* Forces get applied per default, unless they have the
658 * 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
659 */ 518 */
660 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL)) 519 if (op->type == FORCE && !op->flag [FLAG_NEUTRAL])
661 SET_FLAG (op, FLAG_APPLIED); 520 op->set_flag (FLAG_APPLIED);
662 521
663 /* we never give weapons/armour if these cannot be used 522 /* we never give weapons/armour if these cannot be used
664 * by this player due to race restrictions 523 * by this player due to race restrictions
665 */ 524 */
666 if (pl->type == PLAYER) 525 if (pl->type == PLAYER)
667 { 526 {
668 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) && 527 if ((!pl->flag [FLAG_USE_ARMOUR]
528 &&
669 (op->type == ARMOUR || op->type == BOOTS || 529 (op->type == ARMOUR || op->type == BOOTS
670 op->type == CLOAK || op->type == HELMET || 530 || op->type == CLOAK || op->type == HELMET
671 op->type == SHIELD || op->type == GLOVES || 531 || op->type == SHIELD || op->type == GLOVES
672 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))
673 { 534 {
674 op->destroy (); 535 op->destroy ();
675 continue; 536 continue;
676 } 537 }
677 } 538 }
678 539
679 /* This really needs to be better - we should really give 540 /* Here we remove duplicated skills (as duplicated spell objects have
680 * a substitute spellbook. The problem is that we don't really 541 * _very_ confusing effects for players), which could for instance be
681 * have a good idea what to replace it with (need something like 542 * generated by bad treasurelists. - elmex
682 * a first level treasurelist for each skill.)
683 * remove duplicate skills also
684 */ 543 */
685 if (op->type == SPELLBOOK || op->type == SKILL) 544 if (op->type == SKILL)
686 { 545 {
687 object *tmp;
688
689 for (tmp = op->below; tmp; tmp = tmp->below) 546 for (object *tmp = op->below; tmp; tmp = tmp->below)
690 if (tmp->type == op->type && tmp->name == op->name) 547 if (tmp->type == op->type && tmp->name == op->name)
691 break;
692
693 if (tmp)
694 { 548 {
695 op->destroy (); 549 op->destroy ();
550 LOG (llevError,
696 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); 551 "give_initial_items: Removing duplicate skill %s\n", &tmp->name);
697 continue; 552 break;
698 } 553 }
699 554
700 if (op->nrof > 1) 555 if (op->nrof > 1)
701 op->nrof = 1; 556 op->nrof = 1;
702 } 557 }
703 558
704 if (op->type == SPELLBOOK && op->inv) 559 if (op->type == SPELLBOOK && op->inv)
705 { 560 op->inv->clr_flag (FLAG_STARTEQUIP);
706 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
707 }
708 561
709 /* Give starting characters identified, uncursed, and undamned 562 /* Give starting characters identified, uncursed, and undamned
710 * 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
711 * merged properly. 564 * merged properly.
712 */ 565 */
713 if (need_identify (op)) 566 if (op->need_identify ())
714 {
715 SET_FLAG (op, FLAG_IDENTIFIED);
716 CLEAR_FLAG (op, FLAG_CURSED);
717 CLEAR_FLAG (op, FLAG_DAMNED);
718 } 567 {
568 op->set_flag (FLAG_IDENTIFIED);
569 op->clr_flag (FLAG_CURSED);
570 op->clr_flag (FLAG_DAMNED);
571 }
572
719 if (op->type == SPELL) 573 if (op->type == SPELL)
720 { 574 {
721 op->destroy (); 575 op->destroy ();
722 continue; 576 continue;
723 } 577 }
724 else if (op->type == SKILL) 578 else if (op->type == SKILL)
725 { 579 {
726 SET_FLAG (op, FLAG_CAN_USE_SKILL); 580 op->set_flag (FLAG_CAN_USE_SKILL);
727 op->stats.exp = 0; 581 op->stats.exp = 0;
728 op->level = 1; 582 op->level = 1;
729 } 583 }
730 /* lock all 'normal items by default */ 584 else /* lock all 'normal items by default */
731 else 585 op->set_flag (FLAG_INV_LOCKED);
732 SET_FLAG (op, FLAG_INV_LOCKED);
733 } /* for loop of objects in player inv */ 586 } /* for loop of objects in player inv */
734 587
735 /* Need to set up the skill pointers */ 588 /* Need to set up the skill pointers */
736 link_player_skills (pl); 589 pl->contr->link_skills ();
737} 590}
738 591
739void 592void
740get_party_password (object *op, partylist *party) 593get_party_password (object *op, partylist *party)
741{ 594{
751 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:");
752} 605}
753 606
754/* 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. */
755static int 608static int
756roll_stat (void) 609roll_stat ()
757{ 610{
758 int a[4], i, j, k; 611 int a[4], i, j, k;
759 612
760 for (i = 0; i < 4; i++) 613 for (i = 0; i < 4; i++)
761 a[i] = (int) RANDOM () % 6 + 1; 614 a[i] = (int) rndm (6) + 1;
762 615
763 for (i = 0, j = 0, k = 7; i < 4; i++) 616 for (i = 0, j = 0, k = 7; i < 4; i++)
764 if (a[i] < k) 617 if (a[i] < k)
765 k = a[i], j = i; 618 k = a[i], j = i;
766 619
772} 625}
773 626
774void 627void
775object::roll_stats () 628object::roll_stats ()
776{ 629{
777 int statsort [7]; 630 int statsort [NUM_STATS];
778 631
779 for (;;) 632 for (;;)
780 { 633 {
781 int sum = 0; 634 int sum = 0;
782 for (int i = 7; i--; ) 635 for (int i = NUM_STATS; i--; )
783 sum += statsort [i] = roll_stat (); 636 sum += statsort [i] = roll_stat ();
784 637
785 if (sum >= 82 && sum <= 116) 638 if (sum >= 82 && sum <= 116)
786 break; 639 break;
787 } 640 }
788 641
789 // Sort the stats so that rerolling is easier... 642 // Sort the stats so that rerolling is easier...
790 std::sort (statsort, statsort + 7, std::greater<int>()); 643 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
791 644
645 for (int i = 0; i < NUM_STATS; ++i)
792 stats.Str = statsort[0]; 646 stats.stat (i) = statsort [i];
793 stats.Dex = statsort[1];
794 stats.Con = statsort[2];
795 stats.Int = statsort[3];
796 stats.Wis = statsort[4];
797 stats.Pow = statsort[5];
798 stats.Cha = statsort[6];
799 647
800 stats.exp = 0; 648 stats.exp = 0;
801 stats.ac = 0; 649 stats.ac = 0;
802 650
803 stats.hp = stats.maxhp; 651 stats.hp = stats.maxhp;
815} 663}
816 664
817void 665void
818object::swap_stats (int a, int b) 666object::swap_stats (int a, int b)
819{ 667{
820 int tmp = get_attr_value (&contr->orig_stats, a); 668 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
821 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
822 set_attr_value (&contr->orig_stats, b, tmp);
823 669
670 for (int i = 0; i < NUM_STATS; ++i)
824 stats.Str = contr->orig_stats.Str; 671 stats.stat (i) = contr->orig_stats.stat (i);
825 stats.Dex = contr->orig_stats.Dex;
826 stats.Con = contr->orig_stats.Con;
827 stats.Int = contr->orig_stats.Int;
828 stats.Wis = contr->orig_stats.Wis;
829 stats.Pow = contr->orig_stats.Pow;
830 stats.Cha = contr->orig_stats.Cha;
831 672
832 //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,
833 // be merged with the similar code in roll_stats 674 // be merged with the similar code in roll_stats
834 stats.ac = 0; 675 stats.ac = 0;
835 676
847 contr->levsp[1] = 6; 688 contr->levsp[1] = 6;
848 contr->levgrace[1] = 3; 689 contr->levgrace[1] = 3;
849 690
850 contr->orig_stats = stats; 691 contr->orig_stats = stats;
851 } 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);
852} 702}
853 703
854/* This function takes the key that is passed, and does the 704/* This function takes the key that is passed, and does the
855 * appropriate action with it (change race, or other things). 705 * appropriate action with it (change race, or other things).
856 * The function name is for historical reasons - now we have 706 * The function name is for historical reasons - now we have
857 * separate race and class; this actually changes the RACE, 707 * separate race and class; this actually changes the RACE,
858 * not the class. 708 * not the class.
859 */ 709 */
860int 710void
861key_change_class (object *op, char key) 711player::chargen_race_done ()
862{ 712{
863 int tmp_loop;
864
865 if (key == 'd' || key == 'D')
866 {
867 char buf[MAX_BUF];
868
869 /* this must before then initial items are given */ 713 /* this must before then initial items are given */
870 esrv_new_player (op->contr, op->weight + op->carrying); 714 esrv_new_player (ob->contr);
871 715
872 treasurelist *tl = find_treasurelist ("starting_wealth"); 716 treasurelist *tl = treasurelist::find (shstr_starting_wealth);
873 if (tl) 717 if (tl)
874 create_treasure (tl, op, 0, 0, 0); 718 create_treasure (tl, ob, 0, 0, 0);
875 719
876 INVOKE_PLAYER (BIRTH, op->contr); 720 INVOKE_PLAYER (BIRTH, ob->contr);
877 INVOKE_PLAYER (LOGIN, op->contr); 721 INVOKE_PLAYER (LOGIN, ob->contr);
878 722
879 op->contr->ns->state = ST_PLAYING; 723 ob->contr->ns->state = ST_PLAYING;
880 724
881 if (op->msg) 725 if (ob->msg)
882 op->msg = NULL; 726 ob->msg = 0;
883 727
884 /* We create this now because some of the unique maps will need it
885 * to save here.
886 */
887 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name);
888 make_path_to_file (buf);
889
890#ifdef AUTOSAVE
891 op->contr->last_save_tick = pticks;
892#endif
893 start_info (op); 728 start_info (ob);
894 CLEAR_FLAG (op, FLAG_WIZ); 729 ob->clr_flag (FLAG_WIZ);
895 give_initial_items (op, op->randomitems); 730 give_initial_items (ob, ob->randomitems);
896 link_player_skills (op);
897 esrv_send_inventory (op, op); 731 esrv_send_inventory (ob, ob);
898 op->update_stats (); 732 ob->update_stats ();
899 733
900 /* This moves the player to a different start map, if there 734 /* This moves the player to a different start map, if there
901 * is one for this race 735 * is one for this race
902 */ 736 */
903 if (*first_map_ext_path) 737 if (*first_map_ext_path)
904 { 738 ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y);
905 object *tmp;
906 char mapname[MAX_BUF];
907
908 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name);
909 tmp = object::create ();
910 EXIT_PATH (tmp) = mapname;
911 EXIT_X (tmp) = op->x;
912 EXIT_Y (tmp) = op->y;
913 enter_exit (op, tmp); /* we don't really care if it succeeded;
914 * if the map isn't there, then stay on the
915 * default initial map */
916 tmp->destroy ();
917 }
918 else 739 else
919 LOG (llevDebug, "first_map_ext_path not set\n"); 740 LOG (llevDebug, "first_map_ext_path not set\n");
741}
920 742
921 return 0; 743void
922 } 744player::chargen_race_next ()
923 745{
924 /* Following actually changes the race - this is the default command 746 /* Following actually changes the race - this is the default command
925 * if we don't match with one of the options above. 747 * if we don't match with one of the options above.
926 */ 748 */
927 749
928 tmp_loop = 0; 750 do
929 while (!tmp_loop)
930 { 751 {
931 shstr name = op->name; 752 shstr name = ob->name;
932 int x = op->x, y = op->y; 753 int x = ob->x, y = ob->y;
933 754
934 op->remove_statbonus (); 755 ob->remove_statbonus ();
935 op->remove (); 756 ob->remove ();
936 op->arch = get_player_archetype (op->arch); 757 ob->arch = get_player_archetype (ob->arch);
937 op->arch->clone.copy_to (op); 758 ob->arch->copy_to (ob);
938 op->instantiate (); 759 ob->instantiate ();
939 op->stats = op->contr->orig_stats; 760 ob->stats = ob->contr->orig_stats;
940 op->name = op->name_pl = name; 761 ob->name = ob->name_pl = name;
941 op->x = x; 762 ob->x = x;
942 op->y = y; 763 ob->y = y;
943 SET_ANIMATION (op, 2); /* So player faces south */ 764 SET_ANIMATION (ob, 2); /* So player faces south */
944 insert_ob_in_map (op, op->map, op, 0); 765 insert_ob_in_map (ob, ob->map, ob, 0);
945 assign (op->contr->title, op->arch->clone.name); 766 assign (ob->contr->title, ob->arch->object::name);
946 op->add_statbonus (); 767 ob->add_statbonus ();
947 tmp_loop = allowed_class (op);
948 } 768 }
769 while (!allowed_class (ob));
949 770
950 update_object (op, UP_OBJ_FACE); 771 update_object (ob, UP_OBJ_FACE);
951 esrv_update_item (UPD_FACE, op, op); 772 esrv_update_item (UPD_FACE, ob, ob);
952 op->update_stats (); 773 ob->update_stats ();
953 op->stats.hp = op->stats.maxhp; 774 ob->stats.hp = ob->stats.maxhp;
954 op->stats.sp = op->stats.maxsp; 775 ob->stats.sp = ob->stats.maxsp;
955 op->stats.grace = 0; 776 ob->stats.grace = 0;
956
957 if (op->msg)
958 new_draw_info (NDI_BLUE, 0, op, op->msg);
959
960 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
961 return 0;
962} 777}
963 778
964int 779static void
965key_confirm_quit (object *op, char key)
966{
967 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
968 {
969 op->contr->ns->state = ST_PLAYING;
970 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
971 return 1;
972 }
973
974 INVOKE_PLAYER (LOGOUT, op->contr);
975 INVOKE_PLAYER (QUIT, op->contr);
976
977 op->contr->enable_save = false;
978
979 terminate_all_pets (op);
980 leave_map (op);
981 op->direction = 0;
982 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
983
984 strcpy (op->contr->killer, "quit");
985 check_score (op);
986 op->contr->party = 0;
987 op->contr->own_title[0] = '\0';
988
989 object_ptr ob = op;
990
991 /* We need to hunt for any per player unique maps in memory and
992 * get rid of them. The trailing slash in the path is intentional,
993 * so that players named 'Ab' won't match against players 'Abe' pathname
994 */
995 char buf[MAX_BUF];
996 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
997
998 for (maptile *next, *mp = first_map; mp; mp = next)
999 {
1000 next = mp->next;
1001
1002 if (!strncmp (mp->path, buf, strlen (buf)))
1003 delete_map (mp);
1004 }
1005
1006 delete_character (ob->name, 1);
1007 ob->contr->destroy ();
1008
1009 return 1;
1010}
1011
1012void
1013flee_player (object *op) 780flee_player (object *op)
1014{ 781{
1015 int dir, diff; 782 int dir, diff;
1016 rv_vector rv; 783 rv_vector rv;
1017 784
1018 if (op->stats.hp < 0) 785 if (op->stats.hp < 0)
1019 { 786 {
1020 LOG (llevDebug, "Fleeing player is dead.\n"); 787 LOG (llevDebug, "Fleeing player is dead.\n");
1021 CLEAR_FLAG (op, FLAG_SCARED); 788 op->clr_flag (FLAG_SCARED);
1022 return; 789 return;
1023 } 790 }
1024 791
1025 if (op->enemy == NULL) 792 if (!op->enemy)
1026 { 793 {
1027 LOG (llevDebug, "Fleeing player had no enemy.\n"); 794 LOG (llevDebug, "Fleeing player had no enemy.\n");
1028 CLEAR_FLAG (op, FLAG_SCARED); 795 op->clr_flag (FLAG_SCARED);
1029 return; 796 return;
1030 } 797 }
1031 798
1032 /* 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))
1033 * op->enemy_count, it is possible that something destroys the
1034 * actual enemy, and the object is recycled.
1035 */
1036 if (op->enemy->map == NULL)
1037 { 800 {
1038 CLEAR_FLAG (op, FLAG_SCARED);
1039 op->enemy = NULL; 801 op->enemy = NULL;
1040 return; 802 op->clr_flag (FLAG_SCARED);
1041 }
1042
1043 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
1044 {
1045 op->enemy = NULL;
1046 CLEAR_FLAG (op, FLAG_SCARED);
1047 return; 803 return;
1048 } 804 }
1049 805
1050 get_rangevector (op, op->enemy, &rv, 0); 806 get_rangevector (op, op->enemy, &rv, 0);
1051 807
1052 dir = absdir (4 + rv.direction); 808 dir = absdir (4 + rv.direction);
1053 for (diff = 0; diff < 3; diff++) 809 for (diff = 0; diff < 3; diff++)
1054 { 810 {
1055 int m = 1 - (RANDOM () & 2); 811 int m = 1 - rndm (2) * 2;
1056 812
1057 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))))
1058 return; 814 return;
1059 } 815 }
1060 816
1061 /* Cornered, get rid of scared */ 817 /* Cornered, get rid of scared */
1062 CLEAR_FLAG (op, FLAG_SCARED); 818 op->clr_flag (FLAG_SCARED);
1063 op->enemy = NULL; 819 op->enemy = NULL;
1064} 820}
1065 821
1066
1067/* 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.
1068 * 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
1069 * stop. 824 * stop.
1070 */ 825 */
1071int 826int
1072check_pick (object *op) 827check_pick (object *op)
1073{ 828{
1074 object *tmp, *next; 829 object *tmp, *next;
1075 int stop = 0; 830 int stop = 0;
1076 int j, k, wvratio; 831 int wvratio;
1077 char putstring[128], tmpstr[16];
1078 832
1079 /* if you're flying, you cna't pick up anything */ 833 /* if you're flying, you can't pick up anything */
1080 if (op->move_type & MOVE_FLYING) 834 if (op->move_type & MOVE_FLYING)
1081 return 1; 835 return 1;
1082 836
1083 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)
1084 841
1085 /* 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
1086 * destroyed */ 843 * destroyed */
1087 while (next && !next->destroyed ()) 844 while (next && !next->destroyed ())
1088 { 845 {
1089 tmp = next; 846 tmp = next;
1090 next = tmp->below; 847 next = tmp->below;
1091 848
849 if (cnt <= 0)
850 {
851 op->failmsg ("Couldn't pickup all items at once.");
852 return 0;
853 }
854
1092 if (op->destroyed ()) 855 if (op->destroyed ())
1093 return 0; 856 return 0;
1094 857
1095 if (!can_pick (op, tmp)) 858 if (!can_pick (op, tmp))
1096 continue; 859 continue;
1097 860
1098 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 861 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1099 { 862 {
1100 if (item_matched_string (op, tmp, op->contr->search_str)) 863 if (item_matched_string (op, tmp, op->contr->search_str))
1101 pick_up (op, tmp); 864 CHK_PICK_PICKUP;
865
1102 continue; 866 continue;
1103 } 867 }
1104 868
1105 /* 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? */
1106 if (!(op->contr->mode & PU_NEWMODE)) 929 if (op->contr->mode & PU_FOOD)
930 if (tmp->type == FOOD)
1107 { 931 {
1108 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)
1109 { 995 {
1110 case 0: 996 CHK_PICK_PICKUP;
1111 return 1; /* don't pick up */ 997 continue;
1112 case 1:
1113 pick_up (op, tmp);
1114 return 1;
1115 case 2:
1116 pick_up (op, tmp);
1117 return 0;
1118 case 3:
1119 return 0; /* stop before pickup */
1120 case 4:
1121 pick_up (op, tmp);
1122 break;
1123 case 5:
1124 pick_up (op, tmp);
1125 stop = 1;
1126 break;
1127 case 6:
1128 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1129 pick_up (op, tmp);
1130 break;
1131
1132 case 7:
1133 if (tmp->type == MONEY || tmp->type == GEM)
1134 pick_up (op, tmp);
1135 break;
1136
1137 default:
1138 /* use value density */
1139 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1140 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1141 pick_up (op, tmp);
1142 } 998 }
1143 } 999 }
1144 else 1000
1145 { /* old model */ 1001 /* rings & amulets - talismans seems to be typed AMULET */
1146 /* NEW pickup handling */
1147 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)
1148 { 1007 {
1149 /* some debugging code to figure out item information */ 1008 CHK_PICK_PICKUP;
1150 if (tmp->name != NULL)
1151 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1152 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1153 else
1154 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1155 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1156
1157 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1158 }
1159
1160 /* philosophy:
1161 * It's easy to grab an item type from a pile, as long as it's
1162 * generic. This takes no game-time. For more detailed pickups
1163 * and selections, select-items should be used. This is a
1164 * grab-as-you-run type mode that's really useful for arrows for
1165 * example.
1166 * The drawback: right now it has no frontend, so you need to
1167 * stick the bits you want into a calculator in hex mode and then
1168 * convert to decimal and then 'pickup <#>
1169 */
1170
1171 /* the first two modes are exclusive: if NOTHING we return, if
1172 * STOP then we stop. All the rest are applied sequentially,
1173 * meaning if any test passes, the item gets picked up. */
1174
1175 /* if mode is set to pick nothing up, return */
1176
1177 if (op->contr->mode & PU_NOTHING)
1178 return 1;
1179
1180 /* if mode is set to stop when encountering objects, return */
1181 /* take STOP before INHIBIT since it doesn't actually pick
1182 * anything up */
1183
1184 if (op->contr->mode & PU_STOP)
1185 return 0;
1186
1187 /* useful for going into stores and not losing your settings... */
1188 /* and for battles wher you don't want to get loaded down while
1189 * fighting */
1190 if (op->contr->mode & PU_INHIBIT)
1191 return 1;
1192
1193 /* prevent us from turning into auto-thieves :) */
1194 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1195 continue; 1009 continue;
1010 }
1196 1011
1197 /* ignore known cursed objects */ 1012 /* we don't forget dragon food */
1198 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;
1199 continue; 1017 continue;
1018 }
1200 1019
1201 /* all food and drink if desired */ 1020 /* bows and arrows. Bows are good for selling! */
1202 /* 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
1203 if (op->contr->mode & PU_FOOD) 1057 if (op->contr->mode & PU_BOOTS)
1204 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"))
1205 { 1091 {
1206 pick_up (op, tmp); 1092 CHK_PICK_PICKUP;
1207 continue; 1093 continue;
1208 } 1094 }
1095 }
1209 1096
1097 /* misc stuff that's useful */
1210 if (op->contr->mode & PU_DRINK) 1098 if (op->contr->mode & PU_KEY)
1211 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1099 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1212 { 1100 {
1213 pick_up (op, tmp); 1101 CHK_PICK_PICKUP;
1214 continue; 1102 continue;
1215 } 1103 }
1216 1104
1105 /* any of the last 4 bits set means we use the ratio for value
1106 * pickups */
1217 if (op->contr->mode & PU_POTION) 1107 if (op->contr->mode & PU_RATIO)
1218 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
1219 { 1112 */
1220 pick_up (op, tmp);
1221 continue;
1222 }
1223
1224 /* spellbooks, skillscrolls and normal books/scrolls */
1225 if (op->contr->mode & PU_SPELLBOOK)
1226 if (tmp->type == SPELLBOOK)
1227 {
1228 pick_up (op, tmp);
1229 continue;
1230 }
1231
1232 if (op->contr->mode & PU_SKILLSCROLL)
1233 if (tmp->type == SKILLSCROLL)
1234 {
1235 pick_up (op, tmp);
1236 continue;
1237 }
1238
1239 if (op->contr->mode & PU_READABLES)
1240 if (tmp->type == BOOK || tmp->type == SCROLL)
1241 {
1242 pick_up (op, tmp);
1243 continue;
1244 }
1245
1246 /* wands/staves/rods/horns */
1247 if (op->contr->mode & PU_MAGIC_DEVICE)
1248 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1249 {
1250 pick_up (op, tmp);
1251 continue;
1252 }
1253
1254 /* pick up all magical items */
1255 if (op->contr->mode & PU_MAGICAL) 1113 wvratio = op->contr->mode & PU_RATIO;
1256 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)
1257 {
1258 pick_up (op, tmp);
1259 continue;
1260 }
1261
1262 if (op->contr->mode & PU_VALUABLES)
1263 { 1115 {
1264 if (tmp->type == MONEY || tmp->type == GEM) 1116#if 0
1117 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1118 if (tmp->name != NULL)
1265 { 1119 {
1266 pick_up (op, tmp); 1120 fprintf (stderr, "%s", tmp->name);
1267 continue;
1268 } 1121 }
1269 }
1270
1271 /* rings & amulets - talismans seems to be typed AMULET */
1272 if (op->contr->mode & PU_JEWELS)
1273 if (tmp->type == RING || tmp->type == AMULET)
1274 {
1275 pick_up (op, tmp);
1276 continue;
1277 }
1278
1279 /* we don't forget dragon food */
1280 if (op->contr->mode & PU_FLESH)
1281 if (tmp->type == FLESH)
1282 {
1283 pick_up (op, tmp);
1284 continue;
1285 }
1286
1287 /* bows and arrows. Bows are good for selling! */
1288 if (op->contr->mode & PU_BOW)
1289 if (tmp->type == BOW)
1290 {
1291 pick_up (op, tmp);
1292 continue;
1293 }
1294
1295 if (op->contr->mode & PU_ARROW)
1296 if (tmp->type == ARROW)
1297 {
1298 pick_up (op, tmp);
1299 continue;
1300 }
1301
1302 /* all kinds of armor etc. */
1303 if (op->contr->mode & PU_ARMOUR)
1304 if (tmp->type == ARMOUR)
1305 {
1306 pick_up (op, tmp);
1307 continue;
1308 }
1309
1310 if (op->contr->mode & PU_HELMET)
1311 if (tmp->type == HELMET)
1312 {
1313 pick_up (op, tmp);
1314 continue;
1315 }
1316
1317 if (op->contr->mode & PU_SHIELD)
1318 if (tmp->type == SHIELD)
1319 {
1320 pick_up (op, tmp);
1321 continue;
1322 }
1323
1324 if (op->contr->mode & PU_BOOTS)
1325 if (tmp->type == BOOTS)
1326 {
1327 pick_up (op, tmp);
1328 continue;
1329 }
1330
1331 if (op->contr->mode & PU_GLOVES)
1332 if (tmp->type == GLOVES)
1333 {
1334 pick_up (op, tmp);
1335 continue;
1336 }
1337
1338 if (op->contr->mode & PU_CLOAK)
1339 if (tmp->type == CLOAK)
1340 {
1341 pick_up (op, tmp);
1342 continue;
1343 }
1344
1345 /* hoping to catch throwing daggers here */
1346 if (op->contr->mode & PU_MISSILEWEAPON)
1347 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1348 {
1349 pick_up (op, tmp);
1350 continue;
1351 }
1352
1353 /* careful: chairs and tables are weapons! */
1354 if (op->contr->mode & PU_ALLWEAPON)
1355 {
1356 if (tmp->type == WEAPON && tmp->name != NULL)
1357 {
1358 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1359 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1360 {
1361 pick_up (op, tmp);
1362 continue;
1363 }
1364 }
1365
1366 if (tmp->type == WEAPON && tmp->name == NULL)
1367 {
1368 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1369 {
1370 pick_up (op, tmp);
1371 continue;
1372 }
1373 }
1374 }
1375
1376 /* misc stuff that's useful */
1377 if (op->contr->mode & PU_KEY)
1378 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1379 {
1380 pick_up (op, tmp);
1381 continue;
1382 }
1383
1384 /* any of the last 4 bits set means we use the ratio for value
1385 * pickups */
1386 if (op->contr->mode & PU_RATIO)
1387 {
1388 /* use value density to decide what else to grab */
1389 /* >=7 was >= op->contr->mode */
1390 /* >=7 is the old standard setting. Now we take the last 4 bits
1391 * and multiply them by 5, giving 0..15*5== 5..75 */
1392 wvratio = (op->contr->mode & PU_RATIO) * 5;
1393 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1394 {
1395 pick_up (op, tmp);
1396#if 0
1397 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1398 if (tmp->name != NULL)
1399 {
1400 fprintf (stderr, "%s", tmp->name);
1401 }
1402 else 1122 else
1403 fprintf (stderr, "%s", tmp->arch->name); 1123 fprintf (stderr, "%s", tmp->arch->archname);
1404 fprintf (stderr, ",%d] = ", tmp->type); 1124 fprintf (stderr, ",%d] = ", tmp->type);
1405 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))));
1406#endif 1126#endif
1127 CHK_PICK_PICKUP;
1407 continue; 1128 continue;
1408 }
1409 } 1129 }
1410 } /* the new pickup model */ 1130 } /* the new pickup model */
1411 } 1131 }
1412 1132
1413 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;
1414} 1169}
1415 1170
1416/* 1171/*
1417 * Find an arrow in the inventory and after that 1172 * Find an arrow in the inventory and after that
1418 * in the right type container (quiver). Pointer to the 1173 * in the right type container (quiver). Pointer to the
1419 * found object is returned. 1174 * found object is returned.
1420 */ 1175 */
1421object * 1176static object *
1422find_arrow (object *op, const char *type) 1177find_arrow (object *op, const char *type)
1423{ 1178{
1424 object *tmp = NULL;
1425
1426 for (op = op->inv; op; op = op->below) 1179 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1427 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1428 tmp = find_arrow (op, type);
1429 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);
1430 return op; 1188 return arrow;
1189 }
1190
1431 return tmp; 1191 return 0;
1432} 1192}
1433 1193
1434/* 1194/*
1435 * 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
1436 * 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
1437 * 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
1438 * 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.
1439 */ 1199 */
1440 1200static object *
1441object *
1442find_better_arrow (object *op, object *target, const char *type, int *better) 1201find_better_arrow (object *op, object *target, shstr_cmp type, int *better)
1443{ 1202{
1444 object *tmp = NULL, *arrow, *ntmp; 1203 object *tmp = NULL, *arrow, *ntmp;
1445 int attacknum, attacktype, betterby = 0, i; 1204 int attacknum, attacktype, betterby = 0, i;
1446 1205
1447 if (!type) 1206 if (!type)
1448 return NULL; 1207 return NULL;
1449 1208
1450 for (arrow = op->inv; arrow; arrow = arrow->below) 1209 for (arrow = op->inv; arrow; arrow = arrow->below)
1451 { 1210 {
1452 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED)) 1211 if (arrow->type == CONTAINER && arrow->race == type && arrow->flag [FLAG_APPLIED])
1453 { 1212 {
1454 i = 0; 1213 i = 0;
1455 ntmp = find_better_arrow (arrow, target, type, &i); 1214 ntmp = find_better_arrow (arrow, target, type, &i);
1215
1456 if (i > betterby) 1216 if (i > betterby)
1457 { 1217 {
1458 tmp = ntmp; 1218 tmp = ntmp;
1459 betterby = i; 1219 betterby = i;
1460 } 1220 }
1461 } 1221 }
1462 else if (arrow->type == ARROW && arrow->race == type) 1222 else if (arrow->type == ARROW && arrow->race == type)
1463 { 1223 {
1464 /* allways prefer assasination/slaying */ 1224 /* allways prefer assasination/slaying */
1465 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race)) 1225 if (target->race && arrow->slaying.contains (target->race))
1466 { 1226 {
1467 if (arrow->attacktype & AT_DEATH) 1227 if (arrow->attacktype & AT_DEATH)
1468 { 1228 {
1469 *better = 100; 1229 *better = 100;
1470 return arrow; 1230 return arrow;
1478 else 1238 else
1479 { 1239 {
1480 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1240 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1481 { 1241 {
1482 attacktype = 1 << attacknum; 1242 attacktype = 1 << attacknum;
1483 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1243 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1484 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)
1485 { 1245 {
1486 tmp = arrow; 1246 tmp = arrow;
1487 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;
1488 } 1248 }
1489 } 1249 }
1250
1490 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1251 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1491 { 1252 {
1492 tmp = arrow; 1253 tmp = arrow;
1493 betterby = 2 + arrow->magic + arrow->stats.dam; 1254 betterby = 2 + arrow->magic + arrow->stats.dam;
1494 } 1255 }
1256
1495 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) 1257 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1496 { 1258 {
1497 tmp = arrow; 1259 tmp = arrow;
1498 betterby = 1 + arrow->magic + arrow->stats.dam; 1260 betterby = 1 + arrow->magic + arrow->stats.dam;
1499 } 1261 }
1500 } 1262 }
1501 } 1263 }
1502 } 1264 }
1265
1503 if (tmp == NULL && arrow == NULL) 1266 if (tmp == NULL && arrow == NULL)
1504 return find_arrow (op, type); 1267 return find_arrow (op, type);
1505 1268
1506 *better = betterby; 1269 *better = betterby;
1507 return tmp; 1270 return tmp;
1511 * find_better_arrow to find a decent arrow to use. 1274 * find_better_arrow to find a decent arrow to use.
1512 * op = the shooter 1275 * op = the shooter
1513 * type = bow->race 1276 * type = bow->race
1514 * dir = fire direction 1277 * dir = fire direction
1515 */ 1278 */
1516 1279static object *
1517object *
1518pick_arrow_target (object *op, const char *type, int dir) 1280pick_arrow_target (object *op, shstr_cmp type, int dir)
1519{ 1281{
1520 object *tmp = NULL; 1282 object *tmp = NULL;
1521 maptile *m; 1283 maptile *m;
1522 int i, mflags, found, number; 1284 int i, mflags, found, number;
1523 sint16 x, y; 1285 sint16 x, y;
1538 for (i = 0, found = 0; i < 20; i++) 1300 for (i = 0, found = 0; i < 20; i++)
1539 { 1301 {
1540 x += freearr_x[dir]; 1302 x += freearr_x[dir];
1541 y += freearr_y[dir]; 1303 y += freearr_y[dir];
1542 mflags = get_map_flags (m, &m, x, y, &x, &y); 1304 mflags = get_map_flags (m, &m, x, y, &x, &y);
1305
1543 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) 1306 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1544 { 1307 {
1545 tmp = NULL; 1308 tmp = 0;
1546 break; 1309 break;
1547 } 1310 }
1548 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)
1549 { 1312 {
1550 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1313 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1551 * perhaps a bad assumption. 1314 * perhaps a bad assumption.
1552 */ 1315 */
1553 tmp = NULL; 1316 tmp = 0;
1554 break; 1317 break;
1555 } 1318 }
1319
1556 if (mflags & P_IS_ALIVE) 1320 if (mflags & P_IS_ALIVE)
1557 {
1558 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)
1559 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 1322 if (tmp->flag [FLAG_ALIVE])
1560 {
1561 found++;
1562 break;
1563 }
1564 if (found)
1565 break; 1323 break;
1566 }
1567 } 1324 }
1568 if (tmp == NULL) 1325
1326 if (!tmp)
1569 return find_arrow (op, type); 1327 return find_arrow (op, type);
1570 1328
1571 if (tmp->head) 1329 if (tmp->head)
1572 tmp = tmp->head; 1330 tmp = tmp->head;
1573 1331
1586 */ 1344 */
1587int 1345int
1588fire_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)
1589{ 1347{
1590 object *left, *bow; 1348 object *left, *bow;
1591 int bowspeed, mflags; 1349 int mflags;
1592 maptile *m; 1350 maptile *m;
1593 1351
1594 if (!dir) 1352 if (!dir)
1595 { 1353 {
1596 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!");
1597 return 0; 1355 return 0;
1598 } 1356 }
1599 1357
1600 if (op->type == PLAYER) 1358 if (op->contr)
1601 bow = op->contr->ranges[range_bow]; 1359 bow = op->current_weapon;
1602 else 1360 else
1603 { 1361 {
1604 for (bow = op->inv; bow; bow = bow->below) 1362 for (bow = op->inv; bow; bow = bow->below)
1605 /* 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
1606 * 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.
1611 if (!bow) 1369 if (!bow)
1612 { 1370 {
1613 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1371 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1614 return 0; 1372 return 0;
1615 } 1373 }
1374
1375 // optimisation: move object to top so we will find it quickly again
1376 splay (bow);
1616 } 1377 }
1617 1378
1618 if (!bow->race || !bow->skill) 1379 if (!bow->race || !bow->skill)
1619 { 1380 {
1620 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);
1621 return 0; 1382 return 0;
1622 } 1383 }
1623
1624 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1625
1626 /* penalize ROF for bestarrow */
1627 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1628 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1629
1630 if (bowspeed < 1)
1631 bowspeed = 1;
1632 1384
1633 if (arrow == NULL) 1385 if (arrow == NULL)
1634 { 1386 {
1635 if ((arrow = find_arrow (op, bow->race)) == NULL) 1387 if ((arrow = find_arrow (op, bow->race)) == NULL)
1636 { 1388 {
1637 if (op->type == PLAYER) 1389 if (op->type == PLAYER)
1638 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);
1639 /* 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 */
1640 else 1392 else
1641 CLEAR_FLAG (op, FLAG_READY_BOW); 1393 op->clr_flag (FLAG_READY_BOW);
1394
1642 return 0; 1395 return 0;
1643 } 1396 }
1644 } 1397 }
1645 1398
1646 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1399 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1654 } 1407 }
1655 1408
1656 /* this should not happen, but sometimes does */ 1409 /* this should not happen, but sometimes does */
1657 if (arrow->nrof == 0) 1410 if (arrow->nrof == 0)
1658 { 1411 {
1412 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1659 arrow->destroy (); 1413 arrow->destroy ();
1660 return 0; 1414 return 0;
1661 } 1415 }
1662 1416
1663 left = arrow; /* these are arrows left to the player */ 1417 left = arrow; /* these are arrows left to the player */
1664 arrow = get_split_ob (arrow, 1); 1418 arrow = arrow->split ();
1665 if (!arrow) 1419 if (!arrow)
1666 { 1420 {
1667 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);
1668 return 0; 1422 return 0;
1669 } 1423 }
1670 1424
1671 arrow->set_owner (op); 1425 arrow->set_owner (op);
1672 arrow->skill = bow->skill; 1426 arrow->skill = bow->skill;
1673 arrow->direction = dir; 1427 arrow->direction = dir;
1674 1428
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;
1459
1675 if (op->type == PLAYER) 1460 if (op->type == PLAYER)
1676 { 1461 {
1677 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1678 op->update_stats ();
1679 }
1680
1681 SET_ANIMATION (arrow, arrow->direction);
1682 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1683 arrow->stats.hp = arrow->stats.dam;
1684 arrow->stats.grace = arrow->attacktype;
1685 if (arrow->slaying != NULL)
1686 arrow->spellarg = strdup (arrow->slaying);
1687
1688 /* Note that this was different for monsters - they got their level
1689 * added to the damage. I think the strength bonus is more proper.
1690 */
1691
1692 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1693
1694 /* update the speed */
1695 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1696 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1697
1698 arrow->set_speed (max (arrow->speed, 1.0));
1699 arrow->speed_left = 0;
1700
1701 if (op->type == PLAYER)
1702 {
1703 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1704 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1705 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1706
1707 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;
1708 } 1469 }
1709 else 1470 else
1710 { 1471 {
1711 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1712 arrow->level = op->level; 1472 arrow->level = op->level;
1713 } 1473 arrow->stats.wc -= bow->magic;
1714 1474
1715 if (arrow->attacktype == AT_PHYSICAL) 1475 if (!arrow->slaying)
1476 arrow->slaying = bow->slaying;
1477
1716 arrow->attacktype |= bow->attacktype; 1478 arrow->attacktype |= bow->attacktype;
1479 }
1717 1480
1718 if (bow->slaying) 1481 wc -= arrow->level;
1719 arrow->slaying = bow->slaying; 1482 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1720 1483
1484 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1721 arrow->move_type = MOVE_FLY_LOW; 1485 arrow->move_type = MOVE_FLY_LOW;
1722 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1486 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1723 1487
1724 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1488 op->play_sound (sound_find ("fire_arrow"));
1725 m->insert (arrow, sx, sy, op); 1489 m->insert (arrow, sx, sy, op);
1726 1490
1727 if (!arrow->destroyed ()) 1491 if (!arrow->destroyed ())
1728 move_arrow (arrow); 1492 move_arrow (arrow);
1729
1730 if (op->type == PLAYER)
1731 {
1732 if (left->destroyed ())
1733 esrv_del_item (op->contr, left->count);
1734 else
1735 esrv_send_item (op, left);
1736 }
1737 1493
1738 return 1; 1494 return 1;
1739} 1495}
1740 1496
1741/* Special fire code for players - this takes into 1497/* Special fire code for players - this takes into
1743 * but monsters can't. Putting that code here 1499 * but monsters can't. Putting that code here
1744 * makes the fire_bow code much cleaner. 1500 * makes the fire_bow code much cleaner.
1745 * this function should only be called if 'op' is a player, 1501 * this function should only be called if 'op' is a player,
1746 * hence the function name. 1502 * hence the function name.
1747 */ 1503 */
1748int 1504static int
1749player_fire_bow (object *op, int dir) 1505player_fire_bow (object *op, int dir)
1750{ 1506{
1751 int ret = 0, wcmod = 0; 1507 int ret;
1752 1508
1753 if (op->contr->bowtype == bow_bestarrow) 1509 if (op->contr->bowtype == bow_bestarrow)
1754 { 1510 {
1755 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);
1756 } 1512 }
1757 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)
1758 { 1514 {
1759 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1515 int wcmod = similar_direction (dir, op->contr->bowtype - bow_n + 1) ? 0 : -1;
1760 wcmod = -1;
1761 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);
1762 } 1517 }
1763 else if (op->contr->bowtype == bow_threewide) 1518 else if (op->contr->bowtype == bow_threewide)
1764 { 1519 {
1765 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);
1766 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)]);
1767 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)]);
1768 } 1523 }
1769 else if (op->contr->bowtype == bow_spreadshot) 1524 else if (op->contr->bowtype == bow_spreadshot)
1770 { 1525 {
1771 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);
1772 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);
1773 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);
1774
1775 } 1529 }
1776 else 1530 else
1777 { 1531 {
1778 /* Simple case */ 1532 /* Simple case */
1779 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);
1780 } 1534 }
1535
1781 return ret; 1536 return ret;
1782} 1537}
1783
1784 1538
1785/* Fires a misc (wand/rod/horn) object in 'dir'. 1539/* Fires a misc (wand/rod/horn) object in 'dir'.
1786 * Broken apart from 'fire' to keep it more readable. 1540 * Broken apart from 'fire' to keep it more readable.
1787 */ 1541 */
1788void 1542static void
1789fire_misc_object (object *op, int dir) 1543fire_misc_object (object *op, int dir)
1790{ 1544{
1791 object *item; 1545 object *item = op->contr->ranged_ob;
1792 1546
1793 if (!op->contr->ranges[range_misc]) 1547 if (!item)
1794 { 1548 {
1795 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.");
1796 return; 1550 return;
1797 } 1551 }
1798 1552
1799 item = op->contr->ranges[range_misc];
1800 if (!item->inv) 1553 if (!item->inv)
1801 { 1554 {
1802 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1555 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1803 return; 1556 return;
1804 } 1557 }
1558
1559 if (!op->apply (item))
1560 return;
1561
1805 if (item->type == WAND) 1562 if (item->type == WAND)
1806 { 1563 {
1807 if (item->stats.food <= 0) 1564 if (item->stats.food <= 0)
1808 { 1565 {
1809 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1566 op->contr->play_sound (sound_find ("wand_poof"));
1810 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
1811 return; 1569 return;
1812 } 1570 }
1813 } 1571 }
1814 else if (item->type == ROD || item->type == HORN) 1572 else if (item->type == ROD || item->type == HORN)
1815 { 1573 {
1816 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))
1817 { 1579 {
1818 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1580 op->contr->play_sound (sound_find ("wand_poof"));
1581
1819 if (item->type == ROD) 1582 if (item->type == ROD)
1820 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));
1821 else 1584 else
1822 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
1823 return; 1587 return;
1824 } 1588 }
1825 } 1589 }
1826 1590
1827 if (cast_spell (op, item, dir, item->inv, NULL)) 1591 if (cast_spell (op, item, dir, item->inv, NULL))
1828 { 1592 {
1829 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
1830 if (item->type == WAND) 1595 if (item->type == WAND)
1831 { 1596 {
1832 if (!(--item->stats.food)) 1597 if (!(--item->stats.food))
1833 { 1598 {
1834 object *tmp; 1599 object *tmp;
1835 1600
1836 if (item->arch) 1601 if (item->arch)
1837 { 1602 {
1838 CLEAR_FLAG (item, FLAG_ANIMATE); 1603 item->clr_flag (FLAG_ANIMATE);
1839 item->face = item->arch->clone.face; 1604 item->face = item->arch->face;
1840 item->set_speed (0); 1605 item->set_speed (0);
1841 } 1606 }
1842 1607
1843 if ((tmp = item->in_player ())) 1608 if (object *pl = item->visible_to ())
1844 esrv_update_item (UPD_ANIM, tmp, item); 1609 esrv_update_item (UPD_ANIM, pl, item);
1845 } 1610 }
1846 } 1611 }
1847 else if (item->type == ROD || item->type == HORN) 1612 else if (item->type == ROD || item->type == HORN)
1848 drain_rod_charge (item); 1613 drain_rod_charge (item);
1849 } 1614 }
1850} 1615}
1851 1616
1852/* Received a fire command for the player - go and do it. 1617/* Received a fire command for the player - go and do it.
1853 */ 1618 */
1854void 1619bool
1855fire (object *op, int dir) 1620fire (object *who, int dir)
1856{ 1621{
1857 int spellcost = 0; 1622 int spellcost = 0;
1858 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
1859 /* check for loss of invisiblity/hide */ 1645 /* check for loss of invisiblity/hide */
1860 if (action_makes_visible (op)) 1646 if (action_makes_visible (who))
1861 make_visible (op); 1647 make_visible (who);
1862 1648
1863 switch (op->contr->shoottype) 1649 switch (ob->type)
1864 { 1650 {
1865 case range_none: 1651 case BOW:
1866 return;
1867
1868 case range_bow:
1869 player_fire_bow (op, dir); 1652 player_fire_bow (who, dir);
1870 return; 1653 break;
1871 1654
1872 case range_magic: /* Casting spells */ 1655 case SPELL:
1873 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);
1874 return; 1657 break;
1875 1658
1876 case range_misc: 1659 case BUILDER:
1877 fire_misc_object (op, dir);
1878 return;
1879
1880 case range_golem: /* Control summoned monsters from scrolls */
1881 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
1882 {
1883 op->contr->ranges[range_golem] = 0;
1884 op->contr->shoottype = range_none;
1885 }
1886 else
1887 control_golem (op->contr->ranges[range_golem], dir);
1888 return;
1889
1890 case range_skill:
1891 if (!op->chosen_skill)
1892 {
1893 if (op->type == PLAYER)
1894 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
1895 return;
1896 }
1897 (void) do_skill (op, op, op->chosen_skill, dir, NULL);
1898 return;
1899 case range_builder:
1900 apply_map_builder (op, dir); 1660 apply_map_builder (who, dir);
1901 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
1902 default: 1671 default:
1903 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type."); 1672 fire_misc_object (who, dir);
1904 return; 1673 break;
1905 } 1674 }
1906}
1907 1675
1676 return true;
1677}
1908 1678
1909 1679static object *
1910/* find_key
1911 * We try to find a key for the door as passed. If we find a key
1912 * and successfully use it, we return the key, otherwise NULL
1913 * This function merges both normal and locked door, since the logic
1914 * for both is the same - just the specific key is different.
1915 * pl is the player,
1916 * inv is the objects inventory to searched
1917 * door is the door we are trying to match against.
1918 * This function can be called recursively to search containers.
1919 */
1920
1921object *
1922find_key (object *pl, object *container, object *door) 1680find_key_ (object *pl, object *container, object *door)
1923{ 1681{
1924 object *tmp, *key; 1682 object *tmp, *key;
1925 1683
1926 /* Should not happen, but sanity checking is never bad */ 1684 /* Should not happen, but sanity checking is never bad */
1927 if (container->inv == NULL) 1685 if (!container->inv)
1928 return NULL; 1686 return 0;
1929 1687
1930 /* 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 */
1931 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1689 for (tmp = container->inv; tmp; tmp = tmp->below)
1932 { 1690 {
1933 if (door->type == DOOR && tmp->type == KEY) 1691 if (door->type == DOOR && tmp->type == KEY)
1934 break; 1692 break;
1693
1935 /* For sanity, we should really check door type, but other stuff 1694 /* For sanity, we should really check door type, but other stuff
1936 * (like containers) can be locked with special keys 1695 * (like containers) can be locked with special keys
1937 */ 1696 */
1938 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1697 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1939 break; 1698 break;
1940 } 1699 }
1700
1941 /* No key found - lets search inventories now */ 1701 /* No key found - lets search inventories now */
1942 /* 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.
1943 * 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
1944 * a key, return 1704 * a key, return
1945 */ 1705 */
1946 if (!tmp) 1706 if (!tmp)
1947 { 1707 {
1948 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1708 for (tmp = container->inv; tmp; tmp = tmp->below)
1949 {
1950 /* No reason to search empty containers */ 1709 /* No reason to search empty containers */
1951 if (tmp->type == CONTAINER && tmp->inv) 1710 if (tmp->type == CONTAINER && tmp->inv)
1952 {
1953 if ((key = find_key (pl, tmp, door)) != NULL) 1711 if ((key = find_key_ (pl, tmp, door)))
1954 return key; 1712 return key;
1955 } 1713
1956 }
1957 if (!tmp) 1714 if (!tmp)
1958 return NULL; 1715 return 0;
1959 } 1716 }
1717
1960 /* 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,
1961 * see if we actually want to use it 1719 * see if we actually want to use it
1962 */ 1720 */
1963 if (pl != container) 1721 if (pl != container)
1964 { 1722 {
1965 /* Only let players use keys in containers */ 1723 /* Only let players use keys in containers */
1966 if (!pl->contr) 1724 if (!pl->contr)
1967 return NULL; 1725 return 0;
1726
1968 /* cases where this fails: 1727 /* cases where this fails:
1969 * If we only search the player inventory, return now since we 1728 * If we only search the player inventory, return now since we
1970 * are not in the players inventory. 1729 * are not in the players inventory.
1971 * If the container is not active, return now since only active 1730 * If the container is not active, return now since only active
1972 * containers can be used. 1731 * containers can be used.
1976 * inv must have been an container and must have been active. 1735 * inv must have been an container and must have been active.
1977 * 1736 *
1978 * Change the color so that the message doesn't disappear with 1737 * Change the color so that the message doesn't disappear with
1979 * all the others. 1738 * all the others.
1980 */ 1739 */
1981 if (pl->contr->usekeys == key_inventory || 1740 if (pl->contr->usekeys == key_inventory
1982 !QUERY_FLAG (container, FLAG_APPLIED) || 1741 || !container->flag [FLAG_APPLIED]
1983 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys")))) 1742 || (pl->contr->usekeys == keyrings && container->race != shstr_keys))
1984 { 1743 {
1985 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1744 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1986 "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));
1987 return NULL; 1746 return NULL;
1988 } 1747 }
1989 } 1748 }
1749
1990 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);
1991} 1776}
1992 1777
1993/* moved door processing out of move_player_attack. 1778/* moved door processing out of move_player_attack.
1994 * returns 1 if player has opened the door with a key 1779 * returns 1 if player has opened the door with a key
1995 * such that the caller should not do anything more, 1780 * such that the caller should not do anything more,
1996 * 0 otherwise 1781 * 0 otherwise
1997 */ 1782 */
1998static int 1783static int
1999player_attack_door (object *op, object *door) 1784player_attack_door (object *op, object *door)
2000{ 1785{
2001 /* 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,
2002 * 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 -
2003 * otherwise, we fall through to the rest of the code. 1788 * otherwise, we fall through to the rest of the code.
2004 */ 1789 */
2005 object *key = find_key (op, op, door); 1790 object *key = find_key (op, op, door);
2006 1791
2007 /* IF we found a key, do some extra work */ 1792 /* If we found a key, do some extra work */
2008 if (key) 1793 if (key)
2009 { 1794 {
2010 object *container = key->env; 1795 object *container = key->env;
2011 1796
2012 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
2013 if (action_makes_visible (op)) 1797 if (action_makes_visible (op))
2014 make_visible (op); 1798 make_visible (op);
1799
2015 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1800 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2016 spring_trap (door->inv, op); 1801 spring_trap (door->inv, op);
1802
2017 if (door->type == DOOR) 1803 if (door->type == DOOR)
2018 {
2019 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 */
2020 }
2021 else if (door->type == LOCKED_DOOR) 1805 else if (door->type == LOCKED_DOOR)
2022 { 1806 {
2023 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);
2024 remove_door2 (door); /* remove door without violence ;-) */ 1808 remove_door2 (door); /* remove door without violence ;-) */
2025 } 1809 }
1810
2026 /* Do this after we print the message */ 1811 /* Do this after we print the message */
2027 decrease_ob (key); /* Use up one of the keys */ 1812 key->decrease (); /* Use up one of the keys */
2028 /* Need to update the weight the container the key was in */ 1813
2029 if (container != op)
2030 esrv_update_item (UPD_WEIGHT, op, container);
2031 return 1; /* Nothing more to do below */ 1814 return 1; /* Nothing more to do below */
2032 } 1815 }
2033 else if (door->type == LOCKED_DOOR) 1816 else if (door->type == LOCKED_DOOR)
2034 { 1817 {
2035 /* Might as well return now - no other way to open this */ 1818 /* Might as well return now - no other way to open this */
2036 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...");
2037 return 1; 1820 return 1;
2038 } 1821 }
1822
2039 return 0; 1823 return 0;
2040} 1824}
2041 1825
2042/* This function is just part of a breakup from move_player. 1826/* This function is just part of a breakup from move_player.
2043 * It should keep the code cleaner. 1827 * It should keep the code cleaner.
2044 * When this is called, the players direction has been updated 1828 * When this is called, the players direction has been updated
2045 * (taking into account confusion.) The player is also actually 1829 * (taking into account confusion.) The player is also actually
2046 * going to try and move (not fire weapons). 1830 * going to try and move (not fire weapons).
2047 */ 1831 */
2048void 1832bool
2049move_player_attack (object *op, int dir) 1833move_player_attack (object *op, int dir)
2050{ 1834{
2051 object *tmp, *mon; 1835 if (!op->contr->braced && op->speed_left > 0.f && op->move (dir))
2052 sint16 nx, ny; 1836 {
2053 int on_battleground; 1837 --op->speed_left;
2054 maptile *m; 1838 return true;
1839 }
2055 1840
2056 nx = freearr_x[dir] + op->x; 1841 sint16 nx = freearr_x[dir] + op->x;
2057 ny = freearr_y[dir] + op->y; 1842 sint16 ny = freearr_y[dir] + op->y;
2058 1843
2059 on_battleground = op_on_battleground (op, 0, 0); 1844 if (out_of_map (op->map, nx, ny))
1845 return false;
2060 1846
2061 /* 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
2062 * 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
2063 * 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
2064 * player. This is a pretty nasty hack, because if we could 1850 * player. This is a pretty nasty hack, because if we could
2065 * 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
2066 * 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
2067 * 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
2068 * move_ob uses. 1854 * move_ob uses.
2069 */ 1855 */
2070 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;
2071 { 1871 }
2072 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;
2073 { 1884 }
2074 m = get_map_from_coord (op->map, &nx, &ny); 1885
2075 if (!m) 1886 /* The following deals with possibly attacking peaceful
2076 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;
2077 } 1919 }
2078 else 1920 else
2079 m = op->map;
2080
2081 if ((tmp = GET_MAP_OB (m, nx, ny)) == NULL)
2082 {
2083 /* LOG(llevError,"player_move_attack: GET_MAP_OB returns NULL, but player can not move there.\n"); */
2084 return; 1921 return false;
2085 } 1922 }
2086 1923
2087 mon = 0; 1924 bool on_battleground = op_on_battleground (op, 0, 0);
2088 /* Go through all the objects, and find ones of interest. Only stop if
2089 * we find a monster - that is something we know we want to attack.
2090 * if its a door or barrel (can roll) see if there may be monsters
2091 * on the space
2092 */
2093 while (tmp)
2094 {
2095 if (tmp == op)
2096 {
2097 tmp = tmp->above;
2098 continue;
2099 }
2100 1925
2101 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2102 {
2103 mon = tmp;
2104 break;
2105 }
2106
2107 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2108 mon = tmp;
2109
2110 tmp = tmp->above;
2111 }
2112
2113 if (!mon) /* This happens anytime the player tries to move */
2114 return; /* into a wall */
2115
2116 if (mon->head)
2117 mon = mon->head;
2118
2119 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2120 if (player_attack_door (op, mon))
2121 return;
2122
2123 /* The following deals with possibly attacking peaceful
2124 * or frienddly creatures. Basically, all players are considered
2125 * unaggressive. If the moving player has peaceful set, then the
2126 * object should be pushed instead of attacked. It is assumed that
2127 * if you are braced, you will not attack friends accidently,
2128 * and thus will not push them.
2129 */
2130
2131 /* If the creature is a pet, push it even if the player is not
2132 * peaceful. Our assumption is the creature is a pet if the
2133 * player owns it and it is either friendly or unagressive.
2134 */
2135 if ((op->type == PLAYER)
2136#if COZY_SERVER
2137 &&
2138 ((mon->owner && mon->owner->contr
2139 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op)
2140#else
2141 && mon->owner == op
2142#endif
2143 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2144 {
2145 /* If we're braced, we don't want to switch places with it */
2146 if (op->contr->braced)
2147 return;
2148 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2149 (void) push_ob (mon, dir, op);
2150 if (op->contr->tmp_invis || op->hide)
2151 make_visible (op);
2152 return;
2153 }
2154
2155 /* in certain circumstances, you shouldn't attack friendly 1926 /* in certain circumstances, you shouldn't attack friendly
2156 * creatures. Note that if you are braced, you can't push 1927 * creatures. Note that if you are braced, you can't push
2157 * 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
2158 * attack them either. 1929 * attack them either.
2159 */ 1930 */
2160 if ((mon->type == PLAYER || mon->enemy != op) && 1931 if ((mon->type == PLAYER || mon->enemy != op)
2161 (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])
2162#ifdef PROHIBIT_PLAYERKILL
2163 (op->contr->peaceful 1933 && ((op->contr->peaceful
2164 || (mon->type == PLAYER 1934 || (mon->type == PLAYER && mon->contr->peaceful))
2165 && mon->contr->
2166 peaceful)) &&
2167#else
2168 op->contr->peaceful &&
2169#endif
2170 !on_battleground)) 1935 && !on_battleground))
1936 {
1937 if (op->speed_left > 0.f)
2171 { 1938 {
1939 --op->speed_left;
1940
2172 if (!op->contr->braced) 1941 if (!op->contr->braced)
2173 { 1942 {
2174 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 1943 op->play_sound (sound_find ("push_player"));
2175 (void) push_ob (mon, dir, op); 1944 push_ob (mon, dir, op);
2176 } 1945 }
2177 else 1946 else
2178 new_draw_info (0, 0, op, "You withhold your attack"); 1947 op->statusmsg ("You withhold your attack");
2179 1948
2180 if (op->contr->tmp_invis || op->hide) 1949 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
2181 make_visible (op); 1950 make_visible (op);
2182 }
2183 1951
1952 return true;
1953 }
1954 }
2184 /* If the object is a boulder or other rollable object, then 1955 /* If the object is a boulder or other rollable object, then
2185 * 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.
2186 */ 1957 */
2187 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)
2188 { 1961 {
1962 --op->speed_left;
1963
2189 recursive_roll (mon, dir, op); 1964 recursive_roll (mon, dir, op);
2190 if (action_makes_visible (op)) 1965 if (action_makes_visible (op))
2191 make_visible (op); 1966 make_visible (op);
2192 }
2193 1967
1968 return true;
1969 }
1970 }
2194 /* Any generic living creature. Including things like doors. 1971 /* Any generic living creature. Including things like doors.
2195 * 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
2196 * and be living. Then, it must be one of the following: 1973 * and be living. Then, it must be one of the following:
2197 * 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
2198 * 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.
2199 */ 1976 */
2200
2201 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 1977 else if ((mon->stats.hp >= 0) && mon->flag [FLAG_ALIVE] &&
2202 ((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)))
2203 { 1979 {
2204 1980 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2205 /* If the player hasn't hit something this tick, and does
2206 * so, give them speed boost based on weapon speed. Doing
2207 * it here is better than process_players2, which basically
2208 * incurred a 1 tick offset.
2209 */
2210 if (!op->contr->has_hit)
2211 { 1981 {
2212 op->speed_left += op->speed / op->contr->weapon_sp; 1982 --op->contr->weapon_sp_left;
2213
2214 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2215 }
2216 1983
2217 skill_attack (mon, op, 0, 0, 0); 1984 skill_attack (mon, op, 0, 0, 0);
2218
2219 /* If attacking another player, that player gets automatic
2220 * hitback, and doesn't loose luck either.
2221 * Disable hitback on the battleground or if the target is
2222 * the wiz.
2223 */
2224 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2225 {
2226 short luck = mon->stats.luck;
2227
2228 mon->contr->has_hit = 1;
2229 skill_attack (op, mon, 0, 0, 0);
2230 mon->stats.luck = luck;
2231 }
2232 1985
2233 if (action_makes_visible (op)) 1986 if (action_makes_visible (op))
2234 make_visible (op); 1987 make_visible (op);
2235 }
2236 } /* if player should attack something */
2237}
2238 1988
2239int 1989 return true;
1990 }
1991 }
1992
1993 return false;
1994}
1995
1996bool
2240move_player (object *op, int dir) 1997move_player (object *op, int dir)
2241{ 1998{
2242 int pick;
2243
2244 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 1999 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2245 return 0; 2000 return 0;
2246 2001
2247 /* Sanity check: make sure dir is valid */ 2002 /* Sanity check: make sure dir is valid */
2248 if ((dir < 0) || (dir >= 9)) 2003 if (dir < 0 || dir > 8)
2249 { 2004 {
2250 LOG (llevError, "move_player: invalid direction %d\n", dir); 2005 LOG (llevError, "move_player: invalid direction %d\n", dir);
2251 return 0; 2006 return 0;
2252 } 2007 }
2253 2008
2254 /* peterm: added following line */ 2009 /* peterm: added following line */
2255 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2010 if (op->flag [FLAG_CONFUSED] && dir)
2256 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2011 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2257 2012
2258 op->facing = dir; 2013 op->facing = dir;
2259 2014
2260 if (op->hide) 2015 if (op->flag [FLAG_HIDDEN])
2261 do_hidden_move (op); 2016 do_hidden_move (op);
2262 2017
2018 bool retval;
2019 int pick = 0;
2020
2263 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2021 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2264 /*nop */ ; 2022 retval = RESULT_INT (0);
2265 else if (op->contr->fire_on) 2023 else if (op->contr->fire_on)
2266 fire (op, dir); 2024 retval = fire (op, dir);
2267 else 2025 else
2268 { 2026 {
2269 move_player_attack (op, dir); 2027 retval = move_player_attack (op, dir);
2270 pick = check_pick (op); 2028 pick = check_pick (op);
2271 } 2029 }
2272 2030
2273 /* 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
2274 * server can handle repeat firing. 2032 * server can handle repeat firing.
2281 /* Update how the player looks. Use the facing, so direction may 2039 /* Update how the player looks. Use the facing, so direction may
2282 * get reset to zero. This allows for full animation capabilities 2040 * get reset to zero. This allows for full animation capabilities
2283 * for players. 2041 * for players.
2284 */ 2042 */
2285 animate_object (op, op->facing); 2043 animate_object (op, op->facing);
2286 return 0; 2044
2045 return retval;
2287} 2046}
2288 2047
2289/* 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
2290 * new client/server stuff. 2049 * new client/server stuff.
2291 * 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
2292 * the new speed values for commands. 2051 * the new speed values for commands.
2293 * 2052 *
2294 * 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.
2295 */ 2056 */
2296int 2057bool
2297handle_newcs_player (object *op) 2058handle_newcs_player (object *op)
2298{ 2059{
2299 if (op->contr->hidden) 2060 if (op->flag [FLAG_SCARED])
2300 {
2301 op->invisible = 1000;
2302 /* the socket code flashes the player visible/invisible
2303 * depending on the value of invisible, so we need to
2304 * alternate it here for it to work correctly.
2305 */
2306 if (pticks & 2)
2307 op->invisible--;
2308 } 2061 {
2309 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS))) 2062 if (op->speed_left > 0.f)
2310 {
2311 op->invisible--;
2312 if (!op->invisible)
2313 {
2314 make_visible (op);
2315 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2316 } 2063 {
2317 }
2318
2319 if (QUERY_FLAG (op, FLAG_SCARED))
2320 {
2321 flee_player (op);
2322 /* If player is still scared, that is his action for this tick */
2323 if (QUERY_FLAG (op, FLAG_SCARED))
2324 {
2325 op->speed_left--; 2064 --op->speed_left;
2065 flee_player (op);
2066
2326 return 0; 2067 return true;
2327 } 2068 }
2069 else
2070 return false;
2328 } 2071 }
2329
2330 /* I've been seeing crashes where the golem has been destroyed, but
2331 * the player object still points to the defunct golem. The code that
2332 * destroys the golem looks correct, and it doesn't always happen, so
2333 * put this in a a workaround to clean up the golem pointer.
2334 */
2335 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2336 op->contr->ranges[range_golem] = 0;
2337 2072
2338 /* 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
2339 * the players time has been increased when doericserver has been 2074 * the players time has been increased when doericserver has been
2340 * called, so we recheck it here. 2075 * called, so we recheck it here.
2341 */ 2076 */
2342 //TODO: better than handling 8 commands, use some more intelligent rate-limiting 2077 if (op->contr->ns->handle_command ())
2343 for (int rep = 8; --rep && op->contr->ns->handle_command (); ) 2078 return true;
2344 ;
2345 2079
2346 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])
2347 return 0; 2090 return 0;
2348 2091
2349 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2350 {
2351 /* All move commands take 1 tick, at least for now */
2352 op->speed_left--;
2353
2354 /* Instead of all the stuff below, let move_player take care
2355 * of it. Also, some of the skill stuff is only put in
2356 * there, as well as the confusion stuff.
2357 */
2358 move_player (op, op->direction);
2359 if (op->speed_left > 0)
2360 return 1;
2361 else
2362 return 0;
2363 }
2364
2365 return 0;
2366}
2367
2368int
2369save_life (object *op)
2370{
2371 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2372 return 0;
2373
2374 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2092 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2375 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2093 if (tmp->flag [FLAG_APPLIED] && tmp->flag [FLAG_LIFESAVE])
2376 { 2094 {
2377 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2095 op->play_sound (sound_find ("ob_evaporate"));
2378 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));
2379 2097
2380 if (op->contr)
2381 esrv_del_item (op->contr, tmp->count);
2382
2383 tmp->destroy (); 2098 tmp->destroy ();
2384 CLEAR_FLAG (op, FLAG_LIFESAVE); 2099 op->clr_flag (FLAG_LIFESAVE);
2385 2100
2386 if (op->stats.hp < 0) 2101 if (op->stats.hp < 0)
2387 op->stats.hp = op->stats.maxhp; 2102 op->stats.hp = op->stats.maxhp;
2388 2103
2389 if (op->stats.food < 0) 2104 if (op->stats.food < 0)
2390 op->stats.food = 999; 2105 op->stats.food = MAX_FOOD;
2391 2106
2392 op->update_stats (); 2107 op->update_stats ();
2393 return 1; 2108 return 1;
2394 } 2109 }
2395 2110
2396 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2111 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2397 CLEAR_FLAG (op, FLAG_LIFESAVE); 2112 op->clr_flag (FLAG_LIFESAVE);
2398 enter_player_savebed (op); /* bring him home. */ 2113 enter_player_savebed (op); /* bring him home. */
2399 return 0; 2114 return 0;
2400} 2115}
2401 2116
2402/* 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
2403 * 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
2404 * 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
2405 * from. 2120 * from.
2406 */ 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
2407void 2138void
2408remove_unpaid_objects (object *op, object *env) 2139object::drop_unpaid_items ()
2409{ 2140{
2410 object *next; 2141 if (!flag [FLAG_REMOVED])
2411 2142 ::drop_unpaid_items (inv, this);
2412 while (op)
2413 {
2414 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2415
2416 if (QUERY_FLAG (op, FLAG_UNPAID))
2417 {
2418 if (env->type == PLAYER)
2419 esrv_del_item (env->contr, op->count);
2420
2421 op->insert_at (env);
2422 }
2423 else if (op->inv)
2424 remove_unpaid_objects (op->inv, env);
2425
2426 op = next;
2427 }
2428}
2429
2430/*
2431 * Returns pointer a static string containing gravestone text
2432 * Moved from apply.c to player.c - player.c is what
2433 * actually uses this function. player.c may not be quite the
2434 * best, a misc file for object actions is probably better,
2435 * but there isn't one in the server directory.
2436 */
2437char *
2438gravestone_text (object *op)
2439{
2440 static char buf2[MAX_BUF];
2441 char buf[MAX_BUF];
2442 time_t now = time (NULL);
2443
2444 strcpy (buf2, " R.I.P.\n\n");
2445 if (op->type == PLAYER)
2446 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2447 else
2448 sprintf (buf, "%s\n", &op->name);
2449
2450 strncat (buf2, " ", 20 - strlen (buf) / 2);
2451 strcat (buf2, buf);
2452 if (op->type == PLAYER)
2453 sprintf (buf, "who was in level %d when killed\n", op->level);
2454 else
2455 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2456
2457 strncat (buf2, " ", 20 - strlen (buf) / 2);
2458 strcat (buf2, buf);
2459 if (op->type == PLAYER)
2460 {
2461 sprintf (buf, "by %s.\n\n", op->contr->killer);
2462 strncat (buf2, " ", 21 - strlen (buf) / 2);
2463 strcat (buf2, buf);
2464 }
2465
2466 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2467 strncat (buf2, " ", 20 - strlen (buf) / 2);
2468 strcat (buf2, buf);
2469
2470 return buf2;
2471} 2143}
2472 2144
2473void 2145void
2474do_some_living (object *op) 2146do_some_living (object *op)
2475{ 2147{
2482 int rate_grace = 2000; 2154 int rate_grace = 2000;
2483 const int max_hp = 1; 2155 const int max_hp = 1;
2484 const int max_sp = 1; 2156 const int max_sp = 1;
2485 const int max_grace = 1; 2157 const int max_grace = 1;
2486 2158
2487 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--;
2488 { 2168 }
2489 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2169 else if (op->invisible && !(op->flag [FLAG_MAKE_INVIS]))
2490 if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks) 2170 {
2491 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 }
2492 } 2176 }
2493 2177
2494 if (op->contr->ns->state == ST_PLAYING) 2178 if (op->contr->ns->state == ST_PLAYING)
2495 { 2179 {
2496 /* these next three if clauses make it possible to SLOW DOWN 2180 /* these next three if clauses make it possible to SLOW DOWN
2515 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2199 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2516 else 2200 else
2517 { 2201 {
2518 gen_grace = op->stats.maxgrace; 2202 gen_grace = op->stats.maxgrace;
2519 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2203 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2520 }
2521
2522 /* Regenerate Spell Points */
2523 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0)
2524 {
2525 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2526 if (op->stats.sp < op->stats.maxsp)
2527 {
2528 op->stats.sp++;
2529 /* dms do not consume food */
2530 if (!QUERY_FLAG (op, FLAG_WIZ))
2531 {
2532 op->stats.food--;
2533 if (op->contr->digestion < 0)
2534 op->stats.food += op->contr->digestion;
2535 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2536 op->stats.food = last_food;
2537 }
2538 }
2539
2540 if (max_sp > 1)
2541 {
2542 over_sp = (gen_sp + 10) / rate_sp;
2543 if (over_sp > 0)
2544 {
2545 if (op->stats.sp < op->stats.maxsp)
2546 {
2547 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2548
2549 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2550 op->stats.sp--;
2551
2552 if (op->stats.sp > op->stats.maxsp)
2553 op->stats.sp = op->stats.maxsp;
2554 }
2555 op->last_sp = 0;
2556 }
2557 else
2558 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2559 }
2560 else
2561 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2562 } 2204 }
2563 2205
2564 /* Regenerate Grace */ 2206 /* Regenerate Grace */
2565 /* 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. */
2566 if (--op->last_grace < 0) 2208 if (--op->last_grace < 0)
2587 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);
2588 } 2230 }
2589 /* wearing stuff doesn't detract from grace generation. */ 2231 /* wearing stuff doesn't detract from grace generation. */
2590 } 2232 }
2591 2233
2234 if (op->stats.food > 0)
2235 {
2592 /* Regenerate Hit Points */ 2236 /* Regenerate Spell Points */
2593 if (--op->last_heal < 0) 2237 if (!op->contr->golem && --op->last_sp < 0)
2594 {
2595 if (op->stats.hp < op->stats.maxhp)
2596 { 2238 {
2597 op->stats.hp++; 2239 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2598 /* dms do not consume food */ 2240
2599 if (!QUERY_FLAG (op, FLAG_WIZ)) 2241 if (op->stats.sp < op->stats.maxsp)
2600 { 2242 {
2243 op->stats.sp++;
2244
2245 /* dms do not consume food */
2246 if (!op->flag [FLAG_WIZ])
2247 {
2601 op->stats.food--; 2248 op->stats.food--;
2249
2602 if (op->contr->digestion < 0) 2250 if (op->contr->digestion < 0)
2603 op->stats.food += op->contr->digestion; 2251 op->stats.food += op->contr->digestion;
2604 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))
2605 op->stats.food = last_food; 2253 op->stats.food = last_food;
2254 }
2606 } 2255 }
2607 }
2608 2256
2609 if (max_hp > 1) 2257 if (max_sp > 1)
2610 {
2611 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2612 if (over_hp > 0)
2613 { 2258 {
2614 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
2615 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);
2616 } 2277 }
2617 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)
2618 { 2286 {
2619 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 }
2620 } 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);
2621 } 2312 }
2622 else 2313 else
2623 {
2624 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);
2625 } 2315 }
2626 } 2316 }
2627 2317
2628 /* Digestion */ 2318 /* Digestion */
2629 if (--op->last_eat < 0) 2319 if (--op->last_eat < 0)
2630 { 2320 {
2631#ifdef COZY_SERVER 2321 int bonus = max (0, op->contr->digestion),
2632 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion; 2322 penalty = max (0, -op->contr->digestion);
2633 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2634#else
2635 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2636#endif
2637 2323
2638 if (op->contr->gen_hp > 0)
2639 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);
2640 else
2641 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2642 2325
2643 /* dms do not consume food */ 2326 /* dms do not consume food */
2644 if (!QUERY_FLAG (op, FLAG_WIZ)) 2327 if (!op->flag [FLAG_WIZ])
2645 op->stats.food--; 2328 op->stats.food--;
2646 } 2329 }
2647 2330
2648 if (op->stats.food < 0 && op->stats.hp >= 0) 2331 if (op->stats.food < 0 && op->stats.hp >= 0)
2649 { 2332 {
2650 object *tmp, *flesh = 0; 2333 object *flesh = 0;
2651 2334
2652 for (tmp = op->inv; tmp; tmp = tmp->below) 2335 for_inv_removable (op, tmp)
2653 { 2336 {
2654 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)
2655 { 2341 {
2656 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2342 op->statusmsg ("You blindly grab for a bite of food. "
2657 { 2343 "H<To prevent you from starving, you ate some random item from your backpack.>");
2658 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2344 op->apply (tmp);
2659 manual_apply (op, tmp, 0); 2345
2660 if (op->stats.food >= 0 || op->stats.hp < 0) 2346 if (op->stats.food >= 0 || op->stats.hp < 0)
2661 break; 2347 break;
2662 } 2348 }
2663 else if (tmp->type == FLESH) 2349 else if (tmp->type == FLESH)
2664 flesh = tmp; 2350 flesh = tmp;
2665 } /* End if paid for object */ 2351 }
2666 } /* end of for loop */
2667 2352
2668 /* 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
2669 * eat flesh instead. 2354 * eat flesh instead.
2670 */ 2355 */
2671 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2356 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2672 { 2357 {
2673 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.>");
2674 manual_apply (op, flesh, 0); 2360 op->apply (flesh);
2675 } 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)
2676 } 2370 {
2371 op->stats.hp += op->stats.food;
2372 op->stats.food = 0;
2677 2373
2678 while (op->stats.food < 0 && op->stats.hp >= 0) 2374 if (op->stats.hp < 0)
2679 op->stats.food++, op->stats.hp--; 2375 {
2376 op->contr->killer = archetype::get ("killer_starvation");
2377 op->contr->killer->destroy ();
2378 }
2379 }
2680 2380
2381 /* killer should be set here already */
2681 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2382 if (op->stats.hp < 0 && !op->flag [FLAG_WIZ])
2682 kill_player (op); 2383 kill_player (op);
2683 } 2384 }
2684} 2385}
2685 2386
2686/* 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.
2689 * file. 2390 * file.
2690 */ 2391 */
2691void 2392void
2692kill_player (object *op) 2393kill_player (object *op)
2693{ 2394{
2694 char buf[MAX_BUF];
2695 int x, y; 2395 int x, y;
2696
2697 //int i;
2698 maptile *map; /* this is for resurrection */ 2396 maptile *map; /* this is for resurrection */
2699
2700 /* int z;
2701 int num_stats_lose;
2702 int lost_a_stat;
2703 int lose_this_stat;
2704 int this_stat; */
2705 int will_kill_again; 2397 int will_kill_again;
2706 archetype *at; 2398 archetype *at;
2707 object *tmp; 2399 object *tmp;
2708 2400
2709 if (save_life (op)) 2401 if (save_life (op))
2710 return; 2402 return;
2711 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 }
2712 2439
2713 /* 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
2714 * 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.
2715 * Look at op_on_battleground() for more info --AndreasV 2442 * Look at op_on_battleground() for more info --AndreasV
2716 */ 2443 */
2717 if (op_on_battleground (op, &x, &y)) 2444 if (op_on_battleground (op, &x, &y))
2718 { 2445 {
2719 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";
2720 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2721
2722 /* restore player */
2723 at = archetype::find ("poisoning");
2724 if (object *tmp = present_arch_in_ob (at, op))
2725 {
2726 tmp->destroy ();
2727 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2728 }
2729
2730 at = archetype::find ("confusion");
2731 if (object *tmp = present_arch_in_ob (at, op))
2732 {
2733 tmp->destroy ();
2734 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2735 }
2736
2737 cure_disease (op, 0); /* remove any disease */
2738 op->stats.hp = op->stats.maxhp;
2739 if (op->stats.food <= 0)
2740 op->stats.food = 999;
2741 2447
2742 /* create a bodypart-trophy to make the winner happy */ 2448 /* create a bodypart-trophy to make the winner happy */
2743 if (object *tmp = arch_to_object (archetype::find ("finger"))) 2449 object *tmp = archetype::find (shstr_finger)->instance ();
2744 { 2450
2745 sprintf (buf, "%s's finger", &op->name); 2451 tmp->name = format ("%s's finger" , &op->name);
2746 tmp->name = buf; 2452 tmp->name_pl = format ("%s's fingers", &op->name);
2747 sprintf (buf, " This finger has been cut off %s\n" 2453 tmp->msg = format (
2748 " the %s, when he was defeated at\n level %d by %s.\n", 2454 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
2749 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2455 &op->name, op->contr->title,
2750 tmp->msg = buf; 2456 (int)op->level,
2457 op->contr->killer_name ()
2458 );
2751 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2459 tmp->value = 0, tmp->type = 0;
2752 tmp->materialname = NULL; 2460 tmp->material = name_to_material (shstr_organic);
2753 op->insert_at (tmp, op); 2461 tmp->insert_at (op, tmp);
2754 }
2755 2462
2756 /* teleport defeated player to new destination */ 2463 /* teleport defeated player to new destination */
2757 transfer_ob (op, x, y, 0, NULL); 2464 transfer_ob (op, x, y, 0, NULL);
2758 op->contr->braced = 0; 2465 op->contr->braced = 0;
2466
2467 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2759 return; 2468 return;
2760 } 2469 }
2761 2470
2471 deathtab << "You were killed by " << op->contr->killer_name () << ".\n\n";
2472 deathtab << "T<YOU HAVE DIED>\n\n";
2473
2762 INVOKE_PLAYER (DEATH, op->contr); 2474 INVOKE_PLAYER (DEATH, op->contr);
2763 2475
2764 command_kill_pets (op, 0); 2476 command_kill_pets (op, 0);
2765 2477
2766 if (op->stats.food < 0) 2478 op->contr->play_sound (sound_find ("player_dies"));
2767 {
2768 if (op->contr->explore)
2769 {
2770 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
2771 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2772 op->stats.food = 999;
2773 return;
2774 }
2775 sprintf (buf, "%s starved to death.", &op->name);
2776 strcpy (op->contr->killer, "starvation");
2777 }
2778 else
2779 {
2780 if (op->contr->explore)
2781 {
2782 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
2783 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2784 op->stats.hp = op->stats.maxhp;
2785 return;
2786 }
2787 sprintf (buf, "%s died.", &op->name);
2788 }
2789
2790 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2791 2479
2792 /* save the map location for corpse, gravestone */ 2480 /* save the map location for corpse, gravestone */
2793 x = op->x; 2481 x = op->x;
2794 y = op->y; 2482 y = op->y;
2795 map = op->map; 2483 map = op->map;
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_all_players (pl) 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_all_players (pl) 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}
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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