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Comparing deliantra/server/server/player.C (file contents):
Revision 1.104 by root, Fri Feb 16 19:43:41 2007 UTC vs.
Revision 1.278 by root, Sun May 9 22:33:29 2010 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
21 * 21 *
22 * The author can be reached via e-mail to <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 23 */
24 24
25//+GPL
26
25#include <global.h> 27#include <global.h>
26#include <pwd.h>
27#include <sproto.h> 28#include <sproto.h>
28#include <sounds.h> 29#include <sounds.h>
29#include <living.h> 30#include <living.h>
30#include <object.h> 31#include <object.h>
31#include <spells.h> 32#include <spells.h>
34#include <algorithm> 35#include <algorithm>
35#include <functional> 36#include <functional>
36 37
37playervec players; 38playervec players;
38 39
39void
40display_motd (const object *op)
41{
42 char buf[MAX_BUF];
43 char motd[HUGE_BUF];
44 FILE *fp;
45 int comp;
46 int size;
47
48 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
49 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
50 return;
51
52 motd[0] = '\0';
53 size = 0;
54
55 while (fgets (buf, MAX_BUF, fp))
56 {
57 if (*buf == '#')
58 continue;
59
60 strncat (motd + size, buf, HUGE_BUF - size);
61 size += strlen (buf);
62 }
63
64 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
65 close_and_delete (fp, comp);
66}
67
68void
69send_rules (const object *op)
70{
71 char buf[MAX_BUF];
72 char rules[HUGE_BUF];
73 FILE *fp;
74 int comp;
75 int size;
76
77 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
78 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
79 return;
80
81 rules[0] = '\0';
82 size = 0;
83
84 while (fgets (buf, MAX_BUF, fp))
85 {
86 if (*buf == '#')
87 continue;
88
89 if (size + strlen (buf) >= HUGE_BUF)
90 {
91 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
92 break;
93 }
94
95 strncat (rules + size, buf, HUGE_BUF - size);
96 size += strlen (buf);
97 }
98
99 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
100 close_and_delete (fp, comp);
101}
102
103void
104send_news (const object *op)
105{
106 char buf[MAX_BUF];
107 char news[HUGE_BUF];
108 char subject[MAX_BUF];
109 FILE *fp;
110 int comp;
111 int size;
112
113 sprintf (buf, "%s/%s", settings.confdir, settings.news);
114 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
115 return;
116
117 news[0] = '\0';
118 subject[0] = '\0';
119 size = 0;
120
121 while (fgets (buf, MAX_BUF, fp))
122 {
123 if (*buf == '#')
124 continue;
125
126 if (*buf == '%')
127 { /* send one news */
128 if (size > 0)
129 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */
130
131 strcpy (subject, buf + 1);
132 strip_endline (subject);
133 size = 0;
134 news[0] = '\0';
135 }
136 else
137 {
138 if (size + strlen (buf) >= HUGE_BUF)
139 {
140 LOG (llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
141 break;
142 }
143 strncat (news + size, buf, HUGE_BUF - size);
144 size += strlen (buf);
145 }
146 }
147
148 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
149 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news);
150 close_and_delete (fp, comp);
151}
152
153/* This loads the first map an puts the player on it. */ 40/* This loads the first map an puts the player on it. */
154static void 41static void
155set_first_map (object *op) 42set_first_map (object *op)
156{ 43{
157 op->contr->maplevel = first_map_path; 44 op->contr->maplevel = first_map_path;
158 op->x = -1; 45 op->x = -1;
159 op->y = -1; 46 op->y = -1;
160}
161
162void
163player::enter_map ()
164{
165 object *tmp = object::create ();
166
167 EXIT_PATH (tmp) = maplevel;
168 EXIT_X (tmp) = ob->x;
169 EXIT_Y (tmp) = ob->y;
170 ob->enter_exit (tmp);
171
172 tmp->destroy ();
173} 47}
174 48
175void 49void
176player::activate () 50player::activate ()
177{ 51{
180 54
181 players.insert (this); 55 players.insert (this);
182 ob->remove (); 56 ob->remove ();
183 ob->map = 0; 57 ob->map = 0;
184 ob->activate_recursive (); 58 ob->activate_recursive ();
185 CLEAR_FLAG (ob, FLAG_FRIENDLY); 59 ob->clr_flag (FLAG_FRIENDLY);
186 add_friendly_object (ob); 60 add_friendly_object (ob);
187 enter_map ();
188} 61}
189 62
190void 63void
191player::deactivate () 64player::deactivate ()
192{ 65{
194 return; 67 return;
195 68
196 terminate_all_pets (ob); 69 terminate_all_pets (ob);
197 remove_friendly_object (ob); 70 remove_friendly_object (ob);
198 ob->deactivate_recursive (); 71 ob->deactivate_recursive ();
72
73 if (ob->map)
199 maplevel = ob->map->path; 74 maplevel = ob->map->path;
75
200 ob->remove (); 76 ob->remove ();
77 ob->enemy = 0; // sometimes keeps an extra refcount on itself
201 ob->map = 0; 78 ob->map = 0;
202 party = 0; 79 party = 0;
203 80
204 // for weird reasons, this is often "ob", keeping a circular reference
205 ranges [range_skill] = 0;
206
207 players.erase (this); 81 players.erase (this);
208} 82}
209 83
210// connect the player with a specific client 84// connect the player with a specific client
211// also changed, rationalises, and fixes some incorrect settings 85// also changes, rationalises, and fixes some incorrect settings
212void 86void
213player::connect (client *ns) 87player::connect (client *ns)
214{ 88{
215 this->ns = ns; 89 this->ns = ns;
216 ns->pl = this; 90 ns->pl = this;
220 ob->close_container (); //TODO: client-specific 94 ob->close_container (); //TODO: client-specific
221 95
222 ns->update_look = 0; 96 ns->update_look = 0;
223 ns->look_position = 0; 97 ns->look_position = 0;
224 98
225 clear_los (ob); 99 clear_los ();
226 100
227 ns->reset_stats (); 101 ns->reset_stats ();
228 102
229 /* make sure he's a player -- needed because of class change. */ 103 /* make sure he's a player -- needed because of class change. */
230 ob->type = PLAYER; // we are paranoid 104 ob->type = PLAYER; // we are paranoid
231 ob->race = ob->arch->clone.race; 105 ob->race = ob->arch->race;
232 106
233 if (!legal_range (ob, shoottype)) 107 ob->update_weight ();
234 shoottype = range_none;
235
236 ob->carrying = sum_weight (ob);
237 link_player_skills (ob); 108 link_skills ();
238 109
239 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
240
241 assign (title, ob->arch->clone.name); 110 assign (title, ob->arch->object::name);
242 111
243 /* if it's a dragon player, set the correct title here */ 112 /* if it's a dragon player, set the correct title here */
244 if (is_dragon_pl (ob)) 113 if (ob->is_dragon ())
245 { 114 {
246 object *tmp, *abil = 0, *skin = 0; 115 object *tmp, *abil = 0, *skin = 0;
247
248 shstr_cmp dragon_ability_force ("dragon_ability_force");
249 shstr_cmp dragon_skin_force ("dragon_skin_force");
250 116
251 for (tmp = ob->inv; tmp; tmp = tmp->below) 117 for (tmp = ob->inv; tmp; tmp = tmp->below)
252 if (tmp->type == FORCE) 118 if (tmp->type == FORCE)
253 if (tmp->arch->name == dragon_ability_force) 119 if (tmp->arch->archname == shstr_dragon_ability_force)
254 abil = tmp; 120 abil = tmp;
255 else if (tmp->arch->name == dragon_skin_force) 121 else if (tmp->arch->archname == shstr_dragon_skin_force)
256 skin = tmp; 122 skin = tmp;
257 123
258 set_dragon_name (ob, abil, skin); 124 set_dragon_name (ob, abil, skin);
259 } 125 }
260 126
261 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 127 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
262 128
263 esrv_new_player (this, ob->weight + ob->carrying); 129 esrv_new_player (this);
130
131 ob->flag [FLAG_READY_WEAPON] = false;
132 ob->flag [FLAG_READY_SKILL] = false;
133 ob->flag [FLAG_READY_RANGE] = false;
134 ob->flag [FLAG_READY_BOW] = false;
264 135
265 ob->update_stats (); 136 ob->update_stats ();
137
266 ns->floorbox_update (); 138 ns->floorbox_update ();
267
268 esrv_send_inventory (ob, ob); 139 esrv_send_inventory (ob, ob);
269 esrv_add_spells (this, 0); 140 esrv_add_spells (this, 0);
270 141
271 activate (); 142 activate ();
272 143
273 send_rules (ob);
274 send_news (ob);
275 display_motd (ob);
276
277 INVOKE_PLAYER (CONNECT, this); 144 INVOKE_PLAYER (CONNECT, this);
278 INVOKE_PLAYER (LOGIN, this); 145 INVOKE_PLAYER (LOGIN, this);
279} 146}
280 147
281void 148void
282player::disconnect () 149player::disconnect ()
283{ 150{
151 if (ob)
152 {
153 ob->close_container (); //TODO: client-specific
154 ob->drop_unpaid_items ();
155 }
156
284 if (ns) 157 if (ns)
285 { 158 {
286 if (active) 159 if (active)
287 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0)); 160 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
288 161
289 INVOKE_PLAYER (DISCONNECT, this); 162 INVOKE_PLAYER (DISCONNECT, this);
290 163
291 ns->reset_stats (); 164 ns->reset_stats ();
292 ns->pl = 0; 165 ns->pl = 0;
293 this->ns = 0; 166 ns = 0;
294 } 167 }
295 168
296 ob->close_container (); //TODO: client-specific 169 // this is important for the player scheduler to get the correct refcount
170 // when ns = 0
171 observe = viewpoint = ob;
172
297 deactivate (); 173 deactivate ();
298} 174}
175
176//-GPL
299 177
300// the need for this function can be explained 178// the need for this function can be explained
301// by load_object not returning the object 179// by load_object not returning the object
302void 180void
303player::set_object (object *op) 181player::set_object (object *op)
304{ 182{
305 ob = op; 183 ob = observe = viewpoint = op;
306 ob->contr = this; /* this aren't yet in archetype */ 184 ob->contr = this; /* this aren't yet in archetype */
307 185
186 ob->set_speed (1.0f);
308 ob->speed_left = 0.5; 187 ob->speed_left = 0.5f;
309 ob->speed = 1.0; 188
310 ob->direction = 5; /* So player faces south */ 189 ob->direction = 5; /* So player faces south */
311} 190}
191
192void
193player::set_observe (object *op)
194{
195 observe = viewpoint = op ? op : ob;
196 do_los = 1;
197}
198
199void
200player::set_viewpoint (object *op)
201{
202 viewpoint = op ? op : (object *)observe;
203 do_los = 1;
204}
205
206//+GPL
312 207
313player::player () 208player::player ()
314{ 209{
315 /* There are some elements we want initialised to non zero value - 210 /* There are some elements we want initialised to non zero value -
316 * we deal with that below this point. 211 * we deal with that below this point.
317 */ 212 */
318 outputs_sync = 16; /* Every 2 seconds */ 213 outputs_sync = 4;
319 outputs_count = 8; /* Keeps present behaviour */ 214 outputs_count = 4;
320 unapply = unapply_nochoice; 215 unapply = unapply_nochoice;
321 216
322 savebed_map = first_map_path; /* Init. respawn position */ 217 savebed_map = first_map_path; /* Init. respawn position */
323 218
324 gen_sp_armour = 10; 219 gen_sp_armour = 10;
325 shoottype = range_none;
326 bowtype = bow_normal; 220 bowtype = bow_normal;
327 petmode = pet_normal; 221 petmode = pet_normal;
328 listening = 10;
329 usekeys = containers; 222 usekeys = containers;
330 peaceful = 1; /* default peaceful */ 223 peaceful = 1; /* default peaceful */
331 do_los = 1; 224 do_los = 1;
225
226 weapon_sp = 1.0f;
227 weapon_sp_left = 0.5f;
332} 228}
333 229
334void 230void
335player::do_destroy () 231player::do_destroy ()
336{ 232{
337 disconnect (); 233 disconnect ();
338 234
339 attachable::do_destroy (); 235 attachable::do_destroy ();
340 236
341 if (ob) 237 if (ob)
342 {
343 ob->destroy_inv (false);
344 ob->destroy (); 238 ob->destroy ();
345 } 239
240 ob = observe = viewpoint = 0;
346} 241}
347 242
348player::~player () 243player::~player ()
349{ 244{
350 /* Clear item stack */ 245 /* Clear item stack */
351 free (stack_items); 246 free (stack_items);
247}
248
249/*
250 * get_player_archetype() return next player archetype from archetype
251 * list. Not very efficient routine, but used only creating new players.
252 * Note: there MUST be at least one player archetype!
253 */
254static archetype *
255get_player_archetype (archetype *at)
256{
257 // archetypes could have been reloaded
258 archetype *nat = at ? archetype::find (at->archname) : archetypes [0];
259
260 if (!nat)
261 return at;
262
263 archvec::iterator i = archetypes.find (nat);
264
265 for (;;)
266 {
267 if (++i == archetypes.end ())
268 i = archetypes.begin ();
269 else if (*i == at)
270 cleanup ("not a single player archetype found");
271
272 if ((*i)->type == PLAYER)
273 return *i;
274 }
352} 275}
353 276
354/* Tries to add player on the connection passed in ns. 277/* Tries to add player on the connection passed in ns.
355 * All we can really get in this is some settings like host and display 278 * All we can really get in this is some settings like host and display
356 * mode. 279 * mode.
358player * 281player *
359player::create () 282player::create ()
360{ 283{
361 player *pl = new player; 284 player *pl = new player;
362 285
363 pl->set_object (arch_to_object (get_player_archetype (0))); 286 pl->set_object (get_player_archetype (0)->instance ());
364 287
365 pl->ob->roll_stats (); 288 pl->ob->roll_stats ();
366 pl->ob->stats.wc = 2; 289 pl->ob->stats.wc = 2;
367 pl->ob->run_away = 25; /* Then we panick... */ 290 pl->ob->run_away = 25; /* Then we panick... */
368 291
369 set_first_map (pl->ob); 292 set_first_map (pl->ob);
370 293
371 return pl; 294 return pl;
372}
373
374/*
375 * get_player_archetype() return next player archetype from archetype
376 * list. Not very efficient routine, but used only creating new players.
377 * Note: there MUST be at least one player archetype!
378 */
379archetype *
380get_player_archetype (archetype *at)
381{
382 archetype *start = at;
383
384 for (;;)
385 {
386 if (at == NULL || at->next == NULL)
387 at = first_archetype;
388 else
389 at = at->next;
390
391 if (at->clone.type == PLAYER)
392 return at;
393
394 if (at == start)
395 {
396 LOG (llevError, "No Player archetypes\n");
397 exit (-1);
398 }
399 }
400} 295}
401 296
402object * 297object *
403get_nearest_player (object *mon) 298get_nearest_player (object *mon)
404{ 299{
407 unsigned lastdist; 302 unsigned lastdist;
408 rv_vector rv; 303 rv_vector rv;
409 304
410 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next) 305 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
411 { 306 {
412 /* We should not find free objects on this friendly list, but it
413 * does periodically happen. Given that, lets deal with it.
414 * While unlikely, it is possible the next object on the friendly
415 * list is also free, so encapsulate this in a while loop.
416 */
417 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
418 {
419 object *tmp = ol->ob;
420
421 /* Can't do much more other than log the fact, because the object
422 * itself will have been cleared.
423 */
424 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
425 tmp->debug_desc ());
426 ol = ol->next;
427 remove_friendly_object (tmp);
428 if (!ol)
429 return op;
430 }
431
432 /* Remove special check for player from this. First, it looks to cause
433 * some crashes (ol->ob->contr not set properly?), but secondly, a more
434 * complicated method of state checking would be needed in any case -
435 * as it was, a clever player could type quit, and the function would
436 * skip them over while waiting for confirmation. Remove
437 * on_same_map check, as can_detect_enemy also does this
438 */
439 if (!can_detect_enemy (mon, ol->ob, &rv)) 307 if (!can_detect_enemy (mon, ol->ob, &rv))
440 continue; 308 continue;
441 309
442 if (lastdist > rv.distance) 310 if (lastdist > rv.distance)
443 { 311 {
505 */ 373 */
506int 374int
507path_to_player (object *mon, object *pl, unsigned mindiff) 375path_to_player (object *mon, object *pl, unsigned mindiff)
508{ 376{
509 rv_vector rv; 377 rv_vector rv;
510 sint16 x, y;
511 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked; 378 int dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
512 maptile *m, *lastmap;
513 379
514 get_rangevector (mon, pl, &rv, 0); 380 get_rangevector (mon, pl, &rv, 0);
515 381
516 if (rv.distance < mindiff) 382 if (rv.distance < mindiff)
517 return 0; 383 return 0;
518 384
519 x = mon->x; 385 mapxy pos (mon);
520 y = mon->y;
521 m = mon->map;
522 dir = rv.direction; 386 dir = rv.direction;
523 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 387 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
524 diff = ::max (abs (rv.distance_x), abs (rv.distance_y)); 388 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
525 389
526 /* If we can't solve it within the search distance, return now. */ 390 /* If we can't solve it within the search distance, return now. */
527 if (diff > max) 391 if (diff > max)
528 return 0; 392 return 0;
529 393
530 while (diff > 1 && max > 0) 394 while (diff > 1 && max > 0)
531 { 395 {
532 lastx = x; 396 mapxy lastpos = pos;
533 lasty = y;
534 lastmap = m;
535 x = lastx + freearr_x[dir];
536 y = lasty + freearr_y[dir];
537 397
538 mflags = get_map_flags (m, &m, x, y, &x, &y); 398 pos.move (dir);
539 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
540 399
541 /* Space is blocked - try changing direction a little */ 400 /* Space is blocked - try changing direction a little */
542 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW)) 401 if (!pos.normalise ()
543 && (m == mon->map && blocked_link (mon, m, x, y)))) 402 || (((pos->flags () & P_BLOCKSVIEW) || OB_TYPE_MOVE_BLOCK (mon, pos->move_block))
403 && blocked_link (mon, pos.m, pos.x, pos.y)))
544 { 404 {
545 /* recalculate direction from last good location. Possible 405 /* recalculate direction from last good location. Possible
546 * we were not traversing ideal location before. 406 * we were not traversing ideal location before.
547 */ 407 */
548 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0); 408 get_rangevector_from_mapcoord (lastpos.m, lastpos.x, lastpos.y, pl, &rv, 0);
549 if (rv.direction != dir) 409 if (rv.direction != dir)
550 { 410 {
551 /* OK - says direction should be different - lets reset the 411 /* OK - says direction should be different - lets reset the
552 * the values so it will try again. 412 * the values so it will try again.
553 */ 413 */
554 x = lastx;
555 y = lasty;
556 m = lastmap; 414 pos = lastpos;
557 dir = firstdir = rv.direction; 415 dir = firstdir = rv.direction;
558 } 416 }
559 else 417 else
560 { 418 {
561 /* direct path is blocked - try taking a side step to 419 /* direct path is blocked - try taking a side step to
568 */ 426 */
569 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++) 427 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
570 { 428 {
571 if (i == 0) 429 if (i == 0)
572 continue; /* already did this, so skip it */ 430 continue; /* already did this, so skip it */
431
573 /* Use lastdir here - otherwise, 432 /* Use lastdir here - otherwise,
574 * since the direction that the creature should move in 433 * since the direction that the creature should move in
575 * may change, you could get infinite loops. 434 * may change, you could get infinite loops.
576 * ie, player is northwest, but monster can only 435 * ie, player is northwest, but monster can only
577 * move west, so it does that. It goes some distance, 436 * move west, so it does that. It goes some distance,
579 * can't do that, but now finds it can move east, and 438 * can't do that, but now finds it can move east, and
580 * gets back to its original point. lastdir contains 439 * gets back to its original point. lastdir contains
581 * the last direction the creature has successfully 440 * the last direction the creature has successfully
582 * moved. 441 * moved.
583 */ 442 */
584
585 x = lastx + freearr_x[absdir (lastdir + i)];
586 y = lasty + freearr_y[absdir (lastdir + i)];
587 m = lastmap; 443 pos = lastpos;
588 mflags = get_map_flags (m, &m, x, y, &x, &y); 444 pos.move (absdir (lastdir + i));
589 if (mflags & P_OUT_OF_MAP) 445
446 if (!pos.normalise ())
590 continue; 447 continue;
591 blocked = GET_MAP_MOVE_BLOCK (m, x, y); 448
592 if (OB_TYPE_MOVE_BLOCK (mon, blocked)) 449 mapspace &ms = *pos;
450
451 if (ms.flags () & P_BLOCKSVIEW)
593 continue; 452 continue;
594 if (mflags & P_BLOCKSVIEW) 453
454 if (OB_TYPE_MOVE_BLOCK (mon, ms.move_block))
595 continue; 455 continue;
596 456
597 if (m == mon->map && blocked_link (mon, m, x, y)) 457 if (blocked_link (mon, pos.m, pos.x, pos.y))
598 break; 458 break;
599 } 459 }
460
600 /* go through entire loop without finding a valid 461 /* go through entire loop without finding a valid
601 * sidestep to take - thus, no valid path. 462 * sidestep to take - thus, no valid path.
602 */ 463 */
603 if (i == (DETOUR_AMOUNT + 1)) 464 if (i == DETOUR_AMOUNT + 1)
604 return 0; 465 return 0;
466
605 diff--; 467 diff--;
606 lastdir = dir; 468 lastdir = dir;
607 max--; 469 max--;
608 if (!firstdir) 470 if (!firstdir)
609 firstdir = dir + i; 471 firstdir = dir + i;
613 { 475 {
614 /* we moved towards creature, so diff is less */ 476 /* we moved towards creature, so diff is less */
615 diff--; 477 diff--;
616 max--; 478 max--;
617 lastdir = dir; 479 lastdir = dir;
480
618 if (!firstdir) 481 if (!firstdir)
619 firstdir = dir; 482 firstdir = dir;
620 } 483 }
621 484
622 if (diff <= 1) 485 if (diff <= 1)
623 { 486 {
624 /* Recalculate diff (distance) because we may not have actually 487 /* Recalculate diff (distance) because we may not have actually
625 * headed toward player for entire distance. 488 * headed toward player for entire distance.
626 */ 489 */
627 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 490 get_rangevector_from_mapcoord (pos.m, pos.x, pos.y, pl, &rv, 0);
628 diff = ::max (abs (rv.distance_x), abs (rv.distance_y)); 491 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
629 } 492 }
630 493
631 if (diff > max) 494 if (diff > max)
632 return 0; 495 return 0;
638 501
639 return firstdir; 502 return firstdir;
640} 503}
641 504
642void 505void
643give_initial_items (object *pl, treasurelist * items) 506give_initial_items (object *pl, treasurelist *items)
644{ 507{
645 object *op, *next = NULL;
646
647 if (pl->randomitems != NULL) 508 if (pl->randomitems)
648 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); 509 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
649 510
650 for (op = pl->inv; op; op = next) 511 for (object *next, *op = pl->inv; op; op = next)
651 { 512 {
652 next = op->below; 513 next = op->below;
653 514
654 /* Forces get applied per default, unless they have the 515 /* Forces get applied per default, unless they have the
655 * flag "neutral" set. Sorry but I can't think of a better way 516 * flag "neutral" set. Sorry but I can't think of a better way
656 */ 517 */
657 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL)) 518 if (op->type == FORCE && !op->flag [FLAG_NEUTRAL])
658 SET_FLAG (op, FLAG_APPLIED); 519 op->set_flag (FLAG_APPLIED);
659 520
660 /* we never give weapons/armour if these cannot be used 521 /* we never give weapons/armour if these cannot be used
661 * by this player due to race restrictions 522 * by this player due to race restrictions
662 */ 523 */
663 if (pl->type == PLAYER) 524 if (pl->type == PLAYER)
664 { 525 {
665 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) && 526 if ((!pl->flag [FLAG_USE_ARMOUR]
527 &&
666 (op->type == ARMOUR || op->type == BOOTS || 528 (op->type == ARMOUR || op->type == BOOTS
667 op->type == CLOAK || op->type == HELMET || 529 || op->type == CLOAK || op->type == HELMET
668 op->type == SHIELD || op->type == GLOVES || 530 || op->type == SHIELD || op->type == GLOVES
669 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) 531 || op->type == BRACERS || op->type == GIRDLE))
532 || (!pl->flag [FLAG_USE_WEAPON] && op->type == WEAPON))
670 { 533 {
671 op->destroy (); 534 op->destroy ();
672 continue; 535 continue;
673 } 536 }
674 } 537 }
675 538
676 /* This really needs to be better - we should really give 539 /* Here we remove duplicated skills (as duplicated spell objects have
677 * a substitute spellbook. The problem is that we don't really 540 * _very_ confusing effects for players), which could for instance be
678 * have a good idea what to replace it with (need something like 541 * generated by bad treasurelists. - elmex
679 * a first level treasurelist for each skill.)
680 * remove duplicate skills also
681 */ 542 */
682 if (op->type == SPELLBOOK || op->type == SKILL) 543 if (op->type == SKILL)
683 { 544 {
684 object *tmp;
685
686 for (tmp = op->below; tmp; tmp = tmp->below) 545 for (object *tmp = op->below; tmp; tmp = tmp->below)
687 if (tmp->type == op->type && tmp->name == op->name) 546 if (tmp->type == op->type && tmp->name == op->name)
688 break;
689
690 if (tmp)
691 { 547 {
692 op->destroy (); 548 op->destroy ();
549 LOG (llevError,
693 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); 550 "give_initial_items: Removing duplicate skill %s\n", &tmp->name);
694 continue; 551 break;
695 } 552 }
696 553
697 if (op->nrof > 1) 554 if (op->nrof > 1)
698 op->nrof = 1; 555 op->nrof = 1;
699 } 556 }
700 557
701 if (op->type == SPELLBOOK && op->inv) 558 if (op->type == SPELLBOOK && op->inv)
702 { 559 op->inv->clr_flag (FLAG_STARTEQUIP);
703 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
704 }
705 560
706 /* Give starting characters identified, uncursed, and undamned 561 /* Give starting characters identified, uncursed, and undamned
707 * items. Just don't identify gold or silver, or it won't be 562 * items. Just don't identify gold or silver, or it won't be
708 * merged properly. 563 * merged properly.
709 */ 564 */
710 if (need_identify (op)) 565 if (op->need_identify ())
711 {
712 SET_FLAG (op, FLAG_IDENTIFIED);
713 CLEAR_FLAG (op, FLAG_CURSED);
714 CLEAR_FLAG (op, FLAG_DAMNED);
715 } 566 {
567 op->set_flag (FLAG_IDENTIFIED);
568 op->clr_flag (FLAG_CURSED);
569 op->clr_flag (FLAG_DAMNED);
570 }
571
716 if (op->type == SPELL) 572 if (op->type == SPELL)
717 { 573 {
718 op->destroy (); 574 op->destroy ();
719 continue; 575 continue;
720 } 576 }
721 else if (op->type == SKILL) 577 else if (op->type == SKILL)
722 { 578 {
723 SET_FLAG (op, FLAG_CAN_USE_SKILL); 579 op->set_flag (FLAG_CAN_USE_SKILL);
724 op->stats.exp = 0; 580 op->stats.exp = 0;
725 op->level = 1; 581 op->level = 1;
726 } 582 }
727 /* lock all 'normal items by default */ 583 else /* lock all 'normal items by default */
728 else 584 op->set_flag (FLAG_INV_LOCKED);
729 SET_FLAG (op, FLAG_INV_LOCKED);
730 } /* for loop of objects in player inv */ 585 } /* for loop of objects in player inv */
731 586
732 /* Need to set up the skill pointers */ 587 /* Need to set up the skill pointers */
733 link_player_skills (pl); 588 pl->contr->link_skills ();
734} 589}
735 590
736void 591void
737get_party_password (object *op, partylist *party) 592get_party_password (object *op, partylist *party)
738{ 593{
748 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 603 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
749} 604}
750 605
751/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 606/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
752static int 607static int
753roll_stat (void) 608roll_stat ()
754{ 609{
755 int a[4], i, j, k; 610 int a[4], i, j, k;
756 611
757 for (i = 0; i < 4; i++) 612 for (i = 0; i < 4; i++)
758 a[i] = (int) rndm (6) + 1; 613 a[i] = rndm (1, 6);
759 614
760 for (i = 0, j = 0, k = 7; i < 4; i++) 615 for (i = 0, j = 0, k = 7; i < 4; i++)
761 if (a[i] < k) 616 if (a[i] < k)
762 k = a[i], j = i; 617 k = a[i], j = i;
763 618
769} 624}
770 625
771void 626void
772object::roll_stats () 627object::roll_stats ()
773{ 628{
774 int statsort [7]; 629 int statsort [NUM_STATS];
775 630
776 for (;;) 631 for (;;)
777 { 632 {
778 int sum = 0; 633 int sum = 0;
779 for (int i = 7; i--; ) 634 for (int i = NUM_STATS; i--; )
780 sum += statsort [i] = roll_stat (); 635 sum += statsort [i] = roll_stat ();
781 636
782 if (sum >= 82 && sum <= 116) 637 if (sum >= 82 && sum <= 116)
783 break; 638 break;
784 } 639 }
785 640
786 // Sort the stats so that rerolling is easier... 641 // Sort the stats so that rerolling is easier...
787 std::sort (statsort, statsort + 7, std::greater<int>()); 642 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
788 643
644 for (int i = 0; i < NUM_STATS; ++i)
789 stats.Str = statsort[0]; 645 stats.stat (i) = statsort [i];
790 stats.Dex = statsort[1];
791 stats.Con = statsort[2];
792 stats.Int = statsort[3];
793 stats.Wis = statsort[4];
794 stats.Pow = statsort[5];
795 stats.Cha = statsort[6];
796 646
797 stats.exp = 0; 647 stats.exp = 0;
798 stats.ac = 0; 648 stats.ac = 0;
799 649
800 stats.hp = stats.maxhp; 650 stats.hp = stats.maxhp;
812} 662}
813 663
814void 664void
815object::swap_stats (int a, int b) 665object::swap_stats (int a, int b)
816{ 666{
817 int tmp = get_attr_value (&contr->orig_stats, a); 667 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
818 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
819 set_attr_value (&contr->orig_stats, b, tmp);
820 668
669 for (int i = 0; i < NUM_STATS; ++i)
821 stats.Str = contr->orig_stats.Str; 670 stats.stat (i) = contr->orig_stats.stat (i);
822 stats.Dex = contr->orig_stats.Dex;
823 stats.Con = contr->orig_stats.Con;
824 stats.Int = contr->orig_stats.Int;
825 stats.Wis = contr->orig_stats.Wis;
826 stats.Pow = contr->orig_stats.Pow;
827 stats.Cha = contr->orig_stats.Cha;
828 671
829 //TODO: the following code looks so borked and should, at the very least, 672 //TODO: the following code looks so borked and should, at the very least,
830 // be merged with the similar code in roll_stats 673 // be merged with the similar code in roll_stats
831 stats.ac = 0; 674 stats.ac = 0;
832 675
851static void 694static void
852start_info (object *op) 695start_info (object *op)
853{ 696{
854 char buf[MAX_BUF]; 697 char buf[MAX_BUF];
855 698
856 sprintf (buf, "Welcome to Crossfire v%s!", VERSION); 699 sprintf (buf, "Welcome to Deliantra v%s!", VERSION);
857 new_draw_info (NDI_UNIQUE, 0, op, buf); 700 new_draw_info (NDI_UNIQUE, 0, op, buf);
858 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
859 //new_draw_info (NDI_UNIQUE, 0, op, " ");
860} 701}
861 702
862/* This function takes the key that is passed, and does the 703/* This function takes the key that is passed, and does the
863 * appropriate action with it (change race, or other things). 704 * appropriate action with it (change race, or other things).
864 * The function name is for historical reasons - now we have 705 * The function name is for historical reasons - now we have
865 * separate race and class; this actually changes the RACE, 706 * separate race and class; this actually changes the RACE,
866 * not the class. 707 * not the class.
867 */ 708 */
868int 709void
869key_change_class (object *op, char key) 710player::chargen_race_done ()
870{ 711{
871 int tmp_loop;
872
873 if (key == 'd' || key == 'D')
874 {
875 char buf[MAX_BUF];
876
877 /* this must before then initial items are given */ 712 /* this must before then initial items are given */
878 esrv_new_player (op->contr, op->weight + op->carrying); 713 esrv_new_player (ob->contr);
879 714
880 treasurelist *tl = find_treasurelist ("starting_wealth"); 715 treasurelist *tl = treasurelist::find (shstr_starting_wealth);
881 if (tl) 716 if (tl)
882 create_treasure (tl, op, 0, 0, 0); 717 create_treasure (tl, ob, 0, 0, 0);
883 718
884 INVOKE_PLAYER (BIRTH, op->contr); 719 INVOKE_PLAYER (BIRTH, ob->contr);
885 INVOKE_PLAYER (LOGIN, op->contr);
886 720
887 op->contr->ns->state = ST_PLAYING; 721 ob->contr->ns->state = ST_PLAYING;
888 722
889 if (op->msg) 723 if (ob->msg)
890 op->msg = NULL; 724 ob->msg = 0;
891 725
892 /* We create this now because some of the unique maps will need it
893 * to save here.
894 */
895 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name);
896 make_path_to_file (buf);
897
898 start_info (op); 726 start_info (ob);
899 CLEAR_FLAG (op, FLAG_WIZ); 727 ob->clr_flag (FLAG_WIZ);
900 give_initial_items (op, op->randomitems); 728 give_initial_items (ob, ob->randomitems);
901 link_player_skills (op);
902 esrv_send_inventory (op, op); 729 esrv_send_inventory (ob, ob);
903 op->update_stats (); 730 ob->update_stats ();
904 731
905 /* This moves the player to a different start map, if there 732 /* This moves the player to a different start map, if there
906 * is one for this race 733 * is one for this race
907 */ 734 */
908 if (*first_map_ext_path) 735 if (*first_map_ext_path)
909 { 736 ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y);
910 object *tmp;
911 char mapname[MAX_BUF];
912
913 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &op->arch->name);
914 tmp = object::create ();
915 EXIT_PATH (tmp) = mapname;
916 EXIT_X (tmp) = op->x;
917 EXIT_Y (tmp) = op->y;
918 op->enter_exit (tmp); /* we don't really care if it succeeded;
919 * if the map isn't there, then stay on the
920 * default initial map */
921 tmp->destroy ();
922 }
923 else 737 else
924 LOG (llevDebug, "first_map_ext_path not set\n"); 738 LOG (llevDebug, "first_map_ext_path not set\n");
739}
925 740
926 return 0; 741void
927 } 742player::chargen_race_next ()
928 743{
929 /* Following actually changes the race - this is the default command 744 /* Following actually changes the race - this is the default command
930 * if we don't match with one of the options above. 745 * if we don't match with one of the options above.
931 */ 746 */
932 747
933 tmp_loop = 0; 748 do
934 while (!tmp_loop)
935 { 749 {
936 shstr name = op->name; 750 shstr name = ob->name;
937 int x = op->x, y = op->y; 751 int x = ob->x, y = ob->y;
938 752
939 op->remove_statbonus (); 753 ob->remove_statbonus ();
940 op->remove (); 754 ob->remove ();
941 op->arch = get_player_archetype (op->arch); 755 ob->arch = get_player_archetype (ob->arch);
942 op->arch->clone.copy_to (op); 756 ob->arch->copy_to (ob);
943 op->instantiate (); 757 ob->instantiate ();
944 op->stats = op->contr->orig_stats; 758 ob->stats = ob->contr->orig_stats;
945 op->name = op->name_pl = name; 759 ob->name = ob->name_pl = name;
946 op->x = x; 760 ob->x = x;
947 op->y = y; 761 ob->y = y;
948 SET_ANIMATION (op, 2); /* So player faces south */ 762 SET_ANIMATION (ob, 2); /* So player faces south */
949 insert_ob_in_map (op, op->map, op, 0); 763 insert_ob_in_map (ob, ob->map, ob, 0);
950 assign (op->contr->title, op->arch->clone.name); 764 assign (ob->contr->title, ob->arch->object::name);
951 op->add_statbonus (); 765 ob->add_statbonus ();
952 tmp_loop = allowed_class (op);
953 } 766 }
767 while (!allowed_class (ob));
954 768
955 update_object (op, UP_OBJ_FACE); 769 update_object (ob, UP_OBJ_FACE);
956 esrv_update_item (UPD_FACE, op, op); 770 esrv_update_item (UPD_FACE, ob, ob);
957 op->update_stats (); 771 ob->update_stats ();
958 op->stats.hp = op->stats.maxhp; 772 ob->stats.hp = ob->stats.maxhp;
959 op->stats.sp = op->stats.maxsp; 773 ob->stats.sp = ob->stats.maxsp;
960 op->stats.grace = 0; 774 ob->stats.grace = 0;
961
962 if (op->msg)
963 new_draw_info (NDI_BLUE, 0, op, op->msg);
964
965 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
966 return 0;
967} 775}
968 776
969void 777static void
970flee_player (object *op) 778flee_player (object *op)
971{ 779{
972 int dir, diff; 780 int dir, diff;
973 rv_vector rv; 781 rv_vector rv;
974 782
975 if (op->stats.hp < 0) 783 if (op->stats.hp < 0)
976 { 784 {
977 LOG (llevDebug, "Fleeing player is dead.\n"); 785 LOG (llevDebug, "Fleeing player is dead.\n");
978 CLEAR_FLAG (op, FLAG_SCARED); 786 op->clr_flag (FLAG_SCARED);
979 return; 787 return;
980 } 788 }
981 789
982 if (op->enemy == NULL) 790 if (!op->enemy)
983 { 791 {
984 LOG (llevDebug, "Fleeing player had no enemy.\n"); 792 LOG (llevDebug, "Fleeing player had no enemy.\n");
985 CLEAR_FLAG (op, FLAG_SCARED); 793 op->clr_flag (FLAG_SCARED);
986 return; 794 return;
987 } 795 }
988 796
989 /* Seen some crashes here. Since we don't store an 797 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
990 * op->enemy_count, it is possible that something destroys the
991 * actual enemy, and the object is recycled.
992 */
993 if (op->enemy->map == NULL)
994 { 798 {
995 CLEAR_FLAG (op, FLAG_SCARED);
996 op->enemy = NULL; 799 op->enemy = NULL;
997 return; 800 op->clr_flag (FLAG_SCARED);
998 }
999
1000 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
1001 {
1002 op->enemy = NULL;
1003 CLEAR_FLAG (op, FLAG_SCARED);
1004 return; 801 return;
1005 } 802 }
1006 803
1007 get_rangevector (op, op->enemy, &rv, 0); 804 get_rangevector (op, op->enemy, &rv, 0);
1008 805
1009 dir = absdir (4 + rv.direction); 806 dir = absdir (4 + rv.direction);
1010 for (diff = 0; diff < 3; diff++) 807 for (diff = 0; diff < 3; diff++)
1011 { 808 {
1012 int m = 1 - (RANDOM () & 2); 809 int m = 1 - rndm (2) * 2;
1013 810
1014 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 811 if (op->move (absdir (dir + diff * m)) || (diff == 0 && op->move (absdir (dir - diff * m))))
1015 return; 812 return;
1016 } 813 }
1017 814
1018 /* Cornered, get rid of scared */ 815 /* Cornered, get rid of scared */
1019 CLEAR_FLAG (op, FLAG_SCARED); 816 op->clr_flag (FLAG_SCARED);
1020 op->enemy = NULL; 817 op->enemy = NULL;
1021} 818}
1022 819
1023
1024/* check_pick sees if there is stuff to be picked up/picks up stuff. 820/* check_pick sees if there is stuff to be picked up/picks up stuff.
1025 * IT returns 1 if the player should keep on moving, 0 if he should 821 * It returns 1 if the player should keep on moving, 0 if he should
1026 * stop. 822 * stop.
1027 */ 823 */
1028int 824int
1029check_pick (object *op) 825check_pick (object *op)
1030{ 826{
1031 object *tmp, *next; 827 object *tmp, *next;
1032 int stop = 0; 828 int stop = 0;
1033 int j, k, wvratio; 829 int wvratio;
1034 char putstring[128], tmpstr[16];
1035 830
1036 /* if you're flying, you cna't pick up anything */ 831 /* if you're flying, you can't pick up anything */
1037 if (op->move_type & MOVE_FLYING) 832 if (op->move_type & MOVE_FLYING)
1038 return 1; 833 return 1;
1039 834
1040 next = op->below; 835 next = op->below;
836
837 int cnt = MAX_ITEM_PER_ACTION;
838#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
1041 839
1042 /* loop while there are items on the floor that are not marked as 840 /* loop while there are items on the floor that are not marked as
1043 * destroyed */ 841 * destroyed */
1044 while (next && !next->destroyed ()) 842 while (next && !next->destroyed ())
1045 { 843 {
1046 tmp = next; 844 tmp = next;
1047 next = tmp->below; 845 next = tmp->below;
1048 846
847 if (cnt <= 0)
848 {
849 op->failmsg ("Couldn't pickup all items at once.");
850 return 0;
851 }
852
1049 if (op->destroyed ()) 853 if (op->destroyed ())
1050 return 0; 854 return 0;
1051 855
1052 if (!can_pick (op, tmp)) 856 if (!can_pick (op, tmp))
1053 continue; 857 continue;
1054 858
1055 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 859 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1056 { 860 {
1057 if (item_matched_string (op, tmp, op->contr->search_str)) 861 if (item_matched_string (op, tmp, op->contr->search_str))
1058 pick_up (op, tmp); 862 CHK_PICK_PICKUP;
863
1059 continue; 864 continue;
1060 } 865 }
1061 866
1062 /* high not bit set? We're using the old autopickup model */ 867 /* pickup handling */
868 if (op->contr->mode & PU_DEBUG)
869 {
870 /* some debugging code to figure out item information */
871 const char *str = tmp->name
872 ? format ("item name: %s item type: %d weight/value: %d",
873 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))))
874 : format ("item name: %s item type: %d weight/value: %d",
875 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
876
877 new_draw_info (NDI_UNIQUE, 0, op, str);
878 }
879
880 if (op->contr->mode & PU_INHIBIT)
881 return 1;
882
883 if (!(op->contr->mode & PU_ENABLE)) // TODO: fix client
884 return 1;
885
886 /* philosophy:
887 * It's easy to grab an item type from a pile, as long as it's
888 * generic. This takes no game-time. For more detailed pickups
889 * and selections, select-items should be used. This is a
890 * grab-as-you-run type mode that's really useful for arrows for
891 * example.
892 * The drawback: right now it has no frontend, so you need to
893 * stick the bits you want into a calculator in hex mode and then
894 * convert to decimal and then 'pickup <#>
895 */
896
897 /* the first two modes are exclusive: if NOTHING we return, if
898 * STOP then we stop. All the rest are applied sequentially,
899 * meaning if any test passes, the item gets picked up. */
900
901 /* if mode is set to pick nothing up, return */
902 if (op->contr->mode == PU_NOTHING)
903 return 1;
904
905 /* if mode is set to stop when encountering objects, return */
906 /* take STOP before INHIBIT since it doesn't actually pick
907 * anything up */
908 if (op->contr->mode & PU_STOP)
909 return 0;
910
911 /* useful for going into stores and not losing your settings... */
912 /* and for battles wher you don't want to get loaded down while
913 * fighting */
914 if (op->contr->mode & PU_INHIBIT)
915 return 1;
916
917 /* prevent us from turning into auto-thieves :) */
918 if (tmp->flag [FLAG_UNPAID])
919 continue;
920
921 /* ignore known cursed objects */
922 if (tmp->flag [FLAG_KNOWN_CURSED] && op->contr->mode & PU_NOT_CURSED)
923 continue;
924
925 /* all food and drink if desired */
926 /* question: don't pick up known-poisonous stuff? */
1063 if (!(op->contr->mode & PU_NEWMODE)) 927 if (op->contr->mode & PU_FOOD)
928 if (tmp->type == FOOD)
1064 { 929 {
1065 switch (op->contr->mode) 930 CHK_PICK_PICKUP;
931 continue;
932 }
933
934 if (op->contr->mode & PU_DRINK)
935 if (tmp->type == DRINK || (tmp->type == POISON && !tmp->flag [FLAG_KNOWN_CURSED]))
936 {
937 CHK_PICK_PICKUP;
938 continue;
939 }
940
941 if (op->contr->mode & PU_POTION)
942 if (tmp->type == POTION)
943 {
944 CHK_PICK_PICKUP;
945 continue;
946 }
947
948 /* spellbooks, skillscrolls and normal books/scrolls */
949 if (op->contr->mode & PU_SPELLBOOK)
950 if (tmp->type == SPELLBOOK)
951 {
952 CHK_PICK_PICKUP;
953 continue;
954 }
955
956 if (op->contr->mode & PU_SKILLSCROLL)
957 if (tmp->type == SKILLSCROLL)
958 {
959 CHK_PICK_PICKUP;
960 continue;
961 }
962
963 if (op->contr->mode & PU_READABLES)
964 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
965 {
966 CHK_PICK_PICKUP;
967 continue;
968 }
969
970 /* wands/staves/rods/horns */
971 if (op->contr->mode & PU_MAGIC_DEVICE)
972 if (tmp->type == WAND
973 || tmp->type == ROD
974 || tmp->type == HORN
975 || tmp->type == POWER_CRYSTAL)
976 {
977 CHK_PICK_PICKUP;
978 continue;
979 }
980
981 /* pick up all magical items */
982 if (op->contr->mode & PU_MAGICAL)
983 if (tmp->flag [FLAG_KNOWN_MAGICAL]
984 && !tmp->flag [FLAG_KNOWN_CURSED])
985 {
986 CHK_PICK_PICKUP;
987 continue;
988 }
989
990 if (op->contr->mode & PU_VALUABLES)
991 {
992 if (tmp->type == MONEY || tmp->type == GEM)
1066 { 993 {
1067 case 0: 994 CHK_PICK_PICKUP;
1068 return 1; /* don't pick up */ 995 continue;
1069 case 1:
1070 pick_up (op, tmp);
1071 return 1;
1072 case 2:
1073 pick_up (op, tmp);
1074 return 0;
1075 case 3:
1076 return 0; /* stop before pickup */
1077 case 4:
1078 pick_up (op, tmp);
1079 break;
1080 case 5:
1081 pick_up (op, tmp);
1082 stop = 1;
1083 break;
1084 case 6:
1085 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1086 pick_up (op, tmp);
1087 break;
1088
1089 case 7:
1090 if (tmp->type == MONEY || tmp->type == GEM)
1091 pick_up (op, tmp);
1092 break;
1093
1094 default:
1095 /* use value density */
1096 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1097 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1098 pick_up (op, tmp);
1099 } 996 }
1100 } 997 }
1101 else 998
1102 { /* old model */ 999 /* rings & amulets - talismans seems to be typed AMULET */
1103 /* NEW pickup handling */
1104 if (op->contr->mode & PU_DEBUG) 1000 if (op->contr->mode & PU_JEWELS)
1001 if (tmp->type == RING
1002 || tmp->type == AMULET
1003 || tmp->type == GIRDLE
1004 || tmp->type == SKILL_TOOL)
1105 { 1005 {
1106 /* some debugging code to figure out item information */ 1006 CHK_PICK_PICKUP;
1107 if (tmp->name != NULL)
1108 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1109 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1110 else
1111 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1112 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1113
1114 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1115 }
1116
1117 /* philosophy:
1118 * It's easy to grab an item type from a pile, as long as it's
1119 * generic. This takes no game-time. For more detailed pickups
1120 * and selections, select-items should be used. This is a
1121 * grab-as-you-run type mode that's really useful for arrows for
1122 * example.
1123 * The drawback: right now it has no frontend, so you need to
1124 * stick the bits you want into a calculator in hex mode and then
1125 * convert to decimal and then 'pickup <#>
1126 */
1127
1128 /* the first two modes are exclusive: if NOTHING we return, if
1129 * STOP then we stop. All the rest are applied sequentially,
1130 * meaning if any test passes, the item gets picked up. */
1131
1132 /* if mode is set to pick nothing up, return */
1133
1134 if (op->contr->mode & PU_NOTHING)
1135 return 1;
1136
1137 /* if mode is set to stop when encountering objects, return */
1138 /* take STOP before INHIBIT since it doesn't actually pick
1139 * anything up */
1140
1141 if (op->contr->mode & PU_STOP)
1142 return 0;
1143
1144 /* useful for going into stores and not losing your settings... */
1145 /* and for battles wher you don't want to get loaded down while
1146 * fighting */
1147 if (op->contr->mode & PU_INHIBIT)
1148 return 1;
1149
1150 /* prevent us from turning into auto-thieves :) */
1151 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1152 continue; 1007 continue;
1008 }
1153 1009
1154 /* ignore known cursed objects */ 1010 /* we don't forget dragon food */
1155 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) 1011 if (op->contr->mode & PU_FLESH)
1012 if (tmp->type == FLESH)
1013 {
1014 CHK_PICK_PICKUP;
1156 continue; 1015 continue;
1016 }
1157 1017
1158 /* all food and drink if desired */ 1018 /* bows and arrows. Bows are good for selling! */
1159 /* question: don't pick up known-poisonous stuff? */ 1019 if (op->contr->mode & PU_BOW)
1020 if (tmp->type == BOW)
1021 {
1022 CHK_PICK_PICKUP;
1023 continue;
1024 }
1025
1026 if (op->contr->mode & PU_ARROW)
1027 if (tmp->type == ARROW)
1028 {
1029 CHK_PICK_PICKUP;
1030 continue;
1031 }
1032
1033 /* all kinds of armor etc. */
1034 if (op->contr->mode & PU_ARMOUR)
1035 if (tmp->type == ARMOUR)
1036 {
1037 CHK_PICK_PICKUP;
1038 continue;
1039 }
1040
1041 if (op->contr->mode & PU_HELMET)
1042 if (tmp->type == HELMET)
1043 {
1044 CHK_PICK_PICKUP;
1045 continue;
1046 }
1047
1048 if (op->contr->mode & PU_SHIELD)
1049 if (tmp->type == SHIELD)
1050 {
1051 CHK_PICK_PICKUP;
1052 continue;
1053 }
1054
1160 if (op->contr->mode & PU_FOOD) 1055 if (op->contr->mode & PU_BOOTS)
1161 if (tmp->type == FOOD) 1056 if (tmp->type == BOOTS)
1057 {
1058 CHK_PICK_PICKUP;
1059 continue;
1060 }
1061
1062 if (op->contr->mode & PU_GLOVES)
1063 if (tmp->type == GLOVES || tmp->type == BRACERS)
1064 {
1065 CHK_PICK_PICKUP;
1066 continue;
1067 }
1068
1069 if (op->contr->mode & PU_CLOAK)
1070 if (tmp->type == CLOAK)
1071 {
1072 CHK_PICK_PICKUP;
1073 continue;
1074 }
1075
1076 /* hoping to catch throwing daggers here */
1077 if (op->contr->mode & PU_MISSILEWEAPON)
1078 if (tmp->type == WEAPON && tmp->flag [FLAG_IS_THROWN])
1079 {
1080 CHK_PICK_PICKUP;
1081 continue;
1082 }
1083
1084 /* careful: chairs and tables are weapons! */
1085 if (op->contr->mode & PU_ALLWEAPON)
1086 {
1087 if (tmp->type == WEAPON)
1088 if (!tmp->arch->archname.contains ("table") && !tmp->arch->archname.contains ("chair"))
1162 { 1089 {
1163 pick_up (op, tmp); 1090 CHK_PICK_PICKUP;
1164 continue; 1091 continue;
1165 } 1092 }
1093 }
1166 1094
1095 /* misc stuff that's useful */
1167 if (op->contr->mode & PU_DRINK) 1096 if (op->contr->mode & PU_KEY)
1168 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1097 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1169 { 1098 {
1170 pick_up (op, tmp); 1099 CHK_PICK_PICKUP;
1171 continue; 1100 continue;
1172 } 1101 }
1173 1102
1103 /* any of the last 4 bits set means we use the ratio for value
1104 * pickups */
1174 if (op->contr->mode & PU_POTION) 1105 if (op->contr->mode & PU_RATIO)
1175 if (tmp->type == POTION) 1106 {
1107 /* use value density to decide what else to grab */
1108 /* >=7 was >= op->contr->mode */
1109 /* >=7 is the old standard setting. Now we take the last 4 bits
1176 { 1110 */
1177 pick_up (op, tmp);
1178 continue;
1179 }
1180
1181 /* spellbooks, skillscrolls and normal books/scrolls */
1182 if (op->contr->mode & PU_SPELLBOOK)
1183 if (tmp->type == SPELLBOOK)
1184 {
1185 pick_up (op, tmp);
1186 continue;
1187 }
1188
1189 if (op->contr->mode & PU_SKILLSCROLL)
1190 if (tmp->type == SKILLSCROLL)
1191 {
1192 pick_up (op, tmp);
1193 continue;
1194 }
1195
1196 if (op->contr->mode & PU_READABLES)
1197 if (tmp->type == BOOK || tmp->type == SCROLL)
1198 {
1199 pick_up (op, tmp);
1200 continue;
1201 }
1202
1203 /* wands/staves/rods/horns */
1204 if (op->contr->mode & PU_MAGIC_DEVICE)
1205 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1206 {
1207 pick_up (op, tmp);
1208 continue;
1209 }
1210
1211 /* pick up all magical items */
1212 if (op->contr->mode & PU_MAGICAL) 1111 wvratio = op->contr->mode & PU_RATIO;
1213 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1112 if (1000 * query_cost (tmp, op, F_TRUE) / tmp->total_weight () >= wvratio * 100)
1214 {
1215 pick_up (op, tmp);
1216 continue;
1217 }
1218
1219 if (op->contr->mode & PU_VALUABLES)
1220 { 1113 {
1221 if (tmp->type == MONEY || tmp->type == GEM) 1114#if 0
1115 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1116 if (tmp->name != NULL)
1222 { 1117 {
1223 pick_up (op, tmp); 1118 fprintf (stderr, "%s", tmp->name);
1224 continue;
1225 } 1119 }
1226 }
1227
1228 /* rings & amulets - talismans seems to be typed AMULET */
1229 if (op->contr->mode & PU_JEWELS)
1230 if (tmp->type == RING || tmp->type == AMULET)
1231 {
1232 pick_up (op, tmp);
1233 continue;
1234 }
1235
1236 /* we don't forget dragon food */
1237 if (op->contr->mode & PU_FLESH)
1238 if (tmp->type == FLESH)
1239 {
1240 pick_up (op, tmp);
1241 continue;
1242 }
1243
1244 /* bows and arrows. Bows are good for selling! */
1245 if (op->contr->mode & PU_BOW)
1246 if (tmp->type == BOW)
1247 {
1248 pick_up (op, tmp);
1249 continue;
1250 }
1251
1252 if (op->contr->mode & PU_ARROW)
1253 if (tmp->type == ARROW)
1254 {
1255 pick_up (op, tmp);
1256 continue;
1257 }
1258
1259 /* all kinds of armor etc. */
1260 if (op->contr->mode & PU_ARMOUR)
1261 if (tmp->type == ARMOUR)
1262 {
1263 pick_up (op, tmp);
1264 continue;
1265 }
1266
1267 if (op->contr->mode & PU_HELMET)
1268 if (tmp->type == HELMET)
1269 {
1270 pick_up (op, tmp);
1271 continue;
1272 }
1273
1274 if (op->contr->mode & PU_SHIELD)
1275 if (tmp->type == SHIELD)
1276 {
1277 pick_up (op, tmp);
1278 continue;
1279 }
1280
1281 if (op->contr->mode & PU_BOOTS)
1282 if (tmp->type == BOOTS)
1283 {
1284 pick_up (op, tmp);
1285 continue;
1286 }
1287
1288 if (op->contr->mode & PU_GLOVES)
1289 if (tmp->type == GLOVES)
1290 {
1291 pick_up (op, tmp);
1292 continue;
1293 }
1294
1295 if (op->contr->mode & PU_CLOAK)
1296 if (tmp->type == CLOAK)
1297 {
1298 pick_up (op, tmp);
1299 continue;
1300 }
1301
1302 /* hoping to catch throwing daggers here */
1303 if (op->contr->mode & PU_MISSILEWEAPON)
1304 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1305 {
1306 pick_up (op, tmp);
1307 continue;
1308 }
1309
1310 /* careful: chairs and tables are weapons! */
1311 if (op->contr->mode & PU_ALLWEAPON)
1312 {
1313 if (tmp->type == WEAPON && tmp->name != NULL)
1314 {
1315 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1316 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1317 {
1318 pick_up (op, tmp);
1319 continue;
1320 }
1321 }
1322
1323 if (tmp->type == WEAPON && tmp->name == NULL)
1324 {
1325 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1326 {
1327 pick_up (op, tmp);
1328 continue;
1329 }
1330 }
1331 }
1332
1333 /* misc stuff that's useful */
1334 if (op->contr->mode & PU_KEY)
1335 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1336 {
1337 pick_up (op, tmp);
1338 continue;
1339 }
1340
1341 /* any of the last 4 bits set means we use the ratio for value
1342 * pickups */
1343 if (op->contr->mode & PU_RATIO)
1344 {
1345 /* use value density to decide what else to grab */
1346 /* >=7 was >= op->contr->mode */
1347 /* >=7 is the old standard setting. Now we take the last 4 bits
1348 * and multiply them by 5, giving 0..15*5== 5..75 */
1349 wvratio = (op->contr->mode & PU_RATIO) * 5;
1350 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1351 {
1352 pick_up (op, tmp);
1353#if 0
1354 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1355 if (tmp->name != NULL)
1356 {
1357 fprintf (stderr, "%s", tmp->name);
1358 }
1359 else 1120 else
1360 fprintf (stderr, "%s", tmp->arch->name); 1121 fprintf (stderr, "%s", tmp->arch->archname);
1361 fprintf (stderr, ",%d] = ", tmp->type); 1122 fprintf (stderr, ",%d] = ", tmp->type);
1362 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1123 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
1363#endif 1124#endif
1125 CHK_PICK_PICKUP;
1364 continue; 1126 continue;
1365 }
1366 } 1127 }
1367 } /* the new pickup model */ 1128 } /* the new pickup model */
1368 } 1129 }
1369 1130
1370 return !stop; 1131 return !stop;
1132}
1133
1134/* routine for both players and monsters. We call this when
1135 * there is a possibility for our action distrubing our hiding
1136 * place or invisiblity spell. Artefact invisiblity causes
1137 * "noise" instead. If we arent invisible to begin with, we
1138 * return 0.
1139 */
1140static int
1141action_makes_visible (object *op)
1142{
1143 if (op->invisible && op->flag [FLAG_ALIVE])
1144 {
1145 if (op->flag [FLAG_MAKE_INVIS])
1146 {
1147 // artefact invisibility is permanent, but we still make noise
1148 // this is important for game-balance.
1149 if (op->contr)
1150 op->make_noise ();
1151
1152 return 0;
1153 }
1154
1155 if (op->contr && op->contr->tmp_invis == 0)
1156 return 0;
1157
1158 /* If monsters, they should become visible */
1159 if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis))
1160 {
1161 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible");
1162 return 1;
1163 }
1164 }
1165
1166 return 0;
1371} 1167}
1372 1168
1373/* 1169/*
1374 * Find an arrow in the inventory and after that 1170 * Find an arrow in the inventory and after that
1375 * in the right type container (quiver). Pointer to the 1171 * in the right type container (quiver). Pointer to the
1376 * found object is returned. 1172 * found object is returned.
1377 */ 1173 */
1378object * 1174static object *
1379find_arrow (object *op, const char *type) 1175find_arrow (object *op, const char *type)
1380{ 1176{
1381 object *tmp = 0;
1382
1383 for (op = op->inv; op; op = op->below) 1177 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1384 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1385 tmp = find_arrow (op, type);
1386 else if (op->type == ARROW && op->race == type) 1178 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1179 return splay (tmp);
1180
1181 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1182 if (tmp->type == CONTAINER && tmp->flag [FLAG_APPLIED] && !strcmp (&tmp->race, type))
1183 if (object *arrow = find_arrow (tmp, type))
1184 {
1185 splay (tmp);
1387 return op; 1186 return arrow;
1187 }
1388 1188
1389 return tmp; 1189 return 0;
1390} 1190}
1391 1191
1392/* 1192/*
1393 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1193 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1394 * against the target. A full test is not performed, simply a basic test 1194 * against the target. A full test is not performed, simply a basic test
1395 * of resistances. The archer is making a quick guess at what he sees down 1195 * of resistances. The archer is making a quick guess at what he sees down
1396 * the hall. Failing that it does it's best to pick the highest plus arrow. 1196 * the hall. Failing that it does it's best to pick the highest plus arrow.
1397 */ 1197 */
1398object * 1198static object *
1399find_better_arrow (object *op, object *target, const char *type, int *better) 1199find_better_arrow (object *op, object *target, shstr_cmp type, int *better)
1400{ 1200{
1401 object *tmp = NULL, *arrow, *ntmp; 1201 object *tmp = NULL, *arrow, *ntmp;
1402 int attacknum, attacktype, betterby = 0, i; 1202 int attacknum, attacktype, betterby = 0, i;
1403 1203
1404 if (!type) 1204 if (!type)
1405 return NULL; 1205 return NULL;
1406 1206
1407 for (arrow = op->inv; arrow; arrow = arrow->below) 1207 for (arrow = op->inv; arrow; arrow = arrow->below)
1408 { 1208 {
1409 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED)) 1209 if (arrow->type == CONTAINER && arrow->race == type && arrow->flag [FLAG_APPLIED])
1410 { 1210 {
1411 i = 0; 1211 i = 0;
1412 ntmp = find_better_arrow (arrow, target, type, &i); 1212 ntmp = find_better_arrow (arrow, target, type, &i);
1213
1413 if (i > betterby) 1214 if (i > betterby)
1414 { 1215 {
1415 tmp = ntmp; 1216 tmp = ntmp;
1416 betterby = i; 1217 betterby = i;
1417 } 1218 }
1418 } 1219 }
1419 else if (arrow->type == ARROW && arrow->race == type) 1220 else if (arrow->type == ARROW && arrow->race == type)
1420 { 1221 {
1421 /* allways prefer assasination/slaying */ 1222 /* allways prefer assasination/slaying */
1422 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race)) 1223 if (target->race && arrow->slaying.contains (target->race))
1423 { 1224 {
1424 if (arrow->attacktype & AT_DEATH) 1225 if (arrow->attacktype & AT_DEATH)
1425 { 1226 {
1426 *better = 100; 1227 *better = 100;
1427 return arrow; 1228 return arrow;
1435 else 1236 else
1436 { 1237 {
1437 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1238 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1438 { 1239 {
1439 attacktype = 1 << attacknum; 1240 attacktype = 1 << attacknum;
1440 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1241 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1441 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby) 1242 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1442 { 1243 {
1443 tmp = arrow; 1244 tmp = arrow;
1444 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100; 1245 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1445 } 1246 }
1446 } 1247 }
1248
1447 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1249 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1448 { 1250 {
1449 tmp = arrow; 1251 tmp = arrow;
1450 betterby = 2 + arrow->magic + arrow->stats.dam; 1252 betterby = 2 + arrow->magic + arrow->stats.dam;
1451 } 1253 }
1254
1452 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) 1255 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1453 { 1256 {
1454 tmp = arrow; 1257 tmp = arrow;
1455 betterby = 1 + arrow->magic + arrow->stats.dam; 1258 betterby = 1 + arrow->magic + arrow->stats.dam;
1456 } 1259 }
1457 } 1260 }
1458 } 1261 }
1459 } 1262 }
1263
1460 if (tmp == NULL && arrow == NULL) 1264 if (tmp == NULL && arrow == NULL)
1461 return find_arrow (op, type); 1265 return find_arrow (op, type);
1462 1266
1463 *better = betterby; 1267 *better = betterby;
1464 return tmp; 1268 return tmp;
1468 * find_better_arrow to find a decent arrow to use. 1272 * find_better_arrow to find a decent arrow to use.
1469 * op = the shooter 1273 * op = the shooter
1470 * type = bow->race 1274 * type = bow->race
1471 * dir = fire direction 1275 * dir = fire direction
1472 */ 1276 */
1473 1277static object *
1474object *
1475pick_arrow_target (object *op, const char *type, int dir) 1278pick_arrow_target (object *op, shstr_cmp type, int dir)
1476{ 1279{
1477 object *tmp = NULL; 1280 object *tmp = NULL;
1478 maptile *m; 1281 maptile *m;
1479 int i, mflags, found, number; 1282 int i, mflags, found, number;
1480 sint16 x, y; 1283 sint16 x, y;
1495 for (i = 0, found = 0; i < 20; i++) 1298 for (i = 0, found = 0; i < 20; i++)
1496 { 1299 {
1497 x += freearr_x[dir]; 1300 x += freearr_x[dir];
1498 y += freearr_y[dir]; 1301 y += freearr_y[dir];
1499 mflags = get_map_flags (m, &m, x, y, &x, &y); 1302 mflags = get_map_flags (m, &m, x, y, &x, &y);
1303
1500 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) 1304 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1501 { 1305 {
1502 tmp = NULL; 1306 tmp = 0;
1503 break; 1307 break;
1504 } 1308 }
1505 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW) 1309 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1506 { 1310 {
1507 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1311 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1508 * perhaps a bad assumption. 1312 * perhaps a bad assumption.
1509 */ 1313 */
1510 tmp = NULL; 1314 tmp = 0;
1511 break; 1315 break;
1512 } 1316 }
1317
1513 if (mflags & P_IS_ALIVE) 1318 if (mflags & P_IS_ALIVE)
1514 {
1515 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) 1319 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1516 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 1320 if (tmp->flag [FLAG_ALIVE])
1517 {
1518 found++;
1519 break;
1520 }
1521 if (found)
1522 break; 1321 break;
1523 }
1524 } 1322 }
1525 if (tmp == NULL) 1323
1324 if (!tmp)
1526 return find_arrow (op, type); 1325 return find_arrow (op, type);
1527 1326
1528 if (tmp->head) 1327 if (tmp->head)
1529 tmp = tmp->head; 1328 tmp = tmp->head;
1530 1329
1543 */ 1342 */
1544int 1343int
1545fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) 1344fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1546{ 1345{
1547 object *left, *bow; 1346 object *left, *bow;
1548 int bowspeed, mflags; 1347 int mflags;
1549 maptile *m; 1348 maptile *m;
1550 1349
1551 if (!dir) 1350 if (!dir)
1552 { 1351 {
1553 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1352 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1554 return 0; 1353 return 0;
1555 } 1354 }
1556 1355
1557 if (op->type == PLAYER) 1356 if (op->contr)
1558 bow = op->contr->ranges[range_bow]; 1357 bow = op->current_weapon;
1559 else 1358 else
1560 { 1359 {
1561 for (bow = op->inv; bow; bow = bow->below) 1360 for (bow = op->inv; bow; bow = bow->below)
1562 /* Don't check for applied - monsters don't apply bows - in that way, they 1361 /* Don't check for applied - monsters don't apply bows - in that way, they
1563 * don't need to switch back and forth between bows and weapons. 1362 * don't need to switch back and forth between bows and weapons.
1568 if (!bow) 1367 if (!bow)
1569 { 1368 {
1570 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1369 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1571 return 0; 1370 return 0;
1572 } 1371 }
1372
1373 // optimisation: move object to top so we will find it quickly again
1374 splay (bow);
1573 } 1375 }
1574 1376
1575 if (!bow->race || !bow->skill) 1377 if (!bow->race || !bow->skill)
1576 { 1378 {
1577 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1379 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1578 return 0; 1380 return 0;
1579 } 1381 }
1580
1581 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1582
1583 /* penalize ROF for bestarrow */
1584 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1585 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1586
1587 if (bowspeed < 1)
1588 bowspeed = 1;
1589 1382
1590 if (arrow == NULL) 1383 if (arrow == NULL)
1591 { 1384 {
1592 if ((arrow = find_arrow (op, bow->race)) == NULL) 1385 if ((arrow = find_arrow (op, bow->race)) == NULL)
1593 { 1386 {
1594 if (op->type == PLAYER) 1387 if (op->type == PLAYER)
1595 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1388 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1596 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1389 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1597 else 1390 else
1598 CLEAR_FLAG (op, FLAG_READY_BOW); 1391 op->clr_flag (FLAG_READY_BOW);
1392
1599 return 0; 1393 return 0;
1600 } 1394 }
1601 } 1395 }
1602 1396
1603 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1397 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1611 } 1405 }
1612 1406
1613 /* this should not happen, but sometimes does */ 1407 /* this should not happen, but sometimes does */
1614 if (arrow->nrof == 0) 1408 if (arrow->nrof == 0)
1615 { 1409 {
1410 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1616 arrow->destroy (); 1411 arrow->destroy ();
1617 return 0; 1412 return 0;
1618 } 1413 }
1619 1414
1620 left = arrow; /* these are arrows left to the player */ 1415 left = arrow; /* these are arrows left to the player */
1621 arrow = get_split_ob (arrow, 1); 1416 arrow = arrow->split ();
1622 if (!arrow) 1417 if (!arrow)
1623 { 1418 {
1624 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1419 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1625 return 0; 1420 return 0;
1626 } 1421 }
1627 1422
1628 arrow->set_owner (op); 1423 arrow->set_owner (op);
1629 arrow->skill = bow->skill; 1424 arrow->skill = bow->skill;
1630 arrow->direction = dir; 1425 arrow->direction = dir;
1631 1426
1427 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1428 arrow->stats.hp = arrow->stats.dam;
1429 arrow->stats.grace = arrow->attacktype;
1430 arrow->custom_name = arrow->slaying;
1431
1432#if 0
1433 if (player *pl = op->contr)
1434 {
1435 float speed = pl->weapon_sp;
1436
1437 /* penalize ROF for bestarrow */
1438 if (pl->bowtype == bow_bestarrow)
1439 speed *= .9f;
1440 else
1441 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1442
1443 op->speed_left += speed - op->speed;
1444 }
1445#endif
1446
1447 SET_ANIMATION (arrow, arrow->direction);
1448
1449 /* update the speed */
1450
1451 arrow->speed_left = 0;
1452 arrow->set_speed (max (2.f,
1453 ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1454 + bow->stats.dam / 7.f
1455 ));
1456
1457 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1458
1632 if (op->type == PLAYER) 1459 if (op->type == PLAYER)
1633 { 1460 {
1634 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1635 op->update_stats ();
1636 }
1637
1638 SET_ANIMATION (arrow, arrow->direction);
1639 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1640 arrow->stats.hp = arrow->stats.dam;
1641 arrow->stats.grace = arrow->attacktype;
1642 if (arrow->slaying != NULL)
1643 arrow->spellarg = strdup (arrow->slaying);
1644
1645 /* Note that this was different for monsters - they got their level
1646 * added to the damage. I think the strength bonus is more proper.
1647 */
1648
1649 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1650
1651 /* update the speed */
1652 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1653 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1654
1655 arrow->set_speed (max (arrow->speed, 1.0));
1656 arrow->speed_left = 0;
1657
1658 if (op->type == PLAYER)
1659 {
1660 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1661 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1662 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1663
1664 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; 1461 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1462 wc -= dex_bonus[op->stats.Dex];
1463
1464 if (!arrow->slaying)
1465 arrow->slaying = op->slaying;
1466
1467 arrow->attacktype |= op->attacktype;
1665 } 1468 }
1666 else 1469 else
1667 { 1470 {
1668 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1669 arrow->level = op->level; 1471 arrow->level = op->level;
1670 } 1472 arrow->stats.wc -= bow->magic;
1671 1473
1672 if (arrow->attacktype == AT_PHYSICAL) 1474 if (!arrow->slaying)
1475 arrow->slaying = bow->slaying;
1476
1673 arrow->attacktype |= bow->attacktype; 1477 arrow->attacktype |= bow->attacktype;
1478 }
1674 1479
1675 if (bow->slaying) 1480 wc -= arrow->level;
1676 arrow->slaying = bow->slaying; 1481 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1677 1482
1483 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1678 arrow->move_type = MOVE_FLY_LOW; 1484 arrow->move_type = MOVE_FLY_LOW;
1679 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1485 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1680 1486
1681 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1487 op->play_sound (sound_find ("fire_arrow"));
1682 m->insert (arrow, sx, sy, op); 1488 m->insert (arrow, sx, sy, op);
1683 1489
1684 if (!arrow->destroyed ()) 1490 if (!arrow->destroyed ())
1685 move_arrow (arrow); 1491 move_arrow (arrow);
1686
1687 if (op->type == PLAYER)
1688 {
1689 if (left->destroyed ())
1690 esrv_del_item (op->contr, left->count);
1691 else
1692 esrv_send_item (op, left);
1693 }
1694 1492
1695 return 1; 1493 return 1;
1696} 1494}
1697 1495
1698/* Special fire code for players - this takes into 1496/* Special fire code for players - this takes into
1700 * but monsters can't. Putting that code here 1498 * but monsters can't. Putting that code here
1701 * makes the fire_bow code much cleaner. 1499 * makes the fire_bow code much cleaner.
1702 * this function should only be called if 'op' is a player, 1500 * this function should only be called if 'op' is a player,
1703 * hence the function name. 1501 * hence the function name.
1704 */ 1502 */
1705int 1503static int
1706player_fire_bow (object *op, int dir) 1504player_fire_bow (object *op, int dir)
1707{ 1505{
1708 int ret = 0, wcmod = 0; 1506 int ret;
1709 1507
1710 if (op->contr->bowtype == bow_bestarrow) 1508 if (op->contr->bowtype == bow_bestarrow)
1711 { 1509 {
1712 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y); 1510 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1713 } 1511 }
1714 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1512 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1715 { 1513 {
1716 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1514 int wcmod = similar_direction (dir, op->contr->bowtype - bow_n + 1) ? 0 : -1;
1717 wcmod = -1;
1718
1719 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1515 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1720 } 1516 }
1721 else if (op->contr->bowtype == bow_threewide) 1517 else if (op->contr->bowtype == bow_threewide)
1722 { 1518 {
1723 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1519 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1724 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]); 1520 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]);
1725 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)]);
1726 } 1522 }
1727 else if (op->contr->bowtype == bow_spreadshot) 1523 else if (op->contr->bowtype == bow_spreadshot)
1728 { 1524 {
1729 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1525 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1730 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); 1526 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1731 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);
1732
1733 } 1528 }
1734 else 1529 else
1735 { 1530 {
1736 /* Simple case */ 1531 /* Simple case */
1737 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1532 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1738 } 1533 }
1534
1739 return ret; 1535 return ret;
1740} 1536}
1741
1742 1537
1743/* Fires a misc (wand/rod/horn) object in 'dir'. 1538/* Fires a misc (wand/rod/horn) object in 'dir'.
1744 * Broken apart from 'fire' to keep it more readable. 1539 * Broken apart from 'fire' to keep it more readable.
1745 */ 1540 */
1746void 1541static void
1747fire_misc_object (object *op, int dir) 1542fire_misc_object (object *op, int dir)
1748{ 1543{
1749 object *item; 1544 object *item = op->contr->ranged_ob;
1750 1545
1751 if (!op->contr->ranges[range_misc]) 1546 if (!item)
1752 { 1547 {
1753 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); 1548 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1754 return; 1549 return;
1755 } 1550 }
1756 1551
1757 item = op->contr->ranges[range_misc];
1758 if (!item->inv) 1552 if (!item->inv)
1759 { 1553 {
1760 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1554 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1761 return; 1555 return;
1762 } 1556 }
1557
1558 if (!op->apply (item))
1559 return;
1560
1763 if (item->type == WAND) 1561 if (item->type == WAND)
1764 { 1562 {
1765 if (item->stats.food <= 0) 1563 if (item->stats.food <= 0)
1766 { 1564 {
1767 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1565 op->contr->play_sound (sound_find ("wand_poof"));
1768 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); 1566 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1567
1769 return; 1568 return;
1770 } 1569 }
1771 } 1570 }
1772 else if (item->type == ROD || item->type == HORN) 1571 else if (item->type == ROD || item->type == HORN)
1773 { 1572 {
1774 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1573 sint16 spell_sp = max (item->inv->stats.sp, item->inv->stats.grace);
1574
1575 // using the maximum of the rods charge allows at least one spell cast
1576 // for a rod or horn, this fixes some broken rods.
1577 if (item->stats.hp < min (spell_sp, item->stats.maxhp))
1775 { 1578 {
1776 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1579 op->contr->play_sound (sound_find ("wand_poof"));
1580
1777 if (item->type == ROD) 1581 if (item->type == ROD)
1778 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); 1582 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1779 else 1583 else
1780 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1584 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1585
1781 return; 1586 return;
1782 } 1587 }
1783 } 1588 }
1784 1589
1785 if (cast_spell (op, item, dir, item->inv, NULL)) 1590 if (cast_spell (op, item, dir, item->inv, NULL))
1786 { 1591 {
1787 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */ 1592 item->flag [FLAG_BEEN_APPLIED] = true; /* You now know something about it */
1593
1788 if (item->type == WAND) 1594 if (item->type == WAND)
1789 { 1595 {
1790 if (!(--item->stats.food)) 1596 if (!(--item->stats.food))
1791 { 1597 {
1792 object *tmp; 1598 object *tmp;
1793 1599
1794 if (item->arch) 1600 if (item->arch)
1795 { 1601 {
1796 CLEAR_FLAG (item, FLAG_ANIMATE); 1602 item->clr_flag (FLAG_ANIMATE);
1797 item->face = item->arch->clone.face; 1603 item->face = item->arch->face;
1798 item->set_speed (0); 1604 item->set_speed (0);
1799 } 1605 }
1800 1606
1801 if ((tmp = item->in_player ())) 1607 if (object *pl = item->visible_to ())
1802 esrv_update_item (UPD_ANIM, tmp, item); 1608 esrv_update_item (UPD_ANIM, pl, item);
1803 } 1609 }
1804 } 1610 }
1805 else if (item->type == ROD || item->type == HORN) 1611 else if (item->type == ROD || item->type == HORN)
1806 drain_rod_charge (item); 1612 drain_rod_charge (item);
1807 } 1613 }
1808} 1614}
1809 1615
1810/* Received a fire command for the player - go and do it. 1616/* Received a fire command for the player - go and do it.
1811 */ 1617 */
1812void 1618bool
1813fire (object *op, int dir) 1619fire (object *who, int dir)
1814{ 1620{
1815 int spellcost = 0; 1621 int spellcost = 0;
1816 1622
1623 player *pl = who->contr;
1624
1625 if (pl->golem)
1626 {
1627 control_golem (who->contr->golem, dir);
1628 return false;
1629 }
1630
1631 object *ob = pl->ranged_ob;
1632
1633 if (!ob)
1634 return false;
1635
1636 if (who->speed_left > 0.f)
1637 --who->speed_left;
1638 else
1639 return false;
1640
1641 if (!who->apply (ob))
1642 return false;
1643
1817 /* check for loss of invisiblity/hide */ 1644 /* check for loss of invisiblity/hide */
1818 if (action_makes_visible (op)) 1645 if (action_makes_visible (who))
1819 make_visible (op); 1646 make_visible (who);
1820 1647
1821 switch (op->contr->shoottype) 1648 switch (ob->type)
1822 { 1649 {
1823 case range_none: 1650 case BOW:
1824 return;
1825
1826 case range_bow:
1827 player_fire_bow (op, dir); 1651 player_fire_bow (who, dir);
1828 return; 1652 break;
1829 1653
1830 case range_magic: /* Casting spells */ 1654 case SPELL:
1831 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0)); 1655 spellcost = cast_spell (who, who, dir, ob, *pl->spellparam ? pl->spellparam : 0);
1832 return; 1656 break;
1833 1657
1834 case range_misc: 1658 case BUILDER:
1835 fire_misc_object (op, dir);
1836 return;
1837
1838 case range_golem: /* Control summoned monsters from scrolls */
1839 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
1840 {
1841 op->contr->ranges[range_golem] = 0;
1842 op->contr->shoottype = range_none;
1843 }
1844 else
1845 control_golem (op->contr->ranges[range_golem], dir);
1846 return;
1847
1848 case range_skill:
1849 if (!op->chosen_skill)
1850 {
1851 if (op->type == PLAYER)
1852 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
1853 return;
1854 }
1855
1856 do_skill (op, op, op->chosen_skill, dir, NULL);
1857 return;
1858 case range_builder:
1859 apply_map_builder (op, dir); 1659 apply_map_builder (who, dir);
1860 return; 1660 break;
1661
1662 case SKILL:
1663 do_skill (who, who, ob, dir, 0);
1664 break;
1665
1666 case RANGED:
1667 do_skill (who, ob, who->chosen_skill, dir, 0);
1668 break;
1669
1861 default: 1670 default:
1862 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type."); 1671 fire_misc_object (who, dir);
1863 return; 1672 break;
1864 } 1673 }
1865}
1866 1674
1867/* find_key 1675 return true;
1868 * We try to find a key for the door as passed. If we find a key 1676}
1869 * and successfully use it, we return the key, otherwise NULL 1677
1870 * This function merges both normal and locked door, since the logic 1678static object *
1871 * for both is the same - just the specific key is different.
1872 * pl is the player,
1873 * inv is the objects inventory to searched
1874 * door is the door we are trying to match against.
1875 * This function can be called recursively to search containers.
1876 */
1877object *
1878find_key (object *pl, object *container, object *door) 1679find_key_ (object *pl, object *container, object *door)
1879{ 1680{
1880 object *tmp, *key; 1681 object *tmp, *key;
1881 1682
1882 /* Should not happen, but sanity checking is never bad */ 1683 /* Should not happen, but sanity checking is never bad */
1883 if (!container->inv) 1684 if (!container->inv)
1886 /* First, lets try to find a key in the top level inventory */ 1687 /* First, lets try to find a key in the top level inventory */
1887 for (tmp = container->inv; tmp; tmp = tmp->below) 1688 for (tmp = container->inv; tmp; tmp = tmp->below)
1888 { 1689 {
1889 if (door->type == DOOR && tmp->type == KEY) 1690 if (door->type == DOOR && tmp->type == KEY)
1890 break; 1691 break;
1692
1891 /* For sanity, we should really check door type, but other stuff 1693 /* For sanity, we should really check door type, but other stuff
1892 * (like containers) can be locked with special keys 1694 * (like containers) can be locked with special keys
1893 */ 1695 */
1894 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1696 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1895 break; 1697 break;
1901 * a key, return 1703 * a key, return
1902 */ 1704 */
1903 if (!tmp) 1705 if (!tmp)
1904 { 1706 {
1905 for (tmp = container->inv; tmp; tmp = tmp->below) 1707 for (tmp = container->inv; tmp; tmp = tmp->below)
1906 {
1907 /* No reason to search empty containers */ 1708 /* No reason to search empty containers */
1908 if (tmp->type == CONTAINER && tmp->inv) 1709 if (tmp->type == CONTAINER && tmp->inv)
1909 {
1910 if ((key = find_key (pl, tmp, door))) 1710 if ((key = find_key_ (pl, tmp, door)))
1911 return key; 1711 return key;
1912 }
1913 }
1914 1712
1915 if (!tmp) 1713 if (!tmp)
1916 return NULL; 1714 return 0;
1917 } 1715 }
1918 1716
1919 /* We get down here if we have found a key. Now if its in a container, 1717 /* We get down here if we have found a key. Now if its in a container,
1920 * see if we actually want to use it 1718 * see if we actually want to use it
1921 */ 1719 */
1922 if (pl != container) 1720 if (pl != container)
1923 { 1721 {
1924 /* Only let players use keys in containers */ 1722 /* Only let players use keys in containers */
1925 if (!pl->contr) 1723 if (!pl->contr)
1926 return NULL; 1724 return 0;
1725
1927 /* cases where this fails: 1726 /* cases where this fails:
1928 * If we only search the player inventory, return now since we 1727 * If we only search the player inventory, return now since we
1929 * are not in the players inventory. 1728 * are not in the players inventory.
1930 * If the container is not active, return now since only active 1729 * If the container is not active, return now since only active
1931 * containers can be used. 1730 * containers can be used.
1935 * inv must have been an container and must have been active. 1734 * inv must have been an container and must have been active.
1936 * 1735 *
1937 * Change the color so that the message doesn't disappear with 1736 * Change the color so that the message doesn't disappear with
1938 * all the others. 1737 * all the others.
1939 */ 1738 */
1940 if (pl->contr->usekeys == key_inventory || 1739 if (pl->contr->usekeys == key_inventory
1941 !QUERY_FLAG (container, FLAG_APPLIED) || 1740 || !container->flag [FLAG_APPLIED]
1942 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys")))) 1741 || (pl->contr->usekeys == keyrings && container->race != shstr_keys))
1943 { 1742 {
1944 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1743 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1945 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); 1744 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1946 return NULL; 1745 return NULL;
1947 } 1746 }
1948 } 1747 }
1949 1748
1950 return tmp; 1749 return tmp;
1750}
1751
1752/* find_key
1753 * We try to find a key for the door as passed. If we find a key
1754 * and successfully use it, we return the key, otherwise NULL
1755 * This function merges both normal and locked door, since the logic
1756 * for both is the same - just the specific key is different.
1757 * pl is the player,
1758 * inv is the objects inventory to searched
1759 * door is the door we are trying to match against.
1760 * This function can be called recursively to search containers.
1761 */
1762object *
1763find_key (object *pl, object *container, object *door)
1764{
1765 if (door->slaying && is_match_expr (door->slaying))
1766 {
1767 // for match expressions, we try to find the key by applying the match
1768 // to the op itself, which is supposed to find the "key", instead
1769 // of searching through containers ourselves.
1770
1771 return match_one (door->slaying, container, door, pl, pl);
1772 }
1773 else
1774 return find_key_ (pl, container, door);
1951} 1775}
1952 1776
1953/* moved door processing out of move_player_attack. 1777/* moved door processing out of move_player_attack.
1954 * returns 1 if player has opened the door with a key 1778 * returns 1 if player has opened the door with a key
1955 * such that the caller should not do anything more, 1779 * such that the caller should not do anything more,
1956 * 0 otherwise 1780 * 0 otherwise
1957 */ 1781 */
1958static int 1782static int
1959player_attack_door (object *op, object *door) 1783player_attack_door (object *op, object *door)
1960{ 1784{
1961 /* If its a door, try to find a use a key. If we do destroy the door, 1785 /* If its a door, try to find a key. If we do destroy the door,
1962 * might as well return immediately as there is nothing more to do - 1786 * might as well return immediately as there is nothing more to do -
1963 * otherwise, we fall through to the rest of the code. 1787 * otherwise, we fall through to the rest of the code.
1964 */ 1788 */
1965 object *key = find_key (op, op, door); 1789 object *key = find_key (op, op, door);
1966 1790
1967 /* IF we found a key, do some extra work */ 1791 /* If we found a key, do some extra work */
1968 if (key) 1792 if (key)
1969 { 1793 {
1970 object *container = key->env; 1794 object *container = key->env;
1971 1795
1972 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1973 if (action_makes_visible (op)) 1796 if (action_makes_visible (op))
1974 make_visible (op); 1797 make_visible (op);
1798
1975 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1799 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1976 spring_trap (door->inv, op); 1800 spring_trap (door->inv, op);
1977 1801
1978 if (door->type == DOOR) 1802 if (door->type == DOOR)
1979 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1803 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1980 else if (door->type == LOCKED_DOOR) 1804 else if (door->type == LOCKED_DOOR)
1981 { 1805 {
1982 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1806 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN);
1983 remove_door2 (door); /* remove door without violence ;-) */ 1807 remove_door2 (door); /* remove door without violence ;-) */
1984 } 1808 }
1985 1809
1986 /* Do this after we print the message */ 1810 /* Do this after we print the message */
1987 decrease_ob (key); /* Use up one of the keys */ 1811 key->decrease (); /* Use up one of the keys */
1988 /* Need to update the weight the container the key was in */
1989 if (container != op)
1990 esrv_update_item (UPD_WEIGHT, op, container);
1991 1812
1992 return 1; /* Nothing more to do below */ 1813 return 1; /* Nothing more to do below */
1993 } 1814 }
1994 else if (door->type == LOCKED_DOOR) 1815 else if (door->type == LOCKED_DOOR)
1995 { 1816 {
1996 /* Might as well return now - no other way to open this */ 1817 /* Might as well return now - no other way to open this */
1997 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1818 op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door...");
1998 return 1; 1819 return 1;
1999 } 1820 }
2000 1821
2001 return 0; 1822 return 0;
2002} 1823}
2005 * It should keep the code cleaner. 1826 * It should keep the code cleaner.
2006 * When this is called, the players direction has been updated 1827 * When this is called, the players direction has been updated
2007 * (taking into account confusion.) The player is also actually 1828 * (taking into account confusion.) The player is also actually
2008 * going to try and move (not fire weapons). 1829 * going to try and move (not fire weapons).
2009 */ 1830 */
2010void 1831bool
2011move_player_attack (object *op, int dir) 1832move_player_attack (object *op, int dir)
2012{ 1833{
2013 object *tmp, *mon; 1834 if (!op->contr->braced && op->speed_left > 0.f && op->move (dir))
2014 sint16 nx, ny; 1835 {
2015 int on_battleground; 1836 --op->speed_left;
2016 maptile *m; 1837 return true;
1838 }
2017 1839
2018 nx = freearr_x[dir] + op->x; 1840 sint16 nx = freearr_x[dir] + op->x;
2019 ny = freearr_y[dir] + op->y; 1841 sint16 ny = freearr_y[dir] + op->y;
2020 1842
2021 on_battleground = op_on_battleground (op, 0, 0); 1843 if (out_of_map (op->map, nx, ny))
1844 return false;
2022 1845
2023 /* If braced, or can't move to the square, and it is not out of the 1846 /* If braced, or can't move to the square, and it is not out of the
2024 * map, attack it. Note order of if statement is important - don't 1847 * map, attack it. Note order of if statement is important - don't
2025 * want to be calling move_ob if braced, because move_ob will move the 1848 * want to be calling move_ob if braced, because move_ob will move the
2026 * player. This is a pretty nasty hack, because if we could 1849 * player. This is a pretty nasty hack, because if we could
2027 * move to some space, it then means that if we are braced, we should 1850 * move to some space, it then means that if we are braced, we should
2028 * do nothing at all. As it is, if we are braced, we go through 1851 * do nothing at all. As it is, if we are braced, we go through
2029 * quite a bit of processing. However, it probably is less than what 1852 * quite a bit of processing. However, it probably is less than what
2030 * move_ob uses. 1853 * move_ob uses.
2031 */ 1854 */
2032 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) 1855 maptile *m = op->map->xy_find (nx, ny);
1856
1857 /* Go through all the objects, and find ones of interest. Only stop if
1858 * we find a monster - that is something we know we want to attack.
1859 * if its a door or barrel (can roll) see if there may be monsters
1860 * on the space
1861 */
1862 object *mon;
1863 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
1864 {
1865 if ((mon->flag [FLAG_ALIVE]
1866 || mon->type == LOCKED_DOOR
1867 || mon->flag [FLAG_CAN_ROLL])
1868 && mon != op)
1869 break;
2033 { 1870 }
2034 if (OUT_OF_REAL_MAP (op->map, nx, ny)) 1871
1872 if (!mon) /* This happens anytime the player tries to move */
1873 return false; /* into a wall */
1874
1875 mon = mon->head_ ();
1876
1877 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
1878 if (op->contr->weapon_sp_left > 0.f)
1879 if (player_attack_door (op, mon))
1880 {
1881 --op->contr->weapon_sp_left;
1882 return true;
2035 { 1883 }
2036 m = op->map->xy_find (nx, ny); 1884
2037 if (!m) 1885 /* The following deals with possibly attacking peaceful
2038 return; /* Don't think this should happen */ 1886 * or friendly creatures. Basically, all players are considered
1887 * unaggressive. If the moving player has peaceful set, then the
1888 * object should be pushed instead of attacked. It is assumed that
1889 * if you are braced, you will not attack friends accidently,
1890 * and thus will not push them.
1891 */
1892
1893 /* If the creature is a pet, push it even if the player is not
1894 * peaceful. Our assumption is the creature is a pet if the
1895 * player owns it and it is either friendly or unagressive.
1896 */
1897 if (op->type == PLAYER
1898 && ((mon->owner && mon->owner->contr
1899 && same_party (mon->owner->contr->party, op->contr->party))
1900 || mon->owner == op)
1901 && (mon->flag [FLAG_UNAGGRESSIVE] || mon->flag [FLAG_FRIENDLY]))
1902 {
1903 /* If we're braced, we don't want to switch places with it */
1904 if (op->contr->braced)
1905 return false;
1906
1907 if (op->speed_left > 0.f)
1908 {
1909 --op->speed_left;
1910
1911 op->play_sound (sound_find ("push_player"));
1912 push_ob (mon, dir, op);
1913
1914 if (action_makes_visible (op))
1915 make_visible (op);
1916
1917 return true;
2039 } 1918 }
2040 else 1919 else
2041 m = op->map;
2042
2043 if (!(tmp = m->at (nx, ny).bot))
2044 return; 1920 return false;
1921 }
2045 1922
2046 mon = 0; 1923 bool on_battleground = op_on_battleground (op, 0, 0);
2047 /* Go through all the objects, and find ones of interest. Only stop if
2048 * we find a monster - that is something we know we want to attack.
2049 * if its a door or barrel (can roll) see if there may be monsters
2050 * on the space
2051 */
2052 while (tmp)
2053 {
2054 if (tmp == op)
2055 {
2056 tmp = tmp->above;
2057 continue;
2058 }
2059 1924
2060 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2061 {
2062 mon = tmp;
2063 break;
2064 }
2065
2066 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2067 mon = tmp;
2068
2069 tmp = tmp->above;
2070 }
2071
2072 if (!mon) /* This happens anytime the player tries to move */
2073 return; /* into a wall */
2074
2075 if (mon->head)
2076 mon = mon->head;
2077
2078 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2079 if (player_attack_door (op, mon))
2080 return;
2081
2082 /* The following deals with possibly attacking peaceful
2083 * or frienddly creatures. Basically, all players are considered
2084 * unaggressive. If the moving player has peaceful set, then the
2085 * object should be pushed instead of attacked. It is assumed that
2086 * if you are braced, you will not attack friends accidently,
2087 * and thus will not push them.
2088 */
2089
2090 /* If the creature is a pet, push it even if the player is not
2091 * peaceful. Our assumption is the creature is a pet if the
2092 * player owns it and it is either friendly or unagressive.
2093 */
2094 if ((op->type == PLAYER)
2095#if COZY_SERVER
2096 &&
2097 ((mon->owner && mon->owner->contr
2098 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op)
2099#else
2100 && mon->owner == op
2101#endif
2102 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2103 {
2104 /* If we're braced, we don't want to switch places with it */
2105 if (op->contr->braced)
2106 return;
2107
2108 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2109 (void) push_ob (mon, dir, op);
2110 if (op->contr->tmp_invis || op->hide)
2111 make_visible (op);
2112
2113 return;
2114 }
2115
2116 /* in certain circumstances, you shouldn't attack friendly 1925 /* in certain circumstances, you shouldn't attack friendly
2117 * creatures. Note that if you are braced, you can't push 1926 * creatures. Note that if you are braced, you can't push
2118 * someone, but put it inside this loop so that you won't 1927 * someone, but put it inside this loop so that you won't
2119 * attack them either. 1928 * attack them either.
2120 */ 1929 */
2121 if ((mon->type == PLAYER || mon->enemy != op) && 1930 if ((mon->type == PLAYER || mon->enemy != op)
2122 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 1931 && (mon->type == PLAYER || mon->flag [FLAG_UNAGGRESSIVE] || mon->flag [FLAG_FRIENDLY])
2123#ifdef PROHIBIT_PLAYERKILL
2124 (op->contr->peaceful 1932 && ((op->contr->peaceful
2125 || (mon->type == PLAYER 1933 || (mon->type == PLAYER && mon->contr->peaceful))
2126 && mon->contr->
2127 peaceful)) &&
2128#else
2129 op->contr->peaceful &&
2130#endif
2131 !on_battleground)) 1934 && !on_battleground))
1935 {
1936 if (op->speed_left > 0.f)
2132 { 1937 {
1938 --op->speed_left;
1939
2133 if (!op->contr->braced) 1940 if (!op->contr->braced)
2134 { 1941 {
2135 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 1942 op->play_sound (sound_find ("push_player"));
2136 push_ob (mon, dir, op); 1943 push_ob (mon, dir, op);
2137 } 1944 }
2138 else 1945 else
2139 new_draw_info (0, 0, op, "You withhold your attack"); 1946 op->statusmsg ("You withhold your attack");
2140 1947
2141 if (op->contr->tmp_invis || op->hide) 1948 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
2142 make_visible (op); 1949 make_visible (op);
2143 }
2144 1950
1951 return true;
1952 }
1953 }
2145 /* If the object is a boulder or other rollable object, then 1954 /* If the object is a boulder or other rollable object, then
2146 * roll it if not braced. You can't roll it if you are braced. 1955 * roll it if not braced. You can't roll it if you are braced.
2147 */ 1956 */
2148 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 1957 else if (mon->flag [FLAG_CAN_ROLL] && (!op->contr->braced))
1958 {
1959 if (op->speed_left > 0.f)
2149 { 1960 {
1961 --op->speed_left;
1962
2150 recursive_roll (mon, dir, op); 1963 recursive_roll (mon, dir, op);
2151 if (action_makes_visible (op)) 1964 if (action_makes_visible (op))
2152 make_visible (op); 1965 make_visible (op);
2153 }
2154 1966
1967 return true;
1968 }
1969 }
2155 /* Any generic living creature. Including things like doors. 1970 /* Any generic living creature. Including things like doors.
2156 * Way it works is like this: First, it must have some hit points 1971 * Way it works is like this: First, it must have some hit points
2157 * and be living. Then, it must be one of the following: 1972 * and be living. Then, it must be one of the following:
2158 * 1) Not a player, 2) A player, but of a different party. Note 1973 * 1) Not a player, 2) A player, but of a different party. Note
2159 * that party_number -1 is no party, so attacks can still happen. 1974 * that party_number -1 is no party, so attacks can still happen.
2160 */ 1975 */
2161 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 1976 else if ((mon->stats.hp >= 0) && mon->flag [FLAG_ALIVE] &&
2162 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 1977 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2163 { 1978 {
2164 1979 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2165 /* If the player hasn't hit something this tick, and does
2166 * so, give them speed boost based on weapon speed. Doing
2167 * it here is better than process_players2, which basically
2168 * incurred a 1 tick offset.
2169 */
2170 if (!op->contr->has_hit)
2171 { 1980 {
2172 op->speed_left += op->speed / op->contr->weapon_sp; 1981 --op->contr->weapon_sp_left;
2173
2174 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2175 }
2176 1982
2177 skill_attack (mon, op, 0, 0, 0); 1983 skill_attack (mon, op, 0, 0, 0);
2178
2179 /* If attacking another player, that player gets automatic
2180 * hitback, and doesn't loose luck either.
2181 * Disable hitback on the battleground or if the target is
2182 * the wiz.
2183 */
2184 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2185 {
2186 short luck = mon->stats.luck;
2187
2188 mon->contr->has_hit = 1;
2189 skill_attack (op, mon, 0, 0, 0);
2190 mon->stats.luck = luck;
2191 }
2192 1984
2193 if (action_makes_visible (op)) 1985 if (action_makes_visible (op))
2194 make_visible (op); 1986 make_visible (op);
2195 }
2196 } /* if player should attack something */
2197}
2198 1987
2199int 1988 return true;
1989 }
1990 }
1991
1992 return false;
1993}
1994
1995bool
2200move_player (object *op, int dir) 1996move_player (object *op, int dir)
2201{ 1997{
2202 int pick;
2203
2204 if (!op->map || op->map->in_memory != MAP_IN_MEMORY) 1998 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2205 return 0; 1999 return 0;
2206 2000
2207 /* Sanity check: make sure dir is valid */ 2001 /* Sanity check: make sure dir is valid */
2208 if ((dir < 0) || (dir >= 9)) 2002 if (dir < 0 || dir > 8)
2209 { 2003 {
2210 LOG (llevError, "move_player: invalid direction %d\n", dir); 2004 LOG (llevError, "move_player: invalid direction %d\n", dir);
2211 return 0; 2005 return 0;
2212 } 2006 }
2213 2007
2214 /* peterm: added following line */ 2008 /* peterm: added following line */
2215 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2009 if (op->flag [FLAG_CONFUSED] && dir)
2216 dir = absdir (dir + rndm (3) + rndm (3) - 2); 2010 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2217 2011
2218 op->facing = dir; 2012 op->facing = dir;
2219 2013
2220 if (op->hide) 2014 if (op->flag [FLAG_HIDDEN])
2221 do_hidden_move (op); 2015 do_hidden_move (op);
2222 2016
2017 bool retval;
2018 int pick = 0;
2019
2223 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2020 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2224 /*nop */ ; 2021 retval = RESULT_INT (0);
2225 else if (op->contr->fire_on) 2022 else if (op->contr->fire_on)
2226 fire (op, dir); 2023 retval = fire (op, dir);
2227 else 2024 else
2228 { 2025 {
2229 move_player_attack (op, dir); 2026 retval = move_player_attack (op, dir);
2230 pick = check_pick (op); 2027 pick = check_pick (op);
2231 } 2028 }
2232 2029
2233 /* Add special check for newcs players and fire on - this way, the 2030 /* Add special check for newcs players and fire on - this way, the
2234 * server can handle repeat firing. 2031 * server can handle repeat firing.
2241 /* Update how the player looks. Use the facing, so direction may 2038 /* Update how the player looks. Use the facing, so direction may
2242 * get reset to zero. This allows for full animation capabilities 2039 * get reset to zero. This allows for full animation capabilities
2243 * for players. 2040 * for players.
2244 */ 2041 */
2245 animate_object (op, op->facing); 2042 animate_object (op, op->facing);
2246 return 0; 2043
2044 return retval;
2247} 2045}
2248 2046
2249/* This is similar to handle_player, below, but is only used by the 2047/* This is similar to handle_player, below, but is only used by the
2250 * new client/server stuff. 2048 * new client/server stuff.
2251 * This is sort of special, in that the new client/server actually uses 2049 * This is sort of special, in that the new client/server actually uses
2252 * the new speed values for commands. 2050 * the new speed values for commands.
2253 * 2051 *
2254 * Returns true if there are more actions we can do. 2052 * Returns true if there are more actions we can do. Should not do
2053 * many actions in a row, as that would be too unfair to other
2054 * players.
2255 */ 2055 */
2256int 2056bool
2257handle_newcs_player (object *op) 2057handle_newcs_player (object *op)
2258{ 2058{
2059 if (op->flag [FLAG_SCARED])
2060 {
2061 if (op->speed_left > 0.f)
2062 {
2063 --op->speed_left;
2064 flee_player (op);
2065
2066 return true;
2067 }
2068 else
2069 return false;
2070 }
2071
2072 /* call this here - we also will call this in do_ericserver, but
2073 * the players time has been increased when doericserver has been
2074 * called, so we recheck it here.
2075 */
2076 if (op->contr->ns->handle_command ())
2077 return true;
2078
2079 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2080 return move_player (op, op->direction);
2081
2082 return false;
2083}
2084
2085static int
2086save_life (object *op)
2087{
2088 if (!op->flag [FLAG_LIFESAVE])
2089 return 0;
2090
2091 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2092 if (tmp->flag [FLAG_APPLIED] && tmp->flag [FLAG_LIFESAVE])
2093 {
2094 op->play_sound (sound_find ("ob_evaporate"));
2095 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2096
2097 tmp->destroy ();
2098 op->clr_flag (FLAG_LIFESAVE);
2099
2100 if (op->stats.hp < 0)
2101 op->stats.hp = op->stats.maxhp;
2102
2103 if (op->stats.food < 0)
2104 op->stats.food = MAX_FOOD;
2105
2106 op->update_stats ();
2107 return 1;
2108 }
2109
2110 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2111 op->clr_flag (FLAG_LIFESAVE);
2112 enter_player_savebed (op); /* bring him home. */
2113 return 0;
2114}
2115
2116/* This goes throws the inventory and removes unpaid objects, and puts them
2117 * back in the map (location and map determined by values of env). This
2118 * function will descend into containers. op is the object to start the search
2119 * from.
2120 */
2121static void
2122drop_unpaid_items (object *op, object *env)
2123{
2124 while (op)
2125 {
2126 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2127
2128 if (op->flag [FLAG_UNPAID])
2129 op->insert_at (env);
2130 else if (op->inv)
2131 drop_unpaid_items (op->inv, env);
2132
2133 op = next;
2134 }
2135}
2136
2137void
2138object::drop_unpaid_items ()
2139{
2140 if (!flag [FLAG_REMOVED])
2141 ::drop_unpaid_items (inv, this);
2142}
2143
2144void
2145do_some_living (object *op)
2146{
2147 int last_food = op->stats.food;
2148 int gen_hp, gen_sp, gen_grace;
2149 int i;
2150 int rate_hp = 1200;
2151 int rate_sp = 2500;
2152 int rate_grace = 2000;
2153 const int max_hp = 1;
2154 const int max_sp = 1;
2155 const int max_grace = 1;
2156
2259 if (op->contr->hidden) 2157 if (op->contr->hidden)
2260 { 2158 {
2261 op->invisible = 1000; 2159 op->invisible = 1000;
2262 /* the socket code flashes the player visible/invisible 2160 /* the socket code flashes the player visible/invisible
2263 * depending on the value of invisible, so we need to 2161 * depending on the value of invisible, so we need to
2264 * alternate it here for it to work correctly. 2162 * alternate it here for it to work correctly.
2265 */ 2163 */
2266 if (pticks & 2) 2164 if (pticks & 2)
2267 op->invisible--; 2165 op->invisible--;
2268 } 2166 }
2269 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS))) 2167 else if (op->invisible && !(op->flag [FLAG_MAKE_INVIS]))
2270 { 2168 {
2271 op->invisible--;
2272 if (!op->invisible) 2169 if (!op->invisible--)
2273 { 2170 {
2274 make_visible (op); 2171 make_visible (op);
2275 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out."); 2172 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2276 } 2173 }
2277 }
2278
2279 if (QUERY_FLAG (op, FLAG_SCARED))
2280 {
2281 flee_player (op);
2282 /* If player is still scared, that is his action for this tick */
2283 if (QUERY_FLAG (op, FLAG_SCARED))
2284 {
2285 op->speed_left--;
2286 return 0;
2287 }
2288 }
2289
2290 /* I've been seeing crashes where the golem has been destroyed, but
2291 * the player object still points to the defunct golem. The code that
2292 * destroys the golem looks correct, and it doesn't always happen, so
2293 * put this in a a workaround to clean up the golem pointer.
2294 */
2295 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2296 op->contr->ranges[range_golem] = 0;
2297
2298 /* call this here - we also will call this in do_ericserver, but
2299 * the players time has been increased when doericserver has been
2300 * called, so we recheck it here.
2301 */
2302 if (op->contr->ns->handle_command ())
2303 return 1;
2304
2305 if (op->speed_left > 0)
2306 {
2307 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2308 {
2309 /* All move commands take 1 tick, at least for now */
2310 op->speed_left--;
2311
2312 /* Instead of all the stuff below, let move_player take care
2313 * of it. Also, some of the skill stuff is only put in
2314 * there, as well as the confusion stuff.
2315 */
2316 move_player (op, op->direction);
2317
2318 return op->speed_left > 0;
2319 }
2320 }
2321
2322 return 0;
2323}
2324
2325int
2326save_life (object *op)
2327{
2328 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2329 return 0;
2330
2331 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2332 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2333 {
2334 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2335 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2336
2337 if (op->contr)
2338 esrv_del_item (op->contr, tmp->count);
2339
2340 tmp->destroy ();
2341 CLEAR_FLAG (op, FLAG_LIFESAVE);
2342
2343 if (op->stats.hp < 0)
2344 op->stats.hp = op->stats.maxhp;
2345
2346 if (op->stats.food < 0)
2347 op->stats.food = 999;
2348
2349 op->update_stats ();
2350 return 1;
2351 }
2352
2353 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2354 CLEAR_FLAG (op, FLAG_LIFESAVE);
2355 enter_player_savebed (op); /* bring him home. */
2356 return 0;
2357}
2358
2359/* This goes throws the inventory and removes unpaid objects, and puts them
2360 * back in the map (location and map determined by values of env). This
2361 * function will descend into containers. op is the object to start the search
2362 * from.
2363 */
2364void
2365remove_unpaid_objects (object *op, object *env)
2366{
2367 while (op)
2368 {
2369 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2370
2371 if (QUERY_FLAG (op, FLAG_UNPAID))
2372 {
2373 if (env->type == PLAYER)
2374 esrv_del_item (env->contr, op->count);
2375
2376 op->insert_at (env);
2377 }
2378 else if (op->inv)
2379 remove_unpaid_objects (op->inv, env);
2380
2381 op = next;
2382 }
2383}
2384
2385/*
2386 * Returns pointer a static string containing gravestone text
2387 * Moved from apply.c to player.c - player.c is what
2388 * actually uses this function. player.c may not be quite the
2389 * best, a misc file for object actions is probably better,
2390 * but there isn't one in the server directory.
2391 */
2392char *
2393gravestone_text (object *op)
2394{
2395 static char buf2[MAX_BUF];
2396 char buf[MAX_BUF];
2397 time_t now = time (NULL);
2398
2399 strcpy (buf2, " R.I.P.\n\n");
2400 if (op->type == PLAYER)
2401 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2402 else
2403 sprintf (buf, "%s\n", &op->name);
2404
2405 strncat (buf2, " ", 20 - strlen (buf) / 2);
2406 strcat (buf2, buf);
2407 if (op->type == PLAYER)
2408 sprintf (buf, "who was in level %d when killed\n", op->level);
2409 else
2410 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2411
2412 strncat (buf2, " ", 20 - strlen (buf) / 2);
2413 strcat (buf2, buf);
2414 if (op->type == PLAYER)
2415 {
2416 sprintf (buf, "by %s.\n\n", op->contr->killer);
2417 strncat (buf2, " ", 21 - strlen (buf) / 2);
2418 strcat (buf2, buf);
2419 }
2420
2421 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2422 strncat (buf2, " ", 20 - strlen (buf) / 2);
2423 strcat (buf2, buf);
2424
2425 return buf2;
2426}
2427
2428void
2429do_some_living (object *op)
2430{
2431 int last_food = op->stats.food;
2432 int gen_hp, gen_sp, gen_grace;
2433 int over_hp, over_sp, over_grace;
2434 int i;
2435 int rate_hp = 1200;
2436 int rate_sp = 2500;
2437 int rate_grace = 2000;
2438 const int max_hp = 1;
2439 const int max_sp = 1;
2440 const int max_grace = 1;
2441
2442 if (op->contr->outputs_sync)
2443 {
2444 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2445 if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2446 flush_output_element (op, &op->contr->outputs[i]);
2447 } 2174 }
2448 2175
2449 if (op->contr->ns->state == ST_PLAYING) 2176 if (op->contr->ns->state == ST_PLAYING)
2450 { 2177 {
2451 /* these next three if clauses make it possible to SLOW DOWN 2178 /* these next three if clauses make it possible to SLOW DOWN
2472 { 2199 {
2473 gen_grace = op->stats.maxgrace; 2200 gen_grace = op->stats.maxgrace;
2474 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2201 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2475 } 2202 }
2476 2203
2477 /* Regenerate Spell Points */ 2204 /* Regenerate Grace */
2478 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0) 2205 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2206 if (--op->last_grace < 0)
2479 { 2207 {
2480 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2481 if (op->stats.sp < op->stats.maxsp) 2208 if (op->stats.grace < op->stats.maxgrace / 2)
2209 op->stats.grace++; /* no penalty in food for regaining grace */
2210
2211 int temp = gen_grace < 20 ? 30 : gen_grace + 10;
2212
2213 if (max_grace > 1)
2482 { 2214 {
2483 op->stats.sp++; 2215 int over_grace = temp / rate_grace;
2484 /* dms do not consume food */ 2216
2485 if (!QUERY_FLAG (op, FLAG_WIZ)) 2217 if (over_grace > 0)
2486 { 2218 {
2487 op->stats.food--; 2219 op->stats.sp += over_grace + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > (temp % rate_grace)) ? -1 : 0;
2488 if (op->contr->digestion < 0) 2220 op->last_grace = 0;
2489 op->stats.food += op->contr->digestion;
2490 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2491 op->stats.food = last_food;
2492 } 2221 }
2222 else
2223 op->last_grace = rate_grace / temp;
2493 } 2224 }
2225 else
2226 op->last_grace = rate_grace / temp;
2494 2227
2495 if (max_sp > 1) 2228 /* wearing stuff doesn't detract from grace generation. */
2229 }
2230
2231 if (op->stats.food > 0)
2232 {
2233 /* Regenerate Spell Points */
2234 if (!op->contr->golem && --op->last_sp < 0)
2496 { 2235 {
2497 over_sp = (gen_sp + 10) / rate_sp; 2236 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2498 if (over_sp > 0) 2237
2238 if (op->stats.sp < op->stats.maxsp)
2499 { 2239 {
2500 if (op->stats.sp < op->stats.maxsp) 2240 op->stats.sp++;
2241
2242 /* dms do not consume food */
2243 if (!op->flag [FLAG_WIZ])
2501 { 2244 {
2502 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2503
2504 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2505 op->stats.sp--; 2245 op->stats.food--;
2506 2246
2507 if (op->stats.sp > op->stats.maxsp) 2247 if (op->contr->digestion < 0)
2248 op->stats.food += op->contr->digestion;
2249 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2508 op->stats.sp = op->stats.maxsp; 2250 op->stats.food = last_food;
2509 } 2251 }
2252 }
2253
2254 if (max_sp > 1)
2255 {
2256 int over_sp = (gen_sp + 10) / rate_sp;
2257 if (over_sp > 0)
2258 {
2259 if (op->stats.sp < op->stats.maxsp)
2260 {
2261 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2262
2263 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2264 op->stats.sp--;
2265
2266 if (op->stats.sp > op->stats.maxsp)
2267 op->stats.sp = op->stats.maxsp;
2268 }
2269
2510 op->last_sp = 0; 2270 op->last_sp = 0;
2271 }
2272 else
2273 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2511 } 2274 }
2512 else 2275 else
2513 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2276 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2514 } 2277 }
2515 else
2516 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2517 }
2518 2278
2519 /* Regenerate Grace */ 2279 /* Regenerate Hit Points */
2520 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2521 if (--op->last_grace < 0) 2280 if (--op->last_heal < 0)
2522 {
2523 if (op->stats.grace < op->stats.maxgrace / 2)
2524 op->stats.grace++; /* no penalty in food for regaining grace */
2525
2526 if (max_grace > 1)
2527 { 2281 {
2528 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2282 if (op->stats.hp < op->stats.maxhp)
2529 if (over_grace > 0)
2530 { 2283 {
2531 op->stats.sp += over_grace 2284 op->stats.hp++;
2532 + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0; 2285
2286 /* dms do not consume food */
2287 if (!op->flag [FLAG_WIZ])
2288 {
2289 op->stats.food--;
2290
2291 if (op->contr->digestion < 0)
2292 op->stats.food += op->contr->digestion;
2293 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2294 op->stats.food = last_food;
2295 }
2296 }
2297
2298 int temp = gen_hp < 20 ? 30 : gen_hp + 10;
2299
2300 if (max_hp > 1)
2301 {
2302 int over_hp = temp / rate_hp;
2303
2304 if (over_hp > 0)
2305 {
2306 op->stats.sp += over_hp + (random_roll (0, rate_hp - 1, op, PREFER_HIGH) > (temp % rate_hp)) ? -1 : 0;
2533 op->last_grace = 0; 2307 op->last_heal = 0;
2308 }
2309 else
2310 op->last_heal = rate_hp / temp;
2534 } 2311 }
2535 else 2312 else
2536 {
2537 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2538 }
2539 }
2540 else
2541 {
2542 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2543 }
2544 /* wearing stuff doesn't detract from grace generation. */
2545 }
2546
2547 /* Regenerate Hit Points */
2548 if (--op->last_heal < 0)
2549 {
2550 if (op->stats.hp < op->stats.maxhp)
2551 {
2552 op->stats.hp++;
2553 /* dms do not consume food */
2554 if (!QUERY_FLAG (op, FLAG_WIZ))
2555 {
2556 op->stats.food--;
2557 if (op->contr->digestion < 0)
2558 op->stats.food += op->contr->digestion;
2559 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2560 op->stats.food = last_food;
2561 }
2562 }
2563
2564 if (max_hp > 1)
2565 {
2566 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2567 if (over_hp > 0)
2568 {
2569 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2570 op->last_heal = 0; 2313 op->last_heal = rate_hp / temp;
2571 }
2572 else
2573 {
2574 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2575 }
2576 }
2577 else
2578 {
2579 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2580 } 2314 }
2581 } 2315 }
2582 2316
2583 /* Digestion */ 2317 /* Digestion */
2584 if (--op->last_eat < 0) 2318 if (--op->last_eat < 0)
2585 { 2319 {
2586#ifdef COZY_SERVER 2320 int bonus = max (0, op->contr->digestion),
2587 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion; 2321 penalty = max (0, -op->contr->digestion);
2588 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2589#else
2590 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2591#endif
2592 2322
2593 if (op->contr->gen_hp > 0)
2594 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2323 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2595 else
2596 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2597 2324
2598 /* dms do not consume food */ 2325 /* dms do not consume food */
2599 if (!QUERY_FLAG (op, FLAG_WIZ)) 2326 if (!op->flag [FLAG_WIZ])
2600 op->stats.food--; 2327 op->stats.food--;
2601 } 2328 }
2602 2329
2603 if (op->stats.food < 0 && op->stats.hp >= 0) 2330 if (op->stats.food < 0 && op->stats.hp >= 0)
2604 { 2331 {
2605 object *tmp, *flesh = 0; 2332 object *flesh = 0;
2606 2333
2607 for (tmp = op->inv; tmp; tmp = tmp->below) 2334 for_inv_removable (op, tmp)
2608 { 2335 {
2609 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2336 if (tmp->flag [FLAG_UNPAID])
2337 continue;
2338
2339 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2610 { 2340 {
2611 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2341 op->statusmsg ("You blindly grab for a bite of food. "
2612 { 2342 "H<To prevent you from starving, you ate some random item from your backpack.>");
2613 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2343 op->apply (tmp);
2614 manual_apply (op, tmp, 0); 2344
2615 if (op->stats.food >= 0 || op->stats.hp < 0) 2345 if (op->stats.food >= 0 || op->stats.hp < 0)
2616 break; 2346 break;
2617 } 2347 }
2618 else if (tmp->type == FLESH) 2348 else if (tmp->type == FLESH)
2619 flesh = tmp; 2349 flesh = tmp;
2620 } /* End if paid for object */ 2350 }
2621 } /* end of for loop */
2622 2351
2623 /* If player is still starving, it means they don't have any food, so 2352 /* If player is still starving, it means they don't have any food, so
2624 * eat flesh instead. 2353 * eat flesh instead.
2625 */ 2354 */
2626 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2355 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2627 { 2356 {
2628 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2357 op->statusmsg ("You blindly grab for a bite of food. "
2358 "H<To prevent you from starving, you ate some random item from your backpack.>");
2629 manual_apply (op, flesh, 0); 2359 op->apply (flesh);
2630 } 2360 }
2361
2362 // If player is still starving, alert him!
2363 if (op->stats.food < 0)
2364 op->failmsg ("You are starving! "
2365 "H<Eat some food to increase your food and prevent you from an untimely death.>");
2366 }
2367
2368 if (op->stats.food < 0)
2631 } 2369 {
2370 op->stats.hp += op->stats.food;
2371 op->stats.food = 0;
2632 2372
2633 while (op->stats.food < 0 && op->stats.hp >= 0) 2373 if (op->stats.hp < 0)
2634 op->stats.food++, op->stats.hp--; 2374 {
2375 op->contr->killer = archetype::get ("killer_starvation");
2376 op->contr->killer->destroy ();
2377 }
2378 }
2635 2379
2380 /* killer should be set here already */
2636 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2381 if (op->stats.hp < 0 && !op->flag [FLAG_WIZ])
2637 kill_player (op); 2382 kill_player (op);
2638 } 2383 }
2639} 2384}
2640 2385
2641/* If the player should die (lack of hp, food, etc), we call this. 2386/* If the player should die (lack of hp, food, etc), we call this.
2644 * file. 2389 * file.
2645 */ 2390 */
2646void 2391void
2647kill_player (object *op) 2392kill_player (object *op)
2648{ 2393{
2649 char buf[MAX_BUF];
2650 int x, y; 2394 int x, y;
2651
2652 //int i;
2653 maptile *map; /* this is for resurrection */ 2395 maptile *map; /* this is for resurrection */
2654
2655 /* int z;
2656 int num_stats_lose;
2657 int lost_a_stat;
2658 int lose_this_stat;
2659 int this_stat; */
2660 int will_kill_again; 2396 int will_kill_again;
2661 archetype *at; 2397 archetype *at;
2662 object *tmp; 2398 object *tmp;
2663 2399
2664 if (save_life (op)) 2400 if (save_life (op))
2665 return; 2401 return;
2666 2402
2403 dynbuf_text deathtab;
2404
2405 /* restore player */
2406 at = archetype::find (shstr_poisoning);
2407 if (object *tmp = present_arch_in_ob (at, op))
2408 {
2409 tmp->destroy ();
2410 deathtab << "Your body feels cleansed...\r";
2411 }
2412
2413 at = archetype::find (shstr_confusion);
2414 if (object *tmp = present_arch_in_ob (at, op))
2415 {
2416 tmp->destroy ();
2417 deathtab << "Your mind feels clearer...\r";
2418 }
2419
2420 cure_disease (op, 0, 0); /* remove any disease */
2421
2422 max_it (op->stats.hp , op->stats.maxhp);
2423 max_it (op->stats.sp , op->stats.maxsp);
2424 max_it (op->stats.grace, op->stats.maxgrace);
2425 max_it (op->stats.food , 200);
2426
2427 // remove all spell effects that are active
2428 // to avoid long-term effects such as word-of-recall
2429 for (object *item = op->inv; item; )
2430 {
2431 object *next = item->below;
2432
2433 if (item->type == SPELL_EFFECT && item->active)
2434 item->destroy ();
2435
2436 item = next;
2437 }
2667 2438
2668 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2439 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2669 * in cities ONLY!!! It is very important that this doesn't get abused. 2440 * in cities ONLY!!! It is very important that this doesn't get abused.
2670 * Look at op_on_battleground() for more info --AndreasV 2441 * Look at op_on_battleground() for more info --AndreasV
2671 */ 2442 */
2672 if (op_on_battleground (op, &x, &y)) 2443 if (op_on_battleground (op, &x, &y))
2673 { 2444 {
2674 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2445 deathtab << "You almost died in combat, but local medics have saved your life...\r";
2675 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2676
2677 /* restore player */
2678 at = archetype::find ("poisoning");
2679 if (object *tmp = present_arch_in_ob (at, op))
2680 {
2681 tmp->destroy ();
2682 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2683 }
2684
2685 at = archetype::find ("confusion");
2686 if (object *tmp = present_arch_in_ob (at, op))
2687 {
2688 tmp->destroy ();
2689 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2690 }
2691
2692 cure_disease (op, 0); /* remove any disease */
2693 op->stats.hp = op->stats.maxhp;
2694 if (op->stats.food <= 0)
2695 op->stats.food = 999;
2696 2446
2697 /* create a bodypart-trophy to make the winner happy */ 2447 /* create a bodypart-trophy to make the winner happy */
2698 if (object *tmp = arch_to_object (archetype::find ("finger"))) 2448 object *tmp = archetype::find (shstr_finger)->instance ();
2699 { 2449
2700 sprintf (buf, "%s's finger", &op->name); 2450 tmp->name = format ("%s's finger" , &op->name);
2701 tmp->name = buf; 2451 tmp->name_pl = format ("%s's fingers", &op->name);
2702 sprintf (buf, " This finger has been cut off %s\n" 2452 tmp->msg = format (
2703 " the %s, when he was defeated at\n level %d by %s.\n", 2453 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
2704 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2454 &op->name, op->contr->title,
2705 tmp->msg = buf; 2455 (int)op->level,
2456 op->contr->killer_name ()
2457 );
2706 tmp->value = 0, tmp->type = 0; 2458 tmp->value = 0, tmp->type = 0;
2707 tmp->materialname = "organics"; 2459 tmp->material = name_to_material (shstr_organic);
2708 tmp->insert_at (op, tmp); 2460 tmp->insert_at (op, tmp);
2709 }
2710 2461
2711 /* teleport defeated player to new destination */ 2462 /* teleport defeated player to new destination */
2712 transfer_ob (op, x, y, 0, NULL); 2463 transfer_ob (op, x, y, 0, NULL);
2713 op->contr->braced = 0; 2464 op->contr->braced = 0;
2465
2466 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2714 return; 2467 return;
2715 } 2468 }
2716 2469
2470 deathtab << "You were killed by " << op->contr->killer_name () << ".\n\n";
2471 deathtab << "T<YOU HAVE DIED>\n\n";
2472
2717 INVOKE_PLAYER (DEATH, op->contr); 2473 INVOKE_PLAYER (DEATH, op->contr);
2718 2474
2719 command_kill_pets (op, 0); 2475 command_kill_pets (op, 0);
2720 2476
2721 if (op->stats.food < 0) 2477 op->contr->play_sound (sound_find ("player_dies"));
2722 {
2723 sprintf (buf, "%s starved to death.", &op->name);
2724 strcpy (op->contr->killer, "starvation");
2725 }
2726 else
2727 sprintf (buf, "%s died.", &op->name);
2728
2729 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2730 2478
2731 /* save the map location for corpse, gravestone */ 2479 /* save the map location for corpse, gravestone */
2732 x = op->x; 2480 x = op->x;
2733 y = op->y; 2481 y = op->y;
2734 map = op->map; 2482 map = op->map;
2762 2510
2763 lost_a_stat = 0; 2511 lost_a_stat = 0;
2764 2512
2765 for (z = 0; z < num_stats_lose; z++) 2513 for (z = 0; z < num_stats_lose; z++)
2766 { 2514 {
2767 i = RANDOM () % NUM_STATS; 2515 i = rndm (NUM_STATS);
2768 2516
2769 if (settings.stat_loss_on_death) 2517 if (settings.stat_loss_on_death)
2770 { 2518 {
2771 /* Pick a random stat and take a point off it. Tell the player 2519 /* Pick a random stat and take a point off it. Tell the player
2772 * what he lost. 2520 * what he lost.
2779 lost_a_stat = 1; 2527 lost_a_stat = 1;
2780 } 2528 }
2781 else 2529 else
2782 { 2530 {
2783 /* deplete a stat */ 2531 /* deplete a stat */
2784 archetype *deparch = archetype::find ("depletion"); 2532 archetype *deparch = archetype::find (shstr_depletion);
2785 object *dep; 2533 object *dep;
2786 2534
2787 dep = present_arch_in_ob (deparch, op); 2535 dep = present_arch_in_ob (deparch, op);
2788 if (!dep) 2536 if (!dep)
2789 { 2537 {
2790 dep = arch_to_object (deparch); 2538 dep = deparch->instance ();
2791 insert_ob_in_ob (dep, op); 2539 insert_ob_in_ob (dep, op);
2792 } 2540 }
2793 lose_this_stat = 1; 2541 lose_this_stat = 1;
2794 if (settings.balanced_stat_loss) 2542 if (settings.balanced_stat_loss)
2795 { 2543 {
2823 } 2571 }
2824 } 2572 }
2825 2573
2826 if (lose_this_stat) 2574 if (lose_this_stat)
2827 { 2575 {
2828 this_stat = get_attr_value (&(dep->stats), i); 2576 this_stat = get_attr_value (&dep->stats, i);
2829 /* We could try to do something clever like find another 2577 /* We could try to do something clever like find another
2830 * stat to reduce if this fails. But chances are, if 2578 * stat to reduce if this fails. But chances are, if
2831 * stats have been depleted to -50, all are pretty low 2579 * stats have been depleted to -50, all are pretty low
2832 * and should be roughly the same, so it shouldn't make a 2580 * and should be roughly the same, so it shouldn't make a
2833 * difference. 2581 * difference.
2834 */ 2582 */
2835 if (this_stat >= -50) 2583 if (this_stat >= -50)
2836 { 2584 {
2837 change_attr_value (&(dep->stats), i, -1); 2585 change_attr_value (&(dep->stats), i, -1);
2838 SET_FLAG (dep, FLAG_APPLIED); 2586 dep->set_flag (FLAG_APPLIED);
2839 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2587 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2840 op->update_stats (); 2588 op->update_stats ();
2841 lost_a_stat = 1; 2589 lost_a_stat = 1;
2842 } 2590 }
2843 } 2591 }
2844 } 2592 }
2845 } 2593 }
2594
2846 /* If no stat lost, tell the player. */ 2595 /* If no stat lost, tell the player. */
2847 if (!lost_a_stat) 2596 if (!lost_a_stat)
2848 { 2597 {
2849 /* determine_god() seems to not work sometimes... why is this? 2598 /* determine_god() seems to not work sometimes... why is this?
2850 Should I be using something else? GD */ 2599 Should I be using something else? GD */
2851 const char *god = determine_god (op); 2600 shstr_tmp god = determine_god (op);
2852 2601
2853 if (god && (strcmp (god, "none"))) 2602 if (god != shstr_none)
2854 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god); 2603 deathtab << "For a brief moment you feel the holy presence of " << god << " protecting you.\r";
2855 else 2604 else
2856 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2605 deathtab << "For a brief moment you feel a holy presence protecting you.\r";
2857 } 2606 }
2858#else 2607#else
2859 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2608 deathtab << "For a brief moment you feel a holy presence protecting you from losing yourself completely.";
2860#endif 2609#endif
2861 2610
2862 /* Put a gravestone up where the character 'almost' died. List the 2611 /* Put a gravestone up where the character 'almost' died. List the
2863 * exp loss on the stone. 2612 * exp loss on the stone.
2864 */ 2613 */
2865 tmp = arch_to_object (archetype::find ("gravestone")); 2614 tmp = archetype::find (shstr_gravestone)->instance ();
2866 sprintf (buf, "%s's gravestone", &op->name); 2615 tmp->name = format ("%s's gravestone", &op->name);
2867 tmp->name = buf; 2616 tmp->name_pl = format ("%s's gravestones", &op->name);
2868 sprintf (buf, "%s's gravestones", &op->name); 2617 tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n",
2869 tmp->name_pl = buf; 2618 &op->name, op->contr->title, op->contr->killer_name ());
2870 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);
2871 tmp->msg = buf;
2872 tmp->x = op->x, tmp->y = op->y; 2619 tmp->x = op->x, tmp->y = op->y;
2873 insert_ob_in_map (tmp, op->map, NULL, 0); 2620 insert_ob_in_map (tmp, op->map, NULL, 0);
2874 2621
2875 /**************************************/ 2622 /**************************************/
2876 /* */ 2623 /* */
2877 /* Subtract the experience points, */ 2624 /* Subtract the experience points, */
2878 /* if we died cause of food, give us */
2879 /* food, and reset HP's... */
2880 /* */ 2625 /* */
2881 /**************************************/ 2626 /**************************************/
2882 2627
2883 /* remove any poisoning and confusion the character may be suffering. */
2884 /* restore player */
2885 at = archetype::find ("poisoning");
2886 tmp = present_arch_in_ob (at, op);
2887
2888 if (tmp)
2889 {
2890 tmp->destroy ();
2891 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2892 }
2893
2894 at = archetype::find ("confusion");
2895 tmp = present_arch_in_ob (at, op);
2896 if (tmp)
2897 {
2898 tmp->destroy ();
2899 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2900 }
2901
2902 cure_disease (op, 0); /* remove any disease */
2903
2904 /*add_exp(op, (op->stats.exp * -0.20)); */ 2628 /*add_exp(op, (op->stats.exp * -0.20)); */
2905 apply_death_exp_penalty (op); 2629 apply_death_exp_penalty (op);
2906 if (op->stats.food < 100)
2907 op->stats.food = 900;
2908 op->stats.hp = op->stats.maxhp;
2909 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2910 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2911 2630
2912 /* 2631 /*
2913 * Check to see if the player is in a shop. IF so, then check to see if
2914 * the player has any unpaid items. If so, remove them and put them back 2632 * Check to see if the player has any unpaid items. If so, remove them
2915 * in the map. 2633 * and put them back in the map.
2916 */ 2634 */
2917 2635 op->drop_unpaid_items ();
2918 if (is_in_shop (op))
2919 remove_unpaid_objects (op->inv, op);
2920 2636
2921 /****************************************/ 2637 /****************************************/
2922 /* */ 2638 /* */
2923 /* Move player to his current respawn- */ 2639 /* Move player to his current respawn- */
2924 /* position (usually last savebed) */ 2640 /* position (usually last savebed) */
2944 object *force; 2660 object *force;
2945 int at; 2661 int at;
2946 2662
2947 force = get_archetype (FORCE_NAME); 2663 force = get_archetype (FORCE_NAME);
2948 /* 50 ticks should be enough time for the spell to abate */ 2664 /* 50 ticks should be enough time for the spell to abate */
2949 force->speed = 0.1;
2950 force->speed_left = -5.0; 2665 force->speed_left = -5.f;
2951 SET_FLAG (force, FLAG_APPLIED); 2666 force->set_speed (0.1f);
2667 force->set_flag (FLAG_APPLIED);
2668
2952 for (at = 0; at < NROFATTACKS; at++) 2669 for (at = 0; at < NROFATTACKS; at++)
2953 if (will_kill_again & (1 << at)) 2670 if (will_kill_again & (1 << at))
2954 force->resist[at] = 100; 2671 force->resist[at] = 100;
2955 2672
2956 insert_ob_in_ob (force, op); 2673 insert_ob_in_ob (force, op);
2957 op->update_stats (); 2674 op->update_stats ();
2958
2959 } 2675 }
2960 2676
2961 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2677 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2962} 2678}
2963 2679
2964void 2680static void
2965loot_object (object *op) 2681loot_object (object *op)
2966{ /* Grab and destroy some treasure */ 2682{ /* Grab and destroy some treasure */
2967 object *tmp, *tmp2, *next; 2683 object *tmp, *tmp2, *next;
2968 2684
2969 op->close_container (); /* close open sack first */ 2685 op->close_container (); /* close open sack first */
2979 tmp->x = op->x, tmp->y = op->y; 2695 tmp->x = op->x, tmp->y = op->y;
2980 2696
2981 if (tmp->type == CONTAINER) 2697 if (tmp->type == CONTAINER)
2982 loot_object (tmp); /* empty container to ground */ 2698 loot_object (tmp); /* empty container to ground */
2983 2699
2984 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3)))) 2700 if (!tmp->flag [FLAG_UNIQUE] && (tmp->flag [FLAG_STARTEQUIP] || tmp->flag [FLAG_NO_DROP] || !(rndm (3))))
2985 { 2701 {
2986 if (tmp->nrof > 1) 2702 if (tmp->nrof > 1)
2987 { 2703 {
2988 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2704 tmp->decrease (rndm (1, tmp->nrof - 1));
2989 tmp2->destroy ();
2990 insert_ob_in_map (tmp, op->map, NULL, 0); 2705 insert_ob_in_map (tmp, op->map, NULL, 0);
2991 } 2706 }
2992 else 2707 else
2993 tmp->destroy (); 2708 tmp->destroy ();
2994 } 2709 }
3001 * fix_weight(): Check recursively the weight of all players, and fix 2716 * fix_weight(): Check recursively the weight of all players, and fix
3002 * 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
3003 * was changed. 2718 * was changed.
3004 */ 2719 */
3005void 2720void
3006fix_weight (void) 2721fix_weight ()
3007{ 2722{
3008 for_all_players (pl) 2723 for_all_players (pl)
3009 { 2724 {
3010 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2725 sint32 old = pl->ob->carrying;
3011 2726
3012 if (old == sum) 2727 pl->ob->update_weight ();
3013 continue; 2728
2729 if (old != pl->ob->carrying)
2730 {
3014 pl->ob->update_stats (); 2731 pl->ob->update_stats ();
3015 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 }
3016 } 2734 }
3017} 2735}
3018 2736
3019void 2737void
3020fix_luck (void) 2738fix_luck ()
3021{ 2739{
3022 for_all_players (pl) 2740 for_all_players (pl)
3023 if (!pl->ob->contr->ns->state) 2741 if (!pl->ob->contr->ns->state)
3024 pl->ob->change_luck (0); 2742 pl->ob->change_luck (0);
3025} 2743}
3062} 2780}
3063 2781
3064void 2782void
3065make_visible (object *op) 2783make_visible (object *op)
3066{ 2784{
3067 op->hide = 0; 2785 op->flag [FLAG_HIDDEN] = 0;
3068 op->invisible = 0; 2786 op->invisible = 0;
2787
3069 if (op->type == PLAYER) 2788 if (op->type == PLAYER)
3070 { 2789 {
3071 op->contr->tmp_invis = 0; 2790 op->contr->tmp_invis = 0;
3072 op->contr->invis_race = 0; 2791 op->contr->invis_race = 0;
3073 } 2792 }
2793
3074 update_object (op, UP_OBJ_FACE); 2794 update_object (op, UP_OBJ_CHANGE);
3075} 2795}
3076 2796
3077int 2797int
3078is_true_undead (object *op) 2798is_true_undead (object *op)
3079{ 2799{
3080 object *tmp = NULL; 2800 if (op->arch->flag [FLAG_UNDEAD])
3081
3082 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3083 return 1; 2801 return 1;
3084 2802
3085 return 0; 2803 return 0;
3086} 2804}
3087 2805
3088/* look at the surrounding terrain to determine 2806/* look at the surrounding terrain to determine
3089 * the hideability of this object. Positive levels 2807 * the hideability of this object. Positive levels
3090 * indicate greater hideability. 2808 * indicate greater hideability.
3091 */ 2809 */
3092
3093int 2810int
3094hideability (object *ob) 2811hideability (object *ob)
3095{ 2812{
3096 int i, level = 0, mflag; 2813 int i, level = 0, mflag;
3097 sint16 x, y; 2814 sint16 x, y;
3098 2815
3099 if (!ob || !ob->map) 2816 if (!ob || !ob->map)
3100 return 0; 2817 return 0;
3101 2818
3102 /* so, on normal lighted maps, its hard to hide */ 2819 /* so, on normal lighted maps, its hard to hide */
3103 level = ob->map->darkness - 2; 2820 level = ob->map->darklevel () - 2;
3104 2821
3105 /* this also picks up whether the object is glowing. 2822 /* this also picks up whether the object is glowing.
3106 * 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
3107 * as bad as carrying a light on a pitch dark map */ 2824 * as bad as carrying a light on a pitch dark map */
3108 if (has_carried_lights (ob)) 2825 if (ob->has_carried_lights ())
3109 level = -(10 + (2 * ob->map->darkness)); 2826 level = -(10 + (2 * ob->map->darklevel ()));
3110 2827
3111 /* scan through all nearby squares for terrain to hide in */ 2828 /* scan through all nearby squares for terrain to hide in */
3112 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])
3113 { 2832 {
3114 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); 2833 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3115 if (mflag & P_OUT_OF_MAP) 2834 if (mflag & P_OUT_OF_MAP)
3116 {
3117 continue; 2835 continue;
3118 } 2836
3119 if (mflag & P_BLOCKSVIEW) /* something to hide near! */ 2837 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3120 level += 2; 2838 level += 2;
3121 else /* open terrain! */ 2839 else /* open terrain! */
3122 level -= 1; 2840 level -= 1;
3123 } 2841 }
3131/* For Hidden creatures - a chance of becoming 'unhidden' 2849/* For Hidden creatures - a chance of becoming 'unhidden'
3132 * every time they move - as we subtract off 'invisibility' 2850 * every time they move - as we subtract off 'invisibility'
3133 * AND, for players, if they move into a ridiculously unhideable 2851 * AND, for players, if they move into a ridiculously unhideable
3134 * spot (surrounded by clear terrain in broad daylight). -b.t. 2852 * spot (surrounded by clear terrain in broad daylight). -b.t.
3135 */ 2853 */
3136
3137void 2854void
3138do_hidden_move (object *op) 2855do_hidden_move (object *op)
3139{ 2856{
3140 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 2857 int hide = 0;
3141 object *skop;
3142 2858
3143 if (!op || !op->map) 2859 if (!op || !op->map)
3144 return; 2860 return;
3145 2861
3146 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);
3147 2864
3148 /* 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! */
3149 if (op->type == PLAYER && op->contr->run_on) 2866 if (op->type == PLAYER && op->contr->run_on)
3150 if (!skop || num >= skop->level) 2867 if (!skop || num >= skop->level)
3151 { 2868 {
3161 num -= hide; 2878 num -= hide;
3162 2879
3163 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 2880 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3164 { 2881 {
3165 make_visible (op); 2882 make_visible (op);
2883
3166 if (op->type == PLAYER) 2884 if (op->type == PLAYER)
3167 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!");
3168 } 2886 }
3169 else if (op->type == PLAYER && skop) 2887 else if (op->type == PLAYER && skop)
3170 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);
3185 2903
3186 if (who->type == PLAYER) 2904 if (who->type == PLAYER)
3187 player = 1; 2905 player = 1;
3188 2906
3189 else 2907 else
3190 friendly = QUERY_FLAG (who, FLAG_FRIENDLY); 2908 friendly = who->flag [FLAG_FRIENDLY];
3191 2909
3192 /* search adjacent squares */ 2910 /* search adjacent squares */
3193 for (i = 1; i < 9; i++) 2911 for (i = 1; i < 9; i++)
3194 { 2912 {
3195 x = who->x + freearr_x[i]; 2913 x = who->x + freearr_x[i];
3204 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)))
3205 continue; 2923 continue;
3206 2924
3207 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)
3208 { 2926 {
3209 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])
3210 return 1; 2928 return 1;
3211 else if (tmp->type == PLAYER) 2929 else if (tmp->type == PLAYER)
3212 { 2930 {
3213 /*don't let a hidden DM prevent you from hiding */ 2931 /*don't let a hidden DM prevent you from hiding */
3214 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0) 2932 if (!tmp->flag [FLAG_WIZ] || tmp->contr->hidden == 0)
3215 return 1; 2933 return 1;
3216 } 2934 }
3217 } 2935 }
3218 } 2936 }
3219 return 0; 2937 return 0;
3223 * object op. This function works fine for monsters, 2941 * object op. This function works fine for monsters,
3224 * 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
3225 * a pile (say a coin under a table would return "viewable" 2943 * a pile (say a coin under a table would return "viewable"
3226 * by this routine). Another question, should we be 2944 * by this routine). Another question, should we be
3227 * concerned with the direction the player is looking 2945 * concerned with the direction the player is looking
3228 * in? Realistically, most of use cant see stuff behind 2946 * in? Realistically, most of us can't see stuff behind
3229 * our backs...on the other hand, does the "facing" direction 2947 * our backs...on the other hand, does the "facing" direction
3230 * imply the way your head, or body is facing? Its possible 2948 * imply the way your head, or body is facing? It's possible
3231 * 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.
3232 * -b.t. 2950 * -b.t.
3233 * This function is now map tiling safe. 2951 * This function is now map tiling safe.
3234 */ 2952 */
3235
3236int 2953int
3237player_can_view (object *pl, object *op) 2954player_can_view (object *pl, object *op)
3238{ 2955{
3239 rv_vector rv; 2956 rv_vector rv;
3240 int dx, dy; 2957 int dx, dy;
3252 2969
3253 get_rangevector (pl, op, &rv, 0x1); 2970 get_rangevector (pl, op, &rv, 0x1);
3254 2971
3255 /* starting with the 'head' part, lets loop 2972 /* starting with the 'head' part, lets loop
3256 * through the object and find if it has any 2973 * through the object and find if it has any
3257 * part that is in the los array but isnt on 2974 * part that is in the los array but isn't on
3258 * a blocked los square. 2975 * a blocked los square.
3259 * we use the archetype to figure out offsets. 2976 * we use the archetype to figure out offsets.
3260 */ 2977 */
3261 while (op) 2978 while (op)
3262 { 2979 {
3263 dx = rv.distance_x + op->arch->clone.x; 2980 dx = rv.distance_x + op->arch->x;
3264 dy = rv.distance_y + op->arch->clone.y; 2981 dy = rv.distance_y + op->arch->y;
3265 2982
3266 /* only the viewable area the player sees is updated by LOS 2983 if (pl->contr->blocked_los (dx, dy) != LOS_BLOCKED)
3267 * code, so we need to restrict ourselves to that range of values
3268 * for any meaningful values.
3269 */
3270 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3271 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3272 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3273 return 1; 2984 return 1;
2985
3274 op = op->more; 2986 op = op->more;
3275 } 2987 }
3276 return 0;
3277}
3278 2988
3279/* routine for both players and monsters. We call this when
3280 * there is a possibility for our action distrubing our hiding
3281 * place or invisiblity spell. Artefact invisiblity is not
3282 * effected by this. If we arent invisible to begin with, we
3283 * return 0.
3284 */
3285int
3286action_makes_visible (object *op)
3287{
3288
3289 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3290 {
3291 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3292 return 0;
3293
3294 if (op->contr && op->contr->tmp_invis == 0)
3295 return 0;
3296
3297 /* If monsters, they should become visible */
3298 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3299 {
3300 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3301 return 1;
3302 }
3303 }
3304 return 0; 2989 return 0;
3305} 2990}
3306 2991
3307/* op_on_battleground - checks if the given object op (usually 2992/* op_on_battleground - checks if the given object op (usually
3308 * a player) is standing on a valid battleground-tile, 2993 * a player) is standing on a valid battleground-tile,
3313 * 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
3314 */ 2999 */
3315int 3000int
3316op_on_battleground (object *op, int *x, int *y) 3001op_on_battleground (object *op, int *x, int *y)
3317{ 3002{
3318 object *tmp;
3319
3320 /* A battleground-tile needs the following attributes to be valid: 3003 /* A battleground-tile needs the following attributes to be valid:
3321 * 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),
3322 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3005 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3323 * and the exit-coordinates sp/hp must both be > 0. 3006 * and the exit-coordinates sp/hp must both be > 0.
3324 * => The intention here is to prevent abuse of the battleground- 3007 * => The intention here is to prevent abuse of the battleground-
3325 * feature (like pickable or hidden battleground tiles). */ 3008 * feature (like pickable or hidden battleground tiles). */
3326 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3009 for (object *tmp = op->below; tmp; tmp = tmp->below)
3327 { 3010 {
3328 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3011 if (tmp->flag [FLAG_IS_FLOOR])
3329 { 3012 {
3330 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3013 if (tmp->flag [FLAG_NO_PICK]
3331 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))
3332 { 3017 {
3333 /*before we assign the exit, check if this is a teambattle */ 3018 /* before we assign the exit, check if this is a teambattle */
3334 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))
3335 {
3336 object *invtmp;
3337
3338 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)
3339 { 3022 {
3340 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3341 {
3342 if (x != NULL && y != NULL) 3023 if (x && y)
3343 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3024 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3025
3344 return 1; 3026 return 1;
3345 }
3346 } 3027 }
3347 } 3028
3348 if (x != NULL && y != NULL) 3029 if (x && y)
3349 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3030 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3031
3350 return 1; 3032 return 1;
3351 } 3033 }
3352 } 3034 }
3353 } 3035 }
3036
3354 /* If we got here, did not find a battleground */ 3037 /* If we got here, did not find a battleground */
3355 return 0; 3038 return 0;
3356} 3039}
3357 3040
3358/* 3041/*
3374 char buf[MAX_BUF]; /* tmp. string buffer */ 3057 char buf[MAX_BUF]; /* tmp. string buffer */
3375 int i = 0, j = 0; 3058 int i = 0, j = 0;
3376 3059
3377 /* get the appropriate treasurelist */ 3060 /* get the appropriate treasurelist */
3378 if (atnr == ATNR_FIRE) 3061 if (atnr == ATNR_FIRE)
3379 trlist = find_treasurelist ("dragon_ability_fire"); 3062 trlist = treasurelist::find (shstr_dragon_ability_fire);
3380 else if (atnr == ATNR_COLD) 3063 else if (atnr == ATNR_COLD)
3381 trlist = find_treasurelist ("dragon_ability_cold"); 3064 trlist = treasurelist::find (shstr_dragon_ability_cold);
3382 else if (atnr == ATNR_ELECTRICITY) 3065 else if (atnr == ATNR_ELECTRICITY)
3383 trlist = find_treasurelist ("dragon_ability_elec"); 3066 trlist = treasurelist::find (shstr_dragon_ability_elec);
3384 else if (atnr == ATNR_POISON) 3067 else if (atnr == ATNR_POISON)
3385 trlist = find_treasurelist ("dragon_ability_poison"); 3068 trlist = treasurelist::find (shstr_dragon_ability_poison);
3386 3069
3387 if (trlist == NULL || who->type != PLAYER) 3070 if (trlist == NULL || who->type != PLAYER)
3388 return; 3071 return;
3389 3072
3390 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++);
3394 /* 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]); */
3395 return; 3078 return;
3396 } 3079 }
3397 3080
3398 /* everything seems okay - now bring on the gift: */ 3081 /* everything seems okay - now bring on the gift: */
3399 item = &(tr->item->clone); 3082 item = tr->item;
3400 3083
3401 if (item->type == SPELL) 3084 if (item->type == SPELL)
3402 { 3085 {
3403 if (check_spell_known (who, item->name)) 3086 if (check_spell_known (who, item->name))
3404 return; 3087 return;
3463 { 3146 {
3464 /* forces in the treasurelist can alter the player's stats */ 3147 /* forces in the treasurelist can alter the player's stats */
3465 object *skin; 3148 object *skin;
3466 3149
3467 /* first get the dragon skin force */ 3150 /* first get the dragon skin force */
3468 shstr_cmp dragon_skin_force ("dragon_skin_force");
3469 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)
3470 ; 3152 ;
3471 3153
3472 if (!skin) 3154 if (!skin)
3473 return; 3155 return;
3474 3156
3488 else 3170 else
3489 j = 1; 3171 j = 1;
3490 strcat (buf, spellpathnames[i]); 3172 strcat (buf, spellpathnames[i]);
3491 } 3173 }
3492 } 3174 }
3175
3493 strcat (buf, "."); 3176 strcat (buf, ".");
3494 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf); 3177 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3495 } 3178 }
3496 3179
3497 /* evtl. adding flags: */ 3180 /* evtl. adding flags: */
3498 if (QUERY_FLAG (item, FLAG_XRAYS)) 3181 if (item->flag [FLAG_XRAYS])
3499 SET_FLAG (skin, FLAG_XRAYS); 3182 skin->set_flag (FLAG_XRAYS);
3500 if (QUERY_FLAG (item, FLAG_STEALTH)) 3183 if (item->flag [FLAG_STEALTH])
3501 SET_FLAG (skin, FLAG_STEALTH); 3184 skin->set_flag (FLAG_STEALTH);
3502 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK)) 3185 if (item->flag [FLAG_SEE_IN_DARK])
3503 SET_FLAG (skin, FLAG_SEE_IN_DARK); 3186 skin->set_flag (FLAG_SEE_IN_DARK);
3504 3187
3505 /* print message if there is one */ 3188 /* print message if there is one */
3506 if (item->msg != NULL) 3189 if (item->msg != NULL)
3507 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg); 3190 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3508 } 3191 }
3509 else 3192 else
3510 { 3193 {
3511 /* generate misc. treasure */ 3194 /* generate misc. treasure */
3512 tmp = arch_to_object (tr->item); 3195 tmp = tr->item->instance ();
3513 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));
3514 tmp = insert_ob_in_ob (tmp, who); 3197 who->insert (tmp);
3515 if (who->type == PLAYER)
3516 esrv_send_item (who, tmp);
3517 }
3518}
3519
3520/**
3521 * Unready an object for a player. This function does nothing if the object was
3522 * not readied.
3523 */
3524void
3525player_unready_range_ob (player *pl, object *ob)
3526{
3527 for (rangetype i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1))
3528 if (pl->ranges[i] == ob)
3529 {
3530 pl->ranges[i] = 0;
3531 if (pl->shoottype == i)
3532 pl->shoottype = range_none;
3533 } 3198 }
3534} 3199}
3200
3201//-GPL
3535 3202
3536sint8 3203sint8
3537player::visibility_at (maptile *map, int x, int y) const 3204player::darkness_at (maptile *map, int x, int y) const
3538{ 3205{
3539 if (!ns) 3206 if (!ns)
3540 return 0; 3207 return LOS_BLOCKED;
3541 3208
3542 int dx, dy; 3209 int dx, dy;
3543 if (!adjacent_map (map, ns->current_map, &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
3219void
3220player::infobox (const char *title, const char *msg, int color)
3221{
3222 send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
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)
3544 return 0; 3242 return;
3545 3243
3546 x += dx - ns->current_x + ns->mapx / 2; 3244 va_list ap;
3547 y += dy - ns->current_y + ns->mapy / 2; 3245 va_start (ap, format);
3548 3246 contr->failmsg (vformat (format, ap));
3549 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy)) 3247 va_end (ap);
3550 return 0;
3551
3552 return 100 - blocked_los [x][y];
3553} 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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