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Comparing deliantra/server/server/player.C (file contents):
Revision 1.111 by root, Mon Apr 23 11:43:22 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", (char *)"%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", (char *)"%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{
199 72
200 if (ob->map) 73 if (ob->map)
201 maplevel = ob->map->path; 74 maplevel = ob->map->path;
202 75
203 ob->remove (); 76 ob->remove ();
77 ob->enemy = 0; // sometimes keeps an extra refcount on itself
204 ob->map = 0; 78 ob->map = 0;
205 party = 0; 79 party = 0;
206 80
207 // for weird reasons, this is often "ob", keeping a circular reference
208 ranges [range_skill] = 0;
209
210 players.erase (this); 81 players.erase (this);
211} 82}
212 83
213// connect the player with a specific client 84// connect the player with a specific client
214// also changed, rationalises, and fixes some incorrect settings 85// also changes, rationalises, and fixes some incorrect settings
215void 86void
216player::connect (client *ns) 87player::connect (client *ns)
217{ 88{
218 this->ns = ns; 89 this->ns = ns;
219 ns->pl = this; 90 ns->pl = this;
223 ob->close_container (); //TODO: client-specific 94 ob->close_container (); //TODO: client-specific
224 95
225 ns->update_look = 0; 96 ns->update_look = 0;
226 ns->look_position = 0; 97 ns->look_position = 0;
227 98
228 clear_los (ob); 99 clear_los ();
229 100
230 ns->reset_stats (); 101 ns->reset_stats ();
231 102
232 /* make sure he's a player -- needed because of class change. */ 103 /* make sure he's a player -- needed because of class change. */
233 ob->type = PLAYER; // we are paranoid 104 ob->type = PLAYER; // we are paranoid
234 ob->race = ob->arch->clone.race; 105 ob->race = ob->arch->race;
235 106
236 if (!legal_range (ob, shoottype)) 107 ob->update_weight ();
237 shoottype = range_none;
238
239 ob->carrying = sum_weight (ob);
240 link_player_skills (ob); 108 link_skills ();
241 109
242 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
243
244 assign (title, ob->arch->clone.name); 110 assign (title, ob->arch->object::name);
245 111
246 /* if it's a dragon player, set the correct title here */ 112 /* if it's a dragon player, set the correct title here */
247 if (is_dragon_pl (ob)) 113 if (ob->is_dragon ())
248 { 114 {
249 object *tmp, *abil = 0, *skin = 0; 115 object *tmp, *abil = 0, *skin = 0;
250
251 shstr_cmp dragon_ability_force ("dragon_ability_force");
252 shstr_cmp dragon_skin_force ("dragon_skin_force");
253 116
254 for (tmp = ob->inv; tmp; tmp = tmp->below) 117 for (tmp = ob->inv; tmp; tmp = tmp->below)
255 if (tmp->type == FORCE) 118 if (tmp->type == FORCE)
256 if (tmp->arch->name == dragon_ability_force) 119 if (tmp->arch->archname == shstr_dragon_ability_force)
257 abil = tmp; 120 abil = tmp;
258 else if (tmp->arch->name == dragon_skin_force) 121 else if (tmp->arch->archname == shstr_dragon_skin_force)
259 skin = tmp; 122 skin = tmp;
260 123
261 set_dragon_name (ob, abil, skin); 124 set_dragon_name (ob, abil, skin);
262 } 125 }
263 126
264 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 127 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
265 128
266 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;
267 135
268 ob->update_stats (); 136 ob->update_stats ();
137
269 ns->floorbox_update (); 138 ns->floorbox_update ();
270
271 esrv_send_inventory (ob, ob); 139 esrv_send_inventory (ob, ob);
272 esrv_add_spells (this, 0); 140 esrv_add_spells (this, 0);
273 141
274 activate (); 142 activate ();
275 143
276 send_rules (ob);
277 send_news (ob);
278 display_motd (ob);
279
280 INVOKE_PLAYER (CONNECT, this); 144 INVOKE_PLAYER (CONNECT, this);
281 INVOKE_PLAYER (LOGIN, this); 145 INVOKE_PLAYER (LOGIN, this);
282} 146}
283 147
284void 148void
285player::disconnect () 149player::disconnect ()
286{ 150{
151 if (ob)
152 {
153 ob->close_container (); //TODO: client-specific
154 ob->drop_unpaid_items ();
155 }
156
287 if (ns) 157 if (ns)
288 { 158 {
289 if (active) 159 if (active)
290 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0)); 160 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
291 161
292 INVOKE_PLAYER (DISCONNECT, this); 162 INVOKE_PLAYER (DISCONNECT, this);
293 163
294 ns->reset_stats (); 164 ns->reset_stats ();
295 ns->pl = 0; 165 ns->pl = 0;
296 this->ns = 0; 166 ns = 0;
297 } 167 }
298 168
299 if (ob) 169 // this is important for the player scheduler to get the correct refcount
300 ob->close_container (); //TODO: client-specific 170 // when ns = 0
171 observe = viewpoint = ob;
301 172
302 deactivate (); 173 deactivate ();
303} 174}
175
176//-GPL
304 177
305// the need for this function can be explained 178// the need for this function can be explained
306// by load_object not returning the object 179// by load_object not returning the object
307void 180void
308player::set_object (object *op) 181player::set_object (object *op)
309{ 182{
310 ob = op; 183 ob = observe = viewpoint = op;
311 ob->contr = this; /* this aren't yet in archetype */ 184 ob->contr = this; /* this aren't yet in archetype */
312 185
186 ob->set_speed (1.0f);
313 ob->speed_left = 0.5; 187 ob->speed_left = 0.5f;
314 ob->speed = 1.0; 188
315 ob->direction = 5; /* So player faces south */ 189 ob->direction = 5; /* So player faces south */
316} 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
317 207
318player::player () 208player::player ()
319{ 209{
320 /* There are some elements we want initialised to non zero value - 210 /* There are some elements we want initialised to non zero value -
321 * we deal with that below this point. 211 * we deal with that below this point.
322 */ 212 */
323 outputs_sync = 6; /* Every 2 seconds */ 213 outputs_sync = 4;
324 outputs_count = 10; /* Keeps present behaviour */ 214 outputs_count = 4;
325 unapply = unapply_nochoice; 215 unapply = unapply_nochoice;
326 216
327 savebed_map = first_map_path; /* Init. respawn position */ 217 savebed_map = first_map_path; /* Init. respawn position */
328 218
329 gen_sp_armour = 10; 219 gen_sp_armour = 10;
330 shoottype = range_none;
331 bowtype = bow_normal; 220 bowtype = bow_normal;
332 petmode = pet_normal; 221 petmode = pet_normal;
333 listening = 10;
334 usekeys = containers; 222 usekeys = containers;
335 peaceful = 1; /* default peaceful */ 223 peaceful = 1; /* default peaceful */
336 do_los = 1; 224 do_los = 1;
225
226 weapon_sp = 1.0f;
227 weapon_sp_left = 0.5f;
337} 228}
338 229
339void 230void
340player::do_destroy () 231player::do_destroy ()
341{ 232{
342 disconnect (); 233 disconnect ();
343 234
344 attachable::do_destroy (); 235 attachable::do_destroy ();
345 236
346 if (ob) 237 if (ob)
347 {
348 ob->destroy_inv (false);
349 ob->destroy (); 238 ob->destroy ();
350 } 239
240 ob = observe = viewpoint = 0;
351} 241}
352 242
353player::~player () 243player::~player ()
354{ 244{
355 /* Clear item stack */ 245 /* Clear item stack */
356 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 }
357} 275}
358 276
359/* Tries to add player on the connection passed in ns. 277/* Tries to add player on the connection passed in ns.
360 * 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
361 * mode. 279 * mode.
363player * 281player *
364player::create () 282player::create ()
365{ 283{
366 player *pl = new player; 284 player *pl = new player;
367 285
368 pl->set_object (arch_to_object (get_player_archetype (0))); 286 pl->set_object (get_player_archetype (0)->instance ());
369 287
370 pl->ob->roll_stats (); 288 pl->ob->roll_stats ();
371 pl->ob->stats.wc = 2; 289 pl->ob->stats.wc = 2;
372 pl->ob->run_away = 25; /* Then we panick... */ 290 pl->ob->run_away = 25; /* Then we panick... */
373 291
374 set_first_map (pl->ob); 292 set_first_map (pl->ob);
375 293
376 return pl; 294 return pl;
377}
378
379/*
380 * get_player_archetype() return next player archetype from archetype
381 * list. Not very efficient routine, but used only creating new players.
382 * Note: there MUST be at least one player archetype!
383 */
384archetype *
385get_player_archetype (archetype *at)
386{
387 archetype *start = at;
388
389 for (;;)
390 {
391 if (at == NULL || at->next == NULL)
392 at = first_archetype;
393 else
394 at = at->next;
395
396 if (at->clone.type == PLAYER)
397 return at;
398
399 if (at == start)
400 {
401 LOG (llevError, "No Player archetypes\n");
402 exit (-1);
403 }
404 }
405} 295}
406 296
407object * 297object *
408get_nearest_player (object *mon) 298get_nearest_player (object *mon)
409{ 299{
412 unsigned lastdist; 302 unsigned lastdist;
413 rv_vector rv; 303 rv_vector rv;
414 304
415 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next) 305 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
416 { 306 {
417 /* We should not find free objects on this friendly list, but it
418 * does periodically happen. Given that, lets deal with it.
419 * While unlikely, it is possible the next object on the friendly
420 * list is also free, so encapsulate this in a while loop.
421 */
422 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
423 {
424 object *tmp = ol->ob;
425
426 /* Can't do much more other than log the fact, because the object
427 * itself will have been cleared.
428 */
429 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
430 tmp->debug_desc ());
431 ol = ol->next;
432 remove_friendly_object (tmp);
433 if (!ol)
434 return op;
435 }
436
437 /* Remove special check for player from this. First, it looks to cause
438 * some crashes (ol->ob->contr not set properly?), but secondly, a more
439 * complicated method of state checking would be needed in any case -
440 * as it was, a clever player could type quit, and the function would
441 * skip them over while waiting for confirmation. Remove
442 * on_same_map check, as can_detect_enemy also does this
443 */
444 if (!can_detect_enemy (mon, ol->ob, &rv)) 307 if (!can_detect_enemy (mon, ol->ob, &rv))
445 continue; 308 continue;
446 309
447 if (lastdist > rv.distance) 310 if (lastdist > rv.distance)
448 { 311 {
510 */ 373 */
511int 374int
512path_to_player (object *mon, object *pl, unsigned mindiff) 375path_to_player (object *mon, object *pl, unsigned mindiff)
513{ 376{
514 rv_vector rv; 377 rv_vector rv;
515 sint16 x, y;
516 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;
517 maptile *m, *lastmap;
518 379
519 get_rangevector (mon, pl, &rv, 0); 380 get_rangevector (mon, pl, &rv, 0);
520 381
521 if (rv.distance < mindiff) 382 if (rv.distance < mindiff)
522 return 0; 383 return 0;
523 384
524 x = mon->x; 385 mapxy pos (mon);
525 y = mon->y;
526 m = mon->map;
527 dir = rv.direction; 386 dir = rv.direction;
528 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 */
529 diff = ::max (abs (rv.distance_x), abs (rv.distance_y)); 388 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
530 389
531 /* 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. */
532 if (diff > max) 391 if (diff > max)
533 return 0; 392 return 0;
534 393
535 while (diff > 1 && max > 0) 394 while (diff > 1 && max > 0)
536 { 395 {
537 lastx = x; 396 mapxy lastpos = pos;
538 lasty = y;
539 lastmap = m;
540 x = lastx + freearr_x[dir];
541 y = lasty + freearr_y[dir];
542 397
543 mflags = get_map_flags (m, &m, x, y, &x, &y); 398 pos.move (dir);
544 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
545 399
546 /* Space is blocked - try changing direction a little */ 400 /* Space is blocked - try changing direction a little */
547 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW)) 401 if (!pos.normalise ()
548 && (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)))
549 { 404 {
550 /* recalculate direction from last good location. Possible 405 /* recalculate direction from last good location. Possible
551 * we were not traversing ideal location before. 406 * we were not traversing ideal location before.
552 */ 407 */
553 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0); 408 get_rangevector_from_mapcoord (lastpos.m, lastpos.x, lastpos.y, pl, &rv, 0);
554 if (rv.direction != dir) 409 if (rv.direction != dir)
555 { 410 {
556 /* OK - says direction should be different - lets reset the 411 /* OK - says direction should be different - lets reset the
557 * the values so it will try again. 412 * the values so it will try again.
558 */ 413 */
559 x = lastx;
560 y = lasty;
561 m = lastmap; 414 pos = lastpos;
562 dir = firstdir = rv.direction; 415 dir = firstdir = rv.direction;
563 } 416 }
564 else 417 else
565 { 418 {
566 /* direct path is blocked - try taking a side step to 419 /* direct path is blocked - try taking a side step to
573 */ 426 */
574 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++) 427 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
575 { 428 {
576 if (i == 0) 429 if (i == 0)
577 continue; /* already did this, so skip it */ 430 continue; /* already did this, so skip it */
431
578 /* Use lastdir here - otherwise, 432 /* Use lastdir here - otherwise,
579 * since the direction that the creature should move in 433 * since the direction that the creature should move in
580 * may change, you could get infinite loops. 434 * may change, you could get infinite loops.
581 * ie, player is northwest, but monster can only 435 * ie, player is northwest, but monster can only
582 * move west, so it does that. It goes some distance, 436 * move west, so it does that. It goes some distance,
584 * 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
585 * gets back to its original point. lastdir contains 439 * gets back to its original point. lastdir contains
586 * the last direction the creature has successfully 440 * the last direction the creature has successfully
587 * moved. 441 * moved.
588 */ 442 */
589
590 x = lastx + freearr_x[absdir (lastdir + i)];
591 y = lasty + freearr_y[absdir (lastdir + i)];
592 m = lastmap; 443 pos = lastpos;
593 mflags = get_map_flags (m, &m, x, y, &x, &y); 444 pos.move (absdir (lastdir + i));
594 if (mflags & P_OUT_OF_MAP) 445
446 if (!pos.normalise ())
595 continue; 447 continue;
596 blocked = GET_MAP_MOVE_BLOCK (m, x, y); 448
597 if (OB_TYPE_MOVE_BLOCK (mon, blocked)) 449 mapspace &ms = *pos;
450
451 if (ms.flags () & P_BLOCKSVIEW)
598 continue; 452 continue;
599 if (mflags & P_BLOCKSVIEW) 453
454 if (OB_TYPE_MOVE_BLOCK (mon, ms.move_block))
600 continue; 455 continue;
601 456
602 if (m == mon->map && blocked_link (mon, m, x, y)) 457 if (blocked_link (mon, pos.m, pos.x, pos.y))
603 break; 458 break;
604 } 459 }
460
605 /* go through entire loop without finding a valid 461 /* go through entire loop without finding a valid
606 * sidestep to take - thus, no valid path. 462 * sidestep to take - thus, no valid path.
607 */ 463 */
608 if (i == (DETOUR_AMOUNT + 1)) 464 if (i == DETOUR_AMOUNT + 1)
609 return 0; 465 return 0;
466
610 diff--; 467 diff--;
611 lastdir = dir; 468 lastdir = dir;
612 max--; 469 max--;
613 if (!firstdir) 470 if (!firstdir)
614 firstdir = dir + i; 471 firstdir = dir + i;
618 { 475 {
619 /* we moved towards creature, so diff is less */ 476 /* we moved towards creature, so diff is less */
620 diff--; 477 diff--;
621 max--; 478 max--;
622 lastdir = dir; 479 lastdir = dir;
480
623 if (!firstdir) 481 if (!firstdir)
624 firstdir = dir; 482 firstdir = dir;
625 } 483 }
626 484
627 if (diff <= 1) 485 if (diff <= 1)
628 { 486 {
629 /* Recalculate diff (distance) because we may not have actually 487 /* Recalculate diff (distance) because we may not have actually
630 * headed toward player for entire distance. 488 * headed toward player for entire distance.
631 */ 489 */
632 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 490 get_rangevector_from_mapcoord (pos.m, pos.x, pos.y, pl, &rv, 0);
633 diff = ::max (abs (rv.distance_x), abs (rv.distance_y)); 491 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
634 } 492 }
635 493
636 if (diff > max) 494 if (diff > max)
637 return 0; 495 return 0;
643 501
644 return firstdir; 502 return firstdir;
645} 503}
646 504
647void 505void
648give_initial_items (object *pl, treasurelist * items) 506give_initial_items (object *pl, treasurelist *items)
649{ 507{
650 object *op, *next = NULL;
651
652 if (pl->randomitems != NULL) 508 if (pl->randomitems)
653 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); 509 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
654 510
655 for (op = pl->inv; op; op = next) 511 for (object *next, *op = pl->inv; op; op = next)
656 { 512 {
657 next = op->below; 513 next = op->below;
658 514
659 /* Forces get applied per default, unless they have the 515 /* Forces get applied per default, unless they have the
660 * 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
661 */ 517 */
662 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL)) 518 if (op->type == FORCE && !op->flag [FLAG_NEUTRAL])
663 SET_FLAG (op, FLAG_APPLIED); 519 op->set_flag (FLAG_APPLIED);
664 520
665 /* we never give weapons/armour if these cannot be used 521 /* we never give weapons/armour if these cannot be used
666 * by this player due to race restrictions 522 * by this player due to race restrictions
667 */ 523 */
668 if (pl->type == PLAYER) 524 if (pl->type == PLAYER)
669 { 525 {
670 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) && 526 if ((!pl->flag [FLAG_USE_ARMOUR]
527 &&
671 (op->type == ARMOUR || op->type == BOOTS || 528 (op->type == ARMOUR || op->type == BOOTS
672 op->type == CLOAK || op->type == HELMET || 529 || op->type == CLOAK || op->type == HELMET
673 op->type == SHIELD || op->type == GLOVES || 530 || op->type == SHIELD || op->type == GLOVES
674 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))
675 { 533 {
676 op->destroy (); 534 op->destroy ();
677 continue; 535 continue;
678 } 536 }
679 } 537 }
680 538
681 /* This really needs to be better - we should really give 539 /* Here we remove duplicated skills (as duplicated spell objects have
682 * a substitute spellbook. The problem is that we don't really 540 * _very_ confusing effects for players), which could for instance be
683 * have a good idea what to replace it with (need something like 541 * generated by bad treasurelists. - elmex
684 * a first level treasurelist for each skill.)
685 * remove duplicate skills also
686 */ 542 */
687 if (op->type == SPELLBOOK || op->type == SKILL) 543 if (op->type == SKILL)
688 { 544 {
689 object *tmp;
690
691 for (tmp = op->below; tmp; tmp = tmp->below) 545 for (object *tmp = op->below; tmp; tmp = tmp->below)
692 if (tmp->type == op->type && tmp->name == op->name) 546 if (tmp->type == op->type && tmp->name == op->name)
693 break;
694
695 if (tmp)
696 { 547 {
697 op->destroy (); 548 op->destroy ();
549 LOG (llevError,
698 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); 550 "give_initial_items: Removing duplicate skill %s\n", &tmp->name);
699 continue; 551 break;
700 } 552 }
701 553
702 if (op->nrof > 1) 554 if (op->nrof > 1)
703 op->nrof = 1; 555 op->nrof = 1;
704 } 556 }
705 557
706 if (op->type == SPELLBOOK && op->inv) 558 if (op->type == SPELLBOOK && op->inv)
707 { 559 op->inv->clr_flag (FLAG_STARTEQUIP);
708 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
709 }
710 560
711 /* Give starting characters identified, uncursed, and undamned 561 /* Give starting characters identified, uncursed, and undamned
712 * 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
713 * merged properly. 563 * merged properly.
714 */ 564 */
715 if (need_identify (op)) 565 if (op->need_identify ())
716 {
717 SET_FLAG (op, FLAG_IDENTIFIED);
718 CLEAR_FLAG (op, FLAG_CURSED);
719 CLEAR_FLAG (op, FLAG_DAMNED);
720 } 566 {
567 op->set_flag (FLAG_IDENTIFIED);
568 op->clr_flag (FLAG_CURSED);
569 op->clr_flag (FLAG_DAMNED);
570 }
571
721 if (op->type == SPELL) 572 if (op->type == SPELL)
722 { 573 {
723 op->destroy (); 574 op->destroy ();
724 continue; 575 continue;
725 } 576 }
726 else if (op->type == SKILL) 577 else if (op->type == SKILL)
727 { 578 {
728 SET_FLAG (op, FLAG_CAN_USE_SKILL); 579 op->set_flag (FLAG_CAN_USE_SKILL);
729 op->stats.exp = 0; 580 op->stats.exp = 0;
730 op->level = 1; 581 op->level = 1;
731 } 582 }
732 /* lock all 'normal items by default */ 583 else /* lock all 'normal items by default */
733 else 584 op->set_flag (FLAG_INV_LOCKED);
734 SET_FLAG (op, FLAG_INV_LOCKED);
735 } /* for loop of objects in player inv */ 585 } /* for loop of objects in player inv */
736 586
737 /* Need to set up the skill pointers */ 587 /* Need to set up the skill pointers */
738 link_player_skills (pl); 588 pl->contr->link_skills ();
739} 589}
740 590
741void 591void
742get_party_password (object *op, partylist *party) 592get_party_password (object *op, partylist *party)
743{ 593{
753 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:");
754} 604}
755 605
756/* 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. */
757static int 607static int
758roll_stat (void) 608roll_stat ()
759{ 609{
760 int a[4], i, j, k; 610 int a[4], i, j, k;
761 611
762 for (i = 0; i < 4; i++) 612 for (i = 0; i < 4; i++)
763 a[i] = (int) rndm (6) + 1; 613 a[i] = rndm (1, 6);
764 614
765 for (i = 0, j = 0, k = 7; i < 4; i++) 615 for (i = 0, j = 0, k = 7; i < 4; i++)
766 if (a[i] < k) 616 if (a[i] < k)
767 k = a[i], j = i; 617 k = a[i], j = i;
768 618
774} 624}
775 625
776void 626void
777object::roll_stats () 627object::roll_stats ()
778{ 628{
779 int statsort [7]; 629 int statsort [NUM_STATS];
780 630
781 for (;;) 631 for (;;)
782 { 632 {
783 int sum = 0; 633 int sum = 0;
784 for (int i = 7; i--; ) 634 for (int i = NUM_STATS; i--; )
785 sum += statsort [i] = roll_stat (); 635 sum += statsort [i] = roll_stat ();
786 636
787 if (sum >= 82 && sum <= 116) 637 if (sum >= 82 && sum <= 116)
788 break; 638 break;
789 } 639 }
790 640
791 // Sort the stats so that rerolling is easier... 641 // Sort the stats so that rerolling is easier...
792 std::sort (statsort, statsort + 7, std::greater<int>()); 642 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
793 643
644 for (int i = 0; i < NUM_STATS; ++i)
794 stats.Str = statsort[0]; 645 stats.stat (i) = statsort [i];
795 stats.Dex = statsort[1];
796 stats.Con = statsort[2];
797 stats.Int = statsort[3];
798 stats.Wis = statsort[4];
799 stats.Pow = statsort[5];
800 stats.Cha = statsort[6];
801 646
802 stats.exp = 0; 647 stats.exp = 0;
803 stats.ac = 0; 648 stats.ac = 0;
804 649
805 stats.hp = stats.maxhp; 650 stats.hp = stats.maxhp;
817} 662}
818 663
819void 664void
820object::swap_stats (int a, int b) 665object::swap_stats (int a, int b)
821{ 666{
822 int tmp = get_attr_value (&contr->orig_stats, a); 667 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
823 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
824 set_attr_value (&contr->orig_stats, b, tmp);
825 668
669 for (int i = 0; i < NUM_STATS; ++i)
826 stats.Str = contr->orig_stats.Str; 670 stats.stat (i) = contr->orig_stats.stat (i);
827 stats.Dex = contr->orig_stats.Dex;
828 stats.Con = contr->orig_stats.Con;
829 stats.Int = contr->orig_stats.Int;
830 stats.Wis = contr->orig_stats.Wis;
831 stats.Pow = contr->orig_stats.Pow;
832 stats.Cha = contr->orig_stats.Cha;
833 671
834 //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,
835 // be merged with the similar code in roll_stats 673 // be merged with the similar code in roll_stats
836 stats.ac = 0; 674 stats.ac = 0;
837 675
856static void 694static void
857start_info (object *op) 695start_info (object *op)
858{ 696{
859 char buf[MAX_BUF]; 697 char buf[MAX_BUF];
860 698
861 sprintf (buf, "Welcome to Crossfire v%s!", VERSION); 699 sprintf (buf, "Welcome to Deliantra v%s!", VERSION);
862 new_draw_info (NDI_UNIQUE, 0, op, buf); 700 new_draw_info (NDI_UNIQUE, 0, op, buf);
863 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
864 //new_draw_info (NDI_UNIQUE, 0, op, " ");
865} 701}
866 702
867/* This function takes the key that is passed, and does the 703/* This function takes the key that is passed, and does the
868 * appropriate action with it (change race, or other things). 704 * appropriate action with it (change race, or other things).
869 * The function name is for historical reasons - now we have 705 * The function name is for historical reasons - now we have
870 * separate race and class; this actually changes the RACE, 706 * separate race and class; this actually changes the RACE,
871 * not the class. 707 * not the class.
872 */ 708 */
873int 709void
874key_change_class (object *op, char key) 710player::chargen_race_done ()
875{ 711{
876 int tmp_loop;
877
878 if (key == 'd' || key == 'D')
879 {
880 char buf[MAX_BUF];
881
882 /* this must before then initial items are given */ 712 /* this must before then initial items are given */
883 esrv_new_player (op->contr, op->weight + op->carrying); 713 esrv_new_player (ob->contr);
884 714
885 treasurelist *tl = treasurelist::find ("starting_wealth"); 715 treasurelist *tl = treasurelist::find (shstr_starting_wealth);
886 if (tl) 716 if (tl)
887 create_treasure (tl, op, 0, 0, 0); 717 create_treasure (tl, ob, 0, 0, 0);
888 718
889 INVOKE_PLAYER (BIRTH, op->contr); 719 INVOKE_PLAYER (BIRTH, ob->contr);
890 INVOKE_PLAYER (LOGIN, op->contr);
891 720
892 op->contr->ns->state = ST_PLAYING; 721 ob->contr->ns->state = ST_PLAYING;
893 722
894 if (op->msg) 723 if (ob->msg)
895 op->msg = NULL; 724 ob->msg = 0;
896 725
897 /* We create this now because some of the unique maps will need it
898 * to save here.
899 */
900 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name);
901 make_path_to_file (buf);
902
903 start_info (op); 726 start_info (ob);
904 CLEAR_FLAG (op, FLAG_WIZ); 727 ob->clr_flag (FLAG_WIZ);
905 give_initial_items (op, op->randomitems); 728 give_initial_items (ob, ob->randomitems);
906 link_player_skills (op);
907 esrv_send_inventory (op, op); 729 esrv_send_inventory (ob, ob);
908 op->update_stats (); 730 ob->update_stats ();
909 731
910 /* This moves the player to a different start map, if there 732 /* This moves the player to a different start map, if there
911 * is one for this race 733 * is one for this race
912 */ 734 */
913 if (*first_map_ext_path) 735 if (*first_map_ext_path)
914 { 736 ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y);
915 object *tmp;
916 char mapname[MAX_BUF];
917
918 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &op->arch->name);
919 tmp = object::create ();
920 EXIT_PATH (tmp) = mapname;
921 EXIT_X (tmp) = op->x;
922 EXIT_Y (tmp) = op->y;
923 op->enter_exit (tmp); /* we don't really care if it succeeded;
924 * if the map isn't there, then stay on the
925 * default initial map */
926 tmp->destroy ();
927 }
928 else 737 else
929 LOG (llevDebug, "first_map_ext_path not set\n"); 738 LOG (llevDebug, "first_map_ext_path not set\n");
739}
930 740
931 return 0; 741void
932 } 742player::chargen_race_next ()
933 743{
934 /* Following actually changes the race - this is the default command 744 /* Following actually changes the race - this is the default command
935 * if we don't match with one of the options above. 745 * if we don't match with one of the options above.
936 */ 746 */
937 747
938 tmp_loop = 0; 748 do
939 while (!tmp_loop)
940 { 749 {
941 shstr name = op->name; 750 shstr name = ob->name;
942 int x = op->x, y = op->y; 751 int x = ob->x, y = ob->y;
943 752
944 op->remove_statbonus (); 753 ob->remove_statbonus ();
945 op->remove (); 754 ob->remove ();
946 op->arch = get_player_archetype (op->arch); 755 ob->arch = get_player_archetype (ob->arch);
947 op->arch->clone.copy_to (op); 756 ob->arch->copy_to (ob);
948 op->instantiate (); 757 ob->instantiate ();
949 op->stats = op->contr->orig_stats; 758 ob->stats = ob->contr->orig_stats;
950 op->name = op->name_pl = name; 759 ob->name = ob->name_pl = name;
951 op->x = x; 760 ob->x = x;
952 op->y = y; 761 ob->y = y;
953 SET_ANIMATION (op, 2); /* So player faces south */ 762 SET_ANIMATION (ob, 2); /* So player faces south */
954 insert_ob_in_map (op, op->map, op, 0); 763 insert_ob_in_map (ob, ob->map, ob, 0);
955 assign (op->contr->title, op->arch->clone.name); 764 assign (ob->contr->title, ob->arch->object::name);
956 op->add_statbonus (); 765 ob->add_statbonus ();
957 tmp_loop = allowed_class (op);
958 } 766 }
767 while (!allowed_class (ob));
959 768
960 update_object (op, UP_OBJ_FACE); 769 update_object (ob, UP_OBJ_FACE);
961 esrv_update_item (UPD_FACE, op, op); 770 esrv_update_item (UPD_FACE, ob, ob);
962 op->update_stats (); 771 ob->update_stats ();
963 op->stats.hp = op->stats.maxhp; 772 ob->stats.hp = ob->stats.maxhp;
964 op->stats.sp = op->stats.maxsp; 773 ob->stats.sp = ob->stats.maxsp;
965 op->stats.grace = 0; 774 ob->stats.grace = 0;
966
967 if (op->msg)
968 new_draw_info (NDI_BLUE, 0, op, op->msg);
969
970 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
971 return 0;
972} 775}
973 776
974void 777static void
975flee_player (object *op) 778flee_player (object *op)
976{ 779{
977 int dir, diff; 780 int dir, diff;
978 rv_vector rv; 781 rv_vector rv;
979 782
980 if (op->stats.hp < 0) 783 if (op->stats.hp < 0)
981 { 784 {
982 LOG (llevDebug, "Fleeing player is dead.\n"); 785 LOG (llevDebug, "Fleeing player is dead.\n");
983 CLEAR_FLAG (op, FLAG_SCARED); 786 op->clr_flag (FLAG_SCARED);
984 return; 787 return;
985 } 788 }
986 789
987 if (op->enemy == NULL) 790 if (!op->enemy)
988 { 791 {
989 LOG (llevDebug, "Fleeing player had no enemy.\n"); 792 LOG (llevDebug, "Fleeing player had no enemy.\n");
990 CLEAR_FLAG (op, FLAG_SCARED); 793 op->clr_flag (FLAG_SCARED);
991 return; 794 return;
992 } 795 }
993 796
994 /* 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))
995 * op->enemy_count, it is possible that something destroys the
996 * actual enemy, and the object is recycled.
997 */
998 if (op->enemy->map == NULL)
999 { 798 {
1000 CLEAR_FLAG (op, FLAG_SCARED);
1001 op->enemy = NULL; 799 op->enemy = NULL;
1002 return; 800 op->clr_flag (FLAG_SCARED);
1003 }
1004
1005 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
1006 {
1007 op->enemy = NULL;
1008 CLEAR_FLAG (op, FLAG_SCARED);
1009 return; 801 return;
1010 } 802 }
1011 803
1012 get_rangevector (op, op->enemy, &rv, 0); 804 get_rangevector (op, op->enemy, &rv, 0);
1013 805
1014 dir = absdir (4 + rv.direction); 806 dir = absdir (4 + rv.direction);
1015 for (diff = 0; diff < 3; diff++) 807 for (diff = 0; diff < 3; diff++)
1016 { 808 {
1017 int m = 1 - (RANDOM () & 2); 809 int m = 1 - rndm (2) * 2;
1018 810
1019 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))))
1020 return; 812 return;
1021 } 813 }
1022 814
1023 /* Cornered, get rid of scared */ 815 /* Cornered, get rid of scared */
1024 CLEAR_FLAG (op, FLAG_SCARED); 816 op->clr_flag (FLAG_SCARED);
1025 op->enemy = NULL; 817 op->enemy = NULL;
1026} 818}
1027 819
1028
1029/* 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.
1030 * 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
1031 * stop. 822 * stop.
1032 */ 823 */
1033int 824int
1034check_pick (object *op) 825check_pick (object *op)
1035{ 826{
1036 object *tmp, *next; 827 object *tmp, *next;
1037 int stop = 0; 828 int stop = 0;
1038 int wvratio; 829 int wvratio;
1039 char putstring[128];
1040 830
1041 /* if you're flying, you cna't pick up anything */ 831 /* if you're flying, you can't pick up anything */
1042 if (op->move_type & MOVE_FLYING) 832 if (op->move_type & MOVE_FLYING)
1043 return 1; 833 return 1;
1044 834
1045 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)
1046 839
1047 /* 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
1048 * destroyed */ 841 * destroyed */
1049 while (next && !next->destroyed ()) 842 while (next && !next->destroyed ())
1050 { 843 {
1051 tmp = next; 844 tmp = next;
1052 next = tmp->below; 845 next = tmp->below;
1053 846
847 if (cnt <= 0)
848 {
849 op->failmsg ("Couldn't pickup all items at once.");
850 return 0;
851 }
852
1054 if (op->destroyed ()) 853 if (op->destroyed ())
1055 return 0; 854 return 0;
1056 855
1057 if (!can_pick (op, tmp)) 856 if (!can_pick (op, tmp))
1058 continue; 857 continue;
1059 858
1060 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 859 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1061 { 860 {
1062 if (item_matched_string (op, tmp, op->contr->search_str)) 861 if (item_matched_string (op, tmp, op->contr->search_str))
1063 pick_up (op, tmp); 862 CHK_PICK_PICKUP;
863
1064 continue; 864 continue;
1065 } 865 }
1066 866
1067 /* 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? */
1068 if (!(op->contr->mode & PU_NEWMODE)) 927 if (op->contr->mode & PU_FOOD)
928 if (tmp->type == FOOD)
1069 { 929 {
1070 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)
1071 { 993 {
1072 case 0: 994 CHK_PICK_PICKUP;
1073 return 1; /* don't pick up */ 995 continue;
1074 case 1:
1075 pick_up (op, tmp);
1076 return 1;
1077 case 2:
1078 pick_up (op, tmp);
1079 return 0;
1080 case 3:
1081 return 0; /* stop before pickup */
1082 case 4:
1083 pick_up (op, tmp);
1084 break;
1085 case 5:
1086 pick_up (op, tmp);
1087 stop = 1;
1088 break;
1089 case 6:
1090 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1091 pick_up (op, tmp);
1092 break;
1093
1094 case 7:
1095 if (tmp->type == MONEY || tmp->type == GEM)
1096 pick_up (op, tmp);
1097 break;
1098
1099 default:
1100 /* use value density */
1101 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1102 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1103 pick_up (op, tmp);
1104 } 996 }
1105 } 997 }
1106 else 998
1107 { /* old model */ 999 /* rings & amulets - talismans seems to be typed AMULET */
1108 /* NEW pickup handling */
1109 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)
1110 { 1005 {
1111 /* some debugging code to figure out item information */ 1006 CHK_PICK_PICKUP;
1112 if (tmp->name != NULL)
1113 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1114 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1115 else
1116 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1117 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1118
1119 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1120 }
1121
1122 /* philosophy:
1123 * It's easy to grab an item type from a pile, as long as it's
1124 * generic. This takes no game-time. For more detailed pickups
1125 * and selections, select-items should be used. This is a
1126 * grab-as-you-run type mode that's really useful for arrows for
1127 * example.
1128 * The drawback: right now it has no frontend, so you need to
1129 * stick the bits you want into a calculator in hex mode and then
1130 * convert to decimal and then 'pickup <#>
1131 */
1132
1133 /* the first two modes are exclusive: if NOTHING we return, if
1134 * STOP then we stop. All the rest are applied sequentially,
1135 * meaning if any test passes, the item gets picked up. */
1136
1137 /* if mode is set to pick nothing up, return */
1138
1139 if (op->contr->mode & PU_NOTHING)
1140 return 1;
1141
1142 /* if mode is set to stop when encountering objects, return */
1143 /* take STOP before INHIBIT since it doesn't actually pick
1144 * anything up */
1145
1146 if (op->contr->mode & PU_STOP)
1147 return 0;
1148
1149 /* useful for going into stores and not losing your settings... */
1150 /* and for battles wher you don't want to get loaded down while
1151 * fighting */
1152 if (op->contr->mode & PU_INHIBIT)
1153 return 1;
1154
1155 /* prevent us from turning into auto-thieves :) */
1156 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1157 continue; 1007 continue;
1008 }
1158 1009
1159 /* ignore known cursed objects */ 1010 /* we don't forget dragon food */
1160 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;
1161 continue; 1015 continue;
1016 }
1162 1017
1163 /* all food and drink if desired */ 1018 /* bows and arrows. Bows are good for selling! */
1164 /* 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
1165 if (op->contr->mode & PU_FOOD) 1055 if (op->contr->mode & PU_BOOTS)
1166 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"))
1167 { 1089 {
1168 pick_up (op, tmp); 1090 CHK_PICK_PICKUP;
1169 continue; 1091 continue;
1170 } 1092 }
1093 }
1171 1094
1095 /* misc stuff that's useful */
1172 if (op->contr->mode & PU_DRINK) 1096 if (op->contr->mode & PU_KEY)
1173 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1097 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1174 { 1098 {
1175 pick_up (op, tmp); 1099 CHK_PICK_PICKUP;
1176 continue; 1100 continue;
1177 } 1101 }
1178 1102
1103 /* any of the last 4 bits set means we use the ratio for value
1104 * pickups */
1179 if (op->contr->mode & PU_POTION) 1105 if (op->contr->mode & PU_RATIO)
1180 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
1181 { 1110 */
1182 pick_up (op, tmp);
1183 continue;
1184 }
1185
1186 /* spellbooks, skillscrolls and normal books/scrolls */
1187 if (op->contr->mode & PU_SPELLBOOK)
1188 if (tmp->type == SPELLBOOK)
1189 {
1190 pick_up (op, tmp);
1191 continue;
1192 }
1193
1194 if (op->contr->mode & PU_SKILLSCROLL)
1195 if (tmp->type == SKILLSCROLL)
1196 {
1197 pick_up (op, tmp);
1198 continue;
1199 }
1200
1201 if (op->contr->mode & PU_READABLES)
1202 if (tmp->type == BOOK || tmp->type == SCROLL)
1203 {
1204 pick_up (op, tmp);
1205 continue;
1206 }
1207
1208 /* wands/staves/rods/horns */
1209 if (op->contr->mode & PU_MAGIC_DEVICE)
1210 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1211 {
1212 pick_up (op, tmp);
1213 continue;
1214 }
1215
1216 /* pick up all magical items */
1217 if (op->contr->mode & PU_MAGICAL) 1111 wvratio = op->contr->mode & PU_RATIO;
1218 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)
1219 {
1220 pick_up (op, tmp);
1221 continue;
1222 }
1223
1224 if (op->contr->mode & PU_VALUABLES)
1225 { 1113 {
1226 if (tmp->type == MONEY || tmp->type == GEM) 1114#if 0
1115 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1116 if (tmp->name != NULL)
1227 { 1117 {
1228 pick_up (op, tmp); 1118 fprintf (stderr, "%s", tmp->name);
1229 continue;
1230 } 1119 }
1231 }
1232
1233 /* rings & amulets - talismans seems to be typed AMULET */
1234 if (op->contr->mode & PU_JEWELS)
1235 if (tmp->type == RING || tmp->type == AMULET)
1236 {
1237 pick_up (op, tmp);
1238 continue;
1239 }
1240
1241 /* we don't forget dragon food */
1242 if (op->contr->mode & PU_FLESH)
1243 if (tmp->type == FLESH)
1244 {
1245 pick_up (op, tmp);
1246 continue;
1247 }
1248
1249 /* bows and arrows. Bows are good for selling! */
1250 if (op->contr->mode & PU_BOW)
1251 if (tmp->type == BOW)
1252 {
1253 pick_up (op, tmp);
1254 continue;
1255 }
1256
1257 if (op->contr->mode & PU_ARROW)
1258 if (tmp->type == ARROW)
1259 {
1260 pick_up (op, tmp);
1261 continue;
1262 }
1263
1264 /* all kinds of armor etc. */
1265 if (op->contr->mode & PU_ARMOUR)
1266 if (tmp->type == ARMOUR)
1267 {
1268 pick_up (op, tmp);
1269 continue;
1270 }
1271
1272 if (op->contr->mode & PU_HELMET)
1273 if (tmp->type == HELMET)
1274 {
1275 pick_up (op, tmp);
1276 continue;
1277 }
1278
1279 if (op->contr->mode & PU_SHIELD)
1280 if (tmp->type == SHIELD)
1281 {
1282 pick_up (op, tmp);
1283 continue;
1284 }
1285
1286 if (op->contr->mode & PU_BOOTS)
1287 if (tmp->type == BOOTS)
1288 {
1289 pick_up (op, tmp);
1290 continue;
1291 }
1292
1293 if (op->contr->mode & PU_GLOVES)
1294 if (tmp->type == GLOVES)
1295 {
1296 pick_up (op, tmp);
1297 continue;
1298 }
1299
1300 if (op->contr->mode & PU_CLOAK)
1301 if (tmp->type == CLOAK)
1302 {
1303 pick_up (op, tmp);
1304 continue;
1305 }
1306
1307 /* hoping to catch throwing daggers here */
1308 if (op->contr->mode & PU_MISSILEWEAPON)
1309 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1310 {
1311 pick_up (op, tmp);
1312 continue;
1313 }
1314
1315 /* careful: chairs and tables are weapons! */
1316 if (op->contr->mode & PU_ALLWEAPON)
1317 {
1318 if (tmp->type == WEAPON && tmp->name != NULL)
1319 {
1320 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1321 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1322 {
1323 pick_up (op, tmp);
1324 continue;
1325 }
1326 }
1327
1328 if (tmp->type == WEAPON && tmp->name == NULL)
1329 {
1330 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1331 {
1332 pick_up (op, tmp);
1333 continue;
1334 }
1335 }
1336 }
1337
1338 /* misc stuff that's useful */
1339 if (op->contr->mode & PU_KEY)
1340 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1341 {
1342 pick_up (op, tmp);
1343 continue;
1344 }
1345
1346 /* any of the last 4 bits set means we use the ratio for value
1347 * pickups */
1348 if (op->contr->mode & PU_RATIO)
1349 {
1350 /* use value density to decide what else to grab */
1351 /* >=7 was >= op->contr->mode */
1352 /* >=7 is the old standard setting. Now we take the last 4 bits
1353 * and multiply them by 5, giving 0..15*5== 5..75 */
1354 wvratio = (op->contr->mode & PU_RATIO) * 5;
1355 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1356 {
1357 pick_up (op, tmp);
1358#if 0
1359 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1360 if (tmp->name != NULL)
1361 {
1362 fprintf (stderr, "%s", tmp->name);
1363 }
1364 else 1120 else
1365 fprintf (stderr, "%s", tmp->arch->name); 1121 fprintf (stderr, "%s", tmp->arch->archname);
1366 fprintf (stderr, ",%d] = ", tmp->type); 1122 fprintf (stderr, ",%d] = ", tmp->type);
1367 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))));
1368#endif 1124#endif
1125 CHK_PICK_PICKUP;
1369 continue; 1126 continue;
1370 }
1371 } 1127 }
1372 } /* the new pickup model */ 1128 } /* the new pickup model */
1373 } 1129 }
1374 1130
1375 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;
1376} 1167}
1377 1168
1378/* 1169/*
1379 * Find an arrow in the inventory and after that 1170 * Find an arrow in the inventory and after that
1380 * in the right type container (quiver). Pointer to the 1171 * in the right type container (quiver). Pointer to the
1381 * found object is returned. 1172 * found object is returned.
1382 */ 1173 */
1383object * 1174static object *
1384find_arrow (object *op, const char *type) 1175find_arrow (object *op, const char *type)
1385{ 1176{
1386 object *tmp = 0;
1387
1388 for (op = op->inv; op; op = op->below) 1177 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1389 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1390 tmp = find_arrow (op, type);
1391 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);
1392 return op; 1186 return arrow;
1187 }
1393 1188
1394 return tmp; 1189 return 0;
1395} 1190}
1396 1191
1397/* 1192/*
1398 * 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
1399 * 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
1400 * 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
1401 * 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.
1402 */ 1197 */
1403object * 1198static object *
1404find_better_arrow (object *op, object *target, const char *type, int *better) 1199find_better_arrow (object *op, object *target, shstr_cmp type, int *better)
1405{ 1200{
1406 object *tmp = NULL, *arrow, *ntmp; 1201 object *tmp = NULL, *arrow, *ntmp;
1407 int attacknum, attacktype, betterby = 0, i; 1202 int attacknum, attacktype, betterby = 0, i;
1408 1203
1409 if (!type) 1204 if (!type)
1410 return NULL; 1205 return NULL;
1411 1206
1412 for (arrow = op->inv; arrow; arrow = arrow->below) 1207 for (arrow = op->inv; arrow; arrow = arrow->below)
1413 { 1208 {
1414 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED)) 1209 if (arrow->type == CONTAINER && arrow->race == type && arrow->flag [FLAG_APPLIED])
1415 { 1210 {
1416 i = 0; 1211 i = 0;
1417 ntmp = find_better_arrow (arrow, target, type, &i); 1212 ntmp = find_better_arrow (arrow, target, type, &i);
1213
1418 if (i > betterby) 1214 if (i > betterby)
1419 { 1215 {
1420 tmp = ntmp; 1216 tmp = ntmp;
1421 betterby = i; 1217 betterby = i;
1422 } 1218 }
1423 } 1219 }
1424 else if (arrow->type == ARROW && arrow->race == type) 1220 else if (arrow->type == ARROW && arrow->race == type)
1425 { 1221 {
1426 /* allways prefer assasination/slaying */ 1222 /* allways prefer assasination/slaying */
1427 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race)) 1223 if (target->race && arrow->slaying.contains (target->race))
1428 { 1224 {
1429 if (arrow->attacktype & AT_DEATH) 1225 if (arrow->attacktype & AT_DEATH)
1430 { 1226 {
1431 *better = 100; 1227 *better = 100;
1432 return arrow; 1228 return arrow;
1440 else 1236 else
1441 { 1237 {
1442 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1238 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1443 { 1239 {
1444 attacktype = 1 << attacknum; 1240 attacktype = 1 << attacknum;
1445 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1241 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1446 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)
1447 { 1243 {
1448 tmp = arrow; 1244 tmp = arrow;
1449 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;
1450 } 1246 }
1451 } 1247 }
1248
1452 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1249 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1453 { 1250 {
1454 tmp = arrow; 1251 tmp = arrow;
1455 betterby = 2 + arrow->magic + arrow->stats.dam; 1252 betterby = 2 + arrow->magic + arrow->stats.dam;
1456 } 1253 }
1254
1457 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) 1255 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1458 { 1256 {
1459 tmp = arrow; 1257 tmp = arrow;
1460 betterby = 1 + arrow->magic + arrow->stats.dam; 1258 betterby = 1 + arrow->magic + arrow->stats.dam;
1461 } 1259 }
1462 } 1260 }
1463 } 1261 }
1464 } 1262 }
1263
1465 if (tmp == NULL && arrow == NULL) 1264 if (tmp == NULL && arrow == NULL)
1466 return find_arrow (op, type); 1265 return find_arrow (op, type);
1467 1266
1468 *better = betterby; 1267 *better = betterby;
1469 return tmp; 1268 return tmp;
1473 * find_better_arrow to find a decent arrow to use. 1272 * find_better_arrow to find a decent arrow to use.
1474 * op = the shooter 1273 * op = the shooter
1475 * type = bow->race 1274 * type = bow->race
1476 * dir = fire direction 1275 * dir = fire direction
1477 */ 1276 */
1478 1277static object *
1479object *
1480pick_arrow_target (object *op, const char *type, int dir) 1278pick_arrow_target (object *op, shstr_cmp type, int dir)
1481{ 1279{
1482 object *tmp = NULL; 1280 object *tmp = NULL;
1483 maptile *m; 1281 maptile *m;
1484 int i, mflags, found, number; 1282 int i, mflags, found, number;
1485 sint16 x, y; 1283 sint16 x, y;
1500 for (i = 0, found = 0; i < 20; i++) 1298 for (i = 0, found = 0; i < 20; i++)
1501 { 1299 {
1502 x += freearr_x[dir]; 1300 x += freearr_x[dir];
1503 y += freearr_y[dir]; 1301 y += freearr_y[dir];
1504 mflags = get_map_flags (m, &m, x, y, &x, &y); 1302 mflags = get_map_flags (m, &m, x, y, &x, &y);
1303
1505 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) 1304 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1506 { 1305 {
1507 tmp = NULL; 1306 tmp = 0;
1508 break; 1307 break;
1509 } 1308 }
1510 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)
1511 { 1310 {
1512 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1311 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1513 * perhaps a bad assumption. 1312 * perhaps a bad assumption.
1514 */ 1313 */
1515 tmp = NULL; 1314 tmp = 0;
1516 break; 1315 break;
1517 } 1316 }
1317
1518 if (mflags & P_IS_ALIVE) 1318 if (mflags & P_IS_ALIVE)
1519 {
1520 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)
1521 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 1320 if (tmp->flag [FLAG_ALIVE])
1522 {
1523 found++;
1524 break;
1525 }
1526 if (found)
1527 break; 1321 break;
1528 }
1529 } 1322 }
1530 if (tmp == NULL) 1323
1324 if (!tmp)
1531 return find_arrow (op, type); 1325 return find_arrow (op, type);
1532 1326
1533 if (tmp->head) 1327 if (tmp->head)
1534 tmp = tmp->head; 1328 tmp = tmp->head;
1535 1329
1548 */ 1342 */
1549int 1343int
1550fire_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)
1551{ 1345{
1552 object *left, *bow; 1346 object *left, *bow;
1553 int bowspeed, mflags; 1347 int mflags;
1554 maptile *m; 1348 maptile *m;
1555 1349
1556 if (!dir) 1350 if (!dir)
1557 { 1351 {
1558 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!");
1559 return 0; 1353 return 0;
1560 } 1354 }
1561 1355
1562 if (op->type == PLAYER) 1356 if (op->contr)
1563 bow = op->contr->ranges[range_bow]; 1357 bow = op->current_weapon;
1564 else 1358 else
1565 { 1359 {
1566 for (bow = op->inv; bow; bow = bow->below) 1360 for (bow = op->inv; bow; bow = bow->below)
1567 /* 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
1568 * 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.
1573 if (!bow) 1367 if (!bow)
1574 { 1368 {
1575 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1369 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1576 return 0; 1370 return 0;
1577 } 1371 }
1372
1373 // optimisation: move object to top so we will find it quickly again
1374 splay (bow);
1578 } 1375 }
1579 1376
1580 if (!bow->race || !bow->skill) 1377 if (!bow->race || !bow->skill)
1581 { 1378 {
1582 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);
1583 return 0; 1380 return 0;
1584 } 1381 }
1585
1586 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1587
1588 /* penalize ROF for bestarrow */
1589 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1590 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1591
1592 if (bowspeed < 1)
1593 bowspeed = 1;
1594 1382
1595 if (arrow == NULL) 1383 if (arrow == NULL)
1596 { 1384 {
1597 if ((arrow = find_arrow (op, bow->race)) == NULL) 1385 if ((arrow = find_arrow (op, bow->race)) == NULL)
1598 { 1386 {
1599 if (op->type == PLAYER) 1387 if (op->type == PLAYER)
1600 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);
1601 /* 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 */
1602 else 1390 else
1603 CLEAR_FLAG (op, FLAG_READY_BOW); 1391 op->clr_flag (FLAG_READY_BOW);
1392
1604 return 0; 1393 return 0;
1605 } 1394 }
1606 } 1395 }
1607 1396
1608 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1397 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1616 } 1405 }
1617 1406
1618 /* this should not happen, but sometimes does */ 1407 /* this should not happen, but sometimes does */
1619 if (arrow->nrof == 0) 1408 if (arrow->nrof == 0)
1620 { 1409 {
1410 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1621 arrow->destroy (); 1411 arrow->destroy ();
1622 return 0; 1412 return 0;
1623 } 1413 }
1624 1414
1625 left = arrow; /* these are arrows left to the player */ 1415 left = arrow; /* these are arrows left to the player */
1626 arrow = get_split_ob (arrow, 1); 1416 arrow = arrow->split ();
1627 if (!arrow) 1417 if (!arrow)
1628 { 1418 {
1629 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);
1630 return 0; 1420 return 0;
1631 } 1421 }
1632 1422
1633 arrow->set_owner (op); 1423 arrow->set_owner (op);
1634 arrow->skill = bow->skill; 1424 arrow->skill = bow->skill;
1635 arrow->direction = dir; 1425 arrow->direction = dir;
1636 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
1637 if (op->type == PLAYER) 1459 if (op->type == PLAYER)
1638 { 1460 {
1639 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1640 op->update_stats ();
1641 }
1642
1643 SET_ANIMATION (arrow, arrow->direction);
1644 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1645 arrow->stats.hp = arrow->stats.dam;
1646 arrow->stats.grace = arrow->attacktype;
1647 if (arrow->slaying != NULL)
1648 arrow->spellarg = strdup (arrow->slaying);
1649
1650 /* Note that this was different for monsters - they got their level
1651 * added to the damage. I think the strength bonus is more proper.
1652 */
1653
1654 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1655
1656 /* update the speed */
1657 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1658 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1659
1660 arrow->set_speed (max (arrow->speed, 1.0));
1661 arrow->speed_left = 0;
1662
1663 if (op->type == PLAYER)
1664 {
1665 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1666 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1667 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1668
1669 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;
1670 } 1468 }
1671 else 1469 else
1672 { 1470 {
1673 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1674 arrow->level = op->level; 1471 arrow->level = op->level;
1675 } 1472 arrow->stats.wc -= bow->magic;
1676 1473
1677 if (arrow->attacktype == AT_PHYSICAL) 1474 if (!arrow->slaying)
1475 arrow->slaying = bow->slaying;
1476
1678 arrow->attacktype |= bow->attacktype; 1477 arrow->attacktype |= bow->attacktype;
1478 }
1679 1479
1680 if (bow->slaying) 1480 wc -= arrow->level;
1681 arrow->slaying = bow->slaying; 1481 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1682 1482
1483 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1683 arrow->move_type = MOVE_FLY_LOW; 1484 arrow->move_type = MOVE_FLY_LOW;
1684 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1485 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1685 1486
1686 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1487 op->play_sound (sound_find ("fire_arrow"));
1687 m->insert (arrow, sx, sy, op); 1488 m->insert (arrow, sx, sy, op);
1688 1489
1689 if (!arrow->destroyed ()) 1490 if (!arrow->destroyed ())
1690 move_arrow (arrow); 1491 move_arrow (arrow);
1691
1692 if (op->type == PLAYER)
1693 {
1694 if (left->destroyed ())
1695 esrv_del_item (op->contr, left->count);
1696 else
1697 esrv_send_item (op, left);
1698 }
1699 1492
1700 return 1; 1493 return 1;
1701} 1494}
1702 1495
1703/* Special fire code for players - this takes into 1496/* Special fire code for players - this takes into
1705 * but monsters can't. Putting that code here 1498 * but monsters can't. Putting that code here
1706 * makes the fire_bow code much cleaner. 1499 * makes the fire_bow code much cleaner.
1707 * this function should only be called if 'op' is a player, 1500 * this function should only be called if 'op' is a player,
1708 * hence the function name. 1501 * hence the function name.
1709 */ 1502 */
1710int 1503static int
1711player_fire_bow (object *op, int dir) 1504player_fire_bow (object *op, int dir)
1712{ 1505{
1713 int ret = 0, wcmod = 0; 1506 int ret;
1714 1507
1715 if (op->contr->bowtype == bow_bestarrow) 1508 if (op->contr->bowtype == bow_bestarrow)
1716 { 1509 {
1717 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);
1718 } 1511 }
1719 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)
1720 { 1513 {
1721 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1514 int wcmod = similar_direction (dir, op->contr->bowtype - bow_n + 1) ? 0 : -1;
1722 wcmod = -1;
1723
1724 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);
1725 } 1516 }
1726 else if (op->contr->bowtype == bow_threewide) 1517 else if (op->contr->bowtype == bow_threewide)
1727 { 1518 {
1728 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);
1729 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)]);
1730 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)]);
1731 } 1522 }
1732 else if (op->contr->bowtype == bow_spreadshot) 1523 else if (op->contr->bowtype == bow_spreadshot)
1733 { 1524 {
1734 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);
1735 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);
1736 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);
1737
1738 } 1528 }
1739 else 1529 else
1740 { 1530 {
1741 /* Simple case */ 1531 /* Simple case */
1742 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);
1743 } 1533 }
1534
1744 return ret; 1535 return ret;
1745} 1536}
1746
1747 1537
1748/* Fires a misc (wand/rod/horn) object in 'dir'. 1538/* Fires a misc (wand/rod/horn) object in 'dir'.
1749 * Broken apart from 'fire' to keep it more readable. 1539 * Broken apart from 'fire' to keep it more readable.
1750 */ 1540 */
1751void 1541static void
1752fire_misc_object (object *op, int dir) 1542fire_misc_object (object *op, int dir)
1753{ 1543{
1754 object *item; 1544 object *item = op->contr->ranged_ob;
1755 1545
1756 if (!op->contr->ranges[range_misc]) 1546 if (!item)
1757 { 1547 {
1758 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.");
1759 return; 1549 return;
1760 } 1550 }
1761 1551
1762 item = op->contr->ranges[range_misc];
1763 if (!item->inv) 1552 if (!item->inv)
1764 { 1553 {
1765 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1554 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1766 return; 1555 return;
1767 } 1556 }
1557
1558 if (!op->apply (item))
1559 return;
1560
1768 if (item->type == WAND) 1561 if (item->type == WAND)
1769 { 1562 {
1770 if (item->stats.food <= 0) 1563 if (item->stats.food <= 0)
1771 { 1564 {
1772 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1565 op->contr->play_sound (sound_find ("wand_poof"));
1773 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
1774 return; 1568 return;
1775 } 1569 }
1776 } 1570 }
1777 else if (item->type == ROD || item->type == HORN) 1571 else if (item->type == ROD || item->type == HORN)
1778 { 1572 {
1779 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))
1780 { 1578 {
1781 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1579 op->contr->play_sound (sound_find ("wand_poof"));
1580
1782 if (item->type == ROD) 1581 if (item->type == ROD)
1783 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));
1784 else 1583 else
1785 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
1786 return; 1586 return;
1787 } 1587 }
1788 } 1588 }
1789 1589
1790 if (cast_spell (op, item, dir, item->inv, NULL)) 1590 if (cast_spell (op, item, dir, item->inv, NULL))
1791 { 1591 {
1792 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
1793 if (item->type == WAND) 1594 if (item->type == WAND)
1794 { 1595 {
1795 if (!(--item->stats.food)) 1596 if (!(--item->stats.food))
1796 { 1597 {
1797 object *tmp; 1598 object *tmp;
1798 1599
1799 if (item->arch) 1600 if (item->arch)
1800 { 1601 {
1801 CLEAR_FLAG (item, FLAG_ANIMATE); 1602 item->clr_flag (FLAG_ANIMATE);
1802 item->face = item->arch->clone.face; 1603 item->face = item->arch->face;
1803 item->set_speed (0); 1604 item->set_speed (0);
1804 } 1605 }
1805 1606
1806 if ((tmp = item->in_player ())) 1607 if (object *pl = item->visible_to ())
1807 esrv_update_item (UPD_ANIM, tmp, item); 1608 esrv_update_item (UPD_ANIM, pl, item);
1808 } 1609 }
1809 } 1610 }
1810 else if (item->type == ROD || item->type == HORN) 1611 else if (item->type == ROD || item->type == HORN)
1811 drain_rod_charge (item); 1612 drain_rod_charge (item);
1812 } 1613 }
1813} 1614}
1814 1615
1815/* Received a fire command for the player - go and do it. 1616/* Received a fire command for the player - go and do it.
1816 */ 1617 */
1817void 1618bool
1818fire (object *op, int dir) 1619fire (object *who, int dir)
1819{ 1620{
1820 int spellcost = 0; 1621 int spellcost = 0;
1821 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
1822 /* check for loss of invisiblity/hide */ 1644 /* check for loss of invisiblity/hide */
1823 if (action_makes_visible (op)) 1645 if (action_makes_visible (who))
1824 make_visible (op); 1646 make_visible (who);
1825 1647
1826 switch (op->contr->shoottype) 1648 switch (ob->type)
1827 { 1649 {
1828 case range_none: 1650 case BOW:
1829 return;
1830
1831 case range_bow:
1832 player_fire_bow (op, dir); 1651 player_fire_bow (who, dir);
1833 return; 1652 break;
1834 1653
1835 case range_magic: /* Casting spells */ 1654 case SPELL:
1836 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);
1837 return; 1656 break;
1838 1657
1839 case range_misc: 1658 case BUILDER:
1840 fire_misc_object (op, dir);
1841 return;
1842
1843 case range_golem: /* Control summoned monsters from scrolls */
1844 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
1845 {
1846 op->contr->ranges[range_golem] = 0;
1847 op->contr->shoottype = range_none;
1848 }
1849 else
1850 control_golem (op->contr->ranges[range_golem], dir);
1851 return;
1852
1853 case range_skill:
1854 if (!op->chosen_skill)
1855 {
1856 if (op->type == PLAYER)
1857 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
1858 return;
1859 }
1860
1861 do_skill (op, op, op->chosen_skill, dir, NULL);
1862 return;
1863 case range_builder:
1864 apply_map_builder (op, dir); 1659 apply_map_builder (who, dir);
1865 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
1866 default: 1670 default:
1867 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type."); 1671 fire_misc_object (who, dir);
1868 return; 1672 break;
1869 } 1673 }
1870}
1871 1674
1872/* find_key 1675 return true;
1873 * We try to find a key for the door as passed. If we find a key 1676}
1874 * and successfully use it, we return the key, otherwise NULL 1677
1875 * This function merges both normal and locked door, since the logic 1678static object *
1876 * for both is the same - just the specific key is different.
1877 * pl is the player,
1878 * inv is the objects inventory to searched
1879 * door is the door we are trying to match against.
1880 * This function can be called recursively to search containers.
1881 */
1882object *
1883find_key (object *pl, object *container, object *door) 1679find_key_ (object *pl, object *container, object *door)
1884{ 1680{
1885 object *tmp, *key; 1681 object *tmp, *key;
1886 1682
1887 /* Should not happen, but sanity checking is never bad */ 1683 /* Should not happen, but sanity checking is never bad */
1888 if (!container->inv) 1684 if (!container->inv)
1891 /* 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 */
1892 for (tmp = container->inv; tmp; tmp = tmp->below) 1688 for (tmp = container->inv; tmp; tmp = tmp->below)
1893 { 1689 {
1894 if (door->type == DOOR && tmp->type == KEY) 1690 if (door->type == DOOR && tmp->type == KEY)
1895 break; 1691 break;
1692
1896 /* For sanity, we should really check door type, but other stuff 1693 /* For sanity, we should really check door type, but other stuff
1897 * (like containers) can be locked with special keys 1694 * (like containers) can be locked with special keys
1898 */ 1695 */
1899 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1696 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1900 break; 1697 break;
1906 * a key, return 1703 * a key, return
1907 */ 1704 */
1908 if (!tmp) 1705 if (!tmp)
1909 { 1706 {
1910 for (tmp = container->inv; tmp; tmp = tmp->below) 1707 for (tmp = container->inv; tmp; tmp = tmp->below)
1911 {
1912 /* No reason to search empty containers */ 1708 /* No reason to search empty containers */
1913 if (tmp->type == CONTAINER && tmp->inv) 1709 if (tmp->type == CONTAINER && tmp->inv)
1914 {
1915 if ((key = find_key (pl, tmp, door))) 1710 if ((key = find_key_ (pl, tmp, door)))
1916 return key; 1711 return key;
1917 }
1918 }
1919 1712
1920 if (!tmp) 1713 if (!tmp)
1921 return NULL; 1714 return 0;
1922 } 1715 }
1923 1716
1924 /* 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,
1925 * see if we actually want to use it 1718 * see if we actually want to use it
1926 */ 1719 */
1927 if (pl != container) 1720 if (pl != container)
1928 { 1721 {
1929 /* Only let players use keys in containers */ 1722 /* Only let players use keys in containers */
1930 if (!pl->contr) 1723 if (!pl->contr)
1931 return NULL; 1724 return 0;
1725
1932 /* cases where this fails: 1726 /* cases where this fails:
1933 * If we only search the player inventory, return now since we 1727 * If we only search the player inventory, return now since we
1934 * are not in the players inventory. 1728 * are not in the players inventory.
1935 * If the container is not active, return now since only active 1729 * If the container is not active, return now since only active
1936 * containers can be used. 1730 * containers can be used.
1940 * inv must have been an container and must have been active. 1734 * inv must have been an container and must have been active.
1941 * 1735 *
1942 * Change the color so that the message doesn't disappear with 1736 * Change the color so that the message doesn't disappear with
1943 * all the others. 1737 * all the others.
1944 */ 1738 */
1945 if (pl->contr->usekeys == key_inventory || 1739 if (pl->contr->usekeys == key_inventory
1946 !QUERY_FLAG (container, FLAG_APPLIED) || 1740 || !container->flag [FLAG_APPLIED]
1947 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys")))) 1741 || (pl->contr->usekeys == keyrings && container->race != shstr_keys))
1948 { 1742 {
1949 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1743 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1950 "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));
1951 return NULL; 1745 return NULL;
1952 } 1746 }
1953 } 1747 }
1954 1748
1955 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);
1956} 1775}
1957 1776
1958/* moved door processing out of move_player_attack. 1777/* moved door processing out of move_player_attack.
1959 * returns 1 if player has opened the door with a key 1778 * returns 1 if player has opened the door with a key
1960 * such that the caller should not do anything more, 1779 * such that the caller should not do anything more,
1961 * 0 otherwise 1780 * 0 otherwise
1962 */ 1781 */
1963static int 1782static int
1964player_attack_door (object *op, object *door) 1783player_attack_door (object *op, object *door)
1965{ 1784{
1966 /* 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,
1967 * 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 -
1968 * otherwise, we fall through to the rest of the code. 1787 * otherwise, we fall through to the rest of the code.
1969 */ 1788 */
1970 object *key = find_key (op, op, door); 1789 object *key = find_key (op, op, door);
1971 1790
1972 /* IF we found a key, do some extra work */ 1791 /* If we found a key, do some extra work */
1973 if (key) 1792 if (key)
1974 { 1793 {
1975 object *container = key->env; 1794 object *container = key->env;
1976 1795
1977 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1978 if (action_makes_visible (op)) 1796 if (action_makes_visible (op))
1979 make_visible (op); 1797 make_visible (op);
1798
1980 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1799 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1981 spring_trap (door->inv, op); 1800 spring_trap (door->inv, op);
1982 1801
1983 if (door->type == DOOR) 1802 if (door->type == DOOR)
1984 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 */
1985 else if (door->type == LOCKED_DOOR) 1804 else if (door->type == LOCKED_DOOR)
1986 { 1805 {
1987 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);
1988 remove_door2 (door); /* remove door without violence ;-) */ 1807 remove_door2 (door); /* remove door without violence ;-) */
1989 } 1808 }
1990 1809
1991 /* Do this after we print the message */ 1810 /* Do this after we print the message */
1992 decrease_ob (key); /* Use up one of the keys */ 1811 key->decrease (); /* Use up one of the keys */
1993 /* Need to update the weight the container the key was in */
1994 if (container != op)
1995 esrv_update_item (UPD_WEIGHT, op, container);
1996 1812
1997 return 1; /* Nothing more to do below */ 1813 return 1; /* Nothing more to do below */
1998 } 1814 }
1999 else if (door->type == LOCKED_DOOR) 1815 else if (door->type == LOCKED_DOOR)
2000 { 1816 {
2001 /* Might as well return now - no other way to open this */ 1817 /* Might as well return now - no other way to open this */
2002 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...");
2003 return 1; 1819 return 1;
2004 } 1820 }
2005 1821
2006 return 0; 1822 return 0;
2007} 1823}
2010 * It should keep the code cleaner. 1826 * It should keep the code cleaner.
2011 * When this is called, the players direction has been updated 1827 * When this is called, the players direction has been updated
2012 * (taking into account confusion.) The player is also actually 1828 * (taking into account confusion.) The player is also actually
2013 * going to try and move (not fire weapons). 1829 * going to try and move (not fire weapons).
2014 */ 1830 */
2015void 1831bool
2016move_player_attack (object *op, int dir) 1832move_player_attack (object *op, int dir)
2017{ 1833{
2018 object *tmp, *mon; 1834 if (!op->contr->braced && op->speed_left > 0.f && op->move (dir))
2019 sint16 nx, ny; 1835 {
2020 int on_battleground; 1836 --op->speed_left;
2021 maptile *m; 1837 return true;
1838 }
2022 1839
2023 nx = freearr_x[dir] + op->x; 1840 sint16 nx = freearr_x[dir] + op->x;
2024 ny = freearr_y[dir] + op->y; 1841 sint16 ny = freearr_y[dir] + op->y;
2025 1842
2026 on_battleground = op_on_battleground (op, 0, 0); 1843 if (out_of_map (op->map, nx, ny))
1844 return false;
2027 1845
2028 /* 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
2029 * 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
2030 * 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
2031 * player. This is a pretty nasty hack, because if we could 1849 * player. This is a pretty nasty hack, because if we could
2032 * 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
2033 * 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
2034 * 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
2035 * move_ob uses. 1853 * move_ob uses.
2036 */ 1854 */
2037 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;
2038 { 1870 }
2039 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;
2040 { 1883 }
2041 m = op->map->xy_find (nx, ny); 1884
2042 if (!m) 1885 /* The following deals with possibly attacking peaceful
2043 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;
2044 } 1918 }
2045 else 1919 else
2046 m = op->map;
2047
2048 if (!(tmp = m->at (nx, ny).bot))
2049 return; 1920 return false;
1921 }
2050 1922
2051 mon = 0; 1923 bool on_battleground = op_on_battleground (op, 0, 0);
2052 /* Go through all the objects, and find ones of interest. Only stop if
2053 * we find a monster - that is something we know we want to attack.
2054 * if its a door or barrel (can roll) see if there may be monsters
2055 * on the space
2056 */
2057 while (tmp)
2058 {
2059 if (tmp == op)
2060 {
2061 tmp = tmp->above;
2062 continue;
2063 }
2064 1924
2065 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2066 {
2067 mon = tmp;
2068 break;
2069 }
2070
2071 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2072 mon = tmp;
2073
2074 tmp = tmp->above;
2075 }
2076
2077 if (!mon) /* This happens anytime the player tries to move */
2078 return; /* into a wall */
2079
2080 if (mon->head)
2081 mon = mon->head;
2082
2083 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2084 if (player_attack_door (op, mon))
2085 return;
2086
2087 /* The following deals with possibly attacking peaceful
2088 * or frienddly creatures. Basically, all players are considered
2089 * unaggressive. If the moving player has peaceful set, then the
2090 * object should be pushed instead of attacked. It is assumed that
2091 * if you are braced, you will not attack friends accidently,
2092 * and thus will not push them.
2093 */
2094
2095 /* If the creature is a pet, push it even if the player is not
2096 * peaceful. Our assumption is the creature is a pet if the
2097 * player owns it and it is either friendly or unagressive.
2098 */
2099 if ((op->type == PLAYER)
2100#if COZY_SERVER
2101 &&
2102 ((mon->owner && mon->owner->contr
2103 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op)
2104#else
2105 && mon->owner == op
2106#endif
2107 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2108 {
2109 /* If we're braced, we don't want to switch places with it */
2110 if (op->contr->braced)
2111 return;
2112
2113 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2114 (void) push_ob (mon, dir, op);
2115 if (op->contr->tmp_invis || op->hide)
2116 make_visible (op);
2117
2118 return;
2119 }
2120
2121 /* in certain circumstances, you shouldn't attack friendly 1925 /* in certain circumstances, you shouldn't attack friendly
2122 * creatures. Note that if you are braced, you can't push 1926 * creatures. Note that if you are braced, you can't push
2123 * 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
2124 * attack them either. 1928 * attack them either.
2125 */ 1929 */
2126 if ((mon->type == PLAYER || mon->enemy != op) && 1930 if ((mon->type == PLAYER || mon->enemy != op)
2127 (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])
2128#ifdef PROHIBIT_PLAYERKILL
2129 (op->contr->peaceful 1932 && ((op->contr->peaceful
2130 || (mon->type == PLAYER 1933 || (mon->type == PLAYER && mon->contr->peaceful))
2131 && mon->contr->
2132 peaceful)) &&
2133#else
2134 op->contr->peaceful &&
2135#endif
2136 !on_battleground)) 1934 && !on_battleground))
1935 {
1936 if (op->speed_left > 0.f)
2137 { 1937 {
1938 --op->speed_left;
1939
2138 if (!op->contr->braced) 1940 if (!op->contr->braced)
2139 { 1941 {
2140 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 1942 op->play_sound (sound_find ("push_player"));
2141 push_ob (mon, dir, op); 1943 push_ob (mon, dir, op);
2142 } 1944 }
2143 else 1945 else
2144 new_draw_info (0, 0, op, "You withhold your attack"); 1946 op->statusmsg ("You withhold your attack");
2145 1947
2146 if (op->contr->tmp_invis || op->hide) 1948 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
2147 make_visible (op); 1949 make_visible (op);
2148 }
2149 1950
1951 return true;
1952 }
1953 }
2150 /* If the object is a boulder or other rollable object, then 1954 /* If the object is a boulder or other rollable object, then
2151 * 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.
2152 */ 1956 */
2153 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)
2154 { 1960 {
1961 --op->speed_left;
1962
2155 recursive_roll (mon, dir, op); 1963 recursive_roll (mon, dir, op);
2156 if (action_makes_visible (op)) 1964 if (action_makes_visible (op))
2157 make_visible (op); 1965 make_visible (op);
2158 }
2159 1966
1967 return true;
1968 }
1969 }
2160 /* Any generic living creature. Including things like doors. 1970 /* Any generic living creature. Including things like doors.
2161 * 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
2162 * and be living. Then, it must be one of the following: 1972 * and be living. Then, it must be one of the following:
2163 * 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
2164 * 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.
2165 */ 1975 */
2166 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 1976 else if ((mon->stats.hp >= 0) && mon->flag [FLAG_ALIVE] &&
2167 ((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)))
2168 { 1978 {
2169 1979 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2170 /* If the player hasn't hit something this tick, and does
2171 * so, give them speed boost based on weapon speed. Doing
2172 * it here is better than process_players2, which basically
2173 * incurred a 1 tick offset.
2174 */
2175 if (!op->contr->has_hit)
2176 { 1980 {
2177 op->speed_left += op->speed / op->contr->weapon_sp; 1981 --op->contr->weapon_sp_left;
2178
2179 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2180 }
2181 1982
2182 skill_attack (mon, op, 0, 0, 0); 1983 skill_attack (mon, op, 0, 0, 0);
2183
2184 /* If attacking another player, that player gets automatic
2185 * hitback, and doesn't loose luck either.
2186 * Disable hitback on the battleground or if the target is
2187 * the wiz.
2188 */
2189 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2190 {
2191 short luck = mon->stats.luck;
2192
2193 mon->contr->has_hit = 1;
2194 skill_attack (op, mon, 0, 0, 0);
2195 mon->stats.luck = luck;
2196 }
2197 1984
2198 if (action_makes_visible (op)) 1985 if (action_makes_visible (op))
2199 make_visible (op); 1986 make_visible (op);
2200 }
2201 } /* if player should attack something */
2202}
2203 1987
2204int 1988 return true;
1989 }
1990 }
1991
1992 return false;
1993}
1994
1995bool
2205move_player (object *op, int dir) 1996move_player (object *op, int dir)
2206{ 1997{
2207 int pick;
2208
2209 if (!op->map || op->map->in_memory != MAP_IN_MEMORY) 1998 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2210 return 0; 1999 return 0;
2211 2000
2212 /* Sanity check: make sure dir is valid */ 2001 /* Sanity check: make sure dir is valid */
2213 if ((dir < 0) || (dir >= 9)) 2002 if (dir < 0 || dir > 8)
2214 { 2003 {
2215 LOG (llevError, "move_player: invalid direction %d\n", dir); 2004 LOG (llevError, "move_player: invalid direction %d\n", dir);
2216 return 0; 2005 return 0;
2217 } 2006 }
2218 2007
2219 /* peterm: added following line */ 2008 /* peterm: added following line */
2220 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2009 if (op->flag [FLAG_CONFUSED] && dir)
2221 dir = absdir (dir + rndm (3) + rndm (3) - 2); 2010 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2222 2011
2223 op->facing = dir; 2012 op->facing = dir;
2224 2013
2225 if (op->hide) 2014 if (op->flag [FLAG_HIDDEN])
2226 do_hidden_move (op); 2015 do_hidden_move (op);
2227 2016
2017 bool retval;
2018 int pick = 0;
2019
2228 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2020 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2229 /*nop */ ; 2021 retval = RESULT_INT (0);
2230 else if (op->contr->fire_on) 2022 else if (op->contr->fire_on)
2231 fire (op, dir); 2023 retval = fire (op, dir);
2232 else 2024 else
2233 { 2025 {
2234 move_player_attack (op, dir); 2026 retval = move_player_attack (op, dir);
2235 pick = check_pick (op); 2027 pick = check_pick (op);
2236 } 2028 }
2237 2029
2238 /* 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
2239 * server can handle repeat firing. 2031 * server can handle repeat firing.
2246 /* Update how the player looks. Use the facing, so direction may 2038 /* Update how the player looks. Use the facing, so direction may
2247 * get reset to zero. This allows for full animation capabilities 2039 * get reset to zero. This allows for full animation capabilities
2248 * for players. 2040 * for players.
2249 */ 2041 */
2250 animate_object (op, op->facing); 2042 animate_object (op, op->facing);
2251 return 0; 2043
2044 return retval;
2252} 2045}
2253 2046
2254/* 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
2255 * new client/server stuff. 2048 * new client/server stuff.
2256 * 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
2257 * the new speed values for commands. 2050 * the new speed values for commands.
2258 * 2051 *
2259 * 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.
2260 */ 2055 */
2261int 2056bool
2262handle_newcs_player (object *op) 2057handle_newcs_player (object *op)
2263{ 2058{
2264 if (QUERY_FLAG (op, FLAG_SCARED)) 2059 if (op->flag [FLAG_SCARED])
2265 { 2060 {
2266 flee_player (op); 2061 if (op->speed_left > 0.f)
2267 /* If player is still scared, that is his action for this tick */
2268 if (QUERY_FLAG (op, FLAG_SCARED))
2269 { 2062 {
2270 op->speed_left--; 2063 --op->speed_left;
2064 flee_player (op);
2065
2271 return 0; 2066 return true;
2272 } 2067 }
2068 else
2069 return false;
2273 } 2070 }
2274
2275 /* I've been seeing crashes where the golem has been destroyed, but
2276 * the player object still points to the defunct golem. The code that
2277 * destroys the golem looks correct, and it doesn't always happen, so
2278 * put this in a a workaround to clean up the golem pointer.
2279 */
2280 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2281 op->contr->ranges[range_golem] = 0;
2282 2071
2283 /* call this here - we also will call this in do_ericserver, but 2072 /* call this here - we also will call this in do_ericserver, but
2284 * the players time has been increased when doericserver has been 2073 * the players time has been increased when doericserver has been
2285 * called, so we recheck it here. 2074 * called, so we recheck it here.
2286 */ 2075 */
2287 if (op->contr->ns->handle_command ()) 2076 if (op->contr->ns->handle_command ())
2288 return 1; 2077 return true;
2289 2078
2290 if (op->speed_left > 0)
2291 {
2292 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2079 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2293 {
2294 /* All move commands take 1 tick, at least for now */
2295 op->speed_left--;
2296
2297 /* Instead of all the stuff below, let move_player take care
2298 * of it. Also, some of the skill stuff is only put in
2299 * there, as well as the confusion stuff.
2300 */
2301 move_player (op, op->direction); 2080 return move_player (op, op->direction);
2302 2081
2303 return op->speed_left > 0;
2304 }
2305 }
2306
2307 return 0; 2082 return false;
2308} 2083}
2309 2084
2310int 2085static int
2311save_life (object *op) 2086save_life (object *op)
2312{ 2087{
2313 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2088 if (!op->flag [FLAG_LIFESAVE])
2314 return 0; 2089 return 0;
2315 2090
2316 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2091 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2317 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2092 if (tmp->flag [FLAG_APPLIED] && tmp->flag [FLAG_LIFESAVE])
2318 { 2093 {
2319 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2094 op->play_sound (sound_find ("ob_evaporate"));
2320 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); 2095 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2321 2096
2322 if (op->contr)
2323 esrv_del_item (op->contr, tmp->count);
2324
2325 tmp->destroy (); 2097 tmp->destroy ();
2326 CLEAR_FLAG (op, FLAG_LIFESAVE); 2098 op->clr_flag (FLAG_LIFESAVE);
2327 2099
2328 if (op->stats.hp < 0) 2100 if (op->stats.hp < 0)
2329 op->stats.hp = op->stats.maxhp; 2101 op->stats.hp = op->stats.maxhp;
2330 2102
2331 if (op->stats.food < 0) 2103 if (op->stats.food < 0)
2332 op->stats.food = 999; 2104 op->stats.food = MAX_FOOD;
2333 2105
2334 op->update_stats (); 2106 op->update_stats ();
2335 return 1; 2107 return 1;
2336 } 2108 }
2337 2109
2338 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2110 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2339 CLEAR_FLAG (op, FLAG_LIFESAVE); 2111 op->clr_flag (FLAG_LIFESAVE);
2340 enter_player_savebed (op); /* bring him home. */ 2112 enter_player_savebed (op); /* bring him home. */
2341 return 0; 2113 return 0;
2342} 2114}
2343 2115
2344/* This goes throws the inventory and removes unpaid objects, and puts them 2116/* This goes throws the inventory and removes unpaid objects, and puts them
2345 * back in the map (location and map determined by values of env). This 2117 * back in the map (location and map determined by values of env). This
2346 * function will descend into containers. op is the object to start the search 2118 * function will descend into containers. op is the object to start the search
2347 * from. 2119 * from.
2348 */ 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
2349void 2137void
2350remove_unpaid_objects (object *op, object *env) 2138object::drop_unpaid_items ()
2351{ 2139{
2352 while (op) 2140 if (!flag [FLAG_REMOVED])
2353 { 2141 ::drop_unpaid_items (inv, this);
2354 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2355
2356 if (QUERY_FLAG (op, FLAG_UNPAID))
2357 {
2358 if (env->type == PLAYER)
2359 esrv_del_item (env->contr, op->count);
2360
2361 op->insert_at (env);
2362 }
2363 else if (op->inv)
2364 remove_unpaid_objects (op->inv, env);
2365
2366 op = next;
2367 }
2368}
2369
2370/*
2371 * Returns pointer a static string containing gravestone text
2372 * Moved from apply.c to player.c - player.c is what
2373 * actually uses this function. player.c may not be quite the
2374 * best, a misc file for object actions is probably better,
2375 * but there isn't one in the server directory.
2376 */
2377char *
2378gravestone_text (object *op)
2379{
2380 static char buf2[MAX_BUF];
2381 char buf[MAX_BUF];
2382 time_t now = time (NULL);
2383
2384 strcpy (buf2, " R.I.P.\n\n");
2385 if (op->type == PLAYER)
2386 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2387 else
2388 sprintf (buf, "%s\n", &op->name);
2389
2390 strncat (buf2, " ", 20 - strlen (buf) / 2);
2391 strcat (buf2, buf);
2392 if (op->type == PLAYER)
2393 sprintf (buf, "who was in level %d when killed\n", op->level);
2394 else
2395 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2396
2397 strncat (buf2, " ", 20 - strlen (buf) / 2);
2398 strcat (buf2, buf);
2399 if (op->type == PLAYER)
2400 {
2401 sprintf (buf, "by %s.\n\n", op->contr->killer);
2402 strncat (buf2, " ", 21 - strlen (buf) / 2);
2403 strcat (buf2, buf);
2404 }
2405
2406 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2407 strncat (buf2, " ", 20 - strlen (buf) / 2);
2408 strcat (buf2, buf);
2409
2410 return buf2;
2411} 2142}
2412 2143
2413void 2144void
2414do_some_living (object *op) 2145do_some_living (object *op)
2415{ 2146{
2416 int last_food = op->stats.food; 2147 int last_food = op->stats.food;
2417 int gen_hp, gen_sp, gen_grace; 2148 int gen_hp, gen_sp, gen_grace;
2418 int over_hp, over_sp, over_grace;
2419 int i; 2149 int i;
2420 int rate_hp = 1200; 2150 int rate_hp = 1200;
2421 int rate_sp = 2500; 2151 int rate_sp = 2500;
2422 int rate_grace = 2000; 2152 int rate_grace = 2000;
2423 const int max_hp = 1; 2153 const int max_hp = 1;
2432 * alternate it here for it to work correctly. 2162 * alternate it here for it to work correctly.
2433 */ 2163 */
2434 if (pticks & 2) 2164 if (pticks & 2)
2435 op->invisible--; 2165 op->invisible--;
2436 } 2166 }
2437 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS))) 2167 else if (op->invisible && !(op->flag [FLAG_MAKE_INVIS]))
2438 { 2168 {
2439 if (!op->invisible--) 2169 if (!op->invisible--)
2440 { 2170 {
2441 make_visible (op); 2171 make_visible (op);
2442 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.");
2443 } 2173 }
2444 } 2174 }
2445
2446 if (op->contr->outputs_sync)
2447 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2448 if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2449 flush_output_element (op, &op->contr->outputs[i]);
2450 2175
2451 if (op->contr->ns->state == ST_PLAYING) 2176 if (op->contr->ns->state == ST_PLAYING)
2452 { 2177 {
2453 /* these next three if clauses make it possible to SLOW DOWN 2178 /* these next three if clauses make it possible to SLOW DOWN
2454 hp/grace/spellpoint regeneration. */ 2179 hp/grace/spellpoint regeneration. */
2474 { 2199 {
2475 gen_grace = op->stats.maxgrace; 2200 gen_grace = op->stats.maxgrace;
2476 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2201 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2477 } 2202 }
2478 2203
2479 /* Regenerate Spell Points */ 2204 /* Regenerate Grace */
2480 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)
2481 { 2207 {
2482 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2483 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)
2484 { 2214 {
2485 op->stats.sp++; 2215 int over_grace = temp / rate_grace;
2486 /* dms do not consume food */ 2216
2487 if (!QUERY_FLAG (op, FLAG_WIZ)) 2217 if (over_grace > 0)
2488 { 2218 {
2489 op->stats.food--; 2219 op->stats.sp += over_grace + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > (temp % rate_grace)) ? -1 : 0;
2490 if (op->contr->digestion < 0) 2220 op->last_grace = 0;
2491 op->stats.food += op->contr->digestion;
2492 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2493 op->stats.food = last_food;
2494 } 2221 }
2222 else
2223 op->last_grace = rate_grace / temp;
2495 } 2224 }
2225 else
2226 op->last_grace = rate_grace / temp;
2496 2227
2497 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)
2498 { 2235 {
2499 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);
2500 if (over_sp > 0) 2237
2238 if (op->stats.sp < op->stats.maxsp)
2501 { 2239 {
2502 if (op->stats.sp < op->stats.maxsp) 2240 op->stats.sp++;
2241
2242 /* dms do not consume food */
2243 if (!op->flag [FLAG_WIZ])
2503 { 2244 {
2504 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2505
2506 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2507 op->stats.sp--; 2245 op->stats.food--;
2508 2246
2509 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))
2510 op->stats.sp = op->stats.maxsp; 2250 op->stats.food = last_food;
2511 } 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
2512 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);
2513 } 2274 }
2514 else 2275 else
2515 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);
2516 } 2277 }
2517 else
2518 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2519 }
2520 2278
2521 /* Regenerate Grace */ 2279 /* Regenerate Hit Points */
2522 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2523 if (--op->last_grace < 0) 2280 if (--op->last_heal < 0)
2524 {
2525 if (op->stats.grace < op->stats.maxgrace / 2)
2526 op->stats.grace++; /* no penalty in food for regaining grace */
2527
2528 if (max_grace > 1)
2529 { 2281 {
2530 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2282 if (op->stats.hp < op->stats.maxhp)
2531 if (over_grace > 0)
2532 { 2283 {
2533 op->stats.sp += over_grace 2284 op->stats.hp++;
2534 + (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;
2535 op->last_grace = 0; 2307 op->last_heal = 0;
2308 }
2309 else
2310 op->last_heal = rate_hp / temp;
2536 } 2311 }
2537 else 2312 else
2538 {
2539 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2540 }
2541 }
2542 else
2543 {
2544 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2545 }
2546 /* wearing stuff doesn't detract from grace generation. */
2547 }
2548
2549 /* Regenerate Hit Points */
2550 if (--op->last_heal < 0)
2551 {
2552 if (op->stats.hp < op->stats.maxhp)
2553 {
2554 op->stats.hp++;
2555 /* dms do not consume food */
2556 if (!QUERY_FLAG (op, FLAG_WIZ))
2557 {
2558 op->stats.food--;
2559 if (op->contr->digestion < 0)
2560 op->stats.food += op->contr->digestion;
2561 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2562 op->stats.food = last_food;
2563 }
2564 }
2565
2566 if (max_hp > 1)
2567 {
2568 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2569 if (over_hp > 0)
2570 {
2571 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2572 op->last_heal = 0; 2313 op->last_heal = rate_hp / temp;
2573 }
2574 else
2575 {
2576 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2577 }
2578 }
2579 else
2580 {
2581 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2582 } 2314 }
2583 } 2315 }
2584 2316
2585 /* Digestion */ 2317 /* Digestion */
2586 if (--op->last_eat < 0) 2318 if (--op->last_eat < 0)
2587 { 2319 {
2588#ifdef COZY_SERVER 2320 int bonus = max (0, op->contr->digestion),
2589 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion; 2321 penalty = max (0, -op->contr->digestion);
2590 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2591#else
2592 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2593#endif
2594 2322
2595 if (op->contr->gen_hp > 0)
2596 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);
2597 else
2598 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2599 2324
2600 /* dms do not consume food */ 2325 /* dms do not consume food */
2601 if (!QUERY_FLAG (op, FLAG_WIZ)) 2326 if (!op->flag [FLAG_WIZ])
2602 op->stats.food--; 2327 op->stats.food--;
2603 } 2328 }
2604 2329
2605 if (op->stats.food < 0 && op->stats.hp >= 0) 2330 if (op->stats.food < 0 && op->stats.hp >= 0)
2606 { 2331 {
2607 object *tmp, *flesh = 0; 2332 object *flesh = 0;
2608 2333
2609 for (tmp = op->inv; tmp; tmp = tmp->below) 2334 for_inv_removable (op, tmp)
2610 { 2335 {
2611 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)
2612 { 2340 {
2613 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2341 op->statusmsg ("You blindly grab for a bite of food. "
2614 { 2342 "H<To prevent you from starving, you ate some random item from your backpack.>");
2615 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2343 op->apply (tmp);
2616 manual_apply (op, tmp, 0); 2344
2617 if (op->stats.food >= 0 || op->stats.hp < 0) 2345 if (op->stats.food >= 0 || op->stats.hp < 0)
2618 break; 2346 break;
2619 } 2347 }
2620 else if (tmp->type == FLESH) 2348 else if (tmp->type == FLESH)
2621 flesh = tmp; 2349 flesh = tmp;
2622 } /* End if paid for object */ 2350 }
2623 } /* end of for loop */
2624 2351
2625 /* 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
2626 * eat flesh instead. 2353 * eat flesh instead.
2627 */ 2354 */
2628 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2355 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2629 { 2356 {
2630 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.>");
2631 manual_apply (op, flesh, 0); 2359 op->apply (flesh);
2632 } 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)
2633 } 2369 {
2370 op->stats.hp += op->stats.food;
2371 op->stats.food = 0;
2634 2372
2635 while (op->stats.food < 0 && op->stats.hp >= 0) 2373 if (op->stats.hp < 0)
2636 op->stats.food++, op->stats.hp--; 2374 {
2375 op->contr->killer = archetype::get ("killer_starvation");
2376 op->contr->killer->destroy ();
2377 }
2378 }
2637 2379
2380 /* killer should be set here already */
2638 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2381 if (op->stats.hp < 0 && !op->flag [FLAG_WIZ])
2639 kill_player (op); 2382 kill_player (op);
2640 } 2383 }
2641} 2384}
2642 2385
2643/* 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.
2646 * file. 2389 * file.
2647 */ 2390 */
2648void 2391void
2649kill_player (object *op) 2392kill_player (object *op)
2650{ 2393{
2651 char buf[MAX_BUF];
2652 int x, y; 2394 int x, y;
2653
2654 //int i;
2655 maptile *map; /* this is for resurrection */ 2395 maptile *map; /* this is for resurrection */
2656
2657 /* int z;
2658 int num_stats_lose;
2659 int lost_a_stat;
2660 int lose_this_stat;
2661 int this_stat; */
2662 int will_kill_again; 2396 int will_kill_again;
2663 archetype *at; 2397 archetype *at;
2664 object *tmp; 2398 object *tmp;
2665 2399
2666 if (save_life (op)) 2400 if (save_life (op))
2667 return; 2401 return;
2668 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 }
2669 2438
2670 /* 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
2671 * 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.
2672 * Look at op_on_battleground() for more info --AndreasV 2441 * Look at op_on_battleground() for more info --AndreasV
2673 */ 2442 */
2674 if (op_on_battleground (op, &x, &y)) 2443 if (op_on_battleground (op, &x, &y))
2675 { 2444 {
2676 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";
2677 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2678
2679 /* restore player */
2680 at = archetype::find ("poisoning");
2681 if (object *tmp = present_arch_in_ob (at, op))
2682 {
2683 tmp->destroy ();
2684 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2685 }
2686
2687 at = archetype::find ("confusion");
2688 if (object *tmp = present_arch_in_ob (at, op))
2689 {
2690 tmp->destroy ();
2691 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2692 }
2693
2694 cure_disease (op, 0); /* remove any disease */
2695 op->stats.hp = op->stats.maxhp;
2696 if (op->stats.food <= 0)
2697 op->stats.food = 999;
2698 2446
2699 /* create a bodypart-trophy to make the winner happy */ 2447 /* create a bodypart-trophy to make the winner happy */
2700 if (object *tmp = arch_to_object (archetype::find ("finger"))) 2448 object *tmp = archetype::find (shstr_finger)->instance ();
2701 { 2449
2702 sprintf (buf, "%s's finger", &op->name); 2450 tmp->name = format ("%s's finger" , &op->name);
2703 tmp->name = buf; 2451 tmp->name_pl = format ("%s's fingers", &op->name);
2704 sprintf (buf, " This finger has been cut off %s\n" 2452 tmp->msg = format (
2705 " 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",
2706 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2454 &op->name, op->contr->title,
2707 tmp->msg = buf; 2455 (int)op->level,
2456 op->contr->killer_name ()
2457 );
2708 tmp->value = 0, tmp->type = 0; 2458 tmp->value = 0, tmp->type = 0;
2709 tmp->materialname = "organics"; 2459 tmp->material = name_to_material (shstr_organic);
2710 tmp->insert_at (op, tmp); 2460 tmp->insert_at (op, tmp);
2711 }
2712 2461
2713 /* teleport defeated player to new destination */ 2462 /* teleport defeated player to new destination */
2714 transfer_ob (op, x, y, 0, NULL); 2463 transfer_ob (op, x, y, 0, NULL);
2715 op->contr->braced = 0; 2464 op->contr->braced = 0;
2465
2466 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2716 return; 2467 return;
2717 } 2468 }
2718 2469
2470 deathtab << "You were killed by " << op->contr->killer_name () << ".\n\n";
2471 deathtab << "T<YOU HAVE DIED>\n\n";
2472
2719 INVOKE_PLAYER (DEATH, op->contr); 2473 INVOKE_PLAYER (DEATH, op->contr);
2720 2474
2721 command_kill_pets (op, 0); 2475 command_kill_pets (op, 0);
2722 2476
2723 if (op->stats.food < 0) 2477 op->contr->play_sound (sound_find ("player_dies"));
2724 {
2725 sprintf (buf, "%s starved to death.", &op->name);
2726 strcpy (op->contr->killer, "starvation");
2727 }
2728 else
2729 sprintf (buf, "%s died.", &op->name);
2730
2731 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2732 2478
2733 /* save the map location for corpse, gravestone */ 2479 /* save the map location for corpse, gravestone */
2734 x = op->x; 2480 x = op->x;
2735 y = op->y; 2481 y = op->y;
2736 map = op->map; 2482 map = op->map;
2764 2510
2765 lost_a_stat = 0; 2511 lost_a_stat = 0;
2766 2512
2767 for (z = 0; z < num_stats_lose; z++) 2513 for (z = 0; z < num_stats_lose; z++)
2768 { 2514 {
2769 i = RANDOM () % NUM_STATS; 2515 i = rndm (NUM_STATS);
2770 2516
2771 if (settings.stat_loss_on_death) 2517 if (settings.stat_loss_on_death)
2772 { 2518 {
2773 /* 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
2774 * what he lost. 2520 * what he lost.
2781 lost_a_stat = 1; 2527 lost_a_stat = 1;
2782 } 2528 }
2783 else 2529 else
2784 { 2530 {
2785 /* deplete a stat */ 2531 /* deplete a stat */
2786 archetype *deparch = archetype::find ("depletion"); 2532 archetype *deparch = archetype::find (shstr_depletion);
2787 object *dep; 2533 object *dep;
2788 2534
2789 dep = present_arch_in_ob (deparch, op); 2535 dep = present_arch_in_ob (deparch, op);
2790 if (!dep) 2536 if (!dep)
2791 { 2537 {
2792 dep = arch_to_object (deparch); 2538 dep = deparch->instance ();
2793 insert_ob_in_ob (dep, op); 2539 insert_ob_in_ob (dep, op);
2794 } 2540 }
2795 lose_this_stat = 1; 2541 lose_this_stat = 1;
2796 if (settings.balanced_stat_loss) 2542 if (settings.balanced_stat_loss)
2797 { 2543 {
2825 } 2571 }
2826 } 2572 }
2827 2573
2828 if (lose_this_stat) 2574 if (lose_this_stat)
2829 { 2575 {
2830 this_stat = get_attr_value (&(dep->stats), i); 2576 this_stat = get_attr_value (&dep->stats, i);
2831 /* We could try to do something clever like find another 2577 /* We could try to do something clever like find another
2832 * stat to reduce if this fails. But chances are, if 2578 * stat to reduce if this fails. But chances are, if
2833 * stats have been depleted to -50, all are pretty low 2579 * stats have been depleted to -50, all are pretty low
2834 * 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
2835 * difference. 2581 * difference.
2836 */ 2582 */
2837 if (this_stat >= -50) 2583 if (this_stat >= -50)
2838 { 2584 {
2839 change_attr_value (&(dep->stats), i, -1); 2585 change_attr_value (&(dep->stats), i, -1);
2840 SET_FLAG (dep, FLAG_APPLIED); 2586 dep->set_flag (FLAG_APPLIED);
2841 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2587 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2842 op->update_stats (); 2588 op->update_stats ();
2843 lost_a_stat = 1; 2589 lost_a_stat = 1;
2844 } 2590 }
2845 } 2591 }
2846 } 2592 }
2847 } 2593 }
2594
2848 /* If no stat lost, tell the player. */ 2595 /* If no stat lost, tell the player. */
2849 if (!lost_a_stat) 2596 if (!lost_a_stat)
2850 { 2597 {
2851 /* determine_god() seems to not work sometimes... why is this? 2598 /* determine_god() seems to not work sometimes... why is this?
2852 Should I be using something else? GD */ 2599 Should I be using something else? GD */
2853 const char *god = determine_god (op); 2600 shstr_tmp god = determine_god (op);
2854 2601
2855 if (god && (strcmp (god, "none"))) 2602 if (god != shstr_none)
2856 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";
2857 else 2604 else
2858 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";
2859 } 2606 }
2860#else 2607#else
2861 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.";
2862#endif 2609#endif
2863 2610
2864 /* Put a gravestone up where the character 'almost' died. List the 2611 /* Put a gravestone up where the character 'almost' died. List the
2865 * exp loss on the stone. 2612 * exp loss on the stone.
2866 */ 2613 */
2867 tmp = arch_to_object (archetype::find ("gravestone")); 2614 tmp = archetype::find (shstr_gravestone)->instance ();
2868 sprintf (buf, "%s's gravestone", &op->name); 2615 tmp->name = format ("%s's gravestone", &op->name);
2869 tmp->name = buf; 2616 tmp->name_pl = format ("%s's gravestones", &op->name);
2870 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",
2871 tmp->name_pl = buf; 2618 &op->name, op->contr->title, op->contr->killer_name ());
2872 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);
2873 tmp->msg = buf;
2874 tmp->x = op->x, tmp->y = op->y; 2619 tmp->x = op->x, tmp->y = op->y;
2875 insert_ob_in_map (tmp, op->map, NULL, 0); 2620 insert_ob_in_map (tmp, op->map, NULL, 0);
2876 2621
2877 /**************************************/ 2622 /**************************************/
2878 /* */ 2623 /* */
2879 /* Subtract the experience points, */ 2624 /* Subtract the experience points, */
2880 /* if we died cause of food, give us */
2881 /* food, and reset HP's... */
2882 /* */ 2625 /* */
2883 /**************************************/ 2626 /**************************************/
2884 2627
2885 /* remove any poisoning and confusion the character may be suffering. */
2886 /* restore player */
2887 at = archetype::find ("poisoning");
2888 tmp = present_arch_in_ob (at, op);
2889
2890 if (tmp)
2891 {
2892 tmp->destroy ();
2893 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2894 }
2895
2896 at = archetype::find ("confusion");
2897 tmp = present_arch_in_ob (at, op);
2898 if (tmp)
2899 {
2900 tmp->destroy ();
2901 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2902 }
2903
2904 cure_disease (op, 0); /* remove any disease */
2905
2906 /*add_exp(op, (op->stats.exp * -0.20)); */ 2628 /*add_exp(op, (op->stats.exp * -0.20)); */
2907 apply_death_exp_penalty (op); 2629 apply_death_exp_penalty (op);
2908 if (op->stats.food < 100)
2909 op->stats.food = 900;
2910 op->stats.hp = op->stats.maxhp;
2911 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2912 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2913 2630
2914 /* 2631 /*
2915 * Check to see if the player has any unpaid items. If so, remove them 2632 * Check to see if the player has any unpaid items. If so, remove them
2916 * and put them back in the map. 2633 * and put them back in the map.
2917 */ 2634 */
2918 remove_unpaid_objects (op->inv, op); 2635 op->drop_unpaid_items ();
2919 2636
2920 /****************************************/ 2637 /****************************************/
2921 /* */ 2638 /* */
2922 /* Move player to his current respawn- */ 2639 /* Move player to his current respawn- */
2923 /* position (usually last savebed) */ 2640 /* position (usually last savebed) */
2943 object *force; 2660 object *force;
2944 int at; 2661 int at;
2945 2662
2946 force = get_archetype (FORCE_NAME); 2663 force = get_archetype (FORCE_NAME);
2947 /* 50 ticks should be enough time for the spell to abate */ 2664 /* 50 ticks should be enough time for the spell to abate */
2948 force->speed = 0.1;
2949 force->speed_left = -5.0; 2665 force->speed_left = -5.f;
2950 SET_FLAG (force, FLAG_APPLIED); 2666 force->set_speed (0.1f);
2667 force->set_flag (FLAG_APPLIED);
2668
2951 for (at = 0; at < NROFATTACKS; at++) 2669 for (at = 0; at < NROFATTACKS; at++)
2952 if (will_kill_again & (1 << at)) 2670 if (will_kill_again & (1 << at))
2953 force->resist[at] = 100; 2671 force->resist[at] = 100;
2954 2672
2955 insert_ob_in_ob (force, op); 2673 insert_ob_in_ob (force, op);
2956 op->update_stats (); 2674 op->update_stats ();
2957
2958 } 2675 }
2959 2676
2960 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2677 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2961} 2678}
2962 2679
2963void 2680static void
2964loot_object (object *op) 2681loot_object (object *op)
2965{ /* Grab and destroy some treasure */ 2682{ /* Grab and destroy some treasure */
2966 object *tmp, *tmp2, *next; 2683 object *tmp, *tmp2, *next;
2967 2684
2968 op->close_container (); /* close open sack first */ 2685 op->close_container (); /* close open sack first */
2978 tmp->x = op->x, tmp->y = op->y; 2695 tmp->x = op->x, tmp->y = op->y;
2979 2696
2980 if (tmp->type == CONTAINER) 2697 if (tmp->type == CONTAINER)
2981 loot_object (tmp); /* empty container to ground */ 2698 loot_object (tmp); /* empty container to ground */
2982 2699
2983 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))))
2984 { 2701 {
2985 if (tmp->nrof > 1) 2702 if (tmp->nrof > 1)
2986 { 2703 {
2987 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2704 tmp->decrease (rndm (1, tmp->nrof - 1));
2988 tmp2->destroy ();
2989 insert_ob_in_map (tmp, op->map, NULL, 0); 2705 insert_ob_in_map (tmp, op->map, NULL, 0);
2990 } 2706 }
2991 else 2707 else
2992 tmp->destroy (); 2708 tmp->destroy ();
2993 } 2709 }
3000 * fix_weight(): Check recursively the weight of all players, and fix 2716 * fix_weight(): Check recursively the weight of all players, and fix
3001 * 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
3002 * was changed. 2718 * was changed.
3003 */ 2719 */
3004void 2720void
3005fix_weight (void) 2721fix_weight ()
3006{ 2722{
3007 for_all_players (pl) 2723 for_all_players (pl)
3008 { 2724 {
3009 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2725 sint32 old = pl->ob->carrying;
3010 2726
3011 if (old == sum) 2727 pl->ob->update_weight ();
3012 continue; 2728
2729 if (old != pl->ob->carrying)
2730 {
3013 pl->ob->update_stats (); 2731 pl->ob->update_stats ();
3014 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 }
3015 } 2734 }
3016} 2735}
3017 2736
3018void 2737void
3019fix_luck (void) 2738fix_luck ()
3020{ 2739{
3021 for_all_players (pl) 2740 for_all_players (pl)
3022 if (!pl->ob->contr->ns->state) 2741 if (!pl->ob->contr->ns->state)
3023 pl->ob->change_luck (0); 2742 pl->ob->change_luck (0);
3024} 2743}
3061} 2780}
3062 2781
3063void 2782void
3064make_visible (object *op) 2783make_visible (object *op)
3065{ 2784{
3066 op->hide = 0; 2785 op->flag [FLAG_HIDDEN] = 0;
3067 op->invisible = 0; 2786 op->invisible = 0;
2787
3068 if (op->type == PLAYER) 2788 if (op->type == PLAYER)
3069 { 2789 {
3070 op->contr->tmp_invis = 0; 2790 op->contr->tmp_invis = 0;
3071 op->contr->invis_race = 0; 2791 op->contr->invis_race = 0;
3072 } 2792 }
3075} 2795}
3076 2796
3077int 2797int
3078is_true_undead (object *op) 2798is_true_undead (object *op)
3079{ 2799{
3080 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 2800 if (op->arch->flag [FLAG_UNDEAD])
3081 return 1; 2801 return 1;
3082 2802
3083 return 0; 2803 return 0;
3084} 2804}
3085 2805
3086/* look at the surrounding terrain to determine 2806/* look at the surrounding terrain to determine
3087 * the hideability of this object. Positive levels 2807 * the hideability of this object. Positive levels
3088 * indicate greater hideability. 2808 * indicate greater hideability.
3089 */ 2809 */
3090
3091int 2810int
3092hideability (object *ob) 2811hideability (object *ob)
3093{ 2812{
3094 int i, level = 0, mflag; 2813 int i, level = 0, mflag;
3095 sint16 x, y; 2814 sint16 x, y;
3096 2815
3097 if (!ob || !ob->map) 2816 if (!ob || !ob->map)
3098 return 0; 2817 return 0;
3099 2818
3100 /* so, on normal lighted maps, its hard to hide */ 2819 /* so, on normal lighted maps, its hard to hide */
3101 level = ob->map->darkness - 2; 2820 level = ob->map->darklevel () - 2;
3102 2821
3103 /* this also picks up whether the object is glowing. 2822 /* this also picks up whether the object is glowing.
3104 * 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
3105 * as bad as carrying a light on a pitch dark map */ 2824 * as bad as carrying a light on a pitch dark map */
3106 if (has_carried_lights (ob)) 2825 if (ob->has_carried_lights ())
3107 level = -(10 + (2 * ob->map->darkness)); 2826 level = -(10 + (2 * ob->map->darklevel ()));
3108 2827
3109 /* scan through all nearby squares for terrain to hide in */ 2828 /* scan through all nearby squares for terrain to hide in */
3110 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])
3111 { 2832 {
3112 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); 2833 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3113 if (mflag & P_OUT_OF_MAP) 2834 if (mflag & P_OUT_OF_MAP)
3114 {
3115 continue; 2835 continue;
3116 } 2836
3117 if (mflag & P_BLOCKSVIEW) /* something to hide near! */ 2837 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3118 level += 2; 2838 level += 2;
3119 else /* open terrain! */ 2839 else /* open terrain! */
3120 level -= 1; 2840 level -= 1;
3121 } 2841 }
3129/* For Hidden creatures - a chance of becoming 'unhidden' 2849/* For Hidden creatures - a chance of becoming 'unhidden'
3130 * every time they move - as we subtract off 'invisibility' 2850 * every time they move - as we subtract off 'invisibility'
3131 * AND, for players, if they move into a ridiculously unhideable 2851 * AND, for players, if they move into a ridiculously unhideable
3132 * spot (surrounded by clear terrain in broad daylight). -b.t. 2852 * spot (surrounded by clear terrain in broad daylight). -b.t.
3133 */ 2853 */
3134
3135void 2854void
3136do_hidden_move (object *op) 2855do_hidden_move (object *op)
3137{ 2856{
3138 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 2857 int hide = 0;
3139 object *skop;
3140 2858
3141 if (!op || !op->map) 2859 if (!op || !op->map)
3142 return; 2860 return;
3143 2861
3144 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);
3145 2864
3146 /* 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! */
3147 if (op->type == PLAYER && op->contr->run_on) 2866 if (op->type == PLAYER && op->contr->run_on)
3148 if (!skop || num >= skop->level) 2867 if (!skop || num >= skop->level)
3149 { 2868 {
3159 num -= hide; 2878 num -= hide;
3160 2879
3161 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 2880 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3162 { 2881 {
3163 make_visible (op); 2882 make_visible (op);
2883
3164 if (op->type == PLAYER) 2884 if (op->type == PLAYER)
3165 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!");
3166 } 2886 }
3167 else if (op->type == PLAYER && skop) 2887 else if (op->type == PLAYER && skop)
3168 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);
3183 2903
3184 if (who->type == PLAYER) 2904 if (who->type == PLAYER)
3185 player = 1; 2905 player = 1;
3186 2906
3187 else 2907 else
3188 friendly = QUERY_FLAG (who, FLAG_FRIENDLY); 2908 friendly = who->flag [FLAG_FRIENDLY];
3189 2909
3190 /* search adjacent squares */ 2910 /* search adjacent squares */
3191 for (i = 1; i < 9; i++) 2911 for (i = 1; i < 9; i++)
3192 { 2912 {
3193 x = who->x + freearr_x[i]; 2913 x = who->x + freearr_x[i];
3202 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)))
3203 continue; 2923 continue;
3204 2924
3205 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)
3206 { 2926 {
3207 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])
3208 return 1; 2928 return 1;
3209 else if (tmp->type == PLAYER) 2929 else if (tmp->type == PLAYER)
3210 { 2930 {
3211 /*don't let a hidden DM prevent you from hiding */ 2931 /*don't let a hidden DM prevent you from hiding */
3212 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0) 2932 if (!tmp->flag [FLAG_WIZ] || tmp->contr->hidden == 0)
3213 return 1; 2933 return 1;
3214 } 2934 }
3215 } 2935 }
3216 } 2936 }
3217 return 0; 2937 return 0;
3221 * object op. This function works fine for monsters, 2941 * object op. This function works fine for monsters,
3222 * 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
3223 * a pile (say a coin under a table would return "viewable" 2943 * a pile (say a coin under a table would return "viewable"
3224 * by this routine). Another question, should we be 2944 * by this routine). Another question, should we be
3225 * concerned with the direction the player is looking 2945 * concerned with the direction the player is looking
3226 * in? Realistically, most of use cant see stuff behind 2946 * in? Realistically, most of us can't see stuff behind
3227 * our backs...on the other hand, does the "facing" direction 2947 * our backs...on the other hand, does the "facing" direction
3228 * imply the way your head, or body is facing? Its possible 2948 * imply the way your head, or body is facing? It's possible
3229 * 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.
3230 * -b.t. 2950 * -b.t.
3231 * This function is now map tiling safe. 2951 * This function is now map tiling safe.
3232 */ 2952 */
3233
3234int 2953int
3235player_can_view (object *pl, object *op) 2954player_can_view (object *pl, object *op)
3236{ 2955{
3237 rv_vector rv; 2956 rv_vector rv;
3238 int dx, dy; 2957 int dx, dy;
3250 2969
3251 get_rangevector (pl, op, &rv, 0x1); 2970 get_rangevector (pl, op, &rv, 0x1);
3252 2971
3253 /* starting with the 'head' part, lets loop 2972 /* starting with the 'head' part, lets loop
3254 * through the object and find if it has any 2973 * through the object and find if it has any
3255 * part that is in the los array but isnt on 2974 * part that is in the los array but isn't on
3256 * a blocked los square. 2975 * a blocked los square.
3257 * we use the archetype to figure out offsets. 2976 * we use the archetype to figure out offsets.
3258 */ 2977 */
3259 while (op) 2978 while (op)
3260 { 2979 {
3261 dx = rv.distance_x + op->arch->clone.x; 2980 dx = rv.distance_x + op->arch->x;
3262 dy = rv.distance_y + op->arch->clone.y; 2981 dy = rv.distance_y + op->arch->y;
3263 2982
3264 /* only the viewable area the player sees is updated by LOS 2983 if (pl->contr->blocked_los (dx, dy) != LOS_BLOCKED)
3265 * code, so we need to restrict ourselves to that range of values
3266 * for any meaningful values.
3267 */
3268 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3269 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3270 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3271 return 1; 2984 return 1;
2985
3272 op = op->more; 2986 op = op->more;
3273 } 2987 }
3274 return 0;
3275}
3276 2988
3277/* routine for both players and monsters. We call this when
3278 * there is a possibility for our action distrubing our hiding
3279 * place or invisiblity spell. Artefact invisiblity is not
3280 * effected by this. If we arent invisible to begin with, we
3281 * return 0.
3282 */
3283int
3284action_makes_visible (object *op)
3285{
3286
3287 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3288 {
3289 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3290 return 0;
3291
3292 if (op->contr && op->contr->tmp_invis == 0)
3293 return 0;
3294
3295 /* If monsters, they should become visible */
3296 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3297 {
3298 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3299 return 1;
3300 }
3301 }
3302 return 0; 2989 return 0;
3303} 2990}
3304 2991
3305/* op_on_battleground - checks if the given object op (usually 2992/* op_on_battleground - checks if the given object op (usually
3306 * a player) is standing on a valid battleground-tile, 2993 * a player) is standing on a valid battleground-tile,
3311 * 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
3312 */ 2999 */
3313int 3000int
3314op_on_battleground (object *op, int *x, int *y) 3001op_on_battleground (object *op, int *x, int *y)
3315{ 3002{
3316 object *tmp;
3317
3318 /* A battleground-tile needs the following attributes to be valid: 3003 /* A battleground-tile needs the following attributes to be valid:
3319 * 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),
3320 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3005 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3321 * and the exit-coordinates sp/hp must both be > 0. 3006 * and the exit-coordinates sp/hp must both be > 0.
3322 * => The intention here is to prevent abuse of the battleground- 3007 * => The intention here is to prevent abuse of the battleground-
3323 * feature (like pickable or hidden battleground tiles). */ 3008 * feature (like pickable or hidden battleground tiles). */
3324 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3009 for (object *tmp = op->below; tmp; tmp = tmp->below)
3325 { 3010 {
3326 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3011 if (tmp->flag [FLAG_IS_FLOOR])
3327 { 3012 {
3328 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3013 if (tmp->flag [FLAG_NO_PICK]
3329 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))
3330 { 3017 {
3331 /*before we assign the exit, check if this is a teambattle */ 3018 /* before we assign the exit, check if this is a teambattle */
3332 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))
3333 {
3334 object *invtmp;
3335
3336 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)
3337 { 3022 {
3338 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3339 {
3340 if (x != NULL && y != NULL) 3023 if (x && y)
3341 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3024 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3025
3342 return 1; 3026 return 1;
3343 }
3344 } 3027 }
3345 } 3028
3346 if (x != NULL && y != NULL) 3029 if (x && y)
3347 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3030 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3031
3348 return 1; 3032 return 1;
3349 } 3033 }
3350 } 3034 }
3351 } 3035 }
3036
3352 /* If we got here, did not find a battleground */ 3037 /* If we got here, did not find a battleground */
3353 return 0; 3038 return 0;
3354} 3039}
3355 3040
3356/* 3041/*
3372 char buf[MAX_BUF]; /* tmp. string buffer */ 3057 char buf[MAX_BUF]; /* tmp. string buffer */
3373 int i = 0, j = 0; 3058 int i = 0, j = 0;
3374 3059
3375 /* get the appropriate treasurelist */ 3060 /* get the appropriate treasurelist */
3376 if (atnr == ATNR_FIRE) 3061 if (atnr == ATNR_FIRE)
3377 trlist = treasurelist::find ("dragon_ability_fire"); 3062 trlist = treasurelist::find (shstr_dragon_ability_fire);
3378 else if (atnr == ATNR_COLD) 3063 else if (atnr == ATNR_COLD)
3379 trlist = treasurelist::find ("dragon_ability_cold"); 3064 trlist = treasurelist::find (shstr_dragon_ability_cold);
3380 else if (atnr == ATNR_ELECTRICITY) 3065 else if (atnr == ATNR_ELECTRICITY)
3381 trlist = treasurelist::find ("dragon_ability_elec"); 3066 trlist = treasurelist::find (shstr_dragon_ability_elec);
3382 else if (atnr == ATNR_POISON) 3067 else if (atnr == ATNR_POISON)
3383 trlist = treasurelist::find ("dragon_ability_poison"); 3068 trlist = treasurelist::find (shstr_dragon_ability_poison);
3384 3069
3385 if (trlist == NULL || who->type != PLAYER) 3070 if (trlist == NULL || who->type != PLAYER)
3386 return; 3071 return;
3387 3072
3388 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++);
3392 /* 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]); */
3393 return; 3078 return;
3394 } 3079 }
3395 3080
3396 /* everything seems okay - now bring on the gift: */ 3081 /* everything seems okay - now bring on the gift: */
3397 item = &(tr->item->clone); 3082 item = tr->item;
3398 3083
3399 if (item->type == SPELL) 3084 if (item->type == SPELL)
3400 { 3085 {
3401 if (check_spell_known (who, item->name)) 3086 if (check_spell_known (who, item->name))
3402 return; 3087 return;
3461 { 3146 {
3462 /* forces in the treasurelist can alter the player's stats */ 3147 /* forces in the treasurelist can alter the player's stats */
3463 object *skin; 3148 object *skin;
3464 3149
3465 /* first get the dragon skin force */ 3150 /* first get the dragon skin force */
3466 shstr_cmp dragon_skin_force ("dragon_skin_force");
3467 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)
3468 ; 3152 ;
3469 3153
3470 if (!skin) 3154 if (!skin)
3471 return; 3155 return;
3472 3156
3486 else 3170 else
3487 j = 1; 3171 j = 1;
3488 strcat (buf, spellpathnames[i]); 3172 strcat (buf, spellpathnames[i]);
3489 } 3173 }
3490 } 3174 }
3175
3491 strcat (buf, "."); 3176 strcat (buf, ".");
3492 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf); 3177 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3493 } 3178 }
3494 3179
3495 /* evtl. adding flags: */ 3180 /* evtl. adding flags: */
3496 if (QUERY_FLAG (item, FLAG_XRAYS)) 3181 if (item->flag [FLAG_XRAYS])
3497 SET_FLAG (skin, FLAG_XRAYS); 3182 skin->set_flag (FLAG_XRAYS);
3498 if (QUERY_FLAG (item, FLAG_STEALTH)) 3183 if (item->flag [FLAG_STEALTH])
3499 SET_FLAG (skin, FLAG_STEALTH); 3184 skin->set_flag (FLAG_STEALTH);
3500 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK)) 3185 if (item->flag [FLAG_SEE_IN_DARK])
3501 SET_FLAG (skin, FLAG_SEE_IN_DARK); 3186 skin->set_flag (FLAG_SEE_IN_DARK);
3502 3187
3503 /* print message if there is one */ 3188 /* print message if there is one */
3504 if (item->msg != NULL) 3189 if (item->msg != NULL)
3505 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg); 3190 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3506 } 3191 }
3507 else 3192 else
3508 { 3193 {
3509 /* generate misc. treasure */ 3194 /* generate misc. treasure */
3510 tmp = arch_to_object (tr->item); 3195 tmp = tr->item->instance ();
3511 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));
3512 tmp = insert_ob_in_ob (tmp, who); 3197 who->insert (tmp);
3513 if (who->type == PLAYER)
3514 esrv_send_item (who, tmp);
3515 }
3516}
3517
3518/**
3519 * Unready an object for a player. This function does nothing if the object was
3520 * not readied.
3521 */
3522void
3523player_unready_range_ob (player *pl, object *ob)
3524{
3525 for (rangetype i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1))
3526 if (pl->ranges[i] == ob)
3527 {
3528 pl->ranges[i] = 0;
3529 if (pl->shoottype == i)
3530 pl->shoottype = range_none;
3531 } 3198 }
3532} 3199}
3200
3201//-GPL
3533 3202
3534sint8 3203sint8
3535player::visibility_at (maptile *map, int x, int y) const 3204player::darkness_at (maptile *map, int x, int y) const
3536{ 3205{
3537 if (!ns) 3206 if (!ns)
3538 return 0; 3207 return LOS_BLOCKED;
3539 3208
3540 int dx, dy; 3209 int dx, dy;
3541 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)
3542 return 0; 3242 return;
3543 3243
3544 x += dx - ns->current_x + ns->mapx / 2; 3244 va_list ap;
3545 y += dy - ns->current_y + ns->mapy / 2; 3245 va_start (ap, format);
3546 3246 contr->failmsg (vformat (format, ap));
3547 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy)) 3247 va_end (ap);
3548 return 0;
3549
3550 return 100 - blocked_los [x][y];
3551} 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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