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Comparing deliantra/server/server/player.C (file contents):
Revision 1.89 by root, Sun Jan 7 02:39:14 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) != NULL)
122 {
123 if (*buf == '#')
124 continue;
125
126 if (*buf == '%')
127 { /* send one news */
128 if (size > 0)
129 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */
130
131 strcpy (subject, buf + 1);
132 strip_endline (subject);
133 size = 0;
134 news[0] = '\0';
135 }
136 else
137 {
138 if (size + strlen (buf) >= HUGE_BUF)
139 {
140 LOG (llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
141 break;
142 }
143 strncat (news + size, buf, HUGE_BUF - size);
144 size += strlen (buf);
145 }
146 }
147
148 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
149 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news);
150 close_and_delete (fp, comp);
151}
152
153/* This loads the first map an puts the player on it. */ 40/* This loads the first map an puts the player on it. */
154static void 41static void
155set_first_map (object *op) 42set_first_map (object *op)
156{ 43{
157 op->contr->maplevel = first_map_path; 44 op->contr->maplevel = first_map_path;
158 op->x = -1; 45 op->x = -1;
159 op->y = -1; 46 op->y = -1;
160}
161
162void
163player::enter_map ()
164{
165 object *tmp = object::create ();
166
167 EXIT_PATH (tmp) = maplevel;
168 EXIT_X (tmp) = ob->x;
169 EXIT_Y (tmp) = ob->y;
170 ob->enter_exit (tmp);
171
172 tmp->destroy ();
173} 47}
174 48
175void 49void
176player::activate () 50player::activate ()
177{ 51{
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 enter_map (); 59 ob->clr_flag (FLAG_FRIENDLY);
60 add_friendly_object (ob);
186} 61}
187 62
188void 63void
189player::deactivate () 64player::deactivate ()
190{ 65{
191 if (!active) 66 if (!active)
192 return; 67 return;
193 68
194 terminate_all_pets (ob); 69 terminate_all_pets (ob);
70 remove_friendly_object (ob);
195 ob->deactivate_recursive (); 71 ob->deactivate_recursive ();
72
73 if (ob->map)
74 maplevel = ob->map->path;
75
196 ob->remove (); 76 ob->remove ();
77 ob->enemy = 0; // sometimes keeps an extra refcount on itself
197 ob->map = 0; 78 ob->map = 0;
79 party = 0;
198 80
199 players.erase (this); 81 players.erase (this);
200} 82}
201 83
202// connect the player with a specific client 84// connect the player with a specific client
203// also changed, rationalises, and fixes some incorrect settings 85// also changes, rationalises, and fixes some incorrect settings
204void 86void
205player::connect (client *ns) 87player::connect (client *ns)
206{ 88{
207 this->ns = ns; 89 this->ns = ns;
208 ns->pl = this; 90 ns->pl = this;
209 91
92 run_on = 0;
93 fire_on = 0;
94 ob->close_container (); //TODO: client-specific
95
210 ns->update_look = 0; 96 ns->update_look = 0;
211 ns->look_position = 0; 97 ns->look_position = 0;
212 98
213 clear_los (ob); 99 clear_los ();
100
101 ns->reset_stats ();
214 102
215 /* make sure he's a player -- needed because of class change. */ 103 /* make sure he's a player -- needed because of class change. */
216 ob->type = PLAYER; // we are paranoid 104 ob->type = PLAYER; // we are paranoid
217 ob->race = ob->arch->clone.race; 105 ob->race = ob->arch->race;
218 106
219 if (!legal_range (ob, shoottype)) 107 ob->update_weight ();
220 shoottype = range_none;
221
222 ob->carrying = sum_weight (ob);
223 link_player_skills (ob); 108 link_skills ();
224 109
225 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
226
227 assign (title, ob->arch->clone.name); 110 assign (title, ob->arch->object::name);
228
229 /* can_use_shield is a new flag. However, the can_use.. seems to largely come
230 * from the class, and not race. I don't see any way to get the class information
231 * to then update this. I don't think this will actually break anything - anyone
232 * that can use armour should be able to use a shield. What this may 'break'
233 * are features new characters get, eg, if someone starts up with a Q, they
234 * should be able to use a shield. However, old Q's won't get that advantage.
235 */
236 if (QUERY_FLAG (ob, FLAG_USE_ARMOUR))
237 SET_FLAG (ob, FLAG_USE_SHIELD);
238 111
239 /* if it's a dragon player, set the correct title here */ 112 /* if it's a dragon player, set the correct title here */
240 if (is_dragon_pl (ob)) 113 if (ob->is_dragon ())
241 { 114 {
242 object *tmp, *abil = 0, *skin = 0; 115 object *tmp, *abil = 0, *skin = 0;
243
244 shstr_cmp dragon_ability_force ("dragon_ability_force");
245 shstr_cmp dragon_skin_force ("dragon_skin_force");
246 116
247 for (tmp = ob->inv; tmp; tmp = tmp->below) 117 for (tmp = ob->inv; tmp; tmp = tmp->below)
248 if (tmp->type == FORCE) 118 if (tmp->type == FORCE)
249 if (tmp->arch->name == dragon_ability_force) 119 if (tmp->arch->archname == shstr_dragon_ability_force)
250 abil = tmp; 120 abil = tmp;
251 else if (tmp->arch->name == dragon_skin_force) 121 else if (tmp->arch->archname == shstr_dragon_skin_force)
252 skin = tmp; 122 skin = tmp;
253 123
254 set_dragon_name (ob, abil, skin); 124 set_dragon_name (ob, abil, skin);
255 } 125 }
256 126
257 CLEAR_FLAG (ob, FLAG_FRIENDLY);
258 add_friendly_object (ob);
259
260 LOG (llevInfo, "LOGIN: Player named %s from ip %s\n", &ob->name, ns->host);
261
262 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 127 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
263 128
264 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;
265 135
266 ob->update_stats (); 136 ob->update_stats ();
137
267 ns->floorbox_update (); 138 ns->floorbox_update ();
268
269 esrv_send_inventory (ob, ob); 139 esrv_send_inventory (ob, ob);
270 esrv_add_spells (this, 0); 140 esrv_add_spells (this, 0);
271 141
272 activate (); 142 activate ();
273 143
274 send_rules (ob);
275 send_news (ob);
276 display_motd (ob);
277
278 INVOKE_PLAYER (CONNECT, this); 144 INVOKE_PLAYER (CONNECT, this);
279 INVOKE_PLAYER (LOGIN, this); 145 INVOKE_PLAYER (LOGIN, this);
280} 146}
281 147
282void 148void
283player::disconnect () 149player::disconnect ()
284{ 150{
285 //TODO: don't be so harsh and destroy :) 151 if (ob)
152 {
153 ob->close_container (); //TODO: client-specific
154 ob->drop_unpaid_items ();
155 }
156
286 if (ns) 157 if (ns)
287 { 158 {
288 if (active) 159 if (active)
289 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0)); 160 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
290 161
291 INVOKE_PLAYER (DISCONNECT, this); 162 INVOKE_PLAYER (DISCONNECT, this);
292 163
164 ns->reset_stats ();
293 ns->pl = 0; 165 ns->pl = 0;
294 this->ns = 0; 166 ns = 0;
295 } 167 }
168
169 // this is important for the player scheduler to get the correct refcount
170 // when ns = 0
171 observe = viewpoint = ob;
296 172
297 deactivate (); 173 deactivate ();
298} 174}
175
176//-GPL
299 177
300// the need for this function can be explained 178// the need for this function can be explained
301// by load_object not returning the object 179// by load_object not returning the object
302void 180void
303player::set_object (object *op) 181player::set_object (object *op)
304{ 182{
305 ob = op; 183 ob = observe = viewpoint = op;
306 ob->contr = this; /* this aren't yet in archetype */ 184 ob->contr = this; /* this aren't yet in archetype */
307 185
186 ob->set_speed (1.0f);
308 ob->speed_left = 0.5; 187 ob->speed_left = 0.5f;
309 ob->speed = 1.0; 188
310 ob->direction = 5; /* So player faces south */ 189 ob->direction = 5; /* So player faces south */
311 ob->stats.wc = 2;
312 ob->run_away = 25; /* Then we panick... */
313
314 ob->roll_stats ();
315} 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
316 207
317player::player () 208player::player ()
318{ 209{
319 /* There are some elements we want initialised to non zero value - 210 /* There are some elements we want initialised to non zero value -
320 * we deal with that below this point. 211 * we deal with that below this point.
321 */ 212 */
322 outputs_sync = 16; /* Every 2 seconds */ 213 outputs_sync = 4;
323 outputs_count = 8; /* Keeps present behaviour */ 214 outputs_count = 4;
324 unapply = unapply_nochoice; 215 unapply = unapply_nochoice;
325 216
326 savebed_map = first_map_path; /* Init. respawn position */ 217 savebed_map = first_map_path; /* Init. respawn position */
327 218
328 gen_sp_armour = 10; 219 gen_sp_armour = 10;
329 last_speed = -1;
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 last_weapon_sp = -1;
336 peaceful = 1; /* default peaceful */ 223 peaceful = 1; /* default peaceful */
337 do_los = 1; 224 do_los = 1;
338 225
339 /* we need to clear these to -1 and not zero - otherwise, 226 weapon_sp = 1.0f;
340 * if a player quits and starts a new character, we wont 227 weapon_sp_left = 0.5f;
341 * send new values to the client, as things like exp start
342 * at zero.
343 */
344 for (int i = 0; i < NUM_SKILLS; i++)
345 last_skill_exp[i] = -1;
346
347 for (int i = 0; i < NROFATTACKS; i++)
348 last_resist[i] = -1;
349
350 last_stats.exp = -1;
351 last_weight = (uint32) - 1;
352} 228}
353 229
354void 230void
355player::do_destroy () 231player::do_destroy ()
356{ 232{
357 disconnect (); 233 disconnect ();
358 234
359 attachable::do_destroy (); 235 attachable::do_destroy ();
360 236
361 if (ob) 237 if (ob)
362 {
363 ob->destroy_inv (false);
364 ob->destroy (); 238 ob->destroy ();
365 } 239
240 ob = observe = viewpoint = 0;
366} 241}
367 242
368player::~player () 243player::~player ()
369{ 244{
370 /* Clear item stack */ 245 /* Clear item stack */
371 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 }
372} 275}
373 276
374/* Tries to add player on the connection passed in ns. 277/* Tries to add player on the connection passed in ns.
375 * All we can really get in this is some settings like host and display 278 * All we can really get in this is some settings like host and display
376 * mode. 279 * mode.
378player * 281player *
379player::create () 282player::create ()
380{ 283{
381 player *pl = new player; 284 player *pl = new player;
382 285
383 pl->set_object (arch_to_object (get_player_archetype (0))); 286 pl->set_object (get_player_archetype (0)->instance ());
287
288 pl->ob->roll_stats ();
289 pl->ob->stats.wc = 2;
290 pl->ob->run_away = 25; /* Then we panick... */
291
384 set_first_map (pl->ob); 292 set_first_map (pl->ob);
385 293
386 return pl; 294 return pl;
387}
388
389/*
390 * get_player_archetype() return next player archetype from archetype
391 * list. Not very efficient routine, but used only creating new players.
392 * Note: there MUST be at least one player archetype!
393 */
394archetype *
395get_player_archetype (archetype *at)
396{
397 archetype *start = at;
398
399 for (;;)
400 {
401 if (at == NULL || at->next == NULL)
402 at = first_archetype;
403 else
404 at = at->next;
405
406 if (at->clone.type == PLAYER)
407 return at;
408
409 if (at == start)
410 {
411 LOG (llevError, "No Player archetypes\n");
412 exit (-1);
413 }
414 }
415} 295}
416 296
417object * 297object *
418get_nearest_player (object *mon) 298get_nearest_player (object *mon)
419{ 299{
420 object *op = NULL; 300 object *op = NULL;
421 objectlink *ol; 301 objectlink *ol;
422 unsigned lastdist; 302 unsigned lastdist;
423 rv_vector rv; 303 rv_vector rv;
424 304
425 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 305 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
426 { 306 {
427 /* We should not find free objects on this friendly list, but it
428 * does periodically happen. Given that, lets deal with it.
429 * While unlikely, it is possible the next object on the friendly
430 * list is also free, so encapsulate this in a while loop.
431 */
432 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
433 {
434 object *tmp = ol->ob;
435
436 /* Can't do much more other than log the fact, because the object
437 * itself will have been cleared.
438 */
439 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n");
440 ol = ol->next;
441 remove_friendly_object (tmp);
442 if (!ol)
443 return op;
444 }
445
446 /* Remove special check for player from this. First, it looks to cause
447 * some crashes (ol->ob->contr not set properly?), but secondly, a more
448 * complicated method of state checking would be needed in any case -
449 * as it was, a clever player could type quit, and the function would
450 * skip them over while waiting for confirmation. Remove
451 * on_same_map check, as can_detect_enemy also does this
452 */
453 if (!can_detect_enemy (mon, ol->ob, &rv)) 307 if (!can_detect_enemy (mon, ol->ob, &rv))
454 continue; 308 continue;
455 309
456 if (lastdist > rv.distance) 310 if (lastdist > rv.distance)
457 { 311 {
519 */ 373 */
520int 374int
521path_to_player (object *mon, object *pl, unsigned mindiff) 375path_to_player (object *mon, object *pl, unsigned mindiff)
522{ 376{
523 rv_vector rv; 377 rv_vector rv;
524 sint16 x, y;
525 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;
526 maptile *m, *lastmap;
527 379
528 get_rangevector (mon, pl, &rv, 0); 380 get_rangevector (mon, pl, &rv, 0);
529 381
530 if (rv.distance < mindiff) 382 if (rv.distance < mindiff)
531 return 0; 383 return 0;
532 384
533 x = mon->x; 385 mapxy pos (mon);
534 y = mon->y;
535 m = mon->map;
536 dir = rv.direction; 386 dir = rv.direction;
537 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 */
538 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 388 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
389
539 /* 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. */
540 if (diff > max) 391 if (diff > max)
541 return 0; 392 return 0;
393
542 while (diff > 1 && max > 0) 394 while (diff > 1 && max > 0)
543 { 395 {
544 lastx = x; 396 mapxy lastpos = pos;
545 lasty = y;
546 lastmap = m;
547 x = lastx + freearr_x[dir];
548 y = lasty + freearr_y[dir];
549 397
550 mflags = get_map_flags (m, &m, x, y, &x, &y); 398 pos.move (dir);
551 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
552 399
553 /* Space is blocked - try changing direction a little */ 400 /* Space is blocked - try changing direction a little */
554 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW)) 401 if (!pos.normalise ()
555 && (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)))
556 { 404 {
557 /* recalculate direction from last good location. Possible 405 /* recalculate direction from last good location. Possible
558 * we were not traversing ideal location before. 406 * we were not traversing ideal location before.
559 */ 407 */
560 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0); 408 get_rangevector_from_mapcoord (lastpos.m, lastpos.x, lastpos.y, pl, &rv, 0);
561 if (rv.direction != dir) 409 if (rv.direction != dir)
562 { 410 {
563 /* OK - says direction should be different - lets reset the 411 /* OK - says direction should be different - lets reset the
564 * the values so it will try again. 412 * the values so it will try again.
565 */ 413 */
566 x = lastx;
567 y = lasty;
568 m = lastmap; 414 pos = lastpos;
569 dir = firstdir = rv.direction; 415 dir = firstdir = rv.direction;
570 } 416 }
571 else 417 else
572 { 418 {
573 /* direct path is blocked - try taking a side step to 419 /* direct path is blocked - try taking a side step to
580 */ 426 */
581 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++) 427 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
582 { 428 {
583 if (i == 0) 429 if (i == 0)
584 continue; /* already did this, so skip it */ 430 continue; /* already did this, so skip it */
431
585 /* Use lastdir here - otherwise, 432 /* Use lastdir here - otherwise,
586 * since the direction that the creature should move in 433 * since the direction that the creature should move in
587 * may change, you could get infinite loops. 434 * may change, you could get infinite loops.
588 * ie, player is northwest, but monster can only 435 * ie, player is northwest, but monster can only
589 * move west, so it does that. It goes some distance, 436 * move west, so it does that. It goes some distance,
591 * 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
592 * gets back to its original point. lastdir contains 439 * gets back to its original point. lastdir contains
593 * the last direction the creature has successfully 440 * the last direction the creature has successfully
594 * moved. 441 * moved.
595 */ 442 */
596
597 x = lastx + freearr_x[absdir (lastdir + i)];
598 y = lasty + freearr_y[absdir (lastdir + i)];
599 m = lastmap; 443 pos = lastpos;
600 mflags = get_map_flags (m, &m, x, y, &x, &y); 444 pos.move (absdir (lastdir + i));
601 if (mflags & P_OUT_OF_MAP) 445
446 if (!pos.normalise ())
602 continue; 447 continue;
603 blocked = GET_MAP_MOVE_BLOCK (m, x, y); 448
604 if (OB_TYPE_MOVE_BLOCK (mon, blocked)) 449 mapspace &ms = *pos;
450
451 if (ms.flags () & P_BLOCKSVIEW)
605 continue; 452 continue;
606 if (mflags & P_BLOCKSVIEW) 453
454 if (OB_TYPE_MOVE_BLOCK (mon, ms.move_block))
607 continue; 455 continue;
608 456
609 if (m == mon->map && blocked_link (mon, m, x, y)) 457 if (blocked_link (mon, pos.m, pos.x, pos.y))
610 break; 458 break;
611 } 459 }
460
612 /* go through entire loop without finding a valid 461 /* go through entire loop without finding a valid
613 * sidestep to take - thus, no valid path. 462 * sidestep to take - thus, no valid path.
614 */ 463 */
615 if (i == (DETOUR_AMOUNT + 1)) 464 if (i == DETOUR_AMOUNT + 1)
616 return 0; 465 return 0;
466
617 diff--; 467 diff--;
618 lastdir = dir; 468 lastdir = dir;
619 max--; 469 max--;
620 if (!firstdir) 470 if (!firstdir)
621 firstdir = dir + i; 471 firstdir = dir + i;
625 { 475 {
626 /* we moved towards creature, so diff is less */ 476 /* we moved towards creature, so diff is less */
627 diff--; 477 diff--;
628 max--; 478 max--;
629 lastdir = dir; 479 lastdir = dir;
480
630 if (!firstdir) 481 if (!firstdir)
631 firstdir = dir; 482 firstdir = dir;
632 } 483 }
484
633 if (diff <= 1) 485 if (diff <= 1)
634 { 486 {
635 /* Recalculate diff (distance) because we may not have actually 487 /* Recalculate diff (distance) because we may not have actually
636 * headed toward player for entire distance. 488 * headed toward player for entire distance.
637 */ 489 */
638 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 490 get_rangevector_from_mapcoord (pos.m, pos.x, pos.y, pl, &rv, 0);
639 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 491 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
640 } 492 }
493
641 if (diff > max) 494 if (diff > max)
642 return 0; 495 return 0;
643 } 496 }
497
644 /* If we reached the max, didn't find a direction in time */ 498 /* If we reached the max, didn't find a direction in time */
645 if (!max) 499 if (!max)
646 return 0; 500 return 0;
647 501
648 return firstdir; 502 return firstdir;
649} 503}
650 504
651void 505void
652give_initial_items (object *pl, treasurelist * items) 506give_initial_items (object *pl, treasurelist *items)
653{ 507{
654 object *op, *next = NULL;
655
656 if (pl->randomitems != NULL) 508 if (pl->randomitems)
657 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); 509 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
658 510
659 for (op = pl->inv; op; op = next) 511 for (object *next, *op = pl->inv; op; op = next)
660 { 512 {
661 next = op->below; 513 next = op->below;
662 514
663 /* Forces get applied per default, unless they have the 515 /* Forces get applied per default, unless they have the
664 * 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
665 */ 517 */
666 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL)) 518 if (op->type == FORCE && !op->flag [FLAG_NEUTRAL])
667 SET_FLAG (op, FLAG_APPLIED); 519 op->set_flag (FLAG_APPLIED);
668 520
669 /* we never give weapons/armour if these cannot be used 521 /* we never give weapons/armour if these cannot be used
670 * by this player due to race restrictions 522 * by this player due to race restrictions
671 */ 523 */
672 if (pl->type == PLAYER) 524 if (pl->type == PLAYER)
673 { 525 {
674 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) && 526 if ((!pl->flag [FLAG_USE_ARMOUR]
527 &&
675 (op->type == ARMOUR || op->type == BOOTS || 528 (op->type == ARMOUR || op->type == BOOTS
676 op->type == CLOAK || op->type == HELMET || 529 || op->type == CLOAK || op->type == HELMET
677 op->type == SHIELD || op->type == GLOVES || 530 || op->type == SHIELD || op->type == GLOVES
678 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))
679 { 533 {
680 op->destroy (); 534 op->destroy ();
681 continue; 535 continue;
682 } 536 }
683 } 537 }
684 538
685 /* This really needs to be better - we should really give 539 /* Here we remove duplicated skills (as duplicated spell objects have
686 * a substitute spellbook. The problem is that we don't really 540 * _very_ confusing effects for players), which could for instance be
687 * have a good idea what to replace it with (need something like 541 * generated by bad treasurelists. - elmex
688 * a first level treasurelist for each skill.)
689 * remove duplicate skills also
690 */ 542 */
691 if (op->type == SPELLBOOK || op->type == SKILL) 543 if (op->type == SKILL)
692 { 544 {
693 object *tmp;
694
695 for (tmp = op->below; tmp; tmp = tmp->below) 545 for (object *tmp = op->below; tmp; tmp = tmp->below)
696 if (tmp->type == op->type && tmp->name == op->name) 546 if (tmp->type == op->type && tmp->name == op->name)
697 break;
698
699 if (tmp)
700 { 547 {
701 op->destroy (); 548 op->destroy ();
549 LOG (llevError,
702 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); 550 "give_initial_items: Removing duplicate skill %s\n", &tmp->name);
703 continue; 551 break;
704 } 552 }
705 553
706 if (op->nrof > 1) 554 if (op->nrof > 1)
707 op->nrof = 1; 555 op->nrof = 1;
708 } 556 }
709 557
710 if (op->type == SPELLBOOK && op->inv) 558 if (op->type == SPELLBOOK && op->inv)
711 { 559 op->inv->clr_flag (FLAG_STARTEQUIP);
712 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
713 }
714 560
715 /* Give starting characters identified, uncursed, and undamned 561 /* Give starting characters identified, uncursed, and undamned
716 * 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
717 * merged properly. 563 * merged properly.
718 */ 564 */
719 if (need_identify (op)) 565 if (op->need_identify ())
720 {
721 SET_FLAG (op, FLAG_IDENTIFIED);
722 CLEAR_FLAG (op, FLAG_CURSED);
723 CLEAR_FLAG (op, FLAG_DAMNED);
724 } 566 {
567 op->set_flag (FLAG_IDENTIFIED);
568 op->clr_flag (FLAG_CURSED);
569 op->clr_flag (FLAG_DAMNED);
570 }
571
725 if (op->type == SPELL) 572 if (op->type == SPELL)
726 { 573 {
727 op->destroy (); 574 op->destroy ();
728 continue; 575 continue;
729 } 576 }
730 else if (op->type == SKILL) 577 else if (op->type == SKILL)
731 { 578 {
732 SET_FLAG (op, FLAG_CAN_USE_SKILL); 579 op->set_flag (FLAG_CAN_USE_SKILL);
733 op->stats.exp = 0; 580 op->stats.exp = 0;
734 op->level = 1; 581 op->level = 1;
735 } 582 }
736 /* lock all 'normal items by default */ 583 else /* lock all 'normal items by default */
737 else 584 op->set_flag (FLAG_INV_LOCKED);
738 SET_FLAG (op, FLAG_INV_LOCKED);
739 } /* for loop of objects in player inv */ 585 } /* for loop of objects in player inv */
740 586
741 /* Need to set up the skill pointers */ 587 /* Need to set up the skill pointers */
742 link_player_skills (pl); 588 pl->contr->link_skills ();
743} 589}
744 590
745void 591void
746get_party_password (object *op, partylist *party) 592get_party_password (object *op, partylist *party)
747{ 593{
757 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:");
758} 604}
759 605
760/* 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. */
761static int 607static int
762roll_stat (void) 608roll_stat ()
763{ 609{
764 int a[4], i, j, k; 610 int a[4], i, j, k;
765 611
766 for (i = 0; i < 4; i++) 612 for (i = 0; i < 4; i++)
767 a[i] = (int) RANDOM () % 6 + 1; 613 a[i] = rndm (1, 6);
768 614
769 for (i = 0, j = 0, k = 7; i < 4; i++) 615 for (i = 0, j = 0, k = 7; i < 4; i++)
770 if (a[i] < k) 616 if (a[i] < k)
771 k = a[i], j = i; 617 k = a[i], j = i;
772 618
778} 624}
779 625
780void 626void
781object::roll_stats () 627object::roll_stats ()
782{ 628{
783 int statsort [7]; 629 int statsort [NUM_STATS];
784 630
785 for (;;) 631 for (;;)
786 { 632 {
787 int sum = 0; 633 int sum = 0;
788 for (int i = 7; i--; ) 634 for (int i = NUM_STATS; i--; )
789 sum += statsort [i] = roll_stat (); 635 sum += statsort [i] = roll_stat ();
790 636
791 if (sum >= 82 && sum <= 116) 637 if (sum >= 82 && sum <= 116)
792 break; 638 break;
793 } 639 }
794 640
795 // Sort the stats so that rerolling is easier... 641 // Sort the stats so that rerolling is easier...
796 std::sort (statsort, statsort + 7, std::greater<int>()); 642 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
797 643
644 for (int i = 0; i < NUM_STATS; ++i)
798 stats.Str = statsort[0]; 645 stats.stat (i) = statsort [i];
799 stats.Dex = statsort[1];
800 stats.Con = statsort[2];
801 stats.Int = statsort[3];
802 stats.Wis = statsort[4];
803 stats.Pow = statsort[5];
804 stats.Cha = statsort[6];
805 646
806 stats.exp = 0; 647 stats.exp = 0;
807 stats.ac = 0; 648 stats.ac = 0;
808 649
809 stats.hp = stats.maxhp; 650 stats.hp = stats.maxhp;
821} 662}
822 663
823void 664void
824object::swap_stats (int a, int b) 665object::swap_stats (int a, int b)
825{ 666{
826 int tmp = get_attr_value (&contr->orig_stats, a); 667 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
827 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
828 set_attr_value (&contr->orig_stats, b, tmp);
829 668
669 for (int i = 0; i < NUM_STATS; ++i)
830 stats.Str = contr->orig_stats.Str; 670 stats.stat (i) = contr->orig_stats.stat (i);
831 stats.Dex = contr->orig_stats.Dex;
832 stats.Con = contr->orig_stats.Con;
833 stats.Int = contr->orig_stats.Int;
834 stats.Wis = contr->orig_stats.Wis;
835 stats.Pow = contr->orig_stats.Pow;
836 stats.Cha = contr->orig_stats.Cha;
837 671
838 //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,
839 // be merged with the similar code in roll_stats 673 // be merged with the similar code in roll_stats
840 stats.ac = 0; 674 stats.ac = 0;
841 675
860static void 694static void
861start_info (object *op) 695start_info (object *op)
862{ 696{
863 char buf[MAX_BUF]; 697 char buf[MAX_BUF];
864 698
865 sprintf (buf, "Welcome to Crossfire v%s!", VERSION); 699 sprintf (buf, "Welcome to Deliantra v%s!", VERSION);
866 new_draw_info (NDI_UNIQUE, 0, op, buf); 700 new_draw_info (NDI_UNIQUE, 0, op, buf);
867 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
868 //new_draw_info (NDI_UNIQUE, 0, op, " ");
869} 701}
870 702
871/* This function takes the key that is passed, and does the 703/* This function takes the key that is passed, and does the
872 * appropriate action with it (change race, or other things). 704 * appropriate action with it (change race, or other things).
873 * The function name is for historical reasons - now we have 705 * The function name is for historical reasons - now we have
874 * separate race and class; this actually changes the RACE, 706 * separate race and class; this actually changes the RACE,
875 * not the class. 707 * not the class.
876 */ 708 */
877int 709void
878key_change_class (object *op, char key) 710player::chargen_race_done ()
879{ 711{
880 int tmp_loop;
881
882 if (key == 'd' || key == 'D')
883 {
884 char buf[MAX_BUF];
885
886 /* this must before then initial items are given */ 712 /* this must before then initial items are given */
887 esrv_new_player (op->contr, op->weight + op->carrying); 713 esrv_new_player (ob->contr);
888 714
889 treasurelist *tl = find_treasurelist ("starting_wealth"); 715 treasurelist *tl = treasurelist::find (shstr_starting_wealth);
890 if (tl) 716 if (tl)
891 create_treasure (tl, op, 0, 0, 0); 717 create_treasure (tl, ob, 0, 0, 0);
892 718
893 INVOKE_PLAYER (BIRTH, op->contr); 719 INVOKE_PLAYER (BIRTH, ob->contr);
894 INVOKE_PLAYER (LOGIN, op->contr);
895 720
896 op->contr->ns->state = ST_PLAYING; 721 ob->contr->ns->state = ST_PLAYING;
897 722
898 if (op->msg) 723 if (ob->msg)
899 op->msg = NULL; 724 ob->msg = 0;
900 725
901 /* We create this now because some of the unique maps will need it
902 * to save here.
903 */
904 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name);
905 make_path_to_file (buf);
906
907#ifdef AUTOSAVE
908 op->contr->last_save_tick = pticks;
909#endif
910 start_info (op); 726 start_info (ob);
911 CLEAR_FLAG (op, FLAG_WIZ); 727 ob->clr_flag (FLAG_WIZ);
912 give_initial_items (op, op->randomitems); 728 give_initial_items (ob, ob->randomitems);
913 link_player_skills (op);
914 esrv_send_inventory (op, op); 729 esrv_send_inventory (ob, ob);
915 op->update_stats (); 730 ob->update_stats ();
916 731
917 /* This moves the player to a different start map, if there 732 /* This moves the player to a different start map, if there
918 * is one for this race 733 * is one for this race
919 */ 734 */
920 if (*first_map_ext_path) 735 if (*first_map_ext_path)
921 { 736 ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y);
922 object *tmp;
923 char mapname[MAX_BUF];
924
925 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &op->arch->name);
926 tmp = object::create ();
927 EXIT_PATH (tmp) = mapname;
928 EXIT_X (tmp) = op->x;
929 EXIT_Y (tmp) = op->y;
930 op->enter_exit (tmp); /* we don't really care if it succeeded;
931 * if the map isn't there, then stay on the
932 * default initial map */
933 tmp->destroy ();
934 }
935 else 737 else
936 LOG (llevDebug, "first_map_ext_path not set\n"); 738 LOG (llevDebug, "first_map_ext_path not set\n");
739}
937 740
938 return 0; 741void
939 } 742player::chargen_race_next ()
940 743{
941 /* Following actually changes the race - this is the default command 744 /* Following actually changes the race - this is the default command
942 * if we don't match with one of the options above. 745 * if we don't match with one of the options above.
943 */ 746 */
944 747
945 tmp_loop = 0; 748 do
946 while (!tmp_loop)
947 { 749 {
948 shstr name = op->name; 750 shstr name = ob->name;
949 int x = op->x, y = op->y; 751 int x = ob->x, y = ob->y;
950 752
951 op->remove_statbonus (); 753 ob->remove_statbonus ();
952 op->remove (); 754 ob->remove ();
953 op->arch = get_player_archetype (op->arch); 755 ob->arch = get_player_archetype (ob->arch);
954 op->arch->clone.copy_to (op); 756 ob->arch->copy_to (ob);
955 op->instantiate (); 757 ob->instantiate ();
956 op->stats = op->contr->orig_stats; 758 ob->stats = ob->contr->orig_stats;
957 op->name = op->name_pl = name; 759 ob->name = ob->name_pl = name;
958 op->x = x; 760 ob->x = x;
959 op->y = y; 761 ob->y = y;
960 SET_ANIMATION (op, 2); /* So player faces south */ 762 SET_ANIMATION (ob, 2); /* So player faces south */
961 insert_ob_in_map (op, op->map, op, 0); 763 insert_ob_in_map (ob, ob->map, ob, 0);
962 assign (op->contr->title, op->arch->clone.name); 764 assign (ob->contr->title, ob->arch->object::name);
963 op->add_statbonus (); 765 ob->add_statbonus ();
964 tmp_loop = allowed_class (op);
965 } 766 }
767 while (!allowed_class (ob));
966 768
967 update_object (op, UP_OBJ_FACE); 769 update_object (ob, UP_OBJ_FACE);
968 esrv_update_item (UPD_FACE, op, op); 770 esrv_update_item (UPD_FACE, ob, ob);
969 op->update_stats (); 771 ob->update_stats ();
970 op->stats.hp = op->stats.maxhp; 772 ob->stats.hp = ob->stats.maxhp;
971 op->stats.sp = op->stats.maxsp; 773 ob->stats.sp = ob->stats.maxsp;
972 op->stats.grace = 0; 774 ob->stats.grace = 0;
973
974 if (op->msg)
975 new_draw_info (NDI_BLUE, 0, op, op->msg);
976
977 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
978 return 0;
979} 775}
980 776
981void 777static void
982flee_player (object *op) 778flee_player (object *op)
983{ 779{
984 int dir, diff; 780 int dir, diff;
985 rv_vector rv; 781 rv_vector rv;
986 782
987 if (op->stats.hp < 0) 783 if (op->stats.hp < 0)
988 { 784 {
989 LOG (llevDebug, "Fleeing player is dead.\n"); 785 LOG (llevDebug, "Fleeing player is dead.\n");
990 CLEAR_FLAG (op, FLAG_SCARED); 786 op->clr_flag (FLAG_SCARED);
991 return; 787 return;
992 } 788 }
993 789
994 if (op->enemy == NULL) 790 if (!op->enemy)
995 { 791 {
996 LOG (llevDebug, "Fleeing player had no enemy.\n"); 792 LOG (llevDebug, "Fleeing player had no enemy.\n");
997 CLEAR_FLAG (op, FLAG_SCARED); 793 op->clr_flag (FLAG_SCARED);
998 return; 794 return;
999 } 795 }
1000 796
1001 /* 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))
1002 * op->enemy_count, it is possible that something destroys the
1003 * actual enemy, and the object is recycled.
1004 */
1005 if (op->enemy->map == NULL)
1006 { 798 {
1007 CLEAR_FLAG (op, FLAG_SCARED);
1008 op->enemy = NULL; 799 op->enemy = NULL;
1009 return; 800 op->clr_flag (FLAG_SCARED);
1010 }
1011
1012 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
1013 {
1014 op->enemy = NULL;
1015 CLEAR_FLAG (op, FLAG_SCARED);
1016 return; 801 return;
1017 } 802 }
1018 803
1019 get_rangevector (op, op->enemy, &rv, 0); 804 get_rangevector (op, op->enemy, &rv, 0);
1020 805
1021 dir = absdir (4 + rv.direction); 806 dir = absdir (4 + rv.direction);
1022 for (diff = 0; diff < 3; diff++) 807 for (diff = 0; diff < 3; diff++)
1023 { 808 {
1024 int m = 1 - (RANDOM () & 2); 809 int m = 1 - rndm (2) * 2;
1025 810
1026 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))))
1027 return; 812 return;
1028 } 813 }
1029 814
1030 /* Cornered, get rid of scared */ 815 /* Cornered, get rid of scared */
1031 CLEAR_FLAG (op, FLAG_SCARED); 816 op->clr_flag (FLAG_SCARED);
1032 op->enemy = NULL; 817 op->enemy = NULL;
1033} 818}
1034 819
1035
1036/* 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.
1037 * 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
1038 * stop. 822 * stop.
1039 */ 823 */
1040int 824int
1041check_pick (object *op) 825check_pick (object *op)
1042{ 826{
1043 object *tmp, *next; 827 object *tmp, *next;
1044 int stop = 0; 828 int stop = 0;
1045 int j, k, wvratio; 829 int wvratio;
1046 char putstring[128], tmpstr[16];
1047 830
1048 /* if you're flying, you cna't pick up anything */ 831 /* if you're flying, you can't pick up anything */
1049 if (op->move_type & MOVE_FLYING) 832 if (op->move_type & MOVE_FLYING)
1050 return 1; 833 return 1;
1051 834
1052 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)
1053 839
1054 /* 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
1055 * destroyed */ 841 * destroyed */
1056 while (next && !next->destroyed ()) 842 while (next && !next->destroyed ())
1057 { 843 {
1058 tmp = next; 844 tmp = next;
1059 next = tmp->below; 845 next = tmp->below;
1060 846
847 if (cnt <= 0)
848 {
849 op->failmsg ("Couldn't pickup all items at once.");
850 return 0;
851 }
852
1061 if (op->destroyed ()) 853 if (op->destroyed ())
1062 return 0; 854 return 0;
1063 855
1064 if (!can_pick (op, tmp)) 856 if (!can_pick (op, tmp))
1065 continue; 857 continue;
1066 858
1067 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 859 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1068 { 860 {
1069 if (item_matched_string (op, tmp, op->contr->search_str)) 861 if (item_matched_string (op, tmp, op->contr->search_str))
1070 pick_up (op, tmp); 862 CHK_PICK_PICKUP;
863
1071 continue; 864 continue;
1072 } 865 }
1073 866
1074 /* 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? */
1075 if (!(op->contr->mode & PU_NEWMODE)) 927 if (op->contr->mode & PU_FOOD)
928 if (tmp->type == FOOD)
1076 { 929 {
1077 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)
1078 { 993 {
1079 case 0: 994 CHK_PICK_PICKUP;
1080 return 1; /* don't pick up */ 995 continue;
1081 case 1:
1082 pick_up (op, tmp);
1083 return 1;
1084 case 2:
1085 pick_up (op, tmp);
1086 return 0;
1087 case 3:
1088 return 0; /* stop before pickup */
1089 case 4:
1090 pick_up (op, tmp);
1091 break;
1092 case 5:
1093 pick_up (op, tmp);
1094 stop = 1;
1095 break;
1096 case 6:
1097 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1098 pick_up (op, tmp);
1099 break;
1100
1101 case 7:
1102 if (tmp->type == MONEY || tmp->type == GEM)
1103 pick_up (op, tmp);
1104 break;
1105
1106 default:
1107 /* use value density */
1108 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1109 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1110 pick_up (op, tmp);
1111 } 996 }
1112 } 997 }
1113 else 998
1114 { /* old model */ 999 /* rings & amulets - talismans seems to be typed AMULET */
1115 /* NEW pickup handling */
1116 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)
1117 { 1005 {
1118 /* some debugging code to figure out item information */ 1006 CHK_PICK_PICKUP;
1119 if (tmp->name != NULL)
1120 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1121 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1122 else
1123 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1124 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1125
1126 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1127 }
1128
1129 /* philosophy:
1130 * It's easy to grab an item type from a pile, as long as it's
1131 * generic. This takes no game-time. For more detailed pickups
1132 * and selections, select-items should be used. This is a
1133 * grab-as-you-run type mode that's really useful for arrows for
1134 * example.
1135 * The drawback: right now it has no frontend, so you need to
1136 * stick the bits you want into a calculator in hex mode and then
1137 * convert to decimal and then 'pickup <#>
1138 */
1139
1140 /* the first two modes are exclusive: if NOTHING we return, if
1141 * STOP then we stop. All the rest are applied sequentially,
1142 * meaning if any test passes, the item gets picked up. */
1143
1144 /* if mode is set to pick nothing up, return */
1145
1146 if (op->contr->mode & PU_NOTHING)
1147 return 1;
1148
1149 /* if mode is set to stop when encountering objects, return */
1150 /* take STOP before INHIBIT since it doesn't actually pick
1151 * anything up */
1152
1153 if (op->contr->mode & PU_STOP)
1154 return 0;
1155
1156 /* useful for going into stores and not losing your settings... */
1157 /* and for battles wher you don't want to get loaded down while
1158 * fighting */
1159 if (op->contr->mode & PU_INHIBIT)
1160 return 1;
1161
1162 /* prevent us from turning into auto-thieves :) */
1163 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1164 continue; 1007 continue;
1008 }
1165 1009
1166 /* ignore known cursed objects */ 1010 /* we don't forget dragon food */
1167 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;
1168 continue; 1015 continue;
1016 }
1169 1017
1170 /* all food and drink if desired */ 1018 /* bows and arrows. Bows are good for selling! */
1171 /* 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
1172 if (op->contr->mode & PU_FOOD) 1055 if (op->contr->mode & PU_BOOTS)
1173 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"))
1174 { 1089 {
1175 pick_up (op, tmp); 1090 CHK_PICK_PICKUP;
1176 continue; 1091 continue;
1177 } 1092 }
1093 }
1178 1094
1095 /* misc stuff that's useful */
1179 if (op->contr->mode & PU_DRINK) 1096 if (op->contr->mode & PU_KEY)
1180 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1097 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1181 { 1098 {
1182 pick_up (op, tmp); 1099 CHK_PICK_PICKUP;
1183 continue; 1100 continue;
1184 } 1101 }
1185 1102
1103 /* any of the last 4 bits set means we use the ratio for value
1104 * pickups */
1186 if (op->contr->mode & PU_POTION) 1105 if (op->contr->mode & PU_RATIO)
1187 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
1188 { 1110 */
1189 pick_up (op, tmp);
1190 continue;
1191 }
1192
1193 /* spellbooks, skillscrolls and normal books/scrolls */
1194 if (op->contr->mode & PU_SPELLBOOK)
1195 if (tmp->type == SPELLBOOK)
1196 {
1197 pick_up (op, tmp);
1198 continue;
1199 }
1200
1201 if (op->contr->mode & PU_SKILLSCROLL)
1202 if (tmp->type == SKILLSCROLL)
1203 {
1204 pick_up (op, tmp);
1205 continue;
1206 }
1207
1208 if (op->contr->mode & PU_READABLES)
1209 if (tmp->type == BOOK || tmp->type == SCROLL)
1210 {
1211 pick_up (op, tmp);
1212 continue;
1213 }
1214
1215 /* wands/staves/rods/horns */
1216 if (op->contr->mode & PU_MAGIC_DEVICE)
1217 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1218 {
1219 pick_up (op, tmp);
1220 continue;
1221 }
1222
1223 /* pick up all magical items */
1224 if (op->contr->mode & PU_MAGICAL) 1111 wvratio = op->contr->mode & PU_RATIO;
1225 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)
1226 {
1227 pick_up (op, tmp);
1228 continue;
1229 }
1230
1231 if (op->contr->mode & PU_VALUABLES)
1232 { 1113 {
1233 if (tmp->type == MONEY || tmp->type == GEM) 1114#if 0
1115 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1116 if (tmp->name != NULL)
1234 { 1117 {
1235 pick_up (op, tmp); 1118 fprintf (stderr, "%s", tmp->name);
1236 continue;
1237 } 1119 }
1238 }
1239
1240 /* rings & amulets - talismans seems to be typed AMULET */
1241 if (op->contr->mode & PU_JEWELS)
1242 if (tmp->type == RING || tmp->type == AMULET)
1243 {
1244 pick_up (op, tmp);
1245 continue;
1246 }
1247
1248 /* we don't forget dragon food */
1249 if (op->contr->mode & PU_FLESH)
1250 if (tmp->type == FLESH)
1251 {
1252 pick_up (op, tmp);
1253 continue;
1254 }
1255
1256 /* bows and arrows. Bows are good for selling! */
1257 if (op->contr->mode & PU_BOW)
1258 if (tmp->type == BOW)
1259 {
1260 pick_up (op, tmp);
1261 continue;
1262 }
1263
1264 if (op->contr->mode & PU_ARROW)
1265 if (tmp->type == ARROW)
1266 {
1267 pick_up (op, tmp);
1268 continue;
1269 }
1270
1271 /* all kinds of armor etc. */
1272 if (op->contr->mode & PU_ARMOUR)
1273 if (tmp->type == ARMOUR)
1274 {
1275 pick_up (op, tmp);
1276 continue;
1277 }
1278
1279 if (op->contr->mode & PU_HELMET)
1280 if (tmp->type == HELMET)
1281 {
1282 pick_up (op, tmp);
1283 continue;
1284 }
1285
1286 if (op->contr->mode & PU_SHIELD)
1287 if (tmp->type == SHIELD)
1288 {
1289 pick_up (op, tmp);
1290 continue;
1291 }
1292
1293 if (op->contr->mode & PU_BOOTS)
1294 if (tmp->type == BOOTS)
1295 {
1296 pick_up (op, tmp);
1297 continue;
1298 }
1299
1300 if (op->contr->mode & PU_GLOVES)
1301 if (tmp->type == GLOVES)
1302 {
1303 pick_up (op, tmp);
1304 continue;
1305 }
1306
1307 if (op->contr->mode & PU_CLOAK)
1308 if (tmp->type == CLOAK)
1309 {
1310 pick_up (op, tmp);
1311 continue;
1312 }
1313
1314 /* hoping to catch throwing daggers here */
1315 if (op->contr->mode & PU_MISSILEWEAPON)
1316 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1317 {
1318 pick_up (op, tmp);
1319 continue;
1320 }
1321
1322 /* careful: chairs and tables are weapons! */
1323 if (op->contr->mode & PU_ALLWEAPON)
1324 {
1325 if (tmp->type == WEAPON && tmp->name != NULL)
1326 {
1327 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1328 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1329 {
1330 pick_up (op, tmp);
1331 continue;
1332 }
1333 }
1334
1335 if (tmp->type == WEAPON && tmp->name == NULL)
1336 {
1337 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1338 {
1339 pick_up (op, tmp);
1340 continue;
1341 }
1342 }
1343 }
1344
1345 /* misc stuff that's useful */
1346 if (op->contr->mode & PU_KEY)
1347 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1348 {
1349 pick_up (op, tmp);
1350 continue;
1351 }
1352
1353 /* any of the last 4 bits set means we use the ratio for value
1354 * pickups */
1355 if (op->contr->mode & PU_RATIO)
1356 {
1357 /* use value density to decide what else to grab */
1358 /* >=7 was >= op->contr->mode */
1359 /* >=7 is the old standard setting. Now we take the last 4 bits
1360 * and multiply them by 5, giving 0..15*5== 5..75 */
1361 wvratio = (op->contr->mode & PU_RATIO) * 5;
1362 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1363 {
1364 pick_up (op, tmp);
1365#if 0
1366 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1367 if (tmp->name != NULL)
1368 {
1369 fprintf (stderr, "%s", tmp->name);
1370 }
1371 else 1120 else
1372 fprintf (stderr, "%s", tmp->arch->name); 1121 fprintf (stderr, "%s", tmp->arch->archname);
1373 fprintf (stderr, ",%d] = ", tmp->type); 1122 fprintf (stderr, ",%d] = ", tmp->type);
1374 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))));
1375#endif 1124#endif
1125 CHK_PICK_PICKUP;
1376 continue; 1126 continue;
1377 }
1378 } 1127 }
1379 } /* the new pickup model */ 1128 } /* the new pickup model */
1380 } 1129 }
1381 1130
1382 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;
1383} 1167}
1384 1168
1385/* 1169/*
1386 * Find an arrow in the inventory and after that 1170 * Find an arrow in the inventory and after that
1387 * in the right type container (quiver). Pointer to the 1171 * in the right type container (quiver). Pointer to the
1388 * found object is returned. 1172 * found object is returned.
1389 */ 1173 */
1390object * 1174static object *
1391find_arrow (object *op, const char *type) 1175find_arrow (object *op, const char *type)
1392{ 1176{
1393 object *tmp = NULL;
1394
1395 for (op = op->inv; op; op = op->below) 1177 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1396 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1397 tmp = find_arrow (op, type);
1398 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);
1399 return op; 1186 return arrow;
1187 }
1188
1400 return tmp; 1189 return 0;
1401} 1190}
1402 1191
1403/* 1192/*
1404 * 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
1405 * 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
1406 * 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
1407 * 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.
1408 */ 1197 */
1409 1198static object *
1410object *
1411find_better_arrow (object *op, object *target, const char *type, int *better) 1199find_better_arrow (object *op, object *target, shstr_cmp type, int *better)
1412{ 1200{
1413 object *tmp = NULL, *arrow, *ntmp; 1201 object *tmp = NULL, *arrow, *ntmp;
1414 int attacknum, attacktype, betterby = 0, i; 1202 int attacknum, attacktype, betterby = 0, i;
1415 1203
1416 if (!type) 1204 if (!type)
1417 return NULL; 1205 return NULL;
1418 1206
1419 for (arrow = op->inv; arrow; arrow = arrow->below) 1207 for (arrow = op->inv; arrow; arrow = arrow->below)
1420 { 1208 {
1421 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED)) 1209 if (arrow->type == CONTAINER && arrow->race == type && arrow->flag [FLAG_APPLIED])
1422 { 1210 {
1423 i = 0; 1211 i = 0;
1424 ntmp = find_better_arrow (arrow, target, type, &i); 1212 ntmp = find_better_arrow (arrow, target, type, &i);
1213
1425 if (i > betterby) 1214 if (i > betterby)
1426 { 1215 {
1427 tmp = ntmp; 1216 tmp = ntmp;
1428 betterby = i; 1217 betterby = i;
1429 } 1218 }
1430 } 1219 }
1431 else if (arrow->type == ARROW && arrow->race == type) 1220 else if (arrow->type == ARROW && arrow->race == type)
1432 { 1221 {
1433 /* allways prefer assasination/slaying */ 1222 /* allways prefer assasination/slaying */
1434 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race)) 1223 if (target->race && arrow->slaying.contains (target->race))
1435 { 1224 {
1436 if (arrow->attacktype & AT_DEATH) 1225 if (arrow->attacktype & AT_DEATH)
1437 { 1226 {
1438 *better = 100; 1227 *better = 100;
1439 return arrow; 1228 return arrow;
1447 else 1236 else
1448 { 1237 {
1449 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1238 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1450 { 1239 {
1451 attacktype = 1 << attacknum; 1240 attacktype = 1 << attacknum;
1452 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1241 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1453 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)
1454 { 1243 {
1455 tmp = arrow; 1244 tmp = arrow;
1456 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;
1457 } 1246 }
1458 } 1247 }
1248
1459 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1249 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1460 { 1250 {
1461 tmp = arrow; 1251 tmp = arrow;
1462 betterby = 2 + arrow->magic + arrow->stats.dam; 1252 betterby = 2 + arrow->magic + arrow->stats.dam;
1463 } 1253 }
1254
1464 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) 1255 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1465 { 1256 {
1466 tmp = arrow; 1257 tmp = arrow;
1467 betterby = 1 + arrow->magic + arrow->stats.dam; 1258 betterby = 1 + arrow->magic + arrow->stats.dam;
1468 } 1259 }
1469 } 1260 }
1470 } 1261 }
1471 } 1262 }
1263
1472 if (tmp == NULL && arrow == NULL) 1264 if (tmp == NULL && arrow == NULL)
1473 return find_arrow (op, type); 1265 return find_arrow (op, type);
1474 1266
1475 *better = betterby; 1267 *better = betterby;
1476 return tmp; 1268 return tmp;
1480 * find_better_arrow to find a decent arrow to use. 1272 * find_better_arrow to find a decent arrow to use.
1481 * op = the shooter 1273 * op = the shooter
1482 * type = bow->race 1274 * type = bow->race
1483 * dir = fire direction 1275 * dir = fire direction
1484 */ 1276 */
1485 1277static object *
1486object *
1487pick_arrow_target (object *op, const char *type, int dir) 1278pick_arrow_target (object *op, shstr_cmp type, int dir)
1488{ 1279{
1489 object *tmp = NULL; 1280 object *tmp = NULL;
1490 maptile *m; 1281 maptile *m;
1491 int i, mflags, found, number; 1282 int i, mflags, found, number;
1492 sint16 x, y; 1283 sint16 x, y;
1507 for (i = 0, found = 0; i < 20; i++) 1298 for (i = 0, found = 0; i < 20; i++)
1508 { 1299 {
1509 x += freearr_x[dir]; 1300 x += freearr_x[dir];
1510 y += freearr_y[dir]; 1301 y += freearr_y[dir];
1511 mflags = get_map_flags (m, &m, x, y, &x, &y); 1302 mflags = get_map_flags (m, &m, x, y, &x, &y);
1303
1512 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) 1304 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1513 { 1305 {
1514 tmp = NULL; 1306 tmp = 0;
1515 break; 1307 break;
1516 } 1308 }
1517 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)
1518 { 1310 {
1519 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1311 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1520 * perhaps a bad assumption. 1312 * perhaps a bad assumption.
1521 */ 1313 */
1522 tmp = NULL; 1314 tmp = 0;
1523 break; 1315 break;
1524 } 1316 }
1317
1525 if (mflags & P_IS_ALIVE) 1318 if (mflags & P_IS_ALIVE)
1526 {
1527 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)
1528 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 1320 if (tmp->flag [FLAG_ALIVE])
1529 {
1530 found++;
1531 break;
1532 }
1533 if (found)
1534 break; 1321 break;
1535 }
1536 } 1322 }
1537 if (tmp == NULL) 1323
1324 if (!tmp)
1538 return find_arrow (op, type); 1325 return find_arrow (op, type);
1539 1326
1540 if (tmp->head) 1327 if (tmp->head)
1541 tmp = tmp->head; 1328 tmp = tmp->head;
1542 1329
1555 */ 1342 */
1556int 1343int
1557fire_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)
1558{ 1345{
1559 object *left, *bow; 1346 object *left, *bow;
1560 int bowspeed, mflags; 1347 int mflags;
1561 maptile *m; 1348 maptile *m;
1562 1349
1563 if (!dir) 1350 if (!dir)
1564 { 1351 {
1565 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!");
1566 return 0; 1353 return 0;
1567 } 1354 }
1568 1355
1569 if (op->type == PLAYER) 1356 if (op->contr)
1570 bow = op->contr->ranges[range_bow]; 1357 bow = op->current_weapon;
1571 else 1358 else
1572 { 1359 {
1573 for (bow = op->inv; bow; bow = bow->below) 1360 for (bow = op->inv; bow; bow = bow->below)
1574 /* 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
1575 * 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.
1580 if (!bow) 1367 if (!bow)
1581 { 1368 {
1582 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1369 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1583 return 0; 1370 return 0;
1584 } 1371 }
1372
1373 // optimisation: move object to top so we will find it quickly again
1374 splay (bow);
1585 } 1375 }
1586 1376
1587 if (!bow->race || !bow->skill) 1377 if (!bow->race || !bow->skill)
1588 { 1378 {
1589 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);
1590 return 0; 1380 return 0;
1591 } 1381 }
1592
1593 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1594
1595 /* penalize ROF for bestarrow */
1596 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1597 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1598
1599 if (bowspeed < 1)
1600 bowspeed = 1;
1601 1382
1602 if (arrow == NULL) 1383 if (arrow == NULL)
1603 { 1384 {
1604 if ((arrow = find_arrow (op, bow->race)) == NULL) 1385 if ((arrow = find_arrow (op, bow->race)) == NULL)
1605 { 1386 {
1606 if (op->type == PLAYER) 1387 if (op->type == PLAYER)
1607 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);
1608 /* 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 */
1609 else 1390 else
1610 CLEAR_FLAG (op, FLAG_READY_BOW); 1391 op->clr_flag (FLAG_READY_BOW);
1392
1611 return 0; 1393 return 0;
1612 } 1394 }
1613 } 1395 }
1614 1396
1615 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1397 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1623 } 1405 }
1624 1406
1625 /* this should not happen, but sometimes does */ 1407 /* this should not happen, but sometimes does */
1626 if (arrow->nrof == 0) 1408 if (arrow->nrof == 0)
1627 { 1409 {
1410 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1628 arrow->destroy (); 1411 arrow->destroy ();
1629 return 0; 1412 return 0;
1630 } 1413 }
1631 1414
1632 left = arrow; /* these are arrows left to the player */ 1415 left = arrow; /* these are arrows left to the player */
1633 arrow = get_split_ob (arrow, 1); 1416 arrow = arrow->split ();
1634 if (!arrow) 1417 if (!arrow)
1635 { 1418 {
1636 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);
1637 return 0; 1420 return 0;
1638 } 1421 }
1639 1422
1640 arrow->set_owner (op); 1423 arrow->set_owner (op);
1641 arrow->skill = bow->skill; 1424 arrow->skill = bow->skill;
1642 arrow->direction = dir; 1425 arrow->direction = dir;
1643 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
1644 if (op->type == PLAYER) 1459 if (op->type == PLAYER)
1645 { 1460 {
1646 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1647 op->update_stats ();
1648 }
1649
1650 SET_ANIMATION (arrow, arrow->direction);
1651 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1652 arrow->stats.hp = arrow->stats.dam;
1653 arrow->stats.grace = arrow->attacktype;
1654 if (arrow->slaying != NULL)
1655 arrow->spellarg = strdup (arrow->slaying);
1656
1657 /* Note that this was different for monsters - they got their level
1658 * added to the damage. I think the strength bonus is more proper.
1659 */
1660
1661 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1662
1663 /* update the speed */
1664 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1665 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1666
1667 arrow->set_speed (max (arrow->speed, 1.0));
1668 arrow->speed_left = 0;
1669
1670 if (op->type == PLAYER)
1671 {
1672 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1673 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1674 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1675
1676 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;
1677 } 1468 }
1678 else 1469 else
1679 { 1470 {
1680 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1681 arrow->level = op->level; 1471 arrow->level = op->level;
1682 } 1472 arrow->stats.wc -= bow->magic;
1683 1473
1684 if (arrow->attacktype == AT_PHYSICAL) 1474 if (!arrow->slaying)
1475 arrow->slaying = bow->slaying;
1476
1685 arrow->attacktype |= bow->attacktype; 1477 arrow->attacktype |= bow->attacktype;
1478 }
1686 1479
1687 if (bow->slaying) 1480 wc -= arrow->level;
1688 arrow->slaying = bow->slaying; 1481 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1689 1482
1483 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1690 arrow->move_type = MOVE_FLY_LOW; 1484 arrow->move_type = MOVE_FLY_LOW;
1691 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1485 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1692 1486
1693 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1487 op->play_sound (sound_find ("fire_arrow"));
1694 m->insert (arrow, sx, sy, op); 1488 m->insert (arrow, sx, sy, op);
1695 1489
1696 if (!arrow->destroyed ()) 1490 if (!arrow->destroyed ())
1697 move_arrow (arrow); 1491 move_arrow (arrow);
1698
1699 if (op->type == PLAYER)
1700 {
1701 if (left->destroyed ())
1702 esrv_del_item (op->contr, left->count);
1703 else
1704 esrv_send_item (op, left);
1705 }
1706 1492
1707 return 1; 1493 return 1;
1708} 1494}
1709 1495
1710/* Special fire code for players - this takes into 1496/* Special fire code for players - this takes into
1712 * but monsters can't. Putting that code here 1498 * but monsters can't. Putting that code here
1713 * makes the fire_bow code much cleaner. 1499 * makes the fire_bow code much cleaner.
1714 * this function should only be called if 'op' is a player, 1500 * this function should only be called if 'op' is a player,
1715 * hence the function name. 1501 * hence the function name.
1716 */ 1502 */
1717int 1503static int
1718player_fire_bow (object *op, int dir) 1504player_fire_bow (object *op, int dir)
1719{ 1505{
1720 int ret = 0, wcmod = 0; 1506 int ret;
1721 1507
1722 if (op->contr->bowtype == bow_bestarrow) 1508 if (op->contr->bowtype == bow_bestarrow)
1723 { 1509 {
1724 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);
1725 } 1511 }
1726 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)
1727 { 1513 {
1728 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1514 int wcmod = similar_direction (dir, op->contr->bowtype - bow_n + 1) ? 0 : -1;
1729 wcmod = -1;
1730
1731 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);
1732 } 1516 }
1733 else if (op->contr->bowtype == bow_threewide) 1517 else if (op->contr->bowtype == bow_threewide)
1734 { 1518 {
1735 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);
1736 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)]);
1737 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)]);
1738 } 1522 }
1739 else if (op->contr->bowtype == bow_spreadshot) 1523 else if (op->contr->bowtype == bow_spreadshot)
1740 { 1524 {
1741 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);
1742 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);
1743 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);
1744
1745 } 1528 }
1746 else 1529 else
1747 { 1530 {
1748 /* Simple case */ 1531 /* Simple case */
1749 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);
1750 } 1533 }
1534
1751 return ret; 1535 return ret;
1752} 1536}
1753
1754 1537
1755/* Fires a misc (wand/rod/horn) object in 'dir'. 1538/* Fires a misc (wand/rod/horn) object in 'dir'.
1756 * Broken apart from 'fire' to keep it more readable. 1539 * Broken apart from 'fire' to keep it more readable.
1757 */ 1540 */
1758void 1541static void
1759fire_misc_object (object *op, int dir) 1542fire_misc_object (object *op, int dir)
1760{ 1543{
1761 object *item; 1544 object *item = op->contr->ranged_ob;
1762 1545
1763 if (!op->contr->ranges[range_misc]) 1546 if (!item)
1764 { 1547 {
1765 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.");
1766 return; 1549 return;
1767 } 1550 }
1768 1551
1769 item = op->contr->ranges[range_misc];
1770 if (!item->inv) 1552 if (!item->inv)
1771 { 1553 {
1772 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1554 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1773 return; 1555 return;
1774 } 1556 }
1557
1558 if (!op->apply (item))
1559 return;
1560
1775 if (item->type == WAND) 1561 if (item->type == WAND)
1776 { 1562 {
1777 if (item->stats.food <= 0) 1563 if (item->stats.food <= 0)
1778 { 1564 {
1779 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1565 op->contr->play_sound (sound_find ("wand_poof"));
1780 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
1781 return; 1568 return;
1782 } 1569 }
1783 } 1570 }
1784 else if (item->type == ROD || item->type == HORN) 1571 else if (item->type == ROD || item->type == HORN)
1785 { 1572 {
1786 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))
1787 { 1578 {
1788 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1579 op->contr->play_sound (sound_find ("wand_poof"));
1580
1789 if (item->type == ROD) 1581 if (item->type == ROD)
1790 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));
1791 else 1583 else
1792 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
1793 return; 1586 return;
1794 } 1587 }
1795 } 1588 }
1796 1589
1797 if (cast_spell (op, item, dir, item->inv, NULL)) 1590 if (cast_spell (op, item, dir, item->inv, NULL))
1798 { 1591 {
1799 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
1800 if (item->type == WAND) 1594 if (item->type == WAND)
1801 { 1595 {
1802 if (!(--item->stats.food)) 1596 if (!(--item->stats.food))
1803 { 1597 {
1804 object *tmp; 1598 object *tmp;
1805 1599
1806 if (item->arch) 1600 if (item->arch)
1807 { 1601 {
1808 CLEAR_FLAG (item, FLAG_ANIMATE); 1602 item->clr_flag (FLAG_ANIMATE);
1809 item->face = item->arch->clone.face; 1603 item->face = item->arch->face;
1810 item->set_speed (0); 1604 item->set_speed (0);
1811 } 1605 }
1812 1606
1813 if ((tmp = item->in_player ())) 1607 if (object *pl = item->visible_to ())
1814 esrv_update_item (UPD_ANIM, tmp, item); 1608 esrv_update_item (UPD_ANIM, pl, item);
1815 } 1609 }
1816 } 1610 }
1817 else if (item->type == ROD || item->type == HORN) 1611 else if (item->type == ROD || item->type == HORN)
1818 drain_rod_charge (item); 1612 drain_rod_charge (item);
1819 } 1613 }
1820} 1614}
1821 1615
1822/* Received a fire command for the player - go and do it. 1616/* Received a fire command for the player - go and do it.
1823 */ 1617 */
1824void 1618bool
1825fire (object *op, int dir) 1619fire (object *who, int dir)
1826{ 1620{
1827 int spellcost = 0; 1621 int spellcost = 0;
1828 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
1829 /* check for loss of invisiblity/hide */ 1644 /* check for loss of invisiblity/hide */
1830 if (action_makes_visible (op)) 1645 if (action_makes_visible (who))
1831 make_visible (op); 1646 make_visible (who);
1832 1647
1833 switch (op->contr->shoottype) 1648 switch (ob->type)
1834 { 1649 {
1835 case range_none: 1650 case BOW:
1836 return;
1837
1838 case range_bow:
1839 player_fire_bow (op, dir); 1651 player_fire_bow (who, dir);
1840 return; 1652 break;
1841 1653
1842 case range_magic: /* Casting spells */ 1654 case SPELL:
1843 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);
1844 return; 1656 break;
1845 1657
1846 case range_misc: 1658 case BUILDER:
1847 fire_misc_object (op, dir);
1848 return;
1849
1850 case range_golem: /* Control summoned monsters from scrolls */
1851 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
1852 {
1853 op->contr->ranges[range_golem] = 0;
1854 op->contr->shoottype = range_none;
1855 }
1856 else
1857 control_golem (op->contr->ranges[range_golem], dir);
1858 return;
1859
1860 case range_skill:
1861 if (!op->chosen_skill)
1862 {
1863 if (op->type == PLAYER)
1864 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
1865 return;
1866 }
1867 (void) do_skill (op, op, op->chosen_skill, dir, NULL);
1868 return;
1869 case range_builder:
1870 apply_map_builder (op, dir); 1659 apply_map_builder (who, dir);
1871 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
1872 default: 1670 default:
1873 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type."); 1671 fire_misc_object (who, dir);
1874 return; 1672 break;
1875 } 1673 }
1876}
1877 1674
1675 return true;
1676}
1878 1677
1879 1678static object *
1880/* find_key
1881 * We try to find a key for the door as passed. If we find a key
1882 * and successfully use it, we return the key, otherwise NULL
1883 * This function merges both normal and locked door, since the logic
1884 * for both is the same - just the specific key is different.
1885 * pl is the player,
1886 * inv is the objects inventory to searched
1887 * door is the door we are trying to match against.
1888 * This function can be called recursively to search containers.
1889 */
1890
1891object *
1892find_key (object *pl, object *container, object *door) 1679find_key_ (object *pl, object *container, object *door)
1893{ 1680{
1894 object *tmp, *key; 1681 object *tmp, *key;
1895 1682
1896 /* Should not happen, but sanity checking is never bad */ 1683 /* Should not happen, but sanity checking is never bad */
1897 if (container->inv == NULL) 1684 if (!container->inv)
1898 return NULL; 1685 return 0;
1899 1686
1900 /* 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 */
1901 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1688 for (tmp = container->inv; tmp; tmp = tmp->below)
1902 { 1689 {
1903 if (door->type == DOOR && tmp->type == KEY) 1690 if (door->type == DOOR && tmp->type == KEY)
1904 break; 1691 break;
1692
1905 /* For sanity, we should really check door type, but other stuff 1693 /* For sanity, we should really check door type, but other stuff
1906 * (like containers) can be locked with special keys 1694 * (like containers) can be locked with special keys
1907 */ 1695 */
1908 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1696 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1909 break; 1697 break;
1910 } 1698 }
1699
1911 /* No key found - lets search inventories now */ 1700 /* No key found - lets search inventories now */
1912 /* If we find and use a key in an inventory, return at that time. 1701 /* If we find and use a key in an inventory, return at that time.
1913 * otherwise, if we search all the inventories and still don't find 1702 * otherwise, if we search all the inventories and still don't find
1914 * a key, return 1703 * a key, return
1915 */ 1704 */
1916 if (!tmp) 1705 if (!tmp)
1917 { 1706 {
1918 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1707 for (tmp = container->inv; tmp; tmp = tmp->below)
1919 {
1920 /* No reason to search empty containers */ 1708 /* No reason to search empty containers */
1921 if (tmp->type == CONTAINER && tmp->inv) 1709 if (tmp->type == CONTAINER && tmp->inv)
1922 {
1923 if ((key = find_key (pl, tmp, door)) != NULL) 1710 if ((key = find_key_ (pl, tmp, door)))
1924 return key; 1711 return key;
1925 } 1712
1926 }
1927 if (!tmp) 1713 if (!tmp)
1928 return NULL; 1714 return 0;
1929 } 1715 }
1716
1930 /* 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,
1931 * see if we actually want to use it 1718 * see if we actually want to use it
1932 */ 1719 */
1933 if (pl != container) 1720 if (pl != container)
1934 { 1721 {
1935 /* Only let players use keys in containers */ 1722 /* Only let players use keys in containers */
1936 if (!pl->contr) 1723 if (!pl->contr)
1937 return NULL; 1724 return 0;
1725
1938 /* cases where this fails: 1726 /* cases where this fails:
1939 * If we only search the player inventory, return now since we 1727 * If we only search the player inventory, return now since we
1940 * are not in the players inventory. 1728 * are not in the players inventory.
1941 * If the container is not active, return now since only active 1729 * If the container is not active, return now since only active
1942 * containers can be used. 1730 * containers can be used.
1946 * inv must have been an container and must have been active. 1734 * inv must have been an container and must have been active.
1947 * 1735 *
1948 * Change the color so that the message doesn't disappear with 1736 * Change the color so that the message doesn't disappear with
1949 * all the others. 1737 * all the others.
1950 */ 1738 */
1951 if (pl->contr->usekeys == key_inventory || 1739 if (pl->contr->usekeys == key_inventory
1952 !QUERY_FLAG (container, FLAG_APPLIED) || 1740 || !container->flag [FLAG_APPLIED]
1953 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys")))) 1741 || (pl->contr->usekeys == keyrings && container->race != shstr_keys))
1954 { 1742 {
1955 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1743 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1956 "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));
1957 return NULL; 1745 return NULL;
1958 } 1746 }
1959 } 1747 }
1748
1960 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);
1961} 1775}
1962 1776
1963/* moved door processing out of move_player_attack. 1777/* moved door processing out of move_player_attack.
1964 * returns 1 if player has opened the door with a key 1778 * returns 1 if player has opened the door with a key
1965 * such that the caller should not do anything more, 1779 * such that the caller should not do anything more,
1966 * 0 otherwise 1780 * 0 otherwise
1967 */ 1781 */
1968static int 1782static int
1969player_attack_door (object *op, object *door) 1783player_attack_door (object *op, object *door)
1970{ 1784{
1971 /* 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,
1972 * 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 -
1973 * otherwise, we fall through to the rest of the code. 1787 * otherwise, we fall through to the rest of the code.
1974 */ 1788 */
1975 object *key = find_key (op, op, door); 1789 object *key = find_key (op, op, door);
1976 1790
1977 /* IF we found a key, do some extra work */ 1791 /* If we found a key, do some extra work */
1978 if (key) 1792 if (key)
1979 { 1793 {
1980 object *container = key->env; 1794 object *container = key->env;
1981 1795
1982 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1983 if (action_makes_visible (op)) 1796 if (action_makes_visible (op))
1984 make_visible (op); 1797 make_visible (op);
1798
1985 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1799 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1986 spring_trap (door->inv, op); 1800 spring_trap (door->inv, op);
1801
1987 if (door->type == DOOR) 1802 if (door->type == DOOR)
1988 {
1989 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 */
1990 }
1991 else if (door->type == LOCKED_DOOR) 1804 else if (door->type == LOCKED_DOOR)
1992 { 1805 {
1993 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);
1994 remove_door2 (door); /* remove door without violence ;-) */ 1807 remove_door2 (door); /* remove door without violence ;-) */
1995 } 1808 }
1809
1996 /* Do this after we print the message */ 1810 /* Do this after we print the message */
1997 decrease_ob (key); /* Use up one of the keys */ 1811 key->decrease (); /* Use up one of the keys */
1998 /* Need to update the weight the container the key was in */ 1812
1999 if (container != op)
2000 esrv_update_item (UPD_WEIGHT, op, container);
2001 return 1; /* Nothing more to do below */ 1813 return 1; /* Nothing more to do below */
2002 } 1814 }
2003 else if (door->type == LOCKED_DOOR) 1815 else if (door->type == LOCKED_DOOR)
2004 { 1816 {
2005 /* Might as well return now - no other way to open this */ 1817 /* Might as well return now - no other way to open this */
2006 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...");
2007 return 1; 1819 return 1;
2008 } 1820 }
1821
2009 return 0; 1822 return 0;
2010} 1823}
2011 1824
2012/* This function is just part of a breakup from move_player. 1825/* This function is just part of a breakup from move_player.
2013 * It should keep the code cleaner. 1826 * It should keep the code cleaner.
2014 * When this is called, the players direction has been updated 1827 * When this is called, the players direction has been updated
2015 * (taking into account confusion.) The player is also actually 1828 * (taking into account confusion.) The player is also actually
2016 * going to try and move (not fire weapons). 1829 * going to try and move (not fire weapons).
2017 */ 1830 */
2018void 1831bool
2019move_player_attack (object *op, int dir) 1832move_player_attack (object *op, int dir)
2020{ 1833{
2021 object *tmp, *mon; 1834 if (!op->contr->braced && op->speed_left > 0.f && op->move (dir))
2022 sint16 nx, ny; 1835 {
2023 int on_battleground; 1836 --op->speed_left;
2024 maptile *m; 1837 return true;
1838 }
2025 1839
2026 nx = freearr_x[dir] + op->x; 1840 sint16 nx = freearr_x[dir] + op->x;
2027 ny = freearr_y[dir] + op->y; 1841 sint16 ny = freearr_y[dir] + op->y;
2028 1842
2029 on_battleground = op_on_battleground (op, 0, 0); 1843 if (out_of_map (op->map, nx, ny))
1844 return false;
2030 1845
2031 /* 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
2032 * 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
2033 * 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
2034 * player. This is a pretty nasty hack, because if we could 1849 * player. This is a pretty nasty hack, because if we could
2035 * 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
2036 * 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
2037 * 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
2038 * move_ob uses. 1853 * move_ob uses.
2039 */ 1854 */
2040 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;
2041 { 1870 }
2042 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;
2043 { 1883 }
2044 m = op->map->xy_find (nx, ny); 1884
2045 if (!m) 1885 /* The following deals with possibly attacking peaceful
2046 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;
2047 } 1918 }
2048 else 1919 else
2049 m = op->map;
2050
2051 if (!(tmp = m->at (nx, ny).bot))
2052 return; 1920 return false;
1921 }
2053 1922
2054 mon = 0; 1923 bool on_battleground = op_on_battleground (op, 0, 0);
2055 /* Go through all the objects, and find ones of interest. Only stop if
2056 * we find a monster - that is something we know we want to attack.
2057 * if its a door or barrel (can roll) see if there may be monsters
2058 * on the space
2059 */
2060 while (tmp)
2061 {
2062 if (tmp == op)
2063 {
2064 tmp = tmp->above;
2065 continue;
2066 }
2067 1924
2068 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2069 {
2070 mon = tmp;
2071 break;
2072 }
2073
2074 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2075 mon = tmp;
2076
2077 tmp = tmp->above;
2078 }
2079
2080 if (!mon) /* This happens anytime the player tries to move */
2081 return; /* into a wall */
2082
2083 if (mon->head)
2084 mon = mon->head;
2085
2086 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2087 if (player_attack_door (op, mon))
2088 return;
2089
2090 /* The following deals with possibly attacking peaceful
2091 * or frienddly creatures. Basically, all players are considered
2092 * unaggressive. If the moving player has peaceful set, then the
2093 * object should be pushed instead of attacked. It is assumed that
2094 * if you are braced, you will not attack friends accidently,
2095 * and thus will not push them.
2096 */
2097
2098 /* If the creature is a pet, push it even if the player is not
2099 * peaceful. Our assumption is the creature is a pet if the
2100 * player owns it and it is either friendly or unagressive.
2101 */
2102 if ((op->type == PLAYER)
2103#if COZY_SERVER
2104 &&
2105 ((mon->owner && mon->owner->contr
2106 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op)
2107#else
2108 && mon->owner == op
2109#endif
2110 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2111 {
2112 /* If we're braced, we don't want to switch places with it */
2113 if (op->contr->braced)
2114 return;
2115
2116 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2117 (void) push_ob (mon, dir, op);
2118 if (op->contr->tmp_invis || op->hide)
2119 make_visible (op);
2120
2121 return;
2122 }
2123
2124 /* in certain circumstances, you shouldn't attack friendly 1925 /* in certain circumstances, you shouldn't attack friendly
2125 * creatures. Note that if you are braced, you can't push 1926 * creatures. Note that if you are braced, you can't push
2126 * 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
2127 * attack them either. 1928 * attack them either.
2128 */ 1929 */
2129 if ((mon->type == PLAYER || mon->enemy != op) && 1930 if ((mon->type == PLAYER || mon->enemy != op)
2130 (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])
2131#ifdef PROHIBIT_PLAYERKILL
2132 (op->contr->peaceful 1932 && ((op->contr->peaceful
2133 || (mon->type == PLAYER 1933 || (mon->type == PLAYER && mon->contr->peaceful))
2134 && mon->contr->
2135 peaceful)) &&
2136#else
2137 op->contr->peaceful &&
2138#endif
2139 !on_battleground)) 1934 && !on_battleground))
1935 {
1936 if (op->speed_left > 0.f)
2140 { 1937 {
1938 --op->speed_left;
1939
2141 if (!op->contr->braced) 1940 if (!op->contr->braced)
2142 { 1941 {
2143 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 1942 op->play_sound (sound_find ("push_player"));
2144 push_ob (mon, dir, op); 1943 push_ob (mon, dir, op);
2145 } 1944 }
2146 else 1945 else
2147 new_draw_info (0, 0, op, "You withhold your attack"); 1946 op->statusmsg ("You withhold your attack");
2148 1947
2149 if (op->contr->tmp_invis || op->hide) 1948 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
2150 make_visible (op); 1949 make_visible (op);
2151 }
2152 1950
1951 return true;
1952 }
1953 }
2153 /* If the object is a boulder or other rollable object, then 1954 /* If the object is a boulder or other rollable object, then
2154 * 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.
2155 */ 1956 */
2156 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)
2157 { 1960 {
1961 --op->speed_left;
1962
2158 recursive_roll (mon, dir, op); 1963 recursive_roll (mon, dir, op);
2159 if (action_makes_visible (op)) 1964 if (action_makes_visible (op))
2160 make_visible (op); 1965 make_visible (op);
2161 }
2162 1966
1967 return true;
1968 }
1969 }
2163 /* Any generic living creature. Including things like doors. 1970 /* Any generic living creature. Including things like doors.
2164 * 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
2165 * and be living. Then, it must be one of the following: 1972 * and be living. Then, it must be one of the following:
2166 * 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
2167 * 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.
2168 */ 1975 */
2169 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 1976 else if ((mon->stats.hp >= 0) && mon->flag [FLAG_ALIVE] &&
2170 ((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)))
2171 { 1978 {
2172 1979 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2173 /* If the player hasn't hit something this tick, and does
2174 * so, give them speed boost based on weapon speed. Doing
2175 * it here is better than process_players2, which basically
2176 * incurred a 1 tick offset.
2177 */
2178 if (!op->contr->has_hit)
2179 { 1980 {
2180 op->speed_left += op->speed / op->contr->weapon_sp; 1981 --op->contr->weapon_sp_left;
2181
2182 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2183 }
2184 1982
2185 skill_attack (mon, op, 0, 0, 0); 1983 skill_attack (mon, op, 0, 0, 0);
2186
2187 /* If attacking another player, that player gets automatic
2188 * hitback, and doesn't loose luck either.
2189 * Disable hitback on the battleground or if the target is
2190 * the wiz.
2191 */
2192 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2193 {
2194 short luck = mon->stats.luck;
2195
2196 mon->contr->has_hit = 1;
2197 skill_attack (op, mon, 0, 0, 0);
2198 mon->stats.luck = luck;
2199 }
2200 1984
2201 if (action_makes_visible (op)) 1985 if (action_makes_visible (op))
2202 make_visible (op); 1986 make_visible (op);
2203 }
2204 } /* if player should attack something */
2205}
2206 1987
2207int 1988 return true;
1989 }
1990 }
1991
1992 return false;
1993}
1994
1995bool
2208move_player (object *op, int dir) 1996move_player (object *op, int dir)
2209{ 1997{
2210 int pick;
2211
2212 if (!op->map || op->map->in_memory != MAP_IN_MEMORY) 1998 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2213 return 0; 1999 return 0;
2214 2000
2215 /* Sanity check: make sure dir is valid */ 2001 /* Sanity check: make sure dir is valid */
2216 if ((dir < 0) || (dir >= 9)) 2002 if (dir < 0 || dir > 8)
2217 { 2003 {
2218 LOG (llevError, "move_player: invalid direction %d\n", dir); 2004 LOG (llevError, "move_player: invalid direction %d\n", dir);
2219 return 0; 2005 return 0;
2220 } 2006 }
2221 2007
2222 /* peterm: added following line */ 2008 /* peterm: added following line */
2223 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2009 if (op->flag [FLAG_CONFUSED] && dir)
2224 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2010 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2225 2011
2226 op->facing = dir; 2012 op->facing = dir;
2227 2013
2228 if (op->hide) 2014 if (op->flag [FLAG_HIDDEN])
2229 do_hidden_move (op); 2015 do_hidden_move (op);
2230 2016
2017 bool retval;
2018 int pick = 0;
2019
2231 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2020 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2232 /*nop */ ; 2021 retval = RESULT_INT (0);
2233 else if (op->contr->fire_on) 2022 else if (op->contr->fire_on)
2234 fire (op, dir); 2023 retval = fire (op, dir);
2235 else 2024 else
2236 { 2025 {
2237 move_player_attack (op, dir); 2026 retval = move_player_attack (op, dir);
2238 pick = check_pick (op); 2027 pick = check_pick (op);
2239 } 2028 }
2240 2029
2241 /* 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
2242 * server can handle repeat firing. 2031 * server can handle repeat firing.
2249 /* Update how the player looks. Use the facing, so direction may 2038 /* Update how the player looks. Use the facing, so direction may
2250 * get reset to zero. This allows for full animation capabilities 2039 * get reset to zero. This allows for full animation capabilities
2251 * for players. 2040 * for players.
2252 */ 2041 */
2253 animate_object (op, op->facing); 2042 animate_object (op, op->facing);
2254 return 0; 2043
2044 return retval;
2255} 2045}
2256 2046
2257/* 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
2258 * new client/server stuff. 2048 * new client/server stuff.
2259 * 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
2260 * the new speed values for commands. 2050 * the new speed values for commands.
2261 * 2051 *
2262 * 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.
2263 */ 2055 */
2264int 2056bool
2265handle_newcs_player (object *op) 2057handle_newcs_player (object *op)
2266{ 2058{
2059 if (op->flag [FLAG_SCARED])
2060 {
2061 if (op->speed_left > 0.f)
2062 {
2063 --op->speed_left;
2064 flee_player (op);
2065
2066 return true;
2067 }
2068 else
2069 return false;
2070 }
2071
2072 /* call this here - we also will call this in do_ericserver, but
2073 * the players time has been increased when doericserver has been
2074 * called, so we recheck it here.
2075 */
2076 if (op->contr->ns->handle_command ())
2077 return true;
2078
2079 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2080 return move_player (op, op->direction);
2081
2082 return false;
2083}
2084
2085static int
2086save_life (object *op)
2087{
2088 if (!op->flag [FLAG_LIFESAVE])
2089 return 0;
2090
2091 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2092 if (tmp->flag [FLAG_APPLIED] && tmp->flag [FLAG_LIFESAVE])
2093 {
2094 op->play_sound (sound_find ("ob_evaporate"));
2095 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2096
2097 tmp->destroy ();
2098 op->clr_flag (FLAG_LIFESAVE);
2099
2100 if (op->stats.hp < 0)
2101 op->stats.hp = op->stats.maxhp;
2102
2103 if (op->stats.food < 0)
2104 op->stats.food = MAX_FOOD;
2105
2106 op->update_stats ();
2107 return 1;
2108 }
2109
2110 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2111 op->clr_flag (FLAG_LIFESAVE);
2112 enter_player_savebed (op); /* bring him home. */
2113 return 0;
2114}
2115
2116/* This goes throws the inventory and removes unpaid objects, and puts them
2117 * back in the map (location and map determined by values of env). This
2118 * function will descend into containers. op is the object to start the search
2119 * from.
2120 */
2121static void
2122drop_unpaid_items (object *op, object *env)
2123{
2124 while (op)
2125 {
2126 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2127
2128 if (op->flag [FLAG_UNPAID])
2129 op->insert_at (env);
2130 else if (op->inv)
2131 drop_unpaid_items (op->inv, env);
2132
2133 op = next;
2134 }
2135}
2136
2137void
2138object::drop_unpaid_items ()
2139{
2140 if (!flag [FLAG_REMOVED])
2141 ::drop_unpaid_items (inv, this);
2142}
2143
2144void
2145do_some_living (object *op)
2146{
2147 int last_food = op->stats.food;
2148 int gen_hp, gen_sp, gen_grace;
2149 int i;
2150 int rate_hp = 1200;
2151 int rate_sp = 2500;
2152 int rate_grace = 2000;
2153 const int max_hp = 1;
2154 const int max_sp = 1;
2155 const int max_grace = 1;
2156
2267 if (op->contr->hidden) 2157 if (op->contr->hidden)
2268 { 2158 {
2269 op->invisible = 1000; 2159 op->invisible = 1000;
2270 /* the socket code flashes the player visible/invisible 2160 /* the socket code flashes the player visible/invisible
2271 * depending on the value of invisible, so we need to 2161 * depending on the value of invisible, so we need to
2272 * alternate it here for it to work correctly. 2162 * alternate it here for it to work correctly.
2273 */ 2163 */
2274 if (pticks & 2) 2164 if (pticks & 2)
2275 op->invisible--; 2165 op->invisible--;
2276 } 2166 }
2277 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS))) 2167 else if (op->invisible && !(op->flag [FLAG_MAKE_INVIS]))
2278 { 2168 {
2279 op->invisible--;
2280 if (!op->invisible) 2169 if (!op->invisible--)
2281 { 2170 {
2282 make_visible (op); 2171 make_visible (op);
2283 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.");
2284 } 2173 }
2285 }
2286
2287 if (QUERY_FLAG (op, FLAG_SCARED))
2288 {
2289 flee_player (op);
2290 /* If player is still scared, that is his action for this tick */
2291 if (QUERY_FLAG (op, FLAG_SCARED))
2292 {
2293 op->speed_left--;
2294 return 0;
2295 }
2296 }
2297
2298 /* I've been seeing crashes where the golem has been destroyed, but
2299 * the player object still points to the defunct golem. The code that
2300 * destroys the golem looks correct, and it doesn't always happen, so
2301 * put this in a a workaround to clean up the golem pointer.
2302 */
2303 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2304 op->contr->ranges[range_golem] = 0;
2305
2306 /* call this here - we also will call this in do_ericserver, but
2307 * the players time has been increased when doericserver has been
2308 * called, so we recheck it here.
2309 */
2310 if (op->contr->ns->handle_command ())
2311 return 1;
2312
2313 if (op->speed_left > 0)
2314 {
2315 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2316 {
2317 /* All move commands take 1 tick, at least for now */
2318 op->speed_left--;
2319
2320 /* Instead of all the stuff below, let move_player take care
2321 * of it. Also, some of the skill stuff is only put in
2322 * there, as well as the confusion stuff.
2323 */
2324 move_player (op, op->direction);
2325
2326 return op->speed_left > 0;
2327 }
2328 }
2329
2330 return 0;
2331}
2332
2333int
2334save_life (object *op)
2335{
2336 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2337 return 0;
2338
2339 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2340 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2341 {
2342 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2343 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2344
2345 if (op->contr)
2346 esrv_del_item (op->contr, tmp->count);
2347
2348 tmp->destroy ();
2349 CLEAR_FLAG (op, FLAG_LIFESAVE);
2350
2351 if (op->stats.hp < 0)
2352 op->stats.hp = op->stats.maxhp;
2353
2354 if (op->stats.food < 0)
2355 op->stats.food = 999;
2356
2357 op->update_stats ();
2358 return 1;
2359 }
2360
2361 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2362 CLEAR_FLAG (op, FLAG_LIFESAVE);
2363 enter_player_savebed (op); /* bring him home. */
2364 return 0;
2365}
2366
2367/* This goes throws the inventory and removes unpaid objects, and puts them
2368 * back in the map (location and map determined by values of env). This
2369 * function will descend into containers. op is the object to start the search
2370 * from.
2371 */
2372void
2373remove_unpaid_objects (object *op, object *env)
2374{
2375 object *next;
2376
2377 while (op)
2378 {
2379 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2380
2381 if (QUERY_FLAG (op, FLAG_UNPAID))
2382 {
2383 if (env->type == PLAYER)
2384 esrv_del_item (env->contr, op->count);
2385
2386 op->insert_at (env);
2387 }
2388 else if (op->inv)
2389 remove_unpaid_objects (op->inv, env);
2390
2391 op = next;
2392 }
2393}
2394
2395/*
2396 * Returns pointer a static string containing gravestone text
2397 * Moved from apply.c to player.c - player.c is what
2398 * actually uses this function. player.c may not be quite the
2399 * best, a misc file for object actions is probably better,
2400 * but there isn't one in the server directory.
2401 */
2402char *
2403gravestone_text (object *op)
2404{
2405 static char buf2[MAX_BUF];
2406 char buf[MAX_BUF];
2407 time_t now = time (NULL);
2408
2409 strcpy (buf2, " R.I.P.\n\n");
2410 if (op->type == PLAYER)
2411 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2412 else
2413 sprintf (buf, "%s\n", &op->name);
2414
2415 strncat (buf2, " ", 20 - strlen (buf) / 2);
2416 strcat (buf2, buf);
2417 if (op->type == PLAYER)
2418 sprintf (buf, "who was in level %d when killed\n", op->level);
2419 else
2420 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2421
2422 strncat (buf2, " ", 20 - strlen (buf) / 2);
2423 strcat (buf2, buf);
2424 if (op->type == PLAYER)
2425 {
2426 sprintf (buf, "by %s.\n\n", op->contr->killer);
2427 strncat (buf2, " ", 21 - strlen (buf) / 2);
2428 strcat (buf2, buf);
2429 }
2430
2431 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2432 strncat (buf2, " ", 20 - strlen (buf) / 2);
2433 strcat (buf2, buf);
2434
2435 return buf2;
2436}
2437
2438void
2439do_some_living (object *op)
2440{
2441 int last_food = op->stats.food;
2442 int gen_hp, gen_sp, gen_grace;
2443 int over_hp, over_sp, over_grace;
2444 int i;
2445 int rate_hp = 1200;
2446 int rate_sp = 2500;
2447 int rate_grace = 2000;
2448 const int max_hp = 1;
2449 const int max_sp = 1;
2450 const int max_grace = 1;
2451
2452 if (op->contr->outputs_sync)
2453 {
2454 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2455 if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2456 flush_output_element (op, &op->contr->outputs[i]);
2457 } 2174 }
2458 2175
2459 if (op->contr->ns->state == ST_PLAYING) 2176 if (op->contr->ns->state == ST_PLAYING)
2460 { 2177 {
2461 /* these next three if clauses make it possible to SLOW DOWN 2178 /* these next three if clauses make it possible to SLOW DOWN
2482 { 2199 {
2483 gen_grace = op->stats.maxgrace; 2200 gen_grace = op->stats.maxgrace;
2484 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2201 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2485 } 2202 }
2486 2203
2487 /* Regenerate Spell Points */ 2204 /* Regenerate Grace */
2488 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)
2489 { 2207 {
2490 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2491 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)
2492 { 2214 {
2493 op->stats.sp++; 2215 int over_grace = temp / rate_grace;
2494 /* dms do not consume food */ 2216
2495 if (!QUERY_FLAG (op, FLAG_WIZ)) 2217 if (over_grace > 0)
2496 { 2218 {
2497 op->stats.food--; 2219 op->stats.sp += over_grace + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > (temp % rate_grace)) ? -1 : 0;
2498 if (op->contr->digestion < 0) 2220 op->last_grace = 0;
2499 op->stats.food += op->contr->digestion;
2500 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2501 op->stats.food = last_food;
2502 } 2221 }
2222 else
2223 op->last_grace = rate_grace / temp;
2503 } 2224 }
2225 else
2226 op->last_grace = rate_grace / temp;
2504 2227
2505 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)
2506 { 2235 {
2507 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);
2508 if (over_sp > 0) 2237
2238 if (op->stats.sp < op->stats.maxsp)
2509 { 2239 {
2510 if (op->stats.sp < op->stats.maxsp) 2240 op->stats.sp++;
2241
2242 /* dms do not consume food */
2243 if (!op->flag [FLAG_WIZ])
2511 { 2244 {
2512 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2513
2514 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2515 op->stats.sp--; 2245 op->stats.food--;
2516 2246
2517 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))
2518 op->stats.sp = op->stats.maxsp; 2250 op->stats.food = last_food;
2519 } 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
2520 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);
2521 } 2274 }
2522 else 2275 else
2523 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);
2524 } 2277 }
2525 else
2526 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2527 }
2528 2278
2529 /* Regenerate Grace */ 2279 /* Regenerate Hit Points */
2530 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2531 if (--op->last_grace < 0) 2280 if (--op->last_heal < 0)
2532 {
2533 if (op->stats.grace < op->stats.maxgrace / 2)
2534 op->stats.grace++; /* no penalty in food for regaining grace */
2535
2536 if (max_grace > 1)
2537 { 2281 {
2538 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2282 if (op->stats.hp < op->stats.maxhp)
2539 if (over_grace > 0)
2540 { 2283 {
2541 op->stats.sp += over_grace 2284 op->stats.hp++;
2542 + (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;
2543 op->last_grace = 0; 2307 op->last_heal = 0;
2308 }
2309 else
2310 op->last_heal = rate_hp / temp;
2544 } 2311 }
2545 else 2312 else
2546 {
2547 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2548 }
2549 }
2550 else
2551 {
2552 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2553 }
2554 /* wearing stuff doesn't detract from grace generation. */
2555 }
2556
2557 /* Regenerate Hit Points */
2558 if (--op->last_heal < 0)
2559 {
2560 if (op->stats.hp < op->stats.maxhp)
2561 {
2562 op->stats.hp++;
2563 /* dms do not consume food */
2564 if (!QUERY_FLAG (op, FLAG_WIZ))
2565 {
2566 op->stats.food--;
2567 if (op->contr->digestion < 0)
2568 op->stats.food += op->contr->digestion;
2569 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2570 op->stats.food = last_food;
2571 }
2572 }
2573
2574 if (max_hp > 1)
2575 {
2576 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2577 if (over_hp > 0)
2578 {
2579 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2580 op->last_heal = 0; 2313 op->last_heal = rate_hp / temp;
2581 }
2582 else
2583 {
2584 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2585 }
2586 }
2587 else
2588 {
2589 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2590 } 2314 }
2591 } 2315 }
2592 2316
2593 /* Digestion */ 2317 /* Digestion */
2594 if (--op->last_eat < 0) 2318 if (--op->last_eat < 0)
2595 { 2319 {
2596#ifdef COZY_SERVER 2320 int bonus = max (0, op->contr->digestion),
2597 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion; 2321 penalty = max (0, -op->contr->digestion);
2598 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2599#else
2600 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2601#endif
2602 2322
2603 if (op->contr->gen_hp > 0)
2604 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);
2605 else
2606 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2607 2324
2608 /* dms do not consume food */ 2325 /* dms do not consume food */
2609 if (!QUERY_FLAG (op, FLAG_WIZ)) 2326 if (!op->flag [FLAG_WIZ])
2610 op->stats.food--; 2327 op->stats.food--;
2611 } 2328 }
2612 2329
2613 if (op->stats.food < 0 && op->stats.hp >= 0) 2330 if (op->stats.food < 0 && op->stats.hp >= 0)
2614 { 2331 {
2615 object *tmp, *flesh = 0; 2332 object *flesh = 0;
2616 2333
2617 for (tmp = op->inv; tmp; tmp = tmp->below) 2334 for_inv_removable (op, tmp)
2618 { 2335 {
2619 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)
2620 { 2340 {
2621 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2341 op->statusmsg ("You blindly grab for a bite of food. "
2622 { 2342 "H<To prevent you from starving, you ate some random item from your backpack.>");
2623 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2343 op->apply (tmp);
2624 manual_apply (op, tmp, 0); 2344
2625 if (op->stats.food >= 0 || op->stats.hp < 0) 2345 if (op->stats.food >= 0 || op->stats.hp < 0)
2626 break; 2346 break;
2627 } 2347 }
2628 else if (tmp->type == FLESH) 2348 else if (tmp->type == FLESH)
2629 flesh = tmp; 2349 flesh = tmp;
2630 } /* End if paid for object */ 2350 }
2631 } /* end of for loop */
2632 2351
2633 /* 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
2634 * eat flesh instead. 2353 * eat flesh instead.
2635 */ 2354 */
2636 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2355 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2637 { 2356 {
2638 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.>");
2639 manual_apply (op, flesh, 0); 2359 op->apply (flesh);
2640 } 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)
2641 } 2369 {
2370 op->stats.hp += op->stats.food;
2371 op->stats.food = 0;
2642 2372
2643 while (op->stats.food < 0 && op->stats.hp >= 0) 2373 if (op->stats.hp < 0)
2644 op->stats.food++, op->stats.hp--; 2374 {
2375 op->contr->killer = archetype::get ("killer_starvation");
2376 op->contr->killer->destroy ();
2377 }
2378 }
2645 2379
2380 /* killer should be set here already */
2646 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2381 if (op->stats.hp < 0 && !op->flag [FLAG_WIZ])
2647 kill_player (op); 2382 kill_player (op);
2648 } 2383 }
2649} 2384}
2650 2385
2651/* 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.
2654 * file. 2389 * file.
2655 */ 2390 */
2656void 2391void
2657kill_player (object *op) 2392kill_player (object *op)
2658{ 2393{
2659 char buf[MAX_BUF];
2660 int x, y; 2394 int x, y;
2661
2662 //int i;
2663 maptile *map; /* this is for resurrection */ 2395 maptile *map; /* this is for resurrection */
2664
2665 /* int z;
2666 int num_stats_lose;
2667 int lost_a_stat;
2668 int lose_this_stat;
2669 int this_stat; */
2670 int will_kill_again; 2396 int will_kill_again;
2671 archetype *at; 2397 archetype *at;
2672 object *tmp; 2398 object *tmp;
2673 2399
2674 if (save_life (op)) 2400 if (save_life (op))
2675 return; 2401 return;
2676 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 }
2677 2438
2678 /* 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
2679 * 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.
2680 * Look at op_on_battleground() for more info --AndreasV 2441 * Look at op_on_battleground() for more info --AndreasV
2681 */ 2442 */
2682 if (op_on_battleground (op, &x, &y)) 2443 if (op_on_battleground (op, &x, &y))
2683 { 2444 {
2684 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";
2685 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2686
2687 /* restore player */
2688 at = archetype::find ("poisoning");
2689 if (object *tmp = present_arch_in_ob (at, op))
2690 {
2691 tmp->destroy ();
2692 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2693 }
2694
2695 at = archetype::find ("confusion");
2696 if (object *tmp = present_arch_in_ob (at, op))
2697 {
2698 tmp->destroy ();
2699 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2700 }
2701
2702 cure_disease (op, 0); /* remove any disease */
2703 op->stats.hp = op->stats.maxhp;
2704 if (op->stats.food <= 0)
2705 op->stats.food = 999;
2706 2446
2707 /* create a bodypart-trophy to make the winner happy */ 2447 /* create a bodypart-trophy to make the winner happy */
2708 if (object *tmp = arch_to_object (archetype::find ("finger"))) 2448 object *tmp = archetype::find (shstr_finger)->instance ();
2709 { 2449
2710 sprintf (buf, "%s's finger", &op->name); 2450 tmp->name = format ("%s's finger" , &op->name);
2711 tmp->name = buf; 2451 tmp->name_pl = format ("%s's fingers", &op->name);
2712 sprintf (buf, " This finger has been cut off %s\n" 2452 tmp->msg = format (
2713 " 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",
2714 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2454 &op->name, op->contr->title,
2715 tmp->msg = buf; 2455 (int)op->level,
2456 op->contr->killer_name ()
2457 );
2716 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2458 tmp->value = 0, tmp->type = 0;
2717 tmp->materialname = NULL; 2459 tmp->material = name_to_material (shstr_organic);
2718 tmp->insert_at (op, tmp); 2460 tmp->insert_at (op, tmp);
2719 }
2720 2461
2721 /* teleport defeated player to new destination */ 2462 /* teleport defeated player to new destination */
2722 transfer_ob (op, x, y, 0, NULL); 2463 transfer_ob (op, x, y, 0, NULL);
2723 op->contr->braced = 0; 2464 op->contr->braced = 0;
2465
2466 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2724 return; 2467 return;
2725 } 2468 }
2726 2469
2470 deathtab << "You were killed by " << op->contr->killer_name () << ".\n\n";
2471 deathtab << "T<YOU HAVE DIED>\n\n";
2472
2727 INVOKE_PLAYER (DEATH, op->contr); 2473 INVOKE_PLAYER (DEATH, op->contr);
2728 2474
2729 command_kill_pets (op, 0); 2475 command_kill_pets (op, 0);
2730 2476
2731 if (op->stats.food < 0) 2477 op->contr->play_sound (sound_find ("player_dies"));
2732 {
2733 sprintf (buf, "%s starved to death.", &op->name);
2734 strcpy (op->contr->killer, "starvation");
2735 }
2736 else
2737 sprintf (buf, "%s died.", &op->name);
2738
2739 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2740 2478
2741 /* save the map location for corpse, gravestone */ 2479 /* save the map location for corpse, gravestone */
2742 x = op->x; 2480 x = op->x;
2743 y = op->y; 2481 y = op->y;
2744 map = op->map; 2482 map = op->map;
2772 2510
2773 lost_a_stat = 0; 2511 lost_a_stat = 0;
2774 2512
2775 for (z = 0; z < num_stats_lose; z++) 2513 for (z = 0; z < num_stats_lose; z++)
2776 { 2514 {
2777 i = RANDOM () % NUM_STATS; 2515 i = rndm (NUM_STATS);
2778 2516
2779 if (settings.stat_loss_on_death) 2517 if (settings.stat_loss_on_death)
2780 { 2518 {
2781 /* 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
2782 * what he lost. 2520 * what he lost.
2789 lost_a_stat = 1; 2527 lost_a_stat = 1;
2790 } 2528 }
2791 else 2529 else
2792 { 2530 {
2793 /* deplete a stat */ 2531 /* deplete a stat */
2794 archetype *deparch = archetype::find ("depletion"); 2532 archetype *deparch = archetype::find (shstr_depletion);
2795 object *dep; 2533 object *dep;
2796 2534
2797 dep = present_arch_in_ob (deparch, op); 2535 dep = present_arch_in_ob (deparch, op);
2798 if (!dep) 2536 if (!dep)
2799 { 2537 {
2800 dep = arch_to_object (deparch); 2538 dep = deparch->instance ();
2801 insert_ob_in_ob (dep, op); 2539 insert_ob_in_ob (dep, op);
2802 } 2540 }
2803 lose_this_stat = 1; 2541 lose_this_stat = 1;
2804 if (settings.balanced_stat_loss) 2542 if (settings.balanced_stat_loss)
2805 { 2543 {
2833 } 2571 }
2834 } 2572 }
2835 2573
2836 if (lose_this_stat) 2574 if (lose_this_stat)
2837 { 2575 {
2838 this_stat = get_attr_value (&(dep->stats), i); 2576 this_stat = get_attr_value (&dep->stats, i);
2839 /* We could try to do something clever like find another 2577 /* We could try to do something clever like find another
2840 * stat to reduce if this fails. But chances are, if 2578 * stat to reduce if this fails. But chances are, if
2841 * stats have been depleted to -50, all are pretty low 2579 * stats have been depleted to -50, all are pretty low
2842 * 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
2843 * difference. 2581 * difference.
2844 */ 2582 */
2845 if (this_stat >= -50) 2583 if (this_stat >= -50)
2846 { 2584 {
2847 change_attr_value (&(dep->stats), i, -1); 2585 change_attr_value (&(dep->stats), i, -1);
2848 SET_FLAG (dep, FLAG_APPLIED); 2586 dep->set_flag (FLAG_APPLIED);
2849 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2587 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2850 op->update_stats (); 2588 op->update_stats ();
2851 lost_a_stat = 1; 2589 lost_a_stat = 1;
2852 } 2590 }
2853 } 2591 }
2854 } 2592 }
2855 } 2593 }
2594
2856 /* If no stat lost, tell the player. */ 2595 /* If no stat lost, tell the player. */
2857 if (!lost_a_stat) 2596 if (!lost_a_stat)
2858 { 2597 {
2859 /* determine_god() seems to not work sometimes... why is this? 2598 /* determine_god() seems to not work sometimes... why is this?
2860 Should I be using something else? GD */ 2599 Should I be using something else? GD */
2861 const char *god = determine_god (op); 2600 shstr_tmp god = determine_god (op);
2862 2601
2863 if (god && (strcmp (god, "none"))) 2602 if (god != shstr_none)
2864 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";
2865 else 2604 else
2866 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";
2867 } 2606 }
2868#else 2607#else
2869 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.";
2870#endif 2609#endif
2871 2610
2872 /* Put a gravestone up where the character 'almost' died. List the 2611 /* Put a gravestone up where the character 'almost' died. List the
2873 * exp loss on the stone. 2612 * exp loss on the stone.
2874 */ 2613 */
2875 tmp = arch_to_object (archetype::find ("gravestone")); 2614 tmp = archetype::find (shstr_gravestone)->instance ();
2876 sprintf (buf, "%s's gravestone", &op->name); 2615 tmp->name = format ("%s's gravestone", &op->name);
2877 tmp->name = buf; 2616 tmp->name_pl = format ("%s's gravestones", &op->name);
2878 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",
2879 tmp->name_pl = buf; 2618 &op->name, op->contr->title, op->contr->killer_name ());
2880 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);
2881 tmp->msg = buf;
2882 tmp->x = op->x, tmp->y = op->y; 2619 tmp->x = op->x, tmp->y = op->y;
2883 insert_ob_in_map (tmp, op->map, NULL, 0); 2620 insert_ob_in_map (tmp, op->map, NULL, 0);
2884 2621
2885 /**************************************/ 2622 /**************************************/
2886 /* */ 2623 /* */
2887 /* Subtract the experience points, */ 2624 /* Subtract the experience points, */
2888 /* if we died cause of food, give us */
2889 /* food, and reset HP's... */
2890 /* */ 2625 /* */
2891 /**************************************/ 2626 /**************************************/
2892 2627
2893 /* remove any poisoning and confusion the character may be suffering. */
2894 /* restore player */
2895 at = archetype::find ("poisoning");
2896 tmp = present_arch_in_ob (at, op);
2897
2898 if (tmp)
2899 {
2900 tmp->destroy ();
2901 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2902 }
2903
2904 at = archetype::find ("confusion");
2905 tmp = present_arch_in_ob (at, op);
2906 if (tmp)
2907 {
2908 tmp->destroy ();
2909 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2910 }
2911
2912 cure_disease (op, 0); /* remove any disease */
2913
2914 /*add_exp(op, (op->stats.exp * -0.20)); */ 2628 /*add_exp(op, (op->stats.exp * -0.20)); */
2915 apply_death_exp_penalty (op); 2629 apply_death_exp_penalty (op);
2916 if (op->stats.food < 100)
2917 op->stats.food = 900;
2918 op->stats.hp = op->stats.maxhp;
2919 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2920 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2921 2630
2922 /* 2631 /*
2923 * Check to see if the player is in a shop. IF so, then check to see if
2924 * the player has any unpaid items. If so, remove them and put them back 2632 * Check to see if the player has any unpaid items. If so, remove them
2925 * in the map. 2633 * and put them back in the map.
2926 */ 2634 */
2927 2635 op->drop_unpaid_items ();
2928 if (is_in_shop (op))
2929 remove_unpaid_objects (op->inv, op);
2930 2636
2931 /****************************************/ 2637 /****************************************/
2932 /* */ 2638 /* */
2933 /* Move player to his current respawn- */ 2639 /* Move player to his current respawn- */
2934 /* position (usually last savebed) */ 2640 /* position (usually last savebed) */
2954 object *force; 2660 object *force;
2955 int at; 2661 int at;
2956 2662
2957 force = get_archetype (FORCE_NAME); 2663 force = get_archetype (FORCE_NAME);
2958 /* 50 ticks should be enough time for the spell to abate */ 2664 /* 50 ticks should be enough time for the spell to abate */
2959 force->speed = 0.1;
2960 force->speed_left = -5.0; 2665 force->speed_left = -5.f;
2961 SET_FLAG (force, FLAG_APPLIED); 2666 force->set_speed (0.1f);
2667 force->set_flag (FLAG_APPLIED);
2668
2962 for (at = 0; at < NROFATTACKS; at++) 2669 for (at = 0; at < NROFATTACKS; at++)
2963 if (will_kill_again & (1 << at)) 2670 if (will_kill_again & (1 << at))
2964 force->resist[at] = 100; 2671 force->resist[at] = 100;
2965 2672
2966 insert_ob_in_ob (force, op); 2673 insert_ob_in_ob (force, op);
2967 op->update_stats (); 2674 op->update_stats ();
2968
2969 } 2675 }
2970 2676
2971 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2677 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2972} 2678}
2973 2679
2974void 2680static void
2975loot_object (object *op) 2681loot_object (object *op)
2976{ /* Grab and destroy some treasure */ 2682{ /* Grab and destroy some treasure */
2977 object *tmp, *tmp2, *next; 2683 object *tmp, *tmp2, *next;
2978 2684
2979 if (op->container) 2685 op->close_container (); /* close open sack first */
2980 esrv_apply_container (op, op->container); /* close open sack first */
2981 2686
2982 for (tmp = op->inv; tmp; tmp = next) 2687 for (tmp = op->inv; tmp; tmp = next)
2983 { 2688 {
2984 next = tmp->below; 2689 next = tmp->below;
2985 2690
2986 if (tmp->invisible) 2691 if (tmp->invisible)
2987 continue; 2692 continue;
2988 2693
2989 tmp->remove (); 2694 tmp->remove ();
2990 tmp->x = op->x, tmp->y = op->y; 2695 tmp->x = op->x, tmp->y = op->y;
2696
2991 if (tmp->type == CONTAINER) 2697 if (tmp->type == CONTAINER)
2992 { /* empty container to ground */ 2698 loot_object (tmp); /* empty container to ground */
2993 loot_object (tmp); 2699
2994 } 2700 if (!tmp->flag [FLAG_UNIQUE] && (tmp->flag [FLAG_STARTEQUIP] || tmp->flag [FLAG_NO_DROP] || !(rndm (3))))
2995 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3)))
2996 { 2701 {
2997 if (tmp->nrof > 1) 2702 if (tmp->nrof > 1)
2998 { 2703 {
2999 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2704 tmp->decrease (rndm (1, tmp->nrof - 1));
3000 tmp2->destroy ();
3001 insert_ob_in_map (tmp, op->map, NULL, 0); 2705 insert_ob_in_map (tmp, op->map, NULL, 0);
3002 } 2706 }
3003 else 2707 else
3004 tmp->destroy (); 2708 tmp->destroy ();
3005 } 2709 }
3011/* 2715/*
3012 * fix_weight(): Check recursively the weight of all players, and fix 2716 * fix_weight(): Check recursively the weight of all players, and fix
3013 * 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
3014 * was changed. 2718 * was changed.
3015 */ 2719 */
3016
3017void 2720void
3018fix_weight (void) 2721fix_weight ()
3019{ 2722{
3020 for_all_players (pl) 2723 for_all_players (pl)
3021 { 2724 {
3022 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2725 sint32 old = pl->ob->carrying;
3023 2726
3024 if (old == sum) 2727 pl->ob->update_weight ();
3025 continue; 2728
2729 if (old != pl->ob->carrying)
2730 {
3026 pl->ob->update_stats (); 2731 pl->ob->update_stats ();
3027 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 }
3028 } 2734 }
3029} 2735}
3030 2736
3031void 2737void
3032fix_luck (void) 2738fix_luck ()
3033{ 2739{
3034 for_all_players (pl) 2740 for_all_players (pl)
3035 if (!pl->ob->contr->ns->state) 2741 if (!pl->ob->contr->ns->state)
3036 pl->ob->change_luck (0); 2742 pl->ob->change_luck (0);
3037} 2743}
3074} 2780}
3075 2781
3076void 2782void
3077make_visible (object *op) 2783make_visible (object *op)
3078{ 2784{
3079 op->hide = 0; 2785 op->flag [FLAG_HIDDEN] = 0;
3080 op->invisible = 0; 2786 op->invisible = 0;
2787
3081 if (op->type == PLAYER) 2788 if (op->type == PLAYER)
3082 { 2789 {
3083 op->contr->tmp_invis = 0; 2790 op->contr->tmp_invis = 0;
3084 op->contr->invis_race = 0; 2791 op->contr->invis_race = 0;
3085 } 2792 }
2793
3086 update_object (op, UP_OBJ_FACE); 2794 update_object (op, UP_OBJ_CHANGE);
3087} 2795}
3088 2796
3089int 2797int
3090is_true_undead (object *op) 2798is_true_undead (object *op)
3091{ 2799{
3092 object *tmp = NULL; 2800 if (op->arch->flag [FLAG_UNDEAD])
3093
3094 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3095 return 1; 2801 return 1;
3096 2802
3097 return 0; 2803 return 0;
3098} 2804}
3099 2805
3100/* look at the surrounding terrain to determine 2806/* look at the surrounding terrain to determine
3101 * the hideability of this object. Positive levels 2807 * the hideability of this object. Positive levels
3102 * indicate greater hideability. 2808 * indicate greater hideability.
3103 */ 2809 */
3104
3105int 2810int
3106hideability (object *ob) 2811hideability (object *ob)
3107{ 2812{
3108 int i, level = 0, mflag; 2813 int i, level = 0, mflag;
3109 sint16 x, y; 2814 sint16 x, y;
3110 2815
3111 if (!ob || !ob->map) 2816 if (!ob || !ob->map)
3112 return 0; 2817 return 0;
3113 2818
3114 /* so, on normal lighted maps, its hard to hide */ 2819 /* so, on normal lighted maps, its hard to hide */
3115 level = ob->map->darkness - 2; 2820 level = ob->map->darklevel () - 2;
3116 2821
3117 /* this also picks up whether the object is glowing. 2822 /* this also picks up whether the object is glowing.
3118 * 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
3119 * as bad as carrying a light on a pitch dark map */ 2824 * as bad as carrying a light on a pitch dark map */
3120 if (has_carried_lights (ob)) 2825 if (ob->has_carried_lights ())
3121 level = -(10 + (2 * ob->map->darkness)); 2826 level = -(10 + (2 * ob->map->darklevel ()));
3122 2827
3123 /* scan through all nearby squares for terrain to hide in */ 2828 /* scan through all nearby squares for terrain to hide in */
3124 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])
3125 { 2832 {
3126 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); 2833 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3127 if (mflag & P_OUT_OF_MAP) 2834 if (mflag & P_OUT_OF_MAP)
3128 {
3129 continue; 2835 continue;
3130 } 2836
3131 if (mflag & P_BLOCKSVIEW) /* something to hide near! */ 2837 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3132 level += 2; 2838 level += 2;
3133 else /* open terrain! */ 2839 else /* open terrain! */
3134 level -= 1; 2840 level -= 1;
3135 } 2841 }
3143/* For Hidden creatures - a chance of becoming 'unhidden' 2849/* For Hidden creatures - a chance of becoming 'unhidden'
3144 * every time they move - as we subtract off 'invisibility' 2850 * every time they move - as we subtract off 'invisibility'
3145 * AND, for players, if they move into a ridiculously unhideable 2851 * AND, for players, if they move into a ridiculously unhideable
3146 * spot (surrounded by clear terrain in broad daylight). -b.t. 2852 * spot (surrounded by clear terrain in broad daylight). -b.t.
3147 */ 2853 */
3148
3149void 2854void
3150do_hidden_move (object *op) 2855do_hidden_move (object *op)
3151{ 2856{
3152 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 2857 int hide = 0;
3153 object *skop;
3154 2858
3155 if (!op || !op->map) 2859 if (!op || !op->map)
3156 return; 2860 return;
3157 2861
3158 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);
3159 2864
3160 /* 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! */
3161 if (op->type == PLAYER && op->contr->run_on) 2866 if (op->type == PLAYER && op->contr->run_on)
3162 if (!skop || num >= skop->level) 2867 if (!skop || num >= skop->level)
3163 { 2868 {
3173 num -= hide; 2878 num -= hide;
3174 2879
3175 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 2880 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3176 { 2881 {
3177 make_visible (op); 2882 make_visible (op);
2883
3178 if (op->type == PLAYER) 2884 if (op->type == PLAYER)
3179 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!");
3180 } 2886 }
3181 else if (op->type == PLAYER && skop) 2887 else if (op->type == PLAYER && skop)
3182 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);
3197 2903
3198 if (who->type == PLAYER) 2904 if (who->type == PLAYER)
3199 player = 1; 2905 player = 1;
3200 2906
3201 else 2907 else
3202 friendly = QUERY_FLAG (who, FLAG_FRIENDLY); 2908 friendly = who->flag [FLAG_FRIENDLY];
3203 2909
3204 /* search adjacent squares */ 2910 /* search adjacent squares */
3205 for (i = 1; i < 9; i++) 2911 for (i = 1; i < 9; i++)
3206 { 2912 {
3207 x = who->x + freearr_x[i]; 2913 x = who->x + freearr_x[i];
3216 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)))
3217 continue; 2923 continue;
3218 2924
3219 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)
3220 { 2926 {
3221 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])
3222 return 1; 2928 return 1;
3223 else if (tmp->type == PLAYER) 2929 else if (tmp->type == PLAYER)
3224 { 2930 {
3225 /*don't let a hidden DM prevent you from hiding */ 2931 /*don't let a hidden DM prevent you from hiding */
3226 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0) 2932 if (!tmp->flag [FLAG_WIZ] || tmp->contr->hidden == 0)
3227 return 1; 2933 return 1;
3228 } 2934 }
3229 } 2935 }
3230 } 2936 }
3231 return 0; 2937 return 0;
3235 * object op. This function works fine for monsters, 2941 * object op. This function works fine for monsters,
3236 * 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
3237 * a pile (say a coin under a table would return "viewable" 2943 * a pile (say a coin under a table would return "viewable"
3238 * by this routine). Another question, should we be 2944 * by this routine). Another question, should we be
3239 * concerned with the direction the player is looking 2945 * concerned with the direction the player is looking
3240 * in? Realistically, most of use cant see stuff behind 2946 * in? Realistically, most of us can't see stuff behind
3241 * our backs...on the other hand, does the "facing" direction 2947 * our backs...on the other hand, does the "facing" direction
3242 * imply the way your head, or body is facing? Its possible 2948 * imply the way your head, or body is facing? It's possible
3243 * 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.
3244 * -b.t. 2950 * -b.t.
3245 * This function is now map tiling safe. 2951 * This function is now map tiling safe.
3246 */ 2952 */
3247
3248int 2953int
3249player_can_view (object *pl, object *op) 2954player_can_view (object *pl, object *op)
3250{ 2955{
3251 rv_vector rv; 2956 rv_vector rv;
3252 int dx, dy; 2957 int dx, dy;
3264 2969
3265 get_rangevector (pl, op, &rv, 0x1); 2970 get_rangevector (pl, op, &rv, 0x1);
3266 2971
3267 /* starting with the 'head' part, lets loop 2972 /* starting with the 'head' part, lets loop
3268 * through the object and find if it has any 2973 * through the object and find if it has any
3269 * part that is in the los array but isnt on 2974 * part that is in the los array but isn't on
3270 * a blocked los square. 2975 * a blocked los square.
3271 * we use the archetype to figure out offsets. 2976 * we use the archetype to figure out offsets.
3272 */ 2977 */
3273 while (op) 2978 while (op)
3274 { 2979 {
3275 dx = rv.distance_x + op->arch->clone.x; 2980 dx = rv.distance_x + op->arch->x;
3276 dy = rv.distance_y + op->arch->clone.y; 2981 dy = rv.distance_y + op->arch->y;
3277 2982
3278 /* only the viewable area the player sees is updated by LOS 2983 if (pl->contr->blocked_los (dx, dy) != LOS_BLOCKED)
3279 * code, so we need to restrict ourselves to that range of values
3280 * for any meaningful values.
3281 */
3282 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3283 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3284 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3285 return 1; 2984 return 1;
2985
3286 op = op->more; 2986 op = op->more;
3287 } 2987 }
3288 return 0;
3289}
3290 2988
3291/* routine for both players and monsters. We call this when
3292 * there is a possibility for our action distrubing our hiding
3293 * place or invisiblity spell. Artefact invisiblity is not
3294 * effected by this. If we arent invisible to begin with, we
3295 * return 0.
3296 */
3297int
3298action_makes_visible (object *op)
3299{
3300
3301 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3302 {
3303 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3304 return 0;
3305
3306 if (op->contr && op->contr->tmp_invis == 0)
3307 return 0;
3308
3309 /* If monsters, they should become visible */
3310 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3311 {
3312 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3313 return 1;
3314 }
3315 }
3316 return 0; 2989 return 0;
3317} 2990}
3318 2991
3319/* op_on_battleground - checks if the given object op (usually 2992/* op_on_battleground - checks if the given object op (usually
3320 * a player) is standing on a valid battleground-tile, 2993 * a player) is standing on a valid battleground-tile,
3325 * 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
3326 */ 2999 */
3327int 3000int
3328op_on_battleground (object *op, int *x, int *y) 3001op_on_battleground (object *op, int *x, int *y)
3329{ 3002{
3330 object *tmp;
3331
3332 /* A battleground-tile needs the following attributes to be valid: 3003 /* A battleground-tile needs the following attributes to be valid:
3333 * 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),
3334 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3005 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3335 * and the exit-coordinates sp/hp must both be > 0. 3006 * and the exit-coordinates sp/hp must both be > 0.
3336 * => The intention here is to prevent abuse of the battleground- 3007 * => The intention here is to prevent abuse of the battleground-
3337 * feature (like pickable or hidden battleground tiles). */ 3008 * feature (like pickable or hidden battleground tiles). */
3338 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3009 for (object *tmp = op->below; tmp; tmp = tmp->below)
3339 { 3010 {
3340 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3011 if (tmp->flag [FLAG_IS_FLOOR])
3341 { 3012 {
3342 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3013 if (tmp->flag [FLAG_NO_PICK]
3343 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))
3344 { 3017 {
3345 /*before we assign the exit, check if this is a teambattle */ 3018 /* before we assign the exit, check if this is a teambattle */
3346 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))
3347 {
3348 object *invtmp;
3349
3350 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)
3351 { 3022 {
3352 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3353 {
3354 if (x != NULL && y != NULL) 3023 if (x && y)
3355 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3024 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3025
3356 return 1; 3026 return 1;
3357 }
3358 } 3027 }
3359 } 3028
3360 if (x != NULL && y != NULL) 3029 if (x && y)
3361 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3030 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3031
3362 return 1; 3032 return 1;
3363 } 3033 }
3364 } 3034 }
3365 } 3035 }
3036
3366 /* If we got here, did not find a battleground */ 3037 /* If we got here, did not find a battleground */
3367 return 0; 3038 return 0;
3368} 3039}
3369 3040
3370/* 3041/*
3386 char buf[MAX_BUF]; /* tmp. string buffer */ 3057 char buf[MAX_BUF]; /* tmp. string buffer */
3387 int i = 0, j = 0; 3058 int i = 0, j = 0;
3388 3059
3389 /* get the appropriate treasurelist */ 3060 /* get the appropriate treasurelist */
3390 if (atnr == ATNR_FIRE) 3061 if (atnr == ATNR_FIRE)
3391 trlist = find_treasurelist ("dragon_ability_fire"); 3062 trlist = treasurelist::find (shstr_dragon_ability_fire);
3392 else if (atnr == ATNR_COLD) 3063 else if (atnr == ATNR_COLD)
3393 trlist = find_treasurelist ("dragon_ability_cold"); 3064 trlist = treasurelist::find (shstr_dragon_ability_cold);
3394 else if (atnr == ATNR_ELECTRICITY) 3065 else if (atnr == ATNR_ELECTRICITY)
3395 trlist = find_treasurelist ("dragon_ability_elec"); 3066 trlist = treasurelist::find (shstr_dragon_ability_elec);
3396 else if (atnr == ATNR_POISON) 3067 else if (atnr == ATNR_POISON)
3397 trlist = find_treasurelist ("dragon_ability_poison"); 3068 trlist = treasurelist::find (shstr_dragon_ability_poison);
3398 3069
3399 if (trlist == NULL || who->type != PLAYER) 3070 if (trlist == NULL || who->type != PLAYER)
3400 return; 3071 return;
3401 3072
3402 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++);
3406 /* 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]); */
3407 return; 3078 return;
3408 } 3079 }
3409 3080
3410 /* everything seems okay - now bring on the gift: */ 3081 /* everything seems okay - now bring on the gift: */
3411 item = &(tr->item->clone); 3082 item = tr->item;
3412 3083
3413 if (item->type == SPELL) 3084 if (item->type == SPELL)
3414 { 3085 {
3415 if (check_spell_known (who, item->name)) 3086 if (check_spell_known (who, item->name))
3416 return; 3087 return;
3475 { 3146 {
3476 /* forces in the treasurelist can alter the player's stats */ 3147 /* forces in the treasurelist can alter the player's stats */
3477 object *skin; 3148 object *skin;
3478 3149
3479 /* first get the dragon skin force */ 3150 /* first get the dragon skin force */
3480 shstr_cmp dragon_skin_force ("dragon_skin_force");
3481 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)
3482 ; 3152 ;
3483 3153
3484 if (!skin) 3154 if (!skin)
3485 return; 3155 return;
3486 3156
3500 else 3170 else
3501 j = 1; 3171 j = 1;
3502 strcat (buf, spellpathnames[i]); 3172 strcat (buf, spellpathnames[i]);
3503 } 3173 }
3504 } 3174 }
3175
3505 strcat (buf, "."); 3176 strcat (buf, ".");
3506 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf); 3177 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3507 } 3178 }
3508 3179
3509 /* evtl. adding flags: */ 3180 /* evtl. adding flags: */
3510 if (QUERY_FLAG (item, FLAG_XRAYS)) 3181 if (item->flag [FLAG_XRAYS])
3511 SET_FLAG (skin, FLAG_XRAYS); 3182 skin->set_flag (FLAG_XRAYS);
3512 if (QUERY_FLAG (item, FLAG_STEALTH)) 3183 if (item->flag [FLAG_STEALTH])
3513 SET_FLAG (skin, FLAG_STEALTH); 3184 skin->set_flag (FLAG_STEALTH);
3514 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK)) 3185 if (item->flag [FLAG_SEE_IN_DARK])
3515 SET_FLAG (skin, FLAG_SEE_IN_DARK); 3186 skin->set_flag (FLAG_SEE_IN_DARK);
3516 3187
3517 /* print message if there is one */ 3188 /* print message if there is one */
3518 if (item->msg != NULL) 3189 if (item->msg != NULL)
3519 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg); 3190 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3520 } 3191 }
3521 else 3192 else
3522 { 3193 {
3523 /* generate misc. treasure */ 3194 /* generate misc. treasure */
3524 tmp = arch_to_object (tr->item); 3195 tmp = tr->item->instance ();
3525 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));
3526 tmp = insert_ob_in_ob (tmp, who); 3197 who->insert (tmp);
3527 if (who->type == PLAYER)
3528 esrv_send_item (who, tmp);
3529 } 3198 }
3530} 3199}
3531 3200
3532/** 3201//-GPL
3533 * Unready an object for a player. This function does nothing if the object was 3202
3534 * not readied. 3203sint8
3535 */ 3204player::darkness_at (maptile *map, int x, int y) const
3205{
3206 if (!ns)
3207 return LOS_BLOCKED;
3208
3209 int dx, dy;
3210 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3211 return LOS_BLOCKED;
3212
3213 x += dx - ns->current_x;
3214 y += dy - ns->current_y;
3215
3216 return blocked_los (x, y);
3217}
3218
3536void 3219void
3537player_unready_range_ob (player *pl, object *ob) 3220player::infobox (const char *title, const char *msg, int color)
3538{ 3221{
3539 rangetype i; 3222 send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3540
3541 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1))
3542 {
3543 if (pl->ranges[i] == ob)
3544 {
3545 pl->ranges[i] = NULL;
3546 if (pl->shoottype == i)
3547 {
3548 pl->shoottype = range_none;
3549 }
3550 }
3551 }
3552} 3223}
3224
3225void
3226player::statusmsg (const char *msg, int color)
3227{
3228 send_msg (color | NDI_REPLY, INFO_CHANNEL, msg);
3229}
3230
3231void
3232player::failmsg (const char *msg, int color)
3233{
3234 play_sound (sound_find ("generic_failure"));
3235 statusmsg (msg, color);
3236}
3237
3238void
3239object::failmsgf (const char *format, ...)
3240{
3241 if (!contr)
3242 return;
3243
3244 va_list ap;
3245 va_start (ap, format);
3246 contr->failmsg (vformat (format, ap));
3247 va_end (ap);
3248}
3249
3250void
3251player::failmsgf (const char *format, ...)
3252{
3253 va_list ap;
3254 va_start (ap, format);
3255 failmsg (vformat (format, ap));
3256 va_end (ap);
3257}
3258

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