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Comparing deliantra/server/server/player.C (file contents):
Revision 1.112 by root, Tue Apr 24 00:42:02 2007 UTC vs.
Revision 1.286 by root, Wed May 4 19:04:45 2011 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 (©) 2005,2006,2007,2008,2009,2010,2011 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
27#include <algorithm>
28#include <functional>
29
25#include <global.h> 30#include <global.h>
26#include <pwd.h>
27#include <sproto.h> 31#include <sproto.h>
28#include <sounds.h> 32#include <sounds.h>
29#include <living.h> 33#include <living.h>
30#include <object.h> 34#include <object.h>
31#include <spells.h> 35#include <spells.h>
32#include <skills.h> 36#include <skills.h>
33 37
34#include <algorithm>
35#include <functional>
36
37playervec players; 38playervec players;
38
39void
40display_motd (const object *op)
41{
42 char buf[MAX_BUF];
43 char motd[HUGE_BUF];
44 FILE *fp;
45 int comp;
46 int size;
47
48 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
49 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
50 return;
51
52 motd[0] = '\0';
53 size = 0;
54
55 while (fgets (buf, MAX_BUF, fp))
56 {
57 if (*buf == '#')
58 continue;
59
60 strncat (motd + size, buf, HUGE_BUF - size);
61 size += strlen (buf);
62 }
63
64 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
65 close_and_delete (fp, comp);
66}
67
68void
69send_rules (const object *op)
70{
71 char buf[MAX_BUF];
72 char rules[HUGE_BUF];
73 FILE *fp;
74 int comp;
75 int size;
76
77 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
78 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
79 return;
80
81 rules[0] = '\0';
82 size = 0;
83
84 while (fgets (buf, MAX_BUF, fp))
85 {
86 if (*buf == '#')
87 continue;
88
89 if (size + strlen (buf) >= HUGE_BUF)
90 {
91 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
92 break;
93 }
94
95 strncat (rules + size, buf, HUGE_BUF - size);
96 size += strlen (buf);
97 }
98
99 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
100 close_and_delete (fp, comp);
101}
102
103void
104send_news (const object *op)
105{
106 char buf[MAX_BUF];
107 char news[HUGE_BUF];
108 char subject[MAX_BUF];
109 FILE *fp;
110 int comp;
111 int size;
112
113 sprintf (buf, "%s/%s", settings.confdir, settings.news);
114 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
115 return;
116
117 news[0] = '\0';
118 subject[0] = '\0';
119 size = 0;
120
121 while (fgets (buf, MAX_BUF, fp))
122 {
123 if (*buf == '#')
124 continue;
125
126 if (*buf == '%')
127 { /* send one news */
128 if (size > 0)
129 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", (char *)"%s\n%s", subject, news); /*send previously read news */
130
131 strcpy (subject, buf + 1);
132 strip_endline (subject);
133 size = 0;
134 news[0] = '\0';
135 }
136 else
137 {
138 if (size + strlen (buf) >= HUGE_BUF)
139 {
140 LOG (llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
141 break;
142 }
143 strncat (news + size, buf, HUGE_BUF - size);
144 size += strlen (buf);
145 }
146 }
147
148 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
149 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news);
150 close_and_delete (fp, comp);
151}
152 39
153/* This loads the first map an puts the player on it. */ 40/* This loads the first map an puts the player on it. */
154static void 41static void
155set_first_map (object *op) 42set_first_map (object *op)
156{ 43{
157 op->contr->maplevel = first_map_path; 44 op->contr->maplevel = first_map_path;
158 op->x = -1; 45 op->x = -1;
159 op->y = -1; 46 op->y = -1;
160}
161
162void
163player::enter_map ()
164{
165 object *tmp = object::create ();
166
167 EXIT_PATH (tmp) = maplevel;
168 EXIT_X (tmp) = ob->x;
169 EXIT_Y (tmp) = ob->y;
170 ob->enter_exit (tmp);
171
172 tmp->destroy ();
173} 47}
174 48
175void 49void
176player::activate () 50player::activate ()
177{ 51{
180 54
181 players.insert (this); 55 players.insert (this);
182 ob->remove (); 56 ob->remove ();
183 ob->map = 0; 57 ob->map = 0;
184 ob->activate_recursive (); 58 ob->activate_recursive ();
185 CLEAR_FLAG (ob, FLAG_FRIENDLY); 59 ob->clr_flag (FLAG_FRIENDLY);
186 add_friendly_object (ob); 60 add_friendly_object (ob);
187 enter_map ();
188} 61}
189 62
190void 63void
191player::deactivate () 64player::deactivate ()
192{ 65{
199 72
200 if (ob->map) 73 if (ob->map)
201 maplevel = ob->map->path; 74 maplevel = ob->map->path;
202 75
203 ob->remove (); 76 ob->remove ();
77 ob->enemy = 0; // sometimes keeps an extra refcount on itself
204 ob->map = 0; 78 ob->map = 0;
205 party = 0; 79 party = 0;
206 80
207 // for weird reasons, this is often "ob", keeping a circular reference
208 ranges [range_skill] = 0;
209
210 players.erase (this); 81 players.erase (this);
211} 82}
212 83
213// connect the player with a specific client 84// connect the player with a specific client
214// also changed, rationalises, and fixes some incorrect settings 85// also changes, rationalises, and fixes some incorrect settings
215void 86void
216player::connect (client *ns) 87player::connect (client *ns)
217{ 88{
218 this->ns = ns; 89 this->ns = ns;
219 ns->pl = this; 90 ns->pl = this;
223 ob->close_container (); //TODO: client-specific 94 ob->close_container (); //TODO: client-specific
224 95
225 ns->update_look = 0; 96 ns->update_look = 0;
226 ns->look_position = 0; 97 ns->look_position = 0;
227 98
228 clear_los (ob); 99 clear_los ();
229 100
230 ns->reset_stats (); 101 ns->reset_stats ();
231 102
232 /* make sure he's a player -- needed because of class change. */ 103 /* make sure he's a player -- needed because of class change. */
233 ob->type = PLAYER; // we are paranoid 104 ob->type = PLAYER; // we are paranoid
234 ob->race = ob->arch->clone.race; 105 ob->race = ob->arch->race;
235 106
236 if (!legal_range (ob, shoottype)) 107 ob->update_weight ();
237 shoottype = range_none;
238
239 ob->carrying = sum_weight (ob);
240 link_player_skills (ob); 108 link_skills ();
241 109
242 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
243
244 assign (title, ob->arch->clone.name); 110 assign (title, ob->arch->object::name);
245 111
246 /* if it's a dragon player, set the correct title here */ 112 /* if it's a dragon player, set the correct title here */
247 if (is_dragon_pl (ob)) 113 if (ob->is_dragon ())
248 { 114 {
249 object *tmp, *abil = 0, *skin = 0; 115 object *tmp, *abil = 0, *skin = 0;
250
251 shstr_cmp dragon_ability_force ("dragon_ability_force");
252 shstr_cmp dragon_skin_force ("dragon_skin_force");
253 116
254 for (tmp = ob->inv; tmp; tmp = tmp->below) 117 for (tmp = ob->inv; tmp; tmp = tmp->below)
255 if (tmp->type == FORCE) 118 if (tmp->type == FORCE)
256 if (tmp->arch->name == dragon_ability_force) 119 if (tmp->arch->archname == shstr_dragon_ability_force)
257 abil = tmp; 120 abil = tmp;
258 else if (tmp->arch->name == dragon_skin_force) 121 else if (tmp->arch->archname == shstr_dragon_skin_force)
259 skin = tmp; 122 skin = tmp;
260 123
261 set_dragon_name (ob, abil, skin); 124 set_dragon_name (ob, abil, skin);
262 } 125 }
263 126
264 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 127 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
265 128
266 esrv_new_player (this, ob->weight + ob->carrying); 129 esrv_new_player (this);
130
131 ob->flag [FLAG_READY_WEAPON] = false;
132 ob->flag [FLAG_READY_SKILL] = false;
133 ob->flag [FLAG_READY_RANGE] = false;
134 ob->flag [FLAG_READY_BOW] = false;
267 135
268 ob->update_stats (); 136 ob->update_stats ();
137
269 ns->floorbox_update (); 138 ns->floorbox_update ();
270
271 esrv_send_inventory (ob, ob); 139 esrv_send_inventory (ob, ob);
272 esrv_add_spells (this, 0); 140 esrv_add_spells (this, 0);
273 141
274 activate (); 142 activate ();
275 143
276 send_rules (ob);
277 send_news (ob);
278 display_motd (ob);
279
280 INVOKE_PLAYER (CONNECT, this); 144 INVOKE_PLAYER (CONNECT, this);
281 INVOKE_PLAYER (LOGIN, this); 145 INVOKE_PLAYER (LOGIN, this);
282} 146}
283 147
284void 148void
285player::disconnect () 149player::disconnect ()
286{ 150{
151 if (ob)
152 {
153 ob->close_container (); //TODO: client-specific
154 ob->drop_unpaid_items ();
155 }
156
287 if (ns) 157 if (ns)
288 { 158 {
289 if (active) 159 if (active)
290 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0)); 160 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
291 161
292 INVOKE_PLAYER (DISCONNECT, this); 162 INVOKE_PLAYER (DISCONNECT, this);
293 163
294 ns->reset_stats (); 164 ns->reset_stats ();
295 ns->pl = 0; 165 ns->pl = 0;
296 this->ns = 0; 166 ns = 0;
297 } 167 }
298 168
299 if (ob) 169 // this is important for the player scheduler to get the correct refcount
300 ob->close_container (); //TODO: client-specific 170 // when ns = 0
171 observe = viewpoint = ob;
301 172
302 deactivate (); 173 deactivate ();
303} 174}
175
176//-GPL
304 177
305// the need for this function can be explained 178// the need for this function can be explained
306// by load_object not returning the object 179// by load_object not returning the object
307void 180void
308player::set_object (object *op) 181player::set_object (object *op)
309{ 182{
310 ob = op; 183 ob = observe = viewpoint = op;
311 ob->contr = this; /* this aren't yet in archetype */ 184 ob->contr = this; /* this aren't yet in archetype */
312 185
186 ob->speed = 1.0f; // object still inactive, keep it that way
313 ob->speed_left = 0.5; 187 ob->speed_left = 0.5f;
314 ob->speed = 1.0; 188
315 ob->direction = 5; /* So player faces south */ 189 ob->direction = 5; /* So player faces south */
316} 190}
191
192void
193player::set_observe (object *op)
194{
195 observe = viewpoint = op ? op : ob;
196 do_los = 1;
197}
198
199void
200player::set_viewpoint (object *op)
201{
202 viewpoint = op ? op : (object *)observe;
203 do_los = 1;
204}
205
206//+GPL
317 207
318player::player () 208player::player ()
319{ 209{
320 /* There are some elements we want initialised to non zero value - 210 /* There are some elements we want initialised to non zero value -
321 * we deal with that below this point. 211 * we deal with that below this point.
322 */ 212 */
323 outputs_sync = 6; /* Every 2 seconds */ 213 outputs_sync = 4;
324 outputs_count = 10; /* Keeps present behaviour */ 214 outputs_count = 4;
325 unapply = unapply_nochoice; 215 unapply = unapply_nochoice;
326 216
327 savebed_map = first_map_path; /* Init. respawn position */ 217 savebed_map = first_map_path; /* Init. respawn position */
328 218
329 gen_sp_armour = 10; 219 gen_sp_armour = 10;
330 shoottype = range_none;
331 bowtype = bow_normal; 220 bowtype = bow_normal;
332 petmode = pet_normal; 221 petmode = pet_normal;
333 listening = 10;
334 usekeys = containers; 222 usekeys = containers;
335 peaceful = 1; /* default peaceful */ 223 peaceful = 1; /* default peaceful */
336 do_los = 1; 224 do_los = 1;
225
226 weapon_sp = 1.0f;
227 weapon_sp_left = 0.5f;
337} 228}
338 229
339void 230void
340player::do_destroy () 231player::do_destroy ()
341{ 232{
342 disconnect (); 233 disconnect ();
343 234
344 attachable::do_destroy (); 235 attachable::do_destroy ();
345 236
346 if (ob) 237 if (ob)
347 {
348 ob->destroy_inv (false);
349 ob->destroy (); 238 ob->destroy ();
350 } 239
240 ob = observe = viewpoint = 0;
351} 241}
352 242
353player::~player () 243player::~player ()
354{ 244{
355 /* Clear item stack */ 245 /* Clear item stack */
356 free (stack_items); 246 free (stack_items);
247}
248
249/*
250 * get_player_archetype() return next player archetype from archetype
251 * list. Not very efficient routine, but used only creating new players.
252 * Note: there MUST be at least one player archetype!
253 */
254static archetype *
255get_player_archetype (archetype *at)
256{
257 // archetypes could have been reloaded
258 archetype *nat = at ? archetype::find (at->archname) : archetypes [0];
259
260 if (!nat)
261 return at;
262
263 archvec::iterator i = archetypes.find (nat);
264
265 for (;;)
266 {
267 if (++i == archetypes.end ())
268 i = archetypes.begin ();
269 else if (*i == at)
270 cleanup ("not a single player archetype found");
271
272 if ((*i)->type == PLAYER)
273 return *i;
274 }
357} 275}
358 276
359/* Tries to add player on the connection passed in ns. 277/* Tries to add player on the connection passed in ns.
360 * All we can really get in this is some settings like host and display 278 * All we can really get in this is some settings like host and display
361 * mode. 279 * mode.
363player * 281player *
364player::create () 282player::create ()
365{ 283{
366 player *pl = new player; 284 player *pl = new player;
367 285
368 pl->set_object (arch_to_object (get_player_archetype (0))); 286 pl->set_object (get_player_archetype (0)->instance ());
369 287
370 pl->ob->roll_stats (); 288 pl->ob->roll_stats ();
371 pl->ob->stats.wc = 2; 289 pl->ob->stats.wc = 2;
372 pl->ob->run_away = 25; /* Then we panick... */ 290 pl->ob->run_away = 25; /* Then we panick... */
373 291
374 set_first_map (pl->ob); 292 set_first_map (pl->ob);
375 293
376 return pl; 294 return pl;
377}
378
379/*
380 * get_player_archetype() return next player archetype from archetype
381 * list. Not very efficient routine, but used only creating new players.
382 * Note: there MUST be at least one player archetype!
383 */
384archetype *
385get_player_archetype (archetype *at)
386{
387 archetype *start = at;
388
389 for (;;)
390 {
391 if (at == NULL || at->next == NULL)
392 at = first_archetype;
393 else
394 at = at->next;
395
396 if (at->clone.type == PLAYER)
397 return at;
398
399 if (at == start)
400 {
401 LOG (llevError, "No Player archetypes\n");
402 exit (-1);
403 }
404 }
405} 295}
406 296
407object * 297object *
408get_nearest_player (object *mon) 298get_nearest_player (object *mon)
409{ 299{
412 unsigned lastdist; 302 unsigned lastdist;
413 rv_vector rv; 303 rv_vector rv;
414 304
415 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next) 305 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
416 { 306 {
417 /* We should not find free objects on this friendly list, but it
418 * does periodically happen. Given that, lets deal with it.
419 * While unlikely, it is possible the next object on the friendly
420 * list is also free, so encapsulate this in a while loop.
421 */
422 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
423 {
424 object *tmp = ol->ob;
425
426 /* Can't do much more other than log the fact, because the object
427 * itself will have been cleared.
428 */
429 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
430 tmp->debug_desc ());
431 ol = ol->next;
432 remove_friendly_object (tmp);
433 if (!ol)
434 return op;
435 }
436
437 /* Remove special check for player from this. First, it looks to cause
438 * some crashes (ol->ob->contr not set properly?), but secondly, a more
439 * complicated method of state checking would be needed in any case -
440 * as it was, a clever player could type quit, and the function would
441 * skip them over while waiting for confirmation. Remove
442 * on_same_map check, as can_detect_enemy also does this
443 */
444 if (!can_detect_enemy (mon, ol->ob, &rv)) 307 if (!can_detect_enemy (mon, ol->ob, &rv))
445 continue; 308 continue;
446 309
447 if (lastdist > rv.distance) 310 if (lastdist > rv.distance)
448 { 311 {
510 */ 373 */
511int 374int
512path_to_player (object *mon, object *pl, unsigned mindiff) 375path_to_player (object *mon, object *pl, unsigned mindiff)
513{ 376{
514 rv_vector rv; 377 rv_vector rv;
515 sint16 x, y;
516 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked; 378 int dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
517 maptile *m, *lastmap;
518 379
519 get_rangevector (mon, pl, &rv, 0); 380 get_rangevector (mon, pl, &rv, 0);
520 381
521 if (rv.distance < mindiff) 382 if (rv.distance < mindiff)
522 return 0; 383 return 0;
523 384
524 x = mon->x; 385 mapxy pos (mon);
525 y = mon->y;
526 m = mon->map;
527 dir = rv.direction; 386 dir = rv.direction;
528 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 387 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
529 diff = ::max (abs (rv.distance_x), abs (rv.distance_y)); 388 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
530 389
531 /* If we can't solve it within the search distance, return now. */ 390 /* If we can't solve it within the search distance, return now. */
532 if (diff > max) 391 if (diff > max)
533 return 0; 392 return 0;
534 393
535 while (diff > 1 && max > 0) 394 while (diff > 1 && max > 0)
536 { 395 {
537 lastx = x; 396 mapxy lastpos = pos;
538 lasty = y;
539 lastmap = m;
540 x = lastx + freearr_x[dir];
541 y = lasty + freearr_y[dir];
542 397
543 mflags = get_map_flags (m, &m, x, y, &x, &y); 398 pos.move (dir);
544 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
545 399
546 /* Space is blocked - try changing direction a little */ 400 /* Space is blocked - try changing direction a little */
547 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW)) 401 if (!pos.normalise ()
548 && (m == mon->map && blocked_link (mon, m, x, y)))) 402 || (((pos->flags () & P_BLOCKSVIEW) || OB_TYPE_MOVE_BLOCK (mon, pos->move_block))
403 && blocked_link (mon, pos.m, pos.x, pos.y)))
549 { 404 {
550 /* recalculate direction from last good location. Possible 405 /* recalculate direction from last good location. Possible
551 * we were not traversing ideal location before. 406 * we were not traversing ideal location before.
552 */ 407 */
553 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0); 408 get_rangevector_from_mapcoord (lastpos.m, lastpos.x, lastpos.y, pl, &rv, 0);
554 if (rv.direction != dir) 409 if (rv.direction != dir)
555 { 410 {
556 /* OK - says direction should be different - lets reset the 411 /* OK - says direction should be different - lets reset the
557 * the values so it will try again. 412 * the values so it will try again.
558 */ 413 */
559 x = lastx;
560 y = lasty;
561 m = lastmap; 414 pos = lastpos;
562 dir = firstdir = rv.direction; 415 dir = firstdir = rv.direction;
563 } 416 }
564 else 417 else
565 { 418 {
566 /* direct path is blocked - try taking a side step to 419 /* direct path is blocked - try taking a side step to
573 */ 426 */
574 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++) 427 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
575 { 428 {
576 if (i == 0) 429 if (i == 0)
577 continue; /* already did this, so skip it */ 430 continue; /* already did this, so skip it */
431
578 /* Use lastdir here - otherwise, 432 /* Use lastdir here - otherwise,
579 * since the direction that the creature should move in 433 * since the direction that the creature should move in
580 * may change, you could get infinite loops. 434 * may change, you could get infinite loops.
581 * ie, player is northwest, but monster can only 435 * ie, player is northwest, but monster can only
582 * move west, so it does that. It goes some distance, 436 * move west, so it does that. It goes some distance,
584 * can't do that, but now finds it can move east, and 438 * can't do that, but now finds it can move east, and
585 * gets back to its original point. lastdir contains 439 * gets back to its original point. lastdir contains
586 * the last direction the creature has successfully 440 * the last direction the creature has successfully
587 * moved. 441 * moved.
588 */ 442 */
589
590 x = lastx + freearr_x[absdir (lastdir + i)];
591 y = lasty + freearr_y[absdir (lastdir + i)];
592 m = lastmap; 443 pos = lastpos;
593 mflags = get_map_flags (m, &m, x, y, &x, &y); 444 pos.move (absdir (lastdir + i));
594 if (mflags & P_OUT_OF_MAP) 445
446 if (!pos.normalise ())
595 continue; 447 continue;
596 blocked = GET_MAP_MOVE_BLOCK (m, x, y); 448
597 if (OB_TYPE_MOVE_BLOCK (mon, blocked)) 449 mapspace &ms = *pos;
450
451 if (ms.flags () & P_BLOCKSVIEW)
598 continue; 452 continue;
599 if (mflags & P_BLOCKSVIEW) 453
454 if (OB_TYPE_MOVE_BLOCK (mon, ms.move_block))
600 continue; 455 continue;
601 456
602 if (m == mon->map && blocked_link (mon, m, x, y)) 457 if (blocked_link (mon, pos.m, pos.x, pos.y))
603 break; 458 break;
604 } 459 }
460
605 /* go through entire loop without finding a valid 461 /* go through entire loop without finding a valid
606 * sidestep to take - thus, no valid path. 462 * sidestep to take - thus, no valid path.
607 */ 463 */
608 if (i == (DETOUR_AMOUNT + 1)) 464 if (i == DETOUR_AMOUNT + 1)
609 return 0; 465 return 0;
466
610 diff--; 467 diff--;
611 lastdir = dir; 468 lastdir = dir;
612 max--; 469 max--;
613 if (!firstdir) 470 if (!firstdir)
614 firstdir = dir + i; 471 firstdir = dir + i;
618 { 475 {
619 /* we moved towards creature, so diff is less */ 476 /* we moved towards creature, so diff is less */
620 diff--; 477 diff--;
621 max--; 478 max--;
622 lastdir = dir; 479 lastdir = dir;
480
623 if (!firstdir) 481 if (!firstdir)
624 firstdir = dir; 482 firstdir = dir;
625 } 483 }
626 484
627 if (diff <= 1) 485 if (diff <= 1)
628 { 486 {
629 /* Recalculate diff (distance) because we may not have actually 487 /* Recalculate diff (distance) because we may not have actually
630 * headed toward player for entire distance. 488 * headed toward player for entire distance.
631 */ 489 */
632 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 490 get_rangevector_from_mapcoord (pos.m, pos.x, pos.y, pl, &rv, 0);
633 diff = ::max (abs (rv.distance_x), abs (rv.distance_y)); 491 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
634 } 492 }
635 493
636 if (diff > max) 494 if (diff > max)
637 return 0; 495 return 0;
643 501
644 return firstdir; 502 return firstdir;
645} 503}
646 504
647void 505void
648give_initial_items (object *pl, treasurelist * items) 506give_initial_items (object *pl, treasurelist *items)
649{ 507{
650 object *op, *next = NULL;
651
652 if (pl->randomitems != NULL) 508 if (pl->randomitems)
653 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); 509 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
654 510
655 for (op = pl->inv; op; op = next) 511 for (object *next, *op = pl->inv; op; op = next)
656 { 512 {
657 next = op->below; 513 next = op->below;
658 514
659 /* Forces get applied per default, unless they have the 515 /* Forces get applied per default, unless they have the
660 * flag "neutral" set. Sorry but I can't think of a better way 516 * flag "neutral" set. Sorry but I can't think of a better way
661 */ 517 */
662 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL)) 518 if (op->type == FORCE && !op->flag [FLAG_NEUTRAL])
663 SET_FLAG (op, FLAG_APPLIED); 519 op->set_flag (FLAG_APPLIED);
664 520
665 /* we never give weapons/armour if these cannot be used 521 /* we never give weapons/armour if these cannot be used
666 * by this player due to race restrictions 522 * by this player due to race restrictions
667 */ 523 */
668 if (pl->type == PLAYER) 524 if (pl->type == PLAYER)
669 { 525 {
670 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) && 526 if ((!pl->flag [FLAG_USE_ARMOUR]
527 &&
671 (op->type == ARMOUR || op->type == BOOTS || 528 (op->type == ARMOUR || op->type == BOOTS
672 op->type == CLOAK || op->type == HELMET || 529 || op->type == CLOAK || op->type == HELMET
673 op->type == SHIELD || op->type == GLOVES || 530 || op->type == SHIELD || op->type == GLOVES
674 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) 531 || op->type == BRACERS || op->type == GIRDLE))
532 || (!pl->flag [FLAG_USE_WEAPON] && op->type == WEAPON))
675 { 533 {
676 op->destroy (); 534 op->destroy ();
677 continue; 535 continue;
678 } 536 }
679 } 537 }
680 538
681 /* This really needs to be better - we should really give 539 /* Here we remove duplicated skills (as duplicated spell objects have
682 * a substitute spellbook. The problem is that we don't really 540 * _very_ confusing effects for players), which could for instance be
683 * have a good idea what to replace it with (need something like 541 * generated by bad treasurelists. - elmex
684 * a first level treasurelist for each skill.)
685 * remove duplicate skills also
686 */ 542 */
687 if (op->type == SPELLBOOK || op->type == SKILL) 543 if (op->type == SKILL)
688 { 544 {
689 object *tmp;
690
691 for (tmp = op->below; tmp; tmp = tmp->below) 545 for (object *tmp = op->below; tmp; tmp = tmp->below)
692 if (tmp->type == op->type && tmp->name == op->name) 546 if (tmp->type == op->type && tmp->name == op->name)
693 break;
694
695 if (tmp)
696 { 547 {
697 op->destroy (); 548 op->destroy ();
549 LOG (llevError,
698 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); 550 "give_initial_items: Removing duplicate skill %s\n", &tmp->name);
699 continue; 551 break;
700 } 552 }
701 553
702 if (op->nrof > 1) 554 if (op->nrof > 1)
703 op->nrof = 1; 555 op->nrof = 1;
704 } 556 }
705 557
706 if (op->type == SPELLBOOK && op->inv) 558 if (op->type == SPELLBOOK && op->inv)
707 { 559 op->inv->clr_flag (FLAG_STARTEQUIP);
708 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
709 }
710 560
711 /* Give starting characters identified, uncursed, and undamned 561 /* Give starting characters identified, uncursed, and undamned
712 * items. Just don't identify gold or silver, or it won't be 562 * items. Just don't identify gold or silver, or it won't be
713 * merged properly. 563 * merged properly.
714 */ 564 */
715 if (need_identify (op)) 565 if (op->need_identify ())
716 {
717 SET_FLAG (op, FLAG_IDENTIFIED);
718 CLEAR_FLAG (op, FLAG_CURSED);
719 CLEAR_FLAG (op, FLAG_DAMNED);
720 } 566 {
567 op->set_flag (FLAG_IDENTIFIED);
568 op->clr_flag (FLAG_CURSED);
569 op->clr_flag (FLAG_DAMNED);
570 }
571
721 if (op->type == SPELL) 572 if (op->type == SPELL)
722 { 573 {
723 op->destroy (); 574 op->destroy ();
724 continue; 575 continue;
725 } 576 }
726 else if (op->type == SKILL) 577 else if (op->type == SKILL)
727 { 578 {
728 SET_FLAG (op, FLAG_CAN_USE_SKILL); 579 op->set_flag (FLAG_CAN_USE_SKILL);
729 op->stats.exp = 0; 580 op->stats.exp = 0;
730 op->level = 1; 581 op->level = 1;
731 } 582 }
732 /* lock all 'normal items by default */ 583 else /* lock all 'normal items by default */
733 else 584 op->set_flag (FLAG_INV_LOCKED);
734 SET_FLAG (op, FLAG_INV_LOCKED);
735 } /* for loop of objects in player inv */ 585 } /* for loop of objects in player inv */
736 586
737 /* Need to set up the skill pointers */ 587 /* Need to set up the skill pointers */
738 link_player_skills (pl); 588 pl->contr->link_skills ();
739} 589}
740 590
741void 591void
742get_party_password (object *op, partylist *party) 592get_party_password (object *op, partylist *party)
743{ 593{
753 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 603 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
754} 604}
755 605
756/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 606/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
757static int 607static int
758roll_stat (void) 608roll_stat ()
759{ 609{
760 int a[4], i, j, k; 610 int a[4], i, j, k;
761 611
762 for (i = 0; i < 4; i++) 612 for (i = 0; i < 4; i++)
763 a[i] = (int) rndm (6) + 1; 613 a[i] = rndm (1, 6);
764 614
765 for (i = 0, j = 0, k = 7; i < 4; i++) 615 for (i = 0, j = 0, k = 7; i < 4; i++)
766 if (a[i] < k) 616 if (a[i] < k)
767 k = a[i], j = i; 617 k = a[i], j = i;
768 618
774} 624}
775 625
776void 626void
777object::roll_stats () 627object::roll_stats ()
778{ 628{
779 int statsort [7]; 629 int statsort [NUM_STATS];
780 630
781 for (;;) 631 for (;;)
782 { 632 {
783 int sum = 0; 633 int sum = 0;
784 for (int i = 7; i--; ) 634 for (int i = NUM_STATS; i--; )
785 sum += statsort [i] = roll_stat (); 635 sum += statsort [i] = roll_stat ();
786 636
787 if (sum >= 82 && sum <= 116) 637 if (sum >= 82 && sum <= 116)
788 break; 638 break;
789 } 639 }
790 640
791 // Sort the stats so that rerolling is easier... 641 // Sort the stats so that rerolling is easier...
792 std::sort (statsort, statsort + 7, std::greater<int>()); 642 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
793 643
644 for (int i = 0; i < NUM_STATS; ++i)
794 stats.Str = statsort[0]; 645 stats.stat (i) = statsort [i];
795 stats.Dex = statsort[1];
796 stats.Con = statsort[2];
797 stats.Int = statsort[3];
798 stats.Wis = statsort[4];
799 stats.Pow = statsort[5];
800 stats.Cha = statsort[6];
801 646
802 stats.exp = 0; 647 stats.exp = 0;
803 stats.ac = 0; 648 stats.ac = 0;
804 649
805 stats.hp = stats.maxhp; 650 stats.hp = stats.maxhp;
817} 662}
818 663
819void 664void
820object::swap_stats (int a, int b) 665object::swap_stats (int a, int b)
821{ 666{
822 int tmp = get_attr_value (&contr->orig_stats, a); 667 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
823 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
824 set_attr_value (&contr->orig_stats, b, tmp);
825 668
669 for (int i = 0; i < NUM_STATS; ++i)
826 stats.Str = contr->orig_stats.Str; 670 stats.stat (i) = contr->orig_stats.stat (i);
827 stats.Dex = contr->orig_stats.Dex;
828 stats.Con = contr->orig_stats.Con;
829 stats.Int = contr->orig_stats.Int;
830 stats.Wis = contr->orig_stats.Wis;
831 stats.Pow = contr->orig_stats.Pow;
832 stats.Cha = contr->orig_stats.Cha;
833 671
834 //TODO: the following code looks so borked and should, at the very least, 672 //TODO: the following code looks so borked and should, at the very least,
835 // be merged with the similar code in roll_stats 673 // be merged with the similar code in roll_stats
836 stats.ac = 0; 674 stats.ac = 0;
837 675
856static void 694static void
857start_info (object *op) 695start_info (object *op)
858{ 696{
859 char buf[MAX_BUF]; 697 char buf[MAX_BUF];
860 698
861 sprintf (buf, "Welcome to Crossfire v%s!", VERSION); 699 sprintf (buf, "Welcome to Deliantra v%s!", VERSION);
862 new_draw_info (NDI_UNIQUE, 0, op, buf); 700 new_draw_info (NDI_UNIQUE, 0, op, buf);
863 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
864 //new_draw_info (NDI_UNIQUE, 0, op, " ");
865} 701}
866 702
867/* This function takes the key that is passed, and does the 703/* This function takes the key that is passed, and does the
868 * appropriate action with it (change race, or other things). 704 * appropriate action with it (change race, or other things).
869 * The function name is for historical reasons - now we have 705 * The function name is for historical reasons - now we have
872 */ 708 */
873void 709void
874player::chargen_race_done () 710player::chargen_race_done ()
875{ 711{
876 /* this must before then initial items are given */ 712 /* this must before then initial items are given */
877 esrv_new_player (ob->contr, ob->weight + ob->carrying); 713 esrv_new_player (ob->contr);
878 714
879 treasurelist *tl = treasurelist::find ("starting_wealth"); 715 treasurelist *tl = treasurelist::find (shstr_starting_wealth);
880 if (tl) 716 if (tl)
881 create_treasure (tl, ob, 0, 0, 0); 717 create_treasure (tl, ob, 0, 0, 0);
882 718
883 INVOKE_PLAYER (BIRTH, ob->contr); 719 INVOKE_PLAYER (BIRTH, ob->contr);
884 INVOKE_PLAYER (LOGIN, ob->contr);
885 720
886 ob->contr->ns->state = ST_PLAYING; 721 ob->contr->ns->state = ST_PLAYING;
887 722
888 if (ob->msg) 723 if (ob->msg)
889 ob->msg = 0; 724 ob->msg = 0;
890 725
891 /* We create this now because some of the unique maps will need it
892 * to save here.
893 */
894 {
895 char buf[MAX_BUF];
896 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
897 make_path_to_file (buf);
898 }
899
900 start_info (ob); 726 start_info (ob);
901 CLEAR_FLAG (ob, FLAG_WIZ); 727 ob->clr_flag (FLAG_WIZ);
902 give_initial_items (ob, ob->randomitems); 728 give_initial_items (ob, ob->randomitems);
903 link_player_skills (ob);
904 esrv_send_inventory (ob, ob); 729 esrv_send_inventory (ob, ob);
905 ob->update_stats (); 730 ob->update_stats ();
906 731
907 /* This moves the player to a different start map, if there 732 /* This moves the player to a different start map, if there
908 * is one for this race 733 * is one for this race
909 */ 734 */
910 if (*first_map_ext_path) 735 if (*first_map_ext_path)
911 { 736 ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y);
912 object *tmp;
913 char mapname[MAX_BUF];
914
915 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->name);
916 tmp = object::create ();
917 EXIT_PATH (tmp) = mapname;
918 EXIT_X (tmp) = ob->x;
919 EXIT_Y (tmp) = ob->y;
920 ob->enter_exit (tmp); /* we don't really care if it succeeded;
921 * if the map isn't there, then stay on the
922 * default initial map */
923 tmp->destroy ();
924 }
925 else 737 else
926 LOG (llevDebug, "first_map_ext_path not set\n"); 738 LOG (llevDebug, "first_map_ext_path not set\n");
927} 739}
928 740
929void 741void
939 int x = ob->x, y = ob->y; 751 int x = ob->x, y = ob->y;
940 752
941 ob->remove_statbonus (); 753 ob->remove_statbonus ();
942 ob->remove (); 754 ob->remove ();
943 ob->arch = get_player_archetype (ob->arch); 755 ob->arch = get_player_archetype (ob->arch);
944 ob->arch->clone.copy_to (ob); 756 ob->arch->copy_to (ob);
945 ob->instantiate (); 757 ob->instantiate ();
946 ob->stats = ob->contr->orig_stats; 758 ob->stats = ob->contr->orig_stats;
947 ob->name = ob->name_pl = name; 759 ob->name = ob->name_pl = name;
948 ob->x = x; 760 ob->x = x;
949 ob->y = y; 761 ob->y = y;
950 SET_ANIMATION (ob, 2); /* So player faces south */ 762 SET_ANIMATION (ob, 2); /* So player faces south */
951 insert_ob_in_map (ob, ob->map, ob, 0); 763 insert_ob_in_map (ob, ob->map, ob, 0);
952 assign (ob->contr->title, ob->arch->clone.name); 764 assign (ob->contr->title, ob->arch->object::name);
953 ob->add_statbonus (); 765 ob->add_statbonus ();
954 } 766 }
955 while (!allowed_class (ob)); 767 while (!allowed_class (ob));
956 768
957 update_object (ob, UP_OBJ_FACE); 769 update_object (ob, UP_OBJ_FACE);
960 ob->stats.hp = ob->stats.maxhp; 772 ob->stats.hp = ob->stats.maxhp;
961 ob->stats.sp = ob->stats.maxsp; 773 ob->stats.sp = ob->stats.maxsp;
962 ob->stats.grace = 0; 774 ob->stats.grace = 0;
963} 775}
964 776
965void 777static void
966flee_player (object *op) 778flee_player (object *op)
967{ 779{
968 int dir, diff; 780 int dir, diff;
969 rv_vector rv; 781 rv_vector rv;
970 782
971 if (op->stats.hp < 0) 783 if (op->stats.hp < 0)
972 { 784 {
973 LOG (llevDebug, "Fleeing player is dead.\n"); 785 LOG (llevDebug, "Fleeing player is dead.\n");
974 CLEAR_FLAG (op, FLAG_SCARED); 786 op->clr_flag (FLAG_SCARED);
975 return; 787 return;
976 } 788 }
977 789
978 if (op->enemy == NULL) 790 if (!op->enemy)
979 { 791 {
980 LOG (llevDebug, "Fleeing player had no enemy.\n"); 792 LOG (llevDebug, "Fleeing player had no enemy.\n");
981 CLEAR_FLAG (op, FLAG_SCARED); 793 op->clr_flag (FLAG_SCARED);
982 return; 794 return;
983 } 795 }
984 796
985 /* 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))
986 * op->enemy_count, it is possible that something destroys the
987 * actual enemy, and the object is recycled.
988 */
989 if (op->enemy->map == NULL)
990 { 798 {
991 CLEAR_FLAG (op, FLAG_SCARED);
992 op->enemy = NULL; 799 op->enemy = NULL;
993 return; 800 op->clr_flag (FLAG_SCARED);
994 }
995
996 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
997 {
998 op->enemy = NULL;
999 CLEAR_FLAG (op, FLAG_SCARED);
1000 return; 801 return;
1001 } 802 }
1002 803
1003 get_rangevector (op, op->enemy, &rv, 0); 804 get_rangevector (op, op->enemy, &rv, 0);
1004 805
1005 dir = absdir (4 + rv.direction); 806 dir = absdir (4 + rv.direction);
1006 for (diff = 0; diff < 3; diff++) 807 for (diff = 0; diff < 3; diff++)
1007 { 808 {
1008 int m = 1 - (RANDOM () & 2); 809 int m = 1 - rndm (2) * 2;
1009 810
1010 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))))
1011 return; 812 return;
1012 } 813 }
1013 814
1014 /* Cornered, get rid of scared */ 815 /* Cornered, get rid of scared */
1015 CLEAR_FLAG (op, FLAG_SCARED); 816 op->clr_flag (FLAG_SCARED);
1016 op->enemy = NULL; 817 op->enemy = NULL;
1017} 818}
1018 819
1019
1020/* 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.
1021 * 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
1022 * stop. 822 * stop.
1023 */ 823 */
1024int 824int
1025check_pick (object *op) 825check_pick (object *op)
1026{ 826{
1027 object *tmp, *next; 827 object *tmp, *next;
1028 int stop = 0; 828 int stop = 0;
1029 int wvratio; 829 int wvratio;
1030 char putstring[128];
1031 830
1032 /* if you're flying, you cna't pick up anything */ 831 /* if you're flying, you can't pick up anything */
1033 if (op->move_type & MOVE_FLYING) 832 if (op->move_type & MOVE_FLYING)
1034 return 1; 833 return 1;
1035 834
1036 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)
1037 839
1038 /* 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
1039 * destroyed */ 841 * destroyed */
1040 while (next && !next->destroyed ()) 842 while (next && !next->destroyed ())
1041 { 843 {
1042 tmp = next; 844 tmp = next;
1043 next = tmp->below; 845 next = tmp->below;
1044 846
847 if (cnt <= 0)
848 {
849 op->failmsg ("Couldn't pickup all items at once.");
850 return 0;
851 }
852
1045 if (op->destroyed ()) 853 if (op->destroyed ())
1046 return 0; 854 return 0;
1047 855
1048 if (!can_pick (op, tmp)) 856 if (!can_pick (op, tmp))
1049 continue; 857 continue;
1050 858
1051 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 859 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1052 { 860 {
1053 if (item_matched_string (op, tmp, op->contr->search_str)) 861 if (item_matched_string (op, tmp, op->contr->search_str))
1054 pick_up (op, tmp); 862 CHK_PICK_PICKUP;
863
1055 continue; 864 continue;
1056 } 865 }
1057 866
1058 /* 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? */
1059 if (!(op->contr->mode & PU_NEWMODE)) 927 if (op->contr->mode & PU_FOOD)
928 if (tmp->type == FOOD)
1060 { 929 {
1061 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)
1062 { 993 {
1063 case 0: 994 CHK_PICK_PICKUP;
1064 return 1; /* don't pick up */ 995 continue;
1065 case 1:
1066 pick_up (op, tmp);
1067 return 1;
1068 case 2:
1069 pick_up (op, tmp);
1070 return 0;
1071 case 3:
1072 return 0; /* stop before pickup */
1073 case 4:
1074 pick_up (op, tmp);
1075 break;
1076 case 5:
1077 pick_up (op, tmp);
1078 stop = 1;
1079 break;
1080 case 6:
1081 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1082 pick_up (op, tmp);
1083 break;
1084
1085 case 7:
1086 if (tmp->type == MONEY || tmp->type == GEM)
1087 pick_up (op, tmp);
1088 break;
1089
1090 default:
1091 /* use value density */
1092 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1093 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1094 pick_up (op, tmp);
1095 } 996 }
1096 } 997 }
1097 else 998
1098 { /* old model */ 999 /* rings & amulets - talismans seems to be typed AMULET */
1099 /* NEW pickup handling */
1100 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)
1101 { 1005 {
1102 /* some debugging code to figure out item information */ 1006 CHK_PICK_PICKUP;
1103 if (tmp->name != NULL)
1104 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1105 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1106 else
1107 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1108 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1109
1110 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1111 }
1112
1113 /* philosophy:
1114 * It's easy to grab an item type from a pile, as long as it's
1115 * generic. This takes no game-time. For more detailed pickups
1116 * and selections, select-items should be used. This is a
1117 * grab-as-you-run type mode that's really useful for arrows for
1118 * example.
1119 * The drawback: right now it has no frontend, so you need to
1120 * stick the bits you want into a calculator in hex mode and then
1121 * convert to decimal and then 'pickup <#>
1122 */
1123
1124 /* the first two modes are exclusive: if NOTHING we return, if
1125 * STOP then we stop. All the rest are applied sequentially,
1126 * meaning if any test passes, the item gets picked up. */
1127
1128 /* if mode is set to pick nothing up, return */
1129
1130 if (op->contr->mode & PU_NOTHING)
1131 return 1;
1132
1133 /* if mode is set to stop when encountering objects, return */
1134 /* take STOP before INHIBIT since it doesn't actually pick
1135 * anything up */
1136
1137 if (op->contr->mode & PU_STOP)
1138 return 0;
1139
1140 /* useful for going into stores and not losing your settings... */
1141 /* and for battles wher you don't want to get loaded down while
1142 * fighting */
1143 if (op->contr->mode & PU_INHIBIT)
1144 return 1;
1145
1146 /* prevent us from turning into auto-thieves :) */
1147 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1148 continue; 1007 continue;
1008 }
1149 1009
1150 /* ignore known cursed objects */ 1010 /* we don't forget dragon food */
1151 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;
1152 continue; 1015 continue;
1016 }
1153 1017
1154 /* all food and drink if desired */ 1018 /* bows and arrows. Bows are good for selling! */
1155 /* 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
1156 if (op->contr->mode & PU_FOOD) 1055 if (op->contr->mode & PU_BOOTS)
1157 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"))
1158 { 1089 {
1159 pick_up (op, tmp); 1090 CHK_PICK_PICKUP;
1160 continue; 1091 continue;
1161 } 1092 }
1093 }
1162 1094
1095 /* misc stuff that's useful */
1163 if (op->contr->mode & PU_DRINK) 1096 if (op->contr->mode & PU_KEY)
1164 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1097 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1165 { 1098 {
1166 pick_up (op, tmp); 1099 CHK_PICK_PICKUP;
1167 continue; 1100 continue;
1168 } 1101 }
1169 1102
1103 /* any of the last 4 bits set means we use the ratio for value
1104 * pickups */
1170 if (op->contr->mode & PU_POTION) 1105 if (op->contr->mode & PU_RATIO)
1171 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
1172 { 1110 */
1173 pick_up (op, tmp);
1174 continue;
1175 }
1176
1177 /* spellbooks, skillscrolls and normal books/scrolls */
1178 if (op->contr->mode & PU_SPELLBOOK)
1179 if (tmp->type == SPELLBOOK)
1180 {
1181 pick_up (op, tmp);
1182 continue;
1183 }
1184
1185 if (op->contr->mode & PU_SKILLSCROLL)
1186 if (tmp->type == SKILLSCROLL)
1187 {
1188 pick_up (op, tmp);
1189 continue;
1190 }
1191
1192 if (op->contr->mode & PU_READABLES)
1193 if (tmp->type == BOOK || tmp->type == SCROLL)
1194 {
1195 pick_up (op, tmp);
1196 continue;
1197 }
1198
1199 /* wands/staves/rods/horns */
1200 if (op->contr->mode & PU_MAGIC_DEVICE)
1201 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1202 {
1203 pick_up (op, tmp);
1204 continue;
1205 }
1206
1207 /* pick up all magical items */
1208 if (op->contr->mode & PU_MAGICAL) 1111 wvratio = op->contr->mode & PU_RATIO;
1209 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)
1210 {
1211 pick_up (op, tmp);
1212 continue;
1213 }
1214
1215 if (op->contr->mode & PU_VALUABLES)
1216 { 1113 {
1217 if (tmp->type == MONEY || tmp->type == GEM) 1114#if 0
1115 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1116 if (tmp->name != NULL)
1218 { 1117 {
1219 pick_up (op, tmp); 1118 fprintf (stderr, "%s", tmp->name);
1220 continue;
1221 } 1119 }
1222 }
1223
1224 /* rings & amulets - talismans seems to be typed AMULET */
1225 if (op->contr->mode & PU_JEWELS)
1226 if (tmp->type == RING || tmp->type == AMULET)
1227 {
1228 pick_up (op, tmp);
1229 continue;
1230 }
1231
1232 /* we don't forget dragon food */
1233 if (op->contr->mode & PU_FLESH)
1234 if (tmp->type == FLESH)
1235 {
1236 pick_up (op, tmp);
1237 continue;
1238 }
1239
1240 /* bows and arrows. Bows are good for selling! */
1241 if (op->contr->mode & PU_BOW)
1242 if (tmp->type == BOW)
1243 {
1244 pick_up (op, tmp);
1245 continue;
1246 }
1247
1248 if (op->contr->mode & PU_ARROW)
1249 if (tmp->type == ARROW)
1250 {
1251 pick_up (op, tmp);
1252 continue;
1253 }
1254
1255 /* all kinds of armor etc. */
1256 if (op->contr->mode & PU_ARMOUR)
1257 if (tmp->type == ARMOUR)
1258 {
1259 pick_up (op, tmp);
1260 continue;
1261 }
1262
1263 if (op->contr->mode & PU_HELMET)
1264 if (tmp->type == HELMET)
1265 {
1266 pick_up (op, tmp);
1267 continue;
1268 }
1269
1270 if (op->contr->mode & PU_SHIELD)
1271 if (tmp->type == SHIELD)
1272 {
1273 pick_up (op, tmp);
1274 continue;
1275 }
1276
1277 if (op->contr->mode & PU_BOOTS)
1278 if (tmp->type == BOOTS)
1279 {
1280 pick_up (op, tmp);
1281 continue;
1282 }
1283
1284 if (op->contr->mode & PU_GLOVES)
1285 if (tmp->type == GLOVES)
1286 {
1287 pick_up (op, tmp);
1288 continue;
1289 }
1290
1291 if (op->contr->mode & PU_CLOAK)
1292 if (tmp->type == CLOAK)
1293 {
1294 pick_up (op, tmp);
1295 continue;
1296 }
1297
1298 /* hoping to catch throwing daggers here */
1299 if (op->contr->mode & PU_MISSILEWEAPON)
1300 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1301 {
1302 pick_up (op, tmp);
1303 continue;
1304 }
1305
1306 /* careful: chairs and tables are weapons! */
1307 if (op->contr->mode & PU_ALLWEAPON)
1308 {
1309 if (tmp->type == WEAPON && tmp->name != NULL)
1310 {
1311 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1312 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1313 {
1314 pick_up (op, tmp);
1315 continue;
1316 }
1317 }
1318
1319 if (tmp->type == WEAPON && tmp->name == NULL)
1320 {
1321 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1322 {
1323 pick_up (op, tmp);
1324 continue;
1325 }
1326 }
1327 }
1328
1329 /* misc stuff that's useful */
1330 if (op->contr->mode & PU_KEY)
1331 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1332 {
1333 pick_up (op, tmp);
1334 continue;
1335 }
1336
1337 /* any of the last 4 bits set means we use the ratio for value
1338 * pickups */
1339 if (op->contr->mode & PU_RATIO)
1340 {
1341 /* use value density to decide what else to grab */
1342 /* >=7 was >= op->contr->mode */
1343 /* >=7 is the old standard setting. Now we take the last 4 bits
1344 * and multiply them by 5, giving 0..15*5== 5..75 */
1345 wvratio = (op->contr->mode & PU_RATIO) * 5;
1346 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1347 {
1348 pick_up (op, tmp);
1349#if 0
1350 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1351 if (tmp->name != NULL)
1352 {
1353 fprintf (stderr, "%s", tmp->name);
1354 }
1355 else 1120 else
1356 fprintf (stderr, "%s", tmp->arch->name); 1121 fprintf (stderr, "%s", tmp->arch->archname);
1357 fprintf (stderr, ",%d] = ", tmp->type); 1122 fprintf (stderr, ",%d] = ", tmp->type);
1358 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))));
1359#endif 1124#endif
1125 CHK_PICK_PICKUP;
1360 continue; 1126 continue;
1361 }
1362 } 1127 }
1363 } /* the new pickup model */ 1128 } /* the new pickup model */
1364 } 1129 }
1365 1130
1366 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;
1367} 1167}
1368 1168
1369/* 1169/*
1370 * Find an arrow in the inventory and after that 1170 * Find an arrow in the inventory and after that
1371 * in the right type container (quiver). Pointer to the 1171 * in the right type container (quiver). Pointer to the
1372 * found object is returned. 1172 * found object is returned.
1373 */ 1173 */
1374object * 1174static object *
1375find_arrow (object *op, const char *type) 1175find_arrow (object *op, const char *type)
1376{ 1176{
1377 object *tmp = 0;
1378
1379 for (op = op->inv; op; op = op->below) 1177 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1380 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1381 tmp = find_arrow (op, type);
1382 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);
1383 return op; 1186 return arrow;
1187 }
1384 1188
1385 return tmp; 1189 return 0;
1386} 1190}
1387 1191
1388/* 1192/*
1389 * 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
1390 * 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
1391 * 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
1392 * 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.
1393 */ 1197 */
1394object * 1198static object *
1395find_better_arrow (object *op, object *target, const char *type, int *better) 1199find_better_arrow (object *op, object *target, shstr_cmp type, int *better)
1396{ 1200{
1397 object *tmp = NULL, *arrow, *ntmp; 1201 object *tmp = NULL, *arrow, *ntmp;
1398 int attacknum, attacktype, betterby = 0, i; 1202 int attacknum, attacktype, betterby = 0, i;
1399 1203
1400 if (!type) 1204 if (!type)
1401 return NULL; 1205 return NULL;
1402 1206
1403 for (arrow = op->inv; arrow; arrow = arrow->below) 1207 for (arrow = op->inv; arrow; arrow = arrow->below)
1404 { 1208 {
1405 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED)) 1209 if (arrow->type == CONTAINER && arrow->race == type && arrow->flag [FLAG_APPLIED])
1406 { 1210 {
1407 i = 0; 1211 i = 0;
1408 ntmp = find_better_arrow (arrow, target, type, &i); 1212 ntmp = find_better_arrow (arrow, target, type, &i);
1213
1409 if (i > betterby) 1214 if (i > betterby)
1410 { 1215 {
1411 tmp = ntmp; 1216 tmp = ntmp;
1412 betterby = i; 1217 betterby = i;
1413 } 1218 }
1414 } 1219 }
1415 else if (arrow->type == ARROW && arrow->race == type) 1220 else if (arrow->type == ARROW && arrow->race == type)
1416 { 1221 {
1417 /* allways prefer assasination/slaying */ 1222 /* allways prefer assasination/slaying */
1418 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race)) 1223 if (target->race && arrow->slaying.contains (target->race))
1419 { 1224 {
1420 if (arrow->attacktype & AT_DEATH) 1225 if (arrow->attacktype & AT_DEATH)
1421 { 1226 {
1422 *better = 100; 1227 *better = 100;
1423 return arrow; 1228 return arrow;
1431 else 1236 else
1432 { 1237 {
1433 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1238 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1434 { 1239 {
1435 attacktype = 1 << attacknum; 1240 attacktype = 1 << attacknum;
1436 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1241 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1437 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)
1438 { 1243 {
1439 tmp = arrow; 1244 tmp = arrow;
1440 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;
1441 } 1246 }
1442 } 1247 }
1248
1443 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1249 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1444 { 1250 {
1445 tmp = arrow; 1251 tmp = arrow;
1446 betterby = 2 + arrow->magic + arrow->stats.dam; 1252 betterby = 2 + arrow->magic + arrow->stats.dam;
1447 } 1253 }
1254
1448 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) 1255 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1449 { 1256 {
1450 tmp = arrow; 1257 tmp = arrow;
1451 betterby = 1 + arrow->magic + arrow->stats.dam; 1258 betterby = 1 + arrow->magic + arrow->stats.dam;
1452 } 1259 }
1453 } 1260 }
1454 } 1261 }
1455 } 1262 }
1263
1456 if (tmp == NULL && arrow == NULL) 1264 if (tmp == NULL && arrow == NULL)
1457 return find_arrow (op, type); 1265 return find_arrow (op, type);
1458 1266
1459 *better = betterby; 1267 *better = betterby;
1460 return tmp; 1268 return tmp;
1464 * find_better_arrow to find a decent arrow to use. 1272 * find_better_arrow to find a decent arrow to use.
1465 * op = the shooter 1273 * op = the shooter
1466 * type = bow->race 1274 * type = bow->race
1467 * dir = fire direction 1275 * dir = fire direction
1468 */ 1276 */
1469 1277static object *
1470object *
1471pick_arrow_target (object *op, const char *type, int dir) 1278pick_arrow_target (object *op, shstr_cmp type, int dir)
1472{ 1279{
1473 object *tmp = NULL; 1280 object *tmp = NULL;
1474 maptile *m; 1281 maptile *m;
1475 int i, mflags, found, number; 1282 int i, mflags, found, number;
1476 sint16 x, y; 1283 sint16 x, y;
1491 for (i = 0, found = 0; i < 20; i++) 1298 for (i = 0, found = 0; i < 20; i++)
1492 { 1299 {
1493 x += freearr_x[dir]; 1300 x += freearr_x[dir];
1494 y += freearr_y[dir]; 1301 y += freearr_y[dir];
1495 mflags = get_map_flags (m, &m, x, y, &x, &y); 1302 mflags = get_map_flags (m, &m, x, y, &x, &y);
1303
1496 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) 1304 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1497 { 1305 {
1498 tmp = NULL; 1306 tmp = 0;
1499 break; 1307 break;
1500 } 1308 }
1501 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)
1502 { 1310 {
1503 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1311 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1504 * perhaps a bad assumption. 1312 * perhaps a bad assumption.
1505 */ 1313 */
1506 tmp = NULL; 1314 tmp = 0;
1507 break; 1315 break;
1508 } 1316 }
1317
1509 if (mflags & P_IS_ALIVE) 1318 if (mflags & P_IS_ALIVE)
1510 {
1511 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)
1512 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 1320 if (tmp->flag [FLAG_ALIVE])
1513 {
1514 found++;
1515 break;
1516 }
1517 if (found)
1518 break; 1321 break;
1519 }
1520 } 1322 }
1521 if (tmp == NULL) 1323
1324 if (!tmp)
1522 return find_arrow (op, type); 1325 return find_arrow (op, type);
1523 1326
1524 if (tmp->head) 1327 if (tmp->head)
1525 tmp = tmp->head; 1328 tmp = tmp->head;
1526 1329
1539 */ 1342 */
1540int 1343int
1541fire_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)
1542{ 1345{
1543 object *left, *bow; 1346 object *left, *bow;
1544 int bowspeed, mflags; 1347 int mflags;
1545 maptile *m; 1348 maptile *m;
1546 1349
1547 if (!dir) 1350 if (!dir)
1548 { 1351 {
1549 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!");
1550 return 0; 1353 return 0;
1551 } 1354 }
1552 1355
1553 if (op->type == PLAYER) 1356 if (op->contr)
1554 bow = op->contr->ranges[range_bow]; 1357 bow = op->current_weapon;
1555 else 1358 else
1556 { 1359 {
1557 for (bow = op->inv; bow; bow = bow->below) 1360 for (bow = op->inv; bow; bow = bow->below)
1558 /* 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
1559 * 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.
1564 if (!bow) 1367 if (!bow)
1565 { 1368 {
1566 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1369 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1567 return 0; 1370 return 0;
1568 } 1371 }
1372
1373 // optimisation: move object to top so we will find it quickly again
1374 splay (bow);
1569 } 1375 }
1570 1376
1571 if (!bow->race || !bow->skill) 1377 if (!bow->race || !bow->skill)
1572 { 1378 {
1573 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);
1574 return 0; 1380 return 0;
1575 } 1381 }
1576
1577 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1578
1579 /* penalize ROF for bestarrow */
1580 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1581 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1582
1583 if (bowspeed < 1)
1584 bowspeed = 1;
1585 1382
1586 if (arrow == NULL) 1383 if (arrow == NULL)
1587 { 1384 {
1588 if ((arrow = find_arrow (op, bow->race)) == NULL) 1385 if ((arrow = find_arrow (op, bow->race)) == NULL)
1589 { 1386 {
1590 if (op->type == PLAYER) 1387 if (op->type == PLAYER)
1591 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);
1592 /* 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 */
1593 else 1390 else
1594 CLEAR_FLAG (op, FLAG_READY_BOW); 1391 op->clr_flag (FLAG_READY_BOW);
1392
1595 return 0; 1393 return 0;
1596 } 1394 }
1597 } 1395 }
1598 1396
1599 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1397 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1607 } 1405 }
1608 1406
1609 /* this should not happen, but sometimes does */ 1407 /* this should not happen, but sometimes does */
1610 if (arrow->nrof == 0) 1408 if (arrow->nrof == 0)
1611 { 1409 {
1410 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1612 arrow->destroy (); 1411 arrow->destroy ();
1613 return 0; 1412 return 0;
1614 } 1413 }
1615 1414
1616 left = arrow; /* these are arrows left to the player */ 1415 left = arrow; /* these are arrows left to the player */
1617 arrow = get_split_ob (arrow, 1); 1416 arrow = arrow->split ();
1618 if (!arrow) 1417 if (!arrow)
1619 { 1418 {
1620 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);
1621 return 0; 1420 return 0;
1622 } 1421 }
1623 1422
1624 arrow->set_owner (op); 1423 arrow->set_owner (op);
1625 arrow->skill = bow->skill; 1424 arrow->skill = bow->skill;
1626 arrow->direction = dir; 1425 arrow->direction = dir;
1627 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
1628 if (op->type == PLAYER) 1459 if (op->type == PLAYER)
1629 { 1460 {
1630 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1631 op->update_stats ();
1632 }
1633
1634 SET_ANIMATION (arrow, arrow->direction);
1635 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1636 arrow->stats.hp = arrow->stats.dam;
1637 arrow->stats.grace = arrow->attacktype;
1638 if (arrow->slaying != NULL)
1639 arrow->spellarg = strdup (arrow->slaying);
1640
1641 /* Note that this was different for monsters - they got their level
1642 * added to the damage. I think the strength bonus is more proper.
1643 */
1644
1645 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1646
1647 /* update the speed */
1648 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1649 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1650
1651 arrow->set_speed (max (arrow->speed, 1.0));
1652 arrow->speed_left = 0;
1653
1654 if (op->type == PLAYER)
1655 {
1656 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1657 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1658 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1659
1660 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;
1661 } 1468 }
1662 else 1469 else
1663 { 1470 {
1664 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1665 arrow->level = op->level; 1471 arrow->level = op->level;
1666 } 1472 arrow->stats.wc -= bow->magic;
1667 1473
1668 if (arrow->attacktype == AT_PHYSICAL) 1474 if (!arrow->slaying)
1475 arrow->slaying = bow->slaying;
1476
1669 arrow->attacktype |= bow->attacktype; 1477 arrow->attacktype |= bow->attacktype;
1478 }
1670 1479
1671 if (bow->slaying) 1480 wc -= arrow->level;
1672 arrow->slaying = bow->slaying; 1481 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1673 1482
1483 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1674 arrow->move_type = MOVE_FLY_LOW; 1484 arrow->move_type = MOVE_FLY_LOW;
1675 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1485 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1676 1486
1677 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1487 op->play_sound (sound_find ("fire_arrow"));
1678 m->insert (arrow, sx, sy, op); 1488 m->insert (arrow, sx, sy, op);
1679 1489
1680 if (!arrow->destroyed ()) 1490 if (!arrow->destroyed ())
1681 move_arrow (arrow); 1491 move_arrow (arrow);
1682
1683 if (op->type == PLAYER)
1684 {
1685 if (left->destroyed ())
1686 esrv_del_item (op->contr, left->count);
1687 else
1688 esrv_send_item (op, left);
1689 }
1690 1492
1691 return 1; 1493 return 1;
1692} 1494}
1693 1495
1694/* Special fire code for players - this takes into 1496/* Special fire code for players - this takes into
1696 * but monsters can't. Putting that code here 1498 * but monsters can't. Putting that code here
1697 * makes the fire_bow code much cleaner. 1499 * makes the fire_bow code much cleaner.
1698 * this function should only be called if 'op' is a player, 1500 * this function should only be called if 'op' is a player,
1699 * hence the function name. 1501 * hence the function name.
1700 */ 1502 */
1701int 1503static int
1702player_fire_bow (object *op, int dir) 1504player_fire_bow (object *op, int dir)
1703{ 1505{
1704 int ret = 0, wcmod = 0; 1506 int ret;
1705 1507
1706 if (op->contr->bowtype == bow_bestarrow) 1508 if (op->contr->bowtype == bow_bestarrow)
1707 { 1509 {
1708 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);
1709 } 1511 }
1710 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)
1711 { 1513 {
1712 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1514 int wcmod = similar_direction (dir, op->contr->bowtype - bow_n + 1) ? 0 : -1;
1713 wcmod = -1;
1714
1715 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);
1716 } 1516 }
1717 else if (op->contr->bowtype == bow_threewide) 1517 else if (op->contr->bowtype == bow_threewide)
1718 { 1518 {
1719 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);
1720 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)]);
1721 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)]);
1722 } 1522 }
1723 else if (op->contr->bowtype == bow_spreadshot) 1523 else if (op->contr->bowtype == bow_spreadshot)
1724 { 1524 {
1725 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);
1726 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);
1727 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);
1728
1729 } 1528 }
1730 else 1529 else
1731 { 1530 {
1732 /* Simple case */ 1531 /* Simple case */
1733 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);
1734 } 1533 }
1534
1735 return ret; 1535 return ret;
1736} 1536}
1737
1738 1537
1739/* Fires a misc (wand/rod/horn) object in 'dir'. 1538/* Fires a misc (wand/rod/horn) object in 'dir'.
1740 * Broken apart from 'fire' to keep it more readable. 1539 * Broken apart from 'fire' to keep it more readable.
1741 */ 1540 */
1742void 1541static void
1743fire_misc_object (object *op, int dir) 1542fire_misc_object (object *op, int dir)
1744{ 1543{
1745 object *item; 1544 object *item = op->contr->ranged_ob;
1746 1545
1747 if (!op->contr->ranges[range_misc]) 1546 if (!item)
1748 { 1547 {
1749 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.");
1750 return; 1549 return;
1751 } 1550 }
1752 1551
1753 item = op->contr->ranges[range_misc];
1754 if (!item->inv) 1552 if (!item->inv)
1755 { 1553 {
1756 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1554 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1757 return; 1555 return;
1758 } 1556 }
1557
1558 if (!op->apply (item))
1559 return;
1560
1759 if (item->type == WAND) 1561 if (item->type == WAND)
1760 { 1562 {
1761 if (item->stats.food <= 0) 1563 if (item->stats.food <= 0)
1762 { 1564 {
1763 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1565 op->contr->play_sound (sound_find ("wand_poof"));
1764 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
1765 return; 1568 return;
1766 } 1569 }
1767 } 1570 }
1768 else if (item->type == ROD || item->type == HORN) 1571 else if (item->type == ROD || item->type == HORN)
1769 { 1572 {
1770 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))
1771 { 1578 {
1772 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1579 op->contr->play_sound (sound_find ("wand_poof"));
1580
1773 if (item->type == ROD) 1581 if (item->type == ROD)
1774 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));
1775 else 1583 else
1776 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
1777 return; 1586 return;
1778 } 1587 }
1779 } 1588 }
1780 1589
1781 if (cast_spell (op, item, dir, item->inv, NULL)) 1590 if (cast_spell (op, item, dir, item->inv, NULL))
1782 { 1591 {
1783 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
1784 if (item->type == WAND) 1594 if (item->type == WAND)
1785 { 1595 {
1786 if (!(--item->stats.food)) 1596 if (!(--item->stats.food))
1787 { 1597 {
1788 object *tmp; 1598 object *tmp;
1789 1599
1790 if (item->arch) 1600 if (item->arch)
1791 { 1601 {
1792 CLEAR_FLAG (item, FLAG_ANIMATE); 1602 item->clr_flag (FLAG_ANIMATE);
1793 item->face = item->arch->clone.face; 1603 item->face = item->arch->face;
1794 item->set_speed (0); 1604 item->set_speed (0);
1795 } 1605 }
1796 1606
1797 if ((tmp = item->in_player ())) 1607 if (object *pl = item->visible_to ())
1798 esrv_update_item (UPD_ANIM, tmp, item); 1608 esrv_update_item (UPD_ANIM, pl, item);
1799 } 1609 }
1800 } 1610 }
1801 else if (item->type == ROD || item->type == HORN) 1611 else if (item->type == ROD || item->type == HORN)
1802 drain_rod_charge (item); 1612 drain_rod_charge (item);
1803 } 1613 }
1804} 1614}
1805 1615
1806/* Received a fire command for the player - go and do it. 1616/* Received a fire command for the player - go and do it.
1807 */ 1617 */
1808void 1618bool
1809fire (object *op, int dir) 1619fire (object *who, int dir)
1810{ 1620{
1811 int spellcost = 0; 1621 int spellcost = 0;
1812 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
1813 /* check for loss of invisiblity/hide */ 1644 /* check for loss of invisiblity/hide */
1814 if (action_makes_visible (op)) 1645 if (action_makes_visible (who))
1815 make_visible (op); 1646 make_visible (who);
1816 1647
1817 switch (op->contr->shoottype) 1648 switch (ob->type)
1818 { 1649 {
1819 case range_none: 1650 case BOW:
1820 return;
1821
1822 case range_bow:
1823 player_fire_bow (op, dir); 1651 player_fire_bow (who, dir);
1824 return; 1652 break;
1825 1653
1826 case range_magic: /* Casting spells */ 1654 case SPELL:
1827 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);
1828 return; 1656 break;
1829 1657
1830 case range_misc: 1658 case BUILDER:
1831 fire_misc_object (op, dir);
1832 return;
1833
1834 case range_golem: /* Control summoned monsters from scrolls */
1835 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
1836 {
1837 op->contr->ranges[range_golem] = 0;
1838 op->contr->shoottype = range_none;
1839 }
1840 else
1841 control_golem (op->contr->ranges[range_golem], dir);
1842 return;
1843
1844 case range_skill:
1845 if (!op->chosen_skill)
1846 {
1847 if (op->type == PLAYER)
1848 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
1849 return;
1850 }
1851
1852 do_skill (op, op, op->chosen_skill, dir, NULL);
1853 return;
1854 case range_builder:
1855 apply_map_builder (op, dir); 1659 apply_map_builder (who, dir);
1856 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
1857 default: 1670 default:
1858 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type."); 1671 fire_misc_object (who, dir);
1859 return; 1672 break;
1860 } 1673 }
1861}
1862 1674
1863/* find_key 1675 return true;
1864 * We try to find a key for the door as passed. If we find a key 1676}
1865 * and successfully use it, we return the key, otherwise NULL 1677
1866 * This function merges both normal and locked door, since the logic 1678static object *
1867 * for both is the same - just the specific key is different.
1868 * pl is the player,
1869 * inv is the objects inventory to searched
1870 * door is the door we are trying to match against.
1871 * This function can be called recursively to search containers.
1872 */
1873object *
1874find_key (object *pl, object *container, object *door) 1679find_key_ (object *pl, object *container, object *door)
1875{ 1680{
1876 object *tmp, *key; 1681 object *tmp, *key;
1877 1682
1878 /* Should not happen, but sanity checking is never bad */ 1683 /* Should not happen, but sanity checking is never bad */
1879 if (!container->inv) 1684 if (!container->inv)
1882 /* 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 */
1883 for (tmp = container->inv; tmp; tmp = tmp->below) 1688 for (tmp = container->inv; tmp; tmp = tmp->below)
1884 { 1689 {
1885 if (door->type == DOOR && tmp->type == KEY) 1690 if (door->type == DOOR && tmp->type == KEY)
1886 break; 1691 break;
1692
1887 /* For sanity, we should really check door type, but other stuff 1693 /* For sanity, we should really check door type, but other stuff
1888 * (like containers) can be locked with special keys 1694 * (like containers) can be locked with special keys
1889 */ 1695 */
1890 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1696 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1891 break; 1697 break;
1897 * a key, return 1703 * a key, return
1898 */ 1704 */
1899 if (!tmp) 1705 if (!tmp)
1900 { 1706 {
1901 for (tmp = container->inv; tmp; tmp = tmp->below) 1707 for (tmp = container->inv; tmp; tmp = tmp->below)
1902 {
1903 /* No reason to search empty containers */ 1708 /* No reason to search empty containers */
1904 if (tmp->type == CONTAINER && tmp->inv) 1709 if (tmp->type == CONTAINER && tmp->inv)
1905 {
1906 if ((key = find_key (pl, tmp, door))) 1710 if ((key = find_key_ (pl, tmp, door)))
1907 return key; 1711 return key;
1908 }
1909 }
1910 1712
1911 if (!tmp) 1713 if (!tmp)
1912 return NULL; 1714 return 0;
1913 } 1715 }
1914 1716
1915 /* 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,
1916 * see if we actually want to use it 1718 * see if we actually want to use it
1917 */ 1719 */
1918 if (pl != container) 1720 if (pl != container)
1919 { 1721 {
1920 /* Only let players use keys in containers */ 1722 /* Only let players use keys in containers */
1921 if (!pl->contr) 1723 if (!pl->contr)
1922 return NULL; 1724 return 0;
1725
1923 /* cases where this fails: 1726 /* cases where this fails:
1924 * If we only search the player inventory, return now since we 1727 * If we only search the player inventory, return now since we
1925 * are not in the players inventory. 1728 * are not in the players inventory.
1926 * If the container is not active, return now since only active 1729 * If the container is not active, return now since only active
1927 * containers can be used. 1730 * containers can be used.
1931 * inv must have been an container and must have been active. 1734 * inv must have been an container and must have been active.
1932 * 1735 *
1933 * Change the color so that the message doesn't disappear with 1736 * Change the color so that the message doesn't disappear with
1934 * all the others. 1737 * all the others.
1935 */ 1738 */
1936 if (pl->contr->usekeys == key_inventory || 1739 if (pl->contr->usekeys == key_inventory
1937 !QUERY_FLAG (container, FLAG_APPLIED) || 1740 || !container->flag [FLAG_APPLIED]
1938 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys")))) 1741 || (pl->contr->usekeys == keyrings && container->race != shstr_keys))
1939 { 1742 {
1940 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1743 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1941 "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));
1942 return NULL; 1745 return NULL;
1943 } 1746 }
1944 } 1747 }
1945 1748
1946 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);
1947} 1775}
1948 1776
1949/* moved door processing out of move_player_attack. 1777/* moved door processing out of move_player_attack.
1950 * returns 1 if player has opened the door with a key 1778 * returns 1 if player has opened the door with a key
1951 * such that the caller should not do anything more, 1779 * such that the caller should not do anything more,
1952 * 0 otherwise 1780 * 0 otherwise
1953 */ 1781 */
1954static int 1782static int
1955player_attack_door (object *op, object *door) 1783player_attack_door (object *op, object *door)
1956{ 1784{
1957 /* 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,
1958 * 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 -
1959 * otherwise, we fall through to the rest of the code. 1787 * otherwise, we fall through to the rest of the code.
1960 */ 1788 */
1961 object *key = find_key (op, op, door); 1789 object *key = find_key (op, op, door);
1962 1790
1963 /* IF we found a key, do some extra work */ 1791 /* If we found a key, do some extra work */
1964 if (key) 1792 if (key)
1965 { 1793 {
1966 object *container = key->env; 1794 object *container = key->env;
1967 1795
1968 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1969 if (action_makes_visible (op)) 1796 if (action_makes_visible (op))
1970 make_visible (op); 1797 make_visible (op);
1798
1971 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1799 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1972 spring_trap (door->inv, op); 1800 spring_trap (door->inv, op);
1973 1801
1974 if (door->type == DOOR) 1802 if (door->type == DOOR)
1975 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 */
1976 else if (door->type == LOCKED_DOOR) 1804 else if (door->type == LOCKED_DOOR)
1977 { 1805 {
1978 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);
1979 remove_door2 (door); /* remove door without violence ;-) */ 1807 remove_door2 (door); /* remove door without violence ;-) */
1980 } 1808 }
1981 1809
1982 /* Do this after we print the message */ 1810 /* Do this after we print the message */
1983 decrease_ob (key); /* Use up one of the keys */ 1811 key->decrease (); /* Use up one of the keys */
1984 /* Need to update the weight the container the key was in */
1985 if (container != op)
1986 esrv_update_item (UPD_WEIGHT, op, container);
1987 1812
1988 return 1; /* Nothing more to do below */ 1813 return 1; /* Nothing more to do below */
1989 } 1814 }
1990 else if (door->type == LOCKED_DOOR) 1815 else if (door->type == LOCKED_DOOR)
1991 { 1816 {
1992 /* Might as well return now - no other way to open this */ 1817 /* Might as well return now - no other way to open this */
1993 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...");
1994 return 1; 1819 return 1;
1995 } 1820 }
1996 1821
1997 return 0; 1822 return 0;
1998} 1823}
2001 * It should keep the code cleaner. 1826 * It should keep the code cleaner.
2002 * When this is called, the players direction has been updated 1827 * When this is called, the players direction has been updated
2003 * (taking into account confusion.) The player is also actually 1828 * (taking into account confusion.) The player is also actually
2004 * going to try and move (not fire weapons). 1829 * going to try and move (not fire weapons).
2005 */ 1830 */
2006void 1831bool
2007move_player_attack (object *op, int dir) 1832move_player_attack (object *op, int dir)
2008{ 1833{
2009 object *tmp, *mon; 1834 if (!op->contr->braced && op->speed_left > 0.f && op->move (dir))
2010 sint16 nx, ny; 1835 {
2011 int on_battleground; 1836 --op->speed_left;
2012 maptile *m; 1837 return true;
1838 }
2013 1839
2014 nx = freearr_x[dir] + op->x; 1840 sint16 nx = freearr_x[dir] + op->x;
2015 ny = freearr_y[dir] + op->y; 1841 sint16 ny = freearr_y[dir] + op->y;
2016 1842
2017 on_battleground = op_on_battleground (op, 0, 0); 1843 if (out_of_map (op->map, nx, ny))
1844 return false;
2018 1845
2019 /* 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
2020 * 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
2021 * 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
2022 * player. This is a pretty nasty hack, because if we could 1849 * player. This is a pretty nasty hack, because if we could
2023 * 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
2024 * 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
2025 * 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
2026 * move_ob uses. 1853 * move_ob uses.
2027 */ 1854 */
2028 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;
2029 { 1870 }
2030 if (OUT_OF_REAL_MAP (op->map, nx, ny)) 1871
1872 /* no monster == player tries to move into a wall or so */
1873 if (!mon)
1874 {
1875 for (object *ob = m->at (nx, ny).top; ob; ob = ob->below)
1876 if (op->move_type & ob->move_block)
2031 { 1877 {
2032 m = op->map->xy_find (nx, ny); 1878 if (ob->move_block == MOVE_ALL)
2033 if (!m) 1879 move_into_wall (op, ob);
2034 return; /* Don't think this should happen */ 1880 else
1881 {
1882 if (op->contr->ns->bumpmsg)
1883 {
1884 op->play_sound (sound_find ("blocked_move"));
1885
1886 op->statusmsg (ob->invisible
1887 ? "Something blocks you."
1888 : format ("Something blocks you from entering the %s.", query_name (ob))
1889 );
1890 }
1891 }
1892
1893 break;
1894 }
1895
1896 return false;
1897 }
1898
1899 mon = mon->head_ ();
1900
1901 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
1902 if (op->contr->weapon_sp_left > 0.f)
1903 if (player_attack_door (op, mon))
1904 {
1905 --op->contr->weapon_sp_left;
1906 return true;
1907 }
1908
1909 /* The following deals with possibly attacking peaceful
1910 * or friendly creatures. Basically, all players are considered
1911 * unaggressive. If the moving player has peaceful set, then the
1912 * object should be pushed instead of attacked. It is assumed that
1913 * if you are braced, you will not attack friends accidently,
1914 * and thus will not push them.
1915 */
1916
1917 /* If the creature is a pet, push it even if the player is not
1918 * peaceful. Our assumption is the creature is a pet if the
1919 * player owns it and it is either friendly or unagressive.
1920 */
1921 if (op->type == PLAYER
1922 && ((mon->owner && mon->owner->contr
1923 && same_party (mon->owner->contr->party, op->contr->party))
1924 || mon->owner == op)
1925 && (mon->flag [FLAG_UNAGGRESSIVE] || mon->flag [FLAG_FRIENDLY]))
1926 {
1927 /* If we're braced, we don't want to switch places with it */
1928 if (op->contr->braced)
1929 return false;
1930
1931 if (op->speed_left > 0.f)
1932 {
1933 --op->speed_left;
1934
1935 op->play_sound (sound_find ("push_player"));
1936 push_ob (mon, dir, op);
1937
1938 if (action_makes_visible (op))
1939 make_visible (op);
1940
1941 return true;
2035 } 1942 }
2036 else 1943 else
2037 m = op->map;
2038
2039 if (!(tmp = m->at (nx, ny).bot))
2040 return; 1944 return false;
1945 }
2041 1946
2042 mon = 0; 1947 bool on_battleground = op_on_battleground (op, 0, 0);
2043 /* Go through all the objects, and find ones of interest. Only stop if
2044 * we find a monster - that is something we know we want to attack.
2045 * if its a door or barrel (can roll) see if there may be monsters
2046 * on the space
2047 */
2048 while (tmp)
2049 {
2050 if (tmp == op)
2051 {
2052 tmp = tmp->above;
2053 continue;
2054 }
2055 1948
2056 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2057 {
2058 mon = tmp;
2059 break;
2060 }
2061
2062 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2063 mon = tmp;
2064
2065 tmp = tmp->above;
2066 }
2067
2068 if (!mon) /* This happens anytime the player tries to move */
2069 return; /* into a wall */
2070
2071 if (mon->head)
2072 mon = mon->head;
2073
2074 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2075 if (player_attack_door (op, mon))
2076 return;
2077
2078 /* The following deals with possibly attacking peaceful
2079 * or frienddly creatures. Basically, all players are considered
2080 * unaggressive. If the moving player has peaceful set, then the
2081 * object should be pushed instead of attacked. It is assumed that
2082 * if you are braced, you will not attack friends accidently,
2083 * and thus will not push them.
2084 */
2085
2086 /* If the creature is a pet, push it even if the player is not
2087 * peaceful. Our assumption is the creature is a pet if the
2088 * player owns it and it is either friendly or unagressive.
2089 */
2090 if ((op->type == PLAYER)
2091#if COZY_SERVER
2092 &&
2093 ((mon->owner && mon->owner->contr
2094 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op)
2095#else
2096 && mon->owner == op
2097#endif
2098 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2099 {
2100 /* If we're braced, we don't want to switch places with it */
2101 if (op->contr->braced)
2102 return;
2103
2104 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2105 (void) push_ob (mon, dir, op);
2106 if (op->contr->tmp_invis || op->hide)
2107 make_visible (op);
2108
2109 return;
2110 }
2111
2112 /* in certain circumstances, you shouldn't attack friendly 1949 /* in certain circumstances, you shouldn't attack friendly
2113 * creatures. Note that if you are braced, you can't push 1950 * creatures. Note that if you are braced, you can't push
2114 * someone, but put it inside this loop so that you won't 1951 * someone, but put it inside this loop so that you won't
2115 * attack them either. 1952 * attack them either.
2116 */ 1953 */
2117 if ((mon->type == PLAYER || mon->enemy != op) && 1954 if ((mon->type == PLAYER || mon->enemy != op)
2118 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 1955 && (mon->type == PLAYER || mon->flag [FLAG_UNAGGRESSIVE] || mon->flag [FLAG_FRIENDLY])
2119#ifdef PROHIBIT_PLAYERKILL
2120 (op->contr->peaceful 1956 && ((op->contr->peaceful
2121 || (mon->type == PLAYER 1957 || (mon->type == PLAYER && mon->contr->peaceful))
2122 && mon->contr->
2123 peaceful)) &&
2124#else
2125 op->contr->peaceful &&
2126#endif
2127 !on_battleground)) 1958 && !on_battleground))
1959 {
1960 if (op->speed_left > 0.f)
2128 { 1961 {
1962 --op->speed_left;
1963
2129 if (!op->contr->braced) 1964 if (!op->contr->braced)
2130 { 1965 {
2131 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 1966 op->play_sound (sound_find ("push_player"));
2132 push_ob (mon, dir, op); 1967 push_ob (mon, dir, op);
2133 } 1968 }
2134 else 1969 else
2135 new_draw_info (0, 0, op, "You withhold your attack"); 1970 op->statusmsg ("You withhold your attack");
2136 1971
2137 if (op->contr->tmp_invis || op->hide) 1972 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
2138 make_visible (op); 1973 make_visible (op);
2139 }
2140 1974
1975 return true;
1976 }
1977 }
2141 /* If the object is a boulder or other rollable object, then 1978 /* If the object is a boulder or other rollable object, then
2142 * roll it if not braced. You can't roll it if you are braced. 1979 * roll it if not braced. You can't roll it if you are braced.
2143 */ 1980 */
2144 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 1981 else if (mon->flag [FLAG_CAN_ROLL] && (!op->contr->braced))
1982 {
1983 if (op->speed_left > 0.f)
2145 { 1984 {
1985 --op->speed_left;
1986
2146 recursive_roll (mon, dir, op); 1987 recursive_roll (mon, dir, op);
2147 if (action_makes_visible (op)) 1988 if (action_makes_visible (op))
2148 make_visible (op); 1989 make_visible (op);
2149 }
2150 1990
1991 return true;
1992 }
1993 }
2151 /* Any generic living creature. Including things like doors. 1994 /* Any generic living creature. Including things like doors.
2152 * Way it works is like this: First, it must have some hit points 1995 * Way it works is like this: First, it must have some hit points
2153 * and be living. Then, it must be one of the following: 1996 * and be living. Then, it must be one of the following:
2154 * 1) Not a player, 2) A player, but of a different party. Note 1997 * 1) Not a player, 2) A player, but of a different party. Note
2155 * that party_number -1 is no party, so attacks can still happen. 1998 * that party_number -1 is no party, so attacks can still happen.
2156 */ 1999 */
2157 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2000 else if ((mon->stats.hp >= 0) && mon->flag [FLAG_ALIVE] &&
2158 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 2001 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2159 { 2002 {
2160 2003 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2161 /* If the player hasn't hit something this tick, and does
2162 * so, give them speed boost based on weapon speed. Doing
2163 * it here is better than process_players2, which basically
2164 * incurred a 1 tick offset.
2165 */
2166 if (!op->contr->has_hit)
2167 { 2004 {
2168 op->speed_left += op->speed / op->contr->weapon_sp; 2005 --op->contr->weapon_sp_left;
2169
2170 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2171 }
2172 2006
2173 skill_attack (mon, op, 0, 0, 0); 2007 skill_attack (mon, op, 0, 0, 0);
2174
2175 /* If attacking another player, that player gets automatic
2176 * hitback, and doesn't loose luck either.
2177 * Disable hitback on the battleground or if the target is
2178 * the wiz.
2179 */
2180 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2181 {
2182 short luck = mon->stats.luck;
2183
2184 mon->contr->has_hit = 1;
2185 skill_attack (op, mon, 0, 0, 0);
2186 mon->stats.luck = luck;
2187 }
2188 2008
2189 if (action_makes_visible (op)) 2009 if (action_makes_visible (op))
2190 make_visible (op); 2010 make_visible (op);
2191 }
2192 } /* if player should attack something */
2193}
2194 2011
2195int 2012 return true;
2013 }
2014 }
2015
2016 return false;
2017}
2018
2019bool
2196move_player (object *op, int dir) 2020move_player (object *op, int dir)
2197{ 2021{
2198 int pick;
2199
2200 if (!op->map || op->map->in_memory != MAP_IN_MEMORY) 2022 if (!op->map || op->map->state != MAP_ACTIVE)
2201 return 0; 2023 return 0;
2202 2024
2203 /* Sanity check: make sure dir is valid */ 2025 /* Sanity check: make sure dir is valid */
2204 if ((dir < 0) || (dir >= 9)) 2026 if (dir < 0 || dir > 8)
2205 { 2027 {
2206 LOG (llevError, "move_player: invalid direction %d\n", dir); 2028 LOG (llevError, "move_player: invalid direction %d\n", dir);
2207 return 0; 2029 return 0;
2208 } 2030 }
2209 2031
2210 /* peterm: added following line */ 2032 /* peterm: added following line */
2211 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2033 if (op->flag [FLAG_CONFUSED] && dir)
2212 dir = absdir (dir + rndm (3) + rndm (3) - 2); 2034 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2213 2035
2214 op->facing = dir; 2036 op->facing = dir;
2215 2037
2216 if (op->hide) 2038 if (op->flag [FLAG_HIDDEN])
2217 do_hidden_move (op); 2039 do_hidden_move (op);
2218 2040
2041 bool retval;
2042 int pick = 0;
2043
2219 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2044 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2220 /*nop */ ; 2045 retval = RESULT_INT (0);
2221 else if (op->contr->fire_on) 2046 else if (op->contr->fire_on)
2222 fire (op, dir); 2047 retval = fire (op, dir);
2223 else 2048 else
2224 { 2049 {
2225 move_player_attack (op, dir); 2050 retval = move_player_attack (op, dir);
2226 pick = check_pick (op); 2051 pick = check_pick (op);
2227 } 2052 }
2228 2053
2229 /* Add special check for newcs players and fire on - this way, the 2054 /* Add special check for newcs players and fire on - this way, the
2230 * server can handle repeat firing. 2055 * server can handle repeat firing.
2237 /* Update how the player looks. Use the facing, so direction may 2062 /* Update how the player looks. Use the facing, so direction may
2238 * get reset to zero. This allows for full animation capabilities 2063 * get reset to zero. This allows for full animation capabilities
2239 * for players. 2064 * for players.
2240 */ 2065 */
2241 animate_object (op, op->facing); 2066 animate_object (op, op->facing);
2242 return 0; 2067
2068 return retval;
2243} 2069}
2244 2070
2245/* This is similar to handle_player, below, but is only used by the 2071/* This is similar to handle_player, below, but is only used by the
2246 * new client/server stuff. 2072 * new client/server stuff.
2247 * This is sort of special, in that the new client/server actually uses 2073 * This is sort of special, in that the new client/server actually uses
2248 * the new speed values for commands. 2074 * the new speed values for commands.
2249 * 2075 *
2250 * Returns true if there are more actions we can do. 2076 * Returns true if there are more actions we can do. Should not do
2077 * many actions in a row, as that would be too unfair to other
2078 * players.
2251 */ 2079 */
2252int 2080bool
2253handle_newcs_player (object *op) 2081handle_newcs_player (object *op)
2254{ 2082{
2255 if (QUERY_FLAG (op, FLAG_SCARED)) 2083 if (op->flag [FLAG_SCARED])
2256 { 2084 {
2257 flee_player (op); 2085 if (op->speed_left > 0.f)
2258 /* If player is still scared, that is his action for this tick */
2259 if (QUERY_FLAG (op, FLAG_SCARED))
2260 { 2086 {
2261 op->speed_left--; 2087 --op->speed_left;
2088 flee_player (op);
2089
2262 return 0; 2090 return true;
2263 } 2091 }
2092 else
2093 return false;
2264 } 2094 }
2265
2266 /* I've been seeing crashes where the golem has been destroyed, but
2267 * the player object still points to the defunct golem. The code that
2268 * destroys the golem looks correct, and it doesn't always happen, so
2269 * put this in a a workaround to clean up the golem pointer.
2270 */
2271 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2272 op->contr->ranges[range_golem] = 0;
2273 2095
2274 /* call this here - we also will call this in do_ericserver, but 2096 /* call this here - we also will call this in do_ericserver, but
2275 * the players time has been increased when doericserver has been 2097 * the players time has been increased when doericserver has been
2276 * called, so we recheck it here. 2098 * called, so we recheck it here.
2277 */ 2099 */
2278 if (op->contr->ns->handle_command ()) 2100 if (op->contr->ns->handle_command ())
2279 return 1; 2101 return true;
2280 2102
2281 if (op->speed_left > 0)
2282 {
2283 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2103 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2284 {
2285 /* All move commands take 1 tick, at least for now */
2286 op->speed_left--;
2287
2288 /* Instead of all the stuff below, let move_player take care
2289 * of it. Also, some of the skill stuff is only put in
2290 * there, as well as the confusion stuff.
2291 */
2292 move_player (op, op->direction); 2104 return move_player (op, op->direction);
2293 2105
2294 return op->speed_left > 0;
2295 }
2296 }
2297
2298 return 0; 2106 return false;
2299} 2107}
2300 2108
2301int 2109static int
2302save_life (object *op) 2110save_life (object *op)
2303{ 2111{
2304 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2112 if (!op->flag [FLAG_LIFESAVE])
2305 return 0; 2113 return 0;
2306 2114
2307 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2115 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2308 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2116 if (tmp->flag [FLAG_APPLIED] && tmp->flag [FLAG_LIFESAVE])
2309 { 2117 {
2310 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2118 op->play_sound (sound_find ("ob_evaporate"));
2311 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); 2119 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2312 2120
2313 if (op->contr)
2314 esrv_del_item (op->contr, tmp->count);
2315
2316 tmp->destroy (); 2121 tmp->destroy ();
2317 CLEAR_FLAG (op, FLAG_LIFESAVE); 2122 op->clr_flag (FLAG_LIFESAVE);
2318 2123
2319 if (op->stats.hp < 0) 2124 if (op->stats.hp < 0)
2320 op->stats.hp = op->stats.maxhp; 2125 op->stats.hp = op->stats.maxhp;
2321 2126
2322 if (op->stats.food < 0) 2127 if (op->stats.food < 0)
2323 op->stats.food = 999; 2128 op->stats.food = MAX_FOOD;
2324 2129
2325 op->update_stats (); 2130 op->update_stats ();
2326 return 1; 2131 return 1;
2327 } 2132 }
2328 2133
2329 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2134 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2330 CLEAR_FLAG (op, FLAG_LIFESAVE); 2135 op->clr_flag (FLAG_LIFESAVE);
2331 enter_player_savebed (op); /* bring him home. */ 2136 enter_player_savebed (op); /* bring him home. */
2332 return 0; 2137 return 0;
2333} 2138}
2334 2139
2335/* This goes throws the inventory and removes unpaid objects, and puts them 2140/* This goes throws the inventory and removes unpaid objects, and puts them
2336 * back in the map (location and map determined by values of env). This 2141 * back in the map (location and map determined by values of env). This
2337 * function will descend into containers. op is the object to start the search 2142 * function will descend into containers. op is the object to start the search
2338 * from. 2143 * from.
2339 */ 2144 */
2145static void
2146drop_unpaid_items (object *op, object *env)
2147{
2148 while (op)
2149 {
2150 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2151
2152 if (op->flag [FLAG_UNPAID])
2153 op->insert_at (env);
2154 else if (op->inv)
2155 drop_unpaid_items (op->inv, env);
2156
2157 op = next;
2158 }
2159}
2160
2340void 2161void
2341remove_unpaid_objects (object *op, object *env) 2162object::drop_unpaid_items ()
2342{ 2163{
2343 while (op) 2164 if (!flag [FLAG_REMOVED])
2344 { 2165 ::drop_unpaid_items (inv, this);
2345 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2346
2347 if (QUERY_FLAG (op, FLAG_UNPAID))
2348 {
2349 if (env->type == PLAYER)
2350 esrv_del_item (env->contr, op->count);
2351
2352 op->insert_at (env);
2353 }
2354 else if (op->inv)
2355 remove_unpaid_objects (op->inv, env);
2356
2357 op = next;
2358 }
2359}
2360
2361/*
2362 * Returns pointer a static string containing gravestone text
2363 * Moved from apply.c to player.c - player.c is what
2364 * actually uses this function. player.c may not be quite the
2365 * best, a misc file for object actions is probably better,
2366 * but there isn't one in the server directory.
2367 */
2368char *
2369gravestone_text (object *op)
2370{
2371 static char buf2[MAX_BUF];
2372 char buf[MAX_BUF];
2373 time_t now = time (NULL);
2374
2375 strcpy (buf2, " R.I.P.\n\n");
2376 if (op->type == PLAYER)
2377 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2378 else
2379 sprintf (buf, "%s\n", &op->name);
2380
2381 strncat (buf2, " ", 20 - strlen (buf) / 2);
2382 strcat (buf2, buf);
2383 if (op->type == PLAYER)
2384 sprintf (buf, "who was in level %d when killed\n", op->level);
2385 else
2386 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2387
2388 strncat (buf2, " ", 20 - strlen (buf) / 2);
2389 strcat (buf2, buf);
2390 if (op->type == PLAYER)
2391 {
2392 sprintf (buf, "by %s.\n\n", op->contr->killer);
2393 strncat (buf2, " ", 21 - strlen (buf) / 2);
2394 strcat (buf2, buf);
2395 }
2396
2397 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2398 strncat (buf2, " ", 20 - strlen (buf) / 2);
2399 strcat (buf2, buf);
2400
2401 return buf2;
2402} 2166}
2403 2167
2404void 2168void
2405do_some_living (object *op) 2169do_some_living (object *op)
2406{ 2170{
2407 int last_food = op->stats.food; 2171 int last_food = op->stats.food;
2408 int gen_hp, gen_sp, gen_grace; 2172 int gen_hp, gen_sp, gen_grace;
2409 int over_hp, over_sp, over_grace;
2410 int i; 2173 int i;
2411 int rate_hp = 1200; 2174 int rate_hp = 1200;
2412 int rate_sp = 2500; 2175 int rate_sp = 2500;
2413 int rate_grace = 2000; 2176 int rate_grace = 2000;
2414 const int max_hp = 1; 2177 const int max_hp = 1;
2420 op->invisible = 1000; 2183 op->invisible = 1000;
2421 /* the socket code flashes the player visible/invisible 2184 /* the socket code flashes the player visible/invisible
2422 * depending on the value of invisible, so we need to 2185 * depending on the value of invisible, so we need to
2423 * alternate it here for it to work correctly. 2186 * alternate it here for it to work correctly.
2424 */ 2187 */
2425 if (pticks & 2) 2188 if (server_tick & 2)
2426 op->invisible--; 2189 op->invisible--;
2427 } 2190 }
2428 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS))) 2191 else if (op->invisible && !(op->flag [FLAG_MAKE_INVIS]))
2429 { 2192 {
2430 if (!op->invisible--) 2193 if (!op->invisible--)
2431 { 2194 {
2432 make_visible (op); 2195 make_visible (op);
2433 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out."); 2196 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2434 } 2197 }
2435 } 2198 }
2436
2437 if (op->contr->outputs_sync)
2438 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2439 if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2440 flush_output_element (op, &op->contr->outputs[i]);
2441 2199
2442 if (op->contr->ns->state == ST_PLAYING) 2200 if (op->contr->ns->state == ST_PLAYING)
2443 { 2201 {
2444 /* these next three if clauses make it possible to SLOW DOWN 2202 /* these next three if clauses make it possible to SLOW DOWN
2445 hp/grace/spellpoint regeneration. */ 2203 hp/grace/spellpoint regeneration. */
2465 { 2223 {
2466 gen_grace = op->stats.maxgrace; 2224 gen_grace = op->stats.maxgrace;
2467 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2225 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2468 } 2226 }
2469 2227
2470 /* Regenerate Spell Points */ 2228 /* Regenerate Grace */
2471 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0) 2229 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2230 if (--op->last_grace < 0)
2472 { 2231 {
2473 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2474 if (op->stats.sp < op->stats.maxsp) 2232 if (op->stats.grace < op->stats.maxgrace / 2)
2233 op->stats.grace++; /* no penalty in food for regaining grace */
2234
2235 int temp = gen_grace < 20 ? 30 : gen_grace + 10;
2236
2237 if (max_grace > 1)
2475 { 2238 {
2476 op->stats.sp++; 2239 int over_grace = temp / rate_grace;
2477 /* dms do not consume food */ 2240
2478 if (!QUERY_FLAG (op, FLAG_WIZ)) 2241 if (over_grace > 0)
2479 { 2242 {
2480 op->stats.food--; 2243 op->stats.sp += over_grace + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > (temp % rate_grace)) ? -1 : 0;
2481 if (op->contr->digestion < 0) 2244 op->last_grace = 0;
2482 op->stats.food += op->contr->digestion;
2483 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2484 op->stats.food = last_food;
2485 } 2245 }
2246 else
2247 op->last_grace = rate_grace / temp;
2486 } 2248 }
2249 else
2250 op->last_grace = rate_grace / temp;
2487 2251
2488 if (max_sp > 1) 2252 /* wearing stuff doesn't detract from grace generation. */
2253 }
2254
2255 if (op->stats.food > 0)
2256 {
2257 /* Regenerate Spell Points */
2258 if (!op->contr->golem && --op->last_sp < 0)
2489 { 2259 {
2490 over_sp = (gen_sp + 10) / rate_sp; 2260 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2491 if (over_sp > 0) 2261
2262 if (op->stats.sp < op->stats.maxsp)
2492 { 2263 {
2493 if (op->stats.sp < op->stats.maxsp) 2264 op->stats.sp++;
2265
2266 /* dms do not consume food */
2267 if (!op->flag [FLAG_WIZ])
2494 { 2268 {
2495 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2496
2497 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2498 op->stats.sp--; 2269 op->stats.food--;
2499 2270
2500 if (op->stats.sp > op->stats.maxsp) 2271 if (op->contr->digestion < 0)
2272 op->stats.food += op->contr->digestion;
2273 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2501 op->stats.sp = op->stats.maxsp; 2274 op->stats.food = last_food;
2502 } 2275 }
2276 }
2277
2278 if (max_sp > 1)
2279 {
2280 int over_sp = (gen_sp + 10) / rate_sp;
2281 if (over_sp > 0)
2282 {
2283 if (op->stats.sp < op->stats.maxsp)
2284 {
2285 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2286
2287 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2288 op->stats.sp--;
2289
2290 if (op->stats.sp > op->stats.maxsp)
2291 op->stats.sp = op->stats.maxsp;
2292 }
2293
2503 op->last_sp = 0; 2294 op->last_sp = 0;
2295 }
2296 else
2297 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2504 } 2298 }
2505 else 2299 else
2506 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2300 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2507 } 2301 }
2508 else
2509 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2510 }
2511 2302
2512 /* Regenerate Grace */ 2303 /* Regenerate Hit Points */
2513 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2514 if (--op->last_grace < 0) 2304 if (--op->last_heal < 0)
2515 {
2516 if (op->stats.grace < op->stats.maxgrace / 2)
2517 op->stats.grace++; /* no penalty in food for regaining grace */
2518
2519 if (max_grace > 1)
2520 { 2305 {
2521 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2306 if (op->stats.hp < op->stats.maxhp)
2522 if (over_grace > 0)
2523 { 2307 {
2524 op->stats.sp += over_grace 2308 op->stats.hp++;
2525 + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0; 2309
2310 /* dms do not consume food */
2311 if (!op->flag [FLAG_WIZ])
2312 {
2313 op->stats.food--;
2314
2315 if (op->contr->digestion < 0)
2316 op->stats.food += op->contr->digestion;
2317 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2318 op->stats.food = last_food;
2319 }
2320 }
2321
2322 int temp = gen_hp < 20 ? 30 : gen_hp + 10;
2323
2324 if (max_hp > 1)
2325 {
2326 int over_hp = temp / rate_hp;
2327
2328 if (over_hp > 0)
2329 {
2330 op->stats.sp += over_hp + (random_roll (0, rate_hp - 1, op, PREFER_HIGH) > (temp % rate_hp)) ? -1 : 0;
2526 op->last_grace = 0; 2331 op->last_heal = 0;
2332 }
2333 else
2334 op->last_heal = rate_hp / temp;
2527 } 2335 }
2528 else 2336 else
2529 {
2530 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2531 }
2532 }
2533 else
2534 {
2535 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2536 }
2537 /* wearing stuff doesn't detract from grace generation. */
2538 }
2539
2540 /* Regenerate Hit Points */
2541 if (--op->last_heal < 0)
2542 {
2543 if (op->stats.hp < op->stats.maxhp)
2544 {
2545 op->stats.hp++;
2546 /* dms do not consume food */
2547 if (!QUERY_FLAG (op, FLAG_WIZ))
2548 {
2549 op->stats.food--;
2550 if (op->contr->digestion < 0)
2551 op->stats.food += op->contr->digestion;
2552 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2553 op->stats.food = last_food;
2554 }
2555 }
2556
2557 if (max_hp > 1)
2558 {
2559 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2560 if (over_hp > 0)
2561 {
2562 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2563 op->last_heal = 0; 2337 op->last_heal = rate_hp / temp;
2564 }
2565 else
2566 {
2567 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2568 }
2569 }
2570 else
2571 {
2572 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2573 } 2338 }
2574 } 2339 }
2575 2340
2576 /* Digestion */ 2341 /* Digestion */
2577 if (--op->last_eat < 0) 2342 if (--op->last_eat < 0)
2578 { 2343 {
2579#ifdef COZY_SERVER 2344 int bonus = max (0, op->contr->digestion),
2580 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion; 2345 penalty = max (0, -op->contr->digestion);
2581 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2582#else
2583 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2584#endif
2585 2346
2586 if (op->contr->gen_hp > 0)
2587 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2347 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2588 else
2589 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2590 2348
2591 /* dms do not consume food */ 2349 /* dms do not consume food */
2592 if (!QUERY_FLAG (op, FLAG_WIZ)) 2350 if (!op->flag [FLAG_WIZ])
2593 op->stats.food--; 2351 op->stats.food--;
2594 } 2352 }
2595 2353
2596 if (op->stats.food < 0 && op->stats.hp >= 0) 2354 if (op->stats.food < 0 && op->stats.hp >= 0)
2597 { 2355 {
2598 object *tmp, *flesh = 0; 2356 object *flesh = 0;
2599 2357
2600 for (tmp = op->inv; tmp; tmp = tmp->below) 2358 for_inv_removable (op, tmp)
2601 { 2359 {
2602 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2360 if (tmp->flag [FLAG_UNPAID])
2361 continue;
2362
2363 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2603 { 2364 {
2604 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2365 op->statusmsg ("You blindly grab for a bite of food. "
2605 { 2366 "H<To prevent you from starving, you ate some random item from your backpack.>");
2606 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2367 op->apply (tmp);
2607 manual_apply (op, tmp, 0); 2368
2608 if (op->stats.food >= 0 || op->stats.hp < 0) 2369 if (op->stats.food >= 0 || op->stats.hp < 0)
2609 break; 2370 break;
2610 } 2371 }
2611 else if (tmp->type == FLESH) 2372 else if (tmp->type == FLESH)
2612 flesh = tmp; 2373 flesh = tmp;
2613 } /* End if paid for object */ 2374 }
2614 } /* end of for loop */
2615 2375
2616 /* If player is still starving, it means they don't have any food, so 2376 /* If player is still starving, it means they don't have any food, so
2617 * eat flesh instead. 2377 * eat flesh instead.
2618 */ 2378 */
2619 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2379 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2620 { 2380 {
2621 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2381 op->statusmsg ("You blindly grab for a bite of food. "
2382 "H<To prevent you from starving, you ate some random item from your backpack.>");
2622 manual_apply (op, flesh, 0); 2383 op->apply (flesh);
2623 } 2384 }
2385
2386 // If player is still starving, alert him!
2387 if (op->stats.food < 0)
2388 op->failmsg ("You are starving! "
2389 "H<Eat some food to increase your food and prevent you from an untimely death.>");
2390 }
2391
2392 if (op->stats.food < 0)
2624 } 2393 {
2394 op->stats.hp += op->stats.food;
2395 op->stats.food = 0;
2625 2396
2626 while (op->stats.food < 0 && op->stats.hp >= 0) 2397 if (op->stats.hp < 0)
2627 op->stats.food++, op->stats.hp--; 2398 {
2399 op->contr->killer = archetype::get ("killer_starvation");
2400 op->contr->killer->destroy ();
2401 }
2402 }
2628 2403
2404 /* killer should be set here already */
2629 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2405 if (op->stats.hp < 0 && !op->flag [FLAG_WIZ])
2630 kill_player (op); 2406 kill_player (op);
2631 } 2407 }
2632} 2408}
2633 2409
2634/* If the player should die (lack of hp, food, etc), we call this. 2410/* If the player should die (lack of hp, food, etc), we call this.
2637 * file. 2413 * file.
2638 */ 2414 */
2639void 2415void
2640kill_player (object *op) 2416kill_player (object *op)
2641{ 2417{
2642 char buf[MAX_BUF];
2643 int x, y; 2418 int x, y;
2644
2645 //int i;
2646 maptile *map; /* this is for resurrection */ 2419 maptile *map; /* this is for resurrection */
2647
2648 /* int z;
2649 int num_stats_lose;
2650 int lost_a_stat;
2651 int lose_this_stat;
2652 int this_stat; */
2653 int will_kill_again; 2420 int will_kill_again;
2654 archetype *at; 2421 archetype *at;
2655 object *tmp; 2422 object *tmp;
2656 2423
2657 if (save_life (op)) 2424 if (save_life (op))
2658 return; 2425 return;
2659 2426
2427 dynbuf_text deathtab;
2428
2429 /* restore player */
2430 at = archetype::find (shstr_poisoning);
2431 if (object *tmp = present_arch_in_ob (at, op))
2432 {
2433 tmp->destroy ();
2434 deathtab << "Your body feels cleansed...\r";
2435 }
2436
2437 at = archetype::find (shstr_confusion);
2438 if (object *tmp = present_arch_in_ob (at, op))
2439 {
2440 tmp->destroy ();
2441 deathtab << "Your mind feels clearer...\r";
2442 }
2443
2444 cure_disease (op, 0, 0); /* remove any disease */
2445
2446 max_it (op->stats.hp , op->stats.maxhp);
2447 max_it (op->stats.sp , op->stats.maxsp);
2448 max_it (op->stats.grace, op->stats.maxgrace);
2449 max_it (op->stats.food , 200);
2450
2451 // remove all spell effects that are active
2452 // to avoid long-term effects such as word-of-recall
2453 for (object *item = op->inv; item; )
2454 {
2455 object *next = item->below;
2456
2457 if (item->type == SPELL_EFFECT && item->active)
2458 item->destroy ();
2459
2460 item = next;
2461 }
2660 2462
2661 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2463 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2662 * in cities ONLY!!! It is very important that this doesn't get abused. 2464 * in cities ONLY!!! It is very important that this doesn't get abused.
2663 * Look at op_on_battleground() for more info --AndreasV 2465 * Look at op_on_battleground() for more info --AndreasV
2664 */ 2466 */
2665 if (op_on_battleground (op, &x, &y)) 2467 if (op_on_battleground (op, &x, &y))
2666 { 2468 {
2667 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2469 deathtab << "You almost died in combat, but local medics have saved your life...\r";
2668 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2669
2670 /* restore player */
2671 at = archetype::find ("poisoning");
2672 if (object *tmp = present_arch_in_ob (at, op))
2673 {
2674 tmp->destroy ();
2675 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2676 }
2677
2678 at = archetype::find ("confusion");
2679 if (object *tmp = present_arch_in_ob (at, op))
2680 {
2681 tmp->destroy ();
2682 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2683 }
2684
2685 cure_disease (op, 0); /* remove any disease */
2686 op->stats.hp = op->stats.maxhp;
2687 if (op->stats.food <= 0)
2688 op->stats.food = 999;
2689 2470
2690 /* create a bodypart-trophy to make the winner happy */ 2471 /* create a bodypart-trophy to make the winner happy */
2691 if (object *tmp = arch_to_object (archetype::find ("finger"))) 2472 object *tmp = archetype::find (shstr_finger)->instance ();
2692 { 2473
2693 sprintf (buf, "%s's finger", &op->name); 2474 tmp->name = format ("%s's finger" , &op->name);
2694 tmp->name = buf; 2475 tmp->name_pl = format ("%s's fingers", &op->name);
2695 sprintf (buf, " This finger has been cut off %s\n" 2476 tmp->msg = format (
2696 " the %s, when he was defeated at\n level %d by %s.\n", 2477 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
2697 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2478 &op->name, op->contr->title,
2698 tmp->msg = buf; 2479 (int)op->level,
2480 op->contr->killer_name ()
2481 );
2699 tmp->value = 0, tmp->type = 0; 2482 tmp->value = 0, tmp->type = 0;
2700 tmp->materialname = "organics"; 2483 tmp->material = name_to_material (shstr_organic);
2701 tmp->insert_at (op, tmp); 2484 tmp->insert_at (op, tmp);
2702 }
2703 2485
2704 /* teleport defeated player to new destination */ 2486 /* teleport defeated player to new destination */
2705 transfer_ob (op, x, y, 0, NULL); 2487 transfer_ob (op, x, y, 0, NULL);
2706 op->contr->braced = 0; 2488 op->contr->braced = 0;
2489
2490 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2707 return; 2491 return;
2708 } 2492 }
2709 2493
2494 deathtab << "You were killed by " << op->contr->killer_name () << ".\n\n";
2495 deathtab << "T<YOU HAVE DIED>\n\n";
2496
2710 INVOKE_PLAYER (DEATH, op->contr); 2497 INVOKE_PLAYER (DEATH, op->contr);
2711 2498
2712 command_kill_pets (op, 0); 2499 command_kill_pets (op, 0);
2713 2500
2714 if (op->stats.food < 0) 2501 op->contr->play_sound (sound_find ("player_dies"));
2715 {
2716 sprintf (buf, "%s starved to death.", &op->name);
2717 strcpy (op->contr->killer, "starvation");
2718 }
2719 else
2720 sprintf (buf, "%s died.", &op->name);
2721
2722 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2723 2502
2724 /* save the map location for corpse, gravestone */ 2503 /* save the map location for corpse, gravestone */
2725 x = op->x; 2504 x = op->x;
2726 y = op->y; 2505 y = op->y;
2727 map = op->map; 2506 map = op->map;
2755 2534
2756 lost_a_stat = 0; 2535 lost_a_stat = 0;
2757 2536
2758 for (z = 0; z < num_stats_lose; z++) 2537 for (z = 0; z < num_stats_lose; z++)
2759 { 2538 {
2760 i = RANDOM () % NUM_STATS; 2539 i = rndm (NUM_STATS);
2761 2540
2762 if (settings.stat_loss_on_death) 2541 if (settings.stat_loss_on_death)
2763 { 2542 {
2764 /* Pick a random stat and take a point off it. Tell the player 2543 /* Pick a random stat and take a point off it. Tell the player
2765 * what he lost. 2544 * what he lost.
2772 lost_a_stat = 1; 2551 lost_a_stat = 1;
2773 } 2552 }
2774 else 2553 else
2775 { 2554 {
2776 /* deplete a stat */ 2555 /* deplete a stat */
2777 archetype *deparch = archetype::find ("depletion"); 2556 archetype *deparch = archetype::find (shstr_depletion);
2778 object *dep; 2557 object *dep;
2779 2558
2780 dep = present_arch_in_ob (deparch, op); 2559 dep = present_arch_in_ob (deparch, op);
2781 if (!dep) 2560 if (!dep)
2782 { 2561 {
2783 dep = arch_to_object (deparch); 2562 dep = deparch->instance ();
2784 insert_ob_in_ob (dep, op); 2563 insert_ob_in_ob (dep, op);
2785 } 2564 }
2786 lose_this_stat = 1; 2565 lose_this_stat = 1;
2787 if (settings.balanced_stat_loss) 2566 if (settings.balanced_stat_loss)
2788 { 2567 {
2816 } 2595 }
2817 } 2596 }
2818 2597
2819 if (lose_this_stat) 2598 if (lose_this_stat)
2820 { 2599 {
2821 this_stat = get_attr_value (&(dep->stats), i); 2600 this_stat = get_attr_value (&dep->stats, i);
2822 /* We could try to do something clever like find another 2601 /* We could try to do something clever like find another
2823 * stat to reduce if this fails. But chances are, if 2602 * stat to reduce if this fails. But chances are, if
2824 * stats have been depleted to -50, all are pretty low 2603 * stats have been depleted to -50, all are pretty low
2825 * and should be roughly the same, so it shouldn't make a 2604 * and should be roughly the same, so it shouldn't make a
2826 * difference. 2605 * difference.
2827 */ 2606 */
2828 if (this_stat >= -50) 2607 if (this_stat >= -50)
2829 { 2608 {
2830 change_attr_value (&(dep->stats), i, -1); 2609 change_attr_value (&(dep->stats), i, -1);
2831 SET_FLAG (dep, FLAG_APPLIED); 2610 dep->set_flag (FLAG_APPLIED);
2832 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2611 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2833 op->update_stats (); 2612 op->update_stats ();
2834 lost_a_stat = 1; 2613 lost_a_stat = 1;
2835 } 2614 }
2836 } 2615 }
2837 } 2616 }
2838 } 2617 }
2618
2839 /* If no stat lost, tell the player. */ 2619 /* If no stat lost, tell the player. */
2840 if (!lost_a_stat) 2620 if (!lost_a_stat)
2841 { 2621 {
2842 /* determine_god() seems to not work sometimes... why is this? 2622 /* determine_god() seems to not work sometimes... why is this?
2843 Should I be using something else? GD */ 2623 Should I be using something else? GD */
2844 const char *god = determine_god (op); 2624 shstr_tmp god = determine_god (op);
2845 2625
2846 if (god && (strcmp (god, "none"))) 2626 if (god != shstr_none)
2847 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god); 2627 deathtab << "For a brief moment you feel the holy presence of " << god << " protecting you.\r";
2848 else 2628 else
2849 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2629 deathtab << "For a brief moment you feel a holy presence protecting you.\r";
2850 } 2630 }
2851#else 2631#else
2852 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2632 deathtab << "For a brief moment you feel a holy presence protecting you from losing yourself completely.";
2853#endif 2633#endif
2854 2634
2855 /* Put a gravestone up where the character 'almost' died. List the 2635 /* Put a gravestone up where the character 'almost' died. List the
2856 * exp loss on the stone. 2636 * exp loss on the stone.
2857 */ 2637 */
2858 tmp = arch_to_object (archetype::find ("gravestone")); 2638 tmp = archetype::find (shstr_gravestone)->instance ();
2859 sprintf (buf, "%s's gravestone", &op->name); 2639 tmp->name = format ("%s's gravestone", &op->name);
2860 tmp->name = buf; 2640 tmp->name_pl = format ("%s's gravestones", &op->name);
2861 sprintf (buf, "%s's gravestones", &op->name); 2641 tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n",
2862 tmp->name_pl = buf; 2642 &op->name, op->contr->title, op->contr->killer_name ());
2863 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);
2864 tmp->msg = buf;
2865 tmp->x = op->x, tmp->y = op->y; 2643 tmp->x = op->x, tmp->y = op->y;
2866 insert_ob_in_map (tmp, op->map, NULL, 0); 2644 insert_ob_in_map (tmp, op->map, NULL, 0);
2867 2645
2868 /**************************************/ 2646 /**************************************/
2869 /* */ 2647 /* */
2870 /* Subtract the experience points, */ 2648 /* Subtract the experience points, */
2871 /* if we died cause of food, give us */
2872 /* food, and reset HP's... */
2873 /* */ 2649 /* */
2874 /**************************************/ 2650 /**************************************/
2875 2651
2876 /* remove any poisoning and confusion the character may be suffering. */
2877 /* restore player */
2878 at = archetype::find ("poisoning");
2879 tmp = present_arch_in_ob (at, op);
2880
2881 if (tmp)
2882 {
2883 tmp->destroy ();
2884 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2885 }
2886
2887 at = archetype::find ("confusion");
2888 tmp = present_arch_in_ob (at, op);
2889 if (tmp)
2890 {
2891 tmp->destroy ();
2892 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2893 }
2894
2895 cure_disease (op, 0); /* remove any disease */
2896
2897 /*add_exp(op, (op->stats.exp * -0.20)); */ 2652 /*add_exp(op, (op->stats.exp * -0.20)); */
2898 apply_death_exp_penalty (op); 2653 apply_death_exp_penalty (op);
2899 if (op->stats.food < 100)
2900 op->stats.food = 900;
2901 op->stats.hp = op->stats.maxhp;
2902 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2903 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2904 2654
2905 /* 2655 /*
2906 * Check to see if the player has any unpaid items. If so, remove them 2656 * Check to see if the player has any unpaid items. If so, remove them
2907 * and put them back in the map. 2657 * and put them back in the map.
2908 */ 2658 */
2909 remove_unpaid_objects (op->inv, op); 2659 op->drop_unpaid_items ();
2910 2660
2911 /****************************************/ 2661 /****************************************/
2912 /* */ 2662 /* */
2913 /* Move player to his current respawn- */ 2663 /* Move player to his current respawn- */
2914 /* position (usually last savebed) */ 2664 /* position (usually last savebed) */
2932 if (will_kill_again) 2682 if (will_kill_again)
2933 { 2683 {
2934 object *force; 2684 object *force;
2935 int at; 2685 int at;
2936 2686
2937 force = get_archetype (FORCE_NAME); 2687 force = archetype::get (FORCE_NAME);
2938 /* 50 ticks should be enough time for the spell to abate */ 2688 /* 50 ticks should be enough time for the spell to abate */
2939 force->speed = 0.1;
2940 force->speed_left = -5.0; 2689 force->speed_left = -5.f;
2941 SET_FLAG (force, FLAG_APPLIED); 2690 force->set_speed (0.1f);
2691 force->set_flag (FLAG_APPLIED);
2692
2942 for (at = 0; at < NROFATTACKS; at++) 2693 for (at = 0; at < NROFATTACKS; at++)
2943 if (will_kill_again & (1 << at)) 2694 if (will_kill_again & (1 << at))
2944 force->resist[at] = 100; 2695 force->resist[at] = 100;
2945 2696
2946 insert_ob_in_ob (force, op); 2697 insert_ob_in_ob (force, op);
2947 op->update_stats (); 2698 op->update_stats ();
2948
2949 } 2699 }
2950 2700
2951 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2701 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2952} 2702}
2953 2703
2954void 2704static void
2955loot_object (object *op) 2705loot_object (object *op)
2956{ /* Grab and destroy some treasure */ 2706{ /* Grab and destroy some treasure */
2957 object *tmp, *tmp2, *next; 2707 object *tmp, *tmp2, *next;
2958 2708
2959 op->close_container (); /* close open sack first */ 2709 op->close_container (); /* close open sack first */
2969 tmp->x = op->x, tmp->y = op->y; 2719 tmp->x = op->x, tmp->y = op->y;
2970 2720
2971 if (tmp->type == CONTAINER) 2721 if (tmp->type == CONTAINER)
2972 loot_object (tmp); /* empty container to ground */ 2722 loot_object (tmp); /* empty container to ground */
2973 2723
2974 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3)))) 2724 if (!tmp->flag [FLAG_UNIQUE] && (tmp->flag [FLAG_STARTEQUIP] || tmp->flag [FLAG_NO_DROP] || !(rndm (3))))
2975 { 2725 {
2976 if (tmp->nrof > 1) 2726 if (tmp->nrof > 1)
2977 { 2727 {
2978 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2728 tmp->decrease (rndm (1, tmp->nrof - 1));
2979 tmp2->destroy ();
2980 insert_ob_in_map (tmp, op->map, NULL, 0); 2729 insert_ob_in_map (tmp, op->map, NULL, 0);
2981 } 2730 }
2982 else 2731 else
2983 tmp->destroy (); 2732 tmp->destroy ();
2984 } 2733 }
2991 * fix_weight(): Check recursively the weight of all players, and fix 2740 * fix_weight(): Check recursively the weight of all players, and fix
2992 * what needs to be fixed. Refresh windows and fix speed if anything 2741 * what needs to be fixed. Refresh windows and fix speed if anything
2993 * was changed. 2742 * was changed.
2994 */ 2743 */
2995void 2744void
2996fix_weight (void) 2745fix_weight ()
2997{ 2746{
2998 for_all_players (pl) 2747 for_all_players (pl)
2999 { 2748 {
3000 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2749 sint32 old = pl->ob->carrying;
3001 2750
3002 if (old == sum) 2751 pl->ob->update_weight ();
3003 continue; 2752
2753 if (old != pl->ob->carrying)
2754 {
3004 pl->ob->update_stats (); 2755 pl->ob->update_stats ();
3005 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 2756 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, (int)old, (int)pl->ob->carrying);
2757 }
3006 } 2758 }
3007} 2759}
3008 2760
3009void 2761void
3010fix_luck (void) 2762fix_luck ()
3011{ 2763{
3012 for_all_players (pl) 2764 for_all_players (pl)
3013 if (!pl->ob->contr->ns->state) 2765 if (!pl->ob->contr->ns->state)
3014 pl->ob->change_luck (0); 2766 pl->ob->change_luck (0);
3015} 2767}
3052} 2804}
3053 2805
3054void 2806void
3055make_visible (object *op) 2807make_visible (object *op)
3056{ 2808{
3057 op->hide = 0; 2809 op->flag [FLAG_HIDDEN] = 0;
3058 op->invisible = 0; 2810 op->invisible = 0;
2811
3059 if (op->type == PLAYER) 2812 if (op->type == PLAYER)
3060 { 2813 {
3061 op->contr->tmp_invis = 0; 2814 op->contr->tmp_invis = 0;
3062 op->contr->invis_race = 0; 2815 op->contr->invis_race = 0;
3063 } 2816 }
3066} 2819}
3067 2820
3068int 2821int
3069is_true_undead (object *op) 2822is_true_undead (object *op)
3070{ 2823{
3071 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 2824 if (op->arch->flag [FLAG_UNDEAD])
3072 return 1; 2825 return 1;
3073 2826
3074 return 0; 2827 return 0;
3075} 2828}
3076 2829
3077/* look at the surrounding terrain to determine 2830/* look at the surrounding terrain to determine
3078 * the hideability of this object. Positive levels 2831 * the hideability of this object. Positive levels
3079 * indicate greater hideability. 2832 * indicate greater hideability.
3080 */ 2833 */
3081
3082int 2834int
3083hideability (object *ob) 2835hideability (object *ob)
3084{ 2836{
3085 int i, level = 0, mflag; 2837 int i, level = 0, mflag;
3086 sint16 x, y; 2838 sint16 x, y;
3087 2839
3088 if (!ob || !ob->map) 2840 if (!ob || !ob->map)
3089 return 0; 2841 return 0;
3090 2842
3091 /* so, on normal lighted maps, its hard to hide */ 2843 /* so, on normal lighted maps, its hard to hide */
3092 level = ob->map->darkness - 2; 2844 level = ob->map->darklevel () - 2;
3093 2845
3094 /* this also picks up whether the object is glowing. 2846 /* this also picks up whether the object is glowing.
3095 * If you carry a light on a non-dark map, its not 2847 * If you carry a light on a non-dark map, its not
3096 * as bad as carrying a light on a pitch dark map */ 2848 * as bad as carrying a light on a pitch dark map */
3097 if (has_carried_lights (ob)) 2849 if (ob->has_carried_lights ())
3098 level = -(10 + (2 * ob->map->darkness)); 2850 level = -(10 + (2 * ob->map->darklevel ()));
3099 2851
3100 /* scan through all nearby squares for terrain to hide in */ 2852 /* scan through all nearby squares for terrain to hide in */
3101 for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i]) 2853 for (i = 0, x = ob->x, y = ob->y;
2854 i <= SIZEOFFREE1;
2855 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3102 { 2856 {
3103 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); 2857 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3104 if (mflag & P_OUT_OF_MAP) 2858 if (mflag & P_OUT_OF_MAP)
3105 {
3106 continue; 2859 continue;
3107 } 2860
3108 if (mflag & P_BLOCKSVIEW) /* something to hide near! */ 2861 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3109 level += 2; 2862 level += 2;
3110 else /* open terrain! */ 2863 else /* open terrain! */
3111 level -= 1; 2864 level -= 1;
3112 } 2865 }
3120/* For Hidden creatures - a chance of becoming 'unhidden' 2873/* For Hidden creatures - a chance of becoming 'unhidden'
3121 * every time they move - as we subtract off 'invisibility' 2874 * every time they move - as we subtract off 'invisibility'
3122 * AND, for players, if they move into a ridiculously unhideable 2875 * AND, for players, if they move into a ridiculously unhideable
3123 * spot (surrounded by clear terrain in broad daylight). -b.t. 2876 * spot (surrounded by clear terrain in broad daylight). -b.t.
3124 */ 2877 */
3125
3126void 2878void
3127do_hidden_move (object *op) 2879do_hidden_move (object *op)
3128{ 2880{
3129 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 2881 int hide = 0;
3130 object *skop;
3131 2882
3132 if (!op || !op->map) 2883 if (!op || !op->map)
3133 return; 2884 return;
3134 2885
3135 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 2886 object *skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
2887 int num = random_roll (0, 19, op, PREFER_LOW);
3136 2888
3137 /* its *extremely* hard to run and sneak/hide at the same time! */ 2889 /* its *extremely* hard to run and sneak/hide at the same time! */
3138 if (op->type == PLAYER && op->contr->run_on) 2890 if (op->type == PLAYER && op->contr->run_on)
3139 if (!skop || num >= skop->level) 2891 if (!skop || num >= skop->level)
3140 { 2892 {
3150 num -= hide; 2902 num -= hide;
3151 2903
3152 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 2904 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3153 { 2905 {
3154 make_visible (op); 2906 make_visible (op);
2907
3155 if (op->type == PLAYER) 2908 if (op->type == PLAYER)
3156 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 2909 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3157 } 2910 }
3158 else if (op->type == PLAYER && skop) 2911 else if (op->type == PLAYER && skop)
3159 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 2912 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3174 2927
3175 if (who->type == PLAYER) 2928 if (who->type == PLAYER)
3176 player = 1; 2929 player = 1;
3177 2930
3178 else 2931 else
3179 friendly = QUERY_FLAG (who, FLAG_FRIENDLY); 2932 friendly = who->flag [FLAG_FRIENDLY];
3180 2933
3181 /* search adjacent squares */ 2934 /* search adjacent squares */
3182 for (i = 1; i < 9; i++) 2935 for (i = 1; i < 9; i++)
3183 { 2936 {
3184 x = who->x + freearr_x[i]; 2937 x = who->x + freearr_x[i];
3193 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) 2946 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3194 continue; 2947 continue;
3195 2948
3196 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) 2949 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3197 { 2950 {
3198 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 2951 if ((player ||friendly) &&tmp->flag [FLAG_MONSTER] && !tmp->flag [FLAG_UNAGGRESSIVE])
3199 return 1; 2952 return 1;
3200 else if (tmp->type == PLAYER) 2953 else if (tmp->type == PLAYER)
3201 { 2954 {
3202 /*don't let a hidden DM prevent you from hiding */ 2955 /*don't let a hidden DM prevent you from hiding */
3203 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0) 2956 if (!tmp->flag [FLAG_WIZ] || tmp->contr->hidden == 0)
3204 return 1; 2957 return 1;
3205 } 2958 }
3206 } 2959 }
3207 } 2960 }
3208 return 0; 2961 return 0;
3212 * object op. This function works fine for monsters, 2965 * object op. This function works fine for monsters,
3213 * but we dont worry if the object isnt the top one in 2966 * but we dont worry if the object isnt the top one in
3214 * a pile (say a coin under a table would return "viewable" 2967 * a pile (say a coin under a table would return "viewable"
3215 * by this routine). Another question, should we be 2968 * by this routine). Another question, should we be
3216 * concerned with the direction the player is looking 2969 * concerned with the direction the player is looking
3217 * in? Realistically, most of use cant see stuff behind 2970 * in? Realistically, most of us can't see stuff behind
3218 * our backs...on the other hand, does the "facing" direction 2971 * our backs...on the other hand, does the "facing" direction
3219 * imply the way your head, or body is facing? Its possible 2972 * imply the way your head, or body is facing? It's possible
3220 * for them to differ. Sigh, this fctn could get a bit more complex. 2973 * for them to differ. Sigh, this fctn could get a bit more complex.
3221 * -b.t. 2974 * -b.t.
3222 * This function is now map tiling safe. 2975 * This function is now map tiling safe.
3223 */ 2976 */
3224
3225int 2977int
3226player_can_view (object *pl, object *op) 2978player_can_view (object *pl, object *op)
3227{ 2979{
3228 rv_vector rv; 2980 rv_vector rv;
3229 int dx, dy; 2981 int dx, dy;
3241 2993
3242 get_rangevector (pl, op, &rv, 0x1); 2994 get_rangevector (pl, op, &rv, 0x1);
3243 2995
3244 /* starting with the 'head' part, lets loop 2996 /* starting with the 'head' part, lets loop
3245 * through the object and find if it has any 2997 * through the object and find if it has any
3246 * part that is in the los array but isnt on 2998 * part that is in the los array but isn't on
3247 * a blocked los square. 2999 * a blocked los square.
3248 * we use the archetype to figure out offsets. 3000 * we use the archetype to figure out offsets.
3249 */ 3001 */
3250 while (op) 3002 while (op)
3251 { 3003 {
3252 dx = rv.distance_x + op->arch->clone.x; 3004 dx = rv.distance_x + op->arch->x;
3253 dy = rv.distance_y + op->arch->clone.y; 3005 dy = rv.distance_y + op->arch->y;
3254 3006
3255 /* only the viewable area the player sees is updated by LOS 3007 if (pl->contr->blocked_los (dx, dy) != LOS_BLOCKED)
3256 * code, so we need to restrict ourselves to that range of values
3257 * for any meaningful values.
3258 */
3259 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3260 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3261 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3262 return 1; 3008 return 1;
3009
3263 op = op->more; 3010 op = op->more;
3264 } 3011 }
3265 return 0;
3266}
3267 3012
3268/* routine for both players and monsters. We call this when
3269 * there is a possibility for our action distrubing our hiding
3270 * place or invisiblity spell. Artefact invisiblity is not
3271 * effected by this. If we arent invisible to begin with, we
3272 * return 0.
3273 */
3274int
3275action_makes_visible (object *op)
3276{
3277
3278 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3279 {
3280 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3281 return 0;
3282
3283 if (op->contr && op->contr->tmp_invis == 0)
3284 return 0;
3285
3286 /* If monsters, they should become visible */
3287 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3288 {
3289 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3290 return 1;
3291 }
3292 }
3293 return 0; 3013 return 0;
3294} 3014}
3295 3015
3296/* op_on_battleground - checks if the given object op (usually 3016/* op_on_battleground - checks if the given object op (usually
3297 * a player) is standing on a valid battleground-tile, 3017 * a player) is standing on a valid battleground-tile,
3302 * Default is to do the same as before, so only people wanting to have different points need worry about this 3022 * Default is to do the same as before, so only people wanting to have different points need worry about this
3303 */ 3023 */
3304int 3024int
3305op_on_battleground (object *op, int *x, int *y) 3025op_on_battleground (object *op, int *x, int *y)
3306{ 3026{
3307 object *tmp;
3308
3309 /* A battleground-tile needs the following attributes to be valid: 3027 /* A battleground-tile needs the following attributes to be valid:
3310 * is_floor 1 (has to be the FIRST floor beneath the player's feet), 3028 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3311 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3029 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3312 * and the exit-coordinates sp/hp must both be > 0. 3030 * and the exit-coordinates sp/hp must both be > 0.
3313 * => The intention here is to prevent abuse of the battleground- 3031 * => The intention here is to prevent abuse of the battleground-
3314 * feature (like pickable or hidden battleground tiles). */ 3032 * feature (like pickable or hidden battleground tiles). */
3315 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3033 for (object *tmp = op->below; tmp; tmp = tmp->below)
3316 { 3034 {
3317 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3035 if (tmp->flag [FLAG_IS_FLOOR])
3318 { 3036 {
3319 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3037 if (tmp->flag [FLAG_NO_PICK]
3320 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp)) 3038 && tmp->type == BATTLEGROUND
3039 && tmp->name == shstr_battleground
3040 && EXIT_X (tmp) && EXIT_Y (tmp))
3321 { 3041 {
3322 /*before we assign the exit, check if this is a teambattle */ 3042 /* before we assign the exit, check if this is a teambattle */
3323 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) 3043 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3324 {
3325 object *invtmp;
3326
3327 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below) 3044 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3045 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3328 { 3046 {
3329 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3330 {
3331 if (x != NULL && y != NULL) 3047 if (x && y)
3332 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3048 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3049
3333 return 1; 3050 return 1;
3334 }
3335 } 3051 }
3336 } 3052
3337 if (x != NULL && y != NULL) 3053 if (x && y)
3338 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3054 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3055
3339 return 1; 3056 return 1;
3340 } 3057 }
3341 } 3058 }
3342 } 3059 }
3060
3343 /* If we got here, did not find a battleground */ 3061 /* If we got here, did not find a battleground */
3344 return 0; 3062 return 0;
3345} 3063}
3346 3064
3347/* 3065/*
3363 char buf[MAX_BUF]; /* tmp. string buffer */ 3081 char buf[MAX_BUF]; /* tmp. string buffer */
3364 int i = 0, j = 0; 3082 int i = 0, j = 0;
3365 3083
3366 /* get the appropriate treasurelist */ 3084 /* get the appropriate treasurelist */
3367 if (atnr == ATNR_FIRE) 3085 if (atnr == ATNR_FIRE)
3368 trlist = treasurelist::find ("dragon_ability_fire"); 3086 trlist = treasurelist::find (shstr_dragon_ability_fire);
3369 else if (atnr == ATNR_COLD) 3087 else if (atnr == ATNR_COLD)
3370 trlist = treasurelist::find ("dragon_ability_cold"); 3088 trlist = treasurelist::find (shstr_dragon_ability_cold);
3371 else if (atnr == ATNR_ELECTRICITY) 3089 else if (atnr == ATNR_ELECTRICITY)
3372 trlist = treasurelist::find ("dragon_ability_elec"); 3090 trlist = treasurelist::find (shstr_dragon_ability_elec);
3373 else if (atnr == ATNR_POISON) 3091 else if (atnr == ATNR_POISON)
3374 trlist = treasurelist::find ("dragon_ability_poison"); 3092 trlist = treasurelist::find (shstr_dragon_ability_poison);
3375 3093
3376 if (trlist == NULL || who->type != PLAYER) 3094 if (trlist == NULL || who->type != PLAYER)
3377 return; 3095 return;
3378 3096
3379 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3097 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3383 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3101 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3384 return; 3102 return;
3385 } 3103 }
3386 3104
3387 /* everything seems okay - now bring on the gift: */ 3105 /* everything seems okay - now bring on the gift: */
3388 item = &(tr->item->clone); 3106 item = tr->item;
3389 3107
3390 if (item->type == SPELL) 3108 if (item->type == SPELL)
3391 { 3109 {
3392 if (check_spell_known (who, item->name)) 3110 if (check_spell_known (who, item->name))
3393 return; 3111 return;
3452 { 3170 {
3453 /* forces in the treasurelist can alter the player's stats */ 3171 /* forces in the treasurelist can alter the player's stats */
3454 object *skin; 3172 object *skin;
3455 3173
3456 /* first get the dragon skin force */ 3174 /* first get the dragon skin force */
3457 shstr_cmp dragon_skin_force ("dragon_skin_force");
3458 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below) 3175 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3459 ; 3176 ;
3460 3177
3461 if (!skin) 3178 if (!skin)
3462 return; 3179 return;
3463 3180
3477 else 3194 else
3478 j = 1; 3195 j = 1;
3479 strcat (buf, spellpathnames[i]); 3196 strcat (buf, spellpathnames[i]);
3480 } 3197 }
3481 } 3198 }
3199
3482 strcat (buf, "."); 3200 strcat (buf, ".");
3483 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf); 3201 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3484 } 3202 }
3485 3203
3486 /* evtl. adding flags: */ 3204 /* evtl. adding flags: */
3487 if (QUERY_FLAG (item, FLAG_XRAYS)) 3205 if (item->flag [FLAG_XRAYS])
3488 SET_FLAG (skin, FLAG_XRAYS); 3206 skin->set_flag (FLAG_XRAYS);
3489 if (QUERY_FLAG (item, FLAG_STEALTH)) 3207 if (item->flag [FLAG_STEALTH])
3490 SET_FLAG (skin, FLAG_STEALTH); 3208 skin->set_flag (FLAG_STEALTH);
3491 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK)) 3209 if (item->flag [FLAG_SEE_IN_DARK])
3492 SET_FLAG (skin, FLAG_SEE_IN_DARK); 3210 skin->set_flag (FLAG_SEE_IN_DARK);
3493 3211
3494 /* print message if there is one */ 3212 /* print message if there is one */
3495 if (item->msg != NULL) 3213 if (item->msg != NULL)
3496 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg); 3214 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3497 } 3215 }
3498 else 3216 else
3499 { 3217 {
3500 /* generate misc. treasure */ 3218 /* generate misc. treasure */
3501 tmp = arch_to_object (tr->item); 3219 tmp = tr->item->instance ();
3502 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp)); 3220 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3503 tmp = insert_ob_in_ob (tmp, who); 3221 who->insert (tmp);
3504 if (who->type == PLAYER)
3505 esrv_send_item (who, tmp);
3506 }
3507}
3508
3509/**
3510 * Unready an object for a player. This function does nothing if the object was
3511 * not readied.
3512 */
3513void
3514player_unready_range_ob (player *pl, object *ob)
3515{
3516 for (rangetype i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1))
3517 if (pl->ranges[i] == ob)
3518 {
3519 pl->ranges[i] = 0;
3520 if (pl->shoottype == i)
3521 pl->shoottype = range_none;
3522 } 3222 }
3523} 3223}
3224
3225//-GPL
3524 3226
3525sint8 3227sint8
3526player::visibility_at (maptile *map, int x, int y) const 3228player::darkness_at (maptile *map, int x, int y) const
3527{ 3229{
3528 if (!ns) 3230 if (!ns)
3529 return 0; 3231 return LOS_BLOCKED;
3530 3232
3531 int dx, dy; 3233 int dx, dy;
3532 if (!adjacent_map (map, ns->current_map, &dx, &dy)) 3234 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3235 return LOS_BLOCKED;
3236
3237 x += dx - ns->current_x;
3238 y += dy - ns->current_y;
3239
3240 return blocked_los (x, y);
3241}
3242
3243void
3244player::infobox (const char *title, const char *msg, int color)
3245{
3246 send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3247}
3248
3249void
3250player::statusmsg (const char *msg, int color)
3251{
3252 send_msg (color | NDI_REPLY, INFO_CHANNEL, msg);
3253}
3254
3255void
3256player::failmsg (const char *msg, int color)
3257{
3258 play_sound (sound_find ("generic_failure"));
3259 statusmsg (msg, color);
3260}
3261
3262void
3263object::failmsgf (const char *format, ...)
3264{
3265 if (!contr)
3533 return 0; 3266 return;
3534 3267
3535 x += dx - ns->current_x + ns->mapx / 2; 3268 va_list ap;
3536 y += dy - ns->current_y + ns->mapy / 2; 3269 va_start (ap, format);
3537 3270 contr->failmsg (vformat (format, ap));
3538 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy)) 3271 va_end (ap);
3539 return 0;
3540
3541 return 100 - blocked_los [x][y];
3542} 3272}
3273
3274void
3275player::failmsgf (const char *format, ...)
3276{
3277 va_list ap;
3278 va_start (ap, format);
3279 failmsg (vformat (format, ap));
3280 va_end (ap);
3281}
3282

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