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Comparing deliantra/server/server/player.C (file contents):
Revision 1.120 by root, Thu May 3 09:39:56 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 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
208
209 players.erase (this); 81 players.erase (this);
210} 82}
211 83
212// connect the player with a specific client 84// connect the player with a specific client
213// also changed, rationalises, and fixes some incorrect settings 85// also changes, rationalises, and fixes some incorrect settings
214void 86void
215player::connect (client *ns) 87player::connect (client *ns)
216{ 88{
217 this->ns = ns; 89 this->ns = ns;
218 ns->pl = this; 90 ns->pl = this;
222 ob->close_container (); //TODO: client-specific 94 ob->close_container (); //TODO: client-specific
223 95
224 ns->update_look = 0; 96 ns->update_look = 0;
225 ns->look_position = 0; 97 ns->look_position = 0;
226 98
227 clear_los (ob); 99 clear_los ();
228 100
229 ns->reset_stats (); 101 ns->reset_stats ();
230 102
231 /* make sure he's a player -- needed because of class change. */ 103 /* make sure he's a player -- needed because of class change. */
232 ob->type = PLAYER; // we are paranoid 104 ob->type = PLAYER; // we are paranoid
233 ob->race = ob->arch->clone.race; 105 ob->race = ob->arch->race;
234 106
235 ob->carrying = sum_weight (ob); 107 ob->update_weight ();
236 link_player_skills (ob); 108 link_skills ();
237 109
238 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
239
240 assign (title, ob->arch->clone.name); 110 assign (title, ob->arch->object::name);
241 111
242 /* if it's a dragon player, set the correct title here */ 112 /* if it's a dragon player, set the correct title here */
243 if (is_dragon_pl (ob)) 113 if (ob->is_dragon ())
244 { 114 {
245 object *tmp, *abil = 0, *skin = 0; 115 object *tmp, *abil = 0, *skin = 0;
246
247 shstr_cmp dragon_ability_force ("dragon_ability_force");
248 shstr_cmp dragon_skin_force ("dragon_skin_force");
249 116
250 for (tmp = ob->inv; tmp; tmp = tmp->below) 117 for (tmp = ob->inv; tmp; tmp = tmp->below)
251 if (tmp->type == FORCE) 118 if (tmp->type == FORCE)
252 if (tmp->arch->name == dragon_ability_force) 119 if (tmp->arch->archname == shstr_dragon_ability_force)
253 abil = tmp; 120 abil = tmp;
254 else if (tmp->arch->name == dragon_skin_force) 121 else if (tmp->arch->archname == shstr_dragon_skin_force)
255 skin = tmp; 122 skin = tmp;
256 123
257 set_dragon_name (ob, abil, skin); 124 set_dragon_name (ob, abil, skin);
258 } 125 }
259 126
260 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 127 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
261 128
262 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;
263 135
264 ob->update_stats (); 136 ob->update_stats ();
137
265 ns->floorbox_update (); 138 ns->floorbox_update ();
266
267 esrv_send_inventory (ob, ob); 139 esrv_send_inventory (ob, ob);
268 esrv_add_spells (this, 0); 140 esrv_add_spells (this, 0);
269 141
270 activate (); 142 activate ();
271 143
272 send_rules (ob);
273 send_news (ob);
274 display_motd (ob);
275
276 INVOKE_PLAYER (CONNECT, this); 144 INVOKE_PLAYER (CONNECT, this);
277 INVOKE_PLAYER (LOGIN, this); 145 INVOKE_PLAYER (LOGIN, this);
278} 146}
279 147
280void 148void
281player::disconnect () 149player::disconnect ()
282{ 150{
151 if (ob)
152 {
153 ob->close_container (); //TODO: client-specific
154 ob->drop_unpaid_items ();
155 }
156
283 if (ns) 157 if (ns)
284 { 158 {
285 if (active) 159 if (active)
286 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0)); 160 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
287 161
290 ns->reset_stats (); 164 ns->reset_stats ();
291 ns->pl = 0; 165 ns->pl = 0;
292 ns = 0; 166 ns = 0;
293 } 167 }
294 168
295 if (ob) 169 // this is important for the player scheduler to get the correct refcount
296 ob->close_container (); //TODO: client-specific 170 // when ns = 0
171 observe = viewpoint = ob;
297 172
298 deactivate (); 173 deactivate ();
299} 174}
175
176//-GPL
300 177
301// the need for this function can be explained 178// the need for this function can be explained
302// by load_object not returning the object 179// by load_object not returning the object
303void 180void
304player::set_object (object *op) 181player::set_object (object *op)
305{ 182{
306 ob = op; 183 ob = observe = viewpoint = op;
307 ob->contr = this; /* this aren't yet in archetype */ 184 ob->contr = this; /* this aren't yet in archetype */
308 185
186 ob->speed = 1.0f; // object still inactive, keep it that way
309 ob->speed_left = 0.5; 187 ob->speed_left = 0.5f;
310 ob->speed = 1.0; 188
311 ob->direction = 5; /* So player faces south */ 189 ob->direction = 5; /* So player faces south */
312} 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
313 207
314player::player () 208player::player ()
315{ 209{
316 /* There are some elements we want initialised to non zero value - 210 /* There are some elements we want initialised to non zero value -
317 * we deal with that below this point. 211 * we deal with that below this point.
323 savebed_map = first_map_path; /* Init. respawn position */ 217 savebed_map = first_map_path; /* Init. respawn position */
324 218
325 gen_sp_armour = 10; 219 gen_sp_armour = 10;
326 bowtype = bow_normal; 220 bowtype = bow_normal;
327 petmode = pet_normal; 221 petmode = pet_normal;
328 listening = 10;
329 usekeys = containers; 222 usekeys = containers;
330 peaceful = 1; /* default peaceful */ 223 peaceful = 1; /* default peaceful */
331 do_los = 1; 224 do_los = 1;
225
226 weapon_sp = 1.0f;
227 weapon_sp_left = 0.5f;
332} 228}
333 229
334void 230void
335player::do_destroy () 231player::do_destroy ()
336{ 232{
337 disconnect (); 233 disconnect ();
338 234
339 attachable::do_destroy (); 235 attachable::do_destroy ();
340 236
341 if (ob) 237 if (ob)
342 {
343 ob->destroy_inv (false);
344 ob->destroy (); 238 ob->destroy ();
345 } 239
240 ob = observe = viewpoint = 0;
346} 241}
347 242
348player::~player () 243player::~player ()
349{ 244{
350 /* Clear item stack */ 245 /* Clear item stack */
351 free (stack_items); 246 free (stack_items);
247}
248
249/*
250 * get_player_archetype() return next player archetype from archetype
251 * list. Not very efficient routine, but used only creating new players.
252 * Note: there MUST be at least one player archetype!
253 */
254static archetype *
255get_player_archetype (archetype *at)
256{
257 // archetypes could have been reloaded
258 archetype *nat = at ? archetype::find (at->archname) : archetypes [0];
259
260 if (!nat)
261 return at;
262
263 archvec::iterator i = archetypes.find (nat);
264
265 for (;;)
266 {
267 if (++i == archetypes.end ())
268 i = archetypes.begin ();
269 else if (*i == at)
270 cleanup ("not a single player archetype found");
271
272 if ((*i)->type == PLAYER)
273 return *i;
274 }
352} 275}
353 276
354/* Tries to add player on the connection passed in ns. 277/* Tries to add player on the connection passed in ns.
355 * All we can really get in this is some settings like host and display 278 * All we can really get in this is some settings like host and display
356 * mode. 279 * mode.
358player * 281player *
359player::create () 282player::create ()
360{ 283{
361 player *pl = new player; 284 player *pl = new player;
362 285
363 pl->set_object (arch_to_object (get_player_archetype (0))); 286 pl->set_object (get_player_archetype (0)->instance ());
364 287
365 pl->ob->roll_stats (); 288 pl->ob->roll_stats ();
366 pl->ob->stats.wc = 2; 289 pl->ob->stats.wc = 2;
367 pl->ob->run_away = 25; /* Then we panick... */ 290 pl->ob->run_away = 25; /* Then we panick... */
368 291
369 set_first_map (pl->ob); 292 set_first_map (pl->ob);
370 293
371 return pl; 294 return pl;
372}
373
374/*
375 * get_player_archetype() return next player archetype from archetype
376 * list. Not very efficient routine, but used only creating new players.
377 * Note: there MUST be at least one player archetype!
378 */
379archetype *
380get_player_archetype (archetype *at)
381{
382 archetype *start = at;
383
384 for (;;)
385 {
386 if (at == NULL || at->next == NULL)
387 at = first_archetype;
388 else
389 at = at->next;
390
391 if (at->clone.type == PLAYER)
392 return at;
393
394 if (at == start)
395 {
396 LOG (llevError, "No Player archetypes\n");
397 exit (-1);
398 }
399 }
400} 295}
401 296
402object * 297object *
403get_nearest_player (object *mon) 298get_nearest_player (object *mon)
404{ 299{
407 unsigned lastdist; 302 unsigned lastdist;
408 rv_vector rv; 303 rv_vector rv;
409 304
410 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next) 305 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
411 { 306 {
412 /* We should not find free objects on this friendly list, but it
413 * does periodically happen. Given that, lets deal with it.
414 * While unlikely, it is possible the next object on the friendly
415 * list is also free, so encapsulate this in a while loop.
416 */
417 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
418 {
419 object *tmp = ol->ob;
420
421 /* Can't do much more other than log the fact, because the object
422 * itself will have been cleared.
423 */
424 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
425 tmp->debug_desc ());
426 ol = ol->next;
427 remove_friendly_object (tmp);
428 if (!ol)
429 return op;
430 }
431
432 /* Remove special check for player from this. First, it looks to cause
433 * some crashes (ol->ob->contr not set properly?), but secondly, a more
434 * complicated method of state checking would be needed in any case -
435 * as it was, a clever player could type quit, and the function would
436 * skip them over while waiting for confirmation. Remove
437 * on_same_map check, as can_detect_enemy also does this
438 */
439 if (!can_detect_enemy (mon, ol->ob, &rv)) 307 if (!can_detect_enemy (mon, ol->ob, &rv))
440 continue; 308 continue;
441 309
442 if (lastdist > rv.distance) 310 if (lastdist > rv.distance)
443 { 311 {
505 */ 373 */
506int 374int
507path_to_player (object *mon, object *pl, unsigned mindiff) 375path_to_player (object *mon, object *pl, unsigned mindiff)
508{ 376{
509 rv_vector rv; 377 rv_vector rv;
510 sint16 x, y;
511 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked; 378 int dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
512 maptile *m, *lastmap;
513 379
514 get_rangevector (mon, pl, &rv, 0); 380 get_rangevector (mon, pl, &rv, 0);
515 381
516 if (rv.distance < mindiff) 382 if (rv.distance < mindiff)
517 return 0; 383 return 0;
518 384
519 x = mon->x; 385 mapxy pos (mon);
520 y = mon->y;
521 m = mon->map;
522 dir = rv.direction; 386 dir = rv.direction;
523 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 387 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
524 diff = ::max (abs (rv.distance_x), abs (rv.distance_y)); 388 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
525 389
526 /* If we can't solve it within the search distance, return now. */ 390 /* If we can't solve it within the search distance, return now. */
527 if (diff > max) 391 if (diff > max)
528 return 0; 392 return 0;
529 393
530 while (diff > 1 && max > 0) 394 while (diff > 1 && max > 0)
531 { 395 {
532 lastx = x; 396 mapxy lastpos = pos;
533 lasty = y;
534 lastmap = m;
535 x = lastx + freearr_x[dir];
536 y = lasty + freearr_y[dir];
537 397
538 mflags = get_map_flags (m, &m, x, y, &x, &y); 398 pos.move (dir);
539 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
540 399
541 /* Space is blocked - try changing direction a little */ 400 /* Space is blocked - try changing direction a little */
542 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW)) 401 if (!pos.normalise ()
543 && (m == mon->map && blocked_link (mon, m, x, y)))) 402 || (((pos->flags () & P_BLOCKSVIEW) || OB_TYPE_MOVE_BLOCK (mon, pos->move_block))
403 && blocked_link (mon, pos.m, pos.x, pos.y)))
544 { 404 {
545 /* recalculate direction from last good location. Possible 405 /* recalculate direction from last good location. Possible
546 * we were not traversing ideal location before. 406 * we were not traversing ideal location before.
547 */ 407 */
548 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0); 408 get_rangevector_from_mapcoord (lastpos.m, lastpos.x, lastpos.y, pl, &rv, 0);
549 if (rv.direction != dir) 409 if (rv.direction != dir)
550 { 410 {
551 /* OK - says direction should be different - lets reset the 411 /* OK - says direction should be different - lets reset the
552 * the values so it will try again. 412 * the values so it will try again.
553 */ 413 */
554 x = lastx;
555 y = lasty;
556 m = lastmap; 414 pos = lastpos;
557 dir = firstdir = rv.direction; 415 dir = firstdir = rv.direction;
558 } 416 }
559 else 417 else
560 { 418 {
561 /* direct path is blocked - try taking a side step to 419 /* direct path is blocked - try taking a side step to
568 */ 426 */
569 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++) 427 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
570 { 428 {
571 if (i == 0) 429 if (i == 0)
572 continue; /* already did this, so skip it */ 430 continue; /* already did this, so skip it */
431
573 /* Use lastdir here - otherwise, 432 /* Use lastdir here - otherwise,
574 * since the direction that the creature should move in 433 * since the direction that the creature should move in
575 * may change, you could get infinite loops. 434 * may change, you could get infinite loops.
576 * ie, player is northwest, but monster can only 435 * ie, player is northwest, but monster can only
577 * move west, so it does that. It goes some distance, 436 * move west, so it does that. It goes some distance,
579 * can't do that, but now finds it can move east, and 438 * can't do that, but now finds it can move east, and
580 * gets back to its original point. lastdir contains 439 * gets back to its original point. lastdir contains
581 * the last direction the creature has successfully 440 * the last direction the creature has successfully
582 * moved. 441 * moved.
583 */ 442 */
584
585 x = lastx + freearr_x[absdir (lastdir + i)];
586 y = lasty + freearr_y[absdir (lastdir + i)];
587 m = lastmap; 443 pos = lastpos;
588 mflags = get_map_flags (m, &m, x, y, &x, &y); 444 pos.move (absdir (lastdir + i));
589 if (mflags & P_OUT_OF_MAP) 445
446 if (!pos.normalise ())
590 continue; 447 continue;
591 blocked = GET_MAP_MOVE_BLOCK (m, x, y); 448
592 if (OB_TYPE_MOVE_BLOCK (mon, blocked)) 449 mapspace &ms = *pos;
450
451 if (ms.flags () & P_BLOCKSVIEW)
593 continue; 452 continue;
594 if (mflags & P_BLOCKSVIEW) 453
454 if (OB_TYPE_MOVE_BLOCK (mon, ms.move_block))
595 continue; 455 continue;
596 456
597 if (m == mon->map && blocked_link (mon, m, x, y)) 457 if (blocked_link (mon, pos.m, pos.x, pos.y))
598 break; 458 break;
599 } 459 }
460
600 /* go through entire loop without finding a valid 461 /* go through entire loop without finding a valid
601 * sidestep to take - thus, no valid path. 462 * sidestep to take - thus, no valid path.
602 */ 463 */
603 if (i == (DETOUR_AMOUNT + 1)) 464 if (i == DETOUR_AMOUNT + 1)
604 return 0; 465 return 0;
466
605 diff--; 467 diff--;
606 lastdir = dir; 468 lastdir = dir;
607 max--; 469 max--;
608 if (!firstdir) 470 if (!firstdir)
609 firstdir = dir + i; 471 firstdir = dir + i;
613 { 475 {
614 /* we moved towards creature, so diff is less */ 476 /* we moved towards creature, so diff is less */
615 diff--; 477 diff--;
616 max--; 478 max--;
617 lastdir = dir; 479 lastdir = dir;
480
618 if (!firstdir) 481 if (!firstdir)
619 firstdir = dir; 482 firstdir = dir;
620 } 483 }
621 484
622 if (diff <= 1) 485 if (diff <= 1)
623 { 486 {
624 /* Recalculate diff (distance) because we may not have actually 487 /* Recalculate diff (distance) because we may not have actually
625 * headed toward player for entire distance. 488 * headed toward player for entire distance.
626 */ 489 */
627 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 490 get_rangevector_from_mapcoord (pos.m, pos.x, pos.y, pl, &rv, 0);
628 diff = ::max (abs (rv.distance_x), abs (rv.distance_y)); 491 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
629 } 492 }
630 493
631 if (diff > max) 494 if (diff > max)
632 return 0; 495 return 0;
638 501
639 return firstdir; 502 return firstdir;
640} 503}
641 504
642void 505void
643give_initial_items (object *pl, treasurelist * items) 506give_initial_items (object *pl, treasurelist *items)
644{ 507{
645 object *op, *next = NULL;
646
647 if (pl->randomitems != NULL) 508 if (pl->randomitems)
648 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); 509 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
649 510
650 for (op = pl->inv; op; op = next) 511 for (object *next, *op = pl->inv; op; op = next)
651 { 512 {
652 next = op->below; 513 next = op->below;
653 514
654 /* Forces get applied per default, unless they have the 515 /* Forces get applied per default, unless they have the
655 * flag "neutral" set. Sorry but I can't think of a better way 516 * flag "neutral" set. Sorry but I can't think of a better way
656 */ 517 */
657 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL)) 518 if (op->type == FORCE && !op->flag [FLAG_NEUTRAL])
658 SET_FLAG (op, FLAG_APPLIED); 519 op->set_flag (FLAG_APPLIED);
659 520
660 /* we never give weapons/armour if these cannot be used 521 /* we never give weapons/armour if these cannot be used
661 * by this player due to race restrictions 522 * by this player due to race restrictions
662 */ 523 */
663 if (pl->type == PLAYER) 524 if (pl->type == PLAYER)
664 { 525 {
665 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) && 526 if ((!pl->flag [FLAG_USE_ARMOUR]
527 &&
666 (op->type == ARMOUR || op->type == BOOTS || 528 (op->type == ARMOUR || op->type == BOOTS
667 op->type == CLOAK || op->type == HELMET || 529 || op->type == CLOAK || op->type == HELMET
668 op->type == SHIELD || op->type == GLOVES || 530 || op->type == SHIELD || op->type == GLOVES
669 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) 531 || op->type == BRACERS || op->type == GIRDLE))
532 || (!pl->flag [FLAG_USE_WEAPON] && op->type == WEAPON))
670 { 533 {
671 op->destroy (); 534 op->destroy ();
672 continue; 535 continue;
673 } 536 }
674 } 537 }
675 538
676 /* This really needs to be better - we should really give 539 /* Here we remove duplicated skills (as duplicated spell objects have
677 * a substitute spellbook. The problem is that we don't really 540 * _very_ confusing effects for players), which could for instance be
678 * have a good idea what to replace it with (need something like 541 * generated by bad treasurelists. - elmex
679 * a first level treasurelist for each skill.)
680 * remove duplicate skills also
681 */ 542 */
682 if (op->type == SPELLBOOK || op->type == SKILL) 543 if (op->type == SKILL)
683 { 544 {
684 object *tmp;
685
686 for (tmp = op->below; tmp; tmp = tmp->below) 545 for (object *tmp = op->below; tmp; tmp = tmp->below)
687 if (tmp->type == op->type && tmp->name == op->name) 546 if (tmp->type == op->type && tmp->name == op->name)
688 break;
689
690 if (tmp)
691 { 547 {
692 op->destroy (); 548 op->destroy ();
549 LOG (llevError,
693 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); 550 "give_initial_items: Removing duplicate skill %s\n", &tmp->name);
694 continue; 551 break;
695 } 552 }
696 553
697 if (op->nrof > 1) 554 if (op->nrof > 1)
698 op->nrof = 1; 555 op->nrof = 1;
699 } 556 }
700 557
701 if (op->type == SPELLBOOK && op->inv) 558 if (op->type == SPELLBOOK && op->inv)
702 { 559 op->inv->clr_flag (FLAG_STARTEQUIP);
703 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
704 }
705 560
706 /* Give starting characters identified, uncursed, and undamned 561 /* Give starting characters identified, uncursed, and undamned
707 * items. Just don't identify gold or silver, or it won't be 562 * items. Just don't identify gold or silver, or it won't be
708 * merged properly. 563 * merged properly.
709 */ 564 */
710 if (need_identify (op)) 565 if (op->need_identify ())
711 {
712 SET_FLAG (op, FLAG_IDENTIFIED);
713 CLEAR_FLAG (op, FLAG_CURSED);
714 CLEAR_FLAG (op, FLAG_DAMNED);
715 } 566 {
567 op->set_flag (FLAG_IDENTIFIED);
568 op->clr_flag (FLAG_CURSED);
569 op->clr_flag (FLAG_DAMNED);
570 }
571
716 if (op->type == SPELL) 572 if (op->type == SPELL)
717 { 573 {
718 op->destroy (); 574 op->destroy ();
719 continue; 575 continue;
720 } 576 }
721 else if (op->type == SKILL) 577 else if (op->type == SKILL)
722 { 578 {
723 SET_FLAG (op, FLAG_CAN_USE_SKILL); 579 op->set_flag (FLAG_CAN_USE_SKILL);
724 op->stats.exp = 0; 580 op->stats.exp = 0;
725 op->level = 1; 581 op->level = 1;
726 } 582 }
727 /* lock all 'normal items by default */ 583 else /* lock all 'normal items by default */
728 else 584 op->set_flag (FLAG_INV_LOCKED);
729 SET_FLAG (op, FLAG_INV_LOCKED);
730 } /* for loop of objects in player inv */ 585 } /* for loop of objects in player inv */
731 586
732 /* Need to set up the skill pointers */ 587 /* Need to set up the skill pointers */
733 link_player_skills (pl); 588 pl->contr->link_skills ();
734} 589}
735 590
736void 591void
737get_party_password (object *op, partylist *party) 592get_party_password (object *op, partylist *party)
738{ 593{
748 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 603 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
749} 604}
750 605
751/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 606/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
752static int 607static int
753roll_stat (void) 608roll_stat ()
754{ 609{
755 int a[4], i, j, k; 610 int a[4], i, j, k;
756 611
757 for (i = 0; i < 4; i++) 612 for (i = 0; i < 4; i++)
758 a[i] = (int) rndm (6) + 1; 613 a[i] = rndm (1, 6);
759 614
760 for (i = 0, j = 0, k = 7; i < 4; i++) 615 for (i = 0, j = 0, k = 7; i < 4; i++)
761 if (a[i] < k) 616 if (a[i] < k)
762 k = a[i], j = i; 617 k = a[i], j = i;
763 618
769} 624}
770 625
771void 626void
772object::roll_stats () 627object::roll_stats ()
773{ 628{
774 int statsort [7]; 629 int statsort [NUM_STATS];
775 630
776 for (;;) 631 for (;;)
777 { 632 {
778 int sum = 0; 633 int sum = 0;
779 for (int i = 7; i--; ) 634 for (int i = NUM_STATS; i--; )
780 sum += statsort [i] = roll_stat (); 635 sum += statsort [i] = roll_stat ();
781 636
782 if (sum >= 82 && sum <= 116) 637 if (sum >= 82 && sum <= 116)
783 break; 638 break;
784 } 639 }
785 640
786 // Sort the stats so that rerolling is easier... 641 // Sort the stats so that rerolling is easier...
787 std::sort (statsort, statsort + 7, std::greater<int>()); 642 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
788 643
644 for (int i = 0; i < NUM_STATS; ++i)
789 stats.Str = statsort[0]; 645 stats.stat (i) = statsort [i];
790 stats.Dex = statsort[1];
791 stats.Con = statsort[2];
792 stats.Int = statsort[3];
793 stats.Wis = statsort[4];
794 stats.Pow = statsort[5];
795 stats.Cha = statsort[6];
796 646
797 stats.exp = 0; 647 stats.exp = 0;
798 stats.ac = 0; 648 stats.ac = 0;
799 649
800 stats.hp = stats.maxhp; 650 stats.hp = stats.maxhp;
812} 662}
813 663
814void 664void
815object::swap_stats (int a, int b) 665object::swap_stats (int a, int b)
816{ 666{
817 int tmp = get_attr_value (&contr->orig_stats, a); 667 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
818 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
819 set_attr_value (&contr->orig_stats, b, tmp);
820 668
669 for (int i = 0; i < NUM_STATS; ++i)
821 stats.Str = contr->orig_stats.Str; 670 stats.stat (i) = contr->orig_stats.stat (i);
822 stats.Dex = contr->orig_stats.Dex;
823 stats.Con = contr->orig_stats.Con;
824 stats.Int = contr->orig_stats.Int;
825 stats.Wis = contr->orig_stats.Wis;
826 stats.Pow = contr->orig_stats.Pow;
827 stats.Cha = contr->orig_stats.Cha;
828 671
829 //TODO: the following code looks so borked and should, at the very least, 672 //TODO: the following code looks so borked and should, at the very least,
830 // be merged with the similar code in roll_stats 673 // be merged with the similar code in roll_stats
831 stats.ac = 0; 674 stats.ac = 0;
832 675
851static void 694static void
852start_info (object *op) 695start_info (object *op)
853{ 696{
854 char buf[MAX_BUF]; 697 char buf[MAX_BUF];
855 698
856 sprintf (buf, "Welcome to Crossfire v%s!", VERSION); 699 sprintf (buf, "Welcome to Deliantra v%s!", VERSION);
857 new_draw_info (NDI_UNIQUE, 0, op, buf); 700 new_draw_info (NDI_UNIQUE, 0, op, buf);
858 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
859 //new_draw_info (NDI_UNIQUE, 0, op, " ");
860} 701}
861 702
862/* This function takes the key that is passed, and does the 703/* This function takes the key that is passed, and does the
863 * appropriate action with it (change race, or other things). 704 * appropriate action with it (change race, or other things).
864 * The function name is for historical reasons - now we have 705 * The function name is for historical reasons - now we have
867 */ 708 */
868void 709void
869player::chargen_race_done () 710player::chargen_race_done ()
870{ 711{
871 /* this must before then initial items are given */ 712 /* this must before then initial items are given */
872 esrv_new_player (ob->contr, ob->weight + ob->carrying); 713 esrv_new_player (ob->contr);
873 714
874 treasurelist *tl = treasurelist::find ("starting_wealth"); 715 treasurelist *tl = treasurelist::find (shstr_starting_wealth);
875 if (tl) 716 if (tl)
876 create_treasure (tl, ob, 0, 0, 0); 717 create_treasure (tl, ob, 0, 0, 0);
877 718
878 INVOKE_PLAYER (BIRTH, ob->contr); 719 INVOKE_PLAYER (BIRTH, ob->contr);
879 INVOKE_PLAYER (LOGIN, ob->contr);
880 720
881 ob->contr->ns->state = ST_PLAYING; 721 ob->contr->ns->state = ST_PLAYING;
882 722
883 if (ob->msg) 723 if (ob->msg)
884 ob->msg = 0; 724 ob->msg = 0;
885 725
886 /* We create this now because some of the unique maps will need it
887 * to save here.
888 */
889 {
890 char buf[MAX_BUF];
891 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
892 make_path_to_file (buf);
893 }
894
895 start_info (ob); 726 start_info (ob);
896 CLEAR_FLAG (ob, FLAG_WIZ); 727 ob->clr_flag (FLAG_WIZ);
897 give_initial_items (ob, ob->randomitems); 728 give_initial_items (ob, ob->randomitems);
898 link_player_skills (ob);
899 esrv_send_inventory (ob, ob); 729 esrv_send_inventory (ob, ob);
900 ob->update_stats (); 730 ob->update_stats ();
901 731
902 /* This moves the player to a different start map, if there 732 /* This moves the player to a different start map, if there
903 * is one for this race 733 * is one for this race
904 */ 734 */
905 if (*first_map_ext_path) 735 if (*first_map_ext_path)
906 { 736 ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y);
907 object *tmp;
908 char mapname[MAX_BUF];
909
910 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->name);
911 tmp = object::create ();
912 EXIT_PATH (tmp) = mapname;
913 EXIT_X (tmp) = ob->x;
914 EXIT_Y (tmp) = ob->y;
915 ob->enter_exit (tmp); /* we don't really care if it succeeded;
916 * if the map isn't there, then stay on the
917 * default initial map */
918 tmp->destroy ();
919 }
920 else 737 else
921 LOG (llevDebug, "first_map_ext_path not set\n"); 738 LOG (llevDebug, "first_map_ext_path not set\n");
922} 739}
923 740
924void 741void
934 int x = ob->x, y = ob->y; 751 int x = ob->x, y = ob->y;
935 752
936 ob->remove_statbonus (); 753 ob->remove_statbonus ();
937 ob->remove (); 754 ob->remove ();
938 ob->arch = get_player_archetype (ob->arch); 755 ob->arch = get_player_archetype (ob->arch);
939 ob->arch->clone.copy_to (ob); 756 ob->arch->copy_to (ob);
940 ob->instantiate (); 757 ob->instantiate ();
941 ob->stats = ob->contr->orig_stats; 758 ob->stats = ob->contr->orig_stats;
942 ob->name = ob->name_pl = name; 759 ob->name = ob->name_pl = name;
943 ob->x = x; 760 ob->x = x;
944 ob->y = y; 761 ob->y = y;
945 SET_ANIMATION (ob, 2); /* So player faces south */ 762 SET_ANIMATION (ob, 2); /* So player faces south */
946 insert_ob_in_map (ob, ob->map, ob, 0); 763 insert_ob_in_map (ob, ob->map, ob, 0);
947 assign (ob->contr->title, ob->arch->clone.name); 764 assign (ob->contr->title, ob->arch->object::name);
948 ob->add_statbonus (); 765 ob->add_statbonus ();
949 } 766 }
950 while (!allowed_class (ob)); 767 while (!allowed_class (ob));
951 768
952 update_object (ob, UP_OBJ_FACE); 769 update_object (ob, UP_OBJ_FACE);
955 ob->stats.hp = ob->stats.maxhp; 772 ob->stats.hp = ob->stats.maxhp;
956 ob->stats.sp = ob->stats.maxsp; 773 ob->stats.sp = ob->stats.maxsp;
957 ob->stats.grace = 0; 774 ob->stats.grace = 0;
958} 775}
959 776
960void 777static void
961flee_player (object *op) 778flee_player (object *op)
962{ 779{
963 int dir, diff; 780 int dir, diff;
964 rv_vector rv; 781 rv_vector rv;
965 782
966 if (op->stats.hp < 0) 783 if (op->stats.hp < 0)
967 { 784 {
968 LOG (llevDebug, "Fleeing player is dead.\n"); 785 LOG (llevDebug, "Fleeing player is dead.\n");
969 CLEAR_FLAG (op, FLAG_SCARED); 786 op->clr_flag (FLAG_SCARED);
970 return; 787 return;
971 } 788 }
972 789
973 if (op->enemy == NULL) 790 if (!op->enemy)
974 { 791 {
975 LOG (llevDebug, "Fleeing player had no enemy.\n"); 792 LOG (llevDebug, "Fleeing player had no enemy.\n");
976 CLEAR_FLAG (op, FLAG_SCARED); 793 op->clr_flag (FLAG_SCARED);
977 return; 794 return;
978 } 795 }
979 796
980 /* 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))
981 * op->enemy_count, it is possible that something destroys the
982 * actual enemy, and the object is recycled.
983 */
984 if (op->enemy->map == NULL)
985 { 798 {
986 CLEAR_FLAG (op, FLAG_SCARED);
987 op->enemy = NULL; 799 op->enemy = NULL;
988 return; 800 op->clr_flag (FLAG_SCARED);
989 }
990
991 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
992 {
993 op->enemy = NULL;
994 CLEAR_FLAG (op, FLAG_SCARED);
995 return; 801 return;
996 } 802 }
997 803
998 get_rangevector (op, op->enemy, &rv, 0); 804 get_rangevector (op, op->enemy, &rv, 0);
999 805
1000 dir = absdir (4 + rv.direction); 806 dir = absdir (4 + rv.direction);
1001 for (diff = 0; diff < 3; diff++) 807 for (diff = 0; diff < 3; diff++)
1002 { 808 {
1003 int m = 1 - (RANDOM () & 2); 809 int m = 1 - rndm (2) * 2;
1004 810
1005 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))))
1006 return; 812 return;
1007 } 813 }
1008 814
1009 /* Cornered, get rid of scared */ 815 /* Cornered, get rid of scared */
1010 CLEAR_FLAG (op, FLAG_SCARED); 816 op->clr_flag (FLAG_SCARED);
1011 op->enemy = NULL; 817 op->enemy = NULL;
1012} 818}
1013 819
1014
1015/* 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.
1016 * 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
1017 * stop. 822 * stop.
1018 */ 823 */
1019int 824int
1020check_pick (object *op) 825check_pick (object *op)
1021{ 826{
1022 object *tmp, *next; 827 object *tmp, *next;
1023 int stop = 0; 828 int stop = 0;
1024 int wvratio; 829 int wvratio;
1025 char putstring[128];
1026 830
1027 /* if you're flying, you cna't pick up anything */ 831 /* if you're flying, you can't pick up anything */
1028 if (op->move_type & MOVE_FLYING) 832 if (op->move_type & MOVE_FLYING)
1029 return 1; 833 return 1;
1030 834
1031 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)
1032 839
1033 /* 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
1034 * destroyed */ 841 * destroyed */
1035 while (next && !next->destroyed ()) 842 while (next && !next->destroyed ())
1036 { 843 {
1037 tmp = next; 844 tmp = next;
1038 next = tmp->below; 845 next = tmp->below;
1039 846
847 if (cnt <= 0)
848 {
849 op->failmsg ("Couldn't pickup all items at once.");
850 return 0;
851 }
852
1040 if (op->destroyed ()) 853 if (op->destroyed ())
1041 return 0; 854 return 0;
1042 855
1043 if (!can_pick (op, tmp)) 856 if (!can_pick (op, tmp))
1044 continue; 857 continue;
1045 858
1046 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 859 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1047 { 860 {
1048 if (item_matched_string (op, tmp, op->contr->search_str)) 861 if (item_matched_string (op, tmp, op->contr->search_str))
1049 pick_up (op, tmp); 862 CHK_PICK_PICKUP;
863
1050 continue; 864 continue;
1051 } 865 }
1052 866
1053 /* 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? */
1054 if (!(op->contr->mode & PU_NEWMODE)) 927 if (op->contr->mode & PU_FOOD)
928 if (tmp->type == FOOD)
1055 { 929 {
1056 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)
1057 { 993 {
1058 case 0: 994 CHK_PICK_PICKUP;
1059 return 1; /* don't pick up */ 995 continue;
1060 case 1:
1061 pick_up (op, tmp);
1062 return 1;
1063 case 2:
1064 pick_up (op, tmp);
1065 return 0;
1066 case 3:
1067 return 0; /* stop before pickup */
1068 case 4:
1069 pick_up (op, tmp);
1070 break;
1071 case 5:
1072 pick_up (op, tmp);
1073 stop = 1;
1074 break;
1075 case 6:
1076 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1077 pick_up (op, tmp);
1078 break;
1079
1080 case 7:
1081 if (tmp->type == MONEY || tmp->type == GEM)
1082 pick_up (op, tmp);
1083 break;
1084
1085 default:
1086 /* use value density */
1087 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1088 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1089 pick_up (op, tmp);
1090 } 996 }
1091 } 997 }
1092 else 998
1093 { /* old model */ 999 /* rings & amulets - talismans seems to be typed AMULET */
1094 /* NEW pickup handling */
1095 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)
1096 { 1005 {
1097 /* some debugging code to figure out item information */ 1006 CHK_PICK_PICKUP;
1098 if (tmp->name != NULL)
1099 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1100 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1101 else
1102 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1103 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1104
1105 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1106 }
1107
1108 /* philosophy:
1109 * It's easy to grab an item type from a pile, as long as it's
1110 * generic. This takes no game-time. For more detailed pickups
1111 * and selections, select-items should be used. This is a
1112 * grab-as-you-run type mode that's really useful for arrows for
1113 * example.
1114 * The drawback: right now it has no frontend, so you need to
1115 * stick the bits you want into a calculator in hex mode and then
1116 * convert to decimal and then 'pickup <#>
1117 */
1118
1119 /* the first two modes are exclusive: if NOTHING we return, if
1120 * STOP then we stop. All the rest are applied sequentially,
1121 * meaning if any test passes, the item gets picked up. */
1122
1123 /* if mode is set to pick nothing up, return */
1124
1125 if (op->contr->mode & PU_NOTHING)
1126 return 1;
1127
1128 /* if mode is set to stop when encountering objects, return */
1129 /* take STOP before INHIBIT since it doesn't actually pick
1130 * anything up */
1131
1132 if (op->contr->mode & PU_STOP)
1133 return 0;
1134
1135 /* useful for going into stores and not losing your settings... */
1136 /* and for battles wher you don't want to get loaded down while
1137 * fighting */
1138 if (op->contr->mode & PU_INHIBIT)
1139 return 1;
1140
1141 /* prevent us from turning into auto-thieves :) */
1142 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1143 continue; 1007 continue;
1008 }
1144 1009
1145 /* ignore known cursed objects */ 1010 /* we don't forget dragon food */
1146 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;
1147 continue; 1015 continue;
1016 }
1148 1017
1149 /* all food and drink if desired */ 1018 /* bows and arrows. Bows are good for selling! */
1150 /* 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
1151 if (op->contr->mode & PU_FOOD) 1055 if (op->contr->mode & PU_BOOTS)
1152 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"))
1153 { 1089 {
1154 pick_up (op, tmp); 1090 CHK_PICK_PICKUP;
1155 continue; 1091 continue;
1156 } 1092 }
1093 }
1157 1094
1095 /* misc stuff that's useful */
1158 if (op->contr->mode & PU_DRINK) 1096 if (op->contr->mode & PU_KEY)
1159 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1097 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1160 { 1098 {
1161 pick_up (op, tmp); 1099 CHK_PICK_PICKUP;
1162 continue; 1100 continue;
1163 } 1101 }
1164 1102
1103 /* any of the last 4 bits set means we use the ratio for value
1104 * pickups */
1165 if (op->contr->mode & PU_POTION) 1105 if (op->contr->mode & PU_RATIO)
1166 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
1167 { 1110 */
1168 pick_up (op, tmp);
1169 continue;
1170 }
1171
1172 /* spellbooks, skillscrolls and normal books/scrolls */
1173 if (op->contr->mode & PU_SPELLBOOK)
1174 if (tmp->type == SPELLBOOK)
1175 {
1176 pick_up (op, tmp);
1177 continue;
1178 }
1179
1180 if (op->contr->mode & PU_SKILLSCROLL)
1181 if (tmp->type == SKILLSCROLL)
1182 {
1183 pick_up (op, tmp);
1184 continue;
1185 }
1186
1187 if (op->contr->mode & PU_READABLES)
1188 if (tmp->type == BOOK || tmp->type == SCROLL)
1189 {
1190 pick_up (op, tmp);
1191 continue;
1192 }
1193
1194 /* wands/staves/rods/horns */
1195 if (op->contr->mode & PU_MAGIC_DEVICE)
1196 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1197 {
1198 pick_up (op, tmp);
1199 continue;
1200 }
1201
1202 /* pick up all magical items */
1203 if (op->contr->mode & PU_MAGICAL) 1111 wvratio = op->contr->mode & PU_RATIO;
1204 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)
1205 {
1206 pick_up (op, tmp);
1207 continue;
1208 }
1209
1210 if (op->contr->mode & PU_VALUABLES)
1211 { 1113 {
1212 if (tmp->type == MONEY || tmp->type == GEM) 1114#if 0
1115 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1116 if (tmp->name != NULL)
1213 { 1117 {
1214 pick_up (op, tmp); 1118 fprintf (stderr, "%s", tmp->name);
1215 continue;
1216 } 1119 }
1217 }
1218
1219 /* rings & amulets - talismans seems to be typed AMULET */
1220 if (op->contr->mode & PU_JEWELS)
1221 if (tmp->type == RING || tmp->type == AMULET)
1222 {
1223 pick_up (op, tmp);
1224 continue;
1225 }
1226
1227 /* we don't forget dragon food */
1228 if (op->contr->mode & PU_FLESH)
1229 if (tmp->type == FLESH)
1230 {
1231 pick_up (op, tmp);
1232 continue;
1233 }
1234
1235 /* bows and arrows. Bows are good for selling! */
1236 if (op->contr->mode & PU_BOW)
1237 if (tmp->type == BOW)
1238 {
1239 pick_up (op, tmp);
1240 continue;
1241 }
1242
1243 if (op->contr->mode & PU_ARROW)
1244 if (tmp->type == ARROW)
1245 {
1246 pick_up (op, tmp);
1247 continue;
1248 }
1249
1250 /* all kinds of armor etc. */
1251 if (op->contr->mode & PU_ARMOUR)
1252 if (tmp->type == ARMOUR)
1253 {
1254 pick_up (op, tmp);
1255 continue;
1256 }
1257
1258 if (op->contr->mode & PU_HELMET)
1259 if (tmp->type == HELMET)
1260 {
1261 pick_up (op, tmp);
1262 continue;
1263 }
1264
1265 if (op->contr->mode & PU_SHIELD)
1266 if (tmp->type == SHIELD)
1267 {
1268 pick_up (op, tmp);
1269 continue;
1270 }
1271
1272 if (op->contr->mode & PU_BOOTS)
1273 if (tmp->type == BOOTS)
1274 {
1275 pick_up (op, tmp);
1276 continue;
1277 }
1278
1279 if (op->contr->mode & PU_GLOVES)
1280 if (tmp->type == GLOVES)
1281 {
1282 pick_up (op, tmp);
1283 continue;
1284 }
1285
1286 if (op->contr->mode & PU_CLOAK)
1287 if (tmp->type == CLOAK)
1288 {
1289 pick_up (op, tmp);
1290 continue;
1291 }
1292
1293 /* hoping to catch throwing daggers here */
1294 if (op->contr->mode & PU_MISSILEWEAPON)
1295 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1296 {
1297 pick_up (op, tmp);
1298 continue;
1299 }
1300
1301 /* careful: chairs and tables are weapons! */
1302 if (op->contr->mode & PU_ALLWEAPON)
1303 {
1304 if (tmp->type == WEAPON && tmp->name != NULL)
1305 {
1306 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1307 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1308 {
1309 pick_up (op, tmp);
1310 continue;
1311 }
1312 }
1313
1314 if (tmp->type == WEAPON && tmp->name == NULL)
1315 {
1316 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1317 {
1318 pick_up (op, tmp);
1319 continue;
1320 }
1321 }
1322 }
1323
1324 /* misc stuff that's useful */
1325 if (op->contr->mode & PU_KEY)
1326 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1327 {
1328 pick_up (op, tmp);
1329 continue;
1330 }
1331
1332 /* any of the last 4 bits set means we use the ratio for value
1333 * pickups */
1334 if (op->contr->mode & PU_RATIO)
1335 {
1336 /* use value density to decide what else to grab */
1337 /* >=7 was >= op->contr->mode */
1338 /* >=7 is the old standard setting. Now we take the last 4 bits
1339 * and multiply them by 5, giving 0..15*5== 5..75 */
1340 wvratio = (op->contr->mode & PU_RATIO) * 5;
1341 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1342 {
1343 pick_up (op, tmp);
1344#if 0
1345 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1346 if (tmp->name != NULL)
1347 {
1348 fprintf (stderr, "%s", tmp->name);
1349 }
1350 else 1120 else
1351 fprintf (stderr, "%s", tmp->arch->name); 1121 fprintf (stderr, "%s", tmp->arch->archname);
1352 fprintf (stderr, ",%d] = ", tmp->type); 1122 fprintf (stderr, ",%d] = ", tmp->type);
1353 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))));
1354#endif 1124#endif
1125 CHK_PICK_PICKUP;
1355 continue; 1126 continue;
1356 }
1357 } 1127 }
1358 } /* the new pickup model */ 1128 } /* the new pickup model */
1359 } 1129 }
1360 1130
1361 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;
1362} 1167}
1363 1168
1364/* 1169/*
1365 * Find an arrow in the inventory and after that 1170 * Find an arrow in the inventory and after that
1366 * in the right type container (quiver). Pointer to the 1171 * in the right type container (quiver). Pointer to the
1367 * found object is returned. 1172 * found object is returned.
1368 */ 1173 */
1369object * 1174static object *
1370find_arrow (object *op, const char *type) 1175find_arrow (object *op, const char *type)
1371{ 1176{
1372 object *tmp = 0;
1373
1374 for (op = op->inv; op; op = op->below) 1177 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1375 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1376 tmp = find_arrow (op, type);
1377 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);
1378 return op; 1186 return arrow;
1187 }
1379 1188
1380 return tmp; 1189 return 0;
1381} 1190}
1382 1191
1383/* 1192/*
1384 * 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
1385 * 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
1386 * 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
1387 * 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.
1388 */ 1197 */
1389object * 1198static object *
1390find_better_arrow (object *op, object *target, const char *type, int *better) 1199find_better_arrow (object *op, object *target, shstr_cmp type, int *better)
1391{ 1200{
1392 object *tmp = NULL, *arrow, *ntmp; 1201 object *tmp = NULL, *arrow, *ntmp;
1393 int attacknum, attacktype, betterby = 0, i; 1202 int attacknum, attacktype, betterby = 0, i;
1394 1203
1395 if (!type) 1204 if (!type)
1396 return NULL; 1205 return NULL;
1397 1206
1398 for (arrow = op->inv; arrow; arrow = arrow->below) 1207 for (arrow = op->inv; arrow; arrow = arrow->below)
1399 { 1208 {
1400 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED)) 1209 if (arrow->type == CONTAINER && arrow->race == type && arrow->flag [FLAG_APPLIED])
1401 { 1210 {
1402 i = 0; 1211 i = 0;
1403 ntmp = find_better_arrow (arrow, target, type, &i); 1212 ntmp = find_better_arrow (arrow, target, type, &i);
1213
1404 if (i > betterby) 1214 if (i > betterby)
1405 { 1215 {
1406 tmp = ntmp; 1216 tmp = ntmp;
1407 betterby = i; 1217 betterby = i;
1408 } 1218 }
1409 } 1219 }
1410 else if (arrow->type == ARROW && arrow->race == type) 1220 else if (arrow->type == ARROW && arrow->race == type)
1411 { 1221 {
1412 /* allways prefer assasination/slaying */ 1222 /* allways prefer assasination/slaying */
1413 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race)) 1223 if (target->race && arrow->slaying.contains (target->race))
1414 { 1224 {
1415 if (arrow->attacktype & AT_DEATH) 1225 if (arrow->attacktype & AT_DEATH)
1416 { 1226 {
1417 *better = 100; 1227 *better = 100;
1418 return arrow; 1228 return arrow;
1426 else 1236 else
1427 { 1237 {
1428 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1238 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1429 { 1239 {
1430 attacktype = 1 << attacknum; 1240 attacktype = 1 << attacknum;
1431 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1241 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1432 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)
1433 { 1243 {
1434 tmp = arrow; 1244 tmp = arrow;
1435 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;
1436 } 1246 }
1437 } 1247 }
1248
1438 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1249 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1439 { 1250 {
1440 tmp = arrow; 1251 tmp = arrow;
1441 betterby = 2 + arrow->magic + arrow->stats.dam; 1252 betterby = 2 + arrow->magic + arrow->stats.dam;
1442 } 1253 }
1254
1443 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) 1255 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1444 { 1256 {
1445 tmp = arrow; 1257 tmp = arrow;
1446 betterby = 1 + arrow->magic + arrow->stats.dam; 1258 betterby = 1 + arrow->magic + arrow->stats.dam;
1447 } 1259 }
1448 } 1260 }
1449 } 1261 }
1450 } 1262 }
1263
1451 if (tmp == NULL && arrow == NULL) 1264 if (tmp == NULL && arrow == NULL)
1452 return find_arrow (op, type); 1265 return find_arrow (op, type);
1453 1266
1454 *better = betterby; 1267 *better = betterby;
1455 return tmp; 1268 return tmp;
1459 * find_better_arrow to find a decent arrow to use. 1272 * find_better_arrow to find a decent arrow to use.
1460 * op = the shooter 1273 * op = the shooter
1461 * type = bow->race 1274 * type = bow->race
1462 * dir = fire direction 1275 * dir = fire direction
1463 */ 1276 */
1464object * 1277static object *
1465pick_arrow_target (object *op, const char *type, int dir) 1278pick_arrow_target (object *op, shstr_cmp type, int dir)
1466{ 1279{
1467 object *tmp = NULL; 1280 object *tmp = NULL;
1468 maptile *m; 1281 maptile *m;
1469 int i, mflags, found, number; 1282 int i, mflags, found, number;
1470 sint16 x, y; 1283 sint16 x, y;
1485 for (i = 0, found = 0; i < 20; i++) 1298 for (i = 0, found = 0; i < 20; i++)
1486 { 1299 {
1487 x += freearr_x[dir]; 1300 x += freearr_x[dir];
1488 y += freearr_y[dir]; 1301 y += freearr_y[dir];
1489 mflags = get_map_flags (m, &m, x, y, &x, &y); 1302 mflags = get_map_flags (m, &m, x, y, &x, &y);
1303
1490 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) 1304 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1491 { 1305 {
1492 tmp = NULL; 1306 tmp = 0;
1493 break; 1307 break;
1494 } 1308 }
1495 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)
1496 { 1310 {
1497 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1311 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1498 * perhaps a bad assumption. 1312 * perhaps a bad assumption.
1499 */ 1313 */
1500 tmp = NULL; 1314 tmp = 0;
1501 break; 1315 break;
1502 } 1316 }
1317
1503 if (mflags & P_IS_ALIVE) 1318 if (mflags & P_IS_ALIVE)
1504 {
1505 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)
1506 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 1320 if (tmp->flag [FLAG_ALIVE])
1507 {
1508 found++;
1509 break;
1510 }
1511 if (found)
1512 break; 1321 break;
1513 }
1514 } 1322 }
1515 if (tmp == NULL) 1323
1324 if (!tmp)
1516 return find_arrow (op, type); 1325 return find_arrow (op, type);
1517 1326
1518 if (tmp->head) 1327 if (tmp->head)
1519 tmp = tmp->head; 1328 tmp = tmp->head;
1520 1329
1533 */ 1342 */
1534int 1343int
1535fire_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)
1536{ 1345{
1537 object *left, *bow; 1346 object *left, *bow;
1538 int bowspeed, mflags; 1347 int mflags;
1539 maptile *m; 1348 maptile *m;
1540 1349
1541 if (!dir) 1350 if (!dir)
1542 { 1351 {
1543 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!");
1544 return 0; 1353 return 0;
1545 } 1354 }
1546 1355
1547 if (player *pl = op->contr) 1356 if (op->contr)
1548 { 1357 bow = op->current_weapon;
1549 bow = pl->ranged_ob;
1550
1551 if (op->current_weapon != pl->ranged_ob)
1552 {
1553 op->current_weapon = pl->ranged_ob;
1554 new_draw_info_format (NDI_UNIQUE, 0, op, "You switch to your %s.", &op->current_weapon->name);
1555 op->update_stats ();
1556 }
1557 }
1558 else 1358 else
1559 { 1359 {
1560 for (bow = op->inv; bow; bow = bow->below) 1360 for (bow = op->inv; bow; bow = bow->below)
1561 /* 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
1562 * 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.
1569 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1369 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1570 return 0; 1370 return 0;
1571 } 1371 }
1572 1372
1573 // optimisation: move object to top so we will find it quickly again 1373 // optimisation: move object to top so we will find it quickly again
1574 if (bow->below) 1374 splay (bow);
1575 {
1576 bow->remove ();
1577 op->insert (bow);
1578 }
1579
1580 } 1375 }
1581 1376
1582 if (!bow->race || !bow->skill) 1377 if (!bow->race || !bow->skill)
1583 { 1378 {
1584 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);
1585 return 0; 1380 return 0;
1586 } 1381 }
1587
1588 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1589
1590 /* penalize ROF for bestarrow */
1591 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1592 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1593
1594 if (bowspeed < 1)
1595 bowspeed = 1;
1596 1382
1597 if (arrow == NULL) 1383 if (arrow == NULL)
1598 { 1384 {
1599 if ((arrow = find_arrow (op, bow->race)) == NULL) 1385 if ((arrow = find_arrow (op, bow->race)) == NULL)
1600 { 1386 {
1601 if (op->type == PLAYER) 1387 if (op->type == PLAYER)
1602 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);
1603 /* 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 */
1604 else 1390 else
1605 CLEAR_FLAG (op, FLAG_READY_BOW); 1391 op->clr_flag (FLAG_READY_BOW);
1606 1392
1607 return 0; 1393 return 0;
1608 } 1394 }
1609 } 1395 }
1610 1396
1619 } 1405 }
1620 1406
1621 /* this should not happen, but sometimes does */ 1407 /* this should not happen, but sometimes does */
1622 if (arrow->nrof == 0) 1408 if (arrow->nrof == 0)
1623 { 1409 {
1410 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1624 arrow->destroy (); 1411 arrow->destroy ();
1625 return 0; 1412 return 0;
1626 } 1413 }
1627 1414
1628 left = arrow; /* these are arrows left to the player */ 1415 left = arrow; /* these are arrows left to the player */
1629 arrow = get_split_ob (arrow, 1); 1416 arrow = arrow->split ();
1630 if (!arrow) 1417 if (!arrow)
1631 { 1418 {
1632 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);
1633 return 0; 1420 return 0;
1634 } 1421 }
1635 1422
1636 arrow->set_owner (op); 1423 arrow->set_owner (op);
1637 arrow->skill = bow->skill; 1424 arrow->skill = bow->skill;
1638 arrow->direction = dir; 1425 arrow->direction = dir;
1639 1426
1640 if (op->type == PLAYER)
1641 {
1642 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1643 op->update_stats ();
1644 }
1645
1646 SET_ANIMATION (arrow, arrow->direction);
1647
1648 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1427 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1649 arrow->stats.hp = arrow->stats.dam; 1428 arrow->stats.hp = arrow->stats.dam;
1650 arrow->stats.grace = arrow->attacktype; 1429 arrow->stats.grace = arrow->attacktype;
1430 arrow->custom_name = arrow->slaying;
1651 1431
1652 if (arrow->slaying) 1432#if 0
1653 arrow->spellarg = strdup (arrow->slaying); 1433 if (player *pl = op->contr)
1434 {
1435 float speed = pl->weapon_sp;
1654 1436
1655 arrow->stats.dam += op->stats.dam + arrow->magic; 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);
1656 1448
1657 /* update the speed */ 1449 /* update the speed */
1658 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1659 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1660 1450
1661 arrow->set_speed (max (arrow->speed, 1.0));
1662 arrow->speed_left = 0; 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 ));
1663 1456
1664 arrow->stats.wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc; 1457 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1665 1458
1666 if (op->type == PLAYER) 1459 if (op->type == PLAYER)
1667 { 1460 {
1668 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; 1461 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1669 arrow->stats.wc -= dex_bonus[op->stats.Dex]; 1462 wc -= dex_bonus[op->stats.Dex];
1670 1463
1671 if (!arrow->slaying) 1464 if (!arrow->slaying)
1672 arrow->slaying = op->slaying; 1465 arrow->slaying = op->slaying;
1466
1467 arrow->attacktype |= op->attacktype;
1673 } 1468 }
1674 else 1469 else
1675 { 1470 {
1676 arrow->level = op->level; 1471 arrow->level = op->level;
1677 arrow->stats.wc -= bow->magic; 1472 arrow->stats.wc -= bow->magic;
1678 1473
1679 if (!arrow->slaying) 1474 if (!arrow->slaying)
1680 arrow->slaying = bow->slaying; 1475 arrow->slaying = bow->slaying;
1681 }
1682 1476
1683 arrow->stats.wc -= arrow->level;
1684
1685 arrow->attacktype |= bow->attacktype; 1477 arrow->attacktype |= bow->attacktype;
1478 }
1686 1479
1480 wc -= arrow->level;
1481 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1482
1483 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1687 arrow->move_type = MOVE_FLY_LOW; 1484 arrow->move_type = MOVE_FLY_LOW;
1688 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1485 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1689 1486
1690 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1487 op->play_sound (sound_find ("fire_arrow"));
1691 m->insert (arrow, sx, sy, op); 1488 m->insert (arrow, sx, sy, op);
1692 1489
1693 if (!arrow->destroyed ()) 1490 if (!arrow->destroyed ())
1694 move_arrow (arrow); 1491 move_arrow (arrow);
1695
1696 if (op->type == PLAYER)
1697 {
1698 if (left->destroyed ())
1699 esrv_del_item (op->contr, left->count);
1700 else
1701 esrv_send_item (op, left);
1702 }
1703 1492
1704 return 1; 1493 return 1;
1705} 1494}
1706 1495
1707/* Special fire code for players - this takes into 1496/* Special fire code for players - this takes into
1709 * but monsters can't. Putting that code here 1498 * but monsters can't. Putting that code here
1710 * makes the fire_bow code much cleaner. 1499 * makes the fire_bow code much cleaner.
1711 * this function should only be called if 'op' is a player, 1500 * this function should only be called if 'op' is a player,
1712 * hence the function name. 1501 * hence the function name.
1713 */ 1502 */
1714int 1503static int
1715player_fire_bow (object *op, int dir) 1504player_fire_bow (object *op, int dir)
1716{ 1505{
1717 int ret = 0, wcmod = 0; 1506 int ret;
1718 1507
1719 if (op->contr->bowtype == bow_bestarrow) 1508 if (op->contr->bowtype == bow_bestarrow)
1720 { 1509 {
1721 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->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);
1722 } 1511 }
1723 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)
1724 { 1513 {
1725 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1514 int wcmod = similar_direction (dir, op->contr->bowtype - bow_n + 1) ? 0 : -1;
1726 wcmod = -1;
1727
1728 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);
1729 } 1516 }
1730 else if (op->contr->bowtype == bow_threewide) 1517 else if (op->contr->bowtype == bow_threewide)
1731 { 1518 {
1732 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);
1733 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)]);
1734 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)]);
1735 } 1522 }
1736 else if (op->contr->bowtype == bow_spreadshot) 1523 else if (op->contr->bowtype == bow_spreadshot)
1737 { 1524 {
1738 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);
1739 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);
1740 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);
1741
1742 } 1528 }
1743 else 1529 else
1744 { 1530 {
1745 /* Simple case */ 1531 /* Simple case */
1746 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);
1747 } 1533 }
1534
1748 return ret; 1535 return ret;
1749} 1536}
1750
1751 1537
1752/* Fires a misc (wand/rod/horn) object in 'dir'. 1538/* Fires a misc (wand/rod/horn) object in 'dir'.
1753 * Broken apart from 'fire' to keep it more readable. 1539 * Broken apart from 'fire' to keep it more readable.
1754 */ 1540 */
1755void 1541static void
1756fire_misc_object (object *op, int dir) 1542fire_misc_object (object *op, int dir)
1757{ 1543{
1758 object *item = op->contr->ranged_ob; 1544 object *item = op->contr->ranged_ob;
1759 1545
1760 if (!item) 1546 if (!item)
1767 { 1553 {
1768 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1554 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1769 return; 1555 return;
1770 } 1556 }
1771 1557
1558 if (!op->apply (item))
1559 return;
1560
1772 if (item->type == WAND) 1561 if (item->type == WAND)
1773 { 1562 {
1774 if (item->stats.food <= 0) 1563 if (item->stats.food <= 0)
1775 { 1564 {
1776 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1565 op->contr->play_sound (sound_find ("wand_poof"));
1777 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
1778 return; 1568 return;
1779 } 1569 }
1780 } 1570 }
1781 else if (item->type == ROD || item->type == HORN) 1571 else if (item->type == ROD || item->type == HORN)
1782 { 1572 {
1783 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))
1784 { 1578 {
1785 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1579 op->contr->play_sound (sound_find ("wand_poof"));
1580
1786 if (item->type == ROD) 1581 if (item->type == ROD)
1787 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));
1788 else 1583 else
1789 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
1790 return; 1586 return;
1791 } 1587 }
1792 } 1588 }
1793 1589
1794 if (cast_spell (op, item, dir, item->inv, NULL)) 1590 if (cast_spell (op, item, dir, item->inv, NULL))
1795 { 1591 {
1796 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
1797 if (item->type == WAND) 1594 if (item->type == WAND)
1798 { 1595 {
1799 if (!(--item->stats.food)) 1596 if (!(--item->stats.food))
1800 { 1597 {
1801 object *tmp; 1598 object *tmp;
1802 1599
1803 if (item->arch) 1600 if (item->arch)
1804 { 1601 {
1805 CLEAR_FLAG (item, FLAG_ANIMATE); 1602 item->clr_flag (FLAG_ANIMATE);
1806 item->face = item->arch->clone.face; 1603 item->face = item->arch->face;
1807 item->set_speed (0); 1604 item->set_speed (0);
1808 } 1605 }
1809 1606
1810 if ((tmp = item->in_player ())) 1607 if (object *pl = item->visible_to ())
1811 esrv_update_item (UPD_ANIM, tmp, item); 1608 esrv_update_item (UPD_ANIM, pl, item);
1812 } 1609 }
1813 } 1610 }
1814 else if (item->type == ROD || item->type == HORN) 1611 else if (item->type == ROD || item->type == HORN)
1815 drain_rod_charge (item); 1612 drain_rod_charge (item);
1816 } 1613 }
1817} 1614}
1818 1615
1819/* Received a fire command for the player - go and do it. 1616/* Received a fire command for the player - go and do it.
1820 */ 1617 */
1821void 1618bool
1822fire (object *op, int dir) 1619fire (object *who, int dir)
1823{ 1620{
1824 int spellcost = 0; 1621 int spellcost = 0;
1825 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
1826 /* check for loss of invisiblity/hide */ 1644 /* check for loss of invisiblity/hide */
1827 if (action_makes_visible (op)) 1645 if (action_makes_visible (who))
1828 make_visible (op); 1646 make_visible (who);
1829
1830 player *pl = op->contr;
1831
1832 if (pl->golem)
1833 {
1834 control_golem (op->contr->golem, dir);
1835 return;
1836 }
1837
1838 object *ob = pl->ranged_ob;
1839
1840 if (!ob)
1841 return;
1842 1647
1843 switch (ob->type) 1648 switch (ob->type)
1844 { 1649 {
1845 case BOW: 1650 case BOW:
1846 player_fire_bow (op, dir); 1651 player_fire_bow (who, dir);
1847 break; 1652 break;
1848 1653
1849 case SPELL: 1654 case SPELL:
1850 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0); 1655 spellcost = cast_spell (who, who, dir, ob, *pl->spellparam ? pl->spellparam : 0);
1851 break; 1656 break;
1852 1657
1853 case BUILDER: 1658 case BUILDER:
1854 apply_map_builder (op, dir); 1659 apply_map_builder (who, dir);
1855 break; 1660 break;
1856 1661
1857 case SKILL: 1662 case SKILL:
1858 case SKILL_TOOL:
1859 do_skill (op, op, ob, dir, 0); 1663 do_skill (who, who, ob, dir, 0);
1860 break; 1664 break;
1861 1665
1666 case RANGED:
1667 do_skill (who, ob, who->chosen_skill, dir, 0);
1668 break;
1669
1862 default: 1670 default:
1863 fire_misc_object (op, dir); 1671 fire_misc_object (who, dir);
1864 break; 1672 break;
1865 } 1673 }
1866}
1867 1674
1868/* find_key 1675 return true;
1869 * We try to find a key for the door as passed. If we find a key 1676}
1870 * and successfully use it, we return the key, otherwise NULL 1677
1871 * This function merges both normal and locked door, since the logic 1678static object *
1872 * for both is the same - just the specific key is different.
1873 * pl is the player,
1874 * inv is the objects inventory to searched
1875 * door is the door we are trying to match against.
1876 * This function can be called recursively to search containers.
1877 */
1878object *
1879find_key (object *pl, object *container, object *door) 1679find_key_ (object *pl, object *container, object *door)
1880{ 1680{
1881 object *tmp, *key; 1681 object *tmp, *key;
1882 1682
1883 /* Should not happen, but sanity checking is never bad */ 1683 /* Should not happen, but sanity checking is never bad */
1884 if (!container->inv) 1684 if (!container->inv)
1887 /* 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 */
1888 for (tmp = container->inv; tmp; tmp = tmp->below) 1688 for (tmp = container->inv; tmp; tmp = tmp->below)
1889 { 1689 {
1890 if (door->type == DOOR && tmp->type == KEY) 1690 if (door->type == DOOR && tmp->type == KEY)
1891 break; 1691 break;
1692
1892 /* For sanity, we should really check door type, but other stuff 1693 /* For sanity, we should really check door type, but other stuff
1893 * (like containers) can be locked with special keys 1694 * (like containers) can be locked with special keys
1894 */ 1695 */
1895 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1696 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1896 break; 1697 break;
1902 * a key, return 1703 * a key, return
1903 */ 1704 */
1904 if (!tmp) 1705 if (!tmp)
1905 { 1706 {
1906 for (tmp = container->inv; tmp; tmp = tmp->below) 1707 for (tmp = container->inv; tmp; tmp = tmp->below)
1907 {
1908 /* No reason to search empty containers */ 1708 /* No reason to search empty containers */
1909 if (tmp->type == CONTAINER && tmp->inv) 1709 if (tmp->type == CONTAINER && tmp->inv)
1910 {
1911 if ((key = find_key (pl, tmp, door))) 1710 if ((key = find_key_ (pl, tmp, door)))
1912 return key; 1711 return key;
1913 }
1914 }
1915 1712
1916 if (!tmp) 1713 if (!tmp)
1917 return NULL; 1714 return 0;
1918 } 1715 }
1919 1716
1920 /* 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,
1921 * see if we actually want to use it 1718 * see if we actually want to use it
1922 */ 1719 */
1923 if (pl != container) 1720 if (pl != container)
1924 { 1721 {
1925 /* Only let players use keys in containers */ 1722 /* Only let players use keys in containers */
1926 if (!pl->contr) 1723 if (!pl->contr)
1927 return NULL; 1724 return 0;
1725
1928 /* cases where this fails: 1726 /* cases where this fails:
1929 * If we only search the player inventory, return now since we 1727 * If we only search the player inventory, return now since we
1930 * are not in the players inventory. 1728 * are not in the players inventory.
1931 * If the container is not active, return now since only active 1729 * If the container is not active, return now since only active
1932 * containers can be used. 1730 * containers can be used.
1936 * inv must have been an container and must have been active. 1734 * inv must have been an container and must have been active.
1937 * 1735 *
1938 * Change the color so that the message doesn't disappear with 1736 * Change the color so that the message doesn't disappear with
1939 * all the others. 1737 * all the others.
1940 */ 1738 */
1941 if (pl->contr->usekeys == key_inventory || 1739 if (pl->contr->usekeys == key_inventory
1942 !QUERY_FLAG (container, FLAG_APPLIED) || 1740 || !container->flag [FLAG_APPLIED]
1943 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys")))) 1741 || (pl->contr->usekeys == keyrings && container->race != shstr_keys))
1944 { 1742 {
1945 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1743 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1946 "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));
1947 return NULL; 1745 return NULL;
1948 } 1746 }
1949 } 1747 }
1950 1748
1951 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);
1952} 1775}
1953 1776
1954/* moved door processing out of move_player_attack. 1777/* moved door processing out of move_player_attack.
1955 * returns 1 if player has opened the door with a key 1778 * returns 1 if player has opened the door with a key
1956 * such that the caller should not do anything more, 1779 * such that the caller should not do anything more,
1957 * 0 otherwise 1780 * 0 otherwise
1958 */ 1781 */
1959static int 1782static int
1960player_attack_door (object *op, object *door) 1783player_attack_door (object *op, object *door)
1961{ 1784{
1962 /* 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,
1963 * 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 -
1964 * otherwise, we fall through to the rest of the code. 1787 * otherwise, we fall through to the rest of the code.
1965 */ 1788 */
1966 object *key = find_key (op, op, door); 1789 object *key = find_key (op, op, door);
1967 1790
1968 /* IF we found a key, do some extra work */ 1791 /* If we found a key, do some extra work */
1969 if (key) 1792 if (key)
1970 { 1793 {
1971 object *container = key->env; 1794 object *container = key->env;
1972
1973 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1974 1795
1975 if (action_makes_visible (op)) 1796 if (action_makes_visible (op))
1976 make_visible (op); 1797 make_visible (op);
1977 1798
1978 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1799 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1980 1801
1981 if (door->type == DOOR) 1802 if (door->type == DOOR)
1982 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 */
1983 else if (door->type == LOCKED_DOOR) 1804 else if (door->type == LOCKED_DOOR)
1984 { 1805 {
1985 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);
1986 remove_door2 (door); /* remove door without violence ;-) */ 1807 remove_door2 (door); /* remove door without violence ;-) */
1987 } 1808 }
1988 1809
1989 /* Do this after we print the message */ 1810 /* Do this after we print the message */
1990 decrease_ob (key); /* Use up one of the keys */ 1811 key->decrease (); /* Use up one of the keys */
1991 /* Need to update the weight the container the key was in */
1992 if (container != op)
1993 esrv_update_item (UPD_WEIGHT, op, container);
1994 1812
1995 return 1; /* Nothing more to do below */ 1813 return 1; /* Nothing more to do below */
1996 } 1814 }
1997 else if (door->type == LOCKED_DOOR) 1815 else if (door->type == LOCKED_DOOR)
1998 { 1816 {
1999 /* Might as well return now - no other way to open this */ 1817 /* Might as well return now - no other way to open this */
2000 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...");
2001 return 1; 1819 return 1;
2002 } 1820 }
2003 1821
2004 return 0; 1822 return 0;
2005} 1823}
2008 * It should keep the code cleaner. 1826 * It should keep the code cleaner.
2009 * When this is called, the players direction has been updated 1827 * When this is called, the players direction has been updated
2010 * (taking into account confusion.) The player is also actually 1828 * (taking into account confusion.) The player is also actually
2011 * going to try and move (not fire weapons). 1829 * going to try and move (not fire weapons).
2012 */ 1830 */
2013void 1831bool
2014move_player_attack (object *op, int dir) 1832move_player_attack (object *op, int dir)
2015{ 1833{
2016 object *tmp, *mon; 1834 if (!op->contr->braced && op->speed_left > 0.f && op->move (dir))
2017 int on_battleground; 1835 {
2018 maptile *m; 1836 --op->speed_left;
1837 return true;
1838 }
2019 1839
2020 sint16 nx = freearr_x[dir] + op->x; 1840 sint16 nx = freearr_x[dir] + op->x;
2021 sint16 ny = freearr_y[dir] + op->y; 1841 sint16 ny = freearr_y[dir] + op->y;
2022 1842
2023 on_battleground = op_on_battleground (op, 0, 0); 1843 if (out_of_map (op->map, nx, ny))
1844 return false;
2024 1845
2025 /* 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
2026 * 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
2027 * 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
2028 * player. This is a pretty nasty hack, because if we could 1849 * player. This is a pretty nasty hack, because if we could
2029 * 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
2030 * 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
2031 * 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
2032 * move_ob uses. 1853 * move_ob uses.
2033 */ 1854 */
2034 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;
2035 { 1870 }
2036 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)
2037 { 1877 {
2038 m = op->map->xy_find (nx, ny); 1878 if (ob->move_block == MOVE_ALL)
2039 if (!m) 1879 move_into_wall (op, ob);
2040 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;
2041 } 1942 }
2042 else 1943 else
2043 m = op->map;
2044
2045 if (!(tmp = m->at (nx, ny).bot))
2046 return; 1944 return false;
1945 }
2047 1946
2048 mon = 0; 1947 bool on_battleground = op_on_battleground (op, 0, 0);
2049 /* Go through all the objects, and find ones of interest. Only stop if
2050 * we find a monster - that is something we know we want to attack.
2051 * if its a door or barrel (can roll) see if there may be monsters
2052 * on the space
2053 */
2054 while (tmp)
2055 {
2056 if (tmp == op)
2057 {
2058 tmp = tmp->above;
2059 continue;
2060 }
2061 1948
2062 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2063 {
2064 mon = tmp;
2065 break;
2066 }
2067
2068 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2069 mon = tmp;
2070
2071 tmp = tmp->above;
2072 }
2073
2074 if (!mon) /* This happens anytime the player tries to move */
2075 return; /* into a wall */
2076
2077 if (mon->head)
2078 mon = mon->head;
2079
2080 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2081 if (player_attack_door (op, mon))
2082 return;
2083
2084 /* The following deals with possibly attacking peaceful
2085 * or frienddly creatures. Basically, all players are considered
2086 * unaggressive. If the moving player has peaceful set, then the
2087 * object should be pushed instead of attacked. It is assumed that
2088 * if you are braced, you will not attack friends accidently,
2089 * and thus will not push them.
2090 */
2091
2092 /* If the creature is a pet, push it even if the player is not
2093 * peaceful. Our assumption is the creature is a pet if the
2094 * player owns it and it is either friendly or unagressive.
2095 */
2096 if ((op->type == PLAYER)
2097#if COZY_SERVER
2098 &&
2099 ((mon->owner && mon->owner->contr
2100 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op)
2101#else
2102 && mon->owner == op
2103#endif
2104 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2105 {
2106 /* If we're braced, we don't want to switch places with it */
2107 if (op->contr->braced)
2108 return;
2109
2110 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2111 push_ob (mon, dir, op);
2112 if (op->contr->tmp_invis || op->hide)
2113 make_visible (op);
2114
2115 return;
2116 }
2117
2118 /* in certain circumstances, you shouldn't attack friendly 1949 /* in certain circumstances, you shouldn't attack friendly
2119 * creatures. Note that if you are braced, you can't push 1950 * creatures. Note that if you are braced, you can't push
2120 * 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
2121 * attack them either. 1952 * attack them either.
2122 */ 1953 */
2123 if ((mon->type == PLAYER || mon->enemy != op) && 1954 if ((mon->type == PLAYER || mon->enemy != op)
2124 (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])
2125#ifdef PROHIBIT_PLAYERKILL
2126 (op->contr->peaceful 1956 && ((op->contr->peaceful
2127 || (mon->type == PLAYER 1957 || (mon->type == PLAYER && mon->contr->peaceful))
2128 && mon->contr->
2129 peaceful)) &&
2130#else
2131 op->contr->peaceful &&
2132#endif
2133 !on_battleground)) 1958 && !on_battleground))
1959 {
1960 if (op->speed_left > 0.f)
2134 { 1961 {
1962 --op->speed_left;
1963
2135 if (!op->contr->braced) 1964 if (!op->contr->braced)
2136 { 1965 {
2137 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 1966 op->play_sound (sound_find ("push_player"));
2138 push_ob (mon, dir, op); 1967 push_ob (mon, dir, op);
2139 } 1968 }
2140 else 1969 else
2141 new_draw_info (0, 0, op, "You withhold your attack"); 1970 op->statusmsg ("You withhold your attack");
2142 1971
2143 if (op->contr->tmp_invis || op->hide) 1972 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
2144 make_visible (op); 1973 make_visible (op);
2145 }
2146 1974
1975 return true;
1976 }
1977 }
2147 /* If the object is a boulder or other rollable object, then 1978 /* If the object is a boulder or other rollable object, then
2148 * 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.
2149 */ 1980 */
2150 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)
2151 { 1984 {
1985 --op->speed_left;
1986
2152 recursive_roll (mon, dir, op); 1987 recursive_roll (mon, dir, op);
2153 if (action_makes_visible (op)) 1988 if (action_makes_visible (op))
2154 make_visible (op); 1989 make_visible (op);
2155 }
2156 1990
1991 return true;
1992 }
1993 }
2157 /* Any generic living creature. Including things like doors. 1994 /* Any generic living creature. Including things like doors.
2158 * 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
2159 * and be living. Then, it must be one of the following: 1996 * and be living. Then, it must be one of the following:
2160 * 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
2161 * 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.
2162 */ 1999 */
2163 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2000 else if ((mon->stats.hp >= 0) && mon->flag [FLAG_ALIVE] &&
2164 ((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)))
2165 { 2002 {
2166 2003 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2167 /* If the player hasn't hit something this tick, and does
2168 * so, give them speed boost based on weapon speed. Doing
2169 * it here is better than process_players2, which basically
2170 * incurred a 1 tick offset.
2171 */
2172 if (!op->contr->has_hit)
2173 { 2004 {
2174 op->speed_left += op->speed / op->contr->weapon_sp; 2005 --op->contr->weapon_sp_left;
2175
2176 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2177 }
2178 2006
2179 skill_attack (mon, op, 0, 0, 0); 2007 skill_attack (mon, op, 0, 0, 0);
2180
2181 /* If attacking another player, that player gets automatic
2182 * hitback, and doesn't loose luck either.
2183 * Disable hitback on the battleground or if the target is
2184 * the wiz.
2185 */
2186 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2187 {
2188 short luck = mon->stats.luck;
2189
2190 mon->contr->has_hit = 1;
2191 skill_attack (op, mon, 0, 0, 0);
2192 mon->stats.luck = luck;
2193 }
2194 2008
2195 if (action_makes_visible (op)) 2009 if (action_makes_visible (op))
2196 make_visible (op); 2010 make_visible (op);
2197 }
2198 } /* if player should attack something */
2199}
2200 2011
2201int 2012 return true;
2013 }
2014 }
2015
2016 return false;
2017}
2018
2019bool
2202move_player (object *op, int dir) 2020move_player (object *op, int dir)
2203{ 2021{
2204 int pick;
2205
2206 if (!op->map || op->map->in_memory != MAP_IN_MEMORY) 2022 if (!op->map || op->map->state != MAP_ACTIVE)
2207 return 0; 2023 return 0;
2208 2024
2209 /* Sanity check: make sure dir is valid */ 2025 /* Sanity check: make sure dir is valid */
2210 if ((dir < 0) || (dir >= 9)) 2026 if (dir < 0 || dir > 8)
2211 { 2027 {
2212 LOG (llevError, "move_player: invalid direction %d\n", dir); 2028 LOG (llevError, "move_player: invalid direction %d\n", dir);
2213 return 0; 2029 return 0;
2214 } 2030 }
2215 2031
2216 /* peterm: added following line */ 2032 /* peterm: added following line */
2217 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2033 if (op->flag [FLAG_CONFUSED] && dir)
2218 dir = absdir (dir + rndm (3) + rndm (3) - 2); 2034 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2219 2035
2220 op->facing = dir; 2036 op->facing = dir;
2221 2037
2222 if (op->hide) 2038 if (op->flag [FLAG_HIDDEN])
2223 do_hidden_move (op); 2039 do_hidden_move (op);
2224 2040
2041 bool retval;
2042 int pick = 0;
2043
2225 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2044 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2226 /*nop */ ; 2045 retval = RESULT_INT (0);
2227 else if (op->contr->fire_on) 2046 else if (op->contr->fire_on)
2228 fire (op, dir); 2047 retval = fire (op, dir);
2229 else 2048 else
2230 { 2049 {
2231 move_player_attack (op, dir); 2050 retval = move_player_attack (op, dir);
2232 pick = check_pick (op); 2051 pick = check_pick (op);
2233 } 2052 }
2234 2053
2235 /* 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
2236 * server can handle repeat firing. 2055 * server can handle repeat firing.
2243 /* Update how the player looks. Use the facing, so direction may 2062 /* Update how the player looks. Use the facing, so direction may
2244 * get reset to zero. This allows for full animation capabilities 2063 * get reset to zero. This allows for full animation capabilities
2245 * for players. 2064 * for players.
2246 */ 2065 */
2247 animate_object (op, op->facing); 2066 animate_object (op, op->facing);
2248 return 0; 2067
2068 return retval;
2249} 2069}
2250 2070
2251/* 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
2252 * new client/server stuff. 2072 * new client/server stuff.
2253 * 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
2254 * the new speed values for commands. 2074 * the new speed values for commands.
2255 * 2075 *
2256 * 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.
2257 */ 2079 */
2258int 2080bool
2259handle_newcs_player (object *op) 2081handle_newcs_player (object *op)
2260{ 2082{
2261 if (QUERY_FLAG (op, FLAG_SCARED)) 2083 if (op->flag [FLAG_SCARED])
2262 { 2084 {
2263 flee_player (op); 2085 if (op->speed_left > 0.f)
2264 /* If player is still scared, that is his action for this tick */
2265 if (QUERY_FLAG (op, FLAG_SCARED))
2266 { 2086 {
2267 op->speed_left--; 2087 --op->speed_left;
2088 flee_player (op);
2089
2268 return 0; 2090 return true;
2269 } 2091 }
2092 else
2093 return false;
2270 } 2094 }
2271 2095
2272 /* 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
2273 * the players time has been increased when doericserver has been 2097 * the players time has been increased when doericserver has been
2274 * called, so we recheck it here. 2098 * called, so we recheck it here.
2275 */ 2099 */
2276 if (op->contr->ns->handle_command ()) 2100 if (op->contr->ns->handle_command ())
2277 return 1; 2101 return true;
2278 2102
2279 if (op->speed_left > 0)
2280 {
2281 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2103 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2282 {
2283 /* All move commands take 1 tick, at least for now */
2284 op->speed_left--;
2285
2286 /* Instead of all the stuff below, let move_player take care
2287 * of it. Also, some of the skill stuff is only put in
2288 * there, as well as the confusion stuff.
2289 */
2290 move_player (op, op->direction); 2104 return move_player (op, op->direction);
2291 2105
2292 return op->speed_left > 0;
2293 }
2294 }
2295
2296 return 0; 2106 return false;
2297} 2107}
2298 2108
2299int 2109static int
2300save_life (object *op) 2110save_life (object *op)
2301{ 2111{
2302 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2112 if (!op->flag [FLAG_LIFESAVE])
2303 return 0; 2113 return 0;
2304 2114
2305 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2115 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2306 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2116 if (tmp->flag [FLAG_APPLIED] && tmp->flag [FLAG_LIFESAVE])
2307 { 2117 {
2308 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2118 op->play_sound (sound_find ("ob_evaporate"));
2309 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));
2310 2120
2311 if (op->contr)
2312 esrv_del_item (op->contr, tmp->count);
2313
2314 tmp->destroy (); 2121 tmp->destroy ();
2315 CLEAR_FLAG (op, FLAG_LIFESAVE); 2122 op->clr_flag (FLAG_LIFESAVE);
2316 2123
2317 if (op->stats.hp < 0) 2124 if (op->stats.hp < 0)
2318 op->stats.hp = op->stats.maxhp; 2125 op->stats.hp = op->stats.maxhp;
2319 2126
2320 if (op->stats.food < 0) 2127 if (op->stats.food < 0)
2321 op->stats.food = 999; 2128 op->stats.food = MAX_FOOD;
2322 2129
2323 op->update_stats (); 2130 op->update_stats ();
2324 return 1; 2131 return 1;
2325 } 2132 }
2326 2133
2327 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2134 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2328 CLEAR_FLAG (op, FLAG_LIFESAVE); 2135 op->clr_flag (FLAG_LIFESAVE);
2329 enter_player_savebed (op); /* bring him home. */ 2136 enter_player_savebed (op); /* bring him home. */
2330 return 0; 2137 return 0;
2331} 2138}
2332 2139
2333/* 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
2334 * 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
2335 * 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
2336 * from. 2143 * from.
2337 */ 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
2338void 2161void
2339remove_unpaid_objects (object *op, object *env) 2162object::drop_unpaid_items ()
2340{ 2163{
2341 while (op) 2164 if (!flag [FLAG_REMOVED])
2342 { 2165 ::drop_unpaid_items (inv, this);
2343 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2344
2345 if (QUERY_FLAG (op, FLAG_UNPAID))
2346 {
2347 if (env->type == PLAYER)
2348 esrv_del_item (env->contr, op->count);
2349
2350 op->insert_at (env);
2351 }
2352 else if (op->inv)
2353 remove_unpaid_objects (op->inv, env);
2354
2355 op = next;
2356 }
2357}
2358
2359/*
2360 * Returns pointer a static string containing gravestone text
2361 * Moved from apply.c to player.c - player.c is what
2362 * actually uses this function. player.c may not be quite the
2363 * best, a misc file for object actions is probably better,
2364 * but there isn't one in the server directory.
2365 */
2366char *
2367gravestone_text (object *op)
2368{
2369 static char buf2[MAX_BUF];
2370 char buf[MAX_BUF];
2371 time_t now = time (NULL);
2372
2373 strcpy (buf2, " R.I.P.\n\n");
2374 if (op->type == PLAYER)
2375 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2376 else
2377 sprintf (buf, "%s\n", &op->name);
2378
2379 strncat (buf2, " ", 20 - strlen (buf) / 2);
2380 strcat (buf2, buf);
2381 if (op->type == PLAYER)
2382 sprintf (buf, "who was in level %d when killed\n", op->level);
2383 else
2384 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2385
2386 strncat (buf2, " ", 20 - strlen (buf) / 2);
2387 strcat (buf2, buf);
2388 if (op->type == PLAYER)
2389 {
2390 sprintf (buf, "by %s.\n\n", op->contr->killer);
2391 strncat (buf2, " ", 21 - strlen (buf) / 2);
2392 strcat (buf2, buf);
2393 }
2394
2395 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2396 strncat (buf2, " ", 20 - strlen (buf) / 2);
2397 strcat (buf2, buf);
2398
2399 return buf2;
2400} 2166}
2401 2167
2402void 2168void
2403do_some_living (object *op) 2169do_some_living (object *op)
2404{ 2170{
2405 int last_food = op->stats.food; 2171 int last_food = op->stats.food;
2406 int gen_hp, gen_sp, gen_grace; 2172 int gen_hp, gen_sp, gen_grace;
2407 int over_hp, over_sp, over_grace;
2408 int i; 2173 int i;
2409 int rate_hp = 1200; 2174 int rate_hp = 1200;
2410 int rate_sp = 2500; 2175 int rate_sp = 2500;
2411 int rate_grace = 2000; 2176 int rate_grace = 2000;
2412 const int max_hp = 1; 2177 const int max_hp = 1;
2418 op->invisible = 1000; 2183 op->invisible = 1000;
2419 /* the socket code flashes the player visible/invisible 2184 /* the socket code flashes the player visible/invisible
2420 * depending on the value of invisible, so we need to 2185 * depending on the value of invisible, so we need to
2421 * alternate it here for it to work correctly. 2186 * alternate it here for it to work correctly.
2422 */ 2187 */
2423 if (pticks & 2) 2188 if (server_tick & 2)
2424 op->invisible--; 2189 op->invisible--;
2425 } 2190 }
2426 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS))) 2191 else if (op->invisible && !(op->flag [FLAG_MAKE_INVIS]))
2427 { 2192 {
2428 if (!op->invisible--) 2193 if (!op->invisible--)
2429 { 2194 {
2430 make_visible (op); 2195 make_visible (op);
2431 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.");
2458 { 2223 {
2459 gen_grace = op->stats.maxgrace; 2224 gen_grace = op->stats.maxgrace;
2460 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2225 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2461 } 2226 }
2462 2227
2463 /* Regenerate Spell Points */ 2228 /* Regenerate Grace */
2464 if (!op->contr->golem && --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)
2465 { 2231 {
2466 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2467 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)
2468 { 2238 {
2469 op->stats.sp++; 2239 int over_grace = temp / rate_grace;
2470 /* dms do not consume food */ 2240
2471 if (!QUERY_FLAG (op, FLAG_WIZ)) 2241 if (over_grace > 0)
2472 { 2242 {
2473 op->stats.food--; 2243 op->stats.sp += over_grace + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > (temp % rate_grace)) ? -1 : 0;
2474 if (op->contr->digestion < 0) 2244 op->last_grace = 0;
2475 op->stats.food += op->contr->digestion;
2476 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2477 op->stats.food = last_food;
2478 } 2245 }
2246 else
2247 op->last_grace = rate_grace / temp;
2479 } 2248 }
2249 else
2250 op->last_grace = rate_grace / temp;
2480 2251
2481 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)
2482 { 2259 {
2483 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);
2484 if (over_sp > 0) 2261
2262 if (op->stats.sp < op->stats.maxsp)
2485 { 2263 {
2486 if (op->stats.sp < op->stats.maxsp) 2264 op->stats.sp++;
2265
2266 /* dms do not consume food */
2267 if (!op->flag [FLAG_WIZ])
2487 { 2268 {
2488 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2489
2490 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2491 op->stats.sp--; 2269 op->stats.food--;
2492 2270
2493 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))
2494 op->stats.sp = op->stats.maxsp; 2274 op->stats.food = last_food;
2495 } 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
2496 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);
2497 } 2298 }
2498 else 2299 else
2499 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);
2500 } 2301 }
2501 else
2502 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2503 }
2504 2302
2505 /* Regenerate Grace */ 2303 /* Regenerate Hit Points */
2506 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2507 if (--op->last_grace < 0) 2304 if (--op->last_heal < 0)
2508 {
2509 if (op->stats.grace < op->stats.maxgrace / 2)
2510 op->stats.grace++; /* no penalty in food for regaining grace */
2511
2512 if (max_grace > 1)
2513 { 2305 {
2514 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2306 if (op->stats.hp < op->stats.maxhp)
2515 if (over_grace > 0)
2516 { 2307 {
2517 op->stats.sp += over_grace 2308 op->stats.hp++;
2518 + (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;
2519 op->last_grace = 0; 2331 op->last_heal = 0;
2332 }
2333 else
2334 op->last_heal = rate_hp / temp;
2520 } 2335 }
2521 else 2336 else
2522 {
2523 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2524 }
2525 }
2526 else
2527 {
2528 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2529 }
2530 /* wearing stuff doesn't detract from grace generation. */
2531 }
2532
2533 /* Regenerate Hit Points */
2534 if (--op->last_heal < 0)
2535 {
2536 if (op->stats.hp < op->stats.maxhp)
2537 {
2538 op->stats.hp++;
2539 /* dms do not consume food */
2540 if (!QUERY_FLAG (op, FLAG_WIZ))
2541 {
2542 op->stats.food--;
2543 if (op->contr->digestion < 0)
2544 op->stats.food += op->contr->digestion;
2545 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2546 op->stats.food = last_food;
2547 }
2548 }
2549
2550 if (max_hp > 1)
2551 {
2552 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2553 if (over_hp > 0)
2554 {
2555 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2556 op->last_heal = 0; 2337 op->last_heal = rate_hp / temp;
2557 }
2558 else
2559 {
2560 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2561 }
2562 }
2563 else
2564 {
2565 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2566 } 2338 }
2567 } 2339 }
2568 2340
2569 /* Digestion */ 2341 /* Digestion */
2570 if (--op->last_eat < 0) 2342 if (--op->last_eat < 0)
2571 { 2343 {
2572#ifdef COZY_SERVER 2344 int bonus = max (0, op->contr->digestion),
2573 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion; 2345 penalty = max (0, -op->contr->digestion);
2574 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2575#else
2576 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2577#endif
2578 2346
2579 if (op->contr->gen_hp > 0)
2580 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);
2581 else
2582 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2583 2348
2584 /* dms do not consume food */ 2349 /* dms do not consume food */
2585 if (!QUERY_FLAG (op, FLAG_WIZ)) 2350 if (!op->flag [FLAG_WIZ])
2586 op->stats.food--; 2351 op->stats.food--;
2587 } 2352 }
2588 2353
2589 if (op->stats.food < 0 && op->stats.hp >= 0) 2354 if (op->stats.food < 0 && op->stats.hp >= 0)
2590 { 2355 {
2591 object *tmp, *flesh = 0; 2356 object *flesh = 0;
2592 2357
2593 for (tmp = op->inv; tmp; tmp = tmp->below) 2358 for_inv_removable (op, tmp)
2594 { 2359 {
2595 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)
2596 { 2364 {
2597 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2365 op->statusmsg ("You blindly grab for a bite of food. "
2598 { 2366 "H<To prevent you from starving, you ate some random item from your backpack.>");
2599 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2367 op->apply (tmp);
2600 manual_apply (op, tmp, 0); 2368
2601 if (op->stats.food >= 0 || op->stats.hp < 0) 2369 if (op->stats.food >= 0 || op->stats.hp < 0)
2602 break; 2370 break;
2603 } 2371 }
2604 else if (tmp->type == FLESH) 2372 else if (tmp->type == FLESH)
2605 flesh = tmp; 2373 flesh = tmp;
2606 } /* End if paid for object */ 2374 }
2607 } /* end of for loop */
2608 2375
2609 /* 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
2610 * eat flesh instead. 2377 * eat flesh instead.
2611 */ 2378 */
2612 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2379 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2613 { 2380 {
2614 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.>");
2615 manual_apply (op, flesh, 0); 2383 op->apply (flesh);
2616 } 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)
2617 } 2393 {
2394 op->stats.hp += op->stats.food;
2395 op->stats.food = 0;
2618 2396
2619 while (op->stats.food < 0 && op->stats.hp >= 0) 2397 if (op->stats.hp < 0)
2620 op->stats.food++, op->stats.hp--; 2398 {
2399 op->contr->killer = archetype::get ("killer_starvation");
2400 op->contr->killer->destroy ();
2401 }
2402 }
2621 2403
2404 /* killer should be set here already */
2622 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2405 if (op->stats.hp < 0 && !op->flag [FLAG_WIZ])
2623 kill_player (op); 2406 kill_player (op);
2624 } 2407 }
2625} 2408}
2626 2409
2627/* 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.
2630 * file. 2413 * file.
2631 */ 2414 */
2632void 2415void
2633kill_player (object *op) 2416kill_player (object *op)
2634{ 2417{
2635 char buf[MAX_BUF];
2636 int x, y; 2418 int x, y;
2637
2638 //int i;
2639 maptile *map; /* this is for resurrection */ 2419 maptile *map; /* this is for resurrection */
2640
2641 /* int z;
2642 int num_stats_lose;
2643 int lost_a_stat;
2644 int lose_this_stat;
2645 int this_stat; */
2646 int will_kill_again; 2420 int will_kill_again;
2647 archetype *at; 2421 archetype *at;
2648 object *tmp; 2422 object *tmp;
2649 2423
2650 if (save_life (op)) 2424 if (save_life (op))
2651 return; 2425 return;
2652 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 }
2653 2462
2654 /* 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
2655 * 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.
2656 * Look at op_on_battleground() for more info --AndreasV 2465 * Look at op_on_battleground() for more info --AndreasV
2657 */ 2466 */
2658 if (op_on_battleground (op, &x, &y)) 2467 if (op_on_battleground (op, &x, &y))
2659 { 2468 {
2660 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";
2661 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2662
2663 /* restore player */
2664 at = archetype::find ("poisoning");
2665 if (object *tmp = present_arch_in_ob (at, op))
2666 {
2667 tmp->destroy ();
2668 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2669 }
2670
2671 at = archetype::find ("confusion");
2672 if (object *tmp = present_arch_in_ob (at, op))
2673 {
2674 tmp->destroy ();
2675 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2676 }
2677
2678 cure_disease (op, 0); /* remove any disease */
2679 op->stats.hp = op->stats.maxhp;
2680 if (op->stats.food <= 0)
2681 op->stats.food = 999;
2682 2470
2683 /* create a bodypart-trophy to make the winner happy */ 2471 /* create a bodypart-trophy to make the winner happy */
2684 if (object *tmp = arch_to_object (archetype::find ("finger"))) 2472 object *tmp = archetype::find (shstr_finger)->instance ();
2685 { 2473
2686 sprintf (buf, "%s's finger", &op->name); 2474 tmp->name = format ("%s's finger" , &op->name);
2687 tmp->name = buf; 2475 tmp->name_pl = format ("%s's fingers", &op->name);
2688 sprintf (buf, " This finger has been cut off %s\n" 2476 tmp->msg = format (
2689 " 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",
2690 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2478 &op->name, op->contr->title,
2691 tmp->msg = buf; 2479 (int)op->level,
2480 op->contr->killer_name ()
2481 );
2692 tmp->value = 0, tmp->type = 0; 2482 tmp->value = 0, tmp->type = 0;
2693 tmp->materialname = "organics"; 2483 tmp->material = name_to_material (shstr_organic);
2694 tmp->insert_at (op, tmp); 2484 tmp->insert_at (op, tmp);
2695 }
2696 2485
2697 /* teleport defeated player to new destination */ 2486 /* teleport defeated player to new destination */
2698 transfer_ob (op, x, y, 0, NULL); 2487 transfer_ob (op, x, y, 0, NULL);
2699 op->contr->braced = 0; 2488 op->contr->braced = 0;
2489
2490 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2700 return; 2491 return;
2701 } 2492 }
2702 2493
2494 deathtab << "You were killed by " << op->contr->killer_name () << ".\n\n";
2495 deathtab << "T<YOU HAVE DIED>\n\n";
2496
2703 INVOKE_PLAYER (DEATH, op->contr); 2497 INVOKE_PLAYER (DEATH, op->contr);
2704 2498
2705 command_kill_pets (op, 0); 2499 command_kill_pets (op, 0);
2706 2500
2707 if (op->stats.food < 0) 2501 op->contr->play_sound (sound_find ("player_dies"));
2708 {
2709 sprintf (buf, "%s starved to death.", &op->name);
2710 strcpy (op->contr->killer, "starvation");
2711 }
2712 else
2713 sprintf (buf, "%s died.", &op->name);
2714
2715 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2716 2502
2717 /* save the map location for corpse, gravestone */ 2503 /* save the map location for corpse, gravestone */
2718 x = op->x; 2504 x = op->x;
2719 y = op->y; 2505 y = op->y;
2720 map = op->map; 2506 map = op->map;
2748 2534
2749 lost_a_stat = 0; 2535 lost_a_stat = 0;
2750 2536
2751 for (z = 0; z < num_stats_lose; z++) 2537 for (z = 0; z < num_stats_lose; z++)
2752 { 2538 {
2753 i = RANDOM () % NUM_STATS; 2539 i = rndm (NUM_STATS);
2754 2540
2755 if (settings.stat_loss_on_death) 2541 if (settings.stat_loss_on_death)
2756 { 2542 {
2757 /* 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
2758 * what he lost. 2544 * what he lost.
2765 lost_a_stat = 1; 2551 lost_a_stat = 1;
2766 } 2552 }
2767 else 2553 else
2768 { 2554 {
2769 /* deplete a stat */ 2555 /* deplete a stat */
2770 archetype *deparch = archetype::find ("depletion"); 2556 archetype *deparch = archetype::find (shstr_depletion);
2771 object *dep; 2557 object *dep;
2772 2558
2773 dep = present_arch_in_ob (deparch, op); 2559 dep = present_arch_in_ob (deparch, op);
2774 if (!dep) 2560 if (!dep)
2775 { 2561 {
2776 dep = arch_to_object (deparch); 2562 dep = deparch->instance ();
2777 insert_ob_in_ob (dep, op); 2563 insert_ob_in_ob (dep, op);
2778 } 2564 }
2779 lose_this_stat = 1; 2565 lose_this_stat = 1;
2780 if (settings.balanced_stat_loss) 2566 if (settings.balanced_stat_loss)
2781 { 2567 {
2809 } 2595 }
2810 } 2596 }
2811 2597
2812 if (lose_this_stat) 2598 if (lose_this_stat)
2813 { 2599 {
2814 this_stat = get_attr_value (&(dep->stats), i); 2600 this_stat = get_attr_value (&dep->stats, i);
2815 /* We could try to do something clever like find another 2601 /* We could try to do something clever like find another
2816 * stat to reduce if this fails. But chances are, if 2602 * stat to reduce if this fails. But chances are, if
2817 * stats have been depleted to -50, all are pretty low 2603 * stats have been depleted to -50, all are pretty low
2818 * 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
2819 * difference. 2605 * difference.
2820 */ 2606 */
2821 if (this_stat >= -50) 2607 if (this_stat >= -50)
2822 { 2608 {
2823 change_attr_value (&(dep->stats), i, -1); 2609 change_attr_value (&(dep->stats), i, -1);
2824 SET_FLAG (dep, FLAG_APPLIED); 2610 dep->set_flag (FLAG_APPLIED);
2825 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2611 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2826 op->update_stats (); 2612 op->update_stats ();
2827 lost_a_stat = 1; 2613 lost_a_stat = 1;
2828 } 2614 }
2829 } 2615 }
2830 } 2616 }
2831 } 2617 }
2618
2832 /* If no stat lost, tell the player. */ 2619 /* If no stat lost, tell the player. */
2833 if (!lost_a_stat) 2620 if (!lost_a_stat)
2834 { 2621 {
2835 /* determine_god() seems to not work sometimes... why is this? 2622 /* determine_god() seems to not work sometimes... why is this?
2836 Should I be using something else? GD */ 2623 Should I be using something else? GD */
2837 const char *god = determine_god (op); 2624 shstr_tmp god = determine_god (op);
2838 2625
2839 if (god && (strcmp (god, "none"))) 2626 if (god != shstr_none)
2840 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";
2841 else 2628 else
2842 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";
2843 } 2630 }
2844#else 2631#else
2845 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.";
2846#endif 2633#endif
2847 2634
2848 /* Put a gravestone up where the character 'almost' died. List the 2635 /* Put a gravestone up where the character 'almost' died. List the
2849 * exp loss on the stone. 2636 * exp loss on the stone.
2850 */ 2637 */
2851 tmp = arch_to_object (archetype::find ("gravestone")); 2638 tmp = archetype::find (shstr_gravestone)->instance ();
2852 sprintf (buf, "%s's gravestone", &op->name); 2639 tmp->name = format ("%s's gravestone", &op->name);
2853 tmp->name = buf; 2640 tmp->name_pl = format ("%s's gravestones", &op->name);
2854 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",
2855 tmp->name_pl = buf; 2642 &op->name, op->contr->title, op->contr->killer_name ());
2856 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);
2857 tmp->msg = buf;
2858 tmp->x = op->x, tmp->y = op->y; 2643 tmp->x = op->x, tmp->y = op->y;
2859 insert_ob_in_map (tmp, op->map, NULL, 0); 2644 insert_ob_in_map (tmp, op->map, NULL, 0);
2860 2645
2861 /**************************************/ 2646 /**************************************/
2862 /* */ 2647 /* */
2863 /* Subtract the experience points, */ 2648 /* Subtract the experience points, */
2864 /* if we died cause of food, give us */
2865 /* food, and reset HP's... */
2866 /* */ 2649 /* */
2867 /**************************************/ 2650 /**************************************/
2868 2651
2869 /* remove any poisoning and confusion the character may be suffering. */
2870 /* restore player */
2871 at = archetype::find ("poisoning");
2872 tmp = present_arch_in_ob (at, op);
2873
2874 if (tmp)
2875 {
2876 tmp->destroy ();
2877 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2878 }
2879
2880 at = archetype::find ("confusion");
2881 tmp = present_arch_in_ob (at, op);
2882 if (tmp)
2883 {
2884 tmp->destroy ();
2885 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2886 }
2887
2888 cure_disease (op, 0); /* remove any disease */
2889
2890 /*add_exp(op, (op->stats.exp * -0.20)); */ 2652 /*add_exp(op, (op->stats.exp * -0.20)); */
2891 apply_death_exp_penalty (op); 2653 apply_death_exp_penalty (op);
2892 if (op->stats.food < 100)
2893 op->stats.food = 900;
2894 op->stats.hp = op->stats.maxhp;
2895 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2896 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2897 2654
2898 /* 2655 /*
2899 * 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
2900 * and put them back in the map. 2657 * and put them back in the map.
2901 */ 2658 */
2902 remove_unpaid_objects (op->inv, op); 2659 op->drop_unpaid_items ();
2903 2660
2904 /****************************************/ 2661 /****************************************/
2905 /* */ 2662 /* */
2906 /* Move player to his current respawn- */ 2663 /* Move player to his current respawn- */
2907 /* position (usually last savebed) */ 2664 /* position (usually last savebed) */
2925 if (will_kill_again) 2682 if (will_kill_again)
2926 { 2683 {
2927 object *force; 2684 object *force;
2928 int at; 2685 int at;
2929 2686
2930 force = get_archetype (FORCE_NAME); 2687 force = archetype::get (FORCE_NAME);
2931 /* 50 ticks should be enough time for the spell to abate */ 2688 /* 50 ticks should be enough time for the spell to abate */
2932 force->speed = 0.1;
2933 force->speed_left = -5.0; 2689 force->speed_left = -5.f;
2934 SET_FLAG (force, FLAG_APPLIED); 2690 force->set_speed (0.1f);
2691 force->set_flag (FLAG_APPLIED);
2692
2935 for (at = 0; at < NROFATTACKS; at++) 2693 for (at = 0; at < NROFATTACKS; at++)
2936 if (will_kill_again & (1 << at)) 2694 if (will_kill_again & (1 << at))
2937 force->resist[at] = 100; 2695 force->resist[at] = 100;
2938 2696
2939 insert_ob_in_ob (force, op); 2697 insert_ob_in_ob (force, op);
2940 op->update_stats (); 2698 op->update_stats ();
2941
2942 } 2699 }
2943 2700
2944 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2701 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2945} 2702}
2946 2703
2947void 2704static void
2948loot_object (object *op) 2705loot_object (object *op)
2949{ /* Grab and destroy some treasure */ 2706{ /* Grab and destroy some treasure */
2950 object *tmp, *tmp2, *next; 2707 object *tmp, *tmp2, *next;
2951 2708
2952 op->close_container (); /* close open sack first */ 2709 op->close_container (); /* close open sack first */
2962 tmp->x = op->x, tmp->y = op->y; 2719 tmp->x = op->x, tmp->y = op->y;
2963 2720
2964 if (tmp->type == CONTAINER) 2721 if (tmp->type == CONTAINER)
2965 loot_object (tmp); /* empty container to ground */ 2722 loot_object (tmp); /* empty container to ground */
2966 2723
2967 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))))
2968 { 2725 {
2969 if (tmp->nrof > 1) 2726 if (tmp->nrof > 1)
2970 { 2727 {
2971 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2728 tmp->decrease (rndm (1, tmp->nrof - 1));
2972 tmp2->destroy ();
2973 insert_ob_in_map (tmp, op->map, NULL, 0); 2729 insert_ob_in_map (tmp, op->map, NULL, 0);
2974 } 2730 }
2975 else 2731 else
2976 tmp->destroy (); 2732 tmp->destroy ();
2977 } 2733 }
2984 * fix_weight(): Check recursively the weight of all players, and fix 2740 * fix_weight(): Check recursively the weight of all players, and fix
2985 * 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
2986 * was changed. 2742 * was changed.
2987 */ 2743 */
2988void 2744void
2989fix_weight (void) 2745fix_weight ()
2990{ 2746{
2991 for_all_players (pl) 2747 for_all_players (pl)
2992 { 2748 {
2993 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2749 sint32 old = pl->ob->carrying;
2994 2750
2995 if (old == sum) 2751 pl->ob->update_weight ();
2996 continue; 2752
2753 if (old != pl->ob->carrying)
2754 {
2997 pl->ob->update_stats (); 2755 pl->ob->update_stats ();
2998 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 }
2999 } 2758 }
3000} 2759}
3001 2760
3002void 2761void
3003fix_luck (void) 2762fix_luck ()
3004{ 2763{
3005 for_all_players (pl) 2764 for_all_players (pl)
3006 if (!pl->ob->contr->ns->state) 2765 if (!pl->ob->contr->ns->state)
3007 pl->ob->change_luck (0); 2766 pl->ob->change_luck (0);
3008} 2767}
3045} 2804}
3046 2805
3047void 2806void
3048make_visible (object *op) 2807make_visible (object *op)
3049{ 2808{
3050 op->hide = 0; 2809 op->flag [FLAG_HIDDEN] = 0;
3051 op->invisible = 0; 2810 op->invisible = 0;
2811
3052 if (op->type == PLAYER) 2812 if (op->type == PLAYER)
3053 { 2813 {
3054 op->contr->tmp_invis = 0; 2814 op->contr->tmp_invis = 0;
3055 op->contr->invis_race = 0; 2815 op->contr->invis_race = 0;
3056 } 2816 }
3059} 2819}
3060 2820
3061int 2821int
3062is_true_undead (object *op) 2822is_true_undead (object *op)
3063{ 2823{
3064 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 2824 if (op->arch->flag [FLAG_UNDEAD])
3065 return 1; 2825 return 1;
3066 2826
3067 return 0; 2827 return 0;
3068} 2828}
3069 2829
3070/* look at the surrounding terrain to determine 2830/* look at the surrounding terrain to determine
3071 * the hideability of this object. Positive levels 2831 * the hideability of this object. Positive levels
3072 * indicate greater hideability. 2832 * indicate greater hideability.
3073 */ 2833 */
3074
3075int 2834int
3076hideability (object *ob) 2835hideability (object *ob)
3077{ 2836{
3078 int i, level = 0, mflag; 2837 int i, level = 0, mflag;
3079 sint16 x, y; 2838 sint16 x, y;
3080 2839
3081 if (!ob || !ob->map) 2840 if (!ob || !ob->map)
3082 return 0; 2841 return 0;
3083 2842
3084 /* so, on normal lighted maps, its hard to hide */ 2843 /* so, on normal lighted maps, its hard to hide */
3085 level = ob->map->darkness - 2; 2844 level = ob->map->darklevel () - 2;
3086 2845
3087 /* this also picks up whether the object is glowing. 2846 /* this also picks up whether the object is glowing.
3088 * 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
3089 * as bad as carrying a light on a pitch dark map */ 2848 * as bad as carrying a light on a pitch dark map */
3090 if (has_carried_lights (ob)) 2849 if (ob->has_carried_lights ())
3091 level = -(10 + (2 * ob->map->darkness)); 2850 level = -(10 + (2 * ob->map->darklevel ()));
3092 2851
3093 /* scan through all nearby squares for terrain to hide in */ 2852 /* scan through all nearby squares for terrain to hide in */
3094 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])
3095 { 2856 {
3096 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); 2857 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3097 if (mflag & P_OUT_OF_MAP) 2858 if (mflag & P_OUT_OF_MAP)
3098 {
3099 continue; 2859 continue;
3100 } 2860
3101 if (mflag & P_BLOCKSVIEW) /* something to hide near! */ 2861 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3102 level += 2; 2862 level += 2;
3103 else /* open terrain! */ 2863 else /* open terrain! */
3104 level -= 1; 2864 level -= 1;
3105 } 2865 }
3113/* For Hidden creatures - a chance of becoming 'unhidden' 2873/* For Hidden creatures - a chance of becoming 'unhidden'
3114 * every time they move - as we subtract off 'invisibility' 2874 * every time they move - as we subtract off 'invisibility'
3115 * AND, for players, if they move into a ridiculously unhideable 2875 * AND, for players, if they move into a ridiculously unhideable
3116 * spot (surrounded by clear terrain in broad daylight). -b.t. 2876 * spot (surrounded by clear terrain in broad daylight). -b.t.
3117 */ 2877 */
3118
3119void 2878void
3120do_hidden_move (object *op) 2879do_hidden_move (object *op)
3121{ 2880{
3122 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 2881 int hide = 0;
3123 object *skop;
3124 2882
3125 if (!op || !op->map) 2883 if (!op || !op->map)
3126 return; 2884 return;
3127 2885
3128 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);
3129 2888
3130 /* 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! */
3131 if (op->type == PLAYER && op->contr->run_on) 2890 if (op->type == PLAYER && op->contr->run_on)
3132 if (!skop || num >= skop->level) 2891 if (!skop || num >= skop->level)
3133 { 2892 {
3143 num -= hide; 2902 num -= hide;
3144 2903
3145 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 2904 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3146 { 2905 {
3147 make_visible (op); 2906 make_visible (op);
2907
3148 if (op->type == PLAYER) 2908 if (op->type == PLAYER)
3149 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!");
3150 } 2910 }
3151 else if (op->type == PLAYER && skop) 2911 else if (op->type == PLAYER && skop)
3152 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);
3167 2927
3168 if (who->type == PLAYER) 2928 if (who->type == PLAYER)
3169 player = 1; 2929 player = 1;
3170 2930
3171 else 2931 else
3172 friendly = QUERY_FLAG (who, FLAG_FRIENDLY); 2932 friendly = who->flag [FLAG_FRIENDLY];
3173 2933
3174 /* search adjacent squares */ 2934 /* search adjacent squares */
3175 for (i = 1; i < 9; i++) 2935 for (i = 1; i < 9; i++)
3176 { 2936 {
3177 x = who->x + freearr_x[i]; 2937 x = who->x + freearr_x[i];
3186 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)))
3187 continue; 2947 continue;
3188 2948
3189 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)
3190 { 2950 {
3191 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])
3192 return 1; 2952 return 1;
3193 else if (tmp->type == PLAYER) 2953 else if (tmp->type == PLAYER)
3194 { 2954 {
3195 /*don't let a hidden DM prevent you from hiding */ 2955 /*don't let a hidden DM prevent you from hiding */
3196 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0) 2956 if (!tmp->flag [FLAG_WIZ] || tmp->contr->hidden == 0)
3197 return 1; 2957 return 1;
3198 } 2958 }
3199 } 2959 }
3200 } 2960 }
3201 return 0; 2961 return 0;
3205 * object op. This function works fine for monsters, 2965 * object op. This function works fine for monsters,
3206 * 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
3207 * a pile (say a coin under a table would return "viewable" 2967 * a pile (say a coin under a table would return "viewable"
3208 * by this routine). Another question, should we be 2968 * by this routine). Another question, should we be
3209 * concerned with the direction the player is looking 2969 * concerned with the direction the player is looking
3210 * in? Realistically, most of use cant see stuff behind 2970 * in? Realistically, most of us can't see stuff behind
3211 * our backs...on the other hand, does the "facing" direction 2971 * our backs...on the other hand, does the "facing" direction
3212 * imply the way your head, or body is facing? Its possible 2972 * imply the way your head, or body is facing? It's possible
3213 * 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.
3214 * -b.t. 2974 * -b.t.
3215 * This function is now map tiling safe. 2975 * This function is now map tiling safe.
3216 */ 2976 */
3217
3218int 2977int
3219player_can_view (object *pl, object *op) 2978player_can_view (object *pl, object *op)
3220{ 2979{
3221 rv_vector rv; 2980 rv_vector rv;
3222 int dx, dy; 2981 int dx, dy;
3234 2993
3235 get_rangevector (pl, op, &rv, 0x1); 2994 get_rangevector (pl, op, &rv, 0x1);
3236 2995
3237 /* starting with the 'head' part, lets loop 2996 /* starting with the 'head' part, lets loop
3238 * through the object and find if it has any 2997 * through the object and find if it has any
3239 * part that is in the los array but isnt on 2998 * part that is in the los array but isn't on
3240 * a blocked los square. 2999 * a blocked los square.
3241 * we use the archetype to figure out offsets. 3000 * we use the archetype to figure out offsets.
3242 */ 3001 */
3243 while (op) 3002 while (op)
3244 { 3003 {
3245 dx = rv.distance_x + op->arch->clone.x; 3004 dx = rv.distance_x + op->arch->x;
3246 dy = rv.distance_y + op->arch->clone.y; 3005 dy = rv.distance_y + op->arch->y;
3247 3006
3248 /* only the viewable area the player sees is updated by LOS 3007 if (pl->contr->blocked_los (dx, dy) != LOS_BLOCKED)
3249 * code, so we need to restrict ourselves to that range of values
3250 * for any meaningful values.
3251 */
3252 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3253 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3254 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3255 return 1; 3008 return 1;
3009
3256 op = op->more; 3010 op = op->more;
3257 } 3011 }
3258 return 0;
3259}
3260 3012
3261/* routine for both players and monsters. We call this when
3262 * there is a possibility for our action distrubing our hiding
3263 * place or invisiblity spell. Artefact invisiblity is not
3264 * effected by this. If we arent invisible to begin with, we
3265 * return 0.
3266 */
3267int
3268action_makes_visible (object *op)
3269{
3270
3271 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3272 {
3273 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3274 return 0;
3275
3276 if (op->contr && op->contr->tmp_invis == 0)
3277 return 0;
3278
3279 /* If monsters, they should become visible */
3280 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3281 {
3282 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3283 return 1;
3284 }
3285 }
3286 return 0; 3013 return 0;
3287} 3014}
3288 3015
3289/* op_on_battleground - checks if the given object op (usually 3016/* op_on_battleground - checks if the given object op (usually
3290 * a player) is standing on a valid battleground-tile, 3017 * a player) is standing on a valid battleground-tile,
3295 * 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
3296 */ 3023 */
3297int 3024int
3298op_on_battleground (object *op, int *x, int *y) 3025op_on_battleground (object *op, int *x, int *y)
3299{ 3026{
3300 object *tmp;
3301
3302 /* A battleground-tile needs the following attributes to be valid: 3027 /* A battleground-tile needs the following attributes to be valid:
3303 * 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),
3304 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3029 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3305 * and the exit-coordinates sp/hp must both be > 0. 3030 * and the exit-coordinates sp/hp must both be > 0.
3306 * => The intention here is to prevent abuse of the battleground- 3031 * => The intention here is to prevent abuse of the battleground-
3307 * feature (like pickable or hidden battleground tiles). */ 3032 * feature (like pickable or hidden battleground tiles). */
3308 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3033 for (object *tmp = op->below; tmp; tmp = tmp->below)
3309 { 3034 {
3310 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3035 if (tmp->flag [FLAG_IS_FLOOR])
3311 { 3036 {
3312 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3037 if (tmp->flag [FLAG_NO_PICK]
3313 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))
3314 { 3041 {
3315 /*before we assign the exit, check if this is a teambattle */ 3042 /* before we assign the exit, check if this is a teambattle */
3316 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))
3317 {
3318 object *invtmp;
3319
3320 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)
3321 { 3046 {
3322 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3323 {
3324 if (x != NULL && y != NULL) 3047 if (x && y)
3325 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3048 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3049
3326 return 1; 3050 return 1;
3327 }
3328 } 3051 }
3329 } 3052
3330 if (x != NULL && y != NULL) 3053 if (x && y)
3331 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3054 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3055
3332 return 1; 3056 return 1;
3333 } 3057 }
3334 } 3058 }
3335 } 3059 }
3060
3336 /* If we got here, did not find a battleground */ 3061 /* If we got here, did not find a battleground */
3337 return 0; 3062 return 0;
3338} 3063}
3339 3064
3340/* 3065/*
3356 char buf[MAX_BUF]; /* tmp. string buffer */ 3081 char buf[MAX_BUF]; /* tmp. string buffer */
3357 int i = 0, j = 0; 3082 int i = 0, j = 0;
3358 3083
3359 /* get the appropriate treasurelist */ 3084 /* get the appropriate treasurelist */
3360 if (atnr == ATNR_FIRE) 3085 if (atnr == ATNR_FIRE)
3361 trlist = treasurelist::find ("dragon_ability_fire"); 3086 trlist = treasurelist::find (shstr_dragon_ability_fire);
3362 else if (atnr == ATNR_COLD) 3087 else if (atnr == ATNR_COLD)
3363 trlist = treasurelist::find ("dragon_ability_cold"); 3088 trlist = treasurelist::find (shstr_dragon_ability_cold);
3364 else if (atnr == ATNR_ELECTRICITY) 3089 else if (atnr == ATNR_ELECTRICITY)
3365 trlist = treasurelist::find ("dragon_ability_elec"); 3090 trlist = treasurelist::find (shstr_dragon_ability_elec);
3366 else if (atnr == ATNR_POISON) 3091 else if (atnr == ATNR_POISON)
3367 trlist = treasurelist::find ("dragon_ability_poison"); 3092 trlist = treasurelist::find (shstr_dragon_ability_poison);
3368 3093
3369 if (trlist == NULL || who->type != PLAYER) 3094 if (trlist == NULL || who->type != PLAYER)
3370 return; 3095 return;
3371 3096
3372 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++);
3376 /* 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]); */
3377 return; 3102 return;
3378 } 3103 }
3379 3104
3380 /* everything seems okay - now bring on the gift: */ 3105 /* everything seems okay - now bring on the gift: */
3381 item = &(tr->item->clone); 3106 item = tr->item;
3382 3107
3383 if (item->type == SPELL) 3108 if (item->type == SPELL)
3384 { 3109 {
3385 if (check_spell_known (who, item->name)) 3110 if (check_spell_known (who, item->name))
3386 return; 3111 return;
3445 { 3170 {
3446 /* forces in the treasurelist can alter the player's stats */ 3171 /* forces in the treasurelist can alter the player's stats */
3447 object *skin; 3172 object *skin;
3448 3173
3449 /* first get the dragon skin force */ 3174 /* first get the dragon skin force */
3450 shstr_cmp dragon_skin_force ("dragon_skin_force");
3451 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)
3452 ; 3176 ;
3453 3177
3454 if (!skin) 3178 if (!skin)
3455 return; 3179 return;
3456 3180
3470 else 3194 else
3471 j = 1; 3195 j = 1;
3472 strcat (buf, spellpathnames[i]); 3196 strcat (buf, spellpathnames[i]);
3473 } 3197 }
3474 } 3198 }
3199
3475 strcat (buf, "."); 3200 strcat (buf, ".");
3476 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf); 3201 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3477 } 3202 }
3478 3203
3479 /* evtl. adding flags: */ 3204 /* evtl. adding flags: */
3480 if (QUERY_FLAG (item, FLAG_XRAYS)) 3205 if (item->flag [FLAG_XRAYS])
3481 SET_FLAG (skin, FLAG_XRAYS); 3206 skin->set_flag (FLAG_XRAYS);
3482 if (QUERY_FLAG (item, FLAG_STEALTH)) 3207 if (item->flag [FLAG_STEALTH])
3483 SET_FLAG (skin, FLAG_STEALTH); 3208 skin->set_flag (FLAG_STEALTH);
3484 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK)) 3209 if (item->flag [FLAG_SEE_IN_DARK])
3485 SET_FLAG (skin, FLAG_SEE_IN_DARK); 3210 skin->set_flag (FLAG_SEE_IN_DARK);
3486 3211
3487 /* print message if there is one */ 3212 /* print message if there is one */
3488 if (item->msg != NULL) 3213 if (item->msg != NULL)
3489 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg); 3214 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3490 } 3215 }
3491 else 3216 else
3492 { 3217 {
3493 /* generate misc. treasure */ 3218 /* generate misc. treasure */
3494 tmp = arch_to_object (tr->item); 3219 tmp = tr->item->instance ();
3495 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));
3496 tmp = insert_ob_in_ob (tmp, who); 3221 who->insert (tmp);
3497 if (who->type == PLAYER)
3498 esrv_send_item (who, tmp);
3499 } 3222 }
3500} 3223}
3501 3224
3502/** 3225//-GPL
3503 * Unready an object for a player. This function does nothing if the object was
3504 * not readied.
3505 */
3506void
3507player_unready_range_ob (player *pl, object *ob)
3508{
3509 if (pl->ob->current_weapon == ob)
3510 pl->ob->current_weapon = 0;
3511
3512 if (pl->combat_ob == ob)
3513 pl->combat_ob = 0;
3514
3515 if (pl->ranged_ob == ob)
3516 pl->ranged_ob = 0;
3517}
3518 3226
3519sint8 3227sint8
3520player::visibility_at (maptile *map, int x, int y) const 3228player::darkness_at (maptile *map, int x, int y) const
3521{ 3229{
3522 if (!ns) 3230 if (!ns)
3523 return 0; 3231 return LOS_BLOCKED;
3524 3232
3525 int dx, dy; 3233 int dx, dy;
3526 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)
3527 return 0; 3266 return;
3528 3267
3529 x += dx - ns->current_x + ns->mapx / 2; 3268 va_list ap;
3530 y += dy - ns->current_y + ns->mapy / 2; 3269 va_start (ap, format);
3531 3270 contr->failmsg (vformat (format, ap));
3532 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy)) 3271 va_end (ap);
3533 return 0;
3534
3535 return 100 - blocked_los [x][y];
3536} 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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