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Comparing deliantra/server/server/player.C (file contents):
Revision 1.127 by root, Sat May 12 18:14:48 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
25//+GPL
26
27#include <algorithm>
28#include <functional>
24 29
25#include <global.h> 30#include <global.h>
26#include <sproto.h> 31#include <sproto.h>
27#include <sounds.h> 32#include <sounds.h>
28#include <living.h> 33#include <living.h>
29#include <object.h> 34#include <object.h>
30#include <spells.h> 35#include <spells.h>
31#include <skills.h> 36#include <skills.h>
32 37
33#include <algorithm>
34#include <functional>
35
36playervec players; 38playervec players;
37
38void
39display_motd (const object *op)
40{
41 char buf[MAX_BUF];
42 char motd[HUGE_BUF];
43 FILE *fp;
44 int comp;
45 int size;
46
47 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
48 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
49 return;
50
51 motd[0] = '\0';
52 size = 0;
53
54 while (fgets (buf, MAX_BUF, fp))
55 {
56 if (*buf == '#')
57 continue;
58
59 strncat (motd + size, buf, HUGE_BUF - size);
60 size += strlen (buf);
61 }
62
63 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
64 close_and_delete (fp, comp);
65}
66
67void
68send_rules (const object *op)
69{
70 char buf[MAX_BUF];
71 char rules[HUGE_BUF];
72 FILE *fp;
73 int comp;
74 int size;
75
76 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
77 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
78 return;
79
80 rules[0] = '\0';
81 size = 0;
82
83 while (fgets (buf, MAX_BUF, fp))
84 {
85 if (*buf == '#')
86 continue;
87
88 if (size + strlen (buf) >= HUGE_BUF)
89 {
90 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
91 break;
92 }
93
94 strncat (rules + size, buf, HUGE_BUF - size);
95 size += strlen (buf);
96 }
97
98 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
99 close_and_delete (fp, comp);
100}
101
102void
103send_news (const object *op)
104{
105 char buf[MAX_BUF];
106 char news[HUGE_BUF];
107 char subject[MAX_BUF];
108 FILE *fp;
109 int comp;
110 int size;
111
112 sprintf (buf, "%s/%s", settings.confdir, settings.news);
113 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
114 return;
115
116 news[0] = '\0';
117 subject[0] = '\0';
118 size = 0;
119
120 while (fgets (buf, MAX_BUF, fp))
121 {
122 if (*buf == '#')
123 continue;
124
125 if (*buf == '%')
126 { /* send one news */
127 if (size > 0)
128 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 */
129
130 strcpy (subject, buf + 1);
131 strip_endline (subject);
132 size = 0;
133 news[0] = '\0';
134 }
135 else
136 {
137 if (size + strlen (buf) >= HUGE_BUF)
138 {
139 LOG (llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
140 break;
141 }
142 strncat (news + size, buf, HUGE_BUF - size);
143 size += strlen (buf);
144 }
145 }
146
147 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
148 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news);
149 close_and_delete (fp, comp);
150}
151 39
152/* This loads the first map an puts the player on it. */ 40/* This loads the first map an puts the player on it. */
153static void 41static void
154set_first_map (object *op) 42set_first_map (object *op)
155{ 43{
156 op->contr->maplevel = first_map_path; 44 op->contr->maplevel = first_map_path;
157 op->x = -1; 45 op->x = -1;
158 op->y = -1; 46 op->y = -1;
159}
160
161void
162player::enter_map ()
163{
164 object *tmp = object::create ();
165
166 EXIT_PATH (tmp) = maplevel;
167 EXIT_X (tmp) = ob->x;
168 EXIT_Y (tmp) = ob->y;
169 ob->enter_exit (tmp);
170
171 tmp->destroy ();
172} 47}
173 48
174void 49void
175player::activate () 50player::activate ()
176{ 51{
179 54
180 players.insert (this); 55 players.insert (this);
181 ob->remove (); 56 ob->remove ();
182 ob->map = 0; 57 ob->map = 0;
183 ob->activate_recursive (); 58 ob->activate_recursive ();
184 CLEAR_FLAG (ob, FLAG_FRIENDLY); 59 ob->clr_flag (FLAG_FRIENDLY);
185 add_friendly_object (ob); 60 add_friendly_object (ob);
186 enter_map ();
187} 61}
188 62
189void 63void
190player::deactivate () 64player::deactivate ()
191{ 65{
198 72
199 if (ob->map) 73 if (ob->map)
200 maplevel = ob->map->path; 74 maplevel = ob->map->path;
201 75
202 ob->remove (); 76 ob->remove ();
77 ob->enemy = 0; // sometimes keeps an extra refcount on itself
203 ob->map = 0; 78 ob->map = 0;
204 party = 0; 79 party = 0;
205
206 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
207 80
208 players.erase (this); 81 players.erase (this);
209} 82}
210 83
211// connect the player with a specific client 84// connect the player with a specific client
221 ob->close_container (); //TODO: client-specific 94 ob->close_container (); //TODO: client-specific
222 95
223 ns->update_look = 0; 96 ns->update_look = 0;
224 ns->look_position = 0; 97 ns->look_position = 0;
225 98
226 clear_los (ob); 99 clear_los ();
227 100
228 ns->reset_stats (); 101 ns->reset_stats ();
229 102
230 /* make sure he's a player -- needed because of class change. */ 103 /* make sure he's a player -- needed because of class change. */
231 ob->type = PLAYER; // we are paranoid 104 ob->type = PLAYER; // we are paranoid
232 ob->race = ob->arch->clone.race; 105 ob->race = ob->arch->race;
233 106
234 ob->carrying = sum_weight (ob); 107 ob->update_weight ();
235 link_player_skills (ob); 108 link_skills ();
236 109
237 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
238
239 assign (title, ob->arch->clone.name); 110 assign (title, ob->arch->object::name);
240 111
241 /* if it's a dragon player, set the correct title here */ 112 /* if it's a dragon player, set the correct title here */
242 if (is_dragon_pl (ob)) 113 if (ob->is_dragon ())
243 { 114 {
244 object *tmp, *abil = 0, *skin = 0; 115 object *tmp, *abil = 0, *skin = 0;
245
246 shstr_cmp dragon_ability_force ("dragon_ability_force");
247 shstr_cmp dragon_skin_force ("dragon_skin_force");
248 116
249 for (tmp = ob->inv; tmp; tmp = tmp->below) 117 for (tmp = ob->inv; tmp; tmp = tmp->below)
250 if (tmp->type == FORCE) 118 if (tmp->type == FORCE)
251 if (tmp->arch->name == dragon_ability_force) 119 if (tmp->arch->archname == shstr_dragon_ability_force)
252 abil = tmp; 120 abil = tmp;
253 else if (tmp->arch->name == dragon_skin_force) 121 else if (tmp->arch->archname == shstr_dragon_skin_force)
254 skin = tmp; 122 skin = tmp;
255 123
256 set_dragon_name (ob, abil, skin); 124 set_dragon_name (ob, abil, skin);
257 } 125 }
258 126
259 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 127 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
260 128
261 esrv_new_player (this, ob->weight + ob->carrying); 129 esrv_new_player (this);
262 130
263 for (object *op = ob->inv; op; op = op->below) 131 ob->flag [FLAG_READY_WEAPON] = false;
264 if (op->flag [FLAG_APPLIED]) 132 ob->flag [FLAG_READY_SKILL] = false;
265 switch (op->type) 133 ob->flag [FLAG_READY_RANGE] = false;
266 { 134 ob->flag [FLAG_READY_BOW] = false;
267 case WAND:
268 case ROD:
269 case HORN:
270 case BOW:
271 case SKILL:
272 case SKILL_TOOL:
273 case WEAPON:
274 apply_special (ob, op, AP_UNAPPLY);
275 apply_special (ob, op, AP_APPLY);
276 break;
277 }
278 135
279 ob->update_stats (); 136 ob->update_stats ();
137
280 ns->floorbox_update (); 138 ns->floorbox_update ();
281
282 esrv_send_inventory (ob, ob); 139 esrv_send_inventory (ob, ob);
283 esrv_add_spells (this, 0); 140 esrv_add_spells (this, 0);
284 141
285 activate (); 142 activate ();
286 143
287 send_rules (ob);
288 send_news (ob);
289 display_motd (ob);
290
291 INVOKE_PLAYER (CONNECT, this); 144 INVOKE_PLAYER (CONNECT, this);
292 INVOKE_PLAYER (LOGIN, this); 145 INVOKE_PLAYER (LOGIN, this);
293} 146}
294 147
295void 148void
296player::disconnect () 149player::disconnect ()
297{ 150{
151 if (ob)
152 {
153 ob->close_container (); //TODO: client-specific
154 ob->drop_unpaid_items ();
155 }
156
298 if (ns) 157 if (ns)
299 { 158 {
300 if (active) 159 if (active)
301 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0)); 160 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
302 161
305 ns->reset_stats (); 164 ns->reset_stats ();
306 ns->pl = 0; 165 ns->pl = 0;
307 ns = 0; 166 ns = 0;
308 } 167 }
309 168
310 if (ob) 169 // this is important for the player scheduler to get the correct refcount
311 ob->close_container (); //TODO: client-specific 170 // when ns = 0
171 observe = viewpoint = ob;
312 172
313 deactivate (); 173 deactivate ();
314} 174}
175
176//-GPL
315 177
316// the need for this function can be explained 178// the need for this function can be explained
317// by load_object not returning the object 179// by load_object not returning the object
318void 180void
319player::set_object (object *op) 181player::set_object (object *op)
320{ 182{
321 ob = op; 183 ob = observe = viewpoint = op;
322 ob->contr = this; /* this aren't yet in archetype */ 184 ob->contr = this; /* this aren't yet in archetype */
323 185
186 ob->speed = 1.0f; // object still inactive, keep it that way
324 ob->speed_left = 0.5; 187 ob->speed_left = 0.5f;
325 ob->speed = 1.0; 188
326 ob->direction = 5; /* So player faces south */ 189 ob->direction = 5; /* So player faces south */
327} 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
328 207
329player::player () 208player::player ()
330{ 209{
331 /* There are some elements we want initialised to non zero value - 210 /* There are some elements we want initialised to non zero value -
332 * we deal with that below this point. 211 * we deal with that below this point.
338 savebed_map = first_map_path; /* Init. respawn position */ 217 savebed_map = first_map_path; /* Init. respawn position */
339 218
340 gen_sp_armour = 10; 219 gen_sp_armour = 10;
341 bowtype = bow_normal; 220 bowtype = bow_normal;
342 petmode = pet_normal; 221 petmode = pet_normal;
343 listening = 10;
344 usekeys = containers; 222 usekeys = containers;
345 peaceful = 1; /* default peaceful */ 223 peaceful = 1; /* default peaceful */
346 do_los = 1; 224 do_los = 1;
225
226 weapon_sp = 1.0f;
227 weapon_sp_left = 0.5f;
347} 228}
348 229
349void 230void
350player::do_destroy () 231player::do_destroy ()
351{ 232{
352 disconnect (); 233 disconnect ();
353 234
354 attachable::do_destroy (); 235 attachable::do_destroy ();
355 236
356 if (ob) 237 if (ob)
357 {
358 ob->destroy_inv (false);
359 ob->destroy (); 238 ob->destroy ();
360 } 239
240 ob = observe = viewpoint = 0;
361} 241}
362 242
363player::~player () 243player::~player ()
364{ 244{
365 /* Clear item stack */ 245 /* Clear item stack */
366 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 }
367} 275}
368 276
369/* Tries to add player on the connection passed in ns. 277/* Tries to add player on the connection passed in ns.
370 * 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
371 * mode. 279 * mode.
373player * 281player *
374player::create () 282player::create ()
375{ 283{
376 player *pl = new player; 284 player *pl = new player;
377 285
378 pl->set_object (arch_to_object (get_player_archetype (0))); 286 pl->set_object (get_player_archetype (0)->instance ());
379 287
380 pl->ob->roll_stats (); 288 pl->ob->roll_stats ();
381 pl->ob->stats.wc = 2; 289 pl->ob->stats.wc = 2;
382 pl->ob->run_away = 25; /* Then we panick... */ 290 pl->ob->run_away = 25; /* Then we panick... */
383 291
384 set_first_map (pl->ob); 292 set_first_map (pl->ob);
385 293
386 return pl; 294 return pl;
387}
388
389/*
390 * get_player_archetype() return next player archetype from archetype
391 * list. Not very efficient routine, but used only creating new players.
392 * Note: there MUST be at least one player archetype!
393 */
394archetype *
395get_player_archetype (archetype *at)
396{
397 archetype *start = at;
398
399 for (;;)
400 {
401 if (at == NULL || at->next == NULL)
402 at = first_archetype;
403 else
404 at = at->next;
405
406 if (at->clone.type == PLAYER)
407 return at;
408
409 if (at == start)
410 {
411 LOG (llevError, "No Player archetypes\n");
412 exit (-1);
413 }
414 }
415} 295}
416 296
417object * 297object *
418get_nearest_player (object *mon) 298get_nearest_player (object *mon)
419{ 299{
422 unsigned lastdist; 302 unsigned lastdist;
423 rv_vector rv; 303 rv_vector rv;
424 304
425 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next) 305 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
426 { 306 {
427 /* We should not find free objects on this friendly list, but it
428 * does periodically happen. Given that, lets deal with it.
429 * While unlikely, it is possible the next object on the friendly
430 * list is also free, so encapsulate this in a while loop.
431 */
432 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
433 {
434 object *tmp = ol->ob;
435
436 /* Can't do much more other than log the fact, because the object
437 * itself will have been cleared.
438 */
439 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
440 tmp->debug_desc ());
441 ol = ol->next;
442 remove_friendly_object (tmp);
443 if (!ol)
444 return op;
445 }
446
447 /* Remove special check for player from this. First, it looks to cause
448 * some crashes (ol->ob->contr not set properly?), but secondly, a more
449 * complicated method of state checking would be needed in any case -
450 * as it was, a clever player could type quit, and the function would
451 * skip them over while waiting for confirmation. Remove
452 * on_same_map check, as can_detect_enemy also does this
453 */
454 if (!can_detect_enemy (mon, ol->ob, &rv)) 307 if (!can_detect_enemy (mon, ol->ob, &rv))
455 continue; 308 continue;
456 309
457 if (lastdist > rv.distance) 310 if (lastdist > rv.distance)
458 { 311 {
520 */ 373 */
521int 374int
522path_to_player (object *mon, object *pl, unsigned mindiff) 375path_to_player (object *mon, object *pl, unsigned mindiff)
523{ 376{
524 rv_vector rv; 377 rv_vector rv;
525 sint16 x, y;
526 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;
527 maptile *m, *lastmap;
528 379
529 get_rangevector (mon, pl, &rv, 0); 380 get_rangevector (mon, pl, &rv, 0);
530 381
531 if (rv.distance < mindiff) 382 if (rv.distance < mindiff)
532 return 0; 383 return 0;
533 384
534 x = mon->x; 385 mapxy pos (mon);
535 y = mon->y;
536 m = mon->map;
537 dir = rv.direction; 386 dir = rv.direction;
538 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 */
539 diff = ::max (abs (rv.distance_x), abs (rv.distance_y)); 388 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
540 389
541 /* 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. */
542 if (diff > max) 391 if (diff > max)
543 return 0; 392 return 0;
544 393
545 while (diff > 1 && max > 0) 394 while (diff > 1 && max > 0)
546 { 395 {
547 lastx = x; 396 mapxy lastpos = pos;
548 lasty = y;
549 lastmap = m;
550 x = lastx + freearr_x[dir];
551 y = lasty + freearr_y[dir];
552 397
553 mflags = get_map_flags (m, &m, x, y, &x, &y); 398 pos.move (dir);
554 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
555 399
556 /* Space is blocked - try changing direction a little */ 400 /* Space is blocked - try changing direction a little */
557 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW)) 401 if (!pos.normalise ()
558 && (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)))
559 { 404 {
560 /* recalculate direction from last good location. Possible 405 /* recalculate direction from last good location. Possible
561 * we were not traversing ideal location before. 406 * we were not traversing ideal location before.
562 */ 407 */
563 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0); 408 get_rangevector_from_mapcoord (lastpos.m, lastpos.x, lastpos.y, pl, &rv, 0);
564 if (rv.direction != dir) 409 if (rv.direction != dir)
565 { 410 {
566 /* OK - says direction should be different - lets reset the 411 /* OK - says direction should be different - lets reset the
567 * the values so it will try again. 412 * the values so it will try again.
568 */ 413 */
569 x = lastx;
570 y = lasty;
571 m = lastmap; 414 pos = lastpos;
572 dir = firstdir = rv.direction; 415 dir = firstdir = rv.direction;
573 } 416 }
574 else 417 else
575 { 418 {
576 /* direct path is blocked - try taking a side step to 419 /* direct path is blocked - try taking a side step to
583 */ 426 */
584 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++) 427 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
585 { 428 {
586 if (i == 0) 429 if (i == 0)
587 continue; /* already did this, so skip it */ 430 continue; /* already did this, so skip it */
431
588 /* Use lastdir here - otherwise, 432 /* Use lastdir here - otherwise,
589 * since the direction that the creature should move in 433 * since the direction that the creature should move in
590 * may change, you could get infinite loops. 434 * may change, you could get infinite loops.
591 * ie, player is northwest, but monster can only 435 * ie, player is northwest, but monster can only
592 * move west, so it does that. It goes some distance, 436 * move west, so it does that. It goes some distance,
594 * 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
595 * gets back to its original point. lastdir contains 439 * gets back to its original point. lastdir contains
596 * the last direction the creature has successfully 440 * the last direction the creature has successfully
597 * moved. 441 * moved.
598 */ 442 */
599
600 x = lastx + freearr_x[absdir (lastdir + i)];
601 y = lasty + freearr_y[absdir (lastdir + i)];
602 m = lastmap; 443 pos = lastpos;
603 mflags = get_map_flags (m, &m, x, y, &x, &y); 444 pos.move (absdir (lastdir + i));
604 if (mflags & P_OUT_OF_MAP) 445
446 if (!pos.normalise ())
605 continue; 447 continue;
606 blocked = GET_MAP_MOVE_BLOCK (m, x, y); 448
607 if (OB_TYPE_MOVE_BLOCK (mon, blocked)) 449 mapspace &ms = *pos;
450
451 if (ms.flags () & P_BLOCKSVIEW)
608 continue; 452 continue;
609 if (mflags & P_BLOCKSVIEW) 453
454 if (OB_TYPE_MOVE_BLOCK (mon, ms.move_block))
610 continue; 455 continue;
611 456
612 if (m == mon->map && blocked_link (mon, m, x, y)) 457 if (blocked_link (mon, pos.m, pos.x, pos.y))
613 break; 458 break;
614 } 459 }
460
615 /* go through entire loop without finding a valid 461 /* go through entire loop without finding a valid
616 * sidestep to take - thus, no valid path. 462 * sidestep to take - thus, no valid path.
617 */ 463 */
618 if (i == (DETOUR_AMOUNT + 1)) 464 if (i == DETOUR_AMOUNT + 1)
619 return 0; 465 return 0;
466
620 diff--; 467 diff--;
621 lastdir = dir; 468 lastdir = dir;
622 max--; 469 max--;
623 if (!firstdir) 470 if (!firstdir)
624 firstdir = dir + i; 471 firstdir = dir + i;
628 { 475 {
629 /* we moved towards creature, so diff is less */ 476 /* we moved towards creature, so diff is less */
630 diff--; 477 diff--;
631 max--; 478 max--;
632 lastdir = dir; 479 lastdir = dir;
480
633 if (!firstdir) 481 if (!firstdir)
634 firstdir = dir; 482 firstdir = dir;
635 } 483 }
636 484
637 if (diff <= 1) 485 if (diff <= 1)
638 { 486 {
639 /* Recalculate diff (distance) because we may not have actually 487 /* Recalculate diff (distance) because we may not have actually
640 * headed toward player for entire distance. 488 * headed toward player for entire distance.
641 */ 489 */
642 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 490 get_rangevector_from_mapcoord (pos.m, pos.x, pos.y, pl, &rv, 0);
643 diff = ::max (abs (rv.distance_x), abs (rv.distance_y)); 491 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
644 } 492 }
645 493
646 if (diff > max) 494 if (diff > max)
647 return 0; 495 return 0;
653 501
654 return firstdir; 502 return firstdir;
655} 503}
656 504
657void 505void
658give_initial_items (object *pl, treasurelist * items) 506give_initial_items (object *pl, treasurelist *items)
659{ 507{
660 object *op, *next = NULL;
661
662 if (pl->randomitems != NULL) 508 if (pl->randomitems)
663 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); 509 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
664 510
665 for (op = pl->inv; op; op = next) 511 for (object *next, *op = pl->inv; op; op = next)
666 { 512 {
667 next = op->below; 513 next = op->below;
668 514
669 /* Forces get applied per default, unless they have the 515 /* Forces get applied per default, unless they have the
670 * 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
671 */ 517 */
672 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL)) 518 if (op->type == FORCE && !op->flag [FLAG_NEUTRAL])
673 SET_FLAG (op, FLAG_APPLIED); 519 op->set_flag (FLAG_APPLIED);
674 520
675 /* we never give weapons/armour if these cannot be used 521 /* we never give weapons/armour if these cannot be used
676 * by this player due to race restrictions 522 * by this player due to race restrictions
677 */ 523 */
678 if (pl->type == PLAYER) 524 if (pl->type == PLAYER)
679 { 525 {
680 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) && 526 if ((!pl->flag [FLAG_USE_ARMOUR]
527 &&
681 (op->type == ARMOUR || op->type == BOOTS || 528 (op->type == ARMOUR || op->type == BOOTS
682 op->type == CLOAK || op->type == HELMET || 529 || op->type == CLOAK || op->type == HELMET
683 op->type == SHIELD || op->type == GLOVES || 530 || op->type == SHIELD || op->type == GLOVES
684 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))
685 { 533 {
686 op->destroy (); 534 op->destroy ();
687 continue; 535 continue;
688 } 536 }
689 } 537 }
690 538
691 /* This really needs to be better - we should really give 539 /* Here we remove duplicated skills (as duplicated spell objects have
692 * a substitute spellbook. The problem is that we don't really 540 * _very_ confusing effects for players), which could for instance be
693 * have a good idea what to replace it with (need something like 541 * generated by bad treasurelists. - elmex
694 * a first level treasurelist for each skill.)
695 * remove duplicate skills also
696 */ 542 */
697 if (op->type == SPELLBOOK || op->type == SKILL) 543 if (op->type == SKILL)
698 { 544 {
699 object *tmp;
700
701 for (tmp = op->below; tmp; tmp = tmp->below) 545 for (object *tmp = op->below; tmp; tmp = tmp->below)
702 if (tmp->type == op->type && tmp->name == op->name) 546 if (tmp->type == op->type && tmp->name == op->name)
703 break;
704
705 if (tmp)
706 { 547 {
707 op->destroy (); 548 op->destroy ();
549 LOG (llevError,
708 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); 550 "give_initial_items: Removing duplicate skill %s\n", &tmp->name);
709 continue; 551 break;
710 } 552 }
711 553
712 if (op->nrof > 1) 554 if (op->nrof > 1)
713 op->nrof = 1; 555 op->nrof = 1;
714 } 556 }
715 557
716 if (op->type == SPELLBOOK && op->inv) 558 if (op->type == SPELLBOOK && op->inv)
717 { 559 op->inv->clr_flag (FLAG_STARTEQUIP);
718 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
719 }
720 560
721 /* Give starting characters identified, uncursed, and undamned 561 /* Give starting characters identified, uncursed, and undamned
722 * 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
723 * merged properly. 563 * merged properly.
724 */ 564 */
725 if (need_identify (op)) 565 if (op->need_identify ())
726 {
727 SET_FLAG (op, FLAG_IDENTIFIED);
728 CLEAR_FLAG (op, FLAG_CURSED);
729 CLEAR_FLAG (op, FLAG_DAMNED);
730 } 566 {
567 op->set_flag (FLAG_IDENTIFIED);
568 op->clr_flag (FLAG_CURSED);
569 op->clr_flag (FLAG_DAMNED);
570 }
571
731 if (op->type == SPELL) 572 if (op->type == SPELL)
732 { 573 {
733 op->destroy (); 574 op->destroy ();
734 continue; 575 continue;
735 } 576 }
736 else if (op->type == SKILL) 577 else if (op->type == SKILL)
737 { 578 {
738 SET_FLAG (op, FLAG_CAN_USE_SKILL); 579 op->set_flag (FLAG_CAN_USE_SKILL);
739 op->stats.exp = 0; 580 op->stats.exp = 0;
740 op->level = 1; 581 op->level = 1;
741 } 582 }
742 /* lock all 'normal items by default */ 583 else /* lock all 'normal items by default */
743 else 584 op->set_flag (FLAG_INV_LOCKED);
744 SET_FLAG (op, FLAG_INV_LOCKED);
745 } /* for loop of objects in player inv */ 585 } /* for loop of objects in player inv */
746 586
747 /* Need to set up the skill pointers */ 587 /* Need to set up the skill pointers */
748 link_player_skills (pl); 588 pl->contr->link_skills ();
749} 589}
750 590
751void 591void
752get_party_password (object *op, partylist *party) 592get_party_password (object *op, partylist *party)
753{ 593{
763 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:");
764} 604}
765 605
766/* 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. */
767static int 607static int
768roll_stat (void) 608roll_stat ()
769{ 609{
770 int a[4], i, j, k; 610 int a[4], i, j, k;
771 611
772 for (i = 0; i < 4; i++) 612 for (i = 0; i < 4; i++)
773 a[i] = (int) rndm (6) + 1; 613 a[i] = rndm (1, 6);
774 614
775 for (i = 0, j = 0, k = 7; i < 4; i++) 615 for (i = 0, j = 0, k = 7; i < 4; i++)
776 if (a[i] < k) 616 if (a[i] < k)
777 k = a[i], j = i; 617 k = a[i], j = i;
778 618
784} 624}
785 625
786void 626void
787object::roll_stats () 627object::roll_stats ()
788{ 628{
789 int statsort [7]; 629 int statsort [NUM_STATS];
790 630
791 for (;;) 631 for (;;)
792 { 632 {
793 int sum = 0; 633 int sum = 0;
794 for (int i = 7; i--; ) 634 for (int i = NUM_STATS; i--; )
795 sum += statsort [i] = roll_stat (); 635 sum += statsort [i] = roll_stat ();
796 636
797 if (sum >= 82 && sum <= 116) 637 if (sum >= 82 && sum <= 116)
798 break; 638 break;
799 } 639 }
800 640
801 // Sort the stats so that rerolling is easier... 641 // Sort the stats so that rerolling is easier...
802 std::sort (statsort, statsort + 7, std::greater<int>()); 642 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
803 643
644 for (int i = 0; i < NUM_STATS; ++i)
804 stats.Str = statsort[0]; 645 stats.stat (i) = statsort [i];
805 stats.Dex = statsort[1];
806 stats.Con = statsort[2];
807 stats.Int = statsort[3];
808 stats.Wis = statsort[4];
809 stats.Pow = statsort[5];
810 stats.Cha = statsort[6];
811 646
812 stats.exp = 0; 647 stats.exp = 0;
813 stats.ac = 0; 648 stats.ac = 0;
814 649
815 stats.hp = stats.maxhp; 650 stats.hp = stats.maxhp;
859static void 694static void
860start_info (object *op) 695start_info (object *op)
861{ 696{
862 char buf[MAX_BUF]; 697 char buf[MAX_BUF];
863 698
864 sprintf (buf, "Welcome to Crossfire v%s!", VERSION); 699 sprintf (buf, "Welcome to Deliantra v%s!", VERSION);
865 new_draw_info (NDI_UNIQUE, 0, op, buf); 700 new_draw_info (NDI_UNIQUE, 0, op, buf);
866 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
867 //new_draw_info (NDI_UNIQUE, 0, op, " ");
868} 701}
869 702
870/* This function takes the key that is passed, and does the 703/* This function takes the key that is passed, and does the
871 * appropriate action with it (change race, or other things). 704 * appropriate action with it (change race, or other things).
872 * The function name is for historical reasons - now we have 705 * The function name is for historical reasons - now we have
875 */ 708 */
876void 709void
877player::chargen_race_done () 710player::chargen_race_done ()
878{ 711{
879 /* this must before then initial items are given */ 712 /* this must before then initial items are given */
880 esrv_new_player (ob->contr, ob->weight + ob->carrying); 713 esrv_new_player (ob->contr);
881 714
882 treasurelist *tl = treasurelist::find ("starting_wealth"); 715 treasurelist *tl = treasurelist::find (shstr_starting_wealth);
883 if (tl) 716 if (tl)
884 create_treasure (tl, ob, 0, 0, 0); 717 create_treasure (tl, ob, 0, 0, 0);
885 718
886 INVOKE_PLAYER (BIRTH, ob->contr); 719 INVOKE_PLAYER (BIRTH, ob->contr);
887 INVOKE_PLAYER (LOGIN, ob->contr);
888 720
889 ob->contr->ns->state = ST_PLAYING; 721 ob->contr->ns->state = ST_PLAYING;
890 722
891 if (ob->msg) 723 if (ob->msg)
892 ob->msg = 0; 724 ob->msg = 0;
893 725
894 /* We create this now because some of the unique maps will need it
895 * to save here.
896 */
897 {
898 char buf[MAX_BUF];
899 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
900 make_path_to_file (buf);
901 }
902
903 start_info (ob); 726 start_info (ob);
904 CLEAR_FLAG (ob, FLAG_WIZ); 727 ob->clr_flag (FLAG_WIZ);
905 give_initial_items (ob, ob->randomitems); 728 give_initial_items (ob, ob->randomitems);
906 link_player_skills (ob);
907 esrv_send_inventory (ob, ob); 729 esrv_send_inventory (ob, ob);
908 ob->update_stats (); 730 ob->update_stats ();
909 731
910 /* This moves the player to a different start map, if there 732 /* This moves the player to a different start map, if there
911 * is one for this race 733 * is one for this race
912 */ 734 */
913 if (*first_map_ext_path) 735 if (*first_map_ext_path)
914 { 736 ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y);
915 object *tmp;
916 char mapname[MAX_BUF];
917
918 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->name);
919 tmp = object::create ();
920 EXIT_PATH (tmp) = mapname;
921 EXIT_X (tmp) = ob->x;
922 EXIT_Y (tmp) = ob->y;
923 ob->enter_exit (tmp); /* we don't really care if it succeeded;
924 * if the map isn't there, then stay on the
925 * default initial map */
926 tmp->destroy ();
927 }
928 else 737 else
929 LOG (llevDebug, "first_map_ext_path not set\n"); 738 LOG (llevDebug, "first_map_ext_path not set\n");
930} 739}
931 740
932void 741void
942 int x = ob->x, y = ob->y; 751 int x = ob->x, y = ob->y;
943 752
944 ob->remove_statbonus (); 753 ob->remove_statbonus ();
945 ob->remove (); 754 ob->remove ();
946 ob->arch = get_player_archetype (ob->arch); 755 ob->arch = get_player_archetype (ob->arch);
947 ob->arch->clone.copy_to (ob); 756 ob->arch->copy_to (ob);
948 ob->instantiate (); 757 ob->instantiate ();
949 ob->stats = ob->contr->orig_stats; 758 ob->stats = ob->contr->orig_stats;
950 ob->name = ob->name_pl = name; 759 ob->name = ob->name_pl = name;
951 ob->x = x; 760 ob->x = x;
952 ob->y = y; 761 ob->y = y;
953 SET_ANIMATION (ob, 2); /* So player faces south */ 762 SET_ANIMATION (ob, 2); /* So player faces south */
954 insert_ob_in_map (ob, ob->map, ob, 0); 763 insert_ob_in_map (ob, ob->map, ob, 0);
955 assign (ob->contr->title, ob->arch->clone.name); 764 assign (ob->contr->title, ob->arch->object::name);
956 ob->add_statbonus (); 765 ob->add_statbonus ();
957 } 766 }
958 while (!allowed_class (ob)); 767 while (!allowed_class (ob));
959 768
960 update_object (ob, UP_OBJ_FACE); 769 update_object (ob, UP_OBJ_FACE);
963 ob->stats.hp = ob->stats.maxhp; 772 ob->stats.hp = ob->stats.maxhp;
964 ob->stats.sp = ob->stats.maxsp; 773 ob->stats.sp = ob->stats.maxsp;
965 ob->stats.grace = 0; 774 ob->stats.grace = 0;
966} 775}
967 776
968void 777static void
969flee_player (object *op) 778flee_player (object *op)
970{ 779{
971 int dir, diff; 780 int dir, diff;
972 rv_vector rv; 781 rv_vector rv;
973 782
974 if (op->stats.hp < 0) 783 if (op->stats.hp < 0)
975 { 784 {
976 LOG (llevDebug, "Fleeing player is dead.\n"); 785 LOG (llevDebug, "Fleeing player is dead.\n");
977 CLEAR_FLAG (op, FLAG_SCARED); 786 op->clr_flag (FLAG_SCARED);
978 return; 787 return;
979 } 788 }
980 789
981 if (op->enemy == NULL) 790 if (!op->enemy)
982 { 791 {
983 LOG (llevDebug, "Fleeing player had no enemy.\n"); 792 LOG (llevDebug, "Fleeing player had no enemy.\n");
984 CLEAR_FLAG (op, FLAG_SCARED); 793 op->clr_flag (FLAG_SCARED);
985 return; 794 return;
986 } 795 }
987 796
988 /* 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))
989 * op->enemy_count, it is possible that something destroys the
990 * actual enemy, and the object is recycled.
991 */
992 if (op->enemy->map == NULL)
993 { 798 {
994 CLEAR_FLAG (op, FLAG_SCARED);
995 op->enemy = NULL; 799 op->enemy = NULL;
996 return; 800 op->clr_flag (FLAG_SCARED);
997 }
998
999 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
1000 {
1001 op->enemy = NULL;
1002 CLEAR_FLAG (op, FLAG_SCARED);
1003 return; 801 return;
1004 } 802 }
1005 803
1006 get_rangevector (op, op->enemy, &rv, 0); 804 get_rangevector (op, op->enemy, &rv, 0);
1007 805
1008 dir = absdir (4 + rv.direction); 806 dir = absdir (4 + rv.direction);
1009 for (diff = 0; diff < 3; diff++) 807 for (diff = 0; diff < 3; diff++)
1010 { 808 {
1011 int m = 1 - (RANDOM () & 2); 809 int m = 1 - rndm (2) * 2;
1012 810
1013 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))))
1014 return; 812 return;
1015 } 813 }
1016 814
1017 /* Cornered, get rid of scared */ 815 /* Cornered, get rid of scared */
1018 CLEAR_FLAG (op, FLAG_SCARED); 816 op->clr_flag (FLAG_SCARED);
1019 op->enemy = NULL; 817 op->enemy = NULL;
1020} 818}
1021 819
1022/* 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.
1023 * 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
1027check_pick (object *op) 825check_pick (object *op)
1028{ 826{
1029 object *tmp, *next; 827 object *tmp, *next;
1030 int stop = 0; 828 int stop = 0;
1031 int wvratio; 829 int wvratio;
1032 char putstring[128];
1033 830
1034 /* if you're flying, you cna't pick up anything */ 831 /* if you're flying, you can't pick up anything */
1035 if (op->move_type & MOVE_FLYING) 832 if (op->move_type & MOVE_FLYING)
1036 return 1; 833 return 1;
1037 834
1038 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)
1039 839
1040 /* 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
1041 * destroyed */ 841 * destroyed */
1042 while (next && !next->destroyed ()) 842 while (next && !next->destroyed ())
1043 { 843 {
1044 tmp = next; 844 tmp = next;
1045 next = tmp->below; 845 next = tmp->below;
1046 846
847 if (cnt <= 0)
848 {
849 op->failmsg ("Couldn't pickup all items at once.");
850 return 0;
851 }
852
1047 if (op->destroyed ()) 853 if (op->destroyed ())
1048 return 0; 854 return 0;
1049 855
1050 if (!can_pick (op, tmp)) 856 if (!can_pick (op, tmp))
1051 continue; 857 continue;
1052 858
1053 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 859 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1054 { 860 {
1055 if (item_matched_string (op, tmp, op->contr->search_str)) 861 if (item_matched_string (op, tmp, op->contr->search_str))
1056 pick_up (op, tmp); 862 CHK_PICK_PICKUP;
863
1057 continue; 864 continue;
1058 } 865 }
1059 866
1060 /* 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? */
1061 if (!(op->contr->mode & PU_NEWMODE)) 927 if (op->contr->mode & PU_FOOD)
928 if (tmp->type == FOOD)
1062 { 929 {
1063 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)
1064 { 993 {
1065 case 0: 994 CHK_PICK_PICKUP;
1066 return 1; /* don't pick up */ 995 continue;
1067 case 1:
1068 pick_up (op, tmp);
1069 return 1;
1070 case 2:
1071 pick_up (op, tmp);
1072 return 0;
1073 case 3:
1074 return 0; /* stop before pickup */
1075 case 4:
1076 pick_up (op, tmp);
1077 break;
1078 case 5:
1079 pick_up (op, tmp);
1080 stop = 1;
1081 break;
1082 case 6:
1083 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1084 pick_up (op, tmp);
1085 break;
1086
1087 case 7:
1088 if (tmp->type == MONEY || tmp->type == GEM)
1089 pick_up (op, tmp);
1090 break;
1091
1092 default:
1093 /* use value density */
1094 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1095 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1096 pick_up (op, tmp);
1097 } 996 }
1098 } 997 }
1099 else 998
1100 { /* old model */ 999 /* rings & amulets - talismans seems to be typed AMULET */
1101 /* NEW pickup handling */
1102 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)
1103 { 1005 {
1104 /* some debugging code to figure out item information */ 1006 CHK_PICK_PICKUP;
1105 if (tmp->name != NULL)
1106 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1107 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1108 else
1109 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1110 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1111
1112 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1113 }
1114
1115 /* philosophy:
1116 * It's easy to grab an item type from a pile, as long as it's
1117 * generic. This takes no game-time. For more detailed pickups
1118 * and selections, select-items should be used. This is a
1119 * grab-as-you-run type mode that's really useful for arrows for
1120 * example.
1121 * The drawback: right now it has no frontend, so you need to
1122 * stick the bits you want into a calculator in hex mode and then
1123 * convert to decimal and then 'pickup <#>
1124 */
1125
1126 /* the first two modes are exclusive: if NOTHING we return, if
1127 * STOP then we stop. All the rest are applied sequentially,
1128 * meaning if any test passes, the item gets picked up. */
1129
1130 /* if mode is set to pick nothing up, return */
1131
1132 if (op->contr->mode & PU_NOTHING)
1133 return 1;
1134
1135 /* if mode is set to stop when encountering objects, return */
1136 /* take STOP before INHIBIT since it doesn't actually pick
1137 * anything up */
1138
1139 if (op->contr->mode & PU_STOP)
1140 return 0;
1141
1142 /* useful for going into stores and not losing your settings... */
1143 /* and for battles wher you don't want to get loaded down while
1144 * fighting */
1145 if (op->contr->mode & PU_INHIBIT)
1146 return 1;
1147
1148 /* prevent us from turning into auto-thieves :) */
1149 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1150 continue; 1007 continue;
1008 }
1151 1009
1152 /* ignore known cursed objects */ 1010 /* we don't forget dragon food */
1153 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;
1154 continue; 1015 continue;
1016 }
1155 1017
1156 /* all food and drink if desired */ 1018 /* bows and arrows. Bows are good for selling! */
1157 /* 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
1158 if (op->contr->mode & PU_FOOD) 1055 if (op->contr->mode & PU_BOOTS)
1159 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"))
1160 { 1089 {
1161 pick_up (op, tmp); 1090 CHK_PICK_PICKUP;
1162 continue; 1091 continue;
1163 } 1092 }
1093 }
1164 1094
1095 /* misc stuff that's useful */
1165 if (op->contr->mode & PU_DRINK) 1096 if (op->contr->mode & PU_KEY)
1166 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1097 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1167 { 1098 {
1168 pick_up (op, tmp); 1099 CHK_PICK_PICKUP;
1169 continue; 1100 continue;
1170 } 1101 }
1171 1102
1103 /* any of the last 4 bits set means we use the ratio for value
1104 * pickups */
1172 if (op->contr->mode & PU_POTION) 1105 if (op->contr->mode & PU_RATIO)
1173 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
1174 { 1110 */
1175 pick_up (op, tmp);
1176 continue;
1177 }
1178
1179 /* spellbooks, skillscrolls and normal books/scrolls */
1180 if (op->contr->mode & PU_SPELLBOOK)
1181 if (tmp->type == SPELLBOOK)
1182 {
1183 pick_up (op, tmp);
1184 continue;
1185 }
1186
1187 if (op->contr->mode & PU_SKILLSCROLL)
1188 if (tmp->type == SKILLSCROLL)
1189 {
1190 pick_up (op, tmp);
1191 continue;
1192 }
1193
1194 if (op->contr->mode & PU_READABLES)
1195 if (tmp->type == BOOK || tmp->type == SCROLL)
1196 {
1197 pick_up (op, tmp);
1198 continue;
1199 }
1200
1201 /* wands/staves/rods/horns */
1202 if (op->contr->mode & PU_MAGIC_DEVICE)
1203 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1204 {
1205 pick_up (op, tmp);
1206 continue;
1207 }
1208
1209 /* pick up all magical items */
1210 if (op->contr->mode & PU_MAGICAL) 1111 wvratio = op->contr->mode & PU_RATIO;
1211 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)
1212 {
1213 pick_up (op, tmp);
1214 continue;
1215 }
1216
1217 if (op->contr->mode & PU_VALUABLES)
1218 { 1113 {
1219 if (tmp->type == MONEY || tmp->type == GEM) 1114#if 0
1115 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1116 if (tmp->name != NULL)
1220 { 1117 {
1221 pick_up (op, tmp); 1118 fprintf (stderr, "%s", tmp->name);
1222 continue;
1223 } 1119 }
1224 }
1225
1226 /* rings & amulets - talismans seems to be typed AMULET */
1227 if (op->contr->mode & PU_JEWELS)
1228 if (tmp->type == RING || tmp->type == AMULET)
1229 {
1230 pick_up (op, tmp);
1231 continue;
1232 }
1233
1234 /* we don't forget dragon food */
1235 if (op->contr->mode & PU_FLESH)
1236 if (tmp->type == FLESH)
1237 {
1238 pick_up (op, tmp);
1239 continue;
1240 }
1241
1242 /* bows and arrows. Bows are good for selling! */
1243 if (op->contr->mode & PU_BOW)
1244 if (tmp->type == BOW)
1245 {
1246 pick_up (op, tmp);
1247 continue;
1248 }
1249
1250 if (op->contr->mode & PU_ARROW)
1251 if (tmp->type == ARROW)
1252 {
1253 pick_up (op, tmp);
1254 continue;
1255 }
1256
1257 /* all kinds of armor etc. */
1258 if (op->contr->mode & PU_ARMOUR)
1259 if (tmp->type == ARMOUR)
1260 {
1261 pick_up (op, tmp);
1262 continue;
1263 }
1264
1265 if (op->contr->mode & PU_HELMET)
1266 if (tmp->type == HELMET)
1267 {
1268 pick_up (op, tmp);
1269 continue;
1270 }
1271
1272 if (op->contr->mode & PU_SHIELD)
1273 if (tmp->type == SHIELD)
1274 {
1275 pick_up (op, tmp);
1276 continue;
1277 }
1278
1279 if (op->contr->mode & PU_BOOTS)
1280 if (tmp->type == BOOTS)
1281 {
1282 pick_up (op, tmp);
1283 continue;
1284 }
1285
1286 if (op->contr->mode & PU_GLOVES)
1287 if (tmp->type == GLOVES)
1288 {
1289 pick_up (op, tmp);
1290 continue;
1291 }
1292
1293 if (op->contr->mode & PU_CLOAK)
1294 if (tmp->type == CLOAK)
1295 {
1296 pick_up (op, tmp);
1297 continue;
1298 }
1299
1300 /* hoping to catch throwing daggers here */
1301 if (op->contr->mode & PU_MISSILEWEAPON)
1302 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1303 {
1304 pick_up (op, tmp);
1305 continue;
1306 }
1307
1308 /* careful: chairs and tables are weapons! */
1309 if (op->contr->mode & PU_ALLWEAPON)
1310 {
1311 if (tmp->type == WEAPON && tmp->name != NULL)
1312 {
1313 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1314 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1315 {
1316 pick_up (op, tmp);
1317 continue;
1318 }
1319 }
1320
1321 if (tmp->type == WEAPON && tmp->name == NULL)
1322 {
1323 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1324 {
1325 pick_up (op, tmp);
1326 continue;
1327 }
1328 }
1329 }
1330
1331 /* misc stuff that's useful */
1332 if (op->contr->mode & PU_KEY)
1333 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1334 {
1335 pick_up (op, tmp);
1336 continue;
1337 }
1338
1339 /* any of the last 4 bits set means we use the ratio for value
1340 * pickups */
1341 if (op->contr->mode & PU_RATIO)
1342 {
1343 /* use value density to decide what else to grab */
1344 /* >=7 was >= op->contr->mode */
1345 /* >=7 is the old standard setting. Now we take the last 4 bits
1346 * and multiply them by 5, giving 0..15*5== 5..75 */
1347 wvratio = (op->contr->mode & PU_RATIO) * 5;
1348 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1349 {
1350 pick_up (op, tmp);
1351#if 0
1352 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1353 if (tmp->name != NULL)
1354 {
1355 fprintf (stderr, "%s", tmp->name);
1356 }
1357 else 1120 else
1358 fprintf (stderr, "%s", tmp->arch->name); 1121 fprintf (stderr, "%s", tmp->arch->archname);
1359 fprintf (stderr, ",%d] = ", tmp->type); 1122 fprintf (stderr, ",%d] = ", tmp->type);
1360 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))));
1361#endif 1124#endif
1125 CHK_PICK_PICKUP;
1362 continue; 1126 continue;
1363 }
1364 } 1127 }
1365 } /* the new pickup model */ 1128 } /* the new pickup model */
1366 } 1129 }
1367 1130
1368 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;
1369} 1167}
1370 1168
1371/* 1169/*
1372 * Find an arrow in the inventory and after that 1170 * Find an arrow in the inventory and after that
1373 * in the right type container (quiver). Pointer to the 1171 * in the right type container (quiver). Pointer to the
1374 * found object is returned. 1172 * found object is returned.
1375 */ 1173 */
1376object * 1174static object *
1377find_arrow (object *op, const char *type) 1175find_arrow (object *op, const char *type)
1378{ 1176{
1379 object *tmp = 0;
1380
1381 for (op = op->inv; op; op = op->below) 1177 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1382 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1383 tmp = find_arrow (op, type);
1384 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);
1385 return op; 1186 return arrow;
1187 }
1386 1188
1387 return tmp; 1189 return 0;
1388} 1190}
1389 1191
1390/* 1192/*
1391 * 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
1392 * 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
1393 * 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
1394 * 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.
1395 */ 1197 */
1396object * 1198static object *
1397find_better_arrow (object *op, object *target, const char *type, int *better) 1199find_better_arrow (object *op, object *target, shstr_cmp type, int *better)
1398{ 1200{
1399 object *tmp = NULL, *arrow, *ntmp; 1201 object *tmp = NULL, *arrow, *ntmp;
1400 int attacknum, attacktype, betterby = 0, i; 1202 int attacknum, attacktype, betterby = 0, i;
1401 1203
1402 if (!type) 1204 if (!type)
1403 return NULL; 1205 return NULL;
1404 1206
1405 for (arrow = op->inv; arrow; arrow = arrow->below) 1207 for (arrow = op->inv; arrow; arrow = arrow->below)
1406 { 1208 {
1407 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED)) 1209 if (arrow->type == CONTAINER && arrow->race == type && arrow->flag [FLAG_APPLIED])
1408 { 1210 {
1409 i = 0; 1211 i = 0;
1410 ntmp = find_better_arrow (arrow, target, type, &i); 1212 ntmp = find_better_arrow (arrow, target, type, &i);
1213
1411 if (i > betterby) 1214 if (i > betterby)
1412 { 1215 {
1413 tmp = ntmp; 1216 tmp = ntmp;
1414 betterby = i; 1217 betterby = i;
1415 } 1218 }
1416 } 1219 }
1417 else if (arrow->type == ARROW && arrow->race == type) 1220 else if (arrow->type == ARROW && arrow->race == type)
1418 { 1221 {
1419 /* allways prefer assasination/slaying */ 1222 /* allways prefer assasination/slaying */
1420 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race)) 1223 if (target->race && arrow->slaying.contains (target->race))
1421 { 1224 {
1422 if (arrow->attacktype & AT_DEATH) 1225 if (arrow->attacktype & AT_DEATH)
1423 { 1226 {
1424 *better = 100; 1227 *better = 100;
1425 return arrow; 1228 return arrow;
1433 else 1236 else
1434 { 1237 {
1435 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1238 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1436 { 1239 {
1437 attacktype = 1 << attacknum; 1240 attacktype = 1 << attacknum;
1438 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1241 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1439 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)
1440 { 1243 {
1441 tmp = arrow; 1244 tmp = arrow;
1442 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;
1443 } 1246 }
1444 } 1247 }
1248
1445 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1249 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1446 { 1250 {
1447 tmp = arrow; 1251 tmp = arrow;
1448 betterby = 2 + arrow->magic + arrow->stats.dam; 1252 betterby = 2 + arrow->magic + arrow->stats.dam;
1449 } 1253 }
1254
1450 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) 1255 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1451 { 1256 {
1452 tmp = arrow; 1257 tmp = arrow;
1453 betterby = 1 + arrow->magic + arrow->stats.dam; 1258 betterby = 1 + arrow->magic + arrow->stats.dam;
1454 } 1259 }
1455 } 1260 }
1456 } 1261 }
1457 } 1262 }
1263
1458 if (tmp == NULL && arrow == NULL) 1264 if (tmp == NULL && arrow == NULL)
1459 return find_arrow (op, type); 1265 return find_arrow (op, type);
1460 1266
1461 *better = betterby; 1267 *better = betterby;
1462 return tmp; 1268 return tmp;
1466 * find_better_arrow to find a decent arrow to use. 1272 * find_better_arrow to find a decent arrow to use.
1467 * op = the shooter 1273 * op = the shooter
1468 * type = bow->race 1274 * type = bow->race
1469 * dir = fire direction 1275 * dir = fire direction
1470 */ 1276 */
1471object * 1277static object *
1472pick_arrow_target (object *op, const char *type, int dir) 1278pick_arrow_target (object *op, shstr_cmp type, int dir)
1473{ 1279{
1474 object *tmp = NULL; 1280 object *tmp = NULL;
1475 maptile *m; 1281 maptile *m;
1476 int i, mflags, found, number; 1282 int i, mflags, found, number;
1477 sint16 x, y; 1283 sint16 x, y;
1492 for (i = 0, found = 0; i < 20; i++) 1298 for (i = 0, found = 0; i < 20; i++)
1493 { 1299 {
1494 x += freearr_x[dir]; 1300 x += freearr_x[dir];
1495 y += freearr_y[dir]; 1301 y += freearr_y[dir];
1496 mflags = get_map_flags (m, &m, x, y, &x, &y); 1302 mflags = get_map_flags (m, &m, x, y, &x, &y);
1303
1497 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) 1304 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1498 { 1305 {
1499 tmp = NULL; 1306 tmp = 0;
1500 break; 1307 break;
1501 } 1308 }
1502 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)
1503 { 1310 {
1504 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1311 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1505 * perhaps a bad assumption. 1312 * perhaps a bad assumption.
1506 */ 1313 */
1507 tmp = NULL; 1314 tmp = 0;
1508 break; 1315 break;
1509 } 1316 }
1317
1510 if (mflags & P_IS_ALIVE) 1318 if (mflags & P_IS_ALIVE)
1511 {
1512 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)
1513 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 1320 if (tmp->flag [FLAG_ALIVE])
1514 {
1515 found++;
1516 break;
1517 }
1518 if (found)
1519 break; 1321 break;
1520 }
1521 } 1322 }
1522 if (tmp == NULL) 1323
1324 if (!tmp)
1523 return find_arrow (op, type); 1325 return find_arrow (op, type);
1524 1326
1525 if (tmp->head) 1327 if (tmp->head)
1526 tmp = tmp->head; 1328 tmp = tmp->head;
1527 1329
1540 */ 1342 */
1541int 1343int
1542fire_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)
1543{ 1345{
1544 object *left, *bow; 1346 object *left, *bow;
1545 int bowspeed, mflags; 1347 int mflags;
1546 maptile *m; 1348 maptile *m;
1547 1349
1548 if (!dir) 1350 if (!dir)
1549 { 1351 {
1550 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!");
1551 return 0; 1353 return 0;
1552 } 1354 }
1553 1355
1554 if (player *pl = op->contr) 1356 if (op->contr)
1555 { 1357 bow = op->current_weapon;
1556 bow = pl->ranged_ob;
1557 if (!op->change_weapon (bow))
1558 return 0;
1559 }
1560 else 1358 else
1561 { 1359 {
1562 for (bow = op->inv; bow; bow = bow->below) 1360 for (bow = op->inv; bow; bow = bow->below)
1563 /* 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
1564 * 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.
1571 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1369 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1572 return 0; 1370 return 0;
1573 } 1371 }
1574 1372
1575 // 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
1576 if (bow->below) 1374 splay (bow);
1577 {
1578 bow->remove ();
1579 op->insert (bow);
1580 }
1581
1582 } 1375 }
1583 1376
1584 if (!bow->race || !bow->skill) 1377 if (!bow->race || !bow->skill)
1585 { 1378 {
1586 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);
1587 return 0; 1380 return 0;
1588 } 1381 }
1589
1590 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1591
1592 /* penalize ROF for bestarrow */
1593 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1594 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1595
1596 if (bowspeed < 1)
1597 bowspeed = 1;
1598 1382
1599 if (arrow == NULL) 1383 if (arrow == NULL)
1600 { 1384 {
1601 if ((arrow = find_arrow (op, bow->race)) == NULL) 1385 if ((arrow = find_arrow (op, bow->race)) == NULL)
1602 { 1386 {
1603 if (op->type == PLAYER) 1387 if (op->type == PLAYER)
1604 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);
1605 /* 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 */
1606 else 1390 else
1607 CLEAR_FLAG (op, FLAG_READY_BOW); 1391 op->clr_flag (FLAG_READY_BOW);
1608 1392
1609 return 0; 1393 return 0;
1610 } 1394 }
1611 } 1395 }
1612 1396
1621 } 1405 }
1622 1406
1623 /* this should not happen, but sometimes does */ 1407 /* this should not happen, but sometimes does */
1624 if (arrow->nrof == 0) 1408 if (arrow->nrof == 0)
1625 { 1409 {
1410 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1626 arrow->destroy (); 1411 arrow->destroy ();
1627 return 0; 1412 return 0;
1628 } 1413 }
1629 1414
1630 left = arrow; /* these are arrows left to the player */ 1415 left = arrow; /* these are arrows left to the player */
1631 arrow = get_split_ob (arrow, 1); 1416 arrow = arrow->split ();
1632 if (!arrow) 1417 if (!arrow)
1633 { 1418 {
1634 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);
1635 return 0; 1420 return 0;
1636 } 1421 }
1640 arrow->direction = dir; 1425 arrow->direction = dir;
1641 1426
1642 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */ 1427 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1643 arrow->stats.hp = arrow->stats.dam; 1428 arrow->stats.hp = arrow->stats.dam;
1644 arrow->stats.grace = arrow->attacktype; 1429 arrow->stats.grace = arrow->attacktype;
1430 arrow->custom_name = arrow->slaying;
1645 1431
1646 if (arrow->slaying) 1432#if 0
1647 arrow->spellarg = strdup (arrow->slaying); 1433 if (player *pl = op->contr)
1434 {
1435 float speed = pl->weapon_sp;
1436
1437 /* penalize ROF for bestarrow */
1438 if (pl->bowtype == bow_bestarrow)
1439 speed *= .9f;
1440 else
1441 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1442
1443 op->speed_left += speed - op->speed;
1444 }
1445#endif
1446
1447 SET_ANIMATION (arrow, arrow->direction);
1448
1449 /* update the speed */
1450
1451 arrow->speed_left = 0;
1452 arrow->set_speed (max (2.f,
1453 ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1454 + bow->stats.dam / 7.f
1455 ));
1456
1457 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1648 1458
1649 if (op->type == PLAYER) 1459 if (op->type == PLAYER)
1650 { 1460 {
1651 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1652 op->update_stats ();
1653 }
1654
1655 SET_ANIMATION (arrow, arrow->direction);
1656
1657 arrow->stats.dam += op->stats.dam + arrow->magic;
1658
1659 /* update the speed */
1660 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0
1661 + bow->stats.dam / 7.0;
1662
1663 arrow->set_speed (max (arrow->speed, 2.0));
1664 arrow->speed_left = 0;
1665
1666 arrow->stats.wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1667
1668 if (op->type == PLAYER)
1669 {
1670 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; 1461 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1671 arrow->stats.wc -= dex_bonus[op->stats.Dex]; 1462 wc -= dex_bonus[op->stats.Dex];
1672 1463
1673 if (!arrow->slaying) 1464 if (!arrow->slaying)
1674 arrow->slaying = op->slaying; 1465 arrow->slaying = op->slaying;
1675 1466
1676 arrow->attacktype |= op->attacktype; 1467 arrow->attacktype |= op->attacktype;
1684 arrow->slaying = bow->slaying; 1475 arrow->slaying = bow->slaying;
1685 1476
1686 arrow->attacktype |= bow->attacktype; 1477 arrow->attacktype |= bow->attacktype;
1687 } 1478 }
1688 1479
1689 arrow->stats.wc -= arrow->level; 1480 wc -= arrow->level;
1481 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1690 1482
1483 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1691 arrow->move_type = MOVE_FLY_LOW; 1484 arrow->move_type = MOVE_FLY_LOW;
1692 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1485 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1693 1486
1694 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1487 op->play_sound (sound_find ("fire_arrow"));
1695 m->insert (arrow, sx, sy, op); 1488 m->insert (arrow, sx, sy, op);
1696 1489
1697 if (!arrow->destroyed ()) 1490 if (!arrow->destroyed ())
1698 move_arrow (arrow); 1491 move_arrow (arrow);
1699
1700 if (op->type == PLAYER)
1701 {
1702 if (left->destroyed ())
1703 esrv_del_item (op->contr, left->count);
1704 else
1705 esrv_send_item (op, left);
1706 }
1707 1492
1708 return 1; 1493 return 1;
1709} 1494}
1710 1495
1711/* Special fire code for players - this takes into 1496/* Special fire code for players - this takes into
1713 * but monsters can't. Putting that code here 1498 * but monsters can't. Putting that code here
1714 * makes the fire_bow code much cleaner. 1499 * makes the fire_bow code much cleaner.
1715 * this function should only be called if 'op' is a player, 1500 * this function should only be called if 'op' is a player,
1716 * hence the function name. 1501 * hence the function name.
1717 */ 1502 */
1718int 1503static int
1719player_fire_bow (object *op, int dir) 1504player_fire_bow (object *op, int dir)
1720{ 1505{
1721 int ret = 0, wcmod = 0; 1506 int ret;
1722 1507
1723 if (op->contr->bowtype == bow_bestarrow) 1508 if (op->contr->bowtype == bow_bestarrow)
1724 { 1509 {
1725 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);
1726 } 1511 }
1727 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)
1728 { 1513 {
1729 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1514 int wcmod = similar_direction (dir, op->contr->bowtype - bow_n + 1) ? 0 : -1;
1730 wcmod = -1;
1731
1732 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);
1733 } 1516 }
1734 else if (op->contr->bowtype == bow_threewide) 1517 else if (op->contr->bowtype == bow_threewide)
1735 { 1518 {
1736 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);
1737 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)]);
1738 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)]);
1739 } 1522 }
1740 else if (op->contr->bowtype == bow_spreadshot) 1523 else if (op->contr->bowtype == bow_spreadshot)
1741 { 1524 {
1742 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);
1743 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);
1744 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);
1745 } 1528 }
1746 else 1529 else
1747 { 1530 {
1749 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1532 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1750 } 1533 }
1751 1534
1752 return ret; 1535 return ret;
1753} 1536}
1754
1755 1537
1756/* Fires a misc (wand/rod/horn) object in 'dir'. 1538/* Fires a misc (wand/rod/horn) object in 'dir'.
1757 * Broken apart from 'fire' to keep it more readable. 1539 * Broken apart from 'fire' to keep it more readable.
1758 */ 1540 */
1759void 1541static void
1760fire_misc_object (object *op, int dir) 1542fire_misc_object (object *op, int dir)
1761{ 1543{
1762 object *item = op->contr->ranged_ob; 1544 object *item = op->contr->ranged_ob;
1763 1545
1764 if (!item) 1546 if (!item)
1771 { 1553 {
1772 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1554 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1773 return; 1555 return;
1774 } 1556 }
1775 1557
1776 if (!op->change_weapon (item)) 1558 if (!op->apply (item))
1777 return; 1559 return;
1778 1560
1779 if (item->type == WAND) 1561 if (item->type == WAND)
1780 { 1562 {
1781 if (item->stats.food <= 0) 1563 if (item->stats.food <= 0)
1782 { 1564 {
1783 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1565 op->contr->play_sound (sound_find ("wand_poof"));
1784 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));
1785 1567
1786 return; 1568 return;
1787 } 1569 }
1788 } 1570 }
1789 else if (item->type == ROD || item->type == HORN) 1571 else if (item->type == ROD || item->type == HORN)
1790 { 1572 {
1791 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))
1792 { 1578 {
1793 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1579 op->contr->play_sound (sound_find ("wand_poof"));
1794 1580
1795 if (item->type == ROD) 1581 if (item->type == ROD)
1796 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));
1797 else 1583 else
1798 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));
1801 } 1587 }
1802 } 1588 }
1803 1589
1804 if (cast_spell (op, item, dir, item->inv, NULL)) 1590 if (cast_spell (op, item, dir, item->inv, NULL))
1805 { 1591 {
1806 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
1807 if (item->type == WAND) 1594 if (item->type == WAND)
1808 { 1595 {
1809 if (!(--item->stats.food)) 1596 if (!(--item->stats.food))
1810 { 1597 {
1811 object *tmp; 1598 object *tmp;
1812 1599
1813 if (item->arch) 1600 if (item->arch)
1814 { 1601 {
1815 CLEAR_FLAG (item, FLAG_ANIMATE); 1602 item->clr_flag (FLAG_ANIMATE);
1816 item->face = item->arch->clone.face; 1603 item->face = item->arch->face;
1817 item->set_speed (0); 1604 item->set_speed (0);
1818 } 1605 }
1819 1606
1820 if ((tmp = item->in_player ())) 1607 if (object *pl = item->visible_to ())
1821 esrv_update_item (UPD_ANIM, tmp, item); 1608 esrv_update_item (UPD_ANIM, pl, item);
1822 } 1609 }
1823 } 1610 }
1824 else if (item->type == ROD || item->type == HORN) 1611 else if (item->type == ROD || item->type == HORN)
1825 drain_rod_charge (item); 1612 drain_rod_charge (item);
1826 } 1613 }
1827} 1614}
1828 1615
1829/* Received a fire command for the player - go and do it. 1616/* Received a fire command for the player - go and do it.
1830 */ 1617 */
1831void 1618bool
1832fire (object *op, int dir) 1619fire (object *who, int dir)
1833{ 1620{
1834 int spellcost = 0; 1621 int spellcost = 0;
1835 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
1836 /* check for loss of invisiblity/hide */ 1644 /* check for loss of invisiblity/hide */
1837 if (action_makes_visible (op)) 1645 if (action_makes_visible (who))
1838 make_visible (op); 1646 make_visible (who);
1839
1840 player *pl = op->contr;
1841
1842 if (pl->golem)
1843 {
1844 control_golem (op->contr->golem, dir);
1845 return;
1846 }
1847
1848 object *ob = pl->ranged_ob;
1849
1850 if (!ob)
1851 return;
1852 1647
1853 switch (ob->type) 1648 switch (ob->type)
1854 { 1649 {
1855 case BOW: 1650 case BOW:
1856 player_fire_bow (op, dir); 1651 player_fire_bow (who, dir);
1857 break; 1652 break;
1858 1653
1859 case SPELL: 1654 case SPELL:
1860 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);
1861 break; 1656 break;
1862 1657
1863 case BUILDER: 1658 case BUILDER:
1864 apply_map_builder (op, dir); 1659 apply_map_builder (who, dir);
1865 break; 1660 break;
1866 1661
1867 case SKILL: 1662 case SKILL:
1868 case SKILL_TOOL:
1869 do_skill (op, op, ob, dir, 0); 1663 do_skill (who, who, ob, dir, 0);
1870 break; 1664 break;
1871 1665
1666 case RANGED:
1667 do_skill (who, ob, who->chosen_skill, dir, 0);
1668 break;
1669
1872 default: 1670 default:
1873 fire_misc_object (op, dir); 1671 fire_misc_object (who, dir);
1874 break; 1672 break;
1875 } 1673 }
1876}
1877 1674
1878/* find_key 1675 return true;
1879 * We try to find a key for the door as passed. If we find a key 1676}
1880 * and successfully use it, we return the key, otherwise NULL 1677
1881 * This function merges both normal and locked door, since the logic 1678static object *
1882 * for both is the same - just the specific key is different.
1883 * pl is the player,
1884 * inv is the objects inventory to searched
1885 * door is the door we are trying to match against.
1886 * This function can be called recursively to search containers.
1887 */
1888object *
1889find_key (object *pl, object *container, object *door) 1679find_key_ (object *pl, object *container, object *door)
1890{ 1680{
1891 object *tmp, *key; 1681 object *tmp, *key;
1892 1682
1893 /* Should not happen, but sanity checking is never bad */ 1683 /* Should not happen, but sanity checking is never bad */
1894 if (!container->inv) 1684 if (!container->inv)
1897 /* 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 */
1898 for (tmp = container->inv; tmp; tmp = tmp->below) 1688 for (tmp = container->inv; tmp; tmp = tmp->below)
1899 { 1689 {
1900 if (door->type == DOOR && tmp->type == KEY) 1690 if (door->type == DOOR && tmp->type == KEY)
1901 break; 1691 break;
1692
1902 /* For sanity, we should really check door type, but other stuff 1693 /* For sanity, we should really check door type, but other stuff
1903 * (like containers) can be locked with special keys 1694 * (like containers) can be locked with special keys
1904 */ 1695 */
1905 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1696 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1906 break; 1697 break;
1912 * a key, return 1703 * a key, return
1913 */ 1704 */
1914 if (!tmp) 1705 if (!tmp)
1915 { 1706 {
1916 for (tmp = container->inv; tmp; tmp = tmp->below) 1707 for (tmp = container->inv; tmp; tmp = tmp->below)
1917 {
1918 /* No reason to search empty containers */ 1708 /* No reason to search empty containers */
1919 if (tmp->type == CONTAINER && tmp->inv) 1709 if (tmp->type == CONTAINER && tmp->inv)
1920 {
1921 if ((key = find_key (pl, tmp, door))) 1710 if ((key = find_key_ (pl, tmp, door)))
1922 return key; 1711 return key;
1923 }
1924 }
1925 1712
1926 if (!tmp) 1713 if (!tmp)
1927 return NULL; 1714 return 0;
1928 } 1715 }
1929 1716
1930 /* We get down here if we have found a key. Now if its in a container, 1717 /* We get down here if we have found a key. Now if its in a container,
1931 * see if we actually want to use it 1718 * see if we actually want to use it
1932 */ 1719 */
1933 if (pl != container) 1720 if (pl != container)
1934 { 1721 {
1935 /* Only let players use keys in containers */ 1722 /* Only let players use keys in containers */
1936 if (!pl->contr) 1723 if (!pl->contr)
1937 return NULL; 1724 return 0;
1725
1938 /* cases where this fails: 1726 /* cases where this fails:
1939 * If we only search the player inventory, return now since we 1727 * If we only search the player inventory, return now since we
1940 * are not in the players inventory. 1728 * are not in the players inventory.
1941 * If the container is not active, return now since only active 1729 * If the container is not active, return now since only active
1942 * containers can be used. 1730 * containers can be used.
1946 * inv must have been an container and must have been active. 1734 * inv must have been an container and must have been active.
1947 * 1735 *
1948 * Change the color so that the message doesn't disappear with 1736 * Change the color so that the message doesn't disappear with
1949 * all the others. 1737 * all the others.
1950 */ 1738 */
1951 if (pl->contr->usekeys == key_inventory || 1739 if (pl->contr->usekeys == key_inventory
1952 !QUERY_FLAG (container, FLAG_APPLIED) || 1740 || !container->flag [FLAG_APPLIED]
1953 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys")))) 1741 || (pl->contr->usekeys == keyrings && container->race != shstr_keys))
1954 { 1742 {
1955 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1743 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1956 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); 1744 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1957 return NULL; 1745 return NULL;
1958 } 1746 }
1959 } 1747 }
1960 1748
1961 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);
1962} 1775}
1963 1776
1964/* moved door processing out of move_player_attack. 1777/* moved door processing out of move_player_attack.
1965 * returns 1 if player has opened the door with a key 1778 * returns 1 if player has opened the door with a key
1966 * such that the caller should not do anything more, 1779 * such that the caller should not do anything more,
1967 * 0 otherwise 1780 * 0 otherwise
1968 */ 1781 */
1969static int 1782static int
1970player_attack_door (object *op, object *door) 1783player_attack_door (object *op, object *door)
1971{ 1784{
1972 /* 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,
1973 * 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 -
1974 * otherwise, we fall through to the rest of the code. 1787 * otherwise, we fall through to the rest of the code.
1975 */ 1788 */
1976 object *key = find_key (op, op, door); 1789 object *key = find_key (op, op, door);
1977 1790
1978 /* IF we found a key, do some extra work */ 1791 /* If we found a key, do some extra work */
1979 if (key) 1792 if (key)
1980 { 1793 {
1981 object *container = key->env; 1794 object *container = key->env;
1982
1983 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1984 1795
1985 if (action_makes_visible (op)) 1796 if (action_makes_visible (op))
1986 make_visible (op); 1797 make_visible (op);
1987 1798
1988 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1799 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1990 1801
1991 if (door->type == DOOR) 1802 if (door->type == DOOR)
1992 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 */
1993 else if (door->type == LOCKED_DOOR) 1804 else if (door->type == LOCKED_DOOR)
1994 { 1805 {
1995 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);
1996 remove_door2 (door); /* remove door without violence ;-) */ 1807 remove_door2 (door); /* remove door without violence ;-) */
1997 } 1808 }
1998 1809
1999 /* Do this after we print the message */ 1810 /* Do this after we print the message */
2000 decrease_ob (key); /* Use up one of the keys */ 1811 key->decrease (); /* Use up one of the keys */
2001 /* Need to update the weight the container the key was in */
2002 if (container != op)
2003 esrv_update_item (UPD_WEIGHT, op, container);
2004 1812
2005 return 1; /* Nothing more to do below */ 1813 return 1; /* Nothing more to do below */
2006 } 1814 }
2007 else if (door->type == LOCKED_DOOR) 1815 else if (door->type == LOCKED_DOOR)
2008 { 1816 {
2009 /* Might as well return now - no other way to open this */ 1817 /* Might as well return now - no other way to open this */
2010 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...");
2011 return 1; 1819 return 1;
2012 } 1820 }
2013 1821
2014 return 0; 1822 return 0;
2015} 1823}
2018 * It should keep the code cleaner. 1826 * It should keep the code cleaner.
2019 * When this is called, the players direction has been updated 1827 * When this is called, the players direction has been updated
2020 * (taking into account confusion.) The player is also actually 1828 * (taking into account confusion.) The player is also actually
2021 * going to try and move (not fire weapons). 1829 * going to try and move (not fire weapons).
2022 */ 1830 */
2023void 1831bool
2024move_player_attack (object *op, int dir) 1832move_player_attack (object *op, int dir)
2025{ 1833{
2026 object *tmp, *mon; 1834 if (!op->contr->braced && op->speed_left > 0.f && op->move (dir))
2027 int on_battleground; 1835 {
2028 maptile *m; 1836 --op->speed_left;
1837 return true;
1838 }
2029 1839
2030 sint16 nx = freearr_x[dir] + op->x; 1840 sint16 nx = freearr_x[dir] + op->x;
2031 sint16 ny = freearr_y[dir] + op->y; 1841 sint16 ny = freearr_y[dir] + op->y;
2032 1842
2033 on_battleground = op_on_battleground (op, 0, 0); 1843 if (out_of_map (op->map, nx, ny))
1844 return false;
2034 1845
2035 /* 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
2036 * 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
2037 * 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
2038 * player. This is a pretty nasty hack, because if we could 1849 * player. This is a pretty nasty hack, because if we could
2039 * 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
2040 * 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
2041 * 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
2042 * move_ob uses. 1853 * move_ob uses.
2043 */ 1854 */
2044 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;
2045 { 1870 }
2046 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)
2047 { 1877 {
2048 m = op->map->xy_find (nx, ny); 1878 if (ob->move_block == MOVE_ALL)
2049 if (!m) 1879 move_into_wall (op, ob);
2050 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;
2051 } 1942 }
2052 else 1943 else
2053 m = op->map;
2054
2055 if (!(tmp = m->at (nx, ny).bot))
2056 return; 1944 return false;
1945 }
2057 1946
2058 mon = 0; 1947 bool on_battleground = op_on_battleground (op, 0, 0);
2059 /* Go through all the objects, and find ones of interest. Only stop if
2060 * we find a monster - that is something we know we want to attack.
2061 * if its a door or barrel (can roll) see if there may be monsters
2062 * on the space
2063 */
2064 while (tmp)
2065 {
2066 if (tmp == op)
2067 {
2068 tmp = tmp->above;
2069 continue;
2070 }
2071 1948
2072 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2073 {
2074 mon = tmp;
2075 break;
2076 }
2077
2078 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2079 mon = tmp;
2080
2081 tmp = tmp->above;
2082 }
2083
2084 if (!mon) /* This happens anytime the player tries to move */
2085 return; /* into a wall */
2086
2087 if (mon->head)
2088 mon = mon->head;
2089
2090 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2091 if (player_attack_door (op, mon))
2092 return;
2093
2094 /* The following deals with possibly attacking peaceful
2095 * or frienddly creatures. Basically, all players are considered
2096 * unaggressive. If the moving player has peaceful set, then the
2097 * object should be pushed instead of attacked. It is assumed that
2098 * if you are braced, you will not attack friends accidently,
2099 * and thus will not push them.
2100 */
2101
2102 /* If the creature is a pet, push it even if the player is not
2103 * peaceful. Our assumption is the creature is a pet if the
2104 * player owns it and it is either friendly or unagressive.
2105 */
2106 if ((op->type == PLAYER)
2107#if COZY_SERVER
2108 &&
2109 ((mon->owner && mon->owner->contr
2110 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op)
2111#else
2112 && mon->owner == op
2113#endif
2114 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2115 {
2116 /* If we're braced, we don't want to switch places with it */
2117 if (op->contr->braced)
2118 return;
2119
2120 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2121 push_ob (mon, dir, op);
2122 if (op->contr->tmp_invis || op->hide)
2123 make_visible (op);
2124
2125 return;
2126 }
2127
2128 /* in certain circumstances, you shouldn't attack friendly 1949 /* in certain circumstances, you shouldn't attack friendly
2129 * creatures. Note that if you are braced, you can't push 1950 * creatures. Note that if you are braced, you can't push
2130 * 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
2131 * attack them either. 1952 * attack them either.
2132 */ 1953 */
2133 if ((mon->type == PLAYER || mon->enemy != op) && 1954 if ((mon->type == PLAYER || mon->enemy != op)
2134 (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])
2135#ifdef PROHIBIT_PLAYERKILL
2136 (op->contr->peaceful 1956 && ((op->contr->peaceful
2137 || (mon->type == PLAYER 1957 || (mon->type == PLAYER && mon->contr->peaceful))
2138 && mon->contr->
2139 peaceful)) &&
2140#else
2141 op->contr->peaceful &&
2142#endif
2143 !on_battleground)) 1958 && !on_battleground))
1959 {
1960 if (op->speed_left > 0.f)
2144 { 1961 {
1962 --op->speed_left;
1963
2145 if (!op->contr->braced) 1964 if (!op->contr->braced)
2146 { 1965 {
2147 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 1966 op->play_sound (sound_find ("push_player"));
2148 push_ob (mon, dir, op); 1967 push_ob (mon, dir, op);
2149 } 1968 }
2150 else 1969 else
2151 new_draw_info (0, 0, op, "You withhold your attack"); 1970 op->statusmsg ("You withhold your attack");
2152 1971
2153 if (op->contr->tmp_invis || op->hide) 1972 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
2154 make_visible (op); 1973 make_visible (op);
2155 }
2156 1974
1975 return true;
1976 }
1977 }
2157 /* If the object is a boulder or other rollable object, then 1978 /* If the object is a boulder or other rollable object, then
2158 * 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.
2159 */ 1980 */
2160 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)
2161 { 1984 {
1985 --op->speed_left;
1986
2162 recursive_roll (mon, dir, op); 1987 recursive_roll (mon, dir, op);
2163 if (action_makes_visible (op)) 1988 if (action_makes_visible (op))
2164 make_visible (op); 1989 make_visible (op);
2165 }
2166 1990
1991 return true;
1992 }
1993 }
2167 /* Any generic living creature. Including things like doors. 1994 /* Any generic living creature. Including things like doors.
2168 * 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
2169 * and be living. Then, it must be one of the following: 1996 * and be living. Then, it must be one of the following:
2170 * 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
2171 * 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.
2172 */ 1999 */
2173 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2000 else if ((mon->stats.hp >= 0) && mon->flag [FLAG_ALIVE] &&
2174 ((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)))
2175 { 2002 {
2176 2003 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2177 /* If the player hasn't hit something this tick, and does
2178 * so, give them speed boost based on weapon speed. Doing
2179 * it here is better than process_players2, which basically
2180 * incurred a 1 tick offset.
2181 */
2182 if (!op->contr->has_hit)
2183 { 2004 {
2184 op->speed_left += op->speed / op->contr->weapon_sp; 2005 --op->contr->weapon_sp_left;
2185
2186 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2187 }
2188 2006
2189 skill_attack (mon, op, 0, 0, 0); 2007 skill_attack (mon, op, 0, 0, 0);
2190
2191 /* If attacking another player, that player gets automatic
2192 * hitback, and doesn't loose luck either.
2193 * Disable hitback on the battleground or if the target is
2194 * the wiz.
2195 */
2196 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2197 {
2198 short luck = mon->stats.luck;
2199
2200 mon->contr->has_hit = 1;
2201 skill_attack (op, mon, 0, 0, 0);
2202 mon->stats.luck = luck;
2203 }
2204 2008
2205 if (action_makes_visible (op)) 2009 if (action_makes_visible (op))
2206 make_visible (op); 2010 make_visible (op);
2207 }
2208 } /* if player should attack something */
2209}
2210 2011
2211int 2012 return true;
2013 }
2014 }
2015
2016 return false;
2017}
2018
2019bool
2212move_player (object *op, int dir) 2020move_player (object *op, int dir)
2213{ 2021{
2214 int pick;
2215
2216 if (!op->map || op->map->in_memory != MAP_IN_MEMORY) 2022 if (!op->map || op->map->state != MAP_ACTIVE)
2217 return 0; 2023 return 0;
2218 2024
2219 /* Sanity check: make sure dir is valid */ 2025 /* Sanity check: make sure dir is valid */
2220 if ((dir < 0) || (dir >= 9)) 2026 if (dir < 0 || dir > 8)
2221 { 2027 {
2222 LOG (llevError, "move_player: invalid direction %d\n", dir); 2028 LOG (llevError, "move_player: invalid direction %d\n", dir);
2223 return 0; 2029 return 0;
2224 } 2030 }
2225 2031
2226 /* peterm: added following line */ 2032 /* peterm: added following line */
2227 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2033 if (op->flag [FLAG_CONFUSED] && dir)
2228 dir = absdir (dir + rndm (3) + rndm (3) - 2); 2034 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2229 2035
2230 op->facing = dir; 2036 op->facing = dir;
2231 2037
2232 if (op->hide) 2038 if (op->flag [FLAG_HIDDEN])
2233 do_hidden_move (op); 2039 do_hidden_move (op);
2234 2040
2041 bool retval;
2042 int pick = 0;
2043
2235 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2044 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2236 /*nop */ ; 2045 retval = RESULT_INT (0);
2237 else if (op->contr->fire_on) 2046 else if (op->contr->fire_on)
2238 fire (op, dir); 2047 retval = fire (op, dir);
2239 else 2048 else
2240 { 2049 {
2241 move_player_attack (op, dir); 2050 retval = move_player_attack (op, dir);
2242 pick = check_pick (op); 2051 pick = check_pick (op);
2243 } 2052 }
2244 2053
2245 /* 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
2246 * server can handle repeat firing. 2055 * server can handle repeat firing.
2253 /* Update how the player looks. Use the facing, so direction may 2062 /* Update how the player looks. Use the facing, so direction may
2254 * get reset to zero. This allows for full animation capabilities 2063 * get reset to zero. This allows for full animation capabilities
2255 * for players. 2064 * for players.
2256 */ 2065 */
2257 animate_object (op, op->facing); 2066 animate_object (op, op->facing);
2258 return 0; 2067
2068 return retval;
2259} 2069}
2260 2070
2261/* 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
2262 * new client/server stuff. 2072 * new client/server stuff.
2263 * 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
2264 * the new speed values for commands. 2074 * the new speed values for commands.
2265 * 2075 *
2266 * 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.
2267 */ 2079 */
2268int 2080bool
2269handle_newcs_player (object *op) 2081handle_newcs_player (object *op)
2270{ 2082{
2271 if (QUERY_FLAG (op, FLAG_SCARED)) 2083 if (op->flag [FLAG_SCARED])
2272 { 2084 {
2273 flee_player (op); 2085 if (op->speed_left > 0.f)
2274 /* If player is still scared, that is his action for this tick */
2275 if (QUERY_FLAG (op, FLAG_SCARED))
2276 { 2086 {
2277 op->speed_left--; 2087 --op->speed_left;
2088 flee_player (op);
2089
2278 return 0; 2090 return true;
2279 } 2091 }
2092 else
2093 return false;
2280 } 2094 }
2281 2095
2282 /* 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
2283 * the players time has been increased when doericserver has been 2097 * the players time has been increased when doericserver has been
2284 * called, so we recheck it here. 2098 * called, so we recheck it here.
2285 */ 2099 */
2286 if (op->contr->ns->handle_command ()) 2100 if (op->contr->ns->handle_command ())
2287 return 1; 2101 return true;
2288 2102
2289 if (op->speed_left > 0)
2290 {
2291 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2103 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2292 {
2293 /* All move commands take 1 tick, at least for now */
2294 op->speed_left--;
2295
2296 /* Instead of all the stuff below, let move_player take care
2297 * of it. Also, some of the skill stuff is only put in
2298 * there, as well as the confusion stuff.
2299 */
2300 move_player (op, op->direction); 2104 return move_player (op, op->direction);
2301 2105
2302 return op->speed_left > 0;
2303 }
2304 }
2305
2306 return 0; 2106 return false;
2307} 2107}
2308 2108
2309int 2109static int
2310save_life (object *op) 2110save_life (object *op)
2311{ 2111{
2312 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2112 if (!op->flag [FLAG_LIFESAVE])
2313 return 0; 2113 return 0;
2314 2114
2315 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2115 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2316 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2116 if (tmp->flag [FLAG_APPLIED] && tmp->flag [FLAG_LIFESAVE])
2317 { 2117 {
2318 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2118 op->play_sound (sound_find ("ob_evaporate"));
2319 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));
2320 2120
2321 if (op->contr)
2322 esrv_del_item (op->contr, tmp->count);
2323
2324 tmp->destroy (); 2121 tmp->destroy ();
2325 CLEAR_FLAG (op, FLAG_LIFESAVE); 2122 op->clr_flag (FLAG_LIFESAVE);
2326 2123
2327 if (op->stats.hp < 0) 2124 if (op->stats.hp < 0)
2328 op->stats.hp = op->stats.maxhp; 2125 op->stats.hp = op->stats.maxhp;
2329 2126
2330 if (op->stats.food < 0) 2127 if (op->stats.food < 0)
2331 op->stats.food = 999; 2128 op->stats.food = MAX_FOOD;
2332 2129
2333 op->update_stats (); 2130 op->update_stats ();
2334 return 1; 2131 return 1;
2335 } 2132 }
2336 2133
2337 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2134 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2338 CLEAR_FLAG (op, FLAG_LIFESAVE); 2135 op->clr_flag (FLAG_LIFESAVE);
2339 enter_player_savebed (op); /* bring him home. */ 2136 enter_player_savebed (op); /* bring him home. */
2340 return 0; 2137 return 0;
2341} 2138}
2342 2139
2343/* 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
2344 * 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
2345 * 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
2346 * from. 2143 * from.
2347 */ 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
2348void 2161void
2349remove_unpaid_objects (object *op, object *env) 2162object::drop_unpaid_items ()
2350{ 2163{
2351 while (op) 2164 if (!flag [FLAG_REMOVED])
2352 { 2165 ::drop_unpaid_items (inv, this);
2353 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2354
2355 if (QUERY_FLAG (op, FLAG_UNPAID))
2356 {
2357 if (env->type == PLAYER)
2358 esrv_del_item (env->contr, op->count);
2359
2360 op->insert_at (env);
2361 }
2362 else if (op->inv)
2363 remove_unpaid_objects (op->inv, env);
2364
2365 op = next;
2366 }
2367}
2368
2369/*
2370 * Returns pointer a static string containing gravestone text
2371 * Moved from apply.c to player.c - player.c is what
2372 * actually uses this function. player.c may not be quite the
2373 * best, a misc file for object actions is probably better,
2374 * but there isn't one in the server directory.
2375 */
2376char *
2377gravestone_text (object *op)
2378{
2379 static char buf2[MAX_BUF];
2380 char buf[MAX_BUF];
2381 time_t now = time (NULL);
2382
2383 strcpy (buf2, " R.I.P.\n\n");
2384 if (op->type == PLAYER)
2385 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2386 else
2387 sprintf (buf, "%s\n", &op->name);
2388
2389 strncat (buf2, " ", 20 - strlen (buf) / 2);
2390 strcat (buf2, buf);
2391 if (op->type == PLAYER)
2392 sprintf (buf, "who was in level %d when killed\n", op->level);
2393 else
2394 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2395
2396 strncat (buf2, " ", 20 - strlen (buf) / 2);
2397 strcat (buf2, buf);
2398 if (op->type == PLAYER)
2399 {
2400 sprintf (buf, "by %s.\n\n", op->contr->killer);
2401 strncat (buf2, " ", 21 - strlen (buf) / 2);
2402 strcat (buf2, buf);
2403 }
2404
2405 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2406 strncat (buf2, " ", 20 - strlen (buf) / 2);
2407 strcat (buf2, buf);
2408
2409 return buf2;
2410} 2166}
2411 2167
2412void 2168void
2413do_some_living (object *op) 2169do_some_living (object *op)
2414{ 2170{
2415 int last_food = op->stats.food; 2171 int last_food = op->stats.food;
2416 int gen_hp, gen_sp, gen_grace; 2172 int gen_hp, gen_sp, gen_grace;
2417 int over_hp, over_sp, over_grace;
2418 int i; 2173 int i;
2419 int rate_hp = 1200; 2174 int rate_hp = 1200;
2420 int rate_sp = 2500; 2175 int rate_sp = 2500;
2421 int rate_grace = 2000; 2176 int rate_grace = 2000;
2422 const int max_hp = 1; 2177 const int max_hp = 1;
2428 op->invisible = 1000; 2183 op->invisible = 1000;
2429 /* the socket code flashes the player visible/invisible 2184 /* the socket code flashes the player visible/invisible
2430 * depending on the value of invisible, so we need to 2185 * depending on the value of invisible, so we need to
2431 * alternate it here for it to work correctly. 2186 * alternate it here for it to work correctly.
2432 */ 2187 */
2433 if (pticks & 2) 2188 if (server_tick & 2)
2434 op->invisible--; 2189 op->invisible--;
2435 } 2190 }
2436 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS))) 2191 else if (op->invisible && !(op->flag [FLAG_MAKE_INVIS]))
2437 { 2192 {
2438 if (!op->invisible--) 2193 if (!op->invisible--)
2439 { 2194 {
2440 make_visible (op); 2195 make_visible (op);
2441 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.");
2468 { 2223 {
2469 gen_grace = op->stats.maxgrace; 2224 gen_grace = op->stats.maxgrace;
2470 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2225 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2471 } 2226 }
2472 2227
2473 /* Regenerate Spell Points */ 2228 /* Regenerate Grace */
2474 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)
2475 { 2231 {
2476 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2477 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)
2478 { 2238 {
2479 op->stats.sp++; 2239 int over_grace = temp / rate_grace;
2480 /* dms do not consume food */ 2240
2481 if (!QUERY_FLAG (op, FLAG_WIZ)) 2241 if (over_grace > 0)
2482 { 2242 {
2483 op->stats.food--; 2243 op->stats.sp += over_grace + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > (temp % rate_grace)) ? -1 : 0;
2484 if (op->contr->digestion < 0) 2244 op->last_grace = 0;
2485 op->stats.food += op->contr->digestion;
2486 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2487 op->stats.food = last_food;
2488 } 2245 }
2246 else
2247 op->last_grace = rate_grace / temp;
2489 } 2248 }
2249 else
2250 op->last_grace = rate_grace / temp;
2490 2251
2491 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)
2492 { 2259 {
2493 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);
2494 if (over_sp > 0) 2261
2262 if (op->stats.sp < op->stats.maxsp)
2495 { 2263 {
2496 if (op->stats.sp < op->stats.maxsp) 2264 op->stats.sp++;
2265
2266 /* dms do not consume food */
2267 if (!op->flag [FLAG_WIZ])
2497 { 2268 {
2498 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2499
2500 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2501 op->stats.sp--; 2269 op->stats.food--;
2502 2270
2503 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))
2504 op->stats.sp = op->stats.maxsp; 2274 op->stats.food = last_food;
2505 } 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
2506 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);
2507 } 2298 }
2508 else 2299 else
2509 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);
2510 } 2301 }
2511 else
2512 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2513 }
2514 2302
2515 /* Regenerate Grace */ 2303 /* Regenerate Hit Points */
2516 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2517 if (--op->last_grace < 0) 2304 if (--op->last_heal < 0)
2518 {
2519 if (op->stats.grace < op->stats.maxgrace / 2)
2520 op->stats.grace++; /* no penalty in food for regaining grace */
2521
2522 if (max_grace > 1)
2523 { 2305 {
2524 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2306 if (op->stats.hp < op->stats.maxhp)
2525 if (over_grace > 0)
2526 { 2307 {
2527 op->stats.sp += over_grace 2308 op->stats.hp++;
2528 + (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;
2529 op->last_grace = 0; 2331 op->last_heal = 0;
2332 }
2333 else
2334 op->last_heal = rate_hp / temp;
2530 } 2335 }
2531 else 2336 else
2532 {
2533 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2534 }
2535 }
2536 else
2537 {
2538 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2539 }
2540 /* wearing stuff doesn't detract from grace generation. */
2541 }
2542
2543 /* Regenerate Hit Points */
2544 if (--op->last_heal < 0)
2545 {
2546 if (op->stats.hp < op->stats.maxhp)
2547 {
2548 op->stats.hp++;
2549 /* dms do not consume food */
2550 if (!QUERY_FLAG (op, FLAG_WIZ))
2551 {
2552 op->stats.food--;
2553 if (op->contr->digestion < 0)
2554 op->stats.food += op->contr->digestion;
2555 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2556 op->stats.food = last_food;
2557 }
2558 }
2559
2560 if (max_hp > 1)
2561 {
2562 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2563 if (over_hp > 0)
2564 {
2565 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2566 op->last_heal = 0; 2337 op->last_heal = rate_hp / temp;
2567 }
2568 else
2569 {
2570 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2571 }
2572 }
2573 else
2574 {
2575 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2576 } 2338 }
2577 } 2339 }
2578 2340
2579 /* Digestion */ 2341 /* Digestion */
2580 if (--op->last_eat < 0) 2342 if (--op->last_eat < 0)
2581 { 2343 {
2582#ifdef COZY_SERVER 2344 int bonus = max (0, op->contr->digestion),
2583 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion; 2345 penalty = max (0, -op->contr->digestion);
2584 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2585#else
2586 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2587#endif
2588 2346
2589 if (op->contr->gen_hp > 0)
2590 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);
2591 else
2592 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2593 2348
2594 /* dms do not consume food */ 2349 /* dms do not consume food */
2595 if (!QUERY_FLAG (op, FLAG_WIZ)) 2350 if (!op->flag [FLAG_WIZ])
2596 op->stats.food--; 2351 op->stats.food--;
2597 } 2352 }
2598 2353
2599 if (op->stats.food < 0 && op->stats.hp >= 0) 2354 if (op->stats.food < 0 && op->stats.hp >= 0)
2600 { 2355 {
2601 object *tmp, *flesh = 0; 2356 object *flesh = 0;
2602 2357
2603 for (tmp = op->inv; tmp; tmp = tmp->below) 2358 for_inv_removable (op, tmp)
2604 { 2359 {
2605 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)
2606 { 2364 {
2607 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2365 op->statusmsg ("You blindly grab for a bite of food. "
2608 { 2366 "H<To prevent you from starving, you ate some random item from your backpack.>");
2609 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2367 op->apply (tmp);
2610 manual_apply (op, tmp, 0); 2368
2611 if (op->stats.food >= 0 || op->stats.hp < 0) 2369 if (op->stats.food >= 0 || op->stats.hp < 0)
2612 break; 2370 break;
2613 } 2371 }
2614 else if (tmp->type == FLESH) 2372 else if (tmp->type == FLESH)
2615 flesh = tmp; 2373 flesh = tmp;
2616 } /* End if paid for object */ 2374 }
2617 } /* end of for loop */
2618 2375
2619 /* 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
2620 * eat flesh instead. 2377 * eat flesh instead.
2621 */ 2378 */
2622 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2379 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2623 { 2380 {
2624 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.>");
2625 manual_apply (op, flesh, 0); 2383 op->apply (flesh);
2626 } 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)
2627 } 2393 {
2394 op->stats.hp += op->stats.food;
2395 op->stats.food = 0;
2628 2396
2629 while (op->stats.food < 0 && op->stats.hp >= 0) 2397 if (op->stats.hp < 0)
2630 op->stats.food++, op->stats.hp--; 2398 {
2399 op->contr->killer = archetype::get ("killer_starvation");
2400 op->contr->killer->destroy ();
2401 }
2402 }
2631 2403
2404 /* killer should be set here already */
2632 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2405 if (op->stats.hp < 0 && !op->flag [FLAG_WIZ])
2633 kill_player (op); 2406 kill_player (op);
2634 } 2407 }
2635} 2408}
2636 2409
2637/* 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.
2640 * file. 2413 * file.
2641 */ 2414 */
2642void 2415void
2643kill_player (object *op) 2416kill_player (object *op)
2644{ 2417{
2645 char buf[MAX_BUF];
2646 int x, y; 2418 int x, y;
2647
2648 //int i;
2649 maptile *map; /* this is for resurrection */ 2419 maptile *map; /* this is for resurrection */
2650
2651 /* int z;
2652 int num_stats_lose;
2653 int lost_a_stat;
2654 int lose_this_stat;
2655 int this_stat; */
2656 int will_kill_again; 2420 int will_kill_again;
2657 archetype *at; 2421 archetype *at;
2658 object *tmp; 2422 object *tmp;
2659 2423
2660 if (save_life (op)) 2424 if (save_life (op))
2661 return; 2425 return;
2662 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 }
2663 2462
2664 /* 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
2665 * 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.
2666 * Look at op_on_battleground() for more info --AndreasV 2465 * Look at op_on_battleground() for more info --AndreasV
2667 */ 2466 */
2668 if (op_on_battleground (op, &x, &y)) 2467 if (op_on_battleground (op, &x, &y))
2669 { 2468 {
2670 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";
2671 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2672
2673 /* restore player */
2674 at = archetype::find ("poisoning");
2675 if (object *tmp = present_arch_in_ob (at, op))
2676 {
2677 tmp->destroy ();
2678 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2679 }
2680
2681 at = archetype::find ("confusion");
2682 if (object *tmp = present_arch_in_ob (at, op))
2683 {
2684 tmp->destroy ();
2685 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2686 }
2687
2688 cure_disease (op, 0); /* remove any disease */
2689 op->stats.hp = op->stats.maxhp;
2690 if (op->stats.food <= 0)
2691 op->stats.food = 999;
2692 2470
2693 /* create a bodypart-trophy to make the winner happy */ 2471 /* create a bodypart-trophy to make the winner happy */
2694 if (object *tmp = arch_to_object (archetype::find ("finger"))) 2472 object *tmp = archetype::find (shstr_finger)->instance ();
2695 { 2473
2696 sprintf (buf, "%s's finger", &op->name); 2474 tmp->name = format ("%s's finger" , &op->name);
2697 tmp->name = buf; 2475 tmp->name_pl = format ("%s's fingers", &op->name);
2698 sprintf (buf, " This finger has been cut off %s\n" 2476 tmp->msg = format (
2699 " 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",
2700 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2478 &op->name, op->contr->title,
2701 tmp->msg = buf; 2479 (int)op->level,
2480 op->contr->killer_name ()
2481 );
2702 tmp->value = 0, tmp->type = 0; 2482 tmp->value = 0, tmp->type = 0;
2703 tmp->materialname = "organics"; 2483 tmp->material = name_to_material (shstr_organic);
2704 tmp->insert_at (op, tmp); 2484 tmp->insert_at (op, tmp);
2705 }
2706 2485
2707 /* teleport defeated player to new destination */ 2486 /* teleport defeated player to new destination */
2708 transfer_ob (op, x, y, 0, NULL); 2487 transfer_ob (op, x, y, 0, NULL);
2709 op->contr->braced = 0; 2488 op->contr->braced = 0;
2489
2490 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2710 return; 2491 return;
2711 } 2492 }
2712 2493
2494 deathtab << "You were killed by " << op->contr->killer_name () << ".\n\n";
2495 deathtab << "T<YOU HAVE DIED>\n\n";
2496
2713 INVOKE_PLAYER (DEATH, op->contr); 2497 INVOKE_PLAYER (DEATH, op->contr);
2714 2498
2715 command_kill_pets (op, 0); 2499 command_kill_pets (op, 0);
2716 2500
2717 if (op->stats.food < 0) 2501 op->contr->play_sound (sound_find ("player_dies"));
2718 {
2719 sprintf (buf, "%s starved to death.", &op->name);
2720 strcpy (op->contr->killer, "starvation");
2721 }
2722 else
2723 sprintf (buf, "%s died.", &op->name);
2724
2725 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2726 2502
2727 /* save the map location for corpse, gravestone */ 2503 /* save the map location for corpse, gravestone */
2728 x = op->x; 2504 x = op->x;
2729 y = op->y; 2505 y = op->y;
2730 map = op->map; 2506 map = op->map;
2758 2534
2759 lost_a_stat = 0; 2535 lost_a_stat = 0;
2760 2536
2761 for (z = 0; z < num_stats_lose; z++) 2537 for (z = 0; z < num_stats_lose; z++)
2762 { 2538 {
2763 i = RANDOM () % NUM_STATS; 2539 i = rndm (NUM_STATS);
2764 2540
2765 if (settings.stat_loss_on_death) 2541 if (settings.stat_loss_on_death)
2766 { 2542 {
2767 /* 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
2768 * what he lost. 2544 * what he lost.
2775 lost_a_stat = 1; 2551 lost_a_stat = 1;
2776 } 2552 }
2777 else 2553 else
2778 { 2554 {
2779 /* deplete a stat */ 2555 /* deplete a stat */
2780 archetype *deparch = archetype::find ("depletion"); 2556 archetype *deparch = archetype::find (shstr_depletion);
2781 object *dep; 2557 object *dep;
2782 2558
2783 dep = present_arch_in_ob (deparch, op); 2559 dep = present_arch_in_ob (deparch, op);
2784 if (!dep) 2560 if (!dep)
2785 { 2561 {
2786 dep = arch_to_object (deparch); 2562 dep = deparch->instance ();
2787 insert_ob_in_ob (dep, op); 2563 insert_ob_in_ob (dep, op);
2788 } 2564 }
2789 lose_this_stat = 1; 2565 lose_this_stat = 1;
2790 if (settings.balanced_stat_loss) 2566 if (settings.balanced_stat_loss)
2791 { 2567 {
2819 } 2595 }
2820 } 2596 }
2821 2597
2822 if (lose_this_stat) 2598 if (lose_this_stat)
2823 { 2599 {
2824 this_stat = get_attr_value (&(dep->stats), i); 2600 this_stat = get_attr_value (&dep->stats, i);
2825 /* We could try to do something clever like find another 2601 /* We could try to do something clever like find another
2826 * stat to reduce if this fails. But chances are, if 2602 * stat to reduce if this fails. But chances are, if
2827 * stats have been depleted to -50, all are pretty low 2603 * stats have been depleted to -50, all are pretty low
2828 * 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
2829 * difference. 2605 * difference.
2830 */ 2606 */
2831 if (this_stat >= -50) 2607 if (this_stat >= -50)
2832 { 2608 {
2833 change_attr_value (&(dep->stats), i, -1); 2609 change_attr_value (&(dep->stats), i, -1);
2834 SET_FLAG (dep, FLAG_APPLIED); 2610 dep->set_flag (FLAG_APPLIED);
2835 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2611 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2836 op->update_stats (); 2612 op->update_stats ();
2837 lost_a_stat = 1; 2613 lost_a_stat = 1;
2838 } 2614 }
2839 } 2615 }
2840 } 2616 }
2841 } 2617 }
2618
2842 /* If no stat lost, tell the player. */ 2619 /* If no stat lost, tell the player. */
2843 if (!lost_a_stat) 2620 if (!lost_a_stat)
2844 { 2621 {
2845 /* determine_god() seems to not work sometimes... why is this? 2622 /* determine_god() seems to not work sometimes... why is this?
2846 Should I be using something else? GD */ 2623 Should I be using something else? GD */
2847 const char *god = determine_god (op); 2624 shstr_tmp god = determine_god (op);
2848 2625
2849 if (god && (strcmp (god, "none"))) 2626 if (god != shstr_none)
2850 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";
2851 else 2628 else
2852 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";
2853 } 2630 }
2854#else 2631#else
2855 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.";
2856#endif 2633#endif
2857 2634
2858 /* Put a gravestone up where the character 'almost' died. List the 2635 /* Put a gravestone up where the character 'almost' died. List the
2859 * exp loss on the stone. 2636 * exp loss on the stone.
2860 */ 2637 */
2861 tmp = arch_to_object (archetype::find ("gravestone")); 2638 tmp = archetype::find (shstr_gravestone)->instance ();
2862 sprintf (buf, "%s's gravestone", &op->name); 2639 tmp->name = format ("%s's gravestone", &op->name);
2863 tmp->name = buf; 2640 tmp->name_pl = format ("%s's gravestones", &op->name);
2864 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",
2865 tmp->name_pl = buf; 2642 &op->name, op->contr->title, op->contr->killer_name ());
2866 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);
2867 tmp->msg = buf;
2868 tmp->x = op->x, tmp->y = op->y; 2643 tmp->x = op->x, tmp->y = op->y;
2869 insert_ob_in_map (tmp, op->map, NULL, 0); 2644 insert_ob_in_map (tmp, op->map, NULL, 0);
2870 2645
2871 /**************************************/ 2646 /**************************************/
2872 /* */ 2647 /* */
2873 /* Subtract the experience points, */ 2648 /* Subtract the experience points, */
2874 /* if we died cause of food, give us */
2875 /* food, and reset HP's... */
2876 /* */ 2649 /* */
2877 /**************************************/ 2650 /**************************************/
2878 2651
2879 /* remove any poisoning and confusion the character may be suffering. */
2880 /* restore player */
2881 at = archetype::find ("poisoning");
2882 tmp = present_arch_in_ob (at, op);
2883
2884 if (tmp)
2885 {
2886 tmp->destroy ();
2887 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2888 }
2889
2890 at = archetype::find ("confusion");
2891 tmp = present_arch_in_ob (at, op);
2892 if (tmp)
2893 {
2894 tmp->destroy ();
2895 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2896 }
2897
2898 cure_disease (op, 0); /* remove any disease */
2899
2900 /*add_exp(op, (op->stats.exp * -0.20)); */ 2652 /*add_exp(op, (op->stats.exp * -0.20)); */
2901 apply_death_exp_penalty (op); 2653 apply_death_exp_penalty (op);
2902 if (op->stats.food < 100)
2903 op->stats.food = 900;
2904 op->stats.hp = op->stats.maxhp;
2905 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2906 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2907 2654
2908 /* 2655 /*
2909 * 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
2910 * and put them back in the map. 2657 * and put them back in the map.
2911 */ 2658 */
2912 remove_unpaid_objects (op->inv, op); 2659 op->drop_unpaid_items ();
2913 2660
2914 /****************************************/ 2661 /****************************************/
2915 /* */ 2662 /* */
2916 /* Move player to his current respawn- */ 2663 /* Move player to his current respawn- */
2917 /* position (usually last savebed) */ 2664 /* position (usually last savebed) */
2935 if (will_kill_again) 2682 if (will_kill_again)
2936 { 2683 {
2937 object *force; 2684 object *force;
2938 int at; 2685 int at;
2939 2686
2940 force = get_archetype (FORCE_NAME); 2687 force = archetype::get (FORCE_NAME);
2941 /* 50 ticks should be enough time for the spell to abate */ 2688 /* 50 ticks should be enough time for the spell to abate */
2942 force->speed = 0.1;
2943 force->speed_left = -5.0; 2689 force->speed_left = -5.f;
2944 SET_FLAG (force, FLAG_APPLIED); 2690 force->set_speed (0.1f);
2691 force->set_flag (FLAG_APPLIED);
2692
2945 for (at = 0; at < NROFATTACKS; at++) 2693 for (at = 0; at < NROFATTACKS; at++)
2946 if (will_kill_again & (1 << at)) 2694 if (will_kill_again & (1 << at))
2947 force->resist[at] = 100; 2695 force->resist[at] = 100;
2948 2696
2949 insert_ob_in_ob (force, op); 2697 insert_ob_in_ob (force, op);
2950 op->update_stats (); 2698 op->update_stats ();
2951
2952 } 2699 }
2953 2700
2954 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2701 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2955} 2702}
2956 2703
2957void 2704static void
2958loot_object (object *op) 2705loot_object (object *op)
2959{ /* Grab and destroy some treasure */ 2706{ /* Grab and destroy some treasure */
2960 object *tmp, *tmp2, *next; 2707 object *tmp, *tmp2, *next;
2961 2708
2962 op->close_container (); /* close open sack first */ 2709 op->close_container (); /* close open sack first */
2972 tmp->x = op->x, tmp->y = op->y; 2719 tmp->x = op->x, tmp->y = op->y;
2973 2720
2974 if (tmp->type == CONTAINER) 2721 if (tmp->type == CONTAINER)
2975 loot_object (tmp); /* empty container to ground */ 2722 loot_object (tmp); /* empty container to ground */
2976 2723
2977 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))))
2978 { 2725 {
2979 if (tmp->nrof > 1) 2726 if (tmp->nrof > 1)
2980 { 2727 {
2981 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2728 tmp->decrease (rndm (1, tmp->nrof - 1));
2982 tmp2->destroy ();
2983 insert_ob_in_map (tmp, op->map, NULL, 0); 2729 insert_ob_in_map (tmp, op->map, NULL, 0);
2984 } 2730 }
2985 else 2731 else
2986 tmp->destroy (); 2732 tmp->destroy ();
2987 } 2733 }
2994 * fix_weight(): Check recursively the weight of all players, and fix 2740 * fix_weight(): Check recursively the weight of all players, and fix
2995 * 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
2996 * was changed. 2742 * was changed.
2997 */ 2743 */
2998void 2744void
2999fix_weight (void) 2745fix_weight ()
3000{ 2746{
3001 for_all_players (pl) 2747 for_all_players (pl)
3002 { 2748 {
3003 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2749 sint32 old = pl->ob->carrying;
3004 2750
3005 if (old == sum) 2751 pl->ob->update_weight ();
3006 continue; 2752
2753 if (old != pl->ob->carrying)
2754 {
3007 pl->ob->update_stats (); 2755 pl->ob->update_stats ();
3008 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 }
3009 } 2758 }
3010} 2759}
3011 2760
3012void 2761void
3013fix_luck (void) 2762fix_luck ()
3014{ 2763{
3015 for_all_players (pl) 2764 for_all_players (pl)
3016 if (!pl->ob->contr->ns->state) 2765 if (!pl->ob->contr->ns->state)
3017 pl->ob->change_luck (0); 2766 pl->ob->change_luck (0);
3018} 2767}
3055} 2804}
3056 2805
3057void 2806void
3058make_visible (object *op) 2807make_visible (object *op)
3059{ 2808{
3060 op->hide = 0; 2809 op->flag [FLAG_HIDDEN] = 0;
3061 op->invisible = 0; 2810 op->invisible = 0;
2811
3062 if (op->type == PLAYER) 2812 if (op->type == PLAYER)
3063 { 2813 {
3064 op->contr->tmp_invis = 0; 2814 op->contr->tmp_invis = 0;
3065 op->contr->invis_race = 0; 2815 op->contr->invis_race = 0;
3066 } 2816 }
3069} 2819}
3070 2820
3071int 2821int
3072is_true_undead (object *op) 2822is_true_undead (object *op)
3073{ 2823{
3074 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 2824 if (op->arch->flag [FLAG_UNDEAD])
3075 return 1; 2825 return 1;
3076 2826
3077 return 0; 2827 return 0;
3078} 2828}
3079 2829
3080/* look at the surrounding terrain to determine 2830/* look at the surrounding terrain to determine
3081 * the hideability of this object. Positive levels 2831 * the hideability of this object. Positive levels
3082 * indicate greater hideability. 2832 * indicate greater hideability.
3083 */ 2833 */
3084
3085int 2834int
3086hideability (object *ob) 2835hideability (object *ob)
3087{ 2836{
3088 int i, level = 0, mflag; 2837 int i, level = 0, mflag;
3089 sint16 x, y; 2838 sint16 x, y;
3090 2839
3091 if (!ob || !ob->map) 2840 if (!ob || !ob->map)
3092 return 0; 2841 return 0;
3093 2842
3094 /* so, on normal lighted maps, its hard to hide */ 2843 /* so, on normal lighted maps, its hard to hide */
3095 level = ob->map->darkness - 2; 2844 level = ob->map->darklevel () - 2;
3096 2845
3097 /* this also picks up whether the object is glowing. 2846 /* this also picks up whether the object is glowing.
3098 * 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
3099 * as bad as carrying a light on a pitch dark map */ 2848 * as bad as carrying a light on a pitch dark map */
3100 if (has_carried_lights (ob)) 2849 if (ob->has_carried_lights ())
3101 level = -(10 + (2 * ob->map->darkness)); 2850 level = -(10 + (2 * ob->map->darklevel ()));
3102 2851
3103 /* scan through all nearby squares for terrain to hide in */ 2852 /* scan through all nearby squares for terrain to hide in */
3104 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])
3105 { 2856 {
3106 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); 2857 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3107 if (mflag & P_OUT_OF_MAP) 2858 if (mflag & P_OUT_OF_MAP)
3108 {
3109 continue; 2859 continue;
3110 } 2860
3111 if (mflag & P_BLOCKSVIEW) /* something to hide near! */ 2861 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3112 level += 2; 2862 level += 2;
3113 else /* open terrain! */ 2863 else /* open terrain! */
3114 level -= 1; 2864 level -= 1;
3115 } 2865 }
3123/* For Hidden creatures - a chance of becoming 'unhidden' 2873/* For Hidden creatures - a chance of becoming 'unhidden'
3124 * every time they move - as we subtract off 'invisibility' 2874 * every time they move - as we subtract off 'invisibility'
3125 * AND, for players, if they move into a ridiculously unhideable 2875 * AND, for players, if they move into a ridiculously unhideable
3126 * spot (surrounded by clear terrain in broad daylight). -b.t. 2876 * spot (surrounded by clear terrain in broad daylight). -b.t.
3127 */ 2877 */
3128
3129void 2878void
3130do_hidden_move (object *op) 2879do_hidden_move (object *op)
3131{ 2880{
3132 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 2881 int hide = 0;
3133 object *skop;
3134 2882
3135 if (!op || !op->map) 2883 if (!op || !op->map)
3136 return; 2884 return;
3137 2885
3138 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);
3139 2888
3140 /* 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! */
3141 if (op->type == PLAYER && op->contr->run_on) 2890 if (op->type == PLAYER && op->contr->run_on)
3142 if (!skop || num >= skop->level) 2891 if (!skop || num >= skop->level)
3143 { 2892 {
3153 num -= hide; 2902 num -= hide;
3154 2903
3155 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 2904 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3156 { 2905 {
3157 make_visible (op); 2906 make_visible (op);
2907
3158 if (op->type == PLAYER) 2908 if (op->type == PLAYER)
3159 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!");
3160 } 2910 }
3161 else if (op->type == PLAYER && skop) 2911 else if (op->type == PLAYER && skop)
3162 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);
3177 2927
3178 if (who->type == PLAYER) 2928 if (who->type == PLAYER)
3179 player = 1; 2929 player = 1;
3180 2930
3181 else 2931 else
3182 friendly = QUERY_FLAG (who, FLAG_FRIENDLY); 2932 friendly = who->flag [FLAG_FRIENDLY];
3183 2933
3184 /* search adjacent squares */ 2934 /* search adjacent squares */
3185 for (i = 1; i < 9; i++) 2935 for (i = 1; i < 9; i++)
3186 { 2936 {
3187 x = who->x + freearr_x[i]; 2937 x = who->x + freearr_x[i];
3196 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)))
3197 continue; 2947 continue;
3198 2948
3199 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)
3200 { 2950 {
3201 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])
3202 return 1; 2952 return 1;
3203 else if (tmp->type == PLAYER) 2953 else if (tmp->type == PLAYER)
3204 { 2954 {
3205 /*don't let a hidden DM prevent you from hiding */ 2955 /*don't let a hidden DM prevent you from hiding */
3206 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0) 2956 if (!tmp->flag [FLAG_WIZ] || tmp->contr->hidden == 0)
3207 return 1; 2957 return 1;
3208 } 2958 }
3209 } 2959 }
3210 } 2960 }
3211 return 0; 2961 return 0;
3215 * object op. This function works fine for monsters, 2965 * object op. This function works fine for monsters,
3216 * 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
3217 * a pile (say a coin under a table would return "viewable" 2967 * a pile (say a coin under a table would return "viewable"
3218 * by this routine). Another question, should we be 2968 * by this routine). Another question, should we be
3219 * concerned with the direction the player is looking 2969 * concerned with the direction the player is looking
3220 * in? Realistically, most of use cant see stuff behind 2970 * in? Realistically, most of us can't see stuff behind
3221 * our backs...on the other hand, does the "facing" direction 2971 * our backs...on the other hand, does the "facing" direction
3222 * imply the way your head, or body is facing? Its possible 2972 * imply the way your head, or body is facing? It's possible
3223 * 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.
3224 * -b.t. 2974 * -b.t.
3225 * This function is now map tiling safe. 2975 * This function is now map tiling safe.
3226 */ 2976 */
3227
3228int 2977int
3229player_can_view (object *pl, object *op) 2978player_can_view (object *pl, object *op)
3230{ 2979{
3231 rv_vector rv; 2980 rv_vector rv;
3232 int dx, dy; 2981 int dx, dy;
3244 2993
3245 get_rangevector (pl, op, &rv, 0x1); 2994 get_rangevector (pl, op, &rv, 0x1);
3246 2995
3247 /* starting with the 'head' part, lets loop 2996 /* starting with the 'head' part, lets loop
3248 * through the object and find if it has any 2997 * through the object and find if it has any
3249 * part that is in the los array but isnt on 2998 * part that is in the los array but isn't on
3250 * a blocked los square. 2999 * a blocked los square.
3251 * we use the archetype to figure out offsets. 3000 * we use the archetype to figure out offsets.
3252 */ 3001 */
3253 while (op) 3002 while (op)
3254 { 3003 {
3255 dx = rv.distance_x + op->arch->clone.x; 3004 dx = rv.distance_x + op->arch->x;
3256 dy = rv.distance_y + op->arch->clone.y; 3005 dy = rv.distance_y + op->arch->y;
3257 3006
3258 /* only the viewable area the player sees is updated by LOS 3007 if (pl->contr->blocked_los (dx, dy) != LOS_BLOCKED)
3259 * code, so we need to restrict ourselves to that range of values
3260 * for any meaningful values.
3261 */
3262 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3263 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3264 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3265 return 1; 3008 return 1;
3009
3266 op = op->more; 3010 op = op->more;
3267 } 3011 }
3268 return 0;
3269}
3270 3012
3271/* routine for both players and monsters. We call this when
3272 * there is a possibility for our action distrubing our hiding
3273 * place or invisiblity spell. Artefact invisiblity is not
3274 * effected by this. If we arent invisible to begin with, we
3275 * return 0.
3276 */
3277int
3278action_makes_visible (object *op)
3279{
3280
3281 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3282 {
3283 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3284 return 0;
3285
3286 if (op->contr && op->contr->tmp_invis == 0)
3287 return 0;
3288
3289 /* If monsters, they should become visible */
3290 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3291 {
3292 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3293 return 1;
3294 }
3295 }
3296 return 0; 3013 return 0;
3297} 3014}
3298 3015
3299/* op_on_battleground - checks if the given object op (usually 3016/* op_on_battleground - checks if the given object op (usually
3300 * a player) is standing on a valid battleground-tile, 3017 * a player) is standing on a valid battleground-tile,
3305 * 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
3306 */ 3023 */
3307int 3024int
3308op_on_battleground (object *op, int *x, int *y) 3025op_on_battleground (object *op, int *x, int *y)
3309{ 3026{
3310 object *tmp;
3311
3312 /* A battleground-tile needs the following attributes to be valid: 3027 /* A battleground-tile needs the following attributes to be valid:
3313 * 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),
3314 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3029 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3315 * and the exit-coordinates sp/hp must both be > 0. 3030 * and the exit-coordinates sp/hp must both be > 0.
3316 * => The intention here is to prevent abuse of the battleground- 3031 * => The intention here is to prevent abuse of the battleground-
3317 * feature (like pickable or hidden battleground tiles). */ 3032 * feature (like pickable or hidden battleground tiles). */
3318 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3033 for (object *tmp = op->below; tmp; tmp = tmp->below)
3319 { 3034 {
3320 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3035 if (tmp->flag [FLAG_IS_FLOOR])
3321 { 3036 {
3322 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3037 if (tmp->flag [FLAG_NO_PICK]
3323 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))
3324 { 3041 {
3325 /*before we assign the exit, check if this is a teambattle */ 3042 /* before we assign the exit, check if this is a teambattle */
3326 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))
3327 {
3328 object *invtmp;
3329
3330 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)
3331 { 3046 {
3332 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3333 {
3334 if (x != NULL && y != NULL) 3047 if (x && y)
3335 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3048 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3049
3336 return 1; 3050 return 1;
3337 }
3338 } 3051 }
3339 } 3052
3340 if (x != NULL && y != NULL) 3053 if (x && y)
3341 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3054 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3055
3342 return 1; 3056 return 1;
3343 } 3057 }
3344 } 3058 }
3345 } 3059 }
3060
3346 /* If we got here, did not find a battleground */ 3061 /* If we got here, did not find a battleground */
3347 return 0; 3062 return 0;
3348} 3063}
3349 3064
3350/* 3065/*
3366 char buf[MAX_BUF]; /* tmp. string buffer */ 3081 char buf[MAX_BUF]; /* tmp. string buffer */
3367 int i = 0, j = 0; 3082 int i = 0, j = 0;
3368 3083
3369 /* get the appropriate treasurelist */ 3084 /* get the appropriate treasurelist */
3370 if (atnr == ATNR_FIRE) 3085 if (atnr == ATNR_FIRE)
3371 trlist = treasurelist::find ("dragon_ability_fire"); 3086 trlist = treasurelist::find (shstr_dragon_ability_fire);
3372 else if (atnr == ATNR_COLD) 3087 else if (atnr == ATNR_COLD)
3373 trlist = treasurelist::find ("dragon_ability_cold"); 3088 trlist = treasurelist::find (shstr_dragon_ability_cold);
3374 else if (atnr == ATNR_ELECTRICITY) 3089 else if (atnr == ATNR_ELECTRICITY)
3375 trlist = treasurelist::find ("dragon_ability_elec"); 3090 trlist = treasurelist::find (shstr_dragon_ability_elec);
3376 else if (atnr == ATNR_POISON) 3091 else if (atnr == ATNR_POISON)
3377 trlist = treasurelist::find ("dragon_ability_poison"); 3092 trlist = treasurelist::find (shstr_dragon_ability_poison);
3378 3093
3379 if (trlist == NULL || who->type != PLAYER) 3094 if (trlist == NULL || who->type != PLAYER)
3380 return; 3095 return;
3381 3096
3382 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++);
3386 /* 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]); */
3387 return; 3102 return;
3388 } 3103 }
3389 3104
3390 /* everything seems okay - now bring on the gift: */ 3105 /* everything seems okay - now bring on the gift: */
3391 item = &(tr->item->clone); 3106 item = tr->item;
3392 3107
3393 if (item->type == SPELL) 3108 if (item->type == SPELL)
3394 { 3109 {
3395 if (check_spell_known (who, item->name)) 3110 if (check_spell_known (who, item->name))
3396 return; 3111 return;
3455 { 3170 {
3456 /* forces in the treasurelist can alter the player's stats */ 3171 /* forces in the treasurelist can alter the player's stats */
3457 object *skin; 3172 object *skin;
3458 3173
3459 /* first get the dragon skin force */ 3174 /* first get the dragon skin force */
3460 shstr_cmp dragon_skin_force ("dragon_skin_force");
3461 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)
3462 ; 3176 ;
3463 3177
3464 if (!skin) 3178 if (!skin)
3465 return; 3179 return;
3466 3180
3480 else 3194 else
3481 j = 1; 3195 j = 1;
3482 strcat (buf, spellpathnames[i]); 3196 strcat (buf, spellpathnames[i]);
3483 } 3197 }
3484 } 3198 }
3199
3485 strcat (buf, "."); 3200 strcat (buf, ".");
3486 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf); 3201 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3487 } 3202 }
3488 3203
3489 /* evtl. adding flags: */ 3204 /* evtl. adding flags: */
3490 if (QUERY_FLAG (item, FLAG_XRAYS)) 3205 if (item->flag [FLAG_XRAYS])
3491 SET_FLAG (skin, FLAG_XRAYS); 3206 skin->set_flag (FLAG_XRAYS);
3492 if (QUERY_FLAG (item, FLAG_STEALTH)) 3207 if (item->flag [FLAG_STEALTH])
3493 SET_FLAG (skin, FLAG_STEALTH); 3208 skin->set_flag (FLAG_STEALTH);
3494 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK)) 3209 if (item->flag [FLAG_SEE_IN_DARK])
3495 SET_FLAG (skin, FLAG_SEE_IN_DARK); 3210 skin->set_flag (FLAG_SEE_IN_DARK);
3496 3211
3497 /* print message if there is one */ 3212 /* print message if there is one */
3498 if (item->msg != NULL) 3213 if (item->msg != NULL)
3499 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg); 3214 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3500 } 3215 }
3501 else 3216 else
3502 { 3217 {
3503 /* generate misc. treasure */ 3218 /* generate misc. treasure */
3504 tmp = arch_to_object (tr->item); 3219 tmp = tr->item->instance ();
3505 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));
3506 tmp = insert_ob_in_ob (tmp, who); 3221 who->insert (tmp);
3507 if (who->type == PLAYER)
3508 esrv_send_item (who, tmp);
3509 } 3222 }
3510} 3223}
3511 3224
3512/** 3225//-GPL
3513 * Unready an object for a player. This function does nothing if the object was
3514 * not readied.
3515 */
3516void
3517player_unready_range_ob (player *pl, object *ob)
3518{
3519 if (pl->ob->current_weapon == ob)
3520 pl->ob->current_weapon = 0;
3521
3522 if (pl->combat_ob == ob)
3523 pl->combat_ob = 0;
3524
3525 if (pl->ranged_ob == ob)
3526 pl->ranged_ob = 0;
3527}
3528 3226
3529sint8 3227sint8
3530player::visibility_at (maptile *map, int x, int y) const 3228player::darkness_at (maptile *map, int x, int y) const
3531{ 3229{
3532 if (!ns) 3230 if (!ns)
3533 return 0; 3231 return LOS_BLOCKED;
3534 3232
3535 int dx, dy; 3233 int dx, dy;
3536 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)
3537 return 0; 3266 return;
3538 3267
3539 x += dx - ns->current_x + ns->mapx / 2; 3268 va_list ap;
3540 y += dy - ns->current_y + ns->mapy / 2; 3269 va_start (ap, format);
3541 3270 contr->failmsg (vformat (format, ap));
3542 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy)) 3271 va_end (ap);
3543 return 0;
3544
3545 return 100 - blocked_los [x][y];
3546} 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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