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Comparing deliantra/server/server/player.C (file contents):
Revision 1.55 by root, Sat Dec 23 03:38:43 2006 UTC vs.
Revision 1.286 by root, Wed May 4 19:04:45 2011 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
6 7 *
7 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
8 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
9 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
10 (at your option) any later version. 11 * option) any later version.
11 12 *
12 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,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 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
18 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
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
20 21 *
21 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>
22*/ 23 */
24
25//+GPL
26
27#include <algorithm>
28#include <functional>
23 29
24#include <global.h> 30#include <global.h>
25#include <pwd.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> 38playervec players;
34#include <functional>
35
36player *
37find_player (const char *plname)
38{
39 player *pl;
40
41 for (pl = first_player; pl; pl = pl->next)
42 if (pl->ob && !strcmp (query_name (pl->ob), plname))
43 return pl;
44
45 return 0;
46}
47
48void
49display_motd (const object *op)
50{
51 char buf[MAX_BUF];
52 char motd[HUGE_BUF];
53 FILE *fp;
54 int comp;
55 int size;
56
57 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
58 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
59 return;
60
61 motd[0] = '\0';
62 size = 0;
63
64 while (fgets (buf, MAX_BUF, fp))
65 {
66 if (*buf == '#')
67 continue;
68
69 strncat (motd + size, buf, HUGE_BUF - size);
70 size += strlen (buf);
71 }
72
73 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
74 close_and_delete (fp, comp);
75}
76
77void
78send_rules (const object *op)
79{
80 char buf[MAX_BUF];
81 char rules[HUGE_BUF];
82 FILE *fp;
83 int comp;
84 int size;
85
86 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
87 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
88 return;
89
90 rules[0] = '\0';
91 size = 0;
92
93 while (fgets (buf, MAX_BUF, fp))
94 {
95 if (*buf == '#')
96 continue;
97
98 if (size + strlen (buf) >= HUGE_BUF)
99 {
100 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
101 break;
102 }
103
104 strncat (rules + size, buf, HUGE_BUF - size);
105 size += strlen (buf);
106 }
107
108 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
109 close_and_delete (fp, comp);
110}
111
112void
113send_news (const object *op)
114{
115 char buf[MAX_BUF];
116 char news[HUGE_BUF];
117 char subject[MAX_BUF];
118 FILE *fp;
119 int comp;
120 int size;
121
122 sprintf (buf, "%s/%s", settings.confdir, settings.news);
123 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
124 return;
125
126 news[0] = '\0';
127 subject[0] = '\0';
128 size = 0;
129
130 while (fgets (buf, MAX_BUF, fp) != NULL)
131 {
132 if (*buf == '#')
133 continue;
134
135 if (*buf == '%')
136 { /* send one news */
137 if (size > 0)
138 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */
139 strcpy (subject, buf + 1);
140 strip_endline (subject);
141 size = 0;
142 news[0] = '\0';
143 }
144 else
145 {
146 if (size + strlen (buf) >= HUGE_BUF)
147 {
148 LOG (llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
149 break;
150 }
151 strncat (news + size, buf, HUGE_BUF - size);
152 size += strlen (buf);
153 }
154 }
155
156 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
157 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news);
158 close_and_delete (fp, comp);
159}
160 39
161/* This loads the first map an puts the player on it. */ 40/* This loads the first map an puts the player on it. */
162static void 41static void
163set_first_map (object *op) 42set_first_map (object *op)
164{ 43{
165 strcpy (op->contr->maplevel, first_map_path); 44 op->contr->maplevel = first_map_path;
166 op->x = -1; 45 op->x = -1;
167 op->y = -1; 46 op->y = -1;
168 enter_exit (op, 0);
169} 47}
170 48
49void
50player::activate ()
51{
52 if (active)
53 return;
54
55 players.insert (this);
56 ob->remove ();
57 ob->map = 0;
58 ob->activate_recursive ();
59 ob->clr_flag (FLAG_FRIENDLY);
60 add_friendly_object (ob);
61}
62
63void
64player::deactivate ()
65{
66 if (!active)
67 return;
68
69 terminate_all_pets (ob);
70 remove_friendly_object (ob);
71 ob->deactivate_recursive ();
72
73 if (ob->map)
74 maplevel = ob->map->path;
75
76 ob->remove ();
77 ob->enemy = 0; // sometimes keeps an extra refcount on itself
78 ob->map = 0;
79 party = 0;
80
81 players.erase (this);
82}
83
84// connect the player with a specific client
85// also changes, rationalises, and fixes some incorrect settings
171void 86void
172player::connect (client *ns) 87player::connect (client *ns)
173{ 88{
174 this->ns = ns; 89 this->ns = ns;
175 ns->pl = this; 90 ns->pl = this;
176 91
177 next = first_player; 92 run_on = 0;
178 first_player = this; 93 fire_on = 0;
94 ob->close_container (); //TODO: client-specific
179 95
180 ns->update_look = 0; 96 ns->update_look = 0;
181 ns->look_position = 0; 97 ns->look_position = 0;
182 98
183 clear_los (ob); 99 clear_los ();
184 100
101 ns->reset_stats ();
102
103 /* make sure he's a player -- needed because of class change. */
185 ob->type = PLAYER; // we are paranoid 104 ob->type = PLAYER; // we are paranoid
186 ob->race = ob->arch->clone.race; 105 ob->race = ob->arch->race;
187 106
188 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
189 ob->update_stats (); 107 ob->update_weight ();
190 update_ob_speed (ob);
191
192 ob->carrying = sum_weight (ob);
193 link_player_skills (ob); 108 link_skills ();
194 109
195 if (!legal_range (ob, shoottype))
196 shoottype = range_none;
197
198 assign (title, ob->arch->clone.name); 110 assign (title, ob->arch->object::name);
199
200 /* can_use_shield is a new flag. However, the can_use.. seems to largely come
201 * from the class, and not race. I don't see any way to get the class information
202 * to then update this. I don't think this will actually break anything - anyone
203 * that can use armour should be able to use a shield. What this may 'break'
204 * are features new characters get, eg, if someone starts up with a Q, they
205 * should be able to use a shield. However, old Q's won't get that advantage.
206 */
207 if (QUERY_FLAG (ob, FLAG_USE_ARMOUR))
208 SET_FLAG (ob, FLAG_USE_SHIELD);
209 111
210 /* if it's a dragon player, set the correct title here */ 112 /* if it's a dragon player, set the correct title here */
211 if (is_dragon_pl (ob)) 113 if (ob->is_dragon ())
212 { 114 {
213 object *tmp, *abil = 0, *skin = 0; 115 object *tmp, *abil = 0, *skin = 0;
214
215 shstr_cmp dragon_ability_force ("dragon_ability_force");
216 shstr_cmp dragon_skin_force ("dragon_skin_force");
217 116
218 for (tmp = ob->inv; tmp; tmp = tmp->below) 117 for (tmp = ob->inv; tmp; tmp = tmp->below)
219 if (tmp->type == FORCE) 118 if (tmp->type == FORCE)
220 if (tmp->arch->name == dragon_ability_force) 119 if (tmp->arch->archname == shstr_dragon_ability_force)
221 abil = tmp; 120 abil = tmp;
222 else if (tmp->arch->name == dragon_skin_force) 121 else if (tmp->arch->archname == shstr_dragon_skin_force)
223 skin = tmp; 122 skin = tmp;
224 123
225 set_dragon_name (ob, abil, skin); 124 set_dragon_name (ob, abil, skin);
226 } 125 }
227 126
228 CLEAR_FLAG (ob, FLAG_FRIENDLY);
229 add_friendly_object (ob);
230
231 LOG (llevInfo, "LOGIN: Player named %s from ip %s\n", &ob->name, ns->host);
232
233 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 127 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
234 new_draw_info_format (NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, NULL, "%s has entered the game.", &ob->name); 128
129 esrv_new_player (this);
130
131 ob->flag [FLAG_READY_WEAPON] = false;
132 ob->flag [FLAG_READY_SKILL] = false;
133 ob->flag [FLAG_READY_RANGE] = false;
134 ob->flag [FLAG_READY_BOW] = false;
135
136 ob->update_stats ();
235 137
236 ns->floorbox_update (); 138 ns->floorbox_update ();
237
238 esrv_new_player (this, ob->weight + ob->carrying);
239 esrv_send_inventory (ob, ob); 139 esrv_send_inventory (ob, ob);
240 esrv_add_spells (this, 0); 140 esrv_add_spells (this, 0);
241 141
242 enter_exit (ob, 0); 142 activate ();
243 143
244// send_rules (ob);//TODO 144 INVOKE_PLAYER (CONNECT, this);
245// send_news (ob);//TODO
246// display_motd (ob);//TODO
247 INVOKE_PLAYER (LOGIN, this); 145 INVOKE_PLAYER (LOGIN, this);
248} 146}
147
148void
149player::disconnect ()
150{
151 if (ob)
152 {
153 ob->close_container (); //TODO: client-specific
154 ob->drop_unpaid_items ();
155 }
156
157 if (ns)
158 {
159 if (active)
160 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
161
162 INVOKE_PLAYER (DISCONNECT, this);
163
164 ns->reset_stats ();
165 ns->pl = 0;
166 ns = 0;
167 }
168
169 // this is important for the player scheduler to get the correct refcount
170 // when ns = 0
171 observe = viewpoint = ob;
172
173 deactivate ();
174}
175
176//-GPL
249 177
250// the need for this function can be explained 178// the need for this function can be explained
251// by load_object not returning the object 179// by load_object not returning the object
252void 180void
253player::set_object (object *op) 181player::set_object (object *op)
254{ 182{
255 ob = op; 183 ob = observe = viewpoint = op;
256 ob->contr = this; /* this aren't yet in archetype */ 184 ob->contr = this; /* this aren't yet in archetype */
257 185
186 ob->speed = 1.0f; // object still inactive, keep it that way
258 ob->speed_left = 0.5; 187 ob->speed_left = 0.5f;
259 ob->speed = 1.0; 188
260 ob->direction = 5; /* So player faces south */ 189 ob->direction = 5; /* So player faces south */
261 ob->stats.wc = 2;
262 ob->run_away = 25; /* Then we panick... */
263
264 set_first_map (ob);
265
266 ob->roll_stats ();
267} 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
268 207
269player::player () 208player::player ()
270{ 209{
271 /* There are some elements we want initialized to non zero value - 210 /* There are some elements we want initialised to non zero value -
272 * we deal with that below this point. 211 * we deal with that below this point.
273 */ 212 */
274 outputs_sync = 16; /* Every 2 seconds */ 213 outputs_sync = 4;
275 outputs_count = 8; /* Keeps present behaviour */ 214 outputs_count = 4;
276 unapply = unapply_nochoice; 215 unapply = unapply_nochoice;
277 216
278 assign (savebed_map, first_map_path); /* Init. respawn position */ 217 savebed_map = first_map_path; /* Init. respawn position */
279 218
280 gen_sp_armour = 10; 219 gen_sp_armour = 10;
281 last_speed = -1;
282 shoottype = range_none;
283 bowtype = bow_normal; 220 bowtype = bow_normal;
284 petmode = pet_normal; 221 petmode = pet_normal;
285 listening = 10;
286 usekeys = containers; 222 usekeys = containers;
287 last_weapon_sp = -1;
288 peaceful = 1; /* default peaceful */ 223 peaceful = 1; /* default peaceful */
289 do_los = 1; 224 do_los = 1;
290 225
291 /* we need to clear these to -1 and not zero - otherwise, 226 weapon_sp = 1.0f;
292 * if a player quits and starts a new character, we wont 227 weapon_sp_left = 0.5f;
293 * send new values to the client, as things like exp start 228}
294 * at zero.
295 */
296 for (int i = 0; i < NUM_SKILLS; i++)
297 last_skill_exp[i] = -1;
298 229
299 for (int i = 0; i < NROFATTACKS; i++) 230void
300 last_resist[i] = -1; 231player::do_destroy ()
232{
233 disconnect ();
301 234
302 last_stats.exp = -1; 235 attachable::do_destroy ();
303 last_weight = (uint32) - 1; 236
237 if (ob)
238 ob->destroy ();
239
240 ob = observe = viewpoint = 0;
304} 241}
305 242
306player::~player () 243player::~player ()
307{ 244{
308 terminate_all_pets (ob);
309
310 if (first_player != this)
311 {
312 player *prev = first_player;
313
314 while (prev && prev->next && prev->next != this)
315 prev = prev->next;
316
317 if (prev->next != this)
318 {
319 LOG (llevError, "Free_player: Can't find previous player.\n");
320 abort ();
321 }
322
323 prev->next = next;
324 }
325 else
326 first_player = next;
327
328 if (ob)
329 {
330 ob->contr = 0;
331 ob->destroy (1);
332 }
333
334 if (ns)
335 {
336 ns->send_packet ("goodbye");
337 ns->flush ();
338 ns->pl = 0;
339 ns->destroy ();
340 }
341
342 /* Clear item stack */ 245 /* Clear item stack */
343 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 }
344} 275}
345 276
346/* Tries to add player on the connection passed in ns. 277/* Tries to add player on the connection passed in ns.
347 * 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
348 * mode. 279 * mode.
350player * 281player *
351player::create () 282player::create ()
352{ 283{
353 player *pl = new player; 284 player *pl = new player;
354 285
355 pl->set_object (arch_to_object (get_player_archetype (0))); 286 pl->set_object (get_player_archetype (0)->instance ());
287
288 pl->ob->roll_stats ();
289 pl->ob->stats.wc = 2;
290 pl->ob->run_away = 25; /* Then we panick... */
291
292 set_first_map (pl->ob);
356 293
357 return pl; 294 return pl;
358}
359
360/*
361 * get_player_archetype() return next player archetype from archetype
362 * list. Not very efficient routine, but used only creating new players.
363 * Note: there MUST be at least one player archetype!
364 */
365archetype *
366get_player_archetype (archetype *at)
367{
368 archetype *start = at;
369
370 for (;;)
371 {
372 if (at == NULL || at->next == NULL)
373 at = first_archetype;
374 else
375 at = at->next;
376
377 if (at->clone.type == PLAYER)
378 return at;
379
380 if (at == start)
381 {
382 LOG (llevError, "No Player archetypes\n");
383 exit (-1);
384 }
385 }
386} 295}
387 296
388object * 297object *
389get_nearest_player (object *mon) 298get_nearest_player (object *mon)
390{ 299{
391 object *op = NULL; 300 object *op = NULL;
392 player *pl = NULL;
393 objectlink *ol; 301 objectlink *ol;
394 unsigned lastdist; 302 unsigned lastdist;
395 rv_vector rv; 303 rv_vector rv;
396 304
397 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 305 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
398 { 306 {
399 /* We should not find free objects on this friendly list, but it
400 * does periodically happen. Given that, lets deal with it.
401 * While unlikely, it is possible the next object on the friendly
402 * list is also free, so encapsulate this in a while loop.
403 */
404 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
405 {
406 object *tmp = ol->ob;
407
408 /* Can't do much more other than log the fact, because the object
409 * itself will have been cleared.
410 */
411 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n");
412 ol = ol->next;
413 remove_friendly_object (tmp);
414 if (!ol)
415 return op;
416 }
417
418 /* Remove special check for player from this. First, it looks to cause
419 * some crashes (ol->ob->contr not set properly?), but secondly, a more
420 * complicated method of state checking would be needed in any case -
421 * as it was, a clever player could type quit, and the function would
422 * skip them over while waiting for confirmation. Remove
423 * on_same_map check, as can_detect_enemy also does this
424 */
425 if (!can_detect_enemy (mon, ol->ob, &rv)) 307 if (!can_detect_enemy (mon, ol->ob, &rv))
426 continue; 308 continue;
427 309
428 if (lastdist > rv.distance) 310 if (lastdist > rv.distance)
429 { 311 {
430 op = ol->ob; 312 op = ol->ob;
431 lastdist = rv.distance; 313 lastdist = rv.distance;
432 } 314 }
433 } 315 }
434 for (pl = first_player; pl != NULL; pl = pl->next) 316
435 { 317 for_all_players (pl)
436 if (can_detect_enemy (mon, pl->ob, &rv)) 318 if (can_detect_enemy (mon, pl->ob, &rv))
437 {
438
439 if (lastdist > rv.distance) 319 if (lastdist > rv.distance)
440 { 320 {
441 op = pl->ob; 321 op = pl->ob;
442 lastdist = rv.distance; 322 lastdist = rv.distance;
443 } 323 }
444 } 324
445 }
446#if 0 325#if 0
447 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)"); 326 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
448#endif 327#endif
449 return op; 328 return op;
450} 329}
494 */ 373 */
495int 374int
496path_to_player (object *mon, object *pl, unsigned mindiff) 375path_to_player (object *mon, object *pl, unsigned mindiff)
497{ 376{
498 rv_vector rv; 377 rv_vector rv;
499 sint16 x, y;
500 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;
501 maptile *m, *lastmap;
502 379
503 get_rangevector (mon, pl, &rv, 0); 380 get_rangevector (mon, pl, &rv, 0);
504 381
505 if (rv.distance < mindiff) 382 if (rv.distance < mindiff)
506 return 0; 383 return 0;
507 384
508 x = mon->x; 385 mapxy pos (mon);
509 y = mon->y;
510 m = mon->map;
511 dir = rv.direction; 386 dir = rv.direction;
512 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 */
513 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 388 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
389
514 /* 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. */
515 if (diff > max) 391 if (diff > max)
516 return 0; 392 return 0;
393
517 while (diff > 1 && max > 0) 394 while (diff > 1 && max > 0)
518 { 395 {
519 lastx = x; 396 mapxy lastpos = pos;
520 lasty = y;
521 lastmap = m;
522 x = lastx + freearr_x[dir];
523 y = lasty + freearr_y[dir];
524 397
525 mflags = get_map_flags (m, &m, x, y, &x, &y); 398 pos.move (dir);
526 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
527 399
528 /* Space is blocked - try changing direction a little */ 400 /* Space is blocked - try changing direction a little */
529 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW)) 401 if (!pos.normalise ()
530 && (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)))
531 { 404 {
532 /* recalculate direction from last good location. Possible 405 /* recalculate direction from last good location. Possible
533 * we were not traversing ideal location before. 406 * we were not traversing ideal location before.
534 */ 407 */
535 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0); 408 get_rangevector_from_mapcoord (lastpos.m, lastpos.x, lastpos.y, pl, &rv, 0);
536 if (rv.direction != dir) 409 if (rv.direction != dir)
537 { 410 {
538 /* OK - says direction should be different - lets reset the 411 /* OK - says direction should be different - lets reset the
539 * the values so it will try again. 412 * the values so it will try again.
540 */ 413 */
541 x = lastx;
542 y = lasty;
543 m = lastmap; 414 pos = lastpos;
544 dir = firstdir = rv.direction; 415 dir = firstdir = rv.direction;
545 } 416 }
546 else 417 else
547 { 418 {
548 /* direct path is blocked - try taking a side step to 419 /* direct path is blocked - try taking a side step to
555 */ 426 */
556 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++) 427 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
557 { 428 {
558 if (i == 0) 429 if (i == 0)
559 continue; /* already did this, so skip it */ 430 continue; /* already did this, so skip it */
431
560 /* Use lastdir here - otherwise, 432 /* Use lastdir here - otherwise,
561 * since the direction that the creature should move in 433 * since the direction that the creature should move in
562 * may change, you could get infinite loops. 434 * may change, you could get infinite loops.
563 * ie, player is northwest, but monster can only 435 * ie, player is northwest, but monster can only
564 * move west, so it does that. It goes some distance, 436 * move west, so it does that. It goes some distance,
566 * 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
567 * gets back to its original point. lastdir contains 439 * gets back to its original point. lastdir contains
568 * the last direction the creature has successfully 440 * the last direction the creature has successfully
569 * moved. 441 * moved.
570 */ 442 */
571
572 x = lastx + freearr_x[absdir (lastdir + i)];
573 y = lasty + freearr_y[absdir (lastdir + i)];
574 m = lastmap; 443 pos = lastpos;
575 mflags = get_map_flags (m, &m, x, y, &x, &y); 444 pos.move (absdir (lastdir + i));
576 if (mflags & P_OUT_OF_MAP) 445
446 if (!pos.normalise ())
577 continue; 447 continue;
578 blocked = GET_MAP_MOVE_BLOCK (m, x, y); 448
579 if (OB_TYPE_MOVE_BLOCK (mon, blocked)) 449 mapspace &ms = *pos;
450
451 if (ms.flags () & P_BLOCKSVIEW)
580 continue; 452 continue;
581 if (mflags & P_BLOCKSVIEW) 453
454 if (OB_TYPE_MOVE_BLOCK (mon, ms.move_block))
582 continue; 455 continue;
583 456
584 if (m == mon->map && blocked_link (mon, m, x, y)) 457 if (blocked_link (mon, pos.m, pos.x, pos.y))
585 break; 458 break;
586 } 459 }
460
587 /* go through entire loop without finding a valid 461 /* go through entire loop without finding a valid
588 * sidestep to take - thus, no valid path. 462 * sidestep to take - thus, no valid path.
589 */ 463 */
590 if (i == (DETOUR_AMOUNT + 1)) 464 if (i == DETOUR_AMOUNT + 1)
591 return 0; 465 return 0;
466
592 diff--; 467 diff--;
593 lastdir = dir; 468 lastdir = dir;
594 max--; 469 max--;
595 if (!firstdir) 470 if (!firstdir)
596 firstdir = dir + i; 471 firstdir = dir + i;
600 { 475 {
601 /* we moved towards creature, so diff is less */ 476 /* we moved towards creature, so diff is less */
602 diff--; 477 diff--;
603 max--; 478 max--;
604 lastdir = dir; 479 lastdir = dir;
480
605 if (!firstdir) 481 if (!firstdir)
606 firstdir = dir; 482 firstdir = dir;
607 } 483 }
484
608 if (diff <= 1) 485 if (diff <= 1)
609 { 486 {
610 /* Recalculate diff (distance) because we may not have actually 487 /* Recalculate diff (distance) because we may not have actually
611 * headed toward player for entire distance. 488 * headed toward player for entire distance.
612 */ 489 */
613 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 490 get_rangevector_from_mapcoord (pos.m, pos.x, pos.y, pl, &rv, 0);
614 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 491 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
615 } 492 }
493
616 if (diff > max) 494 if (diff > max)
617 return 0; 495 return 0;
618 } 496 }
497
619 /* If we reached the max, didn't find a direction in time */ 498 /* If we reached the max, didn't find a direction in time */
620 if (!max) 499 if (!max)
621 return 0; 500 return 0;
622 501
623 return firstdir; 502 return firstdir;
624} 503}
625 504
626void 505void
627give_initial_items (object *pl, treasurelist * items) 506give_initial_items (object *pl, treasurelist *items)
628{ 507{
629 object *op, *next = NULL;
630
631 if (pl->randomitems != NULL) 508 if (pl->randomitems)
632 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); 509 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
633 510
634 for (op = pl->inv; op; op = next) 511 for (object *next, *op = pl->inv; op; op = next)
635 { 512 {
636 next = op->below; 513 next = op->below;
637 514
638 /* Forces get applied per default, unless they have the 515 /* Forces get applied per default, unless they have the
639 * 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
640 */ 517 */
641 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL)) 518 if (op->type == FORCE && !op->flag [FLAG_NEUTRAL])
642 SET_FLAG (op, FLAG_APPLIED); 519 op->set_flag (FLAG_APPLIED);
643 520
644 /* we never give weapons/armour if these cannot be used 521 /* we never give weapons/armour if these cannot be used
645 * by this player due to race restrictions 522 * by this player due to race restrictions
646 */ 523 */
647 if (pl->type == PLAYER) 524 if (pl->type == PLAYER)
648 { 525 {
649 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) && 526 if ((!pl->flag [FLAG_USE_ARMOUR]
527 &&
650 (op->type == ARMOUR || op->type == BOOTS || 528 (op->type == ARMOUR || op->type == BOOTS
651 op->type == CLOAK || op->type == HELMET || 529 || op->type == CLOAK || op->type == HELMET
652 op->type == SHIELD || op->type == GLOVES || 530 || op->type == SHIELD || op->type == GLOVES
653 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))
654 { 533 {
655 op->destroy (); 534 op->destroy ();
656 continue; 535 continue;
657 } 536 }
658 } 537 }
659 538
660 /* This really needs to be better - we should really give 539 /* Here we remove duplicated skills (as duplicated spell objects have
661 * a substitute spellbook. The problem is that we don't really 540 * _very_ confusing effects for players), which could for instance be
662 * have a good idea what to replace it with (need something like 541 * generated by bad treasurelists. - elmex
663 * a first level treasurelist for each skill.)
664 * remove duplicate skills also
665 */ 542 */
666 if (op->type == SPELLBOOK || op->type == SKILL) 543 if (op->type == SKILL)
667 { 544 {
668 object *tmp;
669
670 for (tmp = op->below; tmp; tmp = tmp->below) 545 for (object *tmp = op->below; tmp; tmp = tmp->below)
671 if (tmp->type == op->type && tmp->name == op->name) 546 if (tmp->type == op->type && tmp->name == op->name)
672 break;
673
674 if (tmp)
675 { 547 {
676 op->destroy (); 548 op->destroy ();
549 LOG (llevError,
677 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); 550 "give_initial_items: Removing duplicate skill %s\n", &tmp->name);
678 continue; 551 break;
679 } 552 }
680 553
681 if (op->nrof > 1) 554 if (op->nrof > 1)
682 op->nrof = 1; 555 op->nrof = 1;
683 } 556 }
684 557
685 if (op->type == SPELLBOOK && op->inv) 558 if (op->type == SPELLBOOK && op->inv)
686 { 559 op->inv->clr_flag (FLAG_STARTEQUIP);
687 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
688 }
689 560
690 /* Give starting characters identified, uncursed, and undamned 561 /* Give starting characters identified, uncursed, and undamned
691 * 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
692 * merged properly. 563 * merged properly.
693 */ 564 */
694 if (need_identify (op)) 565 if (op->need_identify ())
695 {
696 SET_FLAG (op, FLAG_IDENTIFIED);
697 CLEAR_FLAG (op, FLAG_CURSED);
698 CLEAR_FLAG (op, FLAG_DAMNED);
699 } 566 {
567 op->set_flag (FLAG_IDENTIFIED);
568 op->clr_flag (FLAG_CURSED);
569 op->clr_flag (FLAG_DAMNED);
570 }
571
700 if (op->type == SPELL) 572 if (op->type == SPELL)
701 { 573 {
702 op->destroy (); 574 op->destroy ();
703 continue; 575 continue;
704 } 576 }
705 else if (op->type == SKILL) 577 else if (op->type == SKILL)
706 { 578 {
707 SET_FLAG (op, FLAG_CAN_USE_SKILL); 579 op->set_flag (FLAG_CAN_USE_SKILL);
708 op->stats.exp = 0; 580 op->stats.exp = 0;
709 op->level = 1; 581 op->level = 1;
710 } 582 }
711 /* lock all 'normal items by default */ 583 else /* lock all 'normal items by default */
712 else 584 op->set_flag (FLAG_INV_LOCKED);
713 SET_FLAG (op, FLAG_INV_LOCKED);
714 } /* for loop of objects in player inv */ 585 } /* for loop of objects in player inv */
715 586
716 /* Need to set up the skill pointers */ 587 /* Need to set up the skill pointers */
717 link_player_skills (pl); 588 pl->contr->link_skills ();
718} 589}
719 590
720void 591void
721get_party_password (object *op, partylist *party) 592get_party_password (object *op, partylist *party)
722{ 593{
732 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:");
733} 604}
734 605
735/* 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. */
736static int 607static int
737roll_stat (void) 608roll_stat ()
738{ 609{
739 int a[4], i, j, k; 610 int a[4], i, j, k;
740 611
741 for (i = 0; i < 4; i++) 612 for (i = 0; i < 4; i++)
742 a[i] = (int) RANDOM () % 6 + 1; 613 a[i] = rndm (1, 6);
743 614
744 for (i = 0, j = 0, k = 7; i < 4; i++) 615 for (i = 0, j = 0, k = 7; i < 4; i++)
745 if (a[i] < k) 616 if (a[i] < k)
746 k = a[i], j = i; 617 k = a[i], j = i;
747 618
753} 624}
754 625
755void 626void
756object::roll_stats () 627object::roll_stats ()
757{ 628{
758 int statsort [7]; 629 int statsort [NUM_STATS];
759 630
760 for (;;) 631 for (;;)
761 { 632 {
762 int sum = 0; 633 int sum = 0;
763 for (int i = 7; i--; ) 634 for (int i = NUM_STATS; i--; )
764 sum += statsort [i] = roll_stat (); 635 sum += statsort [i] = roll_stat ();
765 636
766 if (sum >= 82 && sum <= 116) 637 if (sum >= 82 && sum <= 116)
767 break; 638 break;
768 } 639 }
769 640
770 // Sort the stats so that rerolling is easier... 641 // Sort the stats so that rerolling is easier...
771 std::sort (statsort, statsort + 7, std::greater<int>()); 642 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
772 643
644 for (int i = 0; i < NUM_STATS; ++i)
773 stats.Str = statsort[0]; 645 stats.stat (i) = statsort [i];
774 stats.Dex = statsort[1];
775 stats.Con = statsort[2];
776 stats.Int = statsort[3];
777 stats.Wis = statsort[4];
778 stats.Pow = statsort[5];
779 stats.Cha = statsort[6];
780 646
781 stats.exp = 0; 647 stats.exp = 0;
782 stats.ac = 0; 648 stats.ac = 0;
783 649
784 stats.hp = stats.maxhp; 650 stats.hp = stats.maxhp;
796} 662}
797 663
798void 664void
799object::swap_stats (int a, int b) 665object::swap_stats (int a, int b)
800{ 666{
801 int tmp = get_attr_value (&contr->orig_stats, a); 667 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
802 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
803 set_attr_value (&contr->orig_stats, b, tmp);
804 668
669 for (int i = 0; i < NUM_STATS; ++i)
805 stats.Str = contr->orig_stats.Str; 670 stats.stat (i) = contr->orig_stats.stat (i);
806 stats.Dex = contr->orig_stats.Dex;
807 stats.Con = contr->orig_stats.Con;
808 stats.Int = contr->orig_stats.Int;
809 stats.Wis = contr->orig_stats.Wis;
810 stats.Pow = contr->orig_stats.Pow;
811 stats.Cha = contr->orig_stats.Cha;
812 671
813 //TODO: the following code looks so borked and should, at the very least, 672 //TODO: the following code looks so borked and should, at the very least,
814 // be merged with the similar code in roll_stats 673 // be merged with the similar code in roll_stats
815 stats.ac = 0; 674 stats.ac = 0;
816 675
828 contr->levsp[1] = 6; 687 contr->levsp[1] = 6;
829 contr->levgrace[1] = 3; 688 contr->levgrace[1] = 3;
830 689
831 contr->orig_stats = stats; 690 contr->orig_stats = stats;
832 } 691 }
692}
693
694static void
695start_info (object *op)
696{
697 char buf[MAX_BUF];
698
699 sprintf (buf, "Welcome to Deliantra v%s!", VERSION);
700 new_draw_info (NDI_UNIQUE, 0, op, buf);
833} 701}
834 702
835/* This function takes the key that is passed, and does the 703/* This function takes the key that is passed, and does the
836 * appropriate action with it (change race, or other things). 704 * appropriate action with it (change race, or other things).
837 * The function name is for historical reasons - now we have 705 * The function name is for historical reasons - now we have
838 * separate race and class; this actually changes the RACE, 706 * separate race and class; this actually changes the RACE,
839 * not the class. 707 * not the class.
840 */ 708 */
841int 709void
842key_change_class (object *op, char key) 710player::chargen_race_done ()
843{ 711{
844 int tmp_loop;
845
846 if (key == 'd' || key == 'D')
847 {
848 char buf[MAX_BUF];
849
850 /* this must before then initial items are given */ 712 /* this must before then initial items are given */
851 esrv_new_player (op->contr, op->weight + op->carrying); 713 esrv_new_player (ob->contr);
852 714
853 treasurelist *tl = find_treasurelist ("starting_wealth"); 715 treasurelist *tl = treasurelist::find (shstr_starting_wealth);
854 if (tl) 716 if (tl)
855 create_treasure (tl, op, 0, 0, 0); 717 create_treasure (tl, ob, 0, 0, 0);
856 718
857 INVOKE_PLAYER (BIRTH, op->contr); 719 INVOKE_PLAYER (BIRTH, ob->contr);
858 INVOKE_PLAYER (LOGIN, op->contr);
859 720
860 op->contr->ns->state = ST_PLAYING; 721 ob->contr->ns->state = ST_PLAYING;
861 722
862 if (op->msg) 723 if (ob->msg)
863 op->msg = NULL; 724 ob->msg = 0;
864 725
865 /* We create this now because some of the unique maps will need it
866 * to save here.
867 */
868 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name);
869 make_path_to_file (buf);
870
871#ifdef AUTOSAVE
872 op->contr->last_save_tick = pticks;
873#endif
874 start_info (op); 726 start_info (ob);
875 CLEAR_FLAG (op, FLAG_WIZ); 727 ob->clr_flag (FLAG_WIZ);
876 give_initial_items (op, op->randomitems); 728 give_initial_items (ob, ob->randomitems);
877 link_player_skills (op);
878 esrv_send_inventory (op, op); 729 esrv_send_inventory (ob, ob);
879 op->update_stats (); 730 ob->update_stats ();
880 731
881 /* This moves the player to a different start map, if there 732 /* This moves the player to a different start map, if there
882 * is one for this race 733 * is one for this race
883 */ 734 */
884 if (*first_map_ext_path) 735 if (*first_map_ext_path)
885 { 736 ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y);
886 object *tmp;
887 char mapname[MAX_BUF];
888
889 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name);
890 tmp = object::create ();
891 EXIT_PATH (tmp) = mapname;
892 EXIT_X (tmp) = op->x;
893 EXIT_Y (tmp) = op->y;
894 enter_exit (op, tmp); /* we don't really care if it succeeded;
895 * if the map isn't there, then stay on the
896 * default initial map */
897 tmp->destroy ();
898 }
899 else 737 else
900 LOG (llevDebug, "first_map_ext_path not set\n"); 738 LOG (llevDebug, "first_map_ext_path not set\n");
739}
901 740
902 return 0; 741void
903 } 742player::chargen_race_next ()
904 743{
905 /* Following actually changes the race - this is the default command 744 /* Following actually changes the race - this is the default command
906 * if we don't match with one of the options above. 745 * if we don't match with one of the options above.
907 */ 746 */
908 747
909 tmp_loop = 0; 748 do
910 while (!tmp_loop)
911 { 749 {
912 shstr name = op->name; 750 shstr name = ob->name;
913 int x = op->x, y = op->y; 751 int x = ob->x, y = ob->y;
914 752
915 op->remove_statbonus (); 753 ob->remove_statbonus ();
916 op->remove (); 754 ob->remove ();
917 op->arch = get_player_archetype (op->arch); 755 ob->arch = get_player_archetype (ob->arch);
918 op->arch->clone.copy_to (op); 756 ob->arch->copy_to (ob);
919 op->instantiate (); 757 ob->instantiate ();
920 op->stats = op->contr->orig_stats; 758 ob->stats = ob->contr->orig_stats;
921 op->name = op->name_pl = name; 759 ob->name = ob->name_pl = name;
922 op->x = x; 760 ob->x = x;
923 op->y = y; 761 ob->y = y;
924 SET_ANIMATION (op, 2); /* So player faces south */ 762 SET_ANIMATION (ob, 2); /* So player faces south */
925 insert_ob_in_map (op, op->map, op, 0); 763 insert_ob_in_map (ob, ob->map, ob, 0);
926 assign (op->contr->title, op->arch->clone.name); 764 assign (ob->contr->title, ob->arch->object::name);
927 op->add_statbonus (); 765 ob->add_statbonus ();
928 tmp_loop = allowed_class (op);
929 } 766 }
767 while (!allowed_class (ob));
930 768
931 update_object (op, UP_OBJ_FACE); 769 update_object (ob, UP_OBJ_FACE);
932 esrv_update_item (UPD_FACE, op, op); 770 esrv_update_item (UPD_FACE, ob, ob);
933 op->update_stats (); 771 ob->update_stats ();
934 op->stats.hp = op->stats.maxhp; 772 ob->stats.hp = ob->stats.maxhp;
935 op->stats.sp = op->stats.maxsp; 773 ob->stats.sp = ob->stats.maxsp;
936 op->stats.grace = 0; 774 ob->stats.grace = 0;
937
938 if (op->msg)
939 new_draw_info (NDI_BLUE, 0, op, op->msg);
940
941 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
942 return 0;
943} 775}
944 776
945int 777static void
946key_confirm_quit (object *op, char key)
947{
948 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
949 {
950 op->contr->ns->state = ST_PLAYING;
951 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
952 return 1;
953 }
954
955 INVOKE_PLAYER (LOGOUT, op->contr);
956 INVOKE_PLAYER (QUIT, op->contr);
957
958 terminate_all_pets (op);
959 leave_map (op);
960 op->direction = 0;
961 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
962
963 strcpy (op->contr->killer, "quit");
964 check_score (op);
965 op->contr->party = 0;
966 op->contr->own_title[0] = '\0';
967
968 object_ptr ob = op;
969
970 delete ob->contr;
971
972 /* We need to hunt for any per player unique maps in memory and
973 * get rid of them. The trailing slash in the path is intentional,
974 * so that players named 'Ab' won't match against players 'Abe' pathname
975 */
976 char buf[MAX_BUF];
977 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
978
979 for (maptile *next, *mp = first_map; mp; mp = next)
980 {
981 next = mp->next;
982
983 if (!strncmp (mp->path, buf, strlen (buf)))
984 delete_map (mp);
985 }
986
987 delete_character (ob->name, 1);
988
989 return 1;
990}
991
992void
993flee_player (object *op) 778flee_player (object *op)
994{ 779{
995 int dir, diff; 780 int dir, diff;
996 rv_vector rv; 781 rv_vector rv;
997 782
998 if (op->stats.hp < 0) 783 if (op->stats.hp < 0)
999 { 784 {
1000 LOG (llevDebug, "Fleeing player is dead.\n"); 785 LOG (llevDebug, "Fleeing player is dead.\n");
1001 CLEAR_FLAG (op, FLAG_SCARED); 786 op->clr_flag (FLAG_SCARED);
1002 return; 787 return;
1003 } 788 }
1004 789
1005 if (op->enemy == NULL) 790 if (!op->enemy)
1006 { 791 {
1007 LOG (llevDebug, "Fleeing player had no enemy.\n"); 792 LOG (llevDebug, "Fleeing player had no enemy.\n");
1008 CLEAR_FLAG (op, FLAG_SCARED); 793 op->clr_flag (FLAG_SCARED);
1009 return; 794 return;
1010 } 795 }
1011 796
1012 /* 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))
1013 * op->enemy_count, it is possible that something destroys the
1014 * actual enemy, and the object is recycled.
1015 */
1016 if (op->enemy->map == NULL)
1017 { 798 {
1018 CLEAR_FLAG (op, FLAG_SCARED);
1019 op->enemy = NULL; 799 op->enemy = NULL;
1020 return; 800 op->clr_flag (FLAG_SCARED);
1021 }
1022
1023 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
1024 {
1025 op->enemy = NULL;
1026 CLEAR_FLAG (op, FLAG_SCARED);
1027 return; 801 return;
1028 } 802 }
1029 803
1030 get_rangevector (op, op->enemy, &rv, 0); 804 get_rangevector (op, op->enemy, &rv, 0);
1031 805
1032 dir = absdir (4 + rv.direction); 806 dir = absdir (4 + rv.direction);
1033 for (diff = 0; diff < 3; diff++) 807 for (diff = 0; diff < 3; diff++)
1034 { 808 {
1035 int m = 1 - (RANDOM () & 2); 809 int m = 1 - rndm (2) * 2;
1036 810
1037 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))))
1038 return; 812 return;
1039 } 813 }
1040 814
1041 /* Cornered, get rid of scared */ 815 /* Cornered, get rid of scared */
1042 CLEAR_FLAG (op, FLAG_SCARED); 816 op->clr_flag (FLAG_SCARED);
1043 op->enemy = NULL; 817 op->enemy = NULL;
1044} 818}
1045 819
1046
1047/* 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.
1048 * 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
1049 * stop. 822 * stop.
1050 */ 823 */
1051int 824int
1052check_pick (object *op) 825check_pick (object *op)
1053{ 826{
1054 object *tmp, *next; 827 object *tmp, *next;
1055 int stop = 0; 828 int stop = 0;
1056 int j, k, wvratio; 829 int wvratio;
1057 char putstring[128], tmpstr[16];
1058 830
1059 /* if you're flying, you cna't pick up anything */ 831 /* if you're flying, you can't pick up anything */
1060 if (op->move_type & MOVE_FLYING) 832 if (op->move_type & MOVE_FLYING)
1061 return 1; 833 return 1;
1062 834
1063 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)
1064 839
1065 /* 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
1066 * destroyed */ 841 * destroyed */
1067 while (next && !next->destroyed ()) 842 while (next && !next->destroyed ())
1068 { 843 {
1069 tmp = next; 844 tmp = next;
1070 next = tmp->below; 845 next = tmp->below;
1071 846
847 if (cnt <= 0)
848 {
849 op->failmsg ("Couldn't pickup all items at once.");
850 return 0;
851 }
852
1072 if (op->destroyed ()) 853 if (op->destroyed ())
1073 return 0; 854 return 0;
1074 855
1075 if (!can_pick (op, tmp)) 856 if (!can_pick (op, tmp))
1076 continue; 857 continue;
1077 858
1078 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 859 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1079 { 860 {
1080 if (item_matched_string (op, tmp, op->contr->search_str)) 861 if (item_matched_string (op, tmp, op->contr->search_str))
1081 pick_up (op, tmp); 862 CHK_PICK_PICKUP;
863
1082 continue; 864 continue;
1083 } 865 }
1084 866
1085 /* 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? */
1086 if (!(op->contr->mode & PU_NEWMODE)) 927 if (op->contr->mode & PU_FOOD)
928 if (tmp->type == FOOD)
1087 { 929 {
1088 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)
1089 { 993 {
1090 case 0: 994 CHK_PICK_PICKUP;
1091 return 1; /* don't pick up */ 995 continue;
1092 case 1:
1093 pick_up (op, tmp);
1094 return 1;
1095 case 2:
1096 pick_up (op, tmp);
1097 return 0;
1098 case 3:
1099 return 0; /* stop before pickup */
1100 case 4:
1101 pick_up (op, tmp);
1102 break;
1103 case 5:
1104 pick_up (op, tmp);
1105 stop = 1;
1106 break;
1107 case 6:
1108 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1109 pick_up (op, tmp);
1110 break;
1111
1112 case 7:
1113 if (tmp->type == MONEY || tmp->type == GEM)
1114 pick_up (op, tmp);
1115 break;
1116
1117 default:
1118 /* use value density */
1119 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1120 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1121 pick_up (op, tmp);
1122 } 996 }
1123 } 997 }
1124 else 998
1125 { /* old model */ 999 /* rings & amulets - talismans seems to be typed AMULET */
1126 /* NEW pickup handling */
1127 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)
1128 { 1005 {
1129 /* some debugging code to figure out item information */ 1006 CHK_PICK_PICKUP;
1130 if (tmp->name != NULL)
1131 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1132 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1133 else
1134 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1135 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1136 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1137
1138 sprintf (putstring, "...flags: ");
1139 for (k = 0; k < 4; k++)
1140 {
1141 for (j = 0; j < 32; j++)
1142 {
1143 if ((tmp->flags[k] >> j) & 0x01)
1144 {
1145 sprintf (tmpstr, "%d ", k * 32 + j);
1146 strcat (putstring, tmpstr);
1147 }
1148 }
1149 }
1150 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1151
1152#if 0
1153 /* print the flags too */
1154 for (k = 0; k < 4; k++)
1155 {
1156 fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1157 for (j = 0; j < 32; j++)
1158 {
1159 fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1160 if (!((j + 1) % 4))
1161 fprintf (stderr, " ");
1162 }
1163 fprintf (stderr, " [%d]\n", k * 32);
1164 }
1165#endif
1166 }
1167 /* philosophy:
1168 * It's easy to grab an item type from a pile, as long as it's
1169 * generic. This takes no game-time. For more detailed pickups
1170 * and selections, select-items shoul dbe used. This is a
1171 * grab-as-you-run type mode that's really useful for arrows for
1172 * example.
1173 * The drawback: right now it has no frontend, so you need to
1174 * stick the bits you want into a calculator in hex mode and then
1175 * convert to decimal and then 'pickup <#>
1176 */
1177
1178 /* the first two modes are exclusive: if NOTHING we return, if
1179 * STOP then we stop. All the rest are applied sequentially,
1180 * meaning if any test passes, the item gets picked up. */
1181
1182 /* if mode is set to pick nothing up, return */
1183
1184 if (op->contr->mode & PU_NOTHING)
1185 return 1;
1186
1187 /* if mode is set to stop when encountering objects, return */
1188 /* take STOP before INHIBIT since it doesn't actually pick
1189 * anything up */
1190
1191 if (op->contr->mode & PU_STOP)
1192 return 0;
1193
1194 /* useful for going into stores and not losing your settings... */
1195 /* and for battles wher you don't want to get loaded down while
1196 * fighting */
1197 if (op->contr->mode & PU_INHIBIT)
1198 return 1;
1199
1200 /* prevent us from turning into auto-thieves :) */
1201 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1202 continue; 1007 continue;
1008 }
1203 1009
1204 /* ignore known cursed objects */ 1010 /* we don't forget dragon food */
1205 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;
1206 continue; 1015 continue;
1016 }
1207 1017
1208 /* all food and drink if desired */ 1018 /* bows and arrows. Bows are good for selling! */
1209 /* 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
1210 if (op->contr->mode & PU_FOOD) 1055 if (op->contr->mode & PU_BOOTS)
1211 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"))
1212 { 1089 {
1213 pick_up (op, tmp); 1090 CHK_PICK_PICKUP;
1214 continue; 1091 continue;
1215 } 1092 }
1093 }
1216 1094
1095 /* misc stuff that's useful */
1217 if (op->contr->mode & PU_DRINK) 1096 if (op->contr->mode & PU_KEY)
1218 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1097 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1219 { 1098 {
1220 pick_up (op, tmp); 1099 CHK_PICK_PICKUP;
1221 continue; 1100 continue;
1222 } 1101 }
1223 1102
1103 /* any of the last 4 bits set means we use the ratio for value
1104 * pickups */
1224 if (op->contr->mode & PU_POTION) 1105 if (op->contr->mode & PU_RATIO)
1225 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
1226 { 1110 */
1227 pick_up (op, tmp);
1228 continue;
1229 }
1230
1231 /* spellbooks, skillscrolls and normal books/scrolls */
1232 if (op->contr->mode & PU_SPELLBOOK)
1233 if (tmp->type == SPELLBOOK)
1234 {
1235 pick_up (op, tmp);
1236 continue;
1237 }
1238
1239 if (op->contr->mode & PU_SKILLSCROLL)
1240 if (tmp->type == SKILLSCROLL)
1241 {
1242 pick_up (op, tmp);
1243 continue;
1244 }
1245
1246 if (op->contr->mode & PU_READABLES)
1247 if (tmp->type == BOOK || tmp->type == SCROLL)
1248 {
1249 pick_up (op, tmp);
1250 continue;
1251 }
1252
1253 /* wands/staves/rods/horns */
1254 if (op->contr->mode & PU_MAGIC_DEVICE)
1255 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1256 {
1257 pick_up (op, tmp);
1258 continue;
1259 }
1260
1261 /* pick up all magical items */
1262 if (op->contr->mode & PU_MAGICAL) 1111 wvratio = op->contr->mode & PU_RATIO;
1263 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)
1264 {
1265 pick_up (op, tmp);
1266 continue;
1267 }
1268
1269 if (op->contr->mode & PU_VALUABLES)
1270 { 1113 {
1271 if (tmp->type == MONEY || tmp->type == GEM) 1114#if 0
1115 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1116 if (tmp->name != NULL)
1272 { 1117 {
1273 pick_up (op, tmp); 1118 fprintf (stderr, "%s", tmp->name);
1274 continue;
1275 } 1119 }
1276 }
1277
1278 /* rings & amulets - talismans seems to be typed AMULET */
1279 if (op->contr->mode & PU_JEWELS)
1280 if (tmp->type == RING || tmp->type == AMULET)
1281 {
1282 pick_up (op, tmp);
1283 continue;
1284 }
1285
1286 /* we don't forget dragon food */
1287 if (op->contr->mode & PU_FLESH)
1288 if (tmp->type == FLESH)
1289 {
1290 pick_up (op, tmp);
1291 continue;
1292 }
1293
1294 /* bows and arrows. Bows are good for selling! */
1295 if (op->contr->mode & PU_BOW)
1296 if (tmp->type == BOW)
1297 {
1298 pick_up (op, tmp);
1299 continue;
1300 }
1301
1302 if (op->contr->mode & PU_ARROW)
1303 if (tmp->type == ARROW)
1304 {
1305 pick_up (op, tmp);
1306 continue;
1307 }
1308
1309 /* all kinds of armor etc. */
1310 if (op->contr->mode & PU_ARMOUR)
1311 if (tmp->type == ARMOUR)
1312 {
1313 pick_up (op, tmp);
1314 continue;
1315 }
1316
1317 if (op->contr->mode & PU_HELMET)
1318 if (tmp->type == HELMET)
1319 {
1320 pick_up (op, tmp);
1321 continue;
1322 }
1323
1324 if (op->contr->mode & PU_SHIELD)
1325 if (tmp->type == SHIELD)
1326 {
1327 pick_up (op, tmp);
1328 continue;
1329 }
1330
1331 if (op->contr->mode & PU_BOOTS)
1332 if (tmp->type == BOOTS)
1333 {
1334 pick_up (op, tmp);
1335 continue;
1336 }
1337
1338 if (op->contr->mode & PU_GLOVES)
1339 if (tmp->type == GLOVES)
1340 {
1341 pick_up (op, tmp);
1342 continue;
1343 }
1344
1345 if (op->contr->mode & PU_CLOAK)
1346 if (tmp->type == CLOAK)
1347 {
1348 pick_up (op, tmp);
1349 continue;
1350 }
1351
1352 /* hoping to catch throwing daggers here */
1353 if (op->contr->mode & PU_MISSILEWEAPON)
1354 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1355 {
1356 pick_up (op, tmp);
1357 continue;
1358 }
1359
1360 /* careful: chairs and tables are weapons! */
1361 if (op->contr->mode & PU_ALLWEAPON)
1362 {
1363 if (tmp->type == WEAPON && tmp->name != NULL)
1364 {
1365 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1366 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1367 {
1368 pick_up (op, tmp);
1369 continue;
1370 }
1371 }
1372
1373 if (tmp->type == WEAPON && tmp->name == NULL)
1374 {
1375 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1376 {
1377 pick_up (op, tmp);
1378 continue;
1379 }
1380 }
1381 }
1382
1383 /* misc stuff that's useful */
1384 if (op->contr->mode & PU_KEY)
1385 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1386 {
1387 pick_up (op, tmp);
1388 continue;
1389 }
1390
1391 /* any of the last 4 bits set means we use the ratio for value
1392 * pickups */
1393 if (op->contr->mode & PU_RATIO)
1394 {
1395 /* use value density to decide what else to grab */
1396 /* >=7 was >= op->contr->mode */
1397 /* >=7 is the old standard setting. Now we take the last 4 bits
1398 * and multiply them by 5, giving 0..15*5== 5..75 */
1399 wvratio = (op->contr->mode & PU_RATIO) * 5;
1400 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1401 {
1402 pick_up (op, tmp);
1403#if 0
1404 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1405 if (tmp->name != NULL)
1406 {
1407 fprintf (stderr, "%s", tmp->name);
1408 }
1409 else 1120 else
1410 fprintf (stderr, "%s", tmp->arch->name); 1121 fprintf (stderr, "%s", tmp->arch->archname);
1411 fprintf (stderr, ",%d] = ", tmp->type); 1122 fprintf (stderr, ",%d] = ", tmp->type);
1412 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))));
1413#endif 1124#endif
1125 CHK_PICK_PICKUP;
1414 continue; 1126 continue;
1415 }
1416 } 1127 }
1417 } /* the new pickup model */ 1128 } /* the new pickup model */
1418 } 1129 }
1419 1130
1420 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;
1421} 1167}
1422 1168
1423/* 1169/*
1424 * Find an arrow in the inventory and after that 1170 * Find an arrow in the inventory and after that
1425 * in the right type container (quiver). Pointer to the 1171 * in the right type container (quiver). Pointer to the
1426 * found object is returned. 1172 * found object is returned.
1427 */ 1173 */
1428object * 1174static object *
1429find_arrow (object *op, const char *type) 1175find_arrow (object *op, const char *type)
1430{ 1176{
1431 object *tmp = NULL;
1432
1433 for (op = op->inv; op; op = op->below) 1177 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1434 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1435 tmp = find_arrow (op, type);
1436 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);
1437 return op; 1186 return arrow;
1187 }
1188
1438 return tmp; 1189 return 0;
1439} 1190}
1440 1191
1441/* 1192/*
1442 * 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
1443 * 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
1444 * 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
1445 * 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.
1446 */ 1197 */
1447 1198static object *
1448object *
1449find_better_arrow (object *op, object *target, const char *type, int *better) 1199find_better_arrow (object *op, object *target, shstr_cmp type, int *better)
1450{ 1200{
1451 object *tmp = NULL, *arrow, *ntmp; 1201 object *tmp = NULL, *arrow, *ntmp;
1452 int attacknum, attacktype, betterby = 0, i; 1202 int attacknum, attacktype, betterby = 0, i;
1453 1203
1454 if (!type) 1204 if (!type)
1455 return NULL; 1205 return NULL;
1456 1206
1457 for (arrow = op->inv; arrow; arrow = arrow->below) 1207 for (arrow = op->inv; arrow; arrow = arrow->below)
1458 { 1208 {
1459 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED)) 1209 if (arrow->type == CONTAINER && arrow->race == type && arrow->flag [FLAG_APPLIED])
1460 { 1210 {
1461 i = 0; 1211 i = 0;
1462 ntmp = find_better_arrow (arrow, target, type, &i); 1212 ntmp = find_better_arrow (arrow, target, type, &i);
1213
1463 if (i > betterby) 1214 if (i > betterby)
1464 { 1215 {
1465 tmp = ntmp; 1216 tmp = ntmp;
1466 betterby = i; 1217 betterby = i;
1467 } 1218 }
1468 } 1219 }
1469 else if (arrow->type == ARROW && arrow->race == type) 1220 else if (arrow->type == ARROW && arrow->race == type)
1470 { 1221 {
1471 /* allways prefer assasination/slaying */ 1222 /* allways prefer assasination/slaying */
1472 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race)) 1223 if (target->race && arrow->slaying.contains (target->race))
1473 { 1224 {
1474 if (arrow->attacktype & AT_DEATH) 1225 if (arrow->attacktype & AT_DEATH)
1475 { 1226 {
1476 *better = 100; 1227 *better = 100;
1477 return arrow; 1228 return arrow;
1485 else 1236 else
1486 { 1237 {
1487 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1238 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1488 { 1239 {
1489 attacktype = 1 << attacknum; 1240 attacktype = 1 << attacknum;
1490 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1241 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1491 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)
1492 { 1243 {
1493 tmp = arrow; 1244 tmp = arrow;
1494 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;
1495 } 1246 }
1496 } 1247 }
1248
1497 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1249 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1498 { 1250 {
1499 tmp = arrow; 1251 tmp = arrow;
1500 betterby = 2 + arrow->magic + arrow->stats.dam; 1252 betterby = 2 + arrow->magic + arrow->stats.dam;
1501 } 1253 }
1254
1502 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) 1255 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1503 { 1256 {
1504 tmp = arrow; 1257 tmp = arrow;
1505 betterby = 1 + arrow->magic + arrow->stats.dam; 1258 betterby = 1 + arrow->magic + arrow->stats.dam;
1506 } 1259 }
1507 } 1260 }
1508 } 1261 }
1509 } 1262 }
1263
1510 if (tmp == NULL && arrow == NULL) 1264 if (tmp == NULL && arrow == NULL)
1511 return find_arrow (op, type); 1265 return find_arrow (op, type);
1512 1266
1513 *better = betterby; 1267 *better = betterby;
1514 return tmp; 1268 return tmp;
1518 * find_better_arrow to find a decent arrow to use. 1272 * find_better_arrow to find a decent arrow to use.
1519 * op = the shooter 1273 * op = the shooter
1520 * type = bow->race 1274 * type = bow->race
1521 * dir = fire direction 1275 * dir = fire direction
1522 */ 1276 */
1523 1277static object *
1524object *
1525pick_arrow_target (object *op, const char *type, int dir) 1278pick_arrow_target (object *op, shstr_cmp type, int dir)
1526{ 1279{
1527 object *tmp = NULL; 1280 object *tmp = NULL;
1528 maptile *m; 1281 maptile *m;
1529 int i, mflags, found, number; 1282 int i, mflags, found, number;
1530 sint16 x, y; 1283 sint16 x, y;
1545 for (i = 0, found = 0; i < 20; i++) 1298 for (i = 0, found = 0; i < 20; i++)
1546 { 1299 {
1547 x += freearr_x[dir]; 1300 x += freearr_x[dir];
1548 y += freearr_y[dir]; 1301 y += freearr_y[dir];
1549 mflags = get_map_flags (m, &m, x, y, &x, &y); 1302 mflags = get_map_flags (m, &m, x, y, &x, &y);
1303
1550 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) 1304 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1551 { 1305 {
1552 tmp = NULL; 1306 tmp = 0;
1553 break; 1307 break;
1554 } 1308 }
1555 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)
1556 { 1310 {
1557 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1311 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1558 * perhaps a bad assumption. 1312 * perhaps a bad assumption.
1559 */ 1313 */
1560 tmp = NULL; 1314 tmp = 0;
1561 break; 1315 break;
1562 } 1316 }
1317
1563 if (mflags & P_IS_ALIVE) 1318 if (mflags & P_IS_ALIVE)
1564 {
1565 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)
1566 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 1320 if (tmp->flag [FLAG_ALIVE])
1567 {
1568 found++;
1569 break;
1570 }
1571 if (found)
1572 break; 1321 break;
1573 }
1574 } 1322 }
1575 if (tmp == NULL) 1323
1324 if (!tmp)
1576 return find_arrow (op, type); 1325 return find_arrow (op, type);
1577 1326
1578 if (tmp->head) 1327 if (tmp->head)
1579 tmp = tmp->head; 1328 tmp = tmp->head;
1580 1329
1593 */ 1342 */
1594int 1343int
1595fire_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)
1596{ 1345{
1597 object *left, *bow; 1346 object *left, *bow;
1598 int bowspeed, mflags; 1347 int mflags;
1599 maptile *m; 1348 maptile *m;
1600 1349
1601 if (!dir) 1350 if (!dir)
1602 { 1351 {
1603 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!");
1604 return 0; 1353 return 0;
1605 } 1354 }
1606 1355
1607 if (op->type == PLAYER) 1356 if (op->contr)
1608 bow = op->contr->ranges[range_bow]; 1357 bow = op->current_weapon;
1609 else 1358 else
1610 { 1359 {
1611 for (bow = op->inv; bow; bow = bow->below) 1360 for (bow = op->inv; bow; bow = bow->below)
1612 /* 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
1613 * 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.
1618 if (!bow) 1367 if (!bow)
1619 { 1368 {
1620 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1369 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1621 return 0; 1370 return 0;
1622 } 1371 }
1372
1373 // optimisation: move object to top so we will find it quickly again
1374 splay (bow);
1623 } 1375 }
1624 1376
1625 if (!bow->race || !bow->skill) 1377 if (!bow->race || !bow->skill)
1626 { 1378 {
1627 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);
1628 return 0; 1380 return 0;
1629 } 1381 }
1630
1631 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1632
1633 /* penalize ROF for bestarrow */
1634 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1635 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1636
1637 if (bowspeed < 1)
1638 bowspeed = 1;
1639 1382
1640 if (arrow == NULL) 1383 if (arrow == NULL)
1641 { 1384 {
1642 if ((arrow = find_arrow (op, bow->race)) == NULL) 1385 if ((arrow = find_arrow (op, bow->race)) == NULL)
1643 { 1386 {
1644 if (op->type == PLAYER) 1387 if (op->type == PLAYER)
1645 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);
1646 /* 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 */
1647 else 1390 else
1648 CLEAR_FLAG (op, FLAG_READY_BOW); 1391 op->clr_flag (FLAG_READY_BOW);
1392
1649 return 0; 1393 return 0;
1650 } 1394 }
1651 } 1395 }
1652 1396
1653 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1397 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1661 } 1405 }
1662 1406
1663 /* this should not happen, but sometimes does */ 1407 /* this should not happen, but sometimes does */
1664 if (arrow->nrof == 0) 1408 if (arrow->nrof == 0)
1665 { 1409 {
1410 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1666 arrow->destroy (); 1411 arrow->destroy ();
1667 return 0; 1412 return 0;
1668 } 1413 }
1669 1414
1670 left = arrow; /* these are arrows left to the player */ 1415 left = arrow; /* these are arrows left to the player */
1671 arrow = get_split_ob (arrow, 1); 1416 arrow = arrow->split ();
1672 if (!arrow) 1417 if (!arrow)
1673 { 1418 {
1674 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);
1675 return 0; 1420 return 0;
1676 } 1421 }
1677 1422
1678 arrow->set_owner (op); 1423 arrow->set_owner (op);
1679 arrow->skill = bow->skill; 1424 arrow->skill = bow->skill;
1680
1681 arrow->direction = dir; 1425 arrow->direction = dir;
1682 arrow->x = sx; 1426
1683 arrow->y = sy; 1427 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1428 arrow->stats.hp = arrow->stats.dam;
1429 arrow->stats.grace = arrow->attacktype;
1430 arrow->custom_name = arrow->slaying;
1431
1432#if 0
1433 if (player *pl = op->contr)
1434 {
1435 float speed = pl->weapon_sp;
1436
1437 /* penalize ROF for bestarrow */
1438 if (pl->bowtype == bow_bestarrow)
1439 speed *= .9f;
1440 else
1441 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1442
1443 op->speed_left += speed - op->speed;
1444 }
1445#endif
1446
1447 SET_ANIMATION (arrow, arrow->direction);
1448
1449 /* update the speed */
1450
1451 arrow->speed_left = 0;
1452 arrow->set_speed (max (2.f,
1453 ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1454 + bow->stats.dam / 7.f
1455 ));
1456
1457 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1684 1458
1685 if (op->type == PLAYER) 1459 if (op->type == PLAYER)
1686 { 1460 {
1687 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1688 op->update_stats ();
1689 }
1690
1691 SET_ANIMATION (arrow, arrow->direction);
1692 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1693 arrow->stats.hp = arrow->stats.dam;
1694 arrow->stats.grace = arrow->attacktype;
1695 if (arrow->slaying != NULL)
1696 arrow->spellarg = strdup (arrow->slaying);
1697
1698 /* Note that this was different for monsters - they got their level
1699 * added to the damage. I think the strength bonus is more proper.
1700 */
1701
1702 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1703
1704 /* update the speed */
1705 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1706 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1707
1708 if (arrow->speed < 1.0)
1709 arrow->speed = 1.0;
1710 update_ob_speed (arrow);
1711 arrow->speed_left = 0;
1712
1713 if (op->type == PLAYER)
1714 {
1715 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1716 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1717 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1718
1719 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; 1461 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1462 wc -= dex_bonus[op->stats.Dex];
1463
1464 if (!arrow->slaying)
1465 arrow->slaying = op->slaying;
1466
1467 arrow->attacktype |= op->attacktype;
1720 } 1468 }
1721 else 1469 else
1722 { 1470 {
1723 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1724 arrow->level = op->level; 1471 arrow->level = op->level;
1725 } 1472 arrow->stats.wc -= bow->magic;
1726 1473
1727 if (arrow->attacktype == AT_PHYSICAL) 1474 if (!arrow->slaying)
1475 arrow->slaying = bow->slaying;
1476
1728 arrow->attacktype |= bow->attacktype; 1477 arrow->attacktype |= bow->attacktype;
1478 }
1729 1479
1730 if (bow->slaying) 1480 wc -= arrow->level;
1731 arrow->slaying = bow->slaying; 1481 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1732 1482
1733 arrow->map = m; 1483 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1734 arrow->move_type = MOVE_FLY_LOW; 1484 arrow->move_type = MOVE_FLY_LOW;
1735 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1485 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1736 1486
1737 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1487 op->play_sound (sound_find ("fire_arrow"));
1738 insert_ob_in_map (arrow, m, op, 0); 1488 m->insert (arrow, sx, sy, op);
1739 1489
1740 if (!arrow->destroyed ()) 1490 if (!arrow->destroyed ())
1741 move_arrow (arrow); 1491 move_arrow (arrow);
1742
1743 if (op->type == PLAYER)
1744 {
1745 if (left->destroyed ())
1746 esrv_del_item (op->contr, left->count);
1747 else
1748 esrv_send_item (op, left);
1749 }
1750 1492
1751 return 1; 1493 return 1;
1752} 1494}
1753 1495
1754/* Special fire code for players - this takes into 1496/* Special fire code for players - this takes into
1756 * but monsters can't. Putting that code here 1498 * but monsters can't. Putting that code here
1757 * makes the fire_bow code much cleaner. 1499 * makes the fire_bow code much cleaner.
1758 * this function should only be called if 'op' is a player, 1500 * this function should only be called if 'op' is a player,
1759 * hence the function name. 1501 * hence the function name.
1760 */ 1502 */
1761int 1503static int
1762player_fire_bow (object *op, int dir) 1504player_fire_bow (object *op, int dir)
1763{ 1505{
1764 int ret = 0, wcmod = 0; 1506 int ret;
1765 1507
1766 if (op->contr->bowtype == bow_bestarrow) 1508 if (op->contr->bowtype == bow_bestarrow)
1767 { 1509 {
1768 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y); 1510 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1769 } 1511 }
1770 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)
1771 { 1513 {
1772 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1514 int wcmod = similar_direction (dir, op->contr->bowtype - bow_n + 1) ? 0 : -1;
1773 wcmod = -1;
1774 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);
1775 } 1516 }
1776 else if (op->contr->bowtype == bow_threewide) 1517 else if (op->contr->bowtype == bow_threewide)
1777 { 1518 {
1778 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);
1779 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)]);
1780 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)]);
1781 } 1522 }
1782 else if (op->contr->bowtype == bow_spreadshot) 1523 else if (op->contr->bowtype == bow_spreadshot)
1783 { 1524 {
1784 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);
1785 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);
1786 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);
1787
1788 } 1528 }
1789 else 1529 else
1790 { 1530 {
1791 /* Simple case */ 1531 /* Simple case */
1792 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);
1793 } 1533 }
1534
1794 return ret; 1535 return ret;
1795} 1536}
1796
1797 1537
1798/* Fires a misc (wand/rod/horn) object in 'dir'. 1538/* Fires a misc (wand/rod/horn) object in 'dir'.
1799 * Broken apart from 'fire' to keep it more readable. 1539 * Broken apart from 'fire' to keep it more readable.
1800 */ 1540 */
1801void 1541static void
1802fire_misc_object (object *op, int dir) 1542fire_misc_object (object *op, int dir)
1803{ 1543{
1804 object *item; 1544 object *item = op->contr->ranged_ob;
1805 1545
1806 if (!op->contr->ranges[range_misc]) 1546 if (!item)
1807 { 1547 {
1808 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); 1548 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1809 return; 1549 return;
1810 } 1550 }
1811 1551
1812 item = op->contr->ranges[range_misc];
1813 if (!item->inv) 1552 if (!item->inv)
1814 { 1553 {
1815 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1554 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1816 return; 1555 return;
1817 } 1556 }
1557
1558 if (!op->apply (item))
1559 return;
1560
1818 if (item->type == WAND) 1561 if (item->type == WAND)
1819 { 1562 {
1820 if (item->stats.food <= 0) 1563 if (item->stats.food <= 0)
1821 { 1564 {
1822 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1565 op->contr->play_sound (sound_find ("wand_poof"));
1823 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); 1566 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1567
1824 return; 1568 return;
1825 } 1569 }
1826 } 1570 }
1827 else if (item->type == ROD || item->type == HORN) 1571 else if (item->type == ROD || item->type == HORN)
1828 { 1572 {
1829 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))
1830 { 1578 {
1831 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1579 op->contr->play_sound (sound_find ("wand_poof"));
1580
1832 if (item->type == ROD) 1581 if (item->type == ROD)
1833 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));
1834 else 1583 else
1835 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1584 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1585
1836 return; 1586 return;
1837 } 1587 }
1838 } 1588 }
1839 1589
1840 if (cast_spell (op, item, dir, item->inv, NULL)) 1590 if (cast_spell (op, item, dir, item->inv, NULL))
1841 { 1591 {
1842 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
1843 if (item->type == WAND) 1594 if (item->type == WAND)
1844 { 1595 {
1845 if (!(--item->stats.food)) 1596 if (!(--item->stats.food))
1846 { 1597 {
1847 object *tmp; 1598 object *tmp;
1848 1599
1849 if (item->arch) 1600 if (item->arch)
1850 { 1601 {
1851 CLEAR_FLAG (item, FLAG_ANIMATE); 1602 item->clr_flag (FLAG_ANIMATE);
1852 item->face = item->arch->clone.face; 1603 item->face = item->arch->face;
1853 item->speed = 0; 1604 item->set_speed (0);
1854 update_ob_speed (item);
1855 } 1605 }
1856 if ((tmp = item->in_player ())) 1606
1607 if (object *pl = item->visible_to ())
1857 esrv_update_item (UPD_ANIM, tmp, item); 1608 esrv_update_item (UPD_ANIM, pl, item);
1858 } 1609 }
1859 } 1610 }
1860 else if (item->type == ROD || item->type == HORN) 1611 else if (item->type == ROD || item->type == HORN)
1861 {
1862 drain_rod_charge (item); 1612 drain_rod_charge (item);
1863 }
1864 } 1613 }
1865} 1614}
1866 1615
1867/* Received a fire command for the player - go and do it. 1616/* Received a fire command for the player - go and do it.
1868 */ 1617 */
1869void 1618bool
1870fire (object *op, int dir) 1619fire (object *who, int dir)
1871{ 1620{
1872 int spellcost = 0; 1621 int spellcost = 0;
1873 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
1874 /* check for loss of invisiblity/hide */ 1644 /* check for loss of invisiblity/hide */
1875 if (action_makes_visible (op)) 1645 if (action_makes_visible (who))
1876 make_visible (op); 1646 make_visible (who);
1877 1647
1878 switch (op->contr->shoottype) 1648 switch (ob->type)
1879 { 1649 {
1880 case range_none: 1650 case BOW:
1881 return;
1882
1883 case range_bow:
1884 player_fire_bow (op, dir); 1651 player_fire_bow (who, dir);
1885 return; 1652 break;
1886 1653
1887 case range_magic: /* Casting spells */ 1654 case SPELL:
1888 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0)); 1655 spellcost = cast_spell (who, who, dir, ob, *pl->spellparam ? pl->spellparam : 0);
1889 return; 1656 break;
1890 1657
1891 case range_misc: 1658 case BUILDER:
1892 fire_misc_object (op, dir);
1893 return;
1894
1895 case range_golem: /* Control summoned monsters from scrolls */
1896 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
1897 {
1898 op->contr->ranges[range_golem] = 0;
1899 op->contr->shoottype = range_none;
1900 }
1901 else
1902 control_golem (op->contr->ranges[range_golem], dir);
1903 return;
1904
1905 case range_skill:
1906 if (!op->chosen_skill)
1907 {
1908 if (op->type == PLAYER)
1909 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
1910 return;
1911 }
1912 (void) do_skill (op, op, op->chosen_skill, dir, NULL);
1913 return;
1914 case range_builder:
1915 apply_map_builder (op, dir); 1659 apply_map_builder (who, dir);
1916 return; 1660 break;
1661
1662 case SKILL:
1663 do_skill (who, who, ob, dir, 0);
1664 break;
1665
1666 case RANGED:
1667 do_skill (who, ob, who->chosen_skill, dir, 0);
1668 break;
1669
1917 default: 1670 default:
1918 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type."); 1671 fire_misc_object (who, dir);
1919 return; 1672 break;
1920 } 1673 }
1921}
1922 1674
1675 return true;
1676}
1923 1677
1924 1678static object *
1925/* find_key
1926 * We try to find a key for the door as passed. If we find a key
1927 * and successfully use it, we return the key, otherwise NULL
1928 * This function merges both normal and locked door, since the logic
1929 * for both is the same - just the specific key is different.
1930 * pl is the player,
1931 * inv is the objects inventory to searched
1932 * door is the door we are trying to match against.
1933 * This function can be called recursively to search containers.
1934 */
1935
1936object *
1937find_key (object *pl, object *container, object *door) 1679find_key_ (object *pl, object *container, object *door)
1938{ 1680{
1939 object *tmp, *key; 1681 object *tmp, *key;
1940 1682
1941 /* Should not happen, but sanity checking is never bad */ 1683 /* Should not happen, but sanity checking is never bad */
1942 if (container->inv == NULL) 1684 if (!container->inv)
1943 return NULL; 1685 return 0;
1944 1686
1945 /* 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 */
1946 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1688 for (tmp = container->inv; tmp; tmp = tmp->below)
1947 { 1689 {
1948 if (door->type == DOOR && tmp->type == KEY) 1690 if (door->type == DOOR && tmp->type == KEY)
1949 break; 1691 break;
1692
1950 /* For sanity, we should really check door type, but other stuff 1693 /* For sanity, we should really check door type, but other stuff
1951 * (like containers) can be locked with special keys 1694 * (like containers) can be locked with special keys
1952 */ 1695 */
1953 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1696 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1954 break; 1697 break;
1955 } 1698 }
1699
1956 /* No key found - lets search inventories now */ 1700 /* No key found - lets search inventories now */
1957 /* If we find and use a key in an inventory, return at that time. 1701 /* If we find and use a key in an inventory, return at that time.
1958 * otherwise, if we search all the inventories and still don't find 1702 * otherwise, if we search all the inventories and still don't find
1959 * a key, return 1703 * a key, return
1960 */ 1704 */
1961 if (!tmp) 1705 if (!tmp)
1962 { 1706 {
1963 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1707 for (tmp = container->inv; tmp; tmp = tmp->below)
1964 {
1965 /* No reason to search empty containers */ 1708 /* No reason to search empty containers */
1966 if (tmp->type == CONTAINER && tmp->inv) 1709 if (tmp->type == CONTAINER && tmp->inv)
1967 {
1968 if ((key = find_key (pl, tmp, door)) != NULL) 1710 if ((key = find_key_ (pl, tmp, door)))
1969 return key; 1711 return key;
1970 } 1712
1971 }
1972 if (!tmp) 1713 if (!tmp)
1973 return NULL; 1714 return 0;
1974 } 1715 }
1716
1975 /* 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,
1976 * see if we actually want to use it 1718 * see if we actually want to use it
1977 */ 1719 */
1978 if (pl != container) 1720 if (pl != container)
1979 { 1721 {
1980 /* Only let players use keys in containers */ 1722 /* Only let players use keys in containers */
1981 if (!pl->contr) 1723 if (!pl->contr)
1982 return NULL; 1724 return 0;
1725
1983 /* cases where this fails: 1726 /* cases where this fails:
1984 * If we only search the player inventory, return now since we 1727 * If we only search the player inventory, return now since we
1985 * are not in the players inventory. 1728 * are not in the players inventory.
1986 * If the container is not active, return now since only active 1729 * If the container is not active, return now since only active
1987 * containers can be used. 1730 * containers can be used.
1991 * inv must have been an container and must have been active. 1734 * inv must have been an container and must have been active.
1992 * 1735 *
1993 * Change the color so that the message doesn't disappear with 1736 * Change the color so that the message doesn't disappear with
1994 * all the others. 1737 * all the others.
1995 */ 1738 */
1996 if (pl->contr->usekeys == key_inventory || 1739 if (pl->contr->usekeys == key_inventory
1997 !QUERY_FLAG (container, FLAG_APPLIED) || 1740 || !container->flag [FLAG_APPLIED]
1998 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys")))) 1741 || (pl->contr->usekeys == keyrings && container->race != shstr_keys))
1999 { 1742 {
2000 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1743 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
2001 "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));
2002 return NULL; 1745 return NULL;
2003 } 1746 }
2004 } 1747 }
1748
2005 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);
2006} 1775}
2007 1776
2008/* moved door processing out of move_player_attack. 1777/* moved door processing out of move_player_attack.
2009 * returns 1 if player has opened the door with a key 1778 * returns 1 if player has opened the door with a key
2010 * such that the caller should not do anything more, 1779 * such that the caller should not do anything more,
2011 * 0 otherwise 1780 * 0 otherwise
2012 */ 1781 */
2013static int 1782static int
2014player_attack_door (object *op, object *door) 1783player_attack_door (object *op, object *door)
2015{ 1784{
2016 /* 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,
2017 * 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 -
2018 * otherwise, we fall through to the rest of the code. 1787 * otherwise, we fall through to the rest of the code.
2019 */ 1788 */
2020 object *key = find_key (op, op, door); 1789 object *key = find_key (op, op, door);
2021 1790
2022 /* IF we found a key, do some extra work */ 1791 /* If we found a key, do some extra work */
2023 if (key) 1792 if (key)
2024 { 1793 {
2025 object *container = key->env; 1794 object *container = key->env;
2026 1795
2027 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
2028 if (action_makes_visible (op)) 1796 if (action_makes_visible (op))
2029 make_visible (op); 1797 make_visible (op);
1798
2030 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1799 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2031 spring_trap (door->inv, op); 1800 spring_trap (door->inv, op);
1801
2032 if (door->type == DOOR) 1802 if (door->type == DOOR)
2033 {
2034 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 */
2035 }
2036 else if (door->type == LOCKED_DOOR) 1804 else if (door->type == LOCKED_DOOR)
2037 { 1805 {
2038 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);
2039 remove_door2 (door); /* remove door without violence ;-) */ 1807 remove_door2 (door); /* remove door without violence ;-) */
2040 } 1808 }
1809
2041 /* Do this after we print the message */ 1810 /* Do this after we print the message */
2042 decrease_ob (key); /* Use up one of the keys */ 1811 key->decrease (); /* Use up one of the keys */
2043 /* Need to update the weight the container the key was in */ 1812
2044 if (container != op)
2045 esrv_update_item (UPD_WEIGHT, op, container);
2046 return 1; /* Nothing more to do below */ 1813 return 1; /* Nothing more to do below */
2047 } 1814 }
2048 else if (door->type == LOCKED_DOOR) 1815 else if (door->type == LOCKED_DOOR)
2049 { 1816 {
2050 /* Might as well return now - no other way to open this */ 1817 /* Might as well return now - no other way to open this */
2051 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...");
2052 return 1; 1819 return 1;
2053 } 1820 }
1821
2054 return 0; 1822 return 0;
2055} 1823}
2056 1824
2057/* This function is just part of a breakup from move_player. 1825/* This function is just part of a breakup from move_player.
2058 * It should keep the code cleaner. 1826 * It should keep the code cleaner.
2059 * When this is called, the players direction has been updated 1827 * When this is called, the players direction has been updated
2060 * (taking into account confusion.) The player is also actually 1828 * (taking into account confusion.) The player is also actually
2061 * going to try and move (not fire weapons). 1829 * going to try and move (not fire weapons).
2062 */ 1830 */
2063void 1831bool
2064move_player_attack (object *op, int dir) 1832move_player_attack (object *op, int dir)
2065{ 1833{
2066 object *tmp, *mon; 1834 if (!op->contr->braced && op->speed_left > 0.f && op->move (dir))
2067 sint16 nx, ny; 1835 {
2068 int on_battleground; 1836 --op->speed_left;
2069 maptile *m; 1837 return true;
1838 }
2070 1839
2071 nx = freearr_x[dir] + op->x; 1840 sint16 nx = freearr_x[dir] + op->x;
2072 ny = freearr_y[dir] + op->y; 1841 sint16 ny = freearr_y[dir] + op->y;
2073 1842
2074 on_battleground = op_on_battleground (op, 0, 0); 1843 if (out_of_map (op->map, nx, ny))
1844 return false;
2075 1845
2076 /* 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
2077 * 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
2078 * 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
2079 * player. This is a pretty nasty hack, because if we could 1849 * player. This is a pretty nasty hack, because if we could
2080 * 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
2081 * 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
2082 * 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
2083 * move_ob uses. 1853 * move_ob uses.
2084 */ 1854 */
2085 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;
2086 { 1870 }
2087 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)
2088 { 1877 {
2089 m = get_map_from_coord (op->map, &nx, &ny); 1878 if (ob->move_block == MOVE_ALL)
2090 if (!m) 1879 move_into_wall (op, ob);
2091 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;
2092 } 1942 }
2093 else 1943 else
2094 m = op->map;
2095
2096 if ((tmp = GET_MAP_OB (m, nx, ny)) == NULL)
2097 {
2098 /* LOG(llevError,"player_move_attack: GET_MAP_OB returns NULL, but player can not move there.\n"); */
2099 return; 1944 return false;
2100 } 1945 }
2101 1946
2102 mon = 0; 1947 bool on_battleground = op_on_battleground (op, 0, 0);
2103 /* Go through all the objects, and find ones of interest. Only stop if
2104 * we find a monster - that is something we know we want to attack.
2105 * if its a door or barrel (can roll) see if there may be monsters
2106 * on the space
2107 */
2108 while (tmp)
2109 {
2110 if (tmp == op)
2111 {
2112 tmp = tmp->above;
2113 continue;
2114 }
2115 1948
2116 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2117 {
2118 mon = tmp;
2119 break;
2120 }
2121
2122 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2123 mon = tmp;
2124
2125 tmp = tmp->above;
2126 }
2127
2128 if (!mon) /* This happens anytime the player tries to move */
2129 return; /* into a wall */
2130
2131 if (mon->head)
2132 mon = mon->head;
2133
2134 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2135 if (player_attack_door (op, mon))
2136 return;
2137
2138 /* The following deals with possibly attacking peaceful
2139 * or frienddly creatures. Basically, all players are considered
2140 * unaggressive. If the moving player has peaceful set, then the
2141 * object should be pushed instead of attacked. It is assumed that
2142 * if you are braced, you will not attack friends accidently,
2143 * and thus will not push them.
2144 */
2145
2146 /* If the creature is a pet, push it even if the player is not
2147 * peaceful. Our assumption is the creature is a pet if the
2148 * player owns it and it is either friendly or unagressive.
2149 */
2150 if ((op->type == PLAYER)
2151#if COZY_SERVER
2152 &&
2153 ((mon->owner && mon->owner->contr
2154 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op)
2155#else
2156 && mon->owner == op
2157#endif
2158 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2159 {
2160 /* If we're braced, we don't want to switch places with it */
2161 if (op->contr->braced)
2162 return;
2163 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2164 (void) push_ob (mon, dir, op);
2165 if (op->contr->tmp_invis || op->hide)
2166 make_visible (op);
2167 return;
2168 }
2169
2170 /* in certain circumstances, you shouldn't attack friendly 1949 /* in certain circumstances, you shouldn't attack friendly
2171 * creatures. Note that if you are braced, you can't push 1950 * creatures. Note that if you are braced, you can't push
2172 * 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
2173 * attack them either. 1952 * attack them either.
2174 */ 1953 */
2175 if ((mon->type == PLAYER || mon->enemy != op) && 1954 if ((mon->type == PLAYER || mon->enemy != op)
2176 (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])
2177#ifdef PROHIBIT_PLAYERKILL
2178 (op->contr->peaceful 1956 && ((op->contr->peaceful
2179 || (mon->type == PLAYER 1957 || (mon->type == PLAYER && mon->contr->peaceful))
2180 && mon->contr->
2181 peaceful)) &&
2182#else
2183 op->contr->peaceful &&
2184#endif
2185 !on_battleground)) 1958 && !on_battleground))
1959 {
1960 if (op->speed_left > 0.f)
2186 { 1961 {
1962 --op->speed_left;
1963
2187 if (!op->contr->braced) 1964 if (!op->contr->braced)
2188 { 1965 {
2189 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 1966 op->play_sound (sound_find ("push_player"));
2190 (void) push_ob (mon, dir, op); 1967 push_ob (mon, dir, op);
2191 } 1968 }
2192 else 1969 else
2193 new_draw_info (0, 0, op, "You withhold your attack"); 1970 op->statusmsg ("You withhold your attack");
2194 1971
2195 if (op->contr->tmp_invis || op->hide) 1972 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
2196 make_visible (op); 1973 make_visible (op);
2197 }
2198 1974
1975 return true;
1976 }
1977 }
2199 /* If the object is a boulder or other rollable object, then 1978 /* If the object is a boulder or other rollable object, then
2200 * 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.
2201 */ 1980 */
2202 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)
2203 { 1984 {
1985 --op->speed_left;
1986
2204 recursive_roll (mon, dir, op); 1987 recursive_roll (mon, dir, op);
2205 if (action_makes_visible (op)) 1988 if (action_makes_visible (op))
2206 make_visible (op); 1989 make_visible (op);
2207 }
2208 1990
1991 return true;
1992 }
1993 }
2209 /* Any generic living creature. Including things like doors. 1994 /* Any generic living creature. Including things like doors.
2210 * 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
2211 * and be living. Then, it must be one of the following: 1996 * and be living. Then, it must be one of the following:
2212 * 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
2213 * 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.
2214 */ 1999 */
2215
2216 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2000 else if ((mon->stats.hp >= 0) && mon->flag [FLAG_ALIVE] &&
2217 ((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)))
2218 { 2002 {
2219 2003 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2220 /* If the player hasn't hit something this tick, and does
2221 * so, give them speed boost based on weapon speed. Doing
2222 * it here is better than process_players2, which basically
2223 * incurred a 1 tick offset.
2224 */
2225 if (!op->contr->has_hit)
2226 { 2004 {
2227 op->speed_left += op->speed / op->contr->weapon_sp; 2005 --op->contr->weapon_sp_left;
2228
2229 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2230 }
2231 2006
2232 skill_attack (mon, op, 0, 0, 0); 2007 skill_attack (mon, op, 0, 0, 0);
2233
2234 /* If attacking another player, that player gets automatic
2235 * hitback, and doesn't loose luck either.
2236 * Disable hitback on the battleground or if the target is
2237 * the wiz.
2238 */
2239 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2240 {
2241 short luck = mon->stats.luck;
2242
2243 mon->contr->has_hit = 1;
2244 skill_attack (op, mon, 0, 0, 0);
2245 mon->stats.luck = luck;
2246 }
2247 2008
2248 if (action_makes_visible (op)) 2009 if (action_makes_visible (op))
2249 make_visible (op); 2010 make_visible (op);
2250 }
2251 } /* if player should attack something */
2252}
2253 2011
2254int 2012 return true;
2013 }
2014 }
2015
2016 return false;
2017}
2018
2019bool
2255move_player (object *op, int dir) 2020move_player (object *op, int dir)
2256{ 2021{
2257 int pick; 2022 if (!op->map || op->map->state != MAP_ACTIVE)
2258
2259 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY)
2260 return 0; 2023 return 0;
2261 2024
2262 /* Sanity check: make sure dir is valid */ 2025 /* Sanity check: make sure dir is valid */
2263 if ((dir < 0) || (dir >= 9)) 2026 if (dir < 0 || dir > 8)
2264 { 2027 {
2265 LOG (llevError, "move_player: invalid direction %d\n", dir); 2028 LOG (llevError, "move_player: invalid direction %d\n", dir);
2266 return 0; 2029 return 0;
2267 } 2030 }
2268 2031
2269 /* peterm: added following line */ 2032 /* peterm: added following line */
2270 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2033 if (op->flag [FLAG_CONFUSED] && dir)
2271 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2034 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2272 2035
2273 op->facing = dir; 2036 op->facing = dir;
2274 2037
2275 if (op->hide) 2038 if (op->flag [FLAG_HIDDEN])
2276 do_hidden_move (op); 2039 do_hidden_move (op);
2277 2040
2041 bool retval;
2042 int pick = 0;
2043
2278 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2044 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2279 /*nop */ ; 2045 retval = RESULT_INT (0);
2280 else if (op->contr->fire_on) 2046 else if (op->contr->fire_on)
2281 fire (op, dir); 2047 retval = fire (op, dir);
2282 else 2048 else
2283 { 2049 {
2284 move_player_attack (op, dir); 2050 retval = move_player_attack (op, dir);
2285 pick = check_pick (op); 2051 pick = check_pick (op);
2286 } 2052 }
2287 2053
2288 /* 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
2289 * server can handle repeat firing. 2055 * server can handle repeat firing.
2296 /* Update how the player looks. Use the facing, so direction may 2062 /* Update how the player looks. Use the facing, so direction may
2297 * get reset to zero. This allows for full animation capabilities 2063 * get reset to zero. This allows for full animation capabilities
2298 * for players. 2064 * for players.
2299 */ 2065 */
2300 animate_object (op, op->facing); 2066 animate_object (op, op->facing);
2301 return 0; 2067
2068 return retval;
2302} 2069}
2303 2070
2304/* 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
2305 * new client/server stuff. 2072 * new client/server stuff.
2306 * 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
2307 * the new speed values for commands. 2074 * the new speed values for commands.
2308 * 2075 *
2309 * 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.
2310 */ 2079 */
2311int 2080bool
2312handle_newcs_player (object *op) 2081handle_newcs_player (object *op)
2313{ 2082{
2314 if (op->contr->hidden) 2083 if (op->flag [FLAG_SCARED])
2315 {
2316 op->invisible = 1000;
2317 /* the socket code flashes the player visible/invisible
2318 * depending on the value of invisible, so we need to
2319 * alternate it here for it to work correctly.
2320 */
2321 if (pticks & 2)
2322 op->invisible--;
2323 } 2084 {
2324 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS))) 2085 if (op->speed_left > 0.f)
2325 {
2326 op->invisible--;
2327 if (!op->invisible)
2328 {
2329 make_visible (op);
2330 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2331 } 2086 {
2332 }
2333
2334 if (QUERY_FLAG (op, FLAG_SCARED))
2335 {
2336 flee_player (op);
2337 /* If player is still scared, that is his action for this tick */
2338 if (QUERY_FLAG (op, FLAG_SCARED))
2339 {
2340 op->speed_left--; 2087 --op->speed_left;
2088 flee_player (op);
2089
2341 return 0; 2090 return true;
2342 } 2091 }
2092 else
2093 return false;
2343 } 2094 }
2344
2345 /* I've been seeing crashes where the golem has been destroyed, but
2346 * the player object still points to the defunct golem. The code that
2347 * destroys the golem looks correct, and it doesn't always happen, so
2348 * put this in a a workaround to clean up the golem pointer.
2349 */
2350 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2351 op->contr->ranges[range_golem] = 0;
2352 2095
2353 /* 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
2354 * the players time has been increased when doericserver has been 2097 * the players time has been increased when doericserver has been
2355 * called, so we recheck it here. 2098 * called, so we recheck it here.
2356 */ 2099 */
2357 //TODO: better than handling 8 commands, use some more intelligent rate-limiting 2100 if (op->contr->ns->handle_command ())
2358 for (int rep = 8; --rep && op->contr->ns->handle_command (); ) 2101 return true;
2359 ;
2360 2102
2361 if (op->speed_left < 0) 2103 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2104 return move_player (op, op->direction);
2105
2106 return false;
2107}
2108
2109static int
2110save_life (object *op)
2111{
2112 if (!op->flag [FLAG_LIFESAVE])
2362 return 0; 2113 return 0;
2363 2114
2364 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2365 {
2366 /* All move commands take 1 tick, at least for now */
2367 op->speed_left--;
2368
2369 /* Instead of all the stuff below, let move_player take care
2370 * of it. Also, some of the skill stuff is only put in
2371 * there, as well as the confusion stuff.
2372 */
2373 move_player (op, op->direction);
2374 if (op->speed_left > 0)
2375 return 1;
2376 else
2377 return 0;
2378 }
2379
2380 return 0;
2381}
2382
2383int
2384save_life (object *op)
2385{
2386 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2387 return 0;
2388
2389 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2115 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2390 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2116 if (tmp->flag [FLAG_APPLIED] && tmp->flag [FLAG_LIFESAVE])
2391 { 2117 {
2392 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2118 op->play_sound (sound_find ("ob_evaporate"));
2393 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));
2394 2120
2395 if (op->contr)
2396 esrv_del_item (op->contr, tmp->count);
2397
2398 tmp->destroy (); 2121 tmp->destroy ();
2399 CLEAR_FLAG (op, FLAG_LIFESAVE); 2122 op->clr_flag (FLAG_LIFESAVE);
2400 2123
2401 if (op->stats.hp < 0) 2124 if (op->stats.hp < 0)
2402 op->stats.hp = op->stats.maxhp; 2125 op->stats.hp = op->stats.maxhp;
2403 2126
2404 if (op->stats.food < 0) 2127 if (op->stats.food < 0)
2405 op->stats.food = 999; 2128 op->stats.food = MAX_FOOD;
2406 2129
2407 op->update_stats (); 2130 op->update_stats ();
2408 return 1; 2131 return 1;
2409 } 2132 }
2410 2133
2411 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2134 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2412 CLEAR_FLAG (op, FLAG_LIFESAVE); 2135 op->clr_flag (FLAG_LIFESAVE);
2413 enter_player_savebed (op); /* bring him home. */ 2136 enter_player_savebed (op); /* bring him home. */
2414 return 0; 2137 return 0;
2415} 2138}
2416 2139
2417/* 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
2418 * 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
2419 * 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
2420 * from. 2143 * from.
2421 */ 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
2422void 2161void
2423remove_unpaid_objects (object *op, object *env) 2162object::drop_unpaid_items ()
2424{ 2163{
2425 object *next; 2164 if (!flag [FLAG_REMOVED])
2426 2165 ::drop_unpaid_items (inv, this);
2427 while (op)
2428 {
2429 next = op->below; /* Make sure we have a good value, in case
2430 * we remove object 'op'
2431 */
2432 if (QUERY_FLAG (op, FLAG_UNPAID))
2433 {
2434 op->remove ();
2435 op->x = env->x;
2436 op->y = env->y;
2437 if (env->type == PLAYER)
2438 esrv_del_item (env->contr, op->count);
2439 insert_ob_in_map (op, env->map, NULL, 0);
2440 }
2441 else if (op->inv)
2442 remove_unpaid_objects (op->inv, env);
2443
2444 op = next;
2445 }
2446}
2447
2448/*
2449 * Returns pointer a static string containing gravestone text
2450 * Moved from apply.c to player.c - player.c is what
2451 * actually uses this function. player.c may not be quite the
2452 * best, a misc file for object actions is probably better,
2453 * but there isn't one in the server directory.
2454 */
2455char *
2456gravestone_text (object *op)
2457{
2458 static char buf2[MAX_BUF];
2459 char buf[MAX_BUF];
2460 time_t now = time (NULL);
2461
2462 strcpy (buf2, " R.I.P.\n\n");
2463 if (op->type == PLAYER)
2464 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2465 else
2466 sprintf (buf, "%s\n", &op->name);
2467
2468 strncat (buf2, " ", 20 - strlen (buf) / 2);
2469 strcat (buf2, buf);
2470 if (op->type == PLAYER)
2471 sprintf (buf, "who was in level %d when killed\n", op->level);
2472 else
2473 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2474
2475 strncat (buf2, " ", 20 - strlen (buf) / 2);
2476 strcat (buf2, buf);
2477 if (op->type == PLAYER)
2478 {
2479 sprintf (buf, "by %s.\n\n", op->contr->killer);
2480 strncat (buf2, " ", 21 - strlen (buf) / 2);
2481 strcat (buf2, buf);
2482 }
2483
2484 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2485 strncat (buf2, " ", 20 - strlen (buf) / 2);
2486 strcat (buf2, buf);
2487
2488 return buf2;
2489} 2166}
2490 2167
2491void 2168void
2492do_some_living (object *op) 2169do_some_living (object *op)
2493{ 2170{
2494 int last_food = op->stats.food; 2171 int last_food = op->stats.food;
2495 int gen_hp, gen_sp, gen_grace; 2172 int gen_hp, gen_sp, gen_grace;
2496 int over_hp, over_sp, over_grace;
2497 int i; 2173 int i;
2498 int rate_hp = 1200; 2174 int rate_hp = 1200;
2499 int rate_sp = 2500; 2175 int rate_sp = 2500;
2500 int rate_grace = 2000; 2176 int rate_grace = 2000;
2501 const int max_hp = 1; 2177 const int max_hp = 1;
2502 const int max_sp = 1; 2178 const int max_sp = 1;
2503 const int max_grace = 1; 2179 const int max_grace = 1;
2504 2180
2505 if (op->contr->outputs_sync) 2181 if (op->contr->hidden)
2182 {
2183 op->invisible = 1000;
2184 /* the socket code flashes the player visible/invisible
2185 * depending on the value of invisible, so we need to
2186 * alternate it here for it to work correctly.
2187 */
2188 if (server_tick & 2)
2189 op->invisible--;
2506 { 2190 }
2507 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2191 else if (op->invisible && !(op->flag [FLAG_MAKE_INVIS]))
2508 if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks) 2192 {
2509 flush_output_element (op, &op->contr->outputs[i]); 2193 if (!op->invisible--)
2194 {
2195 make_visible (op);
2196 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2197 }
2510 } 2198 }
2511 2199
2512 if (op->contr->ns->state == ST_PLAYING) 2200 if (op->contr->ns->state == ST_PLAYING)
2513 { 2201 {
2514 /* these next three if clauses make it possible to SLOW DOWN 2202 /* these next three if clauses make it possible to SLOW DOWN
2535 { 2223 {
2536 gen_grace = op->stats.maxgrace; 2224 gen_grace = op->stats.maxgrace;
2537 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2225 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2538 } 2226 }
2539 2227
2540 /* Regenerate Spell Points */ 2228 /* Regenerate Grace */
2541 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0) 2229 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2230 if (--op->last_grace < 0)
2542 { 2231 {
2543 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2544 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)
2545 { 2238 {
2546 op->stats.sp++; 2239 int over_grace = temp / rate_grace;
2547 /* dms do not consume food */ 2240
2548 if (!QUERY_FLAG (op, FLAG_WIZ)) 2241 if (over_grace > 0)
2549 { 2242 {
2550 op->stats.food--; 2243 op->stats.sp += over_grace + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > (temp % rate_grace)) ? -1 : 0;
2551 if (op->contr->digestion < 0) 2244 op->last_grace = 0;
2552 op->stats.food += op->contr->digestion;
2553 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2554 op->stats.food = last_food;
2555 } 2245 }
2246 else
2247 op->last_grace = rate_grace / temp;
2556 } 2248 }
2249 else
2250 op->last_grace = rate_grace / temp;
2557 2251
2558 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)
2559 { 2259 {
2560 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);
2561 if (over_sp > 0) 2261
2262 if (op->stats.sp < op->stats.maxsp)
2562 { 2263 {
2563 if (op->stats.sp < op->stats.maxsp) 2264 op->stats.sp++;
2265
2266 /* dms do not consume food */
2267 if (!op->flag [FLAG_WIZ])
2564 { 2268 {
2565 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2566
2567 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2568 op->stats.sp--; 2269 op->stats.food--;
2569 2270
2570 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))
2571 op->stats.sp = op->stats.maxsp; 2274 op->stats.food = last_food;
2572 } 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
2573 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);
2574 } 2298 }
2575 else 2299 else
2576 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);
2577 } 2301 }
2578 else
2579 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2580 }
2581 2302
2582 /* Regenerate Grace */ 2303 /* Regenerate Hit Points */
2583 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2584 if (--op->last_grace < 0) 2304 if (--op->last_heal < 0)
2585 {
2586 if (op->stats.grace < op->stats.maxgrace / 2)
2587 op->stats.grace++; /* no penalty in food for regaining grace */
2588
2589 if (max_grace > 1)
2590 { 2305 {
2591 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2306 if (op->stats.hp < op->stats.maxhp)
2592 if (over_grace > 0)
2593 { 2307 {
2594 op->stats.sp += over_grace 2308 op->stats.hp++;
2595 + (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;
2596 op->last_grace = 0; 2331 op->last_heal = 0;
2332 }
2333 else
2334 op->last_heal = rate_hp / temp;
2597 } 2335 }
2598 else 2336 else
2599 {
2600 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2601 }
2602 }
2603 else
2604 {
2605 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2606 }
2607 /* wearing stuff doesn't detract from grace generation. */
2608 }
2609
2610 /* Regenerate Hit Points */
2611 if (--op->last_heal < 0)
2612 {
2613 if (op->stats.hp < op->stats.maxhp)
2614 {
2615 op->stats.hp++;
2616 /* dms do not consume food */
2617 if (!QUERY_FLAG (op, FLAG_WIZ))
2618 {
2619 op->stats.food--;
2620 if (op->contr->digestion < 0)
2621 op->stats.food += op->contr->digestion;
2622 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2623 op->stats.food = last_food;
2624 }
2625 }
2626
2627 if (max_hp > 1)
2628 {
2629 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2630 if (over_hp > 0)
2631 {
2632 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2633 op->last_heal = 0; 2337 op->last_heal = rate_hp / temp;
2634 }
2635 else
2636 {
2637 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2638 }
2639 }
2640 else
2641 {
2642 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2643 } 2338 }
2644 } 2339 }
2645 2340
2646 /* Digestion */ 2341 /* Digestion */
2647 if (--op->last_eat < 0) 2342 if (--op->last_eat < 0)
2648 { 2343 {
2649#ifdef COZY_SERVER 2344 int bonus = max (0, op->contr->digestion),
2650 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion; 2345 penalty = max (0, -op->contr->digestion);
2651 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2652#else
2653 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2654#endif
2655 2346
2656 if (op->contr->gen_hp > 0)
2657 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);
2658 else
2659 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2660 2348
2661 /* dms do not consume food */ 2349 /* dms do not consume food */
2662 if (!QUERY_FLAG (op, FLAG_WIZ)) 2350 if (!op->flag [FLAG_WIZ])
2663 op->stats.food--; 2351 op->stats.food--;
2664 } 2352 }
2665 2353
2666 if (op->stats.food < 0 && op->stats.hp >= 0) 2354 if (op->stats.food < 0 && op->stats.hp >= 0)
2667 { 2355 {
2668 object *tmp, *flesh = 0; 2356 object *flesh = 0;
2669 2357
2670 for (tmp = op->inv; tmp; tmp = tmp->below) 2358 for_inv_removable (op, tmp)
2671 { 2359 {
2672 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)
2673 { 2364 {
2674 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2365 op->statusmsg ("You blindly grab for a bite of food. "
2675 { 2366 "H<To prevent you from starving, you ate some random item from your backpack.>");
2676 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2367 op->apply (tmp);
2677 manual_apply (op, tmp, 0); 2368
2678 if (op->stats.food >= 0 || op->stats.hp < 0) 2369 if (op->stats.food >= 0 || op->stats.hp < 0)
2679 break; 2370 break;
2680 } 2371 }
2681 else if (tmp->type == FLESH) 2372 else if (tmp->type == FLESH)
2682 flesh = tmp; 2373 flesh = tmp;
2683 } /* End if paid for object */ 2374 }
2684 } /* end of for loop */
2685 2375
2686 /* 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
2687 * eat flesh instead. 2377 * eat flesh instead.
2688 */ 2378 */
2689 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2379 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2690 { 2380 {
2691 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.>");
2692 manual_apply (op, flesh, 0); 2383 op->apply (flesh);
2693 } 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)
2694 } 2393 {
2394 op->stats.hp += op->stats.food;
2395 op->stats.food = 0;
2695 2396
2696 while (op->stats.food < 0 && op->stats.hp >= 0) 2397 if (op->stats.hp < 0)
2697 op->stats.food++, op->stats.hp--; 2398 {
2399 op->contr->killer = archetype::get ("killer_starvation");
2400 op->contr->killer->destroy ();
2401 }
2402 }
2698 2403
2404 /* killer should be set here already */
2699 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2405 if (op->stats.hp < 0 && !op->flag [FLAG_WIZ])
2700 kill_player (op); 2406 kill_player (op);
2701 } 2407 }
2702} 2408}
2703 2409
2704/* 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.
2707 * file. 2413 * file.
2708 */ 2414 */
2709void 2415void
2710kill_player (object *op) 2416kill_player (object *op)
2711{ 2417{
2712 char buf[MAX_BUF];
2713 int x, y; 2418 int x, y;
2714
2715 //int i;
2716 maptile *map; /* this is for resurrection */ 2419 maptile *map; /* this is for resurrection */
2717
2718 /* int z;
2719 int num_stats_lose;
2720 int lost_a_stat;
2721 int lose_this_stat;
2722 int this_stat; */
2723 int will_kill_again; 2420 int will_kill_again;
2724 archetype *at; 2421 archetype *at;
2725 object *tmp; 2422 object *tmp;
2726 2423
2727 if (save_life (op)) 2424 if (save_life (op))
2728 return; 2425 return;
2729 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 }
2730 2462
2731 /* 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
2732 * 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.
2733 * Look at op_on_battleground() for more info --AndreasV 2465 * Look at op_on_battleground() for more info --AndreasV
2734 */ 2466 */
2735 if (op_on_battleground (op, &x, &y)) 2467 if (op_on_battleground (op, &x, &y))
2736 { 2468 {
2737 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";
2738 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2739
2740 /* restore player */
2741 at = archetype::find ("poisoning");
2742 tmp = present_arch_in_ob (at, op);
2743 if (tmp)
2744 {
2745 tmp->destroy ();
2746 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2747 }
2748
2749 at = archetype::find ("confusion");
2750 tmp = present_arch_in_ob (at, op);
2751 if (tmp)
2752 {
2753 tmp->destroy ();
2754 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2755 }
2756
2757 cure_disease (op, 0); /* remove any disease */
2758 op->stats.hp = op->stats.maxhp;
2759 if (op->stats.food <= 0)
2760 op->stats.food = 999;
2761 2470
2762 /* create a bodypart-trophy to make the winner happy */ 2471 /* create a bodypart-trophy to make the winner happy */
2763 tmp = arch_to_object (archetype::find ("finger")); 2472 object *tmp = archetype::find (shstr_finger)->instance ();
2764 if (tmp != NULL) 2473
2765 { 2474 tmp->name = format ("%s's finger" , &op->name);
2766 sprintf (buf, "%s's finger", &op->name); 2475 tmp->name_pl = format ("%s's fingers", &op->name);
2767 tmp->name = buf; 2476 tmp->msg = format (
2768 sprintf (buf, " This finger has been cut off %s\n" 2477 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
2769 " the %s, when he was defeated at\n level %d by %s.\n", 2478 &op->name, op->contr->title,
2770 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2479 (int)op->level,
2771 tmp->msg = buf; 2480 op->contr->killer_name ()
2481 );
2772 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2482 tmp->value = 0, tmp->type = 0;
2773 tmp->materialname = NULL; 2483 tmp->material = name_to_material (shstr_organic);
2774 tmp->x = op->x, tmp->y = op->y; 2484 tmp->insert_at (op, tmp);
2775 insert_ob_in_map (tmp, op->map, op, 0);
2776 }
2777 2485
2778 /* teleport defeated player to new destination */ 2486 /* teleport defeated player to new destination */
2779 transfer_ob (op, x, y, 0, NULL); 2487 transfer_ob (op, x, y, 0, NULL);
2780 op->contr->braced = 0; 2488 op->contr->braced = 0;
2489
2490 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2781 return; 2491 return;
2782 } 2492 }
2783 2493
2494 deathtab << "You were killed by " << op->contr->killer_name () << ".\n\n";
2495 deathtab << "T<YOU HAVE DIED>\n\n";
2496
2784 INVOKE_PLAYER (DEATH, op->contr); 2497 INVOKE_PLAYER (DEATH, op->contr);
2785 2498
2786 command_kill_pets (op, 0); 2499 command_kill_pets (op, 0);
2787 2500
2788 if (op->stats.food < 0) 2501 op->contr->play_sound (sound_find ("player_dies"));
2789 {
2790 if (op->contr->explore)
2791 {
2792 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
2793 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2794 op->stats.food = 999;
2795 return;
2796 }
2797 sprintf (buf, "%s starved to death.", &op->name);
2798 strcpy (op->contr->killer, "starvation");
2799 }
2800 else
2801 {
2802 if (op->contr->explore)
2803 {
2804 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
2805 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2806 op->stats.hp = op->stats.maxhp;
2807 return;
2808 }
2809 sprintf (buf, "%s died.", &op->name);
2810 }
2811 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2812 2502
2813 /* save the map location for corpse, gravestone */ 2503 /* save the map location for corpse, gravestone */
2814 x = op->x; 2504 x = op->x;
2815 y = op->y; 2505 y = op->y;
2816 map = op->map; 2506 map = op->map;
2817
2818 2507
2819 /* NOT_PERMADEATH code. This basically brings the character back to 2508 /* NOT_PERMADEATH code. This basically brings the character back to
2820 * life if they are dead - it takes some exp and a random stat. 2509 * life if they are dead - it takes some exp and a random stat.
2821 * See the config.h file for a little more in depth detail about this. 2510 * See the config.h file for a little more in depth detail about this.
2822 */ 2511 */
2839 num_stats_lose = 1; 2528 num_stats_lose = 1;
2840 else 2529 else
2841 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO; 2530 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2842 } 2531 }
2843 else 2532 else
2844 {
2845 num_stats_lose = 1; 2533 num_stats_lose = 1;
2846 } 2534
2847 lost_a_stat = 0; 2535 lost_a_stat = 0;
2848 2536
2849 for (z = 0; z < num_stats_lose; z++) 2537 for (z = 0; z < num_stats_lose; z++)
2850 { 2538 {
2851 i = RANDOM () % NUM_STATS; 2539 i = rndm (NUM_STATS);
2852 2540
2853 if (settings.stat_loss_on_death) 2541 if (settings.stat_loss_on_death)
2854 { 2542 {
2855 /* 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
2856 * what he lost. 2544 * what he lost.
2863 lost_a_stat = 1; 2551 lost_a_stat = 1;
2864 } 2552 }
2865 else 2553 else
2866 { 2554 {
2867 /* deplete a stat */ 2555 /* deplete a stat */
2868 archetype *deparch = archetype::find ("depletion"); 2556 archetype *deparch = archetype::find (shstr_depletion);
2869 object *dep; 2557 object *dep;
2870 2558
2871 dep = present_arch_in_ob (deparch, op); 2559 dep = present_arch_in_ob (deparch, op);
2872 if (!dep) 2560 if (!dep)
2873 { 2561 {
2874 dep = arch_to_object (deparch); 2562 dep = deparch->instance ();
2875 insert_ob_in_ob (dep, op); 2563 insert_ob_in_ob (dep, op);
2876 } 2564 }
2877 lose_this_stat = 1; 2565 lose_this_stat = 1;
2878 if (settings.balanced_stat_loss) 2566 if (settings.balanced_stat_loss)
2879 { 2567 {
2907 } 2595 }
2908 } 2596 }
2909 2597
2910 if (lose_this_stat) 2598 if (lose_this_stat)
2911 { 2599 {
2912 this_stat = get_attr_value (&(dep->stats), i); 2600 this_stat = get_attr_value (&dep->stats, i);
2913 /* We could try to do something clever like find another 2601 /* We could try to do something clever like find another
2914 * stat to reduce if this fails. But chances are, if 2602 * stat to reduce if this fails. But chances are, if
2915 * stats have been depleted to -50, all are pretty low 2603 * stats have been depleted to -50, all are pretty low
2916 * 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
2917 * difference. 2605 * difference.
2918 */ 2606 */
2919 if (this_stat >= -50) 2607 if (this_stat >= -50)
2920 { 2608 {
2921 change_attr_value (&(dep->stats), i, -1); 2609 change_attr_value (&(dep->stats), i, -1);
2922 SET_FLAG (dep, FLAG_APPLIED); 2610 dep->set_flag (FLAG_APPLIED);
2923 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2611 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2924 op->update_stats (); 2612 op->update_stats ();
2925 lost_a_stat = 1; 2613 lost_a_stat = 1;
2926 } 2614 }
2927 } 2615 }
2928 } 2616 }
2929 } 2617 }
2618
2930 /* If no stat lost, tell the player. */ 2619 /* If no stat lost, tell the player. */
2931 if (!lost_a_stat) 2620 if (!lost_a_stat)
2932 { 2621 {
2933 /* determine_god() seems to not work sometimes... why is this? 2622 /* determine_god() seems to not work sometimes... why is this?
2934 Should I be using something else? GD */ 2623 Should I be using something else? GD */
2935 const char *god = determine_god (op); 2624 shstr_tmp god = determine_god (op);
2936 2625
2937 if (god && (strcmp (god, "none"))) 2626 if (god != shstr_none)
2938 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";
2939 else 2628 else
2940 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";
2941 } 2630 }
2942#else 2631#else
2943 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.";
2944#endif 2633#endif
2945 2634
2946 /* Put a gravestone up where the character 'almost' died. List the 2635 /* Put a gravestone up where the character 'almost' died. List the
2947 * exp loss on the stone. 2636 * exp loss on the stone.
2948 */ 2637 */
2949 tmp = arch_to_object (archetype::find ("gravestone")); 2638 tmp = archetype::find (shstr_gravestone)->instance ();
2950 sprintf (buf, "%s's gravestone", &op->name); 2639 tmp->name = format ("%s's gravestone", &op->name);
2951 tmp->name = buf; 2640 tmp->name_pl = format ("%s's gravestones", &op->name);
2952 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",
2953 tmp->name_pl = buf; 2642 &op->name, op->contr->title, op->contr->killer_name ());
2954 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);
2955 tmp->msg = buf;
2956 tmp->x = op->x, tmp->y = op->y; 2643 tmp->x = op->x, tmp->y = op->y;
2957 insert_ob_in_map (tmp, op->map, NULL, 0); 2644 insert_ob_in_map (tmp, op->map, NULL, 0);
2958 2645
2959 /**************************************/ 2646 /**************************************/
2960 /* */ 2647 /* */
2961 /* Subtract the experience points, */ 2648 /* Subtract the experience points, */
2962 /* if we died cause of food, give us */
2963 /* food, and reset HP's... */
2964 /* */ 2649 /* */
2965 /**************************************/ 2650 /**************************************/
2966 2651
2967 /* remove any poisoning and confusion the character may be suffering. */
2968 /* restore player */
2969 at = archetype::find ("poisoning");
2970 tmp = present_arch_in_ob (at, op);
2971
2972 if (tmp)
2973 {
2974 tmp->destroy ();
2975 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2976 }
2977
2978 at = archetype::find ("confusion");
2979 tmp = present_arch_in_ob (at, op);
2980 if (tmp)
2981 {
2982 tmp->destroy ();
2983 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2984 }
2985
2986 cure_disease (op, 0); /* remove any disease */
2987
2988 /*add_exp(op, (op->stats.exp * -0.20)); */ 2652 /*add_exp(op, (op->stats.exp * -0.20)); */
2989 apply_death_exp_penalty (op); 2653 apply_death_exp_penalty (op);
2990 if (op->stats.food < 100)
2991 op->stats.food = 900;
2992 op->stats.hp = op->stats.maxhp;
2993 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2994 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2995 2654
2996 /* 2655 /*
2997 * Check to see if the player is in a shop. IF so, then check to see if
2998 * the player has any unpaid items. If so, remove them and put them back 2656 * Check to see if the player has any unpaid items. If so, remove them
2999 * in the map. 2657 * and put them back in the map.
3000 */ 2658 */
3001 2659 op->drop_unpaid_items ();
3002 if (is_in_shop (op))
3003 remove_unpaid_objects (op->inv, op);
3004 2660
3005 /****************************************/ 2661 /****************************************/
3006 /* */ 2662 /* */
3007 /* Move player to his current respawn- */ 2663 /* Move player to his current respawn- */
3008 /* position (usually last savebed) */ 2664 /* position (usually last savebed) */
3009 /* */ 2665 /* */
3010 /****************************************/ 2666 /****************************************/
3011 2667
3012 enter_player_savebed (op); 2668 enter_player_savebed (op);
3013 2669
3014 /* Save the player before inserting the force to reduce
3015 * chance of abuse.
3016 */
3017 op->contr->braced = 0; 2670 op->contr->braced = 0;
3018 op->contr->save ();
3019 2671
3020 /* it is possible that the player has blown something up 2672 /* it is possible that the player has blown something up
3021 * at his savebed location, and that can have long lasting 2673 * at his savebed location, and that can have long lasting
3022 * spell effects. So first see if there is a spell effect 2674 * spell effects. So first see if there is a spell effect
3023 * on the space that might harm the player. 2675 * on the space that might harm the player.
3030 if (will_kill_again) 2682 if (will_kill_again)
3031 { 2683 {
3032 object *force; 2684 object *force;
3033 int at; 2685 int at;
3034 2686
3035 force = get_archetype (FORCE_NAME); 2687 force = archetype::get (FORCE_NAME);
3036 /* 50 ticks should be enough time for the spell to abate */ 2688 /* 50 ticks should be enough time for the spell to abate */
3037 force->speed = 0.1;
3038 force->speed_left = -5.0; 2689 force->speed_left = -5.f;
3039 SET_FLAG (force, FLAG_APPLIED); 2690 force->set_speed (0.1f);
2691 force->set_flag (FLAG_APPLIED);
2692
3040 for (at = 0; at < NROFATTACKS; at++) 2693 for (at = 0; at < NROFATTACKS; at++)
3041 if (will_kill_again & (1 << at)) 2694 if (will_kill_again & (1 << at))
3042 force->resist[at] = 100; 2695 force->resist[at] = 100;
3043 2696
3044 insert_ob_in_ob (force, op); 2697 insert_ob_in_ob (force, op);
3045 op->update_stats (); 2698 op->update_stats ();
3046
3047 } 2699 }
3048 2700
3049 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2701 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
3050} 2702}
3051 2703
3052void 2704static void
3053loot_object (object *op) 2705loot_object (object *op)
3054{ /* Grab and destroy some treasure */ 2706{ /* Grab and destroy some treasure */
3055 object *tmp, *tmp2, *next; 2707 object *tmp, *tmp2, *next;
3056 2708
3057 if (op->container) 2709 op->close_container (); /* close open sack first */
3058 esrv_apply_container (op, op->container); /* close open sack first */
3059 2710
3060 for (tmp = op->inv; tmp; tmp = next) 2711 for (tmp = op->inv; tmp; tmp = next)
3061 { 2712 {
3062 next = tmp->below; 2713 next = tmp->below;
3063 2714
3064 if (tmp->invisible) 2715 if (tmp->invisible)
3065 continue; 2716 continue;
3066 2717
3067 tmp->remove (); 2718 tmp->remove ();
3068 tmp->x = op->x, tmp->y = op->y; 2719 tmp->x = op->x, tmp->y = op->y;
2720
3069 if (tmp->type == CONTAINER) 2721 if (tmp->type == CONTAINER)
3070 { /* empty container to ground */ 2722 loot_object (tmp); /* empty container to ground */
3071 loot_object (tmp); 2723
3072 } 2724 if (!tmp->flag [FLAG_UNIQUE] && (tmp->flag [FLAG_STARTEQUIP] || tmp->flag [FLAG_NO_DROP] || !(rndm (3))))
3073 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3)))
3074 { 2725 {
3075 if (tmp->nrof > 1) 2726 if (tmp->nrof > 1)
3076 { 2727 {
3077 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2728 tmp->decrease (rndm (1, tmp->nrof - 1));
3078 tmp2->destroy ();
3079 insert_ob_in_map (tmp, op->map, NULL, 0); 2729 insert_ob_in_map (tmp, op->map, NULL, 0);
3080 } 2730 }
3081 else 2731 else
3082 tmp->destroy (); 2732 tmp->destroy ();
3083 } 2733 }
3089/* 2739/*
3090 * fix_weight(): Check recursively the weight of all players, and fix 2740 * fix_weight(): Check recursively the weight of all players, and fix
3091 * 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
3092 * was changed. 2742 * was changed.
3093 */ 2743 */
3094
3095void 2744void
3096fix_weight (void) 2745fix_weight ()
3097{ 2746{
3098 for (player *pl = first_player; pl; pl = pl->next) 2747 for_all_players (pl)
3099 { 2748 {
3100 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2749 sint32 old = pl->ob->carrying;
3101 2750
3102 if (old == sum) 2751 pl->ob->update_weight ();
3103 continue; 2752
2753 if (old != pl->ob->carrying)
2754 {
3104 pl->ob->update_stats (); 2755 pl->ob->update_stats ();
3105 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 }
3106 } 2758 }
3107} 2759}
3108 2760
3109void 2761void
3110fix_luck (void) 2762fix_luck ()
3111{ 2763{
3112 for (player *pl = first_player; pl; pl = pl->next) 2764 for_all_players (pl)
3113 if (!pl->ob->contr->ns->state) 2765 if (!pl->ob->contr->ns->state)
3114 pl->ob->change_luck (0); 2766 pl->ob->change_luck (0);
3115} 2767}
3116 2768
3117/* cast_dust() - handles op throwing objects of type 'DUST'. 2769/* cast_dust() - handles op throwing objects of type 'DUST'.
3152} 2804}
3153 2805
3154void 2806void
3155make_visible (object *op) 2807make_visible (object *op)
3156{ 2808{
3157 op->hide = 0; 2809 op->flag [FLAG_HIDDEN] = 0;
3158 op->invisible = 0; 2810 op->invisible = 0;
2811
3159 if (op->type == PLAYER) 2812 if (op->type == PLAYER)
3160 { 2813 {
3161 op->contr->tmp_invis = 0; 2814 op->contr->tmp_invis = 0;
3162 op->contr->invis_race = 0; 2815 op->contr->invis_race = 0;
3163 } 2816 }
2817
3164 update_object (op, UP_OBJ_FACE); 2818 update_object (op, UP_OBJ_CHANGE);
3165} 2819}
3166 2820
3167int 2821int
3168is_true_undead (object *op) 2822is_true_undead (object *op)
3169{ 2823{
3170 object *tmp = NULL; 2824 if (op->arch->flag [FLAG_UNDEAD])
3171
3172 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3173 return 1; 2825 return 1;
3174 2826
3175 return 0; 2827 return 0;
3176} 2828}
3177 2829
3178/* look at the surrounding terrain to determine 2830/* look at the surrounding terrain to determine
3179 * the hideability of this object. Positive levels 2831 * the hideability of this object. Positive levels
3180 * indicate greater hideability. 2832 * indicate greater hideability.
3181 */ 2833 */
3182
3183int 2834int
3184hideability (object *ob) 2835hideability (object *ob)
3185{ 2836{
3186 int i, level = 0, mflag; 2837 int i, level = 0, mflag;
3187 sint16 x, y; 2838 sint16 x, y;
3188 2839
3189 if (!ob || !ob->map) 2840 if (!ob || !ob->map)
3190 return 0; 2841 return 0;
3191 2842
3192 /* so, on normal lighted maps, its hard to hide */ 2843 /* so, on normal lighted maps, its hard to hide */
3193 level = ob->map->darkness - 2; 2844 level = ob->map->darklevel () - 2;
3194 2845
3195 /* this also picks up whether the object is glowing. 2846 /* this also picks up whether the object is glowing.
3196 * 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
3197 * as bad as carrying a light on a pitch dark map */ 2848 * as bad as carrying a light on a pitch dark map */
3198 if (has_carried_lights (ob)) 2849 if (ob->has_carried_lights ())
3199 level = -(10 + (2 * ob->map->darkness)); 2850 level = -(10 + (2 * ob->map->darklevel ()));
3200 2851
3201 /* scan through all nearby squares for terrain to hide in */ 2852 /* scan through all nearby squares for terrain to hide in */
3202 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])
3203 { 2856 {
3204 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); 2857 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3205 if (mflag & P_OUT_OF_MAP) 2858 if (mflag & P_OUT_OF_MAP)
3206 {
3207 continue; 2859 continue;
3208 } 2860
3209 if (mflag & P_BLOCKSVIEW) /* something to hide near! */ 2861 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3210 level += 2; 2862 level += 2;
3211 else /* open terrain! */ 2863 else /* open terrain! */
3212 level -= 1; 2864 level -= 1;
3213 } 2865 }
3221/* For Hidden creatures - a chance of becoming 'unhidden' 2873/* For Hidden creatures - a chance of becoming 'unhidden'
3222 * every time they move - as we subtract off 'invisibility' 2874 * every time they move - as we subtract off 'invisibility'
3223 * AND, for players, if they move into a ridiculously unhideable 2875 * AND, for players, if they move into a ridiculously unhideable
3224 * spot (surrounded by clear terrain in broad daylight). -b.t. 2876 * spot (surrounded by clear terrain in broad daylight). -b.t.
3225 */ 2877 */
3226
3227void 2878void
3228do_hidden_move (object *op) 2879do_hidden_move (object *op)
3229{ 2880{
3230 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 2881 int hide = 0;
3231 object *skop;
3232 2882
3233 if (!op || !op->map) 2883 if (!op || !op->map)
3234 return; 2884 return;
3235 2885
3236 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);
3237 2888
3238 /* 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! */
3239 if (op->type == PLAYER && op->contr->run_on) 2890 if (op->type == PLAYER && op->contr->run_on)
3240 {
3241 if (!skop || num >= skop->level) 2891 if (!skop || num >= skop->level)
3242 { 2892 {
3243 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!"); 2893 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3244 make_visible (op); 2894 make_visible (op);
3245 return; 2895 return;
3246 } 2896 }
3247 else 2897 else
3248 num += 20; 2898 num += 20;
3249 } 2899
3250 num += op->map->difficulty; 2900 num += op->map->difficulty;
3251 hide = hideability (op); /* modify by terrain hidden level */ 2901 hide = hideability (op); /* modify by terrain hidden level */
3252 num -= hide; 2902 num -= hide;
2903
3253 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 2904 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3254 { 2905 {
3255 make_visible (op); 2906 make_visible (op);
2907
3256 if (op->type == PLAYER) 2908 if (op->type == PLAYER)
3257 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!");
3258 } 2910 }
3259 else if (op->type == PLAYER && skop) 2911 else if (op->type == PLAYER && skop)
3260 {
3261 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);
3262 }
3263} 2913}
3264 2914
3265/* determine if who is standing near a hostile creature. */ 2915/* determine if who is standing near a hostile creature. */
3266 2916
3267int 2917int
3277 2927
3278 if (who->type == PLAYER) 2928 if (who->type == PLAYER)
3279 player = 1; 2929 player = 1;
3280 2930
3281 else 2931 else
3282 friendly = QUERY_FLAG (who, FLAG_FRIENDLY); 2932 friendly = who->flag [FLAG_FRIENDLY];
3283 2933
3284 /* search adjacent squares */ 2934 /* search adjacent squares */
3285 for (i = 1; i < 9; i++) 2935 for (i = 1; i < 9; i++)
3286 { 2936 {
3287 x = who->x + freearr_x[i]; 2937 x = who->x + freearr_x[i];
3296 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)))
3297 continue; 2947 continue;
3298 2948
3299 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)
3300 { 2950 {
3301 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])
3302 return 1; 2952 return 1;
3303 else if (tmp->type == PLAYER) 2953 else if (tmp->type == PLAYER)
3304 { 2954 {
3305 /*don't let a hidden DM prevent you from hiding */ 2955 /*don't let a hidden DM prevent you from hiding */
3306 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0) 2956 if (!tmp->flag [FLAG_WIZ] || tmp->contr->hidden == 0)
3307 return 1; 2957 return 1;
3308 } 2958 }
3309 } 2959 }
3310 } 2960 }
3311 return 0; 2961 return 0;
3315 * object op. This function works fine for monsters, 2965 * object op. This function works fine for monsters,
3316 * 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
3317 * a pile (say a coin under a table would return "viewable" 2967 * a pile (say a coin under a table would return "viewable"
3318 * by this routine). Another question, should we be 2968 * by this routine). Another question, should we be
3319 * concerned with the direction the player is looking 2969 * concerned with the direction the player is looking
3320 * in? Realistically, most of use cant see stuff behind 2970 * in? Realistically, most of us can't see stuff behind
3321 * our backs...on the other hand, does the "facing" direction 2971 * our backs...on the other hand, does the "facing" direction
3322 * imply the way your head, or body is facing? Its possible 2972 * imply the way your head, or body is facing? It's possible
3323 * 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.
3324 * -b.t. 2974 * -b.t.
3325 * This function is now map tiling safe. 2975 * This function is now map tiling safe.
3326 */ 2976 */
3327
3328int 2977int
3329player_can_view (object *pl, object *op) 2978player_can_view (object *pl, object *op)
3330{ 2979{
3331 rv_vector rv; 2980 rv_vector rv;
3332 int dx, dy; 2981 int dx, dy;
3334 if (pl->type != PLAYER) 2983 if (pl->type != PLAYER)
3335 { 2984 {
3336 LOG (llevError, "player_can_view() called for non-player object\n"); 2985 LOG (llevError, "player_can_view() called for non-player object\n");
3337 return -1; 2986 return -1;
3338 } 2987 }
2988
3339 if (!pl || !op) 2989 if (!pl || !op)
3340 return 0; 2990 return 0;
3341 2991
3342 if (op->head)
3343 {
3344 op = op->head; 2992 op = op->head_ ();
3345 } 2993
3346 get_rangevector (pl, op, &rv, 0x1); 2994 get_rangevector (pl, op, &rv, 0x1);
3347 2995
3348 /* starting with the 'head' part, lets loop 2996 /* starting with the 'head' part, lets loop
3349 * through the object and find if it has any 2997 * through the object and find if it has any
3350 * part that is in the los array but isnt on 2998 * part that is in the los array but isn't on
3351 * a blocked los square. 2999 * a blocked los square.
3352 * we use the archetype to figure out offsets. 3000 * we use the archetype to figure out offsets.
3353 */ 3001 */
3354 while (op) 3002 while (op)
3355 { 3003 {
3356 dx = rv.distance_x + op->arch->clone.x; 3004 dx = rv.distance_x + op->arch->x;
3357 dy = rv.distance_y + op->arch->clone.y; 3005 dy = rv.distance_y + op->arch->y;
3358 3006
3359 /* only the viewable area the player sees is updated by LOS 3007 if (pl->contr->blocked_los (dx, dy) != LOS_BLOCKED)
3360 * code, so we need to restrict ourselves to that range of values
3361 * for any meaningful values.
3362 */
3363 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3364 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3365 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3366 return 1; 3008 return 1;
3009
3367 op = op->more; 3010 op = op->more;
3368 } 3011 }
3369 return 0;
3370}
3371 3012
3372/* routine for both players and monsters. We call this when
3373 * there is a possibility for our action distrubing our hiding
3374 * place or invisiblity spell. Artefact invisiblity is not
3375 * effected by this. If we arent invisible to begin with, we
3376 * return 0.
3377 */
3378int
3379action_makes_visible (object *op)
3380{
3381
3382 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3383 {
3384 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3385 return 0;
3386
3387 if (op->contr && op->contr->tmp_invis == 0)
3388 return 0;
3389
3390 /* If monsters, they should become visible */
3391 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3392 {
3393 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3394 return 1;
3395 }
3396 }
3397 return 0; 3013 return 0;
3398} 3014}
3399 3015
3400/* op_on_battleground - checks if the given object op (usually 3016/* op_on_battleground - checks if the given object op (usually
3401 * a player) is standing on a valid battleground-tile, 3017 * a player) is standing on a valid battleground-tile,
3406 * 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
3407 */ 3023 */
3408int 3024int
3409op_on_battleground (object *op, int *x, int *y) 3025op_on_battleground (object *op, int *x, int *y)
3410{ 3026{
3411 object *tmp;
3412
3413 /* A battleground-tile needs the following attributes to be valid: 3027 /* A battleground-tile needs the following attributes to be valid:
3414 * 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),
3415 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3029 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3416 * and the exit-coordinates sp/hp must both be > 0. 3030 * and the exit-coordinates sp/hp must both be > 0.
3417 * => The intention here is to prevent abuse of the battleground- 3031 * => The intention here is to prevent abuse of the battleground-
3418 * feature (like pickable or hidden battleground tiles). */ 3032 * feature (like pickable or hidden battleground tiles). */
3419 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3033 for (object *tmp = op->below; tmp; tmp = tmp->below)
3420 { 3034 {
3421 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3035 if (tmp->flag [FLAG_IS_FLOOR])
3422 { 3036 {
3423 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3037 if (tmp->flag [FLAG_NO_PICK]
3424 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))
3425 { 3041 {
3426 /*before we assign the exit, check if this is a teambattle */ 3042 /* before we assign the exit, check if this is a teambattle */
3427 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))
3428 {
3429 object *invtmp;
3430
3431 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)
3432 { 3046 {
3433 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3434 {
3435 if (x != NULL && y != NULL) 3047 if (x && y)
3436 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3048 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3049
3437 return 1; 3050 return 1;
3438 }
3439 } 3051 }
3440 } 3052
3441 if (x != NULL && y != NULL) 3053 if (x && y)
3442 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3054 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3055
3443 return 1; 3056 return 1;
3444 } 3057 }
3445 } 3058 }
3446 } 3059 }
3060
3447 /* If we got here, did not find a battleground */ 3061 /* If we got here, did not find a battleground */
3448 return 0; 3062 return 0;
3449} 3063}
3450 3064
3451/* 3065/*
3467 char buf[MAX_BUF]; /* tmp. string buffer */ 3081 char buf[MAX_BUF]; /* tmp. string buffer */
3468 int i = 0, j = 0; 3082 int i = 0, j = 0;
3469 3083
3470 /* get the appropriate treasurelist */ 3084 /* get the appropriate treasurelist */
3471 if (atnr == ATNR_FIRE) 3085 if (atnr == ATNR_FIRE)
3472 trlist = find_treasurelist ("dragon_ability_fire"); 3086 trlist = treasurelist::find (shstr_dragon_ability_fire);
3473 else if (atnr == ATNR_COLD) 3087 else if (atnr == ATNR_COLD)
3474 trlist = find_treasurelist ("dragon_ability_cold"); 3088 trlist = treasurelist::find (shstr_dragon_ability_cold);
3475 else if (atnr == ATNR_ELECTRICITY) 3089 else if (atnr == ATNR_ELECTRICITY)
3476 trlist = find_treasurelist ("dragon_ability_elec"); 3090 trlist = treasurelist::find (shstr_dragon_ability_elec);
3477 else if (atnr == ATNR_POISON) 3091 else if (atnr == ATNR_POISON)
3478 trlist = find_treasurelist ("dragon_ability_poison"); 3092 trlist = treasurelist::find (shstr_dragon_ability_poison);
3479 3093
3480 if (trlist == NULL || who->type != PLAYER) 3094 if (trlist == NULL || who->type != PLAYER)
3481 return; 3095 return;
3482 3096
3483 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++);
3484 3098
3485 if (tr == NULL || tr->item == NULL) 3099 if (!tr || !tr->item)
3486 { 3100 {
3487 /* 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]); */
3488 return; 3102 return;
3489 } 3103 }
3490 3104
3491 /* everything seems okay - now bring on the gift: */ 3105 /* everything seems okay - now bring on the gift: */
3492 item = &(tr->item->clone); 3106 item = tr->item;
3493 3107
3494 if (item->type == SPELL) 3108 if (item->type == SPELL)
3495 { 3109 {
3496 if (check_spell_known (who, item->name)) 3110 if (check_spell_known (who, item->name))
3497 return; 3111 return;
3556 { 3170 {
3557 /* forces in the treasurelist can alter the player's stats */ 3171 /* forces in the treasurelist can alter the player's stats */
3558 object *skin; 3172 object *skin;
3559 3173
3560 /* first get the dragon skin force */ 3174 /* first get the dragon skin force */
3561 shstr_cmp dragon_skin_force ("dragon_skin_force");
3562 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)
3563 ; 3176 ;
3564 3177
3565 if (!skin) 3178 if (!skin)
3566 return; 3179 return;
3567 3180
3581 else 3194 else
3582 j = 1; 3195 j = 1;
3583 strcat (buf, spellpathnames[i]); 3196 strcat (buf, spellpathnames[i]);
3584 } 3197 }
3585 } 3198 }
3199
3586 strcat (buf, "."); 3200 strcat (buf, ".");
3587 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf); 3201 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3588 } 3202 }
3589 3203
3590 /* evtl. adding flags: */ 3204 /* evtl. adding flags: */
3591 if (QUERY_FLAG (item, FLAG_XRAYS)) 3205 if (item->flag [FLAG_XRAYS])
3592 SET_FLAG (skin, FLAG_XRAYS); 3206 skin->set_flag (FLAG_XRAYS);
3593 if (QUERY_FLAG (item, FLAG_STEALTH)) 3207 if (item->flag [FLAG_STEALTH])
3594 SET_FLAG (skin, FLAG_STEALTH); 3208 skin->set_flag (FLAG_STEALTH);
3595 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK)) 3209 if (item->flag [FLAG_SEE_IN_DARK])
3596 SET_FLAG (skin, FLAG_SEE_IN_DARK); 3210 skin->set_flag (FLAG_SEE_IN_DARK);
3597 3211
3598 /* print message if there is one */ 3212 /* print message if there is one */
3599 if (item->msg != NULL) 3213 if (item->msg != NULL)
3600 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg); 3214 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3601 } 3215 }
3602 else 3216 else
3603 { 3217 {
3604 /* generate misc. treasure */ 3218 /* generate misc. treasure */
3605 tmp = arch_to_object (tr->item); 3219 tmp = tr->item->instance ();
3606 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));
3607 tmp = insert_ob_in_ob (tmp, who); 3221 who->insert (tmp);
3608 if (who->type == PLAYER)
3609 esrv_send_item (who, tmp);
3610 } 3222 }
3611} 3223}
3612 3224
3613/** 3225//-GPL
3614 * Unready an object for a player. This function does nothing if the object was 3226
3615 * not readied. 3227sint8
3616 */ 3228player::darkness_at (maptile *map, int x, int y) const
3229{
3230 if (!ns)
3231 return LOS_BLOCKED;
3232
3233 int 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
3617void 3243void
3618player_unready_range_ob (player *pl, object *ob) 3244player::infobox (const char *title, const char *msg, int color)
3619{ 3245{
3620 rangetype i; 3246 send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3621
3622 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1))
3623 {
3624 if (pl->ranges[i] == ob)
3625 {
3626 pl->ranges[i] = NULL;
3627 if (pl->shoottype == i)
3628 {
3629 pl->shoottype = range_none;
3630 }
3631 }
3632 }
3633} 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)
3266 return;
3267
3268 va_list ap;
3269 va_start (ap, format);
3270 contr->failmsg (vformat (format, ap));
3271 va_end (ap);
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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