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Comparing deliantra/server/server/player.C (file contents):
Revision 1.57 by root, Sat Dec 23 06:21:02 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); 47}
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);
169} 82}
170 83
171// connect the player with a specific client 84// connect the player with a specific client
172// also changed, rationalises, and fixes some incorrect settings 85// also changes, rationalises, and fixes some incorrect settings
173void 86void
174player::connect (client *ns) 87player::connect (client *ns)
175{ 88{
176 this->ns = ns; 89 this->ns = ns;
177 ns->pl = this; 90 ns->pl = this;
178 91
179 next = first_player; 92 run_on = 0;
180 first_player = this; 93 fire_on = 0;
94 ob->close_container (); //TODO: client-specific
181 95
182 ns->update_look = 0; 96 ns->update_look = 0;
183 ns->look_position = 0; 97 ns->look_position = 0;
184 98
185 clear_los (ob); 99 clear_los ();
100
101 ns->reset_stats ();
186 102
187 /* make sure he's a player -- needed because of class change. */ 103 /* make sure he's a player -- needed because of class change. */
188 ob->type = PLAYER; // we are paranoid 104 ob->type = PLAYER; // we are paranoid
189 ob->race = ob->arch->clone.race; 105 ob->race = ob->arch->race;
190 106
191 if (!legal_range (ob, shoottype))
192 shoottype = range_none;
193
194 ob->carrying = sum_weight (ob);
195 link_player_skills (ob);
196
197 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
198 ob->update_stats (); 107 ob->update_weight ();
199 update_ob_speed (ob); 108 link_skills ();
200 109
201 assign (title, ob->arch->clone.name); 110 assign (title, ob->arch->object::name);
202
203 /* can_use_shield is a new flag. However, the can_use.. seems to largely come
204 * from the class, and not race. I don't see any way to get the class information
205 * to then update this. I don't think this will actually break anything - anyone
206 * that can use armour should be able to use a shield. What this may 'break'
207 * are features new characters get, eg, if someone starts up with a Q, they
208 * should be able to use a shield. However, old Q's won't get that advantage.
209 */
210 if (QUERY_FLAG (ob, FLAG_USE_ARMOUR))
211 SET_FLAG (ob, FLAG_USE_SHIELD);
212 111
213 /* if it's a dragon player, set the correct title here */ 112 /* if it's a dragon player, set the correct title here */
214 if (is_dragon_pl (ob)) 113 if (ob->is_dragon ())
215 { 114 {
216 object *tmp, *abil = 0, *skin = 0; 115 object *tmp, *abil = 0, *skin = 0;
217
218 shstr_cmp dragon_ability_force ("dragon_ability_force");
219 shstr_cmp dragon_skin_force ("dragon_skin_force");
220 116
221 for (tmp = ob->inv; tmp; tmp = tmp->below) 117 for (tmp = ob->inv; tmp; tmp = tmp->below)
222 if (tmp->type == FORCE) 118 if (tmp->type == FORCE)
223 if (tmp->arch->name == dragon_ability_force) 119 if (tmp->arch->archname == shstr_dragon_ability_force)
224 abil = tmp; 120 abil = tmp;
225 else if (tmp->arch->name == dragon_skin_force) 121 else if (tmp->arch->archname == shstr_dragon_skin_force)
226 skin = tmp; 122 skin = tmp;
227 123
228 set_dragon_name (ob, abil, skin); 124 set_dragon_name (ob, abil, skin);
229 } 125 }
230 126
231 CLEAR_FLAG (ob, FLAG_FRIENDLY);
232 add_friendly_object (ob);
233
234 LOG (llevInfo, "LOGIN: Player named %s from ip %s\n", &ob->name, ns->host);
235
236 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 127 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
237 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 ();
238 137
239 ns->floorbox_update (); 138 ns->floorbox_update ();
240
241 esrv_new_player (this, ob->weight + ob->carrying);
242 esrv_send_inventory (ob, ob); 139 esrv_send_inventory (ob, ob);
243 esrv_add_spells (this, 0); 140 esrv_add_spells (this, 0);
244 141
245 enter_exit (ob, 0); 142 activate ();
246 143
247// send_rules (ob);//TODO 144 INVOKE_PLAYER (CONNECT, this);
248// send_news (ob);//TODO
249// display_motd (ob);//TODO
250 INVOKE_PLAYER (LOGIN, this); 145 INVOKE_PLAYER (LOGIN, this);
251} 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
252 177
253// the need for this function can be explained 178// the need for this function can be explained
254// by load_object not returning the object 179// by load_object not returning the object
255void 180void
256player::set_object (object *op) 181player::set_object (object *op)
257{ 182{
258 ob = op; 183 ob = observe = viewpoint = op;
259 ob->contr = this; /* this aren't yet in archetype */ 184 ob->contr = this; /* this aren't yet in archetype */
260 185
186 ob->speed = 1.0f; // object still inactive, keep it that way
261 ob->speed_left = 0.5; 187 ob->speed_left = 0.5f;
262 ob->speed = 1.0; 188
263 ob->direction = 5; /* So player faces south */ 189 ob->direction = 5; /* So player faces south */
264 ob->stats.wc = 2;
265 ob->run_away = 25; /* Then we panick... */
266
267 set_first_map (ob);
268
269 ob->roll_stats ();
270} 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
271 207
272player::player () 208player::player ()
273{ 209{
274 /* There are some elements we want initialized to non zero value - 210 /* There are some elements we want initialised to non zero value -
275 * we deal with that below this point. 211 * we deal with that below this point.
276 */ 212 */
277 outputs_sync = 16; /* Every 2 seconds */ 213 outputs_sync = 4;
278 outputs_count = 8; /* Keeps present behaviour */ 214 outputs_count = 4;
279 unapply = unapply_nochoice; 215 unapply = unapply_nochoice;
280 216
281 assign (savebed_map, first_map_path); /* Init. respawn position */ 217 savebed_map = first_map_path; /* Init. respawn position */
282 218
283 gen_sp_armour = 10; 219 gen_sp_armour = 10;
284 last_speed = -1;
285 shoottype = range_none;
286 bowtype = bow_normal; 220 bowtype = bow_normal;
287 petmode = pet_normal; 221 petmode = pet_normal;
288 listening = 10;
289 usekeys = containers; 222 usekeys = containers;
290 last_weapon_sp = -1;
291 peaceful = 1; /* default peaceful */ 223 peaceful = 1; /* default peaceful */
292 do_los = 1; 224 do_los = 1;
293 225
294 /* we need to clear these to -1 and not zero - otherwise, 226 weapon_sp = 1.0f;
295 * if a player quits and starts a new character, we wont 227 weapon_sp_left = 0.5f;
296 * send new values to the client, as things like exp start 228}
297 * at zero.
298 */
299 for (int i = 0; i < NUM_SKILLS; i++)
300 last_skill_exp[i] = -1;
301 229
302 for (int i = 0; i < NROFATTACKS; i++) 230void
303 last_resist[i] = -1; 231player::do_destroy ()
232{
233 disconnect ();
304 234
305 last_stats.exp = -1; 235 attachable::do_destroy ();
306 last_weight = (uint32) - 1; 236
237 if (ob)
238 ob->destroy ();
239
240 ob = observe = viewpoint = 0;
307} 241}
308 242
309player::~player () 243player::~player ()
310{ 244{
311 terminate_all_pets (ob);
312
313 if (first_player != this)
314 {
315 player *prev = first_player;
316
317 while (prev && prev->next && prev->next != this)
318 prev = prev->next;
319
320 if (prev->next != this)
321 {
322 LOG (llevError, "Free_player: Can't find previous player.\n");
323 abort ();
324 }
325
326 prev->next = next;
327 }
328 else
329 first_player = next;
330
331 if (ob)
332 {
333 ob->contr = 0;
334 ob->destroy (1);
335 }
336
337 if (ns)
338 {
339 ns->send_packet ("goodbye");
340 ns->flush ();
341 ns->pl = 0;
342 ns->destroy ();
343 }
344
345 /* Clear item stack */ 245 /* Clear item stack */
346 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 }
347} 275}
348 276
349/* Tries to add player on the connection passed in ns. 277/* Tries to add player on the connection passed in ns.
350 * 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
351 * mode. 279 * mode.
353player * 281player *
354player::create () 282player::create ()
355{ 283{
356 player *pl = new player; 284 player *pl = new player;
357 285
358 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);
359 293
360 return pl; 294 return pl;
361}
362
363/*
364 * get_player_archetype() return next player archetype from archetype
365 * list. Not very efficient routine, but used only creating new players.
366 * Note: there MUST be at least one player archetype!
367 */
368archetype *
369get_player_archetype (archetype *at)
370{
371 archetype *start = at;
372
373 for (;;)
374 {
375 if (at == NULL || at->next == NULL)
376 at = first_archetype;
377 else
378 at = at->next;
379
380 if (at->clone.type == PLAYER)
381 return at;
382
383 if (at == start)
384 {
385 LOG (llevError, "No Player archetypes\n");
386 exit (-1);
387 }
388 }
389} 295}
390 296
391object * 297object *
392get_nearest_player (object *mon) 298get_nearest_player (object *mon)
393{ 299{
394 object *op = NULL; 300 object *op = NULL;
395 player *pl = NULL;
396 objectlink *ol; 301 objectlink *ol;
397 unsigned lastdist; 302 unsigned lastdist;
398 rv_vector rv; 303 rv_vector rv;
399 304
400 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 305 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
401 { 306 {
402 /* We should not find free objects on this friendly list, but it
403 * does periodically happen. Given that, lets deal with it.
404 * While unlikely, it is possible the next object on the friendly
405 * list is also free, so encapsulate this in a while loop.
406 */
407 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
408 {
409 object *tmp = ol->ob;
410
411 /* Can't do much more other than log the fact, because the object
412 * itself will have been cleared.
413 */
414 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n");
415 ol = ol->next;
416 remove_friendly_object (tmp);
417 if (!ol)
418 return op;
419 }
420
421 /* Remove special check for player from this. First, it looks to cause
422 * some crashes (ol->ob->contr not set properly?), but secondly, a more
423 * complicated method of state checking would be needed in any case -
424 * as it was, a clever player could type quit, and the function would
425 * skip them over while waiting for confirmation. Remove
426 * on_same_map check, as can_detect_enemy also does this
427 */
428 if (!can_detect_enemy (mon, ol->ob, &rv)) 307 if (!can_detect_enemy (mon, ol->ob, &rv))
429 continue; 308 continue;
430 309
431 if (lastdist > rv.distance) 310 if (lastdist > rv.distance)
432 { 311 {
433 op = ol->ob; 312 op = ol->ob;
434 lastdist = rv.distance; 313 lastdist = rv.distance;
435 } 314 }
436 } 315 }
437 for (pl = first_player; pl != NULL; pl = pl->next) 316
438 { 317 for_all_players (pl)
439 if (can_detect_enemy (mon, pl->ob, &rv)) 318 if (can_detect_enemy (mon, pl->ob, &rv))
440 {
441
442 if (lastdist > rv.distance) 319 if (lastdist > rv.distance)
443 { 320 {
444 op = pl->ob; 321 op = pl->ob;
445 lastdist = rv.distance; 322 lastdist = rv.distance;
446 } 323 }
447 } 324
448 }
449#if 0 325#if 0
450 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)");
451#endif 327#endif
452 return op; 328 return op;
453} 329}
497 */ 373 */
498int 374int
499path_to_player (object *mon, object *pl, unsigned mindiff) 375path_to_player (object *mon, object *pl, unsigned mindiff)
500{ 376{
501 rv_vector rv; 377 rv_vector rv;
502 sint16 x, y;
503 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;
504 maptile *m, *lastmap;
505 379
506 get_rangevector (mon, pl, &rv, 0); 380 get_rangevector (mon, pl, &rv, 0);
507 381
508 if (rv.distance < mindiff) 382 if (rv.distance < mindiff)
509 return 0; 383 return 0;
510 384
511 x = mon->x; 385 mapxy pos (mon);
512 y = mon->y;
513 m = mon->map;
514 dir = rv.direction; 386 dir = rv.direction;
515 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 */
516 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
517 /* 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. */
518 if (diff > max) 391 if (diff > max)
519 return 0; 392 return 0;
393
520 while (diff > 1 && max > 0) 394 while (diff > 1 && max > 0)
521 { 395 {
522 lastx = x; 396 mapxy lastpos = pos;
523 lasty = y;
524 lastmap = m;
525 x = lastx + freearr_x[dir];
526 y = lasty + freearr_y[dir];
527 397
528 mflags = get_map_flags (m, &m, x, y, &x, &y); 398 pos.move (dir);
529 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
530 399
531 /* Space is blocked - try changing direction a little */ 400 /* Space is blocked - try changing direction a little */
532 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW)) 401 if (!pos.normalise ()
533 && (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)))
534 { 404 {
535 /* recalculate direction from last good location. Possible 405 /* recalculate direction from last good location. Possible
536 * we were not traversing ideal location before. 406 * we were not traversing ideal location before.
537 */ 407 */
538 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0); 408 get_rangevector_from_mapcoord (lastpos.m, lastpos.x, lastpos.y, pl, &rv, 0);
539 if (rv.direction != dir) 409 if (rv.direction != dir)
540 { 410 {
541 /* OK - says direction should be different - lets reset the 411 /* OK - says direction should be different - lets reset the
542 * the values so it will try again. 412 * the values so it will try again.
543 */ 413 */
544 x = lastx;
545 y = lasty;
546 m = lastmap; 414 pos = lastpos;
547 dir = firstdir = rv.direction; 415 dir = firstdir = rv.direction;
548 } 416 }
549 else 417 else
550 { 418 {
551 /* direct path is blocked - try taking a side step to 419 /* direct path is blocked - try taking a side step to
558 */ 426 */
559 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++) 427 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
560 { 428 {
561 if (i == 0) 429 if (i == 0)
562 continue; /* already did this, so skip it */ 430 continue; /* already did this, so skip it */
431
563 /* Use lastdir here - otherwise, 432 /* Use lastdir here - otherwise,
564 * since the direction that the creature should move in 433 * since the direction that the creature should move in
565 * may change, you could get infinite loops. 434 * may change, you could get infinite loops.
566 * ie, player is northwest, but monster can only 435 * ie, player is northwest, but monster can only
567 * move west, so it does that. It goes some distance, 436 * move west, so it does that. It goes some distance,
569 * 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
570 * gets back to its original point. lastdir contains 439 * gets back to its original point. lastdir contains
571 * the last direction the creature has successfully 440 * the last direction the creature has successfully
572 * moved. 441 * moved.
573 */ 442 */
574
575 x = lastx + freearr_x[absdir (lastdir + i)];
576 y = lasty + freearr_y[absdir (lastdir + i)];
577 m = lastmap; 443 pos = lastpos;
578 mflags = get_map_flags (m, &m, x, y, &x, &y); 444 pos.move (absdir (lastdir + i));
579 if (mflags & P_OUT_OF_MAP) 445
446 if (!pos.normalise ())
580 continue; 447 continue;
581 blocked = GET_MAP_MOVE_BLOCK (m, x, y); 448
582 if (OB_TYPE_MOVE_BLOCK (mon, blocked)) 449 mapspace &ms = *pos;
450
451 if (ms.flags () & P_BLOCKSVIEW)
583 continue; 452 continue;
584 if (mflags & P_BLOCKSVIEW) 453
454 if (OB_TYPE_MOVE_BLOCK (mon, ms.move_block))
585 continue; 455 continue;
586 456
587 if (m == mon->map && blocked_link (mon, m, x, y)) 457 if (blocked_link (mon, pos.m, pos.x, pos.y))
588 break; 458 break;
589 } 459 }
460
590 /* go through entire loop without finding a valid 461 /* go through entire loop without finding a valid
591 * sidestep to take - thus, no valid path. 462 * sidestep to take - thus, no valid path.
592 */ 463 */
593 if (i == (DETOUR_AMOUNT + 1)) 464 if (i == DETOUR_AMOUNT + 1)
594 return 0; 465 return 0;
466
595 diff--; 467 diff--;
596 lastdir = dir; 468 lastdir = dir;
597 max--; 469 max--;
598 if (!firstdir) 470 if (!firstdir)
599 firstdir = dir + i; 471 firstdir = dir + i;
603 { 475 {
604 /* we moved towards creature, so diff is less */ 476 /* we moved towards creature, so diff is less */
605 diff--; 477 diff--;
606 max--; 478 max--;
607 lastdir = dir; 479 lastdir = dir;
480
608 if (!firstdir) 481 if (!firstdir)
609 firstdir = dir; 482 firstdir = dir;
610 } 483 }
484
611 if (diff <= 1) 485 if (diff <= 1)
612 { 486 {
613 /* Recalculate diff (distance) because we may not have actually 487 /* Recalculate diff (distance) because we may not have actually
614 * headed toward player for entire distance. 488 * headed toward player for entire distance.
615 */ 489 */
616 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 490 get_rangevector_from_mapcoord (pos.m, pos.x, pos.y, pl, &rv, 0);
617 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));
618 } 492 }
493
619 if (diff > max) 494 if (diff > max)
620 return 0; 495 return 0;
621 } 496 }
497
622 /* 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 */
623 if (!max) 499 if (!max)
624 return 0; 500 return 0;
625 501
626 return firstdir; 502 return firstdir;
627} 503}
628 504
629void 505void
630give_initial_items (object *pl, treasurelist * items) 506give_initial_items (object *pl, treasurelist *items)
631{ 507{
632 object *op, *next = NULL;
633
634 if (pl->randomitems != NULL) 508 if (pl->randomitems)
635 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); 509 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
636 510
637 for (op = pl->inv; op; op = next) 511 for (object *next, *op = pl->inv; op; op = next)
638 { 512 {
639 next = op->below; 513 next = op->below;
640 514
641 /* Forces get applied per default, unless they have the 515 /* Forces get applied per default, unless they have the
642 * 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
643 */ 517 */
644 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL)) 518 if (op->type == FORCE && !op->flag [FLAG_NEUTRAL])
645 SET_FLAG (op, FLAG_APPLIED); 519 op->set_flag (FLAG_APPLIED);
646 520
647 /* we never give weapons/armour if these cannot be used 521 /* we never give weapons/armour if these cannot be used
648 * by this player due to race restrictions 522 * by this player due to race restrictions
649 */ 523 */
650 if (pl->type == PLAYER) 524 if (pl->type == PLAYER)
651 { 525 {
652 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) && 526 if ((!pl->flag [FLAG_USE_ARMOUR]
527 &&
653 (op->type == ARMOUR || op->type == BOOTS || 528 (op->type == ARMOUR || op->type == BOOTS
654 op->type == CLOAK || op->type == HELMET || 529 || op->type == CLOAK || op->type == HELMET
655 op->type == SHIELD || op->type == GLOVES || 530 || op->type == SHIELD || op->type == GLOVES
656 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))
657 { 533 {
658 op->destroy (); 534 op->destroy ();
659 continue; 535 continue;
660 } 536 }
661 } 537 }
662 538
663 /* This really needs to be better - we should really give 539 /* Here we remove duplicated skills (as duplicated spell objects have
664 * a substitute spellbook. The problem is that we don't really 540 * _very_ confusing effects for players), which could for instance be
665 * have a good idea what to replace it with (need something like 541 * generated by bad treasurelists. - elmex
666 * a first level treasurelist for each skill.)
667 * remove duplicate skills also
668 */ 542 */
669 if (op->type == SPELLBOOK || op->type == SKILL) 543 if (op->type == SKILL)
670 { 544 {
671 object *tmp;
672
673 for (tmp = op->below; tmp; tmp = tmp->below) 545 for (object *tmp = op->below; tmp; tmp = tmp->below)
674 if (tmp->type == op->type && tmp->name == op->name) 546 if (tmp->type == op->type && tmp->name == op->name)
675 break;
676
677 if (tmp)
678 { 547 {
679 op->destroy (); 548 op->destroy ();
549 LOG (llevError,
680 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); 550 "give_initial_items: Removing duplicate skill %s\n", &tmp->name);
681 continue; 551 break;
682 } 552 }
683 553
684 if (op->nrof > 1) 554 if (op->nrof > 1)
685 op->nrof = 1; 555 op->nrof = 1;
686 } 556 }
687 557
688 if (op->type == SPELLBOOK && op->inv) 558 if (op->type == SPELLBOOK && op->inv)
689 { 559 op->inv->clr_flag (FLAG_STARTEQUIP);
690 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
691 }
692 560
693 /* Give starting characters identified, uncursed, and undamned 561 /* Give starting characters identified, uncursed, and undamned
694 * 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
695 * merged properly. 563 * merged properly.
696 */ 564 */
697 if (need_identify (op)) 565 if (op->need_identify ())
698 {
699 SET_FLAG (op, FLAG_IDENTIFIED);
700 CLEAR_FLAG (op, FLAG_CURSED);
701 CLEAR_FLAG (op, FLAG_DAMNED);
702 } 566 {
567 op->set_flag (FLAG_IDENTIFIED);
568 op->clr_flag (FLAG_CURSED);
569 op->clr_flag (FLAG_DAMNED);
570 }
571
703 if (op->type == SPELL) 572 if (op->type == SPELL)
704 { 573 {
705 op->destroy (); 574 op->destroy ();
706 continue; 575 continue;
707 } 576 }
708 else if (op->type == SKILL) 577 else if (op->type == SKILL)
709 { 578 {
710 SET_FLAG (op, FLAG_CAN_USE_SKILL); 579 op->set_flag (FLAG_CAN_USE_SKILL);
711 op->stats.exp = 0; 580 op->stats.exp = 0;
712 op->level = 1; 581 op->level = 1;
713 } 582 }
714 /* lock all 'normal items by default */ 583 else /* lock all 'normal items by default */
715 else 584 op->set_flag (FLAG_INV_LOCKED);
716 SET_FLAG (op, FLAG_INV_LOCKED);
717 } /* for loop of objects in player inv */ 585 } /* for loop of objects in player inv */
718 586
719 /* Need to set up the skill pointers */ 587 /* Need to set up the skill pointers */
720 link_player_skills (pl); 588 pl->contr->link_skills ();
721} 589}
722 590
723void 591void
724get_party_password (object *op, partylist *party) 592get_party_password (object *op, partylist *party)
725{ 593{
735 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:");
736} 604}
737 605
738/* 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. */
739static int 607static int
740roll_stat (void) 608roll_stat ()
741{ 609{
742 int a[4], i, j, k; 610 int a[4], i, j, k;
743 611
744 for (i = 0; i < 4; i++) 612 for (i = 0; i < 4; i++)
745 a[i] = (int) RANDOM () % 6 + 1; 613 a[i] = rndm (1, 6);
746 614
747 for (i = 0, j = 0, k = 7; i < 4; i++) 615 for (i = 0, j = 0, k = 7; i < 4; i++)
748 if (a[i] < k) 616 if (a[i] < k)
749 k = a[i], j = i; 617 k = a[i], j = i;
750 618
756} 624}
757 625
758void 626void
759object::roll_stats () 627object::roll_stats ()
760{ 628{
761 int statsort [7]; 629 int statsort [NUM_STATS];
762 630
763 for (;;) 631 for (;;)
764 { 632 {
765 int sum = 0; 633 int sum = 0;
766 for (int i = 7; i--; ) 634 for (int i = NUM_STATS; i--; )
767 sum += statsort [i] = roll_stat (); 635 sum += statsort [i] = roll_stat ();
768 636
769 if (sum >= 82 && sum <= 116) 637 if (sum >= 82 && sum <= 116)
770 break; 638 break;
771 } 639 }
772 640
773 // Sort the stats so that rerolling is easier... 641 // Sort the stats so that rerolling is easier...
774 std::sort (statsort, statsort + 7, std::greater<int>()); 642 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
775 643
644 for (int i = 0; i < NUM_STATS; ++i)
776 stats.Str = statsort[0]; 645 stats.stat (i) = statsort [i];
777 stats.Dex = statsort[1];
778 stats.Con = statsort[2];
779 stats.Int = statsort[3];
780 stats.Wis = statsort[4];
781 stats.Pow = statsort[5];
782 stats.Cha = statsort[6];
783 646
784 stats.exp = 0; 647 stats.exp = 0;
785 stats.ac = 0; 648 stats.ac = 0;
786 649
787 stats.hp = stats.maxhp; 650 stats.hp = stats.maxhp;
799} 662}
800 663
801void 664void
802object::swap_stats (int a, int b) 665object::swap_stats (int a, int b)
803{ 666{
804 int tmp = get_attr_value (&contr->orig_stats, a); 667 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
805 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
806 set_attr_value (&contr->orig_stats, b, tmp);
807 668
669 for (int i = 0; i < NUM_STATS; ++i)
808 stats.Str = contr->orig_stats.Str; 670 stats.stat (i) = contr->orig_stats.stat (i);
809 stats.Dex = contr->orig_stats.Dex;
810 stats.Con = contr->orig_stats.Con;
811 stats.Int = contr->orig_stats.Int;
812 stats.Wis = contr->orig_stats.Wis;
813 stats.Pow = contr->orig_stats.Pow;
814 stats.Cha = contr->orig_stats.Cha;
815 671
816 //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,
817 // be merged with the similar code in roll_stats 673 // be merged with the similar code in roll_stats
818 stats.ac = 0; 674 stats.ac = 0;
819 675
831 contr->levsp[1] = 6; 687 contr->levsp[1] = 6;
832 contr->levgrace[1] = 3; 688 contr->levgrace[1] = 3;
833 689
834 contr->orig_stats = stats; 690 contr->orig_stats = stats;
835 } 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);
836} 701}
837 702
838/* This function takes the key that is passed, and does the 703/* This function takes the key that is passed, and does the
839 * appropriate action with it (change race, or other things). 704 * appropriate action with it (change race, or other things).
840 * The function name is for historical reasons - now we have 705 * The function name is for historical reasons - now we have
841 * separate race and class; this actually changes the RACE, 706 * separate race and class; this actually changes the RACE,
842 * not the class. 707 * not the class.
843 */ 708 */
844int 709void
845key_change_class (object *op, char key) 710player::chargen_race_done ()
846{ 711{
847 int tmp_loop;
848
849 if (key == 'd' || key == 'D')
850 {
851 char buf[MAX_BUF];
852
853 /* this must before then initial items are given */ 712 /* this must before then initial items are given */
854 esrv_new_player (op->contr, op->weight + op->carrying); 713 esrv_new_player (ob->contr);
855 714
856 treasurelist *tl = find_treasurelist ("starting_wealth"); 715 treasurelist *tl = treasurelist::find (shstr_starting_wealth);
857 if (tl) 716 if (tl)
858 create_treasure (tl, op, 0, 0, 0); 717 create_treasure (tl, ob, 0, 0, 0);
859 718
860 INVOKE_PLAYER (BIRTH, op->contr); 719 INVOKE_PLAYER (BIRTH, ob->contr);
861 INVOKE_PLAYER (LOGIN, op->contr);
862 720
863 op->contr->ns->state = ST_PLAYING; 721 ob->contr->ns->state = ST_PLAYING;
864 722
865 if (op->msg) 723 if (ob->msg)
866 op->msg = NULL; 724 ob->msg = 0;
867 725
868 /* We create this now because some of the unique maps will need it
869 * to save here.
870 */
871 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name);
872 make_path_to_file (buf);
873
874#ifdef AUTOSAVE
875 op->contr->last_save_tick = pticks;
876#endif
877 start_info (op); 726 start_info (ob);
878 CLEAR_FLAG (op, FLAG_WIZ); 727 ob->clr_flag (FLAG_WIZ);
879 give_initial_items (op, op->randomitems); 728 give_initial_items (ob, ob->randomitems);
880 link_player_skills (op);
881 esrv_send_inventory (op, op); 729 esrv_send_inventory (ob, ob);
882 op->update_stats (); 730 ob->update_stats ();
883 731
884 /* This moves the player to a different start map, if there 732 /* This moves the player to a different start map, if there
885 * is one for this race 733 * is one for this race
886 */ 734 */
887 if (*first_map_ext_path) 735 if (*first_map_ext_path)
888 { 736 ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y);
889 object *tmp;
890 char mapname[MAX_BUF];
891
892 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name);
893 tmp = object::create ();
894 EXIT_PATH (tmp) = mapname;
895 EXIT_X (tmp) = op->x;
896 EXIT_Y (tmp) = op->y;
897 enter_exit (op, tmp); /* we don't really care if it succeeded;
898 * if the map isn't there, then stay on the
899 * default initial map */
900 tmp->destroy ();
901 }
902 else 737 else
903 LOG (llevDebug, "first_map_ext_path not set\n"); 738 LOG (llevDebug, "first_map_ext_path not set\n");
739}
904 740
905 return 0; 741void
906 } 742player::chargen_race_next ()
907 743{
908 /* Following actually changes the race - this is the default command 744 /* Following actually changes the race - this is the default command
909 * if we don't match with one of the options above. 745 * if we don't match with one of the options above.
910 */ 746 */
911 747
912 tmp_loop = 0; 748 do
913 while (!tmp_loop)
914 { 749 {
915 shstr name = op->name; 750 shstr name = ob->name;
916 int x = op->x, y = op->y; 751 int x = ob->x, y = ob->y;
917 752
918 op->remove_statbonus (); 753 ob->remove_statbonus ();
919 op->remove (); 754 ob->remove ();
920 op->arch = get_player_archetype (op->arch); 755 ob->arch = get_player_archetype (ob->arch);
921 op->arch->clone.copy_to (op); 756 ob->arch->copy_to (ob);
922 op->instantiate (); 757 ob->instantiate ();
923 op->stats = op->contr->orig_stats; 758 ob->stats = ob->contr->orig_stats;
924 op->name = op->name_pl = name; 759 ob->name = ob->name_pl = name;
925 op->x = x; 760 ob->x = x;
926 op->y = y; 761 ob->y = y;
927 SET_ANIMATION (op, 2); /* So player faces south */ 762 SET_ANIMATION (ob, 2); /* So player faces south */
928 insert_ob_in_map (op, op->map, op, 0); 763 insert_ob_in_map (ob, ob->map, ob, 0);
929 assign (op->contr->title, op->arch->clone.name); 764 assign (ob->contr->title, ob->arch->object::name);
930 op->add_statbonus (); 765 ob->add_statbonus ();
931 tmp_loop = allowed_class (op);
932 } 766 }
767 while (!allowed_class (ob));
933 768
934 update_object (op, UP_OBJ_FACE); 769 update_object (ob, UP_OBJ_FACE);
935 esrv_update_item (UPD_FACE, op, op); 770 esrv_update_item (UPD_FACE, ob, ob);
936 op->update_stats (); 771 ob->update_stats ();
937 op->stats.hp = op->stats.maxhp; 772 ob->stats.hp = ob->stats.maxhp;
938 op->stats.sp = op->stats.maxsp; 773 ob->stats.sp = ob->stats.maxsp;
939 op->stats.grace = 0; 774 ob->stats.grace = 0;
940
941 if (op->msg)
942 new_draw_info (NDI_BLUE, 0, op, op->msg);
943
944 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
945 return 0;
946} 775}
947 776
948int 777static void
949key_confirm_quit (object *op, char key)
950{
951 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
952 {
953 op->contr->ns->state = ST_PLAYING;
954 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
955 return 1;
956 }
957
958 INVOKE_PLAYER (LOGOUT, op->contr);
959 INVOKE_PLAYER (QUIT, op->contr);
960
961 terminate_all_pets (op);
962 leave_map (op);
963 op->direction = 0;
964 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
965
966 strcpy (op->contr->killer, "quit");
967 check_score (op);
968 op->contr->party = 0;
969 op->contr->own_title[0] = '\0';
970
971 object_ptr ob = op;
972
973 delete ob->contr;
974
975 /* We need to hunt for any per player unique maps in memory and
976 * get rid of them. The trailing slash in the path is intentional,
977 * so that players named 'Ab' won't match against players 'Abe' pathname
978 */
979 char buf[MAX_BUF];
980 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
981
982 for (maptile *next, *mp = first_map; mp; mp = next)
983 {
984 next = mp->next;
985
986 if (!strncmp (mp->path, buf, strlen (buf)))
987 delete_map (mp);
988 }
989
990 delete_character (ob->name, 1);
991
992 return 1;
993}
994
995void
996flee_player (object *op) 778flee_player (object *op)
997{ 779{
998 int dir, diff; 780 int dir, diff;
999 rv_vector rv; 781 rv_vector rv;
1000 782
1001 if (op->stats.hp < 0) 783 if (op->stats.hp < 0)
1002 { 784 {
1003 LOG (llevDebug, "Fleeing player is dead.\n"); 785 LOG (llevDebug, "Fleeing player is dead.\n");
1004 CLEAR_FLAG (op, FLAG_SCARED); 786 op->clr_flag (FLAG_SCARED);
1005 return; 787 return;
1006 } 788 }
1007 789
1008 if (op->enemy == NULL) 790 if (!op->enemy)
1009 { 791 {
1010 LOG (llevDebug, "Fleeing player had no enemy.\n"); 792 LOG (llevDebug, "Fleeing player had no enemy.\n");
1011 CLEAR_FLAG (op, FLAG_SCARED); 793 op->clr_flag (FLAG_SCARED);
1012 return; 794 return;
1013 } 795 }
1014 796
1015 /* 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))
1016 * op->enemy_count, it is possible that something destroys the
1017 * actual enemy, and the object is recycled.
1018 */
1019 if (op->enemy->map == NULL)
1020 { 798 {
1021 CLEAR_FLAG (op, FLAG_SCARED);
1022 op->enemy = NULL; 799 op->enemy = NULL;
1023 return; 800 op->clr_flag (FLAG_SCARED);
1024 }
1025
1026 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
1027 {
1028 op->enemy = NULL;
1029 CLEAR_FLAG (op, FLAG_SCARED);
1030 return; 801 return;
1031 } 802 }
1032 803
1033 get_rangevector (op, op->enemy, &rv, 0); 804 get_rangevector (op, op->enemy, &rv, 0);
1034 805
1035 dir = absdir (4 + rv.direction); 806 dir = absdir (4 + rv.direction);
1036 for (diff = 0; diff < 3; diff++) 807 for (diff = 0; diff < 3; diff++)
1037 { 808 {
1038 int m = 1 - (RANDOM () & 2); 809 int m = 1 - rndm (2) * 2;
1039 810
1040 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))))
1041 return; 812 return;
1042 } 813 }
1043 814
1044 /* Cornered, get rid of scared */ 815 /* Cornered, get rid of scared */
1045 CLEAR_FLAG (op, FLAG_SCARED); 816 op->clr_flag (FLAG_SCARED);
1046 op->enemy = NULL; 817 op->enemy = NULL;
1047} 818}
1048 819
1049
1050/* 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.
1051 * 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
1052 * stop. 822 * stop.
1053 */ 823 */
1054int 824int
1055check_pick (object *op) 825check_pick (object *op)
1056{ 826{
1057 object *tmp, *next; 827 object *tmp, *next;
1058 int stop = 0; 828 int stop = 0;
1059 int j, k, wvratio; 829 int wvratio;
1060 char putstring[128], tmpstr[16];
1061 830
1062 /* if you're flying, you cna't pick up anything */ 831 /* if you're flying, you can't pick up anything */
1063 if (op->move_type & MOVE_FLYING) 832 if (op->move_type & MOVE_FLYING)
1064 return 1; 833 return 1;
1065 834
1066 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)
1067 839
1068 /* 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
1069 * destroyed */ 841 * destroyed */
1070 while (next && !next->destroyed ()) 842 while (next && !next->destroyed ())
1071 { 843 {
1072 tmp = next; 844 tmp = next;
1073 next = tmp->below; 845 next = tmp->below;
1074 846
847 if (cnt <= 0)
848 {
849 op->failmsg ("Couldn't pickup all items at once.");
850 return 0;
851 }
852
1075 if (op->destroyed ()) 853 if (op->destroyed ())
1076 return 0; 854 return 0;
1077 855
1078 if (!can_pick (op, tmp)) 856 if (!can_pick (op, tmp))
1079 continue; 857 continue;
1080 858
1081 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 859 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1082 { 860 {
1083 if (item_matched_string (op, tmp, op->contr->search_str)) 861 if (item_matched_string (op, tmp, op->contr->search_str))
1084 pick_up (op, tmp); 862 CHK_PICK_PICKUP;
863
1085 continue; 864 continue;
1086 } 865 }
1087 866
1088 /* 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? */
1089 if (!(op->contr->mode & PU_NEWMODE)) 927 if (op->contr->mode & PU_FOOD)
928 if (tmp->type == FOOD)
1090 { 929 {
1091 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)
1092 { 993 {
1093 case 0: 994 CHK_PICK_PICKUP;
1094 return 1; /* don't pick up */ 995 continue;
1095 case 1:
1096 pick_up (op, tmp);
1097 return 1;
1098 case 2:
1099 pick_up (op, tmp);
1100 return 0;
1101 case 3:
1102 return 0; /* stop before pickup */
1103 case 4:
1104 pick_up (op, tmp);
1105 break;
1106 case 5:
1107 pick_up (op, tmp);
1108 stop = 1;
1109 break;
1110 case 6:
1111 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1112 pick_up (op, tmp);
1113 break;
1114
1115 case 7:
1116 if (tmp->type == MONEY || tmp->type == GEM)
1117 pick_up (op, tmp);
1118 break;
1119
1120 default:
1121 /* use value density */
1122 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1123 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1124 pick_up (op, tmp);
1125 } 996 }
1126 } 997 }
1127 else 998
1128 { /* old model */ 999 /* rings & amulets - talismans seems to be typed AMULET */
1129 /* NEW pickup handling */
1130 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)
1131 { 1005 {
1132 /* some debugging code to figure out item information */ 1006 CHK_PICK_PICKUP;
1133 if (tmp->name != NULL)
1134 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1135 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1136 else
1137 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1138 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1139 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1140
1141 sprintf (putstring, "...flags: ");
1142 for (k = 0; k < 4; k++)
1143 {
1144 for (j = 0; j < 32; j++)
1145 {
1146 if ((tmp->flags[k] >> j) & 0x01)
1147 {
1148 sprintf (tmpstr, "%d ", k * 32 + j);
1149 strcat (putstring, tmpstr);
1150 }
1151 }
1152 }
1153 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1154
1155#if 0
1156 /* print the flags too */
1157 for (k = 0; k < 4; k++)
1158 {
1159 fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1160 for (j = 0; j < 32; j++)
1161 {
1162 fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1163 if (!((j + 1) % 4))
1164 fprintf (stderr, " ");
1165 }
1166 fprintf (stderr, " [%d]\n", k * 32);
1167 }
1168#endif
1169 }
1170 /* philosophy:
1171 * It's easy to grab an item type from a pile, as long as it's
1172 * generic. This takes no game-time. For more detailed pickups
1173 * and selections, select-items shoul dbe used. This is a
1174 * grab-as-you-run type mode that's really useful for arrows for
1175 * example.
1176 * The drawback: right now it has no frontend, so you need to
1177 * stick the bits you want into a calculator in hex mode and then
1178 * convert to decimal and then 'pickup <#>
1179 */
1180
1181 /* the first two modes are exclusive: if NOTHING we return, if
1182 * STOP then we stop. All the rest are applied sequentially,
1183 * meaning if any test passes, the item gets picked up. */
1184
1185 /* if mode is set to pick nothing up, return */
1186
1187 if (op->contr->mode & PU_NOTHING)
1188 return 1;
1189
1190 /* if mode is set to stop when encountering objects, return */
1191 /* take STOP before INHIBIT since it doesn't actually pick
1192 * anything up */
1193
1194 if (op->contr->mode & PU_STOP)
1195 return 0;
1196
1197 /* useful for going into stores and not losing your settings... */
1198 /* and for battles wher you don't want to get loaded down while
1199 * fighting */
1200 if (op->contr->mode & PU_INHIBIT)
1201 return 1;
1202
1203 /* prevent us from turning into auto-thieves :) */
1204 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1205 continue; 1007 continue;
1008 }
1206 1009
1207 /* ignore known cursed objects */ 1010 /* we don't forget dragon food */
1208 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;
1209 continue; 1015 continue;
1016 }
1210 1017
1211 /* all food and drink if desired */ 1018 /* bows and arrows. Bows are good for selling! */
1212 /* 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
1213 if (op->contr->mode & PU_FOOD) 1055 if (op->contr->mode & PU_BOOTS)
1214 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"))
1215 { 1089 {
1216 pick_up (op, tmp); 1090 CHK_PICK_PICKUP;
1217 continue; 1091 continue;
1218 } 1092 }
1093 }
1219 1094
1095 /* misc stuff that's useful */
1220 if (op->contr->mode & PU_DRINK) 1096 if (op->contr->mode & PU_KEY)
1221 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1097 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1222 { 1098 {
1223 pick_up (op, tmp); 1099 CHK_PICK_PICKUP;
1224 continue; 1100 continue;
1225 } 1101 }
1226 1102
1103 /* any of the last 4 bits set means we use the ratio for value
1104 * pickups */
1227 if (op->contr->mode & PU_POTION) 1105 if (op->contr->mode & PU_RATIO)
1228 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
1229 { 1110 */
1230 pick_up (op, tmp);
1231 continue;
1232 }
1233
1234 /* spellbooks, skillscrolls and normal books/scrolls */
1235 if (op->contr->mode & PU_SPELLBOOK)
1236 if (tmp->type == SPELLBOOK)
1237 {
1238 pick_up (op, tmp);
1239 continue;
1240 }
1241
1242 if (op->contr->mode & PU_SKILLSCROLL)
1243 if (tmp->type == SKILLSCROLL)
1244 {
1245 pick_up (op, tmp);
1246 continue;
1247 }
1248
1249 if (op->contr->mode & PU_READABLES)
1250 if (tmp->type == BOOK || tmp->type == SCROLL)
1251 {
1252 pick_up (op, tmp);
1253 continue;
1254 }
1255
1256 /* wands/staves/rods/horns */
1257 if (op->contr->mode & PU_MAGIC_DEVICE)
1258 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1259 {
1260 pick_up (op, tmp);
1261 continue;
1262 }
1263
1264 /* pick up all magical items */
1265 if (op->contr->mode & PU_MAGICAL) 1111 wvratio = op->contr->mode & PU_RATIO;
1266 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)
1267 {
1268 pick_up (op, tmp);
1269 continue;
1270 }
1271
1272 if (op->contr->mode & PU_VALUABLES)
1273 { 1113 {
1274 if (tmp->type == MONEY || tmp->type == GEM) 1114#if 0
1115 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1116 if (tmp->name != NULL)
1275 { 1117 {
1276 pick_up (op, tmp); 1118 fprintf (stderr, "%s", tmp->name);
1277 continue;
1278 } 1119 }
1279 }
1280
1281 /* rings & amulets - talismans seems to be typed AMULET */
1282 if (op->contr->mode & PU_JEWELS)
1283 if (tmp->type == RING || tmp->type == AMULET)
1284 {
1285 pick_up (op, tmp);
1286 continue;
1287 }
1288
1289 /* we don't forget dragon food */
1290 if (op->contr->mode & PU_FLESH)
1291 if (tmp->type == FLESH)
1292 {
1293 pick_up (op, tmp);
1294 continue;
1295 }
1296
1297 /* bows and arrows. Bows are good for selling! */
1298 if (op->contr->mode & PU_BOW)
1299 if (tmp->type == BOW)
1300 {
1301 pick_up (op, tmp);
1302 continue;
1303 }
1304
1305 if (op->contr->mode & PU_ARROW)
1306 if (tmp->type == ARROW)
1307 {
1308 pick_up (op, tmp);
1309 continue;
1310 }
1311
1312 /* all kinds of armor etc. */
1313 if (op->contr->mode & PU_ARMOUR)
1314 if (tmp->type == ARMOUR)
1315 {
1316 pick_up (op, tmp);
1317 continue;
1318 }
1319
1320 if (op->contr->mode & PU_HELMET)
1321 if (tmp->type == HELMET)
1322 {
1323 pick_up (op, tmp);
1324 continue;
1325 }
1326
1327 if (op->contr->mode & PU_SHIELD)
1328 if (tmp->type == SHIELD)
1329 {
1330 pick_up (op, tmp);
1331 continue;
1332 }
1333
1334 if (op->contr->mode & PU_BOOTS)
1335 if (tmp->type == BOOTS)
1336 {
1337 pick_up (op, tmp);
1338 continue;
1339 }
1340
1341 if (op->contr->mode & PU_GLOVES)
1342 if (tmp->type == GLOVES)
1343 {
1344 pick_up (op, tmp);
1345 continue;
1346 }
1347
1348 if (op->contr->mode & PU_CLOAK)
1349 if (tmp->type == CLOAK)
1350 {
1351 pick_up (op, tmp);
1352 continue;
1353 }
1354
1355 /* hoping to catch throwing daggers here */
1356 if (op->contr->mode & PU_MISSILEWEAPON)
1357 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1358 {
1359 pick_up (op, tmp);
1360 continue;
1361 }
1362
1363 /* careful: chairs and tables are weapons! */
1364 if (op->contr->mode & PU_ALLWEAPON)
1365 {
1366 if (tmp->type == WEAPON && tmp->name != NULL)
1367 {
1368 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1369 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1370 {
1371 pick_up (op, tmp);
1372 continue;
1373 }
1374 }
1375
1376 if (tmp->type == WEAPON && tmp->name == NULL)
1377 {
1378 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1379 {
1380 pick_up (op, tmp);
1381 continue;
1382 }
1383 }
1384 }
1385
1386 /* misc stuff that's useful */
1387 if (op->contr->mode & PU_KEY)
1388 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1389 {
1390 pick_up (op, tmp);
1391 continue;
1392 }
1393
1394 /* any of the last 4 bits set means we use the ratio for value
1395 * pickups */
1396 if (op->contr->mode & PU_RATIO)
1397 {
1398 /* use value density to decide what else to grab */
1399 /* >=7 was >= op->contr->mode */
1400 /* >=7 is the old standard setting. Now we take the last 4 bits
1401 * and multiply them by 5, giving 0..15*5== 5..75 */
1402 wvratio = (op->contr->mode & PU_RATIO) * 5;
1403 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1404 {
1405 pick_up (op, tmp);
1406#if 0
1407 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1408 if (tmp->name != NULL)
1409 {
1410 fprintf (stderr, "%s", tmp->name);
1411 }
1412 else 1120 else
1413 fprintf (stderr, "%s", tmp->arch->name); 1121 fprintf (stderr, "%s", tmp->arch->archname);
1414 fprintf (stderr, ",%d] = ", tmp->type); 1122 fprintf (stderr, ",%d] = ", tmp->type);
1415 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))));
1416#endif 1124#endif
1125 CHK_PICK_PICKUP;
1417 continue; 1126 continue;
1418 }
1419 } 1127 }
1420 } /* the new pickup model */ 1128 } /* the new pickup model */
1421 } 1129 }
1422 1130
1423 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;
1424} 1167}
1425 1168
1426/* 1169/*
1427 * Find an arrow in the inventory and after that 1170 * Find an arrow in the inventory and after that
1428 * in the right type container (quiver). Pointer to the 1171 * in the right type container (quiver). Pointer to the
1429 * found object is returned. 1172 * found object is returned.
1430 */ 1173 */
1431object * 1174static object *
1432find_arrow (object *op, const char *type) 1175find_arrow (object *op, const char *type)
1433{ 1176{
1434 object *tmp = NULL;
1435
1436 for (op = op->inv; op; op = op->below) 1177 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1437 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1438 tmp = find_arrow (op, type);
1439 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);
1440 return op; 1186 return arrow;
1187 }
1188
1441 return tmp; 1189 return 0;
1442} 1190}
1443 1191
1444/* 1192/*
1445 * 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
1446 * 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
1447 * 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
1448 * 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.
1449 */ 1197 */
1450 1198static object *
1451object *
1452find_better_arrow (object *op, object *target, const char *type, int *better) 1199find_better_arrow (object *op, object *target, shstr_cmp type, int *better)
1453{ 1200{
1454 object *tmp = NULL, *arrow, *ntmp; 1201 object *tmp = NULL, *arrow, *ntmp;
1455 int attacknum, attacktype, betterby = 0, i; 1202 int attacknum, attacktype, betterby = 0, i;
1456 1203
1457 if (!type) 1204 if (!type)
1458 return NULL; 1205 return NULL;
1459 1206
1460 for (arrow = op->inv; arrow; arrow = arrow->below) 1207 for (arrow = op->inv; arrow; arrow = arrow->below)
1461 { 1208 {
1462 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED)) 1209 if (arrow->type == CONTAINER && arrow->race == type && arrow->flag [FLAG_APPLIED])
1463 { 1210 {
1464 i = 0; 1211 i = 0;
1465 ntmp = find_better_arrow (arrow, target, type, &i); 1212 ntmp = find_better_arrow (arrow, target, type, &i);
1213
1466 if (i > betterby) 1214 if (i > betterby)
1467 { 1215 {
1468 tmp = ntmp; 1216 tmp = ntmp;
1469 betterby = i; 1217 betterby = i;
1470 } 1218 }
1471 } 1219 }
1472 else if (arrow->type == ARROW && arrow->race == type) 1220 else if (arrow->type == ARROW && arrow->race == type)
1473 { 1221 {
1474 /* allways prefer assasination/slaying */ 1222 /* allways prefer assasination/slaying */
1475 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race)) 1223 if (target->race && arrow->slaying.contains (target->race))
1476 { 1224 {
1477 if (arrow->attacktype & AT_DEATH) 1225 if (arrow->attacktype & AT_DEATH)
1478 { 1226 {
1479 *better = 100; 1227 *better = 100;
1480 return arrow; 1228 return arrow;
1488 else 1236 else
1489 { 1237 {
1490 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1238 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1491 { 1239 {
1492 attacktype = 1 << attacknum; 1240 attacktype = 1 << attacknum;
1493 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1241 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1494 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)
1495 { 1243 {
1496 tmp = arrow; 1244 tmp = arrow;
1497 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;
1498 } 1246 }
1499 } 1247 }
1248
1500 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1249 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1501 { 1250 {
1502 tmp = arrow; 1251 tmp = arrow;
1503 betterby = 2 + arrow->magic + arrow->stats.dam; 1252 betterby = 2 + arrow->magic + arrow->stats.dam;
1504 } 1253 }
1254
1505 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) 1255 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1506 { 1256 {
1507 tmp = arrow; 1257 tmp = arrow;
1508 betterby = 1 + arrow->magic + arrow->stats.dam; 1258 betterby = 1 + arrow->magic + arrow->stats.dam;
1509 } 1259 }
1510 } 1260 }
1511 } 1261 }
1512 } 1262 }
1263
1513 if (tmp == NULL && arrow == NULL) 1264 if (tmp == NULL && arrow == NULL)
1514 return find_arrow (op, type); 1265 return find_arrow (op, type);
1515 1266
1516 *better = betterby; 1267 *better = betterby;
1517 return tmp; 1268 return tmp;
1521 * find_better_arrow to find a decent arrow to use. 1272 * find_better_arrow to find a decent arrow to use.
1522 * op = the shooter 1273 * op = the shooter
1523 * type = bow->race 1274 * type = bow->race
1524 * dir = fire direction 1275 * dir = fire direction
1525 */ 1276 */
1526 1277static object *
1527object *
1528pick_arrow_target (object *op, const char *type, int dir) 1278pick_arrow_target (object *op, shstr_cmp type, int dir)
1529{ 1279{
1530 object *tmp = NULL; 1280 object *tmp = NULL;
1531 maptile *m; 1281 maptile *m;
1532 int i, mflags, found, number; 1282 int i, mflags, found, number;
1533 sint16 x, y; 1283 sint16 x, y;
1548 for (i = 0, found = 0; i < 20; i++) 1298 for (i = 0, found = 0; i < 20; i++)
1549 { 1299 {
1550 x += freearr_x[dir]; 1300 x += freearr_x[dir];
1551 y += freearr_y[dir]; 1301 y += freearr_y[dir];
1552 mflags = get_map_flags (m, &m, x, y, &x, &y); 1302 mflags = get_map_flags (m, &m, x, y, &x, &y);
1303
1553 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) 1304 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1554 { 1305 {
1555 tmp = NULL; 1306 tmp = 0;
1556 break; 1307 break;
1557 } 1308 }
1558 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)
1559 { 1310 {
1560 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1311 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1561 * perhaps a bad assumption. 1312 * perhaps a bad assumption.
1562 */ 1313 */
1563 tmp = NULL; 1314 tmp = 0;
1564 break; 1315 break;
1565 } 1316 }
1317
1566 if (mflags & P_IS_ALIVE) 1318 if (mflags & P_IS_ALIVE)
1567 {
1568 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)
1569 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 1320 if (tmp->flag [FLAG_ALIVE])
1570 {
1571 found++;
1572 break;
1573 }
1574 if (found)
1575 break; 1321 break;
1576 }
1577 } 1322 }
1578 if (tmp == NULL) 1323
1324 if (!tmp)
1579 return find_arrow (op, type); 1325 return find_arrow (op, type);
1580 1326
1581 if (tmp->head) 1327 if (tmp->head)
1582 tmp = tmp->head; 1328 tmp = tmp->head;
1583 1329
1596 */ 1342 */
1597int 1343int
1598fire_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)
1599{ 1345{
1600 object *left, *bow; 1346 object *left, *bow;
1601 int bowspeed, mflags; 1347 int mflags;
1602 maptile *m; 1348 maptile *m;
1603 1349
1604 if (!dir) 1350 if (!dir)
1605 { 1351 {
1606 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!");
1607 return 0; 1353 return 0;
1608 } 1354 }
1609 1355
1610 if (op->type == PLAYER) 1356 if (op->contr)
1611 bow = op->contr->ranges[range_bow]; 1357 bow = op->current_weapon;
1612 else 1358 else
1613 { 1359 {
1614 for (bow = op->inv; bow; bow = bow->below) 1360 for (bow = op->inv; bow; bow = bow->below)
1615 /* 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
1616 * 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.
1621 if (!bow) 1367 if (!bow)
1622 { 1368 {
1623 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1369 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1624 return 0; 1370 return 0;
1625 } 1371 }
1372
1373 // optimisation: move object to top so we will find it quickly again
1374 splay (bow);
1626 } 1375 }
1627 1376
1628 if (!bow->race || !bow->skill) 1377 if (!bow->race || !bow->skill)
1629 { 1378 {
1630 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);
1631 return 0; 1380 return 0;
1632 } 1381 }
1633
1634 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1635
1636 /* penalize ROF for bestarrow */
1637 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1638 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1639
1640 if (bowspeed < 1)
1641 bowspeed = 1;
1642 1382
1643 if (arrow == NULL) 1383 if (arrow == NULL)
1644 { 1384 {
1645 if ((arrow = find_arrow (op, bow->race)) == NULL) 1385 if ((arrow = find_arrow (op, bow->race)) == NULL)
1646 { 1386 {
1647 if (op->type == PLAYER) 1387 if (op->type == PLAYER)
1648 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);
1649 /* 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 */
1650 else 1390 else
1651 CLEAR_FLAG (op, FLAG_READY_BOW); 1391 op->clr_flag (FLAG_READY_BOW);
1392
1652 return 0; 1393 return 0;
1653 } 1394 }
1654 } 1395 }
1655 1396
1656 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1397 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1664 } 1405 }
1665 1406
1666 /* this should not happen, but sometimes does */ 1407 /* this should not happen, but sometimes does */
1667 if (arrow->nrof == 0) 1408 if (arrow->nrof == 0)
1668 { 1409 {
1410 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1669 arrow->destroy (); 1411 arrow->destroy ();
1670 return 0; 1412 return 0;
1671 } 1413 }
1672 1414
1673 left = arrow; /* these are arrows left to the player */ 1415 left = arrow; /* these are arrows left to the player */
1674 arrow = get_split_ob (arrow, 1); 1416 arrow = arrow->split ();
1675 if (!arrow) 1417 if (!arrow)
1676 { 1418 {
1677 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);
1678 return 0; 1420 return 0;
1679 } 1421 }
1680 1422
1681 arrow->set_owner (op); 1423 arrow->set_owner (op);
1682 arrow->skill = bow->skill; 1424 arrow->skill = bow->skill;
1683
1684 arrow->direction = dir; 1425 arrow->direction = dir;
1685 arrow->x = sx; 1426
1686 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;
1687 1458
1688 if (op->type == PLAYER) 1459 if (op->type == PLAYER)
1689 { 1460 {
1690 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1691 op->update_stats ();
1692 }
1693
1694 SET_ANIMATION (arrow, arrow->direction);
1695 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1696 arrow->stats.hp = arrow->stats.dam;
1697 arrow->stats.grace = arrow->attacktype;
1698 if (arrow->slaying != NULL)
1699 arrow->spellarg = strdup (arrow->slaying);
1700
1701 /* Note that this was different for monsters - they got their level
1702 * added to the damage. I think the strength bonus is more proper.
1703 */
1704
1705 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1706
1707 /* update the speed */
1708 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1709 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1710
1711 if (arrow->speed < 1.0)
1712 arrow->speed = 1.0;
1713 update_ob_speed (arrow);
1714 arrow->speed_left = 0;
1715
1716 if (op->type == PLAYER)
1717 {
1718 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1719 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1720 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1721
1722 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;
1723 } 1468 }
1724 else 1469 else
1725 { 1470 {
1726 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1727 arrow->level = op->level; 1471 arrow->level = op->level;
1728 } 1472 arrow->stats.wc -= bow->magic;
1729 1473
1730 if (arrow->attacktype == AT_PHYSICAL) 1474 if (!arrow->slaying)
1475 arrow->slaying = bow->slaying;
1476
1731 arrow->attacktype |= bow->attacktype; 1477 arrow->attacktype |= bow->attacktype;
1478 }
1732 1479
1733 if (bow->slaying) 1480 wc -= arrow->level;
1734 arrow->slaying = bow->slaying; 1481 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1735 1482
1736 arrow->map = m; 1483 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1737 arrow->move_type = MOVE_FLY_LOW; 1484 arrow->move_type = MOVE_FLY_LOW;
1738 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1485 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1739 1486
1740 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1487 op->play_sound (sound_find ("fire_arrow"));
1741 insert_ob_in_map (arrow, m, op, 0); 1488 m->insert (arrow, sx, sy, op);
1742 1489
1743 if (!arrow->destroyed ()) 1490 if (!arrow->destroyed ())
1744 move_arrow (arrow); 1491 move_arrow (arrow);
1745
1746 if (op->type == PLAYER)
1747 {
1748 if (left->destroyed ())
1749 esrv_del_item (op->contr, left->count);
1750 else
1751 esrv_send_item (op, left);
1752 }
1753 1492
1754 return 1; 1493 return 1;
1755} 1494}
1756 1495
1757/* Special fire code for players - this takes into 1496/* Special fire code for players - this takes into
1759 * but monsters can't. Putting that code here 1498 * but monsters can't. Putting that code here
1760 * makes the fire_bow code much cleaner. 1499 * makes the fire_bow code much cleaner.
1761 * this function should only be called if 'op' is a player, 1500 * this function should only be called if 'op' is a player,
1762 * hence the function name. 1501 * hence the function name.
1763 */ 1502 */
1764int 1503static int
1765player_fire_bow (object *op, int dir) 1504player_fire_bow (object *op, int dir)
1766{ 1505{
1767 int ret = 0, wcmod = 0; 1506 int ret;
1768 1507
1769 if (op->contr->bowtype == bow_bestarrow) 1508 if (op->contr->bowtype == bow_bestarrow)
1770 { 1509 {
1771 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);
1772 } 1511 }
1773 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)
1774 { 1513 {
1775 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1514 int wcmod = similar_direction (dir, op->contr->bowtype - bow_n + 1) ? 0 : -1;
1776 wcmod = -1;
1777 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);
1778 } 1516 }
1779 else if (op->contr->bowtype == bow_threewide) 1517 else if (op->contr->bowtype == bow_threewide)
1780 { 1518 {
1781 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);
1782 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)]);
1783 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)]);
1784 } 1522 }
1785 else if (op->contr->bowtype == bow_spreadshot) 1523 else if (op->contr->bowtype == bow_spreadshot)
1786 { 1524 {
1787 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);
1788 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);
1789 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);
1790
1791 } 1528 }
1792 else 1529 else
1793 { 1530 {
1794 /* Simple case */ 1531 /* Simple case */
1795 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);
1796 } 1533 }
1534
1797 return ret; 1535 return ret;
1798} 1536}
1799
1800 1537
1801/* Fires a misc (wand/rod/horn) object in 'dir'. 1538/* Fires a misc (wand/rod/horn) object in 'dir'.
1802 * Broken apart from 'fire' to keep it more readable. 1539 * Broken apart from 'fire' to keep it more readable.
1803 */ 1540 */
1804void 1541static void
1805fire_misc_object (object *op, int dir) 1542fire_misc_object (object *op, int dir)
1806{ 1543{
1807 object *item; 1544 object *item = op->contr->ranged_ob;
1808 1545
1809 if (!op->contr->ranges[range_misc]) 1546 if (!item)
1810 { 1547 {
1811 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.");
1812 return; 1549 return;
1813 } 1550 }
1814 1551
1815 item = op->contr->ranges[range_misc];
1816 if (!item->inv) 1552 if (!item->inv)
1817 { 1553 {
1818 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1554 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1819 return; 1555 return;
1820 } 1556 }
1557
1558 if (!op->apply (item))
1559 return;
1560
1821 if (item->type == WAND) 1561 if (item->type == WAND)
1822 { 1562 {
1823 if (item->stats.food <= 0) 1563 if (item->stats.food <= 0)
1824 { 1564 {
1825 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1565 op->contr->play_sound (sound_find ("wand_poof"));
1826 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
1827 return; 1568 return;
1828 } 1569 }
1829 } 1570 }
1830 else if (item->type == ROD || item->type == HORN) 1571 else if (item->type == ROD || item->type == HORN)
1831 { 1572 {
1832 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))
1833 { 1578 {
1834 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1579 op->contr->play_sound (sound_find ("wand_poof"));
1580
1835 if (item->type == ROD) 1581 if (item->type == ROD)
1836 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));
1837 else 1583 else
1838 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
1839 return; 1586 return;
1840 } 1587 }
1841 } 1588 }
1842 1589
1843 if (cast_spell (op, item, dir, item->inv, NULL)) 1590 if (cast_spell (op, item, dir, item->inv, NULL))
1844 { 1591 {
1845 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
1846 if (item->type == WAND) 1594 if (item->type == WAND)
1847 { 1595 {
1848 if (!(--item->stats.food)) 1596 if (!(--item->stats.food))
1849 { 1597 {
1850 object *tmp; 1598 object *tmp;
1851 1599
1852 if (item->arch) 1600 if (item->arch)
1853 { 1601 {
1854 CLEAR_FLAG (item, FLAG_ANIMATE); 1602 item->clr_flag (FLAG_ANIMATE);
1855 item->face = item->arch->clone.face; 1603 item->face = item->arch->face;
1856 item->speed = 0; 1604 item->set_speed (0);
1857 update_ob_speed (item);
1858 } 1605 }
1859 if ((tmp = item->in_player ())) 1606
1607 if (object *pl = item->visible_to ())
1860 esrv_update_item (UPD_ANIM, tmp, item); 1608 esrv_update_item (UPD_ANIM, pl, item);
1861 } 1609 }
1862 } 1610 }
1863 else if (item->type == ROD || item->type == HORN) 1611 else if (item->type == ROD || item->type == HORN)
1864 {
1865 drain_rod_charge (item); 1612 drain_rod_charge (item);
1866 }
1867 } 1613 }
1868} 1614}
1869 1615
1870/* Received a fire command for the player - go and do it. 1616/* Received a fire command for the player - go and do it.
1871 */ 1617 */
1872void 1618bool
1873fire (object *op, int dir) 1619fire (object *who, int dir)
1874{ 1620{
1875 int spellcost = 0; 1621 int spellcost = 0;
1876 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
1877 /* check for loss of invisiblity/hide */ 1644 /* check for loss of invisiblity/hide */
1878 if (action_makes_visible (op)) 1645 if (action_makes_visible (who))
1879 make_visible (op); 1646 make_visible (who);
1880 1647
1881 switch (op->contr->shoottype) 1648 switch (ob->type)
1882 { 1649 {
1883 case range_none: 1650 case BOW:
1884 return;
1885
1886 case range_bow:
1887 player_fire_bow (op, dir); 1651 player_fire_bow (who, dir);
1888 return; 1652 break;
1889 1653
1890 case range_magic: /* Casting spells */ 1654 case SPELL:
1891 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);
1892 return; 1656 break;
1893 1657
1894 case range_misc: 1658 case BUILDER:
1895 fire_misc_object (op, dir);
1896 return;
1897
1898 case range_golem: /* Control summoned monsters from scrolls */
1899 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
1900 {
1901 op->contr->ranges[range_golem] = 0;
1902 op->contr->shoottype = range_none;
1903 }
1904 else
1905 control_golem (op->contr->ranges[range_golem], dir);
1906 return;
1907
1908 case range_skill:
1909 if (!op->chosen_skill)
1910 {
1911 if (op->type == PLAYER)
1912 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
1913 return;
1914 }
1915 (void) do_skill (op, op, op->chosen_skill, dir, NULL);
1916 return;
1917 case range_builder:
1918 apply_map_builder (op, dir); 1659 apply_map_builder (who, dir);
1919 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
1920 default: 1670 default:
1921 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type."); 1671 fire_misc_object (who, dir);
1922 return; 1672 break;
1923 } 1673 }
1924}
1925 1674
1675 return true;
1676}
1926 1677
1927 1678static object *
1928/* find_key
1929 * We try to find a key for the door as passed. If we find a key
1930 * and successfully use it, we return the key, otherwise NULL
1931 * This function merges both normal and locked door, since the logic
1932 * for both is the same - just the specific key is different.
1933 * pl is the player,
1934 * inv is the objects inventory to searched
1935 * door is the door we are trying to match against.
1936 * This function can be called recursively to search containers.
1937 */
1938
1939object *
1940find_key (object *pl, object *container, object *door) 1679find_key_ (object *pl, object *container, object *door)
1941{ 1680{
1942 object *tmp, *key; 1681 object *tmp, *key;
1943 1682
1944 /* Should not happen, but sanity checking is never bad */ 1683 /* Should not happen, but sanity checking is never bad */
1945 if (container->inv == NULL) 1684 if (!container->inv)
1946 return NULL; 1685 return 0;
1947 1686
1948 /* 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 */
1949 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1688 for (tmp = container->inv; tmp; tmp = tmp->below)
1950 { 1689 {
1951 if (door->type == DOOR && tmp->type == KEY) 1690 if (door->type == DOOR && tmp->type == KEY)
1952 break; 1691 break;
1692
1953 /* For sanity, we should really check door type, but other stuff 1693 /* For sanity, we should really check door type, but other stuff
1954 * (like containers) can be locked with special keys 1694 * (like containers) can be locked with special keys
1955 */ 1695 */
1956 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1696 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1957 break; 1697 break;
1958 } 1698 }
1699
1959 /* No key found - lets search inventories now */ 1700 /* No key found - lets search inventories now */
1960 /* 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.
1961 * 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
1962 * a key, return 1703 * a key, return
1963 */ 1704 */
1964 if (!tmp) 1705 if (!tmp)
1965 { 1706 {
1966 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1707 for (tmp = container->inv; tmp; tmp = tmp->below)
1967 {
1968 /* No reason to search empty containers */ 1708 /* No reason to search empty containers */
1969 if (tmp->type == CONTAINER && tmp->inv) 1709 if (tmp->type == CONTAINER && tmp->inv)
1970 {
1971 if ((key = find_key (pl, tmp, door)) != NULL) 1710 if ((key = find_key_ (pl, tmp, door)))
1972 return key; 1711 return key;
1973 } 1712
1974 }
1975 if (!tmp) 1713 if (!tmp)
1976 return NULL; 1714 return 0;
1977 } 1715 }
1716
1978 /* 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,
1979 * see if we actually want to use it 1718 * see if we actually want to use it
1980 */ 1719 */
1981 if (pl != container) 1720 if (pl != container)
1982 { 1721 {
1983 /* Only let players use keys in containers */ 1722 /* Only let players use keys in containers */
1984 if (!pl->contr) 1723 if (!pl->contr)
1985 return NULL; 1724 return 0;
1725
1986 /* cases where this fails: 1726 /* cases where this fails:
1987 * If we only search the player inventory, return now since we 1727 * If we only search the player inventory, return now since we
1988 * are not in the players inventory. 1728 * are not in the players inventory.
1989 * If the container is not active, return now since only active 1729 * If the container is not active, return now since only active
1990 * containers can be used. 1730 * containers can be used.
1994 * inv must have been an container and must have been active. 1734 * inv must have been an container and must have been active.
1995 * 1735 *
1996 * Change the color so that the message doesn't disappear with 1736 * Change the color so that the message doesn't disappear with
1997 * all the others. 1737 * all the others.
1998 */ 1738 */
1999 if (pl->contr->usekeys == key_inventory || 1739 if (pl->contr->usekeys == key_inventory
2000 !QUERY_FLAG (container, FLAG_APPLIED) || 1740 || !container->flag [FLAG_APPLIED]
2001 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys")))) 1741 || (pl->contr->usekeys == keyrings && container->race != shstr_keys))
2002 { 1742 {
2003 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1743 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
2004 "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));
2005 return NULL; 1745 return NULL;
2006 } 1746 }
2007 } 1747 }
1748
2008 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);
2009} 1775}
2010 1776
2011/* moved door processing out of move_player_attack. 1777/* moved door processing out of move_player_attack.
2012 * returns 1 if player has opened the door with a key 1778 * returns 1 if player has opened the door with a key
2013 * such that the caller should not do anything more, 1779 * such that the caller should not do anything more,
2014 * 0 otherwise 1780 * 0 otherwise
2015 */ 1781 */
2016static int 1782static int
2017player_attack_door (object *op, object *door) 1783player_attack_door (object *op, object *door)
2018{ 1784{
2019 /* 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,
2020 * 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 -
2021 * otherwise, we fall through to the rest of the code. 1787 * otherwise, we fall through to the rest of the code.
2022 */ 1788 */
2023 object *key = find_key (op, op, door); 1789 object *key = find_key (op, op, door);
2024 1790
2025 /* IF we found a key, do some extra work */ 1791 /* If we found a key, do some extra work */
2026 if (key) 1792 if (key)
2027 { 1793 {
2028 object *container = key->env; 1794 object *container = key->env;
2029 1795
2030 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
2031 if (action_makes_visible (op)) 1796 if (action_makes_visible (op))
2032 make_visible (op); 1797 make_visible (op);
1798
2033 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1799 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2034 spring_trap (door->inv, op); 1800 spring_trap (door->inv, op);
1801
2035 if (door->type == DOOR) 1802 if (door->type == DOOR)
2036 {
2037 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 */
2038 }
2039 else if (door->type == LOCKED_DOOR) 1804 else if (door->type == LOCKED_DOOR)
2040 { 1805 {
2041 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);
2042 remove_door2 (door); /* remove door without violence ;-) */ 1807 remove_door2 (door); /* remove door without violence ;-) */
2043 } 1808 }
1809
2044 /* Do this after we print the message */ 1810 /* Do this after we print the message */
2045 decrease_ob (key); /* Use up one of the keys */ 1811 key->decrease (); /* Use up one of the keys */
2046 /* Need to update the weight the container the key was in */ 1812
2047 if (container != op)
2048 esrv_update_item (UPD_WEIGHT, op, container);
2049 return 1; /* Nothing more to do below */ 1813 return 1; /* Nothing more to do below */
2050 } 1814 }
2051 else if (door->type == LOCKED_DOOR) 1815 else if (door->type == LOCKED_DOOR)
2052 { 1816 {
2053 /* Might as well return now - no other way to open this */ 1817 /* Might as well return now - no other way to open this */
2054 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...");
2055 return 1; 1819 return 1;
2056 } 1820 }
1821
2057 return 0; 1822 return 0;
2058} 1823}
2059 1824
2060/* This function is just part of a breakup from move_player. 1825/* This function is just part of a breakup from move_player.
2061 * It should keep the code cleaner. 1826 * It should keep the code cleaner.
2062 * When this is called, the players direction has been updated 1827 * When this is called, the players direction has been updated
2063 * (taking into account confusion.) The player is also actually 1828 * (taking into account confusion.) The player is also actually
2064 * going to try and move (not fire weapons). 1829 * going to try and move (not fire weapons).
2065 */ 1830 */
2066void 1831bool
2067move_player_attack (object *op, int dir) 1832move_player_attack (object *op, int dir)
2068{ 1833{
2069 object *tmp, *mon; 1834 if (!op->contr->braced && op->speed_left > 0.f && op->move (dir))
2070 sint16 nx, ny; 1835 {
2071 int on_battleground; 1836 --op->speed_left;
2072 maptile *m; 1837 return true;
1838 }
2073 1839
2074 nx = freearr_x[dir] + op->x; 1840 sint16 nx = freearr_x[dir] + op->x;
2075 ny = freearr_y[dir] + op->y; 1841 sint16 ny = freearr_y[dir] + op->y;
2076 1842
2077 on_battleground = op_on_battleground (op, 0, 0); 1843 if (out_of_map (op->map, nx, ny))
1844 return false;
2078 1845
2079 /* 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
2080 * 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
2081 * 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
2082 * player. This is a pretty nasty hack, because if we could 1849 * player. This is a pretty nasty hack, because if we could
2083 * 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
2084 * 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
2085 * 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
2086 * move_ob uses. 1853 * move_ob uses.
2087 */ 1854 */
2088 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;
2089 { 1870 }
2090 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)
2091 { 1877 {
2092 m = get_map_from_coord (op->map, &nx, &ny); 1878 if (ob->move_block == MOVE_ALL)
2093 if (!m) 1879 move_into_wall (op, ob);
2094 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;
2095 } 1942 }
2096 else 1943 else
2097 m = op->map;
2098
2099 if ((tmp = GET_MAP_OB (m, nx, ny)) == NULL)
2100 {
2101 /* LOG(llevError,"player_move_attack: GET_MAP_OB returns NULL, but player can not move there.\n"); */
2102 return; 1944 return false;
2103 } 1945 }
2104 1946
2105 mon = 0; 1947 bool on_battleground = op_on_battleground (op, 0, 0);
2106 /* Go through all the objects, and find ones of interest. Only stop if
2107 * we find a monster - that is something we know we want to attack.
2108 * if its a door or barrel (can roll) see if there may be monsters
2109 * on the space
2110 */
2111 while (tmp)
2112 {
2113 if (tmp == op)
2114 {
2115 tmp = tmp->above;
2116 continue;
2117 }
2118 1948
2119 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2120 {
2121 mon = tmp;
2122 break;
2123 }
2124
2125 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2126 mon = tmp;
2127
2128 tmp = tmp->above;
2129 }
2130
2131 if (!mon) /* This happens anytime the player tries to move */
2132 return; /* into a wall */
2133
2134 if (mon->head)
2135 mon = mon->head;
2136
2137 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2138 if (player_attack_door (op, mon))
2139 return;
2140
2141 /* The following deals with possibly attacking peaceful
2142 * or frienddly creatures. Basically, all players are considered
2143 * unaggressive. If the moving player has peaceful set, then the
2144 * object should be pushed instead of attacked. It is assumed that
2145 * if you are braced, you will not attack friends accidently,
2146 * and thus will not push them.
2147 */
2148
2149 /* If the creature is a pet, push it even if the player is not
2150 * peaceful. Our assumption is the creature is a pet if the
2151 * player owns it and it is either friendly or unagressive.
2152 */
2153 if ((op->type == PLAYER)
2154#if COZY_SERVER
2155 &&
2156 ((mon->owner && mon->owner->contr
2157 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op)
2158#else
2159 && mon->owner == op
2160#endif
2161 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2162 {
2163 /* If we're braced, we don't want to switch places with it */
2164 if (op->contr->braced)
2165 return;
2166 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2167 (void) push_ob (mon, dir, op);
2168 if (op->contr->tmp_invis || op->hide)
2169 make_visible (op);
2170 return;
2171 }
2172
2173 /* in certain circumstances, you shouldn't attack friendly 1949 /* in certain circumstances, you shouldn't attack friendly
2174 * creatures. Note that if you are braced, you can't push 1950 * creatures. Note that if you are braced, you can't push
2175 * 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
2176 * attack them either. 1952 * attack them either.
2177 */ 1953 */
2178 if ((mon->type == PLAYER || mon->enemy != op) && 1954 if ((mon->type == PLAYER || mon->enemy != op)
2179 (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])
2180#ifdef PROHIBIT_PLAYERKILL
2181 (op->contr->peaceful 1956 && ((op->contr->peaceful
2182 || (mon->type == PLAYER 1957 || (mon->type == PLAYER && mon->contr->peaceful))
2183 && mon->contr->
2184 peaceful)) &&
2185#else
2186 op->contr->peaceful &&
2187#endif
2188 !on_battleground)) 1958 && !on_battleground))
1959 {
1960 if (op->speed_left > 0.f)
2189 { 1961 {
1962 --op->speed_left;
1963
2190 if (!op->contr->braced) 1964 if (!op->contr->braced)
2191 { 1965 {
2192 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 1966 op->play_sound (sound_find ("push_player"));
2193 (void) push_ob (mon, dir, op); 1967 push_ob (mon, dir, op);
2194 } 1968 }
2195 else 1969 else
2196 new_draw_info (0, 0, op, "You withhold your attack"); 1970 op->statusmsg ("You withhold your attack");
2197 1971
2198 if (op->contr->tmp_invis || op->hide) 1972 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
2199 make_visible (op); 1973 make_visible (op);
2200 }
2201 1974
1975 return true;
1976 }
1977 }
2202 /* If the object is a boulder or other rollable object, then 1978 /* If the object is a boulder or other rollable object, then
2203 * 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.
2204 */ 1980 */
2205 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)
2206 { 1984 {
1985 --op->speed_left;
1986
2207 recursive_roll (mon, dir, op); 1987 recursive_roll (mon, dir, op);
2208 if (action_makes_visible (op)) 1988 if (action_makes_visible (op))
2209 make_visible (op); 1989 make_visible (op);
2210 }
2211 1990
1991 return true;
1992 }
1993 }
2212 /* Any generic living creature. Including things like doors. 1994 /* Any generic living creature. Including things like doors.
2213 * 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
2214 * and be living. Then, it must be one of the following: 1996 * and be living. Then, it must be one of the following:
2215 * 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
2216 * 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.
2217 */ 1999 */
2218
2219 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2000 else if ((mon->stats.hp >= 0) && mon->flag [FLAG_ALIVE] &&
2220 ((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)))
2221 { 2002 {
2222 2003 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2223 /* If the player hasn't hit something this tick, and does
2224 * so, give them speed boost based on weapon speed. Doing
2225 * it here is better than process_players2, which basically
2226 * incurred a 1 tick offset.
2227 */
2228 if (!op->contr->has_hit)
2229 { 2004 {
2230 op->speed_left += op->speed / op->contr->weapon_sp; 2005 --op->contr->weapon_sp_left;
2231
2232 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2233 }
2234 2006
2235 skill_attack (mon, op, 0, 0, 0); 2007 skill_attack (mon, op, 0, 0, 0);
2236
2237 /* If attacking another player, that player gets automatic
2238 * hitback, and doesn't loose luck either.
2239 * Disable hitback on the battleground or if the target is
2240 * the wiz.
2241 */
2242 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2243 {
2244 short luck = mon->stats.luck;
2245
2246 mon->contr->has_hit = 1;
2247 skill_attack (op, mon, 0, 0, 0);
2248 mon->stats.luck = luck;
2249 }
2250 2008
2251 if (action_makes_visible (op)) 2009 if (action_makes_visible (op))
2252 make_visible (op); 2010 make_visible (op);
2253 }
2254 } /* if player should attack something */
2255}
2256 2011
2257int 2012 return true;
2013 }
2014 }
2015
2016 return false;
2017}
2018
2019bool
2258move_player (object *op, int dir) 2020move_player (object *op, int dir)
2259{ 2021{
2260 int pick; 2022 if (!op->map || op->map->state != MAP_ACTIVE)
2261
2262 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY)
2263 return 0; 2023 return 0;
2264 2024
2265 /* Sanity check: make sure dir is valid */ 2025 /* Sanity check: make sure dir is valid */
2266 if ((dir < 0) || (dir >= 9)) 2026 if (dir < 0 || dir > 8)
2267 { 2027 {
2268 LOG (llevError, "move_player: invalid direction %d\n", dir); 2028 LOG (llevError, "move_player: invalid direction %d\n", dir);
2269 return 0; 2029 return 0;
2270 } 2030 }
2271 2031
2272 /* peterm: added following line */ 2032 /* peterm: added following line */
2273 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2033 if (op->flag [FLAG_CONFUSED] && dir)
2274 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2034 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2275 2035
2276 op->facing = dir; 2036 op->facing = dir;
2277 2037
2278 if (op->hide) 2038 if (op->flag [FLAG_HIDDEN])
2279 do_hidden_move (op); 2039 do_hidden_move (op);
2280 2040
2041 bool retval;
2042 int pick = 0;
2043
2281 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2044 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2282 /*nop */ ; 2045 retval = RESULT_INT (0);
2283 else if (op->contr->fire_on) 2046 else if (op->contr->fire_on)
2284 fire (op, dir); 2047 retval = fire (op, dir);
2285 else 2048 else
2286 { 2049 {
2287 move_player_attack (op, dir); 2050 retval = move_player_attack (op, dir);
2288 pick = check_pick (op); 2051 pick = check_pick (op);
2289 } 2052 }
2290 2053
2291 /* 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
2292 * server can handle repeat firing. 2055 * server can handle repeat firing.
2299 /* Update how the player looks. Use the facing, so direction may 2062 /* Update how the player looks. Use the facing, so direction may
2300 * get reset to zero. This allows for full animation capabilities 2063 * get reset to zero. This allows for full animation capabilities
2301 * for players. 2064 * for players.
2302 */ 2065 */
2303 animate_object (op, op->facing); 2066 animate_object (op, op->facing);
2304 return 0; 2067
2068 return retval;
2305} 2069}
2306 2070
2307/* 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
2308 * new client/server stuff. 2072 * new client/server stuff.
2309 * 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
2310 * the new speed values for commands. 2074 * the new speed values for commands.
2311 * 2075 *
2312 * 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.
2313 */ 2079 */
2314int 2080bool
2315handle_newcs_player (object *op) 2081handle_newcs_player (object *op)
2316{ 2082{
2317 if (op->contr->hidden) 2083 if (op->flag [FLAG_SCARED])
2318 {
2319 op->invisible = 1000;
2320 /* the socket code flashes the player visible/invisible
2321 * depending on the value of invisible, so we need to
2322 * alternate it here for it to work correctly.
2323 */
2324 if (pticks & 2)
2325 op->invisible--;
2326 } 2084 {
2327 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS))) 2085 if (op->speed_left > 0.f)
2328 {
2329 op->invisible--;
2330 if (!op->invisible)
2331 {
2332 make_visible (op);
2333 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2334 } 2086 {
2335 }
2336
2337 if (QUERY_FLAG (op, FLAG_SCARED))
2338 {
2339 flee_player (op);
2340 /* If player is still scared, that is his action for this tick */
2341 if (QUERY_FLAG (op, FLAG_SCARED))
2342 {
2343 op->speed_left--; 2087 --op->speed_left;
2088 flee_player (op);
2089
2344 return 0; 2090 return true;
2345 } 2091 }
2092 else
2093 return false;
2346 } 2094 }
2347
2348 /* I've been seeing crashes where the golem has been destroyed, but
2349 * the player object still points to the defunct golem. The code that
2350 * destroys the golem looks correct, and it doesn't always happen, so
2351 * put this in a a workaround to clean up the golem pointer.
2352 */
2353 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2354 op->contr->ranges[range_golem] = 0;
2355 2095
2356 /* 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
2357 * the players time has been increased when doericserver has been 2097 * the players time has been increased when doericserver has been
2358 * called, so we recheck it here. 2098 * called, so we recheck it here.
2359 */ 2099 */
2360 //TODO: better than handling 8 commands, use some more intelligent rate-limiting 2100 if (op->contr->ns->handle_command ())
2361 for (int rep = 8; --rep && op->contr->ns->handle_command (); ) 2101 return true;
2362 ;
2363 2102
2364 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])
2365 return 0; 2113 return 0;
2366 2114
2367 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2368 {
2369 /* All move commands take 1 tick, at least for now */
2370 op->speed_left--;
2371
2372 /* Instead of all the stuff below, let move_player take care
2373 * of it. Also, some of the skill stuff is only put in
2374 * there, as well as the confusion stuff.
2375 */
2376 move_player (op, op->direction);
2377 if (op->speed_left > 0)
2378 return 1;
2379 else
2380 return 0;
2381 }
2382
2383 return 0;
2384}
2385
2386int
2387save_life (object *op)
2388{
2389 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2390 return 0;
2391
2392 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2115 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2393 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2116 if (tmp->flag [FLAG_APPLIED] && tmp->flag [FLAG_LIFESAVE])
2394 { 2117 {
2395 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2118 op->play_sound (sound_find ("ob_evaporate"));
2396 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));
2397 2120
2398 if (op->contr)
2399 esrv_del_item (op->contr, tmp->count);
2400
2401 tmp->destroy (); 2121 tmp->destroy ();
2402 CLEAR_FLAG (op, FLAG_LIFESAVE); 2122 op->clr_flag (FLAG_LIFESAVE);
2403 2123
2404 if (op->stats.hp < 0) 2124 if (op->stats.hp < 0)
2405 op->stats.hp = op->stats.maxhp; 2125 op->stats.hp = op->stats.maxhp;
2406 2126
2407 if (op->stats.food < 0) 2127 if (op->stats.food < 0)
2408 op->stats.food = 999; 2128 op->stats.food = MAX_FOOD;
2409 2129
2410 op->update_stats (); 2130 op->update_stats ();
2411 return 1; 2131 return 1;
2412 } 2132 }
2413 2133
2414 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2134 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2415 CLEAR_FLAG (op, FLAG_LIFESAVE); 2135 op->clr_flag (FLAG_LIFESAVE);
2416 enter_player_savebed (op); /* bring him home. */ 2136 enter_player_savebed (op); /* bring him home. */
2417 return 0; 2137 return 0;
2418} 2138}
2419 2139
2420/* 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
2421 * 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
2422 * 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
2423 * from. 2143 * from.
2424 */ 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
2425void 2161void
2426remove_unpaid_objects (object *op, object *env) 2162object::drop_unpaid_items ()
2427{ 2163{
2428 object *next; 2164 if (!flag [FLAG_REMOVED])
2429 2165 ::drop_unpaid_items (inv, this);
2430 while (op)
2431 {
2432 next = op->below; /* Make sure we have a good value, in case
2433 * we remove object 'op'
2434 */
2435 if (QUERY_FLAG (op, FLAG_UNPAID))
2436 {
2437 op->remove ();
2438 op->x = env->x;
2439 op->y = env->y;
2440 if (env->type == PLAYER)
2441 esrv_del_item (env->contr, op->count);
2442 insert_ob_in_map (op, env->map, NULL, 0);
2443 }
2444 else if (op->inv)
2445 remove_unpaid_objects (op->inv, env);
2446
2447 op = next;
2448 }
2449}
2450
2451/*
2452 * Returns pointer a static string containing gravestone text
2453 * Moved from apply.c to player.c - player.c is what
2454 * actually uses this function. player.c may not be quite the
2455 * best, a misc file for object actions is probably better,
2456 * but there isn't one in the server directory.
2457 */
2458char *
2459gravestone_text (object *op)
2460{
2461 static char buf2[MAX_BUF];
2462 char buf[MAX_BUF];
2463 time_t now = time (NULL);
2464
2465 strcpy (buf2, " R.I.P.\n\n");
2466 if (op->type == PLAYER)
2467 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2468 else
2469 sprintf (buf, "%s\n", &op->name);
2470
2471 strncat (buf2, " ", 20 - strlen (buf) / 2);
2472 strcat (buf2, buf);
2473 if (op->type == PLAYER)
2474 sprintf (buf, "who was in level %d when killed\n", op->level);
2475 else
2476 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2477
2478 strncat (buf2, " ", 20 - strlen (buf) / 2);
2479 strcat (buf2, buf);
2480 if (op->type == PLAYER)
2481 {
2482 sprintf (buf, "by %s.\n\n", op->contr->killer);
2483 strncat (buf2, " ", 21 - strlen (buf) / 2);
2484 strcat (buf2, buf);
2485 }
2486
2487 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2488 strncat (buf2, " ", 20 - strlen (buf) / 2);
2489 strcat (buf2, buf);
2490
2491 return buf2;
2492} 2166}
2493 2167
2494void 2168void
2495do_some_living (object *op) 2169do_some_living (object *op)
2496{ 2170{
2497 int last_food = op->stats.food; 2171 int last_food = op->stats.food;
2498 int gen_hp, gen_sp, gen_grace; 2172 int gen_hp, gen_sp, gen_grace;
2499 int over_hp, over_sp, over_grace;
2500 int i; 2173 int i;
2501 int rate_hp = 1200; 2174 int rate_hp = 1200;
2502 int rate_sp = 2500; 2175 int rate_sp = 2500;
2503 int rate_grace = 2000; 2176 int rate_grace = 2000;
2504 const int max_hp = 1; 2177 const int max_hp = 1;
2505 const int max_sp = 1; 2178 const int max_sp = 1;
2506 const int max_grace = 1; 2179 const int max_grace = 1;
2507 2180
2508 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--;
2509 { 2190 }
2510 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2191 else if (op->invisible && !(op->flag [FLAG_MAKE_INVIS]))
2511 if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks) 2192 {
2512 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 }
2513 } 2198 }
2514 2199
2515 if (op->contr->ns->state == ST_PLAYING) 2200 if (op->contr->ns->state == ST_PLAYING)
2516 { 2201 {
2517 /* these next three if clauses make it possible to SLOW DOWN 2202 /* these next three if clauses make it possible to SLOW DOWN
2538 { 2223 {
2539 gen_grace = op->stats.maxgrace; 2224 gen_grace = op->stats.maxgrace;
2540 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2225 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2541 } 2226 }
2542 2227
2543 /* Regenerate Spell Points */ 2228 /* Regenerate Grace */
2544 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)
2545 { 2231 {
2546 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2547 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)
2548 { 2238 {
2549 op->stats.sp++; 2239 int over_grace = temp / rate_grace;
2550 /* dms do not consume food */ 2240
2551 if (!QUERY_FLAG (op, FLAG_WIZ)) 2241 if (over_grace > 0)
2552 { 2242 {
2553 op->stats.food--; 2243 op->stats.sp += over_grace + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > (temp % rate_grace)) ? -1 : 0;
2554 if (op->contr->digestion < 0) 2244 op->last_grace = 0;
2555 op->stats.food += op->contr->digestion;
2556 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2557 op->stats.food = last_food;
2558 } 2245 }
2246 else
2247 op->last_grace = rate_grace / temp;
2559 } 2248 }
2249 else
2250 op->last_grace = rate_grace / temp;
2560 2251
2561 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)
2562 { 2259 {
2563 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);
2564 if (over_sp > 0) 2261
2262 if (op->stats.sp < op->stats.maxsp)
2565 { 2263 {
2566 if (op->stats.sp < op->stats.maxsp) 2264 op->stats.sp++;
2265
2266 /* dms do not consume food */
2267 if (!op->flag [FLAG_WIZ])
2567 { 2268 {
2568 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2569
2570 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2571 op->stats.sp--; 2269 op->stats.food--;
2572 2270
2573 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))
2574 op->stats.sp = op->stats.maxsp; 2274 op->stats.food = last_food;
2575 } 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
2576 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);
2577 } 2298 }
2578 else 2299 else
2579 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);
2580 } 2301 }
2581 else
2582 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2583 }
2584 2302
2585 /* Regenerate Grace */ 2303 /* Regenerate Hit Points */
2586 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2587 if (--op->last_grace < 0) 2304 if (--op->last_heal < 0)
2588 {
2589 if (op->stats.grace < op->stats.maxgrace / 2)
2590 op->stats.grace++; /* no penalty in food for regaining grace */
2591
2592 if (max_grace > 1)
2593 { 2305 {
2594 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2306 if (op->stats.hp < op->stats.maxhp)
2595 if (over_grace > 0)
2596 { 2307 {
2597 op->stats.sp += over_grace 2308 op->stats.hp++;
2598 + (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;
2599 op->last_grace = 0; 2331 op->last_heal = 0;
2332 }
2333 else
2334 op->last_heal = rate_hp / temp;
2600 } 2335 }
2601 else 2336 else
2602 {
2603 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2604 }
2605 }
2606 else
2607 {
2608 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2609 }
2610 /* wearing stuff doesn't detract from grace generation. */
2611 }
2612
2613 /* Regenerate Hit Points */
2614 if (--op->last_heal < 0)
2615 {
2616 if (op->stats.hp < op->stats.maxhp)
2617 {
2618 op->stats.hp++;
2619 /* dms do not consume food */
2620 if (!QUERY_FLAG (op, FLAG_WIZ))
2621 {
2622 op->stats.food--;
2623 if (op->contr->digestion < 0)
2624 op->stats.food += op->contr->digestion;
2625 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2626 op->stats.food = last_food;
2627 }
2628 }
2629
2630 if (max_hp > 1)
2631 {
2632 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2633 if (over_hp > 0)
2634 {
2635 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2636 op->last_heal = 0; 2337 op->last_heal = rate_hp / temp;
2637 }
2638 else
2639 {
2640 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2641 }
2642 }
2643 else
2644 {
2645 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2646 } 2338 }
2647 } 2339 }
2648 2340
2649 /* Digestion */ 2341 /* Digestion */
2650 if (--op->last_eat < 0) 2342 if (--op->last_eat < 0)
2651 { 2343 {
2652#ifdef COZY_SERVER 2344 int bonus = max (0, op->contr->digestion),
2653 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion; 2345 penalty = max (0, -op->contr->digestion);
2654 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2655#else
2656 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2657#endif
2658 2346
2659 if (op->contr->gen_hp > 0)
2660 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);
2661 else
2662 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2663 2348
2664 /* dms do not consume food */ 2349 /* dms do not consume food */
2665 if (!QUERY_FLAG (op, FLAG_WIZ)) 2350 if (!op->flag [FLAG_WIZ])
2666 op->stats.food--; 2351 op->stats.food--;
2667 } 2352 }
2668 2353
2669 if (op->stats.food < 0 && op->stats.hp >= 0) 2354 if (op->stats.food < 0 && op->stats.hp >= 0)
2670 { 2355 {
2671 object *tmp, *flesh = 0; 2356 object *flesh = 0;
2672 2357
2673 for (tmp = op->inv; tmp; tmp = tmp->below) 2358 for_inv_removable (op, tmp)
2674 { 2359 {
2675 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)
2676 { 2364 {
2677 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2365 op->statusmsg ("You blindly grab for a bite of food. "
2678 { 2366 "H<To prevent you from starving, you ate some random item from your backpack.>");
2679 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2367 op->apply (tmp);
2680 manual_apply (op, tmp, 0); 2368
2681 if (op->stats.food >= 0 || op->stats.hp < 0) 2369 if (op->stats.food >= 0 || op->stats.hp < 0)
2682 break; 2370 break;
2683 } 2371 }
2684 else if (tmp->type == FLESH) 2372 else if (tmp->type == FLESH)
2685 flesh = tmp; 2373 flesh = tmp;
2686 } /* End if paid for object */ 2374 }
2687 } /* end of for loop */
2688 2375
2689 /* 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
2690 * eat flesh instead. 2377 * eat flesh instead.
2691 */ 2378 */
2692 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2379 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2693 { 2380 {
2694 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.>");
2695 manual_apply (op, flesh, 0); 2383 op->apply (flesh);
2696 } 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)
2697 } 2393 {
2394 op->stats.hp += op->stats.food;
2395 op->stats.food = 0;
2698 2396
2699 while (op->stats.food < 0 && op->stats.hp >= 0) 2397 if (op->stats.hp < 0)
2700 op->stats.food++, op->stats.hp--; 2398 {
2399 op->contr->killer = archetype::get ("killer_starvation");
2400 op->contr->killer->destroy ();
2401 }
2402 }
2701 2403
2404 /* killer should be set here already */
2702 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2405 if (op->stats.hp < 0 && !op->flag [FLAG_WIZ])
2703 kill_player (op); 2406 kill_player (op);
2704 } 2407 }
2705} 2408}
2706 2409
2707/* 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.
2710 * file. 2413 * file.
2711 */ 2414 */
2712void 2415void
2713kill_player (object *op) 2416kill_player (object *op)
2714{ 2417{
2715 char buf[MAX_BUF];
2716 int x, y; 2418 int x, y;
2717
2718 //int i;
2719 maptile *map; /* this is for resurrection */ 2419 maptile *map; /* this is for resurrection */
2720
2721 /* int z;
2722 int num_stats_lose;
2723 int lost_a_stat;
2724 int lose_this_stat;
2725 int this_stat; */
2726 int will_kill_again; 2420 int will_kill_again;
2727 archetype *at; 2421 archetype *at;
2728 object *tmp; 2422 object *tmp;
2729 2423
2730 if (save_life (op)) 2424 if (save_life (op))
2731 return; 2425 return;
2732 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 }
2733 2462
2734 /* 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
2735 * 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.
2736 * Look at op_on_battleground() for more info --AndreasV 2465 * Look at op_on_battleground() for more info --AndreasV
2737 */ 2466 */
2738 if (op_on_battleground (op, &x, &y)) 2467 if (op_on_battleground (op, &x, &y))
2739 { 2468 {
2740 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";
2741 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2742
2743 /* restore player */
2744 at = archetype::find ("poisoning");
2745 tmp = present_arch_in_ob (at, op);
2746 if (tmp)
2747 {
2748 tmp->destroy ();
2749 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2750 }
2751
2752 at = archetype::find ("confusion");
2753 tmp = present_arch_in_ob (at, op);
2754 if (tmp)
2755 {
2756 tmp->destroy ();
2757 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2758 }
2759
2760 cure_disease (op, 0); /* remove any disease */
2761 op->stats.hp = op->stats.maxhp;
2762 if (op->stats.food <= 0)
2763 op->stats.food = 999;
2764 2470
2765 /* create a bodypart-trophy to make the winner happy */ 2471 /* create a bodypart-trophy to make the winner happy */
2766 tmp = arch_to_object (archetype::find ("finger")); 2472 object *tmp = archetype::find (shstr_finger)->instance ();
2767 if (tmp != NULL) 2473
2768 { 2474 tmp->name = format ("%s's finger" , &op->name);
2769 sprintf (buf, "%s's finger", &op->name); 2475 tmp->name_pl = format ("%s's fingers", &op->name);
2770 tmp->name = buf; 2476 tmp->msg = format (
2771 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",
2772 " the %s, when he was defeated at\n level %d by %s.\n", 2478 &op->name, op->contr->title,
2773 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2479 (int)op->level,
2774 tmp->msg = buf; 2480 op->contr->killer_name ()
2481 );
2775 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2482 tmp->value = 0, tmp->type = 0;
2776 tmp->materialname = NULL; 2483 tmp->material = name_to_material (shstr_organic);
2777 tmp->x = op->x, tmp->y = op->y; 2484 tmp->insert_at (op, tmp);
2778 insert_ob_in_map (tmp, op->map, op, 0);
2779 }
2780 2485
2781 /* teleport defeated player to new destination */ 2486 /* teleport defeated player to new destination */
2782 transfer_ob (op, x, y, 0, NULL); 2487 transfer_ob (op, x, y, 0, NULL);
2783 op->contr->braced = 0; 2488 op->contr->braced = 0;
2489
2490 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2784 return; 2491 return;
2785 } 2492 }
2786 2493
2494 deathtab << "You were killed by " << op->contr->killer_name () << ".\n\n";
2495 deathtab << "T<YOU HAVE DIED>\n\n";
2496
2787 INVOKE_PLAYER (DEATH, op->contr); 2497 INVOKE_PLAYER (DEATH, op->contr);
2788 2498
2789 command_kill_pets (op, 0); 2499 command_kill_pets (op, 0);
2790 2500
2791 if (op->stats.food < 0) 2501 op->contr->play_sound (sound_find ("player_dies"));
2792 {
2793 if (op->contr->explore)
2794 {
2795 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
2796 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2797 op->stats.food = 999;
2798 return;
2799 }
2800 sprintf (buf, "%s starved to death.", &op->name);
2801 strcpy (op->contr->killer, "starvation");
2802 }
2803 else
2804 {
2805 if (op->contr->explore)
2806 {
2807 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
2808 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2809 op->stats.hp = op->stats.maxhp;
2810 return;
2811 }
2812 sprintf (buf, "%s died.", &op->name);
2813 }
2814 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2815 2502
2816 /* save the map location for corpse, gravestone */ 2503 /* save the map location for corpse, gravestone */
2817 x = op->x; 2504 x = op->x;
2818 y = op->y; 2505 y = op->y;
2819 map = op->map; 2506 map = op->map;
2820
2821 2507
2822 /* NOT_PERMADEATH code. This basically brings the character back to 2508 /* NOT_PERMADEATH code. This basically brings the character back to
2823 * 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.
2824 * 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.
2825 */ 2511 */
2842 num_stats_lose = 1; 2528 num_stats_lose = 1;
2843 else 2529 else
2844 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO; 2530 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2845 } 2531 }
2846 else 2532 else
2847 {
2848 num_stats_lose = 1; 2533 num_stats_lose = 1;
2849 } 2534
2850 lost_a_stat = 0; 2535 lost_a_stat = 0;
2851 2536
2852 for (z = 0; z < num_stats_lose; z++) 2537 for (z = 0; z < num_stats_lose; z++)
2853 { 2538 {
2854 i = RANDOM () % NUM_STATS; 2539 i = rndm (NUM_STATS);
2855 2540
2856 if (settings.stat_loss_on_death) 2541 if (settings.stat_loss_on_death)
2857 { 2542 {
2858 /* 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
2859 * what he lost. 2544 * what he lost.
2866 lost_a_stat = 1; 2551 lost_a_stat = 1;
2867 } 2552 }
2868 else 2553 else
2869 { 2554 {
2870 /* deplete a stat */ 2555 /* deplete a stat */
2871 archetype *deparch = archetype::find ("depletion"); 2556 archetype *deparch = archetype::find (shstr_depletion);
2872 object *dep; 2557 object *dep;
2873 2558
2874 dep = present_arch_in_ob (deparch, op); 2559 dep = present_arch_in_ob (deparch, op);
2875 if (!dep) 2560 if (!dep)
2876 { 2561 {
2877 dep = arch_to_object (deparch); 2562 dep = deparch->instance ();
2878 insert_ob_in_ob (dep, op); 2563 insert_ob_in_ob (dep, op);
2879 } 2564 }
2880 lose_this_stat = 1; 2565 lose_this_stat = 1;
2881 if (settings.balanced_stat_loss) 2566 if (settings.balanced_stat_loss)
2882 { 2567 {
2910 } 2595 }
2911 } 2596 }
2912 2597
2913 if (lose_this_stat) 2598 if (lose_this_stat)
2914 { 2599 {
2915 this_stat = get_attr_value (&(dep->stats), i); 2600 this_stat = get_attr_value (&dep->stats, i);
2916 /* We could try to do something clever like find another 2601 /* We could try to do something clever like find another
2917 * stat to reduce if this fails. But chances are, if 2602 * stat to reduce if this fails. But chances are, if
2918 * stats have been depleted to -50, all are pretty low 2603 * stats have been depleted to -50, all are pretty low
2919 * 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
2920 * difference. 2605 * difference.
2921 */ 2606 */
2922 if (this_stat >= -50) 2607 if (this_stat >= -50)
2923 { 2608 {
2924 change_attr_value (&(dep->stats), i, -1); 2609 change_attr_value (&(dep->stats), i, -1);
2925 SET_FLAG (dep, FLAG_APPLIED); 2610 dep->set_flag (FLAG_APPLIED);
2926 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2611 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2927 op->update_stats (); 2612 op->update_stats ();
2928 lost_a_stat = 1; 2613 lost_a_stat = 1;
2929 } 2614 }
2930 } 2615 }
2931 } 2616 }
2932 } 2617 }
2618
2933 /* If no stat lost, tell the player. */ 2619 /* If no stat lost, tell the player. */
2934 if (!lost_a_stat) 2620 if (!lost_a_stat)
2935 { 2621 {
2936 /* determine_god() seems to not work sometimes... why is this? 2622 /* determine_god() seems to not work sometimes... why is this?
2937 Should I be using something else? GD */ 2623 Should I be using something else? GD */
2938 const char *god = determine_god (op); 2624 shstr_tmp god = determine_god (op);
2939 2625
2940 if (god && (strcmp (god, "none"))) 2626 if (god != shstr_none)
2941 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";
2942 else 2628 else
2943 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";
2944 } 2630 }
2945#else 2631#else
2946 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.";
2947#endif 2633#endif
2948 2634
2949 /* Put a gravestone up where the character 'almost' died. List the 2635 /* Put a gravestone up where the character 'almost' died. List the
2950 * exp loss on the stone. 2636 * exp loss on the stone.
2951 */ 2637 */
2952 tmp = arch_to_object (archetype::find ("gravestone")); 2638 tmp = archetype::find (shstr_gravestone)->instance ();
2953 sprintf (buf, "%s's gravestone", &op->name); 2639 tmp->name = format ("%s's gravestone", &op->name);
2954 tmp->name = buf; 2640 tmp->name_pl = format ("%s's gravestones", &op->name);
2955 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",
2956 tmp->name_pl = buf; 2642 &op->name, op->contr->title, op->contr->killer_name ());
2957 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);
2958 tmp->msg = buf;
2959 tmp->x = op->x, tmp->y = op->y; 2643 tmp->x = op->x, tmp->y = op->y;
2960 insert_ob_in_map (tmp, op->map, NULL, 0); 2644 insert_ob_in_map (tmp, op->map, NULL, 0);
2961 2645
2962 /**************************************/ 2646 /**************************************/
2963 /* */ 2647 /* */
2964 /* Subtract the experience points, */ 2648 /* Subtract the experience points, */
2965 /* if we died cause of food, give us */
2966 /* food, and reset HP's... */
2967 /* */ 2649 /* */
2968 /**************************************/ 2650 /**************************************/
2969 2651
2970 /* remove any poisoning and confusion the character may be suffering. */
2971 /* restore player */
2972 at = archetype::find ("poisoning");
2973 tmp = present_arch_in_ob (at, op);
2974
2975 if (tmp)
2976 {
2977 tmp->destroy ();
2978 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2979 }
2980
2981 at = archetype::find ("confusion");
2982 tmp = present_arch_in_ob (at, op);
2983 if (tmp)
2984 {
2985 tmp->destroy ();
2986 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2987 }
2988
2989 cure_disease (op, 0); /* remove any disease */
2990
2991 /*add_exp(op, (op->stats.exp * -0.20)); */ 2652 /*add_exp(op, (op->stats.exp * -0.20)); */
2992 apply_death_exp_penalty (op); 2653 apply_death_exp_penalty (op);
2993 if (op->stats.food < 100)
2994 op->stats.food = 900;
2995 op->stats.hp = op->stats.maxhp;
2996 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2997 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2998 2654
2999 /* 2655 /*
3000 * Check to see if the player is in a shop. IF so, then check to see if
3001 * 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
3002 * in the map. 2657 * and put them back in the map.
3003 */ 2658 */
3004 2659 op->drop_unpaid_items ();
3005 if (is_in_shop (op))
3006 remove_unpaid_objects (op->inv, op);
3007 2660
3008 /****************************************/ 2661 /****************************************/
3009 /* */ 2662 /* */
3010 /* Move player to his current respawn- */ 2663 /* Move player to his current respawn- */
3011 /* position (usually last savebed) */ 2664 /* position (usually last savebed) */
3012 /* */ 2665 /* */
3013 /****************************************/ 2666 /****************************************/
3014 2667
3015 enter_player_savebed (op); 2668 enter_player_savebed (op);
3016 2669
3017 /* Save the player before inserting the force to reduce
3018 * chance of abuse.
3019 */
3020 op->contr->braced = 0; 2670 op->contr->braced = 0;
3021 op->contr->save ();
3022 2671
3023 /* it is possible that the player has blown something up 2672 /* it is possible that the player has blown something up
3024 * at his savebed location, and that can have long lasting 2673 * at his savebed location, and that can have long lasting
3025 * spell effects. So first see if there is a spell effect 2674 * spell effects. So first see if there is a spell effect
3026 * on the space that might harm the player. 2675 * on the space that might harm the player.
3033 if (will_kill_again) 2682 if (will_kill_again)
3034 { 2683 {
3035 object *force; 2684 object *force;
3036 int at; 2685 int at;
3037 2686
3038 force = get_archetype (FORCE_NAME); 2687 force = archetype::get (FORCE_NAME);
3039 /* 50 ticks should be enough time for the spell to abate */ 2688 /* 50 ticks should be enough time for the spell to abate */
3040 force->speed = 0.1;
3041 force->speed_left = -5.0; 2689 force->speed_left = -5.f;
3042 SET_FLAG (force, FLAG_APPLIED); 2690 force->set_speed (0.1f);
2691 force->set_flag (FLAG_APPLIED);
2692
3043 for (at = 0; at < NROFATTACKS; at++) 2693 for (at = 0; at < NROFATTACKS; at++)
3044 if (will_kill_again & (1 << at)) 2694 if (will_kill_again & (1 << at))
3045 force->resist[at] = 100; 2695 force->resist[at] = 100;
3046 2696
3047 insert_ob_in_ob (force, op); 2697 insert_ob_in_ob (force, op);
3048 op->update_stats (); 2698 op->update_stats ();
3049
3050 } 2699 }
3051 2700
3052 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2701 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
3053} 2702}
3054 2703
3055void 2704static void
3056loot_object (object *op) 2705loot_object (object *op)
3057{ /* Grab and destroy some treasure */ 2706{ /* Grab and destroy some treasure */
3058 object *tmp, *tmp2, *next; 2707 object *tmp, *tmp2, *next;
3059 2708
3060 if (op->container) 2709 op->close_container (); /* close open sack first */
3061 esrv_apply_container (op, op->container); /* close open sack first */
3062 2710
3063 for (tmp = op->inv; tmp; tmp = next) 2711 for (tmp = op->inv; tmp; tmp = next)
3064 { 2712 {
3065 next = tmp->below; 2713 next = tmp->below;
3066 2714
3067 if (tmp->invisible) 2715 if (tmp->invisible)
3068 continue; 2716 continue;
3069 2717
3070 tmp->remove (); 2718 tmp->remove ();
3071 tmp->x = op->x, tmp->y = op->y; 2719 tmp->x = op->x, tmp->y = op->y;
2720
3072 if (tmp->type == CONTAINER) 2721 if (tmp->type == CONTAINER)
3073 { /* empty container to ground */ 2722 loot_object (tmp); /* empty container to ground */
3074 loot_object (tmp); 2723
3075 } 2724 if (!tmp->flag [FLAG_UNIQUE] && (tmp->flag [FLAG_STARTEQUIP] || tmp->flag [FLAG_NO_DROP] || !(rndm (3))))
3076 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3)))
3077 { 2725 {
3078 if (tmp->nrof > 1) 2726 if (tmp->nrof > 1)
3079 { 2727 {
3080 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2728 tmp->decrease (rndm (1, tmp->nrof - 1));
3081 tmp2->destroy ();
3082 insert_ob_in_map (tmp, op->map, NULL, 0); 2729 insert_ob_in_map (tmp, op->map, NULL, 0);
3083 } 2730 }
3084 else 2731 else
3085 tmp->destroy (); 2732 tmp->destroy ();
3086 } 2733 }
3092/* 2739/*
3093 * fix_weight(): Check recursively the weight of all players, and fix 2740 * fix_weight(): Check recursively the weight of all players, and fix
3094 * 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
3095 * was changed. 2742 * was changed.
3096 */ 2743 */
3097
3098void 2744void
3099fix_weight (void) 2745fix_weight ()
3100{ 2746{
3101 for (player *pl = first_player; pl; pl = pl->next) 2747 for_all_players (pl)
3102 { 2748 {
3103 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2749 sint32 old = pl->ob->carrying;
3104 2750
3105 if (old == sum) 2751 pl->ob->update_weight ();
3106 continue; 2752
2753 if (old != pl->ob->carrying)
2754 {
3107 pl->ob->update_stats (); 2755 pl->ob->update_stats ();
3108 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 }
3109 } 2758 }
3110} 2759}
3111 2760
3112void 2761void
3113fix_luck (void) 2762fix_luck ()
3114{ 2763{
3115 for (player *pl = first_player; pl; pl = pl->next) 2764 for_all_players (pl)
3116 if (!pl->ob->contr->ns->state) 2765 if (!pl->ob->contr->ns->state)
3117 pl->ob->change_luck (0); 2766 pl->ob->change_luck (0);
3118} 2767}
3119 2768
3120/* cast_dust() - handles op throwing objects of type 'DUST'. 2769/* cast_dust() - handles op throwing objects of type 'DUST'.
3155} 2804}
3156 2805
3157void 2806void
3158make_visible (object *op) 2807make_visible (object *op)
3159{ 2808{
3160 op->hide = 0; 2809 op->flag [FLAG_HIDDEN] = 0;
3161 op->invisible = 0; 2810 op->invisible = 0;
2811
3162 if (op->type == PLAYER) 2812 if (op->type == PLAYER)
3163 { 2813 {
3164 op->contr->tmp_invis = 0; 2814 op->contr->tmp_invis = 0;
3165 op->contr->invis_race = 0; 2815 op->contr->invis_race = 0;
3166 } 2816 }
2817
3167 update_object (op, UP_OBJ_FACE); 2818 update_object (op, UP_OBJ_CHANGE);
3168} 2819}
3169 2820
3170int 2821int
3171is_true_undead (object *op) 2822is_true_undead (object *op)
3172{ 2823{
3173 object *tmp = NULL; 2824 if (op->arch->flag [FLAG_UNDEAD])
3174
3175 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3176 return 1; 2825 return 1;
3177 2826
3178 return 0; 2827 return 0;
3179} 2828}
3180 2829
3181/* look at the surrounding terrain to determine 2830/* look at the surrounding terrain to determine
3182 * the hideability of this object. Positive levels 2831 * the hideability of this object. Positive levels
3183 * indicate greater hideability. 2832 * indicate greater hideability.
3184 */ 2833 */
3185
3186int 2834int
3187hideability (object *ob) 2835hideability (object *ob)
3188{ 2836{
3189 int i, level = 0, mflag; 2837 int i, level = 0, mflag;
3190 sint16 x, y; 2838 sint16 x, y;
3191 2839
3192 if (!ob || !ob->map) 2840 if (!ob || !ob->map)
3193 return 0; 2841 return 0;
3194 2842
3195 /* so, on normal lighted maps, its hard to hide */ 2843 /* so, on normal lighted maps, its hard to hide */
3196 level = ob->map->darkness - 2; 2844 level = ob->map->darklevel () - 2;
3197 2845
3198 /* this also picks up whether the object is glowing. 2846 /* this also picks up whether the object is glowing.
3199 * 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
3200 * as bad as carrying a light on a pitch dark map */ 2848 * as bad as carrying a light on a pitch dark map */
3201 if (has_carried_lights (ob)) 2849 if (ob->has_carried_lights ())
3202 level = -(10 + (2 * ob->map->darkness)); 2850 level = -(10 + (2 * ob->map->darklevel ()));
3203 2851
3204 /* scan through all nearby squares for terrain to hide in */ 2852 /* scan through all nearby squares for terrain to hide in */
3205 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])
3206 { 2856 {
3207 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); 2857 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3208 if (mflag & P_OUT_OF_MAP) 2858 if (mflag & P_OUT_OF_MAP)
3209 {
3210 continue; 2859 continue;
3211 } 2860
3212 if (mflag & P_BLOCKSVIEW) /* something to hide near! */ 2861 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3213 level += 2; 2862 level += 2;
3214 else /* open terrain! */ 2863 else /* open terrain! */
3215 level -= 1; 2864 level -= 1;
3216 } 2865 }
3224/* For Hidden creatures - a chance of becoming 'unhidden' 2873/* For Hidden creatures - a chance of becoming 'unhidden'
3225 * every time they move - as we subtract off 'invisibility' 2874 * every time they move - as we subtract off 'invisibility'
3226 * AND, for players, if they move into a ridiculously unhideable 2875 * AND, for players, if they move into a ridiculously unhideable
3227 * spot (surrounded by clear terrain in broad daylight). -b.t. 2876 * spot (surrounded by clear terrain in broad daylight). -b.t.
3228 */ 2877 */
3229
3230void 2878void
3231do_hidden_move (object *op) 2879do_hidden_move (object *op)
3232{ 2880{
3233 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 2881 int hide = 0;
3234 object *skop;
3235 2882
3236 if (!op || !op->map) 2883 if (!op || !op->map)
3237 return; 2884 return;
3238 2885
3239 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);
3240 2888
3241 /* 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! */
3242 if (op->type == PLAYER && op->contr->run_on) 2890 if (op->type == PLAYER && op->contr->run_on)
3243 {
3244 if (!skop || num >= skop->level) 2891 if (!skop || num >= skop->level)
3245 { 2892 {
3246 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!");
3247 make_visible (op); 2894 make_visible (op);
3248 return; 2895 return;
3249 } 2896 }
3250 else 2897 else
3251 num += 20; 2898 num += 20;
3252 } 2899
3253 num += op->map->difficulty; 2900 num += op->map->difficulty;
3254 hide = hideability (op); /* modify by terrain hidden level */ 2901 hide = hideability (op); /* modify by terrain hidden level */
3255 num -= hide; 2902 num -= hide;
2903
3256 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 2904 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3257 { 2905 {
3258 make_visible (op); 2906 make_visible (op);
2907
3259 if (op->type == PLAYER) 2908 if (op->type == PLAYER)
3260 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!");
3261 } 2910 }
3262 else if (op->type == PLAYER && skop) 2911 else if (op->type == PLAYER && skop)
3263 {
3264 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);
3265 }
3266} 2913}
3267 2914
3268/* determine if who is standing near a hostile creature. */ 2915/* determine if who is standing near a hostile creature. */
3269 2916
3270int 2917int
3280 2927
3281 if (who->type == PLAYER) 2928 if (who->type == PLAYER)
3282 player = 1; 2929 player = 1;
3283 2930
3284 else 2931 else
3285 friendly = QUERY_FLAG (who, FLAG_FRIENDLY); 2932 friendly = who->flag [FLAG_FRIENDLY];
3286 2933
3287 /* search adjacent squares */ 2934 /* search adjacent squares */
3288 for (i = 1; i < 9; i++) 2935 for (i = 1; i < 9; i++)
3289 { 2936 {
3290 x = who->x + freearr_x[i]; 2937 x = who->x + freearr_x[i];
3299 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)))
3300 continue; 2947 continue;
3301 2948
3302 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)
3303 { 2950 {
3304 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])
3305 return 1; 2952 return 1;
3306 else if (tmp->type == PLAYER) 2953 else if (tmp->type == PLAYER)
3307 { 2954 {
3308 /*don't let a hidden DM prevent you from hiding */ 2955 /*don't let a hidden DM prevent you from hiding */
3309 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0) 2956 if (!tmp->flag [FLAG_WIZ] || tmp->contr->hidden == 0)
3310 return 1; 2957 return 1;
3311 } 2958 }
3312 } 2959 }
3313 } 2960 }
3314 return 0; 2961 return 0;
3318 * object op. This function works fine for monsters, 2965 * object op. This function works fine for monsters,
3319 * 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
3320 * a pile (say a coin under a table would return "viewable" 2967 * a pile (say a coin under a table would return "viewable"
3321 * by this routine). Another question, should we be 2968 * by this routine). Another question, should we be
3322 * concerned with the direction the player is looking 2969 * concerned with the direction the player is looking
3323 * in? Realistically, most of use cant see stuff behind 2970 * in? Realistically, most of us can't see stuff behind
3324 * our backs...on the other hand, does the "facing" direction 2971 * our backs...on the other hand, does the "facing" direction
3325 * imply the way your head, or body is facing? Its possible 2972 * imply the way your head, or body is facing? It's possible
3326 * 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.
3327 * -b.t. 2974 * -b.t.
3328 * This function is now map tiling safe. 2975 * This function is now map tiling safe.
3329 */ 2976 */
3330
3331int 2977int
3332player_can_view (object *pl, object *op) 2978player_can_view (object *pl, object *op)
3333{ 2979{
3334 rv_vector rv; 2980 rv_vector rv;
3335 int dx, dy; 2981 int dx, dy;
3337 if (pl->type != PLAYER) 2983 if (pl->type != PLAYER)
3338 { 2984 {
3339 LOG (llevError, "player_can_view() called for non-player object\n"); 2985 LOG (llevError, "player_can_view() called for non-player object\n");
3340 return -1; 2986 return -1;
3341 } 2987 }
2988
3342 if (!pl || !op) 2989 if (!pl || !op)
3343 return 0; 2990 return 0;
3344 2991
3345 if (op->head)
3346 {
3347 op = op->head; 2992 op = op->head_ ();
3348 } 2993
3349 get_rangevector (pl, op, &rv, 0x1); 2994 get_rangevector (pl, op, &rv, 0x1);
3350 2995
3351 /* starting with the 'head' part, lets loop 2996 /* starting with the 'head' part, lets loop
3352 * through the object and find if it has any 2997 * through the object and find if it has any
3353 * part that is in the los array but isnt on 2998 * part that is in the los array but isn't on
3354 * a blocked los square. 2999 * a blocked los square.
3355 * we use the archetype to figure out offsets. 3000 * we use the archetype to figure out offsets.
3356 */ 3001 */
3357 while (op) 3002 while (op)
3358 { 3003 {
3359 dx = rv.distance_x + op->arch->clone.x; 3004 dx = rv.distance_x + op->arch->x;
3360 dy = rv.distance_y + op->arch->clone.y; 3005 dy = rv.distance_y + op->arch->y;
3361 3006
3362 /* only the viewable area the player sees is updated by LOS 3007 if (pl->contr->blocked_los (dx, dy) != LOS_BLOCKED)
3363 * code, so we need to restrict ourselves to that range of values
3364 * for any meaningful values.
3365 */
3366 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3367 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3368 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3369 return 1; 3008 return 1;
3009
3370 op = op->more; 3010 op = op->more;
3371 } 3011 }
3372 return 0;
3373}
3374 3012
3375/* routine for both players and monsters. We call this when
3376 * there is a possibility for our action distrubing our hiding
3377 * place or invisiblity spell. Artefact invisiblity is not
3378 * effected by this. If we arent invisible to begin with, we
3379 * return 0.
3380 */
3381int
3382action_makes_visible (object *op)
3383{
3384
3385 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3386 {
3387 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3388 return 0;
3389
3390 if (op->contr && op->contr->tmp_invis == 0)
3391 return 0;
3392
3393 /* If monsters, they should become visible */
3394 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3395 {
3396 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3397 return 1;
3398 }
3399 }
3400 return 0; 3013 return 0;
3401} 3014}
3402 3015
3403/* op_on_battleground - checks if the given object op (usually 3016/* op_on_battleground - checks if the given object op (usually
3404 * a player) is standing on a valid battleground-tile, 3017 * a player) is standing on a valid battleground-tile,
3409 * 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
3410 */ 3023 */
3411int 3024int
3412op_on_battleground (object *op, int *x, int *y) 3025op_on_battleground (object *op, int *x, int *y)
3413{ 3026{
3414 object *tmp;
3415
3416 /* A battleground-tile needs the following attributes to be valid: 3027 /* A battleground-tile needs the following attributes to be valid:
3417 * 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),
3418 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3029 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3419 * and the exit-coordinates sp/hp must both be > 0. 3030 * and the exit-coordinates sp/hp must both be > 0.
3420 * => The intention here is to prevent abuse of the battleground- 3031 * => The intention here is to prevent abuse of the battleground-
3421 * feature (like pickable or hidden battleground tiles). */ 3032 * feature (like pickable or hidden battleground tiles). */
3422 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3033 for (object *tmp = op->below; tmp; tmp = tmp->below)
3423 { 3034 {
3424 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3035 if (tmp->flag [FLAG_IS_FLOOR])
3425 { 3036 {
3426 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3037 if (tmp->flag [FLAG_NO_PICK]
3427 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))
3428 { 3041 {
3429 /*before we assign the exit, check if this is a teambattle */ 3042 /* before we assign the exit, check if this is a teambattle */
3430 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))
3431 {
3432 object *invtmp;
3433
3434 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)
3435 { 3046 {
3436 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3437 {
3438 if (x != NULL && y != NULL) 3047 if (x && y)
3439 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3048 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3049
3440 return 1; 3050 return 1;
3441 }
3442 } 3051 }
3443 } 3052
3444 if (x != NULL && y != NULL) 3053 if (x && y)
3445 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3054 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3055
3446 return 1; 3056 return 1;
3447 } 3057 }
3448 } 3058 }
3449 } 3059 }
3060
3450 /* If we got here, did not find a battleground */ 3061 /* If we got here, did not find a battleground */
3451 return 0; 3062 return 0;
3452} 3063}
3453 3064
3454/* 3065/*
3470 char buf[MAX_BUF]; /* tmp. string buffer */ 3081 char buf[MAX_BUF]; /* tmp. string buffer */
3471 int i = 0, j = 0; 3082 int i = 0, j = 0;
3472 3083
3473 /* get the appropriate treasurelist */ 3084 /* get the appropriate treasurelist */
3474 if (atnr == ATNR_FIRE) 3085 if (atnr == ATNR_FIRE)
3475 trlist = find_treasurelist ("dragon_ability_fire"); 3086 trlist = treasurelist::find (shstr_dragon_ability_fire);
3476 else if (atnr == ATNR_COLD) 3087 else if (atnr == ATNR_COLD)
3477 trlist = find_treasurelist ("dragon_ability_cold"); 3088 trlist = treasurelist::find (shstr_dragon_ability_cold);
3478 else if (atnr == ATNR_ELECTRICITY) 3089 else if (atnr == ATNR_ELECTRICITY)
3479 trlist = find_treasurelist ("dragon_ability_elec"); 3090 trlist = treasurelist::find (shstr_dragon_ability_elec);
3480 else if (atnr == ATNR_POISON) 3091 else if (atnr == ATNR_POISON)
3481 trlist = find_treasurelist ("dragon_ability_poison"); 3092 trlist = treasurelist::find (shstr_dragon_ability_poison);
3482 3093
3483 if (trlist == NULL || who->type != PLAYER) 3094 if (trlist == NULL || who->type != PLAYER)
3484 return; 3095 return;
3485 3096
3486 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++);
3487 3098
3488 if (tr == NULL || tr->item == NULL) 3099 if (!tr || !tr->item)
3489 { 3100 {
3490 /* 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]); */
3491 return; 3102 return;
3492 } 3103 }
3493 3104
3494 /* everything seems okay - now bring on the gift: */ 3105 /* everything seems okay - now bring on the gift: */
3495 item = &(tr->item->clone); 3106 item = tr->item;
3496 3107
3497 if (item->type == SPELL) 3108 if (item->type == SPELL)
3498 { 3109 {
3499 if (check_spell_known (who, item->name)) 3110 if (check_spell_known (who, item->name))
3500 return; 3111 return;
3559 { 3170 {
3560 /* forces in the treasurelist can alter the player's stats */ 3171 /* forces in the treasurelist can alter the player's stats */
3561 object *skin; 3172 object *skin;
3562 3173
3563 /* first get the dragon skin force */ 3174 /* first get the dragon skin force */
3564 shstr_cmp dragon_skin_force ("dragon_skin_force");
3565 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)
3566 ; 3176 ;
3567 3177
3568 if (!skin) 3178 if (!skin)
3569 return; 3179 return;
3570 3180
3584 else 3194 else
3585 j = 1; 3195 j = 1;
3586 strcat (buf, spellpathnames[i]); 3196 strcat (buf, spellpathnames[i]);
3587 } 3197 }
3588 } 3198 }
3199
3589 strcat (buf, "."); 3200 strcat (buf, ".");
3590 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf); 3201 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3591 } 3202 }
3592 3203
3593 /* evtl. adding flags: */ 3204 /* evtl. adding flags: */
3594 if (QUERY_FLAG (item, FLAG_XRAYS)) 3205 if (item->flag [FLAG_XRAYS])
3595 SET_FLAG (skin, FLAG_XRAYS); 3206 skin->set_flag (FLAG_XRAYS);
3596 if (QUERY_FLAG (item, FLAG_STEALTH)) 3207 if (item->flag [FLAG_STEALTH])
3597 SET_FLAG (skin, FLAG_STEALTH); 3208 skin->set_flag (FLAG_STEALTH);
3598 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK)) 3209 if (item->flag [FLAG_SEE_IN_DARK])
3599 SET_FLAG (skin, FLAG_SEE_IN_DARK); 3210 skin->set_flag (FLAG_SEE_IN_DARK);
3600 3211
3601 /* print message if there is one */ 3212 /* print message if there is one */
3602 if (item->msg != NULL) 3213 if (item->msg != NULL)
3603 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg); 3214 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3604 } 3215 }
3605 else 3216 else
3606 { 3217 {
3607 /* generate misc. treasure */ 3218 /* generate misc. treasure */
3608 tmp = arch_to_object (tr->item); 3219 tmp = tr->item->instance ();
3609 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));
3610 tmp = insert_ob_in_ob (tmp, who); 3221 who->insert (tmp);
3611 if (who->type == PLAYER)
3612 esrv_send_item (who, tmp);
3613 } 3222 }
3614} 3223}
3615 3224
3616/** 3225//-GPL
3617 * Unready an object for a player. This function does nothing if the object was 3226
3618 * not readied. 3227sint8
3619 */ 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
3620void 3243void
3621player_unready_range_ob (player *pl, object *ob) 3244player::infobox (const char *title, const char *msg, int color)
3622{ 3245{
3623 rangetype i; 3246 send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3624
3625 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1))
3626 {
3627 if (pl->ranges[i] == ob)
3628 {
3629 pl->ranges[i] = NULL;
3630 if (pl->shoottype == i)
3631 {
3632 pl->shoottype = range_none;
3633 }
3634 }
3635 }
3636} 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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