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Comparing deliantra/server/server/player.C (file contents):
Revision 1.121 by root, Thu May 3 10:39:46 2007 UTC vs.
Revision 1.296 by root, Thu Nov 17 04:59:33 2016 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
21 * 21 *
22 * The author can be reached via e-mail to <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 23 */
24 24
25//+GPL
26
27#include <algorithm>
28#include <functional>
29
25#include <global.h> 30#include <global.h>
26#include <pwd.h>
27#include <sproto.h> 31#include <sproto.h>
28#include <sounds.h> 32#include <sounds.h>
29#include <living.h> 33#include <living.h>
30#include <object.h> 34#include <object.h>
31#include <spells.h> 35#include <spells.h>
32#include <skills.h> 36#include <skills.h>
33 37
34#include <algorithm>
35#include <functional>
36
37playervec players; 38playervec players;
38
39void
40display_motd (const object *op)
41{
42 char buf[MAX_BUF];
43 char motd[HUGE_BUF];
44 FILE *fp;
45 int comp;
46 int size;
47
48 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
49 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
50 return;
51
52 motd[0] = '\0';
53 size = 0;
54
55 while (fgets (buf, MAX_BUF, fp))
56 {
57 if (*buf == '#')
58 continue;
59
60 strncat (motd + size, buf, HUGE_BUF - size);
61 size += strlen (buf);
62 }
63
64 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
65 close_and_delete (fp, comp);
66}
67
68void
69send_rules (const object *op)
70{
71 char buf[MAX_BUF];
72 char rules[HUGE_BUF];
73 FILE *fp;
74 int comp;
75 int size;
76
77 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
78 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
79 return;
80
81 rules[0] = '\0';
82 size = 0;
83
84 while (fgets (buf, MAX_BUF, fp))
85 {
86 if (*buf == '#')
87 continue;
88
89 if (size + strlen (buf) >= HUGE_BUF)
90 {
91 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
92 break;
93 }
94
95 strncat (rules + size, buf, HUGE_BUF - size);
96 size += strlen (buf);
97 }
98
99 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
100 close_and_delete (fp, comp);
101}
102
103void
104send_news (const object *op)
105{
106 char buf[MAX_BUF];
107 char news[HUGE_BUF];
108 char subject[MAX_BUF];
109 FILE *fp;
110 int comp;
111 int size;
112
113 sprintf (buf, "%s/%s", settings.confdir, settings.news);
114 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
115 return;
116
117 news[0] = '\0';
118 subject[0] = '\0';
119 size = 0;
120
121 while (fgets (buf, MAX_BUF, fp))
122 {
123 if (*buf == '#')
124 continue;
125
126 if (*buf == '%')
127 { /* send one news */
128 if (size > 0)
129 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", (char *)"%s\n%s", subject, news); /*send previously read news */
130
131 strcpy (subject, buf + 1);
132 strip_endline (subject);
133 size = 0;
134 news[0] = '\0';
135 }
136 else
137 {
138 if (size + strlen (buf) >= HUGE_BUF)
139 {
140 LOG (llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
141 break;
142 }
143 strncat (news + size, buf, HUGE_BUF - size);
144 size += strlen (buf);
145 }
146 }
147
148 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
149 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news);
150 close_and_delete (fp, comp);
151}
152 39
153/* This loads the first map an puts the player on it. */ 40/* This loads the first map an puts the player on it. */
154static void 41static void
155set_first_map (object *op) 42set_first_map (object *op)
156{ 43{
157 op->contr->maplevel = first_map_path; 44 op->contr->maplevel = first_map_path;
158 op->x = -1; 45 op->x = -1;
159 op->y = -1; 46 op->y = -1;
160}
161
162void
163player::enter_map ()
164{
165 object *tmp = object::create ();
166
167 EXIT_PATH (tmp) = maplevel;
168 EXIT_X (tmp) = ob->x;
169 EXIT_Y (tmp) = ob->y;
170 ob->enter_exit (tmp);
171
172 tmp->destroy ();
173} 47}
174 48
175void 49void
176player::activate () 50player::activate ()
177{ 51{
180 54
181 players.insert (this); 55 players.insert (this);
182 ob->remove (); 56 ob->remove ();
183 ob->map = 0; 57 ob->map = 0;
184 ob->activate_recursive (); 58 ob->activate_recursive ();
185 CLEAR_FLAG (ob, FLAG_FRIENDLY); 59 ob->clr_flag (FLAG_FRIENDLY);
186 add_friendly_object (ob); 60 add_friendly_object (ob);
187 enter_map ();
188} 61}
189 62
190void 63void
191player::deactivate () 64player::deactivate ()
192{ 65{
199 72
200 if (ob->map) 73 if (ob->map)
201 maplevel = ob->map->path; 74 maplevel = ob->map->path;
202 75
203 ob->remove (); 76 ob->remove ();
77 ob->enemy = 0; // sometimes keeps an extra refcount on itself
204 ob->map = 0; 78 ob->map = 0;
205 party = 0; 79 party = 0;
206 80
207 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
208
209 players.erase (this); 81 players.erase (this);
210} 82}
211 83
212// connect the player with a specific client 84// connect the player with a specific client
213// also changed, rationalises, and fixes some incorrect settings 85// also changes, rationalises, and fixes some incorrect settings
214void 86void
215player::connect (client *ns) 87player::connect (client *ns)
216{ 88{
217 this->ns = ns; 89 this->ns = ns;
218 ns->pl = this; 90 ns->pl = this;
222 ob->close_container (); //TODO: client-specific 94 ob->close_container (); //TODO: client-specific
223 95
224 ns->update_look = 0; 96 ns->update_look = 0;
225 ns->look_position = 0; 97 ns->look_position = 0;
226 98
227 clear_los (ob); 99 clear_los ();
228 100
229 ns->reset_stats (); 101 ns->reset_stats ();
230 102
231 /* make sure he's a player -- needed because of class change. */ 103 /* make sure he's a player -- needed because of class change. */
232 ob->type = PLAYER; // we are paranoid 104 ob->type = PLAYER; // we are paranoid
233 ob->race = ob->arch->clone.race; 105 ob->race = ob->arch->race;
234 106
235 ob->carrying = sum_weight (ob); 107 ob->update_weight ();
236 link_player_skills (ob); 108 link_skills ();
237 109
238 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
239
240 assign (title, ob->arch->clone.name); 110 assign (title, ob->arch->object::name);
241 111
242 /* if it's a dragon player, set the correct title here */ 112 /* if it's a dragon player, set the correct title here */
243 if (is_dragon_pl (ob)) 113 if (ob->is_dragon ())
244 { 114 {
245 object *tmp, *abil = 0, *skin = 0; 115 object *tmp, *abil = 0, *skin = 0;
246
247 shstr_cmp dragon_ability_force ("dragon_ability_force");
248 shstr_cmp dragon_skin_force ("dragon_skin_force");
249 116
250 for (tmp = ob->inv; tmp; tmp = tmp->below) 117 for (tmp = ob->inv; tmp; tmp = tmp->below)
251 if (tmp->type == FORCE) 118 if (tmp->type == FORCE)
252 if (tmp->arch->name == dragon_ability_force) 119 if (tmp->arch->archname == shstr_dragon_ability_force)
253 abil = tmp; 120 abil = tmp;
254 else if (tmp->arch->name == dragon_skin_force) 121 else if (tmp->arch->archname == shstr_dragon_skin_force)
255 skin = tmp; 122 skin = tmp;
256 123
257 set_dragon_name (ob, abil, skin); 124 set_dragon_name (ob, abil, skin);
258 } 125 }
259 126
260 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 127 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
261 128
262 esrv_new_player (this, ob->weight + ob->carrying); 129 esrv_new_player (this);
130
131 ob->flag [FLAG_READY_WEAPON] = false;
132 ob->flag [FLAG_READY_SKILL] = false;
133 ob->flag [FLAG_READY_RANGE] = false;
134 ob->flag [FLAG_READY_BOW] = false;
263 135
264 ob->update_stats (); 136 ob->update_stats ();
137
265 ns->floorbox_update (); 138 ns->floorbox_update ();
266
267 esrv_send_inventory (ob, ob); 139 esrv_send_inventory (ob, ob);
268 esrv_add_spells (this, 0); 140 esrv_add_spells (this, 0);
269 141
270 activate (); 142 activate ();
271 143
272 send_rules (ob);
273 send_news (ob);
274 display_motd (ob);
275
276 INVOKE_PLAYER (CONNECT, this); 144 INVOKE_PLAYER (CONNECT, this);
277 INVOKE_PLAYER (LOGIN, this); 145 INVOKE_PLAYER (LOGIN, this);
278} 146}
279 147
280void 148void
281player::disconnect () 149player::disconnect ()
282{ 150{
151 if (ob)
152 {
153 ob->close_container (); //TODO: client-specific
154 ob->drop_unpaid_items ();
155 }
156
283 if (ns) 157 if (ns)
284 { 158 {
285 if (active) 159 if (active)
286 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0)); 160 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
287 161
290 ns->reset_stats (); 164 ns->reset_stats ();
291 ns->pl = 0; 165 ns->pl = 0;
292 ns = 0; 166 ns = 0;
293 } 167 }
294 168
295 if (ob) 169 // this is important for the player scheduler to get the correct refcount
296 ob->close_container (); //TODO: client-specific 170 // when ns = 0
171 observe = viewpoint = ob;
297 172
298 deactivate (); 173 deactivate ();
299} 174}
175
176//-GPL
300 177
301// the need for this function can be explained 178// the need for this function can be explained
302// by load_object not returning the object 179// by load_object not returning the object
303void 180void
304player::set_object (object *op) 181player::set_object (object *op)
305{ 182{
306 ob = op; 183 ob = observe = viewpoint = op;
307 ob->contr = this; /* this aren't yet in archetype */ 184 ob->contr = this; /* this aren't yet in archetype */
308 185
186 ob->speed = 1.0f; // object still inactive, keep it that way
309 ob->speed_left = 0.5; 187 ob->speed_left = 0.5f;
310 ob->speed = 1.0; 188
311 ob->direction = 5; /* So player faces south */ 189 ob->direction = 5; /* So player faces south */
312} 190}
191
192void
193player::set_observe (object *op)
194{
195 observe = viewpoint = op ? op : ob;
196 do_los = 1;
197}
198
199void
200player::set_viewpoint (object *op)
201{
202 viewpoint = op ? op : (object *)observe;
203 do_los = 1;
204}
205
206//+GPL
313 207
314player::player () 208player::player ()
315{ 209{
316 /* There are some elements we want initialised to non zero value - 210 /* There are some elements we want initialised to non zero value -
317 * we deal with that below this point. 211 * we deal with that below this point.
323 savebed_map = first_map_path; /* Init. respawn position */ 217 savebed_map = first_map_path; /* Init. respawn position */
324 218
325 gen_sp_armour = 10; 219 gen_sp_armour = 10;
326 bowtype = bow_normal; 220 bowtype = bow_normal;
327 petmode = pet_normal; 221 petmode = pet_normal;
328 listening = 10;
329 usekeys = containers; 222 usekeys = containers;
330 peaceful = 1; /* default peaceful */ 223 peaceful = 1; /* default peaceful */
331 do_los = 1; 224 do_los = 1;
225
226 weapon_sp = 1.0f;
227 weapon_sp_left = 0.5f;
332} 228}
333 229
334void 230void
335player::do_destroy () 231player::do_destroy ()
336{ 232{
337 disconnect (); 233 disconnect ();
338 234
339 attachable::do_destroy (); 235 attachable::do_destroy ();
340 236
341 if (ob) 237 if (ob)
342 {
343 ob->destroy_inv (false);
344 ob->destroy (); 238 ob->destroy ();
345 } 239
240 ob = observe = viewpoint = 0;
346} 241}
347 242
348player::~player () 243player::~player ()
349{ 244{
350 /* Clear item stack */ 245 /* Clear item stack */
351 free (stack_items); 246 free (stack_items);
247}
248
249/*
250 * get_player_archetype() return next player archetype from archetype
251 * list. Not very efficient routine, but used only creating new players.
252 * Note: there MUST be at least one player archetype!
253 */
254static archetype *
255get_player_archetype (archetype *at)
256{
257 // archetypes could have been reloaded
258 archetype *nat = at ? archetype::find (at->archname) : archetypes [0];
259
260 if (!nat)
261 return at;
262
263 archvec::iterator i = archetypes.find (nat);
264
265 for (;;)
266 {
267 if (++i == archetypes.end ())
268 i = archetypes.begin ();
269 else if (*i == at)
270 cleanup ("not a single player archetype found");
271
272 if ((*i)->type == PLAYER)
273 return *i;
274 }
352} 275}
353 276
354/* Tries to add player on the connection passed in ns. 277/* Tries to add player on the connection passed in ns.
355 * All we can really get in this is some settings like host and display 278 * All we can really get in this is some settings like host and display
356 * mode. 279 * mode.
358player * 281player *
359player::create () 282player::create ()
360{ 283{
361 player *pl = new player; 284 player *pl = new player;
362 285
363 pl->set_object (arch_to_object (get_player_archetype (0))); 286 pl->set_object (get_player_archetype (0)->instance ());
364 287
365 pl->ob->roll_stats (); 288 pl->ob->roll_stats ();
366 pl->ob->stats.wc = 2; 289 pl->ob->stats.wc = 2;
367 pl->ob->run_away = 25; /* Then we panick... */ 290 pl->ob->run_away = 25; /* Then we panick... */
368 291
369 set_first_map (pl->ob); 292 set_first_map (pl->ob);
370 293
371 return pl; 294 return pl;
372}
373
374/*
375 * get_player_archetype() return next player archetype from archetype
376 * list. Not very efficient routine, but used only creating new players.
377 * Note: there MUST be at least one player archetype!
378 */
379archetype *
380get_player_archetype (archetype *at)
381{
382 archetype *start = at;
383
384 for (;;)
385 {
386 if (at == NULL || at->next == NULL)
387 at = first_archetype;
388 else
389 at = at->next;
390
391 if (at->clone.type == PLAYER)
392 return at;
393
394 if (at == start)
395 {
396 LOG (llevError, "No Player archetypes\n");
397 exit (-1);
398 }
399 }
400} 295}
401 296
402object * 297object *
403get_nearest_player (object *mon) 298get_nearest_player (object *mon)
404{ 299{
407 unsigned lastdist; 302 unsigned lastdist;
408 rv_vector rv; 303 rv_vector rv;
409 304
410 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next) 305 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
411 { 306 {
412 /* We should not find free objects on this friendly list, but it
413 * does periodically happen. Given that, lets deal with it.
414 * While unlikely, it is possible the next object on the friendly
415 * list is also free, so encapsulate this in a while loop.
416 */
417 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
418 {
419 object *tmp = ol->ob;
420
421 /* Can't do much more other than log the fact, because the object
422 * itself will have been cleared.
423 */
424 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
425 tmp->debug_desc ());
426 ol = ol->next;
427 remove_friendly_object (tmp);
428 if (!ol)
429 return op;
430 }
431
432 /* Remove special check for player from this. First, it looks to cause
433 * some crashes (ol->ob->contr not set properly?), but secondly, a more
434 * complicated method of state checking would be needed in any case -
435 * as it was, a clever player could type quit, and the function would
436 * skip them over while waiting for confirmation. Remove
437 * on_same_map check, as can_detect_enemy also does this
438 */
439 if (!can_detect_enemy (mon, ol->ob, &rv)) 307 if (!can_detect_enemy (mon, ol->ob, &rv))
440 continue; 308 continue;
441 309
442 if (lastdist > rv.distance) 310 if (lastdist > rv.distance)
443 { 311 {
505 */ 373 */
506int 374int
507path_to_player (object *mon, object *pl, unsigned mindiff) 375path_to_player (object *mon, object *pl, unsigned mindiff)
508{ 376{
509 rv_vector rv; 377 rv_vector rv;
510 sint16 x, y;
511 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked; 378 int dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES;
512 maptile *m, *lastmap;
513 379
514 get_rangevector (mon, pl, &rv, 0); 380 get_rangevector (mon, pl, &rv, 0);
515 381
516 if (rv.distance < mindiff) 382 if (rv.distance < mindiff)
517 return 0; 383 return 0;
518 384
519 x = mon->x; 385 mapxy pos (mon);
520 y = mon->y;
521 m = mon->map;
522 dir = rv.direction; 386 dir = rv.direction;
523 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 387 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
524 diff = ::max (abs (rv.distance_x), abs (rv.distance_y)); 388 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
525 389
526 /* If we can't solve it within the search distance, return now. */ 390 /* If we can't solve it within the search distance, return now. */
527 if (diff > max) 391 if (diff > max)
528 return 0; 392 return 0;
529 393
530 while (diff > 1 && max > 0) 394 while (diff > 1 && max > 0)
531 { 395 {
532 lastx = x; 396 mapxy lastpos = pos;
533 lasty = y;
534 lastmap = m;
535 x = lastx + freearr_x[dir];
536 y = lasty + freearr_y[dir];
537 397
538 mflags = get_map_flags (m, &m, x, y, &x, &y); 398 pos.move (dir);
539 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
540 399
541 /* Space is blocked - try changing direction a little */ 400 /* Space is blocked - try changing direction a little */
542 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW)) 401 if (!pos.normalise ()
543 && (m == mon->map && blocked_link (mon, m, x, y)))) 402 || (((pos->flags () & P_BLOCKSVIEW) || OB_TYPE_MOVE_BLOCK (mon, pos->move_block))
403 && blocked_link (mon, pos.m, pos.x, pos.y)))
544 { 404 {
545 /* recalculate direction from last good location. Possible 405 /* recalculate direction from last good location. Possible
546 * we were not traversing ideal location before. 406 * we were not traversing ideal location before.
547 */ 407 */
548 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0); 408 get_rangevector_from_mapcoord (lastpos.m, lastpos.x, lastpos.y, pl, &rv, 0);
549 if (rv.direction != dir) 409 if (rv.direction != dir)
550 { 410 {
551 /* OK - says direction should be different - lets reset the 411 /* OK - says direction should be different - lets reset the
552 * the values so it will try again. 412 * the values so it will try again.
553 */ 413 */
554 x = lastx;
555 y = lasty;
556 m = lastmap; 414 pos = lastpos;
557 dir = firstdir = rv.direction; 415 dir = firstdir = rv.direction;
558 } 416 }
559 else 417 else
560 { 418 {
561 /* direct path is blocked - try taking a side step to 419 /* direct path is blocked - try taking a side step to
568 */ 426 */
569 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++) 427 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
570 { 428 {
571 if (i == 0) 429 if (i == 0)
572 continue; /* already did this, so skip it */ 430 continue; /* already did this, so skip it */
431
573 /* Use lastdir here - otherwise, 432 /* Use lastdir here - otherwise,
574 * since the direction that the creature should move in 433 * since the direction that the creature should move in
575 * may change, you could get infinite loops. 434 * may change, you could get infinite loops.
576 * ie, player is northwest, but monster can only 435 * ie, player is northwest, but monster can only
577 * move west, so it does that. It goes some distance, 436 * move west, so it does that. It goes some distance,
579 * can't do that, but now finds it can move east, and 438 * can't do that, but now finds it can move east, and
580 * gets back to its original point. lastdir contains 439 * gets back to its original point. lastdir contains
581 * the last direction the creature has successfully 440 * the last direction the creature has successfully
582 * moved. 441 * moved.
583 */ 442 */
584
585 x = lastx + freearr_x[absdir (lastdir + i)];
586 y = lasty + freearr_y[absdir (lastdir + i)];
587 m = lastmap; 443 pos = lastpos;
588 mflags = get_map_flags (m, &m, x, y, &x, &y); 444 pos.move (absdir (lastdir + i));
589 if (mflags & P_OUT_OF_MAP) 445
446 if (!pos.normalise ())
590 continue; 447 continue;
591 blocked = GET_MAP_MOVE_BLOCK (m, x, y); 448
592 if (OB_TYPE_MOVE_BLOCK (mon, blocked)) 449 mapspace &ms = *pos;
450
451 if (ms.flags () & P_BLOCKSVIEW)
593 continue; 452 continue;
594 if (mflags & P_BLOCKSVIEW) 453
454 if (OB_TYPE_MOVE_BLOCK (mon, ms.move_block))
595 continue; 455 continue;
596 456
597 if (m == mon->map && blocked_link (mon, m, x, y)) 457 if (blocked_link (mon, pos.m, pos.x, pos.y))
598 break; 458 break;
599 } 459 }
460
600 /* go through entire loop without finding a valid 461 /* go through entire loop without finding a valid
601 * sidestep to take - thus, no valid path. 462 * sidestep to take - thus, no valid path.
602 */ 463 */
603 if (i == (DETOUR_AMOUNT + 1)) 464 if (i == DETOUR_AMOUNT + 1)
604 return 0; 465 return 0;
466
605 diff--; 467 diff--;
606 lastdir = dir; 468 lastdir = dir;
607 max--; 469 max--;
608 if (!firstdir) 470 if (!firstdir)
609 firstdir = dir + i; 471 firstdir = dir + i;
613 { 475 {
614 /* we moved towards creature, so diff is less */ 476 /* we moved towards creature, so diff is less */
615 diff--; 477 diff--;
616 max--; 478 max--;
617 lastdir = dir; 479 lastdir = dir;
480
618 if (!firstdir) 481 if (!firstdir)
619 firstdir = dir; 482 firstdir = dir;
620 } 483 }
621 484
622 if (diff <= 1) 485 if (diff <= 1)
623 { 486 {
624 /* Recalculate diff (distance) because we may not have actually 487 /* Recalculate diff (distance) because we may not have actually
625 * headed toward player for entire distance. 488 * headed toward player for entire distance.
626 */ 489 */
627 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 490 get_rangevector_from_mapcoord (pos.m, pos.x, pos.y, pl, &rv, 0);
628 diff = ::max (abs (rv.distance_x), abs (rv.distance_y)); 491 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
629 } 492 }
630 493
631 if (diff > max) 494 if (diff > max)
632 return 0; 495 return 0;
638 501
639 return firstdir; 502 return firstdir;
640} 503}
641 504
642void 505void
643give_initial_items (object *pl, treasurelist * items) 506give_initial_items (object *pl, treasurelist *items)
644{ 507{
645 object *op, *next = NULL;
646
647 if (pl->randomitems != NULL) 508 if (pl->randomitems)
648 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); 509 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
649 510
650 for (op = pl->inv; op; op = next) 511 for (object *next, *op = pl->inv; op; op = next)
651 { 512 {
652 next = op->below; 513 next = op->below;
653 514
654 /* Forces get applied per default, unless they have the 515 /* Forces get applied per default, unless they have the
655 * flag "neutral" set. Sorry but I can't think of a better way 516 * flag "neutral" set. Sorry but I can't think of a better way
656 */ 517 */
657 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL)) 518 if (op->type == FORCE && !op->flag [FLAG_NEUTRAL])
658 SET_FLAG (op, FLAG_APPLIED); 519 op->set_flag (FLAG_APPLIED);
659 520
660 /* we never give weapons/armour if these cannot be used 521 /* we never give weapons/armour if these cannot be used
661 * by this player due to race restrictions 522 * by this player due to race restrictions
662 */ 523 */
663 if (pl->type == PLAYER) 524 if (pl->type == PLAYER)
664 { 525 {
665 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) && 526 if ((!pl->flag [FLAG_USE_ARMOUR]
527 &&
666 (op->type == ARMOUR || op->type == BOOTS || 528 (op->type == ARMOUR || op->type == BOOTS
667 op->type == CLOAK || op->type == HELMET || 529 || op->type == CLOAK || op->type == HELMET
668 op->type == SHIELD || op->type == GLOVES || 530 || op->type == SHIELD || op->type == GLOVES
669 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) 531 || op->type == BRACERS || op->type == GIRDLE))
532 || (!pl->flag [FLAG_USE_WEAPON] && op->type == WEAPON))
670 { 533 {
671 op->destroy (); 534 op->destroy ();
672 continue; 535 continue;
673 } 536 }
674 } 537 }
675 538
676 /* This really needs to be better - we should really give 539 /* Here we remove duplicated skills (as duplicated spell objects have
677 * a substitute spellbook. The problem is that we don't really 540 * _very_ confusing effects for players), which could for instance be
678 * have a good idea what to replace it with (need something like 541 * generated by multiple treasurelists specifying the same skills.
679 * a first level treasurelist for each skill.)
680 * remove duplicate skills also
681 */ 542 */
682 if (op->type == SPELLBOOK || op->type == SKILL) 543 if (op->type == SKILL)
683 { 544 {
684 object *tmp;
685
686 for (tmp = op->below; tmp; tmp = tmp->below) 545 for (object *tmp = op->below; tmp; tmp = tmp->below)
687 if (tmp->type == op->type && tmp->name == op->name) 546 if (tmp->type == op->type && tmp->name == op->name)
688 break;
689
690 if (tmp)
691 { 547 {
692 op->destroy (); 548 op->destroy ();
693 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); 549 break;
694 continue;
695 } 550 }
696 551
697 if (op->nrof > 1) 552 if (op->nrof > 1)
698 op->nrof = 1; 553 op->nrof = 1;
699 } 554 }
700 555
701 if (op->type == SPELLBOOK && op->inv) 556 if (op->type == SPELLBOOK && op->inv)
702 { 557 op->inv->clr_flag (FLAG_STARTEQUIP);
703 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
704 }
705 558
706 /* Give starting characters identified, uncursed, and undamned 559 /* Give starting characters identified, uncursed, and undamned
707 * items. Just don't identify gold or silver, or it won't be 560 * items. Just don't identify gold or silver, or it won't be
708 * merged properly. 561 * merged properly.
709 */ 562 */
710 if (need_identify (op)) 563 if (op->need_identify ())
711 {
712 SET_FLAG (op, FLAG_IDENTIFIED);
713 CLEAR_FLAG (op, FLAG_CURSED);
714 CLEAR_FLAG (op, FLAG_DAMNED);
715 } 564 {
565 op->set_flag (FLAG_IDENTIFIED);
566 op->clr_flag (FLAG_CURSED);
567 op->clr_flag (FLAG_DAMNED);
568 }
569
716 if (op->type == SPELL) 570 if (op->type == SPELL)
717 { 571 {
718 op->destroy (); 572 op->destroy ();
719 continue; 573 continue;
720 } 574 }
721 else if (op->type == SKILL) 575 else if (op->type == SKILL)
722 { 576 {
723 SET_FLAG (op, FLAG_CAN_USE_SKILL); 577 op->set_flag (FLAG_CAN_USE_SKILL);
724 op->stats.exp = 0; 578 op->stats.exp = 0;
725 op->level = 1; 579 op->level = 1;
726 } 580 }
727 /* lock all 'normal items by default */ 581 else /* lock all 'normal items by default */
728 else 582 op->set_flag (FLAG_INV_LOCKED);
729 SET_FLAG (op, FLAG_INV_LOCKED);
730 } /* for loop of objects in player inv */ 583 } /* for loop of objects in player inv */
731 584
732 /* Need to set up the skill pointers */ 585 /* Need to set up the skill pointers */
733 link_player_skills (pl); 586 pl->contr->link_skills ();
734} 587}
735 588
736void 589void
737get_party_password (object *op, partylist *party) 590get_party_password (object *op, partylist *party)
738{ 591{
748 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 601 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
749} 602}
750 603
751/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 604/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
752static int 605static int
753roll_stat (void) 606roll_stat ()
754{ 607{
755 int a[4], i, j, k; 608 int a[4], i, j, k;
756 609
757 for (i = 0; i < 4; i++) 610 for (i = 0; i < 4; i++)
758 a[i] = (int) rndm (6) + 1; 611 a[i] = rndm (1, 6);
759 612
760 for (i = 0, j = 0, k = 7; i < 4; i++) 613 for (i = 0, j = 0, k = 7; i < 4; i++)
761 if (a[i] < k) 614 if (a[i] < k)
762 k = a[i], j = i; 615 k = a[i], j = i;
763 616
769} 622}
770 623
771void 624void
772object::roll_stats () 625object::roll_stats ()
773{ 626{
774 int statsort [7]; 627 int statsort [NUM_STATS];
775 628
776 for (;;) 629 for (;;)
777 { 630 {
778 int sum = 0; 631 int sum = 0;
779 for (int i = 7; i--; ) 632 for (int i = NUM_STATS; i--; )
780 sum += statsort [i] = roll_stat (); 633 sum += statsort [i] = roll_stat ();
781 634
782 if (sum >= 82 && sum <= 116) 635 if (sum >= 82 && sum <= 116)
783 break; 636 break;
784 } 637 }
785 638
786 // Sort the stats so that rerolling is easier... 639 // Sort the stats so that rerolling is easier...
787 std::sort (statsort, statsort + 7, std::greater<int>()); 640 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
788 641
642 for (int i = 0; i < NUM_STATS; ++i)
789 stats.Str = statsort[0]; 643 stats.stat (i) = statsort [i];
790 stats.Dex = statsort[1];
791 stats.Con = statsort[2];
792 stats.Int = statsort[3];
793 stats.Wis = statsort[4];
794 stats.Pow = statsort[5];
795 stats.Cha = statsort[6];
796 644
797 stats.exp = 0; 645 stats.exp = 0;
798 stats.ac = 0; 646 stats.ac = 0;
799 647
800 stats.hp = stats.maxhp; 648 stats.hp = stats.maxhp;
812} 660}
813 661
814void 662void
815object::swap_stats (int a, int b) 663object::swap_stats (int a, int b)
816{ 664{
817 int tmp = get_attr_value (&contr->orig_stats, a); 665 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
818 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
819 set_attr_value (&contr->orig_stats, b, tmp);
820 666
667 for (int i = 0; i < NUM_STATS; ++i)
821 stats.Str = contr->orig_stats.Str; 668 stats.stat (i) = contr->orig_stats.stat (i);
822 stats.Dex = contr->orig_stats.Dex;
823 stats.Con = contr->orig_stats.Con;
824 stats.Int = contr->orig_stats.Int;
825 stats.Wis = contr->orig_stats.Wis;
826 stats.Pow = contr->orig_stats.Pow;
827 stats.Cha = contr->orig_stats.Cha;
828 669
829 //TODO: the following code looks so borked and should, at the very least, 670 //TODO: the following code looks so borked and should, at the very least,
830 // be merged with the similar code in roll_stats 671 // be merged with the similar code in roll_stats
831 stats.ac = 0; 672 stats.ac = 0;
832 673
851static void 692static void
852start_info (object *op) 693start_info (object *op)
853{ 694{
854 char buf[MAX_BUF]; 695 char buf[MAX_BUF];
855 696
856 sprintf (buf, "Welcome to Crossfire v%s!", VERSION); 697 sprintf (buf, "Welcome to Deliantra v%s!", VERSION);
857 new_draw_info (NDI_UNIQUE, 0, op, buf); 698 new_draw_info (NDI_UNIQUE, 0, op, buf);
858 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
859 //new_draw_info (NDI_UNIQUE, 0, op, " ");
860} 699}
861 700
862/* This function takes the key that is passed, and does the 701/* This function takes the key that is passed, and does the
863 * appropriate action with it (change race, or other things). 702 * appropriate action with it (change race, or other things).
864 * The function name is for historical reasons - now we have 703 * The function name is for historical reasons - now we have
867 */ 706 */
868void 707void
869player::chargen_race_done () 708player::chargen_race_done ()
870{ 709{
871 /* this must before then initial items are given */ 710 /* this must before then initial items are given */
872 esrv_new_player (ob->contr, ob->weight + ob->carrying); 711 esrv_new_player (ob->contr);
873 712
874 treasurelist *tl = treasurelist::find ("starting_wealth"); 713 treasurelist *tl = treasurelist::find (shstr_starting_wealth);
875 if (tl) 714 if (tl)
876 create_treasure (tl, ob, 0, 0, 0); 715 create_treasure (tl, ob, 0, 0, 0);
877 716
878 INVOKE_PLAYER (BIRTH, ob->contr); 717 INVOKE_PLAYER (BIRTH, ob->contr);
879 INVOKE_PLAYER (LOGIN, ob->contr);
880 718
881 ob->contr->ns->state = ST_PLAYING; 719 ob->contr->ns->state = ST_PLAYING;
882 720
883 if (ob->msg) 721 if (ob->msg)
884 ob->msg = 0; 722 ob->msg = 0;
885 723
886 /* We create this now because some of the unique maps will need it
887 * to save here.
888 */
889 {
890 char buf[MAX_BUF];
891 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
892 make_path_to_file (buf);
893 }
894
895 start_info (ob); 724 start_info (ob);
896 CLEAR_FLAG (ob, FLAG_WIZ); 725 ob->clr_flag (FLAG_WIZ);
897 give_initial_items (ob, ob->randomitems); 726 give_initial_items (ob, ob->randomitems);
898 link_player_skills (ob);
899 esrv_send_inventory (ob, ob); 727 esrv_send_inventory (ob, ob);
900 ob->update_stats (); 728 ob->update_stats ();
901 729
902 /* This moves the player to a different start map, if there 730 /* This moves the player to a different start map, if there
903 * is one for this race 731 * is one for this race
904 */ 732 */
905 if (*first_map_ext_path) 733 if (*first_map_ext_path)
906 { 734 ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y);
907 object *tmp;
908 char mapname[MAX_BUF];
909
910 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->name);
911 tmp = object::create ();
912 EXIT_PATH (tmp) = mapname;
913 EXIT_X (tmp) = ob->x;
914 EXIT_Y (tmp) = ob->y;
915 ob->enter_exit (tmp); /* we don't really care if it succeeded;
916 * if the map isn't there, then stay on the
917 * default initial map */
918 tmp->destroy ();
919 }
920 else 735 else
921 LOG (llevDebug, "first_map_ext_path not set\n"); 736 LOG (llevDebug, "first_map_ext_path not set\n");
737}
738
739/*
740 * Returns true if the given player is a legal class.
741 * The function to add and remove class-bonuses to the stats doesn't
742 * check if the stat becomes negative, thus this function
743 * merely checks that all stats are 1 or more, and returns
744 * false otherwise.
745 */
746static int
747allowed_class (const object *op)
748{
749 return op->stats.Dex > 0
750 && op->stats.Str > 0
751 && op->stats.Con > 0
752 && op->stats.Int > 0
753 && op->stats.Wis > 0
754 && op->stats.Pow > 0
755 && op->stats.Cha > 0;
922} 756}
923 757
924void 758void
925player::chargen_race_next () 759player::chargen_race_next ()
926{ 760{
934 int x = ob->x, y = ob->y; 768 int x = ob->x, y = ob->y;
935 769
936 ob->remove_statbonus (); 770 ob->remove_statbonus ();
937 ob->remove (); 771 ob->remove ();
938 ob->arch = get_player_archetype (ob->arch); 772 ob->arch = get_player_archetype (ob->arch);
939 ob->arch->clone.copy_to (ob); 773 ob->arch->copy_to (ob);
940 ob->instantiate (); 774 ob->instantiate ();
941 ob->stats = ob->contr->orig_stats; 775 ob->stats = ob->contr->orig_stats;
942 ob->name = ob->name_pl = name; 776 ob->name = ob->name_pl = name;
943 ob->x = x; 777 ob->x = x;
944 ob->y = y; 778 ob->y = y;
945 SET_ANIMATION (ob, 2); /* So player faces south */ 779 SET_ANIMATION (ob, 2); /* So player faces south */
946 insert_ob_in_map (ob, ob->map, ob, 0); 780 insert_ob_in_map (ob, ob->map, ob, 0);
947 assign (ob->contr->title, ob->arch->clone.name); 781 assign (ob->contr->title, ob->arch->object::name);
948 ob->add_statbonus (); 782 ob->add_statbonus ();
949 } 783 }
950 while (!allowed_class (ob)); 784 while (!allowed_class (ob));
951 785
952 update_object (ob, UP_OBJ_FACE); 786 update_object (ob, UP_OBJ_FACE);
955 ob->stats.hp = ob->stats.maxhp; 789 ob->stats.hp = ob->stats.maxhp;
956 ob->stats.sp = ob->stats.maxsp; 790 ob->stats.sp = ob->stats.maxsp;
957 ob->stats.grace = 0; 791 ob->stats.grace = 0;
958} 792}
959 793
960void 794static void
961flee_player (object *op) 795flee_player (object *op)
962{ 796{
963 int dir, diff; 797 int dir, diff;
964 rv_vector rv; 798 rv_vector rv;
965 799
966 if (op->stats.hp < 0) 800 if (op->stats.hp < 0)
967 { 801 {
968 LOG (llevDebug, "Fleeing player is dead.\n"); 802 LOG (llevDebug, "Fleeing player is dead.\n");
969 CLEAR_FLAG (op, FLAG_SCARED); 803 op->clr_flag (FLAG_SCARED);
970 return; 804 return;
971 } 805 }
972 806
973 if (op->enemy == NULL) 807 if (!op->enemy)
974 { 808 {
975 LOG (llevDebug, "Fleeing player had no enemy.\n"); 809 LOG (llevDebug, "Fleeing player had no enemy.\n");
976 CLEAR_FLAG (op, FLAG_SCARED); 810 op->clr_flag (FLAG_SCARED);
977 return; 811 return;
978 } 812 }
979 813
980 /* Seen some crashes here. Since we don't store an 814 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
981 * op->enemy_count, it is possible that something destroys the
982 * actual enemy, and the object is recycled.
983 */
984 if (op->enemy->map == NULL)
985 { 815 {
986 CLEAR_FLAG (op, FLAG_SCARED);
987 op->enemy = NULL; 816 op->enemy = NULL;
988 return; 817 op->clr_flag (FLAG_SCARED);
989 }
990
991 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
992 {
993 op->enemy = NULL;
994 CLEAR_FLAG (op, FLAG_SCARED);
995 return; 818 return;
996 } 819 }
997 820
998 get_rangevector (op, op->enemy, &rv, 0); 821 get_rangevector (op, op->enemy, &rv, 0);
999 822
1000 dir = absdir (4 + rv.direction); 823 dir = absdir (4 + rv.direction);
1001 for (diff = 0; diff < 3; diff++) 824 for (diff = 0; diff < 3; diff++)
1002 { 825 {
1003 int m = 1 - (RANDOM () & 2); 826 int m = 1 - rndm (2) * 2;
1004 827
1005 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 828 if (op->move (absdir (dir + diff * m)) || (diff == 0 && op->move (absdir (dir - diff * m))))
1006 return; 829 return;
1007 } 830 }
1008 831
1009 /* Cornered, get rid of scared */ 832 /* Cornered, get rid of scared */
1010 CLEAR_FLAG (op, FLAG_SCARED); 833 op->clr_flag (FLAG_SCARED);
1011 op->enemy = NULL; 834 op->enemy = NULL;
1012} 835}
1013 836
1014
1015/* check_pick sees if there is stuff to be picked up/picks up stuff. 837/* check_pick sees if there is stuff to be picked up/picks up stuff.
1016 * IT returns 1 if the player should keep on moving, 0 if he should 838 * It returns 1 if the player should keep on moving, 0 if he should
1017 * stop. 839 * stop.
1018 */ 840 */
1019int 841int
1020check_pick (object *op) 842check_pick (object *op)
1021{ 843{
1022 object *tmp, *next; 844 object *tmp, *next;
1023 int stop = 0; 845 int stop = 0;
1024 int wvratio; 846 int wvratio;
1025 char putstring[128];
1026 847
1027 /* if you're flying, you cna't pick up anything */ 848 /* if you're flying, you can't pick up anything */
1028 if (op->move_type & MOVE_FLYING) 849 if (op->move_type & MOVE_FLYING)
1029 return 1; 850 return 1;
1030 851
1031 next = op->below; 852 next = op->below;
853
854 int cnt = MAX_ITEM_PER_ACTION;
855#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
1032 856
1033 /* loop while there are items on the floor that are not marked as 857 /* loop while there are items on the floor that are not marked as
1034 * destroyed */ 858 * destroyed */
1035 while (next && !next->destroyed ()) 859 while (next && !next->destroyed ())
1036 { 860 {
1037 tmp = next; 861 tmp = next;
1038 next = tmp->below; 862 next = tmp->below;
1039 863
864 if (cnt <= 0)
865 {
866 op->failmsg ("Couldn't pickup all items at once.");
867 return 0;
868 }
869
1040 if (op->destroyed ()) 870 if (op->destroyed ())
1041 return 0; 871 return 0;
1042 872
1043 if (!can_pick (op, tmp)) 873 if (!can_pick (op, tmp))
1044 continue; 874 continue;
1045 875
1046 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 876 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1047 { 877 {
1048 if (item_matched_string (op, tmp, op->contr->search_str)) 878 if (item_matched_string (op, tmp, op->contr->search_str))
1049 pick_up (op, tmp); 879 CHK_PICK_PICKUP;
880
1050 continue; 881 continue;
1051 } 882 }
1052 883
1053 /* high not bit set? We're using the old autopickup model */ 884 /* pickup handling */
885 if (op->contr->mode & PU_DEBUG)
886 {
887 /* some debugging code to figure out item information */
888 const char *str = tmp->name
889 ? format ("item name: %s item type: %d weight/value: %d",
890 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))))
891 : format ("item name: %s item type: %d weight/value: %d",
892 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
893
894 new_draw_info (NDI_UNIQUE, 0, op, str);
895 }
896
897 if (op->contr->mode & PU_INHIBIT)
898 return 1;
899
900 if (!(op->contr->mode & PU_ENABLE)) // TODO: fix client
901 return 1;
902
903 /* philosophy:
904 * It's easy to grab an item type from a pile, as long as it's
905 * generic. This takes no game-time. For more detailed pickups
906 * and selections, select-items should be used. This is a
907 * grab-as-you-run type mode that's really useful for arrows for
908 * example.
909 * The drawback: right now it has no frontend, so you need to
910 * stick the bits you want into a calculator in hex mode and then
911 * convert to decimal and then 'pickup <#>
912 */
913
914 /* the first two modes are exclusive: if NOTHING we return, if
915 * STOP then we stop. All the rest are applied sequentially,
916 * meaning if any test passes, the item gets picked up. */
917
918 /* if mode is set to pick nothing up, return */
919 if (op->contr->mode == PU_NOTHING)
920 return 1;
921
922 /* if mode is set to stop when encountering objects, return */
923 /* take STOP before INHIBIT since it doesn't actually pick
924 * anything up */
925 if (op->contr->mode & PU_STOP)
926 return 0;
927
928 /* useful for going into stores and not losing your settings... */
929 /* and for battles wher you don't want to get loaded down while
930 * fighting */
931 if (op->contr->mode & PU_INHIBIT)
932 return 1;
933
934 /* prevent us from turning into auto-thieves :) */
935 if (tmp->flag [FLAG_UNPAID])
936 continue;
937
938 /* ignore known cursed objects */
939 if (tmp->flag [FLAG_KNOWN_CURSED] && op->contr->mode & PU_NOT_CURSED)
940 continue;
941
942 /* all food and drink if desired */
943 /* question: don't pick up known-poisonous stuff? */
1054 if (!(op->contr->mode & PU_NEWMODE)) 944 if (op->contr->mode & PU_FOOD)
945 if (tmp->type == FOOD)
1055 { 946 {
1056 switch (op->contr->mode) 947 CHK_PICK_PICKUP;
948 continue;
949 }
950
951 if (op->contr->mode & PU_DRINK)
952 if (tmp->type == DRINK || (tmp->type == POISON && !tmp->flag [FLAG_KNOWN_CURSED]))
953 {
954 CHK_PICK_PICKUP;
955 continue;
956 }
957
958 if (op->contr->mode & PU_POTION)
959 if (tmp->type == POTION)
960 {
961 CHK_PICK_PICKUP;
962 continue;
963 }
964
965 /* spellbooks, skillscrolls and normal books/scrolls */
966 if (op->contr->mode & PU_SPELLBOOK)
967 if (tmp->type == SPELLBOOK)
968 {
969 CHK_PICK_PICKUP;
970 continue;
971 }
972
973 if (op->contr->mode & PU_SKILLSCROLL)
974 if (tmp->type == SKILLSCROLL)
975 {
976 CHK_PICK_PICKUP;
977 continue;
978 }
979
980 if (op->contr->mode & PU_READABLES)
981 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
982 {
983 CHK_PICK_PICKUP;
984 continue;
985 }
986
987 /* wands/staves/rods/horns */
988 if (op->contr->mode & PU_MAGIC_DEVICE)
989 if (tmp->type == WAND
990 || tmp->type == ROD
991 || tmp->type == HORN
992 || tmp->type == POWER_CRYSTAL)
993 {
994 CHK_PICK_PICKUP;
995 continue;
996 }
997
998 /* pick up all magical items */
999 if (op->contr->mode & PU_MAGICAL)
1000 if (tmp->flag [FLAG_KNOWN_MAGICAL]
1001 && !tmp->flag [FLAG_KNOWN_CURSED])
1002 {
1003 CHK_PICK_PICKUP;
1004 continue;
1005 }
1006
1007 if (op->contr->mode & PU_VALUABLES)
1008 {
1009 if (tmp->type == MONEY || tmp->type == GEM)
1057 { 1010 {
1058 case 0: 1011 CHK_PICK_PICKUP;
1059 return 1; /* don't pick up */ 1012 continue;
1060 case 1:
1061 pick_up (op, tmp);
1062 return 1;
1063 case 2:
1064 pick_up (op, tmp);
1065 return 0;
1066 case 3:
1067 return 0; /* stop before pickup */
1068 case 4:
1069 pick_up (op, tmp);
1070 break;
1071 case 5:
1072 pick_up (op, tmp);
1073 stop = 1;
1074 break;
1075 case 6:
1076 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1077 pick_up (op, tmp);
1078 break;
1079
1080 case 7:
1081 if (tmp->type == MONEY || tmp->type == GEM)
1082 pick_up (op, tmp);
1083 break;
1084
1085 default:
1086 /* use value density */
1087 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1088 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1089 pick_up (op, tmp);
1090 } 1013 }
1091 } 1014 }
1092 else 1015
1093 { /* old model */ 1016 /* rings & amulets - talismans seems to be typed AMULET */
1094 /* NEW pickup handling */
1095 if (op->contr->mode & PU_DEBUG) 1017 if (op->contr->mode & PU_JEWELS)
1018 if (tmp->type == RING
1019 || tmp->type == AMULET
1020 || tmp->type == GIRDLE
1021 || tmp->type == SKILL_TOOL)
1096 { 1022 {
1097 /* some debugging code to figure out item information */ 1023 CHK_PICK_PICKUP;
1098 if (tmp->name != NULL)
1099 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1100 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1101 else
1102 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1103 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1104
1105 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1106 }
1107
1108 /* philosophy:
1109 * It's easy to grab an item type from a pile, as long as it's
1110 * generic. This takes no game-time. For more detailed pickups
1111 * and selections, select-items should be used. This is a
1112 * grab-as-you-run type mode that's really useful for arrows for
1113 * example.
1114 * The drawback: right now it has no frontend, so you need to
1115 * stick the bits you want into a calculator in hex mode and then
1116 * convert to decimal and then 'pickup <#>
1117 */
1118
1119 /* the first two modes are exclusive: if NOTHING we return, if
1120 * STOP then we stop. All the rest are applied sequentially,
1121 * meaning if any test passes, the item gets picked up. */
1122
1123 /* if mode is set to pick nothing up, return */
1124
1125 if (op->contr->mode & PU_NOTHING)
1126 return 1;
1127
1128 /* if mode is set to stop when encountering objects, return */
1129 /* take STOP before INHIBIT since it doesn't actually pick
1130 * anything up */
1131
1132 if (op->contr->mode & PU_STOP)
1133 return 0;
1134
1135 /* useful for going into stores and not losing your settings... */
1136 /* and for battles wher you don't want to get loaded down while
1137 * fighting */
1138 if (op->contr->mode & PU_INHIBIT)
1139 return 1;
1140
1141 /* prevent us from turning into auto-thieves :) */
1142 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1143 continue; 1024 continue;
1025 }
1144 1026
1145 /* ignore known cursed objects */ 1027 /* we don't forget dragon food */
1146 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) 1028 if (op->contr->mode & PU_FLESH)
1029 if (tmp->type == FLESH)
1030 {
1031 CHK_PICK_PICKUP;
1147 continue; 1032 continue;
1033 }
1148 1034
1149 /* all food and drink if desired */ 1035 /* bows and arrows. Bows are good for selling! */
1150 /* question: don't pick up known-poisonous stuff? */ 1036 if (op->contr->mode & PU_BOW)
1037 if (tmp->type == BOW)
1038 {
1039 CHK_PICK_PICKUP;
1040 continue;
1041 }
1042
1043 if (op->contr->mode & PU_ARROW)
1044 if (tmp->type == ARROW)
1045 {
1046 CHK_PICK_PICKUP;
1047 continue;
1048 }
1049
1050 /* all kinds of armor etc. */
1051 if (op->contr->mode & PU_ARMOUR)
1052 if (tmp->type == ARMOUR)
1053 {
1054 CHK_PICK_PICKUP;
1055 continue;
1056 }
1057
1058 if (op->contr->mode & PU_HELMET)
1059 if (tmp->type == HELMET)
1060 {
1061 CHK_PICK_PICKUP;
1062 continue;
1063 }
1064
1065 if (op->contr->mode & PU_SHIELD)
1066 if (tmp->type == SHIELD)
1067 {
1068 CHK_PICK_PICKUP;
1069 continue;
1070 }
1071
1151 if (op->contr->mode & PU_FOOD) 1072 if (op->contr->mode & PU_BOOTS)
1152 if (tmp->type == FOOD) 1073 if (tmp->type == BOOTS)
1074 {
1075 CHK_PICK_PICKUP;
1076 continue;
1077 }
1078
1079 if (op->contr->mode & PU_GLOVES)
1080 if (tmp->type == GLOVES || tmp->type == BRACERS)
1081 {
1082 CHK_PICK_PICKUP;
1083 continue;
1084 }
1085
1086 if (op->contr->mode & PU_CLOAK)
1087 if (tmp->type == CLOAK)
1088 {
1089 CHK_PICK_PICKUP;
1090 continue;
1091 }
1092
1093 /* hoping to catch throwing daggers here */
1094 if (op->contr->mode & PU_MISSILEWEAPON)
1095 if (tmp->type == WEAPON && tmp->flag [FLAG_IS_THROWN])
1096 {
1097 CHK_PICK_PICKUP;
1098 continue;
1099 }
1100
1101 /* careful: chairs and tables are weapons! */
1102 if (op->contr->mode & PU_ALLWEAPON)
1103 {
1104 if (tmp->type == WEAPON)
1105 if (!tmp->arch->archname.contains ("table") && !tmp->arch->archname.contains ("chair"))
1153 { 1106 {
1154 pick_up (op, tmp); 1107 CHK_PICK_PICKUP;
1155 continue; 1108 continue;
1156 } 1109 }
1110 }
1157 1111
1112 /* misc stuff that's useful */
1158 if (op->contr->mode & PU_DRINK) 1113 if (op->contr->mode & PU_KEY)
1159 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1114 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1160 { 1115 {
1161 pick_up (op, tmp); 1116 CHK_PICK_PICKUP;
1162 continue; 1117 continue;
1163 } 1118 }
1164 1119
1120 /* any of the last 4 bits set means we use the ratio for value
1121 * pickups */
1165 if (op->contr->mode & PU_POTION) 1122 if (op->contr->mode & PU_RATIO)
1166 if (tmp->type == POTION) 1123 {
1124 /* use value density to decide what else to grab */
1125 /* >=7 was >= op->contr->mode */
1126 /* >=7 is the old standard setting. Now we take the last 4 bits
1167 { 1127 */
1168 pick_up (op, tmp);
1169 continue;
1170 }
1171
1172 /* spellbooks, skillscrolls and normal books/scrolls */
1173 if (op->contr->mode & PU_SPELLBOOK)
1174 if (tmp->type == SPELLBOOK)
1175 {
1176 pick_up (op, tmp);
1177 continue;
1178 }
1179
1180 if (op->contr->mode & PU_SKILLSCROLL)
1181 if (tmp->type == SKILLSCROLL)
1182 {
1183 pick_up (op, tmp);
1184 continue;
1185 }
1186
1187 if (op->contr->mode & PU_READABLES)
1188 if (tmp->type == BOOK || tmp->type == SCROLL)
1189 {
1190 pick_up (op, tmp);
1191 continue;
1192 }
1193
1194 /* wands/staves/rods/horns */
1195 if (op->contr->mode & PU_MAGIC_DEVICE)
1196 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1197 {
1198 pick_up (op, tmp);
1199 continue;
1200 }
1201
1202 /* pick up all magical items */
1203 if (op->contr->mode & PU_MAGICAL) 1128 wvratio = op->contr->mode & PU_RATIO;
1204 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1129 if (1000 * query_cost (tmp, op, F_TRUE) / tmp->total_weight () >= wvratio * 100)
1205 {
1206 pick_up (op, tmp);
1207 continue;
1208 }
1209
1210 if (op->contr->mode & PU_VALUABLES)
1211 { 1130 {
1212 if (tmp->type == MONEY || tmp->type == GEM) 1131#if 0
1132 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1133 if (tmp->name != NULL)
1213 { 1134 {
1214 pick_up (op, tmp); 1135 fprintf (stderr, "%s", tmp->name);
1215 continue;
1216 } 1136 }
1217 }
1218
1219 /* rings & amulets - talismans seems to be typed AMULET */
1220 if (op->contr->mode & PU_JEWELS)
1221 if (tmp->type == RING || tmp->type == AMULET)
1222 {
1223 pick_up (op, tmp);
1224 continue;
1225 }
1226
1227 /* we don't forget dragon food */
1228 if (op->contr->mode & PU_FLESH)
1229 if (tmp->type == FLESH)
1230 {
1231 pick_up (op, tmp);
1232 continue;
1233 }
1234
1235 /* bows and arrows. Bows are good for selling! */
1236 if (op->contr->mode & PU_BOW)
1237 if (tmp->type == BOW)
1238 {
1239 pick_up (op, tmp);
1240 continue;
1241 }
1242
1243 if (op->contr->mode & PU_ARROW)
1244 if (tmp->type == ARROW)
1245 {
1246 pick_up (op, tmp);
1247 continue;
1248 }
1249
1250 /* all kinds of armor etc. */
1251 if (op->contr->mode & PU_ARMOUR)
1252 if (tmp->type == ARMOUR)
1253 {
1254 pick_up (op, tmp);
1255 continue;
1256 }
1257
1258 if (op->contr->mode & PU_HELMET)
1259 if (tmp->type == HELMET)
1260 {
1261 pick_up (op, tmp);
1262 continue;
1263 }
1264
1265 if (op->contr->mode & PU_SHIELD)
1266 if (tmp->type == SHIELD)
1267 {
1268 pick_up (op, tmp);
1269 continue;
1270 }
1271
1272 if (op->contr->mode & PU_BOOTS)
1273 if (tmp->type == BOOTS)
1274 {
1275 pick_up (op, tmp);
1276 continue;
1277 }
1278
1279 if (op->contr->mode & PU_GLOVES)
1280 if (tmp->type == GLOVES)
1281 {
1282 pick_up (op, tmp);
1283 continue;
1284 }
1285
1286 if (op->contr->mode & PU_CLOAK)
1287 if (tmp->type == CLOAK)
1288 {
1289 pick_up (op, tmp);
1290 continue;
1291 }
1292
1293 /* hoping to catch throwing daggers here */
1294 if (op->contr->mode & PU_MISSILEWEAPON)
1295 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1296 {
1297 pick_up (op, tmp);
1298 continue;
1299 }
1300
1301 /* careful: chairs and tables are weapons! */
1302 if (op->contr->mode & PU_ALLWEAPON)
1303 {
1304 if (tmp->type == WEAPON && tmp->name != NULL)
1305 {
1306 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1307 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1308 {
1309 pick_up (op, tmp);
1310 continue;
1311 }
1312 }
1313
1314 if (tmp->type == WEAPON && tmp->name == NULL)
1315 {
1316 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1317 {
1318 pick_up (op, tmp);
1319 continue;
1320 }
1321 }
1322 }
1323
1324 /* misc stuff that's useful */
1325 if (op->contr->mode & PU_KEY)
1326 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1327 {
1328 pick_up (op, tmp);
1329 continue;
1330 }
1331
1332 /* any of the last 4 bits set means we use the ratio for value
1333 * pickups */
1334 if (op->contr->mode & PU_RATIO)
1335 {
1336 /* use value density to decide what else to grab */
1337 /* >=7 was >= op->contr->mode */
1338 /* >=7 is the old standard setting. Now we take the last 4 bits
1339 * and multiply them by 5, giving 0..15*5== 5..75 */
1340 wvratio = (op->contr->mode & PU_RATIO) * 5;
1341 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1342 {
1343 pick_up (op, tmp);
1344#if 0
1345 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1346 if (tmp->name != NULL)
1347 {
1348 fprintf (stderr, "%s", tmp->name);
1349 }
1350 else 1137 else
1351 fprintf (stderr, "%s", tmp->arch->name); 1138 fprintf (stderr, "%s", tmp->arch->archname);
1352 fprintf (stderr, ",%d] = ", tmp->type); 1139 fprintf (stderr, ",%d] = ", tmp->type);
1353 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1140 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
1354#endif 1141#endif
1142 CHK_PICK_PICKUP;
1355 continue; 1143 continue;
1356 }
1357 } 1144 }
1358 } /* the new pickup model */ 1145 } /* the new pickup model */
1359 } 1146 }
1360 1147
1361 return !stop; 1148 return !stop;
1149}
1150
1151/* routine for both players and monsters. We call this when
1152 * there is a possibility for our action distrubing our hiding
1153 * place or invisiblity spell. Artefact invisiblity causes
1154 * "noise" instead. If we arent invisible to begin with, we
1155 * return 0.
1156 */
1157static int
1158action_makes_visible (object *op)
1159{
1160 if (op->invisible && op->flag [FLAG_ALIVE])
1161 {
1162 if (op->flag [FLAG_MAKE_INVIS])
1163 {
1164 // artefact invisibility is permanent, but we still make noise
1165 // this is important for game-balance.
1166 if (op->contr)
1167 op->make_noise ();
1168
1169 return 0;
1170 }
1171
1172 if (op->contr && op->contr->tmp_invis == 0)
1173 return 0;
1174
1175 /* If monsters, they should become visible */
1176 if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis))
1177 {
1178 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible");
1179 return 1;
1180 }
1181 }
1182
1183 return 0;
1362} 1184}
1363 1185
1364/* 1186/*
1365 * Find an arrow in the inventory and after that 1187 * Find an arrow in the inventory and after that
1366 * in the right type container (quiver). Pointer to the 1188 * in the right type container (quiver). Pointer to the
1367 * found object is returned. 1189 * found object is returned.
1368 */ 1190 */
1369object * 1191static object *
1370find_arrow (object *op, const char *type) 1192find_arrow (object *op, const char *type)
1371{ 1193{
1372 object *tmp = 0;
1373
1374 for (op = op->inv; op; op = op->below) 1194 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1375 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1376 tmp = find_arrow (op, type);
1377 else if (op->type == ARROW && op->race == type) 1195 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1196 return splay (tmp);
1197
1198 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1199 if (tmp->type == CONTAINER && tmp->flag [FLAG_APPLIED] && !strcmp (&tmp->race, type))
1200 if (object *arrow = find_arrow (tmp, type))
1201 {
1202 splay (tmp);
1378 return op; 1203 return arrow;
1204 }
1379 1205
1380 return tmp; 1206 return 0;
1381} 1207}
1382 1208
1383/* 1209/*
1384 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1210 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1385 * against the target. A full test is not performed, simply a basic test 1211 * against the target. A full test is not performed, simply a basic test
1386 * of resistances. The archer is making a quick guess at what he sees down 1212 * of resistances. The archer is making a quick guess at what he sees down
1387 * the hall. Failing that it does it's best to pick the highest plus arrow. 1213 * the hall. Failing that it does it's best to pick the highest plus arrow.
1388 */ 1214 */
1389object * 1215static object *
1390find_better_arrow (object *op, object *target, const char *type, int *better) 1216find_better_arrow (object *op, object *target, shstr_cmp type, int *better)
1391{ 1217{
1392 object *tmp = NULL, *arrow, *ntmp; 1218 object *tmp = NULL, *arrow, *ntmp;
1393 int attacknum, attacktype, betterby = 0, i; 1219 int attacknum, attacktype, betterby = 0, i;
1394 1220
1395 if (!type) 1221 if (!type)
1396 return NULL; 1222 return NULL;
1397 1223
1398 for (arrow = op->inv; arrow; arrow = arrow->below) 1224 for (arrow = op->inv; arrow; arrow = arrow->below)
1399 { 1225 {
1400 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED)) 1226 if (arrow->type == CONTAINER && arrow->race == type && arrow->flag [FLAG_APPLIED])
1401 { 1227 {
1402 i = 0; 1228 i = 0;
1403 ntmp = find_better_arrow (arrow, target, type, &i); 1229 ntmp = find_better_arrow (arrow, target, type, &i);
1230
1404 if (i > betterby) 1231 if (i > betterby)
1405 { 1232 {
1406 tmp = ntmp; 1233 tmp = ntmp;
1407 betterby = i; 1234 betterby = i;
1408 } 1235 }
1409 } 1236 }
1410 else if (arrow->type == ARROW && arrow->race == type) 1237 else if (arrow->type == ARROW && arrow->race == type)
1411 { 1238 {
1412 /* allways prefer assasination/slaying */ 1239 /* allways prefer assasination/slaying */
1413 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race)) 1240 if (target->race && arrow->slaying.contains (target->race))
1414 { 1241 {
1415 if (arrow->attacktype & AT_DEATH) 1242 if (arrow->attacktype & AT_DEATH)
1416 { 1243 {
1417 *better = 100; 1244 *better = 100;
1418 return arrow; 1245 return arrow;
1426 else 1253 else
1427 { 1254 {
1428 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1255 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1429 { 1256 {
1430 attacktype = 1 << attacknum; 1257 attacktype = 1 << attacknum;
1431 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1258 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1432 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby) 1259 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1433 { 1260 {
1434 tmp = arrow; 1261 tmp = arrow;
1435 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100; 1262 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1436 } 1263 }
1437 } 1264 }
1265
1438 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1266 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1439 { 1267 {
1440 tmp = arrow; 1268 tmp = arrow;
1441 betterby = 2 + arrow->magic + arrow->stats.dam; 1269 betterby = 2 + arrow->magic + arrow->stats.dam;
1442 } 1270 }
1271
1443 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) 1272 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1444 { 1273 {
1445 tmp = arrow; 1274 tmp = arrow;
1446 betterby = 1 + arrow->magic + arrow->stats.dam; 1275 betterby = 1 + arrow->magic + arrow->stats.dam;
1447 } 1276 }
1448 } 1277 }
1449 } 1278 }
1450 } 1279 }
1280
1451 if (tmp == NULL && arrow == NULL) 1281 if (tmp == NULL && arrow == NULL)
1452 return find_arrow (op, type); 1282 return find_arrow (op, type);
1453 1283
1454 *better = betterby; 1284 *better = betterby;
1455 return tmp; 1285 return tmp;
1459 * find_better_arrow to find a decent arrow to use. 1289 * find_better_arrow to find a decent arrow to use.
1460 * op = the shooter 1290 * op = the shooter
1461 * type = bow->race 1291 * type = bow->race
1462 * dir = fire direction 1292 * dir = fire direction
1463 */ 1293 */
1464object * 1294static object *
1465pick_arrow_target (object *op, const char *type, int dir) 1295pick_arrow_target (object *op, shstr_cmp type, int dir)
1466{ 1296{
1467 object *tmp = NULL; 1297 object *tmp = NULL;
1468 maptile *m; 1298 maptile *m;
1469 int i, mflags, found, number; 1299 int i, mflags, found, number;
1470 sint16 x, y; 1300 sint16 x, y;
1485 for (i = 0, found = 0; i < 20; i++) 1315 for (i = 0, found = 0; i < 20; i++)
1486 { 1316 {
1487 x += freearr_x[dir]; 1317 x += freearr_x[dir];
1488 y += freearr_y[dir]; 1318 y += freearr_y[dir];
1489 mflags = get_map_flags (m, &m, x, y, &x, &y); 1319 mflags = get_map_flags (m, &m, x, y, &x, &y);
1320
1490 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) 1321 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1491 { 1322 {
1492 tmp = NULL; 1323 tmp = 0;
1493 break; 1324 break;
1494 } 1325 }
1495 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW) 1326 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1496 { 1327 {
1497 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1328 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1498 * perhaps a bad assumption. 1329 * perhaps a bad assumption.
1499 */ 1330 */
1500 tmp = NULL; 1331 tmp = 0;
1501 break; 1332 break;
1502 } 1333 }
1334
1503 if (mflags & P_IS_ALIVE) 1335 if (mflags & P_IS_ALIVE)
1504 {
1505 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) 1336 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1506 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 1337 if (tmp->flag [FLAG_ALIVE])
1507 {
1508 found++;
1509 break;
1510 }
1511 if (found)
1512 break; 1338 break;
1513 }
1514 } 1339 }
1515 if (tmp == NULL) 1340
1341 if (!tmp)
1516 return find_arrow (op, type); 1342 return find_arrow (op, type);
1517 1343
1518 if (tmp->head) 1344 if (tmp->head)
1519 tmp = tmp->head; 1345 tmp = tmp->head;
1520 1346
1533 */ 1359 */
1534int 1360int
1535fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) 1361fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1536{ 1362{
1537 object *left, *bow; 1363 object *left, *bow;
1538 int bowspeed, mflags; 1364 int mflags;
1539 maptile *m; 1365 maptile *m;
1540 1366
1541 if (!dir) 1367 if (!dir)
1542 { 1368 {
1543 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1369 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1544 return 0; 1370 return 0;
1545 } 1371 }
1546 1372
1547 if (player *pl = op->contr) 1373 if (op->contr)
1548 { 1374 bow = op->current_weapon;
1549 bow = pl->ranged_ob;
1550 op->set_weapon (bow);
1551 }
1552 else 1375 else
1553 { 1376 {
1554 for (bow = op->inv; bow; bow = bow->below) 1377 for (bow = op->inv; bow; bow = bow->below)
1555 /* Don't check for applied - monsters don't apply bows - in that way, they 1378 /* Don't check for applied - monsters don't apply bows - in that way, they
1556 * don't need to switch back and forth between bows and weapons. 1379 * don't need to switch back and forth between bows and weapons.
1563 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1386 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1564 return 0; 1387 return 0;
1565 } 1388 }
1566 1389
1567 // optimisation: move object to top so we will find it quickly again 1390 // optimisation: move object to top so we will find it quickly again
1568 if (bow->below) 1391 splay (bow);
1569 {
1570 bow->remove ();
1571 op->insert (bow);
1572 }
1573
1574 } 1392 }
1575 1393
1576 if (!bow->race || !bow->skill) 1394 if (!bow->race || !bow->skill)
1577 { 1395 {
1578 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1396 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1579 return 0; 1397 return 0;
1580 } 1398 }
1581
1582 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1583
1584 /* penalize ROF for bestarrow */
1585 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1586 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1587
1588 if (bowspeed < 1)
1589 bowspeed = 1;
1590 1399
1591 if (arrow == NULL) 1400 if (arrow == NULL)
1592 { 1401 {
1593 if ((arrow = find_arrow (op, bow->race)) == NULL) 1402 if ((arrow = find_arrow (op, bow->race)) == NULL)
1594 { 1403 {
1595 if (op->type == PLAYER) 1404 if (op->type == PLAYER)
1596 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1405 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1597 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1406 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1598 else 1407 else
1599 CLEAR_FLAG (op, FLAG_READY_BOW); 1408 op->clr_flag (FLAG_READY_BOW);
1600 1409
1601 return 0; 1410 return 0;
1602 } 1411 }
1603 } 1412 }
1604 1413
1613 } 1422 }
1614 1423
1615 /* this should not happen, but sometimes does */ 1424 /* this should not happen, but sometimes does */
1616 if (arrow->nrof == 0) 1425 if (arrow->nrof == 0)
1617 { 1426 {
1427 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1618 arrow->destroy (); 1428 arrow->destroy ();
1619 return 0; 1429 return 0;
1620 } 1430 }
1621 1431
1622 left = arrow; /* these are arrows left to the player */ 1432 left = arrow; /* these are arrows left to the player */
1623 arrow = get_split_ob (arrow, 1); 1433 arrow = arrow->split ();
1624 if (!arrow) 1434 if (!arrow)
1625 { 1435 {
1626 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1436 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1627 return 0; 1437 return 0;
1628 } 1438 }
1629 1439
1630 arrow->set_owner (op); 1440 arrow->set_owner (op);
1631 arrow->skill = bow->skill; 1441 arrow->skill = bow->skill;
1632 arrow->direction = dir; 1442 arrow->direction = dir;
1633 1443
1634 if (op->type == PLAYER)
1635 {
1636 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1637 op->update_stats ();
1638 }
1639
1640 SET_ANIMATION (arrow, arrow->direction);
1641
1642 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1444 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1643 arrow->stats.hp = arrow->stats.dam; 1445 arrow->stats.hp = arrow->stats.dam;
1644 arrow->stats.grace = arrow->attacktype; 1446 arrow->stats.grace = arrow->attacktype;
1447 arrow->custom_name = arrow->slaying;
1645 1448
1646 if (arrow->slaying) 1449#if 0
1647 arrow->spellarg = strdup (arrow->slaying); 1450 if (player *pl = op->contr)
1451 {
1452 float speed = pl->weapon_sp;
1648 1453
1649 arrow->stats.dam += op->stats.dam + arrow->magic; 1454 /* penalize ROF for bestarrow */
1455 if (pl->bowtype == bow_bestarrow)
1456 speed *= .9f;
1457 else
1458 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1459
1460 op->speed_left += speed - op->speed;
1461 }
1462#endif
1463
1464 SET_ANIMATION (arrow, arrow->direction);
1650 1465
1651 /* update the speed */ 1466 /* update the speed */
1652 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1653 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1654 1467
1655 arrow->set_speed (max (arrow->speed, 1.0));
1656 arrow->speed_left = 0; 1468 arrow->speed_left = 0;
1469 arrow->set_speed (max (2.f,
1470 ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1471 + bow->stats.dam / 7.f
1472 ));
1657 1473
1658 arrow->stats.wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc; 1474 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1659 1475
1660 if (op->type == PLAYER) 1476 if (op->type == PLAYER)
1661 { 1477 {
1662 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; 1478 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1663 arrow->stats.wc -= dex_bonus[op->stats.Dex]; 1479 wc -= dex_bonus[op->stats.Dex];
1664 1480
1665 if (!arrow->slaying) 1481 if (!arrow->slaying)
1666 arrow->slaying = op->slaying; 1482 arrow->slaying = op->slaying;
1483
1484 arrow->attacktype |= op->attacktype;
1667 } 1485 }
1668 else 1486 else
1669 { 1487 {
1670 arrow->level = op->level; 1488 arrow->level = op->level;
1671 arrow->stats.wc -= bow->magic; 1489 arrow->stats.wc -= bow->magic;
1672 1490
1673 if (!arrow->slaying) 1491 if (!arrow->slaying)
1674 arrow->slaying = bow->slaying; 1492 arrow->slaying = bow->slaying;
1675 }
1676 1493
1677 arrow->stats.wc -= arrow->level;
1678
1679 arrow->attacktype |= bow->attacktype; 1494 arrow->attacktype |= bow->attacktype;
1495 }
1680 1496
1497 wc -= arrow->level;
1498 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1499
1500 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1681 arrow->move_type = MOVE_FLY_LOW; 1501 arrow->move_type = MOVE_FLY_LOW;
1682 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1502 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1503 arrow->set_flag (FLAG_NO_PICK);
1683 1504
1684 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1505 op->play_sound (sound_find ("fire_arrow"));
1685 m->insert (arrow, sx, sy, op); 1506 m->insert (arrow, sx, sy, op);
1686 1507
1687 if (!arrow->destroyed ()) 1508 if (!arrow->destroyed ())
1688 move_arrow (arrow); 1509 move_arrow (arrow);
1689
1690 if (op->type == PLAYER)
1691 {
1692 if (left->destroyed ())
1693 esrv_del_item (op->contr, left->count);
1694 else
1695 esrv_send_item (op, left);
1696 }
1697 1510
1698 return 1; 1511 return 1;
1699} 1512}
1700 1513
1701/* Special fire code for players - this takes into 1514/* Special fire code for players - this takes into
1703 * but monsters can't. Putting that code here 1516 * but monsters can't. Putting that code here
1704 * makes the fire_bow code much cleaner. 1517 * makes the fire_bow code much cleaner.
1705 * this function should only be called if 'op' is a player, 1518 * this function should only be called if 'op' is a player,
1706 * hence the function name. 1519 * hence the function name.
1707 */ 1520 */
1708int 1521static int
1709player_fire_bow (object *op, int dir) 1522player_fire_bow (object *op, int dir)
1710{ 1523{
1711 int ret = 0, wcmod = 0; 1524 int ret;
1712 1525
1713 if (op->contr->bowtype == bow_bestarrow) 1526 if (op->contr->bowtype == bow_bestarrow)
1714 { 1527 {
1715 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y); 1528 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1716 } 1529 }
1717 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1530 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1718 { 1531 {
1719 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1532 int wcmod = similar_direction (dir, op->contr->bowtype - bow_n + 1) ? 0 : -1;
1720 wcmod = -1;
1721
1722 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1533 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1723 } 1534 }
1724 else if (op->contr->bowtype == bow_threewide) 1535 else if (op->contr->bowtype == bow_threewide)
1725 { 1536 {
1726 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1537 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1727 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]); 1538 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]);
1728 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]); 1539 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1729 } 1540 }
1730 else if (op->contr->bowtype == bow_spreadshot) 1541 else if (op->contr->bowtype == bow_spreadshot)
1731 { 1542 {
1732 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1543 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1733 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); 1544 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1734 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); 1545 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1735 } 1546 }
1736 else 1547 else
1737 { 1548 {
1739 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1550 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1740 } 1551 }
1741 1552
1742 return ret; 1553 return ret;
1743} 1554}
1744
1745 1555
1746/* Fires a misc (wand/rod/horn) object in 'dir'. 1556/* Fires a misc (wand/rod/horn) object in 'dir'.
1747 * Broken apart from 'fire' to keep it more readable. 1557 * Broken apart from 'fire' to keep it more readable.
1748 */ 1558 */
1749void 1559static void
1750fire_misc_object (object *op, int dir) 1560fire_misc_object (object *op, int dir)
1751{ 1561{
1752 object *item = op->contr->ranged_ob; 1562 object *item = op->contr->ranged_ob;
1753 1563
1754 if (!item) 1564 if (!item)
1761 { 1571 {
1762 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1572 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1763 return; 1573 return;
1764 } 1574 }
1765 1575
1766 op->set_weapon (item); 1576 if (!op->apply (item))
1577 return;
1767 1578
1768 if (item->type == WAND) 1579 if (item->type == WAND)
1769 { 1580 {
1770 if (item->stats.food <= 0) 1581 if (item->stats.food <= 0)
1771 { 1582 {
1772 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1583 op->contr->play_sound (sound_find ("wand_poof"));
1773 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); 1584 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1774 1585
1775 return; 1586 return;
1776 } 1587 }
1777 } 1588 }
1778 else if (item->type == ROD || item->type == HORN) 1589 else if (item->type == ROD || item->type == HORN)
1779 { 1590 {
1780 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1591 sint16 spell_sp = max (item->inv->stats.sp, item->inv->stats.grace);
1592
1593 // using the maximum of the rods charge allows at least one spell cast
1594 // for a rod or horn, this fixes some broken rods.
1595 if (item->stats.hp < min (spell_sp, item->stats.maxhp))
1781 { 1596 {
1782 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1597 op->contr->play_sound (sound_find ("wand_poof"));
1783 1598
1784 if (item->type == ROD) 1599 if (item->type == ROD)
1785 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); 1600 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1786 else 1601 else
1787 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1602 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1790 } 1605 }
1791 } 1606 }
1792 1607
1793 if (cast_spell (op, item, dir, item->inv, NULL)) 1608 if (cast_spell (op, item, dir, item->inv, NULL))
1794 { 1609 {
1795 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */ 1610 item->flag [FLAG_BEEN_APPLIED] = true; /* You now know something about it */
1611
1796 if (item->type == WAND) 1612 if (item->type == WAND)
1797 { 1613 {
1798 if (!(--item->stats.food)) 1614 if (!(--item->stats.food))
1799 { 1615 {
1800 object *tmp;
1801
1802 if (item->arch) 1616 if (item->arch)
1803 { 1617 {
1804 CLEAR_FLAG (item, FLAG_ANIMATE); 1618 item->clr_flag (FLAG_ANIMATE);
1805 item->face = item->arch->clone.face; 1619 item->face = item->arch->face;
1806 item->set_speed (0); 1620 item->set_speed (0);
1807 } 1621 }
1808 1622
1809 if ((tmp = item->in_player ())) 1623 if (object *pl = item->visible_to ())
1810 esrv_update_item (UPD_ANIM, tmp, item); 1624 esrv_update_item (UPD_ANIM, pl, item);
1811 } 1625 }
1812 } 1626 }
1813 else if (item->type == ROD || item->type == HORN) 1627 else if (item->type == ROD || item->type == HORN)
1814 drain_rod_charge (item); 1628 drain_rod_charge (item);
1815 } 1629 }
1816} 1630}
1817 1631
1818/* Received a fire command for the player - go and do it. 1632/* Received a fire command for the player - go and do it.
1819 */ 1633 */
1820void 1634bool
1821fire (object *op, int dir) 1635fire (object *who, int dir)
1822{ 1636{
1823 int spellcost = 0; 1637 int spellcost = 0;
1824 1638
1639 player *pl = who->contr;
1640
1641 if (pl->golem)
1642 {
1643 control_golem (who->contr->golem, dir);
1644 return false;
1645 }
1646
1647 object *ob = pl->ranged_ob;
1648
1649 if (!ob)
1650 return false;
1651
1652 if (who->speed_left > 0.f)
1653 --who->speed_left;
1654 else
1655 return false;
1656
1657 if (!who->apply (ob))
1658 return false;
1659
1825 /* check for loss of invisiblity/hide */ 1660 /* check for loss of invisiblity/hide */
1826 if (action_makes_visible (op)) 1661 if (action_makes_visible (who))
1827 make_visible (op); 1662 make_visible (who);
1828
1829 player *pl = op->contr;
1830
1831 if (pl->golem)
1832 {
1833 control_golem (op->contr->golem, dir);
1834 return;
1835 }
1836
1837 object *ob = pl->ranged_ob;
1838
1839 if (!ob)
1840 return;
1841 1663
1842 switch (ob->type) 1664 switch (ob->type)
1843 { 1665 {
1844 case BOW: 1666 case BOW:
1845 player_fire_bow (op, dir); 1667 player_fire_bow (who, dir);
1846 break; 1668 break;
1847 1669
1848 case SPELL: 1670 case SPELL:
1849 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0); 1671 spellcost = cast_spell (who, who, dir, ob, *pl->spellparam ? pl->spellparam : 0);
1850 break; 1672 break;
1851 1673
1852 case BUILDER: 1674 case BUILDER:
1853 apply_map_builder (op, dir); 1675 apply_map_builder (who, dir);
1854 break; 1676 break;
1855 1677
1856 case SKILL: 1678 case SKILL:
1857 case SKILL_TOOL:
1858 do_skill (op, op, ob, dir, 0); 1679 do_skill (who, who, ob, dir, 0);
1859 break; 1680 break;
1860 1681
1682 case RANGED:
1683 do_skill (who, ob, who->chosen_skill, dir, 0);
1684 break;
1685
1861 default: 1686 default:
1862 fire_misc_object (op, dir); 1687 fire_misc_object (who, dir);
1863 break; 1688 break;
1864 } 1689 }
1865}
1866 1690
1867/* find_key 1691 return true;
1868 * We try to find a key for the door as passed. If we find a key 1692}
1869 * and successfully use it, we return the key, otherwise NULL 1693
1870 * This function merges both normal and locked door, since the logic 1694static object *
1871 * for both is the same - just the specific key is different.
1872 * pl is the player,
1873 * inv is the objects inventory to searched
1874 * door is the door we are trying to match against.
1875 * This function can be called recursively to search containers.
1876 */
1877object *
1878find_key (object *pl, object *container, object *door) 1695find_key_ (object *pl, object *container, object *door)
1879{ 1696{
1880 object *tmp, *key; 1697 object *tmp, *key;
1881 1698
1882 /* Should not happen, but sanity checking is never bad */ 1699 /* Should not happen, but sanity checking is never bad */
1883 if (!container->inv) 1700 if (!container->inv)
1886 /* First, lets try to find a key in the top level inventory */ 1703 /* First, lets try to find a key in the top level inventory */
1887 for (tmp = container->inv; tmp; tmp = tmp->below) 1704 for (tmp = container->inv; tmp; tmp = tmp->below)
1888 { 1705 {
1889 if (door->type == DOOR && tmp->type == KEY) 1706 if (door->type == DOOR && tmp->type == KEY)
1890 break; 1707 break;
1708
1891 /* For sanity, we should really check door type, but other stuff 1709 /* For sanity, we should really check door type, but other stuff
1892 * (like containers) can be locked with special keys 1710 * (like containers) can be locked with special keys
1893 */ 1711 */
1894 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1712 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1895 break; 1713 break;
1901 * a key, return 1719 * a key, return
1902 */ 1720 */
1903 if (!tmp) 1721 if (!tmp)
1904 { 1722 {
1905 for (tmp = container->inv; tmp; tmp = tmp->below) 1723 for (tmp = container->inv; tmp; tmp = tmp->below)
1906 {
1907 /* No reason to search empty containers */ 1724 /* No reason to search empty containers */
1908 if (tmp->type == CONTAINER && tmp->inv) 1725 if (tmp->type == CONTAINER && tmp->inv)
1909 {
1910 if ((key = find_key (pl, tmp, door))) 1726 if ((key = find_key_ (pl, tmp, door)))
1911 return key; 1727 return key;
1912 }
1913 }
1914 1728
1915 if (!tmp) 1729 if (!tmp)
1916 return NULL; 1730 return 0;
1917 } 1731 }
1918 1732
1919 /* We get down here if we have found a key. Now if its in a container, 1733 /* We get down here if we have found a key. Now if its in a container,
1920 * see if we actually want to use it 1734 * see if we actually want to use it
1921 */ 1735 */
1922 if (pl != container) 1736 if (pl != container)
1923 { 1737 {
1924 /* Only let players use keys in containers */ 1738 /* Only let players use keys in containers */
1925 if (!pl->contr) 1739 if (!pl->contr)
1926 return NULL; 1740 return 0;
1741
1927 /* cases where this fails: 1742 /* cases where this fails:
1928 * If we only search the player inventory, return now since we 1743 * If we only search the player inventory, return now since we
1929 * are not in the players inventory. 1744 * are not in the players inventory.
1930 * If the container is not active, return now since only active 1745 * If the container is not active, return now since only active
1931 * containers can be used. 1746 * containers can be used.
1935 * inv must have been an container and must have been active. 1750 * inv must have been an container and must have been active.
1936 * 1751 *
1937 * Change the color so that the message doesn't disappear with 1752 * Change the color so that the message doesn't disappear with
1938 * all the others. 1753 * all the others.
1939 */ 1754 */
1940 if (pl->contr->usekeys == key_inventory || 1755 if (pl->contr->usekeys == key_inventory
1941 !QUERY_FLAG (container, FLAG_APPLIED) || 1756 || !container->flag [FLAG_APPLIED]
1942 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys")))) 1757 || (pl->contr->usekeys == keyrings && container->race != shstr_keys))
1943 { 1758 {
1944 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1759 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1945 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); 1760 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1946 return NULL; 1761 return NULL;
1947 } 1762 }
1948 } 1763 }
1949 1764
1950 return tmp; 1765 return tmp;
1766}
1767
1768/* find_key
1769 * We try to find a key for the door as passed. If we find a key
1770 * and successfully use it, we return the key, otherwise NULL
1771 * This function merges both normal and locked door, since the logic
1772 * for both is the same - just the specific key is different.
1773 * pl is the player,
1774 * inv is the objects inventory to searched
1775 * door is the door we are trying to match against.
1776 * This function can be called recursively to search containers.
1777 */
1778object *
1779find_key (object *pl, object *container, object *door)
1780{
1781 if (door->slaying && is_match_expr (door->slaying))
1782 {
1783 // for match expressions, we try to find the key by applying the match
1784 // to the op itself, which is supposed to find the "key", instead
1785 // of searching through containers ourselves.
1786
1787 return match_one (door->slaying, container, door, pl, pl);
1788 }
1789 else
1790 return find_key_ (pl, container, door);
1951} 1791}
1952 1792
1953/* moved door processing out of move_player_attack. 1793/* moved door processing out of move_player_attack.
1954 * returns 1 if player has opened the door with a key 1794 * returns 1 if player has opened the door with a key
1955 * such that the caller should not do anything more, 1795 * such that the caller should not do anything more,
1956 * 0 otherwise 1796 * 0 otherwise
1957 */ 1797 */
1958static int 1798static int
1959player_attack_door (object *op, object *door) 1799player_attack_door (object *op, object *door)
1960{ 1800{
1961 /* If its a door, try to find a use a key. If we do destroy the door, 1801 /* If its a door, try to find a key. If we do destroy the door,
1962 * might as well return immediately as there is nothing more to do - 1802 * might as well return immediately as there is nothing more to do -
1963 * otherwise, we fall through to the rest of the code. 1803 * otherwise, we fall through to the rest of the code.
1964 */ 1804 */
1965 object *key = find_key (op, op, door); 1805 object *key = find_key (op, op, door);
1966 1806
1967 /* IF we found a key, do some extra work */ 1807 /* If we found a key, do some extra work */
1968 if (key) 1808 if (key)
1969 { 1809 {
1970 object *container = key->env; 1810 object *container = key->env;
1971
1972 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1973 1811
1974 if (action_makes_visible (op)) 1812 if (action_makes_visible (op))
1975 make_visible (op); 1813 make_visible (op);
1976 1814
1977 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1815 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1979 1817
1980 if (door->type == DOOR) 1818 if (door->type == DOOR)
1981 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1819 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1982 else if (door->type == LOCKED_DOOR) 1820 else if (door->type == LOCKED_DOOR)
1983 { 1821 {
1984 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1822 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN);
1985 remove_door2 (door); /* remove door without violence ;-) */ 1823 remove_door2 (door); /* remove door without violence ;-) */
1986 } 1824 }
1987 1825
1988 /* Do this after we print the message */ 1826 /* Do this after we print the message */
1989 decrease_ob (key); /* Use up one of the keys */ 1827 key->decrease (); /* Use up one of the keys */
1990 /* Need to update the weight the container the key was in */
1991 if (container != op)
1992 esrv_update_item (UPD_WEIGHT, op, container);
1993 1828
1994 return 1; /* Nothing more to do below */ 1829 return 1; /* Nothing more to do below */
1995 } 1830 }
1996 else if (door->type == LOCKED_DOOR) 1831 else if (door->type == LOCKED_DOOR)
1997 { 1832 {
1998 /* Might as well return now - no other way to open this */ 1833 /* Might as well return now - no other way to open this */
1999 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1834 op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door...");
2000 return 1; 1835 return 1;
2001 } 1836 }
2002 1837
2003 return 0; 1838 return 0;
2004} 1839}
2007 * It should keep the code cleaner. 1842 * It should keep the code cleaner.
2008 * When this is called, the players direction has been updated 1843 * When this is called, the players direction has been updated
2009 * (taking into account confusion.) The player is also actually 1844 * (taking into account confusion.) The player is also actually
2010 * going to try and move (not fire weapons). 1845 * going to try and move (not fire weapons).
2011 */ 1846 */
2012void 1847bool
2013move_player_attack (object *op, int dir) 1848move_player_attack (object *op, int dir)
2014{ 1849{
2015 object *tmp, *mon; 1850 if (!op->contr->braced && op->speed_left > 0.f && op->move (dir))
2016 int on_battleground; 1851 {
2017 maptile *m; 1852 --op->speed_left;
1853 return true;
1854 }
2018 1855
2019 sint16 nx = freearr_x[dir] + op->x; 1856 sint16 nx = freearr_x[dir] + op->x;
2020 sint16 ny = freearr_y[dir] + op->y; 1857 sint16 ny = freearr_y[dir] + op->y;
2021 1858
2022 on_battleground = op_on_battleground (op, 0, 0); 1859 if (out_of_map (op->map, nx, ny))
1860 return false;
2023 1861
2024 /* If braced, or can't move to the square, and it is not out of the 1862 /* If braced, or can't move to the square, and it is not out of the
2025 * map, attack it. Note order of if statement is important - don't 1863 * map, attack it. Note order of if statement is important - don't
2026 * want to be calling move_ob if braced, because move_ob will move the 1864 * want to be calling move_ob if braced, because move_ob will move the
2027 * player. This is a pretty nasty hack, because if we could 1865 * player. This is a pretty nasty hack, because if we could
2028 * move to some space, it then means that if we are braced, we should 1866 * move to some space, it then means that if we are braced, we should
2029 * do nothing at all. As it is, if we are braced, we go through 1867 * do nothing at all. As it is, if we are braced, we go through
2030 * quite a bit of processing. However, it probably is less than what 1868 * quite a bit of processing. However, it probably is less than what
2031 * move_ob uses. 1869 * move_ob uses.
2032 */ 1870 */
2033 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) 1871 maptile *m = op->map->xy_find (nx, ny);
1872
1873 /* Go through all the objects, and find ones of interest. Only stop if
1874 * we find a monster - that is something we know we want to attack.
1875 * if its a door or barrel (can roll) see if there may be monsters
1876 * on the space
1877 */
1878 object *mon;
1879 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
1880 {
1881 if ((mon->flag [FLAG_ALIVE]
1882 || mon->type == LOCKED_DOOR
1883 || mon->flag [FLAG_CAN_ROLL])
1884 && mon != op)
1885 break;
2034 { 1886 }
2035 if (OUT_OF_REAL_MAP (op->map, nx, ny)) 1887
1888 /* no monster == player tries to move into a wall or so */
1889 if (!mon)
1890 {
1891 for (object *ob = m->at (nx, ny).top; ob; ob = ob->below)
1892 if (op->move_type & ob->move_block)
2036 { 1893 {
2037 m = op->map->xy_find (nx, ny); 1894 if (ob->move_block == MOVE_ALL)
2038 if (!m) 1895 move_into_wall (op, ob);
2039 return; /* Don't think this should happen */ 1896 else
1897 {
1898 if (op->contr->ns->bumpmsg)
1899 {
1900 op->play_sound (sound_find ("blocked_move"));
1901
1902 op->statusmsg (ob->invisible
1903 ? "Something blocks you."
1904 : format ("Something blocks you from entering the %s.", query_name (ob))
1905 );
1906 }
1907 }
1908
1909 break;
1910 }
1911
1912 return false;
1913 }
1914
1915 mon = mon->head_ ();
1916
1917 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
1918 if (op->contr->weapon_sp_left > 0.f)
1919 if (player_attack_door (op, mon))
1920 {
1921 --op->contr->weapon_sp_left;
1922 return true;
1923 }
1924
1925 /* The following deals with possibly attacking peaceful
1926 * or friendly creatures. Basically, all players are considered
1927 * unaggressive. If the moving player has peaceful set, then the
1928 * object should be pushed instead of attacked. It is assumed that
1929 * if you are braced, you will not attack friends accidently,
1930 * and thus will not push them.
1931 */
1932
1933 /* If the creature is a pet, push it even if the player is not
1934 * peaceful. Our assumption is the creature is a pet if the
1935 * player owns it and it is either friendly or unagressive.
1936 */
1937 if (op->type == PLAYER
1938 && ((mon->owner && mon->owner->contr
1939 && same_party (mon->owner->contr->party, op->contr->party))
1940 || mon->owner == op)
1941 && (mon->flag [FLAG_UNAGGRESSIVE] || mon->flag [FLAG_FRIENDLY]))
1942 {
1943 /* If we're braced, we don't want to switch places with it */
1944 if (op->contr->braced)
1945 return false;
1946
1947 if (op->speed_left > 0.f)
1948 {
1949 --op->speed_left;
1950
1951 op->play_sound (sound_find ("push_player"));
1952 push_ob (mon, dir, op);
1953
1954 if (action_makes_visible (op))
1955 make_visible (op);
1956
1957 return true;
2040 } 1958 }
2041 else 1959 else
2042 m = op->map;
2043
2044 if (!(tmp = m->at (nx, ny).bot))
2045 return; 1960 return false;
1961 }
2046 1962
2047 mon = 0; 1963 bool on_battleground = op_on_battleground (op, 0, 0);
2048 /* Go through all the objects, and find ones of interest. Only stop if
2049 * we find a monster - that is something we know we want to attack.
2050 * if its a door or barrel (can roll) see if there may be monsters
2051 * on the space
2052 */
2053 while (tmp)
2054 {
2055 if (tmp == op)
2056 {
2057 tmp = tmp->above;
2058 continue;
2059 }
2060 1964
2061 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2062 {
2063 mon = tmp;
2064 break;
2065 }
2066
2067 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2068 mon = tmp;
2069
2070 tmp = tmp->above;
2071 }
2072
2073 if (!mon) /* This happens anytime the player tries to move */
2074 return; /* into a wall */
2075
2076 if (mon->head)
2077 mon = mon->head;
2078
2079 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2080 if (player_attack_door (op, mon))
2081 return;
2082
2083 /* The following deals with possibly attacking peaceful
2084 * or frienddly creatures. Basically, all players are considered
2085 * unaggressive. If the moving player has peaceful set, then the
2086 * object should be pushed instead of attacked. It is assumed that
2087 * if you are braced, you will not attack friends accidently,
2088 * and thus will not push them.
2089 */
2090
2091 /* If the creature is a pet, push it even if the player is not
2092 * peaceful. Our assumption is the creature is a pet if the
2093 * player owns it and it is either friendly or unagressive.
2094 */
2095 if ((op->type == PLAYER)
2096#if COZY_SERVER
2097 &&
2098 ((mon->owner && mon->owner->contr
2099 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op)
2100#else
2101 && mon->owner == op
2102#endif
2103 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2104 {
2105 /* If we're braced, we don't want to switch places with it */
2106 if (op->contr->braced)
2107 return;
2108
2109 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2110 push_ob (mon, dir, op);
2111 if (op->contr->tmp_invis || op->hide)
2112 make_visible (op);
2113
2114 return;
2115 }
2116
2117 /* in certain circumstances, you shouldn't attack friendly 1965 /* in certain circumstances, you shouldn't attack friendly
2118 * creatures. Note that if you are braced, you can't push 1966 * creatures. Note that if you are braced, you can't push
2119 * someone, but put it inside this loop so that you won't 1967 * someone, but put it inside this loop so that you won't
2120 * attack them either. 1968 * attack them either.
2121 */ 1969 */
2122 if ((mon->type == PLAYER || mon->enemy != op) && 1970 if ((mon->type == PLAYER || mon->enemy != op)
2123 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 1971 && (mon->type == PLAYER || mon->flag [FLAG_UNAGGRESSIVE] || mon->flag [FLAG_FRIENDLY])
2124#ifdef PROHIBIT_PLAYERKILL
2125 (op->contr->peaceful 1972 && ((op->contr->peaceful
2126 || (mon->type == PLAYER 1973 || (mon->type == PLAYER && mon->contr->peaceful))
2127 && mon->contr->
2128 peaceful)) &&
2129#else
2130 op->contr->peaceful &&
2131#endif
2132 !on_battleground)) 1974 && !on_battleground))
1975 {
1976 if (op->speed_left > 0.f)
2133 { 1977 {
1978 --op->speed_left;
1979
2134 if (!op->contr->braced) 1980 if (!op->contr->braced)
2135 { 1981 {
2136 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 1982 op->play_sound (sound_find ("push_player"));
2137 push_ob (mon, dir, op); 1983 push_ob (mon, dir, op);
2138 } 1984 }
2139 else 1985 else
2140 new_draw_info (0, 0, op, "You withhold your attack"); 1986 op->statusmsg ("You withhold your attack");
2141 1987
2142 if (op->contr->tmp_invis || op->hide) 1988 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
2143 make_visible (op); 1989 make_visible (op);
2144 }
2145 1990
1991 return true;
1992 }
1993 }
2146 /* If the object is a boulder or other rollable object, then 1994 /* If the object is a boulder or other rollable object, then
2147 * roll it if not braced. You can't roll it if you are braced. 1995 * roll it if not braced. You can't roll it if you are braced.
2148 */ 1996 */
2149 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 1997 else if (mon->flag [FLAG_CAN_ROLL] && (!op->contr->braced))
1998 {
1999 if (op->speed_left > 0.f)
2150 { 2000 {
2001 --op->speed_left;
2002
2151 recursive_roll (mon, dir, op); 2003 recursive_roll (mon, dir, op);
2152 if (action_makes_visible (op)) 2004 if (action_makes_visible (op))
2153 make_visible (op); 2005 make_visible (op);
2154 }
2155 2006
2007 return true;
2008 }
2009 }
2156 /* Any generic living creature. Including things like doors. 2010 /* Any generic living creature. Including things like doors.
2157 * Way it works is like this: First, it must have some hit points 2011 * Way it works is like this: First, it must have some hit points
2158 * and be living. Then, it must be one of the following: 2012 * and be living. Then, it must be one of the following:
2159 * 1) Not a player, 2) A player, but of a different party. Note 2013 * 1) Not a player, 2) A player, but of a different party. Note
2160 * that party_number -1 is no party, so attacks can still happen. 2014 * that party_number -1 is no party, so attacks can still happen.
2161 */ 2015 */
2162 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2016 else if ((mon->stats.hp >= 0) && mon->flag [FLAG_ALIVE] &&
2163 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 2017 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2164 { 2018 {
2165 2019 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2166 /* If the player hasn't hit something this tick, and does
2167 * so, give them speed boost based on weapon speed. Doing
2168 * it here is better than process_players2, which basically
2169 * incurred a 1 tick offset.
2170 */
2171 if (!op->contr->has_hit)
2172 { 2020 {
2173 op->speed_left += op->speed / op->contr->weapon_sp; 2021 --op->contr->weapon_sp_left;
2174
2175 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2176 }
2177 2022
2178 skill_attack (mon, op, 0, 0, 0); 2023 skill_attack (mon, op, 0, 0, 0);
2179
2180 /* If attacking another player, that player gets automatic
2181 * hitback, and doesn't loose luck either.
2182 * Disable hitback on the battleground or if the target is
2183 * the wiz.
2184 */
2185 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2186 {
2187 short luck = mon->stats.luck;
2188
2189 mon->contr->has_hit = 1;
2190 skill_attack (op, mon, 0, 0, 0);
2191 mon->stats.luck = luck;
2192 }
2193 2024
2194 if (action_makes_visible (op)) 2025 if (action_makes_visible (op))
2195 make_visible (op); 2026 make_visible (op);
2196 }
2197 } /* if player should attack something */
2198}
2199 2027
2200int 2028 return true;
2029 }
2030 }
2031
2032 return false;
2033}
2034
2035bool
2201move_player (object *op, int dir) 2036move_player (object *op, int dir)
2202{ 2037{
2203 int pick;
2204
2205 if (!op->map || op->map->in_memory != MAP_IN_MEMORY) 2038 if (!op->map || op->map->state != MAP_ACTIVE)
2206 return 0; 2039 return 0;
2207 2040
2208 /* Sanity check: make sure dir is valid */ 2041 /* Sanity check: make sure dir is valid */
2209 if ((dir < 0) || (dir >= 9)) 2042 if (dir < 0 || dir > 8)
2210 { 2043 {
2211 LOG (llevError, "move_player: invalid direction %d\n", dir); 2044 LOG (llevError, "move_player: invalid direction %d\n", dir);
2212 return 0; 2045 return 0;
2213 } 2046 }
2214 2047
2215 /* peterm: added following line */ 2048 /* peterm: added following line */
2216 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2049 if (op->flag [FLAG_CONFUSED] && dir)
2217 dir = absdir (dir + rndm (3) + rndm (3) - 2); 2050 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2218 2051
2219 op->facing = dir; 2052 op->facing = dir;
2220 2053
2221 if (op->hide) 2054 if (op->flag [FLAG_HIDDEN])
2222 do_hidden_move (op); 2055 do_hidden_move (op);
2223 2056
2057 bool retval;
2058 int pick = 0;
2059
2224 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2060 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2225 /*nop */ ; 2061 retval = RESULT_INT (0);
2226 else if (op->contr->fire_on) 2062 else if (op->contr->fire_on)
2227 fire (op, dir); 2063 retval = fire (op, dir);
2228 else 2064 else
2229 { 2065 {
2230 move_player_attack (op, dir); 2066 retval = move_player_attack (op, dir);
2231 pick = check_pick (op); 2067 pick = check_pick (op);
2232 } 2068 }
2233 2069
2234 /* Add special check for newcs players and fire on - this way, the 2070 /* Add special check for newcs players and fire on - this way, the
2235 * server can handle repeat firing. 2071 * server can handle repeat firing.
2242 /* Update how the player looks. Use the facing, so direction may 2078 /* Update how the player looks. Use the facing, so direction may
2243 * get reset to zero. This allows for full animation capabilities 2079 * get reset to zero. This allows for full animation capabilities
2244 * for players. 2080 * for players.
2245 */ 2081 */
2246 animate_object (op, op->facing); 2082 animate_object (op, op->facing);
2247 return 0; 2083
2084 return retval;
2248} 2085}
2249 2086
2250/* This is similar to handle_player, below, but is only used by the 2087/* This is similar to handle_player, below, but is only used by the
2251 * new client/server stuff. 2088 * new client/server stuff.
2252 * This is sort of special, in that the new client/server actually uses 2089 * This is sort of special, in that the new client/server actually uses
2253 * the new speed values for commands. 2090 * the new speed values for commands.
2254 * 2091 *
2255 * Returns true if there are more actions we can do. 2092 * Returns true if there are more actions we can do. Should not do
2093 * many actions in a row, as that would be too unfair to other
2094 * players.
2256 */ 2095 */
2257int 2096bool
2258handle_newcs_player (object *op) 2097handle_newcs_player (object *op)
2259{ 2098{
2260 if (QUERY_FLAG (op, FLAG_SCARED)) 2099 if (op->flag [FLAG_SCARED])
2261 { 2100 {
2262 flee_player (op); 2101 if (op->speed_left > 0.f)
2263 /* If player is still scared, that is his action for this tick */
2264 if (QUERY_FLAG (op, FLAG_SCARED))
2265 { 2102 {
2266 op->speed_left--; 2103 --op->speed_left;
2104 flee_player (op);
2105
2267 return 0; 2106 return true;
2268 } 2107 }
2108 else
2109 return false;
2269 } 2110 }
2270 2111
2271 /* call this here - we also will call this in do_ericserver, but 2112 /* call this here - we also will call this in do_ericserver, but
2272 * the players time has been increased when doericserver has been 2113 * the players time has been increased when doericserver has been
2273 * called, so we recheck it here. 2114 * called, so we recheck it here.
2274 */ 2115 */
2275 if (op->contr->ns->handle_command ()) 2116 if (op->contr->ns->handle_command ())
2276 return 1; 2117 return true;
2277 2118
2278 if (op->speed_left > 0)
2279 {
2280 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2119 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2281 {
2282 /* All move commands take 1 tick, at least for now */
2283 op->speed_left--;
2284
2285 /* Instead of all the stuff below, let move_player take care
2286 * of it. Also, some of the skill stuff is only put in
2287 * there, as well as the confusion stuff.
2288 */
2289 move_player (op, op->direction); 2120 return move_player (op, op->direction);
2290 2121
2291 return op->speed_left > 0;
2292 }
2293 }
2294
2295 return 0; 2122 return false;
2296} 2123}
2297 2124
2298int 2125static int
2299save_life (object *op) 2126save_life (object *op)
2300{ 2127{
2301 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2128 if (!op->flag [FLAG_LIFESAVE])
2302 return 0; 2129 return 0;
2303 2130
2304 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2131 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2305 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2132 if (tmp->flag [FLAG_APPLIED] && tmp->flag [FLAG_LIFESAVE])
2306 { 2133 {
2307 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2134 op->play_sound (sound_find ("ob_evaporate"));
2308 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); 2135 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2309 2136
2310 if (op->contr)
2311 esrv_del_item (op->contr, tmp->count);
2312
2313 tmp->destroy (); 2137 tmp->destroy ();
2314 CLEAR_FLAG (op, FLAG_LIFESAVE); 2138 op->clr_flag (FLAG_LIFESAVE);
2315 2139
2316 if (op->stats.hp < 0) 2140 if (op->stats.hp < 0)
2317 op->stats.hp = op->stats.maxhp; 2141 op->stats.hp = op->stats.maxhp;
2318 2142
2319 if (op->stats.food < 0) 2143 if (op->stats.food < 0)
2320 op->stats.food = 999; 2144 op->stats.food = MAX_FOOD;
2321 2145
2322 op->update_stats (); 2146 op->update_stats ();
2323 return 1; 2147 return 1;
2324 } 2148 }
2325 2149
2326 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2150 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2327 CLEAR_FLAG (op, FLAG_LIFESAVE); 2151 op->clr_flag (FLAG_LIFESAVE);
2328 enter_player_savebed (op); /* bring him home. */ 2152 enter_player_savebed (op); /* bring him home. */
2329 return 0; 2153 return 0;
2330} 2154}
2331 2155
2332/* This goes throws the inventory and removes unpaid objects, and puts them 2156/* This goes throws the inventory and removes unpaid objects, and puts them
2333 * back in the map (location and map determined by values of env). This 2157 * back in the map (location and map determined by values of env). This
2334 * function will descend into containers. op is the object to start the search 2158 * function will descend into containers. op is the object to start the search
2335 * from. 2159 * from.
2336 */ 2160 */
2161static void
2162drop_unpaid_items (object *op, object *env)
2163{
2164 while (op)
2165 {
2166 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2167
2168 if (op->flag [FLAG_UNPAID])
2169 op->insert_at (env);
2170 else if (op->inv)
2171 drop_unpaid_items (op->inv, env);
2172
2173 op = next;
2174 }
2175}
2176
2337void 2177void
2338remove_unpaid_objects (object *op, object *env) 2178object::drop_unpaid_items ()
2339{ 2179{
2340 while (op) 2180 if (!flag [FLAG_REMOVED])
2341 { 2181 ::drop_unpaid_items (inv, this);
2342 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2343
2344 if (QUERY_FLAG (op, FLAG_UNPAID))
2345 {
2346 if (env->type == PLAYER)
2347 esrv_del_item (env->contr, op->count);
2348
2349 op->insert_at (env);
2350 }
2351 else if (op->inv)
2352 remove_unpaid_objects (op->inv, env);
2353
2354 op = next;
2355 }
2356}
2357
2358/*
2359 * Returns pointer a static string containing gravestone text
2360 * Moved from apply.c to player.c - player.c is what
2361 * actually uses this function. player.c may not be quite the
2362 * best, a misc file for object actions is probably better,
2363 * but there isn't one in the server directory.
2364 */
2365char *
2366gravestone_text (object *op)
2367{
2368 static char buf2[MAX_BUF];
2369 char buf[MAX_BUF];
2370 time_t now = time (NULL);
2371
2372 strcpy (buf2, " R.I.P.\n\n");
2373 if (op->type == PLAYER)
2374 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2375 else
2376 sprintf (buf, "%s\n", &op->name);
2377
2378 strncat (buf2, " ", 20 - strlen (buf) / 2);
2379 strcat (buf2, buf);
2380 if (op->type == PLAYER)
2381 sprintf (buf, "who was in level %d when killed\n", op->level);
2382 else
2383 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2384
2385 strncat (buf2, " ", 20 - strlen (buf) / 2);
2386 strcat (buf2, buf);
2387 if (op->type == PLAYER)
2388 {
2389 sprintf (buf, "by %s.\n\n", op->contr->killer);
2390 strncat (buf2, " ", 21 - strlen (buf) / 2);
2391 strcat (buf2, buf);
2392 }
2393
2394 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2395 strncat (buf2, " ", 20 - strlen (buf) / 2);
2396 strcat (buf2, buf);
2397
2398 return buf2;
2399} 2182}
2400 2183
2401void 2184void
2402do_some_living (object *op) 2185do_some_living (object *op)
2403{ 2186{
2404 int last_food = op->stats.food; 2187 int last_food = op->stats.food;
2405 int gen_hp, gen_sp, gen_grace; 2188 int gen_hp, gen_sp, gen_grace;
2406 int over_hp, over_sp, over_grace;
2407 int i;
2408 int rate_hp = 1200; 2189 int rate_hp = 1200;
2409 int rate_sp = 2500; 2190 int rate_sp = 2500;
2410 int rate_grace = 2000; 2191 int rate_grace = 2000;
2411 const int max_hp = 1; 2192 const int max_hp = 1;
2412 const int max_sp = 1; 2193 const int max_sp = 1;
2413 const int max_grace = 1; 2194 const int max_grace = 1;
2414 2195
2196#if 0
2415 if (op->contr->hidden) 2197 if (op->contr->hidden)
2416 { 2198 {
2417 op->invisible = 1000; 2199 op->invisible = 1000;
2418 /* the socket code flashes the player visible/invisible 2200 /* the socket code flashes the player visible/invisible
2419 * depending on the value of invisible, so we need to 2201 * depending on the value of invisible, so we need to
2420 * alternate it here for it to work correctly. 2202 * alternate it here for it to work correctly.
2421 */ 2203 */
2422 if (pticks & 2) 2204 if (server_tick & 2)
2423 op->invisible--; 2205 op->invisible--;
2424 } 2206 }
2207 else
2208#endif
2425 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS))) 2209 if (op->invisible && !(op->flag [FLAG_MAKE_INVIS]))
2426 { 2210 {
2427 if (!op->invisible--) 2211 if (!op->invisible--)
2428 { 2212 {
2429 make_visible (op); 2213 make_visible (op);
2430 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out."); 2214 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2457 { 2241 {
2458 gen_grace = op->stats.maxgrace; 2242 gen_grace = op->stats.maxgrace;
2459 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2243 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2460 } 2244 }
2461 2245
2462 /* Regenerate Spell Points */ 2246 /* Regenerate Grace */
2463 if (!op->contr->golem && --op->last_sp < 0) 2247 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2248 if (--op->last_grace < 0)
2464 { 2249 {
2465 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2466 if (op->stats.sp < op->stats.maxsp) 2250 if (op->stats.grace < op->stats.maxgrace / 2)
2251 op->stats.grace++; /* no penalty in food for regaining grace */
2252
2253 int temp = gen_grace < 20 ? 30 : gen_grace + 10;
2254
2255 if (max_grace > 1)
2467 { 2256 {
2468 op->stats.sp++; 2257 int over_grace = temp / rate_grace;
2469 /* dms do not consume food */ 2258
2470 if (!QUERY_FLAG (op, FLAG_WIZ)) 2259 if (over_grace > 0)
2471 { 2260 {
2472 op->stats.food--; 2261 op->stats.sp += over_grace + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > (temp % rate_grace)) ? -1 : 0;
2473 if (op->contr->digestion < 0) 2262 op->last_grace = 0;
2474 op->stats.food += op->contr->digestion;
2475 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2476 op->stats.food = last_food;
2477 } 2263 }
2264 else
2265 op->last_grace = rate_grace / temp;
2478 } 2266 }
2267 else
2268 op->last_grace = rate_grace / temp;
2479 2269
2480 if (max_sp > 1) 2270 /* wearing stuff doesn't detract from grace generation. */
2271 }
2272
2273 if (op->stats.food > 0)
2274 {
2275 /* Regenerate Spell Points */
2276 if (!op->contr->golem && --op->last_sp < 0)
2481 { 2277 {
2482 over_sp = (gen_sp + 10) / rate_sp; 2278 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2483 if (over_sp > 0) 2279
2280 if (op->stats.sp < op->stats.maxsp)
2484 { 2281 {
2485 if (op->stats.sp < op->stats.maxsp) 2282 op->stats.sp++;
2283
2284 /* dms do not consume food */
2285 if (!op->flag [FLAG_WIZ])
2486 { 2286 {
2487 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2488
2489 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2490 op->stats.sp--; 2287 op->stats.food--;
2491 2288
2492 if (op->stats.sp > op->stats.maxsp) 2289 if (op->contr->digestion < 0)
2290 op->stats.food += op->contr->digestion;
2291 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2493 op->stats.sp = op->stats.maxsp; 2292 op->stats.food = last_food;
2494 } 2293 }
2294 }
2295
2296 if (max_sp > 1)
2297 {
2298 int over_sp = (gen_sp + 10) / rate_sp;
2299 if (over_sp > 0)
2300 {
2301 if (op->stats.sp < op->stats.maxsp)
2302 {
2303 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2304
2305 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2306 op->stats.sp--;
2307
2308 if (op->stats.sp > op->stats.maxsp)
2309 op->stats.sp = op->stats.maxsp;
2310 }
2311
2495 op->last_sp = 0; 2312 op->last_sp = 0;
2313 }
2314 else
2315 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2496 } 2316 }
2497 else 2317 else
2498 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2318 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2499 } 2319 }
2500 else
2501 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2502 }
2503 2320
2504 /* Regenerate Grace */ 2321 /* Regenerate Hit Points */
2505 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2506 if (--op->last_grace < 0) 2322 if (--op->last_heal < 0)
2507 {
2508 if (op->stats.grace < op->stats.maxgrace / 2)
2509 op->stats.grace++; /* no penalty in food for regaining grace */
2510
2511 if (max_grace > 1)
2512 { 2323 {
2513 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2324 if (op->stats.hp < op->stats.maxhp)
2514 if (over_grace > 0)
2515 { 2325 {
2516 op->stats.sp += over_grace 2326 op->stats.hp++;
2517 + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0; 2327
2328 /* dms do not consume food */
2329 if (!op->flag [FLAG_WIZ])
2330 {
2331 op->stats.food--;
2332
2333 if (op->contr->digestion < 0)
2334 op->stats.food += op->contr->digestion;
2335 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2336 op->stats.food = last_food;
2337 }
2338 }
2339
2340 int temp = gen_hp < 20 ? 30 : gen_hp + 10;
2341
2342 if (max_hp > 1)
2343 {
2344 int over_hp = temp / rate_hp;
2345
2346 if (over_hp > 0)
2347 {
2348 op->stats.sp += over_hp + (random_roll (0, rate_hp - 1, op, PREFER_HIGH) > (temp % rate_hp)) ? -1 : 0;
2518 op->last_grace = 0; 2349 op->last_heal = 0;
2350 }
2351 else
2352 op->last_heal = rate_hp / temp;
2519 } 2353 }
2520 else 2354 else
2521 {
2522 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2523 }
2524 }
2525 else
2526 {
2527 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2528 }
2529 /* wearing stuff doesn't detract from grace generation. */
2530 }
2531
2532 /* Regenerate Hit Points */
2533 if (--op->last_heal < 0)
2534 {
2535 if (op->stats.hp < op->stats.maxhp)
2536 {
2537 op->stats.hp++;
2538 /* dms do not consume food */
2539 if (!QUERY_FLAG (op, FLAG_WIZ))
2540 {
2541 op->stats.food--;
2542 if (op->contr->digestion < 0)
2543 op->stats.food += op->contr->digestion;
2544 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2545 op->stats.food = last_food;
2546 }
2547 }
2548
2549 if (max_hp > 1)
2550 {
2551 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2552 if (over_hp > 0)
2553 {
2554 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2555 op->last_heal = 0; 2355 op->last_heal = rate_hp / temp;
2556 }
2557 else
2558 {
2559 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2560 }
2561 }
2562 else
2563 {
2564 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2565 } 2356 }
2566 } 2357 }
2567 2358
2568 /* Digestion */ 2359 /* Digestion */
2569 if (--op->last_eat < 0) 2360 if (--op->last_eat < 0)
2570 { 2361 {
2571#ifdef COZY_SERVER 2362 int bonus = max (0, op->contr->digestion),
2572 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion; 2363 penalty = max (0, -op->contr->digestion);
2573 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2574#else
2575 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2576#endif
2577 2364
2578 if (op->contr->gen_hp > 0)
2579 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2365 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2580 else
2581 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2582 2366
2583 /* dms do not consume food */ 2367 /* dms do not consume food */
2584 if (!QUERY_FLAG (op, FLAG_WIZ)) 2368 if (!op->flag [FLAG_WIZ])
2585 op->stats.food--; 2369 op->stats.food--;
2586 } 2370 }
2587 2371
2588 if (op->stats.food < 0 && op->stats.hp >= 0) 2372 if (op->stats.food < 0 && op->stats.hp >= 0)
2589 { 2373 {
2590 object *tmp, *flesh = 0; 2374 object *flesh = 0;
2591 2375
2592 for (tmp = op->inv; tmp; tmp = tmp->below) 2376 for_inv_removable (op, tmp)
2593 { 2377 {
2594 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2378 if (tmp->flag [FLAG_UNPAID])
2379 continue;
2380
2381 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2595 { 2382 {
2596 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2383 op->statusmsg ("You blindly grab for a bite of food. "
2597 { 2384 "H<To prevent you from starving, you ate some random item from your backpack.>");
2598 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2385 op->apply (tmp);
2599 manual_apply (op, tmp, 0); 2386
2600 if (op->stats.food >= 0 || op->stats.hp < 0) 2387 if (op->stats.food >= 0 || op->stats.hp < 0)
2601 break; 2388 break;
2602 } 2389 }
2603 else if (tmp->type == FLESH) 2390 else if (tmp->type == FLESH)
2604 flesh = tmp; 2391 flesh = tmp;
2605 } /* End if paid for object */ 2392 }
2606 } /* end of for loop */
2607 2393
2608 /* If player is still starving, it means they don't have any food, so 2394 /* If player is still starving, it means they don't have any food, so
2609 * eat flesh instead. 2395 * eat flesh instead.
2610 */ 2396 */
2611 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2397 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2612 { 2398 {
2613 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2399 op->statusmsg ("You blindly grab for a bite of food. "
2400 "H<To prevent you from starving, you ate some random item from your backpack.>");
2614 manual_apply (op, flesh, 0); 2401 op->apply (flesh);
2615 } 2402 }
2403
2404 // If player is still starving, alert him!
2405 if (op->stats.food < 0)
2406 op->failmsg ("You are starving! "
2407 "H<Eat some food to increase your food and prevent you from an untimely death.>");
2408 }
2409
2410 if (op->stats.food < 0)
2616 } 2411 {
2412 op->stats.hp += op->stats.food;
2413 op->stats.food = 0;
2617 2414
2618 while (op->stats.food < 0 && op->stats.hp >= 0) 2415 if (op->stats.hp < 0)
2619 op->stats.food++, op->stats.hp--; 2416 {
2417 op->contr->killer = archetype::get ("killer_starvation");
2418 op->contr->killer->destroy ();
2419 }
2420 }
2620 2421
2422 /* killer should be set here already */
2621 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2423 if (op->stats.hp < 0 && !op->flag [FLAG_WIZ])
2622 kill_player (op); 2424 kill_player (op);
2623 } 2425 }
2624} 2426}
2625 2427
2626/* If the player should die (lack of hp, food, etc), we call this. 2428/* If the player should die (lack of hp, food, etc), we call this.
2629 * file. 2431 * file.
2630 */ 2432 */
2631void 2433void
2632kill_player (object *op) 2434kill_player (object *op)
2633{ 2435{
2634 char buf[MAX_BUF];
2635 int x, y; 2436 int x, y;
2636
2637 //int i;
2638 maptile *map; /* this is for resurrection */ 2437 maptile *map; /* this is for resurrection */
2639
2640 /* int z;
2641 int num_stats_lose;
2642 int lost_a_stat;
2643 int lose_this_stat;
2644 int this_stat; */
2645 int will_kill_again; 2438 int will_kill_again;
2646 archetype *at; 2439 archetype *at;
2647 object *tmp; 2440 object *tmp;
2648 2441
2649 if (save_life (op)) 2442 if (save_life (op))
2650 return; 2443 return;
2651 2444
2445 dynbuf_text deathtab;
2446
2447 /* restore player */
2448 at = archetype::find (shstr_poisoning);
2449 if (object *tmp = present_arch_in_ob (at, op))
2450 {
2451 tmp->destroy ();
2452 deathtab << "Your body feels cleansed...\r";
2453 }
2454
2455 at = archetype::find (shstr_confusion);
2456 if (object *tmp = present_arch_in_ob (at, op))
2457 {
2458 tmp->destroy ();
2459 deathtab << "Your mind feels clearer...\r";
2460 }
2461
2462 cure_disease (op, 0, 0); /* remove any disease */
2463
2464 max_it (op->stats.hp , op->stats.maxhp);
2465 max_it (op->stats.sp , op->stats.maxsp);
2466 max_it (op->stats.grace, op->stats.maxgrace);
2467 max_it (op->stats.food , 200);
2468
2469 // remove all spell effects that are active
2470 // to avoid long-term effects such as word-of-recall
2471 for (object *item = op->inv; item; )
2472 {
2473 object *next = item->below;
2474
2475 if (item->type == SPELL_EFFECT && item->active)
2476 item->destroy ();
2477
2478 item = next;
2479 }
2652 2480
2653 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2481 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2654 * in cities ONLY!!! It is very important that this doesn't get abused. 2482 * in cities ONLY!!! It is very important that this doesn't get abused.
2655 * Look at op_on_battleground() for more info --AndreasV 2483 * Look at op_on_battleground() for more info --AndreasV
2656 */ 2484 */
2657 if (op_on_battleground (op, &x, &y)) 2485 if (op_on_battleground (op, &x, &y))
2658 { 2486 {
2659 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2487 deathtab << "You almost died in combat, but local medics have saved your life...\r";
2660 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2661
2662 /* restore player */
2663 at = archetype::find ("poisoning");
2664 if (object *tmp = present_arch_in_ob (at, op))
2665 {
2666 tmp->destroy ();
2667 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2668 }
2669
2670 at = archetype::find ("confusion");
2671 if (object *tmp = present_arch_in_ob (at, op))
2672 {
2673 tmp->destroy ();
2674 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2675 }
2676
2677 cure_disease (op, 0); /* remove any disease */
2678 op->stats.hp = op->stats.maxhp;
2679 if (op->stats.food <= 0)
2680 op->stats.food = 999;
2681 2488
2682 /* create a bodypart-trophy to make the winner happy */ 2489 /* create a bodypart-trophy to make the winner happy */
2683 if (object *tmp = arch_to_object (archetype::find ("finger"))) 2490 object *tmp = archetype::find (shstr_finger)->instance ();
2684 { 2491
2685 sprintf (buf, "%s's finger", &op->name); 2492 tmp->name = format ("%s's finger" , &op->name);
2686 tmp->name = buf; 2493 tmp->name_pl = format ("%s's fingers", &op->name);
2687 sprintf (buf, " This finger has been cut off %s\n" 2494 tmp->msg = format (
2688 " the %s, when he was defeated at\n level %d by %s.\n", 2495 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
2689 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2496 &op->name, op->contr->title,
2690 tmp->msg = buf; 2497 (int)op->level,
2498 op->contr->killer_name ()
2499 );
2691 tmp->value = 0, tmp->type = 0; 2500 tmp->value = 0, tmp->type = 0;
2692 tmp->materialname = "organics"; 2501 tmp->material = name_to_material (shstr_organic);
2693 tmp->insert_at (op, tmp); 2502 tmp->insert_at (op, tmp);
2694 }
2695 2503
2696 /* teleport defeated player to new destination */ 2504 /* teleport defeated player to new destination */
2697 transfer_ob (op, x, y, 0, NULL); 2505 transfer_ob (op, x, y, 0, NULL);
2698 op->contr->braced = 0; 2506 op->contr->braced = 0;
2507
2508 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2699 return; 2509 return;
2700 } 2510 }
2701 2511
2512 deathtab << "You were killed by " << op->contr->killer_name () << ".\n\n";
2513 deathtab << "T<YOU HAVE DIED>\n\n";
2514
2702 INVOKE_PLAYER (DEATH, op->contr); 2515 INVOKE_PLAYER (DEATH, op->contr);
2703 2516
2704 command_kill_pets (op, 0); 2517 command_kill_pets (op, 0);
2705 2518
2706 if (op->stats.food < 0) 2519 op->contr->play_sound (sound_find ("player_dies"));
2707 {
2708 sprintf (buf, "%s starved to death.", &op->name);
2709 strcpy (op->contr->killer, "starvation");
2710 }
2711 else
2712 sprintf (buf, "%s died.", &op->name);
2713
2714 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2715 2520
2716 /* save the map location for corpse, gravestone */ 2521 /* save the map location for corpse, gravestone */
2717 x = op->x; 2522 x = op->x;
2718 y = op->y; 2523 y = op->y;
2719 map = op->map; 2524 map = op->map;
2747 2552
2748 lost_a_stat = 0; 2553 lost_a_stat = 0;
2749 2554
2750 for (z = 0; z < num_stats_lose; z++) 2555 for (z = 0; z < num_stats_lose; z++)
2751 { 2556 {
2752 i = RANDOM () % NUM_STATS; 2557 i = rndm (NUM_STATS);
2753 2558
2754 if (settings.stat_loss_on_death) 2559 if (settings.stat_loss_on_death)
2755 { 2560 {
2756 /* Pick a random stat and take a point off it. Tell the player 2561 /* Pick a random stat and take a point off it. Tell the player
2757 * what he lost. 2562 * what he lost.
2764 lost_a_stat = 1; 2569 lost_a_stat = 1;
2765 } 2570 }
2766 else 2571 else
2767 { 2572 {
2768 /* deplete a stat */ 2573 /* deplete a stat */
2769 archetype *deparch = archetype::find ("depletion"); 2574 archetype *deparch = archetype::find (shstr_depletion);
2770 object *dep; 2575 object *dep;
2771 2576
2772 dep = present_arch_in_ob (deparch, op); 2577 dep = present_arch_in_ob (deparch, op);
2773 if (!dep) 2578 if (!dep)
2774 { 2579 {
2775 dep = arch_to_object (deparch); 2580 dep = deparch->instance ();
2776 insert_ob_in_ob (dep, op); 2581 insert_ob_in_ob (dep, op);
2777 } 2582 }
2778 lose_this_stat = 1; 2583 lose_this_stat = 1;
2779 if (settings.balanced_stat_loss) 2584 if (settings.balanced_stat_loss)
2780 { 2585 {
2808 } 2613 }
2809 } 2614 }
2810 2615
2811 if (lose_this_stat) 2616 if (lose_this_stat)
2812 { 2617 {
2813 this_stat = get_attr_value (&(dep->stats), i); 2618 this_stat = get_attr_value (&dep->stats, i);
2814 /* We could try to do something clever like find another 2619 /* We could try to do something clever like find another
2815 * stat to reduce if this fails. But chances are, if 2620 * stat to reduce if this fails. But chances are, if
2816 * stats have been depleted to -50, all are pretty low 2621 * stats have been depleted to -50, all are pretty low
2817 * and should be roughly the same, so it shouldn't make a 2622 * and should be roughly the same, so it shouldn't make a
2818 * difference. 2623 * difference.
2819 */ 2624 */
2820 if (this_stat >= -50) 2625 if (this_stat >= -50)
2821 { 2626 {
2822 change_attr_value (&(dep->stats), i, -1); 2627 change_attr_value (&(dep->stats), i, -1);
2823 SET_FLAG (dep, FLAG_APPLIED); 2628 dep->set_flag (FLAG_APPLIED);
2824 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2629 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2825 op->update_stats (); 2630 op->update_stats ();
2826 lost_a_stat = 1; 2631 lost_a_stat = 1;
2827 } 2632 }
2828 } 2633 }
2829 } 2634 }
2830 } 2635 }
2636
2831 /* If no stat lost, tell the player. */ 2637 /* If no stat lost, tell the player. */
2832 if (!lost_a_stat) 2638 if (!lost_a_stat)
2833 { 2639 {
2834 /* determine_god() seems to not work sometimes... why is this? 2640 /* determine_god() seems to not work sometimes... why is this?
2835 Should I be using something else? GD */ 2641 Should I be using something else? GD */
2836 const char *god = determine_god (op); 2642 shstr_tmp god = determine_god (op);
2837 2643
2838 if (god && (strcmp (god, "none"))) 2644 if (god != shstr_none)
2839 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god); 2645 deathtab << "For a brief moment you feel the holy presence of " << god << " protecting you.\r";
2840 else 2646 else
2841 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2647 deathtab << "For a brief moment you feel a holy presence protecting you.\r";
2842 } 2648 }
2843#else 2649#else
2844 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2650 deathtab << "For a brief moment you feel a holy presence protecting you from losing yourself completely.";
2845#endif 2651#endif
2846 2652
2847 /* Put a gravestone up where the character 'almost' died. List the 2653 /* Put a gravestone up where the character 'almost' died. List the
2848 * exp loss on the stone. 2654 * exp loss on the stone.
2849 */ 2655 */
2850 tmp = arch_to_object (archetype::find ("gravestone")); 2656 tmp = archetype::find (shstr_gravestone)->instance ();
2851 sprintf (buf, "%s's gravestone", &op->name); 2657 tmp->name = format ("%s's gravestone", &op->name);
2852 tmp->name = buf; 2658 tmp->name_pl = format ("%s's gravestones", &op->name);
2853 sprintf (buf, "%s's gravestones", &op->name); 2659 tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n",
2854 tmp->name_pl = buf; 2660 &op->name, op->contr->title, op->contr->killer_name ());
2855 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);
2856 tmp->msg = buf;
2857 tmp->x = op->x, tmp->y = op->y; 2661 tmp->x = op->x, tmp->y = op->y;
2858 insert_ob_in_map (tmp, op->map, NULL, 0); 2662 insert_ob_in_map (tmp, op->map, NULL, 0);
2859 2663
2860 /**************************************/ 2664 /**************************************/
2861 /* */ 2665 /* */
2862 /* Subtract the experience points, */ 2666 /* Subtract the experience points, */
2863 /* if we died cause of food, give us */
2864 /* food, and reset HP's... */
2865 /* */ 2667 /* */
2866 /**************************************/ 2668 /**************************************/
2867 2669
2868 /* remove any poisoning and confusion the character may be suffering. */
2869 /* restore player */
2870 at = archetype::find ("poisoning");
2871 tmp = present_arch_in_ob (at, op);
2872
2873 if (tmp)
2874 {
2875 tmp->destroy ();
2876 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2877 }
2878
2879 at = archetype::find ("confusion");
2880 tmp = present_arch_in_ob (at, op);
2881 if (tmp)
2882 {
2883 tmp->destroy ();
2884 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2885 }
2886
2887 cure_disease (op, 0); /* remove any disease */
2888
2889 /*add_exp(op, (op->stats.exp * -0.20)); */ 2670 /*add_exp(op, (op->stats.exp * -0.20)); */
2890 apply_death_exp_penalty (op); 2671 apply_death_exp_penalty (op);
2891 if (op->stats.food < 100)
2892 op->stats.food = 900;
2893 op->stats.hp = op->stats.maxhp;
2894 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2895 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2896 2672
2897 /* 2673 /*
2898 * Check to see if the player has any unpaid items. If so, remove them 2674 * Check to see if the player has any unpaid items. If so, remove them
2899 * and put them back in the map. 2675 * and put them back in the map.
2900 */ 2676 */
2901 remove_unpaid_objects (op->inv, op); 2677 op->drop_unpaid_items ();
2902 2678
2903 /****************************************/ 2679 /****************************************/
2904 /* */ 2680 /* */
2905 /* Move player to his current respawn- */ 2681 /* Move player to his current respawn- */
2906 /* position (usually last savebed) */ 2682 /* position (usually last savebed) */
2924 if (will_kill_again) 2700 if (will_kill_again)
2925 { 2701 {
2926 object *force; 2702 object *force;
2927 int at; 2703 int at;
2928 2704
2929 force = get_archetype (FORCE_NAME); 2705 force = archetype::get (FORCE_NAME);
2930 /* 50 ticks should be enough time for the spell to abate */ 2706 /* 50 ticks should be enough time for the spell to abate */
2931 force->speed = 0.1;
2932 force->speed_left = -5.0; 2707 force->speed_left = -5.f;
2933 SET_FLAG (force, FLAG_APPLIED); 2708 force->set_speed (0.1f);
2709 force->set_flag (FLAG_APPLIED);
2710
2934 for (at = 0; at < NROFATTACKS; at++) 2711 for (at = 0; at < NROFATTACKS; at++)
2935 if (will_kill_again & (1 << at)) 2712 if (will_kill_again & (1 << at))
2936 force->resist[at] = 100; 2713 force->resist[at] = 100;
2937 2714
2938 insert_ob_in_ob (force, op); 2715 insert_ob_in_ob (force, op);
2939 op->update_stats (); 2716 op->update_stats ();
2940
2941 } 2717 }
2942 2718
2943 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2719 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2944} 2720}
2945 2721
2946void 2722static void
2947loot_object (object *op) 2723loot_object (object *op)
2948{ /* Grab and destroy some treasure */ 2724{ /* Grab and destroy some treasure */
2949 object *tmp, *tmp2, *next; 2725 object *tmp, *next;
2950 2726
2951 op->close_container (); /* close open sack first */ 2727 op->close_container (); /* close open sack first */
2952 2728
2953 for (tmp = op->inv; tmp; tmp = next) 2729 for (tmp = op->inv; tmp; tmp = next)
2954 { 2730 {
2961 tmp->x = op->x, tmp->y = op->y; 2737 tmp->x = op->x, tmp->y = op->y;
2962 2738
2963 if (tmp->type == CONTAINER) 2739 if (tmp->type == CONTAINER)
2964 loot_object (tmp); /* empty container to ground */ 2740 loot_object (tmp); /* empty container to ground */
2965 2741
2966 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3)))) 2742 if (!tmp->flag [FLAG_UNIQUE] && (tmp->flag [FLAG_STARTEQUIP] || tmp->flag [FLAG_NO_DROP] || !(rndm (3))))
2967 { 2743 {
2968 if (tmp->nrof > 1) 2744 if (tmp->nrof > 1)
2969 { 2745 {
2970 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2746 tmp->decrease (rndm (1, tmp->nrof - 1));
2971 tmp2->destroy ();
2972 insert_ob_in_map (tmp, op->map, NULL, 0); 2747 insert_ob_in_map (tmp, op->map, NULL, 0);
2973 } 2748 }
2974 else 2749 else
2975 tmp->destroy (); 2750 tmp->destroy ();
2976 } 2751 }
2983 * fix_weight(): Check recursively the weight of all players, and fix 2758 * fix_weight(): Check recursively the weight of all players, and fix
2984 * what needs to be fixed. Refresh windows and fix speed if anything 2759 * what needs to be fixed. Refresh windows and fix speed if anything
2985 * was changed. 2760 * was changed.
2986 */ 2761 */
2987void 2762void
2988fix_weight (void) 2763fix_weight ()
2989{ 2764{
2990 for_all_players (pl) 2765 for_all_players (pl)
2991 { 2766 {
2992 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2767 weight_t old = pl->ob->carrying;
2993 2768
2994 if (old == sum) 2769 pl->ob->update_weight ();
2995 continue; 2770
2771 if (old != pl->ob->carrying)
2772 {
2996 pl->ob->update_stats (); 2773 pl->ob->update_stats ();
2997 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 2774 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, (int)old, (int)pl->ob->carrying);
2775 }
2998 } 2776 }
2999} 2777}
3000 2778
3001void 2779void
3002fix_luck (void) 2780fix_luck ()
3003{ 2781{
3004 for_all_players (pl) 2782 for_all_players (pl)
3005 if (!pl->ob->contr->ns->state) 2783 if (!pl->ob->contr->ns->state)
3006 pl->ob->change_luck (0); 2784 pl->ob->change_luck (0);
3007} 2785}
3044} 2822}
3045 2823
3046void 2824void
3047make_visible (object *op) 2825make_visible (object *op)
3048{ 2826{
3049 op->hide = 0; 2827 op->flag [FLAG_HIDDEN] = 0;
3050 op->invisible = 0; 2828 op->invisible = 0;
2829
3051 if (op->type == PLAYER) 2830 if (op->type == PLAYER)
3052 { 2831 {
3053 op->contr->tmp_invis = 0; 2832 op->contr->tmp_invis = 0;
3054 op->contr->invis_race = 0; 2833 op->contr->invis_race = 0;
3055 } 2834 }
3058} 2837}
3059 2838
3060int 2839int
3061is_true_undead (object *op) 2840is_true_undead (object *op)
3062{ 2841{
3063 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 2842 if (op->arch->flag [FLAG_UNDEAD])
3064 return 1; 2843 return 1;
3065 2844
3066 return 0; 2845 return 0;
3067} 2846}
3068 2847
3069/* look at the surrounding terrain to determine 2848/* look at the surrounding terrain to determine
3070 * the hideability of this object. Positive levels 2849 * the hideability of this object. Positive levels
3071 * indicate greater hideability. 2850 * indicate greater hideability.
3072 */ 2851 */
3073
3074int 2852int
3075hideability (object *ob) 2853hideability (object *ob)
3076{ 2854{
3077 int i, level = 0, mflag; 2855 int i, level = 0, mflag;
3078 sint16 x, y; 2856 sint16 x, y;
3079 2857
3080 if (!ob || !ob->map) 2858 if (!ob || !ob->map)
3081 return 0; 2859 return 0;
3082 2860
3083 /* so, on normal lighted maps, its hard to hide */ 2861 /* so, on normal lighted maps, its hard to hide */
3084 level = ob->map->darkness - 2; 2862 level = ob->map->darklevel () - 2;
3085 2863
3086 /* this also picks up whether the object is glowing. 2864 /* this also picks up whether the object is glowing.
3087 * If you carry a light on a non-dark map, its not 2865 * If you carry a light on a non-dark map, its not
3088 * as bad as carrying a light on a pitch dark map */ 2866 * as bad as carrying a light on a pitch dark map */
3089 if (has_carried_lights (ob)) 2867 if (ob->has_carried_lights ())
3090 level = -(10 + (2 * ob->map->darkness)); 2868 level = -(10 + (2 * ob->map->darklevel ()));
3091 2869
3092 /* scan through all nearby squares for terrain to hide in */ 2870 /* scan through all nearby squares for terrain to hide in */
3093 for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i]) 2871 for (i = 0, x = ob->x, y = ob->y;
2872 i <= SIZEOFFREE1;
2873 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3094 { 2874 {
3095 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); 2875 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3096 if (mflag & P_OUT_OF_MAP) 2876 if (mflag & P_OUT_OF_MAP)
3097 {
3098 continue; 2877 continue;
3099 } 2878
3100 if (mflag & P_BLOCKSVIEW) /* something to hide near! */ 2879 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3101 level += 2; 2880 level += 2;
3102 else /* open terrain! */ 2881 else /* open terrain! */
3103 level -= 1; 2882 level -= 1;
3104 } 2883 }
3112/* For Hidden creatures - a chance of becoming 'unhidden' 2891/* For Hidden creatures - a chance of becoming 'unhidden'
3113 * every time they move - as we subtract off 'invisibility' 2892 * every time they move - as we subtract off 'invisibility'
3114 * AND, for players, if they move into a ridiculously unhideable 2893 * AND, for players, if they move into a ridiculously unhideable
3115 * spot (surrounded by clear terrain in broad daylight). -b.t. 2894 * spot (surrounded by clear terrain in broad daylight). -b.t.
3116 */ 2895 */
3117
3118void 2896void
3119do_hidden_move (object *op) 2897do_hidden_move (object *op)
3120{ 2898{
3121 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 2899 int hide = 0;
3122 object *skop;
3123 2900
3124 if (!op || !op->map) 2901 if (!op || !op->map)
3125 return; 2902 return;
3126 2903
3127 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 2904 object *skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
2905 int num = random_roll (0, 19, op, PREFER_LOW);
3128 2906
3129 /* its *extremely* hard to run and sneak/hide at the same time! */ 2907 /* its *extremely* hard to run and sneak/hide at the same time! */
3130 if (op->type == PLAYER && op->contr->run_on) 2908 if (op->type == PLAYER && op->contr->run_on)
3131 if (!skop || num >= skop->level) 2909 if (!skop || num >= skop->level)
3132 { 2910 {
3142 num -= hide; 2920 num -= hide;
3143 2921
3144 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 2922 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3145 { 2923 {
3146 make_visible (op); 2924 make_visible (op);
2925
3147 if (op->type == PLAYER) 2926 if (op->type == PLAYER)
3148 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 2927 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3149 } 2928 }
3150 else if (op->type == PLAYER && skop) 2929 else if (op->type == PLAYER && skop)
3151 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 2930 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3166 2945
3167 if (who->type == PLAYER) 2946 if (who->type == PLAYER)
3168 player = 1; 2947 player = 1;
3169 2948
3170 else 2949 else
3171 friendly = QUERY_FLAG (who, FLAG_FRIENDLY); 2950 friendly = who->flag [FLAG_FRIENDLY];
3172 2951
3173 /* search adjacent squares */ 2952 /* search adjacent squares */
3174 for (i = 1; i < 9; i++) 2953 for (i = 1; i < 9; i++)
3175 { 2954 {
3176 x = who->x + freearr_x[i]; 2955 x = who->x + freearr_x[i];
3185 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) 2964 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3186 continue; 2965 continue;
3187 2966
3188 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) 2967 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3189 { 2968 {
3190 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 2969 if ((player ||friendly) &&tmp->flag [FLAG_MONSTER] && !tmp->flag [FLAG_UNAGGRESSIVE])
3191 return 1; 2970 return 1;
3192 else if (tmp->type == PLAYER) 2971 else if (tmp->type == PLAYER)
3193 {
3194 /*don't let a hidden DM prevent you from hiding */
3195 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3196 return 1; 2972 return 1;
3197 }
3198 } 2973 }
3199 } 2974 }
3200 return 0; 2975 return 0;
3201} 2976}
3202 2977
3203/* check the player los field for viewability of the 2978/* check the player los field for viewability of the
3204 * object op. This function works fine for monsters, 2979 * object op. This function works fine for monsters,
3205 * but we dont worry if the object isnt the top one in 2980 * but we dont worry if the object isnt the top one in
3206 * a pile (say a coin under a table would return "viewable" 2981 * a pile (say a coin under a table would return "viewable"
3207 * by this routine). Another question, should we be 2982 * by this routine). Another question, should we be
3208 * concerned with the direction the player is looking 2983 * concerned with the direction the player is looking
3209 * in? Realistically, most of use cant see stuff behind 2984 * in? Realistically, most of us can't see stuff behind
3210 * our backs...on the other hand, does the "facing" direction 2985 * our backs...on the other hand, does the "facing" direction
3211 * imply the way your head, or body is facing? Its possible 2986 * imply the way your head, or body is facing? It's possible
3212 * for them to differ. Sigh, this fctn could get a bit more complex. 2987 * for them to differ. Sigh, this fctn could get a bit more complex.
3213 * -b.t. 2988 * -b.t.
3214 * This function is now map tiling safe. 2989 * This function is now map tiling safe.
3215 */ 2990 */
3216
3217int 2991int
3218player_can_view (object *pl, object *op) 2992player_can_view (object *pl, object *op)
3219{ 2993{
3220 rv_vector rv; 2994 rv_vector rv;
3221 int dx, dy; 2995 int dx, dy;
3233 3007
3234 get_rangevector (pl, op, &rv, 0x1); 3008 get_rangevector (pl, op, &rv, 0x1);
3235 3009
3236 /* starting with the 'head' part, lets loop 3010 /* starting with the 'head' part, lets loop
3237 * through the object and find if it has any 3011 * through the object and find if it has any
3238 * part that is in the los array but isnt on 3012 * part that is in the los array but isn't on
3239 * a blocked los square. 3013 * a blocked los square.
3240 * we use the archetype to figure out offsets. 3014 * we use the archetype to figure out offsets.
3241 */ 3015 */
3242 while (op) 3016 while (op)
3243 { 3017 {
3244 dx = rv.distance_x + op->arch->clone.x; 3018 dx = rv.distance_x + op->arch->x;
3245 dy = rv.distance_y + op->arch->clone.y; 3019 dy = rv.distance_y + op->arch->y;
3246 3020
3247 /* only the viewable area the player sees is updated by LOS 3021 if (pl->contr->blocked_los (dx, dy) != LOS_BLOCKED)
3248 * code, so we need to restrict ourselves to that range of values
3249 * for any meaningful values.
3250 */
3251 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3252 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3253 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3254 return 1; 3022 return 1;
3023
3255 op = op->more; 3024 op = op->more;
3256 } 3025 }
3257 return 0;
3258}
3259 3026
3260/* routine for both players and monsters. We call this when
3261 * there is a possibility for our action distrubing our hiding
3262 * place or invisiblity spell. Artefact invisiblity is not
3263 * effected by this. If we arent invisible to begin with, we
3264 * return 0.
3265 */
3266int
3267action_makes_visible (object *op)
3268{
3269
3270 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3271 {
3272 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3273 return 0;
3274
3275 if (op->contr && op->contr->tmp_invis == 0)
3276 return 0;
3277
3278 /* If monsters, they should become visible */
3279 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3280 {
3281 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3282 return 1;
3283 }
3284 }
3285 return 0; 3027 return 0;
3286} 3028}
3287 3029
3288/* op_on_battleground - checks if the given object op (usually 3030/* op_on_battleground - checks if the given object op (usually
3289 * a player) is standing on a valid battleground-tile, 3031 * a player) is standing on a valid battleground-tile,
3294 * Default is to do the same as before, so only people wanting to have different points need worry about this 3036 * Default is to do the same as before, so only people wanting to have different points need worry about this
3295 */ 3037 */
3296int 3038int
3297op_on_battleground (object *op, int *x, int *y) 3039op_on_battleground (object *op, int *x, int *y)
3298{ 3040{
3299 object *tmp;
3300
3301 /* A battleground-tile needs the following attributes to be valid: 3041 /* A battleground-tile needs the following attributes to be valid:
3302 * is_floor 1 (has to be the FIRST floor beneath the player's feet), 3042 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3303 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3043 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3304 * and the exit-coordinates sp/hp must both be > 0. 3044 * and the exit-coordinates sp/hp must both be > 0.
3305 * => The intention here is to prevent abuse of the battleground- 3045 * => The intention here is to prevent abuse of the battleground-
3306 * feature (like pickable or hidden battleground tiles). */ 3046 * feature (like pickable or hidden battleground tiles). */
3307 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3047 for (object *tmp = op->below; tmp; tmp = tmp->below)
3308 { 3048 {
3309 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3049 if (tmp->flag [FLAG_IS_FLOOR])
3310 { 3050 {
3311 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3051 if (tmp->flag [FLAG_NO_PICK]
3312 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp)) 3052 && tmp->type == BATTLEGROUND
3053 && tmp->name == shstr_battleground
3054 && EXIT_X (tmp) && EXIT_Y (tmp))
3313 { 3055 {
3314 /*before we assign the exit, check if this is a teambattle */ 3056 /* before we assign the exit, check if this is a teambattle */
3315 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) 3057 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3316 {
3317 object *invtmp;
3318
3319 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below) 3058 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3059 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3320 { 3060 {
3321 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3322 {
3323 if (x != NULL && y != NULL) 3061 if (x && y)
3324 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3062 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3063
3325 return 1; 3064 return 1;
3326 }
3327 } 3065 }
3328 } 3066
3329 if (x != NULL && y != NULL) 3067 if (x && y)
3330 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3068 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3069
3331 return 1; 3070 return 1;
3332 } 3071 }
3333 } 3072 }
3334 } 3073 }
3074
3335 /* If we got here, did not find a battleground */ 3075 /* If we got here, did not find a battleground */
3336 return 0; 3076 return 0;
3337} 3077}
3338 3078
3339/* 3079/*
3355 char buf[MAX_BUF]; /* tmp. string buffer */ 3095 char buf[MAX_BUF]; /* tmp. string buffer */
3356 int i = 0, j = 0; 3096 int i = 0, j = 0;
3357 3097
3358 /* get the appropriate treasurelist */ 3098 /* get the appropriate treasurelist */
3359 if (atnr == ATNR_FIRE) 3099 if (atnr == ATNR_FIRE)
3360 trlist = treasurelist::find ("dragon_ability_fire"); 3100 trlist = treasurelist::find (shstr_dragon_ability_fire);
3361 else if (atnr == ATNR_COLD) 3101 else if (atnr == ATNR_COLD)
3362 trlist = treasurelist::find ("dragon_ability_cold"); 3102 trlist = treasurelist::find (shstr_dragon_ability_cold);
3363 else if (atnr == ATNR_ELECTRICITY) 3103 else if (atnr == ATNR_ELECTRICITY)
3364 trlist = treasurelist::find ("dragon_ability_elec"); 3104 trlist = treasurelist::find (shstr_dragon_ability_elec);
3365 else if (atnr == ATNR_POISON) 3105 else if (atnr == ATNR_POISON)
3366 trlist = treasurelist::find ("dragon_ability_poison"); 3106 trlist = treasurelist::find (shstr_dragon_ability_poison);
3367 3107
3368 if (trlist == NULL || who->type != PLAYER) 3108 if (trlist == NULL || who->type != PLAYER)
3369 return; 3109 return;
3370 3110
3371 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3111 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3375 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3115 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3376 return; 3116 return;
3377 } 3117 }
3378 3118
3379 /* everything seems okay - now bring on the gift: */ 3119 /* everything seems okay - now bring on the gift: */
3380 item = &(tr->item->clone); 3120 item = tr->item;
3381 3121
3382 if (item->type == SPELL) 3122 if (item->type == SPELL)
3383 { 3123 {
3384 if (check_spell_known (who, item->name)) 3124 if (check_spell_known (who, item->name))
3385 return; 3125 return;
3444 { 3184 {
3445 /* forces in the treasurelist can alter the player's stats */ 3185 /* forces in the treasurelist can alter the player's stats */
3446 object *skin; 3186 object *skin;
3447 3187
3448 /* first get the dragon skin force */ 3188 /* first get the dragon skin force */
3449 shstr_cmp dragon_skin_force ("dragon_skin_force");
3450 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below) 3189 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3451 ; 3190 ;
3452 3191
3453 if (!skin) 3192 if (!skin)
3454 return; 3193 return;
3455 3194
3469 else 3208 else
3470 j = 1; 3209 j = 1;
3471 strcat (buf, spellpathnames[i]); 3210 strcat (buf, spellpathnames[i]);
3472 } 3211 }
3473 } 3212 }
3213
3474 strcat (buf, "."); 3214 strcat (buf, ".");
3475 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf); 3215 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3476 } 3216 }
3477 3217
3478 /* evtl. adding flags: */ 3218 /* evtl. adding flags: */
3479 if (QUERY_FLAG (item, FLAG_XRAYS)) 3219 if (item->flag [FLAG_XRAYS])
3480 SET_FLAG (skin, FLAG_XRAYS); 3220 skin->set_flag (FLAG_XRAYS);
3481 if (QUERY_FLAG (item, FLAG_STEALTH)) 3221 if (item->flag [FLAG_STEALTH])
3482 SET_FLAG (skin, FLAG_STEALTH); 3222 skin->set_flag (FLAG_STEALTH);
3483 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK)) 3223 if (item->flag [FLAG_SEE_IN_DARK])
3484 SET_FLAG (skin, FLAG_SEE_IN_DARK); 3224 skin->set_flag (FLAG_SEE_IN_DARK);
3485 3225
3486 /* print message if there is one */ 3226 /* print message if there is one */
3487 if (item->msg != NULL) 3227 if (item->msg != NULL)
3488 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg); 3228 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3489 } 3229 }
3490 else 3230 else
3491 { 3231 {
3492 /* generate misc. treasure */ 3232 /* generate misc. treasure */
3493 tmp = arch_to_object (tr->item); 3233 tmp = tr->item->instance ();
3494 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp)); 3234 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3495 tmp = insert_ob_in_ob (tmp, who); 3235 who->insert (tmp);
3496 if (who->type == PLAYER)
3497 esrv_send_item (who, tmp);
3498 } 3236 }
3499} 3237}
3500 3238
3501/** 3239//-GPL
3502 * Unready an object for a player. This function does nothing if the object was
3503 * not readied.
3504 */
3505void
3506player_unready_range_ob (player *pl, object *ob)
3507{
3508 if (pl->ob->current_weapon == ob)
3509 pl->ob->current_weapon = 0;
3510
3511 if (pl->combat_ob == ob)
3512 pl->combat_ob = 0;
3513
3514 if (pl->ranged_ob == ob)
3515 pl->ranged_ob = 0;
3516}
3517 3240
3518sint8 3241sint8
3519player::visibility_at (maptile *map, int x, int y) const 3242player::darkness_at (maptile *map, int x, int y) const
3520{ 3243{
3521 if (!ns) 3244 if (!ns)
3522 return 0; 3245 return LOS_BLOCKED;
3523 3246
3524 int dx, dy; 3247 int dx, dy;
3525 if (!adjacent_map (map, ns->current_map, &dx, &dy)) 3248 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3249 return LOS_BLOCKED;
3250
3251 x += dx - ns->current_x;
3252 y += dy - ns->current_y;
3253
3254 return blocked_los (x, y);
3255}
3256
3257void
3258player::infobox (const char *title, const char *msg, int color)
3259{
3260 send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3261}
3262
3263void
3264player::statusmsg (const char *msg, int color)
3265{
3266 send_msg (color | NDI_REPLY, INFO_CHANNEL, msg);
3267}
3268
3269void
3270player::failmsg (const char *msg, int color)
3271{
3272 play_sound (sound_find ("generic_failure"));
3273 statusmsg (msg, color);
3274}
3275
3276void
3277object::failmsgf (const char *format, ...)
3278{
3279 if (!contr)
3526 return 0; 3280 return;
3527 3281
3528 x += dx - ns->current_x + ns->mapx / 2; 3282 va_list ap;
3529 y += dy - ns->current_y + ns->mapy / 2; 3283 va_start (ap, format);
3530 3284 contr->failmsg (vformat (format, ap));
3531 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy)) 3285 va_end (ap);
3532 return 0;
3533
3534 return 100 - blocked_los [x][y];
3535} 3286}
3287
3288void
3289player::failmsgf (const char *format, ...)
3290{
3291 va_list ap;
3292 va_start (ap, format);
3293 failmsg (vformat (format, ap));
3294 va_end (ap);
3295}
3296

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