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Comparing deliantra/server/server/player.C (file contents):
Revision 1.62 by root, Mon Dec 25 11:25:49 2006 UTC vs.
Revision 1.296 by root, Thu Nov 17 04:59:33 2016 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
8 it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
9 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
10 (at your option) any later version. 11 * option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
18 along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
20 21 *
21 The author can be reached via e-mail to <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22*/ 23 */
24
25//+GPL
26
27#include <algorithm>
28#include <functional>
23 29
24#include <global.h> 30#include <global.h>
25#include <pwd.h>
26#include <sproto.h> 31#include <sproto.h>
27#include <sounds.h> 32#include <sounds.h>
28#include <living.h> 33#include <living.h>
29#include <object.h> 34#include <object.h>
30#include <spells.h> 35#include <spells.h>
31#include <skills.h> 36#include <skills.h>
32 37
33#include <algorithm> 38playervec players;
34#include <functional>
35
36player *
37find_player (const char *plname)
38{
39 for_all_players (pl)
40 if (pl->ob && !strcmp (query_name (pl->ob), plname))
41 return pl;
42
43 return 0;
44}
45
46void
47display_motd (const object *op)
48{
49 char buf[MAX_BUF];
50 char motd[HUGE_BUF];
51 FILE *fp;
52 int comp;
53 int size;
54
55 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
56 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
57 return;
58
59 motd[0] = '\0';
60 size = 0;
61
62 while (fgets (buf, MAX_BUF, fp))
63 {
64 if (*buf == '#')
65 continue;
66
67 strncat (motd + size, buf, HUGE_BUF - size);
68 size += strlen (buf);
69 }
70
71 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
72 close_and_delete (fp, comp);
73}
74
75void
76send_rules (const object *op)
77{
78 char buf[MAX_BUF];
79 char rules[HUGE_BUF];
80 FILE *fp;
81 int comp;
82 int size;
83
84 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
85 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
86 return;
87
88 rules[0] = '\0';
89 size = 0;
90
91 while (fgets (buf, MAX_BUF, fp))
92 {
93 if (*buf == '#')
94 continue;
95
96 if (size + strlen (buf) >= HUGE_BUF)
97 {
98 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
99 break;
100 }
101
102 strncat (rules + size, buf, HUGE_BUF - size);
103 size += strlen (buf);
104 }
105
106 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
107 close_and_delete (fp, comp);
108}
109
110void
111send_news (const object *op)
112{
113 char buf[MAX_BUF];
114 char news[HUGE_BUF];
115 char subject[MAX_BUF];
116 FILE *fp;
117 int comp;
118 int size;
119
120 sprintf (buf, "%s/%s", settings.confdir, settings.news);
121 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
122 return;
123
124 news[0] = '\0';
125 subject[0] = '\0';
126 size = 0;
127
128 while (fgets (buf, MAX_BUF, fp) != NULL)
129 {
130 if (*buf == '#')
131 continue;
132
133 if (*buf == '%')
134 { /* send one news */
135 if (size > 0)
136 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */
137 strcpy (subject, buf + 1);
138 strip_endline (subject);
139 size = 0;
140 news[0] = '\0';
141 }
142 else
143 {
144 if (size + strlen (buf) >= HUGE_BUF)
145 {
146 LOG (llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
147 break;
148 }
149 strncat (news + size, buf, HUGE_BUF - size);
150 size += strlen (buf);
151 }
152 }
153
154 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
155 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news);
156 close_and_delete (fp, comp);
157}
158 39
159/* This loads the first map an puts the player on it. */ 40/* This loads the first map an puts the player on it. */
160static void 41static void
161set_first_map (object *op) 42set_first_map (object *op)
162{ 43{
163 strcpy (op->contr->maplevel, first_map_path); 44 op->contr->maplevel = first_map_path;
164 op->x = -1; 45 op->x = -1;
165 op->y = -1; 46 op->y = -1;
166 enter_exit (op, 0); 47}
48
49void
50player::activate ()
51{
52 if (active)
53 return;
54
55 players.insert (this);
56 ob->remove ();
57 ob->map = 0;
58 ob->activate_recursive ();
59 ob->clr_flag (FLAG_FRIENDLY);
60 add_friendly_object (ob);
61}
62
63void
64player::deactivate ()
65{
66 if (!active)
67 return;
68
69 terminate_all_pets (ob);
70 remove_friendly_object (ob);
71 ob->deactivate_recursive ();
72
73 if (ob->map)
74 maplevel = ob->map->path;
75
76 ob->remove ();
77 ob->enemy = 0; // sometimes keeps an extra refcount on itself
78 ob->map = 0;
79 party = 0;
80
81 players.erase (this);
167} 82}
168 83
169// connect the player with a specific client 84// connect the player with a specific client
170// also changed, rationalises, and fixes some incorrect settings 85// also changes, rationalises, and fixes some incorrect settings
171void 86void
172player::connect (client *ns) 87player::connect (client *ns)
173{ 88{
174 this->ns = ns; 89 this->ns = ns;
175 ns->pl = this; 90 ns->pl = this;
176 91
177 next = first_player; 92 run_on = 0;
178 first_player = this; 93 fire_on = 0;
94 ob->close_container (); //TODO: client-specific
179 95
180 ns->update_look = 0; 96 ns->update_look = 0;
181 ns->look_position = 0; 97 ns->look_position = 0;
182 98
183 clear_los (ob); 99 clear_los ();
100
101 ns->reset_stats ();
184 102
185 /* make sure he's a player -- needed because of class change. */ 103 /* make sure he's a player -- needed because of class change. */
186 ob->type = PLAYER; // we are paranoid 104 ob->type = PLAYER; // we are paranoid
187 ob->race = ob->arch->clone.race; 105 ob->race = ob->arch->race;
188 106
189 if (!legal_range (ob, shoottype)) 107 ob->update_weight ();
190 shoottype = range_none;
191
192 ob->carrying = sum_weight (ob);
193 link_player_skills (ob); 108 link_skills ();
194 109
195 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
196 update_ob_speed (ob);
197
198 assign (title, ob->arch->clone.name); 110 assign (title, ob->arch->object::name);
199
200 /* can_use_shield is a new flag. However, the can_use.. seems to largely come
201 * from the class, and not race. I don't see any way to get the class information
202 * to then update this. I don't think this will actually break anything - anyone
203 * that can use armour should be able to use a shield. What this may 'break'
204 * are features new characters get, eg, if someone starts up with a Q, they
205 * should be able to use a shield. However, old Q's won't get that advantage.
206 */
207 if (QUERY_FLAG (ob, FLAG_USE_ARMOUR))
208 SET_FLAG (ob, FLAG_USE_SHIELD);
209 111
210 /* if it's a dragon player, set the correct title here */ 112 /* if it's a dragon player, set the correct title here */
211 if (is_dragon_pl (ob)) 113 if (ob->is_dragon ())
212 { 114 {
213 object *tmp, *abil = 0, *skin = 0; 115 object *tmp, *abil = 0, *skin = 0;
214
215 shstr_cmp dragon_ability_force ("dragon_ability_force");
216 shstr_cmp dragon_skin_force ("dragon_skin_force");
217 116
218 for (tmp = ob->inv; tmp; tmp = tmp->below) 117 for (tmp = ob->inv; tmp; tmp = tmp->below)
219 if (tmp->type == FORCE) 118 if (tmp->type == FORCE)
220 if (tmp->arch->name == dragon_ability_force) 119 if (tmp->arch->archname == shstr_dragon_ability_force)
221 abil = tmp; 120 abil = tmp;
222 else if (tmp->arch->name == dragon_skin_force) 121 else if (tmp->arch->archname == shstr_dragon_skin_force)
223 skin = tmp; 122 skin = tmp;
224 123
225 set_dragon_name (ob, abil, skin); 124 set_dragon_name (ob, abil, skin);
226 } 125 }
227 126
228 CLEAR_FLAG (ob, FLAG_FRIENDLY);
229 add_friendly_object (ob);
230
231 LOG (llevInfo, "LOGIN: Player named %s from ip %s\n", &ob->name, ns->host);
232
233 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 127 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
234 new_draw_info_format (NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, NULL, "%s has entered the game.", &ob->name);
235 128
236 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;
237 135
238 ob->update_stats (); 136 ob->update_stats ();
137
239 ns->floorbox_update (); 138 ns->floorbox_update ();
240
241 esrv_send_inventory (ob, ob); 139 esrv_send_inventory (ob, ob);
242 esrv_add_spells (this, 0); 140 esrv_add_spells (this, 0);
243 141
244 enter_exit (ob, 0); 142 activate ();
245 143
246 send_rules (ob); 144 INVOKE_PLAYER (CONNECT, this);
247 send_news (ob);
248 display_motd (ob);
249 INVOKE_PLAYER (LOGIN, this); 145 INVOKE_PLAYER (LOGIN, this);
250} 146}
251 147
252void 148void
253player::disconnect () 149player::disconnect ()
254{ 150{
151 if (ob)
152 {
153 ob->close_container (); //TODO: client-specific
154 ob->drop_unpaid_items ();
155 }
156
255 if (!ns) 157 if (ns)
256 return; 158 {
159 if (active)
160 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
257 161
258 //TODO: don't be so harsh and destroy :) 162 INVOKE_PLAYER (DISCONNECT, this);
259 destroy ();
260 163
164 ns->reset_stats ();
261 ns->pl = 0; 165 ns->pl = 0;
262 ns = 0; 166 ns = 0;
167 }
168
169 // this is important for the player scheduler to get the correct refcount
170 // when ns = 0
171 observe = viewpoint = ob;
172
173 deactivate ();
263} 174}
175
176//-GPL
264 177
265// the need for this function can be explained 178// the need for this function can be explained
266// by load_object not returning the object 179// by load_object not returning the object
267void 180void
268player::set_object (object *op) 181player::set_object (object *op)
269{ 182{
270 ob = op; 183 ob = observe = viewpoint = op;
271 ob->contr = this; /* this aren't yet in archetype */ 184 ob->contr = this; /* this aren't yet in archetype */
272 185
186 ob->speed = 1.0f; // object still inactive, keep it that way
273 ob->speed_left = 0.5; 187 ob->speed_left = 0.5f;
274 ob->speed = 1.0; 188
275 ob->direction = 5; /* So player faces south */ 189 ob->direction = 5; /* So player faces south */
276 ob->stats.wc = 2;
277 ob->run_away = 25; /* Then we panick... */
278
279 set_first_map (ob);
280
281 ob->roll_stats ();
282} 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
283 207
284player::player () 208player::player ()
285{ 209{
286 /* There are some elements we want initialized to non zero value - 210 /* There are some elements we want initialised to non zero value -
287 * we deal with that below this point. 211 * we deal with that below this point.
288 */ 212 */
289 outputs_sync = 16; /* Every 2 seconds */ 213 outputs_sync = 4;
290 outputs_count = 8; /* Keeps present behaviour */ 214 outputs_count = 4;
291 unapply = unapply_nochoice; 215 unapply = unapply_nochoice;
292 216
293 assign (savebed_map, first_map_path); /* Init. respawn position */ 217 savebed_map = first_map_path; /* Init. respawn position */
294 218
295 gen_sp_armour = 10; 219 gen_sp_armour = 10;
296 last_speed = -1;
297 shoottype = range_none;
298 bowtype = bow_normal; 220 bowtype = bow_normal;
299 petmode = pet_normal; 221 petmode = pet_normal;
300 listening = 10;
301 usekeys = containers; 222 usekeys = containers;
302 last_weapon_sp = -1;
303 peaceful = 1; /* default peaceful */ 223 peaceful = 1; /* default peaceful */
304 do_los = 1; 224 do_los = 1;
305 225
306 /* we need to clear these to -1 and not zero - otherwise, 226 weapon_sp = 1.0f;
307 * if a player quits and starts a new character, we wont 227 weapon_sp_left = 0.5f;
308 * send new values to the client, as things like exp start
309 * at zero.
310 */
311 for (int i = 0; i < NUM_SKILLS; i++)
312 last_skill_exp[i] = -1;
313
314 for (int i = 0; i < NROFATTACKS; i++)
315 last_resist[i] = -1;
316
317 last_stats.exp = -1;
318 last_weight = (uint32) - 1;
319} 228}
320 229
321void 230void
322player::do_destroy () 231player::do_destroy ()
323{ 232{
233 disconnect ();
234
324 attachable::do_destroy (); 235 attachable::do_destroy ();
325 236
326 disconnect ();
327
328 terminate_all_pets (ob);
329
330 if (first_player != this)
331 {
332 player *prev = first_player;
333
334 while (prev && prev->next && prev->next != this)
335 prev = prev->next;
336
337 if (prev->next != this)
338 {
339 LOG (llevError, "Free_player: Can't find previous player.\n");
340 abort ();
341 }
342
343 prev->next = next;
344 }
345 else
346 first_player = next;
347
348 if (ob) 237 if (ob)
349 ob->destroy (true); 238 ob->destroy ();
350 239
351 if (ns) 240 ob = observe = viewpoint = 0;
352 {
353 ns->send_packet ("goodbye");
354 ns->flush ();
355 ns->pl = 0;
356 ns->destroy ();
357 }
358
359 attachable::do_destroy ();
360} 241}
361 242
362player::~player () 243player::~player ()
363{ 244{
364 /* Clear item stack */ 245 /* Clear item stack */
365 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 }
366} 275}
367 276
368/* Tries to add player on the connection passed in ns. 277/* Tries to add player on the connection passed in ns.
369 * 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
370 * mode. 279 * mode.
372player * 281player *
373player::create () 282player::create ()
374{ 283{
375 player *pl = new player; 284 player *pl = new player;
376 285
377 pl->set_object (arch_to_object (get_player_archetype (0))); 286 pl->set_object (get_player_archetype (0)->instance ());
287
288 pl->ob->roll_stats ();
289 pl->ob->stats.wc = 2;
290 pl->ob->run_away = 25; /* Then we panick... */
291
292 set_first_map (pl->ob);
378 293
379 return pl; 294 return pl;
380}
381
382/*
383 * get_player_archetype() return next player archetype from archetype
384 * list. Not very efficient routine, but used only creating new players.
385 * Note: there MUST be at least one player archetype!
386 */
387archetype *
388get_player_archetype (archetype *at)
389{
390 archetype *start = at;
391
392 for (;;)
393 {
394 if (at == NULL || at->next == NULL)
395 at = first_archetype;
396 else
397 at = at->next;
398
399 if (at->clone.type == PLAYER)
400 return at;
401
402 if (at == start)
403 {
404 LOG (llevError, "No Player archetypes\n");
405 exit (-1);
406 }
407 }
408} 295}
409 296
410object * 297object *
411get_nearest_player (object *mon) 298get_nearest_player (object *mon)
412{ 299{
413 object *op = NULL; 300 object *op = NULL;
414 objectlink *ol; 301 objectlink *ol;
415 unsigned lastdist; 302 unsigned lastdist;
416 rv_vector rv; 303 rv_vector rv;
417 304
418 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 305 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
419 { 306 {
420 /* We should not find free objects on this friendly list, but it
421 * does periodically happen. Given that, lets deal with it.
422 * While unlikely, it is possible the next object on the friendly
423 * list is also free, so encapsulate this in a while loop.
424 */
425 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
426 {
427 object *tmp = ol->ob;
428
429 /* Can't do much more other than log the fact, because the object
430 * itself will have been cleared.
431 */
432 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n");
433 ol = ol->next;
434 remove_friendly_object (tmp);
435 if (!ol)
436 return op;
437 }
438
439 /* Remove special check for player from this. First, it looks to cause
440 * some crashes (ol->ob->contr not set properly?), but secondly, a more
441 * complicated method of state checking would be needed in any case -
442 * as it was, a clever player could type quit, and the function would
443 * skip them over while waiting for confirmation. Remove
444 * on_same_map check, as can_detect_enemy also does this
445 */
446 if (!can_detect_enemy (mon, ol->ob, &rv)) 307 if (!can_detect_enemy (mon, ol->ob, &rv))
447 continue; 308 continue;
448 309
449 if (lastdist > rv.distance) 310 if (lastdist > rv.distance)
450 { 311 {
512 */ 373 */
513int 374int
514path_to_player (object *mon, object *pl, unsigned mindiff) 375path_to_player (object *mon, object *pl, unsigned mindiff)
515{ 376{
516 rv_vector rv; 377 rv_vector rv;
517 sint16 x, y;
518 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;
519 maptile *m, *lastmap;
520 379
521 get_rangevector (mon, pl, &rv, 0); 380 get_rangevector (mon, pl, &rv, 0);
522 381
523 if (rv.distance < mindiff) 382 if (rv.distance < mindiff)
524 return 0; 383 return 0;
525 384
526 x = mon->x; 385 mapxy pos (mon);
527 y = mon->y;
528 m = mon->map;
529 dir = rv.direction; 386 dir = rv.direction;
530 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 */
531 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 388 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
389
532 /* 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. */
533 if (diff > max) 391 if (diff > max)
534 return 0; 392 return 0;
393
535 while (diff > 1 && max > 0) 394 while (diff > 1 && max > 0)
536 { 395 {
537 lastx = x; 396 mapxy lastpos = pos;
538 lasty = y;
539 lastmap = m;
540 x = lastx + freearr_x[dir];
541 y = lasty + freearr_y[dir];
542 397
543 mflags = get_map_flags (m, &m, x, y, &x, &y); 398 pos.move (dir);
544 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
545 399
546 /* Space is blocked - try changing direction a little */ 400 /* Space is blocked - try changing direction a little */
547 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW)) 401 if (!pos.normalise ()
548 && (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)))
549 { 404 {
550 /* recalculate direction from last good location. Possible 405 /* recalculate direction from last good location. Possible
551 * we were not traversing ideal location before. 406 * we were not traversing ideal location before.
552 */ 407 */
553 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0); 408 get_rangevector_from_mapcoord (lastpos.m, lastpos.x, lastpos.y, pl, &rv, 0);
554 if (rv.direction != dir) 409 if (rv.direction != dir)
555 { 410 {
556 /* OK - says direction should be different - lets reset the 411 /* OK - says direction should be different - lets reset the
557 * the values so it will try again. 412 * the values so it will try again.
558 */ 413 */
559 x = lastx;
560 y = lasty;
561 m = lastmap; 414 pos = lastpos;
562 dir = firstdir = rv.direction; 415 dir = firstdir = rv.direction;
563 } 416 }
564 else 417 else
565 { 418 {
566 /* direct path is blocked - try taking a side step to 419 /* direct path is blocked - try taking a side step to
573 */ 426 */
574 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++) 427 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
575 { 428 {
576 if (i == 0) 429 if (i == 0)
577 continue; /* already did this, so skip it */ 430 continue; /* already did this, so skip it */
431
578 /* Use lastdir here - otherwise, 432 /* Use lastdir here - otherwise,
579 * since the direction that the creature should move in 433 * since the direction that the creature should move in
580 * may change, you could get infinite loops. 434 * may change, you could get infinite loops.
581 * ie, player is northwest, but monster can only 435 * ie, player is northwest, but monster can only
582 * move west, so it does that. It goes some distance, 436 * move west, so it does that. It goes some distance,
584 * 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
585 * gets back to its original point. lastdir contains 439 * gets back to its original point. lastdir contains
586 * the last direction the creature has successfully 440 * the last direction the creature has successfully
587 * moved. 441 * moved.
588 */ 442 */
589
590 x = lastx + freearr_x[absdir (lastdir + i)];
591 y = lasty + freearr_y[absdir (lastdir + i)];
592 m = lastmap; 443 pos = lastpos;
593 mflags = get_map_flags (m, &m, x, y, &x, &y); 444 pos.move (absdir (lastdir + i));
594 if (mflags & P_OUT_OF_MAP) 445
446 if (!pos.normalise ())
595 continue; 447 continue;
596 blocked = GET_MAP_MOVE_BLOCK (m, x, y); 448
597 if (OB_TYPE_MOVE_BLOCK (mon, blocked)) 449 mapspace &ms = *pos;
450
451 if (ms.flags () & P_BLOCKSVIEW)
598 continue; 452 continue;
599 if (mflags & P_BLOCKSVIEW) 453
454 if (OB_TYPE_MOVE_BLOCK (mon, ms.move_block))
600 continue; 455 continue;
601 456
602 if (m == mon->map && blocked_link (mon, m, x, y)) 457 if (blocked_link (mon, pos.m, pos.x, pos.y))
603 break; 458 break;
604 } 459 }
460
605 /* go through entire loop without finding a valid 461 /* go through entire loop without finding a valid
606 * sidestep to take - thus, no valid path. 462 * sidestep to take - thus, no valid path.
607 */ 463 */
608 if (i == (DETOUR_AMOUNT + 1)) 464 if (i == DETOUR_AMOUNT + 1)
609 return 0; 465 return 0;
466
610 diff--; 467 diff--;
611 lastdir = dir; 468 lastdir = dir;
612 max--; 469 max--;
613 if (!firstdir) 470 if (!firstdir)
614 firstdir = dir + i; 471 firstdir = dir + i;
618 { 475 {
619 /* we moved towards creature, so diff is less */ 476 /* we moved towards creature, so diff is less */
620 diff--; 477 diff--;
621 max--; 478 max--;
622 lastdir = dir; 479 lastdir = dir;
480
623 if (!firstdir) 481 if (!firstdir)
624 firstdir = dir; 482 firstdir = dir;
625 } 483 }
484
626 if (diff <= 1) 485 if (diff <= 1)
627 { 486 {
628 /* Recalculate diff (distance) because we may not have actually 487 /* Recalculate diff (distance) because we may not have actually
629 * headed toward player for entire distance. 488 * headed toward player for entire distance.
630 */ 489 */
631 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 490 get_rangevector_from_mapcoord (pos.m, pos.x, pos.y, pl, &rv, 0);
632 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 491 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
633 } 492 }
493
634 if (diff > max) 494 if (diff > max)
635 return 0; 495 return 0;
636 } 496 }
497
637 /* If we reached the max, didn't find a direction in time */ 498 /* If we reached the max, didn't find a direction in time */
638 if (!max) 499 if (!max)
639 return 0; 500 return 0;
640 501
641 return firstdir; 502 return firstdir;
642} 503}
643 504
644void 505void
645give_initial_items (object *pl, treasurelist * items) 506give_initial_items (object *pl, treasurelist *items)
646{ 507{
647 object *op, *next = NULL;
648
649 if (pl->randomitems != NULL) 508 if (pl->randomitems)
650 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); 509 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
651 510
652 for (op = pl->inv; op; op = next) 511 for (object *next, *op = pl->inv; op; op = next)
653 { 512 {
654 next = op->below; 513 next = op->below;
655 514
656 /* Forces get applied per default, unless they have the 515 /* Forces get applied per default, unless they have the
657 * 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
658 */ 517 */
659 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL)) 518 if (op->type == FORCE && !op->flag [FLAG_NEUTRAL])
660 SET_FLAG (op, FLAG_APPLIED); 519 op->set_flag (FLAG_APPLIED);
661 520
662 /* we never give weapons/armour if these cannot be used 521 /* we never give weapons/armour if these cannot be used
663 * by this player due to race restrictions 522 * by this player due to race restrictions
664 */ 523 */
665 if (pl->type == PLAYER) 524 if (pl->type == PLAYER)
666 { 525 {
667 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) && 526 if ((!pl->flag [FLAG_USE_ARMOUR]
527 &&
668 (op->type == ARMOUR || op->type == BOOTS || 528 (op->type == ARMOUR || op->type == BOOTS
669 op->type == CLOAK || op->type == HELMET || 529 || op->type == CLOAK || op->type == HELMET
670 op->type == SHIELD || op->type == GLOVES || 530 || op->type == SHIELD || op->type == GLOVES
671 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))
672 { 533 {
673 op->destroy (); 534 op->destroy ();
674 continue; 535 continue;
675 } 536 }
676 } 537 }
677 538
678 /* This really needs to be better - we should really give 539 /* Here we remove duplicated skills (as duplicated spell objects have
679 * a substitute spellbook. The problem is that we don't really 540 * _very_ confusing effects for players), which could for instance be
680 * have a good idea what to replace it with (need something like 541 * generated by multiple treasurelists specifying the same skills.
681 * a first level treasurelist for each skill.)
682 * remove duplicate skills also
683 */ 542 */
684 if (op->type == SPELLBOOK || op->type == SKILL) 543 if (op->type == SKILL)
685 { 544 {
686 object *tmp;
687
688 for (tmp = op->below; tmp; tmp = tmp->below) 545 for (object *tmp = op->below; tmp; tmp = tmp->below)
689 if (tmp->type == op->type && tmp->name == op->name) 546 if (tmp->type == op->type && tmp->name == op->name)
690 break;
691
692 if (tmp)
693 { 547 {
694 op->destroy (); 548 op->destroy ();
695 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); 549 break;
696 continue;
697 } 550 }
698 551
699 if (op->nrof > 1) 552 if (op->nrof > 1)
700 op->nrof = 1; 553 op->nrof = 1;
701 } 554 }
702 555
703 if (op->type == SPELLBOOK && op->inv) 556 if (op->type == SPELLBOOK && op->inv)
704 { 557 op->inv->clr_flag (FLAG_STARTEQUIP);
705 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
706 }
707 558
708 /* Give starting characters identified, uncursed, and undamned 559 /* Give starting characters identified, uncursed, and undamned
709 * 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
710 * merged properly. 561 * merged properly.
711 */ 562 */
712 if (need_identify (op)) 563 if (op->need_identify ())
713 {
714 SET_FLAG (op, FLAG_IDENTIFIED);
715 CLEAR_FLAG (op, FLAG_CURSED);
716 CLEAR_FLAG (op, FLAG_DAMNED);
717 } 564 {
565 op->set_flag (FLAG_IDENTIFIED);
566 op->clr_flag (FLAG_CURSED);
567 op->clr_flag (FLAG_DAMNED);
568 }
569
718 if (op->type == SPELL) 570 if (op->type == SPELL)
719 { 571 {
720 op->destroy (); 572 op->destroy ();
721 continue; 573 continue;
722 } 574 }
723 else if (op->type == SKILL) 575 else if (op->type == SKILL)
724 { 576 {
725 SET_FLAG (op, FLAG_CAN_USE_SKILL); 577 op->set_flag (FLAG_CAN_USE_SKILL);
726 op->stats.exp = 0; 578 op->stats.exp = 0;
727 op->level = 1; 579 op->level = 1;
728 } 580 }
729 /* lock all 'normal items by default */ 581 else /* lock all 'normal items by default */
730 else 582 op->set_flag (FLAG_INV_LOCKED);
731 SET_FLAG (op, FLAG_INV_LOCKED);
732 } /* for loop of objects in player inv */ 583 } /* for loop of objects in player inv */
733 584
734 /* Need to set up the skill pointers */ 585 /* Need to set up the skill pointers */
735 link_player_skills (pl); 586 pl->contr->link_skills ();
736} 587}
737 588
738void 589void
739get_party_password (object *op, partylist *party) 590get_party_password (object *op, partylist *party)
740{ 591{
750 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:");
751} 602}
752 603
753/* 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. */
754static int 605static int
755roll_stat (void) 606roll_stat ()
756{ 607{
757 int a[4], i, j, k; 608 int a[4], i, j, k;
758 609
759 for (i = 0; i < 4; i++) 610 for (i = 0; i < 4; i++)
760 a[i] = (int) RANDOM () % 6 + 1; 611 a[i] = rndm (1, 6);
761 612
762 for (i = 0, j = 0, k = 7; i < 4; i++) 613 for (i = 0, j = 0, k = 7; i < 4; i++)
763 if (a[i] < k) 614 if (a[i] < k)
764 k = a[i], j = i; 615 k = a[i], j = i;
765 616
771} 622}
772 623
773void 624void
774object::roll_stats () 625object::roll_stats ()
775{ 626{
776 int statsort [7]; 627 int statsort [NUM_STATS];
777 628
778 for (;;) 629 for (;;)
779 { 630 {
780 int sum = 0; 631 int sum = 0;
781 for (int i = 7; i--; ) 632 for (int i = NUM_STATS; i--; )
782 sum += statsort [i] = roll_stat (); 633 sum += statsort [i] = roll_stat ();
783 634
784 if (sum >= 82 && sum <= 116) 635 if (sum >= 82 && sum <= 116)
785 break; 636 break;
786 } 637 }
787 638
788 // Sort the stats so that rerolling is easier... 639 // Sort the stats so that rerolling is easier...
789 std::sort (statsort, statsort + 7, std::greater<int>()); 640 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
790 641
642 for (int i = 0; i < NUM_STATS; ++i)
791 stats.Str = statsort[0]; 643 stats.stat (i) = statsort [i];
792 stats.Dex = statsort[1];
793 stats.Con = statsort[2];
794 stats.Int = statsort[3];
795 stats.Wis = statsort[4];
796 stats.Pow = statsort[5];
797 stats.Cha = statsort[6];
798 644
799 stats.exp = 0; 645 stats.exp = 0;
800 stats.ac = 0; 646 stats.ac = 0;
801 647
802 stats.hp = stats.maxhp; 648 stats.hp = stats.maxhp;
814} 660}
815 661
816void 662void
817object::swap_stats (int a, int b) 663object::swap_stats (int a, int b)
818{ 664{
819 int tmp = get_attr_value (&contr->orig_stats, a); 665 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
820 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
821 set_attr_value (&contr->orig_stats, b, tmp);
822 666
667 for (int i = 0; i < NUM_STATS; ++i)
823 stats.Str = contr->orig_stats.Str; 668 stats.stat (i) = contr->orig_stats.stat (i);
824 stats.Dex = contr->orig_stats.Dex;
825 stats.Con = contr->orig_stats.Con;
826 stats.Int = contr->orig_stats.Int;
827 stats.Wis = contr->orig_stats.Wis;
828 stats.Pow = contr->orig_stats.Pow;
829 stats.Cha = contr->orig_stats.Cha;
830 669
831 //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,
832 // be merged with the similar code in roll_stats 671 // be merged with the similar code in roll_stats
833 stats.ac = 0; 672 stats.ac = 0;
834 673
846 contr->levsp[1] = 6; 685 contr->levsp[1] = 6;
847 contr->levgrace[1] = 3; 686 contr->levgrace[1] = 3;
848 687
849 contr->orig_stats = stats; 688 contr->orig_stats = stats;
850 } 689 }
690}
691
692static void
693start_info (object *op)
694{
695 char buf[MAX_BUF];
696
697 sprintf (buf, "Welcome to Deliantra v%s!", VERSION);
698 new_draw_info (NDI_UNIQUE, 0, op, buf);
851} 699}
852 700
853/* This function takes the key that is passed, and does the 701/* This function takes the key that is passed, and does the
854 * appropriate action with it (change race, or other things). 702 * appropriate action with it (change race, or other things).
855 * The function name is for historical reasons - now we have 703 * The function name is for historical reasons - now we have
856 * separate race and class; this actually changes the RACE, 704 * separate race and class; this actually changes the RACE,
857 * not the class. 705 * not the class.
858 */ 706 */
859int 707void
860key_change_class (object *op, char key) 708player::chargen_race_done ()
861{ 709{
862 int tmp_loop;
863
864 if (key == 'd' || key == 'D')
865 {
866 char buf[MAX_BUF];
867
868 /* this must before then initial items are given */ 710 /* this must before then initial items are given */
869 esrv_new_player (op->contr, op->weight + op->carrying); 711 esrv_new_player (ob->contr);
870 712
871 treasurelist *tl = find_treasurelist ("starting_wealth"); 713 treasurelist *tl = treasurelist::find (shstr_starting_wealth);
872 if (tl) 714 if (tl)
873 create_treasure (tl, op, 0, 0, 0); 715 create_treasure (tl, ob, 0, 0, 0);
874 716
875 INVOKE_PLAYER (BIRTH, op->contr); 717 INVOKE_PLAYER (BIRTH, ob->contr);
876 INVOKE_PLAYER (LOGIN, op->contr);
877 718
878 op->contr->ns->state = ST_PLAYING; 719 ob->contr->ns->state = ST_PLAYING;
879 720
880 if (op->msg) 721 if (ob->msg)
881 op->msg = NULL; 722 ob->msg = 0;
882 723
883 /* We create this now because some of the unique maps will need it
884 * to save here.
885 */
886 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name);
887 make_path_to_file (buf);
888
889#ifdef AUTOSAVE
890 op->contr->last_save_tick = pticks;
891#endif
892 start_info (op); 724 start_info (ob);
893 CLEAR_FLAG (op, FLAG_WIZ); 725 ob->clr_flag (FLAG_WIZ);
894 give_initial_items (op, op->randomitems); 726 give_initial_items (ob, ob->randomitems);
895 link_player_skills (op);
896 esrv_send_inventory (op, op); 727 esrv_send_inventory (ob, ob);
897 op->update_stats (); 728 ob->update_stats ();
898 729
899 /* This moves the player to a different start map, if there 730 /* This moves the player to a different start map, if there
900 * is one for this race 731 * is one for this race
901 */ 732 */
902 if (*first_map_ext_path) 733 if (*first_map_ext_path)
903 { 734 ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y);
904 object *tmp;
905 char mapname[MAX_BUF];
906
907 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name);
908 tmp = object::create ();
909 EXIT_PATH (tmp) = mapname;
910 EXIT_X (tmp) = op->x;
911 EXIT_Y (tmp) = op->y;
912 enter_exit (op, tmp); /* we don't really care if it succeeded;
913 * if the map isn't there, then stay on the
914 * default initial map */
915 tmp->destroy ();
916 }
917 else 735 else
918 LOG (llevDebug, "first_map_ext_path not set\n"); 736 LOG (llevDebug, "first_map_ext_path not set\n");
737}
919 738
920 return 0; 739/*
921 } 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;
756}
922 757
758void
759player::chargen_race_next ()
760{
923 /* Following actually changes the race - this is the default command 761 /* Following actually changes the race - this is the default command
924 * if we don't match with one of the options above. 762 * if we don't match with one of the options above.
925 */ 763 */
926 764
927 tmp_loop = 0; 765 do
928 while (!tmp_loop)
929 { 766 {
930 shstr name = op->name; 767 shstr name = ob->name;
931 int x = op->x, y = op->y; 768 int x = ob->x, y = ob->y;
932 769
933 op->remove_statbonus (); 770 ob->remove_statbonus ();
934 op->remove (); 771 ob->remove ();
935 op->arch = get_player_archetype (op->arch); 772 ob->arch = get_player_archetype (ob->arch);
936 op->arch->clone.copy_to (op); 773 ob->arch->copy_to (ob);
937 op->instantiate (); 774 ob->instantiate ();
938 op->stats = op->contr->orig_stats; 775 ob->stats = ob->contr->orig_stats;
939 op->name = op->name_pl = name; 776 ob->name = ob->name_pl = name;
940 op->x = x; 777 ob->x = x;
941 op->y = y; 778 ob->y = y;
942 SET_ANIMATION (op, 2); /* So player faces south */ 779 SET_ANIMATION (ob, 2); /* So player faces south */
943 insert_ob_in_map (op, op->map, op, 0); 780 insert_ob_in_map (ob, ob->map, ob, 0);
944 assign (op->contr->title, op->arch->clone.name); 781 assign (ob->contr->title, ob->arch->object::name);
945 op->add_statbonus (); 782 ob->add_statbonus ();
946 tmp_loop = allowed_class (op);
947 } 783 }
784 while (!allowed_class (ob));
948 785
949 update_object (op, UP_OBJ_FACE); 786 update_object (ob, UP_OBJ_FACE);
950 esrv_update_item (UPD_FACE, op, op); 787 esrv_update_item (UPD_FACE, ob, ob);
951 op->update_stats (); 788 ob->update_stats ();
952 op->stats.hp = op->stats.maxhp; 789 ob->stats.hp = ob->stats.maxhp;
953 op->stats.sp = op->stats.maxsp; 790 ob->stats.sp = ob->stats.maxsp;
954 op->stats.grace = 0; 791 ob->stats.grace = 0;
955
956 if (op->msg)
957 new_draw_info (NDI_BLUE, 0, op, op->msg);
958
959 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
960 return 0;
961} 792}
962 793
963int 794static void
964key_confirm_quit (object *op, char key)
965{
966 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
967 {
968 op->contr->ns->state = ST_PLAYING;
969 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
970 return 1;
971 }
972
973 INVOKE_PLAYER (LOGOUT, op->contr);
974 INVOKE_PLAYER (QUIT, op->contr);
975
976 terminate_all_pets (op);
977 leave_map (op);
978 op->direction = 0;
979 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
980
981 strcpy (op->contr->killer, "quit");
982 check_score (op);
983 op->contr->party = 0;
984 op->contr->own_title[0] = '\0';
985
986 object_ptr ob = op;
987
988 delete ob->contr;
989
990 /* We need to hunt for any per player unique maps in memory and
991 * get rid of them. The trailing slash in the path is intentional,
992 * so that players named 'Ab' won't match against players 'Abe' pathname
993 */
994 char buf[MAX_BUF];
995 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
996
997 for (maptile *next, *mp = first_map; mp; mp = next)
998 {
999 next = mp->next;
1000
1001 if (!strncmp (mp->path, buf, strlen (buf)))
1002 delete_map (mp);
1003 }
1004
1005 delete_character (ob->name, 1);
1006
1007 return 1;
1008}
1009
1010void
1011flee_player (object *op) 795flee_player (object *op)
1012{ 796{
1013 int dir, diff; 797 int dir, diff;
1014 rv_vector rv; 798 rv_vector rv;
1015 799
1016 if (op->stats.hp < 0) 800 if (op->stats.hp < 0)
1017 { 801 {
1018 LOG (llevDebug, "Fleeing player is dead.\n"); 802 LOG (llevDebug, "Fleeing player is dead.\n");
1019 CLEAR_FLAG (op, FLAG_SCARED); 803 op->clr_flag (FLAG_SCARED);
1020 return; 804 return;
1021 } 805 }
1022 806
1023 if (op->enemy == NULL) 807 if (!op->enemy)
1024 { 808 {
1025 LOG (llevDebug, "Fleeing player had no enemy.\n"); 809 LOG (llevDebug, "Fleeing player had no enemy.\n");
1026 CLEAR_FLAG (op, FLAG_SCARED); 810 op->clr_flag (FLAG_SCARED);
1027 return; 811 return;
1028 } 812 }
1029 813
1030 /* 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))
1031 * op->enemy_count, it is possible that something destroys the
1032 * actual enemy, and the object is recycled.
1033 */
1034 if (op->enemy->map == NULL)
1035 { 815 {
1036 CLEAR_FLAG (op, FLAG_SCARED);
1037 op->enemy = NULL; 816 op->enemy = NULL;
1038 return; 817 op->clr_flag (FLAG_SCARED);
1039 }
1040
1041 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
1042 {
1043 op->enemy = NULL;
1044 CLEAR_FLAG (op, FLAG_SCARED);
1045 return; 818 return;
1046 } 819 }
1047 820
1048 get_rangevector (op, op->enemy, &rv, 0); 821 get_rangevector (op, op->enemy, &rv, 0);
1049 822
1050 dir = absdir (4 + rv.direction); 823 dir = absdir (4 + rv.direction);
1051 for (diff = 0; diff < 3; diff++) 824 for (diff = 0; diff < 3; diff++)
1052 { 825 {
1053 int m = 1 - (RANDOM () & 2); 826 int m = 1 - rndm (2) * 2;
1054 827
1055 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))))
1056 return; 829 return;
1057 } 830 }
1058 831
1059 /* Cornered, get rid of scared */ 832 /* Cornered, get rid of scared */
1060 CLEAR_FLAG (op, FLAG_SCARED); 833 op->clr_flag (FLAG_SCARED);
1061 op->enemy = NULL; 834 op->enemy = NULL;
1062} 835}
1063 836
1064
1065/* 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.
1066 * 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
1067 * stop. 839 * stop.
1068 */ 840 */
1069int 841int
1070check_pick (object *op) 842check_pick (object *op)
1071{ 843{
1072 object *tmp, *next; 844 object *tmp, *next;
1073 int stop = 0; 845 int stop = 0;
1074 int j, k, wvratio; 846 int wvratio;
1075 char putstring[128], tmpstr[16];
1076 847
1077 /* if you're flying, you cna't pick up anything */ 848 /* if you're flying, you can't pick up anything */
1078 if (op->move_type & MOVE_FLYING) 849 if (op->move_type & MOVE_FLYING)
1079 return 1; 850 return 1;
1080 851
1081 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)
1082 856
1083 /* 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
1084 * destroyed */ 858 * destroyed */
1085 while (next && !next->destroyed ()) 859 while (next && !next->destroyed ())
1086 { 860 {
1087 tmp = next; 861 tmp = next;
1088 next = tmp->below; 862 next = tmp->below;
1089 863
864 if (cnt <= 0)
865 {
866 op->failmsg ("Couldn't pickup all items at once.");
867 return 0;
868 }
869
1090 if (op->destroyed ()) 870 if (op->destroyed ())
1091 return 0; 871 return 0;
1092 872
1093 if (!can_pick (op, tmp)) 873 if (!can_pick (op, tmp))
1094 continue; 874 continue;
1095 875
1096 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 876 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1097 { 877 {
1098 if (item_matched_string (op, tmp, op->contr->search_str)) 878 if (item_matched_string (op, tmp, op->contr->search_str))
1099 pick_up (op, tmp); 879 CHK_PICK_PICKUP;
880
1100 continue; 881 continue;
1101 } 882 }
1102 883
1103 /* 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? */
1104 if (!(op->contr->mode & PU_NEWMODE)) 944 if (op->contr->mode & PU_FOOD)
945 if (tmp->type == FOOD)
1105 { 946 {
1106 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)
1107 { 1010 {
1108 case 0: 1011 CHK_PICK_PICKUP;
1109 return 1; /* don't pick up */ 1012 continue;
1110 case 1:
1111 pick_up (op, tmp);
1112 return 1;
1113 case 2:
1114 pick_up (op, tmp);
1115 return 0;
1116 case 3:
1117 return 0; /* stop before pickup */
1118 case 4:
1119 pick_up (op, tmp);
1120 break;
1121 case 5:
1122 pick_up (op, tmp);
1123 stop = 1;
1124 break;
1125 case 6:
1126 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1127 pick_up (op, tmp);
1128 break;
1129
1130 case 7:
1131 if (tmp->type == MONEY || tmp->type == GEM)
1132 pick_up (op, tmp);
1133 break;
1134
1135 default:
1136 /* use value density */
1137 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1138 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1139 pick_up (op, tmp);
1140 } 1013 }
1141 } 1014 }
1142 else 1015
1143 { /* old model */ 1016 /* rings & amulets - talismans seems to be typed AMULET */
1144 /* NEW pickup handling */
1145 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)
1146 { 1022 {
1147 /* some debugging code to figure out item information */ 1023 CHK_PICK_PICKUP;
1148 if (tmp->name != NULL)
1149 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1150 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1151 else
1152 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1153 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1154
1155 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1156 }
1157
1158 /* philosophy:
1159 * It's easy to grab an item type from a pile, as long as it's
1160 * generic. This takes no game-time. For more detailed pickups
1161 * and selections, select-items should be used. This is a
1162 * grab-as-you-run type mode that's really useful for arrows for
1163 * example.
1164 * The drawback: right now it has no frontend, so you need to
1165 * stick the bits you want into a calculator in hex mode and then
1166 * convert to decimal and then 'pickup <#>
1167 */
1168
1169 /* the first two modes are exclusive: if NOTHING we return, if
1170 * STOP then we stop. All the rest are applied sequentially,
1171 * meaning if any test passes, the item gets picked up. */
1172
1173 /* if mode is set to pick nothing up, return */
1174
1175 if (op->contr->mode & PU_NOTHING)
1176 return 1;
1177
1178 /* if mode is set to stop when encountering objects, return */
1179 /* take STOP before INHIBIT since it doesn't actually pick
1180 * anything up */
1181
1182 if (op->contr->mode & PU_STOP)
1183 return 0;
1184
1185 /* useful for going into stores and not losing your settings... */
1186 /* and for battles wher you don't want to get loaded down while
1187 * fighting */
1188 if (op->contr->mode & PU_INHIBIT)
1189 return 1;
1190
1191 /* prevent us from turning into auto-thieves :) */
1192 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1193 continue; 1024 continue;
1025 }
1194 1026
1195 /* ignore known cursed objects */ 1027 /* we don't forget dragon food */
1196 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;
1197 continue; 1032 continue;
1033 }
1198 1034
1199 /* all food and drink if desired */ 1035 /* bows and arrows. Bows are good for selling! */
1200 /* 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
1201 if (op->contr->mode & PU_FOOD) 1072 if (op->contr->mode & PU_BOOTS)
1202 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"))
1203 { 1106 {
1204 pick_up (op, tmp); 1107 CHK_PICK_PICKUP;
1205 continue; 1108 continue;
1206 } 1109 }
1110 }
1207 1111
1112 /* misc stuff that's useful */
1208 if (op->contr->mode & PU_DRINK) 1113 if (op->contr->mode & PU_KEY)
1209 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1114 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1210 { 1115 {
1211 pick_up (op, tmp); 1116 CHK_PICK_PICKUP;
1212 continue; 1117 continue;
1213 } 1118 }
1214 1119
1120 /* any of the last 4 bits set means we use the ratio for value
1121 * pickups */
1215 if (op->contr->mode & PU_POTION) 1122 if (op->contr->mode & PU_RATIO)
1216 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
1217 { 1127 */
1218 pick_up (op, tmp);
1219 continue;
1220 }
1221
1222 /* spellbooks, skillscrolls and normal books/scrolls */
1223 if (op->contr->mode & PU_SPELLBOOK)
1224 if (tmp->type == SPELLBOOK)
1225 {
1226 pick_up (op, tmp);
1227 continue;
1228 }
1229
1230 if (op->contr->mode & PU_SKILLSCROLL)
1231 if (tmp->type == SKILLSCROLL)
1232 {
1233 pick_up (op, tmp);
1234 continue;
1235 }
1236
1237 if (op->contr->mode & PU_READABLES)
1238 if (tmp->type == BOOK || tmp->type == SCROLL)
1239 {
1240 pick_up (op, tmp);
1241 continue;
1242 }
1243
1244 /* wands/staves/rods/horns */
1245 if (op->contr->mode & PU_MAGIC_DEVICE)
1246 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1247 {
1248 pick_up (op, tmp);
1249 continue;
1250 }
1251
1252 /* pick up all magical items */
1253 if (op->contr->mode & PU_MAGICAL) 1128 wvratio = op->contr->mode & PU_RATIO;
1254 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)
1255 {
1256 pick_up (op, tmp);
1257 continue;
1258 }
1259
1260 if (op->contr->mode & PU_VALUABLES)
1261 { 1130 {
1262 if (tmp->type == MONEY || tmp->type == GEM) 1131#if 0
1132 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1133 if (tmp->name != NULL)
1263 { 1134 {
1264 pick_up (op, tmp); 1135 fprintf (stderr, "%s", tmp->name);
1265 continue;
1266 } 1136 }
1267 }
1268
1269 /* rings & amulets - talismans seems to be typed AMULET */
1270 if (op->contr->mode & PU_JEWELS)
1271 if (tmp->type == RING || tmp->type == AMULET)
1272 {
1273 pick_up (op, tmp);
1274 continue;
1275 }
1276
1277 /* we don't forget dragon food */
1278 if (op->contr->mode & PU_FLESH)
1279 if (tmp->type == FLESH)
1280 {
1281 pick_up (op, tmp);
1282 continue;
1283 }
1284
1285 /* bows and arrows. Bows are good for selling! */
1286 if (op->contr->mode & PU_BOW)
1287 if (tmp->type == BOW)
1288 {
1289 pick_up (op, tmp);
1290 continue;
1291 }
1292
1293 if (op->contr->mode & PU_ARROW)
1294 if (tmp->type == ARROW)
1295 {
1296 pick_up (op, tmp);
1297 continue;
1298 }
1299
1300 /* all kinds of armor etc. */
1301 if (op->contr->mode & PU_ARMOUR)
1302 if (tmp->type == ARMOUR)
1303 {
1304 pick_up (op, tmp);
1305 continue;
1306 }
1307
1308 if (op->contr->mode & PU_HELMET)
1309 if (tmp->type == HELMET)
1310 {
1311 pick_up (op, tmp);
1312 continue;
1313 }
1314
1315 if (op->contr->mode & PU_SHIELD)
1316 if (tmp->type == SHIELD)
1317 {
1318 pick_up (op, tmp);
1319 continue;
1320 }
1321
1322 if (op->contr->mode & PU_BOOTS)
1323 if (tmp->type == BOOTS)
1324 {
1325 pick_up (op, tmp);
1326 continue;
1327 }
1328
1329 if (op->contr->mode & PU_GLOVES)
1330 if (tmp->type == GLOVES)
1331 {
1332 pick_up (op, tmp);
1333 continue;
1334 }
1335
1336 if (op->contr->mode & PU_CLOAK)
1337 if (tmp->type == CLOAK)
1338 {
1339 pick_up (op, tmp);
1340 continue;
1341 }
1342
1343 /* hoping to catch throwing daggers here */
1344 if (op->contr->mode & PU_MISSILEWEAPON)
1345 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1346 {
1347 pick_up (op, tmp);
1348 continue;
1349 }
1350
1351 /* careful: chairs and tables are weapons! */
1352 if (op->contr->mode & PU_ALLWEAPON)
1353 {
1354 if (tmp->type == WEAPON && tmp->name != NULL)
1355 {
1356 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1357 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1358 {
1359 pick_up (op, tmp);
1360 continue;
1361 }
1362 }
1363
1364 if (tmp->type == WEAPON && tmp->name == NULL)
1365 {
1366 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1367 {
1368 pick_up (op, tmp);
1369 continue;
1370 }
1371 }
1372 }
1373
1374 /* misc stuff that's useful */
1375 if (op->contr->mode & PU_KEY)
1376 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1377 {
1378 pick_up (op, tmp);
1379 continue;
1380 }
1381
1382 /* any of the last 4 bits set means we use the ratio for value
1383 * pickups */
1384 if (op->contr->mode & PU_RATIO)
1385 {
1386 /* use value density to decide what else to grab */
1387 /* >=7 was >= op->contr->mode */
1388 /* >=7 is the old standard setting. Now we take the last 4 bits
1389 * and multiply them by 5, giving 0..15*5== 5..75 */
1390 wvratio = (op->contr->mode & PU_RATIO) * 5;
1391 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1392 {
1393 pick_up (op, tmp);
1394#if 0
1395 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1396 if (tmp->name != NULL)
1397 {
1398 fprintf (stderr, "%s", tmp->name);
1399 }
1400 else 1137 else
1401 fprintf (stderr, "%s", tmp->arch->name); 1138 fprintf (stderr, "%s", tmp->arch->archname);
1402 fprintf (stderr, ",%d] = ", tmp->type); 1139 fprintf (stderr, ",%d] = ", tmp->type);
1403 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))));
1404#endif 1141#endif
1142 CHK_PICK_PICKUP;
1405 continue; 1143 continue;
1406 }
1407 } 1144 }
1408 } /* the new pickup model */ 1145 } /* the new pickup model */
1409 } 1146 }
1410 1147
1411 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;
1412} 1184}
1413 1185
1414/* 1186/*
1415 * Find an arrow in the inventory and after that 1187 * Find an arrow in the inventory and after that
1416 * in the right type container (quiver). Pointer to the 1188 * in the right type container (quiver). Pointer to the
1417 * found object is returned. 1189 * found object is returned.
1418 */ 1190 */
1419object * 1191static object *
1420find_arrow (object *op, const char *type) 1192find_arrow (object *op, const char *type)
1421{ 1193{
1422 object *tmp = NULL;
1423
1424 for (op = op->inv; op; op = op->below) 1194 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1425 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1426 tmp = find_arrow (op, type);
1427 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);
1428 return op; 1203 return arrow;
1204 }
1205
1429 return tmp; 1206 return 0;
1430} 1207}
1431 1208
1432/* 1209/*
1433 * 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
1434 * 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
1435 * 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
1436 * 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.
1437 */ 1214 */
1438 1215static object *
1439object *
1440find_better_arrow (object *op, object *target, const char *type, int *better) 1216find_better_arrow (object *op, object *target, shstr_cmp type, int *better)
1441{ 1217{
1442 object *tmp = NULL, *arrow, *ntmp; 1218 object *tmp = NULL, *arrow, *ntmp;
1443 int attacknum, attacktype, betterby = 0, i; 1219 int attacknum, attacktype, betterby = 0, i;
1444 1220
1445 if (!type) 1221 if (!type)
1446 return NULL; 1222 return NULL;
1447 1223
1448 for (arrow = op->inv; arrow; arrow = arrow->below) 1224 for (arrow = op->inv; arrow; arrow = arrow->below)
1449 { 1225 {
1450 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED)) 1226 if (arrow->type == CONTAINER && arrow->race == type && arrow->flag [FLAG_APPLIED])
1451 { 1227 {
1452 i = 0; 1228 i = 0;
1453 ntmp = find_better_arrow (arrow, target, type, &i); 1229 ntmp = find_better_arrow (arrow, target, type, &i);
1230
1454 if (i > betterby) 1231 if (i > betterby)
1455 { 1232 {
1456 tmp = ntmp; 1233 tmp = ntmp;
1457 betterby = i; 1234 betterby = i;
1458 } 1235 }
1459 } 1236 }
1460 else if (arrow->type == ARROW && arrow->race == type) 1237 else if (arrow->type == ARROW && arrow->race == type)
1461 { 1238 {
1462 /* allways prefer assasination/slaying */ 1239 /* allways prefer assasination/slaying */
1463 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race)) 1240 if (target->race && arrow->slaying.contains (target->race))
1464 { 1241 {
1465 if (arrow->attacktype & AT_DEATH) 1242 if (arrow->attacktype & AT_DEATH)
1466 { 1243 {
1467 *better = 100; 1244 *better = 100;
1468 return arrow; 1245 return arrow;
1476 else 1253 else
1477 { 1254 {
1478 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1255 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1479 { 1256 {
1480 attacktype = 1 << attacknum; 1257 attacktype = 1 << attacknum;
1481 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1258 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1482 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)
1483 { 1260 {
1484 tmp = arrow; 1261 tmp = arrow;
1485 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;
1486 } 1263 }
1487 } 1264 }
1265
1488 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1266 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1489 { 1267 {
1490 tmp = arrow; 1268 tmp = arrow;
1491 betterby = 2 + arrow->magic + arrow->stats.dam; 1269 betterby = 2 + arrow->magic + arrow->stats.dam;
1492 } 1270 }
1271
1493 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) 1272 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1494 { 1273 {
1495 tmp = arrow; 1274 tmp = arrow;
1496 betterby = 1 + arrow->magic + arrow->stats.dam; 1275 betterby = 1 + arrow->magic + arrow->stats.dam;
1497 } 1276 }
1498 } 1277 }
1499 } 1278 }
1500 } 1279 }
1280
1501 if (tmp == NULL && arrow == NULL) 1281 if (tmp == NULL && arrow == NULL)
1502 return find_arrow (op, type); 1282 return find_arrow (op, type);
1503 1283
1504 *better = betterby; 1284 *better = betterby;
1505 return tmp; 1285 return tmp;
1509 * find_better_arrow to find a decent arrow to use. 1289 * find_better_arrow to find a decent arrow to use.
1510 * op = the shooter 1290 * op = the shooter
1511 * type = bow->race 1291 * type = bow->race
1512 * dir = fire direction 1292 * dir = fire direction
1513 */ 1293 */
1514 1294static object *
1515object *
1516pick_arrow_target (object *op, const char *type, int dir) 1295pick_arrow_target (object *op, shstr_cmp type, int dir)
1517{ 1296{
1518 object *tmp = NULL; 1297 object *tmp = NULL;
1519 maptile *m; 1298 maptile *m;
1520 int i, mflags, found, number; 1299 int i, mflags, found, number;
1521 sint16 x, y; 1300 sint16 x, y;
1536 for (i = 0, found = 0; i < 20; i++) 1315 for (i = 0, found = 0; i < 20; i++)
1537 { 1316 {
1538 x += freearr_x[dir]; 1317 x += freearr_x[dir];
1539 y += freearr_y[dir]; 1318 y += freearr_y[dir];
1540 mflags = get_map_flags (m, &m, x, y, &x, &y); 1319 mflags = get_map_flags (m, &m, x, y, &x, &y);
1320
1541 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) 1321 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1542 { 1322 {
1543 tmp = NULL; 1323 tmp = 0;
1544 break; 1324 break;
1545 } 1325 }
1546 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)
1547 { 1327 {
1548 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1328 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1549 * perhaps a bad assumption. 1329 * perhaps a bad assumption.
1550 */ 1330 */
1551 tmp = NULL; 1331 tmp = 0;
1552 break; 1332 break;
1553 } 1333 }
1334
1554 if (mflags & P_IS_ALIVE) 1335 if (mflags & P_IS_ALIVE)
1555 {
1556 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)
1557 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 1337 if (tmp->flag [FLAG_ALIVE])
1558 {
1559 found++;
1560 break;
1561 }
1562 if (found)
1563 break; 1338 break;
1564 }
1565 } 1339 }
1566 if (tmp == NULL) 1340
1341 if (!tmp)
1567 return find_arrow (op, type); 1342 return find_arrow (op, type);
1568 1343
1569 if (tmp->head) 1344 if (tmp->head)
1570 tmp = tmp->head; 1345 tmp = tmp->head;
1571 1346
1584 */ 1359 */
1585int 1360int
1586fire_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)
1587{ 1362{
1588 object *left, *bow; 1363 object *left, *bow;
1589 int bowspeed, mflags; 1364 int mflags;
1590 maptile *m; 1365 maptile *m;
1591 1366
1592 if (!dir) 1367 if (!dir)
1593 { 1368 {
1594 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!");
1595 return 0; 1370 return 0;
1596 } 1371 }
1597 1372
1598 if (op->type == PLAYER) 1373 if (op->contr)
1599 bow = op->contr->ranges[range_bow]; 1374 bow = op->current_weapon;
1600 else 1375 else
1601 { 1376 {
1602 for (bow = op->inv; bow; bow = bow->below) 1377 for (bow = op->inv; bow; bow = bow->below)
1603 /* 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
1604 * 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.
1609 if (!bow) 1384 if (!bow)
1610 { 1385 {
1611 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1386 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1612 return 0; 1387 return 0;
1613 } 1388 }
1389
1390 // optimisation: move object to top so we will find it quickly again
1391 splay (bow);
1614 } 1392 }
1615 1393
1616 if (!bow->race || !bow->skill) 1394 if (!bow->race || !bow->skill)
1617 { 1395 {
1618 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);
1619 return 0; 1397 return 0;
1620 } 1398 }
1621
1622 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1623
1624 /* penalize ROF for bestarrow */
1625 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1626 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1627
1628 if (bowspeed < 1)
1629 bowspeed = 1;
1630 1399
1631 if (arrow == NULL) 1400 if (arrow == NULL)
1632 { 1401 {
1633 if ((arrow = find_arrow (op, bow->race)) == NULL) 1402 if ((arrow = find_arrow (op, bow->race)) == NULL)
1634 { 1403 {
1635 if (op->type == PLAYER) 1404 if (op->type == PLAYER)
1636 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);
1637 /* 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 */
1638 else 1407 else
1639 CLEAR_FLAG (op, FLAG_READY_BOW); 1408 op->clr_flag (FLAG_READY_BOW);
1409
1640 return 0; 1410 return 0;
1641 } 1411 }
1642 } 1412 }
1643 1413
1644 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1414 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1652 } 1422 }
1653 1423
1654 /* this should not happen, but sometimes does */ 1424 /* this should not happen, but sometimes does */
1655 if (arrow->nrof == 0) 1425 if (arrow->nrof == 0)
1656 { 1426 {
1427 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1657 arrow->destroy (); 1428 arrow->destroy ();
1658 return 0; 1429 return 0;
1659 } 1430 }
1660 1431
1661 left = arrow; /* these are arrows left to the player */ 1432 left = arrow; /* these are arrows left to the player */
1662 arrow = get_split_ob (arrow, 1); 1433 arrow = arrow->split ();
1663 if (!arrow) 1434 if (!arrow)
1664 { 1435 {
1665 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);
1666 return 0; 1437 return 0;
1667 } 1438 }
1668 1439
1669 arrow->set_owner (op); 1440 arrow->set_owner (op);
1670 arrow->skill = bow->skill; 1441 arrow->skill = bow->skill;
1671
1672 arrow->direction = dir; 1442 arrow->direction = dir;
1673 arrow->x = sx; 1443
1674 arrow->y = sy; 1444 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1445 arrow->stats.hp = arrow->stats.dam;
1446 arrow->stats.grace = arrow->attacktype;
1447 arrow->custom_name = arrow->slaying;
1448
1449#if 0
1450 if (player *pl = op->contr)
1451 {
1452 float speed = pl->weapon_sp;
1453
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);
1465
1466 /* update the speed */
1467
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 ));
1473
1474 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1675 1475
1676 if (op->type == PLAYER) 1476 if (op->type == PLAYER)
1677 { 1477 {
1678 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1679 op->update_stats ();
1680 }
1681
1682 SET_ANIMATION (arrow, arrow->direction);
1683 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1684 arrow->stats.hp = arrow->stats.dam;
1685 arrow->stats.grace = arrow->attacktype;
1686 if (arrow->slaying != NULL)
1687 arrow->spellarg = strdup (arrow->slaying);
1688
1689 /* Note that this was different for monsters - they got their level
1690 * added to the damage. I think the strength bonus is more proper.
1691 */
1692
1693 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1694
1695 /* update the speed */
1696 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1697 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1698
1699 if (arrow->speed < 1.0)
1700 arrow->speed = 1.0;
1701 update_ob_speed (arrow);
1702 arrow->speed_left = 0;
1703
1704 if (op->type == PLAYER)
1705 {
1706 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1707 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1708 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1709
1710 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; 1478 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1479 wc -= dex_bonus[op->stats.Dex];
1480
1481 if (!arrow->slaying)
1482 arrow->slaying = op->slaying;
1483
1484 arrow->attacktype |= op->attacktype;
1711 } 1485 }
1712 else 1486 else
1713 { 1487 {
1714 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1715 arrow->level = op->level; 1488 arrow->level = op->level;
1716 } 1489 arrow->stats.wc -= bow->magic;
1717 1490
1718 if (arrow->attacktype == AT_PHYSICAL) 1491 if (!arrow->slaying)
1492 arrow->slaying = bow->slaying;
1493
1719 arrow->attacktype |= bow->attacktype; 1494 arrow->attacktype |= bow->attacktype;
1495 }
1720 1496
1721 if (bow->slaying) 1497 wc -= arrow->level;
1722 arrow->slaying = bow->slaying; 1498 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1723 1499
1724 arrow->map = m; 1500 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1725 arrow->move_type = MOVE_FLY_LOW; 1501 arrow->move_type = MOVE_FLY_LOW;
1726 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1502 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1503 arrow->set_flag (FLAG_NO_PICK);
1727 1504
1728 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1505 op->play_sound (sound_find ("fire_arrow"));
1729 insert_ob_in_map (arrow, m, op, 0); 1506 m->insert (arrow, sx, sy, op);
1730 1507
1731 if (!arrow->destroyed ()) 1508 if (!arrow->destroyed ())
1732 move_arrow (arrow); 1509 move_arrow (arrow);
1733
1734 if (op->type == PLAYER)
1735 {
1736 if (left->destroyed ())
1737 esrv_del_item (op->contr, left->count);
1738 else
1739 esrv_send_item (op, left);
1740 }
1741 1510
1742 return 1; 1511 return 1;
1743} 1512}
1744 1513
1745/* Special fire code for players - this takes into 1514/* Special fire code for players - this takes into
1747 * but monsters can't. Putting that code here 1516 * but monsters can't. Putting that code here
1748 * makes the fire_bow code much cleaner. 1517 * makes the fire_bow code much cleaner.
1749 * this function should only be called if 'op' is a player, 1518 * this function should only be called if 'op' is a player,
1750 * hence the function name. 1519 * hence the function name.
1751 */ 1520 */
1752int 1521static int
1753player_fire_bow (object *op, int dir) 1522player_fire_bow (object *op, int dir)
1754{ 1523{
1755 int ret = 0, wcmod = 0; 1524 int ret;
1756 1525
1757 if (op->contr->bowtype == bow_bestarrow) 1526 if (op->contr->bowtype == bow_bestarrow)
1758 { 1527 {
1759 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->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);
1760 } 1529 }
1761 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)
1762 { 1531 {
1763 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1532 int wcmod = similar_direction (dir, op->contr->bowtype - bow_n + 1) ? 0 : -1;
1764 wcmod = -1;
1765 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);
1766 } 1534 }
1767 else if (op->contr->bowtype == bow_threewide) 1535 else if (op->contr->bowtype == bow_threewide)
1768 { 1536 {
1769 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);
1770 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)]);
1771 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)]);
1772 } 1540 }
1773 else if (op->contr->bowtype == bow_spreadshot) 1541 else if (op->contr->bowtype == bow_spreadshot)
1774 { 1542 {
1775 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);
1776 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);
1777 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);
1778
1779 } 1546 }
1780 else 1547 else
1781 { 1548 {
1782 /* Simple case */ 1549 /* Simple case */
1783 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);
1784 } 1551 }
1552
1785 return ret; 1553 return ret;
1786} 1554}
1787
1788 1555
1789/* Fires a misc (wand/rod/horn) object in 'dir'. 1556/* Fires a misc (wand/rod/horn) object in 'dir'.
1790 * Broken apart from 'fire' to keep it more readable. 1557 * Broken apart from 'fire' to keep it more readable.
1791 */ 1558 */
1792void 1559static void
1793fire_misc_object (object *op, int dir) 1560fire_misc_object (object *op, int dir)
1794{ 1561{
1795 object *item; 1562 object *item = op->contr->ranged_ob;
1796 1563
1797 if (!op->contr->ranges[range_misc]) 1564 if (!item)
1798 { 1565 {
1799 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); 1566 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1800 return; 1567 return;
1801 } 1568 }
1802 1569
1803 item = op->contr->ranges[range_misc];
1804 if (!item->inv) 1570 if (!item->inv)
1805 { 1571 {
1806 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1572 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1807 return; 1573 return;
1808 } 1574 }
1575
1576 if (!op->apply (item))
1577 return;
1578
1809 if (item->type == WAND) 1579 if (item->type == WAND)
1810 { 1580 {
1811 if (item->stats.food <= 0) 1581 if (item->stats.food <= 0)
1812 { 1582 {
1813 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1583 op->contr->play_sound (sound_find ("wand_poof"));
1814 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));
1585
1815 return; 1586 return;
1816 } 1587 }
1817 } 1588 }
1818 else if (item->type == ROD || item->type == HORN) 1589 else if (item->type == ROD || item->type == HORN)
1819 { 1590 {
1820 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))
1821 { 1596 {
1822 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1597 op->contr->play_sound (sound_find ("wand_poof"));
1598
1823 if (item->type == ROD) 1599 if (item->type == ROD)
1824 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));
1825 else 1601 else
1826 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));
1603
1827 return; 1604 return;
1828 } 1605 }
1829 } 1606 }
1830 1607
1831 if (cast_spell (op, item, dir, item->inv, NULL)) 1608 if (cast_spell (op, item, dir, item->inv, NULL))
1832 { 1609 {
1833 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
1834 if (item->type == WAND) 1612 if (item->type == WAND)
1835 { 1613 {
1836 if (!(--item->stats.food)) 1614 if (!(--item->stats.food))
1837 { 1615 {
1838 object *tmp;
1839
1840 if (item->arch) 1616 if (item->arch)
1841 { 1617 {
1842 CLEAR_FLAG (item, FLAG_ANIMATE); 1618 item->clr_flag (FLAG_ANIMATE);
1843 item->face = item->arch->clone.face; 1619 item->face = item->arch->face;
1844 item->speed = 0; 1620 item->set_speed (0);
1845 update_ob_speed (item);
1846 } 1621 }
1847 if ((tmp = item->in_player ())) 1622
1623 if (object *pl = item->visible_to ())
1848 esrv_update_item (UPD_ANIM, tmp, item); 1624 esrv_update_item (UPD_ANIM, pl, item);
1849 } 1625 }
1850 } 1626 }
1851 else if (item->type == ROD || item->type == HORN) 1627 else if (item->type == ROD || item->type == HORN)
1852 {
1853 drain_rod_charge (item); 1628 drain_rod_charge (item);
1854 }
1855 } 1629 }
1856} 1630}
1857 1631
1858/* Received a fire command for the player - go and do it. 1632/* Received a fire command for the player - go and do it.
1859 */ 1633 */
1860void 1634bool
1861fire (object *op, int dir) 1635fire (object *who, int dir)
1862{ 1636{
1863 int spellcost = 0; 1637 int spellcost = 0;
1864 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
1865 /* check for loss of invisiblity/hide */ 1660 /* check for loss of invisiblity/hide */
1866 if (action_makes_visible (op)) 1661 if (action_makes_visible (who))
1867 make_visible (op); 1662 make_visible (who);
1868 1663
1869 switch (op->contr->shoottype) 1664 switch (ob->type)
1870 { 1665 {
1871 case range_none: 1666 case BOW:
1872 return;
1873
1874 case range_bow:
1875 player_fire_bow (op, dir); 1667 player_fire_bow (who, dir);
1876 return; 1668 break;
1877 1669
1878 case range_magic: /* Casting spells */ 1670 case SPELL:
1879 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0)); 1671 spellcost = cast_spell (who, who, dir, ob, *pl->spellparam ? pl->spellparam : 0);
1880 return; 1672 break;
1881 1673
1882 case range_misc: 1674 case BUILDER:
1883 fire_misc_object (op, dir);
1884 return;
1885
1886 case range_golem: /* Control summoned monsters from scrolls */
1887 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
1888 {
1889 op->contr->ranges[range_golem] = 0;
1890 op->contr->shoottype = range_none;
1891 }
1892 else
1893 control_golem (op->contr->ranges[range_golem], dir);
1894 return;
1895
1896 case range_skill:
1897 if (!op->chosen_skill)
1898 {
1899 if (op->type == PLAYER)
1900 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
1901 return;
1902 }
1903 (void) do_skill (op, op, op->chosen_skill, dir, NULL);
1904 return;
1905 case range_builder:
1906 apply_map_builder (op, dir); 1675 apply_map_builder (who, dir);
1907 return; 1676 break;
1677
1678 case SKILL:
1679 do_skill (who, who, ob, dir, 0);
1680 break;
1681
1682 case RANGED:
1683 do_skill (who, ob, who->chosen_skill, dir, 0);
1684 break;
1685
1908 default: 1686 default:
1909 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type."); 1687 fire_misc_object (who, dir);
1910 return; 1688 break;
1911 } 1689 }
1912}
1913 1690
1691 return true;
1692}
1914 1693
1915 1694static object *
1916/* find_key
1917 * We try to find a key for the door as passed. If we find a key
1918 * and successfully use it, we return the key, otherwise NULL
1919 * This function merges both normal and locked door, since the logic
1920 * for both is the same - just the specific key is different.
1921 * pl is the player,
1922 * inv is the objects inventory to searched
1923 * door is the door we are trying to match against.
1924 * This function can be called recursively to search containers.
1925 */
1926
1927object *
1928find_key (object *pl, object *container, object *door) 1695find_key_ (object *pl, object *container, object *door)
1929{ 1696{
1930 object *tmp, *key; 1697 object *tmp, *key;
1931 1698
1932 /* Should not happen, but sanity checking is never bad */ 1699 /* Should not happen, but sanity checking is never bad */
1933 if (container->inv == NULL) 1700 if (!container->inv)
1934 return NULL; 1701 return 0;
1935 1702
1936 /* 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 */
1937 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1704 for (tmp = container->inv; tmp; tmp = tmp->below)
1938 { 1705 {
1939 if (door->type == DOOR && tmp->type == KEY) 1706 if (door->type == DOOR && tmp->type == KEY)
1940 break; 1707 break;
1708
1941 /* For sanity, we should really check door type, but other stuff 1709 /* For sanity, we should really check door type, but other stuff
1942 * (like containers) can be locked with special keys 1710 * (like containers) can be locked with special keys
1943 */ 1711 */
1944 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1712 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1945 break; 1713 break;
1946 } 1714 }
1715
1947 /* No key found - lets search inventories now */ 1716 /* No key found - lets search inventories now */
1948 /* If we find and use a key in an inventory, return at that time. 1717 /* If we find and use a key in an inventory, return at that time.
1949 * otherwise, if we search all the inventories and still don't find 1718 * otherwise, if we search all the inventories and still don't find
1950 * a key, return 1719 * a key, return
1951 */ 1720 */
1952 if (!tmp) 1721 if (!tmp)
1953 { 1722 {
1954 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1723 for (tmp = container->inv; tmp; tmp = tmp->below)
1955 {
1956 /* No reason to search empty containers */ 1724 /* No reason to search empty containers */
1957 if (tmp->type == CONTAINER && tmp->inv) 1725 if (tmp->type == CONTAINER && tmp->inv)
1958 {
1959 if ((key = find_key (pl, tmp, door)) != NULL) 1726 if ((key = find_key_ (pl, tmp, door)))
1960 return key; 1727 return key;
1961 } 1728
1962 }
1963 if (!tmp) 1729 if (!tmp)
1964 return NULL; 1730 return 0;
1965 } 1731 }
1732
1966 /* 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,
1967 * see if we actually want to use it 1734 * see if we actually want to use it
1968 */ 1735 */
1969 if (pl != container) 1736 if (pl != container)
1970 { 1737 {
1971 /* Only let players use keys in containers */ 1738 /* Only let players use keys in containers */
1972 if (!pl->contr) 1739 if (!pl->contr)
1973 return NULL; 1740 return 0;
1741
1974 /* cases where this fails: 1742 /* cases where this fails:
1975 * If we only search the player inventory, return now since we 1743 * If we only search the player inventory, return now since we
1976 * are not in the players inventory. 1744 * are not in the players inventory.
1977 * If the container is not active, return now since only active 1745 * If the container is not active, return now since only active
1978 * containers can be used. 1746 * containers can be used.
1982 * inv must have been an container and must have been active. 1750 * inv must have been an container and must have been active.
1983 * 1751 *
1984 * Change the color so that the message doesn't disappear with 1752 * Change the color so that the message doesn't disappear with
1985 * all the others. 1753 * all the others.
1986 */ 1754 */
1987 if (pl->contr->usekeys == key_inventory || 1755 if (pl->contr->usekeys == key_inventory
1988 !QUERY_FLAG (container, FLAG_APPLIED) || 1756 || !container->flag [FLAG_APPLIED]
1989 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys")))) 1757 || (pl->contr->usekeys == keyrings && container->race != shstr_keys))
1990 { 1758 {
1991 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1759 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1992 "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));
1993 return NULL; 1761 return NULL;
1994 } 1762 }
1995 } 1763 }
1764
1996 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);
1997} 1791}
1998 1792
1999/* moved door processing out of move_player_attack. 1793/* moved door processing out of move_player_attack.
2000 * returns 1 if player has opened the door with a key 1794 * returns 1 if player has opened the door with a key
2001 * such that the caller should not do anything more, 1795 * such that the caller should not do anything more,
2002 * 0 otherwise 1796 * 0 otherwise
2003 */ 1797 */
2004static int 1798static int
2005player_attack_door (object *op, object *door) 1799player_attack_door (object *op, object *door)
2006{ 1800{
2007 /* 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,
2008 * 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 -
2009 * otherwise, we fall through to the rest of the code. 1803 * otherwise, we fall through to the rest of the code.
2010 */ 1804 */
2011 object *key = find_key (op, op, door); 1805 object *key = find_key (op, op, door);
2012 1806
2013 /* IF we found a key, do some extra work */ 1807 /* If we found a key, do some extra work */
2014 if (key) 1808 if (key)
2015 { 1809 {
2016 object *container = key->env; 1810 object *container = key->env;
2017 1811
2018 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
2019 if (action_makes_visible (op)) 1812 if (action_makes_visible (op))
2020 make_visible (op); 1813 make_visible (op);
1814
2021 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1815 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2022 spring_trap (door->inv, op); 1816 spring_trap (door->inv, op);
1817
2023 if (door->type == DOOR) 1818 if (door->type == DOOR)
2024 {
2025 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 */
2026 }
2027 else if (door->type == LOCKED_DOOR) 1820 else if (door->type == LOCKED_DOOR)
2028 { 1821 {
2029 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);
2030 remove_door2 (door); /* remove door without violence ;-) */ 1823 remove_door2 (door); /* remove door without violence ;-) */
2031 } 1824 }
1825
2032 /* Do this after we print the message */ 1826 /* Do this after we print the message */
2033 decrease_ob (key); /* Use up one of the keys */ 1827 key->decrease (); /* Use up one of the keys */
2034 /* Need to update the weight the container the key was in */ 1828
2035 if (container != op)
2036 esrv_update_item (UPD_WEIGHT, op, container);
2037 return 1; /* Nothing more to do below */ 1829 return 1; /* Nothing more to do below */
2038 } 1830 }
2039 else if (door->type == LOCKED_DOOR) 1831 else if (door->type == LOCKED_DOOR)
2040 { 1832 {
2041 /* Might as well return now - no other way to open this */ 1833 /* Might as well return now - no other way to open this */
2042 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...");
2043 return 1; 1835 return 1;
2044 } 1836 }
1837
2045 return 0; 1838 return 0;
2046} 1839}
2047 1840
2048/* This function is just part of a breakup from move_player. 1841/* This function is just part of a breakup from move_player.
2049 * It should keep the code cleaner. 1842 * It should keep the code cleaner.
2050 * When this is called, the players direction has been updated 1843 * When this is called, the players direction has been updated
2051 * (taking into account confusion.) The player is also actually 1844 * (taking into account confusion.) The player is also actually
2052 * going to try and move (not fire weapons). 1845 * going to try and move (not fire weapons).
2053 */ 1846 */
2054void 1847bool
2055move_player_attack (object *op, int dir) 1848move_player_attack (object *op, int dir)
2056{ 1849{
2057 object *tmp, *mon; 1850 if (!op->contr->braced && op->speed_left > 0.f && op->move (dir))
2058 sint16 nx, ny; 1851 {
2059 int on_battleground; 1852 --op->speed_left;
2060 maptile *m; 1853 return true;
1854 }
2061 1855
2062 nx = freearr_x[dir] + op->x; 1856 sint16 nx = freearr_x[dir] + op->x;
2063 ny = freearr_y[dir] + op->y; 1857 sint16 ny = freearr_y[dir] + op->y;
2064 1858
2065 on_battleground = op_on_battleground (op, 0, 0); 1859 if (out_of_map (op->map, nx, ny))
1860 return false;
2066 1861
2067 /* 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
2068 * 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
2069 * 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
2070 * player. This is a pretty nasty hack, because if we could 1865 * player. This is a pretty nasty hack, because if we could
2071 * 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
2072 * 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
2073 * 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
2074 * move_ob uses. 1869 * move_ob uses.
2075 */ 1870 */
2076 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;
2077 { 1886 }
2078 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)
2079 { 1893 {
2080 m = get_map_from_coord (op->map, &nx, &ny); 1894 if (ob->move_block == MOVE_ALL)
2081 if (!m) 1895 move_into_wall (op, ob);
2082 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;
2083 } 1958 }
2084 else 1959 else
2085 m = op->map;
2086
2087 if ((tmp = GET_MAP_OB (m, nx, ny)) == NULL)
2088 {
2089 /* LOG(llevError,"player_move_attack: GET_MAP_OB returns NULL, but player can not move there.\n"); */
2090 return; 1960 return false;
2091 } 1961 }
2092 1962
2093 mon = 0; 1963 bool on_battleground = op_on_battleground (op, 0, 0);
2094 /* Go through all the objects, and find ones of interest. Only stop if
2095 * we find a monster - that is something we know we want to attack.
2096 * if its a door or barrel (can roll) see if there may be monsters
2097 * on the space
2098 */
2099 while (tmp)
2100 {
2101 if (tmp == op)
2102 {
2103 tmp = tmp->above;
2104 continue;
2105 }
2106 1964
2107 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2108 {
2109 mon = tmp;
2110 break;
2111 }
2112
2113 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2114 mon = tmp;
2115
2116 tmp = tmp->above;
2117 }
2118
2119 if (!mon) /* This happens anytime the player tries to move */
2120 return; /* into a wall */
2121
2122 if (mon->head)
2123 mon = mon->head;
2124
2125 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2126 if (player_attack_door (op, mon))
2127 return;
2128
2129 /* The following deals with possibly attacking peaceful
2130 * or frienddly creatures. Basically, all players are considered
2131 * unaggressive. If the moving player has peaceful set, then the
2132 * object should be pushed instead of attacked. It is assumed that
2133 * if you are braced, you will not attack friends accidently,
2134 * and thus will not push them.
2135 */
2136
2137 /* If the creature is a pet, push it even if the player is not
2138 * peaceful. Our assumption is the creature is a pet if the
2139 * player owns it and it is either friendly or unagressive.
2140 */
2141 if ((op->type == PLAYER)
2142#if COZY_SERVER
2143 &&
2144 ((mon->owner && mon->owner->contr
2145 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op)
2146#else
2147 && mon->owner == op
2148#endif
2149 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2150 {
2151 /* If we're braced, we don't want to switch places with it */
2152 if (op->contr->braced)
2153 return;
2154 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2155 (void) push_ob (mon, dir, op);
2156 if (op->contr->tmp_invis || op->hide)
2157 make_visible (op);
2158 return;
2159 }
2160
2161 /* in certain circumstances, you shouldn't attack friendly 1965 /* in certain circumstances, you shouldn't attack friendly
2162 * creatures. Note that if you are braced, you can't push 1966 * creatures. Note that if you are braced, you can't push
2163 * 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
2164 * attack them either. 1968 * attack them either.
2165 */ 1969 */
2166 if ((mon->type == PLAYER || mon->enemy != op) && 1970 if ((mon->type == PLAYER || mon->enemy != op)
2167 (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])
2168#ifdef PROHIBIT_PLAYERKILL
2169 (op->contr->peaceful 1972 && ((op->contr->peaceful
2170 || (mon->type == PLAYER 1973 || (mon->type == PLAYER && mon->contr->peaceful))
2171 && mon->contr->
2172 peaceful)) &&
2173#else
2174 op->contr->peaceful &&
2175#endif
2176 !on_battleground)) 1974 && !on_battleground))
1975 {
1976 if (op->speed_left > 0.f)
2177 { 1977 {
1978 --op->speed_left;
1979
2178 if (!op->contr->braced) 1980 if (!op->contr->braced)
2179 { 1981 {
2180 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 1982 op->play_sound (sound_find ("push_player"));
2181 (void) push_ob (mon, dir, op); 1983 push_ob (mon, dir, op);
2182 } 1984 }
2183 else 1985 else
2184 new_draw_info (0, 0, op, "You withhold your attack"); 1986 op->statusmsg ("You withhold your attack");
2185 1987
2186 if (op->contr->tmp_invis || op->hide) 1988 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
2187 make_visible (op); 1989 make_visible (op);
2188 }
2189 1990
1991 return true;
1992 }
1993 }
2190 /* If the object is a boulder or other rollable object, then 1994 /* If the object is a boulder or other rollable object, then
2191 * 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.
2192 */ 1996 */
2193 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)
2194 { 2000 {
2001 --op->speed_left;
2002
2195 recursive_roll (mon, dir, op); 2003 recursive_roll (mon, dir, op);
2196 if (action_makes_visible (op)) 2004 if (action_makes_visible (op))
2197 make_visible (op); 2005 make_visible (op);
2198 }
2199 2006
2007 return true;
2008 }
2009 }
2200 /* Any generic living creature. Including things like doors. 2010 /* Any generic living creature. Including things like doors.
2201 * 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
2202 * and be living. Then, it must be one of the following: 2012 * and be living. Then, it must be one of the following:
2203 * 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
2204 * 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.
2205 */ 2015 */
2206
2207 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2016 else if ((mon->stats.hp >= 0) && mon->flag [FLAG_ALIVE] &&
2208 ((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)))
2209 { 2018 {
2210 2019 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2211 /* If the player hasn't hit something this tick, and does
2212 * so, give them speed boost based on weapon speed. Doing
2213 * it here is better than process_players2, which basically
2214 * incurred a 1 tick offset.
2215 */
2216 if (!op->contr->has_hit)
2217 { 2020 {
2218 op->speed_left += op->speed / op->contr->weapon_sp; 2021 --op->contr->weapon_sp_left;
2219
2220 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2221 }
2222 2022
2223 skill_attack (mon, op, 0, 0, 0); 2023 skill_attack (mon, op, 0, 0, 0);
2224
2225 /* If attacking another player, that player gets automatic
2226 * hitback, and doesn't loose luck either.
2227 * Disable hitback on the battleground or if the target is
2228 * the wiz.
2229 */
2230 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2231 {
2232 short luck = mon->stats.luck;
2233
2234 mon->contr->has_hit = 1;
2235 skill_attack (op, mon, 0, 0, 0);
2236 mon->stats.luck = luck;
2237 }
2238 2024
2239 if (action_makes_visible (op)) 2025 if (action_makes_visible (op))
2240 make_visible (op); 2026 make_visible (op);
2241 }
2242 } /* if player should attack something */
2243}
2244 2027
2245int 2028 return true;
2029 }
2030 }
2031
2032 return false;
2033}
2034
2035bool
2246move_player (object *op, int dir) 2036move_player (object *op, int dir)
2247{ 2037{
2248 int pick; 2038 if (!op->map || op->map->state != MAP_ACTIVE)
2249
2250 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY)
2251 return 0; 2039 return 0;
2252 2040
2253 /* Sanity check: make sure dir is valid */ 2041 /* Sanity check: make sure dir is valid */
2254 if ((dir < 0) || (dir >= 9)) 2042 if (dir < 0 || dir > 8)
2255 { 2043 {
2256 LOG (llevError, "move_player: invalid direction %d\n", dir); 2044 LOG (llevError, "move_player: invalid direction %d\n", dir);
2257 return 0; 2045 return 0;
2258 } 2046 }
2259 2047
2260 /* peterm: added following line */ 2048 /* peterm: added following line */
2261 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2049 if (op->flag [FLAG_CONFUSED] && dir)
2262 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2050 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2263 2051
2264 op->facing = dir; 2052 op->facing = dir;
2265 2053
2266 if (op->hide) 2054 if (op->flag [FLAG_HIDDEN])
2267 do_hidden_move (op); 2055 do_hidden_move (op);
2268 2056
2057 bool retval;
2058 int pick = 0;
2059
2269 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2060 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2270 /*nop */ ; 2061 retval = RESULT_INT (0);
2271 else if (op->contr->fire_on) 2062 else if (op->contr->fire_on)
2272 fire (op, dir); 2063 retval = fire (op, dir);
2273 else 2064 else
2274 { 2065 {
2275 move_player_attack (op, dir); 2066 retval = move_player_attack (op, dir);
2276 pick = check_pick (op); 2067 pick = check_pick (op);
2277 } 2068 }
2278 2069
2279 /* 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
2280 * server can handle repeat firing. 2071 * server can handle repeat firing.
2287 /* Update how the player looks. Use the facing, so direction may 2078 /* Update how the player looks. Use the facing, so direction may
2288 * get reset to zero. This allows for full animation capabilities 2079 * get reset to zero. This allows for full animation capabilities
2289 * for players. 2080 * for players.
2290 */ 2081 */
2291 animate_object (op, op->facing); 2082 animate_object (op, op->facing);
2292 return 0; 2083
2084 return retval;
2293} 2085}
2294 2086
2295/* 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
2296 * new client/server stuff. 2088 * new client/server stuff.
2297 * 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
2298 * the new speed values for commands. 2090 * the new speed values for commands.
2299 * 2091 *
2300 * 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.
2301 */ 2095 */
2302int 2096bool
2303handle_newcs_player (object *op) 2097handle_newcs_player (object *op)
2304{ 2098{
2305 if (op->contr->hidden) 2099 if (op->flag [FLAG_SCARED])
2306 {
2307 op->invisible = 1000;
2308 /* the socket code flashes the player visible/invisible
2309 * depending on the value of invisible, so we need to
2310 * alternate it here for it to work correctly.
2311 */
2312 if (pticks & 2)
2313 op->invisible--;
2314 } 2100 {
2315 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS))) 2101 if (op->speed_left > 0.f)
2316 {
2317 op->invisible--;
2318 if (!op->invisible)
2319 {
2320 make_visible (op);
2321 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2322 } 2102 {
2323 }
2324
2325 if (QUERY_FLAG (op, FLAG_SCARED))
2326 {
2327 flee_player (op);
2328 /* If player is still scared, that is his action for this tick */
2329 if (QUERY_FLAG (op, FLAG_SCARED))
2330 {
2331 op->speed_left--; 2103 --op->speed_left;
2104 flee_player (op);
2105
2332 return 0; 2106 return true;
2333 } 2107 }
2108 else
2109 return false;
2334 } 2110 }
2335
2336 /* I've been seeing crashes where the golem has been destroyed, but
2337 * the player object still points to the defunct golem. The code that
2338 * destroys the golem looks correct, and it doesn't always happen, so
2339 * put this in a a workaround to clean up the golem pointer.
2340 */
2341 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2342 op->contr->ranges[range_golem] = 0;
2343 2111
2344 /* 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
2345 * the players time has been increased when doericserver has been 2113 * the players time has been increased when doericserver has been
2346 * called, so we recheck it here. 2114 * called, so we recheck it here.
2347 */ 2115 */
2348 //TODO: better than handling 8 commands, use some more intelligent rate-limiting 2116 if (op->contr->ns->handle_command ())
2349 for (int rep = 8; --rep && op->contr->ns->handle_command (); ) 2117 return true;
2350 ;
2351 2118
2352 if (op->speed_left < 0) 2119 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2120 return move_player (op, op->direction);
2121
2122 return false;
2123}
2124
2125static int
2126save_life (object *op)
2127{
2128 if (!op->flag [FLAG_LIFESAVE])
2353 return 0; 2129 return 0;
2354 2130
2355 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2356 {
2357 /* All move commands take 1 tick, at least for now */
2358 op->speed_left--;
2359
2360 /* Instead of all the stuff below, let move_player take care
2361 * of it. Also, some of the skill stuff is only put in
2362 * there, as well as the confusion stuff.
2363 */
2364 move_player (op, op->direction);
2365 if (op->speed_left > 0)
2366 return 1;
2367 else
2368 return 0;
2369 }
2370
2371 return 0;
2372}
2373
2374int
2375save_life (object *op)
2376{
2377 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2378 return 0;
2379
2380 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2131 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2381 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2132 if (tmp->flag [FLAG_APPLIED] && tmp->flag [FLAG_LIFESAVE])
2382 { 2133 {
2383 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2134 op->play_sound (sound_find ("ob_evaporate"));
2384 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));
2385 2136
2386 if (op->contr)
2387 esrv_del_item (op->contr, tmp->count);
2388
2389 tmp->destroy (); 2137 tmp->destroy ();
2390 CLEAR_FLAG (op, FLAG_LIFESAVE); 2138 op->clr_flag (FLAG_LIFESAVE);
2391 2139
2392 if (op->stats.hp < 0) 2140 if (op->stats.hp < 0)
2393 op->stats.hp = op->stats.maxhp; 2141 op->stats.hp = op->stats.maxhp;
2394 2142
2395 if (op->stats.food < 0) 2143 if (op->stats.food < 0)
2396 op->stats.food = 999; 2144 op->stats.food = MAX_FOOD;
2397 2145
2398 op->update_stats (); 2146 op->update_stats ();
2399 return 1; 2147 return 1;
2400 } 2148 }
2401 2149
2402 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2150 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2403 CLEAR_FLAG (op, FLAG_LIFESAVE); 2151 op->clr_flag (FLAG_LIFESAVE);
2404 enter_player_savebed (op); /* bring him home. */ 2152 enter_player_savebed (op); /* bring him home. */
2405 return 0; 2153 return 0;
2406} 2154}
2407 2155
2408/* 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
2409 * 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
2410 * 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
2411 * from. 2159 * from.
2412 */ 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
2413void 2177void
2414remove_unpaid_objects (object *op, object *env) 2178object::drop_unpaid_items ()
2415{ 2179{
2416 object *next; 2180 if (!flag [FLAG_REMOVED])
2417 2181 ::drop_unpaid_items (inv, this);
2418 while (op)
2419 {
2420 next = op->below; /* Make sure we have a good value, in case
2421 * we remove object 'op'
2422 */
2423 if (QUERY_FLAG (op, FLAG_UNPAID))
2424 {
2425 op->remove ();
2426 op->x = env->x;
2427 op->y = env->y;
2428 if (env->type == PLAYER)
2429 esrv_del_item (env->contr, op->count);
2430 insert_ob_in_map (op, env->map, NULL, 0);
2431 }
2432 else if (op->inv)
2433 remove_unpaid_objects (op->inv, env);
2434
2435 op = next;
2436 }
2437}
2438
2439/*
2440 * Returns pointer a static string containing gravestone text
2441 * Moved from apply.c to player.c - player.c is what
2442 * actually uses this function. player.c may not be quite the
2443 * best, a misc file for object actions is probably better,
2444 * but there isn't one in the server directory.
2445 */
2446char *
2447gravestone_text (object *op)
2448{
2449 static char buf2[MAX_BUF];
2450 char buf[MAX_BUF];
2451 time_t now = time (NULL);
2452
2453 strcpy (buf2, " R.I.P.\n\n");
2454 if (op->type == PLAYER)
2455 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2456 else
2457 sprintf (buf, "%s\n", &op->name);
2458
2459 strncat (buf2, " ", 20 - strlen (buf) / 2);
2460 strcat (buf2, buf);
2461 if (op->type == PLAYER)
2462 sprintf (buf, "who was in level %d when killed\n", op->level);
2463 else
2464 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2465
2466 strncat (buf2, " ", 20 - strlen (buf) / 2);
2467 strcat (buf2, buf);
2468 if (op->type == PLAYER)
2469 {
2470 sprintf (buf, "by %s.\n\n", op->contr->killer);
2471 strncat (buf2, " ", 21 - strlen (buf) / 2);
2472 strcat (buf2, buf);
2473 }
2474
2475 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2476 strncat (buf2, " ", 20 - strlen (buf) / 2);
2477 strcat (buf2, buf);
2478
2479 return buf2;
2480} 2182}
2481 2183
2482void 2184void
2483do_some_living (object *op) 2185do_some_living (object *op)
2484{ 2186{
2485 int last_food = op->stats.food; 2187 int last_food = op->stats.food;
2486 int gen_hp, gen_sp, gen_grace; 2188 int gen_hp, gen_sp, gen_grace;
2487 int over_hp, over_sp, over_grace;
2488 int i;
2489 int rate_hp = 1200; 2189 int rate_hp = 1200;
2490 int rate_sp = 2500; 2190 int rate_sp = 2500;
2491 int rate_grace = 2000; 2191 int rate_grace = 2000;
2492 const int max_hp = 1; 2192 const int max_hp = 1;
2493 const int max_sp = 1; 2193 const int max_sp = 1;
2494 const int max_grace = 1; 2194 const int max_grace = 1;
2495 2195
2496 if (op->contr->outputs_sync) 2196#if 0
2197 if (op->contr->hidden)
2198 {
2199 op->invisible = 1000;
2200 /* the socket code flashes the player visible/invisible
2201 * depending on the value of invisible, so we need to
2202 * alternate it here for it to work correctly.
2203 */
2204 if (server_tick & 2)
2205 op->invisible--;
2497 { 2206 }
2498 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2207 else
2499 if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks) 2208#endif
2500 flush_output_element (op, &op->contr->outputs[i]); 2209 if (op->invisible && !(op->flag [FLAG_MAKE_INVIS]))
2210 {
2211 if (!op->invisible--)
2212 {
2213 make_visible (op);
2214 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2215 }
2501 } 2216 }
2502 2217
2503 if (op->contr->ns->state == ST_PLAYING) 2218 if (op->contr->ns->state == ST_PLAYING)
2504 { 2219 {
2505 /* these next three if clauses make it possible to SLOW DOWN 2220 /* these next three if clauses make it possible to SLOW DOWN
2526 { 2241 {
2527 gen_grace = op->stats.maxgrace; 2242 gen_grace = op->stats.maxgrace;
2528 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2243 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2529 } 2244 }
2530 2245
2531 /* Regenerate Spell Points */ 2246 /* Regenerate Grace */
2532 if (op->contr->ranges[range_golem] == NULL && --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)
2533 { 2249 {
2534 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2535 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)
2536 { 2256 {
2537 op->stats.sp++; 2257 int over_grace = temp / rate_grace;
2538 /* dms do not consume food */ 2258
2539 if (!QUERY_FLAG (op, FLAG_WIZ)) 2259 if (over_grace > 0)
2540 { 2260 {
2541 op->stats.food--; 2261 op->stats.sp += over_grace + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > (temp % rate_grace)) ? -1 : 0;
2542 if (op->contr->digestion < 0) 2262 op->last_grace = 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 } 2263 }
2264 else
2265 op->last_grace = rate_grace / temp;
2547 } 2266 }
2267 else
2268 op->last_grace = rate_grace / temp;
2548 2269
2549 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)
2550 { 2277 {
2551 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);
2552 if (over_sp > 0) 2279
2280 if (op->stats.sp < op->stats.maxsp)
2553 { 2281 {
2554 if (op->stats.sp < op->stats.maxsp) 2282 op->stats.sp++;
2283
2284 /* dms do not consume food */
2285 if (!op->flag [FLAG_WIZ])
2555 { 2286 {
2556 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2557
2558 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2559 op->stats.sp--; 2287 op->stats.food--;
2560 2288
2561 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))
2562 op->stats.sp = op->stats.maxsp; 2292 op->stats.food = last_food;
2563 } 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
2564 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);
2565 } 2316 }
2566 else 2317 else
2567 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);
2568 } 2319 }
2569 else
2570 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2571 }
2572 2320
2573 /* Regenerate Grace */ 2321 /* Regenerate Hit Points */
2574 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2575 if (--op->last_grace < 0) 2322 if (--op->last_heal < 0)
2576 {
2577 if (op->stats.grace < op->stats.maxgrace / 2)
2578 op->stats.grace++; /* no penalty in food for regaining grace */
2579
2580 if (max_grace > 1)
2581 { 2323 {
2582 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2324 if (op->stats.hp < op->stats.maxhp)
2583 if (over_grace > 0)
2584 { 2325 {
2585 op->stats.sp += over_grace 2326 op->stats.hp++;
2586 + (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;
2587 op->last_grace = 0; 2349 op->last_heal = 0;
2350 }
2351 else
2352 op->last_heal = rate_hp / temp;
2588 } 2353 }
2589 else 2354 else
2590 {
2591 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2592 }
2593 }
2594 else
2595 {
2596 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2597 }
2598 /* wearing stuff doesn't detract from grace generation. */
2599 }
2600
2601 /* Regenerate Hit Points */
2602 if (--op->last_heal < 0)
2603 {
2604 if (op->stats.hp < op->stats.maxhp)
2605 {
2606 op->stats.hp++;
2607 /* dms do not consume food */
2608 if (!QUERY_FLAG (op, FLAG_WIZ))
2609 {
2610 op->stats.food--;
2611 if (op->contr->digestion < 0)
2612 op->stats.food += op->contr->digestion;
2613 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2614 op->stats.food = last_food;
2615 }
2616 }
2617
2618 if (max_hp > 1)
2619 {
2620 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2621 if (over_hp > 0)
2622 {
2623 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2624 op->last_heal = 0; 2355 op->last_heal = rate_hp / temp;
2625 }
2626 else
2627 {
2628 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2629 }
2630 }
2631 else
2632 {
2633 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2634 } 2356 }
2635 } 2357 }
2636 2358
2637 /* Digestion */ 2359 /* Digestion */
2638 if (--op->last_eat < 0) 2360 if (--op->last_eat < 0)
2639 { 2361 {
2640#ifdef COZY_SERVER 2362 int bonus = max (0, op->contr->digestion),
2641 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion; 2363 penalty = max (0, -op->contr->digestion);
2642 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2643#else
2644 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2645#endif
2646 2364
2647 if (op->contr->gen_hp > 0)
2648 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);
2649 else
2650 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2651 2366
2652 /* dms do not consume food */ 2367 /* dms do not consume food */
2653 if (!QUERY_FLAG (op, FLAG_WIZ)) 2368 if (!op->flag [FLAG_WIZ])
2654 op->stats.food--; 2369 op->stats.food--;
2655 } 2370 }
2656 2371
2657 if (op->stats.food < 0 && op->stats.hp >= 0) 2372 if (op->stats.food < 0 && op->stats.hp >= 0)
2658 { 2373 {
2659 object *tmp, *flesh = 0; 2374 object *flesh = 0;
2660 2375
2661 for (tmp = op->inv; tmp; tmp = tmp->below) 2376 for_inv_removable (op, tmp)
2662 { 2377 {
2663 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)
2664 { 2382 {
2665 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2383 op->statusmsg ("You blindly grab for a bite of food. "
2666 { 2384 "H<To prevent you from starving, you ate some random item from your backpack.>");
2667 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2385 op->apply (tmp);
2668 manual_apply (op, tmp, 0); 2386
2669 if (op->stats.food >= 0 || op->stats.hp < 0) 2387 if (op->stats.food >= 0 || op->stats.hp < 0)
2670 break; 2388 break;
2671 } 2389 }
2672 else if (tmp->type == FLESH) 2390 else if (tmp->type == FLESH)
2673 flesh = tmp; 2391 flesh = tmp;
2674 } /* End if paid for object */ 2392 }
2675 } /* end of for loop */
2676 2393
2677 /* 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
2678 * eat flesh instead. 2395 * eat flesh instead.
2679 */ 2396 */
2680 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2397 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2681 { 2398 {
2682 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.>");
2683 manual_apply (op, flesh, 0); 2401 op->apply (flesh);
2684 } 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)
2685 } 2411 {
2412 op->stats.hp += op->stats.food;
2413 op->stats.food = 0;
2686 2414
2687 while (op->stats.food < 0 && op->stats.hp >= 0) 2415 if (op->stats.hp < 0)
2688 op->stats.food++, op->stats.hp--; 2416 {
2417 op->contr->killer = archetype::get ("killer_starvation");
2418 op->contr->killer->destroy ();
2419 }
2420 }
2689 2421
2422 /* killer should be set here already */
2690 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2423 if (op->stats.hp < 0 && !op->flag [FLAG_WIZ])
2691 kill_player (op); 2424 kill_player (op);
2692 } 2425 }
2693} 2426}
2694 2427
2695/* 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.
2698 * file. 2431 * file.
2699 */ 2432 */
2700void 2433void
2701kill_player (object *op) 2434kill_player (object *op)
2702{ 2435{
2703 char buf[MAX_BUF];
2704 int x, y; 2436 int x, y;
2705
2706 //int i;
2707 maptile *map; /* this is for resurrection */ 2437 maptile *map; /* this is for resurrection */
2708
2709 /* int z;
2710 int num_stats_lose;
2711 int lost_a_stat;
2712 int lose_this_stat;
2713 int this_stat; */
2714 int will_kill_again; 2438 int will_kill_again;
2715 archetype *at; 2439 archetype *at;
2716 object *tmp; 2440 object *tmp;
2717 2441
2718 if (save_life (op)) 2442 if (save_life (op))
2719 return; 2443 return;
2720 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 }
2721 2480
2722 /* 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
2723 * 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.
2724 * Look at op_on_battleground() for more info --AndreasV 2483 * Look at op_on_battleground() for more info --AndreasV
2725 */ 2484 */
2726 if (op_on_battleground (op, &x, &y)) 2485 if (op_on_battleground (op, &x, &y))
2727 { 2486 {
2728 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";
2729 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2730
2731 /* restore player */
2732 at = archetype::find ("poisoning");
2733 tmp = present_arch_in_ob (at, op);
2734 if (tmp)
2735 {
2736 tmp->destroy ();
2737 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2738 }
2739
2740 at = archetype::find ("confusion");
2741 tmp = present_arch_in_ob (at, op);
2742 if (tmp)
2743 {
2744 tmp->destroy ();
2745 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2746 }
2747
2748 cure_disease (op, 0); /* remove any disease */
2749 op->stats.hp = op->stats.maxhp;
2750 if (op->stats.food <= 0)
2751 op->stats.food = 999;
2752 2488
2753 /* create a bodypart-trophy to make the winner happy */ 2489 /* create a bodypart-trophy to make the winner happy */
2754 tmp = arch_to_object (archetype::find ("finger")); 2490 object *tmp = archetype::find (shstr_finger)->instance ();
2755 if (tmp != NULL) 2491
2756 { 2492 tmp->name = format ("%s's finger" , &op->name);
2757 sprintf (buf, "%s's finger", &op->name); 2493 tmp->name_pl = format ("%s's fingers", &op->name);
2758 tmp->name = buf; 2494 tmp->msg = format (
2759 sprintf (buf, " This finger has been cut off %s\n" 2495 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
2760 " the %s, when he was defeated at\n level %d by %s.\n", 2496 &op->name, op->contr->title,
2761 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2497 (int)op->level,
2762 tmp->msg = buf; 2498 op->contr->killer_name ()
2499 );
2763 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2500 tmp->value = 0, tmp->type = 0;
2764 tmp->materialname = NULL; 2501 tmp->material = name_to_material (shstr_organic);
2765 tmp->x = op->x, tmp->y = op->y; 2502 tmp->insert_at (op, tmp);
2766 insert_ob_in_map (tmp, op->map, op, 0);
2767 }
2768 2503
2769 /* teleport defeated player to new destination */ 2504 /* teleport defeated player to new destination */
2770 transfer_ob (op, x, y, 0, NULL); 2505 transfer_ob (op, x, y, 0, NULL);
2771 op->contr->braced = 0; 2506 op->contr->braced = 0;
2507
2508 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2772 return; 2509 return;
2773 } 2510 }
2774 2511
2512 deathtab << "You were killed by " << op->contr->killer_name () << ".\n\n";
2513 deathtab << "T<YOU HAVE DIED>\n\n";
2514
2775 INVOKE_PLAYER (DEATH, op->contr); 2515 INVOKE_PLAYER (DEATH, op->contr);
2776 2516
2777 command_kill_pets (op, 0); 2517 command_kill_pets (op, 0);
2778 2518
2779 if (op->stats.food < 0) 2519 op->contr->play_sound (sound_find ("player_dies"));
2780 {
2781 if (op->contr->explore)
2782 {
2783 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
2784 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2785 op->stats.food = 999;
2786 return;
2787 }
2788 sprintf (buf, "%s starved to death.", &op->name);
2789 strcpy (op->contr->killer, "starvation");
2790 }
2791 else
2792 {
2793 if (op->contr->explore)
2794 {
2795 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
2796 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2797 op->stats.hp = op->stats.maxhp;
2798 return;
2799 }
2800 sprintf (buf, "%s died.", &op->name);
2801 }
2802 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2803 2520
2804 /* save the map location for corpse, gravestone */ 2521 /* save the map location for corpse, gravestone */
2805 x = op->x; 2522 x = op->x;
2806 y = op->y; 2523 y = op->y;
2807 map = op->map; 2524 map = op->map;
2808
2809 2525
2810 /* NOT_PERMADEATH code. This basically brings the character back to 2526 /* NOT_PERMADEATH code. This basically brings the character back to
2811 * life if they are dead - it takes some exp and a random stat. 2527 * life if they are dead - it takes some exp and a random stat.
2812 * See the config.h file for a little more in depth detail about this. 2528 * See the config.h file for a little more in depth detail about this.
2813 */ 2529 */
2830 num_stats_lose = 1; 2546 num_stats_lose = 1;
2831 else 2547 else
2832 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO; 2548 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2833 } 2549 }
2834 else 2550 else
2835 {
2836 num_stats_lose = 1; 2551 num_stats_lose = 1;
2837 } 2552
2838 lost_a_stat = 0; 2553 lost_a_stat = 0;
2839 2554
2840 for (z = 0; z < num_stats_lose; z++) 2555 for (z = 0; z < num_stats_lose; z++)
2841 { 2556 {
2842 i = RANDOM () % NUM_STATS; 2557 i = rndm (NUM_STATS);
2843 2558
2844 if (settings.stat_loss_on_death) 2559 if (settings.stat_loss_on_death)
2845 { 2560 {
2846 /* 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
2847 * what he lost. 2562 * what he lost.
2854 lost_a_stat = 1; 2569 lost_a_stat = 1;
2855 } 2570 }
2856 else 2571 else
2857 { 2572 {
2858 /* deplete a stat */ 2573 /* deplete a stat */
2859 archetype *deparch = archetype::find ("depletion"); 2574 archetype *deparch = archetype::find (shstr_depletion);
2860 object *dep; 2575 object *dep;
2861 2576
2862 dep = present_arch_in_ob (deparch, op); 2577 dep = present_arch_in_ob (deparch, op);
2863 if (!dep) 2578 if (!dep)
2864 { 2579 {
2865 dep = arch_to_object (deparch); 2580 dep = deparch->instance ();
2866 insert_ob_in_ob (dep, op); 2581 insert_ob_in_ob (dep, op);
2867 } 2582 }
2868 lose_this_stat = 1; 2583 lose_this_stat = 1;
2869 if (settings.balanced_stat_loss) 2584 if (settings.balanced_stat_loss)
2870 { 2585 {
2898 } 2613 }
2899 } 2614 }
2900 2615
2901 if (lose_this_stat) 2616 if (lose_this_stat)
2902 { 2617 {
2903 this_stat = get_attr_value (&(dep->stats), i); 2618 this_stat = get_attr_value (&dep->stats, i);
2904 /* We could try to do something clever like find another 2619 /* We could try to do something clever like find another
2905 * stat to reduce if this fails. But chances are, if 2620 * stat to reduce if this fails. But chances are, if
2906 * stats have been depleted to -50, all are pretty low 2621 * stats have been depleted to -50, all are pretty low
2907 * 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
2908 * difference. 2623 * difference.
2909 */ 2624 */
2910 if (this_stat >= -50) 2625 if (this_stat >= -50)
2911 { 2626 {
2912 change_attr_value (&(dep->stats), i, -1); 2627 change_attr_value (&(dep->stats), i, -1);
2913 SET_FLAG (dep, FLAG_APPLIED); 2628 dep->set_flag (FLAG_APPLIED);
2914 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2629 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2915 op->update_stats (); 2630 op->update_stats ();
2916 lost_a_stat = 1; 2631 lost_a_stat = 1;
2917 } 2632 }
2918 } 2633 }
2919 } 2634 }
2920 } 2635 }
2636
2921 /* If no stat lost, tell the player. */ 2637 /* If no stat lost, tell the player. */
2922 if (!lost_a_stat) 2638 if (!lost_a_stat)
2923 { 2639 {
2924 /* determine_god() seems to not work sometimes... why is this? 2640 /* determine_god() seems to not work sometimes... why is this?
2925 Should I be using something else? GD */ 2641 Should I be using something else? GD */
2926 const char *god = determine_god (op); 2642 shstr_tmp god = determine_god (op);
2927 2643
2928 if (god && (strcmp (god, "none"))) 2644 if (god != shstr_none)
2929 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";
2930 else 2646 else
2931 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";
2932 } 2648 }
2933#else 2649#else
2934 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.";
2935#endif 2651#endif
2936 2652
2937 /* Put a gravestone up where the character 'almost' died. List the 2653 /* Put a gravestone up where the character 'almost' died. List the
2938 * exp loss on the stone. 2654 * exp loss on the stone.
2939 */ 2655 */
2940 tmp = arch_to_object (archetype::find ("gravestone")); 2656 tmp = archetype::find (shstr_gravestone)->instance ();
2941 sprintf (buf, "%s's gravestone", &op->name); 2657 tmp->name = format ("%s's gravestone", &op->name);
2942 tmp->name = buf; 2658 tmp->name_pl = format ("%s's gravestones", &op->name);
2943 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",
2944 tmp->name_pl = buf; 2660 &op->name, op->contr->title, op->contr->killer_name ());
2945 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);
2946 tmp->msg = buf;
2947 tmp->x = op->x, tmp->y = op->y; 2661 tmp->x = op->x, tmp->y = op->y;
2948 insert_ob_in_map (tmp, op->map, NULL, 0); 2662 insert_ob_in_map (tmp, op->map, NULL, 0);
2949 2663
2950 /**************************************/ 2664 /**************************************/
2951 /* */ 2665 /* */
2952 /* Subtract the experience points, */ 2666 /* Subtract the experience points, */
2953 /* if we died cause of food, give us */
2954 /* food, and reset HP's... */
2955 /* */ 2667 /* */
2956 /**************************************/ 2668 /**************************************/
2957 2669
2958 /* remove any poisoning and confusion the character may be suffering. */
2959 /* restore player */
2960 at = archetype::find ("poisoning");
2961 tmp = present_arch_in_ob (at, op);
2962
2963 if (tmp)
2964 {
2965 tmp->destroy ();
2966 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2967 }
2968
2969 at = archetype::find ("confusion");
2970 tmp = present_arch_in_ob (at, op);
2971 if (tmp)
2972 {
2973 tmp->destroy ();
2974 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2975 }
2976
2977 cure_disease (op, 0); /* remove any disease */
2978
2979 /*add_exp(op, (op->stats.exp * -0.20)); */ 2670 /*add_exp(op, (op->stats.exp * -0.20)); */
2980 apply_death_exp_penalty (op); 2671 apply_death_exp_penalty (op);
2981 if (op->stats.food < 100)
2982 op->stats.food = 900;
2983 op->stats.hp = op->stats.maxhp;
2984 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2985 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2986 2672
2987 /* 2673 /*
2988 * Check to see if the player is in a shop. IF so, then check to see if
2989 * the player has any unpaid items. If so, remove them and put them back 2674 * Check to see if the player has any unpaid items. If so, remove them
2990 * in the map. 2675 * and put them back in the map.
2991 */ 2676 */
2992 2677 op->drop_unpaid_items ();
2993 if (is_in_shop (op))
2994 remove_unpaid_objects (op->inv, op);
2995 2678
2996 /****************************************/ 2679 /****************************************/
2997 /* */ 2680 /* */
2998 /* Move player to his current respawn- */ 2681 /* Move player to his current respawn- */
2999 /* position (usually last savebed) */ 2682 /* position (usually last savebed) */
3000 /* */ 2683 /* */
3001 /****************************************/ 2684 /****************************************/
3002 2685
3003 enter_player_savebed (op); 2686 enter_player_savebed (op);
3004 2687
3005 /* Save the player before inserting the force to reduce
3006 * chance of abuse.
3007 */
3008 op->contr->braced = 0; 2688 op->contr->braced = 0;
3009 op->contr->save ();
3010 2689
3011 /* it is possible that the player has blown something up 2690 /* it is possible that the player has blown something up
3012 * at his savebed location, and that can have long lasting 2691 * at his savebed location, and that can have long lasting
3013 * spell effects. So first see if there is a spell effect 2692 * spell effects. So first see if there is a spell effect
3014 * on the space that might harm the player. 2693 * on the space that might harm the player.
3021 if (will_kill_again) 2700 if (will_kill_again)
3022 { 2701 {
3023 object *force; 2702 object *force;
3024 int at; 2703 int at;
3025 2704
3026 force = get_archetype (FORCE_NAME); 2705 force = archetype::get (FORCE_NAME);
3027 /* 50 ticks should be enough time for the spell to abate */ 2706 /* 50 ticks should be enough time for the spell to abate */
3028 force->speed = 0.1;
3029 force->speed_left = -5.0; 2707 force->speed_left = -5.f;
3030 SET_FLAG (force, FLAG_APPLIED); 2708 force->set_speed (0.1f);
2709 force->set_flag (FLAG_APPLIED);
2710
3031 for (at = 0; at < NROFATTACKS; at++) 2711 for (at = 0; at < NROFATTACKS; at++)
3032 if (will_kill_again & (1 << at)) 2712 if (will_kill_again & (1 << at))
3033 force->resist[at] = 100; 2713 force->resist[at] = 100;
3034 2714
3035 insert_ob_in_ob (force, op); 2715 insert_ob_in_ob (force, op);
3036 op->update_stats (); 2716 op->update_stats ();
3037
3038 } 2717 }
3039 2718
3040 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2719 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
3041} 2720}
3042 2721
3043void 2722static void
3044loot_object (object *op) 2723loot_object (object *op)
3045{ /* Grab and destroy some treasure */ 2724{ /* Grab and destroy some treasure */
3046 object *tmp, *tmp2, *next; 2725 object *tmp, *next;
3047 2726
3048 if (op->container) 2727 op->close_container (); /* close open sack first */
3049 esrv_apply_container (op, op->container); /* close open sack first */
3050 2728
3051 for (tmp = op->inv; tmp; tmp = next) 2729 for (tmp = op->inv; tmp; tmp = next)
3052 { 2730 {
3053 next = tmp->below; 2731 next = tmp->below;
3054 2732
3055 if (tmp->invisible) 2733 if (tmp->invisible)
3056 continue; 2734 continue;
3057 2735
3058 tmp->remove (); 2736 tmp->remove ();
3059 tmp->x = op->x, tmp->y = op->y; 2737 tmp->x = op->x, tmp->y = op->y;
2738
3060 if (tmp->type == CONTAINER) 2739 if (tmp->type == CONTAINER)
3061 { /* empty container to ground */ 2740 loot_object (tmp); /* empty container to ground */
3062 loot_object (tmp); 2741
3063 } 2742 if (!tmp->flag [FLAG_UNIQUE] && (tmp->flag [FLAG_STARTEQUIP] || tmp->flag [FLAG_NO_DROP] || !(rndm (3))))
3064 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3)))
3065 { 2743 {
3066 if (tmp->nrof > 1) 2744 if (tmp->nrof > 1)
3067 { 2745 {
3068 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2746 tmp->decrease (rndm (1, tmp->nrof - 1));
3069 tmp2->destroy ();
3070 insert_ob_in_map (tmp, op->map, NULL, 0); 2747 insert_ob_in_map (tmp, op->map, NULL, 0);
3071 } 2748 }
3072 else 2749 else
3073 tmp->destroy (); 2750 tmp->destroy ();
3074 } 2751 }
3080/* 2757/*
3081 * fix_weight(): Check recursively the weight of all players, and fix 2758 * fix_weight(): Check recursively the weight of all players, and fix
3082 * 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
3083 * was changed. 2760 * was changed.
3084 */ 2761 */
3085
3086void 2762void
3087fix_weight (void) 2763fix_weight ()
3088{ 2764{
3089 for_all_players (pl) 2765 for_all_players (pl)
3090 { 2766 {
3091 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2767 weight_t old = pl->ob->carrying;
3092 2768
3093 if (old == sum) 2769 pl->ob->update_weight ();
3094 continue; 2770
2771 if (old != pl->ob->carrying)
2772 {
3095 pl->ob->update_stats (); 2773 pl->ob->update_stats ();
3096 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 }
3097 } 2776 }
3098} 2777}
3099 2778
3100void 2779void
3101fix_luck (void) 2780fix_luck ()
3102{ 2781{
3103 for_all_players (pl) 2782 for_all_players (pl)
3104 if (!pl->ob->contr->ns->state) 2783 if (!pl->ob->contr->ns->state)
3105 pl->ob->change_luck (0); 2784 pl->ob->change_luck (0);
3106} 2785}
3143} 2822}
3144 2823
3145void 2824void
3146make_visible (object *op) 2825make_visible (object *op)
3147{ 2826{
3148 op->hide = 0; 2827 op->flag [FLAG_HIDDEN] = 0;
3149 op->invisible = 0; 2828 op->invisible = 0;
2829
3150 if (op->type == PLAYER) 2830 if (op->type == PLAYER)
3151 { 2831 {
3152 op->contr->tmp_invis = 0; 2832 op->contr->tmp_invis = 0;
3153 op->contr->invis_race = 0; 2833 op->contr->invis_race = 0;
3154 } 2834 }
2835
3155 update_object (op, UP_OBJ_FACE); 2836 update_object (op, UP_OBJ_CHANGE);
3156} 2837}
3157 2838
3158int 2839int
3159is_true_undead (object *op) 2840is_true_undead (object *op)
3160{ 2841{
3161 object *tmp = NULL; 2842 if (op->arch->flag [FLAG_UNDEAD])
3162
3163 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3164 return 1; 2843 return 1;
3165 2844
3166 return 0; 2845 return 0;
3167} 2846}
3168 2847
3169/* look at the surrounding terrain to determine 2848/* look at the surrounding terrain to determine
3170 * the hideability of this object. Positive levels 2849 * the hideability of this object. Positive levels
3171 * indicate greater hideability. 2850 * indicate greater hideability.
3172 */ 2851 */
3173
3174int 2852int
3175hideability (object *ob) 2853hideability (object *ob)
3176{ 2854{
3177 int i, level = 0, mflag; 2855 int i, level = 0, mflag;
3178 sint16 x, y; 2856 sint16 x, y;
3179 2857
3180 if (!ob || !ob->map) 2858 if (!ob || !ob->map)
3181 return 0; 2859 return 0;
3182 2860
3183 /* so, on normal lighted maps, its hard to hide */ 2861 /* so, on normal lighted maps, its hard to hide */
3184 level = ob->map->darkness - 2; 2862 level = ob->map->darklevel () - 2;
3185 2863
3186 /* this also picks up whether the object is glowing. 2864 /* this also picks up whether the object is glowing.
3187 * 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
3188 * as bad as carrying a light on a pitch dark map */ 2866 * as bad as carrying a light on a pitch dark map */
3189 if (has_carried_lights (ob)) 2867 if (ob->has_carried_lights ())
3190 level = -(10 + (2 * ob->map->darkness)); 2868 level = -(10 + (2 * ob->map->darklevel ()));
3191 2869
3192 /* scan through all nearby squares for terrain to hide in */ 2870 /* scan through all nearby squares for terrain to hide in */
3193 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])
3194 { 2874 {
3195 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); 2875 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3196 if (mflag & P_OUT_OF_MAP) 2876 if (mflag & P_OUT_OF_MAP)
3197 {
3198 continue; 2877 continue;
3199 } 2878
3200 if (mflag & P_BLOCKSVIEW) /* something to hide near! */ 2879 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3201 level += 2; 2880 level += 2;
3202 else /* open terrain! */ 2881 else /* open terrain! */
3203 level -= 1; 2882 level -= 1;
3204 } 2883 }
3212/* For Hidden creatures - a chance of becoming 'unhidden' 2891/* For Hidden creatures - a chance of becoming 'unhidden'
3213 * every time they move - as we subtract off 'invisibility' 2892 * every time they move - as we subtract off 'invisibility'
3214 * AND, for players, if they move into a ridiculously unhideable 2893 * AND, for players, if they move into a ridiculously unhideable
3215 * spot (surrounded by clear terrain in broad daylight). -b.t. 2894 * spot (surrounded by clear terrain in broad daylight). -b.t.
3216 */ 2895 */
3217
3218void 2896void
3219do_hidden_move (object *op) 2897do_hidden_move (object *op)
3220{ 2898{
3221 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 2899 int hide = 0;
3222 object *skop;
3223 2900
3224 if (!op || !op->map) 2901 if (!op || !op->map)
3225 return; 2902 return;
3226 2903
3227 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);
3228 2906
3229 /* 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! */
3230 if (op->type == PLAYER && op->contr->run_on) 2908 if (op->type == PLAYER && op->contr->run_on)
3231 {
3232 if (!skop || num >= skop->level) 2909 if (!skop || num >= skop->level)
3233 { 2910 {
3234 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!"); 2911 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3235 make_visible (op); 2912 make_visible (op);
3236 return; 2913 return;
3237 } 2914 }
3238 else 2915 else
3239 num += 20; 2916 num += 20;
3240 } 2917
3241 num += op->map->difficulty; 2918 num += op->map->difficulty;
3242 hide = hideability (op); /* modify by terrain hidden level */ 2919 hide = hideability (op); /* modify by terrain hidden level */
3243 num -= hide; 2920 num -= hide;
2921
3244 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 2922 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3245 { 2923 {
3246 make_visible (op); 2924 make_visible (op);
2925
3247 if (op->type == PLAYER) 2926 if (op->type == PLAYER)
3248 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!");
3249 } 2928 }
3250 else if (op->type == PLAYER && skop) 2929 else if (op->type == PLAYER && skop)
3251 {
3252 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);
3253 }
3254} 2931}
3255 2932
3256/* determine if who is standing near a hostile creature. */ 2933/* determine if who is standing near a hostile creature. */
3257 2934
3258int 2935int
3268 2945
3269 if (who->type == PLAYER) 2946 if (who->type == PLAYER)
3270 player = 1; 2947 player = 1;
3271 2948
3272 else 2949 else
3273 friendly = QUERY_FLAG (who, FLAG_FRIENDLY); 2950 friendly = who->flag [FLAG_FRIENDLY];
3274 2951
3275 /* search adjacent squares */ 2952 /* search adjacent squares */
3276 for (i = 1; i < 9; i++) 2953 for (i = 1; i < 9; i++)
3277 { 2954 {
3278 x = who->x + freearr_x[i]; 2955 x = who->x + freearr_x[i];
3287 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)))
3288 continue; 2965 continue;
3289 2966
3290 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)
3291 { 2968 {
3292 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])
3293 return 1; 2970 return 1;
3294 else if (tmp->type == PLAYER) 2971 else if (tmp->type == PLAYER)
3295 {
3296 /*don't let a hidden DM prevent you from hiding */
3297 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3298 return 1; 2972 return 1;
3299 }
3300 } 2973 }
3301 } 2974 }
3302 return 0; 2975 return 0;
3303} 2976}
3304 2977
3305/* check the player los field for viewability of the 2978/* check the player los field for viewability of the
3306 * object op. This function works fine for monsters, 2979 * object op. This function works fine for monsters,
3307 * 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
3308 * a pile (say a coin under a table would return "viewable" 2981 * a pile (say a coin under a table would return "viewable"
3309 * by this routine). Another question, should we be 2982 * by this routine). Another question, should we be
3310 * concerned with the direction the player is looking 2983 * concerned with the direction the player is looking
3311 * in? Realistically, most of use cant see stuff behind 2984 * in? Realistically, most of us can't see stuff behind
3312 * our backs...on the other hand, does the "facing" direction 2985 * our backs...on the other hand, does the "facing" direction
3313 * imply the way your head, or body is facing? Its possible 2986 * imply the way your head, or body is facing? It's possible
3314 * 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.
3315 * -b.t. 2988 * -b.t.
3316 * This function is now map tiling safe. 2989 * This function is now map tiling safe.
3317 */ 2990 */
3318
3319int 2991int
3320player_can_view (object *pl, object *op) 2992player_can_view (object *pl, object *op)
3321{ 2993{
3322 rv_vector rv; 2994 rv_vector rv;
3323 int dx, dy; 2995 int dx, dy;
3325 if (pl->type != PLAYER) 2997 if (pl->type != PLAYER)
3326 { 2998 {
3327 LOG (llevError, "player_can_view() called for non-player object\n"); 2999 LOG (llevError, "player_can_view() called for non-player object\n");
3328 return -1; 3000 return -1;
3329 } 3001 }
3002
3330 if (!pl || !op) 3003 if (!pl || !op)
3331 return 0; 3004 return 0;
3332 3005
3333 if (op->head)
3334 {
3335 op = op->head; 3006 op = op->head_ ();
3336 } 3007
3337 get_rangevector (pl, op, &rv, 0x1); 3008 get_rangevector (pl, op, &rv, 0x1);
3338 3009
3339 /* starting with the 'head' part, lets loop 3010 /* starting with the 'head' part, lets loop
3340 * through the object and find if it has any 3011 * through the object and find if it has any
3341 * part that is in the los array but isnt on 3012 * part that is in the los array but isn't on
3342 * a blocked los square. 3013 * a blocked los square.
3343 * we use the archetype to figure out offsets. 3014 * we use the archetype to figure out offsets.
3344 */ 3015 */
3345 while (op) 3016 while (op)
3346 { 3017 {
3347 dx = rv.distance_x + op->arch->clone.x; 3018 dx = rv.distance_x + op->arch->x;
3348 dy = rv.distance_y + op->arch->clone.y; 3019 dy = rv.distance_y + op->arch->y;
3349 3020
3350 /* only the viewable area the player sees is updated by LOS 3021 if (pl->contr->blocked_los (dx, dy) != LOS_BLOCKED)
3351 * code, so we need to restrict ourselves to that range of values
3352 * for any meaningful values.
3353 */
3354 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3355 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3356 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3357 return 1; 3022 return 1;
3023
3358 op = op->more; 3024 op = op->more;
3359 } 3025 }
3360 return 0;
3361}
3362 3026
3363/* routine for both players and monsters. We call this when
3364 * there is a possibility for our action distrubing our hiding
3365 * place or invisiblity spell. Artefact invisiblity is not
3366 * effected by this. If we arent invisible to begin with, we
3367 * return 0.
3368 */
3369int
3370action_makes_visible (object *op)
3371{
3372
3373 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3374 {
3375 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3376 return 0;
3377
3378 if (op->contr && op->contr->tmp_invis == 0)
3379 return 0;
3380
3381 /* If monsters, they should become visible */
3382 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3383 {
3384 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3385 return 1;
3386 }
3387 }
3388 return 0; 3027 return 0;
3389} 3028}
3390 3029
3391/* op_on_battleground - checks if the given object op (usually 3030/* op_on_battleground - checks if the given object op (usually
3392 * a player) is standing on a valid battleground-tile, 3031 * a player) is standing on a valid battleground-tile,
3397 * 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
3398 */ 3037 */
3399int 3038int
3400op_on_battleground (object *op, int *x, int *y) 3039op_on_battleground (object *op, int *x, int *y)
3401{ 3040{
3402 object *tmp;
3403
3404 /* A battleground-tile needs the following attributes to be valid: 3041 /* A battleground-tile needs the following attributes to be valid:
3405 * 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),
3406 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3043 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3407 * and the exit-coordinates sp/hp must both be > 0. 3044 * and the exit-coordinates sp/hp must both be > 0.
3408 * => The intention here is to prevent abuse of the battleground- 3045 * => The intention here is to prevent abuse of the battleground-
3409 * feature (like pickable or hidden battleground tiles). */ 3046 * feature (like pickable or hidden battleground tiles). */
3410 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3047 for (object *tmp = op->below; tmp; tmp = tmp->below)
3411 { 3048 {
3412 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3049 if (tmp->flag [FLAG_IS_FLOOR])
3413 { 3050 {
3414 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3051 if (tmp->flag [FLAG_NO_PICK]
3415 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))
3416 { 3055 {
3417 /*before we assign the exit, check if this is a teambattle */ 3056 /* before we assign the exit, check if this is a teambattle */
3418 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))
3419 {
3420 object *invtmp;
3421
3422 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)
3423 { 3060 {
3424 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3425 {
3426 if (x != NULL && y != NULL) 3061 if (x && y)
3427 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3062 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3063
3428 return 1; 3064 return 1;
3429 }
3430 } 3065 }
3431 } 3066
3432 if (x != NULL && y != NULL) 3067 if (x && y)
3433 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3068 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3069
3434 return 1; 3070 return 1;
3435 } 3071 }
3436 } 3072 }
3437 } 3073 }
3074
3438 /* If we got here, did not find a battleground */ 3075 /* If we got here, did not find a battleground */
3439 return 0; 3076 return 0;
3440} 3077}
3441 3078
3442/* 3079/*
3458 char buf[MAX_BUF]; /* tmp. string buffer */ 3095 char buf[MAX_BUF]; /* tmp. string buffer */
3459 int i = 0, j = 0; 3096 int i = 0, j = 0;
3460 3097
3461 /* get the appropriate treasurelist */ 3098 /* get the appropriate treasurelist */
3462 if (atnr == ATNR_FIRE) 3099 if (atnr == ATNR_FIRE)
3463 trlist = find_treasurelist ("dragon_ability_fire"); 3100 trlist = treasurelist::find (shstr_dragon_ability_fire);
3464 else if (atnr == ATNR_COLD) 3101 else if (atnr == ATNR_COLD)
3465 trlist = find_treasurelist ("dragon_ability_cold"); 3102 trlist = treasurelist::find (shstr_dragon_ability_cold);
3466 else if (atnr == ATNR_ELECTRICITY) 3103 else if (atnr == ATNR_ELECTRICITY)
3467 trlist = find_treasurelist ("dragon_ability_elec"); 3104 trlist = treasurelist::find (shstr_dragon_ability_elec);
3468 else if (atnr == ATNR_POISON) 3105 else if (atnr == ATNR_POISON)
3469 trlist = find_treasurelist ("dragon_ability_poison"); 3106 trlist = treasurelist::find (shstr_dragon_ability_poison);
3470 3107
3471 if (trlist == NULL || who->type != PLAYER) 3108 if (trlist == NULL || who->type != PLAYER)
3472 return; 3109 return;
3473 3110
3474 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++);
3475 3112
3476 if (tr == NULL || tr->item == NULL) 3113 if (!tr || !tr->item)
3477 { 3114 {
3478 /* 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]); */
3479 return; 3116 return;
3480 } 3117 }
3481 3118
3482 /* everything seems okay - now bring on the gift: */ 3119 /* everything seems okay - now bring on the gift: */
3483 item = &(tr->item->clone); 3120 item = tr->item;
3484 3121
3485 if (item->type == SPELL) 3122 if (item->type == SPELL)
3486 { 3123 {
3487 if (check_spell_known (who, item->name)) 3124 if (check_spell_known (who, item->name))
3488 return; 3125 return;
3547 { 3184 {
3548 /* forces in the treasurelist can alter the player's stats */ 3185 /* forces in the treasurelist can alter the player's stats */
3549 object *skin; 3186 object *skin;
3550 3187
3551 /* first get the dragon skin force */ 3188 /* first get the dragon skin force */
3552 shstr_cmp dragon_skin_force ("dragon_skin_force");
3553 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)
3554 ; 3190 ;
3555 3191
3556 if (!skin) 3192 if (!skin)
3557 return; 3193 return;
3558 3194
3572 else 3208 else
3573 j = 1; 3209 j = 1;
3574 strcat (buf, spellpathnames[i]); 3210 strcat (buf, spellpathnames[i]);
3575 } 3211 }
3576 } 3212 }
3213
3577 strcat (buf, "."); 3214 strcat (buf, ".");
3578 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf); 3215 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3579 } 3216 }
3580 3217
3581 /* evtl. adding flags: */ 3218 /* evtl. adding flags: */
3582 if (QUERY_FLAG (item, FLAG_XRAYS)) 3219 if (item->flag [FLAG_XRAYS])
3583 SET_FLAG (skin, FLAG_XRAYS); 3220 skin->set_flag (FLAG_XRAYS);
3584 if (QUERY_FLAG (item, FLAG_STEALTH)) 3221 if (item->flag [FLAG_STEALTH])
3585 SET_FLAG (skin, FLAG_STEALTH); 3222 skin->set_flag (FLAG_STEALTH);
3586 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK)) 3223 if (item->flag [FLAG_SEE_IN_DARK])
3587 SET_FLAG (skin, FLAG_SEE_IN_DARK); 3224 skin->set_flag (FLAG_SEE_IN_DARK);
3588 3225
3589 /* print message if there is one */ 3226 /* print message if there is one */
3590 if (item->msg != NULL) 3227 if (item->msg != NULL)
3591 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg); 3228 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3592 } 3229 }
3593 else 3230 else
3594 { 3231 {
3595 /* generate misc. treasure */ 3232 /* generate misc. treasure */
3596 tmp = arch_to_object (tr->item); 3233 tmp = tr->item->instance ();
3597 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));
3598 tmp = insert_ob_in_ob (tmp, who); 3235 who->insert (tmp);
3599 if (who->type == PLAYER)
3600 esrv_send_item (who, tmp);
3601 } 3236 }
3602} 3237}
3603 3238
3604/** 3239//-GPL
3605 * Unready an object for a player. This function does nothing if the object was 3240
3606 * not readied. 3241sint8
3607 */ 3242player::darkness_at (maptile *map, int x, int y) const
3243{
3244 if (!ns)
3245 return LOS_BLOCKED;
3246
3247 int 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
3608void 3257void
3609player_unready_range_ob (player *pl, object *ob) 3258player::infobox (const char *title, const char *msg, int color)
3610{ 3259{
3611 rangetype i; 3260 send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3612
3613 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1))
3614 {
3615 if (pl->ranges[i] == ob)
3616 {
3617 pl->ranges[i] = NULL;
3618 if (pl->shoottype == i)
3619 {
3620 pl->shoottype = range_none;
3621 }
3622 }
3623 }
3624} 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)
3280 return;
3281
3282 va_list ap;
3283 va_start (ap, format);
3284 contr->failmsg (vformat (format, ap));
3285 va_end (ap);
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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