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Comparing deliantra/server/server/player.C (file contents):
Revision 1.70 by root, Tue Dec 26 20:04:09 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 ob->set_speed (ob->speed);
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{
255 //TODO: don't be so harsh and destroy :) 151 if (ob)
152 {
153 ob->close_container (); //TODO: client-specific
154 ob->drop_unpaid_items ();
155 }
156
256 if (ns) 157 if (ns)
257 destroy (); 158 {
159 if (active)
160 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
161
162 INVOKE_PLAYER (DISCONNECT, this);
163
164 ns->reset_stats ();
165 ns->pl = 0;
166 ns = 0;
167 }
168
169 // this is important for the player scheduler to get the correct refcount
170 // when ns = 0
171 observe = viewpoint = ob;
172
173 deactivate ();
258} 174}
175
176//-GPL
259 177
260// the need for this function can be explained 178// the need for this function can be explained
261// by load_object not returning the object 179// by load_object not returning the object
262void 180void
263player::set_object (object *op) 181player::set_object (object *op)
264{ 182{
265 ob = op; 183 ob = observe = viewpoint = op;
266 ob->contr = this; /* this aren't yet in archetype */ 184 ob->contr = this; /* this aren't yet in archetype */
267 185
186 ob->speed = 1.0f; // object still inactive, keep it that way
268 ob->speed_left = 0.5; 187 ob->speed_left = 0.5f;
269 ob->speed = 1.0; 188
270 ob->direction = 5; /* So player faces south */ 189 ob->direction = 5; /* So player faces south */
271 ob->stats.wc = 2;
272 ob->run_away = 25; /* Then we panick... */
273
274 set_first_map (ob);
275
276 ob->roll_stats ();
277} 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
278 207
279player::player () 208player::player ()
280{ 209{
281 /* There are some elements we want initialized to non zero value - 210 /* There are some elements we want initialised to non zero value -
282 * we deal with that below this point. 211 * we deal with that below this point.
283 */ 212 */
284 outputs_sync = 16; /* Every 2 seconds */ 213 outputs_sync = 4;
285 outputs_count = 8; /* Keeps present behaviour */ 214 outputs_count = 4;
286 unapply = unapply_nochoice; 215 unapply = unapply_nochoice;
287 216
288 assign (savebed_map, first_map_path); /* Init. respawn position */ 217 savebed_map = first_map_path; /* Init. respawn position */
289 218
290 gen_sp_armour = 10; 219 gen_sp_armour = 10;
291 last_speed = -1;
292 shoottype = range_none;
293 bowtype = bow_normal; 220 bowtype = bow_normal;
294 petmode = pet_normal; 221 petmode = pet_normal;
295 listening = 10;
296 usekeys = containers; 222 usekeys = containers;
297 last_weapon_sp = -1;
298 peaceful = 1; /* default peaceful */ 223 peaceful = 1; /* default peaceful */
299 do_los = 1; 224 do_los = 1;
300 225
301 /* we need to clear these to -1 and not zero - otherwise, 226 weapon_sp = 1.0f;
302 * if a player quits and starts a new character, we wont 227 weapon_sp_left = 0.5f;
303 * send new values to the client, as things like exp start
304 * at zero.
305 */
306 for (int i = 0; i < NUM_SKILLS; i++)
307 last_skill_exp[i] = -1;
308
309 for (int i = 0; i < NROFATTACKS; i++)
310 last_resist[i] = -1;
311
312 last_stats.exp = -1;
313 last_weight = (uint32) - 1;
314} 228}
315 229
316void 230void
317player::do_destroy () 231player::do_destroy ()
318{ 232{
233 disconnect ();
234
319 attachable::do_destroy (); 235 attachable::do_destroy ();
320 236
321 save (false);
322 enable_save = false;
323
324 disconnect ();
325
326 terminate_all_pets (ob);
327
328 if (first_player != this)
329 {
330 player *prev = first_player;
331
332 while (prev && prev->next && prev->next != this)
333 prev = prev->next;
334
335 if (prev->next != this)
336 {
337 LOG (llevError, "Free_player: Can't find previous player.\n");
338 abort ();
339 }
340
341 prev->next = next;
342 }
343 else
344 first_player = next;
345
346 if (ob) 237 if (ob)
347 {
348 ob->destroy_inv (false);
349 ob->destroy (); 238 ob->destroy ();
350 }
351 239
352 if (ns) 240 ob = observe = viewpoint = 0;
353 {
354 client *ns = this->ns;
355 ns->send_packet ("goodbye");
356 ns->flush ();
357 ns->pl = 0;
358 this->ns = 0;
359 ns->destroy ();
360 }
361} 241}
362 242
363player::~player () 243player::~player ()
364{ 244{
365 /* Clear item stack */ 245 /* Clear item stack */
366 free (stack_items); 246 free (stack_items);
247}
248
249/*
250 * get_player_archetype() return next player archetype from archetype
251 * list. Not very efficient routine, but used only creating new players.
252 * Note: there MUST be at least one player archetype!
253 */
254static archetype *
255get_player_archetype (archetype *at)
256{
257 // archetypes could have been reloaded
258 archetype *nat = at ? archetype::find (at->archname) : archetypes [0];
259
260 if (!nat)
261 return at;
262
263 archvec::iterator i = archetypes.find (nat);
264
265 for (;;)
266 {
267 if (++i == archetypes.end ())
268 i = archetypes.begin ();
269 else if (*i == at)
270 cleanup ("not a single player archetype found");
271
272 if ((*i)->type == PLAYER)
273 return *i;
274 }
367} 275}
368 276
369/* Tries to add player on the connection passed in ns. 277/* Tries to add player on the connection passed in ns.
370 * All we can really get in this is some settings like host and display 278 * All we can really get in this is some settings like host and display
371 * mode. 279 * mode.
373player * 281player *
374player::create () 282player::create ()
375{ 283{
376 player *pl = new player; 284 player *pl = new player;
377 285
378 pl->set_object (arch_to_object (get_player_archetype (0))); 286 pl->set_object (get_player_archetype (0)->instance ());
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);
379 293
380 return pl; 294 return pl;
381}
382
383/*
384 * get_player_archetype() return next player archetype from archetype
385 * list. Not very efficient routine, but used only creating new players.
386 * Note: there MUST be at least one player archetype!
387 */
388archetype *
389get_player_archetype (archetype *at)
390{
391 archetype *start = at;
392
393 for (;;)
394 {
395 if (at == NULL || at->next == NULL)
396 at = first_archetype;
397 else
398 at = at->next;
399
400 if (at->clone.type == PLAYER)
401 return at;
402
403 if (at == start)
404 {
405 LOG (llevError, "No Player archetypes\n");
406 exit (-1);
407 }
408 }
409} 295}
410 296
411object * 297object *
412get_nearest_player (object *mon) 298get_nearest_player (object *mon)
413{ 299{
414 object *op = NULL; 300 object *op = NULL;
415 objectlink *ol; 301 objectlink *ol;
416 unsigned lastdist; 302 unsigned lastdist;
417 rv_vector rv; 303 rv_vector rv;
418 304
419 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 305 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
420 { 306 {
421 /* We should not find free objects on this friendly list, but it
422 * does periodically happen. Given that, lets deal with it.
423 * While unlikely, it is possible the next object on the friendly
424 * list is also free, so encapsulate this in a while loop.
425 */
426 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
427 {
428 object *tmp = ol->ob;
429
430 /* Can't do much more other than log the fact, because the object
431 * itself will have been cleared.
432 */
433 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n");
434 ol = ol->next;
435 remove_friendly_object (tmp);
436 if (!ol)
437 return op;
438 }
439
440 /* Remove special check for player from this. First, it looks to cause
441 * some crashes (ol->ob->contr not set properly?), but secondly, a more
442 * complicated method of state checking would be needed in any case -
443 * as it was, a clever player could type quit, and the function would
444 * skip them over while waiting for confirmation. Remove
445 * on_same_map check, as can_detect_enemy also does this
446 */
447 if (!can_detect_enemy (mon, ol->ob, &rv)) 307 if (!can_detect_enemy (mon, ol->ob, &rv))
448 continue; 308 continue;
449 309
450 if (lastdist > rv.distance) 310 if (lastdist > rv.distance)
451 { 311 {
513 */ 373 */
514int 374int
515path_to_player (object *mon, object *pl, unsigned mindiff) 375path_to_player (object *mon, object *pl, unsigned mindiff)
516{ 376{
517 rv_vector rv; 377 rv_vector rv;
518 sint16 x, y;
519 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;
520 maptile *m, *lastmap;
521 379
522 get_rangevector (mon, pl, &rv, 0); 380 get_rangevector (mon, pl, &rv, 0);
523 381
524 if (rv.distance < mindiff) 382 if (rv.distance < mindiff)
525 return 0; 383 return 0;
526 384
527 x = mon->x; 385 mapxy pos (mon);
528 y = mon->y;
529 m = mon->map;
530 dir = rv.direction; 386 dir = rv.direction;
531 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 */
532 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
533 /* 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. */
534 if (diff > max) 391 if (diff > max)
535 return 0; 392 return 0;
393
536 while (diff > 1 && max > 0) 394 while (diff > 1 && max > 0)
537 { 395 {
538 lastx = x; 396 mapxy lastpos = pos;
539 lasty = y;
540 lastmap = m;
541 x = lastx + freearr_x[dir];
542 y = lasty + freearr_y[dir];
543 397
544 mflags = get_map_flags (m, &m, x, y, &x, &y); 398 pos.move (dir);
545 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
546 399
547 /* Space is blocked - try changing direction a little */ 400 /* Space is blocked - try changing direction a little */
548 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW)) 401 if (!pos.normalise ()
549 && (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)))
550 { 404 {
551 /* recalculate direction from last good location. Possible 405 /* recalculate direction from last good location. Possible
552 * we were not traversing ideal location before. 406 * we were not traversing ideal location before.
553 */ 407 */
554 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0); 408 get_rangevector_from_mapcoord (lastpos.m, lastpos.x, lastpos.y, pl, &rv, 0);
555 if (rv.direction != dir) 409 if (rv.direction != dir)
556 { 410 {
557 /* OK - says direction should be different - lets reset the 411 /* OK - says direction should be different - lets reset the
558 * the values so it will try again. 412 * the values so it will try again.
559 */ 413 */
560 x = lastx;
561 y = lasty;
562 m = lastmap; 414 pos = lastpos;
563 dir = firstdir = rv.direction; 415 dir = firstdir = rv.direction;
564 } 416 }
565 else 417 else
566 { 418 {
567 /* direct path is blocked - try taking a side step to 419 /* direct path is blocked - try taking a side step to
574 */ 426 */
575 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++) 427 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
576 { 428 {
577 if (i == 0) 429 if (i == 0)
578 continue; /* already did this, so skip it */ 430 continue; /* already did this, so skip it */
431
579 /* Use lastdir here - otherwise, 432 /* Use lastdir here - otherwise,
580 * since the direction that the creature should move in 433 * since the direction that the creature should move in
581 * may change, you could get infinite loops. 434 * may change, you could get infinite loops.
582 * ie, player is northwest, but monster can only 435 * ie, player is northwest, but monster can only
583 * move west, so it does that. It goes some distance, 436 * move west, so it does that. It goes some distance,
585 * 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
586 * gets back to its original point. lastdir contains 439 * gets back to its original point. lastdir contains
587 * the last direction the creature has successfully 440 * the last direction the creature has successfully
588 * moved. 441 * moved.
589 */ 442 */
590
591 x = lastx + freearr_x[absdir (lastdir + i)];
592 y = lasty + freearr_y[absdir (lastdir + i)];
593 m = lastmap; 443 pos = lastpos;
594 mflags = get_map_flags (m, &m, x, y, &x, &y); 444 pos.move (absdir (lastdir + i));
595 if (mflags & P_OUT_OF_MAP) 445
446 if (!pos.normalise ())
596 continue; 447 continue;
597 blocked = GET_MAP_MOVE_BLOCK (m, x, y); 448
598 if (OB_TYPE_MOVE_BLOCK (mon, blocked)) 449 mapspace &ms = *pos;
450
451 if (ms.flags () & P_BLOCKSVIEW)
599 continue; 452 continue;
600 if (mflags & P_BLOCKSVIEW) 453
454 if (OB_TYPE_MOVE_BLOCK (mon, ms.move_block))
601 continue; 455 continue;
602 456
603 if (m == mon->map && blocked_link (mon, m, x, y)) 457 if (blocked_link (mon, pos.m, pos.x, pos.y))
604 break; 458 break;
605 } 459 }
460
606 /* go through entire loop without finding a valid 461 /* go through entire loop without finding a valid
607 * sidestep to take - thus, no valid path. 462 * sidestep to take - thus, no valid path.
608 */ 463 */
609 if (i == (DETOUR_AMOUNT + 1)) 464 if (i == DETOUR_AMOUNT + 1)
610 return 0; 465 return 0;
466
611 diff--; 467 diff--;
612 lastdir = dir; 468 lastdir = dir;
613 max--; 469 max--;
614 if (!firstdir) 470 if (!firstdir)
615 firstdir = dir + i; 471 firstdir = dir + i;
619 { 475 {
620 /* we moved towards creature, so diff is less */ 476 /* we moved towards creature, so diff is less */
621 diff--; 477 diff--;
622 max--; 478 max--;
623 lastdir = dir; 479 lastdir = dir;
480
624 if (!firstdir) 481 if (!firstdir)
625 firstdir = dir; 482 firstdir = dir;
626 } 483 }
484
627 if (diff <= 1) 485 if (diff <= 1)
628 { 486 {
629 /* Recalculate diff (distance) because we may not have actually 487 /* Recalculate diff (distance) because we may not have actually
630 * headed toward player for entire distance. 488 * headed toward player for entire distance.
631 */ 489 */
632 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 490 get_rangevector_from_mapcoord (pos.m, pos.x, pos.y, pl, &rv, 0);
633 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));
634 } 492 }
493
635 if (diff > max) 494 if (diff > max)
636 return 0; 495 return 0;
637 } 496 }
497
638 /* 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 */
639 if (!max) 499 if (!max)
640 return 0; 500 return 0;
641 501
642 return firstdir; 502 return firstdir;
643} 503}
644 504
645void 505void
646give_initial_items (object *pl, treasurelist * items) 506give_initial_items (object *pl, treasurelist *items)
647{ 507{
648 object *op, *next = NULL;
649
650 if (pl->randomitems != NULL) 508 if (pl->randomitems)
651 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); 509 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
652 510
653 for (op = pl->inv; op; op = next) 511 for (object *next, *op = pl->inv; op; op = next)
654 { 512 {
655 next = op->below; 513 next = op->below;
656 514
657 /* Forces get applied per default, unless they have the 515 /* Forces get applied per default, unless they have the
658 * 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
659 */ 517 */
660 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL)) 518 if (op->type == FORCE && !op->flag [FLAG_NEUTRAL])
661 SET_FLAG (op, FLAG_APPLIED); 519 op->set_flag (FLAG_APPLIED);
662 520
663 /* we never give weapons/armour if these cannot be used 521 /* we never give weapons/armour if these cannot be used
664 * by this player due to race restrictions 522 * by this player due to race restrictions
665 */ 523 */
666 if (pl->type == PLAYER) 524 if (pl->type == PLAYER)
667 { 525 {
668 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) && 526 if ((!pl->flag [FLAG_USE_ARMOUR]
527 &&
669 (op->type == ARMOUR || op->type == BOOTS || 528 (op->type == ARMOUR || op->type == BOOTS
670 op->type == CLOAK || op->type == HELMET || 529 || op->type == CLOAK || op->type == HELMET
671 op->type == SHIELD || op->type == GLOVES || 530 || op->type == SHIELD || op->type == GLOVES
672 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))
673 { 533 {
674 op->destroy (); 534 op->destroy ();
675 continue; 535 continue;
676 } 536 }
677 } 537 }
678 538
679 /* This really needs to be better - we should really give 539 /* Here we remove duplicated skills (as duplicated spell objects have
680 * a substitute spellbook. The problem is that we don't really 540 * _very_ confusing effects for players), which could for instance be
681 * have a good idea what to replace it with (need something like 541 * generated by multiple treasurelists specifying the same skills.
682 * a first level treasurelist for each skill.)
683 * remove duplicate skills also
684 */ 542 */
685 if (op->type == SPELLBOOK || op->type == SKILL) 543 if (op->type == SKILL)
686 { 544 {
687 object *tmp;
688
689 for (tmp = op->below; tmp; tmp = tmp->below) 545 for (object *tmp = op->below; tmp; tmp = tmp->below)
690 if (tmp->type == op->type && tmp->name == op->name) 546 if (tmp->type == op->type && tmp->name == op->name)
691 break;
692
693 if (tmp)
694 { 547 {
695 op->destroy (); 548 op->destroy ();
696 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); 549 break;
697 continue;
698 } 550 }
699 551
700 if (op->nrof > 1) 552 if (op->nrof > 1)
701 op->nrof = 1; 553 op->nrof = 1;
702 } 554 }
703 555
704 if (op->type == SPELLBOOK && op->inv) 556 if (op->type == SPELLBOOK && op->inv)
705 { 557 op->inv->clr_flag (FLAG_STARTEQUIP);
706 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
707 }
708 558
709 /* Give starting characters identified, uncursed, and undamned 559 /* Give starting characters identified, uncursed, and undamned
710 * 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
711 * merged properly. 561 * merged properly.
712 */ 562 */
713 if (need_identify (op)) 563 if (op->need_identify ())
714 {
715 SET_FLAG (op, FLAG_IDENTIFIED);
716 CLEAR_FLAG (op, FLAG_CURSED);
717 CLEAR_FLAG (op, FLAG_DAMNED);
718 } 564 {
565 op->set_flag (FLAG_IDENTIFIED);
566 op->clr_flag (FLAG_CURSED);
567 op->clr_flag (FLAG_DAMNED);
568 }
569
719 if (op->type == SPELL) 570 if (op->type == SPELL)
720 { 571 {
721 op->destroy (); 572 op->destroy ();
722 continue; 573 continue;
723 } 574 }
724 else if (op->type == SKILL) 575 else if (op->type == SKILL)
725 { 576 {
726 SET_FLAG (op, FLAG_CAN_USE_SKILL); 577 op->set_flag (FLAG_CAN_USE_SKILL);
727 op->stats.exp = 0; 578 op->stats.exp = 0;
728 op->level = 1; 579 op->level = 1;
729 } 580 }
730 /* lock all 'normal items by default */ 581 else /* lock all 'normal items by default */
731 else 582 op->set_flag (FLAG_INV_LOCKED);
732 SET_FLAG (op, FLAG_INV_LOCKED);
733 } /* for loop of objects in player inv */ 583 } /* for loop of objects in player inv */
734 584
735 /* Need to set up the skill pointers */ 585 /* Need to set up the skill pointers */
736 link_player_skills (pl); 586 pl->contr->link_skills ();
737} 587}
738 588
739void 589void
740get_party_password (object *op, partylist *party) 590get_party_password (object *op, partylist *party)
741{ 591{
751 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:");
752} 602}
753 603
754/* 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. */
755static int 605static int
756roll_stat (void) 606roll_stat ()
757{ 607{
758 int a[4], i, j, k; 608 int a[4], i, j, k;
759 609
760 for (i = 0; i < 4; i++) 610 for (i = 0; i < 4; i++)
761 a[i] = (int) RANDOM () % 6 + 1; 611 a[i] = rndm (1, 6);
762 612
763 for (i = 0, j = 0, k = 7; i < 4; i++) 613 for (i = 0, j = 0, k = 7; i < 4; i++)
764 if (a[i] < k) 614 if (a[i] < k)
765 k = a[i], j = i; 615 k = a[i], j = i;
766 616
772} 622}
773 623
774void 624void
775object::roll_stats () 625object::roll_stats ()
776{ 626{
777 int statsort [7]; 627 int statsort [NUM_STATS];
778 628
779 for (;;) 629 for (;;)
780 { 630 {
781 int sum = 0; 631 int sum = 0;
782 for (int i = 7; i--; ) 632 for (int i = NUM_STATS; i--; )
783 sum += statsort [i] = roll_stat (); 633 sum += statsort [i] = roll_stat ();
784 634
785 if (sum >= 82 && sum <= 116) 635 if (sum >= 82 && sum <= 116)
786 break; 636 break;
787 } 637 }
788 638
789 // Sort the stats so that rerolling is easier... 639 // Sort the stats so that rerolling is easier...
790 std::sort (statsort, statsort + 7, std::greater<int>()); 640 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
791 641
642 for (int i = 0; i < NUM_STATS; ++i)
792 stats.Str = statsort[0]; 643 stats.stat (i) = statsort [i];
793 stats.Dex = statsort[1];
794 stats.Con = statsort[2];
795 stats.Int = statsort[3];
796 stats.Wis = statsort[4];
797 stats.Pow = statsort[5];
798 stats.Cha = statsort[6];
799 644
800 stats.exp = 0; 645 stats.exp = 0;
801 stats.ac = 0; 646 stats.ac = 0;
802 647
803 stats.hp = stats.maxhp; 648 stats.hp = stats.maxhp;
815} 660}
816 661
817void 662void
818object::swap_stats (int a, int b) 663object::swap_stats (int a, int b)
819{ 664{
820 int tmp = get_attr_value (&contr->orig_stats, a); 665 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
821 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
822 set_attr_value (&contr->orig_stats, b, tmp);
823 666
667 for (int i = 0; i < NUM_STATS; ++i)
824 stats.Str = contr->orig_stats.Str; 668 stats.stat (i) = contr->orig_stats.stat (i);
825 stats.Dex = contr->orig_stats.Dex;
826 stats.Con = contr->orig_stats.Con;
827 stats.Int = contr->orig_stats.Int;
828 stats.Wis = contr->orig_stats.Wis;
829 stats.Pow = contr->orig_stats.Pow;
830 stats.Cha = contr->orig_stats.Cha;
831 669
832 //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,
833 // be merged with the similar code in roll_stats 671 // be merged with the similar code in roll_stats
834 stats.ac = 0; 672 stats.ac = 0;
835 673
847 contr->levsp[1] = 6; 685 contr->levsp[1] = 6;
848 contr->levgrace[1] = 3; 686 contr->levgrace[1] = 3;
849 687
850 contr->orig_stats = stats; 688 contr->orig_stats = stats;
851 } 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);
852} 699}
853 700
854/* This function takes the key that is passed, and does the 701/* This function takes the key that is passed, and does the
855 * appropriate action with it (change race, or other things). 702 * appropriate action with it (change race, or other things).
856 * The function name is for historical reasons - now we have 703 * The function name is for historical reasons - now we have
857 * separate race and class; this actually changes the RACE, 704 * separate race and class; this actually changes the RACE,
858 * not the class. 705 * not the class.
859 */ 706 */
860int 707void
861key_change_class (object *op, char key) 708player::chargen_race_done ()
862{ 709{
863 int tmp_loop;
864
865 if (key == 'd' || key == 'D')
866 {
867 char buf[MAX_BUF];
868
869 /* this must before then initial items are given */ 710 /* this must before then initial items are given */
870 esrv_new_player (op->contr, op->weight + op->carrying); 711 esrv_new_player (ob->contr);
871 712
872 treasurelist *tl = find_treasurelist ("starting_wealth"); 713 treasurelist *tl = treasurelist::find (shstr_starting_wealth);
873 if (tl) 714 if (tl)
874 create_treasure (tl, op, 0, 0, 0); 715 create_treasure (tl, ob, 0, 0, 0);
875 716
876 INVOKE_PLAYER (BIRTH, op->contr); 717 INVOKE_PLAYER (BIRTH, ob->contr);
877 INVOKE_PLAYER (LOGIN, op->contr);
878 718
879 op->contr->ns->state = ST_PLAYING; 719 ob->contr->ns->state = ST_PLAYING;
880 720
881 if (op->msg) 721 if (ob->msg)
882 op->msg = NULL; 722 ob->msg = 0;
883 723
884 /* We create this now because some of the unique maps will need it
885 * to save here.
886 */
887 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name);
888 make_path_to_file (buf);
889
890#ifdef AUTOSAVE
891 op->contr->last_save_tick = pticks;
892#endif
893 start_info (op); 724 start_info (ob);
894 CLEAR_FLAG (op, FLAG_WIZ); 725 ob->clr_flag (FLAG_WIZ);
895 give_initial_items (op, op->randomitems); 726 give_initial_items (ob, ob->randomitems);
896 link_player_skills (op);
897 esrv_send_inventory (op, op); 727 esrv_send_inventory (ob, ob);
898 op->update_stats (); 728 ob->update_stats ();
899 729
900 /* This moves the player to a different start map, if there 730 /* This moves the player to a different start map, if there
901 * is one for this race 731 * is one for this race
902 */ 732 */
903 if (*first_map_ext_path) 733 if (*first_map_ext_path)
904 { 734 ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y);
905 object *tmp;
906 char mapname[MAX_BUF];
907
908 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name);
909 tmp = object::create ();
910 EXIT_PATH (tmp) = mapname;
911 EXIT_X (tmp) = op->x;
912 EXIT_Y (tmp) = op->y;
913 enter_exit (op, tmp); /* we don't really care if it succeeded;
914 * if the map isn't there, then stay on the
915 * default initial map */
916 tmp->destroy ();
917 }
918 else 735 else
919 LOG (llevDebug, "first_map_ext_path not set\n"); 736 LOG (llevDebug, "first_map_ext_path not set\n");
737}
920 738
921 return 0; 739/*
922 } 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}
923 757
758void
759player::chargen_race_next ()
760{
924 /* Following actually changes the race - this is the default command 761 /* Following actually changes the race - this is the default command
925 * if we don't match with one of the options above. 762 * if we don't match with one of the options above.
926 */ 763 */
927 764
928 tmp_loop = 0; 765 do
929 while (!tmp_loop)
930 { 766 {
931 shstr name = op->name; 767 shstr name = ob->name;
932 int x = op->x, y = op->y; 768 int x = ob->x, y = ob->y;
933 769
934 op->remove_statbonus (); 770 ob->remove_statbonus ();
935 op->remove (); 771 ob->remove ();
936 op->arch = get_player_archetype (op->arch); 772 ob->arch = get_player_archetype (ob->arch);
937 op->arch->clone.copy_to (op); 773 ob->arch->copy_to (ob);
938 op->instantiate (); 774 ob->instantiate ();
939 op->stats = op->contr->orig_stats; 775 ob->stats = ob->contr->orig_stats;
940 op->name = op->name_pl = name; 776 ob->name = ob->name_pl = name;
941 op->x = x; 777 ob->x = x;
942 op->y = y; 778 ob->y = y;
943 SET_ANIMATION (op, 2); /* So player faces south */ 779 SET_ANIMATION (ob, 2); /* So player faces south */
944 insert_ob_in_map (op, op->map, op, 0); 780 insert_ob_in_map (ob, ob->map, ob, 0);
945 assign (op->contr->title, op->arch->clone.name); 781 assign (ob->contr->title, ob->arch->object::name);
946 op->add_statbonus (); 782 ob->add_statbonus ();
947 tmp_loop = allowed_class (op);
948 } 783 }
784 while (!allowed_class (ob));
949 785
950 update_object (op, UP_OBJ_FACE); 786 update_object (ob, UP_OBJ_FACE);
951 esrv_update_item (UPD_FACE, op, op); 787 esrv_update_item (UPD_FACE, ob, ob);
952 op->update_stats (); 788 ob->update_stats ();
953 op->stats.hp = op->stats.maxhp; 789 ob->stats.hp = ob->stats.maxhp;
954 op->stats.sp = op->stats.maxsp; 790 ob->stats.sp = ob->stats.maxsp;
955 op->stats.grace = 0; 791 ob->stats.grace = 0;
956
957 if (op->msg)
958 new_draw_info (NDI_BLUE, 0, op, op->msg);
959
960 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
961 return 0;
962} 792}
963 793
964int 794static void
965key_confirm_quit (object *op, char key)
966{
967 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
968 {
969 op->contr->ns->state = ST_PLAYING;
970 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
971 return 1;
972 }
973
974 INVOKE_PLAYER (LOGOUT, op->contr);
975 INVOKE_PLAYER (QUIT, op->contr);
976
977 op->contr->enable_save = false;
978
979 terminate_all_pets (op);
980 leave_map (op);
981 op->direction = 0;
982 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
983
984 strcpy (op->contr->killer, "quit");
985 check_score (op);
986 op->contr->party = 0;
987 op->contr->own_title[0] = '\0';
988
989 object_ptr ob = op;
990
991 /* We need to hunt for any per player unique maps in memory and
992 * get rid of them. The trailing slash in the path is intentional,
993 * so that players named 'Ab' won't match against players 'Abe' pathname
994 */
995 char buf[MAX_BUF];
996 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
997
998 for (maptile *next, *mp = first_map; mp; mp = next)
999 {
1000 next = mp->next;
1001
1002 if (!strncmp (mp->path, buf, strlen (buf)))
1003 delete_map (mp);
1004 }
1005
1006 delete_character (ob->name, 1);
1007 ob->contr->destroy ();
1008
1009 return 1;
1010}
1011
1012void
1013flee_player (object *op) 795flee_player (object *op)
1014{ 796{
1015 int dir, diff; 797 int dir, diff;
1016 rv_vector rv; 798 rv_vector rv;
1017 799
1018 if (op->stats.hp < 0) 800 if (op->stats.hp < 0)
1019 { 801 {
1020 LOG (llevDebug, "Fleeing player is dead.\n"); 802 LOG (llevDebug, "Fleeing player is dead.\n");
1021 CLEAR_FLAG (op, FLAG_SCARED); 803 op->clr_flag (FLAG_SCARED);
1022 return; 804 return;
1023 } 805 }
1024 806
1025 if (op->enemy == NULL) 807 if (!op->enemy)
1026 { 808 {
1027 LOG (llevDebug, "Fleeing player had no enemy.\n"); 809 LOG (llevDebug, "Fleeing player had no enemy.\n");
1028 CLEAR_FLAG (op, FLAG_SCARED); 810 op->clr_flag (FLAG_SCARED);
1029 return; 811 return;
1030 } 812 }
1031 813
1032 /* 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))
1033 * op->enemy_count, it is possible that something destroys the
1034 * actual enemy, and the object is recycled.
1035 */
1036 if (op->enemy->map == NULL)
1037 { 815 {
1038 CLEAR_FLAG (op, FLAG_SCARED);
1039 op->enemy = NULL; 816 op->enemy = NULL;
1040 return; 817 op->clr_flag (FLAG_SCARED);
1041 }
1042
1043 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
1044 {
1045 op->enemy = NULL;
1046 CLEAR_FLAG (op, FLAG_SCARED);
1047 return; 818 return;
1048 } 819 }
1049 820
1050 get_rangevector (op, op->enemy, &rv, 0); 821 get_rangevector (op, op->enemy, &rv, 0);
1051 822
1052 dir = absdir (4 + rv.direction); 823 dir = absdir (4 + rv.direction);
1053 for (diff = 0; diff < 3; diff++) 824 for (diff = 0; diff < 3; diff++)
1054 { 825 {
1055 int m = 1 - (RANDOM () & 2); 826 int m = 1 - rndm (2) * 2;
1056 827
1057 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))))
1058 return; 829 return;
1059 } 830 }
1060 831
1061 /* Cornered, get rid of scared */ 832 /* Cornered, get rid of scared */
1062 CLEAR_FLAG (op, FLAG_SCARED); 833 op->clr_flag (FLAG_SCARED);
1063 op->enemy = NULL; 834 op->enemy = NULL;
1064} 835}
1065 836
1066
1067/* 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.
1068 * 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
1069 * stop. 839 * stop.
1070 */ 840 */
1071int 841int
1072check_pick (object *op) 842check_pick (object *op)
1073{ 843{
1074 object *tmp, *next; 844 object *tmp, *next;
1075 int stop = 0; 845 int stop = 0;
1076 int j, k, wvratio; 846 int wvratio;
1077 char putstring[128], tmpstr[16];
1078 847
1079 /* if you're flying, you cna't pick up anything */ 848 /* if you're flying, you can't pick up anything */
1080 if (op->move_type & MOVE_FLYING) 849 if (op->move_type & MOVE_FLYING)
1081 return 1; 850 return 1;
1082 851
1083 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)
1084 856
1085 /* 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
1086 * destroyed */ 858 * destroyed */
1087 while (next && !next->destroyed ()) 859 while (next && !next->destroyed ())
1088 { 860 {
1089 tmp = next; 861 tmp = next;
1090 next = tmp->below; 862 next = tmp->below;
1091 863
864 if (cnt <= 0)
865 {
866 op->failmsg ("Couldn't pickup all items at once.");
867 return 0;
868 }
869
1092 if (op->destroyed ()) 870 if (op->destroyed ())
1093 return 0; 871 return 0;
1094 872
1095 if (!can_pick (op, tmp)) 873 if (!can_pick (op, tmp))
1096 continue; 874 continue;
1097 875
1098 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 876 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1099 { 877 {
1100 if (item_matched_string (op, tmp, op->contr->search_str)) 878 if (item_matched_string (op, tmp, op->contr->search_str))
1101 pick_up (op, tmp); 879 CHK_PICK_PICKUP;
880
1102 continue; 881 continue;
1103 } 882 }
1104 883
1105 /* 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? */
1106 if (!(op->contr->mode & PU_NEWMODE)) 944 if (op->contr->mode & PU_FOOD)
945 if (tmp->type == FOOD)
1107 { 946 {
1108 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)
1109 { 1010 {
1110 case 0: 1011 CHK_PICK_PICKUP;
1111 return 1; /* don't pick up */ 1012 continue;
1112 case 1:
1113 pick_up (op, tmp);
1114 return 1;
1115 case 2:
1116 pick_up (op, tmp);
1117 return 0;
1118 case 3:
1119 return 0; /* stop before pickup */
1120 case 4:
1121 pick_up (op, tmp);
1122 break;
1123 case 5:
1124 pick_up (op, tmp);
1125 stop = 1;
1126 break;
1127 case 6:
1128 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1129 pick_up (op, tmp);
1130 break;
1131
1132 case 7:
1133 if (tmp->type == MONEY || tmp->type == GEM)
1134 pick_up (op, tmp);
1135 break;
1136
1137 default:
1138 /* use value density */
1139 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1140 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1141 pick_up (op, tmp);
1142 } 1013 }
1143 } 1014 }
1144 else 1015
1145 { /* old model */ 1016 /* rings & amulets - talismans seems to be typed AMULET */
1146 /* NEW pickup handling */
1147 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)
1148 { 1022 {
1149 /* some debugging code to figure out item information */ 1023 CHK_PICK_PICKUP;
1150 if (tmp->name != NULL)
1151 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1152 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1153 else
1154 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1155 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1156
1157 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1158 }
1159
1160 /* philosophy:
1161 * It's easy to grab an item type from a pile, as long as it's
1162 * generic. This takes no game-time. For more detailed pickups
1163 * and selections, select-items should be used. This is a
1164 * grab-as-you-run type mode that's really useful for arrows for
1165 * example.
1166 * The drawback: right now it has no frontend, so you need to
1167 * stick the bits you want into a calculator in hex mode and then
1168 * convert to decimal and then 'pickup <#>
1169 */
1170
1171 /* the first two modes are exclusive: if NOTHING we return, if
1172 * STOP then we stop. All the rest are applied sequentially,
1173 * meaning if any test passes, the item gets picked up. */
1174
1175 /* if mode is set to pick nothing up, return */
1176
1177 if (op->contr->mode & PU_NOTHING)
1178 return 1;
1179
1180 /* if mode is set to stop when encountering objects, return */
1181 /* take STOP before INHIBIT since it doesn't actually pick
1182 * anything up */
1183
1184 if (op->contr->mode & PU_STOP)
1185 return 0;
1186
1187 /* useful for going into stores and not losing your settings... */
1188 /* and for battles wher you don't want to get loaded down while
1189 * fighting */
1190 if (op->contr->mode & PU_INHIBIT)
1191 return 1;
1192
1193 /* prevent us from turning into auto-thieves :) */
1194 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1195 continue; 1024 continue;
1025 }
1196 1026
1197 /* ignore known cursed objects */ 1027 /* we don't forget dragon food */
1198 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;
1199 continue; 1032 continue;
1033 }
1200 1034
1201 /* all food and drink if desired */ 1035 /* bows and arrows. Bows are good for selling! */
1202 /* 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
1203 if (op->contr->mode & PU_FOOD) 1072 if (op->contr->mode & PU_BOOTS)
1204 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"))
1205 { 1106 {
1206 pick_up (op, tmp); 1107 CHK_PICK_PICKUP;
1207 continue; 1108 continue;
1208 } 1109 }
1110 }
1209 1111
1112 /* misc stuff that's useful */
1210 if (op->contr->mode & PU_DRINK) 1113 if (op->contr->mode & PU_KEY)
1211 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1114 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1212 { 1115 {
1213 pick_up (op, tmp); 1116 CHK_PICK_PICKUP;
1214 continue; 1117 continue;
1215 } 1118 }
1216 1119
1120 /* any of the last 4 bits set means we use the ratio for value
1121 * pickups */
1217 if (op->contr->mode & PU_POTION) 1122 if (op->contr->mode & PU_RATIO)
1218 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
1219 { 1127 */
1220 pick_up (op, tmp);
1221 continue;
1222 }
1223
1224 /* spellbooks, skillscrolls and normal books/scrolls */
1225 if (op->contr->mode & PU_SPELLBOOK)
1226 if (tmp->type == SPELLBOOK)
1227 {
1228 pick_up (op, tmp);
1229 continue;
1230 }
1231
1232 if (op->contr->mode & PU_SKILLSCROLL)
1233 if (tmp->type == SKILLSCROLL)
1234 {
1235 pick_up (op, tmp);
1236 continue;
1237 }
1238
1239 if (op->contr->mode & PU_READABLES)
1240 if (tmp->type == BOOK || tmp->type == SCROLL)
1241 {
1242 pick_up (op, tmp);
1243 continue;
1244 }
1245
1246 /* wands/staves/rods/horns */
1247 if (op->contr->mode & PU_MAGIC_DEVICE)
1248 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1249 {
1250 pick_up (op, tmp);
1251 continue;
1252 }
1253
1254 /* pick up all magical items */
1255 if (op->contr->mode & PU_MAGICAL) 1128 wvratio = op->contr->mode & PU_RATIO;
1256 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)
1257 {
1258 pick_up (op, tmp);
1259 continue;
1260 }
1261
1262 if (op->contr->mode & PU_VALUABLES)
1263 { 1130 {
1264 if (tmp->type == MONEY || tmp->type == GEM) 1131#if 0
1132 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1133 if (tmp->name != NULL)
1265 { 1134 {
1266 pick_up (op, tmp); 1135 fprintf (stderr, "%s", tmp->name);
1267 continue;
1268 } 1136 }
1269 }
1270
1271 /* rings & amulets - talismans seems to be typed AMULET */
1272 if (op->contr->mode & PU_JEWELS)
1273 if (tmp->type == RING || tmp->type == AMULET)
1274 {
1275 pick_up (op, tmp);
1276 continue;
1277 }
1278
1279 /* we don't forget dragon food */
1280 if (op->contr->mode & PU_FLESH)
1281 if (tmp->type == FLESH)
1282 {
1283 pick_up (op, tmp);
1284 continue;
1285 }
1286
1287 /* bows and arrows. Bows are good for selling! */
1288 if (op->contr->mode & PU_BOW)
1289 if (tmp->type == BOW)
1290 {
1291 pick_up (op, tmp);
1292 continue;
1293 }
1294
1295 if (op->contr->mode & PU_ARROW)
1296 if (tmp->type == ARROW)
1297 {
1298 pick_up (op, tmp);
1299 continue;
1300 }
1301
1302 /* all kinds of armor etc. */
1303 if (op->contr->mode & PU_ARMOUR)
1304 if (tmp->type == ARMOUR)
1305 {
1306 pick_up (op, tmp);
1307 continue;
1308 }
1309
1310 if (op->contr->mode & PU_HELMET)
1311 if (tmp->type == HELMET)
1312 {
1313 pick_up (op, tmp);
1314 continue;
1315 }
1316
1317 if (op->contr->mode & PU_SHIELD)
1318 if (tmp->type == SHIELD)
1319 {
1320 pick_up (op, tmp);
1321 continue;
1322 }
1323
1324 if (op->contr->mode & PU_BOOTS)
1325 if (tmp->type == BOOTS)
1326 {
1327 pick_up (op, tmp);
1328 continue;
1329 }
1330
1331 if (op->contr->mode & PU_GLOVES)
1332 if (tmp->type == GLOVES)
1333 {
1334 pick_up (op, tmp);
1335 continue;
1336 }
1337
1338 if (op->contr->mode & PU_CLOAK)
1339 if (tmp->type == CLOAK)
1340 {
1341 pick_up (op, tmp);
1342 continue;
1343 }
1344
1345 /* hoping to catch throwing daggers here */
1346 if (op->contr->mode & PU_MISSILEWEAPON)
1347 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1348 {
1349 pick_up (op, tmp);
1350 continue;
1351 }
1352
1353 /* careful: chairs and tables are weapons! */
1354 if (op->contr->mode & PU_ALLWEAPON)
1355 {
1356 if (tmp->type == WEAPON && tmp->name != NULL)
1357 {
1358 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1359 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1360 {
1361 pick_up (op, tmp);
1362 continue;
1363 }
1364 }
1365
1366 if (tmp->type == WEAPON && tmp->name == NULL)
1367 {
1368 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1369 {
1370 pick_up (op, tmp);
1371 continue;
1372 }
1373 }
1374 }
1375
1376 /* misc stuff that's useful */
1377 if (op->contr->mode & PU_KEY)
1378 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1379 {
1380 pick_up (op, tmp);
1381 continue;
1382 }
1383
1384 /* any of the last 4 bits set means we use the ratio for value
1385 * pickups */
1386 if (op->contr->mode & PU_RATIO)
1387 {
1388 /* use value density to decide what else to grab */
1389 /* >=7 was >= op->contr->mode */
1390 /* >=7 is the old standard setting. Now we take the last 4 bits
1391 * and multiply them by 5, giving 0..15*5== 5..75 */
1392 wvratio = (op->contr->mode & PU_RATIO) * 5;
1393 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1394 {
1395 pick_up (op, tmp);
1396#if 0
1397 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1398 if (tmp->name != NULL)
1399 {
1400 fprintf (stderr, "%s", tmp->name);
1401 }
1402 else 1137 else
1403 fprintf (stderr, "%s", tmp->arch->name); 1138 fprintf (stderr, "%s", tmp->arch->archname);
1404 fprintf (stderr, ",%d] = ", tmp->type); 1139 fprintf (stderr, ",%d] = ", tmp->type);
1405 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))));
1406#endif 1141#endif
1142 CHK_PICK_PICKUP;
1407 continue; 1143 continue;
1408 }
1409 } 1144 }
1410 } /* the new pickup model */ 1145 } /* the new pickup model */
1411 } 1146 }
1412 1147
1413 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;
1414} 1184}
1415 1185
1416/* 1186/*
1417 * Find an arrow in the inventory and after that 1187 * Find an arrow in the inventory and after that
1418 * in the right type container (quiver). Pointer to the 1188 * in the right type container (quiver). Pointer to the
1419 * found object is returned. 1189 * found object is returned.
1420 */ 1190 */
1421object * 1191static object *
1422find_arrow (object *op, const char *type) 1192find_arrow (object *op, const char *type)
1423{ 1193{
1424 object *tmp = NULL;
1425
1426 for (op = op->inv; op; op = op->below) 1194 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1427 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1428 tmp = find_arrow (op, type);
1429 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);
1430 return op; 1203 return arrow;
1204 }
1205
1431 return tmp; 1206 return 0;
1432} 1207}
1433 1208
1434/* 1209/*
1435 * 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
1436 * 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
1437 * 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
1438 * 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.
1439 */ 1214 */
1440 1215static object *
1441object *
1442find_better_arrow (object *op, object *target, const char *type, int *better) 1216find_better_arrow (object *op, object *target, shstr_cmp type, int *better)
1443{ 1217{
1444 object *tmp = NULL, *arrow, *ntmp; 1218 object *tmp = NULL, *arrow, *ntmp;
1445 int attacknum, attacktype, betterby = 0, i; 1219 int attacknum, attacktype, betterby = 0, i;
1446 1220
1447 if (!type) 1221 if (!type)
1448 return NULL; 1222 return NULL;
1449 1223
1450 for (arrow = op->inv; arrow; arrow = arrow->below) 1224 for (arrow = op->inv; arrow; arrow = arrow->below)
1451 { 1225 {
1452 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED)) 1226 if (arrow->type == CONTAINER && arrow->race == type && arrow->flag [FLAG_APPLIED])
1453 { 1227 {
1454 i = 0; 1228 i = 0;
1455 ntmp = find_better_arrow (arrow, target, type, &i); 1229 ntmp = find_better_arrow (arrow, target, type, &i);
1230
1456 if (i > betterby) 1231 if (i > betterby)
1457 { 1232 {
1458 tmp = ntmp; 1233 tmp = ntmp;
1459 betterby = i; 1234 betterby = i;
1460 } 1235 }
1461 } 1236 }
1462 else if (arrow->type == ARROW && arrow->race == type) 1237 else if (arrow->type == ARROW && arrow->race == type)
1463 { 1238 {
1464 /* allways prefer assasination/slaying */ 1239 /* allways prefer assasination/slaying */
1465 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race)) 1240 if (target->race && arrow->slaying.contains (target->race))
1466 { 1241 {
1467 if (arrow->attacktype & AT_DEATH) 1242 if (arrow->attacktype & AT_DEATH)
1468 { 1243 {
1469 *better = 100; 1244 *better = 100;
1470 return arrow; 1245 return arrow;
1478 else 1253 else
1479 { 1254 {
1480 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1255 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1481 { 1256 {
1482 attacktype = 1 << attacknum; 1257 attacktype = 1 << attacknum;
1483 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1258 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1484 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)
1485 { 1260 {
1486 tmp = arrow; 1261 tmp = arrow;
1487 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;
1488 } 1263 }
1489 } 1264 }
1265
1490 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1266 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1491 { 1267 {
1492 tmp = arrow; 1268 tmp = arrow;
1493 betterby = 2 + arrow->magic + arrow->stats.dam; 1269 betterby = 2 + arrow->magic + arrow->stats.dam;
1494 } 1270 }
1271
1495 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) 1272 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1496 { 1273 {
1497 tmp = arrow; 1274 tmp = arrow;
1498 betterby = 1 + arrow->magic + arrow->stats.dam; 1275 betterby = 1 + arrow->magic + arrow->stats.dam;
1499 } 1276 }
1500 } 1277 }
1501 } 1278 }
1502 } 1279 }
1280
1503 if (tmp == NULL && arrow == NULL) 1281 if (tmp == NULL && arrow == NULL)
1504 return find_arrow (op, type); 1282 return find_arrow (op, type);
1505 1283
1506 *better = betterby; 1284 *better = betterby;
1507 return tmp; 1285 return tmp;
1511 * find_better_arrow to find a decent arrow to use. 1289 * find_better_arrow to find a decent arrow to use.
1512 * op = the shooter 1290 * op = the shooter
1513 * type = bow->race 1291 * type = bow->race
1514 * dir = fire direction 1292 * dir = fire direction
1515 */ 1293 */
1516 1294static object *
1517object *
1518pick_arrow_target (object *op, const char *type, int dir) 1295pick_arrow_target (object *op, shstr_cmp type, int dir)
1519{ 1296{
1520 object *tmp = NULL; 1297 object *tmp = NULL;
1521 maptile *m; 1298 maptile *m;
1522 int i, mflags, found, number; 1299 int i, mflags, found, number;
1523 sint16 x, y; 1300 sint16 x, y;
1538 for (i = 0, found = 0; i < 20; i++) 1315 for (i = 0, found = 0; i < 20; i++)
1539 { 1316 {
1540 x += freearr_x[dir]; 1317 x += freearr_x[dir];
1541 y += freearr_y[dir]; 1318 y += freearr_y[dir];
1542 mflags = get_map_flags (m, &m, x, y, &x, &y); 1319 mflags = get_map_flags (m, &m, x, y, &x, &y);
1320
1543 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) 1321 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1544 { 1322 {
1545 tmp = NULL; 1323 tmp = 0;
1546 break; 1324 break;
1547 } 1325 }
1548 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)
1549 { 1327 {
1550 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1328 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1551 * perhaps a bad assumption. 1329 * perhaps a bad assumption.
1552 */ 1330 */
1553 tmp = NULL; 1331 tmp = 0;
1554 break; 1332 break;
1555 } 1333 }
1334
1556 if (mflags & P_IS_ALIVE) 1335 if (mflags & P_IS_ALIVE)
1557 {
1558 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)
1559 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 1337 if (tmp->flag [FLAG_ALIVE])
1560 {
1561 found++;
1562 break;
1563 }
1564 if (found)
1565 break; 1338 break;
1566 }
1567 } 1339 }
1568 if (tmp == NULL) 1340
1341 if (!tmp)
1569 return find_arrow (op, type); 1342 return find_arrow (op, type);
1570 1343
1571 if (tmp->head) 1344 if (tmp->head)
1572 tmp = tmp->head; 1345 tmp = tmp->head;
1573 1346
1586 */ 1359 */
1587int 1360int
1588fire_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)
1589{ 1362{
1590 object *left, *bow; 1363 object *left, *bow;
1591 int bowspeed, mflags; 1364 int mflags;
1592 maptile *m; 1365 maptile *m;
1593 1366
1594 if (!dir) 1367 if (!dir)
1595 { 1368 {
1596 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!");
1597 return 0; 1370 return 0;
1598 } 1371 }
1599 1372
1600 if (op->type == PLAYER) 1373 if (op->contr)
1601 bow = op->contr->ranges[range_bow]; 1374 bow = op->current_weapon;
1602 else 1375 else
1603 { 1376 {
1604 for (bow = op->inv; bow; bow = bow->below) 1377 for (bow = op->inv; bow; bow = bow->below)
1605 /* 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
1606 * 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.
1611 if (!bow) 1384 if (!bow)
1612 { 1385 {
1613 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1386 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1614 return 0; 1387 return 0;
1615 } 1388 }
1389
1390 // optimisation: move object to top so we will find it quickly again
1391 splay (bow);
1616 } 1392 }
1617 1393
1618 if (!bow->race || !bow->skill) 1394 if (!bow->race || !bow->skill)
1619 { 1395 {
1620 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);
1621 return 0; 1397 return 0;
1622 } 1398 }
1623
1624 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1625
1626 /* penalize ROF for bestarrow */
1627 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1628 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1629
1630 if (bowspeed < 1)
1631 bowspeed = 1;
1632 1399
1633 if (arrow == NULL) 1400 if (arrow == NULL)
1634 { 1401 {
1635 if ((arrow = find_arrow (op, bow->race)) == NULL) 1402 if ((arrow = find_arrow (op, bow->race)) == NULL)
1636 { 1403 {
1637 if (op->type == PLAYER) 1404 if (op->type == PLAYER)
1638 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);
1639 /* 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 */
1640 else 1407 else
1641 CLEAR_FLAG (op, FLAG_READY_BOW); 1408 op->clr_flag (FLAG_READY_BOW);
1409
1642 return 0; 1410 return 0;
1643 } 1411 }
1644 } 1412 }
1645 1413
1646 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1414 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1654 } 1422 }
1655 1423
1656 /* this should not happen, but sometimes does */ 1424 /* this should not happen, but sometimes does */
1657 if (arrow->nrof == 0) 1425 if (arrow->nrof == 0)
1658 { 1426 {
1427 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1659 arrow->destroy (); 1428 arrow->destroy ();
1660 return 0; 1429 return 0;
1661 } 1430 }
1662 1431
1663 left = arrow; /* these are arrows left to the player */ 1432 left = arrow; /* these are arrows left to the player */
1664 arrow = get_split_ob (arrow, 1); 1433 arrow = arrow->split ();
1665 if (!arrow) 1434 if (!arrow)
1666 { 1435 {
1667 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);
1668 return 0; 1437 return 0;
1669 } 1438 }
1670 1439
1671 arrow->set_owner (op); 1440 arrow->set_owner (op);
1672 arrow->skill = bow->skill; 1441 arrow->skill = bow->skill;
1673 arrow->direction = dir; 1442 arrow->direction = dir;
1674 1443
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;
1475
1675 if (op->type == PLAYER) 1476 if (op->type == PLAYER)
1676 { 1477 {
1677 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1678 op->update_stats ();
1679 }
1680
1681 SET_ANIMATION (arrow, arrow->direction);
1682 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1683 arrow->stats.hp = arrow->stats.dam;
1684 arrow->stats.grace = arrow->attacktype;
1685 if (arrow->slaying != NULL)
1686 arrow->spellarg = strdup (arrow->slaying);
1687
1688 /* Note that this was different for monsters - they got their level
1689 * added to the damage. I think the strength bonus is more proper.
1690 */
1691
1692 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1693
1694 /* update the speed */
1695 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1696 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1697
1698 arrow->set_speed (max (arrow->speed, 1.0));
1699 arrow->speed_left = 0;
1700
1701 if (op->type == PLAYER)
1702 {
1703 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1704 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1705 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1706
1707 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;
1708 } 1485 }
1709 else 1486 else
1710 { 1487 {
1711 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1712 arrow->level = op->level; 1488 arrow->level = op->level;
1713 } 1489 arrow->stats.wc -= bow->magic;
1714 1490
1715 if (arrow->attacktype == AT_PHYSICAL) 1491 if (!arrow->slaying)
1492 arrow->slaying = bow->slaying;
1493
1716 arrow->attacktype |= bow->attacktype; 1494 arrow->attacktype |= bow->attacktype;
1495 }
1717 1496
1718 if (bow->slaying) 1497 wc -= arrow->level;
1719 arrow->slaying = bow->slaying; 1498 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1720 1499
1500 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1721 arrow->move_type = MOVE_FLY_LOW; 1501 arrow->move_type = MOVE_FLY_LOW;
1722 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1502 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1503 arrow->set_flag (FLAG_NO_PICK);
1723 1504
1724 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1505 op->play_sound (sound_find ("fire_arrow"));
1725 m->insert (arrow, sx, sy, op); 1506 m->insert (arrow, sx, sy, op);
1726 1507
1727 if (!arrow->destroyed ()) 1508 if (!arrow->destroyed ())
1728 move_arrow (arrow); 1509 move_arrow (arrow);
1729
1730 if (op->type == PLAYER)
1731 {
1732 if (left->destroyed ())
1733 esrv_del_item (op->contr, left->count);
1734 else
1735 esrv_send_item (op, left);
1736 }
1737 1510
1738 return 1; 1511 return 1;
1739} 1512}
1740 1513
1741/* Special fire code for players - this takes into 1514/* Special fire code for players - this takes into
1743 * but monsters can't. Putting that code here 1516 * but monsters can't. Putting that code here
1744 * makes the fire_bow code much cleaner. 1517 * makes the fire_bow code much cleaner.
1745 * this function should only be called if 'op' is a player, 1518 * this function should only be called if 'op' is a player,
1746 * hence the function name. 1519 * hence the function name.
1747 */ 1520 */
1748int 1521static int
1749player_fire_bow (object *op, int dir) 1522player_fire_bow (object *op, int dir)
1750{ 1523{
1751 int ret = 0, wcmod = 0; 1524 int ret;
1752 1525
1753 if (op->contr->bowtype == bow_bestarrow) 1526 if (op->contr->bowtype == bow_bestarrow)
1754 { 1527 {
1755 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);
1756 } 1529 }
1757 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)
1758 { 1531 {
1759 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1532 int wcmod = similar_direction (dir, op->contr->bowtype - bow_n + 1) ? 0 : -1;
1760 wcmod = -1;
1761 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);
1762 } 1534 }
1763 else if (op->contr->bowtype == bow_threewide) 1535 else if (op->contr->bowtype == bow_threewide)
1764 { 1536 {
1765 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);
1766 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)]);
1767 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)]);
1768 } 1540 }
1769 else if (op->contr->bowtype == bow_spreadshot) 1541 else if (op->contr->bowtype == bow_spreadshot)
1770 { 1542 {
1771 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);
1772 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);
1773 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);
1774
1775 } 1546 }
1776 else 1547 else
1777 { 1548 {
1778 /* Simple case */ 1549 /* Simple case */
1779 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);
1780 } 1551 }
1552
1781 return ret; 1553 return ret;
1782} 1554}
1783
1784 1555
1785/* Fires a misc (wand/rod/horn) object in 'dir'. 1556/* Fires a misc (wand/rod/horn) object in 'dir'.
1786 * Broken apart from 'fire' to keep it more readable. 1557 * Broken apart from 'fire' to keep it more readable.
1787 */ 1558 */
1788void 1559static void
1789fire_misc_object (object *op, int dir) 1560fire_misc_object (object *op, int dir)
1790{ 1561{
1791 object *item; 1562 object *item = op->contr->ranged_ob;
1792 1563
1793 if (!op->contr->ranges[range_misc]) 1564 if (!item)
1794 { 1565 {
1795 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.");
1796 return; 1567 return;
1797 } 1568 }
1798 1569
1799 item = op->contr->ranges[range_misc];
1800 if (!item->inv) 1570 if (!item->inv)
1801 { 1571 {
1802 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1572 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1803 return; 1573 return;
1804 } 1574 }
1575
1576 if (!op->apply (item))
1577 return;
1578
1805 if (item->type == WAND) 1579 if (item->type == WAND)
1806 { 1580 {
1807 if (item->stats.food <= 0) 1581 if (item->stats.food <= 0)
1808 { 1582 {
1809 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1583 op->contr->play_sound (sound_find ("wand_poof"));
1810 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
1811 return; 1586 return;
1812 } 1587 }
1813 } 1588 }
1814 else if (item->type == ROD || item->type == HORN) 1589 else if (item->type == ROD || item->type == HORN)
1815 { 1590 {
1816 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))
1817 { 1596 {
1818 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1597 op->contr->play_sound (sound_find ("wand_poof"));
1598
1819 if (item->type == ROD) 1599 if (item->type == ROD)
1820 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));
1821 else 1601 else
1822 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
1823 return; 1604 return;
1824 } 1605 }
1825 } 1606 }
1826 1607
1827 if (cast_spell (op, item, dir, item->inv, NULL)) 1608 if (cast_spell (op, item, dir, item->inv, NULL))
1828 { 1609 {
1829 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
1830 if (item->type == WAND) 1612 if (item->type == WAND)
1831 { 1613 {
1832 if (!(--item->stats.food)) 1614 if (!(--item->stats.food))
1833 { 1615 {
1834 object *tmp;
1835
1836 if (item->arch) 1616 if (item->arch)
1837 { 1617 {
1838 CLEAR_FLAG (item, FLAG_ANIMATE); 1618 item->clr_flag (FLAG_ANIMATE);
1839 item->face = item->arch->clone.face; 1619 item->face = item->arch->face;
1840 item->set_speed (0); 1620 item->set_speed (0);
1841 } 1621 }
1842 1622
1843 if ((tmp = item->in_player ())) 1623 if (object *pl = item->visible_to ())
1844 esrv_update_item (UPD_ANIM, tmp, item); 1624 esrv_update_item (UPD_ANIM, pl, item);
1845 } 1625 }
1846 } 1626 }
1847 else if (item->type == ROD || item->type == HORN) 1627 else if (item->type == ROD || item->type == HORN)
1848 drain_rod_charge (item); 1628 drain_rod_charge (item);
1849 } 1629 }
1850} 1630}
1851 1631
1852/* Received a fire command for the player - go and do it. 1632/* Received a fire command for the player - go and do it.
1853 */ 1633 */
1854void 1634bool
1855fire (object *op, int dir) 1635fire (object *who, int dir)
1856{ 1636{
1857 int spellcost = 0; 1637 int spellcost = 0;
1858 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
1859 /* check for loss of invisiblity/hide */ 1660 /* check for loss of invisiblity/hide */
1860 if (action_makes_visible (op)) 1661 if (action_makes_visible (who))
1861 make_visible (op); 1662 make_visible (who);
1862 1663
1863 switch (op->contr->shoottype) 1664 switch (ob->type)
1864 { 1665 {
1865 case range_none: 1666 case BOW:
1866 return;
1867
1868 case range_bow:
1869 player_fire_bow (op, dir); 1667 player_fire_bow (who, dir);
1870 return; 1668 break;
1871 1669
1872 case range_magic: /* Casting spells */ 1670 case SPELL:
1873 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);
1874 return; 1672 break;
1875 1673
1876 case range_misc: 1674 case BUILDER:
1877 fire_misc_object (op, dir);
1878 return;
1879
1880 case range_golem: /* Control summoned monsters from scrolls */
1881 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
1882 {
1883 op->contr->ranges[range_golem] = 0;
1884 op->contr->shoottype = range_none;
1885 }
1886 else
1887 control_golem (op->contr->ranges[range_golem], dir);
1888 return;
1889
1890 case range_skill:
1891 if (!op->chosen_skill)
1892 {
1893 if (op->type == PLAYER)
1894 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
1895 return;
1896 }
1897 (void) do_skill (op, op, op->chosen_skill, dir, NULL);
1898 return;
1899 case range_builder:
1900 apply_map_builder (op, dir); 1675 apply_map_builder (who, dir);
1901 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
1902 default: 1686 default:
1903 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type."); 1687 fire_misc_object (who, dir);
1904 return; 1688 break;
1905 } 1689 }
1906}
1907 1690
1691 return true;
1692}
1908 1693
1909 1694static object *
1910/* find_key
1911 * We try to find a key for the door as passed. If we find a key
1912 * and successfully use it, we return the key, otherwise NULL
1913 * This function merges both normal and locked door, since the logic
1914 * for both is the same - just the specific key is different.
1915 * pl is the player,
1916 * inv is the objects inventory to searched
1917 * door is the door we are trying to match against.
1918 * This function can be called recursively to search containers.
1919 */
1920
1921object *
1922find_key (object *pl, object *container, object *door) 1695find_key_ (object *pl, object *container, object *door)
1923{ 1696{
1924 object *tmp, *key; 1697 object *tmp, *key;
1925 1698
1926 /* Should not happen, but sanity checking is never bad */ 1699 /* Should not happen, but sanity checking is never bad */
1927 if (container->inv == NULL) 1700 if (!container->inv)
1928 return NULL; 1701 return 0;
1929 1702
1930 /* 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 */
1931 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1704 for (tmp = container->inv; tmp; tmp = tmp->below)
1932 { 1705 {
1933 if (door->type == DOOR && tmp->type == KEY) 1706 if (door->type == DOOR && tmp->type == KEY)
1934 break; 1707 break;
1708
1935 /* For sanity, we should really check door type, but other stuff 1709 /* For sanity, we should really check door type, but other stuff
1936 * (like containers) can be locked with special keys 1710 * (like containers) can be locked with special keys
1937 */ 1711 */
1938 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1712 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1939 break; 1713 break;
1940 } 1714 }
1715
1941 /* No key found - lets search inventories now */ 1716 /* No key found - lets search inventories now */
1942 /* 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.
1943 * 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
1944 * a key, return 1719 * a key, return
1945 */ 1720 */
1946 if (!tmp) 1721 if (!tmp)
1947 { 1722 {
1948 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1723 for (tmp = container->inv; tmp; tmp = tmp->below)
1949 {
1950 /* No reason to search empty containers */ 1724 /* No reason to search empty containers */
1951 if (tmp->type == CONTAINER && tmp->inv) 1725 if (tmp->type == CONTAINER && tmp->inv)
1952 {
1953 if ((key = find_key (pl, tmp, door)) != NULL) 1726 if ((key = find_key_ (pl, tmp, door)))
1954 return key; 1727 return key;
1955 } 1728
1956 }
1957 if (!tmp) 1729 if (!tmp)
1958 return NULL; 1730 return 0;
1959 } 1731 }
1732
1960 /* 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,
1961 * see if we actually want to use it 1734 * see if we actually want to use it
1962 */ 1735 */
1963 if (pl != container) 1736 if (pl != container)
1964 { 1737 {
1965 /* Only let players use keys in containers */ 1738 /* Only let players use keys in containers */
1966 if (!pl->contr) 1739 if (!pl->contr)
1967 return NULL; 1740 return 0;
1741
1968 /* cases where this fails: 1742 /* cases where this fails:
1969 * If we only search the player inventory, return now since we 1743 * If we only search the player inventory, return now since we
1970 * are not in the players inventory. 1744 * are not in the players inventory.
1971 * If the container is not active, return now since only active 1745 * If the container is not active, return now since only active
1972 * containers can be used. 1746 * containers can be used.
1976 * inv must have been an container and must have been active. 1750 * inv must have been an container and must have been active.
1977 * 1751 *
1978 * Change the color so that the message doesn't disappear with 1752 * Change the color so that the message doesn't disappear with
1979 * all the others. 1753 * all the others.
1980 */ 1754 */
1981 if (pl->contr->usekeys == key_inventory || 1755 if (pl->contr->usekeys == key_inventory
1982 !QUERY_FLAG (container, FLAG_APPLIED) || 1756 || !container->flag [FLAG_APPLIED]
1983 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys")))) 1757 || (pl->contr->usekeys == keyrings && container->race != shstr_keys))
1984 { 1758 {
1985 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1759 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1986 "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));
1987 return NULL; 1761 return NULL;
1988 } 1762 }
1989 } 1763 }
1764
1990 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);
1991} 1791}
1992 1792
1993/* moved door processing out of move_player_attack. 1793/* moved door processing out of move_player_attack.
1994 * returns 1 if player has opened the door with a key 1794 * returns 1 if player has opened the door with a key
1995 * such that the caller should not do anything more, 1795 * such that the caller should not do anything more,
1996 * 0 otherwise 1796 * 0 otherwise
1997 */ 1797 */
1998static int 1798static int
1999player_attack_door (object *op, object *door) 1799player_attack_door (object *op, object *door)
2000{ 1800{
2001 /* 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,
2002 * 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 -
2003 * otherwise, we fall through to the rest of the code. 1803 * otherwise, we fall through to the rest of the code.
2004 */ 1804 */
2005 object *key = find_key (op, op, door); 1805 object *key = find_key (op, op, door);
2006 1806
2007 /* IF we found a key, do some extra work */ 1807 /* If we found a key, do some extra work */
2008 if (key) 1808 if (key)
2009 { 1809 {
2010 object *container = key->env; 1810 object *container = key->env;
2011 1811
2012 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
2013 if (action_makes_visible (op)) 1812 if (action_makes_visible (op))
2014 make_visible (op); 1813 make_visible (op);
1814
2015 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1815 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2016 spring_trap (door->inv, op); 1816 spring_trap (door->inv, op);
1817
2017 if (door->type == DOOR) 1818 if (door->type == DOOR)
2018 {
2019 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 */
2020 }
2021 else if (door->type == LOCKED_DOOR) 1820 else if (door->type == LOCKED_DOOR)
2022 { 1821 {
2023 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);
2024 remove_door2 (door); /* remove door without violence ;-) */ 1823 remove_door2 (door); /* remove door without violence ;-) */
2025 } 1824 }
1825
2026 /* Do this after we print the message */ 1826 /* Do this after we print the message */
2027 decrease_ob (key); /* Use up one of the keys */ 1827 key->decrease (); /* Use up one of the keys */
2028 /* Need to update the weight the container the key was in */ 1828
2029 if (container != op)
2030 esrv_update_item (UPD_WEIGHT, op, container);
2031 return 1; /* Nothing more to do below */ 1829 return 1; /* Nothing more to do below */
2032 } 1830 }
2033 else if (door->type == LOCKED_DOOR) 1831 else if (door->type == LOCKED_DOOR)
2034 { 1832 {
2035 /* Might as well return now - no other way to open this */ 1833 /* Might as well return now - no other way to open this */
2036 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...");
2037 return 1; 1835 return 1;
2038 } 1836 }
1837
2039 return 0; 1838 return 0;
2040} 1839}
2041 1840
2042/* This function is just part of a breakup from move_player. 1841/* This function is just part of a breakup from move_player.
2043 * It should keep the code cleaner. 1842 * It should keep the code cleaner.
2044 * When this is called, the players direction has been updated 1843 * When this is called, the players direction has been updated
2045 * (taking into account confusion.) The player is also actually 1844 * (taking into account confusion.) The player is also actually
2046 * going to try and move (not fire weapons). 1845 * going to try and move (not fire weapons).
2047 */ 1846 */
2048void 1847bool
2049move_player_attack (object *op, int dir) 1848move_player_attack (object *op, int dir)
2050{ 1849{
2051 object *tmp, *mon; 1850 if (!op->contr->braced && op->speed_left > 0.f && op->move (dir))
2052 sint16 nx, ny; 1851 {
2053 int on_battleground; 1852 --op->speed_left;
2054 maptile *m; 1853 return true;
1854 }
2055 1855
2056 nx = freearr_x[dir] + op->x; 1856 sint16 nx = freearr_x[dir] + op->x;
2057 ny = freearr_y[dir] + op->y; 1857 sint16 ny = freearr_y[dir] + op->y;
2058 1858
2059 on_battleground = op_on_battleground (op, 0, 0); 1859 if (out_of_map (op->map, nx, ny))
1860 return false;
2060 1861
2061 /* 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
2062 * 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
2063 * 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
2064 * player. This is a pretty nasty hack, because if we could 1865 * player. This is a pretty nasty hack, because if we could
2065 * 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
2066 * 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
2067 * 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
2068 * move_ob uses. 1869 * move_ob uses.
2069 */ 1870 */
2070 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;
2071 { 1886 }
2072 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)
2073 { 1893 {
2074 m = get_map_from_coord (op->map, &nx, &ny); 1894 if (ob->move_block == MOVE_ALL)
2075 if (!m) 1895 move_into_wall (op, ob);
2076 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;
2077 } 1958 }
2078 else 1959 else
2079 m = op->map;
2080
2081 if ((tmp = GET_MAP_OB (m, nx, ny)) == NULL)
2082 {
2083 /* LOG(llevError,"player_move_attack: GET_MAP_OB returns NULL, but player can not move there.\n"); */
2084 return; 1960 return false;
2085 } 1961 }
2086 1962
2087 mon = 0; 1963 bool on_battleground = op_on_battleground (op, 0, 0);
2088 /* Go through all the objects, and find ones of interest. Only stop if
2089 * we find a monster - that is something we know we want to attack.
2090 * if its a door or barrel (can roll) see if there may be monsters
2091 * on the space
2092 */
2093 while (tmp)
2094 {
2095 if (tmp == op)
2096 {
2097 tmp = tmp->above;
2098 continue;
2099 }
2100 1964
2101 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2102 {
2103 mon = tmp;
2104 break;
2105 }
2106
2107 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2108 mon = tmp;
2109
2110 tmp = tmp->above;
2111 }
2112
2113 if (!mon) /* This happens anytime the player tries to move */
2114 return; /* into a wall */
2115
2116 if (mon->head)
2117 mon = mon->head;
2118
2119 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2120 if (player_attack_door (op, mon))
2121 return;
2122
2123 /* The following deals with possibly attacking peaceful
2124 * or frienddly creatures. Basically, all players are considered
2125 * unaggressive. If the moving player has peaceful set, then the
2126 * object should be pushed instead of attacked. It is assumed that
2127 * if you are braced, you will not attack friends accidently,
2128 * and thus will not push them.
2129 */
2130
2131 /* If the creature is a pet, push it even if the player is not
2132 * peaceful. Our assumption is the creature is a pet if the
2133 * player owns it and it is either friendly or unagressive.
2134 */
2135 if ((op->type == PLAYER)
2136#if COZY_SERVER
2137 &&
2138 ((mon->owner && mon->owner->contr
2139 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op)
2140#else
2141 && mon->owner == op
2142#endif
2143 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2144 {
2145 /* If we're braced, we don't want to switch places with it */
2146 if (op->contr->braced)
2147 return;
2148 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2149 (void) push_ob (mon, dir, op);
2150 if (op->contr->tmp_invis || op->hide)
2151 make_visible (op);
2152 return;
2153 }
2154
2155 /* in certain circumstances, you shouldn't attack friendly 1965 /* in certain circumstances, you shouldn't attack friendly
2156 * creatures. Note that if you are braced, you can't push 1966 * creatures. Note that if you are braced, you can't push
2157 * 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
2158 * attack them either. 1968 * attack them either.
2159 */ 1969 */
2160 if ((mon->type == PLAYER || mon->enemy != op) && 1970 if ((mon->type == PLAYER || mon->enemy != op)
2161 (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])
2162#ifdef PROHIBIT_PLAYERKILL
2163 (op->contr->peaceful 1972 && ((op->contr->peaceful
2164 || (mon->type == PLAYER 1973 || (mon->type == PLAYER && mon->contr->peaceful))
2165 && mon->contr->
2166 peaceful)) &&
2167#else
2168 op->contr->peaceful &&
2169#endif
2170 !on_battleground)) 1974 && !on_battleground))
1975 {
1976 if (op->speed_left > 0.f)
2171 { 1977 {
1978 --op->speed_left;
1979
2172 if (!op->contr->braced) 1980 if (!op->contr->braced)
2173 { 1981 {
2174 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 1982 op->play_sound (sound_find ("push_player"));
2175 (void) push_ob (mon, dir, op); 1983 push_ob (mon, dir, op);
2176 } 1984 }
2177 else 1985 else
2178 new_draw_info (0, 0, op, "You withhold your attack"); 1986 op->statusmsg ("You withhold your attack");
2179 1987
2180 if (op->contr->tmp_invis || op->hide) 1988 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
2181 make_visible (op); 1989 make_visible (op);
2182 }
2183 1990
1991 return true;
1992 }
1993 }
2184 /* If the object is a boulder or other rollable object, then 1994 /* If the object is a boulder or other rollable object, then
2185 * 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.
2186 */ 1996 */
2187 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)
2188 { 2000 {
2001 --op->speed_left;
2002
2189 recursive_roll (mon, dir, op); 2003 recursive_roll (mon, dir, op);
2190 if (action_makes_visible (op)) 2004 if (action_makes_visible (op))
2191 make_visible (op); 2005 make_visible (op);
2192 }
2193 2006
2007 return true;
2008 }
2009 }
2194 /* Any generic living creature. Including things like doors. 2010 /* Any generic living creature. Including things like doors.
2195 * 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
2196 * and be living. Then, it must be one of the following: 2012 * and be living. Then, it must be one of the following:
2197 * 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
2198 * 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.
2199 */ 2015 */
2200
2201 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2016 else if ((mon->stats.hp >= 0) && mon->flag [FLAG_ALIVE] &&
2202 ((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)))
2203 { 2018 {
2204 2019 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2205 /* If the player hasn't hit something this tick, and does
2206 * so, give them speed boost based on weapon speed. Doing
2207 * it here is better than process_players2, which basically
2208 * incurred a 1 tick offset.
2209 */
2210 if (!op->contr->has_hit)
2211 { 2020 {
2212 op->speed_left += op->speed / op->contr->weapon_sp; 2021 --op->contr->weapon_sp_left;
2213
2214 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2215 }
2216 2022
2217 skill_attack (mon, op, 0, 0, 0); 2023 skill_attack (mon, op, 0, 0, 0);
2218
2219 /* If attacking another player, that player gets automatic
2220 * hitback, and doesn't loose luck either.
2221 * Disable hitback on the battleground or if the target is
2222 * the wiz.
2223 */
2224 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2225 {
2226 short luck = mon->stats.luck;
2227
2228 mon->contr->has_hit = 1;
2229 skill_attack (op, mon, 0, 0, 0);
2230 mon->stats.luck = luck;
2231 }
2232 2024
2233 if (action_makes_visible (op)) 2025 if (action_makes_visible (op))
2234 make_visible (op); 2026 make_visible (op);
2235 }
2236 } /* if player should attack something */
2237}
2238 2027
2239int 2028 return true;
2029 }
2030 }
2031
2032 return false;
2033}
2034
2035bool
2240move_player (object *op, int dir) 2036move_player (object *op, int dir)
2241{ 2037{
2242 int pick; 2038 if (!op->map || op->map->state != MAP_ACTIVE)
2243
2244 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY)
2245 return 0; 2039 return 0;
2246 2040
2247 /* Sanity check: make sure dir is valid */ 2041 /* Sanity check: make sure dir is valid */
2248 if ((dir < 0) || (dir >= 9)) 2042 if (dir < 0 || dir > 8)
2249 { 2043 {
2250 LOG (llevError, "move_player: invalid direction %d\n", dir); 2044 LOG (llevError, "move_player: invalid direction %d\n", dir);
2251 return 0; 2045 return 0;
2252 } 2046 }
2253 2047
2254 /* peterm: added following line */ 2048 /* peterm: added following line */
2255 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2049 if (op->flag [FLAG_CONFUSED] && dir)
2256 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2050 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2257 2051
2258 op->facing = dir; 2052 op->facing = dir;
2259 2053
2260 if (op->hide) 2054 if (op->flag [FLAG_HIDDEN])
2261 do_hidden_move (op); 2055 do_hidden_move (op);
2262 2056
2057 bool retval;
2058 int pick = 0;
2059
2263 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2060 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2264 /*nop */ ; 2061 retval = RESULT_INT (0);
2265 else if (op->contr->fire_on) 2062 else if (op->contr->fire_on)
2266 fire (op, dir); 2063 retval = fire (op, dir);
2267 else 2064 else
2268 { 2065 {
2269 move_player_attack (op, dir); 2066 retval = move_player_attack (op, dir);
2270 pick = check_pick (op); 2067 pick = check_pick (op);
2271 } 2068 }
2272 2069
2273 /* 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
2274 * server can handle repeat firing. 2071 * server can handle repeat firing.
2281 /* Update how the player looks. Use the facing, so direction may 2078 /* Update how the player looks. Use the facing, so direction may
2282 * get reset to zero. This allows for full animation capabilities 2079 * get reset to zero. This allows for full animation capabilities
2283 * for players. 2080 * for players.
2284 */ 2081 */
2285 animate_object (op, op->facing); 2082 animate_object (op, op->facing);
2286 return 0; 2083
2084 return retval;
2287} 2085}
2288 2086
2289/* 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
2290 * new client/server stuff. 2088 * new client/server stuff.
2291 * 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
2292 * the new speed values for commands. 2090 * the new speed values for commands.
2293 * 2091 *
2294 * 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.
2295 */ 2095 */
2296int 2096bool
2297handle_newcs_player (object *op) 2097handle_newcs_player (object *op)
2298{ 2098{
2299 if (op->contr->hidden) 2099 if (op->flag [FLAG_SCARED])
2300 {
2301 op->invisible = 1000;
2302 /* the socket code flashes the player visible/invisible
2303 * depending on the value of invisible, so we need to
2304 * alternate it here for it to work correctly.
2305 */
2306 if (pticks & 2)
2307 op->invisible--;
2308 } 2100 {
2309 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS))) 2101 if (op->speed_left > 0.f)
2310 {
2311 op->invisible--;
2312 if (!op->invisible)
2313 {
2314 make_visible (op);
2315 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2316 } 2102 {
2317 }
2318
2319 if (QUERY_FLAG (op, FLAG_SCARED))
2320 {
2321 flee_player (op);
2322 /* If player is still scared, that is his action for this tick */
2323 if (QUERY_FLAG (op, FLAG_SCARED))
2324 {
2325 op->speed_left--; 2103 --op->speed_left;
2104 flee_player (op);
2105
2326 return 0; 2106 return true;
2327 } 2107 }
2108 else
2109 return false;
2328 } 2110 }
2329
2330 /* I've been seeing crashes where the golem has been destroyed, but
2331 * the player object still points to the defunct golem. The code that
2332 * destroys the golem looks correct, and it doesn't always happen, so
2333 * put this in a a workaround to clean up the golem pointer.
2334 */
2335 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2336 op->contr->ranges[range_golem] = 0;
2337 2111
2338 /* 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
2339 * the players time has been increased when doericserver has been 2113 * the players time has been increased when doericserver has been
2340 * called, so we recheck it here. 2114 * called, so we recheck it here.
2341 */ 2115 */
2342 //TODO: better than handling 8 commands, use some more intelligent rate-limiting 2116 if (op->contr->ns->handle_command ())
2343 for (int rep = 8; --rep && op->contr->ns->handle_command (); ) 2117 return true;
2344 ;
2345 2118
2346 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])
2347 return 0; 2129 return 0;
2348 2130
2349 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2350 {
2351 /* All move commands take 1 tick, at least for now */
2352 op->speed_left--;
2353
2354 /* Instead of all the stuff below, let move_player take care
2355 * of it. Also, some of the skill stuff is only put in
2356 * there, as well as the confusion stuff.
2357 */
2358 move_player (op, op->direction);
2359 if (op->speed_left > 0)
2360 return 1;
2361 else
2362 return 0;
2363 }
2364
2365 return 0;
2366}
2367
2368int
2369save_life (object *op)
2370{
2371 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2372 return 0;
2373
2374 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2131 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2375 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2132 if (tmp->flag [FLAG_APPLIED] && tmp->flag [FLAG_LIFESAVE])
2376 { 2133 {
2377 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2134 op->play_sound (sound_find ("ob_evaporate"));
2378 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));
2379 2136
2380 if (op->contr)
2381 esrv_del_item (op->contr, tmp->count);
2382
2383 tmp->destroy (); 2137 tmp->destroy ();
2384 CLEAR_FLAG (op, FLAG_LIFESAVE); 2138 op->clr_flag (FLAG_LIFESAVE);
2385 2139
2386 if (op->stats.hp < 0) 2140 if (op->stats.hp < 0)
2387 op->stats.hp = op->stats.maxhp; 2141 op->stats.hp = op->stats.maxhp;
2388 2142
2389 if (op->stats.food < 0) 2143 if (op->stats.food < 0)
2390 op->stats.food = 999; 2144 op->stats.food = MAX_FOOD;
2391 2145
2392 op->update_stats (); 2146 op->update_stats ();
2393 return 1; 2147 return 1;
2394 } 2148 }
2395 2149
2396 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2150 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2397 CLEAR_FLAG (op, FLAG_LIFESAVE); 2151 op->clr_flag (FLAG_LIFESAVE);
2398 enter_player_savebed (op); /* bring him home. */ 2152 enter_player_savebed (op); /* bring him home. */
2399 return 0; 2153 return 0;
2400} 2154}
2401 2155
2402/* 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
2403 * 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
2404 * 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
2405 * from. 2159 * from.
2406 */ 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
2407void 2177void
2408remove_unpaid_objects (object *op, object *env) 2178object::drop_unpaid_items ()
2409{ 2179{
2410 object *next; 2180 if (!flag [FLAG_REMOVED])
2411 2181 ::drop_unpaid_items (inv, this);
2412 while (op)
2413 {
2414 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2415
2416 if (QUERY_FLAG (op, FLAG_UNPAID))
2417 {
2418 if (env->type == PLAYER)
2419 esrv_del_item (env->contr, op->count);
2420
2421 op->insert_at (env);
2422 }
2423 else if (op->inv)
2424 remove_unpaid_objects (op->inv, env);
2425
2426 op = next;
2427 }
2428}
2429
2430/*
2431 * Returns pointer a static string containing gravestone text
2432 * Moved from apply.c to player.c - player.c is what
2433 * actually uses this function. player.c may not be quite the
2434 * best, a misc file for object actions is probably better,
2435 * but there isn't one in the server directory.
2436 */
2437char *
2438gravestone_text (object *op)
2439{
2440 static char buf2[MAX_BUF];
2441 char buf[MAX_BUF];
2442 time_t now = time (NULL);
2443
2444 strcpy (buf2, " R.I.P.\n\n");
2445 if (op->type == PLAYER)
2446 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2447 else
2448 sprintf (buf, "%s\n", &op->name);
2449
2450 strncat (buf2, " ", 20 - strlen (buf) / 2);
2451 strcat (buf2, buf);
2452 if (op->type == PLAYER)
2453 sprintf (buf, "who was in level %d when killed\n", op->level);
2454 else
2455 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2456
2457 strncat (buf2, " ", 20 - strlen (buf) / 2);
2458 strcat (buf2, buf);
2459 if (op->type == PLAYER)
2460 {
2461 sprintf (buf, "by %s.\n\n", op->contr->killer);
2462 strncat (buf2, " ", 21 - strlen (buf) / 2);
2463 strcat (buf2, buf);
2464 }
2465
2466 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2467 strncat (buf2, " ", 20 - strlen (buf) / 2);
2468 strcat (buf2, buf);
2469
2470 return buf2;
2471} 2182}
2472 2183
2473void 2184void
2474do_some_living (object *op) 2185do_some_living (object *op)
2475{ 2186{
2476 int last_food = op->stats.food; 2187 int last_food = op->stats.food;
2477 int gen_hp, gen_sp, gen_grace; 2188 int gen_hp, gen_sp, gen_grace;
2478 int over_hp, over_sp, over_grace;
2479 int i;
2480 int rate_hp = 1200; 2189 int rate_hp = 1200;
2481 int rate_sp = 2500; 2190 int rate_sp = 2500;
2482 int rate_grace = 2000; 2191 int rate_grace = 2000;
2483 const int max_hp = 1; 2192 const int max_hp = 1;
2484 const int max_sp = 1; 2193 const int max_sp = 1;
2485 const int max_grace = 1; 2194 const int max_grace = 1;
2486 2195
2487 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--;
2488 { 2206 }
2489 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2207 else
2490 if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks) 2208#endif
2491 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 }
2492 } 2216 }
2493 2217
2494 if (op->contr->ns->state == ST_PLAYING) 2218 if (op->contr->ns->state == ST_PLAYING)
2495 { 2219 {
2496 /* these next three if clauses make it possible to SLOW DOWN 2220 /* these next three if clauses make it possible to SLOW DOWN
2517 { 2241 {
2518 gen_grace = op->stats.maxgrace; 2242 gen_grace = op->stats.maxgrace;
2519 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2243 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2520 } 2244 }
2521 2245
2522 /* Regenerate Spell Points */ 2246 /* Regenerate Grace */
2523 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)
2524 { 2249 {
2525 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2526 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)
2527 { 2256 {
2528 op->stats.sp++; 2257 int over_grace = temp / rate_grace;
2529 /* dms do not consume food */ 2258
2530 if (!QUERY_FLAG (op, FLAG_WIZ)) 2259 if (over_grace > 0)
2531 { 2260 {
2532 op->stats.food--; 2261 op->stats.sp += over_grace + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > (temp % rate_grace)) ? -1 : 0;
2533 if (op->contr->digestion < 0) 2262 op->last_grace = 0;
2534 op->stats.food += op->contr->digestion;
2535 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2536 op->stats.food = last_food;
2537 } 2263 }
2264 else
2265 op->last_grace = rate_grace / temp;
2538 } 2266 }
2267 else
2268 op->last_grace = rate_grace / temp;
2539 2269
2540 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)
2541 { 2277 {
2542 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);
2543 if (over_sp > 0) 2279
2280 if (op->stats.sp < op->stats.maxsp)
2544 { 2281 {
2545 if (op->stats.sp < op->stats.maxsp) 2282 op->stats.sp++;
2283
2284 /* dms do not consume food */
2285 if (!op->flag [FLAG_WIZ])
2546 { 2286 {
2547 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2548
2549 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2550 op->stats.sp--; 2287 op->stats.food--;
2551 2288
2552 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))
2553 op->stats.sp = op->stats.maxsp; 2292 op->stats.food = last_food;
2554 } 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
2555 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);
2556 } 2316 }
2557 else 2317 else
2558 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);
2559 } 2319 }
2560 else
2561 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2562 }
2563 2320
2564 /* Regenerate Grace */ 2321 /* Regenerate Hit Points */
2565 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2566 if (--op->last_grace < 0) 2322 if (--op->last_heal < 0)
2567 {
2568 if (op->stats.grace < op->stats.maxgrace / 2)
2569 op->stats.grace++; /* no penalty in food for regaining grace */
2570
2571 if (max_grace > 1)
2572 { 2323 {
2573 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2324 if (op->stats.hp < op->stats.maxhp)
2574 if (over_grace > 0)
2575 { 2325 {
2576 op->stats.sp += over_grace 2326 op->stats.hp++;
2577 + (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;
2578 op->last_grace = 0; 2349 op->last_heal = 0;
2350 }
2351 else
2352 op->last_heal = rate_hp / temp;
2579 } 2353 }
2580 else 2354 else
2581 {
2582 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2583 }
2584 }
2585 else
2586 {
2587 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2588 }
2589 /* wearing stuff doesn't detract from grace generation. */
2590 }
2591
2592 /* Regenerate Hit Points */
2593 if (--op->last_heal < 0)
2594 {
2595 if (op->stats.hp < op->stats.maxhp)
2596 {
2597 op->stats.hp++;
2598 /* dms do not consume food */
2599 if (!QUERY_FLAG (op, FLAG_WIZ))
2600 {
2601 op->stats.food--;
2602 if (op->contr->digestion < 0)
2603 op->stats.food += op->contr->digestion;
2604 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2605 op->stats.food = last_food;
2606 }
2607 }
2608
2609 if (max_hp > 1)
2610 {
2611 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2612 if (over_hp > 0)
2613 {
2614 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2615 op->last_heal = 0; 2355 op->last_heal = rate_hp / temp;
2616 }
2617 else
2618 {
2619 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2620 }
2621 }
2622 else
2623 {
2624 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2625 } 2356 }
2626 } 2357 }
2627 2358
2628 /* Digestion */ 2359 /* Digestion */
2629 if (--op->last_eat < 0) 2360 if (--op->last_eat < 0)
2630 { 2361 {
2631#ifdef COZY_SERVER 2362 int bonus = max (0, op->contr->digestion),
2632 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion; 2363 penalty = max (0, -op->contr->digestion);
2633 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2634#else
2635 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2636#endif
2637 2364
2638 if (op->contr->gen_hp > 0)
2639 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);
2640 else
2641 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2642 2366
2643 /* dms do not consume food */ 2367 /* dms do not consume food */
2644 if (!QUERY_FLAG (op, FLAG_WIZ)) 2368 if (!op->flag [FLAG_WIZ])
2645 op->stats.food--; 2369 op->stats.food--;
2646 } 2370 }
2647 2371
2648 if (op->stats.food < 0 && op->stats.hp >= 0) 2372 if (op->stats.food < 0 && op->stats.hp >= 0)
2649 { 2373 {
2650 object *tmp, *flesh = 0; 2374 object *flesh = 0;
2651 2375
2652 for (tmp = op->inv; tmp; tmp = tmp->below) 2376 for_inv_removable (op, tmp)
2653 { 2377 {
2654 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)
2655 { 2382 {
2656 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2383 op->statusmsg ("You blindly grab for a bite of food. "
2657 { 2384 "H<To prevent you from starving, you ate some random item from your backpack.>");
2658 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2385 op->apply (tmp);
2659 manual_apply (op, tmp, 0); 2386
2660 if (op->stats.food >= 0 || op->stats.hp < 0) 2387 if (op->stats.food >= 0 || op->stats.hp < 0)
2661 break; 2388 break;
2662 } 2389 }
2663 else if (tmp->type == FLESH) 2390 else if (tmp->type == FLESH)
2664 flesh = tmp; 2391 flesh = tmp;
2665 } /* End if paid for object */ 2392 }
2666 } /* end of for loop */
2667 2393
2668 /* 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
2669 * eat flesh instead. 2395 * eat flesh instead.
2670 */ 2396 */
2671 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2397 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2672 { 2398 {
2673 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.>");
2674 manual_apply (op, flesh, 0); 2401 op->apply (flesh);
2675 } 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)
2676 } 2411 {
2412 op->stats.hp += op->stats.food;
2413 op->stats.food = 0;
2677 2414
2678 while (op->stats.food < 0 && op->stats.hp >= 0) 2415 if (op->stats.hp < 0)
2679 op->stats.food++, op->stats.hp--; 2416 {
2417 op->contr->killer = archetype::get ("killer_starvation");
2418 op->contr->killer->destroy ();
2419 }
2420 }
2680 2421
2422 /* killer should be set here already */
2681 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2423 if (op->stats.hp < 0 && !op->flag [FLAG_WIZ])
2682 kill_player (op); 2424 kill_player (op);
2683 } 2425 }
2684} 2426}
2685 2427
2686/* 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.
2689 * file. 2431 * file.
2690 */ 2432 */
2691void 2433void
2692kill_player (object *op) 2434kill_player (object *op)
2693{ 2435{
2694 char buf[MAX_BUF];
2695 int x, y; 2436 int x, y;
2696
2697 //int i;
2698 maptile *map; /* this is for resurrection */ 2437 maptile *map; /* this is for resurrection */
2699
2700 /* int z;
2701 int num_stats_lose;
2702 int lost_a_stat;
2703 int lose_this_stat;
2704 int this_stat; */
2705 int will_kill_again; 2438 int will_kill_again;
2706 archetype *at; 2439 archetype *at;
2707 object *tmp; 2440 object *tmp;
2708 2441
2709 if (save_life (op)) 2442 if (save_life (op))
2710 return; 2443 return;
2711 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 }
2712 2480
2713 /* 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
2714 * 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.
2715 * Look at op_on_battleground() for more info --AndreasV 2483 * Look at op_on_battleground() for more info --AndreasV
2716 */ 2484 */
2717 if (op_on_battleground (op, &x, &y)) 2485 if (op_on_battleground (op, &x, &y))
2718 { 2486 {
2719 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";
2720 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2721
2722 /* restore player */
2723 at = archetype::find ("poisoning");
2724 if (object *tmp = present_arch_in_ob (at, op))
2725 {
2726 tmp->destroy ();
2727 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2728 }
2729
2730 at = archetype::find ("confusion");
2731 if (object *tmp = present_arch_in_ob (at, op))
2732 {
2733 tmp->destroy ();
2734 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2735 }
2736
2737 cure_disease (op, 0); /* remove any disease */
2738 op->stats.hp = op->stats.maxhp;
2739 if (op->stats.food <= 0)
2740 op->stats.food = 999;
2741 2488
2742 /* create a bodypart-trophy to make the winner happy */ 2489 /* create a bodypart-trophy to make the winner happy */
2743 if (object *tmp = arch_to_object (archetype::find ("finger"))) 2490 object *tmp = archetype::find (shstr_finger)->instance ();
2744 { 2491
2745 sprintf (buf, "%s's finger", &op->name); 2492 tmp->name = format ("%s's finger" , &op->name);
2746 tmp->name = buf; 2493 tmp->name_pl = format ("%s's fingers", &op->name);
2747 sprintf (buf, " This finger has been cut off %s\n" 2494 tmp->msg = format (
2748 " the %s, when he was defeated at\n level %d by %s.\n", 2495 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
2749 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2496 &op->name, op->contr->title,
2750 tmp->msg = buf; 2497 (int)op->level,
2498 op->contr->killer_name ()
2499 );
2751 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2500 tmp->value = 0, tmp->type = 0;
2752 tmp->materialname = NULL; 2501 tmp->material = name_to_material (shstr_organic);
2753 op->insert_at (tmp, op); 2502 tmp->insert_at (op, tmp);
2754 }
2755 2503
2756 /* teleport defeated player to new destination */ 2504 /* teleport defeated player to new destination */
2757 transfer_ob (op, x, y, 0, NULL); 2505 transfer_ob (op, x, y, 0, NULL);
2758 op->contr->braced = 0; 2506 op->contr->braced = 0;
2507
2508 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2759 return; 2509 return;
2760 } 2510 }
2761 2511
2512 deathtab << "You were killed by " << op->contr->killer_name () << ".\n\n";
2513 deathtab << "T<YOU HAVE DIED>\n\n";
2514
2762 INVOKE_PLAYER (DEATH, op->contr); 2515 INVOKE_PLAYER (DEATH, op->contr);
2763 2516
2764 command_kill_pets (op, 0); 2517 command_kill_pets (op, 0);
2765 2518
2766 if (op->stats.food < 0) 2519 op->contr->play_sound (sound_find ("player_dies"));
2767 {
2768 if (op->contr->explore)
2769 {
2770 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
2771 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2772 op->stats.food = 999;
2773 return;
2774 }
2775 sprintf (buf, "%s starved to death.", &op->name);
2776 strcpy (op->contr->killer, "starvation");
2777 }
2778 else
2779 {
2780 if (op->contr->explore)
2781 {
2782 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
2783 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2784 op->stats.hp = op->stats.maxhp;
2785 return;
2786 }
2787 sprintf (buf, "%s died.", &op->name);
2788 }
2789
2790 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2791 2520
2792 /* save the map location for corpse, gravestone */ 2521 /* save the map location for corpse, gravestone */
2793 x = op->x; 2522 x = op->x;
2794 y = op->y; 2523 y = op->y;
2795 map = op->map; 2524 map = op->map;
2823 2552
2824 lost_a_stat = 0; 2553 lost_a_stat = 0;
2825 2554
2826 for (z = 0; z < num_stats_lose; z++) 2555 for (z = 0; z < num_stats_lose; z++)
2827 { 2556 {
2828 i = RANDOM () % NUM_STATS; 2557 i = rndm (NUM_STATS);
2829 2558
2830 if (settings.stat_loss_on_death) 2559 if (settings.stat_loss_on_death)
2831 { 2560 {
2832 /* 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
2833 * what he lost. 2562 * what he lost.
2840 lost_a_stat = 1; 2569 lost_a_stat = 1;
2841 } 2570 }
2842 else 2571 else
2843 { 2572 {
2844 /* deplete a stat */ 2573 /* deplete a stat */
2845 archetype *deparch = archetype::find ("depletion"); 2574 archetype *deparch = archetype::find (shstr_depletion);
2846 object *dep; 2575 object *dep;
2847 2576
2848 dep = present_arch_in_ob (deparch, op); 2577 dep = present_arch_in_ob (deparch, op);
2849 if (!dep) 2578 if (!dep)
2850 { 2579 {
2851 dep = arch_to_object (deparch); 2580 dep = deparch->instance ();
2852 insert_ob_in_ob (dep, op); 2581 insert_ob_in_ob (dep, op);
2853 } 2582 }
2854 lose_this_stat = 1; 2583 lose_this_stat = 1;
2855 if (settings.balanced_stat_loss) 2584 if (settings.balanced_stat_loss)
2856 { 2585 {
2884 } 2613 }
2885 } 2614 }
2886 2615
2887 if (lose_this_stat) 2616 if (lose_this_stat)
2888 { 2617 {
2889 this_stat = get_attr_value (&(dep->stats), i); 2618 this_stat = get_attr_value (&dep->stats, i);
2890 /* We could try to do something clever like find another 2619 /* We could try to do something clever like find another
2891 * stat to reduce if this fails. But chances are, if 2620 * stat to reduce if this fails. But chances are, if
2892 * stats have been depleted to -50, all are pretty low 2621 * stats have been depleted to -50, all are pretty low
2893 * 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
2894 * difference. 2623 * difference.
2895 */ 2624 */
2896 if (this_stat >= -50) 2625 if (this_stat >= -50)
2897 { 2626 {
2898 change_attr_value (&(dep->stats), i, -1); 2627 change_attr_value (&(dep->stats), i, -1);
2899 SET_FLAG (dep, FLAG_APPLIED); 2628 dep->set_flag (FLAG_APPLIED);
2900 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2629 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2901 op->update_stats (); 2630 op->update_stats ();
2902 lost_a_stat = 1; 2631 lost_a_stat = 1;
2903 } 2632 }
2904 } 2633 }
2905 } 2634 }
2906 } 2635 }
2636
2907 /* If no stat lost, tell the player. */ 2637 /* If no stat lost, tell the player. */
2908 if (!lost_a_stat) 2638 if (!lost_a_stat)
2909 { 2639 {
2910 /* determine_god() seems to not work sometimes... why is this? 2640 /* determine_god() seems to not work sometimes... why is this?
2911 Should I be using something else? GD */ 2641 Should I be using something else? GD */
2912 const char *god = determine_god (op); 2642 shstr_tmp god = determine_god (op);
2913 2643
2914 if (god && (strcmp (god, "none"))) 2644 if (god != shstr_none)
2915 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";
2916 else 2646 else
2917 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";
2918 } 2648 }
2919#else 2649#else
2920 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.";
2921#endif 2651#endif
2922 2652
2923 /* Put a gravestone up where the character 'almost' died. List the 2653 /* Put a gravestone up where the character 'almost' died. List the
2924 * exp loss on the stone. 2654 * exp loss on the stone.
2925 */ 2655 */
2926 tmp = arch_to_object (archetype::find ("gravestone")); 2656 tmp = archetype::find (shstr_gravestone)->instance ();
2927 sprintf (buf, "%s's gravestone", &op->name); 2657 tmp->name = format ("%s's gravestone", &op->name);
2928 tmp->name = buf; 2658 tmp->name_pl = format ("%s's gravestones", &op->name);
2929 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",
2930 tmp->name_pl = buf; 2660 &op->name, op->contr->title, op->contr->killer_name ());
2931 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);
2932 tmp->msg = buf;
2933 tmp->x = op->x, tmp->y = op->y; 2661 tmp->x = op->x, tmp->y = op->y;
2934 insert_ob_in_map (tmp, op->map, NULL, 0); 2662 insert_ob_in_map (tmp, op->map, NULL, 0);
2935 2663
2936 /**************************************/ 2664 /**************************************/
2937 /* */ 2665 /* */
2938 /* Subtract the experience points, */ 2666 /* Subtract the experience points, */
2939 /* if we died cause of food, give us */
2940 /* food, and reset HP's... */
2941 /* */ 2667 /* */
2942 /**************************************/ 2668 /**************************************/
2943 2669
2944 /* remove any poisoning and confusion the character may be suffering. */
2945 /* restore player */
2946 at = archetype::find ("poisoning");
2947 tmp = present_arch_in_ob (at, op);
2948
2949 if (tmp)
2950 {
2951 tmp->destroy ();
2952 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2953 }
2954
2955 at = archetype::find ("confusion");
2956 tmp = present_arch_in_ob (at, op);
2957 if (tmp)
2958 {
2959 tmp->destroy ();
2960 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2961 }
2962
2963 cure_disease (op, 0); /* remove any disease */
2964
2965 /*add_exp(op, (op->stats.exp * -0.20)); */ 2670 /*add_exp(op, (op->stats.exp * -0.20)); */
2966 apply_death_exp_penalty (op); 2671 apply_death_exp_penalty (op);
2967 if (op->stats.food < 100)
2968 op->stats.food = 900;
2969 op->stats.hp = op->stats.maxhp;
2970 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2971 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2972 2672
2973 /* 2673 /*
2974 * Check to see if the player is in a shop. IF so, then check to see if
2975 * 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
2976 * in the map. 2675 * and put them back in the map.
2977 */ 2676 */
2978 2677 op->drop_unpaid_items ();
2979 if (is_in_shop (op))
2980 remove_unpaid_objects (op->inv, op);
2981 2678
2982 /****************************************/ 2679 /****************************************/
2983 /* */ 2680 /* */
2984 /* Move player to his current respawn- */ 2681 /* Move player to his current respawn- */
2985 /* position (usually last savebed) */ 2682 /* position (usually last savebed) */
2986 /* */ 2683 /* */
2987 /****************************************/ 2684 /****************************************/
2988 2685
2989 enter_player_savebed (op); 2686 enter_player_savebed (op);
2990 2687
2991 /* Save the player before inserting the force to reduce
2992 * chance of abuse.
2993 */
2994 op->contr->braced = 0; 2688 op->contr->braced = 0;
2995 op->contr->save ();
2996 2689
2997 /* it is possible that the player has blown something up 2690 /* it is possible that the player has blown something up
2998 * at his savebed location, and that can have long lasting 2691 * at his savebed location, and that can have long lasting
2999 * spell effects. So first see if there is a spell effect 2692 * spell effects. So first see if there is a spell effect
3000 * on the space that might harm the player. 2693 * on the space that might harm the player.
3007 if (will_kill_again) 2700 if (will_kill_again)
3008 { 2701 {
3009 object *force; 2702 object *force;
3010 int at; 2703 int at;
3011 2704
3012 force = get_archetype (FORCE_NAME); 2705 force = archetype::get (FORCE_NAME);
3013 /* 50 ticks should be enough time for the spell to abate */ 2706 /* 50 ticks should be enough time for the spell to abate */
3014 force->speed = 0.1;
3015 force->speed_left = -5.0; 2707 force->speed_left = -5.f;
3016 SET_FLAG (force, FLAG_APPLIED); 2708 force->set_speed (0.1f);
2709 force->set_flag (FLAG_APPLIED);
2710
3017 for (at = 0; at < NROFATTACKS; at++) 2711 for (at = 0; at < NROFATTACKS; at++)
3018 if (will_kill_again & (1 << at)) 2712 if (will_kill_again & (1 << at))
3019 force->resist[at] = 100; 2713 force->resist[at] = 100;
3020 2714
3021 insert_ob_in_ob (force, op); 2715 insert_ob_in_ob (force, op);
3022 op->update_stats (); 2716 op->update_stats ();
3023
3024 } 2717 }
3025 2718
3026 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2719 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
3027} 2720}
3028 2721
3029void 2722static void
3030loot_object (object *op) 2723loot_object (object *op)
3031{ /* Grab and destroy some treasure */ 2724{ /* Grab and destroy some treasure */
3032 object *tmp, *tmp2, *next; 2725 object *tmp, *next;
3033 2726
3034 if (op->container) 2727 op->close_container (); /* close open sack first */
3035 esrv_apply_container (op, op->container); /* close open sack first */
3036 2728
3037 for (tmp = op->inv; tmp; tmp = next) 2729 for (tmp = op->inv; tmp; tmp = next)
3038 { 2730 {
3039 next = tmp->below; 2731 next = tmp->below;
3040 2732
3041 if (tmp->invisible) 2733 if (tmp->invisible)
3042 continue; 2734 continue;
3043 2735
3044 tmp->remove (); 2736 tmp->remove ();
3045 tmp->x = op->x, tmp->y = op->y; 2737 tmp->x = op->x, tmp->y = op->y;
2738
3046 if (tmp->type == CONTAINER) 2739 if (tmp->type == CONTAINER)
3047 { /* empty container to ground */ 2740 loot_object (tmp); /* empty container to ground */
3048 loot_object (tmp); 2741
3049 } 2742 if (!tmp->flag [FLAG_UNIQUE] && (tmp->flag [FLAG_STARTEQUIP] || tmp->flag [FLAG_NO_DROP] || !(rndm (3))))
3050 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3)))
3051 { 2743 {
3052 if (tmp->nrof > 1) 2744 if (tmp->nrof > 1)
3053 { 2745 {
3054 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2746 tmp->decrease (rndm (1, tmp->nrof - 1));
3055 tmp2->destroy ();
3056 insert_ob_in_map (tmp, op->map, NULL, 0); 2747 insert_ob_in_map (tmp, op->map, NULL, 0);
3057 } 2748 }
3058 else 2749 else
3059 tmp->destroy (); 2750 tmp->destroy ();
3060 } 2751 }
3066/* 2757/*
3067 * fix_weight(): Check recursively the weight of all players, and fix 2758 * fix_weight(): Check recursively the weight of all players, and fix
3068 * 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
3069 * was changed. 2760 * was changed.
3070 */ 2761 */
3071
3072void 2762void
3073fix_weight (void) 2763fix_weight ()
3074{ 2764{
3075 for_all_players (pl) 2765 for_all_players (pl)
3076 { 2766 {
3077 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2767 weight_t old = pl->ob->carrying;
3078 2768
3079 if (old == sum) 2769 pl->ob->update_weight ();
3080 continue; 2770
2771 if (old != pl->ob->carrying)
2772 {
3081 pl->ob->update_stats (); 2773 pl->ob->update_stats ();
3082 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 }
3083 } 2776 }
3084} 2777}
3085 2778
3086void 2779void
3087fix_luck (void) 2780fix_luck ()
3088{ 2781{
3089 for_all_players (pl) 2782 for_all_players (pl)
3090 if (!pl->ob->contr->ns->state) 2783 if (!pl->ob->contr->ns->state)
3091 pl->ob->change_luck (0); 2784 pl->ob->change_luck (0);
3092} 2785}
3129} 2822}
3130 2823
3131void 2824void
3132make_visible (object *op) 2825make_visible (object *op)
3133{ 2826{
3134 op->hide = 0; 2827 op->flag [FLAG_HIDDEN] = 0;
3135 op->invisible = 0; 2828 op->invisible = 0;
2829
3136 if (op->type == PLAYER) 2830 if (op->type == PLAYER)
3137 { 2831 {
3138 op->contr->tmp_invis = 0; 2832 op->contr->tmp_invis = 0;
3139 op->contr->invis_race = 0; 2833 op->contr->invis_race = 0;
3140 } 2834 }
2835
3141 update_object (op, UP_OBJ_FACE); 2836 update_object (op, UP_OBJ_CHANGE);
3142} 2837}
3143 2838
3144int 2839int
3145is_true_undead (object *op) 2840is_true_undead (object *op)
3146{ 2841{
3147 object *tmp = NULL; 2842 if (op->arch->flag [FLAG_UNDEAD])
3148
3149 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3150 return 1; 2843 return 1;
3151 2844
3152 return 0; 2845 return 0;
3153} 2846}
3154 2847
3155/* look at the surrounding terrain to determine 2848/* look at the surrounding terrain to determine
3156 * the hideability of this object. Positive levels 2849 * the hideability of this object. Positive levels
3157 * indicate greater hideability. 2850 * indicate greater hideability.
3158 */ 2851 */
3159
3160int 2852int
3161hideability (object *ob) 2853hideability (object *ob)
3162{ 2854{
3163 int i, level = 0, mflag; 2855 int i, level = 0, mflag;
3164 sint16 x, y; 2856 sint16 x, y;
3165 2857
3166 if (!ob || !ob->map) 2858 if (!ob || !ob->map)
3167 return 0; 2859 return 0;
3168 2860
3169 /* so, on normal lighted maps, its hard to hide */ 2861 /* so, on normal lighted maps, its hard to hide */
3170 level = ob->map->darkness - 2; 2862 level = ob->map->darklevel () - 2;
3171 2863
3172 /* this also picks up whether the object is glowing. 2864 /* this also picks up whether the object is glowing.
3173 * 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
3174 * as bad as carrying a light on a pitch dark map */ 2866 * as bad as carrying a light on a pitch dark map */
3175 if (has_carried_lights (ob)) 2867 if (ob->has_carried_lights ())
3176 level = -(10 + (2 * ob->map->darkness)); 2868 level = -(10 + (2 * ob->map->darklevel ()));
3177 2869
3178 /* scan through all nearby squares for terrain to hide in */ 2870 /* scan through all nearby squares for terrain to hide in */
3179 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])
3180 { 2874 {
3181 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); 2875 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3182 if (mflag & P_OUT_OF_MAP) 2876 if (mflag & P_OUT_OF_MAP)
3183 {
3184 continue; 2877 continue;
3185 } 2878
3186 if (mflag & P_BLOCKSVIEW) /* something to hide near! */ 2879 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3187 level += 2; 2880 level += 2;
3188 else /* open terrain! */ 2881 else /* open terrain! */
3189 level -= 1; 2882 level -= 1;
3190 } 2883 }
3198/* For Hidden creatures - a chance of becoming 'unhidden' 2891/* For Hidden creatures - a chance of becoming 'unhidden'
3199 * every time they move - as we subtract off 'invisibility' 2892 * every time they move - as we subtract off 'invisibility'
3200 * AND, for players, if they move into a ridiculously unhideable 2893 * AND, for players, if they move into a ridiculously unhideable
3201 * spot (surrounded by clear terrain in broad daylight). -b.t. 2894 * spot (surrounded by clear terrain in broad daylight). -b.t.
3202 */ 2895 */
3203
3204void 2896void
3205do_hidden_move (object *op) 2897do_hidden_move (object *op)
3206{ 2898{
3207 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 2899 int hide = 0;
3208 object *skop;
3209 2900
3210 if (!op || !op->map) 2901 if (!op || !op->map)
3211 return; 2902 return;
3212 2903
3213 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);
3214 2906
3215 /* 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! */
3216 if (op->type == PLAYER && op->contr->run_on) 2908 if (op->type == PLAYER && op->contr->run_on)
3217 {
3218 if (!skop || num >= skop->level) 2909 if (!skop || num >= skop->level)
3219 { 2910 {
3220 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!");
3221 make_visible (op); 2912 make_visible (op);
3222 return; 2913 return;
3223 } 2914 }
3224 else 2915 else
3225 num += 20; 2916 num += 20;
3226 } 2917
3227 num += op->map->difficulty; 2918 num += op->map->difficulty;
3228 hide = hideability (op); /* modify by terrain hidden level */ 2919 hide = hideability (op); /* modify by terrain hidden level */
3229 num -= hide; 2920 num -= hide;
2921
3230 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 2922 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3231 { 2923 {
3232 make_visible (op); 2924 make_visible (op);
2925
3233 if (op->type == PLAYER) 2926 if (op->type == PLAYER)
3234 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!");
3235 } 2928 }
3236 else if (op->type == PLAYER && skop) 2929 else if (op->type == PLAYER && skop)
3237 {
3238 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);
3239 }
3240} 2931}
3241 2932
3242/* determine if who is standing near a hostile creature. */ 2933/* determine if who is standing near a hostile creature. */
3243 2934
3244int 2935int
3254 2945
3255 if (who->type == PLAYER) 2946 if (who->type == PLAYER)
3256 player = 1; 2947 player = 1;
3257 2948
3258 else 2949 else
3259 friendly = QUERY_FLAG (who, FLAG_FRIENDLY); 2950 friendly = who->flag [FLAG_FRIENDLY];
3260 2951
3261 /* search adjacent squares */ 2952 /* search adjacent squares */
3262 for (i = 1; i < 9; i++) 2953 for (i = 1; i < 9; i++)
3263 { 2954 {
3264 x = who->x + freearr_x[i]; 2955 x = who->x + freearr_x[i];
3273 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)))
3274 continue; 2965 continue;
3275 2966
3276 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)
3277 { 2968 {
3278 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])
3279 return 1; 2970 return 1;
3280 else if (tmp->type == PLAYER) 2971 else if (tmp->type == PLAYER)
3281 {
3282 /*don't let a hidden DM prevent you from hiding */
3283 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3284 return 1; 2972 return 1;
3285 }
3286 } 2973 }
3287 } 2974 }
3288 return 0; 2975 return 0;
3289} 2976}
3290 2977
3291/* check the player los field for viewability of the 2978/* check the player los field for viewability of the
3292 * object op. This function works fine for monsters, 2979 * object op. This function works fine for monsters,
3293 * 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
3294 * a pile (say a coin under a table would return "viewable" 2981 * a pile (say a coin under a table would return "viewable"
3295 * by this routine). Another question, should we be 2982 * by this routine). Another question, should we be
3296 * concerned with the direction the player is looking 2983 * concerned with the direction the player is looking
3297 * in? Realistically, most of use cant see stuff behind 2984 * in? Realistically, most of us can't see stuff behind
3298 * our backs...on the other hand, does the "facing" direction 2985 * our backs...on the other hand, does the "facing" direction
3299 * imply the way your head, or body is facing? Its possible 2986 * imply the way your head, or body is facing? It's possible
3300 * 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.
3301 * -b.t. 2988 * -b.t.
3302 * This function is now map tiling safe. 2989 * This function is now map tiling safe.
3303 */ 2990 */
3304
3305int 2991int
3306player_can_view (object *pl, object *op) 2992player_can_view (object *pl, object *op)
3307{ 2993{
3308 rv_vector rv; 2994 rv_vector rv;
3309 int dx, dy; 2995 int dx, dy;
3311 if (pl->type != PLAYER) 2997 if (pl->type != PLAYER)
3312 { 2998 {
3313 LOG (llevError, "player_can_view() called for non-player object\n"); 2999 LOG (llevError, "player_can_view() called for non-player object\n");
3314 return -1; 3000 return -1;
3315 } 3001 }
3002
3316 if (!pl || !op) 3003 if (!pl || !op)
3317 return 0; 3004 return 0;
3318 3005
3319 if (op->head)
3320 {
3321 op = op->head; 3006 op = op->head_ ();
3322 } 3007
3323 get_rangevector (pl, op, &rv, 0x1); 3008 get_rangevector (pl, op, &rv, 0x1);
3324 3009
3325 /* starting with the 'head' part, lets loop 3010 /* starting with the 'head' part, lets loop
3326 * through the object and find if it has any 3011 * through the object and find if it has any
3327 * part that is in the los array but isnt on 3012 * part that is in the los array but isn't on
3328 * a blocked los square. 3013 * a blocked los square.
3329 * we use the archetype to figure out offsets. 3014 * we use the archetype to figure out offsets.
3330 */ 3015 */
3331 while (op) 3016 while (op)
3332 { 3017 {
3333 dx = rv.distance_x + op->arch->clone.x; 3018 dx = rv.distance_x + op->arch->x;
3334 dy = rv.distance_y + op->arch->clone.y; 3019 dy = rv.distance_y + op->arch->y;
3335 3020
3336 /* only the viewable area the player sees is updated by LOS 3021 if (pl->contr->blocked_los (dx, dy) != LOS_BLOCKED)
3337 * code, so we need to restrict ourselves to that range of values
3338 * for any meaningful values.
3339 */
3340 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3341 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3342 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3343 return 1; 3022 return 1;
3023
3344 op = op->more; 3024 op = op->more;
3345 } 3025 }
3346 return 0;
3347}
3348 3026
3349/* routine for both players and monsters. We call this when
3350 * there is a possibility for our action distrubing our hiding
3351 * place or invisiblity spell. Artefact invisiblity is not
3352 * effected by this. If we arent invisible to begin with, we
3353 * return 0.
3354 */
3355int
3356action_makes_visible (object *op)
3357{
3358
3359 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3360 {
3361 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3362 return 0;
3363
3364 if (op->contr && op->contr->tmp_invis == 0)
3365 return 0;
3366
3367 /* If monsters, they should become visible */
3368 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3369 {
3370 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3371 return 1;
3372 }
3373 }
3374 return 0; 3027 return 0;
3375} 3028}
3376 3029
3377/* op_on_battleground - checks if the given object op (usually 3030/* op_on_battleground - checks if the given object op (usually
3378 * a player) is standing on a valid battleground-tile, 3031 * a player) is standing on a valid battleground-tile,
3383 * 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
3384 */ 3037 */
3385int 3038int
3386op_on_battleground (object *op, int *x, int *y) 3039op_on_battleground (object *op, int *x, int *y)
3387{ 3040{
3388 object *tmp;
3389
3390 /* A battleground-tile needs the following attributes to be valid: 3041 /* A battleground-tile needs the following attributes to be valid:
3391 * 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),
3392 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3043 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3393 * and the exit-coordinates sp/hp must both be > 0. 3044 * and the exit-coordinates sp/hp must both be > 0.
3394 * => The intention here is to prevent abuse of the battleground- 3045 * => The intention here is to prevent abuse of the battleground-
3395 * feature (like pickable or hidden battleground tiles). */ 3046 * feature (like pickable or hidden battleground tiles). */
3396 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3047 for (object *tmp = op->below; tmp; tmp = tmp->below)
3397 { 3048 {
3398 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3049 if (tmp->flag [FLAG_IS_FLOOR])
3399 { 3050 {
3400 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3051 if (tmp->flag [FLAG_NO_PICK]
3401 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))
3402 { 3055 {
3403 /*before we assign the exit, check if this is a teambattle */ 3056 /* before we assign the exit, check if this is a teambattle */
3404 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))
3405 {
3406 object *invtmp;
3407
3408 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)
3409 { 3060 {
3410 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3411 {
3412 if (x != NULL && y != NULL) 3061 if (x && y)
3413 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3062 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3063
3414 return 1; 3064 return 1;
3415 }
3416 } 3065 }
3417 } 3066
3418 if (x != NULL && y != NULL) 3067 if (x && y)
3419 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3068 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3069
3420 return 1; 3070 return 1;
3421 } 3071 }
3422 } 3072 }
3423 } 3073 }
3074
3424 /* If we got here, did not find a battleground */ 3075 /* If we got here, did not find a battleground */
3425 return 0; 3076 return 0;
3426} 3077}
3427 3078
3428/* 3079/*
3444 char buf[MAX_BUF]; /* tmp. string buffer */ 3095 char buf[MAX_BUF]; /* tmp. string buffer */
3445 int i = 0, j = 0; 3096 int i = 0, j = 0;
3446 3097
3447 /* get the appropriate treasurelist */ 3098 /* get the appropriate treasurelist */
3448 if (atnr == ATNR_FIRE) 3099 if (atnr == ATNR_FIRE)
3449 trlist = find_treasurelist ("dragon_ability_fire"); 3100 trlist = treasurelist::find (shstr_dragon_ability_fire);
3450 else if (atnr == ATNR_COLD) 3101 else if (atnr == ATNR_COLD)
3451 trlist = find_treasurelist ("dragon_ability_cold"); 3102 trlist = treasurelist::find (shstr_dragon_ability_cold);
3452 else if (atnr == ATNR_ELECTRICITY) 3103 else if (atnr == ATNR_ELECTRICITY)
3453 trlist = find_treasurelist ("dragon_ability_elec"); 3104 trlist = treasurelist::find (shstr_dragon_ability_elec);
3454 else if (atnr == ATNR_POISON) 3105 else if (atnr == ATNR_POISON)
3455 trlist = find_treasurelist ("dragon_ability_poison"); 3106 trlist = treasurelist::find (shstr_dragon_ability_poison);
3456 3107
3457 if (trlist == NULL || who->type != PLAYER) 3108 if (trlist == NULL || who->type != PLAYER)
3458 return; 3109 return;
3459 3110
3460 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++);
3461 3112
3462 if (tr == NULL || tr->item == NULL) 3113 if (!tr || !tr->item)
3463 { 3114 {
3464 /* 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]); */
3465 return; 3116 return;
3466 } 3117 }
3467 3118
3468 /* everything seems okay - now bring on the gift: */ 3119 /* everything seems okay - now bring on the gift: */
3469 item = &(tr->item->clone); 3120 item = tr->item;
3470 3121
3471 if (item->type == SPELL) 3122 if (item->type == SPELL)
3472 { 3123 {
3473 if (check_spell_known (who, item->name)) 3124 if (check_spell_known (who, item->name))
3474 return; 3125 return;
3533 { 3184 {
3534 /* forces in the treasurelist can alter the player's stats */ 3185 /* forces in the treasurelist can alter the player's stats */
3535 object *skin; 3186 object *skin;
3536 3187
3537 /* first get the dragon skin force */ 3188 /* first get the dragon skin force */
3538 shstr_cmp dragon_skin_force ("dragon_skin_force");
3539 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)
3540 ; 3190 ;
3541 3191
3542 if (!skin) 3192 if (!skin)
3543 return; 3193 return;
3544 3194
3558 else 3208 else
3559 j = 1; 3209 j = 1;
3560 strcat (buf, spellpathnames[i]); 3210 strcat (buf, spellpathnames[i]);
3561 } 3211 }
3562 } 3212 }
3213
3563 strcat (buf, "."); 3214 strcat (buf, ".");
3564 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf); 3215 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3565 } 3216 }
3566 3217
3567 /* evtl. adding flags: */ 3218 /* evtl. adding flags: */
3568 if (QUERY_FLAG (item, FLAG_XRAYS)) 3219 if (item->flag [FLAG_XRAYS])
3569 SET_FLAG (skin, FLAG_XRAYS); 3220 skin->set_flag (FLAG_XRAYS);
3570 if (QUERY_FLAG (item, FLAG_STEALTH)) 3221 if (item->flag [FLAG_STEALTH])
3571 SET_FLAG (skin, FLAG_STEALTH); 3222 skin->set_flag (FLAG_STEALTH);
3572 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK)) 3223 if (item->flag [FLAG_SEE_IN_DARK])
3573 SET_FLAG (skin, FLAG_SEE_IN_DARK); 3224 skin->set_flag (FLAG_SEE_IN_DARK);
3574 3225
3575 /* print message if there is one */ 3226 /* print message if there is one */
3576 if (item->msg != NULL) 3227 if (item->msg != NULL)
3577 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg); 3228 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3578 } 3229 }
3579 else 3230 else
3580 { 3231 {
3581 /* generate misc. treasure */ 3232 /* generate misc. treasure */
3582 tmp = arch_to_object (tr->item); 3233 tmp = tr->item->instance ();
3583 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));
3584 tmp = insert_ob_in_ob (tmp, who); 3235 who->insert (tmp);
3585 if (who->type == PLAYER)
3586 esrv_send_item (who, tmp);
3587 } 3236 }
3588} 3237}
3589 3238
3590/** 3239//-GPL
3591 * Unready an object for a player. This function does nothing if the object was 3240
3592 * not readied. 3241sint8
3593 */ 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
3594void 3257void
3595player_unready_range_ob (player *pl, object *ob) 3258player::infobox (const char *title, const char *msg, int color)
3596{ 3259{
3597 rangetype i; 3260 send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3598
3599 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1))
3600 {
3601 if (pl->ranges[i] == ob)
3602 {
3603 pl->ranges[i] = NULL;
3604 if (pl->shoottype == i)
3605 {
3606 pl->shoottype = range_none;
3607 }
3608 }
3609 }
3610} 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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