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Comparing deliantra/server/server/player.C (file contents):
Revision 1.65 by root, Tue Dec 26 04:05:56 2006 UTC vs.
Revision 1.298 by root, Sun Jan 29 03:59:15 2017 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
8 it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
9 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
10 (at your option) any later version. 11 * option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
18 along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
20 21 *
21 The author can be reached via e-mail to <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22*/ 23 */
24
25//+GPL
26
27#include <algorithm>
28#include <functional>
23 29
24#include <global.h> 30#include <global.h>
25#include <pwd.h>
26#include <sproto.h> 31#include <sproto.h>
27#include <sounds.h> 32#include <sounds.h>
28#include <living.h> 33#include <living.h>
29#include <object.h> 34#include <object.h>
30#include <spells.h> 35#include <spells.h>
31#include <skills.h> 36#include <skills.h>
32 37
33#include <algorithm> 38playervec players;
34#include <functional>
35
36player *
37find_player (const char *plname)
38{
39 for_all_players (pl)
40 if (pl->ob && !strcmp (query_name (pl->ob), plname))
41 return pl;
42
43 return 0;
44}
45
46void
47display_motd (const object *op)
48{
49 char buf[MAX_BUF];
50 char motd[HUGE_BUF];
51 FILE *fp;
52 int comp;
53 int size;
54
55 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
56 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
57 return;
58
59 motd[0] = '\0';
60 size = 0;
61
62 while (fgets (buf, MAX_BUF, fp))
63 {
64 if (*buf == '#')
65 continue;
66
67 strncat (motd + size, buf, HUGE_BUF - size);
68 size += strlen (buf);
69 }
70
71 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
72 close_and_delete (fp, comp);
73}
74
75void
76send_rules (const object *op)
77{
78 char buf[MAX_BUF];
79 char rules[HUGE_BUF];
80 FILE *fp;
81 int comp;
82 int size;
83
84 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
85 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
86 return;
87
88 rules[0] = '\0';
89 size = 0;
90
91 while (fgets (buf, MAX_BUF, fp))
92 {
93 if (*buf == '#')
94 continue;
95
96 if (size + strlen (buf) >= HUGE_BUF)
97 {
98 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
99 break;
100 }
101
102 strncat (rules + size, buf, HUGE_BUF - size);
103 size += strlen (buf);
104 }
105
106 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
107 close_and_delete (fp, comp);
108}
109
110void
111send_news (const object *op)
112{
113 char buf[MAX_BUF];
114 char news[HUGE_BUF];
115 char subject[MAX_BUF];
116 FILE *fp;
117 int comp;
118 int size;
119
120 sprintf (buf, "%s/%s", settings.confdir, settings.news);
121 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
122 return;
123
124 news[0] = '\0';
125 subject[0] = '\0';
126 size = 0;
127
128 while (fgets (buf, MAX_BUF, fp) != NULL)
129 {
130 if (*buf == '#')
131 continue;
132
133 if (*buf == '%')
134 { /* send one news */
135 if (size > 0)
136 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */
137 strcpy (subject, buf + 1);
138 strip_endline (subject);
139 size = 0;
140 news[0] = '\0';
141 }
142 else
143 {
144 if (size + strlen (buf) >= HUGE_BUF)
145 {
146 LOG (llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
147 break;
148 }
149 strncat (news + size, buf, HUGE_BUF - size);
150 size += strlen (buf);
151 }
152 }
153
154 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
155 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news);
156 close_and_delete (fp, comp);
157}
158 39
159/* This loads the first map an puts the player on it. */ 40/* This loads the first map an puts the player on it. */
160static void 41static void
161set_first_map (object *op) 42set_first_map (object *op)
162{ 43{
163 strcpy (op->contr->maplevel, first_map_path); 44 op->contr->maplevel = first_map_path;
164 op->x = -1; 45 op->x = -1;
165 op->y = -1; 46 op->y = -1;
166 enter_exit (op, 0); 47}
48
49void
50player::activate ()
51{
52 if (active)
53 return;
54
55 players.insert (this);
56 ob->remove ();
57 ob->map = 0;
58 ob->activate_recursive ();
59 ob->clr_flag (FLAG_FRIENDLY);
60 add_friendly_object (ob);
61}
62
63void
64player::deactivate ()
65{
66 if (!active)
67 return;
68
69 terminate_all_pets (ob);
70 remove_friendly_object (ob);
71 ob->deactivate_recursive ();
72
73 if (ob->map)
74 maplevel = ob->map->path;
75
76 ob->remove ();
77 ob->enemy = 0; // sometimes keeps an extra refcount on itself
78 ob->map = 0;
79 party = 0;
80
81 players.erase (this);
167} 82}
168 83
169// connect the player with a specific client 84// connect the player with a specific client
170// also changed, rationalises, and fixes some incorrect settings 85// also changes, rationalises, and fixes some incorrect settings
171void 86void
172player::connect (client *ns) 87player::connect (client *ns)
173{ 88{
174 this->ns = ns; 89 this->ns = ns;
175 ns->pl = this; 90 ns->pl = this;
176 91
177 next = first_player; 92 run_on = 0;
178 first_player = this; 93 fire_on = 0;
94 ob->close_container (); //TODO: client-specific
179 95
180 ns->update_look = 0; 96 ns->update_look = 0;
181 ns->look_position = 0; 97 ns->look_position = 0;
182 98
183 clear_los (ob); 99 clear_los ();
100
101 ns->reset_stats ();
184 102
185 /* make sure he's a player -- needed because of class change. */ 103 /* make sure he's a player -- needed because of class change. */
186 ob->type = PLAYER; // we are paranoid 104 ob->type = PLAYER; // we are paranoid
187 ob->race = ob->arch->clone.race; 105 ob->race = ob->arch->race;
188 106
189 if (!legal_range (ob, shoottype)) 107 ob->update_weight ();
190 shoottype = range_none;
191
192 ob->carrying = sum_weight (ob);
193 link_player_skills (ob); 108 link_skills ();
194 109
195 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
196 update_ob_speed (ob);
197
198 assign (title, ob->arch->clone.name); 110 assign (title, ob->arch->object::name);
199
200 /* can_use_shield is a new flag. However, the can_use.. seems to largely come
201 * from the class, and not race. I don't see any way to get the class information
202 * to then update this. I don't think this will actually break anything - anyone
203 * that can use armour should be able to use a shield. What this may 'break'
204 * are features new characters get, eg, if someone starts up with a Q, they
205 * should be able to use a shield. However, old Q's won't get that advantage.
206 */
207 if (QUERY_FLAG (ob, FLAG_USE_ARMOUR))
208 SET_FLAG (ob, FLAG_USE_SHIELD);
209 111
210 /* if it's a dragon player, set the correct title here */ 112 /* if it's a dragon player, set the correct title here */
211 if (is_dragon_pl (ob)) 113 if (ob->is_dragon ())
212 { 114 {
213 object *tmp, *abil = 0, *skin = 0; 115 object *tmp, *abil = 0, *skin = 0;
214
215 shstr_cmp dragon_ability_force ("dragon_ability_force");
216 shstr_cmp dragon_skin_force ("dragon_skin_force");
217 116
218 for (tmp = ob->inv; tmp; tmp = tmp->below) 117 for (tmp = ob->inv; tmp; tmp = tmp->below)
219 if (tmp->type == FORCE) 118 if (tmp->type == FORCE)
220 if (tmp->arch->name == dragon_ability_force) 119 if (tmp->arch->archname == shstr_dragon_ability_force)
221 abil = tmp; 120 abil = tmp;
222 else if (tmp->arch->name == dragon_skin_force) 121 else if (tmp->arch->archname == shstr_dragon_skin_force)
223 skin = tmp; 122 skin = tmp;
224 123
225 set_dragon_name (ob, abil, skin); 124 set_dragon_name (ob, abil, skin);
226 } 125 }
227 126
228 CLEAR_FLAG (ob, FLAG_FRIENDLY);
229 add_friendly_object (ob);
230
231 LOG (llevInfo, "LOGIN: Player named %s from ip %s\n", &ob->name, ns->host);
232
233 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 127 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
234 new_draw_info_format (NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, NULL, "%s has entered the game.", &ob->name);
235 128
236 esrv_new_player (this, ob->weight + ob->carrying); 129 esrv_new_player (this);
130
131 ob->flag [FLAG_READY_WEAPON] = false;
132 ob->flag [FLAG_READY_SKILL] = false;
133 ob->flag [FLAG_READY_RANGE] = false;
134 ob->flag [FLAG_READY_BOW] = false;
237 135
238 ob->update_stats (); 136 ob->update_stats ();
137
239 ns->floorbox_update (); 138 ns->floorbox_update ();
240
241 esrv_send_inventory (ob, ob); 139 esrv_send_inventory (ob, ob);
242 esrv_add_spells (this, 0); 140 esrv_add_spells (this, 0);
243 141
244 enter_exit (ob, 0); 142 activate ();
245 143
246 send_rules (ob); 144 INVOKE_PLAYER (CONNECT, this);
247 send_news (ob);
248 display_motd (ob);
249 INVOKE_PLAYER (LOGIN, this); 145 INVOKE_PLAYER (LOGIN, this);
250} 146}
251 147
252void 148void
253player::disconnect () 149player::disconnect ()
254{ 150{
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 disconnect ();
322
323 terminate_all_pets (ob);
324
325 if (first_player != this)
326 {
327 player *prev = first_player;
328
329 while (prev && prev->next && prev->next != this)
330 prev = prev->next;
331
332 if (prev->next != this)
333 {
334 LOG (llevError, "Free_player: Can't find previous player.\n");
335 abort ();
336 }
337
338 prev->next = next;
339 }
340 else
341 first_player = next;
342
343 if (ob) 237 if (ob)
344 ob->destroy (true);
345
346 if (ns)
347 { 238 {
348 client *ns = this->ns; 239 ob->contr = 0;
349 ns->send_packet ("goodbye");
350 ns->flush ();
351 ns->pl = 0;
352 this->ns = 0;
353 ns->destroy (); 240 ob->destroy ();
354 } 241 }
242
243 ob = observe = viewpoint = 0;
355} 244}
356 245
357player::~player () 246player::~player ()
358{ 247{
359 /* Clear item stack */ 248 /* Clear item stack */
360 free (stack_items); 249 free (stack_items);
250}
251
252/*
253 * get_player_archetype() return next player archetype from archetype
254 * list. Not very efficient routine, but used only creating new players.
255 * Note: there MUST be at least one player archetype!
256 */
257static archetype *
258get_player_archetype (archetype *at)
259{
260 // archetypes could have been reloaded
261 archetype *nat = at ? archetype::find (at->archname) : archetypes [0];
262
263 if (!nat)
264 return at;
265
266 archvec::iterator i = archetypes.find (nat);
267
268 for (;;)
269 {
270 if (++i == archetypes.end ())
271 i = archetypes.begin ();
272 else if (*i == at)
273 cleanup ("not a single player archetype found");
274
275 if ((*i)->type == PLAYER)
276 return *i;
277 }
361} 278}
362 279
363/* Tries to add player on the connection passed in ns. 280/* Tries to add player on the connection passed in ns.
364 * All we can really get in this is some settings like host and display 281 * All we can really get in this is some settings like host and display
365 * mode. 282 * mode.
367player * 284player *
368player::create () 285player::create ()
369{ 286{
370 player *pl = new player; 287 player *pl = new player;
371 288
372 pl->set_object (arch_to_object (get_player_archetype (0))); 289 pl->set_object (get_player_archetype (0)->instance ());
290
291 pl->ob->roll_stats ();
292 pl->ob->stats.wc = 2;
293 pl->ob->run_away = 25; /* Then we panick... */
294
295 set_first_map (pl->ob);
373 296
374 return pl; 297 return pl;
375}
376
377/*
378 * get_player_archetype() return next player archetype from archetype
379 * list. Not very efficient routine, but used only creating new players.
380 * Note: there MUST be at least one player archetype!
381 */
382archetype *
383get_player_archetype (archetype *at)
384{
385 archetype *start = at;
386
387 for (;;)
388 {
389 if (at == NULL || at->next == NULL)
390 at = first_archetype;
391 else
392 at = at->next;
393
394 if (at->clone.type == PLAYER)
395 return at;
396
397 if (at == start)
398 {
399 LOG (llevError, "No Player archetypes\n");
400 exit (-1);
401 }
402 }
403} 298}
404 299
405object * 300object *
406get_nearest_player (object *mon) 301get_nearest_player (object *mon)
407{ 302{
408 object *op = NULL; 303 object *op = NULL;
409 objectlink *ol; 304 objectlink *ol;
410 unsigned lastdist; 305 unsigned lastdist;
411 rv_vector rv; 306 rv_vector rv;
412 307
413 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 308 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
414 { 309 {
415 /* We should not find free objects on this friendly list, but it
416 * does periodically happen. Given that, lets deal with it.
417 * While unlikely, it is possible the next object on the friendly
418 * list is also free, so encapsulate this in a while loop.
419 */
420 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
421 {
422 object *tmp = ol->ob;
423
424 /* Can't do much more other than log the fact, because the object
425 * itself will have been cleared.
426 */
427 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n");
428 ol = ol->next;
429 remove_friendly_object (tmp);
430 if (!ol)
431 return op;
432 }
433
434 /* Remove special check for player from this. First, it looks to cause
435 * some crashes (ol->ob->contr not set properly?), but secondly, a more
436 * complicated method of state checking would be needed in any case -
437 * as it was, a clever player could type quit, and the function would
438 * skip them over while waiting for confirmation. Remove
439 * on_same_map check, as can_detect_enemy also does this
440 */
441 if (!can_detect_enemy (mon, ol->ob, &rv)) 310 if (!can_detect_enemy (mon, ol->ob, &rv))
442 continue; 311 continue;
443 312
444 if (lastdist > rv.distance) 313 if (lastdist > rv.distance)
445 { 314 {
461#endif 330#endif
462 return op; 331 return op;
463} 332}
464 333
465/* I believe this can safely go to 2, 3 is questionable, 4 will likely 334/* I believe this can safely go to 2, 3 is questionable, 4 will likely
466 * result in a monster paths backtracking. It basically determines how large a 335 * result in a monster paths backtracking. It basically determines how large a
467 * detour a monster will take from the direction path when looking 336 * detour a monster will take from the direction path when looking
468 * for a path to the player. The values are in the amount of direction 337 * for a path to the player. The values are in the amount of direction
469 * the deviation is 338 * the deviation is
470 */ 339 */
471#define DETOUR_AMOUNT 2 340#define DETOUR_AMOUNT 2
507 */ 376 */
508int 377int
509path_to_player (object *mon, object *pl, unsigned mindiff) 378path_to_player (object *mon, object *pl, unsigned mindiff)
510{ 379{
511 rv_vector rv; 380 rv_vector rv;
512 sint16 x, y;
513 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked; 381 int dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES;
514 maptile *m, *lastmap;
515 382
516 get_rangevector (mon, pl, &rv, 0); 383 get_rangevector (mon, pl, &rv, 0);
517 384
518 if (rv.distance < mindiff) 385 if (rv.distance < mindiff)
519 return 0; 386 return 0;
520 387
521 x = mon->x; 388 mapxy pos (mon);
522 y = mon->y;
523 m = mon->map;
524 dir = rv.direction; 389 dir = rv.direction;
525 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 390 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
526 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 391 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
392
527 /* If we can't solve it within the search distance, return now. */ 393 /* If we can't solve it within the search distance, return now. */
528 if (diff > max) 394 if (diff > max)
529 return 0; 395 return 0;
396
530 while (diff > 1 && max > 0) 397 while (diff > 1 && max > 0)
531 { 398 {
532 lastx = x; 399 mapxy lastpos = pos;
533 lasty = y;
534 lastmap = m;
535 x = lastx + freearr_x[dir];
536 y = lasty + freearr_y[dir];
537 400
538 mflags = get_map_flags (m, &m, x, y, &x, &y); 401 pos.move (dir);
539 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
540 402
541 /* Space is blocked - try changing direction a little */ 403 /* Space is blocked - try changing direction a little */
542 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW)) 404 if (!pos.normalise ()
543 && (m == mon->map && blocked_link (mon, m, x, y)))) 405 || (((pos->flags () & P_BLOCKSVIEW) || OB_TYPE_MOVE_BLOCK (mon, pos->move_block))
406 && blocked_link (mon, pos.m, pos.x, pos.y)))
544 { 407 {
545 /* recalculate direction from last good location. Possible 408 /* recalculate direction from last good location. Possible
546 * we were not traversing ideal location before. 409 * we were not traversing ideal location before.
547 */ 410 */
548 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0); 411 get_rangevector_from_mapcoord (lastpos.m, lastpos.x, lastpos.y, pl, &rv, 0);
549 if (rv.direction != dir) 412 if (rv.direction != dir)
550 { 413 {
551 /* OK - says direction should be different - lets reset the 414 /* OK - says direction should be different - lets reset the
552 * the values so it will try again. 415 * the values so it will try again.
553 */ 416 */
554 x = lastx;
555 y = lasty;
556 m = lastmap; 417 pos = lastpos;
557 dir = firstdir = rv.direction; 418 dir = firstdir = rv.direction;
558 } 419 }
559 else 420 else
560 { 421 {
561 /* direct path is blocked - try taking a side step to 422 /* direct path is blocked - try taking a side step to
562 * either the left or right. 423 * either the left or right.
563 * Note increase the values in the loop below to be 424 * Note increase the values in the loop below to be
564 * more than -1/1 respectively will mean the monster takes 425 * more than -1/1 respectively will mean the monster takes
565 * bigger detour. Have to be careful about these values getting 426 * bigger detour. Have to be careful about these values getting
566 * too big (3 or maybe 4 or higher) as the monster may just try 427 * too big (3 or maybe 4 or higher) as the monster may just try
567 * stepping back and forth 428 * stepping back and forth
568 */ 429 */
569 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++) 430 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
570 { 431 {
571 if (i == 0) 432 if (i == 0)
572 continue; /* already did this, so skip it */ 433 continue; /* already did this, so skip it */
434
573 /* Use lastdir here - otherwise, 435 /* Use lastdir here - otherwise,
574 * since the direction that the creature should move in 436 * since the direction that the creature should move in
575 * may change, you could get infinite loops. 437 * may change, you could get infinite loops.
576 * ie, player is northwest, but monster can only 438 * ie, player is northwest, but monster can only
577 * move west, so it does that. It goes some distance, 439 * move west, so it does that. It goes some distance,
579 * can't do that, but now finds it can move east, and 441 * can't do that, but now finds it can move east, and
580 * gets back to its original point. lastdir contains 442 * gets back to its original point. lastdir contains
581 * the last direction the creature has successfully 443 * the last direction the creature has successfully
582 * moved. 444 * moved.
583 */ 445 */
584
585 x = lastx + freearr_x[absdir (lastdir + i)];
586 y = lasty + freearr_y[absdir (lastdir + i)];
587 m = lastmap; 446 pos = lastpos;
588 mflags = get_map_flags (m, &m, x, y, &x, &y); 447 pos.move (absdir (lastdir + i));
589 if (mflags & P_OUT_OF_MAP) 448
449 if (!pos.normalise ())
590 continue; 450 continue;
591 blocked = GET_MAP_MOVE_BLOCK (m, x, y); 451
592 if (OB_TYPE_MOVE_BLOCK (mon, blocked)) 452 mapspace &ms = *pos;
453
454 if (ms.flags () & P_BLOCKSVIEW)
593 continue; 455 continue;
594 if (mflags & P_BLOCKSVIEW) 456
457 if (OB_TYPE_MOVE_BLOCK (mon, ms.move_block))
595 continue; 458 continue;
596 459
597 if (m == mon->map && blocked_link (mon, m, x, y)) 460 if (blocked_link (mon, pos.m, pos.x, pos.y))
598 break; 461 break;
599 } 462 }
463
600 /* go through entire loop without finding a valid 464 /* go through entire loop without finding a valid
601 * sidestep to take - thus, no valid path. 465 * sidestep to take - thus, no valid path.
602 */ 466 */
603 if (i == (DETOUR_AMOUNT + 1)) 467 if (i == DETOUR_AMOUNT + 1)
604 return 0; 468 return 0;
469
605 diff--; 470 diff--;
606 lastdir = dir; 471 lastdir = dir;
607 max--; 472 max--;
608 if (!firstdir) 473 if (!firstdir)
609 firstdir = dir + i; 474 firstdir = dir + i;
613 { 478 {
614 /* we moved towards creature, so diff is less */ 479 /* we moved towards creature, so diff is less */
615 diff--; 480 diff--;
616 max--; 481 max--;
617 lastdir = dir; 482 lastdir = dir;
483
618 if (!firstdir) 484 if (!firstdir)
619 firstdir = dir; 485 firstdir = dir;
620 } 486 }
487
621 if (diff <= 1) 488 if (diff <= 1)
622 { 489 {
623 /* Recalculate diff (distance) because we may not have actually 490 /* Recalculate diff (distance) because we may not have actually
624 * headed toward player for entire distance. 491 * headed toward player for entire distance.
625 */ 492 */
626 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 493 get_rangevector_from_mapcoord (pos.m, pos.x, pos.y, pl, &rv, 0);
627 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 494 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
628 } 495 }
496
629 if (diff > max) 497 if (diff > max)
630 return 0; 498 return 0;
631 } 499 }
500
632 /* If we reached the max, didn't find a direction in time */ 501 /* If we reached the max, didn't find a direction in time */
633 if (!max) 502 if (!max)
634 return 0; 503 return 0;
635 504
636 return firstdir; 505 return firstdir;
637} 506}
638 507
639void 508void
640give_initial_items (object *pl, treasurelist * items) 509give_initial_items (object *pl, treasurelist *items)
641{ 510{
642 object *op, *next = NULL;
643
644 if (pl->randomitems != NULL) 511 if (pl->randomitems)
645 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); 512 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
646 513
647 for (op = pl->inv; op; op = next) 514 for (object *next, *op = pl->inv; op; op = next)
648 { 515 {
649 next = op->below; 516 next = op->below;
650 517
651 /* Forces get applied per default, unless they have the 518 /* Forces get applied per default, unless they have the
652 * flag "neutral" set. Sorry but I can't think of a better way 519 * flag "neutral" set. Sorry but I can't think of a better way
653 */ 520 */
654 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL)) 521 if (op->type == FORCE && !op->flag [FLAG_NEUTRAL])
655 SET_FLAG (op, FLAG_APPLIED); 522 op->set_flag (FLAG_APPLIED);
656 523
657 /* we never give weapons/armour if these cannot be used 524 /* we never give weapons/armour if these cannot be used
658 * by this player due to race restrictions 525 * by this player due to race restrictions
659 */ 526 */
660 if (pl->type == PLAYER) 527 if (pl->type == PLAYER)
661 { 528 {
662 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) && 529 if ((!pl->flag [FLAG_USE_ARMOUR]
530 &&
663 (op->type == ARMOUR || op->type == BOOTS || 531 (op->type == ARMOUR || op->type == BOOTS
664 op->type == CLOAK || op->type == HELMET || 532 || op->type == CLOAK || op->type == HELMET
665 op->type == SHIELD || op->type == GLOVES || 533 || op->type == SHIELD || op->type == GLOVES
666 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) 534 || op->type == BRACERS || op->type == GIRDLE))
535 || (!pl->flag [FLAG_USE_WEAPON] && op->type == WEAPON))
667 { 536 {
668 op->destroy (); 537 op->destroy ();
669 continue; 538 continue;
670 } 539 }
671 } 540 }
672 541
673 /* This really needs to be better - we should really give 542 /* Here we remove duplicated skills (as duplicated spell objects have
674 * a substitute spellbook. The problem is that we don't really 543 * _very_ confusing effects for players), which could for instance be
675 * have a good idea what to replace it with (need something like 544 * generated by multiple treasurelists specifying the same skills.
676 * a first level treasurelist for each skill.)
677 * remove duplicate skills also
678 */ 545 */
679 if (op->type == SPELLBOOK || op->type == SKILL) 546 if (op->type == SKILL)
680 { 547 {
681 object *tmp;
682
683 for (tmp = op->below; tmp; tmp = tmp->below) 548 for (object *tmp = op->below; tmp; tmp = tmp->below)
684 if (tmp->type == op->type && tmp->name == op->name) 549 if (tmp->type == op->type && tmp->name == op->name)
685 break;
686
687 if (tmp)
688 { 550 {
689 op->destroy (); 551 op->destroy ();
690 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); 552 break;
691 continue;
692 } 553 }
693 554
694 if (op->nrof > 1) 555 if (op->nrof > 1)
695 op->nrof = 1; 556 op->nrof = 1;
696 } 557 }
697 558
698 if (op->type == SPELLBOOK && op->inv) 559 if (op->type == SPELLBOOK && op->inv)
699 { 560 op->inv->clr_flag (FLAG_STARTEQUIP);
700 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
701 }
702 561
703 /* Give starting characters identified, uncursed, and undamned 562 /* Give starting characters identified, uncursed, and undamned
704 * items. Just don't identify gold or silver, or it won't be 563 * items. Just don't identify gold or silver, or it won't be
705 * merged properly. 564 * merged properly.
706 */ 565 */
707 if (need_identify (op)) 566 if (op->need_identify ())
708 {
709 SET_FLAG (op, FLAG_IDENTIFIED);
710 CLEAR_FLAG (op, FLAG_CURSED);
711 CLEAR_FLAG (op, FLAG_DAMNED);
712 } 567 {
568 op->set_flag (FLAG_IDENTIFIED);
569 op->clr_flag (FLAG_CURSED);
570 op->clr_flag (FLAG_DAMNED);
571 }
572
713 if (op->type == SPELL) 573 if (op->type == SPELL)
714 { 574 {
715 op->destroy (); 575 op->destroy ();
716 continue; 576 continue;
717 } 577 }
718 else if (op->type == SKILL) 578 else if (op->type == SKILL)
719 { 579 {
720 SET_FLAG (op, FLAG_CAN_USE_SKILL); 580 op->set_flag (FLAG_CAN_USE_SKILL);
721 op->stats.exp = 0; 581 op->stats.exp = 0;
722 op->level = 1; 582 op->level = 1;
723 } 583 }
724 /* lock all 'normal items by default */ 584 else /* lock all 'normal items by default */
725 else 585 op->set_flag (FLAG_INV_LOCKED);
726 SET_FLAG (op, FLAG_INV_LOCKED);
727 } /* for loop of objects in player inv */ 586 } /* for loop of objects in player inv */
728 587
729 /* Need to set up the skill pointers */ 588 /* Need to set up the skill pointers */
730 link_player_skills (pl); 589 pl->contr->link_skills ();
731} 590}
732 591
733void 592void
734get_party_password (object *op, partylist *party) 593get_party_password (object *op, partylist *party)
735{ 594{
745 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 604 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
746} 605}
747 606
748/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 607/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
749static int 608static int
750roll_stat (void) 609roll_stat ()
751{ 610{
752 int a[4], i, j, k; 611 int a[4], i, j, k;
753 612
754 for (i = 0; i < 4; i++) 613 for (i = 0; i < 4; i++)
755 a[i] = (int) RANDOM () % 6 + 1; 614 a[i] = rndm (1, 6);
756 615
757 for (i = 0, j = 0, k = 7; i < 4; i++) 616 for (i = 0, j = 0, k = 7; i < 4; i++)
758 if (a[i] < k) 617 if (a[i] < k)
759 k = a[i], j = i; 618 k = a[i], j = i;
760 619
766} 625}
767 626
768void 627void
769object::roll_stats () 628object::roll_stats ()
770{ 629{
771 int statsort [7]; 630 int statsort [NUM_STATS];
772 631
773 for (;;) 632 for (;;)
774 { 633 {
775 int sum = 0; 634 int sum = 0;
776 for (int i = 7; i--; ) 635 for (int i = NUM_STATS; i--; )
777 sum += statsort [i] = roll_stat (); 636 sum += statsort [i] = roll_stat ();
778 637
779 if (sum >= 82 && sum <= 116) 638 if (sum >= 82 && sum <= 116)
780 break; 639 break;
781 } 640 }
782 641
783 // Sort the stats so that rerolling is easier... 642 // Sort the stats so that rerolling is easier...
784 std::sort (statsort, statsort + 7, std::greater<int>()); 643 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
785 644
645 for (int i = 0; i < NUM_STATS; ++i)
786 stats.Str = statsort[0]; 646 stats.stat (i) = statsort [i];
787 stats.Dex = statsort[1];
788 stats.Con = statsort[2];
789 stats.Int = statsort[3];
790 stats.Wis = statsort[4];
791 stats.Pow = statsort[5];
792 stats.Cha = statsort[6];
793 647
794 stats.exp = 0; 648 stats.exp = 0;
795 stats.ac = 0; 649 stats.ac = 0;
796 650
797 stats.hp = stats.maxhp; 651 stats.hp = stats.maxhp;
809} 663}
810 664
811void 665void
812object::swap_stats (int a, int b) 666object::swap_stats (int a, int b)
813{ 667{
814 int tmp = get_attr_value (&contr->orig_stats, a); 668 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
815 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
816 set_attr_value (&contr->orig_stats, b, tmp);
817 669
670 for (int i = 0; i < NUM_STATS; ++i)
818 stats.Str = contr->orig_stats.Str; 671 stats.stat (i) = contr->orig_stats.stat (i);
819 stats.Dex = contr->orig_stats.Dex;
820 stats.Con = contr->orig_stats.Con;
821 stats.Int = contr->orig_stats.Int;
822 stats.Wis = contr->orig_stats.Wis;
823 stats.Pow = contr->orig_stats.Pow;
824 stats.Cha = contr->orig_stats.Cha;
825 672
826 //TODO: the following code looks so borked and should, at the very least, 673 //TODO: the following code looks so borked and should, at the very least,
827 // be merged with the similar code in roll_stats 674 // be merged with the similar code in roll_stats
828 stats.ac = 0; 675 stats.ac = 0;
829 676
841 contr->levsp[1] = 6; 688 contr->levsp[1] = 6;
842 contr->levgrace[1] = 3; 689 contr->levgrace[1] = 3;
843 690
844 contr->orig_stats = stats; 691 contr->orig_stats = stats;
845 } 692 }
693}
694
695static void
696start_info (object *op)
697{
698 char buf[MAX_BUF];
699
700 sprintf (buf, "Welcome to Deliantra v%s!", VERSION);
701 new_draw_info (NDI_UNIQUE, 0, op, buf);
846} 702}
847 703
848/* This function takes the key that is passed, and does the 704/* This function takes the key that is passed, and does the
849 * appropriate action with it (change race, or other things). 705 * appropriate action with it (change race, or other things).
850 * The function name is for historical reasons - now we have 706 * The function name is for historical reasons - now we have
851 * separate race and class; this actually changes the RACE, 707 * separate race and class; this actually changes the RACE,
852 * not the class. 708 * not the class.
853 */ 709 */
854int 710void
855key_change_class (object *op, char key) 711player::chargen_race_done ()
856{ 712{
857 int tmp_loop;
858
859 if (key == 'd' || key == 'D')
860 {
861 char buf[MAX_BUF];
862
863 /* this must before then initial items are given */ 713 /* this must before then initial items are given */
864 esrv_new_player (op->contr, op->weight + op->carrying); 714 esrv_new_player (ob->contr);
865 715
866 treasurelist *tl = find_treasurelist ("starting_wealth"); 716 treasurelist *tl = treasurelist::find (shstr_starting_wealth);
867 if (tl) 717 if (tl)
868 create_treasure (tl, op, 0, 0, 0); 718 create_treasure (tl, ob, 0, 0, 0);
869 719
870 INVOKE_PLAYER (BIRTH, op->contr); 720 INVOKE_PLAYER (BIRTH, ob->contr);
871 INVOKE_PLAYER (LOGIN, op->contr);
872 721
873 op->contr->ns->state = ST_PLAYING; 722 ob->contr->ns->state = ST_PLAYING;
874 723
875 if (op->msg) 724 if (ob->msg)
876 op->msg = NULL; 725 ob->msg = 0;
877 726
878 /* We create this now because some of the unique maps will need it
879 * to save here.
880 */
881 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name);
882 make_path_to_file (buf);
883
884#ifdef AUTOSAVE
885 op->contr->last_save_tick = pticks;
886#endif
887 start_info (op); 727 start_info (ob);
888 CLEAR_FLAG (op, FLAG_WIZ); 728 ob->clr_flag (FLAG_WIZ);
889 give_initial_items (op, op->randomitems); 729 give_initial_items (ob, ob->randomitems);
890 link_player_skills (op);
891 esrv_send_inventory (op, op); 730 esrv_send_inventory (ob, ob);
892 op->update_stats (); 731 ob->update_stats ();
893 732
894 /* This moves the player to a different start map, if there 733 /* This moves the player to a different start map, if there
895 * is one for this race 734 * is one for this race
896 */ 735 */
897 if (*first_map_ext_path) 736 if (*first_map_ext_path)
898 { 737 ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y);
899 object *tmp;
900 char mapname[MAX_BUF];
901
902 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name);
903 tmp = object::create ();
904 EXIT_PATH (tmp) = mapname;
905 EXIT_X (tmp) = op->x;
906 EXIT_Y (tmp) = op->y;
907 enter_exit (op, tmp); /* we don't really care if it succeeded;
908 * if the map isn't there, then stay on the
909 * default initial map */
910 tmp->destroy ();
911 }
912 else 738 else
913 LOG (llevDebug, "first_map_ext_path not set\n"); 739 LOG (llevDebug, "first_map_ext_path not set\n");
740}
914 741
915 return 0; 742/*
916 } 743 * Returns true if the given player is a legal class.
744 * The function to add and remove class-bonuses to the stats doesn't
745 * check if the stat becomes negative, thus this function
746 * merely checks that all stats are 1 or more, and returns
747 * false otherwise.
748 */
749static int
750allowed_class (const object *op)
751{
752 return op->stats.Dex > 0
753 && op->stats.Str > 0
754 && op->stats.Con > 0
755 && op->stats.Int > 0
756 && op->stats.Wis > 0
757 && op->stats.Pow > 0
758 && op->stats.Cha > 0;
759}
917 760
761void
762player::chargen_race_next ()
763{
918 /* Following actually changes the race - this is the default command 764 /* Following actually changes the race - this is the default command
919 * if we don't match with one of the options above. 765 * if we don't match with one of the options above.
920 */ 766 */
921 767
922 tmp_loop = 0; 768 do
923 while (!tmp_loop)
924 { 769 {
925 shstr name = op->name; 770 shstr name = ob->name;
926 int x = op->x, y = op->y; 771 int x = ob->x, y = ob->y;
927 772
928 op->remove_statbonus (); 773 ob->remove_statbonus ();
929 op->remove (); 774 ob->remove ();
930 op->arch = get_player_archetype (op->arch); 775 ob->arch = get_player_archetype (ob->arch);
931 op->arch->clone.copy_to (op); 776 ob->arch->copy_to (ob);
932 op->instantiate (); 777 ob->instantiate ();
933 op->stats = op->contr->orig_stats; 778 ob->stats = ob->contr->orig_stats;
934 op->name = op->name_pl = name; 779 ob->name = ob->name_pl = name;
935 op->x = x; 780 ob->x = x;
936 op->y = y; 781 ob->y = y;
937 SET_ANIMATION (op, 2); /* So player faces south */ 782 SET_ANIMATION (ob, 2); /* So player faces south */
938 insert_ob_in_map (op, op->map, op, 0); 783 insert_ob_in_map (ob, ob->map, ob, 0);
939 assign (op->contr->title, op->arch->clone.name); 784 assign (ob->contr->title, ob->arch->object::name);
940 op->add_statbonus (); 785 ob->add_statbonus ();
941 tmp_loop = allowed_class (op);
942 } 786 }
787 while (!allowed_class (ob));
943 788
944 update_object (op, UP_OBJ_FACE); 789 update_object (ob, UP_OBJ_FACE);
945 esrv_update_item (UPD_FACE, op, op); 790 esrv_update_item (UPD_FACE, ob, ob);
946 op->update_stats (); 791 ob->update_stats ();
947 op->stats.hp = op->stats.maxhp; 792 ob->stats.hp = ob->stats.maxhp;
948 op->stats.sp = op->stats.maxsp; 793 ob->stats.sp = ob->stats.maxsp;
949 op->stats.grace = 0; 794 ob->stats.grace = 0;
950
951 if (op->msg)
952 new_draw_info (NDI_BLUE, 0, op, op->msg);
953
954 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
955 return 0;
956} 795}
957 796
958int 797static void
959key_confirm_quit (object *op, char key)
960{
961 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
962 {
963 op->contr->ns->state = ST_PLAYING;
964 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
965 return 1;
966 }
967
968 INVOKE_PLAYER (LOGOUT, op->contr);
969 INVOKE_PLAYER (QUIT, op->contr);
970
971 op->contr->enable_save = false;
972
973 terminate_all_pets (op);
974 leave_map (op);
975 op->direction = 0;
976 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
977
978 strcpy (op->contr->killer, "quit");
979 check_score (op);
980 op->contr->party = 0;
981 op->contr->own_title[0] = '\0';
982
983 object_ptr ob = op;
984
985 /* We need to hunt for any per player unique maps in memory and
986 * get rid of them. The trailing slash in the path is intentional,
987 * so that players named 'Ab' won't match against players 'Abe' pathname
988 */
989 char buf[MAX_BUF];
990 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
991
992 for (maptile *next, *mp = first_map; mp; mp = next)
993 {
994 next = mp->next;
995
996 if (!strncmp (mp->path, buf, strlen (buf)))
997 delete_map (mp);
998 }
999
1000 delete_character (ob->name, 1);
1001 ob->contr->destroy ();
1002
1003 return 1;
1004}
1005
1006void
1007flee_player (object *op) 798flee_player (object *op)
1008{ 799{
1009 int dir, diff; 800 int dir, diff;
1010 rv_vector rv; 801 rv_vector rv;
1011 802
1012 if (op->stats.hp < 0) 803 if (op->stats.hp < 0)
1013 { 804 {
1014 LOG (llevDebug, "Fleeing player is dead.\n"); 805 LOG (llevDebug, "Fleeing player is dead.\n");
1015 CLEAR_FLAG (op, FLAG_SCARED); 806 op->clr_flag (FLAG_SCARED);
1016 return; 807 return;
1017 } 808 }
1018 809
1019 if (op->enemy == NULL) 810 if (!op->enemy)
1020 { 811 {
1021 LOG (llevDebug, "Fleeing player had no enemy.\n"); 812 LOG (llevDebug, "Fleeing player had no enemy.\n");
1022 CLEAR_FLAG (op, FLAG_SCARED); 813 op->clr_flag (FLAG_SCARED);
1023 return; 814 return;
1024 } 815 }
1025 816
1026 /* Seen some crashes here. Since we don't store an 817 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
1027 * op->enemy_count, it is possible that something destroys the
1028 * actual enemy, and the object is recycled.
1029 */
1030 if (op->enemy->map == NULL)
1031 { 818 {
1032 CLEAR_FLAG (op, FLAG_SCARED);
1033 op->enemy = NULL; 819 op->enemy = NULL;
1034 return; 820 op->clr_flag (FLAG_SCARED);
1035 }
1036
1037 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
1038 {
1039 op->enemy = NULL;
1040 CLEAR_FLAG (op, FLAG_SCARED);
1041 return; 821 return;
1042 } 822 }
1043 823
1044 get_rangevector (op, op->enemy, &rv, 0); 824 get_rangevector (op, op->enemy, &rv, 0);
1045 825
1046 dir = absdir (4 + rv.direction); 826 dir = absdir (4 + rv.direction);
1047 for (diff = 0; diff < 3; diff++) 827 for (diff = 0; diff < 3; diff++)
1048 { 828 {
1049 int m = 1 - (RANDOM () & 2); 829 int m = 1 - rndm (2) * 2;
1050 830
1051 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 831 if (op->move (absdir (dir + diff * m)) || (diff == 0 && op->move (absdir (dir - diff * m))))
1052 return; 832 return;
1053 } 833 }
1054 834
1055 /* Cornered, get rid of scared */ 835 /* Cornered, get rid of scared */
1056 CLEAR_FLAG (op, FLAG_SCARED); 836 op->clr_flag (FLAG_SCARED);
1057 op->enemy = NULL; 837 op->enemy = NULL;
1058} 838}
1059 839
1060
1061/* check_pick sees if there is stuff to be picked up/picks up stuff. 840/* check_pick sees if there is stuff to be picked up/picks up stuff.
1062 * IT returns 1 if the player should keep on moving, 0 if he should 841 * It returns 1 if the player should keep on moving, 0 if he should
1063 * stop. 842 * stop.
1064 */ 843 */
1065int 844int
1066check_pick (object *op) 845check_pick (object *op)
1067{ 846{
1068 object *tmp, *next; 847 object *tmp, *next;
1069 int stop = 0; 848 int stop = 0;
1070 int j, k, wvratio; 849 int wvratio;
1071 char putstring[128], tmpstr[16];
1072 850
1073 /* if you're flying, you cna't pick up anything */ 851 /* if you're flying, you can't pick up anything */
1074 if (op->move_type & MOVE_FLYING) 852 if (op->move_type & MOVE_FLYING)
1075 return 1; 853 return 1;
1076 854
1077 next = op->below; 855 next = op->below;
856
857 int cnt = MAX_ITEM_PER_ACTION;
858#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
1078 859
1079 /* loop while there are items on the floor that are not marked as 860 /* loop while there are items on the floor that are not marked as
1080 * destroyed */ 861 * destroyed */
1081 while (next && !next->destroyed ()) 862 while (next && !next->destroyed ())
1082 { 863 {
1083 tmp = next; 864 tmp = next;
1084 next = tmp->below; 865 next = tmp->below;
1085 866
867 if (cnt <= 0)
868 {
869 op->failmsg ("Couldn't pickup all items at once.");
870 return 0;
871 }
872
1086 if (op->destroyed ()) 873 if (op->destroyed ())
1087 return 0; 874 return 0;
1088 875
1089 if (!can_pick (op, tmp)) 876 if (!can_pick (op, tmp))
1090 continue; 877 continue;
1091 878
1092 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 879 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1093 { 880 {
1094 if (item_matched_string (op, tmp, op->contr->search_str)) 881 if (item_matched_string (op, tmp, op->contr->search_str))
1095 pick_up (op, tmp); 882 CHK_PICK_PICKUP;
883
1096 continue; 884 continue;
1097 } 885 }
1098 886
1099 /* high not bit set? We're using the old autopickup model */ 887 /* pickup handling */
888 if (op->contr->mode & PU_DEBUG)
889 {
890 /* some debugging code to figure out item information */
891 const char *str = tmp->name
892 ? format ("item name: %s item type: %d weight/value: %d",
893 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))))
894 : format ("item name: %s item type: %d weight/value: %d",
895 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
896
897 new_draw_info (NDI_UNIQUE, 0, op, str);
898 }
899
900 if (op->contr->mode & PU_INHIBIT)
901 return 1;
902
903 if (!(op->contr->mode & PU_ENABLE)) // TODO: fix client
904 return 1;
905
906 /* philosophy:
907 * It's easy to grab an item type from a pile, as long as it's
908 * generic. This takes no game-time. For more detailed pickups
909 * and selections, select-items should be used. This is a
910 * grab-as-you-run type mode that's really useful for arrows for
911 * example.
912 * The drawback: right now it has no frontend, so you need to
913 * stick the bits you want into a calculator in hex mode and then
914 * convert to decimal and then 'pickup <#>
915 */
916
917 /* the first two modes are exclusive: if NOTHING we return, if
918 * STOP then we stop. All the rest are applied sequentially,
919 * meaning if any test passes, the item gets picked up. */
920
921 /* if mode is set to pick nothing up, return */
922 if (op->contr->mode == PU_NOTHING)
923 return 1;
924
925 /* if mode is set to stop when encountering objects, return */
926 /* take STOP before INHIBIT since it doesn't actually pick
927 * anything up */
928 if (op->contr->mode & PU_STOP)
929 return 0;
930
931 /* useful for going into stores and not losing your settings... */
932 /* and for battles wher you don't want to get loaded down while
933 * fighting */
934 if (op->contr->mode & PU_INHIBIT)
935 return 1;
936
937 /* prevent us from turning into auto-thieves :) */
938 if (tmp->flag [FLAG_UNPAID])
939 continue;
940
941 /* ignore known cursed objects */
942 if (tmp->flag [FLAG_KNOWN_CURSED] && op->contr->mode & PU_NOT_CURSED)
943 continue;
944
945 /* all food and drink if desired */
946 /* question: don't pick up known-poisonous stuff? */
1100 if (!(op->contr->mode & PU_NEWMODE)) 947 if (op->contr->mode & PU_FOOD)
948 if (tmp->type == FOOD)
1101 { 949 {
1102 switch (op->contr->mode) 950 CHK_PICK_PICKUP;
951 continue;
952 }
953
954 if (op->contr->mode & PU_DRINK)
955 if (tmp->type == DRINK || (tmp->type == POISON && !tmp->flag [FLAG_KNOWN_CURSED]))
956 {
957 CHK_PICK_PICKUP;
958 continue;
959 }
960
961 if (op->contr->mode & PU_POTION)
962 if (tmp->type == POTION)
963 {
964 CHK_PICK_PICKUP;
965 continue;
966 }
967
968 /* spellbooks, skillscrolls and normal books/scrolls */
969 if (op->contr->mode & PU_SPELLBOOK)
970 if (tmp->type == SPELLBOOK)
971 {
972 CHK_PICK_PICKUP;
973 continue;
974 }
975
976 if (op->contr->mode & PU_SKILLSCROLL)
977 if (tmp->type == SKILLSCROLL)
978 {
979 CHK_PICK_PICKUP;
980 continue;
981 }
982
983 if (op->contr->mode & PU_READABLES)
984 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
985 {
986 CHK_PICK_PICKUP;
987 continue;
988 }
989
990 /* wands/staves/rods/horns */
991 if (op->contr->mode & PU_MAGIC_DEVICE)
992 if (tmp->type == WAND
993 || tmp->type == ROD
994 || tmp->type == HORN
995 || tmp->type == POWER_CRYSTAL)
996 {
997 CHK_PICK_PICKUP;
998 continue;
999 }
1000
1001 /* pick up all magical items */
1002 if (op->contr->mode & PU_MAGICAL)
1003 if (tmp->flag [FLAG_KNOWN_MAGICAL]
1004 && !tmp->flag [FLAG_KNOWN_CURSED])
1005 {
1006 CHK_PICK_PICKUP;
1007 continue;
1008 }
1009
1010 if (op->contr->mode & PU_VALUABLES)
1011 {
1012 if (tmp->type == MONEY || tmp->type == GEM)
1103 { 1013 {
1104 case 0: 1014 CHK_PICK_PICKUP;
1105 return 1; /* don't pick up */ 1015 continue;
1106 case 1:
1107 pick_up (op, tmp);
1108 return 1;
1109 case 2:
1110 pick_up (op, tmp);
1111 return 0;
1112 case 3:
1113 return 0; /* stop before pickup */
1114 case 4:
1115 pick_up (op, tmp);
1116 break;
1117 case 5:
1118 pick_up (op, tmp);
1119 stop = 1;
1120 break;
1121 case 6:
1122 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1123 pick_up (op, tmp);
1124 break;
1125
1126 case 7:
1127 if (tmp->type == MONEY || tmp->type == GEM)
1128 pick_up (op, tmp);
1129 break;
1130
1131 default:
1132 /* use value density */
1133 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1134 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1135 pick_up (op, tmp);
1136 } 1016 }
1137 } 1017 }
1138 else 1018
1139 { /* old model */ 1019 /* rings & amulets - talismans seems to be typed AMULET */
1140 /* NEW pickup handling */
1141 if (op->contr->mode & PU_DEBUG) 1020 if (op->contr->mode & PU_JEWELS)
1021 if (tmp->type == RING
1022 || tmp->type == AMULET
1023 || tmp->type == GIRDLE
1024 || tmp->type == SKILL_TOOL)
1142 { 1025 {
1143 /* some debugging code to figure out item information */ 1026 CHK_PICK_PICKUP;
1144 if (tmp->name != NULL)
1145 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1146 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1147 else
1148 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1149 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1150
1151 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1152 }
1153
1154 /* philosophy:
1155 * It's easy to grab an item type from a pile, as long as it's
1156 * generic. This takes no game-time. For more detailed pickups
1157 * and selections, select-items should be used. This is a
1158 * grab-as-you-run type mode that's really useful for arrows for
1159 * example.
1160 * The drawback: right now it has no frontend, so you need to
1161 * stick the bits you want into a calculator in hex mode and then
1162 * convert to decimal and then 'pickup <#>
1163 */
1164
1165 /* the first two modes are exclusive: if NOTHING we return, if
1166 * STOP then we stop. All the rest are applied sequentially,
1167 * meaning if any test passes, the item gets picked up. */
1168
1169 /* if mode is set to pick nothing up, return */
1170
1171 if (op->contr->mode & PU_NOTHING)
1172 return 1;
1173
1174 /* if mode is set to stop when encountering objects, return */
1175 /* take STOP before INHIBIT since it doesn't actually pick
1176 * anything up */
1177
1178 if (op->contr->mode & PU_STOP)
1179 return 0;
1180
1181 /* useful for going into stores and not losing your settings... */
1182 /* and for battles wher you don't want to get loaded down while
1183 * fighting */
1184 if (op->contr->mode & PU_INHIBIT)
1185 return 1;
1186
1187 /* prevent us from turning into auto-thieves :) */
1188 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1189 continue; 1027 continue;
1028 }
1190 1029
1191 /* ignore known cursed objects */ 1030 /* we don't forget dragon food */
1192 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) 1031 if (op->contr->mode & PU_FLESH)
1032 if (tmp->type == FLESH)
1033 {
1034 CHK_PICK_PICKUP;
1193 continue; 1035 continue;
1036 }
1194 1037
1195 /* all food and drink if desired */ 1038 /* bows and arrows. Bows are good for selling! */
1196 /* question: don't pick up known-poisonous stuff? */ 1039 if (op->contr->mode & PU_BOW)
1040 if (tmp->type == BOW)
1041 {
1042 CHK_PICK_PICKUP;
1043 continue;
1044 }
1045
1046 if (op->contr->mode & PU_ARROW)
1047 if (tmp->type == ARROW)
1048 {
1049 CHK_PICK_PICKUP;
1050 continue;
1051 }
1052
1053 /* all kinds of armor etc. */
1054 if (op->contr->mode & PU_ARMOUR)
1055 if (tmp->type == ARMOUR)
1056 {
1057 CHK_PICK_PICKUP;
1058 continue;
1059 }
1060
1061 if (op->contr->mode & PU_HELMET)
1062 if (tmp->type == HELMET)
1063 {
1064 CHK_PICK_PICKUP;
1065 continue;
1066 }
1067
1068 if (op->contr->mode & PU_SHIELD)
1069 if (tmp->type == SHIELD)
1070 {
1071 CHK_PICK_PICKUP;
1072 continue;
1073 }
1074
1197 if (op->contr->mode & PU_FOOD) 1075 if (op->contr->mode & PU_BOOTS)
1198 if (tmp->type == FOOD) 1076 if (tmp->type == BOOTS)
1077 {
1078 CHK_PICK_PICKUP;
1079 continue;
1080 }
1081
1082 if (op->contr->mode & PU_GLOVES)
1083 if (tmp->type == GLOVES || tmp->type == BRACERS)
1084 {
1085 CHK_PICK_PICKUP;
1086 continue;
1087 }
1088
1089 if (op->contr->mode & PU_CLOAK)
1090 if (tmp->type == CLOAK)
1091 {
1092 CHK_PICK_PICKUP;
1093 continue;
1094 }
1095
1096 /* hoping to catch throwing daggers here */
1097 if (op->contr->mode & PU_MISSILEWEAPON)
1098 if (tmp->type == WEAPON && tmp->flag [FLAG_IS_THROWN])
1099 {
1100 CHK_PICK_PICKUP;
1101 continue;
1102 }
1103
1104 /* careful: chairs and tables are weapons! */
1105 if (op->contr->mode & PU_ALLWEAPON)
1106 {
1107 if (tmp->type == WEAPON)
1108 if (!tmp->arch->archname.contains ("table") && !tmp->arch->archname.contains ("chair"))
1199 { 1109 {
1200 pick_up (op, tmp); 1110 CHK_PICK_PICKUP;
1201 continue; 1111 continue;
1202 } 1112 }
1113 }
1203 1114
1115 /* misc stuff that's useful */
1204 if (op->contr->mode & PU_DRINK) 1116 if (op->contr->mode & PU_KEY)
1205 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1117 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1206 { 1118 {
1207 pick_up (op, tmp); 1119 CHK_PICK_PICKUP;
1208 continue; 1120 continue;
1209 } 1121 }
1210 1122
1123 /* any of the last 4 bits set means we use the ratio for value
1124 * pickups */
1211 if (op->contr->mode & PU_POTION) 1125 if (op->contr->mode & PU_RATIO)
1212 if (tmp->type == POTION) 1126 {
1127 /* use value density to decide what else to grab */
1128 /* >=7 was >= op->contr->mode */
1129 /* >=7 is the old standard setting. Now we take the last 4 bits
1213 { 1130 */
1214 pick_up (op, tmp);
1215 continue;
1216 }
1217
1218 /* spellbooks, skillscrolls and normal books/scrolls */
1219 if (op->contr->mode & PU_SPELLBOOK)
1220 if (tmp->type == SPELLBOOK)
1221 {
1222 pick_up (op, tmp);
1223 continue;
1224 }
1225
1226 if (op->contr->mode & PU_SKILLSCROLL)
1227 if (tmp->type == SKILLSCROLL)
1228 {
1229 pick_up (op, tmp);
1230 continue;
1231 }
1232
1233 if (op->contr->mode & PU_READABLES)
1234 if (tmp->type == BOOK || tmp->type == SCROLL)
1235 {
1236 pick_up (op, tmp);
1237 continue;
1238 }
1239
1240 /* wands/staves/rods/horns */
1241 if (op->contr->mode & PU_MAGIC_DEVICE)
1242 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1243 {
1244 pick_up (op, tmp);
1245 continue;
1246 }
1247
1248 /* pick up all magical items */
1249 if (op->contr->mode & PU_MAGICAL) 1131 wvratio = op->contr->mode & PU_RATIO;
1250 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1132 if (1000 * query_cost (tmp, op, F_TRUE) / tmp->total_weight () >= wvratio * 100)
1251 {
1252 pick_up (op, tmp);
1253 continue;
1254 }
1255
1256 if (op->contr->mode & PU_VALUABLES)
1257 { 1133 {
1258 if (tmp->type == MONEY || tmp->type == GEM) 1134#if 0
1135 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1136 if (tmp->name != NULL)
1259 { 1137 {
1260 pick_up (op, tmp); 1138 fprintf (stderr, "%s", tmp->name);
1261 continue;
1262 } 1139 }
1263 }
1264
1265 /* rings & amulets - talismans seems to be typed AMULET */
1266 if (op->contr->mode & PU_JEWELS)
1267 if (tmp->type == RING || tmp->type == AMULET)
1268 {
1269 pick_up (op, tmp);
1270 continue;
1271 }
1272
1273 /* we don't forget dragon food */
1274 if (op->contr->mode & PU_FLESH)
1275 if (tmp->type == FLESH)
1276 {
1277 pick_up (op, tmp);
1278 continue;
1279 }
1280
1281 /* bows and arrows. Bows are good for selling! */
1282 if (op->contr->mode & PU_BOW)
1283 if (tmp->type == BOW)
1284 {
1285 pick_up (op, tmp);
1286 continue;
1287 }
1288
1289 if (op->contr->mode & PU_ARROW)
1290 if (tmp->type == ARROW)
1291 {
1292 pick_up (op, tmp);
1293 continue;
1294 }
1295
1296 /* all kinds of armor etc. */
1297 if (op->contr->mode & PU_ARMOUR)
1298 if (tmp->type == ARMOUR)
1299 {
1300 pick_up (op, tmp);
1301 continue;
1302 }
1303
1304 if (op->contr->mode & PU_HELMET)
1305 if (tmp->type == HELMET)
1306 {
1307 pick_up (op, tmp);
1308 continue;
1309 }
1310
1311 if (op->contr->mode & PU_SHIELD)
1312 if (tmp->type == SHIELD)
1313 {
1314 pick_up (op, tmp);
1315 continue;
1316 }
1317
1318 if (op->contr->mode & PU_BOOTS)
1319 if (tmp->type == BOOTS)
1320 {
1321 pick_up (op, tmp);
1322 continue;
1323 }
1324
1325 if (op->contr->mode & PU_GLOVES)
1326 if (tmp->type == GLOVES)
1327 {
1328 pick_up (op, tmp);
1329 continue;
1330 }
1331
1332 if (op->contr->mode & PU_CLOAK)
1333 if (tmp->type == CLOAK)
1334 {
1335 pick_up (op, tmp);
1336 continue;
1337 }
1338
1339 /* hoping to catch throwing daggers here */
1340 if (op->contr->mode & PU_MISSILEWEAPON)
1341 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1342 {
1343 pick_up (op, tmp);
1344 continue;
1345 }
1346
1347 /* careful: chairs and tables are weapons! */
1348 if (op->contr->mode & PU_ALLWEAPON)
1349 {
1350 if (tmp->type == WEAPON && tmp->name != NULL)
1351 {
1352 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1353 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1354 {
1355 pick_up (op, tmp);
1356 continue;
1357 }
1358 }
1359
1360 if (tmp->type == WEAPON && tmp->name == NULL)
1361 {
1362 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1363 {
1364 pick_up (op, tmp);
1365 continue;
1366 }
1367 }
1368 }
1369
1370 /* misc stuff that's useful */
1371 if (op->contr->mode & PU_KEY)
1372 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1373 {
1374 pick_up (op, tmp);
1375 continue;
1376 }
1377
1378 /* any of the last 4 bits set means we use the ratio for value
1379 * pickups */
1380 if (op->contr->mode & PU_RATIO)
1381 {
1382 /* use value density to decide what else to grab */
1383 /* >=7 was >= op->contr->mode */
1384 /* >=7 is the old standard setting. Now we take the last 4 bits
1385 * and multiply them by 5, giving 0..15*5== 5..75 */
1386 wvratio = (op->contr->mode & PU_RATIO) * 5;
1387 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1388 {
1389 pick_up (op, tmp);
1390#if 0
1391 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1392 if (tmp->name != NULL)
1393 {
1394 fprintf (stderr, "%s", tmp->name);
1395 }
1396 else 1140 else
1397 fprintf (stderr, "%s", tmp->arch->name); 1141 fprintf (stderr, "%s", tmp->arch->archname);
1398 fprintf (stderr, ",%d] = ", tmp->type); 1142 fprintf (stderr, ",%d] = ", tmp->type);
1399 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1143 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
1400#endif 1144#endif
1145 CHK_PICK_PICKUP;
1401 continue; 1146 continue;
1402 }
1403 } 1147 }
1404 } /* the new pickup model */ 1148 } /* the new pickup model */
1405 } 1149 }
1406 1150
1407 return !stop; 1151 return !stop;
1408} 1152}
1409 1153
1154/* routine for both players and monsters. We call this when
1155 * there is a possibility for our action distrubing our hiding
1156 * place or invisiblity spell. Artefact invisiblity causes
1157 * "noise" instead. If we arent invisible to begin with, we
1158 * return 0.
1159 */
1160static int
1161action_makes_visible (object *op)
1162{
1163 if (op->invisible && op->flag [FLAG_ALIVE])
1164 {
1165 if (op->flag [FLAG_MAKE_INVIS])
1166 {
1167 // artefact invisibility is permanent, but we still make noise
1168 // this is important for game-balance.
1169 if (op->contr)
1170 op->make_noise ();
1171
1172 return 0;
1173 }
1174
1175 if (op->contr && op->contr->tmp_invis == 0)
1176 return 0;
1177
1178 /* If monsters, they should become visible */
1179 if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis))
1180 {
1181 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible");
1182 return 1;
1183 }
1184 }
1185
1186 return 0;
1187}
1188
1410/* 1189/*
1411 * Find an arrow in the inventory and after that 1190 * Find an arrow in the inventory and after that
1412 * in the right type container (quiver). Pointer to the 1191 * in the right type container (quiver). Pointer to the
1413 * found object is returned. 1192 * found object is returned.
1414 */ 1193 */
1415object * 1194static object *
1416find_arrow (object *op, const char *type) 1195find_arrow (object *op, const char *type)
1417{ 1196{
1418 object *tmp = NULL;
1419
1420 for (op = op->inv; op; op = op->below) 1197 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1421 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1422 tmp = find_arrow (op, type);
1423 else if (op->type == ARROW && op->race == type) 1198 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1199 return splay (tmp);
1200
1201 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1202 if (tmp->type == CONTAINER && tmp->flag [FLAG_APPLIED] && !strcmp (&tmp->race, type))
1203 if (object *arrow = find_arrow (tmp, type))
1204 {
1205 splay (tmp);
1424 return op; 1206 return arrow;
1207 }
1208
1425 return tmp; 1209 return 0;
1426} 1210}
1427 1211
1428/* 1212/*
1429 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1213 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1430 * against the target. A full test is not performed, simply a basic test 1214 * against the target. A full test is not performed, simply a basic test
1431 * of resistances. The archer is making a quick guess at what he sees down 1215 * of resistances. The archer is making a quick guess at what he sees down
1432 * the hall. Failing that it does it's best to pick the highest plus arrow. 1216 * the hall. Failing that it does it's best to pick the highest plus arrow.
1433 */ 1217 */
1434 1218static object *
1435object *
1436find_better_arrow (object *op, object *target, const char *type, int *better) 1219find_better_arrow (object *op, object *target, shstr_cmp type, int *better)
1437{ 1220{
1438 object *tmp = NULL, *arrow, *ntmp; 1221 object *tmp = NULL, *arrow, *ntmp;
1439 int attacknum, attacktype, betterby = 0, i; 1222 int attacknum, attacktype, betterby = 0, i;
1440 1223
1441 if (!type) 1224 if (!type)
1442 return NULL; 1225 return NULL;
1443 1226
1444 for (arrow = op->inv; arrow; arrow = arrow->below) 1227 for (arrow = op->inv; arrow; arrow = arrow->below)
1445 { 1228 {
1446 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED)) 1229 if (arrow->type == CONTAINER && arrow->race == type && arrow->flag [FLAG_APPLIED])
1447 { 1230 {
1448 i = 0; 1231 i = 0;
1449 ntmp = find_better_arrow (arrow, target, type, &i); 1232 ntmp = find_better_arrow (arrow, target, type, &i);
1233
1450 if (i > betterby) 1234 if (i > betterby)
1451 { 1235 {
1452 tmp = ntmp; 1236 tmp = ntmp;
1453 betterby = i; 1237 betterby = i;
1454 } 1238 }
1455 } 1239 }
1456 else if (arrow->type == ARROW && arrow->race == type) 1240 else if (arrow->type == ARROW && arrow->race == type)
1457 { 1241 {
1458 /* allways prefer assasination/slaying */ 1242 /* allways prefer assasination/slaying */
1459 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race)) 1243 if (target->race && arrow->slaying.contains (target->race))
1460 { 1244 {
1461 if (arrow->attacktype & AT_DEATH) 1245 if (arrow->attacktype & AT_DEATH)
1462 { 1246 {
1463 *better = 100; 1247 *better = 100;
1464 return arrow; 1248 return arrow;
1472 else 1256 else
1473 { 1257 {
1474 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1258 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1475 { 1259 {
1476 attacktype = 1 << attacknum; 1260 attacktype = 1 << attacknum;
1477 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1261 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1478 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby) 1262 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1479 { 1263 {
1480 tmp = arrow; 1264 tmp = arrow;
1481 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100; 1265 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1482 } 1266 }
1483 } 1267 }
1268
1484 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1269 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1485 { 1270 {
1486 tmp = arrow; 1271 tmp = arrow;
1487 betterby = 2 + arrow->magic + arrow->stats.dam; 1272 betterby = 2 + arrow->magic + arrow->stats.dam;
1488 } 1273 }
1274
1489 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) 1275 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1490 { 1276 {
1491 tmp = arrow; 1277 tmp = arrow;
1492 betterby = 1 + arrow->magic + arrow->stats.dam; 1278 betterby = 1 + arrow->magic + arrow->stats.dam;
1493 } 1279 }
1494 } 1280 }
1495 } 1281 }
1496 } 1282 }
1283
1497 if (tmp == NULL && arrow == NULL) 1284 if (tmp == NULL && arrow == NULL)
1498 return find_arrow (op, type); 1285 return find_arrow (op, type);
1499 1286
1500 *better = betterby; 1287 *better = betterby;
1501 return tmp; 1288 return tmp;
1505 * find_better_arrow to find a decent arrow to use. 1292 * find_better_arrow to find a decent arrow to use.
1506 * op = the shooter 1293 * op = the shooter
1507 * type = bow->race 1294 * type = bow->race
1508 * dir = fire direction 1295 * dir = fire direction
1509 */ 1296 */
1510 1297static object *
1511object *
1512pick_arrow_target (object *op, const char *type, int dir) 1298pick_arrow_target (object *op, shstr_cmp type, int dir)
1513{ 1299{
1514 object *tmp = NULL; 1300 object *tmp = NULL;
1515 maptile *m; 1301 maptile *m;
1516 int i, mflags, found, number; 1302 int i, mflags, found, number;
1517 sint16 x, y; 1303 sint16 x, y;
1532 for (i = 0, found = 0; i < 20; i++) 1318 for (i = 0, found = 0; i < 20; i++)
1533 { 1319 {
1534 x += freearr_x[dir]; 1320 x += freearr_x[dir];
1535 y += freearr_y[dir]; 1321 y += freearr_y[dir];
1536 mflags = get_map_flags (m, &m, x, y, &x, &y); 1322 mflags = get_map_flags (m, &m, x, y, &x, &y);
1323
1537 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) 1324 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1538 { 1325 {
1539 tmp = NULL; 1326 tmp = 0;
1540 break; 1327 break;
1541 } 1328 }
1542 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW) 1329 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1543 { 1330 {
1544 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1331 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1545 * perhaps a bad assumption. 1332 * perhaps a bad assumption.
1546 */ 1333 */
1547 tmp = NULL; 1334 tmp = 0;
1548 break; 1335 break;
1549 } 1336 }
1337
1550 if (mflags & P_IS_ALIVE) 1338 if (mflags & P_IS_ALIVE)
1551 {
1552 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) 1339 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1553 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 1340 if (tmp->flag [FLAG_ALIVE])
1554 {
1555 found++;
1556 break;
1557 }
1558 if (found)
1559 break; 1341 break;
1560 }
1561 } 1342 }
1562 if (tmp == NULL) 1343
1344 if (!tmp)
1563 return find_arrow (op, type); 1345 return find_arrow (op, type);
1564 1346
1565 if (tmp->head) 1347 if (tmp->head)
1566 tmp = tmp->head; 1348 tmp = tmp->head;
1567 1349
1568 return find_better_arrow (op, tmp, type, &i); 1350 return find_better_arrow (op, tmp, type, &i);
1569} 1351}
1570 1352
1571/* 1353/*
1572 * Creature fires a bow - op can be monster or player. Returns 1354 * Creature fires a bow - op can be monster or player. Returns
1573 * 1 if bow was actually fired, 0 otherwise. 1355 * 1 if bow was actually fired, 0 otherwise.
1574 * op is the object firing the bow. 1356 * op is the object firing the bow.
1575 * part is for multipart creatures - the part firing the bow. 1357 * part is for multipart creatures - the part firing the bow.
1576 * dir is the direction of fire. 1358 * dir is the direction of fire.
1577 * wc_mod is any special modifier to give (used in special player fire modes) 1359 * wc_mod is any special modifier to give (used in special player fire modes)
1580 */ 1362 */
1581int 1363int
1582fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) 1364fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1583{ 1365{
1584 object *left, *bow; 1366 object *left, *bow;
1585 int bowspeed, mflags; 1367 int mflags;
1586 maptile *m; 1368 maptile *m;
1587 1369
1588 if (!dir) 1370 if (!dir)
1589 { 1371 {
1590 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1372 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1591 return 0; 1373 return 0;
1592 } 1374 }
1593 1375
1594 if (op->type == PLAYER) 1376 if (op->contr)
1595 bow = op->contr->ranges[range_bow]; 1377 bow = op->current_weapon;
1596 else 1378 else
1597 { 1379 {
1598 for (bow = op->inv; bow; bow = bow->below) 1380 for (bow = op->inv; bow; bow = bow->below)
1599 /* Don't check for applied - monsters don't apply bows - in that way, they 1381 /* Don't check for applied - monsters don't apply bows - in that way, they
1600 * don't need to switch back and forth between bows and weapons. 1382 * don't need to switch back and forth between bows and weapons.
1605 if (!bow) 1387 if (!bow)
1606 { 1388 {
1607 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1389 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1608 return 0; 1390 return 0;
1609 } 1391 }
1392
1393 // optimisation: move object to top so we will find it quickly again
1394 splay (bow);
1610 } 1395 }
1611 1396
1612 if (!bow->race || !bow->skill) 1397 if (!bow->race || !bow->skill)
1613 { 1398 {
1614 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1399 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1615 return 0; 1400 return 0;
1616 } 1401 }
1617
1618 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1619
1620 /* penalize ROF for bestarrow */
1621 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1622 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1623
1624 if (bowspeed < 1)
1625 bowspeed = 1;
1626 1402
1627 if (arrow == NULL) 1403 if (arrow == NULL)
1628 { 1404 {
1629 if ((arrow = find_arrow (op, bow->race)) == NULL) 1405 if ((arrow = find_arrow (op, bow->race)) == NULL)
1630 { 1406 {
1631 if (op->type == PLAYER) 1407 if (op->type == PLAYER)
1632 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1408 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1633 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1409 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1634 else 1410 else
1635 CLEAR_FLAG (op, FLAG_READY_BOW); 1411 op->clr_flag (FLAG_READY_BOW);
1412
1636 return 0; 1413 return 0;
1637 } 1414 }
1638 } 1415 }
1639 1416
1640 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1417 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1648 } 1425 }
1649 1426
1650 /* this should not happen, but sometimes does */ 1427 /* this should not happen, but sometimes does */
1651 if (arrow->nrof == 0) 1428 if (arrow->nrof == 0)
1652 { 1429 {
1430 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1653 arrow->destroy (); 1431 arrow->destroy ();
1654 return 0; 1432 return 0;
1655 } 1433 }
1656 1434
1657 left = arrow; /* these are arrows left to the player */ 1435 left = arrow; /* these are arrows left to the player */
1658 arrow = get_split_ob (arrow, 1); 1436 arrow = arrow->split ();
1659 if (!arrow) 1437 if (!arrow)
1660 { 1438 {
1661 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1439 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1662 return 0; 1440 return 0;
1663 } 1441 }
1664 1442
1665 arrow->set_owner (op); 1443 arrow->set_owner (op);
1666 arrow->skill = bow->skill; 1444 arrow->skill = bow->skill;
1667
1668 arrow->direction = dir; 1445 arrow->direction = dir;
1669 arrow->x = sx; 1446
1670 arrow->y = sy; 1447 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1448 arrow->stats.hp = arrow->stats.dam;
1449 arrow->stats.grace = arrow->attacktype;
1450 arrow->custom_name = arrow->slaying;
1451
1452#if 0
1453 if (player *pl = op->contr)
1454 {
1455 float speed = pl->weapon_sp;
1456
1457 /* penalize ROF for bestarrow */
1458 if (pl->bowtype == bow_bestarrow)
1459 speed *= .9f;
1460 else
1461 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1462
1463 op->speed_left += speed - op->speed;
1464 }
1465#endif
1466
1467 SET_ANIMATION (arrow, arrow->direction);
1468
1469 /* update the speed */
1470
1471 arrow->speed_left = 0;
1472 arrow->set_speed (max (2.f,
1473 ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1474 + bow->stats.dam / 7.f
1475 ));
1476
1477 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1671 1478
1672 if (op->type == PLAYER) 1479 if (op->type == PLAYER)
1673 { 1480 {
1674 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1675 op->update_stats ();
1676 }
1677
1678 SET_ANIMATION (arrow, arrow->direction);
1679 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1680 arrow->stats.hp = arrow->stats.dam;
1681 arrow->stats.grace = arrow->attacktype;
1682 if (arrow->slaying != NULL)
1683 arrow->spellarg = strdup (arrow->slaying);
1684
1685 /* Note that this was different for monsters - they got their level
1686 * added to the damage. I think the strength bonus is more proper.
1687 */
1688
1689 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1690
1691 /* update the speed */
1692 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1693 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1694
1695 if (arrow->speed < 1.0)
1696 arrow->speed = 1.0;
1697 update_ob_speed (arrow);
1698 arrow->speed_left = 0;
1699
1700 if (op->type == PLAYER)
1701 {
1702 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1703 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1704 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1705
1706 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; 1481 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1482 wc -= dex_bonus[op->stats.Dex];
1483
1484 if (!arrow->slaying)
1485 arrow->slaying = op->slaying;
1486
1487 arrow->attacktype |= op->attacktype;
1707 } 1488 }
1708 else 1489 else
1709 { 1490 {
1710 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1711 arrow->level = op->level; 1491 arrow->level = op->level;
1712 } 1492 arrow->stats.wc -= bow->magic;
1713 1493
1714 if (arrow->attacktype == AT_PHYSICAL) 1494 if (!arrow->slaying)
1495 arrow->slaying = bow->slaying;
1496
1715 arrow->attacktype |= bow->attacktype; 1497 arrow->attacktype |= bow->attacktype;
1498 }
1716 1499
1717 if (bow->slaying) 1500 wc -= arrow->level;
1718 arrow->slaying = bow->slaying; 1501 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1719 1502
1720 arrow->map = m; 1503 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1721 arrow->move_type = MOVE_FLY_LOW; 1504 arrow->move_type = MOVE_FLY_LOW;
1722 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1505 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1506 arrow->set_flag (FLAG_NO_PICK);
1723 1507
1724 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1508 op->play_sound (sound_find ("fire_arrow"));
1725 insert_ob_in_map (arrow, m, op, 0); 1509 m->insert (arrow, sx, sy, op);
1726 1510
1727 if (!arrow->destroyed ()) 1511 if (!arrow->destroyed ())
1728 move_arrow (arrow); 1512 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 1513
1738 return 1; 1514 return 1;
1739} 1515}
1740 1516
1741/* Special fire code for players - this takes into 1517/* Special fire code for players - this takes into
1743 * but monsters can't. Putting that code here 1519 * but monsters can't. Putting that code here
1744 * makes the fire_bow code much cleaner. 1520 * makes the fire_bow code much cleaner.
1745 * this function should only be called if 'op' is a player, 1521 * this function should only be called if 'op' is a player,
1746 * hence the function name. 1522 * hence the function name.
1747 */ 1523 */
1748int 1524static int
1749player_fire_bow (object *op, int dir) 1525player_fire_bow (object *op, int dir)
1750{ 1526{
1751 int ret = 0, wcmod = 0; 1527 int ret;
1752 1528
1753 if (op->contr->bowtype == bow_bestarrow) 1529 if (op->contr->bowtype == bow_bestarrow)
1754 { 1530 {
1755 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y); 1531 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1756 } 1532 }
1757 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1533 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1758 { 1534 {
1759 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1535 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); 1536 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1762 } 1537 }
1763 else if (op->contr->bowtype == bow_threewide) 1538 else if (op->contr->bowtype == bow_threewide)
1764 { 1539 {
1765 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1540 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)]); 1541 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)]); 1542 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1768 } 1543 }
1769 else if (op->contr->bowtype == bow_spreadshot) 1544 else if (op->contr->bowtype == bow_spreadshot)
1770 { 1545 {
1771 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1546 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); 1547 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); 1548 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1774
1775 } 1549 }
1776 else 1550 else
1777 { 1551 {
1778 /* Simple case */ 1552 /* Simple case */
1779 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1553 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1780 } 1554 }
1555
1781 return ret; 1556 return ret;
1782} 1557}
1783
1784 1558
1785/* Fires a misc (wand/rod/horn) object in 'dir'. 1559/* Fires a misc (wand/rod/horn) object in 'dir'.
1786 * Broken apart from 'fire' to keep it more readable. 1560 * Broken apart from 'fire' to keep it more readable.
1787 */ 1561 */
1788void 1562static void
1789fire_misc_object (object *op, int dir) 1563fire_misc_object (object *op, int dir)
1790{ 1564{
1791 object *item; 1565 object *item = op->contr->ranged_ob;
1792 1566
1793 if (!op->contr->ranges[range_misc]) 1567 if (!item)
1794 { 1568 {
1795 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); 1569 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1796 return; 1570 return;
1797 } 1571 }
1798 1572
1799 item = op->contr->ranges[range_misc];
1800 if (!item->inv) 1573 if (!item->inv)
1801 { 1574 {
1802 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1575 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1803 return; 1576 return;
1804 } 1577 }
1578
1579 if (!op->apply (item))
1580 return;
1581
1805 if (item->type == WAND) 1582 if (item->type == WAND)
1806 { 1583 {
1807 if (item->stats.food <= 0) 1584 if (item->stats.food <= 0)
1808 { 1585 {
1809 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1586 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)); 1587 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1588
1811 return; 1589 return;
1812 } 1590 }
1813 } 1591 }
1814 else if (item->type == ROD || item->type == HORN) 1592 else if (item->type == ROD || item->type == HORN)
1815 { 1593 {
1816 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1594 sint16 spell_sp = max (item->inv->stats.sp, item->inv->stats.grace);
1595
1596 // using the maximum of the rods charge allows at least one spell cast
1597 // for a rod or horn, this fixes some broken rods.
1598 if (item->stats.hp < min (spell_sp, item->stats.maxhp))
1817 { 1599 {
1818 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1600 op->contr->play_sound (sound_find ("wand_poof"));
1601
1819 if (item->type == ROD) 1602 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)); 1603 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1821 else 1604 else
1822 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1605 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1606
1823 return; 1607 return;
1824 } 1608 }
1825 } 1609 }
1826 1610
1827 if (cast_spell (op, item, dir, item->inv, NULL)) 1611 if (cast_spell (op, item, dir, item->inv, NULL))
1828 { 1612 {
1829 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */ 1613 item->flag [FLAG_BEEN_APPLIED] = true; /* You now know something about it */
1614
1830 if (item->type == WAND) 1615 if (item->type == WAND)
1831 { 1616 {
1832 if (!(--item->stats.food)) 1617 if (!(--item->stats.food))
1833 { 1618 {
1834 object *tmp;
1835
1836 if (item->arch) 1619 if (item->arch)
1837 { 1620 {
1838 CLEAR_FLAG (item, FLAG_ANIMATE); 1621 item->clr_flag (FLAG_ANIMATE);
1839 item->face = item->arch->clone.face; 1622 item->face = item->arch->face;
1840 item->speed = 0; 1623 item->set_speed (0);
1841 update_ob_speed (item);
1842 } 1624 }
1843 if ((tmp = item->in_player ())) 1625
1626 if (object *pl = item->visible_to ())
1844 esrv_update_item (UPD_ANIM, tmp, item); 1627 esrv_update_item (UPD_ANIM, pl, item);
1845 } 1628 }
1846 } 1629 }
1847 else if (item->type == ROD || item->type == HORN) 1630 else if (item->type == ROD || item->type == HORN)
1848 {
1849 drain_rod_charge (item); 1631 drain_rod_charge (item);
1850 }
1851 } 1632 }
1852} 1633}
1853 1634
1854/* Received a fire command for the player - go and do it. 1635/* Received a fire command for the player - go and do it.
1855 */ 1636 */
1856void 1637bool
1857fire (object *op, int dir) 1638fire (object *who, int dir)
1858{ 1639{
1859 int spellcost = 0; 1640 int spellcost = 0;
1860 1641
1642 player *pl = who->contr;
1643
1644 if (pl->golem)
1645 {
1646 control_golem (who->contr->golem, dir);
1647 return false;
1648 }
1649
1650 object *ob = pl->ranged_ob;
1651
1652 if (!ob)
1653 return false;
1654
1655 if (who->speed_left > 0.f)
1656 --who->speed_left;
1657 else
1658 return false;
1659
1660 if (!who->apply (ob))
1661 return false;
1662
1861 /* check for loss of invisiblity/hide */ 1663 /* check for loss of invisiblity/hide */
1862 if (action_makes_visible (op)) 1664 if (action_makes_visible (who))
1863 make_visible (op); 1665 make_visible (who);
1864 1666
1865 switch (op->contr->shoottype) 1667 switch (ob->type)
1866 { 1668 {
1867 case range_none: 1669 case BOW:
1868 return;
1869
1870 case range_bow:
1871 player_fire_bow (op, dir); 1670 player_fire_bow (who, dir);
1872 return; 1671 break;
1873 1672
1874 case range_magic: /* Casting spells */ 1673 case SPELL:
1875 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0)); 1674 spellcost = cast_spell (who, who, dir, ob, *pl->spellparam ? pl->spellparam : 0);
1876 return; 1675 break;
1877 1676
1878 case range_misc: 1677 case BUILDER:
1879 fire_misc_object (op, dir);
1880 return;
1881
1882 case range_golem: /* Control summoned monsters from scrolls */
1883 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
1884 {
1885 op->contr->ranges[range_golem] = 0;
1886 op->contr->shoottype = range_none;
1887 }
1888 else
1889 control_golem (op->contr->ranges[range_golem], dir);
1890 return;
1891
1892 case range_skill:
1893 if (!op->chosen_skill)
1894 {
1895 if (op->type == PLAYER)
1896 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
1897 return;
1898 }
1899 (void) do_skill (op, op, op->chosen_skill, dir, NULL);
1900 return;
1901 case range_builder:
1902 apply_map_builder (op, dir); 1678 apply_map_builder (who, dir);
1903 return; 1679 break;
1680
1681 case SKILL:
1682 do_skill (who, who, ob, dir, 0);
1683 break;
1684
1685 case RANGED:
1686 do_skill (who, ob, who->chosen_skill, dir, 0);
1687 break;
1688
1904 default: 1689 default:
1905 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type."); 1690 fire_misc_object (who, dir);
1906 return; 1691 break;
1907 } 1692 }
1908}
1909 1693
1694 return true;
1695}
1910 1696
1911 1697static object *
1912/* find_key
1913 * We try to find a key for the door as passed. If we find a key
1914 * and successfully use it, we return the key, otherwise NULL
1915 * This function merges both normal and locked door, since the logic
1916 * for both is the same - just the specific key is different.
1917 * pl is the player,
1918 * inv is the objects inventory to searched
1919 * door is the door we are trying to match against.
1920 * This function can be called recursively to search containers.
1921 */
1922
1923object *
1924find_key (object *pl, object *container, object *door) 1698find_key_ (object *pl, object *container, object *door)
1925{ 1699{
1926 object *tmp, *key; 1700 object *tmp, *key;
1927 1701
1928 /* Should not happen, but sanity checking is never bad */ 1702 /* Should not happen, but sanity checking is never bad */
1929 if (container->inv == NULL) 1703 if (!container->inv)
1930 return NULL; 1704 return 0;
1931 1705
1932 /* First, lets try to find a key in the top level inventory */ 1706 /* First, lets try to find a key in the top level inventory */
1933 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1707 for (tmp = container->inv; tmp; tmp = tmp->below)
1934 { 1708 {
1935 if (door->type == DOOR && tmp->type == KEY) 1709 if (door->type == DOOR && tmp->type == KEY)
1936 break; 1710 break;
1711
1937 /* For sanity, we should really check door type, but other stuff 1712 /* For sanity, we should really check door type, but other stuff
1938 * (like containers) can be locked with special keys 1713 * (like containers) can be locked with special keys
1939 */ 1714 */
1940 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1715 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1941 break; 1716 break;
1942 } 1717 }
1718
1943 /* No key found - lets search inventories now */ 1719 /* No key found - lets search inventories now */
1944 /* If we find and use a key in an inventory, return at that time. 1720 /* If we find and use a key in an inventory, return at that time.
1945 * otherwise, if we search all the inventories and still don't find 1721 * otherwise, if we search all the inventories and still don't find
1946 * a key, return 1722 * a key, return
1947 */ 1723 */
1948 if (!tmp) 1724 if (!tmp)
1949 { 1725 {
1950 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1726 for (tmp = container->inv; tmp; tmp = tmp->below)
1951 {
1952 /* No reason to search empty containers */ 1727 /* No reason to search empty containers */
1953 if (tmp->type == CONTAINER && tmp->inv) 1728 if (tmp->type == CONTAINER && tmp->inv)
1954 {
1955 if ((key = find_key (pl, tmp, door)) != NULL) 1729 if ((key = find_key_ (pl, tmp, door)))
1956 return key; 1730 return key;
1957 } 1731
1958 }
1959 if (!tmp) 1732 if (!tmp)
1960 return NULL; 1733 return 0;
1961 } 1734 }
1735
1962 /* We get down here if we have found a key. Now if its in a container, 1736 /* We get down here if we have found a key. Now if its in a container,
1963 * see if we actually want to use it 1737 * see if we actually want to use it
1964 */ 1738 */
1965 if (pl != container) 1739 if (pl != container)
1966 { 1740 {
1967 /* Only let players use keys in containers */ 1741 /* Only let players use keys in containers */
1968 if (!pl->contr) 1742 if (!pl->contr)
1969 return NULL; 1743 return 0;
1744
1970 /* cases where this fails: 1745 /* cases where this fails:
1971 * If we only search the player inventory, return now since we 1746 * If we only search the player inventory, return now since we
1972 * are not in the players inventory. 1747 * are not in the players inventory.
1973 * If the container is not active, return now since only active 1748 * If the container is not active, return now since only active
1974 * containers can be used. 1749 * containers can be used.
1978 * inv must have been an container and must have been active. 1753 * inv must have been an container and must have been active.
1979 * 1754 *
1980 * Change the color so that the message doesn't disappear with 1755 * Change the color so that the message doesn't disappear with
1981 * all the others. 1756 * all the others.
1982 */ 1757 */
1983 if (pl->contr->usekeys == key_inventory || 1758 if (pl->contr->usekeys == key_inventory
1984 !QUERY_FLAG (container, FLAG_APPLIED) || 1759 || !container->flag [FLAG_APPLIED]
1985 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys")))) 1760 || (pl->contr->usekeys == keyrings && container->race != shstr_keys))
1986 { 1761 {
1987 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1762 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1988 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); 1763 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1989 return NULL; 1764 return NULL;
1990 } 1765 }
1991 } 1766 }
1767
1992 return tmp; 1768 return tmp;
1769}
1770
1771/* find_key
1772 * We try to find a key for the door as passed. If we find a key
1773 * and successfully use it, we return the key, otherwise NULL
1774 * This function merges both normal and locked door, since the logic
1775 * for both is the same - just the specific key is different.
1776 * pl is the player,
1777 * inv is the objects inventory to searched
1778 * door is the door we are trying to match against.
1779 * This function can be called recursively to search containers.
1780 */
1781object *
1782find_key (object *pl, object *container, object *door)
1783{
1784 if (door->slaying && is_match_expr (door->slaying))
1785 {
1786 // for match expressions, we try to find the key by applying the match
1787 // to the op itself, which is supposed to find the "key", instead
1788 // of searching through containers ourselves.
1789
1790 return match_one (door->slaying, container, door, pl, pl);
1791 }
1792 else
1793 return find_key_ (pl, container, door);
1993} 1794}
1994 1795
1995/* moved door processing out of move_player_attack. 1796/* moved door processing out of move_player_attack.
1996 * returns 1 if player has opened the door with a key 1797 * returns 1 if player has opened the door with a key
1997 * such that the caller should not do anything more, 1798 * such that the caller should not do anything more,
1998 * 0 otherwise 1799 * 0 otherwise
1999 */ 1800 */
2000static int 1801static int
2001player_attack_door (object *op, object *door) 1802player_attack_door (object *op, object *door)
2002{ 1803{
2003 /* If its a door, try to find a use a key. If we do destroy the door, 1804 /* If its a door, try to find a key. If we do destroy the door,
2004 * might as well return immediately as there is nothing more to do - 1805 * might as well return immediately as there is nothing more to do -
2005 * otherwise, we fall through to the rest of the code. 1806 * otherwise, we fall through to the rest of the code.
2006 */ 1807 */
2007 object *key = find_key (op, op, door); 1808 object *key = find_key (op, op, door);
2008 1809
2009 /* IF we found a key, do some extra work */ 1810 /* If we found a key, do some extra work */
2010 if (key) 1811 if (key)
2011 { 1812 {
2012 object *container = key->env; 1813 object *container = key->env;
2013 1814
2014 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
2015 if (action_makes_visible (op)) 1815 if (action_makes_visible (op))
2016 make_visible (op); 1816 make_visible (op);
1817
2017 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1818 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2018 spring_trap (door->inv, op); 1819 spring_trap (door->inv, op);
1820
2019 if (door->type == DOOR) 1821 if (door->type == DOOR)
2020 {
2021 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1822 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
2022 }
2023 else if (door->type == LOCKED_DOOR) 1823 else if (door->type == LOCKED_DOOR)
2024 { 1824 {
2025 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1825 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN);
2026 remove_door2 (door); /* remove door without violence ;-) */ 1826 remove_door2 (door); /* remove door without violence ;-) */
2027 } 1827 }
1828
2028 /* Do this after we print the message */ 1829 /* Do this after we print the message */
2029 decrease_ob (key); /* Use up one of the keys */ 1830 key->decrease (); /* Use up one of the keys */
2030 /* Need to update the weight the container the key was in */ 1831
2031 if (container != op)
2032 esrv_update_item (UPD_WEIGHT, op, container);
2033 return 1; /* Nothing more to do below */ 1832 return 1; /* Nothing more to do below */
2034 } 1833 }
2035 else if (door->type == LOCKED_DOOR) 1834 else if (door->type == LOCKED_DOOR)
2036 { 1835 {
2037 /* Might as well return now - no other way to open this */ 1836 /* Might as well return now - no other way to open this */
2038 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1837 op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door...");
2039 return 1; 1838 return 1;
2040 } 1839 }
1840
2041 return 0; 1841 return 0;
2042} 1842}
2043 1843
2044/* This function is just part of a breakup from move_player. 1844/* This function is just part of a breakup from move_player.
2045 * It should keep the code cleaner. 1845 * It should keep the code cleaner.
2046 * When this is called, the players direction has been updated 1846 * When this is called, the players direction has been updated
2047 * (taking into account confusion.) The player is also actually 1847 * (taking into account confusion.) The player is also actually
2048 * going to try and move (not fire weapons). 1848 * going to try and move (not fire weapons).
2049 */ 1849 */
2050void 1850bool
2051move_player_attack (object *op, int dir) 1851move_player_attack (object *op, int dir)
2052{ 1852{
2053 object *tmp, *mon; 1853 if (!op->contr->braced && op->speed_left > 0.f && op->move (dir))
2054 sint16 nx, ny; 1854 {
2055 int on_battleground; 1855 --op->speed_left;
2056 maptile *m; 1856 return true;
1857 }
2057 1858
2058 nx = freearr_x[dir] + op->x; 1859 sint16 nx = freearr_x[dir] + op->x;
2059 ny = freearr_y[dir] + op->y; 1860 sint16 ny = freearr_y[dir] + op->y;
2060 1861
2061 on_battleground = op_on_battleground (op, 0, 0); 1862 if (out_of_map (op->map, nx, ny))
1863 return false;
2062 1864
2063 /* If braced, or can't move to the square, and it is not out of the 1865 /* If braced, or can't move to the square, and it is not out of the
2064 * map, attack it. Note order of if statement is important - don't 1866 * map, attack it. Note order of if statement is important - don't
2065 * want to be calling move_ob if braced, because move_ob will move the 1867 * want to be calling move_ob if braced, because move_ob will move the
2066 * player. This is a pretty nasty hack, because if we could 1868 * player. This is a pretty nasty hack, because if we could
2067 * move to some space, it then means that if we are braced, we should 1869 * move to some space, it then means that if we are braced, we should
2068 * do nothing at all. As it is, if we are braced, we go through 1870 * do nothing at all. As it is, if we are braced, we go through
2069 * quite a bit of processing. However, it probably is less than what 1871 * quite a bit of processing. However, it probably is less than what
2070 * move_ob uses. 1872 * move_ob uses.
2071 */ 1873 */
2072 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) 1874 maptile *m = op->map->xy_find (nx, ny);
1875
1876 /* Go through all the objects, and find ones of interest. Only stop if
1877 * we find a monster - that is something we know we want to attack.
1878 * if its a door or barrel (can roll) see if there may be monsters
1879 * on the space
1880 */
1881 object *mon;
1882 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
1883 {
1884 if ((mon->flag [FLAG_ALIVE]
1885 || mon->type == LOCKED_DOOR
1886 || mon->flag [FLAG_CAN_ROLL])
1887 && mon != op)
1888 break;
2073 { 1889 }
2074 if (OUT_OF_REAL_MAP (op->map, nx, ny)) 1890
1891 /* no monster == player tries to move into a wall or so */
1892 if (!mon)
1893 {
1894 for (object *ob = m->at (nx, ny).top; ob; ob = ob->below)
1895 if (op->move_type & ob->move_block)
2075 { 1896 {
2076 m = get_map_from_coord (op->map, &nx, &ny); 1897 if (ob->move_block == MOVE_ALL)
2077 if (!m) 1898 move_into_wall (op, ob);
2078 return; /* Don't think this should happen */ 1899 else
1900 {
1901 if (op->contr->ns->bumpmsg)
1902 {
1903 op->play_sound (sound_find ("blocked_move"));
1904
1905 op->statusmsg (ob->invisible
1906 ? "Something blocks you."
1907 : format ("Something blocks you from entering the %s.", query_name (ob))
1908 );
1909 }
1910 }
1911
1912 break;
1913 }
1914
1915 return false;
1916 }
1917
1918 mon = mon->head_ ();
1919
1920 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
1921 if (op->contr->weapon_sp_left > 0.f)
1922 if (player_attack_door (op, mon))
1923 {
1924 --op->contr->weapon_sp_left;
1925 return true;
1926 }
1927
1928 /* The following deals with possibly attacking peaceful
1929 * or friendly creatures. Basically, all players are considered
1930 * unaggressive. If the moving player has peaceful set, then the
1931 * object should be pushed instead of attacked. It is assumed that
1932 * if you are braced, you will not attack friends accidently,
1933 * and thus will not push them.
1934 */
1935
1936 /* If the creature is a pet, push it even if the player is not
1937 * peaceful. Our assumption is the creature is a pet if the
1938 * player owns it and it is either friendly or unagressive.
1939 */
1940 if (op->type == PLAYER
1941 && ((mon->owner && mon->owner->contr
1942 && same_party (mon->owner->contr->party, op->contr->party))
1943 || mon->owner == op)
1944 && (mon->flag [FLAG_UNAGGRESSIVE] || mon->flag [FLAG_FRIENDLY]))
1945 {
1946 /* If we're braced, we don't want to switch places with it */
1947 if (op->contr->braced)
1948 return false;
1949
1950 if (op->speed_left > 0.f)
1951 {
1952 --op->speed_left;
1953
1954 op->play_sound (sound_find ("push_player"));
1955 push_ob (mon, dir, op);
1956
1957 if (action_makes_visible (op))
1958 make_visible (op);
1959
1960 return true;
2079 } 1961 }
2080 else 1962 else
2081 m = op->map;
2082
2083 if ((tmp = GET_MAP_OB (m, nx, ny)) == NULL)
2084 {
2085 /* LOG(llevError,"player_move_attack: GET_MAP_OB returns NULL, but player can not move there.\n"); */
2086 return; 1963 return false;
2087 } 1964 }
2088 1965
2089 mon = 0; 1966 bool on_battleground = op_on_battleground (op, 0, 0);
2090 /* Go through all the objects, and find ones of interest. Only stop if
2091 * we find a monster - that is something we know we want to attack.
2092 * if its a door or barrel (can roll) see if there may be monsters
2093 * on the space
2094 */
2095 while (tmp)
2096 {
2097 if (tmp == op)
2098 {
2099 tmp = tmp->above;
2100 continue;
2101 }
2102 1967
2103 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2104 {
2105 mon = tmp;
2106 break;
2107 }
2108
2109 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2110 mon = tmp;
2111
2112 tmp = tmp->above;
2113 }
2114
2115 if (!mon) /* This happens anytime the player tries to move */
2116 return; /* into a wall */
2117
2118 if (mon->head)
2119 mon = mon->head;
2120
2121 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2122 if (player_attack_door (op, mon))
2123 return;
2124
2125 /* The following deals with possibly attacking peaceful
2126 * or frienddly creatures. Basically, all players are considered
2127 * unaggressive. If the moving player has peaceful set, then the
2128 * object should be pushed instead of attacked. It is assumed that
2129 * if you are braced, you will not attack friends accidently,
2130 * and thus will not push them.
2131 */
2132
2133 /* If the creature is a pet, push it even if the player is not
2134 * peaceful. Our assumption is the creature is a pet if the
2135 * player owns it and it is either friendly or unagressive.
2136 */
2137 if ((op->type == PLAYER)
2138#if COZY_SERVER
2139 &&
2140 ((mon->owner && mon->owner->contr
2141 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op)
2142#else
2143 && mon->owner == op
2144#endif
2145 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2146 {
2147 /* If we're braced, we don't want to switch places with it */
2148 if (op->contr->braced)
2149 return;
2150 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2151 (void) push_ob (mon, dir, op);
2152 if (op->contr->tmp_invis || op->hide)
2153 make_visible (op);
2154 return;
2155 }
2156
2157 /* in certain circumstances, you shouldn't attack friendly 1968 /* in certain circumstances, you shouldn't attack friendly
2158 * creatures. Note that if you are braced, you can't push 1969 * creatures. Note that if you are braced, you can't push
2159 * someone, but put it inside this loop so that you won't 1970 * someone, but put it inside this loop so that you won't
2160 * attack them either. 1971 * attack them either.
2161 */ 1972 */
2162 if ((mon->type == PLAYER || mon->enemy != op) && 1973 if ((mon->type == PLAYER || mon->enemy != op)
2163 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 1974 && (mon->type == PLAYER || mon->flag [FLAG_UNAGGRESSIVE] || mon->flag [FLAG_FRIENDLY])
2164#ifdef PROHIBIT_PLAYERKILL
2165 (op->contr->peaceful 1975 && ((op->contr->peaceful
2166 || (mon->type == PLAYER 1976 || (mon->type == PLAYER && mon->contr->peaceful))
2167 && mon->contr->
2168 peaceful)) &&
2169#else
2170 op->contr->peaceful &&
2171#endif
2172 !on_battleground)) 1977 && !on_battleground))
1978 {
1979 if (op->speed_left > 0.f)
2173 { 1980 {
1981 --op->speed_left;
1982
2174 if (!op->contr->braced) 1983 if (!op->contr->braced)
2175 { 1984 {
2176 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 1985 op->play_sound (sound_find ("push_player"));
2177 (void) push_ob (mon, dir, op); 1986 push_ob (mon, dir, op);
2178 } 1987 }
2179 else 1988 else
2180 new_draw_info (0, 0, op, "You withhold your attack"); 1989 op->statusmsg ("You withhold your attack");
2181 1990
2182 if (op->contr->tmp_invis || op->hide) 1991 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
2183 make_visible (op); 1992 make_visible (op);
2184 }
2185 1993
1994 return true;
1995 }
1996 }
2186 /* If the object is a boulder or other rollable object, then 1997 /* If the object is a boulder or other rollable object, then
2187 * roll it if not braced. You can't roll it if you are braced. 1998 * roll it if not braced. You can't roll it if you are braced.
2188 */ 1999 */
2189 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 2000 else if (mon->flag [FLAG_CAN_ROLL] && (!op->contr->braced))
2001 {
2002 if (op->speed_left > 0.f)
2190 { 2003 {
2004 --op->speed_left;
2005
2191 recursive_roll (mon, dir, op); 2006 recursive_roll (mon, dir, op);
2192 if (action_makes_visible (op)) 2007 if (action_makes_visible (op))
2193 make_visible (op); 2008 make_visible (op);
2194 }
2195 2009
2010 return true;
2011 }
2012 }
2196 /* Any generic living creature. Including things like doors. 2013 /* Any generic living creature. Including things like doors.
2197 * Way it works is like this: First, it must have some hit points 2014 * Way it works is like this: First, it must have some hit points
2198 * and be living. Then, it must be one of the following: 2015 * and be living. Then, it must be one of the following:
2199 * 1) Not a player, 2) A player, but of a different party. Note 2016 * 1) Not a player, 2) A player, but of a different party. Note
2200 * that party_number -1 is no party, so attacks can still happen. 2017 * that party_number -1 is no party, so attacks can still happen.
2201 */ 2018 */
2202
2203 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2019 else if ((mon->stats.hp >= 0) && mon->flag [FLAG_ALIVE] &&
2204 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 2020 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2205 { 2021 {
2206 2022 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2207 /* If the player hasn't hit something this tick, and does
2208 * so, give them speed boost based on weapon speed. Doing
2209 * it here is better than process_players2, which basically
2210 * incurred a 1 tick offset.
2211 */
2212 if (!op->contr->has_hit)
2213 { 2023 {
2214 op->speed_left += op->speed / op->contr->weapon_sp; 2024 --op->contr->weapon_sp_left;
2215
2216 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2217 }
2218 2025
2219 skill_attack (mon, op, 0, 0, 0); 2026 skill_attack (mon, op, 0, 0, 0);
2220
2221 /* If attacking another player, that player gets automatic
2222 * hitback, and doesn't loose luck either.
2223 * Disable hitback on the battleground or if the target is
2224 * the wiz.
2225 */
2226 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2227 {
2228 short luck = mon->stats.luck;
2229
2230 mon->contr->has_hit = 1;
2231 skill_attack (op, mon, 0, 0, 0);
2232 mon->stats.luck = luck;
2233 }
2234 2027
2235 if (action_makes_visible (op)) 2028 if (action_makes_visible (op))
2236 make_visible (op); 2029 make_visible (op);
2237 }
2238 } /* if player should attack something */
2239}
2240 2030
2241int 2031 return true;
2032 }
2033 }
2034
2035 return false;
2036}
2037
2038bool
2242move_player (object *op, int dir) 2039move_player (object *op, int dir)
2243{ 2040{
2244 int pick; 2041 if (!op->map || op->map->state != MAP_ACTIVE)
2245
2246 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY)
2247 return 0; 2042 return 0;
2248 2043
2249 /* Sanity check: make sure dir is valid */ 2044 /* Sanity check: make sure dir is valid */
2250 if ((dir < 0) || (dir >= 9)) 2045 if (dir < 0 || dir > 8)
2251 { 2046 {
2252 LOG (llevError, "move_player: invalid direction %d\n", dir); 2047 LOG (llevError, "move_player: invalid direction %d\n", dir);
2253 return 0; 2048 return 0;
2254 } 2049 }
2255 2050
2256 /* peterm: added following line */ 2051 /* peterm: added following line */
2257 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2052 if (op->flag [FLAG_CONFUSED] && dir)
2258 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2053 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2259 2054
2260 op->facing = dir; 2055 op->facing = dir;
2261 2056
2262 if (op->hide) 2057 if (op->flag [FLAG_HIDDEN])
2263 do_hidden_move (op); 2058 do_hidden_move (op);
2264 2059
2060 bool retval;
2061 int pick = 0;
2062
2265 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2063 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2266 /*nop */ ; 2064 retval = RESULT_INT (0);
2267 else if (op->contr->fire_on) 2065 else if (op->contr->fire_on)
2268 fire (op, dir); 2066 retval = fire (op, dir);
2269 else 2067 else
2270 { 2068 {
2271 move_player_attack (op, dir); 2069 retval = move_player_attack (op, dir);
2272 pick = check_pick (op); 2070 pick = check_pick (op);
2273 } 2071 }
2274 2072
2275 /* Add special check for newcs players and fire on - this way, the 2073 /* Add special check for newcs players and fire on - this way, the
2276 * server can handle repeat firing. 2074 * server can handle repeat firing.
2283 /* Update how the player looks. Use the facing, so direction may 2081 /* Update how the player looks. Use the facing, so direction may
2284 * get reset to zero. This allows for full animation capabilities 2082 * get reset to zero. This allows for full animation capabilities
2285 * for players. 2083 * for players.
2286 */ 2084 */
2287 animate_object (op, op->facing); 2085 animate_object (op, op->facing);
2288 return 0; 2086
2087 return retval;
2289} 2088}
2290 2089
2291/* This is similar to handle_player, below, but is only used by the 2090/* This is similar to handle_player, below, but is only used by the
2292 * new client/server stuff. 2091 * new client/server stuff.
2293 * This is sort of special, in that the new client/server actually uses 2092 * This is sort of special, in that the new client/server actually uses
2294 * the new speed values for commands. 2093 * the new speed values for commands.
2295 * 2094 *
2296 * Returns true if there are more actions we can do. 2095 * Returns true if there are more actions we can do. Should not do
2096 * many actions in a row, as that would be too unfair to other
2097 * players.
2297 */ 2098 */
2298int 2099bool
2299handle_newcs_player (object *op) 2100handle_newcs_player (object *op)
2300{ 2101{
2301 if (op->contr->hidden) 2102 if (op->flag [FLAG_SCARED])
2302 {
2303 op->invisible = 1000;
2304 /* the socket code flashes the player visible/invisible
2305 * depending on the value of invisible, so we need to
2306 * alternate it here for it to work correctly.
2307 */
2308 if (pticks & 2)
2309 op->invisible--;
2310 } 2103 {
2311 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS))) 2104 if (op->speed_left > 0.f)
2312 {
2313 op->invisible--;
2314 if (!op->invisible)
2315 {
2316 make_visible (op);
2317 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2318 } 2105 {
2319 }
2320
2321 if (QUERY_FLAG (op, FLAG_SCARED))
2322 {
2323 flee_player (op);
2324 /* If player is still scared, that is his action for this tick */
2325 if (QUERY_FLAG (op, FLAG_SCARED))
2326 {
2327 op->speed_left--; 2106 --op->speed_left;
2107 flee_player (op);
2108
2328 return 0; 2109 return true;
2329 } 2110 }
2111 else
2112 return false;
2330 } 2113 }
2331
2332 /* I've been seeing crashes where the golem has been destroyed, but
2333 * the player object still points to the defunct golem. The code that
2334 * destroys the golem looks correct, and it doesn't always happen, so
2335 * put this in a a workaround to clean up the golem pointer.
2336 */
2337 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2338 op->contr->ranges[range_golem] = 0;
2339 2114
2340 /* call this here - we also will call this in do_ericserver, but 2115 /* call this here - we also will call this in do_ericserver, but
2341 * the players time has been increased when doericserver has been 2116 * the players time has been increased when doericserver has been
2342 * called, so we recheck it here. 2117 * called, so we recheck it here.
2343 */ 2118 */
2344 //TODO: better than handling 8 commands, use some more intelligent rate-limiting 2119 if (op->contr->ns->handle_command ())
2345 for (int rep = 8; --rep && op->contr->ns->handle_command (); ) 2120 return true;
2346 ;
2347 2121
2348 if (op->speed_left < 0) 2122 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2123 return move_player (op, op->direction);
2124
2125 return false;
2126}
2127
2128static int
2129save_life (object *op)
2130{
2131 if (!op->flag [FLAG_LIFESAVE])
2349 return 0; 2132 return 0;
2350 2133
2351 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2352 {
2353 /* All move commands take 1 tick, at least for now */
2354 op->speed_left--;
2355
2356 /* Instead of all the stuff below, let move_player take care
2357 * of it. Also, some of the skill stuff is only put in
2358 * there, as well as the confusion stuff.
2359 */
2360 move_player (op, op->direction);
2361 if (op->speed_left > 0)
2362 return 1;
2363 else
2364 return 0;
2365 }
2366
2367 return 0;
2368}
2369
2370int
2371save_life (object *op)
2372{
2373 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2374 return 0;
2375
2376 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2134 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2377 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2135 if (tmp->flag [FLAG_APPLIED] && tmp->flag [FLAG_LIFESAVE])
2378 { 2136 {
2379 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2137 op->play_sound (sound_find ("ob_evaporate"));
2380 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); 2138 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2381 2139
2382 if (op->contr)
2383 esrv_del_item (op->contr, tmp->count);
2384
2385 tmp->destroy (); 2140 tmp->destroy ();
2386 CLEAR_FLAG (op, FLAG_LIFESAVE); 2141 op->clr_flag (FLAG_LIFESAVE);
2387 2142
2388 if (op->stats.hp < 0) 2143 if (op->stats.hp < 0)
2389 op->stats.hp = op->stats.maxhp; 2144 op->stats.hp = op->stats.maxhp;
2390 2145
2391 if (op->stats.food < 0) 2146 if (op->stats.food < 0)
2392 op->stats.food = 999; 2147 op->stats.food = MAX_FOOD;
2393 2148
2394 op->update_stats (); 2149 op->update_stats ();
2395 return 1; 2150 return 1;
2396 } 2151 }
2397 2152
2398 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2153 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2399 CLEAR_FLAG (op, FLAG_LIFESAVE); 2154 op->clr_flag (FLAG_LIFESAVE);
2400 enter_player_savebed (op); /* bring him home. */ 2155 enter_player_savebed (op); /* bring him home. */
2401 return 0; 2156 return 0;
2402} 2157}
2403 2158
2404/* This goes throws the inventory and removes unpaid objects, and puts them 2159/* This goes throws the inventory and removes unpaid objects, and puts them
2405 * back in the map (location and map determined by values of env). This 2160 * back in the map (location and map determined by values of env). This
2406 * function will descend into containers. op is the object to start the search 2161 * function will descend into containers. op is the object to start the search
2407 * from. 2162 * from.
2408 */ 2163 */
2164static void
2165drop_unpaid_items (object *op, object *env)
2166{
2167 while (op)
2168 {
2169 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2170
2171 if (op->flag [FLAG_UNPAID])
2172 op->insert_at (env);
2173 else if (op->inv)
2174 drop_unpaid_items (op->inv, env);
2175
2176 op = next;
2177 }
2178}
2179
2409void 2180void
2410remove_unpaid_objects (object *op, object *env) 2181object::drop_unpaid_items ()
2411{ 2182{
2412 object *next; 2183 if (!flag [FLAG_REMOVED])
2413 2184 ::drop_unpaid_items (inv, this);
2414 while (op)
2415 {
2416 next = op->below; /* Make sure we have a good value, in case
2417 * we remove object 'op'
2418 */
2419 if (QUERY_FLAG (op, FLAG_UNPAID))
2420 {
2421 op->remove ();
2422 op->x = env->x;
2423 op->y = env->y;
2424 if (env->type == PLAYER)
2425 esrv_del_item (env->contr, op->count);
2426 insert_ob_in_map (op, env->map, NULL, 0);
2427 }
2428 else if (op->inv)
2429 remove_unpaid_objects (op->inv, env);
2430
2431 op = next;
2432 }
2433}
2434
2435/*
2436 * Returns pointer a static string containing gravestone text
2437 * Moved from apply.c to player.c - player.c is what
2438 * actually uses this function. player.c may not be quite the
2439 * best, a misc file for object actions is probably better,
2440 * but there isn't one in the server directory.
2441 */
2442char *
2443gravestone_text (object *op)
2444{
2445 static char buf2[MAX_BUF];
2446 char buf[MAX_BUF];
2447 time_t now = time (NULL);
2448
2449 strcpy (buf2, " R.I.P.\n\n");
2450 if (op->type == PLAYER)
2451 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2452 else
2453 sprintf (buf, "%s\n", &op->name);
2454
2455 strncat (buf2, " ", 20 - strlen (buf) / 2);
2456 strcat (buf2, buf);
2457 if (op->type == PLAYER)
2458 sprintf (buf, "who was in level %d when killed\n", op->level);
2459 else
2460 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2461
2462 strncat (buf2, " ", 20 - strlen (buf) / 2);
2463 strcat (buf2, buf);
2464 if (op->type == PLAYER)
2465 {
2466 sprintf (buf, "by %s.\n\n", op->contr->killer);
2467 strncat (buf2, " ", 21 - strlen (buf) / 2);
2468 strcat (buf2, buf);
2469 }
2470
2471 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2472 strncat (buf2, " ", 20 - strlen (buf) / 2);
2473 strcat (buf2, buf);
2474
2475 return buf2;
2476} 2185}
2477 2186
2478void 2187void
2479do_some_living (object *op) 2188do_some_living (object *op)
2480{ 2189{
2481 int last_food = op->stats.food; 2190 int last_food = op->stats.food;
2482 int gen_hp, gen_sp, gen_grace; 2191 int gen_hp, gen_sp, gen_grace;
2483 int over_hp, over_sp, over_grace;
2484 int i;
2485 int rate_hp = 1200; 2192 int rate_hp = 1200;
2486 int rate_sp = 2500; 2193 int rate_sp = 2500;
2487 int rate_grace = 2000; 2194 int rate_grace = 2000;
2488 const int max_hp = 1; 2195 const int max_hp = 1;
2489 const int max_sp = 1; 2196 const int max_sp = 1;
2490 const int max_grace = 1; 2197 const int max_grace = 1;
2491 2198
2492 if (op->contr->outputs_sync) 2199#if 0
2200 if (op->contr->hidden)
2201 {
2202 op->invisible = 1000;
2203 /* the socket code flashes the player visible/invisible
2204 * depending on the value of invisible, so we need to
2205 * alternate it here for it to work correctly.
2206 */
2207 if (server_tick & 2)
2208 op->invisible--;
2493 { 2209 }
2494 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2210 else
2495 if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks) 2211#endif
2496 flush_output_element (op, &op->contr->outputs[i]); 2212 if (op->invisible && !(op->flag [FLAG_MAKE_INVIS]))
2213 {
2214 if (!op->invisible--)
2215 {
2216 make_visible (op);
2217 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2218 }
2497 } 2219 }
2498 2220
2499 if (op->contr->ns->state == ST_PLAYING) 2221 if (op->contr->ns->state == ST_PLAYING)
2500 { 2222 {
2501 /* these next three if clauses make it possible to SLOW DOWN 2223 /* these next three if clauses make it possible to SLOW DOWN
2522 { 2244 {
2523 gen_grace = op->stats.maxgrace; 2245 gen_grace = op->stats.maxgrace;
2524 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2246 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2525 } 2247 }
2526 2248
2527 /* Regenerate Spell Points */ 2249 /* Regenerate Grace */
2528 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0) 2250 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2251 if (--op->last_grace < 0)
2529 { 2252 {
2530 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2531 if (op->stats.sp < op->stats.maxsp) 2253 if (op->stats.grace < op->stats.maxgrace / 2)
2254 op->stats.grace++; /* no penalty in food for regaining grace */
2255
2256 int temp = gen_grace < 20 ? 30 : gen_grace + 10;
2257
2258 if (max_grace > 1)
2532 { 2259 {
2533 op->stats.sp++; 2260 int over_grace = temp / rate_grace;
2534 /* dms do not consume food */ 2261
2535 if (!QUERY_FLAG (op, FLAG_WIZ)) 2262 if (over_grace > 0)
2536 { 2263 {
2537 op->stats.food--; 2264 op->stats.sp += over_grace + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > (temp % rate_grace)) ? -1 : 0;
2538 if (op->contr->digestion < 0) 2265 op->last_grace = 0;
2539 op->stats.food += op->contr->digestion;
2540 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2541 op->stats.food = last_food;
2542 } 2266 }
2267 else
2268 op->last_grace = rate_grace / temp;
2543 } 2269 }
2270 else
2271 op->last_grace = rate_grace / temp;
2544 2272
2545 if (max_sp > 1) 2273 /* wearing stuff doesn't detract from grace generation. */
2274 }
2275
2276 if (op->stats.food > 0)
2277 {
2278 /* Regenerate Spell Points */
2279 if (!op->contr->golem && --op->last_sp < 0)
2546 { 2280 {
2547 over_sp = (gen_sp + 10) / rate_sp; 2281 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2548 if (over_sp > 0) 2282
2283 if (op->stats.sp < op->stats.maxsp)
2549 { 2284 {
2550 if (op->stats.sp < op->stats.maxsp) 2285 op->stats.sp++;
2286
2287 /* dms do not consume food */
2288 if (!op->flag [FLAG_WIZ])
2551 { 2289 {
2552 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2553
2554 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2555 op->stats.sp--; 2290 op->stats.food--;
2556 2291
2557 if (op->stats.sp > op->stats.maxsp) 2292 if (op->contr->digestion < 0)
2293 op->stats.food += op->contr->digestion;
2294 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2558 op->stats.sp = op->stats.maxsp; 2295 op->stats.food = last_food;
2559 } 2296 }
2297 }
2298
2299 if (max_sp > 1)
2300 {
2301 int over_sp = (gen_sp + 10) / rate_sp;
2302 if (over_sp > 0)
2303 {
2304 if (op->stats.sp < op->stats.maxsp)
2305 {
2306 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2307
2308 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2309 op->stats.sp--;
2310
2311 if (op->stats.sp > op->stats.maxsp)
2312 op->stats.sp = op->stats.maxsp;
2313 }
2314
2560 op->last_sp = 0; 2315 op->last_sp = 0;
2316 }
2317 else
2318 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2561 } 2319 }
2562 else 2320 else
2563 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2321 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2564 } 2322 }
2565 else
2566 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2567 }
2568 2323
2569 /* Regenerate Grace */ 2324 /* Regenerate Hit Points */
2570 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2571 if (--op->last_grace < 0) 2325 if (--op->last_heal < 0)
2572 {
2573 if (op->stats.grace < op->stats.maxgrace / 2)
2574 op->stats.grace++; /* no penalty in food for regaining grace */
2575
2576 if (max_grace > 1)
2577 { 2326 {
2578 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2327 if (op->stats.hp < op->stats.maxhp)
2579 if (over_grace > 0)
2580 { 2328 {
2581 op->stats.sp += over_grace 2329 op->stats.hp++;
2582 + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0; 2330
2331 /* dms do not consume food */
2332 if (!op->flag [FLAG_WIZ])
2333 {
2334 op->stats.food--;
2335
2336 if (op->contr->digestion < 0)
2337 op->stats.food += op->contr->digestion;
2338 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2339 op->stats.food = last_food;
2340 }
2341 }
2342
2343 int temp = gen_hp < 20 ? 30 : gen_hp + 10;
2344
2345 if (max_hp > 1)
2346 {
2347 int over_hp = temp / rate_hp;
2348
2349 if (over_hp > 0)
2350 {
2351 op->stats.sp += over_hp + (random_roll (0, rate_hp - 1, op, PREFER_HIGH) > (temp % rate_hp)) ? -1 : 0;
2583 op->last_grace = 0; 2352 op->last_heal = 0;
2353 }
2354 else
2355 op->last_heal = rate_hp / temp;
2584 } 2356 }
2585 else 2357 else
2586 {
2587 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2588 }
2589 }
2590 else
2591 {
2592 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2593 }
2594 /* wearing stuff doesn't detract from grace generation. */
2595 }
2596
2597 /* Regenerate Hit Points */
2598 if (--op->last_heal < 0)
2599 {
2600 if (op->stats.hp < op->stats.maxhp)
2601 {
2602 op->stats.hp++;
2603 /* dms do not consume food */
2604 if (!QUERY_FLAG (op, FLAG_WIZ))
2605 {
2606 op->stats.food--;
2607 if (op->contr->digestion < 0)
2608 op->stats.food += op->contr->digestion;
2609 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2610 op->stats.food = last_food;
2611 }
2612 }
2613
2614 if (max_hp > 1)
2615 {
2616 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2617 if (over_hp > 0)
2618 {
2619 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2620 op->last_heal = 0; 2358 op->last_heal = rate_hp / temp;
2621 }
2622 else
2623 {
2624 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2625 }
2626 }
2627 else
2628 {
2629 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2630 } 2359 }
2631 } 2360 }
2632 2361
2633 /* Digestion */ 2362 /* Digestion */
2634 if (--op->last_eat < 0) 2363 if (--op->last_eat < 0)
2635 { 2364 {
2636#ifdef COZY_SERVER 2365 int bonus = max (0, op->contr->digestion),
2637 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion; 2366 penalty = max (0, -op->contr->digestion);
2638 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2639#else
2640 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2641#endif
2642 2367
2643 if (op->contr->gen_hp > 0)
2644 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2368 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2645 else
2646 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2647 2369
2648 /* dms do not consume food */ 2370 /* dms do not consume food */
2649 if (!QUERY_FLAG (op, FLAG_WIZ)) 2371 if (!op->flag [FLAG_WIZ])
2650 op->stats.food--; 2372 op->stats.food--;
2651 } 2373 }
2652 2374
2653 if (op->stats.food < 0 && op->stats.hp >= 0) 2375 if (op->stats.food < 0 && op->stats.hp >= 0)
2654 { 2376 {
2655 object *tmp, *flesh = 0; 2377 object *flesh = 0;
2656 2378
2657 for (tmp = op->inv; tmp; tmp = tmp->below) 2379 for_inv_removable (op, tmp)
2658 { 2380 {
2659 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2381 if (tmp->flag [FLAG_UNPAID])
2382 continue;
2383
2384 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2660 { 2385 {
2661 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2386 op->statusmsg ("You blindly grab for a bite of food. "
2662 { 2387 "H<To prevent you from starving, you ate some random item from your backpack.>");
2663 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2388 op->apply (tmp);
2664 manual_apply (op, tmp, 0); 2389
2665 if (op->stats.food >= 0 || op->stats.hp < 0) 2390 if (op->stats.food >= 0 || op->stats.hp < 0)
2666 break; 2391 break;
2667 } 2392 }
2668 else if (tmp->type == FLESH) 2393 else if (tmp->type == FLESH)
2669 flesh = tmp; 2394 flesh = tmp;
2670 } /* End if paid for object */ 2395 }
2671 } /* end of for loop */
2672 2396
2673 /* If player is still starving, it means they don't have any food, so 2397 /* If player is still starving, it means they don't have any food, so
2674 * eat flesh instead. 2398 * eat flesh instead.
2675 */ 2399 */
2676 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2400 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2677 { 2401 {
2678 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2402 op->statusmsg ("You blindly grab for a bite of food. "
2403 "H<To prevent you from starving, you ate some random item from your backpack.>");
2679 manual_apply (op, flesh, 0); 2404 op->apply (flesh);
2680 } 2405 }
2406
2407 // If player is still starving, alert him!
2408 if (op->stats.food < 0)
2409 op->failmsg ("You are starving! "
2410 "H<Eat some food to increase your food and prevent you from an untimely death.>");
2411 }
2412
2413 if (op->stats.food < 0)
2681 } 2414 {
2415 op->stats.hp += op->stats.food;
2416 op->stats.food = 0;
2682 2417
2683 while (op->stats.food < 0 && op->stats.hp >= 0) 2418 if (op->stats.hp < 0)
2684 op->stats.food++, op->stats.hp--; 2419 {
2420 op->contr->killer = archetype::get ("killer_starvation");
2421 op->contr->killer->destroy ();
2422 }
2423 }
2685 2424
2425 /* killer should be set here already */
2686 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2426 if (op->stats.hp < 0 && !op->flag [FLAG_WIZ])
2687 kill_player (op); 2427 kill_player (op);
2688 } 2428 }
2689} 2429}
2690 2430
2691/* If the player should die (lack of hp, food, etc), we call this. 2431/* If the player should die (lack of hp, food, etc), we call this.
2694 * file. 2434 * file.
2695 */ 2435 */
2696void 2436void
2697kill_player (object *op) 2437kill_player (object *op)
2698{ 2438{
2699 char buf[MAX_BUF];
2700 int x, y; 2439 int x, y;
2701
2702 //int i;
2703 maptile *map; /* this is for resurrection */ 2440 maptile *map; /* this is for resurrection */
2704
2705 /* int z;
2706 int num_stats_lose;
2707 int lost_a_stat;
2708 int lose_this_stat;
2709 int this_stat; */
2710 int will_kill_again; 2441 int will_kill_again;
2711 archetype *at; 2442 archetype *at;
2712 object *tmp; 2443 object *tmp;
2713 2444
2714 if (save_life (op)) 2445 if (save_life (op))
2715 return; 2446 return;
2716 2447
2448 dynbuf_text deathtab;
2449
2450 /* restore player */
2451 at = archetype::find (shstr_poisoning);
2452 if (object *tmp = present_arch_in_ob (at, op))
2453 {
2454 tmp->destroy ();
2455 deathtab << "Your body feels cleansed...\r";
2456 }
2457
2458 at = archetype::find (shstr_confusion);
2459 if (object *tmp = present_arch_in_ob (at, op))
2460 {
2461 tmp->destroy ();
2462 deathtab << "Your mind feels clearer...\r";
2463 }
2464
2465 cure_disease (op, 0, 0); /* remove any disease */
2466
2467 max_it (op->stats.hp , op->stats.maxhp);
2468 max_it (op->stats.sp , op->stats.maxsp);
2469 max_it (op->stats.grace, op->stats.maxgrace);
2470 max_it (op->stats.food , 200);
2471
2472 // remove all spell effects that are active
2473 // to avoid long-term effects such as word-of-recall
2474 for (object *item = op->inv; item; )
2475 {
2476 object *next = item->below;
2477
2478 if (item->type == SPELL_EFFECT && item->active)
2479 item->destroy ();
2480
2481 item = next;
2482 }
2717 2483
2718 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2484 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2719 * in cities ONLY!!! It is very important that this doesn't get abused. 2485 * in cities ONLY!!! It is very important that this doesn't get abused.
2720 * Look at op_on_battleground() for more info --AndreasV 2486 * Look at op_on_battleground() for more info --AndreasV
2721 */ 2487 */
2722 if (op_on_battleground (op, &x, &y)) 2488 if (op_on_battleground (op, &x, &y))
2723 { 2489 {
2724 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2490 deathtab << "You almost died in combat, but local medics have saved your life...\r";
2725 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2726
2727 /* restore player */
2728 at = archetype::find ("poisoning");
2729 tmp = present_arch_in_ob (at, op);
2730 if (tmp)
2731 {
2732 tmp->destroy ();
2733 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2734 }
2735
2736 at = archetype::find ("confusion");
2737 tmp = present_arch_in_ob (at, op);
2738 if (tmp)
2739 {
2740 tmp->destroy ();
2741 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2742 }
2743
2744 cure_disease (op, 0); /* remove any disease */
2745 op->stats.hp = op->stats.maxhp;
2746 if (op->stats.food <= 0)
2747 op->stats.food = 999;
2748 2491
2749 /* create a bodypart-trophy to make the winner happy */ 2492 /* create a bodypart-trophy to make the winner happy */
2750 tmp = arch_to_object (archetype::find ("finger")); 2493 object *tmp = archetype::find (shstr_finger)->instance ();
2751 if (tmp != NULL) 2494
2752 { 2495 tmp->name = format ("%s's finger" , &op->name);
2753 sprintf (buf, "%s's finger", &op->name); 2496 tmp->name_pl = format ("%s's fingers", &op->name);
2754 tmp->name = buf; 2497 tmp->msg = format (
2755 sprintf (buf, " This finger has been cut off %s\n" 2498 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
2756 " the %s, when he was defeated at\n level %d by %s.\n", 2499 &op->name, op->contr->title,
2757 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2500 (int)op->level,
2758 tmp->msg = buf; 2501 op->contr->killer_name ()
2502 );
2759 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2503 tmp->value = 0, tmp->type = 0;
2760 tmp->materialname = NULL; 2504 tmp->material = name_to_material (shstr_organic);
2761 tmp->x = op->x, tmp->y = op->y; 2505 tmp->insert_at (op, tmp);
2762 insert_ob_in_map (tmp, op->map, op, 0);
2763 }
2764 2506
2765 /* teleport defeated player to new destination */ 2507 /* teleport defeated player to new destination */
2766 transfer_ob (op, x, y, 0, NULL); 2508 transfer_ob (op, x, y, 0, NULL);
2767 op->contr->braced = 0; 2509 op->contr->braced = 0;
2510
2511 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2768 return; 2512 return;
2769 } 2513 }
2770 2514
2515 deathtab << "You were killed by " << op->contr->killer_name () << ".\n\n";
2516 deathtab << "T<YOU HAVE DIED>\n\n";
2517
2771 INVOKE_PLAYER (DEATH, op->contr); 2518 INVOKE_PLAYER (DEATH, op->contr);
2772 2519
2773 command_kill_pets (op, 0); 2520 command_kill_pets (op, 0);
2774 2521
2775 if (op->stats.food < 0) 2522 op->contr->play_sound (sound_find ("player_dies"));
2776 {
2777 if (op->contr->explore)
2778 {
2779 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
2780 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2781 op->stats.food = 999;
2782 return;
2783 }
2784 sprintf (buf, "%s starved to death.", &op->name);
2785 strcpy (op->contr->killer, "starvation");
2786 }
2787 else
2788 {
2789 if (op->contr->explore)
2790 {
2791 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
2792 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2793 op->stats.hp = op->stats.maxhp;
2794 return;
2795 }
2796 sprintf (buf, "%s died.", &op->name);
2797 }
2798 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2799 2523
2800 /* save the map location for corpse, gravestone */ 2524 /* save the map location for corpse, gravestone */
2801 x = op->x; 2525 x = op->x;
2802 y = op->y; 2526 y = op->y;
2803 map = op->map; 2527 map = op->map;
2804
2805 2528
2806 /* NOT_PERMADEATH code. This basically brings the character back to 2529 /* NOT_PERMADEATH code. This basically brings the character back to
2807 * life if they are dead - it takes some exp and a random stat. 2530 * life if they are dead - it takes some exp and a random stat.
2808 * See the config.h file for a little more in depth detail about this. 2531 * See the config.h file for a little more in depth detail about this.
2809 */ 2532 */
2826 num_stats_lose = 1; 2549 num_stats_lose = 1;
2827 else 2550 else
2828 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO; 2551 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2829 } 2552 }
2830 else 2553 else
2831 {
2832 num_stats_lose = 1; 2554 num_stats_lose = 1;
2833 } 2555
2834 lost_a_stat = 0; 2556 lost_a_stat = 0;
2835 2557
2836 for (z = 0; z < num_stats_lose; z++) 2558 for (z = 0; z < num_stats_lose; z++)
2837 { 2559 {
2838 i = RANDOM () % NUM_STATS; 2560 i = rndm (NUM_STATS);
2839 2561
2840 if (settings.stat_loss_on_death) 2562 if (settings.stat_loss_on_death)
2841 { 2563 {
2842 /* Pick a random stat and take a point off it. Tell the player 2564 /* Pick a random stat and take a point off it. Tell the player
2843 * what he lost. 2565 * what he lost.
2850 lost_a_stat = 1; 2572 lost_a_stat = 1;
2851 } 2573 }
2852 else 2574 else
2853 { 2575 {
2854 /* deplete a stat */ 2576 /* deplete a stat */
2855 archetype *deparch = archetype::find ("depletion"); 2577 archetype *deparch = archetype::find (shstr_depletion);
2856 object *dep; 2578 object *dep;
2857 2579
2858 dep = present_arch_in_ob (deparch, op); 2580 dep = present_arch_in_ob (deparch, op);
2859 if (!dep) 2581 if (!dep)
2860 { 2582 {
2861 dep = arch_to_object (deparch); 2583 dep = deparch->instance ();
2862 insert_ob_in_ob (dep, op); 2584 insert_ob_in_ob (dep, op);
2863 } 2585 }
2864 lose_this_stat = 1; 2586 lose_this_stat = 1;
2865 if (settings.balanced_stat_loss) 2587 if (settings.balanced_stat_loss)
2866 { 2588 {
2878 2600
2879 /* There is a maximum depletion total per level. */ 2601 /* There is a maximum depletion total per level. */
2880 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO) 2602 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
2881 { 2603 {
2882 lose_this_stat = 0; 2604 lose_this_stat = 0;
2883 /* Take loss chance vs keep chance to see if we 2605 /* Take loss chance vs keep chance to see if we
2884 retain the stat. */ 2606 retain the stat. */
2885 } 2607 }
2886 else 2608 else
2887 { 2609 {
2888 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance) 2610 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
2894 } 2616 }
2895 } 2617 }
2896 2618
2897 if (lose_this_stat) 2619 if (lose_this_stat)
2898 { 2620 {
2899 this_stat = get_attr_value (&(dep->stats), i); 2621 this_stat = get_attr_value (&dep->stats, i);
2900 /* We could try to do something clever like find another 2622 /* We could try to do something clever like find another
2901 * stat to reduce if this fails. But chances are, if 2623 * stat to reduce if this fails. But chances are, if
2902 * stats have been depleted to -50, all are pretty low 2624 * stats have been depleted to -50, all are pretty low
2903 * and should be roughly the same, so it shouldn't make a 2625 * and should be roughly the same, so it shouldn't make a
2904 * difference. 2626 * difference.
2905 */ 2627 */
2906 if (this_stat >= -50) 2628 if (this_stat >= -50)
2907 { 2629 {
2908 change_attr_value (&(dep->stats), i, -1); 2630 change_attr_value (&(dep->stats), i, -1);
2909 SET_FLAG (dep, FLAG_APPLIED); 2631 dep->set_flag (FLAG_APPLIED);
2910 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2632 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2911 op->update_stats (); 2633 op->update_stats ();
2912 lost_a_stat = 1; 2634 lost_a_stat = 1;
2913 } 2635 }
2914 } 2636 }
2915 } 2637 }
2916 } 2638 }
2639
2917 /* If no stat lost, tell the player. */ 2640 /* If no stat lost, tell the player. */
2918 if (!lost_a_stat) 2641 if (!lost_a_stat)
2919 { 2642 {
2920 /* determine_god() seems to not work sometimes... why is this? 2643 /* determine_god() seems to not work sometimes... why is this?
2921 Should I be using something else? GD */ 2644 Should I be using something else? GD */
2922 const char *god = determine_god (op); 2645 shstr_tmp god = determine_god (op);
2923 2646
2924 if (god && (strcmp (god, "none"))) 2647 if (god != shstr_none)
2925 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god); 2648 deathtab << "For a brief moment you feel the holy presence of " << god << " protecting you.\r";
2926 else 2649 else
2927 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2650 deathtab << "For a brief moment you feel a holy presence protecting you.\r";
2928 } 2651 }
2929#else 2652#else
2930 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2653 deathtab << "For a brief moment you feel a holy presence protecting you from losing yourself completely.";
2931#endif 2654#endif
2932 2655
2933 /* Put a gravestone up where the character 'almost' died. List the 2656 /* Put a gravestone up where the character 'almost' died. List the
2934 * exp loss on the stone. 2657 * exp loss on the stone.
2935 */ 2658 */
2936 tmp = arch_to_object (archetype::find ("gravestone")); 2659 tmp = archetype::find (shstr_gravestone)->instance ();
2937 sprintf (buf, "%s's gravestone", &op->name); 2660 tmp->name = format ("%s's gravestone", &op->name);
2938 tmp->name = buf; 2661 tmp->name_pl = format ("%s's gravestones", &op->name);
2939 sprintf (buf, "%s's gravestones", &op->name); 2662 tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n",
2940 tmp->name_pl = buf; 2663 &op->name, op->contr->title, op->contr->killer_name ());
2941 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);
2942 tmp->msg = buf;
2943 tmp->x = op->x, tmp->y = op->y; 2664 tmp->x = op->x, tmp->y = op->y;
2944 insert_ob_in_map (tmp, op->map, NULL, 0); 2665 insert_ob_in_map (tmp, op->map, NULL, 0);
2945 2666
2946 /**************************************/ 2667 /**************************************/
2947 /* */ 2668 /* */
2948 /* Subtract the experience points, */ 2669 /* Subtract the experience points, */
2949 /* if we died cause of food, give us */
2950 /* food, and reset HP's... */
2951 /* */ 2670 /* */
2952 /**************************************/ 2671 /**************************************/
2953 2672
2954 /* remove any poisoning and confusion the character may be suffering. */
2955 /* restore player */
2956 at = archetype::find ("poisoning");
2957 tmp = present_arch_in_ob (at, op);
2958
2959 if (tmp)
2960 {
2961 tmp->destroy ();
2962 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2963 }
2964
2965 at = archetype::find ("confusion");
2966 tmp = present_arch_in_ob (at, op);
2967 if (tmp)
2968 {
2969 tmp->destroy ();
2970 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2971 }
2972
2973 cure_disease (op, 0); /* remove any disease */
2974
2975 /*add_exp(op, (op->stats.exp * -0.20)); */ 2673 /*add_exp(op, (op->stats.exp * -0.20)); */
2976 apply_death_exp_penalty (op); 2674 apply_death_exp_penalty (op);
2977 if (op->stats.food < 100)
2978 op->stats.food = 900;
2979 op->stats.hp = op->stats.maxhp;
2980 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2981 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2982 2675
2983 /* 2676 /*
2984 * Check to see if the player is in a shop. IF so, then check to see if
2985 * the player has any unpaid items. If so, remove them and put them back 2677 * Check to see if the player has any unpaid items. If so, remove them
2986 * in the map. 2678 * and put them back in the map.
2987 */ 2679 */
2988 2680 op->drop_unpaid_items ();
2989 if (is_in_shop (op))
2990 remove_unpaid_objects (op->inv, op);
2991 2681
2992 /****************************************/ 2682 /****************************************/
2993 /* */ 2683 /* */
2994 /* Move player to his current respawn- */ 2684 /* Move player to his current respawn- */
2995 /* position (usually last savebed) */ 2685 /* position (usually last savebed) */
2996 /* */ 2686 /* */
2997 /****************************************/ 2687 /****************************************/
2998 2688
2999 enter_player_savebed (op); 2689 enter_player_savebed (op);
3000 2690
3001 /* Save the player before inserting the force to reduce
3002 * chance of abuse.
3003 */
3004 op->contr->braced = 0; 2691 op->contr->braced = 0;
3005 op->contr->save ();
3006 2692
3007 /* it is possible that the player has blown something up 2693 /* it is possible that the player has blown something up
3008 * at his savebed location, and that can have long lasting 2694 * at his savebed location, and that can have long lasting
3009 * spell effects. So first see if there is a spell effect 2695 * spell effects. So first see if there is a spell effect
3010 * on the space that might harm the player. 2696 * on the space that might harm the player.
3017 if (will_kill_again) 2703 if (will_kill_again)
3018 { 2704 {
3019 object *force; 2705 object *force;
3020 int at; 2706 int at;
3021 2707
3022 force = get_archetype (FORCE_NAME); 2708 force = archetype::get (FORCE_NAME);
3023 /* 50 ticks should be enough time for the spell to abate */ 2709 /* 50 ticks should be enough time for the spell to abate */
3024 force->speed = 0.1;
3025 force->speed_left = -5.0; 2710 force->speed_left = -5.f;
3026 SET_FLAG (force, FLAG_APPLIED); 2711 force->set_speed (0.1f);
2712 force->set_flag (FLAG_APPLIED);
2713
3027 for (at = 0; at < NROFATTACKS; at++) 2714 for (at = 0; at < NROFATTACKS; at++)
3028 if (will_kill_again & (1 << at)) 2715 if (will_kill_again & (1 << at))
3029 force->resist[at] = 100; 2716 force->resist[at] = 100;
3030 2717
3031 insert_ob_in_ob (force, op); 2718 insert_ob_in_ob (force, op);
3032 op->update_stats (); 2719 op->update_stats ();
3033
3034 } 2720 }
3035 2721
3036 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2722 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
3037} 2723}
3038 2724
3039void 2725static void
3040loot_object (object *op) 2726loot_object (object *op)
3041{ /* Grab and destroy some treasure */ 2727{ /* Grab and destroy some treasure */
3042 object *tmp, *tmp2, *next; 2728 object *tmp, *next;
3043 2729
3044 if (op->container) 2730 op->close_container (); /* close open sack first */
3045 esrv_apply_container (op, op->container); /* close open sack first */
3046 2731
3047 for (tmp = op->inv; tmp; tmp = next) 2732 for (tmp = op->inv; tmp; tmp = next)
3048 { 2733 {
3049 next = tmp->below; 2734 next = tmp->below;
3050 2735
3051 if (tmp->invisible) 2736 if (tmp->invisible)
3052 continue; 2737 continue;
3053 2738
3054 tmp->remove (); 2739 tmp->remove ();
3055 tmp->x = op->x, tmp->y = op->y; 2740 tmp->x = op->x, tmp->y = op->y;
2741
3056 if (tmp->type == CONTAINER) 2742 if (tmp->type == CONTAINER)
3057 { /* empty container to ground */ 2743 loot_object (tmp); /* empty container to ground */
3058 loot_object (tmp); 2744
3059 } 2745 if (!tmp->flag [FLAG_UNIQUE] && (tmp->flag [FLAG_STARTEQUIP] || tmp->flag [FLAG_NO_DROP] || !(rndm (3))))
3060 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3)))
3061 { 2746 {
3062 if (tmp->nrof > 1) 2747 if (tmp->nrof > 1)
3063 { 2748 {
3064 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2749 tmp->decrease (rndm (1, tmp->nrof - 1));
3065 tmp2->destroy ();
3066 insert_ob_in_map (tmp, op->map, NULL, 0); 2750 insert_ob_in_map (tmp, op->map, NULL, 0);
3067 } 2751 }
3068 else 2752 else
3069 tmp->destroy (); 2753 tmp->destroy ();
3070 } 2754 }
3076/* 2760/*
3077 * fix_weight(): Check recursively the weight of all players, and fix 2761 * fix_weight(): Check recursively the weight of all players, and fix
3078 * what needs to be fixed. Refresh windows and fix speed if anything 2762 * what needs to be fixed. Refresh windows and fix speed if anything
3079 * was changed. 2763 * was changed.
3080 */ 2764 */
3081
3082void 2765void
3083fix_weight (void) 2766fix_weight ()
3084{ 2767{
3085 for_all_players (pl) 2768 for_all_players (pl)
3086 { 2769 {
3087 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2770 weight_t old = pl->ob->carrying;
3088 2771
3089 if (old == sum) 2772 pl->ob->update_weight ();
3090 continue; 2773
2774 if (old != pl->ob->carrying)
2775 {
3091 pl->ob->update_stats (); 2776 pl->ob->update_stats ();
3092 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 2777 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, (int)old, (int)pl->ob->carrying);
2778 }
3093 } 2779 }
3094} 2780}
3095 2781
3096void 2782void
3097fix_luck (void) 2783fix_luck ()
3098{ 2784{
3099 for_all_players (pl) 2785 for_all_players (pl)
3100 if (!pl->ob->contr->ns->state) 2786 if (!pl->ob->contr->ns->state)
3101 pl->ob->change_luck (0); 2787 pl->ob->change_luck (0);
3102} 2788}
3139} 2825}
3140 2826
3141void 2827void
3142make_visible (object *op) 2828make_visible (object *op)
3143{ 2829{
3144 op->hide = 0; 2830 op->flag [FLAG_HIDDEN] = 0;
3145 op->invisible = 0; 2831 op->invisible = 0;
2832
3146 if (op->type == PLAYER) 2833 if (op->type == PLAYER)
3147 { 2834 {
3148 op->contr->tmp_invis = 0; 2835 op->contr->tmp_invis = 0;
3149 op->contr->invis_race = 0; 2836 op->contr->invis_race = 0;
3150 } 2837 }
2838
3151 update_object (op, UP_OBJ_FACE); 2839 update_object (op, UP_OBJ_CHANGE);
3152} 2840}
3153 2841
3154int 2842int
3155is_true_undead (object *op) 2843is_true_undead (object *op)
3156{ 2844{
3157 object *tmp = NULL; 2845 if (op->arch->flag [FLAG_UNDEAD])
3158
3159 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3160 return 1; 2846 return 1;
3161 2847
3162 return 0; 2848 return 0;
3163} 2849}
3164 2850
3165/* look at the surrounding terrain to determine 2851/* look at the surrounding terrain to determine
3166 * the hideability of this object. Positive levels 2852 * the hideability of this object. Positive levels
3167 * indicate greater hideability. 2853 * indicate greater hideability.
3168 */ 2854 */
3169
3170int 2855int
3171hideability (object *ob) 2856hideability (object *ob)
3172{ 2857{
3173 int i, level = 0, mflag; 2858 int i, level = 0, mflag;
3174 sint16 x, y; 2859 sint16 x, y;
3175 2860
3176 if (!ob || !ob->map) 2861 if (!ob || !ob->map)
3177 return 0; 2862 return 0;
3178 2863
3179 /* so, on normal lighted maps, its hard to hide */ 2864 /* so, on normal lighted maps, its hard to hide */
3180 level = ob->map->darkness - 2; 2865 level = ob->map->darklevel () - 2;
3181 2866
3182 /* this also picks up whether the object is glowing. 2867 /* this also picks up whether the object is glowing.
3183 * If you carry a light on a non-dark map, its not 2868 * If you carry a light on a non-dark map, its not
3184 * as bad as carrying a light on a pitch dark map */ 2869 * as bad as carrying a light on a pitch dark map */
3185 if (has_carried_lights (ob)) 2870 if (ob->has_carried_lights ())
3186 level = -(10 + (2 * ob->map->darkness)); 2871 level = -(10 + (2 * ob->map->darklevel ()));
3187 2872
3188 /* scan through all nearby squares for terrain to hide in */ 2873 /* scan through all nearby squares for terrain to hide in */
3189 for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i]) 2874 for (i = 0, x = ob->x, y = ob->y;
2875 i <= SIZEOFFREE1;
2876 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3190 { 2877 {
3191 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); 2878 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3192 if (mflag & P_OUT_OF_MAP) 2879 if (mflag & P_OUT_OF_MAP)
3193 {
3194 continue; 2880 continue;
3195 } 2881
3196 if (mflag & P_BLOCKSVIEW) /* something to hide near! */ 2882 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3197 level += 2; 2883 level += 2;
3198 else /* open terrain! */ 2884 else /* open terrain! */
3199 level -= 1; 2885 level -= 1;
3200 } 2886 }
3208/* For Hidden creatures - a chance of becoming 'unhidden' 2894/* For Hidden creatures - a chance of becoming 'unhidden'
3209 * every time they move - as we subtract off 'invisibility' 2895 * every time they move - as we subtract off 'invisibility'
3210 * AND, for players, if they move into a ridiculously unhideable 2896 * AND, for players, if they move into a ridiculously unhideable
3211 * spot (surrounded by clear terrain in broad daylight). -b.t. 2897 * spot (surrounded by clear terrain in broad daylight). -b.t.
3212 */ 2898 */
3213
3214void 2899void
3215do_hidden_move (object *op) 2900do_hidden_move (object *op)
3216{ 2901{
3217 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 2902 int hide = 0;
3218 object *skop;
3219 2903
3220 if (!op || !op->map) 2904 if (!op || !op->map)
3221 return; 2905 return;
3222 2906
3223 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 2907 object *skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
2908 int num = random_roll (0, 19, op, PREFER_LOW);
3224 2909
3225 /* its *extremely* hard to run and sneak/hide at the same time! */ 2910 /* its *extremely* hard to run and sneak/hide at the same time! */
3226 if (op->type == PLAYER && op->contr->run_on) 2911 if (op->type == PLAYER && op->contr->run_on)
3227 {
3228 if (!skop || num >= skop->level) 2912 if (!skop || num >= skop->level)
3229 { 2913 {
3230 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!"); 2914 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3231 make_visible (op); 2915 make_visible (op);
3232 return; 2916 return;
3233 } 2917 }
3234 else 2918 else
3235 num += 20; 2919 num += 20;
3236 } 2920
3237 num += op->map->difficulty; 2921 num += op->map->difficulty;
3238 hide = hideability (op); /* modify by terrain hidden level */ 2922 hide = hideability (op); /* modify by terrain hidden level */
3239 num -= hide; 2923 num -= hide;
2924
3240 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 2925 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3241 { 2926 {
3242 make_visible (op); 2927 make_visible (op);
2928
3243 if (op->type == PLAYER) 2929 if (op->type == PLAYER)
3244 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 2930 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3245 } 2931 }
3246 else if (op->type == PLAYER && skop) 2932 else if (op->type == PLAYER && skop)
3247 {
3248 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 2933 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3249 }
3250} 2934}
3251 2935
3252/* determine if who is standing near a hostile creature. */ 2936/* determine if who is standing near a hostile creature. */
3253 2937
3254int 2938int
3264 2948
3265 if (who->type == PLAYER) 2949 if (who->type == PLAYER)
3266 player = 1; 2950 player = 1;
3267 2951
3268 else 2952 else
3269 friendly = QUERY_FLAG (who, FLAG_FRIENDLY); 2953 friendly = who->flag [FLAG_FRIENDLY];
3270 2954
3271 /* search adjacent squares */ 2955 /* search adjacent squares */
3272 for (i = 1; i < 9; i++) 2956 for (i = 1; i < 9; i++)
3273 { 2957 {
3274 x = who->x + freearr_x[i]; 2958 x = who->x + freearr_x[i];
3283 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) 2967 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3284 continue; 2968 continue;
3285 2969
3286 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) 2970 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3287 { 2971 {
3288 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 2972 if ((player ||friendly) &&tmp->flag [FLAG_MONSTER] && !tmp->flag [FLAG_UNAGGRESSIVE])
3289 return 1; 2973 return 1;
3290 else if (tmp->type == PLAYER) 2974 else if (tmp->type == PLAYER)
3291 {
3292 /*don't let a hidden DM prevent you from hiding */
3293 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3294 return 1; 2975 return 1;
3295 }
3296 } 2976 }
3297 } 2977 }
3298 return 0; 2978 return 0;
3299} 2979}
3300 2980
3301/* check the player los field for viewability of the 2981/* check the player los field for viewability of the
3302 * object op. This function works fine for monsters, 2982 * object op. This function works fine for monsters,
3303 * but we dont worry if the object isnt the top one in 2983 * but we dont worry if the object isnt the top one in
3304 * a pile (say a coin under a table would return "viewable" 2984 * a pile (say a coin under a table would return "viewable"
3305 * by this routine). Another question, should we be 2985 * by this routine). Another question, should we be
3306 * concerned with the direction the player is looking 2986 * concerned with the direction the player is looking
3307 * in? Realistically, most of use cant see stuff behind 2987 * in? Realistically, most of us can't see stuff behind
3308 * our backs...on the other hand, does the "facing" direction 2988 * our backs...on the other hand, does the "facing" direction
3309 * imply the way your head, or body is facing? Its possible 2989 * imply the way your head, or body is facing? It's possible
3310 * for them to differ. Sigh, this fctn could get a bit more complex. 2990 * for them to differ. Sigh, this fctn could get a bit more complex.
3311 * -b.t. 2991 * -b.t.
3312 * This function is now map tiling safe. 2992 * This function is now map tiling safe.
3313 */ 2993 */
3314
3315int 2994int
3316player_can_view (object *pl, object *op) 2995player_can_view (object *pl, object *op)
3317{ 2996{
3318 rv_vector rv; 2997 rv_vector rv;
3319 int dx, dy; 2998 int dx, dy;
3321 if (pl->type != PLAYER) 3000 if (pl->type != PLAYER)
3322 { 3001 {
3323 LOG (llevError, "player_can_view() called for non-player object\n"); 3002 LOG (llevError, "player_can_view() called for non-player object\n");
3324 return -1; 3003 return -1;
3325 } 3004 }
3005
3326 if (!pl || !op) 3006 if (!pl || !op)
3327 return 0; 3007 return 0;
3328 3008
3329 if (op->head)
3330 {
3331 op = op->head; 3009 op = op->head_ ();
3332 } 3010
3333 get_rangevector (pl, op, &rv, 0x1); 3011 get_rangevector (pl, op, &rv, 0x1);
3334 3012
3335 /* starting with the 'head' part, lets loop 3013 /* starting with the 'head' part, lets loop
3336 * through the object and find if it has any 3014 * through the object and find if it has any
3337 * part that is in the los array but isnt on 3015 * part that is in the los array but isn't on
3338 * a blocked los square. 3016 * a blocked los square.
3339 * we use the archetype to figure out offsets. 3017 * we use the archetype to figure out offsets.
3340 */ 3018 */
3341 while (op) 3019 while (op)
3342 { 3020 {
3343 dx = rv.distance_x + op->arch->clone.x; 3021 dx = rv.distance_x + op->arch->x;
3344 dy = rv.distance_y + op->arch->clone.y; 3022 dy = rv.distance_y + op->arch->y;
3345 3023
3346 /* only the viewable area the player sees is updated by LOS 3024 if (pl->contr->blocked_los (dx, dy) != LOS_BLOCKED)
3347 * code, so we need to restrict ourselves to that range of values
3348 * for any meaningful values.
3349 */
3350 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3351 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3352 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3353 return 1; 3025 return 1;
3026
3354 op = op->more; 3027 op = op->more;
3355 } 3028 }
3356 return 0;
3357}
3358 3029
3359/* routine for both players and monsters. We call this when
3360 * there is a possibility for our action distrubing our hiding
3361 * place or invisiblity spell. Artefact invisiblity is not
3362 * effected by this. If we arent invisible to begin with, we
3363 * return 0.
3364 */
3365int
3366action_makes_visible (object *op)
3367{
3368
3369 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3370 {
3371 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3372 return 0;
3373
3374 if (op->contr && op->contr->tmp_invis == 0)
3375 return 0;
3376
3377 /* If monsters, they should become visible */
3378 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3379 {
3380 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3381 return 1;
3382 }
3383 }
3384 return 0; 3030 return 0;
3385} 3031}
3386 3032
3387/* op_on_battleground - checks if the given object op (usually 3033/* op_on_battleground - checks if the given object op (usually
3388 * a player) is standing on a valid battleground-tile, 3034 * a player) is standing on a valid battleground-tile,
3393 * Default is to do the same as before, so only people wanting to have different points need worry about this 3039 * Default is to do the same as before, so only people wanting to have different points need worry about this
3394 */ 3040 */
3395int 3041int
3396op_on_battleground (object *op, int *x, int *y) 3042op_on_battleground (object *op, int *x, int *y)
3397{ 3043{
3398 object *tmp;
3399
3400 /* A battleground-tile needs the following attributes to be valid: 3044 /* A battleground-tile needs the following attributes to be valid:
3401 * is_floor 1 (has to be the FIRST floor beneath the player's feet), 3045 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3402 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3046 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3403 * and the exit-coordinates sp/hp must both be > 0. 3047 * and the exit-coordinates sp/hp must both be > 0.
3404 * => The intention here is to prevent abuse of the battleground- 3048 * => The intention here is to prevent abuse of the battleground-
3405 * feature (like pickable or hidden battleground tiles). */ 3049 * feature (like pickable or hidden battleground tiles). */
3406 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3050 for (object *tmp = op->below; tmp; tmp = tmp->below)
3407 { 3051 {
3408 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3052 if (tmp->flag [FLAG_IS_FLOOR])
3409 { 3053 {
3410 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3054 if (tmp->flag [FLAG_NO_PICK]
3411 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp)) 3055 && tmp->type == BATTLEGROUND
3056 && tmp->name == shstr_battleground
3057 && EXIT_X (tmp) && EXIT_Y (tmp))
3412 { 3058 {
3413 /*before we assign the exit, check if this is a teambattle */ 3059 /* before we assign the exit, check if this is a teambattle */
3414 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) 3060 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3415 {
3416 object *invtmp;
3417
3418 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below) 3061 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3062 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3419 { 3063 {
3420 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3421 {
3422 if (x != NULL && y != NULL) 3064 if (x && y)
3423 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3065 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3066
3424 return 1; 3067 return 1;
3425 }
3426 } 3068 }
3427 } 3069
3428 if (x != NULL && y != NULL) 3070 if (x && y)
3429 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3071 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3072
3430 return 1; 3073 return 1;
3431 } 3074 }
3432 } 3075 }
3433 } 3076 }
3077
3434 /* If we got here, did not find a battleground */ 3078 /* If we got here, did not find a battleground */
3435 return 0; 3079 return 0;
3436} 3080}
3437 3081
3438/* 3082/*
3454 char buf[MAX_BUF]; /* tmp. string buffer */ 3098 char buf[MAX_BUF]; /* tmp. string buffer */
3455 int i = 0, j = 0; 3099 int i = 0, j = 0;
3456 3100
3457 /* get the appropriate treasurelist */ 3101 /* get the appropriate treasurelist */
3458 if (atnr == ATNR_FIRE) 3102 if (atnr == ATNR_FIRE)
3459 trlist = find_treasurelist ("dragon_ability_fire"); 3103 trlist = treasurelist::find (shstr_dragon_ability_fire);
3460 else if (atnr == ATNR_COLD) 3104 else if (atnr == ATNR_COLD)
3461 trlist = find_treasurelist ("dragon_ability_cold"); 3105 trlist = treasurelist::find (shstr_dragon_ability_cold);
3462 else if (atnr == ATNR_ELECTRICITY) 3106 else if (atnr == ATNR_ELECTRICITY)
3463 trlist = find_treasurelist ("dragon_ability_elec"); 3107 trlist = treasurelist::find (shstr_dragon_ability_elec);
3464 else if (atnr == ATNR_POISON) 3108 else if (atnr == ATNR_POISON)
3465 trlist = find_treasurelist ("dragon_ability_poison"); 3109 trlist = treasurelist::find (shstr_dragon_ability_poison);
3466 3110
3467 if (trlist == NULL || who->type != PLAYER) 3111 if (trlist == NULL || who->type != PLAYER)
3468 return; 3112 return;
3469 3113
3470 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3114 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3471 3115
3472 if (tr == NULL || tr->item == NULL) 3116 if (!tr || !tr->item)
3473 { 3117 {
3474 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3118 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3475 return; 3119 return;
3476 } 3120 }
3477 3121
3478 /* everything seems okay - now bring on the gift: */ 3122 /* everything seems okay - now bring on the gift: */
3479 item = &(tr->item->clone); 3123 item = tr->item;
3480 3124
3481 if (item->type == SPELL) 3125 if (item->type == SPELL)
3482 { 3126 {
3483 if (check_spell_known (who, item->name)) 3127 if (check_spell_known (who, item->name))
3484 return; 3128 return;
3543 { 3187 {
3544 /* forces in the treasurelist can alter the player's stats */ 3188 /* forces in the treasurelist can alter the player's stats */
3545 object *skin; 3189 object *skin;
3546 3190
3547 /* first get the dragon skin force */ 3191 /* first get the dragon skin force */
3548 shstr_cmp dragon_skin_force ("dragon_skin_force");
3549 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below) 3192 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3550 ; 3193 ;
3551 3194
3552 if (!skin) 3195 if (!skin)
3553 return; 3196 return;
3554 3197
3568 else 3211 else
3569 j = 1; 3212 j = 1;
3570 strcat (buf, spellpathnames[i]); 3213 strcat (buf, spellpathnames[i]);
3571 } 3214 }
3572 } 3215 }
3216
3573 strcat (buf, "."); 3217 strcat (buf, ".");
3574 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf); 3218 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3575 } 3219 }
3576 3220
3577 /* evtl. adding flags: */ 3221 /* evtl. adding flags: */
3578 if (QUERY_FLAG (item, FLAG_XRAYS)) 3222 if (item->flag [FLAG_XRAYS])
3579 SET_FLAG (skin, FLAG_XRAYS); 3223 skin->set_flag (FLAG_XRAYS);
3580 if (QUERY_FLAG (item, FLAG_STEALTH)) 3224 if (item->flag [FLAG_STEALTH])
3581 SET_FLAG (skin, FLAG_STEALTH); 3225 skin->set_flag (FLAG_STEALTH);
3582 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK)) 3226 if (item->flag [FLAG_SEE_IN_DARK])
3583 SET_FLAG (skin, FLAG_SEE_IN_DARK); 3227 skin->set_flag (FLAG_SEE_IN_DARK);
3584 3228
3585 /* print message if there is one */ 3229 /* print message if there is one */
3586 if (item->msg != NULL) 3230 if (item->msg != NULL)
3587 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg); 3231 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3588 } 3232 }
3589 else 3233 else
3590 { 3234 {
3591 /* generate misc. treasure */ 3235 /* generate misc. treasure */
3592 tmp = arch_to_object (tr->item); 3236 tmp = tr->item->instance ();
3593 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp)); 3237 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3594 tmp = insert_ob_in_ob (tmp, who); 3238 who->insert (tmp);
3595 if (who->type == PLAYER)
3596 esrv_send_item (who, tmp);
3597 } 3239 }
3598} 3240}
3599 3241
3600/** 3242//-GPL
3601 * Unready an object for a player. This function does nothing if the object was 3243
3602 * not readied. 3244sint8
3603 */ 3245player::darkness_at (maptile *map, int x, int y) const
3246{
3247 if (!ns)
3248 return LOS_BLOCKED;
3249
3250 int dx, dy;
3251 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3252 return LOS_BLOCKED;
3253
3254 x += dx - ns->current_x;
3255 y += dy - ns->current_y;
3256
3257 return blocked_los (x, y);
3258}
3259
3604void 3260void
3605player_unready_range_ob (player *pl, object *ob) 3261player::infobox (const char *title, const char *msg, int color)
3606{ 3262{
3607 rangetype i; 3263 send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3608
3609 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1))
3610 {
3611 if (pl->ranges[i] == ob)
3612 {
3613 pl->ranges[i] = NULL;
3614 if (pl->shoottype == i)
3615 {
3616 pl->shoottype = range_none;
3617 }
3618 }
3619 }
3620} 3264}
3265
3266void
3267player::statusmsg (const char *msg, int color)
3268{
3269 send_msg (color | NDI_REPLY, INFO_CHANNEL, msg);
3270}
3271
3272void
3273player::failmsg (const char *msg, int color)
3274{
3275 play_sound (sound_find ("generic_failure"));
3276 statusmsg (msg, color);
3277}
3278
3279void
3280object::failmsgf (const char *format, ...)
3281{
3282 if (!contr)
3283 return;
3284
3285 va_list ap;
3286 va_start (ap, format);
3287 contr->failmsg (vformat (format, ap));
3288 va_end (ap);
3289}
3290
3291void
3292player::failmsgf (const char *format, ...)
3293{
3294 va_list ap;
3295 va_start (ap, format);
3296 failmsg (vformat (format, ap));
3297 va_end (ap);
3298}
3299

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