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Comparing deliantra/server/server/player.C (file contents):
Revision 1.89 by root, Sun Jan 7 02:39:14 2007 UTC vs.
Revision 1.298 by root, Sun Jan 29 03:59:15 2017 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
21 * 21 *
22 * The author can be reached via e-mail to <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 23 */
24 24
25//+GPL
26
27#include <algorithm>
28#include <functional>
29
25#include <global.h> 30#include <global.h>
26#include <pwd.h>
27#include <sproto.h> 31#include <sproto.h>
28#include <sounds.h> 32#include <sounds.h>
29#include <living.h> 33#include <living.h>
30#include <object.h> 34#include <object.h>
31#include <spells.h> 35#include <spells.h>
32#include <skills.h> 36#include <skills.h>
33 37
34#include <algorithm>
35#include <functional>
36
37playervec players; 38playervec players;
38
39void
40display_motd (const object *op)
41{
42 char buf[MAX_BUF];
43 char motd[HUGE_BUF];
44 FILE *fp;
45 int comp;
46 int size;
47
48 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
49 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
50 return;
51
52 motd[0] = '\0';
53 size = 0;
54
55 while (fgets (buf, MAX_BUF, fp))
56 {
57 if (*buf == '#')
58 continue;
59
60 strncat (motd + size, buf, HUGE_BUF - size);
61 size += strlen (buf);
62 }
63
64 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
65 close_and_delete (fp, comp);
66}
67
68void
69send_rules (const object *op)
70{
71 char buf[MAX_BUF];
72 char rules[HUGE_BUF];
73 FILE *fp;
74 int comp;
75 int size;
76
77 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
78 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
79 return;
80
81 rules[0] = '\0';
82 size = 0;
83
84 while (fgets (buf, MAX_BUF, fp))
85 {
86 if (*buf == '#')
87 continue;
88
89 if (size + strlen (buf) >= HUGE_BUF)
90 {
91 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
92 break;
93 }
94
95 strncat (rules + size, buf, HUGE_BUF - size);
96 size += strlen (buf);
97 }
98
99 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
100 close_and_delete (fp, comp);
101}
102
103void
104send_news (const object *op)
105{
106 char buf[MAX_BUF];
107 char news[HUGE_BUF];
108 char subject[MAX_BUF];
109 FILE *fp;
110 int comp;
111 int size;
112
113 sprintf (buf, "%s/%s", settings.confdir, settings.news);
114 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
115 return;
116
117 news[0] = '\0';
118 subject[0] = '\0';
119 size = 0;
120
121 while (fgets (buf, MAX_BUF, fp) != NULL)
122 {
123 if (*buf == '#')
124 continue;
125
126 if (*buf == '%')
127 { /* send one news */
128 if (size > 0)
129 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */
130
131 strcpy (subject, buf + 1);
132 strip_endline (subject);
133 size = 0;
134 news[0] = '\0';
135 }
136 else
137 {
138 if (size + strlen (buf) >= HUGE_BUF)
139 {
140 LOG (llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
141 break;
142 }
143 strncat (news + size, buf, HUGE_BUF - size);
144 size += strlen (buf);
145 }
146 }
147
148 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
149 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news);
150 close_and_delete (fp, comp);
151}
152 39
153/* This loads the first map an puts the player on it. */ 40/* This loads the first map an puts the player on it. */
154static void 41static void
155set_first_map (object *op) 42set_first_map (object *op)
156{ 43{
157 op->contr->maplevel = first_map_path; 44 op->contr->maplevel = first_map_path;
158 op->x = -1; 45 op->x = -1;
159 op->y = -1; 46 op->y = -1;
160}
161
162void
163player::enter_map ()
164{
165 object *tmp = object::create ();
166
167 EXIT_PATH (tmp) = maplevel;
168 EXIT_X (tmp) = ob->x;
169 EXIT_Y (tmp) = ob->y;
170 ob->enter_exit (tmp);
171
172 tmp->destroy ();
173} 47}
174 48
175void 49void
176player::activate () 50player::activate ()
177{ 51{
180 54
181 players.insert (this); 55 players.insert (this);
182 ob->remove (); 56 ob->remove ();
183 ob->map = 0; 57 ob->map = 0;
184 ob->activate_recursive (); 58 ob->activate_recursive ();
185 enter_map (); 59 ob->clr_flag (FLAG_FRIENDLY);
60 add_friendly_object (ob);
186} 61}
187 62
188void 63void
189player::deactivate () 64player::deactivate ()
190{ 65{
191 if (!active) 66 if (!active)
192 return; 67 return;
193 68
194 terminate_all_pets (ob); 69 terminate_all_pets (ob);
70 remove_friendly_object (ob);
195 ob->deactivate_recursive (); 71 ob->deactivate_recursive ();
72
73 if (ob->map)
74 maplevel = ob->map->path;
75
196 ob->remove (); 76 ob->remove ();
77 ob->enemy = 0; // sometimes keeps an extra refcount on itself
197 ob->map = 0; 78 ob->map = 0;
79 party = 0;
198 80
199 players.erase (this); 81 players.erase (this);
200} 82}
201 83
202// connect the player with a specific client 84// connect the player with a specific client
203// also changed, rationalises, and fixes some incorrect settings 85// also changes, rationalises, and fixes some incorrect settings
204void 86void
205player::connect (client *ns) 87player::connect (client *ns)
206{ 88{
207 this->ns = ns; 89 this->ns = ns;
208 ns->pl = this; 90 ns->pl = this;
209 91
92 run_on = 0;
93 fire_on = 0;
94 ob->close_container (); //TODO: client-specific
95
210 ns->update_look = 0; 96 ns->update_look = 0;
211 ns->look_position = 0; 97 ns->look_position = 0;
212 98
213 clear_los (ob); 99 clear_los ();
100
101 ns->reset_stats ();
214 102
215 /* make sure he's a player -- needed because of class change. */ 103 /* make sure he's a player -- needed because of class change. */
216 ob->type = PLAYER; // we are paranoid 104 ob->type = PLAYER; // we are paranoid
217 ob->race = ob->arch->clone.race; 105 ob->race = ob->arch->race;
218 106
219 if (!legal_range (ob, shoottype)) 107 ob->update_weight ();
220 shoottype = range_none;
221
222 ob->carrying = sum_weight (ob);
223 link_player_skills (ob); 108 link_skills ();
224 109
225 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
226
227 assign (title, ob->arch->clone.name); 110 assign (title, ob->arch->object::name);
228
229 /* can_use_shield is a new flag. However, the can_use.. seems to largely come
230 * from the class, and not race. I don't see any way to get the class information
231 * to then update this. I don't think this will actually break anything - anyone
232 * that can use armour should be able to use a shield. What this may 'break'
233 * are features new characters get, eg, if someone starts up with a Q, they
234 * should be able to use a shield. However, old Q's won't get that advantage.
235 */
236 if (QUERY_FLAG (ob, FLAG_USE_ARMOUR))
237 SET_FLAG (ob, FLAG_USE_SHIELD);
238 111
239 /* if it's a dragon player, set the correct title here */ 112 /* if it's a dragon player, set the correct title here */
240 if (is_dragon_pl (ob)) 113 if (ob->is_dragon ())
241 { 114 {
242 object *tmp, *abil = 0, *skin = 0; 115 object *tmp, *abil = 0, *skin = 0;
243
244 shstr_cmp dragon_ability_force ("dragon_ability_force");
245 shstr_cmp dragon_skin_force ("dragon_skin_force");
246 116
247 for (tmp = ob->inv; tmp; tmp = tmp->below) 117 for (tmp = ob->inv; tmp; tmp = tmp->below)
248 if (tmp->type == FORCE) 118 if (tmp->type == FORCE)
249 if (tmp->arch->name == dragon_ability_force) 119 if (tmp->arch->archname == shstr_dragon_ability_force)
250 abil = tmp; 120 abil = tmp;
251 else if (tmp->arch->name == dragon_skin_force) 121 else if (tmp->arch->archname == shstr_dragon_skin_force)
252 skin = tmp; 122 skin = tmp;
253 123
254 set_dragon_name (ob, abil, skin); 124 set_dragon_name (ob, abil, skin);
255 } 125 }
256 126
257 CLEAR_FLAG (ob, FLAG_FRIENDLY);
258 add_friendly_object (ob);
259
260 LOG (llevInfo, "LOGIN: Player named %s from ip %s\n", &ob->name, ns->host);
261
262 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 127 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
263 128
264 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;
265 135
266 ob->update_stats (); 136 ob->update_stats ();
137
267 ns->floorbox_update (); 138 ns->floorbox_update ();
268
269 esrv_send_inventory (ob, ob); 139 esrv_send_inventory (ob, ob);
270 esrv_add_spells (this, 0); 140 esrv_add_spells (this, 0);
271 141
272 activate (); 142 activate ();
273 143
274 send_rules (ob);
275 send_news (ob);
276 display_motd (ob);
277
278 INVOKE_PLAYER (CONNECT, this); 144 INVOKE_PLAYER (CONNECT, this);
279 INVOKE_PLAYER (LOGIN, this); 145 INVOKE_PLAYER (LOGIN, this);
280} 146}
281 147
282void 148void
283player::disconnect () 149player::disconnect ()
284{ 150{
285 //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
286 if (ns) 157 if (ns)
287 { 158 {
288 if (active) 159 if (active)
289 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0)); 160 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
290 161
291 INVOKE_PLAYER (DISCONNECT, this); 162 INVOKE_PLAYER (DISCONNECT, this);
292 163
164 ns->reset_stats ();
293 ns->pl = 0; 165 ns->pl = 0;
294 this->ns = 0; 166 ns = 0;
295 } 167 }
168
169 // this is important for the player scheduler to get the correct refcount
170 // when ns = 0
171 observe = viewpoint = ob;
296 172
297 deactivate (); 173 deactivate ();
298} 174}
175
176//-GPL
299 177
300// the need for this function can be explained 178// the need for this function can be explained
301// by load_object not returning the object 179// by load_object not returning the object
302void 180void
303player::set_object (object *op) 181player::set_object (object *op)
304{ 182{
305 ob = op; 183 ob = observe = viewpoint = op;
306 ob->contr = this; /* this aren't yet in archetype */ 184 ob->contr = this; /* this aren't yet in archetype */
307 185
186 ob->speed = 1.0f; // object still inactive, keep it that way
308 ob->speed_left = 0.5; 187 ob->speed_left = 0.5f;
309 ob->speed = 1.0; 188
310 ob->direction = 5; /* So player faces south */ 189 ob->direction = 5; /* So player faces south */
311 ob->stats.wc = 2;
312 ob->run_away = 25; /* Then we panick... */
313
314 ob->roll_stats ();
315} 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
316 207
317player::player () 208player::player ()
318{ 209{
319 /* There are some elements we want initialised to non zero value - 210 /* There are some elements we want initialised to non zero value -
320 * we deal with that below this point. 211 * we deal with that below this point.
321 */ 212 */
322 outputs_sync = 16; /* Every 2 seconds */ 213 outputs_sync = 4;
323 outputs_count = 8; /* Keeps present behaviour */ 214 outputs_count = 4;
324 unapply = unapply_nochoice; 215 unapply = unapply_nochoice;
325 216
326 savebed_map = first_map_path; /* Init. respawn position */ 217 savebed_map = first_map_path; /* Init. respawn position */
327 218
328 gen_sp_armour = 10; 219 gen_sp_armour = 10;
329 last_speed = -1;
330 shoottype = range_none;
331 bowtype = bow_normal; 220 bowtype = bow_normal;
332 petmode = pet_normal; 221 petmode = pet_normal;
333 listening = 10;
334 usekeys = containers; 222 usekeys = containers;
335 last_weapon_sp = -1;
336 peaceful = 1; /* default peaceful */ 223 peaceful = 1; /* default peaceful */
337 do_los = 1; 224 do_los = 1;
338 225
339 /* we need to clear these to -1 and not zero - otherwise, 226 weapon_sp = 1.0f;
340 * if a player quits and starts a new character, we wont 227 weapon_sp_left = 0.5f;
341 * send new values to the client, as things like exp start
342 * at zero.
343 */
344 for (int i = 0; i < NUM_SKILLS; i++)
345 last_skill_exp[i] = -1;
346
347 for (int i = 0; i < NROFATTACKS; i++)
348 last_resist[i] = -1;
349
350 last_stats.exp = -1;
351 last_weight = (uint32) - 1;
352} 228}
353 229
354void 230void
355player::do_destroy () 231player::do_destroy ()
356{ 232{
358 234
359 attachable::do_destroy (); 235 attachable::do_destroy ();
360 236
361 if (ob) 237 if (ob)
362 { 238 {
363 ob->destroy_inv (false); 239 ob->contr = 0;
364 ob->destroy (); 240 ob->destroy ();
365 } 241 }
242
243 ob = observe = viewpoint = 0;
366} 244}
367 245
368player::~player () 246player::~player ()
369{ 247{
370 /* Clear item stack */ 248 /* Clear item stack */
371 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 }
372} 278}
373 279
374/* Tries to add player on the connection passed in ns. 280/* Tries to add player on the connection passed in ns.
375 * 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
376 * mode. 282 * mode.
378player * 284player *
379player::create () 285player::create ()
380{ 286{
381 player *pl = new player; 287 player *pl = new player;
382 288
383 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
384 set_first_map (pl->ob); 295 set_first_map (pl->ob);
385 296
386 return pl; 297 return pl;
387}
388
389/*
390 * get_player_archetype() return next player archetype from archetype
391 * list. Not very efficient routine, but used only creating new players.
392 * Note: there MUST be at least one player archetype!
393 */
394archetype *
395get_player_archetype (archetype *at)
396{
397 archetype *start = at;
398
399 for (;;)
400 {
401 if (at == NULL || at->next == NULL)
402 at = first_archetype;
403 else
404 at = at->next;
405
406 if (at->clone.type == PLAYER)
407 return at;
408
409 if (at == start)
410 {
411 LOG (llevError, "No Player archetypes\n");
412 exit (-1);
413 }
414 }
415} 298}
416 299
417object * 300object *
418get_nearest_player (object *mon) 301get_nearest_player (object *mon)
419{ 302{
420 object *op = NULL; 303 object *op = NULL;
421 objectlink *ol; 304 objectlink *ol;
422 unsigned lastdist; 305 unsigned lastdist;
423 rv_vector rv; 306 rv_vector rv;
424 307
425 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 308 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
426 { 309 {
427 /* We should not find free objects on this friendly list, but it
428 * does periodically happen. Given that, lets deal with it.
429 * While unlikely, it is possible the next object on the friendly
430 * list is also free, so encapsulate this in a while loop.
431 */
432 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
433 {
434 object *tmp = ol->ob;
435
436 /* Can't do much more other than log the fact, because the object
437 * itself will have been cleared.
438 */
439 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n");
440 ol = ol->next;
441 remove_friendly_object (tmp);
442 if (!ol)
443 return op;
444 }
445
446 /* Remove special check for player from this. First, it looks to cause
447 * some crashes (ol->ob->contr not set properly?), but secondly, a more
448 * complicated method of state checking would be needed in any case -
449 * as it was, a clever player could type quit, and the function would
450 * skip them over while waiting for confirmation. Remove
451 * on_same_map check, as can_detect_enemy also does this
452 */
453 if (!can_detect_enemy (mon, ol->ob, &rv)) 310 if (!can_detect_enemy (mon, ol->ob, &rv))
454 continue; 311 continue;
455 312
456 if (lastdist > rv.distance) 313 if (lastdist > rv.distance)
457 { 314 {
473#endif 330#endif
474 return op; 331 return op;
475} 332}
476 333
477/* 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
478 * 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
479 * detour a monster will take from the direction path when looking 336 * detour a monster will take from the direction path when looking
480 * 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
481 * the deviation is 338 * the deviation is
482 */ 339 */
483#define DETOUR_AMOUNT 2 340#define DETOUR_AMOUNT 2
519 */ 376 */
520int 377int
521path_to_player (object *mon, object *pl, unsigned mindiff) 378path_to_player (object *mon, object *pl, unsigned mindiff)
522{ 379{
523 rv_vector rv; 380 rv_vector rv;
524 sint16 x, y;
525 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;
526 maptile *m, *lastmap;
527 382
528 get_rangevector (mon, pl, &rv, 0); 383 get_rangevector (mon, pl, &rv, 0);
529 384
530 if (rv.distance < mindiff) 385 if (rv.distance < mindiff)
531 return 0; 386 return 0;
532 387
533 x = mon->x; 388 mapxy pos (mon);
534 y = mon->y;
535 m = mon->map;
536 dir = rv.direction; 389 dir = rv.direction;
537 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 */
538 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
539 /* 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. */
540 if (diff > max) 394 if (diff > max)
541 return 0; 395 return 0;
396
542 while (diff > 1 && max > 0) 397 while (diff > 1 && max > 0)
543 { 398 {
544 lastx = x; 399 mapxy lastpos = pos;
545 lasty = y;
546 lastmap = m;
547 x = lastx + freearr_x[dir];
548 y = lasty + freearr_y[dir];
549 400
550 mflags = get_map_flags (m, &m, x, y, &x, &y); 401 pos.move (dir);
551 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
552 402
553 /* Space is blocked - try changing direction a little */ 403 /* Space is blocked - try changing direction a little */
554 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW)) 404 if (!pos.normalise ()
555 && (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)))
556 { 407 {
557 /* recalculate direction from last good location. Possible 408 /* recalculate direction from last good location. Possible
558 * we were not traversing ideal location before. 409 * we were not traversing ideal location before.
559 */ 410 */
560 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0); 411 get_rangevector_from_mapcoord (lastpos.m, lastpos.x, lastpos.y, pl, &rv, 0);
561 if (rv.direction != dir) 412 if (rv.direction != dir)
562 { 413 {
563 /* OK - says direction should be different - lets reset the 414 /* OK - says direction should be different - lets reset the
564 * the values so it will try again. 415 * the values so it will try again.
565 */ 416 */
566 x = lastx;
567 y = lasty;
568 m = lastmap; 417 pos = lastpos;
569 dir = firstdir = rv.direction; 418 dir = firstdir = rv.direction;
570 } 419 }
571 else 420 else
572 { 421 {
573 /* direct path is blocked - try taking a side step to 422 /* direct path is blocked - try taking a side step to
574 * either the left or right. 423 * either the left or right.
575 * Note increase the values in the loop below to be 424 * Note increase the values in the loop below to be
576 * more than -1/1 respectively will mean the monster takes 425 * more than -1/1 respectively will mean the monster takes
577 * bigger detour. Have to be careful about these values getting 426 * bigger detour. Have to be careful about these values getting
578 * 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
579 * stepping back and forth 428 * stepping back and forth
580 */ 429 */
581 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++) 430 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
582 { 431 {
583 if (i == 0) 432 if (i == 0)
584 continue; /* already did this, so skip it */ 433 continue; /* already did this, so skip it */
434
585 /* Use lastdir here - otherwise, 435 /* Use lastdir here - otherwise,
586 * since the direction that the creature should move in 436 * since the direction that the creature should move in
587 * may change, you could get infinite loops. 437 * may change, you could get infinite loops.
588 * ie, player is northwest, but monster can only 438 * ie, player is northwest, but monster can only
589 * move west, so it does that. It goes some distance, 439 * move west, so it does that. It goes some distance,
591 * 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
592 * gets back to its original point. lastdir contains 442 * gets back to its original point. lastdir contains
593 * the last direction the creature has successfully 443 * the last direction the creature has successfully
594 * moved. 444 * moved.
595 */ 445 */
596
597 x = lastx + freearr_x[absdir (lastdir + i)];
598 y = lasty + freearr_y[absdir (lastdir + i)];
599 m = lastmap; 446 pos = lastpos;
600 mflags = get_map_flags (m, &m, x, y, &x, &y); 447 pos.move (absdir (lastdir + i));
601 if (mflags & P_OUT_OF_MAP) 448
449 if (!pos.normalise ())
602 continue; 450 continue;
603 blocked = GET_MAP_MOVE_BLOCK (m, x, y); 451
604 if (OB_TYPE_MOVE_BLOCK (mon, blocked)) 452 mapspace &ms = *pos;
453
454 if (ms.flags () & P_BLOCKSVIEW)
605 continue; 455 continue;
606 if (mflags & P_BLOCKSVIEW) 456
457 if (OB_TYPE_MOVE_BLOCK (mon, ms.move_block))
607 continue; 458 continue;
608 459
609 if (m == mon->map && blocked_link (mon, m, x, y)) 460 if (blocked_link (mon, pos.m, pos.x, pos.y))
610 break; 461 break;
611 } 462 }
463
612 /* go through entire loop without finding a valid 464 /* go through entire loop without finding a valid
613 * sidestep to take - thus, no valid path. 465 * sidestep to take - thus, no valid path.
614 */ 466 */
615 if (i == (DETOUR_AMOUNT + 1)) 467 if (i == DETOUR_AMOUNT + 1)
616 return 0; 468 return 0;
469
617 diff--; 470 diff--;
618 lastdir = dir; 471 lastdir = dir;
619 max--; 472 max--;
620 if (!firstdir) 473 if (!firstdir)
621 firstdir = dir + i; 474 firstdir = dir + i;
625 { 478 {
626 /* we moved towards creature, so diff is less */ 479 /* we moved towards creature, so diff is less */
627 diff--; 480 diff--;
628 max--; 481 max--;
629 lastdir = dir; 482 lastdir = dir;
483
630 if (!firstdir) 484 if (!firstdir)
631 firstdir = dir; 485 firstdir = dir;
632 } 486 }
487
633 if (diff <= 1) 488 if (diff <= 1)
634 { 489 {
635 /* Recalculate diff (distance) because we may not have actually 490 /* Recalculate diff (distance) because we may not have actually
636 * headed toward player for entire distance. 491 * headed toward player for entire distance.
637 */ 492 */
638 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 493 get_rangevector_from_mapcoord (pos.m, pos.x, pos.y, pl, &rv, 0);
639 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));
640 } 495 }
496
641 if (diff > max) 497 if (diff > max)
642 return 0; 498 return 0;
643 } 499 }
500
644 /* 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 */
645 if (!max) 502 if (!max)
646 return 0; 503 return 0;
647 504
648 return firstdir; 505 return firstdir;
649} 506}
650 507
651void 508void
652give_initial_items (object *pl, treasurelist * items) 509give_initial_items (object *pl, treasurelist *items)
653{ 510{
654 object *op, *next = NULL;
655
656 if (pl->randomitems != NULL) 511 if (pl->randomitems)
657 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); 512 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
658 513
659 for (op = pl->inv; op; op = next) 514 for (object *next, *op = pl->inv; op; op = next)
660 { 515 {
661 next = op->below; 516 next = op->below;
662 517
663 /* Forces get applied per default, unless they have the 518 /* Forces get applied per default, unless they have the
664 * 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
665 */ 520 */
666 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL)) 521 if (op->type == FORCE && !op->flag [FLAG_NEUTRAL])
667 SET_FLAG (op, FLAG_APPLIED); 522 op->set_flag (FLAG_APPLIED);
668 523
669 /* we never give weapons/armour if these cannot be used 524 /* we never give weapons/armour if these cannot be used
670 * by this player due to race restrictions 525 * by this player due to race restrictions
671 */ 526 */
672 if (pl->type == PLAYER) 527 if (pl->type == PLAYER)
673 { 528 {
674 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) && 529 if ((!pl->flag [FLAG_USE_ARMOUR]
530 &&
675 (op->type == ARMOUR || op->type == BOOTS || 531 (op->type == ARMOUR || op->type == BOOTS
676 op->type == CLOAK || op->type == HELMET || 532 || op->type == CLOAK || op->type == HELMET
677 op->type == SHIELD || op->type == GLOVES || 533 || op->type == SHIELD || op->type == GLOVES
678 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))
679 { 536 {
680 op->destroy (); 537 op->destroy ();
681 continue; 538 continue;
682 } 539 }
683 } 540 }
684 541
685 /* This really needs to be better - we should really give 542 /* Here we remove duplicated skills (as duplicated spell objects have
686 * a substitute spellbook. The problem is that we don't really 543 * _very_ confusing effects for players), which could for instance be
687 * have a good idea what to replace it with (need something like 544 * generated by multiple treasurelists specifying the same skills.
688 * a first level treasurelist for each skill.)
689 * remove duplicate skills also
690 */ 545 */
691 if (op->type == SPELLBOOK || op->type == SKILL) 546 if (op->type == SKILL)
692 { 547 {
693 object *tmp;
694
695 for (tmp = op->below; tmp; tmp = tmp->below) 548 for (object *tmp = op->below; tmp; tmp = tmp->below)
696 if (tmp->type == op->type && tmp->name == op->name) 549 if (tmp->type == op->type && tmp->name == op->name)
697 break;
698
699 if (tmp)
700 { 550 {
701 op->destroy (); 551 op->destroy ();
702 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); 552 break;
703 continue;
704 } 553 }
705 554
706 if (op->nrof > 1) 555 if (op->nrof > 1)
707 op->nrof = 1; 556 op->nrof = 1;
708 } 557 }
709 558
710 if (op->type == SPELLBOOK && op->inv) 559 if (op->type == SPELLBOOK && op->inv)
711 { 560 op->inv->clr_flag (FLAG_STARTEQUIP);
712 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
713 }
714 561
715 /* Give starting characters identified, uncursed, and undamned 562 /* Give starting characters identified, uncursed, and undamned
716 * 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
717 * merged properly. 564 * merged properly.
718 */ 565 */
719 if (need_identify (op)) 566 if (op->need_identify ())
720 {
721 SET_FLAG (op, FLAG_IDENTIFIED);
722 CLEAR_FLAG (op, FLAG_CURSED);
723 CLEAR_FLAG (op, FLAG_DAMNED);
724 } 567 {
568 op->set_flag (FLAG_IDENTIFIED);
569 op->clr_flag (FLAG_CURSED);
570 op->clr_flag (FLAG_DAMNED);
571 }
572
725 if (op->type == SPELL) 573 if (op->type == SPELL)
726 { 574 {
727 op->destroy (); 575 op->destroy ();
728 continue; 576 continue;
729 } 577 }
730 else if (op->type == SKILL) 578 else if (op->type == SKILL)
731 { 579 {
732 SET_FLAG (op, FLAG_CAN_USE_SKILL); 580 op->set_flag (FLAG_CAN_USE_SKILL);
733 op->stats.exp = 0; 581 op->stats.exp = 0;
734 op->level = 1; 582 op->level = 1;
735 } 583 }
736 /* lock all 'normal items by default */ 584 else /* lock all 'normal items by default */
737 else 585 op->set_flag (FLAG_INV_LOCKED);
738 SET_FLAG (op, FLAG_INV_LOCKED);
739 } /* for loop of objects in player inv */ 586 } /* for loop of objects in player inv */
740 587
741 /* Need to set up the skill pointers */ 588 /* Need to set up the skill pointers */
742 link_player_skills (pl); 589 pl->contr->link_skills ();
743} 590}
744 591
745void 592void
746get_party_password (object *op, partylist *party) 593get_party_password (object *op, partylist *party)
747{ 594{
757 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:");
758} 605}
759 606
760/* 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. */
761static int 608static int
762roll_stat (void) 609roll_stat ()
763{ 610{
764 int a[4], i, j, k; 611 int a[4], i, j, k;
765 612
766 for (i = 0; i < 4; i++) 613 for (i = 0; i < 4; i++)
767 a[i] = (int) RANDOM () % 6 + 1; 614 a[i] = rndm (1, 6);
768 615
769 for (i = 0, j = 0, k = 7; i < 4; i++) 616 for (i = 0, j = 0, k = 7; i < 4; i++)
770 if (a[i] < k) 617 if (a[i] < k)
771 k = a[i], j = i; 618 k = a[i], j = i;
772 619
778} 625}
779 626
780void 627void
781object::roll_stats () 628object::roll_stats ()
782{ 629{
783 int statsort [7]; 630 int statsort [NUM_STATS];
784 631
785 for (;;) 632 for (;;)
786 { 633 {
787 int sum = 0; 634 int sum = 0;
788 for (int i = 7; i--; ) 635 for (int i = NUM_STATS; i--; )
789 sum += statsort [i] = roll_stat (); 636 sum += statsort [i] = roll_stat ();
790 637
791 if (sum >= 82 && sum <= 116) 638 if (sum >= 82 && sum <= 116)
792 break; 639 break;
793 } 640 }
794 641
795 // Sort the stats so that rerolling is easier... 642 // Sort the stats so that rerolling is easier...
796 std::sort (statsort, statsort + 7, std::greater<int>()); 643 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
797 644
645 for (int i = 0; i < NUM_STATS; ++i)
798 stats.Str = statsort[0]; 646 stats.stat (i) = statsort [i];
799 stats.Dex = statsort[1];
800 stats.Con = statsort[2];
801 stats.Int = statsort[3];
802 stats.Wis = statsort[4];
803 stats.Pow = statsort[5];
804 stats.Cha = statsort[6];
805 647
806 stats.exp = 0; 648 stats.exp = 0;
807 stats.ac = 0; 649 stats.ac = 0;
808 650
809 stats.hp = stats.maxhp; 651 stats.hp = stats.maxhp;
821} 663}
822 664
823void 665void
824object::swap_stats (int a, int b) 666object::swap_stats (int a, int b)
825{ 667{
826 int tmp = get_attr_value (&contr->orig_stats, a); 668 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
827 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
828 set_attr_value (&contr->orig_stats, b, tmp);
829 669
670 for (int i = 0; i < NUM_STATS; ++i)
830 stats.Str = contr->orig_stats.Str; 671 stats.stat (i) = contr->orig_stats.stat (i);
831 stats.Dex = contr->orig_stats.Dex;
832 stats.Con = contr->orig_stats.Con;
833 stats.Int = contr->orig_stats.Int;
834 stats.Wis = contr->orig_stats.Wis;
835 stats.Pow = contr->orig_stats.Pow;
836 stats.Cha = contr->orig_stats.Cha;
837 672
838 //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,
839 // be merged with the similar code in roll_stats 674 // be merged with the similar code in roll_stats
840 stats.ac = 0; 675 stats.ac = 0;
841 676
860static void 695static void
861start_info (object *op) 696start_info (object *op)
862{ 697{
863 char buf[MAX_BUF]; 698 char buf[MAX_BUF];
864 699
865 sprintf (buf, "Welcome to Crossfire v%s!", VERSION); 700 sprintf (buf, "Welcome to Deliantra v%s!", VERSION);
866 new_draw_info (NDI_UNIQUE, 0, op, buf); 701 new_draw_info (NDI_UNIQUE, 0, op, buf);
867 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
868 //new_draw_info (NDI_UNIQUE, 0, op, " ");
869} 702}
870 703
871/* This function takes the key that is passed, and does the 704/* This function takes the key that is passed, and does the
872 * appropriate action with it (change race, or other things). 705 * appropriate action with it (change race, or other things).
873 * The function name is for historical reasons - now we have 706 * The function name is for historical reasons - now we have
874 * separate race and class; this actually changes the RACE, 707 * separate race and class; this actually changes the RACE,
875 * not the class. 708 * not the class.
876 */ 709 */
877int 710void
878key_change_class (object *op, char key) 711player::chargen_race_done ()
879{ 712{
880 int tmp_loop;
881
882 if (key == 'd' || key == 'D')
883 {
884 char buf[MAX_BUF];
885
886 /* this must before then initial items are given */ 713 /* this must before then initial items are given */
887 esrv_new_player (op->contr, op->weight + op->carrying); 714 esrv_new_player (ob->contr);
888 715
889 treasurelist *tl = find_treasurelist ("starting_wealth"); 716 treasurelist *tl = treasurelist::find (shstr_starting_wealth);
890 if (tl) 717 if (tl)
891 create_treasure (tl, op, 0, 0, 0); 718 create_treasure (tl, ob, 0, 0, 0);
892 719
893 INVOKE_PLAYER (BIRTH, op->contr); 720 INVOKE_PLAYER (BIRTH, ob->contr);
894 INVOKE_PLAYER (LOGIN, op->contr);
895 721
896 op->contr->ns->state = ST_PLAYING; 722 ob->contr->ns->state = ST_PLAYING;
897 723
898 if (op->msg) 724 if (ob->msg)
899 op->msg = NULL; 725 ob->msg = 0;
900 726
901 /* We create this now because some of the unique maps will need it
902 * to save here.
903 */
904 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name);
905 make_path_to_file (buf);
906
907#ifdef AUTOSAVE
908 op->contr->last_save_tick = pticks;
909#endif
910 start_info (op); 727 start_info (ob);
911 CLEAR_FLAG (op, FLAG_WIZ); 728 ob->clr_flag (FLAG_WIZ);
912 give_initial_items (op, op->randomitems); 729 give_initial_items (ob, ob->randomitems);
913 link_player_skills (op);
914 esrv_send_inventory (op, op); 730 esrv_send_inventory (ob, ob);
915 op->update_stats (); 731 ob->update_stats ();
916 732
917 /* This moves the player to a different start map, if there 733 /* This moves the player to a different start map, if there
918 * is one for this race 734 * is one for this race
919 */ 735 */
920 if (*first_map_ext_path) 736 if (*first_map_ext_path)
921 { 737 ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y);
922 object *tmp;
923 char mapname[MAX_BUF];
924
925 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &op->arch->name);
926 tmp = object::create ();
927 EXIT_PATH (tmp) = mapname;
928 EXIT_X (tmp) = op->x;
929 EXIT_Y (tmp) = op->y;
930 op->enter_exit (tmp); /* we don't really care if it succeeded;
931 * if the map isn't there, then stay on the
932 * default initial map */
933 tmp->destroy ();
934 }
935 else 738 else
936 LOG (llevDebug, "first_map_ext_path not set\n"); 739 LOG (llevDebug, "first_map_ext_path not set\n");
740}
937 741
938 return 0; 742/*
939 } 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}
940 760
761void
762player::chargen_race_next ()
763{
941 /* Following actually changes the race - this is the default command 764 /* Following actually changes the race - this is the default command
942 * if we don't match with one of the options above. 765 * if we don't match with one of the options above.
943 */ 766 */
944 767
945 tmp_loop = 0; 768 do
946 while (!tmp_loop)
947 { 769 {
948 shstr name = op->name; 770 shstr name = ob->name;
949 int x = op->x, y = op->y; 771 int x = ob->x, y = ob->y;
950 772
951 op->remove_statbonus (); 773 ob->remove_statbonus ();
952 op->remove (); 774 ob->remove ();
953 op->arch = get_player_archetype (op->arch); 775 ob->arch = get_player_archetype (ob->arch);
954 op->arch->clone.copy_to (op); 776 ob->arch->copy_to (ob);
955 op->instantiate (); 777 ob->instantiate ();
956 op->stats = op->contr->orig_stats; 778 ob->stats = ob->contr->orig_stats;
957 op->name = op->name_pl = name; 779 ob->name = ob->name_pl = name;
958 op->x = x; 780 ob->x = x;
959 op->y = y; 781 ob->y = y;
960 SET_ANIMATION (op, 2); /* So player faces south */ 782 SET_ANIMATION (ob, 2); /* So player faces south */
961 insert_ob_in_map (op, op->map, op, 0); 783 insert_ob_in_map (ob, ob->map, ob, 0);
962 assign (op->contr->title, op->arch->clone.name); 784 assign (ob->contr->title, ob->arch->object::name);
963 op->add_statbonus (); 785 ob->add_statbonus ();
964 tmp_loop = allowed_class (op);
965 } 786 }
787 while (!allowed_class (ob));
966 788
967 update_object (op, UP_OBJ_FACE); 789 update_object (ob, UP_OBJ_FACE);
968 esrv_update_item (UPD_FACE, op, op); 790 esrv_update_item (UPD_FACE, ob, ob);
969 op->update_stats (); 791 ob->update_stats ();
970 op->stats.hp = op->stats.maxhp; 792 ob->stats.hp = ob->stats.maxhp;
971 op->stats.sp = op->stats.maxsp; 793 ob->stats.sp = ob->stats.maxsp;
972 op->stats.grace = 0; 794 ob->stats.grace = 0;
973
974 if (op->msg)
975 new_draw_info (NDI_BLUE, 0, op, op->msg);
976
977 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
978 return 0;
979} 795}
980 796
981void 797static void
982flee_player (object *op) 798flee_player (object *op)
983{ 799{
984 int dir, diff; 800 int dir, diff;
985 rv_vector rv; 801 rv_vector rv;
986 802
987 if (op->stats.hp < 0) 803 if (op->stats.hp < 0)
988 { 804 {
989 LOG (llevDebug, "Fleeing player is dead.\n"); 805 LOG (llevDebug, "Fleeing player is dead.\n");
990 CLEAR_FLAG (op, FLAG_SCARED); 806 op->clr_flag (FLAG_SCARED);
991 return; 807 return;
992 } 808 }
993 809
994 if (op->enemy == NULL) 810 if (!op->enemy)
995 { 811 {
996 LOG (llevDebug, "Fleeing player had no enemy.\n"); 812 LOG (llevDebug, "Fleeing player had no enemy.\n");
997 CLEAR_FLAG (op, FLAG_SCARED); 813 op->clr_flag (FLAG_SCARED);
998 return; 814 return;
999 } 815 }
1000 816
1001 /* 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))
1002 * op->enemy_count, it is possible that something destroys the
1003 * actual enemy, and the object is recycled.
1004 */
1005 if (op->enemy->map == NULL)
1006 { 818 {
1007 CLEAR_FLAG (op, FLAG_SCARED);
1008 op->enemy = NULL; 819 op->enemy = NULL;
1009 return; 820 op->clr_flag (FLAG_SCARED);
1010 }
1011
1012 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
1013 {
1014 op->enemy = NULL;
1015 CLEAR_FLAG (op, FLAG_SCARED);
1016 return; 821 return;
1017 } 822 }
1018 823
1019 get_rangevector (op, op->enemy, &rv, 0); 824 get_rangevector (op, op->enemy, &rv, 0);
1020 825
1021 dir = absdir (4 + rv.direction); 826 dir = absdir (4 + rv.direction);
1022 for (diff = 0; diff < 3; diff++) 827 for (diff = 0; diff < 3; diff++)
1023 { 828 {
1024 int m = 1 - (RANDOM () & 2); 829 int m = 1 - rndm (2) * 2;
1025 830
1026 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))))
1027 return; 832 return;
1028 } 833 }
1029 834
1030 /* Cornered, get rid of scared */ 835 /* Cornered, get rid of scared */
1031 CLEAR_FLAG (op, FLAG_SCARED); 836 op->clr_flag (FLAG_SCARED);
1032 op->enemy = NULL; 837 op->enemy = NULL;
1033} 838}
1034 839
1035
1036/* 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.
1037 * 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
1038 * stop. 842 * stop.
1039 */ 843 */
1040int 844int
1041check_pick (object *op) 845check_pick (object *op)
1042{ 846{
1043 object *tmp, *next; 847 object *tmp, *next;
1044 int stop = 0; 848 int stop = 0;
1045 int j, k, wvratio; 849 int wvratio;
1046 char putstring[128], tmpstr[16];
1047 850
1048 /* if you're flying, you cna't pick up anything */ 851 /* if you're flying, you can't pick up anything */
1049 if (op->move_type & MOVE_FLYING) 852 if (op->move_type & MOVE_FLYING)
1050 return 1; 853 return 1;
1051 854
1052 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)
1053 859
1054 /* 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
1055 * destroyed */ 861 * destroyed */
1056 while (next && !next->destroyed ()) 862 while (next && !next->destroyed ())
1057 { 863 {
1058 tmp = next; 864 tmp = next;
1059 next = tmp->below; 865 next = tmp->below;
1060 866
867 if (cnt <= 0)
868 {
869 op->failmsg ("Couldn't pickup all items at once.");
870 return 0;
871 }
872
1061 if (op->destroyed ()) 873 if (op->destroyed ())
1062 return 0; 874 return 0;
1063 875
1064 if (!can_pick (op, tmp)) 876 if (!can_pick (op, tmp))
1065 continue; 877 continue;
1066 878
1067 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 879 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1068 { 880 {
1069 if (item_matched_string (op, tmp, op->contr->search_str)) 881 if (item_matched_string (op, tmp, op->contr->search_str))
1070 pick_up (op, tmp); 882 CHK_PICK_PICKUP;
883
1071 continue; 884 continue;
1072 } 885 }
1073 886
1074 /* 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? */
1075 if (!(op->contr->mode & PU_NEWMODE)) 947 if (op->contr->mode & PU_FOOD)
948 if (tmp->type == FOOD)
1076 { 949 {
1077 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)
1078 { 1013 {
1079 case 0: 1014 CHK_PICK_PICKUP;
1080 return 1; /* don't pick up */ 1015 continue;
1081 case 1:
1082 pick_up (op, tmp);
1083 return 1;
1084 case 2:
1085 pick_up (op, tmp);
1086 return 0;
1087 case 3:
1088 return 0; /* stop before pickup */
1089 case 4:
1090 pick_up (op, tmp);
1091 break;
1092 case 5:
1093 pick_up (op, tmp);
1094 stop = 1;
1095 break;
1096 case 6:
1097 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1098 pick_up (op, tmp);
1099 break;
1100
1101 case 7:
1102 if (tmp->type == MONEY || tmp->type == GEM)
1103 pick_up (op, tmp);
1104 break;
1105
1106 default:
1107 /* use value density */
1108 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1109 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1110 pick_up (op, tmp);
1111 } 1016 }
1112 } 1017 }
1113 else 1018
1114 { /* old model */ 1019 /* rings & amulets - talismans seems to be typed AMULET */
1115 /* NEW pickup handling */
1116 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)
1117 { 1025 {
1118 /* some debugging code to figure out item information */ 1026 CHK_PICK_PICKUP;
1119 if (tmp->name != NULL)
1120 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1121 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1122 else
1123 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1124 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1125
1126 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1127 }
1128
1129 /* philosophy:
1130 * It's easy to grab an item type from a pile, as long as it's
1131 * generic. This takes no game-time. For more detailed pickups
1132 * and selections, select-items should be used. This is a
1133 * grab-as-you-run type mode that's really useful for arrows for
1134 * example.
1135 * The drawback: right now it has no frontend, so you need to
1136 * stick the bits you want into a calculator in hex mode and then
1137 * convert to decimal and then 'pickup <#>
1138 */
1139
1140 /* the first two modes are exclusive: if NOTHING we return, if
1141 * STOP then we stop. All the rest are applied sequentially,
1142 * meaning if any test passes, the item gets picked up. */
1143
1144 /* if mode is set to pick nothing up, return */
1145
1146 if (op->contr->mode & PU_NOTHING)
1147 return 1;
1148
1149 /* if mode is set to stop when encountering objects, return */
1150 /* take STOP before INHIBIT since it doesn't actually pick
1151 * anything up */
1152
1153 if (op->contr->mode & PU_STOP)
1154 return 0;
1155
1156 /* useful for going into stores and not losing your settings... */
1157 /* and for battles wher you don't want to get loaded down while
1158 * fighting */
1159 if (op->contr->mode & PU_INHIBIT)
1160 return 1;
1161
1162 /* prevent us from turning into auto-thieves :) */
1163 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1164 continue; 1027 continue;
1028 }
1165 1029
1166 /* ignore known cursed objects */ 1030 /* we don't forget dragon food */
1167 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;
1168 continue; 1035 continue;
1036 }
1169 1037
1170 /* all food and drink if desired */ 1038 /* bows and arrows. Bows are good for selling! */
1171 /* 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
1172 if (op->contr->mode & PU_FOOD) 1075 if (op->contr->mode & PU_BOOTS)
1173 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"))
1174 { 1109 {
1175 pick_up (op, tmp); 1110 CHK_PICK_PICKUP;
1176 continue; 1111 continue;
1177 } 1112 }
1113 }
1178 1114
1115 /* misc stuff that's useful */
1179 if (op->contr->mode & PU_DRINK) 1116 if (op->contr->mode & PU_KEY)
1180 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1117 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1181 { 1118 {
1182 pick_up (op, tmp); 1119 CHK_PICK_PICKUP;
1183 continue; 1120 continue;
1184 } 1121 }
1185 1122
1123 /* any of the last 4 bits set means we use the ratio for value
1124 * pickups */
1186 if (op->contr->mode & PU_POTION) 1125 if (op->contr->mode & PU_RATIO)
1187 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
1188 { 1130 */
1189 pick_up (op, tmp);
1190 continue;
1191 }
1192
1193 /* spellbooks, skillscrolls and normal books/scrolls */
1194 if (op->contr->mode & PU_SPELLBOOK)
1195 if (tmp->type == SPELLBOOK)
1196 {
1197 pick_up (op, tmp);
1198 continue;
1199 }
1200
1201 if (op->contr->mode & PU_SKILLSCROLL)
1202 if (tmp->type == SKILLSCROLL)
1203 {
1204 pick_up (op, tmp);
1205 continue;
1206 }
1207
1208 if (op->contr->mode & PU_READABLES)
1209 if (tmp->type == BOOK || tmp->type == SCROLL)
1210 {
1211 pick_up (op, tmp);
1212 continue;
1213 }
1214
1215 /* wands/staves/rods/horns */
1216 if (op->contr->mode & PU_MAGIC_DEVICE)
1217 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1218 {
1219 pick_up (op, tmp);
1220 continue;
1221 }
1222
1223 /* pick up all magical items */
1224 if (op->contr->mode & PU_MAGICAL) 1131 wvratio = op->contr->mode & PU_RATIO;
1225 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)
1226 {
1227 pick_up (op, tmp);
1228 continue;
1229 }
1230
1231 if (op->contr->mode & PU_VALUABLES)
1232 { 1133 {
1233 if (tmp->type == MONEY || tmp->type == GEM) 1134#if 0
1135 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1136 if (tmp->name != NULL)
1234 { 1137 {
1235 pick_up (op, tmp); 1138 fprintf (stderr, "%s", tmp->name);
1236 continue;
1237 } 1139 }
1238 }
1239
1240 /* rings & amulets - talismans seems to be typed AMULET */
1241 if (op->contr->mode & PU_JEWELS)
1242 if (tmp->type == RING || tmp->type == AMULET)
1243 {
1244 pick_up (op, tmp);
1245 continue;
1246 }
1247
1248 /* we don't forget dragon food */
1249 if (op->contr->mode & PU_FLESH)
1250 if (tmp->type == FLESH)
1251 {
1252 pick_up (op, tmp);
1253 continue;
1254 }
1255
1256 /* bows and arrows. Bows are good for selling! */
1257 if (op->contr->mode & PU_BOW)
1258 if (tmp->type == BOW)
1259 {
1260 pick_up (op, tmp);
1261 continue;
1262 }
1263
1264 if (op->contr->mode & PU_ARROW)
1265 if (tmp->type == ARROW)
1266 {
1267 pick_up (op, tmp);
1268 continue;
1269 }
1270
1271 /* all kinds of armor etc. */
1272 if (op->contr->mode & PU_ARMOUR)
1273 if (tmp->type == ARMOUR)
1274 {
1275 pick_up (op, tmp);
1276 continue;
1277 }
1278
1279 if (op->contr->mode & PU_HELMET)
1280 if (tmp->type == HELMET)
1281 {
1282 pick_up (op, tmp);
1283 continue;
1284 }
1285
1286 if (op->contr->mode & PU_SHIELD)
1287 if (tmp->type == SHIELD)
1288 {
1289 pick_up (op, tmp);
1290 continue;
1291 }
1292
1293 if (op->contr->mode & PU_BOOTS)
1294 if (tmp->type == BOOTS)
1295 {
1296 pick_up (op, tmp);
1297 continue;
1298 }
1299
1300 if (op->contr->mode & PU_GLOVES)
1301 if (tmp->type == GLOVES)
1302 {
1303 pick_up (op, tmp);
1304 continue;
1305 }
1306
1307 if (op->contr->mode & PU_CLOAK)
1308 if (tmp->type == CLOAK)
1309 {
1310 pick_up (op, tmp);
1311 continue;
1312 }
1313
1314 /* hoping to catch throwing daggers here */
1315 if (op->contr->mode & PU_MISSILEWEAPON)
1316 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1317 {
1318 pick_up (op, tmp);
1319 continue;
1320 }
1321
1322 /* careful: chairs and tables are weapons! */
1323 if (op->contr->mode & PU_ALLWEAPON)
1324 {
1325 if (tmp->type == WEAPON && tmp->name != NULL)
1326 {
1327 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1328 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1329 {
1330 pick_up (op, tmp);
1331 continue;
1332 }
1333 }
1334
1335 if (tmp->type == WEAPON && tmp->name == NULL)
1336 {
1337 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1338 {
1339 pick_up (op, tmp);
1340 continue;
1341 }
1342 }
1343 }
1344
1345 /* misc stuff that's useful */
1346 if (op->contr->mode & PU_KEY)
1347 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1348 {
1349 pick_up (op, tmp);
1350 continue;
1351 }
1352
1353 /* any of the last 4 bits set means we use the ratio for value
1354 * pickups */
1355 if (op->contr->mode & PU_RATIO)
1356 {
1357 /* use value density to decide what else to grab */
1358 /* >=7 was >= op->contr->mode */
1359 /* >=7 is the old standard setting. Now we take the last 4 bits
1360 * and multiply them by 5, giving 0..15*5== 5..75 */
1361 wvratio = (op->contr->mode & PU_RATIO) * 5;
1362 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1363 {
1364 pick_up (op, tmp);
1365#if 0
1366 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1367 if (tmp->name != NULL)
1368 {
1369 fprintf (stderr, "%s", tmp->name);
1370 }
1371 else 1140 else
1372 fprintf (stderr, "%s", tmp->arch->name); 1141 fprintf (stderr, "%s", tmp->arch->archname);
1373 fprintf (stderr, ",%d] = ", tmp->type); 1142 fprintf (stderr, ",%d] = ", tmp->type);
1374 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))));
1375#endif 1144#endif
1145 CHK_PICK_PICKUP;
1376 continue; 1146 continue;
1377 }
1378 } 1147 }
1379 } /* the new pickup model */ 1148 } /* the new pickup model */
1380 } 1149 }
1381 1150
1382 return !stop; 1151 return !stop;
1383} 1152}
1384 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
1385/* 1189/*
1386 * Find an arrow in the inventory and after that 1190 * Find an arrow in the inventory and after that
1387 * in the right type container (quiver). Pointer to the 1191 * in the right type container (quiver). Pointer to the
1388 * found object is returned. 1192 * found object is returned.
1389 */ 1193 */
1390object * 1194static object *
1391find_arrow (object *op, const char *type) 1195find_arrow (object *op, const char *type)
1392{ 1196{
1393 object *tmp = NULL;
1394
1395 for (op = op->inv; op; op = op->below) 1197 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1396 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1397 tmp = find_arrow (op, type);
1398 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);
1399 return op; 1206 return arrow;
1207 }
1208
1400 return tmp; 1209 return 0;
1401} 1210}
1402 1211
1403/* 1212/*
1404 * 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
1405 * 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
1406 * 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
1407 * 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.
1408 */ 1217 */
1409 1218static object *
1410object *
1411find_better_arrow (object *op, object *target, const char *type, int *better) 1219find_better_arrow (object *op, object *target, shstr_cmp type, int *better)
1412{ 1220{
1413 object *tmp = NULL, *arrow, *ntmp; 1221 object *tmp = NULL, *arrow, *ntmp;
1414 int attacknum, attacktype, betterby = 0, i; 1222 int attacknum, attacktype, betterby = 0, i;
1415 1223
1416 if (!type) 1224 if (!type)
1417 return NULL; 1225 return NULL;
1418 1226
1419 for (arrow = op->inv; arrow; arrow = arrow->below) 1227 for (arrow = op->inv; arrow; arrow = arrow->below)
1420 { 1228 {
1421 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED)) 1229 if (arrow->type == CONTAINER && arrow->race == type && arrow->flag [FLAG_APPLIED])
1422 { 1230 {
1423 i = 0; 1231 i = 0;
1424 ntmp = find_better_arrow (arrow, target, type, &i); 1232 ntmp = find_better_arrow (arrow, target, type, &i);
1233
1425 if (i > betterby) 1234 if (i > betterby)
1426 { 1235 {
1427 tmp = ntmp; 1236 tmp = ntmp;
1428 betterby = i; 1237 betterby = i;
1429 } 1238 }
1430 } 1239 }
1431 else if (arrow->type == ARROW && arrow->race == type) 1240 else if (arrow->type == ARROW && arrow->race == type)
1432 { 1241 {
1433 /* allways prefer assasination/slaying */ 1242 /* allways prefer assasination/slaying */
1434 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race)) 1243 if (target->race && arrow->slaying.contains (target->race))
1435 { 1244 {
1436 if (arrow->attacktype & AT_DEATH) 1245 if (arrow->attacktype & AT_DEATH)
1437 { 1246 {
1438 *better = 100; 1247 *better = 100;
1439 return arrow; 1248 return arrow;
1447 else 1256 else
1448 { 1257 {
1449 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1258 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1450 { 1259 {
1451 attacktype = 1 << attacknum; 1260 attacktype = 1 << attacknum;
1452 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1261 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1453 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)
1454 { 1263 {
1455 tmp = arrow; 1264 tmp = arrow;
1456 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;
1457 } 1266 }
1458 } 1267 }
1268
1459 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1269 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1460 { 1270 {
1461 tmp = arrow; 1271 tmp = arrow;
1462 betterby = 2 + arrow->magic + arrow->stats.dam; 1272 betterby = 2 + arrow->magic + arrow->stats.dam;
1463 } 1273 }
1274
1464 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) 1275 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1465 { 1276 {
1466 tmp = arrow; 1277 tmp = arrow;
1467 betterby = 1 + arrow->magic + arrow->stats.dam; 1278 betterby = 1 + arrow->magic + arrow->stats.dam;
1468 } 1279 }
1469 } 1280 }
1470 } 1281 }
1471 } 1282 }
1283
1472 if (tmp == NULL && arrow == NULL) 1284 if (tmp == NULL && arrow == NULL)
1473 return find_arrow (op, type); 1285 return find_arrow (op, type);
1474 1286
1475 *better = betterby; 1287 *better = betterby;
1476 return tmp; 1288 return tmp;
1480 * find_better_arrow to find a decent arrow to use. 1292 * find_better_arrow to find a decent arrow to use.
1481 * op = the shooter 1293 * op = the shooter
1482 * type = bow->race 1294 * type = bow->race
1483 * dir = fire direction 1295 * dir = fire direction
1484 */ 1296 */
1485 1297static object *
1486object *
1487pick_arrow_target (object *op, const char *type, int dir) 1298pick_arrow_target (object *op, shstr_cmp type, int dir)
1488{ 1299{
1489 object *tmp = NULL; 1300 object *tmp = NULL;
1490 maptile *m; 1301 maptile *m;
1491 int i, mflags, found, number; 1302 int i, mflags, found, number;
1492 sint16 x, y; 1303 sint16 x, y;
1507 for (i = 0, found = 0; i < 20; i++) 1318 for (i = 0, found = 0; i < 20; i++)
1508 { 1319 {
1509 x += freearr_x[dir]; 1320 x += freearr_x[dir];
1510 y += freearr_y[dir]; 1321 y += freearr_y[dir];
1511 mflags = get_map_flags (m, &m, x, y, &x, &y); 1322 mflags = get_map_flags (m, &m, x, y, &x, &y);
1323
1512 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) 1324 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1513 { 1325 {
1514 tmp = NULL; 1326 tmp = 0;
1515 break; 1327 break;
1516 } 1328 }
1517 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)
1518 { 1330 {
1519 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1331 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1520 * perhaps a bad assumption. 1332 * perhaps a bad assumption.
1521 */ 1333 */
1522 tmp = NULL; 1334 tmp = 0;
1523 break; 1335 break;
1524 } 1336 }
1337
1525 if (mflags & P_IS_ALIVE) 1338 if (mflags & P_IS_ALIVE)
1526 {
1527 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)
1528 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 1340 if (tmp->flag [FLAG_ALIVE])
1529 {
1530 found++;
1531 break;
1532 }
1533 if (found)
1534 break; 1341 break;
1535 }
1536 } 1342 }
1537 if (tmp == NULL) 1343
1344 if (!tmp)
1538 return find_arrow (op, type); 1345 return find_arrow (op, type);
1539 1346
1540 if (tmp->head) 1347 if (tmp->head)
1541 tmp = tmp->head; 1348 tmp = tmp->head;
1542 1349
1543 return find_better_arrow (op, tmp, type, &i); 1350 return find_better_arrow (op, tmp, type, &i);
1544} 1351}
1545 1352
1546/* 1353/*
1547 * Creature fires a bow - op can be monster or player. Returns 1354 * Creature fires a bow - op can be monster or player. Returns
1548 * 1 if bow was actually fired, 0 otherwise. 1355 * 1 if bow was actually fired, 0 otherwise.
1549 * op is the object firing the bow. 1356 * op is the object firing the bow.
1550 * part is for multipart creatures - the part firing the bow. 1357 * part is for multipart creatures - the part firing the bow.
1551 * dir is the direction of fire. 1358 * dir is the direction of fire.
1552 * 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)
1555 */ 1362 */
1556int 1363int
1557fire_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)
1558{ 1365{
1559 object *left, *bow; 1366 object *left, *bow;
1560 int bowspeed, mflags; 1367 int mflags;
1561 maptile *m; 1368 maptile *m;
1562 1369
1563 if (!dir) 1370 if (!dir)
1564 { 1371 {
1565 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!");
1566 return 0; 1373 return 0;
1567 } 1374 }
1568 1375
1569 if (op->type == PLAYER) 1376 if (op->contr)
1570 bow = op->contr->ranges[range_bow]; 1377 bow = op->current_weapon;
1571 else 1378 else
1572 { 1379 {
1573 for (bow = op->inv; bow; bow = bow->below) 1380 for (bow = op->inv; bow; bow = bow->below)
1574 /* 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
1575 * 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.
1580 if (!bow) 1387 if (!bow)
1581 { 1388 {
1582 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1389 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1583 return 0; 1390 return 0;
1584 } 1391 }
1392
1393 // optimisation: move object to top so we will find it quickly again
1394 splay (bow);
1585 } 1395 }
1586 1396
1587 if (!bow->race || !bow->skill) 1397 if (!bow->race || !bow->skill)
1588 { 1398 {
1589 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);
1590 return 0; 1400 return 0;
1591 } 1401 }
1592
1593 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1594
1595 /* penalize ROF for bestarrow */
1596 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1597 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1598
1599 if (bowspeed < 1)
1600 bowspeed = 1;
1601 1402
1602 if (arrow == NULL) 1403 if (arrow == NULL)
1603 { 1404 {
1604 if ((arrow = find_arrow (op, bow->race)) == NULL) 1405 if ((arrow = find_arrow (op, bow->race)) == NULL)
1605 { 1406 {
1606 if (op->type == PLAYER) 1407 if (op->type == PLAYER)
1607 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);
1608 /* 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 */
1609 else 1410 else
1610 CLEAR_FLAG (op, FLAG_READY_BOW); 1411 op->clr_flag (FLAG_READY_BOW);
1412
1611 return 0; 1413 return 0;
1612 } 1414 }
1613 } 1415 }
1614 1416
1615 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1417 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1623 } 1425 }
1624 1426
1625 /* this should not happen, but sometimes does */ 1427 /* this should not happen, but sometimes does */
1626 if (arrow->nrof == 0) 1428 if (arrow->nrof == 0)
1627 { 1429 {
1430 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1628 arrow->destroy (); 1431 arrow->destroy ();
1629 return 0; 1432 return 0;
1630 } 1433 }
1631 1434
1632 left = arrow; /* these are arrows left to the player */ 1435 left = arrow; /* these are arrows left to the player */
1633 arrow = get_split_ob (arrow, 1); 1436 arrow = arrow->split ();
1634 if (!arrow) 1437 if (!arrow)
1635 { 1438 {
1636 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);
1637 return 0; 1440 return 0;
1638 } 1441 }
1639 1442
1640 arrow->set_owner (op); 1443 arrow->set_owner (op);
1641 arrow->skill = bow->skill; 1444 arrow->skill = bow->skill;
1642 arrow->direction = dir; 1445 arrow->direction = dir;
1643 1446
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;
1478
1644 if (op->type == PLAYER) 1479 if (op->type == PLAYER)
1645 { 1480 {
1646 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1647 op->update_stats ();
1648 }
1649
1650 SET_ANIMATION (arrow, arrow->direction);
1651 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1652 arrow->stats.hp = arrow->stats.dam;
1653 arrow->stats.grace = arrow->attacktype;
1654 if (arrow->slaying != NULL)
1655 arrow->spellarg = strdup (arrow->slaying);
1656
1657 /* Note that this was different for monsters - they got their level
1658 * added to the damage. I think the strength bonus is more proper.
1659 */
1660
1661 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1662
1663 /* update the speed */
1664 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1665 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1666
1667 arrow->set_speed (max (arrow->speed, 1.0));
1668 arrow->speed_left = 0;
1669
1670 if (op->type == PLAYER)
1671 {
1672 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1673 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1674 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1675
1676 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;
1677 } 1488 }
1678 else 1489 else
1679 { 1490 {
1680 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1681 arrow->level = op->level; 1491 arrow->level = op->level;
1682 } 1492 arrow->stats.wc -= bow->magic;
1683 1493
1684 if (arrow->attacktype == AT_PHYSICAL) 1494 if (!arrow->slaying)
1495 arrow->slaying = bow->slaying;
1496
1685 arrow->attacktype |= bow->attacktype; 1497 arrow->attacktype |= bow->attacktype;
1498 }
1686 1499
1687 if (bow->slaying) 1500 wc -= arrow->level;
1688 arrow->slaying = bow->slaying; 1501 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1689 1502
1503 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1690 arrow->move_type = MOVE_FLY_LOW; 1504 arrow->move_type = MOVE_FLY_LOW;
1691 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1505 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1506 arrow->set_flag (FLAG_NO_PICK);
1692 1507
1693 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1508 op->play_sound (sound_find ("fire_arrow"));
1694 m->insert (arrow, sx, sy, op); 1509 m->insert (arrow, sx, sy, op);
1695 1510
1696 if (!arrow->destroyed ()) 1511 if (!arrow->destroyed ())
1697 move_arrow (arrow); 1512 move_arrow (arrow);
1698
1699 if (op->type == PLAYER)
1700 {
1701 if (left->destroyed ())
1702 esrv_del_item (op->contr, left->count);
1703 else
1704 esrv_send_item (op, left);
1705 }
1706 1513
1707 return 1; 1514 return 1;
1708} 1515}
1709 1516
1710/* Special fire code for players - this takes into 1517/* Special fire code for players - this takes into
1712 * but monsters can't. Putting that code here 1519 * but monsters can't. Putting that code here
1713 * makes the fire_bow code much cleaner. 1520 * makes the fire_bow code much cleaner.
1714 * this function should only be called if 'op' is a player, 1521 * this function should only be called if 'op' is a player,
1715 * hence the function name. 1522 * hence the function name.
1716 */ 1523 */
1717int 1524static int
1718player_fire_bow (object *op, int dir) 1525player_fire_bow (object *op, int dir)
1719{ 1526{
1720 int ret = 0, wcmod = 0; 1527 int ret;
1721 1528
1722 if (op->contr->bowtype == bow_bestarrow) 1529 if (op->contr->bowtype == bow_bestarrow)
1723 { 1530 {
1724 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);
1725 } 1532 }
1726 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)
1727 { 1534 {
1728 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1535 int wcmod = similar_direction (dir, op->contr->bowtype - bow_n + 1) ? 0 : -1;
1729 wcmod = -1;
1730
1731 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);
1732 } 1537 }
1733 else if (op->contr->bowtype == bow_threewide) 1538 else if (op->contr->bowtype == bow_threewide)
1734 { 1539 {
1735 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);
1736 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)]);
1737 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)]);
1738 } 1543 }
1739 else if (op->contr->bowtype == bow_spreadshot) 1544 else if (op->contr->bowtype == bow_spreadshot)
1740 { 1545 {
1741 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);
1742 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);
1743 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);
1744
1745 } 1549 }
1746 else 1550 else
1747 { 1551 {
1748 /* Simple case */ 1552 /* Simple case */
1749 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);
1750 } 1554 }
1555
1751 return ret; 1556 return ret;
1752} 1557}
1753
1754 1558
1755/* Fires a misc (wand/rod/horn) object in 'dir'. 1559/* Fires a misc (wand/rod/horn) object in 'dir'.
1756 * Broken apart from 'fire' to keep it more readable. 1560 * Broken apart from 'fire' to keep it more readable.
1757 */ 1561 */
1758void 1562static void
1759fire_misc_object (object *op, int dir) 1563fire_misc_object (object *op, int dir)
1760{ 1564{
1761 object *item; 1565 object *item = op->contr->ranged_ob;
1762 1566
1763 if (!op->contr->ranges[range_misc]) 1567 if (!item)
1764 { 1568 {
1765 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.");
1766 return; 1570 return;
1767 } 1571 }
1768 1572
1769 item = op->contr->ranges[range_misc];
1770 if (!item->inv) 1573 if (!item->inv)
1771 { 1574 {
1772 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1575 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1773 return; 1576 return;
1774 } 1577 }
1578
1579 if (!op->apply (item))
1580 return;
1581
1775 if (item->type == WAND) 1582 if (item->type == WAND)
1776 { 1583 {
1777 if (item->stats.food <= 0) 1584 if (item->stats.food <= 0)
1778 { 1585 {
1779 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1586 op->contr->play_sound (sound_find ("wand_poof"));
1780 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
1781 return; 1589 return;
1782 } 1590 }
1783 } 1591 }
1784 else if (item->type == ROD || item->type == HORN) 1592 else if (item->type == ROD || item->type == HORN)
1785 { 1593 {
1786 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))
1787 { 1599 {
1788 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1600 op->contr->play_sound (sound_find ("wand_poof"));
1601
1789 if (item->type == ROD) 1602 if (item->type == ROD)
1790 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));
1791 else 1604 else
1792 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
1793 return; 1607 return;
1794 } 1608 }
1795 } 1609 }
1796 1610
1797 if (cast_spell (op, item, dir, item->inv, NULL)) 1611 if (cast_spell (op, item, dir, item->inv, NULL))
1798 { 1612 {
1799 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
1800 if (item->type == WAND) 1615 if (item->type == WAND)
1801 { 1616 {
1802 if (!(--item->stats.food)) 1617 if (!(--item->stats.food))
1803 { 1618 {
1804 object *tmp;
1805
1806 if (item->arch) 1619 if (item->arch)
1807 { 1620 {
1808 CLEAR_FLAG (item, FLAG_ANIMATE); 1621 item->clr_flag (FLAG_ANIMATE);
1809 item->face = item->arch->clone.face; 1622 item->face = item->arch->face;
1810 item->set_speed (0); 1623 item->set_speed (0);
1811 } 1624 }
1812 1625
1813 if ((tmp = item->in_player ())) 1626 if (object *pl = item->visible_to ())
1814 esrv_update_item (UPD_ANIM, tmp, item); 1627 esrv_update_item (UPD_ANIM, pl, item);
1815 } 1628 }
1816 } 1629 }
1817 else if (item->type == ROD || item->type == HORN) 1630 else if (item->type == ROD || item->type == HORN)
1818 drain_rod_charge (item); 1631 drain_rod_charge (item);
1819 } 1632 }
1820} 1633}
1821 1634
1822/* Received a fire command for the player - go and do it. 1635/* Received a fire command for the player - go and do it.
1823 */ 1636 */
1824void 1637bool
1825fire (object *op, int dir) 1638fire (object *who, int dir)
1826{ 1639{
1827 int spellcost = 0; 1640 int spellcost = 0;
1828 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
1829 /* check for loss of invisiblity/hide */ 1663 /* check for loss of invisiblity/hide */
1830 if (action_makes_visible (op)) 1664 if (action_makes_visible (who))
1831 make_visible (op); 1665 make_visible (who);
1832 1666
1833 switch (op->contr->shoottype) 1667 switch (ob->type)
1834 { 1668 {
1835 case range_none: 1669 case BOW:
1836 return;
1837
1838 case range_bow:
1839 player_fire_bow (op, dir); 1670 player_fire_bow (who, dir);
1840 return; 1671 break;
1841 1672
1842 case range_magic: /* Casting spells */ 1673 case SPELL:
1843 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);
1844 return; 1675 break;
1845 1676
1846 case range_misc: 1677 case BUILDER:
1847 fire_misc_object (op, dir);
1848 return;
1849
1850 case range_golem: /* Control summoned monsters from scrolls */
1851 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
1852 {
1853 op->contr->ranges[range_golem] = 0;
1854 op->contr->shoottype = range_none;
1855 }
1856 else
1857 control_golem (op->contr->ranges[range_golem], dir);
1858 return;
1859
1860 case range_skill:
1861 if (!op->chosen_skill)
1862 {
1863 if (op->type == PLAYER)
1864 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
1865 return;
1866 }
1867 (void) do_skill (op, op, op->chosen_skill, dir, NULL);
1868 return;
1869 case range_builder:
1870 apply_map_builder (op, dir); 1678 apply_map_builder (who, dir);
1871 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
1872 default: 1689 default:
1873 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type."); 1690 fire_misc_object (who, dir);
1874 return; 1691 break;
1875 } 1692 }
1876}
1877 1693
1694 return true;
1695}
1878 1696
1879 1697static object *
1880/* find_key
1881 * We try to find a key for the door as passed. If we find a key
1882 * and successfully use it, we return the key, otherwise NULL
1883 * This function merges both normal and locked door, since the logic
1884 * for both is the same - just the specific key is different.
1885 * pl is the player,
1886 * inv is the objects inventory to searched
1887 * door is the door we are trying to match against.
1888 * This function can be called recursively to search containers.
1889 */
1890
1891object *
1892find_key (object *pl, object *container, object *door) 1698find_key_ (object *pl, object *container, object *door)
1893{ 1699{
1894 object *tmp, *key; 1700 object *tmp, *key;
1895 1701
1896 /* Should not happen, but sanity checking is never bad */ 1702 /* Should not happen, but sanity checking is never bad */
1897 if (container->inv == NULL) 1703 if (!container->inv)
1898 return NULL; 1704 return 0;
1899 1705
1900 /* 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 */
1901 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1707 for (tmp = container->inv; tmp; tmp = tmp->below)
1902 { 1708 {
1903 if (door->type == DOOR && tmp->type == KEY) 1709 if (door->type == DOOR && tmp->type == KEY)
1904 break; 1710 break;
1711
1905 /* For sanity, we should really check door type, but other stuff 1712 /* For sanity, we should really check door type, but other stuff
1906 * (like containers) can be locked with special keys 1713 * (like containers) can be locked with special keys
1907 */ 1714 */
1908 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1715 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1909 break; 1716 break;
1910 } 1717 }
1718
1911 /* No key found - lets search inventories now */ 1719 /* No key found - lets search inventories now */
1912 /* 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.
1913 * 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
1914 * a key, return 1722 * a key, return
1915 */ 1723 */
1916 if (!tmp) 1724 if (!tmp)
1917 { 1725 {
1918 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1726 for (tmp = container->inv; tmp; tmp = tmp->below)
1919 {
1920 /* No reason to search empty containers */ 1727 /* No reason to search empty containers */
1921 if (tmp->type == CONTAINER && tmp->inv) 1728 if (tmp->type == CONTAINER && tmp->inv)
1922 {
1923 if ((key = find_key (pl, tmp, door)) != NULL) 1729 if ((key = find_key_ (pl, tmp, door)))
1924 return key; 1730 return key;
1925 } 1731
1926 }
1927 if (!tmp) 1732 if (!tmp)
1928 return NULL; 1733 return 0;
1929 } 1734 }
1735
1930 /* 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,
1931 * see if we actually want to use it 1737 * see if we actually want to use it
1932 */ 1738 */
1933 if (pl != container) 1739 if (pl != container)
1934 { 1740 {
1935 /* Only let players use keys in containers */ 1741 /* Only let players use keys in containers */
1936 if (!pl->contr) 1742 if (!pl->contr)
1937 return NULL; 1743 return 0;
1744
1938 /* cases where this fails: 1745 /* cases where this fails:
1939 * If we only search the player inventory, return now since we 1746 * If we only search the player inventory, return now since we
1940 * are not in the players inventory. 1747 * are not in the players inventory.
1941 * If the container is not active, return now since only active 1748 * If the container is not active, return now since only active
1942 * containers can be used. 1749 * containers can be used.
1946 * inv must have been an container and must have been active. 1753 * inv must have been an container and must have been active.
1947 * 1754 *
1948 * Change the color so that the message doesn't disappear with 1755 * Change the color so that the message doesn't disappear with
1949 * all the others. 1756 * all the others.
1950 */ 1757 */
1951 if (pl->contr->usekeys == key_inventory || 1758 if (pl->contr->usekeys == key_inventory
1952 !QUERY_FLAG (container, FLAG_APPLIED) || 1759 || !container->flag [FLAG_APPLIED]
1953 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys")))) 1760 || (pl->contr->usekeys == keyrings && container->race != shstr_keys))
1954 { 1761 {
1955 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1762 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1956 "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));
1957 return NULL; 1764 return NULL;
1958 } 1765 }
1959 } 1766 }
1767
1960 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);
1961} 1794}
1962 1795
1963/* moved door processing out of move_player_attack. 1796/* moved door processing out of move_player_attack.
1964 * returns 1 if player has opened the door with a key 1797 * returns 1 if player has opened the door with a key
1965 * such that the caller should not do anything more, 1798 * such that the caller should not do anything more,
1966 * 0 otherwise 1799 * 0 otherwise
1967 */ 1800 */
1968static int 1801static int
1969player_attack_door (object *op, object *door) 1802player_attack_door (object *op, object *door)
1970{ 1803{
1971 /* 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,
1972 * 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 -
1973 * otherwise, we fall through to the rest of the code. 1806 * otherwise, we fall through to the rest of the code.
1974 */ 1807 */
1975 object *key = find_key (op, op, door); 1808 object *key = find_key (op, op, door);
1976 1809
1977 /* IF we found a key, do some extra work */ 1810 /* If we found a key, do some extra work */
1978 if (key) 1811 if (key)
1979 { 1812 {
1980 object *container = key->env; 1813 object *container = key->env;
1981 1814
1982 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1983 if (action_makes_visible (op)) 1815 if (action_makes_visible (op))
1984 make_visible (op); 1816 make_visible (op);
1817
1985 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1818 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1986 spring_trap (door->inv, op); 1819 spring_trap (door->inv, op);
1820
1987 if (door->type == DOOR) 1821 if (door->type == DOOR)
1988 {
1989 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 */
1990 }
1991 else if (door->type == LOCKED_DOOR) 1823 else if (door->type == LOCKED_DOOR)
1992 { 1824 {
1993 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);
1994 remove_door2 (door); /* remove door without violence ;-) */ 1826 remove_door2 (door); /* remove door without violence ;-) */
1995 } 1827 }
1828
1996 /* Do this after we print the message */ 1829 /* Do this after we print the message */
1997 decrease_ob (key); /* Use up one of the keys */ 1830 key->decrease (); /* Use up one of the keys */
1998 /* Need to update the weight the container the key was in */ 1831
1999 if (container != op)
2000 esrv_update_item (UPD_WEIGHT, op, container);
2001 return 1; /* Nothing more to do below */ 1832 return 1; /* Nothing more to do below */
2002 } 1833 }
2003 else if (door->type == LOCKED_DOOR) 1834 else if (door->type == LOCKED_DOOR)
2004 { 1835 {
2005 /* Might as well return now - no other way to open this */ 1836 /* Might as well return now - no other way to open this */
2006 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...");
2007 return 1; 1838 return 1;
2008 } 1839 }
1840
2009 return 0; 1841 return 0;
2010} 1842}
2011 1843
2012/* This function is just part of a breakup from move_player. 1844/* This function is just part of a breakup from move_player.
2013 * It should keep the code cleaner. 1845 * It should keep the code cleaner.
2014 * When this is called, the players direction has been updated 1846 * When this is called, the players direction has been updated
2015 * (taking into account confusion.) The player is also actually 1847 * (taking into account confusion.) The player is also actually
2016 * going to try and move (not fire weapons). 1848 * going to try and move (not fire weapons).
2017 */ 1849 */
2018void 1850bool
2019move_player_attack (object *op, int dir) 1851move_player_attack (object *op, int dir)
2020{ 1852{
2021 object *tmp, *mon; 1853 if (!op->contr->braced && op->speed_left > 0.f && op->move (dir))
2022 sint16 nx, ny; 1854 {
2023 int on_battleground; 1855 --op->speed_left;
2024 maptile *m; 1856 return true;
1857 }
2025 1858
2026 nx = freearr_x[dir] + op->x; 1859 sint16 nx = freearr_x[dir] + op->x;
2027 ny = freearr_y[dir] + op->y; 1860 sint16 ny = freearr_y[dir] + op->y;
2028 1861
2029 on_battleground = op_on_battleground (op, 0, 0); 1862 if (out_of_map (op->map, nx, ny))
1863 return false;
2030 1864
2031 /* 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
2032 * 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
2033 * 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
2034 * player. This is a pretty nasty hack, because if we could 1868 * player. This is a pretty nasty hack, because if we could
2035 * 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
2036 * 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
2037 * 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
2038 * move_ob uses. 1872 * move_ob uses.
2039 */ 1873 */
2040 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;
2041 { 1889 }
2042 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)
2043 { 1896 {
2044 m = op->map->xy_find (nx, ny); 1897 if (ob->move_block == MOVE_ALL)
2045 if (!m) 1898 move_into_wall (op, ob);
2046 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;
2047 } 1961 }
2048 else 1962 else
2049 m = op->map;
2050
2051 if (!(tmp = m->at (nx, ny).bot))
2052 return; 1963 return false;
1964 }
2053 1965
2054 mon = 0; 1966 bool on_battleground = op_on_battleground (op, 0, 0);
2055 /* Go through all the objects, and find ones of interest. Only stop if
2056 * we find a monster - that is something we know we want to attack.
2057 * if its a door or barrel (can roll) see if there may be monsters
2058 * on the space
2059 */
2060 while (tmp)
2061 {
2062 if (tmp == op)
2063 {
2064 tmp = tmp->above;
2065 continue;
2066 }
2067 1967
2068 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2069 {
2070 mon = tmp;
2071 break;
2072 }
2073
2074 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2075 mon = tmp;
2076
2077 tmp = tmp->above;
2078 }
2079
2080 if (!mon) /* This happens anytime the player tries to move */
2081 return; /* into a wall */
2082
2083 if (mon->head)
2084 mon = mon->head;
2085
2086 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2087 if (player_attack_door (op, mon))
2088 return;
2089
2090 /* The following deals with possibly attacking peaceful
2091 * or frienddly creatures. Basically, all players are considered
2092 * unaggressive. If the moving player has peaceful set, then the
2093 * object should be pushed instead of attacked. It is assumed that
2094 * if you are braced, you will not attack friends accidently,
2095 * and thus will not push them.
2096 */
2097
2098 /* If the creature is a pet, push it even if the player is not
2099 * peaceful. Our assumption is the creature is a pet if the
2100 * player owns it and it is either friendly or unagressive.
2101 */
2102 if ((op->type == PLAYER)
2103#if COZY_SERVER
2104 &&
2105 ((mon->owner && mon->owner->contr
2106 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op)
2107#else
2108 && mon->owner == op
2109#endif
2110 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2111 {
2112 /* If we're braced, we don't want to switch places with it */
2113 if (op->contr->braced)
2114 return;
2115
2116 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2117 (void) push_ob (mon, dir, op);
2118 if (op->contr->tmp_invis || op->hide)
2119 make_visible (op);
2120
2121 return;
2122 }
2123
2124 /* in certain circumstances, you shouldn't attack friendly 1968 /* in certain circumstances, you shouldn't attack friendly
2125 * creatures. Note that if you are braced, you can't push 1969 * creatures. Note that if you are braced, you can't push
2126 * 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
2127 * attack them either. 1971 * attack them either.
2128 */ 1972 */
2129 if ((mon->type == PLAYER || mon->enemy != op) && 1973 if ((mon->type == PLAYER || mon->enemy != op)
2130 (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])
2131#ifdef PROHIBIT_PLAYERKILL
2132 (op->contr->peaceful 1975 && ((op->contr->peaceful
2133 || (mon->type == PLAYER 1976 || (mon->type == PLAYER && mon->contr->peaceful))
2134 && mon->contr->
2135 peaceful)) &&
2136#else
2137 op->contr->peaceful &&
2138#endif
2139 !on_battleground)) 1977 && !on_battleground))
1978 {
1979 if (op->speed_left > 0.f)
2140 { 1980 {
1981 --op->speed_left;
1982
2141 if (!op->contr->braced) 1983 if (!op->contr->braced)
2142 { 1984 {
2143 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 1985 op->play_sound (sound_find ("push_player"));
2144 push_ob (mon, dir, op); 1986 push_ob (mon, dir, op);
2145 } 1987 }
2146 else 1988 else
2147 new_draw_info (0, 0, op, "You withhold your attack"); 1989 op->statusmsg ("You withhold your attack");
2148 1990
2149 if (op->contr->tmp_invis || op->hide) 1991 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
2150 make_visible (op); 1992 make_visible (op);
2151 }
2152 1993
1994 return true;
1995 }
1996 }
2153 /* If the object is a boulder or other rollable object, then 1997 /* If the object is a boulder or other rollable object, then
2154 * 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.
2155 */ 1999 */
2156 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)
2157 { 2003 {
2004 --op->speed_left;
2005
2158 recursive_roll (mon, dir, op); 2006 recursive_roll (mon, dir, op);
2159 if (action_makes_visible (op)) 2007 if (action_makes_visible (op))
2160 make_visible (op); 2008 make_visible (op);
2161 }
2162 2009
2010 return true;
2011 }
2012 }
2163 /* Any generic living creature. Including things like doors. 2013 /* Any generic living creature. Including things like doors.
2164 * 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
2165 * and be living. Then, it must be one of the following: 2015 * and be living. Then, it must be one of the following:
2166 * 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
2167 * 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.
2168 */ 2018 */
2169 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2019 else if ((mon->stats.hp >= 0) && mon->flag [FLAG_ALIVE] &&
2170 ((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)))
2171 { 2021 {
2172 2022 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2173 /* If the player hasn't hit something this tick, and does
2174 * so, give them speed boost based on weapon speed. Doing
2175 * it here is better than process_players2, which basically
2176 * incurred a 1 tick offset.
2177 */
2178 if (!op->contr->has_hit)
2179 { 2023 {
2180 op->speed_left += op->speed / op->contr->weapon_sp; 2024 --op->contr->weapon_sp_left;
2181
2182 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2183 }
2184 2025
2185 skill_attack (mon, op, 0, 0, 0); 2026 skill_attack (mon, op, 0, 0, 0);
2186
2187 /* If attacking another player, that player gets automatic
2188 * hitback, and doesn't loose luck either.
2189 * Disable hitback on the battleground or if the target is
2190 * the wiz.
2191 */
2192 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2193 {
2194 short luck = mon->stats.luck;
2195
2196 mon->contr->has_hit = 1;
2197 skill_attack (op, mon, 0, 0, 0);
2198 mon->stats.luck = luck;
2199 }
2200 2027
2201 if (action_makes_visible (op)) 2028 if (action_makes_visible (op))
2202 make_visible (op); 2029 make_visible (op);
2203 }
2204 } /* if player should attack something */
2205}
2206 2030
2207int 2031 return true;
2032 }
2033 }
2034
2035 return false;
2036}
2037
2038bool
2208move_player (object *op, int dir) 2039move_player (object *op, int dir)
2209{ 2040{
2210 int pick;
2211
2212 if (!op->map || op->map->in_memory != MAP_IN_MEMORY) 2041 if (!op->map || op->map->state != MAP_ACTIVE)
2213 return 0; 2042 return 0;
2214 2043
2215 /* Sanity check: make sure dir is valid */ 2044 /* Sanity check: make sure dir is valid */
2216 if ((dir < 0) || (dir >= 9)) 2045 if (dir < 0 || dir > 8)
2217 { 2046 {
2218 LOG (llevError, "move_player: invalid direction %d\n", dir); 2047 LOG (llevError, "move_player: invalid direction %d\n", dir);
2219 return 0; 2048 return 0;
2220 } 2049 }
2221 2050
2222 /* peterm: added following line */ 2051 /* peterm: added following line */
2223 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2052 if (op->flag [FLAG_CONFUSED] && dir)
2224 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2053 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2225 2054
2226 op->facing = dir; 2055 op->facing = dir;
2227 2056
2228 if (op->hide) 2057 if (op->flag [FLAG_HIDDEN])
2229 do_hidden_move (op); 2058 do_hidden_move (op);
2230 2059
2060 bool retval;
2061 int pick = 0;
2062
2231 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2063 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2232 /*nop */ ; 2064 retval = RESULT_INT (0);
2233 else if (op->contr->fire_on) 2065 else if (op->contr->fire_on)
2234 fire (op, dir); 2066 retval = fire (op, dir);
2235 else 2067 else
2236 { 2068 {
2237 move_player_attack (op, dir); 2069 retval = move_player_attack (op, dir);
2238 pick = check_pick (op); 2070 pick = check_pick (op);
2239 } 2071 }
2240 2072
2241 /* 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
2242 * server can handle repeat firing. 2074 * server can handle repeat firing.
2249 /* Update how the player looks. Use the facing, so direction may 2081 /* Update how the player looks. Use the facing, so direction may
2250 * get reset to zero. This allows for full animation capabilities 2082 * get reset to zero. This allows for full animation capabilities
2251 * for players. 2083 * for players.
2252 */ 2084 */
2253 animate_object (op, op->facing); 2085 animate_object (op, op->facing);
2254 return 0; 2086
2087 return retval;
2255} 2088}
2256 2089
2257/* 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
2258 * new client/server stuff. 2091 * new client/server stuff.
2259 * 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
2260 * the new speed values for commands. 2093 * the new speed values for commands.
2261 * 2094 *
2262 * 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.
2263 */ 2098 */
2264int 2099bool
2265handle_newcs_player (object *op) 2100handle_newcs_player (object *op)
2266{ 2101{
2267 if (op->contr->hidden) 2102 if (op->flag [FLAG_SCARED])
2268 {
2269 op->invisible = 1000;
2270 /* the socket code flashes the player visible/invisible
2271 * depending on the value of invisible, so we need to
2272 * alternate it here for it to work correctly.
2273 */
2274 if (pticks & 2)
2275 op->invisible--;
2276 } 2103 {
2277 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS))) 2104 if (op->speed_left > 0.f)
2278 {
2279 op->invisible--;
2280 if (!op->invisible)
2281 {
2282 make_visible (op);
2283 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2284 } 2105 {
2285 }
2286
2287 if (QUERY_FLAG (op, FLAG_SCARED))
2288 {
2289 flee_player (op);
2290 /* If player is still scared, that is his action for this tick */
2291 if (QUERY_FLAG (op, FLAG_SCARED))
2292 {
2293 op->speed_left--; 2106 --op->speed_left;
2107 flee_player (op);
2108
2294 return 0; 2109 return true;
2295 } 2110 }
2111 else
2112 return false;
2296 } 2113 }
2297
2298 /* I've been seeing crashes where the golem has been destroyed, but
2299 * the player object still points to the defunct golem. The code that
2300 * destroys the golem looks correct, and it doesn't always happen, so
2301 * put this in a a workaround to clean up the golem pointer.
2302 */
2303 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2304 op->contr->ranges[range_golem] = 0;
2305 2114
2306 /* 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
2307 * the players time has been increased when doericserver has been 2116 * the players time has been increased when doericserver has been
2308 * called, so we recheck it here. 2117 * called, so we recheck it here.
2309 */ 2118 */
2310 if (op->contr->ns->handle_command ()) 2119 if (op->contr->ns->handle_command ())
2311 return 1; 2120 return true;
2312 2121
2313 if (op->speed_left > 0)
2314 {
2315 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2122 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2316 {
2317 /* All move commands take 1 tick, at least for now */
2318 op->speed_left--;
2319
2320 /* Instead of all the stuff below, let move_player take care
2321 * of it. Also, some of the skill stuff is only put in
2322 * there, as well as the confusion stuff.
2323 */
2324 move_player (op, op->direction); 2123 return move_player (op, op->direction);
2325 2124
2326 return op->speed_left > 0;
2327 }
2328 }
2329
2330 return 0; 2125 return false;
2331} 2126}
2332 2127
2333int 2128static int
2334save_life (object *op) 2129save_life (object *op)
2335{ 2130{
2336 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2131 if (!op->flag [FLAG_LIFESAVE])
2337 return 0; 2132 return 0;
2338 2133
2339 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2134 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2340 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2135 if (tmp->flag [FLAG_APPLIED] && tmp->flag [FLAG_LIFESAVE])
2341 { 2136 {
2342 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2137 op->play_sound (sound_find ("ob_evaporate"));
2343 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));
2344 2139
2345 if (op->contr)
2346 esrv_del_item (op->contr, tmp->count);
2347
2348 tmp->destroy (); 2140 tmp->destroy ();
2349 CLEAR_FLAG (op, FLAG_LIFESAVE); 2141 op->clr_flag (FLAG_LIFESAVE);
2350 2142
2351 if (op->stats.hp < 0) 2143 if (op->stats.hp < 0)
2352 op->stats.hp = op->stats.maxhp; 2144 op->stats.hp = op->stats.maxhp;
2353 2145
2354 if (op->stats.food < 0) 2146 if (op->stats.food < 0)
2355 op->stats.food = 999; 2147 op->stats.food = MAX_FOOD;
2356 2148
2357 op->update_stats (); 2149 op->update_stats ();
2358 return 1; 2150 return 1;
2359 } 2151 }
2360 2152
2361 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2153 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2362 CLEAR_FLAG (op, FLAG_LIFESAVE); 2154 op->clr_flag (FLAG_LIFESAVE);
2363 enter_player_savebed (op); /* bring him home. */ 2155 enter_player_savebed (op); /* bring him home. */
2364 return 0; 2156 return 0;
2365} 2157}
2366 2158
2367/* 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
2368 * 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
2369 * 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
2370 * from. 2162 * from.
2371 */ 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
2372void 2180void
2373remove_unpaid_objects (object *op, object *env) 2181object::drop_unpaid_items ()
2374{ 2182{
2375 object *next; 2183 if (!flag [FLAG_REMOVED])
2376 2184 ::drop_unpaid_items (inv, this);
2377 while (op)
2378 {
2379 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2380
2381 if (QUERY_FLAG (op, FLAG_UNPAID))
2382 {
2383 if (env->type == PLAYER)
2384 esrv_del_item (env->contr, op->count);
2385
2386 op->insert_at (env);
2387 }
2388 else if (op->inv)
2389 remove_unpaid_objects (op->inv, env);
2390
2391 op = next;
2392 }
2393}
2394
2395/*
2396 * Returns pointer a static string containing gravestone text
2397 * Moved from apply.c to player.c - player.c is what
2398 * actually uses this function. player.c may not be quite the
2399 * best, a misc file for object actions is probably better,
2400 * but there isn't one in the server directory.
2401 */
2402char *
2403gravestone_text (object *op)
2404{
2405 static char buf2[MAX_BUF];
2406 char buf[MAX_BUF];
2407 time_t now = time (NULL);
2408
2409 strcpy (buf2, " R.I.P.\n\n");
2410 if (op->type == PLAYER)
2411 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2412 else
2413 sprintf (buf, "%s\n", &op->name);
2414
2415 strncat (buf2, " ", 20 - strlen (buf) / 2);
2416 strcat (buf2, buf);
2417 if (op->type == PLAYER)
2418 sprintf (buf, "who was in level %d when killed\n", op->level);
2419 else
2420 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2421
2422 strncat (buf2, " ", 20 - strlen (buf) / 2);
2423 strcat (buf2, buf);
2424 if (op->type == PLAYER)
2425 {
2426 sprintf (buf, "by %s.\n\n", op->contr->killer);
2427 strncat (buf2, " ", 21 - strlen (buf) / 2);
2428 strcat (buf2, buf);
2429 }
2430
2431 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2432 strncat (buf2, " ", 20 - strlen (buf) / 2);
2433 strcat (buf2, buf);
2434
2435 return buf2;
2436} 2185}
2437 2186
2438void 2187void
2439do_some_living (object *op) 2188do_some_living (object *op)
2440{ 2189{
2441 int last_food = op->stats.food; 2190 int last_food = op->stats.food;
2442 int gen_hp, gen_sp, gen_grace; 2191 int gen_hp, gen_sp, gen_grace;
2443 int over_hp, over_sp, over_grace;
2444 int i;
2445 int rate_hp = 1200; 2192 int rate_hp = 1200;
2446 int rate_sp = 2500; 2193 int rate_sp = 2500;
2447 int rate_grace = 2000; 2194 int rate_grace = 2000;
2448 const int max_hp = 1; 2195 const int max_hp = 1;
2449 const int max_sp = 1; 2196 const int max_sp = 1;
2450 const int max_grace = 1; 2197 const int max_grace = 1;
2451 2198
2452 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--;
2453 { 2209 }
2454 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2210 else
2455 if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks) 2211#endif
2456 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 }
2457 } 2219 }
2458 2220
2459 if (op->contr->ns->state == ST_PLAYING) 2221 if (op->contr->ns->state == ST_PLAYING)
2460 { 2222 {
2461 /* these next three if clauses make it possible to SLOW DOWN 2223 /* these next three if clauses make it possible to SLOW DOWN
2482 { 2244 {
2483 gen_grace = op->stats.maxgrace; 2245 gen_grace = op->stats.maxgrace;
2484 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2246 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2485 } 2247 }
2486 2248
2487 /* Regenerate Spell Points */ 2249 /* Regenerate Grace */
2488 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)
2489 { 2252 {
2490 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2491 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)
2492 { 2259 {
2493 op->stats.sp++; 2260 int over_grace = temp / rate_grace;
2494 /* dms do not consume food */ 2261
2495 if (!QUERY_FLAG (op, FLAG_WIZ)) 2262 if (over_grace > 0)
2496 { 2263 {
2497 op->stats.food--; 2264 op->stats.sp += over_grace + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > (temp % rate_grace)) ? -1 : 0;
2498 if (op->contr->digestion < 0) 2265 op->last_grace = 0;
2499 op->stats.food += op->contr->digestion;
2500 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2501 op->stats.food = last_food;
2502 } 2266 }
2267 else
2268 op->last_grace = rate_grace / temp;
2503 } 2269 }
2270 else
2271 op->last_grace = rate_grace / temp;
2504 2272
2505 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)
2506 { 2280 {
2507 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);
2508 if (over_sp > 0) 2282
2283 if (op->stats.sp < op->stats.maxsp)
2509 { 2284 {
2510 if (op->stats.sp < op->stats.maxsp) 2285 op->stats.sp++;
2286
2287 /* dms do not consume food */
2288 if (!op->flag [FLAG_WIZ])
2511 { 2289 {
2512 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2513
2514 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2515 op->stats.sp--; 2290 op->stats.food--;
2516 2291
2517 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))
2518 op->stats.sp = op->stats.maxsp; 2295 op->stats.food = last_food;
2519 } 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
2520 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);
2521 } 2319 }
2522 else 2320 else
2523 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);
2524 } 2322 }
2525 else
2526 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2527 }
2528 2323
2529 /* Regenerate Grace */ 2324 /* Regenerate Hit Points */
2530 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2531 if (--op->last_grace < 0) 2325 if (--op->last_heal < 0)
2532 {
2533 if (op->stats.grace < op->stats.maxgrace / 2)
2534 op->stats.grace++; /* no penalty in food for regaining grace */
2535
2536 if (max_grace > 1)
2537 { 2326 {
2538 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2327 if (op->stats.hp < op->stats.maxhp)
2539 if (over_grace > 0)
2540 { 2328 {
2541 op->stats.sp += over_grace 2329 op->stats.hp++;
2542 + (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;
2543 op->last_grace = 0; 2352 op->last_heal = 0;
2353 }
2354 else
2355 op->last_heal = rate_hp / temp;
2544 } 2356 }
2545 else 2357 else
2546 {
2547 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2548 }
2549 }
2550 else
2551 {
2552 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2553 }
2554 /* wearing stuff doesn't detract from grace generation. */
2555 }
2556
2557 /* Regenerate Hit Points */
2558 if (--op->last_heal < 0)
2559 {
2560 if (op->stats.hp < op->stats.maxhp)
2561 {
2562 op->stats.hp++;
2563 /* dms do not consume food */
2564 if (!QUERY_FLAG (op, FLAG_WIZ))
2565 {
2566 op->stats.food--;
2567 if (op->contr->digestion < 0)
2568 op->stats.food += op->contr->digestion;
2569 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2570 op->stats.food = last_food;
2571 }
2572 }
2573
2574 if (max_hp > 1)
2575 {
2576 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2577 if (over_hp > 0)
2578 {
2579 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2580 op->last_heal = 0; 2358 op->last_heal = rate_hp / temp;
2581 }
2582 else
2583 {
2584 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2585 }
2586 }
2587 else
2588 {
2589 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2590 } 2359 }
2591 } 2360 }
2592 2361
2593 /* Digestion */ 2362 /* Digestion */
2594 if (--op->last_eat < 0) 2363 if (--op->last_eat < 0)
2595 { 2364 {
2596#ifdef COZY_SERVER 2365 int bonus = max (0, op->contr->digestion),
2597 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion; 2366 penalty = max (0, -op->contr->digestion);
2598 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2599#else
2600 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2601#endif
2602 2367
2603 if (op->contr->gen_hp > 0)
2604 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);
2605 else
2606 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2607 2369
2608 /* dms do not consume food */ 2370 /* dms do not consume food */
2609 if (!QUERY_FLAG (op, FLAG_WIZ)) 2371 if (!op->flag [FLAG_WIZ])
2610 op->stats.food--; 2372 op->stats.food--;
2611 } 2373 }
2612 2374
2613 if (op->stats.food < 0 && op->stats.hp >= 0) 2375 if (op->stats.food < 0 && op->stats.hp >= 0)
2614 { 2376 {
2615 object *tmp, *flesh = 0; 2377 object *flesh = 0;
2616 2378
2617 for (tmp = op->inv; tmp; tmp = tmp->below) 2379 for_inv_removable (op, tmp)
2618 { 2380 {
2619 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)
2620 { 2385 {
2621 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2386 op->statusmsg ("You blindly grab for a bite of food. "
2622 { 2387 "H<To prevent you from starving, you ate some random item from your backpack.>");
2623 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2388 op->apply (tmp);
2624 manual_apply (op, tmp, 0); 2389
2625 if (op->stats.food >= 0 || op->stats.hp < 0) 2390 if (op->stats.food >= 0 || op->stats.hp < 0)
2626 break; 2391 break;
2627 } 2392 }
2628 else if (tmp->type == FLESH) 2393 else if (tmp->type == FLESH)
2629 flesh = tmp; 2394 flesh = tmp;
2630 } /* End if paid for object */ 2395 }
2631 } /* end of for loop */
2632 2396
2633 /* 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
2634 * eat flesh instead. 2398 * eat flesh instead.
2635 */ 2399 */
2636 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2400 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2637 { 2401 {
2638 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.>");
2639 manual_apply (op, flesh, 0); 2404 op->apply (flesh);
2640 } 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)
2641 } 2414 {
2415 op->stats.hp += op->stats.food;
2416 op->stats.food = 0;
2642 2417
2643 while (op->stats.food < 0 && op->stats.hp >= 0) 2418 if (op->stats.hp < 0)
2644 op->stats.food++, op->stats.hp--; 2419 {
2420 op->contr->killer = archetype::get ("killer_starvation");
2421 op->contr->killer->destroy ();
2422 }
2423 }
2645 2424
2425 /* killer should be set here already */
2646 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2426 if (op->stats.hp < 0 && !op->flag [FLAG_WIZ])
2647 kill_player (op); 2427 kill_player (op);
2648 } 2428 }
2649} 2429}
2650 2430
2651/* 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.
2654 * file. 2434 * file.
2655 */ 2435 */
2656void 2436void
2657kill_player (object *op) 2437kill_player (object *op)
2658{ 2438{
2659 char buf[MAX_BUF];
2660 int x, y; 2439 int x, y;
2661
2662 //int i;
2663 maptile *map; /* this is for resurrection */ 2440 maptile *map; /* this is for resurrection */
2664
2665 /* int z;
2666 int num_stats_lose;
2667 int lost_a_stat;
2668 int lose_this_stat;
2669 int this_stat; */
2670 int will_kill_again; 2441 int will_kill_again;
2671 archetype *at; 2442 archetype *at;
2672 object *tmp; 2443 object *tmp;
2673 2444
2674 if (save_life (op)) 2445 if (save_life (op))
2675 return; 2446 return;
2676 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 }
2677 2483
2678 /* 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
2679 * 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.
2680 * Look at op_on_battleground() for more info --AndreasV 2486 * Look at op_on_battleground() for more info --AndreasV
2681 */ 2487 */
2682 if (op_on_battleground (op, &x, &y)) 2488 if (op_on_battleground (op, &x, &y))
2683 { 2489 {
2684 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";
2685 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2686
2687 /* restore player */
2688 at = archetype::find ("poisoning");
2689 if (object *tmp = present_arch_in_ob (at, op))
2690 {
2691 tmp->destroy ();
2692 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2693 }
2694
2695 at = archetype::find ("confusion");
2696 if (object *tmp = present_arch_in_ob (at, op))
2697 {
2698 tmp->destroy ();
2699 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2700 }
2701
2702 cure_disease (op, 0); /* remove any disease */
2703 op->stats.hp = op->stats.maxhp;
2704 if (op->stats.food <= 0)
2705 op->stats.food = 999;
2706 2491
2707 /* create a bodypart-trophy to make the winner happy */ 2492 /* create a bodypart-trophy to make the winner happy */
2708 if (object *tmp = arch_to_object (archetype::find ("finger"))) 2493 object *tmp = archetype::find (shstr_finger)->instance ();
2709 { 2494
2710 sprintf (buf, "%s's finger", &op->name); 2495 tmp->name = format ("%s's finger" , &op->name);
2711 tmp->name = buf; 2496 tmp->name_pl = format ("%s's fingers", &op->name);
2712 sprintf (buf, " This finger has been cut off %s\n" 2497 tmp->msg = format (
2713 " the %s, when he was defeated at\n level %d by %s.\n", 2498 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
2714 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2499 &op->name, op->contr->title,
2715 tmp->msg = buf; 2500 (int)op->level,
2501 op->contr->killer_name ()
2502 );
2716 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2503 tmp->value = 0, tmp->type = 0;
2717 tmp->materialname = NULL; 2504 tmp->material = name_to_material (shstr_organic);
2718 tmp->insert_at (op, tmp); 2505 tmp->insert_at (op, tmp);
2719 }
2720 2506
2721 /* teleport defeated player to new destination */ 2507 /* teleport defeated player to new destination */
2722 transfer_ob (op, x, y, 0, NULL); 2508 transfer_ob (op, x, y, 0, NULL);
2723 op->contr->braced = 0; 2509 op->contr->braced = 0;
2510
2511 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2724 return; 2512 return;
2725 } 2513 }
2726 2514
2515 deathtab << "You were killed by " << op->contr->killer_name () << ".\n\n";
2516 deathtab << "T<YOU HAVE DIED>\n\n";
2517
2727 INVOKE_PLAYER (DEATH, op->contr); 2518 INVOKE_PLAYER (DEATH, op->contr);
2728 2519
2729 command_kill_pets (op, 0); 2520 command_kill_pets (op, 0);
2730 2521
2731 if (op->stats.food < 0) 2522 op->contr->play_sound (sound_find ("player_dies"));
2732 {
2733 sprintf (buf, "%s starved to death.", &op->name);
2734 strcpy (op->contr->killer, "starvation");
2735 }
2736 else
2737 sprintf (buf, "%s died.", &op->name);
2738
2739 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2740 2523
2741 /* save the map location for corpse, gravestone */ 2524 /* save the map location for corpse, gravestone */
2742 x = op->x; 2525 x = op->x;
2743 y = op->y; 2526 y = op->y;
2744 map = op->map; 2527 map = op->map;
2772 2555
2773 lost_a_stat = 0; 2556 lost_a_stat = 0;
2774 2557
2775 for (z = 0; z < num_stats_lose; z++) 2558 for (z = 0; z < num_stats_lose; z++)
2776 { 2559 {
2777 i = RANDOM () % NUM_STATS; 2560 i = rndm (NUM_STATS);
2778 2561
2779 if (settings.stat_loss_on_death) 2562 if (settings.stat_loss_on_death)
2780 { 2563 {
2781 /* 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
2782 * what he lost. 2565 * what he lost.
2789 lost_a_stat = 1; 2572 lost_a_stat = 1;
2790 } 2573 }
2791 else 2574 else
2792 { 2575 {
2793 /* deplete a stat */ 2576 /* deplete a stat */
2794 archetype *deparch = archetype::find ("depletion"); 2577 archetype *deparch = archetype::find (shstr_depletion);
2795 object *dep; 2578 object *dep;
2796 2579
2797 dep = present_arch_in_ob (deparch, op); 2580 dep = present_arch_in_ob (deparch, op);
2798 if (!dep) 2581 if (!dep)
2799 { 2582 {
2800 dep = arch_to_object (deparch); 2583 dep = deparch->instance ();
2801 insert_ob_in_ob (dep, op); 2584 insert_ob_in_ob (dep, op);
2802 } 2585 }
2803 lose_this_stat = 1; 2586 lose_this_stat = 1;
2804 if (settings.balanced_stat_loss) 2587 if (settings.balanced_stat_loss)
2805 { 2588 {
2817 2600
2818 /* There is a maximum depletion total per level. */ 2601 /* There is a maximum depletion total per level. */
2819 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO) 2602 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
2820 { 2603 {
2821 lose_this_stat = 0; 2604 lose_this_stat = 0;
2822 /* Take loss chance vs keep chance to see if we 2605 /* Take loss chance vs keep chance to see if we
2823 retain the stat. */ 2606 retain the stat. */
2824 } 2607 }
2825 else 2608 else
2826 { 2609 {
2827 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)
2833 } 2616 }
2834 } 2617 }
2835 2618
2836 if (lose_this_stat) 2619 if (lose_this_stat)
2837 { 2620 {
2838 this_stat = get_attr_value (&(dep->stats), i); 2621 this_stat = get_attr_value (&dep->stats, i);
2839 /* We could try to do something clever like find another 2622 /* We could try to do something clever like find another
2840 * stat to reduce if this fails. But chances are, if 2623 * stat to reduce if this fails. But chances are, if
2841 * stats have been depleted to -50, all are pretty low 2624 * stats have been depleted to -50, all are pretty low
2842 * 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
2843 * difference. 2626 * difference.
2844 */ 2627 */
2845 if (this_stat >= -50) 2628 if (this_stat >= -50)
2846 { 2629 {
2847 change_attr_value (&(dep->stats), i, -1); 2630 change_attr_value (&(dep->stats), i, -1);
2848 SET_FLAG (dep, FLAG_APPLIED); 2631 dep->set_flag (FLAG_APPLIED);
2849 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2632 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2850 op->update_stats (); 2633 op->update_stats ();
2851 lost_a_stat = 1; 2634 lost_a_stat = 1;
2852 } 2635 }
2853 } 2636 }
2854 } 2637 }
2855 } 2638 }
2639
2856 /* If no stat lost, tell the player. */ 2640 /* If no stat lost, tell the player. */
2857 if (!lost_a_stat) 2641 if (!lost_a_stat)
2858 { 2642 {
2859 /* determine_god() seems to not work sometimes... why is this? 2643 /* determine_god() seems to not work sometimes... why is this?
2860 Should I be using something else? GD */ 2644 Should I be using something else? GD */
2861 const char *god = determine_god (op); 2645 shstr_tmp god = determine_god (op);
2862 2646
2863 if (god && (strcmp (god, "none"))) 2647 if (god != shstr_none)
2864 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";
2865 else 2649 else
2866 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";
2867 } 2651 }
2868#else 2652#else
2869 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.";
2870#endif 2654#endif
2871 2655
2872 /* Put a gravestone up where the character 'almost' died. List the 2656 /* Put a gravestone up where the character 'almost' died. List the
2873 * exp loss on the stone. 2657 * exp loss on the stone.
2874 */ 2658 */
2875 tmp = arch_to_object (archetype::find ("gravestone")); 2659 tmp = archetype::find (shstr_gravestone)->instance ();
2876 sprintf (buf, "%s's gravestone", &op->name); 2660 tmp->name = format ("%s's gravestone", &op->name);
2877 tmp->name = buf; 2661 tmp->name_pl = format ("%s's gravestones", &op->name);
2878 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",
2879 tmp->name_pl = buf; 2663 &op->name, op->contr->title, op->contr->killer_name ());
2880 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);
2881 tmp->msg = buf;
2882 tmp->x = op->x, tmp->y = op->y; 2664 tmp->x = op->x, tmp->y = op->y;
2883 insert_ob_in_map (tmp, op->map, NULL, 0); 2665 insert_ob_in_map (tmp, op->map, NULL, 0);
2884 2666
2885 /**************************************/ 2667 /**************************************/
2886 /* */ 2668 /* */
2887 /* Subtract the experience points, */ 2669 /* Subtract the experience points, */
2888 /* if we died cause of food, give us */
2889 /* food, and reset HP's... */
2890 /* */ 2670 /* */
2891 /**************************************/ 2671 /**************************************/
2892 2672
2893 /* remove any poisoning and confusion the character may be suffering. */
2894 /* restore player */
2895 at = archetype::find ("poisoning");
2896 tmp = present_arch_in_ob (at, op);
2897
2898 if (tmp)
2899 {
2900 tmp->destroy ();
2901 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2902 }
2903
2904 at = archetype::find ("confusion");
2905 tmp = present_arch_in_ob (at, op);
2906 if (tmp)
2907 {
2908 tmp->destroy ();
2909 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2910 }
2911
2912 cure_disease (op, 0); /* remove any disease */
2913
2914 /*add_exp(op, (op->stats.exp * -0.20)); */ 2673 /*add_exp(op, (op->stats.exp * -0.20)); */
2915 apply_death_exp_penalty (op); 2674 apply_death_exp_penalty (op);
2916 if (op->stats.food < 100)
2917 op->stats.food = 900;
2918 op->stats.hp = op->stats.maxhp;
2919 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2920 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2921 2675
2922 /* 2676 /*
2923 * Check to see if the player is in a shop. IF so, then check to see if
2924 * 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
2925 * in the map. 2678 * and put them back in the map.
2926 */ 2679 */
2927 2680 op->drop_unpaid_items ();
2928 if (is_in_shop (op))
2929 remove_unpaid_objects (op->inv, op);
2930 2681
2931 /****************************************/ 2682 /****************************************/
2932 /* */ 2683 /* */
2933 /* Move player to his current respawn- */ 2684 /* Move player to his current respawn- */
2934 /* position (usually last savebed) */ 2685 /* position (usually last savebed) */
2952 if (will_kill_again) 2703 if (will_kill_again)
2953 { 2704 {
2954 object *force; 2705 object *force;
2955 int at; 2706 int at;
2956 2707
2957 force = get_archetype (FORCE_NAME); 2708 force = archetype::get (FORCE_NAME);
2958 /* 50 ticks should be enough time for the spell to abate */ 2709 /* 50 ticks should be enough time for the spell to abate */
2959 force->speed = 0.1;
2960 force->speed_left = -5.0; 2710 force->speed_left = -5.f;
2961 SET_FLAG (force, FLAG_APPLIED); 2711 force->set_speed (0.1f);
2712 force->set_flag (FLAG_APPLIED);
2713
2962 for (at = 0; at < NROFATTACKS; at++) 2714 for (at = 0; at < NROFATTACKS; at++)
2963 if (will_kill_again & (1 << at)) 2715 if (will_kill_again & (1 << at))
2964 force->resist[at] = 100; 2716 force->resist[at] = 100;
2965 2717
2966 insert_ob_in_ob (force, op); 2718 insert_ob_in_ob (force, op);
2967 op->update_stats (); 2719 op->update_stats ();
2968
2969 } 2720 }
2970 2721
2971 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2722 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2972} 2723}
2973 2724
2974void 2725static void
2975loot_object (object *op) 2726loot_object (object *op)
2976{ /* Grab and destroy some treasure */ 2727{ /* Grab and destroy some treasure */
2977 object *tmp, *tmp2, *next; 2728 object *tmp, *next;
2978 2729
2979 if (op->container) 2730 op->close_container (); /* close open sack first */
2980 esrv_apply_container (op, op->container); /* close open sack first */
2981 2731
2982 for (tmp = op->inv; tmp; tmp = next) 2732 for (tmp = op->inv; tmp; tmp = next)
2983 { 2733 {
2984 next = tmp->below; 2734 next = tmp->below;
2985 2735
2986 if (tmp->invisible) 2736 if (tmp->invisible)
2987 continue; 2737 continue;
2988 2738
2989 tmp->remove (); 2739 tmp->remove ();
2990 tmp->x = op->x, tmp->y = op->y; 2740 tmp->x = op->x, tmp->y = op->y;
2741
2991 if (tmp->type == CONTAINER) 2742 if (tmp->type == CONTAINER)
2992 { /* empty container to ground */ 2743 loot_object (tmp); /* empty container to ground */
2993 loot_object (tmp); 2744
2994 } 2745 if (!tmp->flag [FLAG_UNIQUE] && (tmp->flag [FLAG_STARTEQUIP] || tmp->flag [FLAG_NO_DROP] || !(rndm (3))))
2995 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3)))
2996 { 2746 {
2997 if (tmp->nrof > 1) 2747 if (tmp->nrof > 1)
2998 { 2748 {
2999 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2749 tmp->decrease (rndm (1, tmp->nrof - 1));
3000 tmp2->destroy ();
3001 insert_ob_in_map (tmp, op->map, NULL, 0); 2750 insert_ob_in_map (tmp, op->map, NULL, 0);
3002 } 2751 }
3003 else 2752 else
3004 tmp->destroy (); 2753 tmp->destroy ();
3005 } 2754 }
3011/* 2760/*
3012 * fix_weight(): Check recursively the weight of all players, and fix 2761 * fix_weight(): Check recursively the weight of all players, and fix
3013 * 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
3014 * was changed. 2763 * was changed.
3015 */ 2764 */
3016
3017void 2765void
3018fix_weight (void) 2766fix_weight ()
3019{ 2767{
3020 for_all_players (pl) 2768 for_all_players (pl)
3021 { 2769 {
3022 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2770 weight_t old = pl->ob->carrying;
3023 2771
3024 if (old == sum) 2772 pl->ob->update_weight ();
3025 continue; 2773
2774 if (old != pl->ob->carrying)
2775 {
3026 pl->ob->update_stats (); 2776 pl->ob->update_stats ();
3027 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 }
3028 } 2779 }
3029} 2780}
3030 2781
3031void 2782void
3032fix_luck (void) 2783fix_luck ()
3033{ 2784{
3034 for_all_players (pl) 2785 for_all_players (pl)
3035 if (!pl->ob->contr->ns->state) 2786 if (!pl->ob->contr->ns->state)
3036 pl->ob->change_luck (0); 2787 pl->ob->change_luck (0);
3037} 2788}
3074} 2825}
3075 2826
3076void 2827void
3077make_visible (object *op) 2828make_visible (object *op)
3078{ 2829{
3079 op->hide = 0; 2830 op->flag [FLAG_HIDDEN] = 0;
3080 op->invisible = 0; 2831 op->invisible = 0;
2832
3081 if (op->type == PLAYER) 2833 if (op->type == PLAYER)
3082 { 2834 {
3083 op->contr->tmp_invis = 0; 2835 op->contr->tmp_invis = 0;
3084 op->contr->invis_race = 0; 2836 op->contr->invis_race = 0;
3085 } 2837 }
2838
3086 update_object (op, UP_OBJ_FACE); 2839 update_object (op, UP_OBJ_CHANGE);
3087} 2840}
3088 2841
3089int 2842int
3090is_true_undead (object *op) 2843is_true_undead (object *op)
3091{ 2844{
3092 object *tmp = NULL; 2845 if (op->arch->flag [FLAG_UNDEAD])
3093
3094 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3095 return 1; 2846 return 1;
3096 2847
3097 return 0; 2848 return 0;
3098} 2849}
3099 2850
3100/* look at the surrounding terrain to determine 2851/* look at the surrounding terrain to determine
3101 * the hideability of this object. Positive levels 2852 * the hideability of this object. Positive levels
3102 * indicate greater hideability. 2853 * indicate greater hideability.
3103 */ 2854 */
3104
3105int 2855int
3106hideability (object *ob) 2856hideability (object *ob)
3107{ 2857{
3108 int i, level = 0, mflag; 2858 int i, level = 0, mflag;
3109 sint16 x, y; 2859 sint16 x, y;
3110 2860
3111 if (!ob || !ob->map) 2861 if (!ob || !ob->map)
3112 return 0; 2862 return 0;
3113 2863
3114 /* so, on normal lighted maps, its hard to hide */ 2864 /* so, on normal lighted maps, its hard to hide */
3115 level = ob->map->darkness - 2; 2865 level = ob->map->darklevel () - 2;
3116 2866
3117 /* this also picks up whether the object is glowing. 2867 /* this also picks up whether the object is glowing.
3118 * 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
3119 * as bad as carrying a light on a pitch dark map */ 2869 * as bad as carrying a light on a pitch dark map */
3120 if (has_carried_lights (ob)) 2870 if (ob->has_carried_lights ())
3121 level = -(10 + (2 * ob->map->darkness)); 2871 level = -(10 + (2 * ob->map->darklevel ()));
3122 2872
3123 /* scan through all nearby squares for terrain to hide in */ 2873 /* scan through all nearby squares for terrain to hide in */
3124 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])
3125 { 2877 {
3126 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); 2878 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3127 if (mflag & P_OUT_OF_MAP) 2879 if (mflag & P_OUT_OF_MAP)
3128 {
3129 continue; 2880 continue;
3130 } 2881
3131 if (mflag & P_BLOCKSVIEW) /* something to hide near! */ 2882 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3132 level += 2; 2883 level += 2;
3133 else /* open terrain! */ 2884 else /* open terrain! */
3134 level -= 1; 2885 level -= 1;
3135 } 2886 }
3143/* For Hidden creatures - a chance of becoming 'unhidden' 2894/* For Hidden creatures - a chance of becoming 'unhidden'
3144 * every time they move - as we subtract off 'invisibility' 2895 * every time they move - as we subtract off 'invisibility'
3145 * AND, for players, if they move into a ridiculously unhideable 2896 * AND, for players, if they move into a ridiculously unhideable
3146 * spot (surrounded by clear terrain in broad daylight). -b.t. 2897 * spot (surrounded by clear terrain in broad daylight). -b.t.
3147 */ 2898 */
3148
3149void 2899void
3150do_hidden_move (object *op) 2900do_hidden_move (object *op)
3151{ 2901{
3152 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 2902 int hide = 0;
3153 object *skop;
3154 2903
3155 if (!op || !op->map) 2904 if (!op || !op->map)
3156 return; 2905 return;
3157 2906
3158 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);
3159 2909
3160 /* 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! */
3161 if (op->type == PLAYER && op->contr->run_on) 2911 if (op->type == PLAYER && op->contr->run_on)
3162 if (!skop || num >= skop->level) 2912 if (!skop || num >= skop->level)
3163 { 2913 {
3173 num -= hide; 2923 num -= hide;
3174 2924
3175 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 2925 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3176 { 2926 {
3177 make_visible (op); 2927 make_visible (op);
2928
3178 if (op->type == PLAYER) 2929 if (op->type == PLAYER)
3179 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!");
3180 } 2931 }
3181 else if (op->type == PLAYER && skop) 2932 else if (op->type == PLAYER && skop)
3182 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);
3197 2948
3198 if (who->type == PLAYER) 2949 if (who->type == PLAYER)
3199 player = 1; 2950 player = 1;
3200 2951
3201 else 2952 else
3202 friendly = QUERY_FLAG (who, FLAG_FRIENDLY); 2953 friendly = who->flag [FLAG_FRIENDLY];
3203 2954
3204 /* search adjacent squares */ 2955 /* search adjacent squares */
3205 for (i = 1; i < 9; i++) 2956 for (i = 1; i < 9; i++)
3206 { 2957 {
3207 x = who->x + freearr_x[i]; 2958 x = who->x + freearr_x[i];
3216 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)))
3217 continue; 2968 continue;
3218 2969
3219 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)
3220 { 2971 {
3221 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])
3222 return 1; 2973 return 1;
3223 else if (tmp->type == PLAYER) 2974 else if (tmp->type == PLAYER)
3224 {
3225 /*don't let a hidden DM prevent you from hiding */
3226 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3227 return 1; 2975 return 1;
3228 }
3229 } 2976 }
3230 } 2977 }
3231 return 0; 2978 return 0;
3232} 2979}
3233 2980
3234/* check the player los field for viewability of the 2981/* check the player los field for viewability of the
3235 * object op. This function works fine for monsters, 2982 * object op. This function works fine for monsters,
3236 * 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
3237 * a pile (say a coin under a table would return "viewable" 2984 * a pile (say a coin under a table would return "viewable"
3238 * by this routine). Another question, should we be 2985 * by this routine). Another question, should we be
3239 * concerned with the direction the player is looking 2986 * concerned with the direction the player is looking
3240 * in? Realistically, most of use cant see stuff behind 2987 * in? Realistically, most of us can't see stuff behind
3241 * our backs...on the other hand, does the "facing" direction 2988 * our backs...on the other hand, does the "facing" direction
3242 * imply the way your head, or body is facing? Its possible 2989 * imply the way your head, or body is facing? It's possible
3243 * 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.
3244 * -b.t. 2991 * -b.t.
3245 * This function is now map tiling safe. 2992 * This function is now map tiling safe.
3246 */ 2993 */
3247
3248int 2994int
3249player_can_view (object *pl, object *op) 2995player_can_view (object *pl, object *op)
3250{ 2996{
3251 rv_vector rv; 2997 rv_vector rv;
3252 int dx, dy; 2998 int dx, dy;
3264 3010
3265 get_rangevector (pl, op, &rv, 0x1); 3011 get_rangevector (pl, op, &rv, 0x1);
3266 3012
3267 /* starting with the 'head' part, lets loop 3013 /* starting with the 'head' part, lets loop
3268 * through the object and find if it has any 3014 * through the object and find if it has any
3269 * part that is in the los array but isnt on 3015 * part that is in the los array but isn't on
3270 * a blocked los square. 3016 * a blocked los square.
3271 * we use the archetype to figure out offsets. 3017 * we use the archetype to figure out offsets.
3272 */ 3018 */
3273 while (op) 3019 while (op)
3274 { 3020 {
3275 dx = rv.distance_x + op->arch->clone.x; 3021 dx = rv.distance_x + op->arch->x;
3276 dy = rv.distance_y + op->arch->clone.y; 3022 dy = rv.distance_y + op->arch->y;
3277 3023
3278 /* only the viewable area the player sees is updated by LOS 3024 if (pl->contr->blocked_los (dx, dy) != LOS_BLOCKED)
3279 * code, so we need to restrict ourselves to that range of values
3280 * for any meaningful values.
3281 */
3282 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3283 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3284 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3285 return 1; 3025 return 1;
3026
3286 op = op->more; 3027 op = op->more;
3287 } 3028 }
3288 return 0;
3289}
3290 3029
3291/* routine for both players and monsters. We call this when
3292 * there is a possibility for our action distrubing our hiding
3293 * place or invisiblity spell. Artefact invisiblity is not
3294 * effected by this. If we arent invisible to begin with, we
3295 * return 0.
3296 */
3297int
3298action_makes_visible (object *op)
3299{
3300
3301 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3302 {
3303 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3304 return 0;
3305
3306 if (op->contr && op->contr->tmp_invis == 0)
3307 return 0;
3308
3309 /* If monsters, they should become visible */
3310 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3311 {
3312 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3313 return 1;
3314 }
3315 }
3316 return 0; 3030 return 0;
3317} 3031}
3318 3032
3319/* op_on_battleground - checks if the given object op (usually 3033/* op_on_battleground - checks if the given object op (usually
3320 * a player) is standing on a valid battleground-tile, 3034 * a player) is standing on a valid battleground-tile,
3325 * 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
3326 */ 3040 */
3327int 3041int
3328op_on_battleground (object *op, int *x, int *y) 3042op_on_battleground (object *op, int *x, int *y)
3329{ 3043{
3330 object *tmp;
3331
3332 /* A battleground-tile needs the following attributes to be valid: 3044 /* A battleground-tile needs the following attributes to be valid:
3333 * 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),
3334 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3046 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3335 * and the exit-coordinates sp/hp must both be > 0. 3047 * and the exit-coordinates sp/hp must both be > 0.
3336 * => The intention here is to prevent abuse of the battleground- 3048 * => The intention here is to prevent abuse of the battleground-
3337 * feature (like pickable or hidden battleground tiles). */ 3049 * feature (like pickable or hidden battleground tiles). */
3338 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3050 for (object *tmp = op->below; tmp; tmp = tmp->below)
3339 { 3051 {
3340 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3052 if (tmp->flag [FLAG_IS_FLOOR])
3341 { 3053 {
3342 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3054 if (tmp->flag [FLAG_NO_PICK]
3343 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))
3344 { 3058 {
3345 /*before we assign the exit, check if this is a teambattle */ 3059 /* before we assign the exit, check if this is a teambattle */
3346 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))
3347 {
3348 object *invtmp;
3349
3350 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)
3351 { 3063 {
3352 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3353 {
3354 if (x != NULL && y != NULL) 3064 if (x && y)
3355 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3065 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3066
3356 return 1; 3067 return 1;
3357 }
3358 } 3068 }
3359 } 3069
3360 if (x != NULL && y != NULL) 3070 if (x && y)
3361 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3071 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3072
3362 return 1; 3073 return 1;
3363 } 3074 }
3364 } 3075 }
3365 } 3076 }
3077
3366 /* If we got here, did not find a battleground */ 3078 /* If we got here, did not find a battleground */
3367 return 0; 3079 return 0;
3368} 3080}
3369 3081
3370/* 3082/*
3386 char buf[MAX_BUF]; /* tmp. string buffer */ 3098 char buf[MAX_BUF]; /* tmp. string buffer */
3387 int i = 0, j = 0; 3099 int i = 0, j = 0;
3388 3100
3389 /* get the appropriate treasurelist */ 3101 /* get the appropriate treasurelist */
3390 if (atnr == ATNR_FIRE) 3102 if (atnr == ATNR_FIRE)
3391 trlist = find_treasurelist ("dragon_ability_fire"); 3103 trlist = treasurelist::find (shstr_dragon_ability_fire);
3392 else if (atnr == ATNR_COLD) 3104 else if (atnr == ATNR_COLD)
3393 trlist = find_treasurelist ("dragon_ability_cold"); 3105 trlist = treasurelist::find (shstr_dragon_ability_cold);
3394 else if (atnr == ATNR_ELECTRICITY) 3106 else if (atnr == ATNR_ELECTRICITY)
3395 trlist = find_treasurelist ("dragon_ability_elec"); 3107 trlist = treasurelist::find (shstr_dragon_ability_elec);
3396 else if (atnr == ATNR_POISON) 3108 else if (atnr == ATNR_POISON)
3397 trlist = find_treasurelist ("dragon_ability_poison"); 3109 trlist = treasurelist::find (shstr_dragon_ability_poison);
3398 3110
3399 if (trlist == NULL || who->type != PLAYER) 3111 if (trlist == NULL || who->type != PLAYER)
3400 return; 3112 return;
3401 3113
3402 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++);
3406 /* 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]); */
3407 return; 3119 return;
3408 } 3120 }
3409 3121
3410 /* everything seems okay - now bring on the gift: */ 3122 /* everything seems okay - now bring on the gift: */
3411 item = &(tr->item->clone); 3123 item = tr->item;
3412 3124
3413 if (item->type == SPELL) 3125 if (item->type == SPELL)
3414 { 3126 {
3415 if (check_spell_known (who, item->name)) 3127 if (check_spell_known (who, item->name))
3416 return; 3128 return;
3475 { 3187 {
3476 /* forces in the treasurelist can alter the player's stats */ 3188 /* forces in the treasurelist can alter the player's stats */
3477 object *skin; 3189 object *skin;
3478 3190
3479 /* first get the dragon skin force */ 3191 /* first get the dragon skin force */
3480 shstr_cmp dragon_skin_force ("dragon_skin_force");
3481 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)
3482 ; 3193 ;
3483 3194
3484 if (!skin) 3195 if (!skin)
3485 return; 3196 return;
3486 3197
3500 else 3211 else
3501 j = 1; 3212 j = 1;
3502 strcat (buf, spellpathnames[i]); 3213 strcat (buf, spellpathnames[i]);
3503 } 3214 }
3504 } 3215 }
3216
3505 strcat (buf, "."); 3217 strcat (buf, ".");
3506 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf); 3218 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3507 } 3219 }
3508 3220
3509 /* evtl. adding flags: */ 3221 /* evtl. adding flags: */
3510 if (QUERY_FLAG (item, FLAG_XRAYS)) 3222 if (item->flag [FLAG_XRAYS])
3511 SET_FLAG (skin, FLAG_XRAYS); 3223 skin->set_flag (FLAG_XRAYS);
3512 if (QUERY_FLAG (item, FLAG_STEALTH)) 3224 if (item->flag [FLAG_STEALTH])
3513 SET_FLAG (skin, FLAG_STEALTH); 3225 skin->set_flag (FLAG_STEALTH);
3514 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK)) 3226 if (item->flag [FLAG_SEE_IN_DARK])
3515 SET_FLAG (skin, FLAG_SEE_IN_DARK); 3227 skin->set_flag (FLAG_SEE_IN_DARK);
3516 3228
3517 /* print message if there is one */ 3229 /* print message if there is one */
3518 if (item->msg != NULL) 3230 if (item->msg != NULL)
3519 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg); 3231 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3520 } 3232 }
3521 else 3233 else
3522 { 3234 {
3523 /* generate misc. treasure */ 3235 /* generate misc. treasure */
3524 tmp = arch_to_object (tr->item); 3236 tmp = tr->item->instance ();
3525 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));
3526 tmp = insert_ob_in_ob (tmp, who); 3238 who->insert (tmp);
3527 if (who->type == PLAYER)
3528 esrv_send_item (who, tmp);
3529 } 3239 }
3530} 3240}
3531 3241
3532/** 3242//-GPL
3533 * Unready an object for a player. This function does nothing if the object was 3243
3534 * not readied. 3244sint8
3535 */ 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
3536void 3260void
3537player_unready_range_ob (player *pl, object *ob) 3261player::infobox (const char *title, const char *msg, int color)
3538{ 3262{
3539 rangetype i; 3263 send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3540
3541 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1))
3542 {
3543 if (pl->ranges[i] == ob)
3544 {
3545 pl->ranges[i] = NULL;
3546 if (pl->shoottype == i)
3547 {
3548 pl->shoottype = range_none;
3549 }
3550 }
3551 }
3552} 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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