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Comparing deliantra/server/server/player.C (file contents):
Revision 1.107 by root, Wed Mar 14 04:12:29 2007 UTC vs.
Revision 1.301 by root, Sat Nov 17 23:40:04 2018 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 (©) 2017,2018 Marc Alexander Lehmann / the Deliantra team
5 * 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 6 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 7 * Copyright (©) 1992 Frank Tore Johansen
7 * 8 *
8 * This program is free software; you can redistribute it and/or modify 9 * 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 10 * 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 11 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 12 * option) any later version.
12 * 13 *
13 * This program is distributed in the hope that it will be useful, 14 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 17 * GNU General Public License for more details.
17 * 18 *
18 * You should have received a copy of the GNU General Public License 19 * 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 20 * and the GNU General Public License along with this program. If not, see
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 21 * <http://www.gnu.org/licenses/>.
21 * 22 *
22 * The author can be reached via e-mail to <crossfire@schmorp.de> 23 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 24 */
24 25
26//+GPL
27
28#include <algorithm>
29#include <functional>
30
25#include <global.h> 31#include <global.h>
26#include <pwd.h>
27#include <sproto.h> 32#include <sproto.h>
28#include <sounds.h> 33#include <sounds.h>
29#include <living.h> 34#include <living.h>
30#include <object.h> 35#include <object.h>
31#include <spells.h> 36#include <spells.h>
32#include <skills.h> 37#include <skills.h>
33 38
34#include <algorithm>
35#include <functional>
36
37playervec players; 39playervec players;
38
39void
40display_motd (const object *op)
41{
42 char buf[MAX_BUF];
43 char motd[HUGE_BUF];
44 FILE *fp;
45 int comp;
46 int size;
47
48 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
49 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
50 return;
51
52 motd[0] = '\0';
53 size = 0;
54
55 while (fgets (buf, MAX_BUF, fp))
56 {
57 if (*buf == '#')
58 continue;
59
60 strncat (motd + size, buf, HUGE_BUF - size);
61 size += strlen (buf);
62 }
63
64 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
65 close_and_delete (fp, comp);
66}
67
68void
69send_rules (const object *op)
70{
71 char buf[MAX_BUF];
72 char rules[HUGE_BUF];
73 FILE *fp;
74 int comp;
75 int size;
76
77 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
78 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
79 return;
80
81 rules[0] = '\0';
82 size = 0;
83
84 while (fgets (buf, MAX_BUF, fp))
85 {
86 if (*buf == '#')
87 continue;
88
89 if (size + strlen (buf) >= HUGE_BUF)
90 {
91 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
92 break;
93 }
94
95 strncat (rules + size, buf, HUGE_BUF - size);
96 size += strlen (buf);
97 }
98
99 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
100 close_and_delete (fp, comp);
101}
102
103void
104send_news (const object *op)
105{
106 char buf[MAX_BUF];
107 char news[HUGE_BUF];
108 char subject[MAX_BUF];
109 FILE *fp;
110 int comp;
111 int size;
112
113 sprintf (buf, "%s/%s", settings.confdir, settings.news);
114 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
115 return;
116
117 news[0] = '\0';
118 subject[0] = '\0';
119 size = 0;
120
121 while (fgets (buf, MAX_BUF, fp))
122 {
123 if (*buf == '#')
124 continue;
125
126 if (*buf == '%')
127 { /* send one news */
128 if (size > 0)
129 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%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 40
153/* This loads the first map an puts the player on it. */ 41/* This loads the first map an puts the player on it. */
154static void 42static void
155set_first_map (object *op) 43set_first_map (object *op)
156{ 44{
157 op->contr->maplevel = first_map_path; 45 op->contr->maplevel = first_map_path;
158 op->x = -1; 46 op->x = -1;
159 op->y = -1; 47 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} 48}
174 49
175void 50void
176player::activate () 51player::activate ()
177{ 52{
180 55
181 players.insert (this); 56 players.insert (this);
182 ob->remove (); 57 ob->remove ();
183 ob->map = 0; 58 ob->map = 0;
184 ob->activate_recursive (); 59 ob->activate_recursive ();
185 CLEAR_FLAG (ob, FLAG_FRIENDLY); 60 ob->clr_flag (FLAG_FRIENDLY);
186 add_friendly_object (ob); 61 add_friendly_object (ob);
187 enter_map ();
188} 62}
189 63
190void 64void
191player::deactivate () 65player::deactivate ()
192{ 66{
194 return; 68 return;
195 69
196 terminate_all_pets (ob); 70 terminate_all_pets (ob);
197 remove_friendly_object (ob); 71 remove_friendly_object (ob);
198 ob->deactivate_recursive (); 72 ob->deactivate_recursive ();
73
74 if (ob->map)
199 maplevel = ob->map->path; 75 maplevel = ob->map->path;
76
200 ob->remove (); 77 ob->remove ();
78 ob->enemy = 0; // sometimes keeps an extra refcount on itself
201 ob->map = 0; 79 ob->map = 0;
202 party = 0; 80 party = 0;
203 81
204 // for weird reasons, this is often "ob", keeping a circular reference
205 ranges [range_skill] = 0;
206
207 players.erase (this); 82 players.erase (this);
208} 83}
209 84
210// connect the player with a specific client 85// connect the player with a specific client
211// also changed, rationalises, and fixes some incorrect settings 86// also changes, rationalises, and fixes some incorrect settings
212void 87void
213player::connect (client *ns) 88player::connect (client *ns)
214{ 89{
215 this->ns = ns; 90 this->ns = ns;
216 ns->pl = this; 91 ns->pl = this;
220 ob->close_container (); //TODO: client-specific 95 ob->close_container (); //TODO: client-specific
221 96
222 ns->update_look = 0; 97 ns->update_look = 0;
223 ns->look_position = 0; 98 ns->look_position = 0;
224 99
225 clear_los (ob); 100 clear_los ();
226 101
227 ns->reset_stats (); 102 ns->reset_stats ();
228 103
229 /* make sure he's a player -- needed because of class change. */ 104 /* make sure he's a player -- needed because of class change. */
230 ob->type = PLAYER; // we are paranoid 105 ob->type = PLAYER; // we are paranoid
231 ob->race = ob->arch->clone.race; 106 ob->race = ob->arch->race;
232 107
233 if (!legal_range (ob, shoottype)) 108 ob->update_weight ();
234 shoottype = range_none;
235
236 ob->carrying = sum_weight (ob);
237 link_player_skills (ob); 109 link_skills ();
238 110
239 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
240
241 assign (title, ob->arch->clone.name); 111 assign (title, ob->arch->object::name);
242 112
243 /* if it's a dragon player, set the correct title here */ 113 /* if it's a dragon player, set the correct title here */
244 if (is_dragon_pl (ob)) 114 if (ob->is_dragon ())
245 { 115 {
246 object *tmp, *abil = 0, *skin = 0; 116 object *tmp, *abil = 0, *skin = 0;
247
248 shstr_cmp dragon_ability_force ("dragon_ability_force");
249 shstr_cmp dragon_skin_force ("dragon_skin_force");
250 117
251 for (tmp = ob->inv; tmp; tmp = tmp->below) 118 for (tmp = ob->inv; tmp; tmp = tmp->below)
252 if (tmp->type == FORCE) 119 if (tmp->type == FORCE)
253 if (tmp->arch->name == dragon_ability_force) 120 if (tmp->arch->archname == shstr_dragon_ability_force)
254 abil = tmp; 121 abil = tmp;
255 else if (tmp->arch->name == dragon_skin_force) 122 else if (tmp->arch->archname == shstr_dragon_skin_force)
256 skin = tmp; 123 skin = tmp;
257 124
258 set_dragon_name (ob, abil, skin); 125 set_dragon_name (ob, abil, skin);
259 } 126 }
260 127
261 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 128 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
262 129
263 esrv_new_player (this, ob->weight + ob->carrying); 130 esrv_new_player (this);
131
132 ob->flag [FLAG_READY_WEAPON] = false;
133 ob->flag [FLAG_READY_SKILL] = false;
134 ob->flag [FLAG_READY_RANGE] = false;
135 ob->flag [FLAG_READY_BOW] = false;
264 136
265 ob->update_stats (); 137 ob->update_stats ();
138
266 ns->floorbox_update (); 139 ns->floorbox_update ();
267
268 esrv_send_inventory (ob, ob); 140 esrv_send_inventory (ob, ob);
269 esrv_add_spells (this, 0); 141 esrv_add_spells (this, 0);
270 142
271 activate (); 143 activate ();
272 144
273 send_rules (ob);
274 send_news (ob);
275 display_motd (ob);
276
277 INVOKE_PLAYER (CONNECT, this); 145 INVOKE_PLAYER (CONNECT, this);
278 INVOKE_PLAYER (LOGIN, this); 146 INVOKE_PLAYER (LOGIN, this);
279} 147}
280 148
281void 149void
282player::disconnect () 150player::disconnect ()
283{ 151{
152 if (ob)
153 {
154 ob->close_container (); //TODO: client-specific
155 ob->drop_unpaid_items ();
156 }
157
284 if (ns) 158 if (ns)
285 { 159 {
286 if (active) 160 if (active)
287 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0)); 161 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
288 162
289 INVOKE_PLAYER (DISCONNECT, this); 163 INVOKE_PLAYER (DISCONNECT, this);
290 164
291 ns->reset_stats (); 165 ns->reset_stats ();
292 ns->pl = 0; 166 ns->pl = 0;
293 this->ns = 0; 167 ns = 0;
294 } 168 }
295 169
296 if (ob) 170 // this is important for the player scheduler to get the correct refcount
297 ob->close_container (); //TODO: client-specific 171 // when ns = 0
172 observe = viewpoint = ob;
298 173
299 deactivate (); 174 deactivate ();
300} 175}
176
177//-GPL
301 178
302// the need for this function can be explained 179// the need for this function can be explained
303// by load_object not returning the object 180// by load_object not returning the object
304void 181void
305player::set_object (object *op) 182player::set_object (object *op)
306{ 183{
307 ob = op; 184 ob = observe = viewpoint = op;
308 ob->contr = this; /* this aren't yet in archetype */ 185 ob->contr = this; /* this aren't yet in archetype */
309 186
187 ob->speed = 1.0f; // object still inactive, keep it that way
310 ob->speed_left = 0.5; 188 ob->speed_left = 0.5f;
311 ob->speed = 1.0; 189
312 ob->direction = 5; /* So player faces south */ 190 ob->direction = 5; /* So player faces south */
313} 191}
192
193void
194player::set_observe (object *op)
195{
196 observe = viewpoint = op ? op : ob;
197 do_los = 1;
198}
199
200void
201player::set_viewpoint (object *op)
202{
203 viewpoint = op ? op : (object *)observe;
204 do_los = 1;
205}
206
207//+GPL
314 208
315player::player () 209player::player ()
316{ 210{
317 /* There are some elements we want initialised to non zero value - 211 /* There are some elements we want initialised to non zero value -
318 * we deal with that below this point. 212 * we deal with that below this point.
319 */ 213 */
320 outputs_sync = 16; /* Every 2 seconds */ 214 outputs_sync = 4;
321 outputs_count = 8; /* Keeps present behaviour */ 215 outputs_count = 4;
322 unapply = unapply_nochoice; 216 unapply = unapply_nochoice;
323 217
324 savebed_map = first_map_path; /* Init. respawn position */ 218 savebed_map = first_map_path; /* Init. respawn position */
325 219
326 gen_sp_armour = 10; 220 gen_sp_armour = 10;
327 shoottype = range_none;
328 bowtype = bow_normal; 221 bowtype = bow_normal;
329 petmode = pet_normal; 222 petmode = pet_normal;
330 listening = 10;
331 usekeys = containers; 223 usekeys = containers;
332 peaceful = 1; /* default peaceful */ 224 peaceful = 1; /* default peaceful */
333 do_los = 1; 225 do_los = 1;
226
227 weapon_sp = 1.0f;
228 weapon_sp_left = 0.5f;
334} 229}
335 230
336void 231void
337player::do_destroy () 232player::do_destroy ()
338{ 233{
340 235
341 attachable::do_destroy (); 236 attachable::do_destroy ();
342 237
343 if (ob) 238 if (ob)
344 { 239 {
345 ob->destroy_inv (false); 240 // potentially fix a bug where ob->contr is non-null while ob->contr->ob is null, causing a segfault.
241 // temporarily backed out patchset 4025 to see if THIS change causes crashes
242 //ob->contr = 0;
346 ob->destroy (); 243 ob->destroy ();
347 } 244 }
245
246 ob = observe = viewpoint = 0;
348} 247}
349 248
350player::~player () 249player::~player ()
351{ 250{
352 /* Clear item stack */ 251 /* Clear item stack */
353 free (stack_items); 252 free (stack_items);
253}
254
255/*
256 * get_player_archetype() return next player archetype from archetype
257 * list. Not very efficient routine, but used only creating new players.
258 * Note: there MUST be at least one player archetype!
259 */
260static archetype *
261get_player_archetype (archetype *at)
262{
263 // archetypes could have been reloaded
264 archetype *nat = at ? archetype::find (at->archname) : archetypes [0];
265
266 if (!nat)
267 return at;
268
269 archvec::iterator i = archetypes.find (nat);
270
271 for (;;)
272 {
273 if (++i == archetypes.end ())
274 i = archetypes.begin ();
275 else if (*i == at)
276 cleanup ("not a single player archetype found");
277
278 if ((*i)->type == PLAYER)
279 return *i;
280 }
354} 281}
355 282
356/* Tries to add player on the connection passed in ns. 283/* Tries to add player on the connection passed in ns.
357 * All we can really get in this is some settings like host and display 284 * All we can really get in this is some settings like host and display
358 * mode. 285 * mode.
360player * 287player *
361player::create () 288player::create ()
362{ 289{
363 player *pl = new player; 290 player *pl = new player;
364 291
365 pl->set_object (arch_to_object (get_player_archetype (0))); 292 pl->set_object (get_player_archetype (0)->instance ());
366 293
367 pl->ob->roll_stats (); 294 pl->ob->roll_stats ();
368 pl->ob->stats.wc = 2; 295 pl->ob->stats.wc = 2;
369 pl->ob->run_away = 25; /* Then we panick... */ 296 pl->ob->run_away = 25; /* Then we panick... */
370 297
371 set_first_map (pl->ob); 298 set_first_map (pl->ob);
372 299
373 return pl; 300 return pl;
374}
375
376/*
377 * get_player_archetype() return next player archetype from archetype
378 * list. Not very efficient routine, but used only creating new players.
379 * Note: there MUST be at least one player archetype!
380 */
381archetype *
382get_player_archetype (archetype *at)
383{
384 archetype *start = at;
385
386 for (;;)
387 {
388 if (at == NULL || at->next == NULL)
389 at = first_archetype;
390 else
391 at = at->next;
392
393 if (at->clone.type == PLAYER)
394 return at;
395
396 if (at == start)
397 {
398 LOG (llevError, "No Player archetypes\n");
399 exit (-1);
400 }
401 }
402} 301}
403 302
404object * 303object *
405get_nearest_player (object *mon) 304get_nearest_player (object *mon)
406{ 305{
409 unsigned lastdist; 308 unsigned lastdist;
410 rv_vector rv; 309 rv_vector rv;
411 310
412 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next) 311 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
413 { 312 {
414 /* We should not find free objects on this friendly list, but it
415 * does periodically happen. Given that, lets deal with it.
416 * While unlikely, it is possible the next object on the friendly
417 * list is also free, so encapsulate this in a while loop.
418 */
419 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
420 {
421 object *tmp = ol->ob;
422
423 /* Can't do much more other than log the fact, because the object
424 * itself will have been cleared.
425 */
426 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
427 tmp->debug_desc ());
428 ol = ol->next;
429 remove_friendly_object (tmp);
430 if (!ol)
431 return op;
432 }
433
434 /* Remove special check for player from this. First, it looks to cause
435 * some crashes (ol->ob->contr not set properly?), but secondly, a more
436 * complicated method of state checking would be needed in any case -
437 * as it was, a clever player could type quit, and the function would
438 * skip them over while waiting for confirmation. Remove
439 * on_same_map check, as can_detect_enemy also does this
440 */
441 if (!can_detect_enemy (mon, ol->ob, &rv)) 313 if (!can_detect_enemy (mon, ol->ob, &rv))
442 continue; 314 continue;
443 315
444 if (lastdist > rv.distance) 316 if (lastdist > rv.distance)
445 { 317 {
461#endif 333#endif
462 return op; 334 return op;
463} 335}
464 336
465/* I believe this can safely go to 2, 3 is questionable, 4 will likely 337/* I believe this can safely go to 2, 3 is questionable, 4 will likely
466 * result in a monster paths backtracking. It basically determines how large a 338 * result in a monster paths backtracking. It basically determines how large a
467 * detour a monster will take from the direction path when looking 339 * detour a monster will take from the direction path when looking
468 * for a path to the player. The values are in the amount of direction 340 * for a path to the player. The values are in the amount of direction
469 * the deviation is 341 * the deviation is
470 */ 342 */
471#define DETOUR_AMOUNT 2 343#define DETOUR_AMOUNT 2
507 */ 379 */
508int 380int
509path_to_player (object *mon, object *pl, unsigned mindiff) 381path_to_player (object *mon, object *pl, unsigned mindiff)
510{ 382{
511 rv_vector rv; 383 rv_vector rv;
512 sint16 x, y;
513 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked; 384 int dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES;
514 maptile *m, *lastmap;
515 385
516 get_rangevector (mon, pl, &rv, 0); 386 get_rangevector (mon, pl, &rv, 0);
517 387
518 if (rv.distance < mindiff) 388 if (rv.distance < mindiff)
519 return 0; 389 return 0;
520 390
521 x = mon->x; 391 mapxy pos (mon);
522 y = mon->y;
523 m = mon->map;
524 dir = rv.direction; 392 dir = rv.direction;
525 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 393 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
526 diff = ::max (abs (rv.distance_x), abs (rv.distance_y)); 394 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
527 395
528 /* If we can't solve it within the search distance, return now. */ 396 /* If we can't solve it within the search distance, return now. */
529 if (diff > max) 397 if (diff > max)
530 return 0; 398 return 0;
531 399
532 while (diff > 1 && max > 0) 400 while (diff > 1 && max > 0)
533 { 401 {
534 lastx = x; 402 mapxy lastpos = pos;
535 lasty = y;
536 lastmap = m;
537 x = lastx + freearr_x[dir];
538 y = lasty + freearr_y[dir];
539 403
540 mflags = get_map_flags (m, &m, x, y, &x, &y); 404 pos.move (dir);
541 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
542 405
543 /* Space is blocked - try changing direction a little */ 406 /* Space is blocked - try changing direction a little */
544 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW)) 407 if (!pos.normalise ()
545 && (m == mon->map && blocked_link (mon, m, x, y)))) 408 || (((pos->flags () & P_BLOCKSVIEW) || OB_TYPE_MOVE_BLOCK (mon, pos->move_block))
409 && blocked_link (mon, pos.m, pos.x, pos.y)))
546 { 410 {
547 /* recalculate direction from last good location. Possible 411 /* recalculate direction from last good location. Possible
548 * we were not traversing ideal location before. 412 * we were not traversing ideal location before.
549 */ 413 */
550 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0); 414 get_rangevector_from_mapcoord (lastpos.m, lastpos.x, lastpos.y, pl, &rv, 0);
551 if (rv.direction != dir) 415 if (rv.direction != dir)
552 { 416 {
553 /* OK - says direction should be different - lets reset the 417 /* OK - says direction should be different - lets reset the
554 * the values so it will try again. 418 * the values so it will try again.
555 */ 419 */
556 x = lastx;
557 y = lasty;
558 m = lastmap; 420 pos = lastpos;
559 dir = firstdir = rv.direction; 421 dir = firstdir = rv.direction;
560 } 422 }
561 else 423 else
562 { 424 {
563 /* direct path is blocked - try taking a side step to 425 /* direct path is blocked - try taking a side step to
564 * either the left or right. 426 * either the left or right.
565 * Note increase the values in the loop below to be 427 * Note increase the values in the loop below to be
566 * more than -1/1 respectively will mean the monster takes 428 * more than -1/1 respectively will mean the monster takes
567 * bigger detour. Have to be careful about these values getting 429 * bigger detour. Have to be careful about these values getting
568 * too big (3 or maybe 4 or higher) as the monster may just try 430 * too big (3 or maybe 4 or higher) as the monster may just try
569 * stepping back and forth 431 * stepping back and forth
570 */ 432 */
571 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++) 433 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
572 { 434 {
573 if (i == 0) 435 if (i == 0)
574 continue; /* already did this, so skip it */ 436 continue; /* already did this, so skip it */
437
575 /* Use lastdir here - otherwise, 438 /* Use lastdir here - otherwise,
576 * since the direction that the creature should move in 439 * since the direction that the creature should move in
577 * may change, you could get infinite loops. 440 * may change, you could get infinite loops.
578 * ie, player is northwest, but monster can only 441 * ie, player is northwest, but monster can only
579 * move west, so it does that. It goes some distance, 442 * move west, so it does that. It goes some distance,
581 * can't do that, but now finds it can move east, and 444 * can't do that, but now finds it can move east, and
582 * gets back to its original point. lastdir contains 445 * gets back to its original point. lastdir contains
583 * the last direction the creature has successfully 446 * the last direction the creature has successfully
584 * moved. 447 * moved.
585 */ 448 */
586
587 x = lastx + freearr_x[absdir (lastdir + i)];
588 y = lasty + freearr_y[absdir (lastdir + i)];
589 m = lastmap; 449 pos = lastpos;
590 mflags = get_map_flags (m, &m, x, y, &x, &y); 450 pos.move (absdir (lastdir + i));
591 if (mflags & P_OUT_OF_MAP) 451
452 if (!pos.normalise ())
592 continue; 453 continue;
593 blocked = GET_MAP_MOVE_BLOCK (m, x, y); 454
594 if (OB_TYPE_MOVE_BLOCK (mon, blocked)) 455 mapspace &ms = *pos;
456
457 if (ms.flags () & P_BLOCKSVIEW)
595 continue; 458 continue;
596 if (mflags & P_BLOCKSVIEW) 459
460 if (OB_TYPE_MOVE_BLOCK (mon, ms.move_block))
597 continue; 461 continue;
598 462
599 if (m == mon->map && blocked_link (mon, m, x, y)) 463 if (blocked_link (mon, pos.m, pos.x, pos.y))
600 break; 464 break;
601 } 465 }
466
602 /* go through entire loop without finding a valid 467 /* go through entire loop without finding a valid
603 * sidestep to take - thus, no valid path. 468 * sidestep to take - thus, no valid path.
604 */ 469 */
605 if (i == (DETOUR_AMOUNT + 1)) 470 if (i == DETOUR_AMOUNT + 1)
606 return 0; 471 return 0;
472
607 diff--; 473 diff--;
608 lastdir = dir; 474 lastdir = dir;
609 max--; 475 max--;
610 if (!firstdir) 476 if (!firstdir)
611 firstdir = dir + i; 477 firstdir = dir + i;
615 { 481 {
616 /* we moved towards creature, so diff is less */ 482 /* we moved towards creature, so diff is less */
617 diff--; 483 diff--;
618 max--; 484 max--;
619 lastdir = dir; 485 lastdir = dir;
486
620 if (!firstdir) 487 if (!firstdir)
621 firstdir = dir; 488 firstdir = dir;
622 } 489 }
623 490
624 if (diff <= 1) 491 if (diff <= 1)
625 { 492 {
626 /* Recalculate diff (distance) because we may not have actually 493 /* Recalculate diff (distance) because we may not have actually
627 * headed toward player for entire distance. 494 * headed toward player for entire distance.
628 */ 495 */
629 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 496 get_rangevector_from_mapcoord (pos.m, pos.x, pos.y, pl, &rv, 0);
630 diff = ::max (abs (rv.distance_x), abs (rv.distance_y)); 497 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
631 } 498 }
632 499
633 if (diff > max) 500 if (diff > max)
634 return 0; 501 return 0;
640 507
641 return firstdir; 508 return firstdir;
642} 509}
643 510
644void 511void
645give_initial_items (object *pl, treasurelist * items) 512give_initial_items (object *pl, treasurelist *items)
646{ 513{
647 object *op, *next = NULL;
648
649 if (pl->randomitems != NULL) 514 if (pl->randomitems)
650 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); 515 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
651 516
652 for (op = pl->inv; op; op = next) 517 for (object *next, *op = pl->inv; op; op = next)
653 { 518 {
654 next = op->below; 519 next = op->below;
655 520
656 /* Forces get applied per default, unless they have the 521 /* Forces get applied per default, unless they have the
657 * flag "neutral" set. Sorry but I can't think of a better way 522 * flag "neutral" set. Sorry but I can't think of a better way
658 */ 523 */
659 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL)) 524 if (op->type == FORCE && !op->flag [FLAG_NEUTRAL])
660 SET_FLAG (op, FLAG_APPLIED); 525 op->set_flag (FLAG_APPLIED);
661 526
662 /* we never give weapons/armour if these cannot be used 527 /* we never give weapons/armour if these cannot be used
663 * by this player due to race restrictions 528 * by this player due to race restrictions
664 */ 529 */
665 if (pl->type == PLAYER) 530 if (pl->type == PLAYER)
666 { 531 {
667 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) && 532 if ((!pl->flag [FLAG_USE_ARMOUR]
533 &&
668 (op->type == ARMOUR || op->type == BOOTS || 534 (op->type == ARMOUR || op->type == BOOTS
669 op->type == CLOAK || op->type == HELMET || 535 || op->type == CLOAK || op->type == HELMET
670 op->type == SHIELD || op->type == GLOVES || 536 || op->type == SHIELD || op->type == GLOVES
671 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) 537 || op->type == BRACERS || op->type == GIRDLE))
538 || (!pl->flag [FLAG_USE_WEAPON] && op->type == WEAPON))
672 { 539 {
673 op->destroy (); 540 op->destroy ();
674 continue; 541 continue;
675 } 542 }
676 } 543 }
677 544
678 /* This really needs to be better - we should really give 545 /* Here we remove duplicated skills (as duplicated spell objects have
679 * a substitute spellbook. The problem is that we don't really 546 * _very_ confusing effects for players), which could for instance be
680 * have a good idea what to replace it with (need something like 547 * generated by multiple treasurelists specifying the same skills.
681 * a first level treasurelist for each skill.)
682 * remove duplicate skills also
683 */ 548 */
684 if (op->type == SPELLBOOK || op->type == SKILL) 549 if (op->type == SKILL)
685 { 550 {
686 object *tmp;
687
688 for (tmp = op->below; tmp; tmp = tmp->below) 551 for (object *tmp = op->below; tmp; tmp = tmp->below)
689 if (tmp->type == op->type && tmp->name == op->name) 552 if (tmp->type == op->type && tmp->name == op->name)
690 break;
691
692 if (tmp)
693 { 553 {
694 op->destroy (); 554 op->destroy ();
695 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); 555 break;
696 continue;
697 } 556 }
698 557
699 if (op->nrof > 1) 558 if (op->nrof > 1)
700 op->nrof = 1; 559 op->nrof = 1;
701 } 560 }
702 561
703 if (op->type == SPELLBOOK && op->inv) 562 if (op->type == SPELLBOOK && op->inv)
704 { 563 op->inv->clr_flag (FLAG_STARTEQUIP);
705 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
706 }
707 564
708 /* Give starting characters identified, uncursed, and undamned 565 /* Give starting characters identified, uncursed, and undamned
709 * items. Just don't identify gold or silver, or it won't be 566 * items. Just don't identify gold or silver, or it won't be
710 * merged properly. 567 * merged properly.
711 */ 568 */
712 if (need_identify (op)) 569 if (op->need_identify ())
713 {
714 SET_FLAG (op, FLAG_IDENTIFIED);
715 CLEAR_FLAG (op, FLAG_CURSED);
716 CLEAR_FLAG (op, FLAG_DAMNED);
717 } 570 {
571 op->set_flag (FLAG_IDENTIFIED);
572 op->clr_flag (FLAG_CURSED);
573 op->clr_flag (FLAG_DAMNED);
574 }
575
718 if (op->type == SPELL) 576 if (op->type == SPELL)
719 { 577 {
720 op->destroy (); 578 op->destroy ();
721 continue; 579 continue;
722 } 580 }
723 else if (op->type == SKILL) 581 else if (op->type == SKILL)
724 { 582 {
725 SET_FLAG (op, FLAG_CAN_USE_SKILL); 583 op->set_flag (FLAG_CAN_USE_SKILL);
726 op->stats.exp = 0; 584 op->stats.exp = 0;
727 op->level = 1; 585 op->level = 1;
728 } 586 }
729 /* lock all 'normal items by default */ 587 else /* lock all 'normal items by default */
730 else 588 op->set_flag (FLAG_INV_LOCKED);
731 SET_FLAG (op, FLAG_INV_LOCKED);
732 } /* for loop of objects in player inv */ 589 } /* for loop of objects in player inv */
733 590
734 /* Need to set up the skill pointers */ 591 /* Need to set up the skill pointers */
735 link_player_skills (pl); 592 pl->contr->link_skills ();
736} 593}
737 594
738void 595void
739get_party_password (object *op, partylist *party) 596get_party_password (object *op, partylist *party)
740{ 597{
750 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 607 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
751} 608}
752 609
753/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 610/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
754static int 611static int
755roll_stat (void) 612roll_stat ()
756{ 613{
757 int a[4], i, j, k; 614 int a[4], i, j, k;
758 615
759 for (i = 0; i < 4; i++) 616 for (i = 0; i < 4; i++)
760 a[i] = (int) rndm (6) + 1; 617 a[i] = rndm (1, 6);
761 618
762 for (i = 0, j = 0, k = 7; i < 4; i++) 619 for (i = 0, j = 0, k = 7; i < 4; i++)
763 if (a[i] < k) 620 if (a[i] < k)
764 k = a[i], j = i; 621 k = a[i], j = i;
765 622
771} 628}
772 629
773void 630void
774object::roll_stats () 631object::roll_stats ()
775{ 632{
776 int statsort [7]; 633 int statsort [NUM_STATS];
777 634
778 for (;;) 635 for (;;)
779 { 636 {
780 int sum = 0; 637 int sum = 0;
781 for (int i = 7; i--; ) 638 for (int i = NUM_STATS; i--; )
782 sum += statsort [i] = roll_stat (); 639 sum += statsort [i] = roll_stat ();
783 640
784 if (sum >= 82 && sum <= 116) 641 if (sum >= 82 && sum <= 116)
785 break; 642 break;
786 } 643 }
787 644
788 // Sort the stats so that rerolling is easier... 645 // Sort the stats so that rerolling is easier...
789 std::sort (statsort, statsort + 7, std::greater<int>()); 646 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
790 647
648 for (int i = 0; i < NUM_STATS; ++i)
791 stats.Str = statsort[0]; 649 stats.stat (i) = statsort [i];
792 stats.Dex = statsort[1];
793 stats.Con = statsort[2];
794 stats.Int = statsort[3];
795 stats.Wis = statsort[4];
796 stats.Pow = statsort[5];
797 stats.Cha = statsort[6];
798 650
799 stats.exp = 0; 651 stats.exp = 0;
800 stats.ac = 0; 652 stats.ac = 0;
801 653
802 stats.hp = stats.maxhp; 654 stats.hp = stats.maxhp;
814} 666}
815 667
816void 668void
817object::swap_stats (int a, int b) 669object::swap_stats (int a, int b)
818{ 670{
819 int tmp = get_attr_value (&contr->orig_stats, a); 671 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
820 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
821 set_attr_value (&contr->orig_stats, b, tmp);
822 672
673 for (int i = 0; i < NUM_STATS; ++i)
823 stats.Str = contr->orig_stats.Str; 674 stats.stat (i) = contr->orig_stats.stat (i);
824 stats.Dex = contr->orig_stats.Dex;
825 stats.Con = contr->orig_stats.Con;
826 stats.Int = contr->orig_stats.Int;
827 stats.Wis = contr->orig_stats.Wis;
828 stats.Pow = contr->orig_stats.Pow;
829 stats.Cha = contr->orig_stats.Cha;
830 675
831 //TODO: the following code looks so borked and should, at the very least, 676 //TODO: the following code looks so borked and should, at the very least,
832 // be merged with the similar code in roll_stats 677 // be merged with the similar code in roll_stats
833 stats.ac = 0; 678 stats.ac = 0;
834 679
853static void 698static void
854start_info (object *op) 699start_info (object *op)
855{ 700{
856 char buf[MAX_BUF]; 701 char buf[MAX_BUF];
857 702
858 sprintf (buf, "Welcome to Crossfire v%s!", VERSION); 703 sprintf (buf, "Welcome to Deliantra v%s!", VERSION);
859 new_draw_info (NDI_UNIQUE, 0, op, buf); 704 new_draw_info (NDI_UNIQUE, 0, op, buf);
860 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
861 //new_draw_info (NDI_UNIQUE, 0, op, " ");
862} 705}
863 706
864/* This function takes the key that is passed, and does the 707/* This function takes the key that is passed, and does the
865 * appropriate action with it (change race, or other things). 708 * appropriate action with it (change race, or other things).
866 * The function name is for historical reasons - now we have 709 * The function name is for historical reasons - now we have
867 * separate race and class; this actually changes the RACE, 710 * separate race and class; this actually changes the RACE,
868 * not the class. 711 * not the class.
869 */ 712 */
870int 713void
871key_change_class (object *op, char key) 714player::chargen_race_done ()
872{ 715{
873 int tmp_loop;
874
875 if (key == 'd' || key == 'D')
876 {
877 char buf[MAX_BUF];
878
879 /* this must before then initial items are given */ 716 /* this must before then initial items are given */
880 esrv_new_player (op->contr, op->weight + op->carrying); 717 esrv_new_player (ob->contr);
881 718
882 treasurelist *tl = find_treasurelist ("starting_wealth"); 719 treasurelist *tl = treasurelist::find (shstr_starting_wealth);
883 if (tl) 720 if (tl)
884 create_treasure (tl, op, 0, 0, 0); 721 create_treasure (tl, ob, 0, 0, 0);
885 722
886 INVOKE_PLAYER (BIRTH, op->contr); 723 INVOKE_PLAYER (BIRTH, ob->contr);
887 INVOKE_PLAYER (LOGIN, op->contr);
888 724
889 op->contr->ns->state = ST_PLAYING; 725 ob->contr->ns->state = ST_PLAYING;
890 726
891 if (op->msg) 727 if (ob->msg)
892 op->msg = NULL; 728 ob->msg = 0;
893 729
894 /* We create this now because some of the unique maps will need it
895 * to save here.
896 */
897 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name);
898 make_path_to_file (buf);
899
900 start_info (op); 730 start_info (ob);
901 CLEAR_FLAG (op, FLAG_WIZ); 731 ob->clr_flag (FLAG_WIZ);
902 give_initial_items (op, op->randomitems); 732 give_initial_items (ob, ob->randomitems);
903 link_player_skills (op);
904 esrv_send_inventory (op, op); 733 esrv_send_inventory (ob, ob);
905 op->update_stats (); 734 ob->update_stats ();
906 735
907 /* This moves the player to a different start map, if there 736 /* This moves the player to a different start map, if there
908 * is one for this race 737 * is one for this race
909 */ 738 */
910 if (*first_map_ext_path) 739 if (*first_map_ext_path)
911 { 740 ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y);
912 object *tmp;
913 char mapname[MAX_BUF];
914
915 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &op->arch->name);
916 tmp = object::create ();
917 EXIT_PATH (tmp) = mapname;
918 EXIT_X (tmp) = op->x;
919 EXIT_Y (tmp) = op->y;
920 op->enter_exit (tmp); /* we don't really care if it succeeded;
921 * if the map isn't there, then stay on the
922 * default initial map */
923 tmp->destroy ();
924 }
925 else 741 else
926 LOG (llevDebug, "first_map_ext_path not set\n"); 742 LOG (llevDebug, "first_map_ext_path not set\n");
743}
927 744
928 return 0; 745/*
929 } 746 * Returns true if the given player is a legal class.
747 * The function to add and remove class-bonuses to the stats doesn't
748 * check if the stat becomes negative, thus this function
749 * merely checks that all stats are 1 or more, and returns
750 * false otherwise.
751 */
752static int
753allowed_class (const object *op)
754{
755 return op->stats.Dex > 0
756 && op->stats.Str > 0
757 && op->stats.Con > 0
758 && op->stats.Int > 0
759 && op->stats.Wis > 0
760 && op->stats.Pow > 0
761 && op->stats.Cha > 0;
762}
930 763
764void
765player::chargen_race_next ()
766{
931 /* Following actually changes the race - this is the default command 767 /* Following actually changes the race - this is the default command
932 * if we don't match with one of the options above. 768 * if we don't match with one of the options above.
933 */ 769 */
934 770
935 tmp_loop = 0; 771 do
936 while (!tmp_loop)
937 { 772 {
938 shstr name = op->name; 773 shstr name = ob->name;
939 int x = op->x, y = op->y; 774 int x = ob->x, y = ob->y;
940 775
941 op->remove_statbonus (); 776 ob->remove_statbonus ();
942 op->remove (); 777 ob->remove ();
943 op->arch = get_player_archetype (op->arch); 778 ob->arch = get_player_archetype (ob->arch);
944 op->arch->clone.copy_to (op); 779 ob->arch->copy_to (ob);
945 op->instantiate (); 780 ob->instantiate ();
946 op->stats = op->contr->orig_stats; 781 ob->stats = ob->contr->orig_stats;
947 op->name = op->name_pl = name; 782 ob->name = ob->name_pl = name;
948 op->x = x; 783 ob->x = x;
949 op->y = y; 784 ob->y = y;
950 SET_ANIMATION (op, 2); /* So player faces south */ 785 SET_ANIMATION (ob, 2); /* So player faces south */
951 insert_ob_in_map (op, op->map, op, 0); 786 insert_ob_in_map (ob, ob->map, ob, 0);
952 assign (op->contr->title, op->arch->clone.name); 787 assign (ob->contr->title, ob->arch->object::name);
953 op->add_statbonus (); 788 ob->add_statbonus ();
954 tmp_loop = allowed_class (op);
955 } 789 }
790 while (!allowed_class (ob));
956 791
957 update_object (op, UP_OBJ_FACE); 792 update_object (ob, UP_OBJ_FACE);
958 esrv_update_item (UPD_FACE, op, op); 793 esrv_update_item (UPD_FACE, ob, ob);
959 op->update_stats (); 794 ob->update_stats ();
960 op->stats.hp = op->stats.maxhp; 795 ob->stats.hp = ob->stats.maxhp;
961 op->stats.sp = op->stats.maxsp; 796 ob->stats.sp = ob->stats.maxsp;
962 op->stats.grace = 0; 797 ob->stats.grace = 0;
963
964 if (op->msg)
965 new_draw_info (NDI_BLUE, 0, op, op->msg);
966
967 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
968 return 0;
969} 798}
970 799
971void 800static void
972flee_player (object *op) 801flee_player (object *op)
973{ 802{
974 int dir, diff; 803 int dir, diff;
975 rv_vector rv; 804 rv_vector rv;
976 805
977 if (op->stats.hp < 0) 806 if (op->stats.hp < 0)
978 { 807 {
979 LOG (llevDebug, "Fleeing player is dead.\n"); 808 LOG (llevDebug, "Fleeing player is dead.\n");
980 CLEAR_FLAG (op, FLAG_SCARED); 809 op->clr_flag (FLAG_SCARED);
981 return; 810 return;
982 } 811 }
983 812
984 if (op->enemy == NULL) 813 if (!op->enemy)
985 { 814 {
986 LOG (llevDebug, "Fleeing player had no enemy.\n"); 815 LOG (llevDebug, "Fleeing player had no enemy.\n");
987 CLEAR_FLAG (op, FLAG_SCARED); 816 op->clr_flag (FLAG_SCARED);
988 return; 817 return;
989 } 818 }
990 819
991 /* Seen some crashes here. Since we don't store an 820 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
992 * op->enemy_count, it is possible that something destroys the
993 * actual enemy, and the object is recycled.
994 */
995 if (op->enemy->map == NULL)
996 { 821 {
997 CLEAR_FLAG (op, FLAG_SCARED);
998 op->enemy = NULL; 822 op->enemy = NULL;
999 return; 823 op->clr_flag (FLAG_SCARED);
1000 }
1001
1002 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
1003 {
1004 op->enemy = NULL;
1005 CLEAR_FLAG (op, FLAG_SCARED);
1006 return; 824 return;
1007 } 825 }
1008 826
1009 get_rangevector (op, op->enemy, &rv, 0); 827 get_rangevector (op, op->enemy, &rv, 0);
1010 828
1011 dir = absdir (4 + rv.direction); 829 dir = absdir (4 + rv.direction);
1012 for (diff = 0; diff < 3; diff++) 830 for (diff = 0; diff < 3; diff++)
1013 { 831 {
1014 int m = 1 - (RANDOM () & 2); 832 int m = 1 - rndm (2) * 2;
1015 833
1016 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 834 if (op->move (absdir (dir + diff * m)) || (diff == 0 && op->move (absdir (dir - diff * m))))
1017 return; 835 return;
1018 } 836 }
1019 837
1020 /* Cornered, get rid of scared */ 838 /* Cornered, get rid of scared */
1021 CLEAR_FLAG (op, FLAG_SCARED); 839 op->clr_flag (FLAG_SCARED);
1022 op->enemy = NULL; 840 op->enemy = NULL;
1023} 841}
1024 842
1025
1026/* check_pick sees if there is stuff to be picked up/picks up stuff. 843/* check_pick sees if there is stuff to be picked up/picks up stuff.
1027 * IT returns 1 if the player should keep on moving, 0 if he should 844 * It returns 1 if the player should keep on moving, 0 if he should
1028 * stop. 845 * stop.
1029 */ 846 */
1030int 847int
1031check_pick (object *op) 848check_pick (object *op)
1032{ 849{
1033 object *tmp, *next; 850 object *tmp, *next;
1034 int stop = 0; 851 int stop = 0;
1035 int wvratio; 852 int wvratio;
1036 char putstring[128];
1037 853
1038 /* if you're flying, you cna't pick up anything */ 854 /* if you're flying, you can't pick up anything */
1039 if (op->move_type & MOVE_FLYING) 855 if (op->move_type & MOVE_FLYING)
1040 return 1; 856 return 1;
1041 857
1042 next = op->below; 858 next = op->below;
859
860 int cnt = MAX_ITEM_PER_ACTION;
861#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
1043 862
1044 /* loop while there are items on the floor that are not marked as 863 /* loop while there are items on the floor that are not marked as
1045 * destroyed */ 864 * destroyed */
1046 while (next && !next->destroyed ()) 865 while (next && !next->destroyed ())
1047 { 866 {
1048 tmp = next; 867 tmp = next;
1049 next = tmp->below; 868 next = tmp->below;
1050 869
870 if (cnt <= 0)
871 {
872 op->failmsg ("Couldn't pickup all items at once.");
873 return 0;
874 }
875
1051 if (op->destroyed ()) 876 if (op->destroyed ())
1052 return 0; 877 return 0;
1053 878
1054 if (!can_pick (op, tmp)) 879 if (!can_pick (op, tmp))
1055 continue; 880 continue;
1056 881
1057 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 882 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1058 { 883 {
1059 if (item_matched_string (op, tmp, op->contr->search_str)) 884 if (item_matched_string (op, tmp, op->contr->search_str))
1060 pick_up (op, tmp); 885 CHK_PICK_PICKUP;
886
1061 continue; 887 continue;
1062 } 888 }
1063 889
1064 /* high not bit set? We're using the old autopickup model */ 890 /* pickup handling */
891 if (op->contr->mode & PU_DEBUG)
892 {
893 /* some debugging code to figure out item information */
894 const char *str = tmp->name
895 ? format ("item name: %s item type: %d weight/value: %d",
896 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))))
897 : format ("item name: %s item type: %d weight/value: %d",
898 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
899
900 new_draw_info (NDI_UNIQUE, 0, op, str);
901 }
902
903 if (op->contr->mode & PU_INHIBIT)
904 return 1;
905
906 if (!(op->contr->mode & PU_ENABLE)) // TODO: fix client
907 return 1;
908
909 /* philosophy:
910 * It's easy to grab an item type from a pile, as long as it's
911 * generic. This takes no game-time. For more detailed pickups
912 * and selections, select-items should be used. This is a
913 * grab-as-you-run type mode that's really useful for arrows for
914 * example.
915 * The drawback: right now it has no frontend, so you need to
916 * stick the bits you want into a calculator in hex mode and then
917 * convert to decimal and then 'pickup <#>
918 */
919
920 /* the first two modes are exclusive: if NOTHING we return, if
921 * STOP then we stop. All the rest are applied sequentially,
922 * meaning if any test passes, the item gets picked up. */
923
924 /* if mode is set to pick nothing up, return */
925 if (op->contr->mode == PU_NOTHING)
926 return 1;
927
928 /* if mode is set to stop when encountering objects, return */
929 /* take STOP before INHIBIT since it doesn't actually pick
930 * anything up */
931 if (op->contr->mode & PU_STOP)
932 return 0;
933
934 /* useful for going into stores and not losing your settings... */
935 /* and for battles wher you don't want to get loaded down while
936 * fighting */
937 if (op->contr->mode & PU_INHIBIT)
938 return 1;
939
940 /* prevent us from turning into auto-thieves :) */
941 if (tmp->flag [FLAG_UNPAID])
942 continue;
943
944 /* ignore known cursed objects */
945 if (tmp->flag [FLAG_KNOWN_CURSED] && op->contr->mode & PU_NOT_CURSED)
946 continue;
947
948 /* all food and drink if desired */
949 /* question: don't pick up known-poisonous stuff? */
1065 if (!(op->contr->mode & PU_NEWMODE)) 950 if (op->contr->mode & PU_FOOD)
951 if (tmp->type == FOOD)
1066 { 952 {
1067 switch (op->contr->mode) 953 CHK_PICK_PICKUP;
954 continue;
955 }
956
957 if (op->contr->mode & PU_DRINK)
958 if (tmp->type == DRINK || (tmp->type == POISON && !tmp->flag [FLAG_KNOWN_CURSED]))
959 {
960 CHK_PICK_PICKUP;
961 continue;
962 }
963
964 if (op->contr->mode & PU_POTION)
965 if (tmp->type == POTION)
966 {
967 CHK_PICK_PICKUP;
968 continue;
969 }
970
971 /* spellbooks, skillscrolls and normal books/scrolls */
972 if (op->contr->mode & PU_SPELLBOOK)
973 if (tmp->type == SPELLBOOK)
974 {
975 CHK_PICK_PICKUP;
976 continue;
977 }
978
979 if (op->contr->mode & PU_SKILLSCROLL)
980 if (tmp->type == SKILLSCROLL)
981 {
982 CHK_PICK_PICKUP;
983 continue;
984 }
985
986 if (op->contr->mode & PU_READABLES)
987 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
988 {
989 CHK_PICK_PICKUP;
990 continue;
991 }
992
993 /* wands/staves/rods/horns */
994 if (op->contr->mode & PU_MAGIC_DEVICE)
995 if (tmp->type == WAND
996 || tmp->type == ROD
997 || tmp->type == HORN
998 || tmp->type == POWER_CRYSTAL)
999 {
1000 CHK_PICK_PICKUP;
1001 continue;
1002 }
1003
1004 /* pick up all magical items */
1005 if (op->contr->mode & PU_MAGICAL)
1006 if (tmp->flag [FLAG_KNOWN_MAGICAL]
1007 && !tmp->flag [FLAG_KNOWN_CURSED])
1008 {
1009 CHK_PICK_PICKUP;
1010 continue;
1011 }
1012
1013 if (op->contr->mode & PU_VALUABLES)
1014 {
1015 if (tmp->type == MONEY || tmp->type == GEM)
1068 { 1016 {
1069 case 0: 1017 CHK_PICK_PICKUP;
1070 return 1; /* don't pick up */ 1018 continue;
1071 case 1:
1072 pick_up (op, tmp);
1073 return 1;
1074 case 2:
1075 pick_up (op, tmp);
1076 return 0;
1077 case 3:
1078 return 0; /* stop before pickup */
1079 case 4:
1080 pick_up (op, tmp);
1081 break;
1082 case 5:
1083 pick_up (op, tmp);
1084 stop = 1;
1085 break;
1086 case 6:
1087 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1088 pick_up (op, tmp);
1089 break;
1090
1091 case 7:
1092 if (tmp->type == MONEY || tmp->type == GEM)
1093 pick_up (op, tmp);
1094 break;
1095
1096 default:
1097 /* use value density */
1098 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1099 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1100 pick_up (op, tmp);
1101 } 1019 }
1102 } 1020 }
1103 else 1021
1104 { /* old model */ 1022 /* rings & amulets - talismans seems to be typed AMULET */
1105 /* NEW pickup handling */
1106 if (op->contr->mode & PU_DEBUG) 1023 if (op->contr->mode & PU_JEWELS)
1024 if (tmp->type == RING
1025 || tmp->type == AMULET
1026 || tmp->type == GIRDLE
1027 || tmp->type == SKILL_TOOL)
1107 { 1028 {
1108 /* some debugging code to figure out item information */ 1029 CHK_PICK_PICKUP;
1109 if (tmp->name != NULL)
1110 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1111 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1112 else
1113 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1114 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1115
1116 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1117 }
1118
1119 /* philosophy:
1120 * It's easy to grab an item type from a pile, as long as it's
1121 * generic. This takes no game-time. For more detailed pickups
1122 * and selections, select-items should be used. This is a
1123 * grab-as-you-run type mode that's really useful for arrows for
1124 * example.
1125 * The drawback: right now it has no frontend, so you need to
1126 * stick the bits you want into a calculator in hex mode and then
1127 * convert to decimal and then 'pickup <#>
1128 */
1129
1130 /* the first two modes are exclusive: if NOTHING we return, if
1131 * STOP then we stop. All the rest are applied sequentially,
1132 * meaning if any test passes, the item gets picked up. */
1133
1134 /* if mode is set to pick nothing up, return */
1135
1136 if (op->contr->mode & PU_NOTHING)
1137 return 1;
1138
1139 /* if mode is set to stop when encountering objects, return */
1140 /* take STOP before INHIBIT since it doesn't actually pick
1141 * anything up */
1142
1143 if (op->contr->mode & PU_STOP)
1144 return 0;
1145
1146 /* useful for going into stores and not losing your settings... */
1147 /* and for battles wher you don't want to get loaded down while
1148 * fighting */
1149 if (op->contr->mode & PU_INHIBIT)
1150 return 1;
1151
1152 /* prevent us from turning into auto-thieves :) */
1153 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1154 continue; 1030 continue;
1031 }
1155 1032
1156 /* ignore known cursed objects */ 1033 /* we don't forget dragon food */
1157 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) 1034 if (op->contr->mode & PU_FLESH)
1035 if (tmp->type == FLESH)
1036 {
1037 CHK_PICK_PICKUP;
1158 continue; 1038 continue;
1039 }
1159 1040
1160 /* all food and drink if desired */ 1041 /* bows and arrows. Bows are good for selling! */
1161 /* question: don't pick up known-poisonous stuff? */ 1042 if (op->contr->mode & PU_BOW)
1043 if (tmp->type == BOW)
1044 {
1045 CHK_PICK_PICKUP;
1046 continue;
1047 }
1048
1049 if (op->contr->mode & PU_ARROW)
1050 if (tmp->type == ARROW)
1051 {
1052 CHK_PICK_PICKUP;
1053 continue;
1054 }
1055
1056 /* all kinds of armor etc. */
1057 if (op->contr->mode & PU_ARMOUR)
1058 if (tmp->type == ARMOUR)
1059 {
1060 CHK_PICK_PICKUP;
1061 continue;
1062 }
1063
1064 if (op->contr->mode & PU_HELMET)
1065 if (tmp->type == HELMET)
1066 {
1067 CHK_PICK_PICKUP;
1068 continue;
1069 }
1070
1071 if (op->contr->mode & PU_SHIELD)
1072 if (tmp->type == SHIELD)
1073 {
1074 CHK_PICK_PICKUP;
1075 continue;
1076 }
1077
1162 if (op->contr->mode & PU_FOOD) 1078 if (op->contr->mode & PU_BOOTS)
1163 if (tmp->type == FOOD) 1079 if (tmp->type == BOOTS)
1080 {
1081 CHK_PICK_PICKUP;
1082 continue;
1083 }
1084
1085 if (op->contr->mode & PU_GLOVES)
1086 if (tmp->type == GLOVES || tmp->type == BRACERS)
1087 {
1088 CHK_PICK_PICKUP;
1089 continue;
1090 }
1091
1092 if (op->contr->mode & PU_CLOAK)
1093 if (tmp->type == CLOAK)
1094 {
1095 CHK_PICK_PICKUP;
1096 continue;
1097 }
1098
1099 /* hoping to catch throwing daggers here */
1100 if (op->contr->mode & PU_MISSILEWEAPON)
1101 if (tmp->type == WEAPON && tmp->flag [FLAG_IS_THROWN])
1102 {
1103 CHK_PICK_PICKUP;
1104 continue;
1105 }
1106
1107 /* careful: chairs and tables are weapons! */
1108 if (op->contr->mode & PU_ALLWEAPON)
1109 {
1110 if (tmp->type == WEAPON)
1111 if (!tmp->arch->archname.contains ("table") && !tmp->arch->archname.contains ("chair"))
1164 { 1112 {
1165 pick_up (op, tmp); 1113 CHK_PICK_PICKUP;
1166 continue; 1114 continue;
1167 } 1115 }
1116 }
1168 1117
1118 /* misc stuff that's useful */
1169 if (op->contr->mode & PU_DRINK) 1119 if (op->contr->mode & PU_KEY)
1170 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1120 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1171 { 1121 {
1172 pick_up (op, tmp); 1122 CHK_PICK_PICKUP;
1173 continue; 1123 continue;
1174 } 1124 }
1175 1125
1126 /* any of the last 4 bits set means we use the ratio for value
1127 * pickups */
1176 if (op->contr->mode & PU_POTION) 1128 if (op->contr->mode & PU_RATIO)
1177 if (tmp->type == POTION) 1129 {
1130 /* use value density to decide what else to grab */
1131 /* >=7 was >= op->contr->mode */
1132 /* >=7 is the old standard setting. Now we take the last 4 bits
1178 { 1133 */
1179 pick_up (op, tmp);
1180 continue;
1181 }
1182
1183 /* spellbooks, skillscrolls and normal books/scrolls */
1184 if (op->contr->mode & PU_SPELLBOOK)
1185 if (tmp->type == SPELLBOOK)
1186 {
1187 pick_up (op, tmp);
1188 continue;
1189 }
1190
1191 if (op->contr->mode & PU_SKILLSCROLL)
1192 if (tmp->type == SKILLSCROLL)
1193 {
1194 pick_up (op, tmp);
1195 continue;
1196 }
1197
1198 if (op->contr->mode & PU_READABLES)
1199 if (tmp->type == BOOK || tmp->type == SCROLL)
1200 {
1201 pick_up (op, tmp);
1202 continue;
1203 }
1204
1205 /* wands/staves/rods/horns */
1206 if (op->contr->mode & PU_MAGIC_DEVICE)
1207 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1208 {
1209 pick_up (op, tmp);
1210 continue;
1211 }
1212
1213 /* pick up all magical items */
1214 if (op->contr->mode & PU_MAGICAL) 1134 wvratio = op->contr->mode & PU_RATIO;
1215 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1135 if (1000 * query_cost (tmp, op, F_TRUE) / tmp->total_weight () >= wvratio * 100)
1216 {
1217 pick_up (op, tmp);
1218 continue;
1219 }
1220
1221 if (op->contr->mode & PU_VALUABLES)
1222 { 1136 {
1223 if (tmp->type == MONEY || tmp->type == GEM) 1137#if 0
1138 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1139 if (tmp->name != NULL)
1224 { 1140 {
1225 pick_up (op, tmp); 1141 fprintf (stderr, "%s", tmp->name);
1226 continue;
1227 } 1142 }
1228 }
1229
1230 /* rings & amulets - talismans seems to be typed AMULET */
1231 if (op->contr->mode & PU_JEWELS)
1232 if (tmp->type == RING || tmp->type == AMULET)
1233 {
1234 pick_up (op, tmp);
1235 continue;
1236 }
1237
1238 /* we don't forget dragon food */
1239 if (op->contr->mode & PU_FLESH)
1240 if (tmp->type == FLESH)
1241 {
1242 pick_up (op, tmp);
1243 continue;
1244 }
1245
1246 /* bows and arrows. Bows are good for selling! */
1247 if (op->contr->mode & PU_BOW)
1248 if (tmp->type == BOW)
1249 {
1250 pick_up (op, tmp);
1251 continue;
1252 }
1253
1254 if (op->contr->mode & PU_ARROW)
1255 if (tmp->type == ARROW)
1256 {
1257 pick_up (op, tmp);
1258 continue;
1259 }
1260
1261 /* all kinds of armor etc. */
1262 if (op->contr->mode & PU_ARMOUR)
1263 if (tmp->type == ARMOUR)
1264 {
1265 pick_up (op, tmp);
1266 continue;
1267 }
1268
1269 if (op->contr->mode & PU_HELMET)
1270 if (tmp->type == HELMET)
1271 {
1272 pick_up (op, tmp);
1273 continue;
1274 }
1275
1276 if (op->contr->mode & PU_SHIELD)
1277 if (tmp->type == SHIELD)
1278 {
1279 pick_up (op, tmp);
1280 continue;
1281 }
1282
1283 if (op->contr->mode & PU_BOOTS)
1284 if (tmp->type == BOOTS)
1285 {
1286 pick_up (op, tmp);
1287 continue;
1288 }
1289
1290 if (op->contr->mode & PU_GLOVES)
1291 if (tmp->type == GLOVES)
1292 {
1293 pick_up (op, tmp);
1294 continue;
1295 }
1296
1297 if (op->contr->mode & PU_CLOAK)
1298 if (tmp->type == CLOAK)
1299 {
1300 pick_up (op, tmp);
1301 continue;
1302 }
1303
1304 /* hoping to catch throwing daggers here */
1305 if (op->contr->mode & PU_MISSILEWEAPON)
1306 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1307 {
1308 pick_up (op, tmp);
1309 continue;
1310 }
1311
1312 /* careful: chairs and tables are weapons! */
1313 if (op->contr->mode & PU_ALLWEAPON)
1314 {
1315 if (tmp->type == WEAPON && tmp->name != NULL)
1316 {
1317 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1318 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1319 {
1320 pick_up (op, tmp);
1321 continue;
1322 }
1323 }
1324
1325 if (tmp->type == WEAPON && tmp->name == NULL)
1326 {
1327 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1328 {
1329 pick_up (op, tmp);
1330 continue;
1331 }
1332 }
1333 }
1334
1335 /* misc stuff that's useful */
1336 if (op->contr->mode & PU_KEY)
1337 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1338 {
1339 pick_up (op, tmp);
1340 continue;
1341 }
1342
1343 /* any of the last 4 bits set means we use the ratio for value
1344 * pickups */
1345 if (op->contr->mode & PU_RATIO)
1346 {
1347 /* use value density to decide what else to grab */
1348 /* >=7 was >= op->contr->mode */
1349 /* >=7 is the old standard setting. Now we take the last 4 bits
1350 * and multiply them by 5, giving 0..15*5== 5..75 */
1351 wvratio = (op->contr->mode & PU_RATIO) * 5;
1352 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1353 {
1354 pick_up (op, tmp);
1355#if 0
1356 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1357 if (tmp->name != NULL)
1358 {
1359 fprintf (stderr, "%s", tmp->name);
1360 }
1361 else 1143 else
1362 fprintf (stderr, "%s", tmp->arch->name); 1144 fprintf (stderr, "%s", tmp->arch->archname);
1363 fprintf (stderr, ",%d] = ", tmp->type); 1145 fprintf (stderr, ",%d] = ", tmp->type);
1364 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1146 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
1365#endif 1147#endif
1148 CHK_PICK_PICKUP;
1366 continue; 1149 continue;
1367 }
1368 } 1150 }
1369 } /* the new pickup model */ 1151 } /* the new pickup model */
1370 } 1152 }
1371 1153
1372 return !stop; 1154 return !stop;
1373} 1155}
1374 1156
1157/* routine for both players and monsters. We call this when
1158 * there is a possibility for our action distrubing our hiding
1159 * place or invisiblity spell. Artefact invisiblity causes
1160 * "noise" instead. If we arent invisible to begin with, we
1161 * return 0.
1162 */
1163static int
1164action_makes_visible (object *op)
1165{
1166 if (op->invisible && op->flag [FLAG_ALIVE])
1167 {
1168 if (op->flag [FLAG_MAKE_INVIS])
1169 {
1170 // artefact invisibility is permanent, but we still make noise
1171 // this is important for game-balance.
1172 if (op->contr)
1173 op->make_noise ();
1174
1175 return 0;
1176 }
1177
1178 if (op->contr && op->contr->tmp_invis == 0)
1179 return 0;
1180
1181 /* If monsters, they should become visible */
1182 if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis))
1183 {
1184 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible");
1185 return 1;
1186 }
1187 }
1188
1189 return 0;
1190}
1191
1375/* 1192/*
1376 * Find an arrow in the inventory and after that 1193 * Find an arrow in the inventory and after that
1377 * in the right type container (quiver). Pointer to the 1194 * in the right type container (quiver). Pointer to the
1378 * found object is returned. 1195 * found object is returned.
1379 */ 1196 */
1380object * 1197static object *
1381find_arrow (object *op, const char *type) 1198find_arrow (object *op, const char *type)
1382{ 1199{
1383 object *tmp = 0;
1384
1385 for (op = op->inv; op; op = op->below) 1200 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1386 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1387 tmp = find_arrow (op, type);
1388 else if (op->type == ARROW && op->race == type) 1201 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1202 return splay (tmp);
1203
1204 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1205 if (tmp->type == CONTAINER && tmp->flag [FLAG_APPLIED] && !strcmp (&tmp->race, type))
1206 if (object *arrow = find_arrow (tmp, type))
1207 {
1208 splay (tmp);
1389 return op; 1209 return arrow;
1210 }
1390 1211
1391 return tmp; 1212 return 0;
1392} 1213}
1393 1214
1394/* 1215/*
1395 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1216 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1396 * against the target. A full test is not performed, simply a basic test 1217 * against the target. A full test is not performed, simply a basic test
1397 * of resistances. The archer is making a quick guess at what he sees down 1218 * of resistances. The archer is making a quick guess at what he sees down
1398 * the hall. Failing that it does it's best to pick the highest plus arrow. 1219 * the hall. Failing that it does it's best to pick the highest plus arrow.
1399 */ 1220 */
1400object * 1221static object *
1401find_better_arrow (object *op, object *target, const char *type, int *better) 1222find_better_arrow (object *op, object *target, shstr_cmp type, int *better)
1402{ 1223{
1403 object *tmp = NULL, *arrow, *ntmp; 1224 object *tmp = NULL, *arrow, *ntmp;
1404 int attacknum, attacktype, betterby = 0, i; 1225 int attacknum, attacktype, betterby = 0, i;
1405 1226
1406 if (!type) 1227 if (!type)
1407 return NULL; 1228 return NULL;
1408 1229
1409 for (arrow = op->inv; arrow; arrow = arrow->below) 1230 for (arrow = op->inv; arrow; arrow = arrow->below)
1410 { 1231 {
1411 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED)) 1232 if (arrow->type == CONTAINER && arrow->race == type && arrow->flag [FLAG_APPLIED])
1412 { 1233 {
1413 i = 0; 1234 i = 0;
1414 ntmp = find_better_arrow (arrow, target, type, &i); 1235 ntmp = find_better_arrow (arrow, target, type, &i);
1236
1415 if (i > betterby) 1237 if (i > betterby)
1416 { 1238 {
1417 tmp = ntmp; 1239 tmp = ntmp;
1418 betterby = i; 1240 betterby = i;
1419 } 1241 }
1420 } 1242 }
1421 else if (arrow->type == ARROW && arrow->race == type) 1243 else if (arrow->type == ARROW && arrow->race == type)
1422 { 1244 {
1423 /* allways prefer assasination/slaying */ 1245 /* allways prefer assasination/slaying */
1424 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race)) 1246 if (target->race && arrow->slaying.contains (target->race))
1425 { 1247 {
1426 if (arrow->attacktype & AT_DEATH) 1248 if (arrow->attacktype & AT_DEATH)
1427 { 1249 {
1428 *better = 100; 1250 *better = 100;
1429 return arrow; 1251 return arrow;
1437 else 1259 else
1438 { 1260 {
1439 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1261 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1440 { 1262 {
1441 attacktype = 1 << attacknum; 1263 attacktype = 1 << attacknum;
1442 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1264 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1443 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby) 1265 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1444 { 1266 {
1445 tmp = arrow; 1267 tmp = arrow;
1446 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100; 1268 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1447 } 1269 }
1448 } 1270 }
1271
1449 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1272 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1450 { 1273 {
1451 tmp = arrow; 1274 tmp = arrow;
1452 betterby = 2 + arrow->magic + arrow->stats.dam; 1275 betterby = 2 + arrow->magic + arrow->stats.dam;
1453 } 1276 }
1277
1454 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) 1278 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1455 { 1279 {
1456 tmp = arrow; 1280 tmp = arrow;
1457 betterby = 1 + arrow->magic + arrow->stats.dam; 1281 betterby = 1 + arrow->magic + arrow->stats.dam;
1458 } 1282 }
1459 } 1283 }
1460 } 1284 }
1461 } 1285 }
1286
1462 if (tmp == NULL && arrow == NULL) 1287 if (tmp == NULL && arrow == NULL)
1463 return find_arrow (op, type); 1288 return find_arrow (op, type);
1464 1289
1465 *better = betterby; 1290 *better = betterby;
1466 return tmp; 1291 return tmp;
1470 * find_better_arrow to find a decent arrow to use. 1295 * find_better_arrow to find a decent arrow to use.
1471 * op = the shooter 1296 * op = the shooter
1472 * type = bow->race 1297 * type = bow->race
1473 * dir = fire direction 1298 * dir = fire direction
1474 */ 1299 */
1475 1300static object *
1476object *
1477pick_arrow_target (object *op, const char *type, int dir) 1301pick_arrow_target (object *op, shstr_cmp type, int dir)
1478{ 1302{
1479 object *tmp = NULL; 1303 object *tmp = NULL;
1480 maptile *m; 1304 maptile *m;
1481 int i, mflags, found, number; 1305 int i, mflags, found, number;
1482 sint16 x, y; 1306 sint16 x, y;
1494 y = op->y; 1318 y = op->y;
1495 1319
1496 /* find the first target */ 1320 /* find the first target */
1497 for (i = 0, found = 0; i < 20; i++) 1321 for (i = 0, found = 0; i < 20; i++)
1498 { 1322 {
1499 x += freearr_x[dir]; 1323 x += DIRX (dir);
1500 y += freearr_y[dir]; 1324 y += DIRY (dir);
1501 mflags = get_map_flags (m, &m, x, y, &x, &y); 1325 mflags = get_map_flags (m, &m, x, y, &x, &y);
1326
1502 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) 1327 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1503 { 1328 {
1504 tmp = NULL; 1329 tmp = 0;
1505 break; 1330 break;
1506 } 1331 }
1507 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW) 1332 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1508 { 1333 {
1509 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1334 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1510 * perhaps a bad assumption. 1335 * perhaps a bad assumption.
1511 */ 1336 */
1512 tmp = NULL; 1337 tmp = 0;
1513 break; 1338 break;
1514 } 1339 }
1340
1515 if (mflags & P_IS_ALIVE) 1341 if (mflags & P_IS_ALIVE)
1516 {
1517 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) 1342 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1518 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 1343 if (tmp->flag [FLAG_ALIVE])
1519 {
1520 found++;
1521 break;
1522 }
1523 if (found)
1524 break; 1344 break;
1525 }
1526 } 1345 }
1527 if (tmp == NULL) 1346
1347 if (!tmp)
1528 return find_arrow (op, type); 1348 return find_arrow (op, type);
1529 1349
1530 if (tmp->head) 1350 if (tmp->head)
1531 tmp = tmp->head; 1351 tmp = tmp->head;
1532 1352
1533 return find_better_arrow (op, tmp, type, &i); 1353 return find_better_arrow (op, tmp, type, &i);
1534} 1354}
1535 1355
1536/* 1356/*
1537 * Creature fires a bow - op can be monster or player. Returns 1357 * Creature fires a bow - op can be monster or player. Returns
1538 * 1 if bow was actually fired, 0 otherwise. 1358 * 1 if bow was actually fired, 0 otherwise.
1539 * op is the object firing the bow. 1359 * op is the object firing the bow.
1540 * part is for multipart creatures - the part firing the bow. 1360 * part is for multipart creatures - the part firing the bow.
1541 * dir is the direction of fire. 1361 * dir is the direction of fire.
1542 * wc_mod is any special modifier to give (used in special player fire modes) 1362 * wc_mod is any special modifier to give (used in special player fire modes)
1545 */ 1365 */
1546int 1366int
1547fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) 1367fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1548{ 1368{
1549 object *left, *bow; 1369 object *left, *bow;
1550 int bowspeed, mflags; 1370 int mflags;
1551 maptile *m; 1371 maptile *m;
1552 1372
1553 if (!dir) 1373 if (!dir)
1554 { 1374 {
1555 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1375 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1556 return 0; 1376 return 0;
1557 } 1377 }
1558 1378
1559 if (op->type == PLAYER) 1379 if (op->contr)
1560 bow = op->contr->ranges[range_bow]; 1380 bow = op->current_weapon;
1561 else 1381 else
1562 { 1382 {
1563 for (bow = op->inv; bow; bow = bow->below) 1383 for (bow = op->inv; bow; bow = bow->below)
1564 /* Don't check for applied - monsters don't apply bows - in that way, they 1384 /* Don't check for applied - monsters don't apply bows - in that way, they
1565 * don't need to switch back and forth between bows and weapons. 1385 * don't need to switch back and forth between bows and weapons.
1570 if (!bow) 1390 if (!bow)
1571 { 1391 {
1572 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1392 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1573 return 0; 1393 return 0;
1574 } 1394 }
1395
1396 // optimisation: move object to top so we will find it quickly again
1397 splay (bow);
1575 } 1398 }
1576 1399
1577 if (!bow->race || !bow->skill) 1400 if (!bow->race || !bow->skill)
1578 { 1401 {
1579 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1402 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1580 return 0; 1403 return 0;
1581 } 1404 }
1582
1583 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1584
1585 /* penalize ROF for bestarrow */
1586 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1587 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1588
1589 if (bowspeed < 1)
1590 bowspeed = 1;
1591 1405
1592 if (arrow == NULL) 1406 if (arrow == NULL)
1593 { 1407 {
1594 if ((arrow = find_arrow (op, bow->race)) == NULL) 1408 if ((arrow = find_arrow (op, bow->race)) == NULL)
1595 { 1409 {
1596 if (op->type == PLAYER) 1410 if (op->type == PLAYER)
1597 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1411 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1598 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1412 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1599 else 1413 else
1600 CLEAR_FLAG (op, FLAG_READY_BOW); 1414 op->clr_flag (FLAG_READY_BOW);
1415
1601 return 0; 1416 return 0;
1602 } 1417 }
1603 } 1418 }
1604 1419
1605 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1420 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1613 } 1428 }
1614 1429
1615 /* this should not happen, but sometimes does */ 1430 /* this should not happen, but sometimes does */
1616 if (arrow->nrof == 0) 1431 if (arrow->nrof == 0)
1617 { 1432 {
1433 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1618 arrow->destroy (); 1434 arrow->destroy ();
1619 return 0; 1435 return 0;
1620 } 1436 }
1621 1437
1622 left = arrow; /* these are arrows left to the player */ 1438 left = arrow; /* these are arrows left to the player */
1623 arrow = get_split_ob (arrow, 1); 1439 arrow = arrow->split ();
1624 if (!arrow) 1440 if (!arrow)
1625 { 1441 {
1626 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1442 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1627 return 0; 1443 return 0;
1628 } 1444 }
1629 1445
1630 arrow->set_owner (op); 1446 arrow->set_owner (op);
1631 arrow->skill = bow->skill; 1447 arrow->skill = bow->skill;
1632 arrow->direction = dir; 1448 arrow->direction = dir;
1633 1449
1450 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1451 arrow->stats.hp = arrow->stats.dam;
1452 arrow->stats.grace = arrow->attacktype;
1453 arrow->custom_name = arrow->slaying;
1454
1455#if 0
1456 if (player *pl = op->contr)
1457 {
1458 float speed = pl->weapon_sp;
1459
1460 /* penalize ROF for bestarrow */
1461 if (pl->bowtype == bow_bestarrow)
1462 speed *= .9f;
1463 else
1464 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1465
1466 op->speed_left += speed - op->speed;
1467 }
1468#endif
1469
1470 SET_ANIMATION (arrow, arrow->direction);
1471
1472 /* update the speed */
1473
1474 arrow->speed_left = 0;
1475 arrow->set_speed (max (2.f,
1476 ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1477 + bow->stats.dam / 7.f
1478 ));
1479
1480 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1481
1634 if (op->type == PLAYER) 1482 if (op->type == PLAYER)
1635 { 1483 {
1636 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1637 op->update_stats ();
1638 }
1639
1640 SET_ANIMATION (arrow, arrow->direction);
1641 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1642 arrow->stats.hp = arrow->stats.dam;
1643 arrow->stats.grace = arrow->attacktype;
1644 if (arrow->slaying != NULL)
1645 arrow->spellarg = strdup (arrow->slaying);
1646
1647 /* Note that this was different for monsters - they got their level
1648 * added to the damage. I think the strength bonus is more proper.
1649 */
1650
1651 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1652
1653 /* update the speed */
1654 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1655 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1656
1657 arrow->set_speed (max (arrow->speed, 1.0));
1658 arrow->speed_left = 0;
1659
1660 if (op->type == PLAYER)
1661 {
1662 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1663 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1664 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1665
1666 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; 1484 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1485 wc -= dex_bonus[op->stats.Dex];
1486
1487 if (!arrow->slaying)
1488 arrow->slaying = op->slaying;
1489
1490 arrow->attacktype |= op->attacktype;
1667 } 1491 }
1668 else 1492 else
1669 { 1493 {
1670 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1671 arrow->level = op->level; 1494 arrow->level = op->level;
1672 } 1495 arrow->stats.wc -= bow->magic;
1673 1496
1674 if (arrow->attacktype == AT_PHYSICAL) 1497 if (!arrow->slaying)
1498 arrow->slaying = bow->slaying;
1499
1675 arrow->attacktype |= bow->attacktype; 1500 arrow->attacktype |= bow->attacktype;
1501 }
1676 1502
1677 if (bow->slaying) 1503 wc -= arrow->level;
1678 arrow->slaying = bow->slaying; 1504 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1679 1505
1506 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1680 arrow->move_type = MOVE_FLY_LOW; 1507 arrow->move_type = MOVE_FLY_LOW;
1681 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1508 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1509 arrow->set_flag (FLAG_NO_PICK);
1682 1510
1683 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1511 op->play_sound (sound_find ("fire_arrow"));
1684 m->insert (arrow, sx, sy, op); 1512 m->insert (arrow, sx, sy, op);
1685 1513
1686 if (!arrow->destroyed ()) 1514 if (!arrow->destroyed ())
1687 move_arrow (arrow); 1515 move_arrow (arrow);
1688
1689 if (op->type == PLAYER)
1690 {
1691 if (left->destroyed ())
1692 esrv_del_item (op->contr, left->count);
1693 else
1694 esrv_send_item (op, left);
1695 }
1696 1516
1697 return 1; 1517 return 1;
1698} 1518}
1699 1519
1700/* Special fire code for players - this takes into 1520/* Special fire code for players - this takes into
1702 * but monsters can't. Putting that code here 1522 * but monsters can't. Putting that code here
1703 * makes the fire_bow code much cleaner. 1523 * makes the fire_bow code much cleaner.
1704 * this function should only be called if 'op' is a player, 1524 * this function should only be called if 'op' is a player,
1705 * hence the function name. 1525 * hence the function name.
1706 */ 1526 */
1707int 1527static int
1708player_fire_bow (object *op, int dir) 1528player_fire_bow (object *op, int dir)
1709{ 1529{
1710 int ret = 0, wcmod = 0; 1530 int ret;
1711 1531
1712 if (op->contr->bowtype == bow_bestarrow) 1532 if (op->contr->bowtype == bow_bestarrow)
1713 { 1533 {
1714 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y); 1534 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1715 } 1535 }
1716 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1536 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1717 { 1537 {
1718 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1538 int wcmod = similar_direction (dir, op->contr->bowtype - bow_n + 1) ? 0 : -1;
1719 wcmod = -1;
1720
1721 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1539 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1722 } 1540 }
1723 else if (op->contr->bowtype == bow_threewide) 1541 else if (op->contr->bowtype == bow_threewide)
1724 { 1542 {
1725 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1543 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1726 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]); 1544 ret |= fire_bow (op, op, NULL, dir, -5, op->x + DIRX (absdir (dir + 2)), op->y + DIRY (absdir (dir + 2)));
1727 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]); 1545 ret |= fire_bow (op, op, NULL, dir, -5, op->x + DIRX (absdir (dir - 2)), op->y + DIRY (absdir (dir - 2)));
1728 } 1546 }
1729 else if (op->contr->bowtype == bow_spreadshot) 1547 else if (op->contr->bowtype == bow_spreadshot)
1730 { 1548 {
1731 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1549 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1732 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); 1550 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1733 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); 1551 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1734
1735 } 1552 }
1736 else 1553 else
1737 { 1554 {
1738 /* Simple case */ 1555 /* Simple case */
1739 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1556 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1740 } 1557 }
1558
1741 return ret; 1559 return ret;
1742} 1560}
1743
1744 1561
1745/* Fires a misc (wand/rod/horn) object in 'dir'. 1562/* Fires a misc (wand/rod/horn) object in 'dir'.
1746 * Broken apart from 'fire' to keep it more readable. 1563 * Broken apart from 'fire' to keep it more readable.
1747 */ 1564 */
1748void 1565static void
1749fire_misc_object (object *op, int dir) 1566fire_misc_object (object *op, int dir)
1750{ 1567{
1751 object *item; 1568 object *item = op->contr->ranged_ob;
1752 1569
1753 if (!op->contr->ranges[range_misc]) 1570 if (!item)
1754 { 1571 {
1755 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); 1572 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1756 return; 1573 return;
1757 } 1574 }
1758 1575
1759 item = op->contr->ranges[range_misc];
1760 if (!item->inv) 1576 if (!item->inv)
1761 { 1577 {
1762 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1578 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1763 return; 1579 return;
1764 } 1580 }
1581
1582 if (!op->apply (item))
1583 return;
1584
1765 if (item->type == WAND) 1585 if (item->type == WAND)
1766 { 1586 {
1767 if (item->stats.food <= 0) 1587 if (item->stats.food <= 0)
1768 { 1588 {
1769 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1589 op->contr->play_sound (sound_find ("wand_poof"));
1770 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); 1590 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1591
1771 return; 1592 return;
1772 } 1593 }
1773 } 1594 }
1774 else if (item->type == ROD || item->type == HORN) 1595 else if (item->type == ROD || item->type == HORN)
1775 { 1596 {
1776 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1597 sint16 spell_sp = max (item->inv->stats.sp, item->inv->stats.grace);
1598
1599 // using the maximum of the rods charge allows at least one spell cast
1600 // for a rod or horn, this fixes some broken rods.
1601 if (item->stats.hp < min (spell_sp, item->stats.maxhp))
1777 { 1602 {
1778 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1603 op->contr->play_sound (sound_find ("wand_poof"));
1604
1779 if (item->type == ROD) 1605 if (item->type == ROD)
1780 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); 1606 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1781 else 1607 else
1782 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1608 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1609
1783 return; 1610 return;
1784 } 1611 }
1785 } 1612 }
1786 1613
1787 if (cast_spell (op, item, dir, item->inv, NULL)) 1614 if (cast_spell (op, item, dir, item->inv, NULL))
1788 { 1615 {
1789 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */ 1616 item->flag [FLAG_BEEN_APPLIED] = true; /* You now know something about it */
1617
1790 if (item->type == WAND) 1618 if (item->type == WAND)
1791 { 1619 {
1792 if (!(--item->stats.food)) 1620 if (!(--item->stats.food))
1793 { 1621 {
1794 object *tmp;
1795
1796 if (item->arch) 1622 if (item->arch)
1797 { 1623 {
1798 CLEAR_FLAG (item, FLAG_ANIMATE); 1624 item->clr_flag (FLAG_ANIMATE);
1799 item->face = item->arch->clone.face; 1625 item->face = item->arch->face;
1800 item->set_speed (0); 1626 item->set_speed (0);
1801 } 1627 }
1802 1628
1803 if ((tmp = item->in_player ())) 1629 if (object *pl = item->visible_to ())
1804 esrv_update_item (UPD_ANIM, tmp, item); 1630 esrv_update_item (UPD_ANIM, pl, item);
1805 } 1631 }
1806 } 1632 }
1807 else if (item->type == ROD || item->type == HORN) 1633 else if (item->type == ROD || item->type == HORN)
1808 drain_rod_charge (item); 1634 drain_rod_charge (item);
1809 } 1635 }
1810} 1636}
1811 1637
1812/* Received a fire command for the player - go and do it. 1638/* Received a fire command for the player - go and do it.
1813 */ 1639 */
1814void 1640bool
1815fire (object *op, int dir) 1641fire (object *who, int dir)
1816{ 1642{
1817 int spellcost = 0; 1643 int spellcost = 0;
1818 1644
1645 player *pl = who->contr;
1646
1647 if (pl->golem)
1648 {
1649 control_golem (who->contr->golem, dir);
1650 return false;
1651 }
1652
1653 object *ob = pl->ranged_ob;
1654
1655 if (!ob)
1656 return false;
1657
1658 if (who->speed_left > 0.f)
1659 --who->speed_left;
1660 else
1661 return false;
1662
1663 if (!who->apply (ob))
1664 return false;
1665
1819 /* check for loss of invisiblity/hide */ 1666 /* check for loss of invisiblity/hide */
1820 if (action_makes_visible (op)) 1667 if (action_makes_visible (who))
1821 make_visible (op); 1668 make_visible (who);
1822 1669
1823 switch (op->contr->shoottype) 1670 switch (ob->type)
1824 { 1671 {
1825 case range_none: 1672 case BOW:
1826 return;
1827
1828 case range_bow:
1829 player_fire_bow (op, dir); 1673 player_fire_bow (who, dir);
1830 return; 1674 break;
1831 1675
1832 case range_magic: /* Casting spells */ 1676 case SPELL:
1833 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0)); 1677 spellcost = cast_spell (who, who, dir, ob, *pl->spellparam ? pl->spellparam : 0);
1834 return; 1678 break;
1835 1679
1836 case range_misc: 1680 case BUILDER:
1837 fire_misc_object (op, dir);
1838 return;
1839
1840 case range_golem: /* Control summoned monsters from scrolls */
1841 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
1842 {
1843 op->contr->ranges[range_golem] = 0;
1844 op->contr->shoottype = range_none;
1845 }
1846 else
1847 control_golem (op->contr->ranges[range_golem], dir);
1848 return;
1849
1850 case range_skill:
1851 if (!op->chosen_skill)
1852 {
1853 if (op->type == PLAYER)
1854 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
1855 return;
1856 }
1857
1858 do_skill (op, op, op->chosen_skill, dir, NULL);
1859 return;
1860 case range_builder:
1861 apply_map_builder (op, dir); 1681 apply_map_builder (who, dir);
1862 return; 1682 break;
1683
1684 case SKILL:
1685 do_skill (who, who, ob, dir, 0);
1686 break;
1687
1688 case RANGED:
1689 do_skill (who, ob, who->chosen_skill, dir, 0);
1690 break;
1691
1863 default: 1692 default:
1864 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type."); 1693 fire_misc_object (who, dir);
1865 return; 1694 break;
1866 } 1695 }
1867}
1868 1696
1869/* find_key 1697 return true;
1870 * We try to find a key for the door as passed. If we find a key 1698}
1871 * and successfully use it, we return the key, otherwise NULL 1699
1872 * This function merges both normal and locked door, since the logic 1700static object *
1873 * for both is the same - just the specific key is different.
1874 * pl is the player,
1875 * inv is the objects inventory to searched
1876 * door is the door we are trying to match against.
1877 * This function can be called recursively to search containers.
1878 */
1879object *
1880find_key (object *pl, object *container, object *door) 1701find_key_ (object *pl, object *container, object *door)
1881{ 1702{
1882 object *tmp, *key; 1703 object *tmp, *key;
1883 1704
1884 /* Should not happen, but sanity checking is never bad */ 1705 /* Should not happen, but sanity checking is never bad */
1885 if (!container->inv) 1706 if (!container->inv)
1888 /* First, lets try to find a key in the top level inventory */ 1709 /* First, lets try to find a key in the top level inventory */
1889 for (tmp = container->inv; tmp; tmp = tmp->below) 1710 for (tmp = container->inv; tmp; tmp = tmp->below)
1890 { 1711 {
1891 if (door->type == DOOR && tmp->type == KEY) 1712 if (door->type == DOOR && tmp->type == KEY)
1892 break; 1713 break;
1714
1893 /* For sanity, we should really check door type, but other stuff 1715 /* For sanity, we should really check door type, but other stuff
1894 * (like containers) can be locked with special keys 1716 * (like containers) can be locked with special keys
1895 */ 1717 */
1896 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1718 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1897 break; 1719 break;
1898 } 1720 }
1903 * a key, return 1725 * a key, return
1904 */ 1726 */
1905 if (!tmp) 1727 if (!tmp)
1906 { 1728 {
1907 for (tmp = container->inv; tmp; tmp = tmp->below) 1729 for (tmp = container->inv; tmp; tmp = tmp->below)
1908 {
1909 /* No reason to search empty containers */ 1730 /* No reason to search empty containers */
1910 if (tmp->type == CONTAINER && tmp->inv) 1731 if (tmp->type == CONTAINER && tmp->inv)
1911 {
1912 if ((key = find_key (pl, tmp, door))) 1732 if ((key = find_key_ (pl, tmp, door)))
1913 return key; 1733 return key;
1914 }
1915 }
1916 1734
1917 if (!tmp) 1735 if (!tmp)
1918 return NULL; 1736 return 0;
1919 } 1737 }
1920 1738
1921 /* We get down here if we have found a key. Now if its in a container, 1739 /* We get down here if we have found a key. Now if its in a container,
1922 * see if we actually want to use it 1740 * see if we actually want to use it
1923 */ 1741 */
1924 if (pl != container) 1742 if (pl != container)
1925 { 1743 {
1926 /* Only let players use keys in containers */ 1744 /* Only let players use keys in containers */
1927 if (!pl->contr) 1745 if (!pl->contr)
1928 return NULL; 1746 return 0;
1747
1929 /* cases where this fails: 1748 /* cases where this fails:
1930 * If we only search the player inventory, return now since we 1749 * If we only search the player inventory, return now since we
1931 * are not in the players inventory. 1750 * are not in the players inventory.
1932 * If the container is not active, return now since only active 1751 * If the container is not active, return now since only active
1933 * containers can be used. 1752 * containers can be used.
1937 * inv must have been an container and must have been active. 1756 * inv must have been an container and must have been active.
1938 * 1757 *
1939 * Change the color so that the message doesn't disappear with 1758 * Change the color so that the message doesn't disappear with
1940 * all the others. 1759 * all the others.
1941 */ 1760 */
1942 if (pl->contr->usekeys == key_inventory || 1761 if (pl->contr->usekeys == key_inventory
1943 !QUERY_FLAG (container, FLAG_APPLIED) || 1762 || !container->flag [FLAG_APPLIED]
1944 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys")))) 1763 || (pl->contr->usekeys == keyrings && container->race != shstr_keys))
1945 { 1764 {
1946 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1765 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1947 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); 1766 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1948 return NULL; 1767 return NULL;
1949 } 1768 }
1950 } 1769 }
1951 1770
1952 return tmp; 1771 return tmp;
1772}
1773
1774/* find_key
1775 * We try to find a key for the door as passed. If we find a key
1776 * and successfully use it, we return the key, otherwise NULL
1777 * This function merges both normal and locked door, since the logic
1778 * for both is the same - just the specific key is different.
1779 * pl is the player,
1780 * inv is the objects inventory to searched
1781 * door is the door we are trying to match against.
1782 * This function can be called recursively to search containers.
1783 */
1784object *
1785find_key (object *pl, object *container, object *door)
1786{
1787 if (door->slaying && is_match_expr (door->slaying))
1788 {
1789 // for match expressions, we try to find the key by applying the match
1790 // to the op itself, which is supposed to find the "key", instead
1791 // of searching through containers ourselves.
1792
1793 return match_one (door->slaying, container, door, pl, pl);
1794 }
1795 else
1796 return find_key_ (pl, container, door);
1953} 1797}
1954 1798
1955/* moved door processing out of move_player_attack. 1799/* moved door processing out of move_player_attack.
1956 * returns 1 if player has opened the door with a key 1800 * returns 1 if player has opened the door with a key
1957 * such that the caller should not do anything more, 1801 * such that the caller should not do anything more,
1958 * 0 otherwise 1802 * 0 otherwise
1959 */ 1803 */
1960static int 1804static int
1961player_attack_door (object *op, object *door) 1805player_attack_door (object *op, object *door)
1962{ 1806{
1963 /* If its a door, try to find a use a key. If we do destroy the door, 1807 /* If its a door, try to find a key. If we do destroy the door,
1964 * might as well return immediately as there is nothing more to do - 1808 * might as well return immediately as there is nothing more to do -
1965 * otherwise, we fall through to the rest of the code. 1809 * otherwise, we fall through to the rest of the code.
1966 */ 1810 */
1967 object *key = find_key (op, op, door); 1811 object *key = find_key (op, op, door);
1968 1812
1969 /* IF we found a key, do some extra work */ 1813 /* If we found a key, do some extra work */
1970 if (key) 1814 if (key)
1971 { 1815 {
1972 object *container = key->env; 1816 object *container = key->env;
1973 1817
1974 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1975 if (action_makes_visible (op)) 1818 if (action_makes_visible (op))
1976 make_visible (op); 1819 make_visible (op);
1820
1977 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1821 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1978 spring_trap (door->inv, op); 1822 spring_trap (door->inv, op);
1979 1823
1980 if (door->type == DOOR) 1824 if (door->type == DOOR)
1981 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1825 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1982 else if (door->type == LOCKED_DOOR) 1826 else if (door->type == LOCKED_DOOR)
1983 { 1827 {
1984 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1828 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN);
1985 remove_door2 (door); /* remove door without violence ;-) */ 1829 remove_door2 (door); /* remove door without violence ;-) */
1986 } 1830 }
1987 1831
1988 /* Do this after we print the message */ 1832 /* Do this after we print the message */
1989 decrease_ob (key); /* Use up one of the keys */ 1833 key->decrease (); /* Use up one of the keys */
1990 /* Need to update the weight the container the key was in */
1991 if (container != op)
1992 esrv_update_item (UPD_WEIGHT, op, container);
1993 1834
1994 return 1; /* Nothing more to do below */ 1835 return 1; /* Nothing more to do below */
1995 } 1836 }
1996 else if (door->type == LOCKED_DOOR) 1837 else if (door->type == LOCKED_DOOR)
1997 { 1838 {
1998 /* Might as well return now - no other way to open this */ 1839 /* Might as well return now - no other way to open this */
1999 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1840 op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door...");
2000 return 1; 1841 return 1;
2001 } 1842 }
2002 1843
2003 return 0; 1844 return 0;
2004} 1845}
2007 * It should keep the code cleaner. 1848 * It should keep the code cleaner.
2008 * When this is called, the players direction has been updated 1849 * When this is called, the players direction has been updated
2009 * (taking into account confusion.) The player is also actually 1850 * (taking into account confusion.) The player is also actually
2010 * going to try and move (not fire weapons). 1851 * going to try and move (not fire weapons).
2011 */ 1852 */
2012void 1853bool
2013move_player_attack (object *op, int dir) 1854move_player_attack (object *op, int dir)
2014{ 1855{
2015 object *tmp, *mon; 1856 if (!op->contr->braced && op->speed_left > 0.f && op->move (dir))
2016 sint16 nx, ny; 1857 {
2017 int on_battleground; 1858 --op->speed_left;
2018 maptile *m; 1859 return true;
1860 }
2019 1861
2020 nx = freearr_x[dir] + op->x; 1862 sint16 nx = DIRX (dir) + op->x;
2021 ny = freearr_y[dir] + op->y; 1863 sint16 ny = DIRY (dir) + op->y;
2022 1864
2023 on_battleground = op_on_battleground (op, 0, 0); 1865 if (out_of_map (op->map, nx, ny))
1866 return false;
2024 1867
2025 /* If braced, or can't move to the square, and it is not out of the 1868 /* If braced, or can't move to the square, and it is not out of the
2026 * map, attack it. Note order of if statement is important - don't 1869 * map, attack it. Note order of if statement is important - don't
2027 * want to be calling move_ob if braced, because move_ob will move the 1870 * want to be calling move_ob if braced, because move_ob will move the
2028 * player. This is a pretty nasty hack, because if we could 1871 * player. This is a pretty nasty hack, because if we could
2029 * move to some space, it then means that if we are braced, we should 1872 * move to some space, it then means that if we are braced, we should
2030 * do nothing at all. As it is, if we are braced, we go through 1873 * do nothing at all. As it is, if we are braced, we go through
2031 * quite a bit of processing. However, it probably is less than what 1874 * quite a bit of processing. However, it probably is less than what
2032 * move_ob uses. 1875 * move_ob uses.
2033 */ 1876 */
2034 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) 1877 maptile *m = op->map->xy_find (nx, ny);
1878
1879 /* Go through all the objects, and find ones of interest. Only stop if
1880 * we find a monster - that is something we know we want to attack.
1881 * if its a door or barrel (can roll) see if there may be monsters
1882 * on the space
1883 */
1884 object *mon;
1885 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
1886 {
1887 if ((mon->flag [FLAG_ALIVE]
1888 || mon->type == LOCKED_DOOR
1889 || mon->flag [FLAG_CAN_ROLL])
1890 && mon != op)
1891 break;
2035 { 1892 }
2036 if (OUT_OF_REAL_MAP (op->map, nx, ny)) 1893
1894 /* no monster == player tries to move into a wall or so */
1895 if (!mon)
1896 {
1897 for (object *ob = m->at (nx, ny).top; ob; ob = ob->below)
1898 if (op->move_type & ob->move_block)
2037 { 1899 {
2038 m = op->map->xy_find (nx, ny); 1900 if (ob->move_block == MOVE_ALL)
2039 if (!m) 1901 move_into_wall (op, ob);
2040 return; /* Don't think this should happen */ 1902 else
1903 {
1904 if (op->contr->ns->bumpmsg)
1905 {
1906 op->play_sound (sound_find ("blocked_move"));
1907
1908 op->statusmsg (ob->invisible
1909 ? "Something blocks you."
1910 : format ("Something blocks you from entering the %s.", query_name (ob))
1911 );
1912 }
1913 }
1914
1915 break;
1916 }
1917
1918 return false;
1919 }
1920
1921 mon = mon->head_ ();
1922
1923 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
1924 if (op->contr->weapon_sp_left > 0.f)
1925 if (player_attack_door (op, mon))
1926 {
1927 --op->contr->weapon_sp_left;
1928 return true;
1929 }
1930
1931 /* The following deals with possibly attacking peaceful
1932 * or friendly creatures. Basically, all players are considered
1933 * unaggressive. If the moving player has peaceful set, then the
1934 * object should be pushed instead of attacked. It is assumed that
1935 * if you are braced, you will not attack friends accidently,
1936 * and thus will not push them.
1937 */
1938
1939 /* If the creature is a pet, push it even if the player is not
1940 * peaceful. Our assumption is the creature is a pet if the
1941 * player owns it and it is either friendly or unagressive.
1942 */
1943 if (op->type == PLAYER
1944 && ((mon->owner && mon->owner->contr
1945 && same_party (mon->owner->contr->party, op->contr->party))
1946 || mon->owner == op)
1947 && (mon->flag [FLAG_UNAGGRESSIVE] || mon->flag [FLAG_FRIENDLY]))
1948 {
1949 /* If we're braced, we don't want to switch places with it */
1950 if (op->contr->braced)
1951 return false;
1952
1953 if (op->speed_left > 0.f)
1954 {
1955 --op->speed_left;
1956
1957 op->play_sound (sound_find ("push_player"));
1958 push_ob (mon, dir, op);
1959
1960 if (action_makes_visible (op))
1961 make_visible (op);
1962
1963 return true;
2041 } 1964 }
2042 else 1965 else
2043 m = op->map;
2044
2045 if (!(tmp = m->at (nx, ny).bot))
2046 return; 1966 return false;
1967 }
2047 1968
2048 mon = 0; 1969 bool on_battleground = op_on_battleground (op, 0, 0);
2049 /* Go through all the objects, and find ones of interest. Only stop if
2050 * we find a monster - that is something we know we want to attack.
2051 * if its a door or barrel (can roll) see if there may be monsters
2052 * on the space
2053 */
2054 while (tmp)
2055 {
2056 if (tmp == op)
2057 {
2058 tmp = tmp->above;
2059 continue;
2060 }
2061 1970
2062 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2063 {
2064 mon = tmp;
2065 break;
2066 }
2067
2068 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2069 mon = tmp;
2070
2071 tmp = tmp->above;
2072 }
2073
2074 if (!mon) /* This happens anytime the player tries to move */
2075 return; /* into a wall */
2076
2077 if (mon->head)
2078 mon = mon->head;
2079
2080 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2081 if (player_attack_door (op, mon))
2082 return;
2083
2084 /* The following deals with possibly attacking peaceful
2085 * or frienddly creatures. Basically, all players are considered
2086 * unaggressive. If the moving player has peaceful set, then the
2087 * object should be pushed instead of attacked. It is assumed that
2088 * if you are braced, you will not attack friends accidently,
2089 * and thus will not push them.
2090 */
2091
2092 /* If the creature is a pet, push it even if the player is not
2093 * peaceful. Our assumption is the creature is a pet if the
2094 * player owns it and it is either friendly or unagressive.
2095 */
2096 if ((op->type == PLAYER)
2097#if COZY_SERVER
2098 &&
2099 ((mon->owner && mon->owner->contr
2100 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op)
2101#else
2102 && mon->owner == op
2103#endif
2104 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2105 {
2106 /* If we're braced, we don't want to switch places with it */
2107 if (op->contr->braced)
2108 return;
2109
2110 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2111 (void) push_ob (mon, dir, op);
2112 if (op->contr->tmp_invis || op->hide)
2113 make_visible (op);
2114
2115 return;
2116 }
2117
2118 /* in certain circumstances, you shouldn't attack friendly 1971 /* in certain circumstances, you shouldn't attack friendly
2119 * creatures. Note that if you are braced, you can't push 1972 * creatures. Note that if you are braced, you can't push
2120 * someone, but put it inside this loop so that you won't 1973 * someone, but put it inside this loop so that you won't
2121 * attack them either. 1974 * attack them either.
2122 */ 1975 */
2123 if ((mon->type == PLAYER || mon->enemy != op) && 1976 if ((mon->type == PLAYER || mon->enemy != op)
2124 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 1977 && (mon->type == PLAYER || mon->flag [FLAG_UNAGGRESSIVE] || mon->flag [FLAG_FRIENDLY])
2125#ifdef PROHIBIT_PLAYERKILL
2126 (op->contr->peaceful 1978 && ((op->contr->peaceful
2127 || (mon->type == PLAYER 1979 || (mon->type == PLAYER && mon->contr->peaceful))
2128 && mon->contr->
2129 peaceful)) &&
2130#else
2131 op->contr->peaceful &&
2132#endif
2133 !on_battleground)) 1980 && !on_battleground))
1981 {
1982 if (op->speed_left > 0.f)
2134 { 1983 {
1984 --op->speed_left;
1985
2135 if (!op->contr->braced) 1986 if (!op->contr->braced)
2136 { 1987 {
2137 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 1988 op->play_sound (sound_find ("push_player"));
2138 push_ob (mon, dir, op); 1989 push_ob (mon, dir, op);
2139 } 1990 }
2140 else 1991 else
2141 new_draw_info (0, 0, op, "You withhold your attack"); 1992 op->statusmsg ("You withhold your attack");
2142 1993
2143 if (op->contr->tmp_invis || op->hide) 1994 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
2144 make_visible (op); 1995 make_visible (op);
2145 }
2146 1996
1997 return true;
1998 }
1999 }
2147 /* If the object is a boulder or other rollable object, then 2000 /* If the object is a boulder or other rollable object, then
2148 * roll it if not braced. You can't roll it if you are braced. 2001 * roll it if not braced. You can't roll it if you are braced.
2149 */ 2002 */
2150 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 2003 else if (mon->flag [FLAG_CAN_ROLL] && (!op->contr->braced))
2004 {
2005 if (op->speed_left > 0.f)
2151 { 2006 {
2007 --op->speed_left;
2008
2152 recursive_roll (mon, dir, op); 2009 recursive_roll (mon, dir, op);
2153 if (action_makes_visible (op)) 2010 if (action_makes_visible (op))
2154 make_visible (op); 2011 make_visible (op);
2155 }
2156 2012
2013 return true;
2014 }
2015 }
2157 /* Any generic living creature. Including things like doors. 2016 /* Any generic living creature. Including things like doors.
2158 * Way it works is like this: First, it must have some hit points 2017 * Way it works is like this: First, it must have some hit points
2159 * and be living. Then, it must be one of the following: 2018 * and be living. Then, it must be one of the following:
2160 * 1) Not a player, 2) A player, but of a different party. Note 2019 * 1) Not a player, 2) A player, but of a different party. Note
2161 * that party_number -1 is no party, so attacks can still happen. 2020 * that party_number -1 is no party, so attacks can still happen.
2162 */ 2021 */
2163 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2022 else if ((mon->stats.hp >= 0) && mon->flag [FLAG_ALIVE] &&
2164 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 2023 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2165 { 2024 {
2166 2025 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2167 /* If the player hasn't hit something this tick, and does
2168 * so, give them speed boost based on weapon speed. Doing
2169 * it here is better than process_players2, which basically
2170 * incurred a 1 tick offset.
2171 */
2172 if (!op->contr->has_hit)
2173 { 2026 {
2174 op->speed_left += op->speed / op->contr->weapon_sp; 2027 --op->contr->weapon_sp_left;
2175
2176 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2177 }
2178 2028
2179 skill_attack (mon, op, 0, 0, 0); 2029 skill_attack (mon, op, 0, 0, 0);
2180
2181 /* If attacking another player, that player gets automatic
2182 * hitback, and doesn't loose luck either.
2183 * Disable hitback on the battleground or if the target is
2184 * the wiz.
2185 */
2186 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2187 {
2188 short luck = mon->stats.luck;
2189
2190 mon->contr->has_hit = 1;
2191 skill_attack (op, mon, 0, 0, 0);
2192 mon->stats.luck = luck;
2193 }
2194 2030
2195 if (action_makes_visible (op)) 2031 if (action_makes_visible (op))
2196 make_visible (op); 2032 make_visible (op);
2197 }
2198 } /* if player should attack something */
2199}
2200 2033
2201int 2034 return true;
2035 }
2036 }
2037
2038 return false;
2039}
2040
2041bool
2202move_player (object *op, int dir) 2042move_player (object *op, int dir)
2203{ 2043{
2204 int pick;
2205
2206 if (!op->map || op->map->in_memory != MAP_IN_MEMORY) 2044 if (!op->map || op->map->state != MAP_ACTIVE)
2207 return 0; 2045 return 0;
2208 2046
2209 /* Sanity check: make sure dir is valid */ 2047 /* Sanity check: make sure dir is valid */
2210 if ((dir < 0) || (dir >= 9)) 2048 if (dir < 0 || dir > 8)
2211 { 2049 {
2212 LOG (llevError, "move_player: invalid direction %d\n", dir); 2050 LOG (llevError, "move_player: invalid direction %d\n", dir);
2213 return 0; 2051 return 0;
2214 } 2052 }
2215 2053
2216 /* peterm: added following line */ 2054 /* peterm: added following line */
2217 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2055 if (op->flag [FLAG_CONFUSED] && dir)
2218 dir = absdir (dir + rndm (3) + rndm (3) - 2); 2056 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2219 2057
2220 op->facing = dir; 2058 op->facing = dir;
2221 2059
2222 if (op->hide) 2060 if (op->flag [FLAG_HIDDEN])
2223 do_hidden_move (op); 2061 do_hidden_move (op);
2224 2062
2063 bool retval;
2064 int pick = 0;
2065
2225 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2066 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2226 /*nop */ ; 2067 retval = RESULT_INT (0);
2227 else if (op->contr->fire_on) 2068 else if (op->contr->fire_on)
2228 fire (op, dir); 2069 retval = fire (op, dir);
2229 else 2070 else
2230 { 2071 {
2231 move_player_attack (op, dir); 2072 retval = move_player_attack (op, dir);
2232 pick = check_pick (op); 2073 pick = check_pick (op);
2233 } 2074 }
2234 2075
2235 /* Add special check for newcs players and fire on - this way, the 2076 /* Add special check for newcs players and fire on - this way, the
2236 * server can handle repeat firing. 2077 * server can handle repeat firing.
2243 /* Update how the player looks. Use the facing, so direction may 2084 /* Update how the player looks. Use the facing, so direction may
2244 * get reset to zero. This allows for full animation capabilities 2085 * get reset to zero. This allows for full animation capabilities
2245 * for players. 2086 * for players.
2246 */ 2087 */
2247 animate_object (op, op->facing); 2088 animate_object (op, op->facing);
2248 return 0; 2089
2090 return retval;
2249} 2091}
2250 2092
2251/* This is similar to handle_player, below, but is only used by the 2093/* This is similar to handle_player, below, but is only used by the
2252 * new client/server stuff. 2094 * new client/server stuff.
2253 * This is sort of special, in that the new client/server actually uses 2095 * This is sort of special, in that the new client/server actually uses
2254 * the new speed values for commands. 2096 * the new speed values for commands.
2255 * 2097 *
2256 * Returns true if there are more actions we can do. 2098 * Returns true if there are more actions we can do. Should not do
2099 * many actions in a row, as that would be too unfair to other
2100 * players.
2257 */ 2101 */
2258int 2102bool
2259handle_newcs_player (object *op) 2103handle_newcs_player (object *op)
2260{ 2104{
2261 if (QUERY_FLAG (op, FLAG_SCARED)) 2105 if (op->flag [FLAG_SCARED])
2262 { 2106 {
2263 flee_player (op); 2107 if (op->speed_left > 0.f)
2264 /* If player is still scared, that is his action for this tick */
2265 if (QUERY_FLAG (op, FLAG_SCARED))
2266 { 2108 {
2267 op->speed_left--; 2109 --op->speed_left;
2110 flee_player (op);
2111
2268 return 0; 2112 return true;
2269 } 2113 }
2114 else
2115 return false;
2270 } 2116 }
2271
2272 /* I've been seeing crashes where the golem has been destroyed, but
2273 * the player object still points to the defunct golem. The code that
2274 * destroys the golem looks correct, and it doesn't always happen, so
2275 * put this in a a workaround to clean up the golem pointer.
2276 */
2277 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2278 op->contr->ranges[range_golem] = 0;
2279 2117
2280 /* call this here - we also will call this in do_ericserver, but 2118 /* call this here - we also will call this in do_ericserver, but
2281 * the players time has been increased when doericserver has been 2119 * the players time has been increased when doericserver has been
2282 * called, so we recheck it here. 2120 * called, so we recheck it here.
2283 */ 2121 */
2284 if (op->contr->ns->handle_command ()) 2122 if (op->contr->ns->handle_command ())
2285 return 1; 2123 return true;
2286 2124
2287 if (op->speed_left > 0)
2288 {
2289 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2125 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2290 {
2291 /* All move commands take 1 tick, at least for now */
2292 op->speed_left--;
2293
2294 /* Instead of all the stuff below, let move_player take care
2295 * of it. Also, some of the skill stuff is only put in
2296 * there, as well as the confusion stuff.
2297 */
2298 move_player (op, op->direction); 2126 return move_player (op, op->direction);
2299 2127
2300 return op->speed_left > 0;
2301 }
2302 }
2303
2304 return 0; 2128 return false;
2305} 2129}
2306 2130
2307int 2131static int
2308save_life (object *op) 2132save_life (object *op)
2309{ 2133{
2310 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2134 if (!op->flag [FLAG_LIFESAVE])
2311 return 0; 2135 return 0;
2312 2136
2313 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2137 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2314 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2138 if (tmp->flag [FLAG_APPLIED] && tmp->flag [FLAG_LIFESAVE])
2315 { 2139 {
2316 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2140 op->play_sound (sound_find ("ob_evaporate"));
2317 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); 2141 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2318 2142
2319 if (op->contr)
2320 esrv_del_item (op->contr, tmp->count);
2321
2322 tmp->destroy (); 2143 tmp->destroy ();
2323 CLEAR_FLAG (op, FLAG_LIFESAVE); 2144 op->clr_flag (FLAG_LIFESAVE);
2324 2145
2325 if (op->stats.hp < 0) 2146 if (op->stats.hp < 0)
2326 op->stats.hp = op->stats.maxhp; 2147 op->stats.hp = op->stats.maxhp;
2327 2148
2328 if (op->stats.food < 0) 2149 if (op->stats.food < 0)
2329 op->stats.food = 999; 2150 op->stats.food = MAX_FOOD;
2330 2151
2331 op->update_stats (); 2152 op->update_stats ();
2332 return 1; 2153 return 1;
2333 } 2154 }
2334 2155
2335 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2156 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2336 CLEAR_FLAG (op, FLAG_LIFESAVE); 2157 op->clr_flag (FLAG_LIFESAVE);
2337 enter_player_savebed (op); /* bring him home. */ 2158 enter_player_savebed (op); /* bring him home. */
2338 return 0; 2159 return 0;
2339} 2160}
2340 2161
2341/* This goes throws the inventory and removes unpaid objects, and puts them 2162/* This goes throws the inventory and removes unpaid objects, and puts them
2342 * back in the map (location and map determined by values of env). This 2163 * back in the map (location and map determined by values of env). This
2343 * function will descend into containers. op is the object to start the search 2164 * function will descend into containers. op is the object to start the search
2344 * from. 2165 * from.
2345 */ 2166 */
2167static void
2168drop_unpaid_items (object *op, object *env)
2169{
2170 while (op)
2171 {
2172 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2173
2174 if (op->flag [FLAG_UNPAID])
2175 op->insert_at (env);
2176 else if (op->inv)
2177 drop_unpaid_items (op->inv, env);
2178
2179 op = next;
2180 }
2181}
2182
2346void 2183void
2347remove_unpaid_objects (object *op, object *env) 2184object::drop_unpaid_items ()
2348{ 2185{
2349 while (op) 2186 if (!flag [FLAG_REMOVED])
2350 { 2187 ::drop_unpaid_items (inv, this);
2351 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2352
2353 if (QUERY_FLAG (op, FLAG_UNPAID))
2354 {
2355 if (env->type == PLAYER)
2356 esrv_del_item (env->contr, op->count);
2357
2358 op->insert_at (env);
2359 }
2360 else if (op->inv)
2361 remove_unpaid_objects (op->inv, env);
2362
2363 op = next;
2364 }
2365}
2366
2367/*
2368 * Returns pointer a static string containing gravestone text
2369 * Moved from apply.c to player.c - player.c is what
2370 * actually uses this function. player.c may not be quite the
2371 * best, a misc file for object actions is probably better,
2372 * but there isn't one in the server directory.
2373 */
2374char *
2375gravestone_text (object *op)
2376{
2377 static char buf2[MAX_BUF];
2378 char buf[MAX_BUF];
2379 time_t now = time (NULL);
2380
2381 strcpy (buf2, " R.I.P.\n\n");
2382 if (op->type == PLAYER)
2383 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2384 else
2385 sprintf (buf, "%s\n", &op->name);
2386
2387 strncat (buf2, " ", 20 - strlen (buf) / 2);
2388 strcat (buf2, buf);
2389 if (op->type == PLAYER)
2390 sprintf (buf, "who was in level %d when killed\n", op->level);
2391 else
2392 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2393
2394 strncat (buf2, " ", 20 - strlen (buf) / 2);
2395 strcat (buf2, buf);
2396 if (op->type == PLAYER)
2397 {
2398 sprintf (buf, "by %s.\n\n", op->contr->killer);
2399 strncat (buf2, " ", 21 - strlen (buf) / 2);
2400 strcat (buf2, buf);
2401 }
2402
2403 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2404 strncat (buf2, " ", 20 - strlen (buf) / 2);
2405 strcat (buf2, buf);
2406
2407 return buf2;
2408} 2188}
2409 2189
2410void 2190void
2411do_some_living (object *op) 2191do_some_living (object *op)
2412{ 2192{
2413 int last_food = op->stats.food; 2193 int last_food = op->stats.food;
2414 int gen_hp, gen_sp, gen_grace; 2194 int gen_hp, gen_sp, gen_grace;
2415 int over_hp, over_sp, over_grace;
2416 int i;
2417 int rate_hp = 1200; 2195 int rate_hp = 1200;
2418 int rate_sp = 2500; 2196 int rate_sp = 2500;
2419 int rate_grace = 2000; 2197 int rate_grace = 2000;
2420 const int max_hp = 1; 2198 const int max_hp = 1;
2421 const int max_sp = 1; 2199 const int max_sp = 1;
2422 const int max_grace = 1; 2200 const int max_grace = 1;
2423 2201
2202#if 0
2424 if (op->contr->hidden) 2203 if (op->contr->hidden)
2425 { 2204 {
2426 op->invisible = 1000; 2205 op->invisible = 1000;
2427 /* the socket code flashes the player visible/invisible 2206 /* the socket code flashes the player visible/invisible
2428 * depending on the value of invisible, so we need to 2207 * depending on the value of invisible, so we need to
2429 * alternate it here for it to work correctly. 2208 * alternate it here for it to work correctly.
2430 */ 2209 */
2431 if (pticks & 2) 2210 if (server_tick & 2)
2432 op->invisible--; 2211 op->invisible--;
2433 } 2212 }
2213 else
2214#endif
2434 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS))) 2215 if (op->invisible && !(op->flag [FLAG_MAKE_INVIS]))
2435 { 2216 {
2436 if (!op->invisible--) 2217 if (!op->invisible--)
2437 { 2218 {
2438 make_visible (op); 2219 make_visible (op);
2439 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out."); 2220 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2440 } 2221 }
2441 }
2442
2443 if (op->contr->outputs_sync)
2444 {
2445 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2446 if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2447 flush_output_element (op, &op->contr->outputs[i]);
2448 } 2222 }
2449 2223
2450 if (op->contr->ns->state == ST_PLAYING) 2224 if (op->contr->ns->state == ST_PLAYING)
2451 { 2225 {
2452 /* these next three if clauses make it possible to SLOW DOWN 2226 /* these next three if clauses make it possible to SLOW DOWN
2473 { 2247 {
2474 gen_grace = op->stats.maxgrace; 2248 gen_grace = op->stats.maxgrace;
2475 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2249 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2476 } 2250 }
2477 2251
2478 /* Regenerate Spell Points */ 2252 /* Regenerate Grace */
2479 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0) 2253 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2254 if (--op->last_grace < 0)
2480 { 2255 {
2481 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2482 if (op->stats.sp < op->stats.maxsp) 2256 if (op->stats.grace < op->stats.maxgrace / 2)
2257 op->stats.grace++; /* no penalty in food for regaining grace */
2258
2259 int temp = gen_grace < 20 ? 30 : gen_grace + 10;
2260
2261 if (max_grace > 1)
2483 { 2262 {
2484 op->stats.sp++; 2263 int over_grace = temp / rate_grace;
2485 /* dms do not consume food */ 2264
2486 if (!QUERY_FLAG (op, FLAG_WIZ)) 2265 if (over_grace > 0)
2487 { 2266 {
2488 op->stats.food--; 2267 op->stats.sp += over_grace + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > (temp % rate_grace)) ? -1 : 0;
2489 if (op->contr->digestion < 0) 2268 op->last_grace = 0;
2490 op->stats.food += op->contr->digestion;
2491 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2492 op->stats.food = last_food;
2493 } 2269 }
2270 else
2271 op->last_grace = rate_grace / temp;
2494 } 2272 }
2273 else
2274 op->last_grace = rate_grace / temp;
2495 2275
2496 if (max_sp > 1) 2276 /* wearing stuff doesn't detract from grace generation. */
2277 }
2278
2279 if (op->stats.food > 0)
2280 {
2281 /* Regenerate Spell Points */
2282 if (!op->contr->golem && --op->last_sp < 0)
2497 { 2283 {
2498 over_sp = (gen_sp + 10) / rate_sp; 2284 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2499 if (over_sp > 0) 2285
2286 if (op->stats.sp < op->stats.maxsp)
2500 { 2287 {
2501 if (op->stats.sp < op->stats.maxsp) 2288 op->stats.sp++;
2289
2290 /* dms do not consume food */
2291 if (!op->flag [FLAG_WIZ])
2502 { 2292 {
2503 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2504
2505 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2506 op->stats.sp--; 2293 op->stats.food--;
2507 2294
2508 if (op->stats.sp > op->stats.maxsp) 2295 if (op->contr->digestion < 0)
2296 op->stats.food += op->contr->digestion;
2297 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2509 op->stats.sp = op->stats.maxsp; 2298 op->stats.food = last_food;
2510 } 2299 }
2300 }
2301
2302 if (max_sp > 1)
2303 {
2304 int over_sp = (gen_sp + 10) / rate_sp;
2305 if (over_sp > 0)
2306 {
2307 if (op->stats.sp < op->stats.maxsp)
2308 {
2309 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2310
2311 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2312 op->stats.sp--;
2313
2314 if (op->stats.sp > op->stats.maxsp)
2315 op->stats.sp = op->stats.maxsp;
2316 }
2317
2511 op->last_sp = 0; 2318 op->last_sp = 0;
2319 }
2320 else
2321 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2512 } 2322 }
2513 else 2323 else
2514 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2324 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2515 } 2325 }
2516 else
2517 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2518 }
2519 2326
2520 /* Regenerate Grace */ 2327 /* Regenerate Hit Points */
2521 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2522 if (--op->last_grace < 0) 2328 if (--op->last_heal < 0)
2523 {
2524 if (op->stats.grace < op->stats.maxgrace / 2)
2525 op->stats.grace++; /* no penalty in food for regaining grace */
2526
2527 if (max_grace > 1)
2528 { 2329 {
2529 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2330 if (op->stats.hp < op->stats.maxhp)
2530 if (over_grace > 0)
2531 { 2331 {
2532 op->stats.sp += over_grace 2332 op->stats.hp++;
2533 + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0; 2333
2334 /* dms do not consume food */
2335 if (!op->flag [FLAG_WIZ])
2336 {
2337 op->stats.food--;
2338
2339 if (op->contr->digestion < 0)
2340 op->stats.food += op->contr->digestion;
2341 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2342 op->stats.food = last_food;
2343 }
2344 }
2345
2346 int temp = gen_hp < 20 ? 30 : gen_hp + 10;
2347
2348 if (max_hp > 1)
2349 {
2350 int over_hp = temp / rate_hp;
2351
2352 if (over_hp > 0)
2353 {
2354 op->stats.sp += over_hp + (random_roll (0, rate_hp - 1, op, PREFER_HIGH) > (temp % rate_hp)) ? -1 : 0;
2534 op->last_grace = 0; 2355 op->last_heal = 0;
2356 }
2357 else
2358 op->last_heal = rate_hp / temp;
2535 } 2359 }
2536 else 2360 else
2537 {
2538 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2539 }
2540 }
2541 else
2542 {
2543 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2544 }
2545 /* wearing stuff doesn't detract from grace generation. */
2546 }
2547
2548 /* Regenerate Hit Points */
2549 if (--op->last_heal < 0)
2550 {
2551 if (op->stats.hp < op->stats.maxhp)
2552 {
2553 op->stats.hp++;
2554 /* dms do not consume food */
2555 if (!QUERY_FLAG (op, FLAG_WIZ))
2556 {
2557 op->stats.food--;
2558 if (op->contr->digestion < 0)
2559 op->stats.food += op->contr->digestion;
2560 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2561 op->stats.food = last_food;
2562 }
2563 }
2564
2565 if (max_hp > 1)
2566 {
2567 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2568 if (over_hp > 0)
2569 {
2570 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2571 op->last_heal = 0; 2361 op->last_heal = rate_hp / temp;
2572 }
2573 else
2574 {
2575 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2576 }
2577 }
2578 else
2579 {
2580 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2581 } 2362 }
2582 } 2363 }
2583 2364
2584 /* Digestion */ 2365 /* Digestion */
2585 if (--op->last_eat < 0) 2366 if (--op->last_eat < 0)
2586 { 2367 {
2587#ifdef COZY_SERVER 2368 int bonus = max (0, op->contr->digestion),
2588 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion; 2369 penalty = max (0, -op->contr->digestion);
2589 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2590#else
2591 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2592#endif
2593 2370
2594 if (op->contr->gen_hp > 0)
2595 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2371 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2596 else
2597 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2598 2372
2599 /* dms do not consume food */ 2373 /* dms do not consume food */
2600 if (!QUERY_FLAG (op, FLAG_WIZ)) 2374 if (!op->flag [FLAG_WIZ])
2601 op->stats.food--; 2375 op->stats.food--;
2602 } 2376 }
2603 2377
2604 if (op->stats.food < 0 && op->stats.hp >= 0) 2378 if (op->stats.food < 0 && op->stats.hp >= 0)
2605 { 2379 {
2606 object *tmp, *flesh = 0; 2380 object *flesh = 0;
2607 2381
2608 for (tmp = op->inv; tmp; tmp = tmp->below) 2382 for_inv_removable (op, tmp)
2609 { 2383 {
2610 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2384 if (tmp->flag [FLAG_UNPAID])
2385 continue;
2386
2387 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2611 { 2388 {
2612 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2389 op->statusmsg ("You blindly grab for a bite of food. "
2613 { 2390 "H<To prevent you from starving, you ate some random item from your backpack.>");
2614 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2391 op->apply (tmp);
2615 manual_apply (op, tmp, 0); 2392
2616 if (op->stats.food >= 0 || op->stats.hp < 0) 2393 if (op->stats.food >= 0 || op->stats.hp < 0)
2617 break; 2394 break;
2618 } 2395 }
2619 else if (tmp->type == FLESH) 2396 else if (tmp->type == FLESH)
2620 flesh = tmp; 2397 flesh = tmp;
2621 } /* End if paid for object */ 2398 }
2622 } /* end of for loop */
2623 2399
2624 /* If player is still starving, it means they don't have any food, so 2400 /* If player is still starving, it means they don't have any food, so
2625 * eat flesh instead. 2401 * eat flesh instead.
2626 */ 2402 */
2627 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2403 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2628 { 2404 {
2629 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2405 op->statusmsg ("You blindly grab for a bite of food. "
2406 "H<To prevent you from starving, you ate some random item from your backpack.>");
2630 manual_apply (op, flesh, 0); 2407 op->apply (flesh);
2631 } 2408 }
2409
2410 // If player is still starving, alert him!
2411 if (op->stats.food < 0)
2412 op->failmsg ("You are starving! "
2413 "H<Eat some food to increase your food and prevent you from an untimely death.>");
2414 }
2415
2416 if (op->stats.food < 0)
2632 } 2417 {
2418 op->stats.hp += op->stats.food;
2419 op->stats.food = 0;
2633 2420
2634 while (op->stats.food < 0 && op->stats.hp >= 0) 2421 if (op->stats.hp < 0)
2635 op->stats.food++, op->stats.hp--; 2422 {
2423 op->contr->killer = archetype::get ("killer_starvation");
2424 op->contr->killer->destroy ();
2425 }
2426 }
2636 2427
2428 /* killer should be set here already */
2637 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2429 if (op->stats.hp < 0 && !op->flag [FLAG_WIZ])
2638 kill_player (op); 2430 kill_player (op);
2639 } 2431 }
2640} 2432}
2641 2433
2642/* If the player should die (lack of hp, food, etc), we call this. 2434/* If the player should die (lack of hp, food, etc), we call this.
2645 * file. 2437 * file.
2646 */ 2438 */
2647void 2439void
2648kill_player (object *op) 2440kill_player (object *op)
2649{ 2441{
2650 char buf[MAX_BUF];
2651 int x, y; 2442 int x, y;
2652
2653 //int i;
2654 maptile *map; /* this is for resurrection */ 2443 maptile *map; /* this is for resurrection */
2655
2656 /* int z;
2657 int num_stats_lose;
2658 int lost_a_stat;
2659 int lose_this_stat;
2660 int this_stat; */
2661 int will_kill_again; 2444 int will_kill_again;
2662 archetype *at; 2445 archetype *at;
2663 object *tmp; 2446 object *tmp;
2664 2447
2665 if (save_life (op)) 2448 if (save_life (op))
2666 return; 2449 return;
2667 2450
2451 dynbuf_text deathtab;
2452
2453 /* restore player */
2454 at = archetype::find (shstr_poisoning);
2455 if (object *tmp = present_arch_in_ob (at, op))
2456 {
2457 tmp->destroy ();
2458 deathtab << "Your body feels cleansed...\r";
2459 }
2460
2461 at = archetype::find (shstr_confusion);
2462 if (object *tmp = present_arch_in_ob (at, op))
2463 {
2464 tmp->destroy ();
2465 deathtab << "Your mind feels clearer...\r";
2466 }
2467
2468 cure_disease (op, 0, 0); /* remove any disease */
2469
2470 max_it (op->stats.hp , op->stats.maxhp);
2471 max_it (op->stats.sp , op->stats.maxsp);
2472 max_it (op->stats.grace, op->stats.maxgrace);
2473 max_it (op->stats.food , 200);
2474
2475 // remove all spell effects that are active
2476 // to avoid long-term effects such as word-of-recall
2477 for (object *item = op->inv; item; )
2478 {
2479 object *next = item->below;
2480
2481 if (item->type == SPELL_EFFECT && item->active)
2482 item->destroy ();
2483
2484 item = next;
2485 }
2668 2486
2669 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2487 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2670 * in cities ONLY!!! It is very important that this doesn't get abused. 2488 * in cities ONLY!!! It is very important that this doesn't get abused.
2671 * Look at op_on_battleground() for more info --AndreasV 2489 * Look at op_on_battleground() for more info --AndreasV
2672 */ 2490 */
2673 if (op_on_battleground (op, &x, &y)) 2491 if (op_on_battleground (op, &x, &y))
2674 { 2492 {
2675 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2493 deathtab << "You almost died in combat, but local medics have saved your life...\r";
2676 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2677
2678 /* restore player */
2679 at = archetype::find ("poisoning");
2680 if (object *tmp = present_arch_in_ob (at, op))
2681 {
2682 tmp->destroy ();
2683 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2684 }
2685
2686 at = archetype::find ("confusion");
2687 if (object *tmp = present_arch_in_ob (at, op))
2688 {
2689 tmp->destroy ();
2690 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2691 }
2692
2693 cure_disease (op, 0); /* remove any disease */
2694 op->stats.hp = op->stats.maxhp;
2695 if (op->stats.food <= 0)
2696 op->stats.food = 999;
2697 2494
2698 /* create a bodypart-trophy to make the winner happy */ 2495 /* create a bodypart-trophy to make the winner happy */
2699 if (object *tmp = arch_to_object (archetype::find ("finger"))) 2496 object *tmp = archetype::find (shstr_finger)->instance ();
2700 { 2497
2701 sprintf (buf, "%s's finger", &op->name); 2498 tmp->name = format ("%s's finger" , &op->name);
2702 tmp->name = buf; 2499 tmp->name_pl = format ("%s's fingers", &op->name);
2703 sprintf (buf, " This finger has been cut off %s\n" 2500 tmp->msg = format (
2704 " the %s, when he was defeated at\n level %d by %s.\n", 2501 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
2705 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2502 &op->name, op->contr->title,
2706 tmp->msg = buf; 2503 (int)op->level,
2504 op->contr->killer_name ()
2505 );
2707 tmp->value = 0, tmp->type = 0; 2506 tmp->value = 0, tmp->type = 0;
2708 tmp->materialname = "organics"; 2507 tmp->material = name_to_material (shstr_organic);
2709 tmp->insert_at (op, tmp); 2508 tmp->insert_at (op, tmp);
2710 }
2711 2509
2712 /* teleport defeated player to new destination */ 2510 /* teleport defeated player to new destination */
2713 transfer_ob (op, x, y, 0, NULL); 2511 transfer_ob (op, x, y, 0, NULL);
2714 op->contr->braced = 0; 2512 op->contr->braced = 0;
2513
2514 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2715 return; 2515 return;
2716 } 2516 }
2717 2517
2518 deathtab << "You were killed by " << op->contr->killer_name () << ".\n\n";
2519 deathtab << "T<YOU HAVE DIED>\n\n";
2520
2718 INVOKE_PLAYER (DEATH, op->contr); 2521 INVOKE_PLAYER (DEATH, op->contr);
2719 2522
2720 command_kill_pets (op, 0); 2523 command_kill_pets (op, 0);
2721 2524
2722 if (op->stats.food < 0) 2525 op->contr->play_sound (sound_find ("player_dies"));
2723 {
2724 sprintf (buf, "%s starved to death.", &op->name);
2725 strcpy (op->contr->killer, "starvation");
2726 }
2727 else
2728 sprintf (buf, "%s died.", &op->name);
2729
2730 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2731 2526
2732 /* save the map location for corpse, gravestone */ 2527 /* save the map location for corpse, gravestone */
2733 x = op->x; 2528 x = op->x;
2734 y = op->y; 2529 y = op->y;
2735 map = op->map; 2530 map = op->map;
2763 2558
2764 lost_a_stat = 0; 2559 lost_a_stat = 0;
2765 2560
2766 for (z = 0; z < num_stats_lose; z++) 2561 for (z = 0; z < num_stats_lose; z++)
2767 { 2562 {
2768 i = RANDOM () % NUM_STATS; 2563 i = rndm (NUM_STATS);
2769 2564
2770 if (settings.stat_loss_on_death) 2565 if (settings.stat_loss_on_death)
2771 { 2566 {
2772 /* Pick a random stat and take a point off it. Tell the player 2567 /* Pick a random stat and take a point off it. Tell the player
2773 * what he lost. 2568 * what he lost.
2780 lost_a_stat = 1; 2575 lost_a_stat = 1;
2781 } 2576 }
2782 else 2577 else
2783 { 2578 {
2784 /* deplete a stat */ 2579 /* deplete a stat */
2785 archetype *deparch = archetype::find ("depletion"); 2580 archetype *deparch = archetype::find (shstr_depletion);
2786 object *dep; 2581 object *dep;
2787 2582
2788 dep = present_arch_in_ob (deparch, op); 2583 dep = present_arch_in_ob (deparch, op);
2789 if (!dep) 2584 if (!dep)
2790 { 2585 {
2791 dep = arch_to_object (deparch); 2586 dep = deparch->instance ();
2792 insert_ob_in_ob (dep, op); 2587 insert_ob_in_ob (dep, op);
2793 } 2588 }
2794 lose_this_stat = 1; 2589 lose_this_stat = 1;
2795 if (settings.balanced_stat_loss) 2590 if (settings.balanced_stat_loss)
2796 { 2591 {
2808 2603
2809 /* There is a maximum depletion total per level. */ 2604 /* There is a maximum depletion total per level. */
2810 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO) 2605 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
2811 { 2606 {
2812 lose_this_stat = 0; 2607 lose_this_stat = 0;
2813 /* Take loss chance vs keep chance to see if we 2608 /* Take loss chance vs keep chance to see if we
2814 retain the stat. */ 2609 retain the stat. */
2815 } 2610 }
2816 else 2611 else
2817 { 2612 {
2818 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance) 2613 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
2824 } 2619 }
2825 } 2620 }
2826 2621
2827 if (lose_this_stat) 2622 if (lose_this_stat)
2828 { 2623 {
2829 this_stat = get_attr_value (&(dep->stats), i); 2624 this_stat = get_attr_value (&dep->stats, i);
2830 /* We could try to do something clever like find another 2625 /* We could try to do something clever like find another
2831 * stat to reduce if this fails. But chances are, if 2626 * stat to reduce if this fails. But chances are, if
2832 * stats have been depleted to -50, all are pretty low 2627 * stats have been depleted to -50, all are pretty low
2833 * and should be roughly the same, so it shouldn't make a 2628 * and should be roughly the same, so it shouldn't make a
2834 * difference. 2629 * difference.
2835 */ 2630 */
2836 if (this_stat >= -50) 2631 if (this_stat >= -50)
2837 { 2632 {
2838 change_attr_value (&(dep->stats), i, -1); 2633 change_attr_value (&(dep->stats), i, -1);
2839 SET_FLAG (dep, FLAG_APPLIED); 2634 dep->set_flag (FLAG_APPLIED);
2840 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2635 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2841 op->update_stats (); 2636 op->update_stats ();
2842 lost_a_stat = 1; 2637 lost_a_stat = 1;
2843 } 2638 }
2844 } 2639 }
2845 } 2640 }
2846 } 2641 }
2642
2847 /* If no stat lost, tell the player. */ 2643 /* If no stat lost, tell the player. */
2848 if (!lost_a_stat) 2644 if (!lost_a_stat)
2849 { 2645 {
2850 /* determine_god() seems to not work sometimes... why is this? 2646 /* determine_god() seems to not work sometimes... why is this?
2851 Should I be using something else? GD */ 2647 Should I be using something else? GD */
2852 const char *god = determine_god (op); 2648 shstr_tmp god = determine_god (op);
2853 2649
2854 if (god && (strcmp (god, "none"))) 2650 if (god != shstr_none)
2855 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god); 2651 deathtab << "For a brief moment you feel the holy presence of " << god << " protecting you.\r";
2856 else 2652 else
2857 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2653 deathtab << "For a brief moment you feel a holy presence protecting you.\r";
2858 } 2654 }
2859#else 2655#else
2860 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2656 deathtab << "For a brief moment you feel a holy presence protecting you from losing yourself completely.";
2861#endif 2657#endif
2862 2658
2863 /* Put a gravestone up where the character 'almost' died. List the 2659 /* Put a gravestone up where the character 'almost' died. List the
2864 * exp loss on the stone. 2660 * exp loss on the stone.
2865 */ 2661 */
2866 tmp = arch_to_object (archetype::find ("gravestone")); 2662 tmp = archetype::find (shstr_gravestone)->instance ();
2867 sprintf (buf, "%s's gravestone", &op->name); 2663 tmp->name = format ("%s's gravestone", &op->name);
2868 tmp->name = buf; 2664 tmp->name_pl = format ("%s's gravestones", &op->name);
2869 sprintf (buf, "%s's gravestones", &op->name); 2665 tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n",
2870 tmp->name_pl = buf; 2666 &op->name, op->contr->title, op->contr->killer_name ());
2871 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);
2872 tmp->msg = buf;
2873 tmp->x = op->x, tmp->y = op->y; 2667 tmp->x = op->x, tmp->y = op->y;
2874 insert_ob_in_map (tmp, op->map, NULL, 0); 2668 insert_ob_in_map (tmp, op->map, NULL, 0);
2875 2669
2876 /**************************************/ 2670 /**************************************/
2877 /* */ 2671 /* */
2878 /* Subtract the experience points, */ 2672 /* Subtract the experience points, */
2879 /* if we died cause of food, give us */
2880 /* food, and reset HP's... */
2881 /* */ 2673 /* */
2882 /**************************************/ 2674 /**************************************/
2883 2675
2884 /* remove any poisoning and confusion the character may be suffering. */
2885 /* restore player */
2886 at = archetype::find ("poisoning");
2887 tmp = present_arch_in_ob (at, op);
2888
2889 if (tmp)
2890 {
2891 tmp->destroy ();
2892 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2893 }
2894
2895 at = archetype::find ("confusion");
2896 tmp = present_arch_in_ob (at, op);
2897 if (tmp)
2898 {
2899 tmp->destroy ();
2900 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2901 }
2902
2903 cure_disease (op, 0); /* remove any disease */
2904
2905 /*add_exp(op, (op->stats.exp * -0.20)); */ 2676 /*add_exp(op, (op->stats.exp * -0.20)); */
2906 apply_death_exp_penalty (op); 2677 apply_death_exp_penalty (op);
2907 if (op->stats.food < 100)
2908 op->stats.food = 900;
2909 op->stats.hp = op->stats.maxhp;
2910 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2911 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2912 2678
2913 /* 2679 /*
2914 * Check to see if the player is in a shop. IF so, then check to see if
2915 * the player has any unpaid items. If so, remove them and put them back 2680 * Check to see if the player has any unpaid items. If so, remove them
2916 * in the map. 2681 * and put them back in the map.
2917 */ 2682 */
2918 2683 op->drop_unpaid_items ();
2919 if (is_in_shop (op))
2920 remove_unpaid_objects (op->inv, op);
2921 2684
2922 /****************************************/ 2685 /****************************************/
2923 /* */ 2686 /* */
2924 /* Move player to his current respawn- */ 2687 /* Move player to his current respawn- */
2925 /* position (usually last savebed) */ 2688 /* position (usually last savebed) */
2943 if (will_kill_again) 2706 if (will_kill_again)
2944 { 2707 {
2945 object *force; 2708 object *force;
2946 int at; 2709 int at;
2947 2710
2948 force = get_archetype (FORCE_NAME); 2711 force = archetype::get (FORCE_NAME);
2949 /* 50 ticks should be enough time for the spell to abate */ 2712 /* 50 ticks should be enough time for the spell to abate */
2950 force->speed = 0.1;
2951 force->speed_left = -5.0; 2713 force->speed_left = -5.f;
2952 SET_FLAG (force, FLAG_APPLIED); 2714 force->set_speed (0.1f);
2715 force->set_flag (FLAG_APPLIED);
2716
2953 for (at = 0; at < NROFATTACKS; at++) 2717 for (at = 0; at < NROFATTACKS; at++)
2954 if (will_kill_again & (1 << at)) 2718 if (will_kill_again & (1 << at))
2955 force->resist[at] = 100; 2719 force->resist[at] = 100;
2956 2720
2957 insert_ob_in_ob (force, op); 2721 insert_ob_in_ob (force, op);
2958 op->update_stats (); 2722 op->update_stats ();
2959
2960 } 2723 }
2961 2724
2962 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2725 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2963} 2726}
2964 2727
2965void 2728static void
2966loot_object (object *op) 2729loot_object (object *op)
2967{ /* Grab and destroy some treasure */ 2730{ /* Grab and destroy some treasure */
2968 object *tmp, *tmp2, *next; 2731 object *tmp, *next;
2969 2732
2970 op->close_container (); /* close open sack first */ 2733 op->close_container (); /* close open sack first */
2971 2734
2972 for (tmp = op->inv; tmp; tmp = next) 2735 for (tmp = op->inv; tmp; tmp = next)
2973 { 2736 {
2980 tmp->x = op->x, tmp->y = op->y; 2743 tmp->x = op->x, tmp->y = op->y;
2981 2744
2982 if (tmp->type == CONTAINER) 2745 if (tmp->type == CONTAINER)
2983 loot_object (tmp); /* empty container to ground */ 2746 loot_object (tmp); /* empty container to ground */
2984 2747
2985 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3)))) 2748 if (!tmp->flag [FLAG_UNIQUE] && (tmp->flag [FLAG_STARTEQUIP] || tmp->flag [FLAG_NO_DROP] || !(rndm (3))))
2986 { 2749 {
2987 if (tmp->nrof > 1) 2750 if (tmp->nrof > 1)
2988 { 2751 {
2989 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2752 tmp->decrease (rndm (1, tmp->nrof - 1));
2990 tmp2->destroy ();
2991 insert_ob_in_map (tmp, op->map, NULL, 0); 2753 insert_ob_in_map (tmp, op->map, NULL, 0);
2992 } 2754 }
2993 else 2755 else
2994 tmp->destroy (); 2756 tmp->destroy ();
2995 } 2757 }
3002 * fix_weight(): Check recursively the weight of all players, and fix 2764 * fix_weight(): Check recursively the weight of all players, and fix
3003 * what needs to be fixed. Refresh windows and fix speed if anything 2765 * what needs to be fixed. Refresh windows and fix speed if anything
3004 * was changed. 2766 * was changed.
3005 */ 2767 */
3006void 2768void
3007fix_weight (void) 2769fix_weight ()
3008{ 2770{
3009 for_all_players (pl) 2771 for_all_players (pl)
3010 { 2772 {
3011 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2773 weight_t old = pl->ob->carrying;
3012 2774
3013 if (old == sum) 2775 pl->ob->update_weight ();
3014 continue; 2776
2777 if (old != pl->ob->carrying)
2778 {
3015 pl->ob->update_stats (); 2779 pl->ob->update_stats ();
3016 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 2780 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, (int)old, (int)pl->ob->carrying);
2781 }
3017 } 2782 }
3018} 2783}
3019 2784
3020void 2785void
3021fix_luck (void) 2786fix_luck ()
3022{ 2787{
3023 for_all_players (pl) 2788 for_all_players (pl)
3024 if (!pl->ob->contr->ns->state) 2789 if (!pl->ob->contr->ns->state)
3025 pl->ob->change_luck (0); 2790 pl->ob->change_luck (0);
3026} 2791}
3063} 2828}
3064 2829
3065void 2830void
3066make_visible (object *op) 2831make_visible (object *op)
3067{ 2832{
3068 op->hide = 0; 2833 op->flag [FLAG_HIDDEN] = 0;
3069 op->invisible = 0; 2834 op->invisible = 0;
2835
3070 if (op->type == PLAYER) 2836 if (op->type == PLAYER)
3071 { 2837 {
3072 op->contr->tmp_invis = 0; 2838 op->contr->tmp_invis = 0;
3073 op->contr->invis_race = 0; 2839 op->contr->invis_race = 0;
3074 } 2840 }
3077} 2843}
3078 2844
3079int 2845int
3080is_true_undead (object *op) 2846is_true_undead (object *op)
3081{ 2847{
3082 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 2848 if (op->arch->flag [FLAG_UNDEAD])
3083 return 1; 2849 return 1;
3084 2850
3085 return 0; 2851 return 0;
3086} 2852}
3087 2853
3088/* look at the surrounding terrain to determine 2854/* look at the surrounding terrain to determine
3089 * the hideability of this object. Positive levels 2855 * the hideability of this object. Positive levels
3090 * indicate greater hideability. 2856 * indicate greater hideability.
3091 */ 2857 */
3092
3093int 2858int
3094hideability (object *ob) 2859hideability (object *ob)
3095{ 2860{
3096 int i, level = 0, mflag; 2861 int i, level = 0, mflag;
3097 sint16 x, y; 2862 sint16 x, y;
3098 2863
3099 if (!ob || !ob->map) 2864 if (!ob || !ob->map)
3100 return 0; 2865 return 0;
3101 2866
3102 /* so, on normal lighted maps, its hard to hide */ 2867 /* so, on normal lighted maps, its hard to hide */
3103 level = ob->map->darkness - 2; 2868 level = ob->map->darklevel () - 2;
3104 2869
3105 /* this also picks up whether the object is glowing. 2870 /* this also picks up whether the object is glowing.
3106 * If you carry a light on a non-dark map, its not 2871 * If you carry a light on a non-dark map, its not
3107 * as bad as carrying a light on a pitch dark map */ 2872 * as bad as carrying a light on a pitch dark map */
3108 if (has_carried_lights (ob)) 2873 if (ob->has_carried_lights ())
3109 level = -(10 + (2 * ob->map->darkness)); 2874 level = -(10 + (2 * ob->map->darklevel ()));
3110 2875
3111 /* scan through all nearby squares for terrain to hide in */ 2876 /* scan through all nearby squares for terrain to hide in */
3112 for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i]) 2877 for (i = 0, x = ob->x, y = ob->y;
2878 i <= SIZEOFFREE1;
2879 i++, x = ob->x + DIRX (i), y = ob->y + DIRY (i))
3113 { 2880 {
3114 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); 2881 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3115 if (mflag & P_OUT_OF_MAP) 2882 if (mflag & P_OUT_OF_MAP)
3116 {
3117 continue; 2883 continue;
3118 } 2884
3119 if (mflag & P_BLOCKSVIEW) /* something to hide near! */ 2885 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3120 level += 2; 2886 level += 2;
3121 else /* open terrain! */ 2887 else /* open terrain! */
3122 level -= 1; 2888 level -= 1;
3123 } 2889 }
3131/* For Hidden creatures - a chance of becoming 'unhidden' 2897/* For Hidden creatures - a chance of becoming 'unhidden'
3132 * every time they move - as we subtract off 'invisibility' 2898 * every time they move - as we subtract off 'invisibility'
3133 * AND, for players, if they move into a ridiculously unhideable 2899 * AND, for players, if they move into a ridiculously unhideable
3134 * spot (surrounded by clear terrain in broad daylight). -b.t. 2900 * spot (surrounded by clear terrain in broad daylight). -b.t.
3135 */ 2901 */
3136
3137void 2902void
3138do_hidden_move (object *op) 2903do_hidden_move (object *op)
3139{ 2904{
3140 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 2905 int hide = 0;
3141 object *skop;
3142 2906
3143 if (!op || !op->map) 2907 if (!op || !op->map)
3144 return; 2908 return;
3145 2909
3146 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 2910 object *skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
2911 int num = random_roll (0, 19, op, PREFER_LOW);
3147 2912
3148 /* its *extremely* hard to run and sneak/hide at the same time! */ 2913 /* its *extremely* hard to run and sneak/hide at the same time! */
3149 if (op->type == PLAYER && op->contr->run_on) 2914 if (op->type == PLAYER && op->contr->run_on)
3150 if (!skop || num >= skop->level) 2915 if (!skop || num >= skop->level)
3151 { 2916 {
3161 num -= hide; 2926 num -= hide;
3162 2927
3163 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 2928 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3164 { 2929 {
3165 make_visible (op); 2930 make_visible (op);
2931
3166 if (op->type == PLAYER) 2932 if (op->type == PLAYER)
3167 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 2933 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3168 } 2934 }
3169 else if (op->type == PLAYER && skop) 2935 else if (op->type == PLAYER && skop)
3170 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 2936 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3185 2951
3186 if (who->type == PLAYER) 2952 if (who->type == PLAYER)
3187 player = 1; 2953 player = 1;
3188 2954
3189 else 2955 else
3190 friendly = QUERY_FLAG (who, FLAG_FRIENDLY); 2956 friendly = who->flag [FLAG_FRIENDLY];
3191 2957
3192 /* search adjacent squares */ 2958 /* search adjacent squares */
3193 for (i = 1; i < 9; i++) 2959 for (i = 1; i < 9; i++)
3194 { 2960 {
3195 x = who->x + freearr_x[i]; 2961 x = who->x + DIRX (i);
3196 y = who->y + freearr_y[i]; 2962 y = who->y + DIRY (i);
3197 m = who->map; 2963 m = who->map;
3198 mflags = get_map_flags (m, &m, x, y, &x, &y); 2964 mflags = get_map_flags (m, &m, x, y, &x, &y);
3199 /* space must be blocked if there is a monster. If not 2965 /* space must be blocked if there is a monster. If not
3200 * blocked, don't need to check this space. 2966 * blocked, don't need to check this space.
3201 */ 2967 */
3204 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) 2970 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3205 continue; 2971 continue;
3206 2972
3207 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) 2973 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3208 { 2974 {
3209 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 2975 if ((player ||friendly) &&tmp->flag [FLAG_MONSTER] && !tmp->flag [FLAG_UNAGGRESSIVE])
3210 return 1; 2976 return 1;
3211 else if (tmp->type == PLAYER) 2977 else if (tmp->type == PLAYER)
3212 {
3213 /*don't let a hidden DM prevent you from hiding */
3214 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3215 return 1; 2978 return 1;
3216 }
3217 } 2979 }
3218 } 2980 }
3219 return 0; 2981 return 0;
3220} 2982}
3221 2983
3222/* check the player los field for viewability of the 2984/* check the player los field for viewability of the
3223 * object op. This function works fine for monsters, 2985 * object op. This function works fine for monsters,
3224 * but we dont worry if the object isnt the top one in 2986 * but we dont worry if the object isnt the top one in
3225 * a pile (say a coin under a table would return "viewable" 2987 * a pile (say a coin under a table would return "viewable"
3226 * by this routine). Another question, should we be 2988 * by this routine). Another question, should we be
3227 * concerned with the direction the player is looking 2989 * concerned with the direction the player is looking
3228 * in? Realistically, most of use cant see stuff behind 2990 * in? Realistically, most of us can't see stuff behind
3229 * our backs...on the other hand, does the "facing" direction 2991 * our backs...on the other hand, does the "facing" direction
3230 * imply the way your head, or body is facing? Its possible 2992 * imply the way your head, or body is facing? It's possible
3231 * for them to differ. Sigh, this fctn could get a bit more complex. 2993 * for them to differ. Sigh, this fctn could get a bit more complex.
3232 * -b.t. 2994 * -b.t.
3233 * This function is now map tiling safe. 2995 * This function is now map tiling safe.
3234 */ 2996 */
3235
3236int 2997int
3237player_can_view (object *pl, object *op) 2998player_can_view (object *pl, object *op)
3238{ 2999{
3239 rv_vector rv; 3000 rv_vector rv;
3240 int dx, dy; 3001 int dx, dy;
3252 3013
3253 get_rangevector (pl, op, &rv, 0x1); 3014 get_rangevector (pl, op, &rv, 0x1);
3254 3015
3255 /* starting with the 'head' part, lets loop 3016 /* starting with the 'head' part, lets loop
3256 * through the object and find if it has any 3017 * through the object and find if it has any
3257 * part that is in the los array but isnt on 3018 * part that is in the los array but isn't on
3258 * a blocked los square. 3019 * a blocked los square.
3259 * we use the archetype to figure out offsets. 3020 * we use the archetype to figure out offsets.
3260 */ 3021 */
3261 while (op) 3022 while (op)
3262 { 3023 {
3263 dx = rv.distance_x + op->arch->clone.x; 3024 dx = rv.distance_x + op->arch->x;
3264 dy = rv.distance_y + op->arch->clone.y; 3025 dy = rv.distance_y + op->arch->y;
3265 3026
3266 /* only the viewable area the player sees is updated by LOS 3027 if (pl->contr->blocked_los (dx, dy) != LOS_BLOCKED)
3267 * code, so we need to restrict ourselves to that range of values
3268 * for any meaningful values.
3269 */
3270 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3271 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3272 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3273 return 1; 3028 return 1;
3029
3274 op = op->more; 3030 op = op->more;
3275 } 3031 }
3276 return 0;
3277}
3278 3032
3279/* routine for both players and monsters. We call this when
3280 * there is a possibility for our action distrubing our hiding
3281 * place or invisiblity spell. Artefact invisiblity is not
3282 * effected by this. If we arent invisible to begin with, we
3283 * return 0.
3284 */
3285int
3286action_makes_visible (object *op)
3287{
3288
3289 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3290 {
3291 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3292 return 0;
3293
3294 if (op->contr && op->contr->tmp_invis == 0)
3295 return 0;
3296
3297 /* If monsters, they should become visible */
3298 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3299 {
3300 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3301 return 1;
3302 }
3303 }
3304 return 0; 3033 return 0;
3305} 3034}
3306 3035
3307/* op_on_battleground - checks if the given object op (usually 3036/* op_on_battleground - checks if the given object op (usually
3308 * a player) is standing on a valid battleground-tile, 3037 * a player) is standing on a valid battleground-tile,
3313 * Default is to do the same as before, so only people wanting to have different points need worry about this 3042 * Default is to do the same as before, so only people wanting to have different points need worry about this
3314 */ 3043 */
3315int 3044int
3316op_on_battleground (object *op, int *x, int *y) 3045op_on_battleground (object *op, int *x, int *y)
3317{ 3046{
3318 object *tmp;
3319
3320 /* A battleground-tile needs the following attributes to be valid: 3047 /* A battleground-tile needs the following attributes to be valid:
3321 * is_floor 1 (has to be the FIRST floor beneath the player's feet), 3048 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3322 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3049 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3323 * and the exit-coordinates sp/hp must both be > 0. 3050 * and the exit-coordinates sp/hp must both be > 0.
3324 * => The intention here is to prevent abuse of the battleground- 3051 * => The intention here is to prevent abuse of the battleground-
3325 * feature (like pickable or hidden battleground tiles). */ 3052 * feature (like pickable or hidden battleground tiles). */
3326 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3053 for (object *tmp = op->below; tmp; tmp = tmp->below)
3327 { 3054 {
3328 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3055 if (tmp->flag [FLAG_IS_FLOOR])
3329 { 3056 {
3330 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3057 if (tmp->flag [FLAG_NO_PICK]
3331 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp)) 3058 && tmp->type == BATTLEGROUND
3059 && tmp->name == shstr_battleground
3060 && EXIT_X (tmp) && EXIT_Y (tmp))
3332 { 3061 {
3333 /*before we assign the exit, check if this is a teambattle */ 3062 /* before we assign the exit, check if this is a teambattle */
3334 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) 3063 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3335 {
3336 object *invtmp;
3337
3338 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below) 3064 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3065 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3339 { 3066 {
3340 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3341 {
3342 if (x != NULL && y != NULL) 3067 if (x && y)
3343 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3068 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3069
3344 return 1; 3070 return 1;
3345 }
3346 } 3071 }
3347 } 3072
3348 if (x != NULL && y != NULL) 3073 if (x && y)
3349 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3074 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3075
3350 return 1; 3076 return 1;
3351 } 3077 }
3352 } 3078 }
3353 } 3079 }
3080
3354 /* If we got here, did not find a battleground */ 3081 /* If we got here, did not find a battleground */
3355 return 0; 3082 return 0;
3356} 3083}
3357 3084
3358/* 3085/*
3374 char buf[MAX_BUF]; /* tmp. string buffer */ 3101 char buf[MAX_BUF]; /* tmp. string buffer */
3375 int i = 0, j = 0; 3102 int i = 0, j = 0;
3376 3103
3377 /* get the appropriate treasurelist */ 3104 /* get the appropriate treasurelist */
3378 if (atnr == ATNR_FIRE) 3105 if (atnr == ATNR_FIRE)
3379 trlist = find_treasurelist ("dragon_ability_fire"); 3106 trlist = treasurelist::find (shstr_dragon_ability_fire);
3380 else if (atnr == ATNR_COLD) 3107 else if (atnr == ATNR_COLD)
3381 trlist = find_treasurelist ("dragon_ability_cold"); 3108 trlist = treasurelist::find (shstr_dragon_ability_cold);
3382 else if (atnr == ATNR_ELECTRICITY) 3109 else if (atnr == ATNR_ELECTRICITY)
3383 trlist = find_treasurelist ("dragon_ability_elec"); 3110 trlist = treasurelist::find (shstr_dragon_ability_elec);
3384 else if (atnr == ATNR_POISON) 3111 else if (atnr == ATNR_POISON)
3385 trlist = find_treasurelist ("dragon_ability_poison"); 3112 trlist = treasurelist::find (shstr_dragon_ability_poison);
3386 3113
3387 if (trlist == NULL || who->type != PLAYER) 3114 if (trlist == NULL || who->type != PLAYER)
3388 return; 3115 return;
3389 3116
3390 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3117 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3394 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3121 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3395 return; 3122 return;
3396 } 3123 }
3397 3124
3398 /* everything seems okay - now bring on the gift: */ 3125 /* everything seems okay - now bring on the gift: */
3399 item = &(tr->item->clone); 3126 item = tr->item;
3400 3127
3401 if (item->type == SPELL) 3128 if (item->type == SPELL)
3402 { 3129 {
3403 if (check_spell_known (who, item->name)) 3130 if (check_spell_known (who, item->name))
3404 return; 3131 return;
3463 { 3190 {
3464 /* forces in the treasurelist can alter the player's stats */ 3191 /* forces in the treasurelist can alter the player's stats */
3465 object *skin; 3192 object *skin;
3466 3193
3467 /* first get the dragon skin force */ 3194 /* first get the dragon skin force */
3468 shstr_cmp dragon_skin_force ("dragon_skin_force");
3469 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below) 3195 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3470 ; 3196 ;
3471 3197
3472 if (!skin) 3198 if (!skin)
3473 return; 3199 return;
3474 3200
3488 else 3214 else
3489 j = 1; 3215 j = 1;
3490 strcat (buf, spellpathnames[i]); 3216 strcat (buf, spellpathnames[i]);
3491 } 3217 }
3492 } 3218 }
3219
3493 strcat (buf, "."); 3220 strcat (buf, ".");
3494 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf); 3221 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3495 } 3222 }
3496 3223
3497 /* evtl. adding flags: */ 3224 /* evtl. adding flags: */
3498 if (QUERY_FLAG (item, FLAG_XRAYS)) 3225 if (item->flag [FLAG_XRAYS])
3499 SET_FLAG (skin, FLAG_XRAYS); 3226 skin->set_flag (FLAG_XRAYS);
3500 if (QUERY_FLAG (item, FLAG_STEALTH)) 3227 if (item->flag [FLAG_STEALTH])
3501 SET_FLAG (skin, FLAG_STEALTH); 3228 skin->set_flag (FLAG_STEALTH);
3502 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK)) 3229 if (item->flag [FLAG_SEE_IN_DARK])
3503 SET_FLAG (skin, FLAG_SEE_IN_DARK); 3230 skin->set_flag (FLAG_SEE_IN_DARK);
3504 3231
3505 /* print message if there is one */ 3232 /* print message if there is one */
3506 if (item->msg != NULL) 3233 if (item->msg != NULL)
3507 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg); 3234 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3508 } 3235 }
3509 else 3236 else
3510 { 3237 {
3511 /* generate misc. treasure */ 3238 /* generate misc. treasure */
3512 tmp = arch_to_object (tr->item); 3239 tmp = tr->item->instance ();
3513 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp)); 3240 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3514 tmp = insert_ob_in_ob (tmp, who); 3241 who->insert (tmp);
3515 if (who->type == PLAYER)
3516 esrv_send_item (who, tmp);
3517 }
3518}
3519
3520/**
3521 * Unready an object for a player. This function does nothing if the object was
3522 * not readied.
3523 */
3524void
3525player_unready_range_ob (player *pl, object *ob)
3526{
3527 for (rangetype i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1))
3528 if (pl->ranges[i] == ob)
3529 {
3530 pl->ranges[i] = 0;
3531 if (pl->shoottype == i)
3532 pl->shoottype = range_none;
3533 } 3242 }
3534} 3243}
3244
3245//-GPL
3535 3246
3536sint8 3247sint8
3537player::visibility_at (maptile *map, int x, int y) const 3248player::darkness_at (maptile *map, int x, int y) const
3538{ 3249{
3539 if (!ns) 3250 if (!ns)
3540 return 0; 3251 return LOS_BLOCKED;
3541 3252
3542 int dx, dy; 3253 int dx, dy;
3543 if (!adjacent_map (map, ns->current_map, &dx, &dy)) 3254 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3255 return LOS_BLOCKED;
3256
3257 x += dx - ns->current_x;
3258 y += dy - ns->current_y;
3259
3260 return blocked_los (x, y);
3261}
3262
3263void
3264player::infobox (const char *title, const char *msg, int color)
3265{
3266 send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3267}
3268
3269void
3270player::statusmsg (const char *msg, int color)
3271{
3272 send_msg (color | NDI_REPLY, INFO_CHANNEL, msg);
3273}
3274
3275void
3276player::failmsg (const char *msg, int color)
3277{
3278 play_sound (sound_find ("generic_failure"));
3279 statusmsg (msg, color);
3280}
3281
3282void
3283object::failmsgf (const char *format, ...)
3284{
3285 if (!contr)
3544 return 0; 3286 return;
3545 3287
3546 x += dx - ns->current_x + ns->mapx / 2; 3288 va_list ap;
3547 y += dy - ns->current_y + ns->mapy / 2; 3289 va_start (ap, format);
3548 3290 contr->failmsg (vformat (format, ap));
3549 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy)) 3291 va_end (ap);
3550 return 0;
3551
3552 return 100 - blocked_los [x][y];
3553} 3292}
3293
3294void
3295player::failmsgf (const char *format, ...)
3296{
3297 va_list ap;
3298 va_start (ap, format);
3299 failmsg (vformat (format, ap));
3300 va_end (ap);
3301}
3302

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